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fafnir300
2007-12-21, 05:02 PM
I'll be posting Monster's, NPC's,and etc.
Some will be my take on well known dnd characters and such. Other's will be my own creation. I'm doing this for those who want use different characters in different campaigns. Soon I'll be posting alot of known characters (my version) such as Asmodeus, Alastor, Domiel, Kaz, Graz'zt, and much more.I hope you enjoy them if you ever use them.

Index

Aberrations

Celestials
T’ien Kou (http://www.giantitp.com/forums/showpost.php?p=3700518&postcount=25)

Constructs

Demons
Anzu, Demonic Birds of Pazuzu a.k.a. Pazuzu Rocs (http://www.giantitp.com/forums/showpost.php?p=3700502&postcount=23)
Baphitaur (http://www.giantitp.com/forums/showpost.php?p=3747519&postcount=32)
Baphomet, Demon Prince of Beasts (http://www.giantitp.com/forums/showpost.php?p=3700446&postcount=18)
En’ran, Consort of Malcanthet (http://www.giantitp.com/forums/showpost.php?p=3692028&postcount=3)
Juiblex, The Faceless Lord (http://www.giantitp.com/forums/showpost.php?p=3700469&postcount=20)
Kardum, Lord of Balors and Abyssal Fire (http://www.giantitp.com/forums/showpost.php?p=3692078&postcount=9)
Kostchtchie, Prince of Wrath (http://www.giantitp.com/forums/showpost.php?p=3700457&postcount=19)
Pazuzu, Demon Prince of the Lower Aerial Kingdoms (http://www.giantitp.com/forums/showpost.php?p=3700475&postcount=21)
Reqqonia. Half-Fiend Son of Yeenoghu (http://www.giantitp.com/forums/showpost.php?p=3692036&postcount=4)
Srrzon, The Ravager (http://www.giantitp.com/forums/showpost.php?p=3692054&postcount=6)
Yeenoghu, Prince of Gnolls (http://www.giantitp.com/forums/showpost.php?p=3700436&postcount=17)

Devils
Alastor, The Executioner (http://www.giantitp.com/forums/showpost.php?p=3692087&postcount=10)
Bel, Lord of the First (http://www.giantitp.com/forums/showpost.php?p=3700432&postcount=16)
Mammon, Lord of the Third (http://www.giantitp.com/forums/showpost.php?p=3700535&postcount=27)
Yeddikadir and Nalebranc, Twin Generals of Bel (http://www.giantitp.com/forums/showpost.php?p=3700529&postcount=26)

Dragons

Elementals

Fey

Giants

Humanoids
Beowulf (http://www.giantitp.com/forums/showpost.php?p=3692064&postcount=7)

Magical Beasts

Monstrous Humanoids

Ooze

Outsiders
Air Maidens of Ukko (http://www.giantitp.com/forums/showpost.php?p=3692098&postcount=13)
Awar of the Sundered Suns, Son of Eblis (http://www.giantitp.com/forums/showpost.php?p=3692041&postcount=5)
Marut (http://www.giantitp.com/forums/showpost.php?p=3700496&postcount=22)
Specially Bred Hellhounds (http://www.giantitp.com/forums/showpost.php?p=3747527&postcount=33)
St. Kargoth’s Mount, Tyrame (http://www.giantitp.com/forums/showpost.php?p=3700554&postcount=29)
Sea Mother (http://www.giantitp.com/forums/showpost.php?p=3700551&postcount=28)
Sultan of Brass City (http://www.giantitp.com/forums/showpost.php?p=3692091&postcount=11)
Utukku (http://www.giantitp.com/forums/showpost.php?p=3700514&postcount=24)
Xannan Tarmikos (http://www.giantitp.com/forums/showpost.php?p=3692069&postcount=8)
Ygorl, Slaad Lord of Entropy and Death (http://www.giantitp.com/forums/showpost.php?p=3692021&postcount=2)

Undead
Saint Kargoth, The Betrayer (http://www.giantitp.com/forums/showpost.php?p=3700417&postcount=15)


Deities

fafnir300
2007-12-21, 05:05 PM
Ygorl, Slaad Lord of Entropy and Death
Large Outsider (Chaotic, Extraplanar)
HD: 55d8 + 770 (1,210 hp)
Initiative: +20
Speed: 60 ft., fly 120 ft. (good)
AC: 68 (+12 armor, + 10 concealment, + 12 Dex, + 25 natural, -1 size) touch 31, flat-footed 56
BAB/ Grapple: +55/+77
Attack: +8 chaotic power, everdancing, keen, vorpal, scythe, Y'lyeold +97 melee (2d6 + 35 + 3d6 chaotic/19-20/x4), or claw +72 melee (1d6 + 18), or bite +63 melee (1d8 + 9), or wing +63 melee(1d6 + 9), or tongue +63 melee (1d6 + 9 + 3d6 chaotic damage)
Full attack: +8 chaotic power, everdancing, keen, vorpal, scythe, Y'lyeold +97/+92/+87/+82 melee (2d6 + 35 + 3d6 chaotic/19-20/x4), and bite + 70 melee (1d8 + 9), and 2 wings +70 melee(1d6 + 9) OR, +8 chaotic power, everdancing, keen, vorpal, scythe, Y'lyeold +97/+92/+87/+82 melee (2d6 + 35 + 3d6 chaotic/19-20/x4), and 2 claws +72 melee (1d6 + 18), and bite +70 melee (1d8 + 9), and 2 wings +70 melee(1d6 + 9), and tongue +70 melee (1d6 + 9 + 3d6 chaotic damage)
Space/reach: 10 ft./10 ft.
Special attacks: Chaos Spittle of Ygorl, Command/Rebuke Dead 15/day, Control Undead, Croak of Death, Negative Rift, Runes of Y’lyeold, Spell-Like Abilities, Summon Slaad, Tongue of Ygorl
Special qualities: Darkvision 120 ft., DR 30/ epic lawful and adamantine, fast healing 25, immunity to death effects and sonic energy, Lord of Death, resistance to acid 30, cold 30, electric 30, and fire 30, SR ,telepathy 300 ft.
Saves: Fort +49, Ref +41, Will +43
Abilities: Str 47, Dex 34, Con 39, Int 28, Wis 30, Cha 35
Skills: Climb +76, Concentration +72, Escape Artist +70, Handle Animal +70 (72 with dragons), Hide +66, Intimidate +70, Knowledge(arcana) +67, Knowledge (the planes) +67, Knowledge (religion) +67, Listen +68, Move Silently +70, Ride +70 (72 with dragons), Search +67, Spot +68, Survival +68 (70 when tracking), Tumble +70, Use Rope +70 (72 with bindings)
Feats: Cleave, Combat Expertise, Dodge, Fly-By Attack, Great Cleave, Great Fortitude, Greater Weapon Focus (scythe), Greater Weapon Specialization (scythe), Improve Initiative, Improved Sunder, Mobility, Mounted Combat, Multi-Attack, Power Attack, Ride-By Attack, Weapon Focus (scythe), Weapon Specialization (scythe), Whirlwind Attack
Epic Feats: Dire Charge, Epic Fortitude, Epic Weapon Focus (scythe), Epic Weapon Specialization (scythe), Epic Will, Improved Darkvision, Undead Mastery, Zone of Animation
Environment: Limbo
Organization: Solitary(unique) or (Ygorl and Shkiv)
CR: 42
Treasure: Quadruple Standard and Y’lyeold
Alignment: Chaotic Neutral

Before you, stands a 15 ft. tall, gaunt Death Slaad. It appears as any other Death Slaad, except its skin is as black as the deepest reaches of the Plane of Negative Energy. It eyes shine white like 2 small, twinkling stars. A massive red cape – like aura surrounds this creature. In both of its hands, it holds a massive black scythe. On the blade of the scythe, you see 8 red runes. This is Ygorl, Slaad Lord of Entropy and Death.

(flavor coming)

Combat: Ygorl immediately starts off by using his Croak of Death ability to get rid of the weak. He then focuses his attention on the survivors. If he ever needs backup he’ll call on his faithful salad. If he’s still in need of backup, he summons undead creatures. At this point, Ygorl sits back and watches his minions at work, occasionally attacking from afar with his spell-like abilities. Those who survive this assault have to answer to Ygorl himself. Ygorl will personally see to it that they are destroyed. He will engage them in melee combat, using the powers of his scythe, to make quick work of them.

Chaos Spittle of Ygorl (Su): Ygorl can spit a glob of chaos at one target, up to 100 ft. away. This spit deals 10d8 points of chaotic damage to any non-lawful creature. Against lawful creatures, it is most deadly. It deals 20d8 points of chaotic damage to lawful creatures. Reflex save DC 51 halves damage. Lawful creatures hit by this spit must then make a Fortitude save DC 51 or die instantly. Those killed by this spit can still be raised normally, but at a 75 % success rate. These DCs are Con based.

Control Undead (Su): Ygorl can control undead as the spell cast by a 55th-level cleric.

Croak of Death (Su): Ygorl can let out a loud croak, which kills foes instantly. Ygorl’s croak has a range of a 300 ft. radius. Anyone caught within this range are slain instantly unless they make a Fortitude save DC 51. Even if successful, the creature(s) still take 10d6 points of sonic damage. Reflex save DC 51 halves damage. Those slain by this ability can be raised normally, but at a 75 % success rate. Both DCs are Con based.

Lord of Death (Su): As the Slaad Lord of Death, Ygorl’s undead minions are harder to kill. Any undead creature, under Ygorl’s control, can use their Charisma bonus, when determining extra hit points. This works as if they had a Constitution bonus.

Negative Rift (Su): Ygorl can use his scythe, Y’lyeold, to open a portal to the Plane of Negative Energy. From this rift, numerous undead appear. The number and type of undead that appear is completely random (see chart below). However, no matter what creature comes through the rift, they obey Ygorl without question. The summoned creatures serve Ygorl until they are destroyed. Ygorl must wait 24 hours before he can make another rift.

D% creatures
1-30 3d6 zombie slaadi (any, except black and white slaadi)
31-35 3d6 slaad ghosts
36-40 3d6 mummies
41-45 3d6 bodacks
46-50 1d6 mummy lords
51-55 1d4 liches (Wizard 15)
56-60 3d6 wights
61-65 3d6 greater wraiths
66-70 3d6 greater shadows
71-75 1d6 vampires (up to 20 levels in any one class)
76-80 1d4 nightwings
81-85 1d4 nightcrawlers
86-90 1d4 night walkers
91-92 1d3 shadow of the voids
93-94 1d3 shape of fires
95-96 1d3 atropals
97-98 1d3 hunefers
99-100 1d3 lavawights

Runes of Y’lyeold (Su): Ygorl’s scythe is powerful. As a free action he can activate 1 rune by calling out its name. Each rune has a different effect, which lasts for as long as Ygorl wants it too or until he activates another rune.
· Arilia – upon activation, this rune causes the scythe to radiate a faint blue aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Strength. Fortitude save DC 51 halves damage.
· Polmornys - upon activation, this rune causes the scythe to radiate a faint lime green aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Dexterity. Fortitude save DC 51 halves damage.
· Undsina - upon activation, this rune causes the scythe to radiate a faint purple aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Constitution. Fortitude save DC 51 halves damage.
· Usthatach - upon activation, this rune causes the scythe to radiate a faint gray aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Intelligence. Fortitude save DC 51 halves damage.
· Vorinetia - upon activation, this rune causes the scythe to radiate a faint silver aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Wisdom. Fortitude save DC 51 halves damage.
· Yaunn - upon activation, this rune causes the scythe to radiate a faint golden aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Charisma. Fortitude save DC 51 halves damage.
· Yelduong - upon activation, this rune causes the scythe to radiate a furious red aura. Ygorl deals 6d6 points of chaotic damage instead of the regular 3d6 points of chaotic damage. On successful critical hits, lawful creatures are slain no save.
· Yerir - upon activation, this rune causes the scythe to radiate an aura of many colors. Ygorl’s scythe is now imbued with energy. He deals an extra 4d6 points of acid, cold, electric, and fire damage when attacking with his scythe. This damage is a mixture of 4 types of energy, meaning it ignores any energy resistance and immunities a creature might have.
*Those slain by the scythe, can only be raised by using a wish or miracle spell. Even then they only have a 50% success rate.

Spell-Like Abilities: CL 55th; DC 22 + spell level; DC 24 + spell level (chaotic spells)
At will—animate objects, circle of death, chaos hammer, cloak of chaos, deeper darkness, detect magic, dispel law, fear, finger of death, fireball, fly, identify, invisibility, magic circle against law, mass charm, power word blind, see invisibility, silent image, and word of chaos;
7/day—power word kill.

Summon Slaad (Sp): 3/day, Ygorl can summon 3d6 red, blue, green, or grey salad, 2 advanced Death Slaad (35 HD), and 1 Black Slaad. Ygorl also has a chance in summoning 1 of his unique offspring at a 50% success rate. They have at least 30 HD.

Tongue of Ygorl (Ex): Ygorl can use his long, red, slimy tongue to attack foes. It deals damage as if it were a tentacle (1d6) + 3d6 points of chaotic damage. Ygorl can also use his tongue to constrict. If Ygorl uses his tongue to attack, he can also start a grapple. If successful, he can drain 2d6 points of Constitution. Fortitude save DC 51 halves the damage.

Possessions: Ygorl possesses a major artifact, called Y’lyeold, which functions as a +8 chaotic power, everdancing, keen, vorpal, scythe. This scythe is completely black, except for the 8 red runes, on the blade, which constantly flicker on and off in sequential order. Ygorl wears armor, which grants him a +12 bonus to AC. From his back flows a red cape. This cape is actually made of chaotic energy, so it gives off the effect as if it were made of red light. It surrounds Ygorl, granting him a + 10 concealment bonus.

(reserved for Shkiv’s stats)

fafnir300
2007-12-21, 05:06 PM
En’ran, Consort of Malcanthet
Medium Outsider (chaotic, evil, extraplanar, tanar’ri)
HD: 52d8 + 520 (936 hp)
Initiative: +15
Speed: 60 ft.
AC: 56 (+14 deflection, +11 Dex, +21 natural) touch 34, flat-footed 45
BAB/ Grapple: +45/+56
Attack: + 6 chaotic power, keen, unholy power, vorpal, glaive, Yatha +73 melee (1d10 + 18 + 3d6 chaotic power + 3d6 unholy power/19-20/x3), or gore +51 melee (1d4 + 6)
Full attack: + 6 chaotic power, keen, unholy power, vorpal, glaive, Yatha +73/+68/+63/+58 melee (1d10 + 18 + 3d6 chaotic power + 3d6 unholy power/19-20/x3), and gore +51 melee (1d4 + 6)
Space/reach: 5 ft./5 ft.
Special attacks: Foul Breath of Seduction, Spell-Like Abilities, Summon Tanar’ri, Wisdom Damage
Special qualities: Darkvison 60 ft., DR 25/epic good and cold iron, immune to electricity, poison, and enchantments, resistance to acid 25, cold 25, and fire 25, SR , tongues
Saves: Fort +32, Ref +35, Will +37
Abilities: Str 35, Dex 33, Con 30, Int 28, Wis 29, Cha 38,
Skills: Balance +66, Bluff +71, Concentration +65, Diplomacy +72, Disguise +69, Escape Artist +66, Hide +66, Intimidate +74, Jump +64, Knowledge (arcana) +64, Knowledge (the planes) +64, Listen +64, Move Silently +66, Search +64, Sense Motive +64, Spot +64, Tumble +66
Feats: Cleave, Combat Expertise, Dodge, Greater Weapon Focus (glaive), Greater Weapon Specialization (glaive), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Persuasive, Power Attack, Skill Focus (Diplomacy), Skill Focus (Intimidate), Spring Attack, Weapon Focus (glaive), Weapon Specialization (glaive), Whirlwind Attack
Epic Feats: Epic Speed, Epic Will
Environment: Shendilvari (Abyss)
Organization: Solitary (unique)
CR: 33
Treasure: Triple Standard and Yatha
Alignment: Chaotic Evil

You approach Malcanthet’s Razor Throne. She sits on her throne with a wicked grin. Behind the throne you see another fiendish being. It’s an incubus. It’s completely nude, except for the loin cloth, which barely covers his unmentionables. You look closer to see a large tattoo on its muscular, yet gaunt body. The tattoo starts from his left leg and ends on his chest. Upon closer inspection you see that it’s a thorny rose. The petals on the rose are black and drip with blood. Whether this is a magical effect or real blood, you do not know. In its hand, it holds a razor-sharp glaive, with a bloody-red blade. This creature then steps in front of the Razor Throne in a battle stance, ready to defend his fiendish lover. This is En’ran, Consort of Malcanthet


(flavor coming)

Combat: En’ran usually uses his glaive to destroy his foes. If out numbered, he’ll use his Foul Breath of Seduction ability to gain companions. If that doesn’t work, he’ll summon tanar’ri, usually incubi.

Foul Breath of Seduction (Su): En’ran can spew forth a sweet aroma from his mouth. This has a radius of a 90 ft. cone. This ability functions as a charm person or charm monster spell (depending on subject) cast by a 52th level caster. Will save DC 50 negates effect. This DC is Cha based. For those that are successful, they are “punished” as the sweet aroma becomes a foul acidic mist. The mist deals 15d8 points of acid damage, Reflex save DC 46 for half damage, and the creatures that breathe this mist are nauseated for 5 rounds, unless they succeed a Fortitude save DC 46. Both DCs are Con based.

Spell-Like Abilities: CL 52nd; DC 24 + spell level

At will- alter self, blasphemy, charm monster, charm person, daze, desecrate, detect good, detect thoughts, disguise self (no limit in duration), dominate person, eagle’s splendor, greater dispel magic, greater teleport, hast, hold monster, hypnotism, magic circle against good, magic circle against law, sleep, unhallow, unholy aura, unholy blight

5/day- bestow greater curse, power word kill

Summon Tanar’ri (Sp): 53/day En’ran can summon 3d4 advanced incubi (25 HD)with 100 % success.

Wisdom Damage (Su): En’ran’s kiss is deadly. It deals 1d8 points of Wisdom damage. Fortitude save DC 50 halves damage. For those not willing to be kissed, En’ran make start a grapple, which provokes an attack of opportunity. The save DC is Cha based.

Possessions: En'ran never wears armor, but always carries Yatha.This weapon function as a + 6 chaotic power, keen, unholy power, vorpal, glaive.

fafnir300
2007-12-21, 05:07 PM
Reqqonia. Half-Fiend Son of Yeenoghu
Medium Outsider (Chaotic, Evil, Extraplanar)
HD: 24d10 (Fighter) + 120 (360 hp)
Initiative: +13
Speed: 30 ft., fly 30 ft.
AC: 34 (+ 9 Dex, + 15 natural) touch 19, flat-footed 25
BAB/ Grapple: +24/+31
Attack: + 3 keen, unholy, heavy flail +39 + 2d6 unholy damage melee (1d10 + 13 + 2d6 unholy damage /17-20/x2), or claw +31 (1d4 + 7)
Full attack: + 3 keen, unholy, heavy flail +39/+34/+29/+24 + 2d6 unholy damage melee (1d10 + 13 + 2d6 unholy damage /17-20/x2), and claw +31 (1d4 + 7)
Space/reach: 5 ft./5 ft.
Special attacks: Breath Weapon (Acid), Smite Good, Spell-Like Abilities, Summon Gnolls
Special qualities: DR10/magic, Darkvision 60 ft., Immunity to poison, resistance to acid 10, cold 10, electricity 10, and fire 10, SR 32
Saves: Fort +17, Ref +15, Will +13
Abilities: Str 25, Dex 28, Con 21, Int 16, Wis 24, Cha 24
Skills: Bluff +21, Concentration +19, Diplomacy +21 (25 with gnolls), Escape Artist +23, Hide +23, Intimidate +21 (25 with gnolls), Jump 9, Listen +23, Search +17, Spot +23, Tumble +25
Feats: Acrobatic, Alertness, Cleave, Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Focus (heavy flail), Weapon Specialization (heavy flail)
Environment: Yeenoghu’s Realm (Abyss)
Organization: Solitary (unique)
CR: 26
Treasure: Double Standard and +3 keen, unholy, heavy flail
Alignment: Chaotic Evil

You see a fiendish gnoll with mangy, yellow fur. On its back, is a pair of yellow bat wings, covered in green spots. In its left hand, is a black flail with a spiked skull hanging from it. This is Reqqonia, Son of Yeenoghu.

(flavor coming)

Combat: Reqqonia loves to summon Fiendish Gnolls to do his bidding. He use his spell-like abilities to boost his and his minions’ abilities. After he’s finished boosting his stats, he’ll join the battle. He usually goes after ones who have been weakened by his minions first. Then he deals with the rest.

Breath Weapon (Su): Reqqonia can spew forth a 60 ft. cone of acid. It deals 11d8 points of acid damage. After using it, he must wait 1d4 rounds before he can use it again.

Smite Good (Su): 10/day, Reqqonia can make a normal melee attack to deal an extra 24 points of damage against a good foe.

Spell-Like Abilities: Reqqonia’s CL is 24. DC 17 + spell level.
At will – bear’s endurance, bestow curse, bull’s strength, cat’s grace, blasphemy, darkness, desecrate, unholy aura, unholy blight, contagion
3/day - destruction

Summon Gnolls: 1/day Reqqonia can summon 3d4 Fiendish Gnolls

fafnir300
2007-12-21, 05:08 PM
Awar of the Sundered Suns, Son of Eblis
Large Outsider (Evil, Extraplanar, Fallen, Lawful)
HD: 60d8 + 480 (960 hp)
Initiative: +14
Speed: 60 ft., fly 120ft. (good)
AC: 67 (+ 11 deflection, + 10 Dex, + 7 insight, + 30 natural, -1 size) touch 37, flat-footed 57
BAB/ Grapple: +60/+80
Attack: +7 axiomatic, keen, hellfire blasting, greatsword, Golden Blaze +94 + 3d6 fire damage, + 2d6 lawful damage melee (3d6 + 31+ 3d6 Hellfire damage, + 2d6 lawful damage/17-20/x2), or 2 wings(slam) +75 + 3d6 Hellfire damage melee (1d6 + 16 + 3d6 Hellfire damage)
Full attack: +7 axiomatic, keen, hellfire blasting, greatsword, Golden Blaze +94/+89/+84/+79 + 3d6 fire damage, + 2d6 lawful damage melee (3d6 + 31+ 3d6 fire damage, + 2d6 lawful damage/17-20/x2) or 4 wings(slam) +75 + 3d6 Hellfire damage melee (1d6 + 16 + 3d6 Hellfire damage)
Space/reach: 10 ft./10 ft.
Special attacks: Body of Hellfire, Spell-like abilities, summon fallen, Super Nova of Awar
Special qualities: Dark Fire, Darkvision 120 ft., DR3/- , DR25/ epic good and silver, immunity to fire and poison, low-light vision, regeneration 15, resistance to acid 30, SR, telepathy 100 ft., teleport(self)
Saves: Fort +42 (46 against petrification), Ref +44, Will +41
Abilities: Str 42, Dex 30, Con 26, Int 28, Wis 25, Cha 32
Skills: Bluff +74, Concentration +71, Craft +40, Diplomacy +, Disguise +74, Escape Artist +73, Heal +70, Hide +73, Intimidate +74, Knowledge (Arcana) +72, Listen +72, Move Silently +43, Search +72, Sense Motive +70, Spellcraft +40, Spot +72, Survival +70, Tumble +73, Use Rope +41
Feats: Alertness, Cleave, Combat Casting, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (Greatsword), Greater Weapon Specialization (Greatsword),Whirlwind Attack, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (Greatsword), Weapon Specialization (Greatsword),Whirlwind Attack
Epic Feats:Blinding Speed, Damage Reduction, Dire Charge, Improved Darkvision, Penetrate Damage Reduction
Environment: Elemental Plane of Fire
Organization: Solitary (Unique) or (Awar and the other Sundered Suns)
CR: 44
Treasure: Triple Standard
Alignment: Lawful Evil

You see a collection of black flames in front of you. Upon closer inspection you see a fallen solar angel with four wings within those black flames. Its skin is blacker than obsidian and it has muscular body. Two massive horns adorns its head, while a flaming halo floats just above them. Its eyes glow red. Upon even closer inspection you see that it has fangs and its body glows a faint golden aura. It wears a read kilt, and is carrying a massive golden blade, the shape of fire. This is but one of the Sundered Suns.

(flavor coming soon as I can think of something)

Combat: Awar is no coward. He’ll go into battle and focus his attacks on every divine spell caster, until they are dead. He usually attacks with Golden Blaze, but if he is overwhelmed he’ll make good use of his spell-like abilities. When using his spell-like abilities, he mostly uses the ones that cause harm, rather than the ones that boost his stats.

Body of Hellfire (Ex): Those within 30 ft. of Awar take 3d6 points of Hellfire damage per round. Those grappling with him take 10d6 points of Hellfire damage.

Dark Fire (Su): Half of all fire damage dealt by Awar, is infused with his evil essence and ignore resistance or immunity.

Magic Circle Against Good (Su): A Magic Circle Against Good always surrounds Awar (60th level caster). Bonuses are not included in the stats block.

Regeneration: Only epic good-aligned weapons and spells, with the good descriptor, can overcome Awar’s regeneration.

Spell-Like Abilities: Awar has a Caster Level of 60; DC 21 + spell level
Always active - detect good, detect magic, detect, mind blank, see invisibility, tongues, true seeing
At will— aid, animate objects, commune, continual flame, dimensional anchor, fire storm, fireball, greater dispel magic, greater teleport (self and 200 lbs only), imprisonment, incendiary cloud, invisibility (self only), lesser restoration, polymorph (self only), remove fear, resist energy, unholy blight, waves of fatigue
3/day— meteor swarm
1/day—gate, greater restoration, power word kill

Summon Fallen: 1/day Awar can summon 1d4 fallen planetars and 1d6 fallen astral devas

Super Nova of Awar (Su): When Awar dies, he explodes and incinerates anything within a 100 ft. radius with black and golden flames. The first wave takes the form of black flames and deals 15d6 points of Hellfire damage. The second wave takes the form of golden fire and deals 20d6 points of fire damage. The black flames ignore fire immunity and resistance, while the golden fire is just regular fire. Those caught within the blast radius can make Reflex save DC ( 48 ) for half damage.

Possessions: Awar only possesses Golden Blaze. It is a +7 Large axiomatic, keen, hellfire blasting, greatsword. This sword appears as a golden sword fashioned into the shape of fire. It mysteriously bleeds red blood, and is wrapped in black flames.

fafnir300
2007-12-21, 05:09 PM
Srrzon, The Ravager
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
HD:19d8 + 228 + 30d12 + 360 (Barbarian) (1,100 hp)
Initiative: +15
Speed: 50 ft.
AC: 60 (+ 14 deflection, +7 Dex, + 30 natural, - 1 size) touch 30, flat-footed 53
BAB/ Grapple: +44/+69
Attack: + 6 everdancing, keen, unholy power, vorpal, greataxe, Undessa +88 melee (3d6 + 37 + 3d6 unholy damage/19-20/x3), or bite (Srrzon) +53 melee (2d6 + 10), or 2 snake bites (Kalith and Ssthen) +53 melee (1d6 + 10 + poison), or tail +53 melee (1d8 + 10)
Full attack: + 6 everdancing, keen, unholy power, vorpal, greataxe, Undessa +88/+83/+78/+73 melee (3d6 + 37 + 3d6 unholy damage/19-20/x3), and 2 claws +64 (1d6 +21), and bite (Srrzon) +53 melee (2d6 + 10), and 2 snake bites (Kalith and Ssthen) +53 melee (1d6 + 10 + poison), and tail +53 melee (1d8 + 10)
Space/reach: 10 ft./10 ft.
Special attacks:Breath Weapons, Mighty Rage, Piercing Strike, Poison, Rage 6/day, Snake Bites, Spell-Like Abilities, Summon Tanar’ri
Special qualities: All-Around Vision, Improved, DR 25/epic good and cold iron, DR 5/-, Evasion, Fast Healing 30, Immune to electricity and poison, Improved Uncanny Dodge, Resistance to acid 25, cold 25, and fire 25, SR 64, Tireless Rage, Tongues, Trap Sense, True Seeing
Saves: Fort +40, Ref +29, Will +30 (36 when raging)
Abilities: Str 52, Dex 25, Con 35, Int 24, Wis 27, Cha 38,
Skills: Bluff +63, Climb +70, Concentration +61, Diplomacy +63, Forgery +56, Intimidate +70, Jump +70, Knowledge (history) +56, Knowledge (the planes) +56, Listen +57, Search +64, Sense Motive +57, Spot +65, Survival +57 (59 when following tracks), Tumble +56
Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Greater Weapon Focus (greataxe), Greater Weapon Specialization (greataxe), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Mobility, Multi-Attack, Power Attack, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Epic Feats: Epic Weapon Focus (greataxe), Epic Weapon Specialization (greataxe), Penetrate Damage Reduction, Superior Initiative
Environment: Abyss
Organization: Solitary(unique)
CR: 47
Treasure: Triple Standard and Undessa
Alignment: Chaotic Evil

This demonic being appears like any other Molydeus, except that there are a few things different. Its skin is covered in dragon-like scales, which are black and glossy. From its shoulders there is not one but two snake heads. Both are as black as night, and have red glowing eyes. Its tail is not furry like other Molydi. Instead it is reptilian, long, and black. In its massive hands, it clutches a greataxe of elaborate design. This axe also has Abyssal writing on it. This fiend is none other than Srrzon, The Ravager.

(flavor coming)

Combat:Srrzon prefers to use Kalith to paralyze his foes, while he gets in close to hack them to pieces with Undessa. If greatly outnumber he’ll summon tanar’ri to his aid, while using his spell-like abilities to increase their stats.

All-Around Vision, Improved (Ex): Since he has 2 snakeheads, Srrzon gains +8 racial bonus on Search and Spot checks. He cannot be flanked.

Breath Weapons (Su): Srrzon has three breath weapons.
Srrzon – Srrzon, the Ravager, can spew forth deadly flames dealing 15d10 points of fire damage to any creature within a 90 ft. cone. Reflex save DC 46, halves damage. Cannot be used until 1d4 rounds later.
Ssthen (Snake Head 1) - Ssthen can spit acid dealing 10d8 points of acid damage to any creature in a 120 ft. line. Reflex save DC 46, halves damage. Fortitude save DC 46, or be nauseated for 1d6 rounds. Cannot be used until 1d4 rounds later.

Kalith (Snake Head 2)- Kalith can exhale a 60 ft. cone of paralyzing gas, Fortitude save DC 46, or be paralyzed for 2d6 rounds. Cannot be used until 1d4 rounds later.
Srrzon can use all 3 heads as a full-round action. These DCs are Con-based.
*The snake heads can use their breath weapons to attack in any direction.

Piercing Strike (Su): Like all Molydi, Srrzon can strike through many forms of damage reduction. The first time he strikes, damage reduction applies normally to the blow. All following hits completely ignore damage reduction, except for damage reduction that requires a certain material to bypass, epic damage reduction, or damage reduction that does not allow any form of bypass.

Poison (Su): Injury, Fortitude save DC 46, initial damage: 2d6 Con drain/ secondary damage: 2d6Con. Srrzon has two snakeheads, meaning, he can use this ability twice. A creature reduced to 0 Constitution is transformed into a Mane. This poison can harm those that are normally immune to poison dealing 1d6 Con for both initial and secondary damage. Constructs, oozes, plants, and undead are unaffected.

Snake Bites (Ex): Srrzon has two snakeheads, meaning, they both can make a secondary bite attack, while takes a standard or full-round action.

Spell-Like Abilities: CL 49th; DC 24 + spell level
Always active – detect good, detect law, see invisibility
At will- baleful polymorph, blasphemy, bear's endurance, bull's strength blindness/deafness, charm person, charm monster, fear, fly, desecrate, detect thoughts, greater dispel magic, greater magic fang, greater teleport(self plus 200 pounds only), invisibility, lightning bolt, suggestion, telekinesis, unhallow, unholy aura, unholy blight
7/day- dimensional lock, mass bear's endurance, mass bull's strength, quickened telekinesis
3/day -meteor storm, trap the soul

Summon Tanar’ri (Sp): 3/day, Srrzon can summon 1d6 advanced maraliths (25 HD), and 1 advanced Balor (35 HD).

True Seeing (Su): Srrzon has a continuous true seeing ability, as the spell (CL 49th). This ability cannot be dispelled.

Possessions:
Srrzon possess Undessa, a + 6 everdancing, keen, unholy power, vorpal, greataxe. It has an elaborate design and its name is imprinted on both sides, in the Abyssal language.

fafnir300
2007-12-21, 05:10 PM
Beowulf
Medium Humanoid (Chaotic, Good)
HD: 15d12 (Barbarian) + 120 + 10d10 (Fighter) + 80 (480 hp)
Initiative: +11
Speed: 40 ft.
AC: 37 (+ 7 Dex, + 20 natural) touch 17, flat-footed 30
BAB/ Grapple: +25/+50
Attack: + 5 keen longsword, Hrunting +54 melee (1d8 + 27/17-20/x2), or +8 Large keen, mighty cleaving, vorpal, greatsword, Giant Sword +55 melee (3d6 + 30/17-20/x2)
Full attack: + 5 keen longsword, Hrunting +54/+49/+44/+39 melee (1d8 + 27/17-20/x2), or +8 Large keen, mighty cleaving, vorpal, greatsword, Giant Sword +57/+52/+47/+42 melee (3d6 + 30/17-20/x2)
Space/reach: 5 ft./5 ft.
Special attacks:Greater Rage, Tear Limbs
Special qualities: DR 9/-, Improved Uncanny Dodge, Indomitable Will, Mighty, Tough Skin, Trap Sense, Uncanny Dodge
Saves: Fort +26, Ref +15, Will +8 (12 when raging)
Abilities: Str 40, Dex 24, Con 27, Int 11, Wis 10, Cha 16,
Skills: Climb +27, Escape Artist +16, Handle Animal +12, Hide +16, Intimidate +13, Jump +25, Listen +9, Ride +16, Survival +10, Swim +30, Tumble +16
Feats:12 Athletic, Great Fortitude, Improved Initiative, Leadership, Martial Weapon Proficiency (greatsword), Martial Weapon Proficiency (longsword), Power Attack, Skill Focus (Swim), Weapon Focus (greatsword), Weapon Specialization (greatsword), Weapon Focus (longsword), Weapon Specialization (longsword)
Epic Feats: Legendary Wrestler
Environment: Any
Organization: Solitary (Unique) or Group (Beowulf and 10-20 10th level Fighters)
CR: 25
Treasure: Giant Sword, Hrunting
Alignment: Chaotic Good

You see standing before you, a 6 ½ ft. tall shirtless man. His hair is brown, long and has many single braids. He is handsome and rugged. His body is muscular. He holds in his hand, a shiny longsword. Strapped to his back is a sheath holding a massive jeweled sword. On his feet he wears boots with a metal plate on them. This is Beowulf, The Hero of the Geats.

(flavor coming)

Combat: Beowulf usually grapples with foes weaker than he is, or those that are unarmed. From there, he uses his Grappling techniques to do damage. For stronger foes he uses his longsword, Hrunting. If this is not enough to defeat his foe, he’ll unsheathe his Giant Sword.

Grappling Techniques (Ex): Beowulf loves to grapple with his foes, using his strength to destroy them. He has developed 3 grappling techniques.

Bear Hug (Ex):Beowulf can use this technique on foes of Large size or smaller without penalty. After making a successful grapple, Beowulf can proceed to crush his foe between his interlocked arms. This deals 5d6 + 22 points of damage. If Beowulf tries to use this technique on foes of Huge size he receives a –10 penalty. He cannot use this ability on Gargantuan and Colossal sized creatures.

Break Limbs (Ex):Beowulf can use this technique on foes of Huge size or smaller without penalty. After making a successful grapple, Beowulf can break a limb if his Grapple check is 5 points higher than the opposing creature. For each limb broken, the affected creature suffers the following penalties:
1 arm: creature takes a – 5 penalty to damage
2 arms: creature takes a – 10 penalty to damage
3 or more arms: Multi-armed creatures take a - 2 penalty to damage for each arm broken after the second.
1 leg: creature can only travel at 2/3 its normal land speed and can’t run. Flying and swimming creatures do not suffer the penalty unless they are on the ground.
2 legs: creature can only travel at 1/2 its normal land speed and can’t run. Flying and swimming creatures do not suffer the penalty unless they are on the ground.
3 or more legs: Multi-legged creatures take a – 5ft. penalty to speed for each leg broken after the second.
For each limb broken, the creature takes 1d3 points of temporary Con damage.
He cannot use this ability on Gargantuan and Colossal sized creatures.
*Beowulf can only break one limb at a time.

Tear Limbs (Ex): Beowulf can use this technique on foes of Huge size or smaller without penalty. After making a successful grapple, Beowulf can tear off a limb if his Grapple check is 10 points higher than the opposing creature. He cannot use this ability on Gargantuan and Colossal sized creatures.
1 arm: creature cannot attack or hold a shield with that arm.
2 arms: creature cannot attack or hold a shield with that arm.
3 or more arms: same as above.
1 leg: creature can only travel at 1/2 its normal land speed and can’t run. Flying and swimming creatures do not suffer the penalty unless they are on the ground.
2 legs: creature can’t move. Flying and swimming creatures do not suffer the penalty unless they are on the ground.
3 or more legs: If 2 feet are broken, multi-legged creatures can still travel at 1/2 land speed. For every limb torn off they take a – 5 ft. penalty to speed for each torn limb after the second.
For each limb torn off, the creature takes 1d6 points of permanent Con damage. Regenerating creatures take 1d6 points of temporary Con damage.
He cannot use this ability on Gargantuan and Colossal sized creatures.
*Beowulf can only break one limb at a time.

Mighty: Beowulf possesses great strength. He gains the Legendary Wrestler epic feat as a bonus feat, even though he does not meet the requirements. He also takes no penalty for wielding over-sized weapons and can apply 1.5 times his Str bonus to damage on both weapons.

Tough Skin: Beowulf’s skin is extremely tough. He gains DR6/-. This stacks with his Barbarian bonus.

Possessions:Beowulf has two magical swords. They are called Hrunting and Giant Sword. Hrunting is a + 5 keen longsword. Giant Sword is a +8 Large keen, mighty cleaving, vorpal, greatsword.

fafnir300
2007-12-21, 05:11 PM
Xannan Tarmikos
Medium Outsider (Evil,Extraplanar)
HD: 10d10 (Blackguard) + 90 + 25d8 + 225 (615 hp)
Initiative: +10
Speed: ft.
AC: 55 (+ 15 concealment + 6 Dex, + 9 insight, + 15 natural) touch 44, flat-footed 49
BAB/ Grapple: +33/+43
Attack: + 7 ghost touch, icy blast, keen, unholy power, greatsword, Zankul +50 (2d6 + 15 + 3d6 cold damage +3d6 unholy damage/17-20/x2), or Shadow Tendril +43 melee (1d8 + 10 special see below)
Full attack: + 7 ghost touch, icy blast, keen, unholy power, greatsword, Zankul +50/+45/+40/+35 (2d6 + 15 + 3d6 cold damage + 3d6 unholy damage/17-20/x2), and 2 Shadow Tendrils +43 melee (1d8 + 10 special see below)
Space/reach: 5 ft./5 ft.
Special attacks: Sneak Attack +3d6, Spells, Spell-Like Abilities,
Special qualities: Aura of Despair, Aura of Evil, Command Undead, Dark Blessing, DR20/good and magic, Draining Presence, Fast Healing 9, Foe of the Sun, Immunity to acid, cold, polymorphing, and petrification, Power of Darkness, See in Darkness, Shift in the Fading Light (Shadow Tendrils), SR 62, Summon Shadow
Saves: Fort +43, Ref +32, Will +39
Abilities: Str 30 , Dex 23, Con 29, Int 26, Wis 28, Cha 29
Skills: Bluff +41, Climb +42, Concentration +41, Craft +40, Diplomacy +43, Escape Artist +38, Handle Animal +41, Hide +40, Intimidate +41, Knowledge (arcana) +41, Knowledge (religion) +41, Knowledge (the planes) +41, Listen +25, Move Silently +38, Ride +38, Search +40, Sense Motive +43, Spot +33
Feats: Alertness, Cleave, Great Cleave, Improved Sunder, Mounted Combat, Negotiator, Power Attack, Ride-By Attack, Spirited Charge, Stealthy, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Epic Feats:Great Fortitude, Great Willpower
Environment: Plane of Shadow
Organization: Solitary (unique) or (Xannan and Darkshade)
CR: 29
Treasure: Triple Standard and Zankul
Alignment: Neutral Evil

Standing before is a light-blue skin, bald headed man dressed in black armor. His eyes are filled with darkness. From his back you see a cape of darkness, flowing in the wind. His hand holds a sword of pure darkness. The sword mysteriously radiates a faint blue aura. This dark warrior sits upon a black horse, with a mane of black flames. This is Xannan Tarmikos, a Harbringer of Darkness.

(flavor coming)

Combat: Xannan uses Zankul to slaughter his foes, while using spell-like ablities to boost his stats.

Dark Blessing (Su): Xannan gains a bonus to all his saves equal to his Cha bonus.

Draining Presence (Su): Xannan is surrounded by a 30 ft. radius aura of fatigue, which he can initiate and terminate as a free action during his turn; Xannan may also determine which beings within the radius are affected. Fortitude save DC 36. Any creature affected remains fatigued for a 9 rounds. Once a being successfully saves against Xannan’s fatigue aura, it cannot be affected by it again for 24 hours. Other Harbingers of Darkness and Sovereigns of Eternal Night are immune to this aura.

Foe of the Sun (Ex): Xannan gains his power from darkness, and as such he is weakened in the presence of light. If exposed to bright illumination of any kind, Xannan takes a -2 penalty on all attack rolls, saving throws, and skill checks. If the illumination is natural daylight (not merely a daylight spell), the penalty increases to -6

Powers of Darkness (Su): Xannan is also immune to acid.

Shift in the Fading Light: Xannan’s once glorious red cape has now become pure dark energy. They take the form of two shadowy tendrils which flow freel behind him. Xannan can attack with these “Shadow Tendrils” and deal and extra 1d6 points of ability damage (his choice). Fort save DC 36 negates. This ability is Cha based.

Smite Good (Su): 9/day Xannan can add his total HD (35) to attack damage when attacking good creatures.

Spells: Spells Prepared 2/2/2/1;CL 10th; DC 19 + spell level
1st level – cause fear, doom
2nd level – bull’s strength, darkness, shatter
3rd level – contagion, inflict serious wounds
4th level – poison, summon monster IV (evil creatures only)

Spell-Like Abilities: CL 40th ; DC 19 + spell level
At will - charm monster, cone of cold, deeper darkness, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), shadow conjuration, shadow evocation, shadow walk
3/day - greater shadow conjuration, greater shadow evocation, polar ray, project image
1/day - simulacrum (one active at a time), shades

Summon Shadow (Sp): 2/day, Xannan can summon his own shadow, a lesser reflection of his own power. This shadow is identical to Xannan in every way, except it lacks the Harbinger of Darkness template, though the shadow does retain any changes brought about by Shift in the Fading Light (Shadow Tendrils). Since the shadow is summoned rather than called, it lacks any summoning abilitity it would otherwise have.

Possessions: Xannan possess a greatsword of pure darkness that glows blue. Its name is Zankul and it functions as a + 7 ghost touch, icy blast, keen, unholy power, greatsword. Xannan wears, what looks like a black full plate. It is actually made of dark energy. Whenever Xannan moves, it leaves behind a dark mist which grants him a + 15 concealment bonus.


Dark Shade
Nightmare (w/ shadow template)
Large Magical Beast (Evil, Extraplanar)
HD: 10d10 + 100 (155 hp)
Initiative: +8
Speed: 60 ft., fly 135 ft.(good)
AC: 33 (+ 4 Dex, + 20 natural, -1 size) touch 13, flat-footed 29
BAB/ Grapple: +10/+23
Attack: Hoof +18 melee (1d8 + 9 +1d4 fire damage)
Full attack: 2 Hooves +18 melee (1d8 + 9 +1d4 fire damage), and bite + 13 (1d8 + 4)
Space/reach: 10 ft./5 ft.
Special attacks: Flaming Hooves, Smoke
Special qualities: Astral projection, cause fear, DR 5/magic, Darkvision 60 ft., etherealness, resistance to cold 15, low-light vision, plane shift, Shadow Blend
Saves: Fort +17, Ref +11, Will +5
Abilities: Str 29, Dex 18, Con 30, Int 14, Wis 14, Cha 13,
Skills: Concentration +23, Diplomacy +14, Hide +17, Intimidate +14, Knowledge(the planes) +15, Listen +4, Move Silently +23, Search +15, Sense Motive +15, Spot +17, Survival +15 (17 on other planes and when following tracks)
Feats: Alertness, Improved Initiative, Power Attack, Run
Environment: Plane of Shadow
Organization: Xannan and Darkshade or solitary
CR: 12
Treasure: none
Alignment: Neutral Evil
Advancement: 11-20 HD (large), 21-30 HD (huge)

You see a nightmare, only its flames are black.

(flavor coming)

Combat: Darkshade always charges recklessly into battle using its flaming hooves to kill its prey.

Astral projection and Etherealness (Su): These abilities function as the spells, CL 20th, and Darkshade can use them at will.

Flaming Hooves (Su): Darkshade can set flammable materials on fire as well as deal an extra 1d4 points of fire damage.

Shadow Blend (Su): Darkshade can disappear into the shadows, giving it 9/10 concealment. Only a daylight spell can negate this effect.

Smoke (Su): Darkshade can snort a cloud of smoke, which spreads out in a 15 ft. cone. Foes must succeed a Fortitude save DC 25 or take a -2 penalty on attack rolls and damage rolls until 1d6 mintes after leaving the cone. Darkshade can use this as a free action.This ability is Con based.

fafnir300
2007-12-21, 05:13 PM
Kardum, Lord of Balors and Abyssal Fire
Huge Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
HD: 67d8 + 1,072 + 120 (1,728 hp)
Initiative: +17
Speed: 60 ft., fly 120 ft.(good)
AC: 69 (+12 deflection, +9 Dex, +40 natural, -2 size) touch 29, flat-footed 60
BAB/ Grapple: +67/+94
Attack: +9 abyssal fire blast, chaotic power, keen, unholy power, vorpal, greatsword, Kardum’s Flametongue, +97 melee (4d6 + 45 + 3d6 abyssal fire damage + 3d6 unholy damage/15-20/x2), or +9 abyssal fire blast, chaotic power, unholy power, whip, Kardum’s Flame Serpent, +97 melee (1d6 + 45 + 3d6 abyssal fire damage + 3d6 unholy damage/19-20/x2), or wing +74 melee (1d8 + 9 + 3d6 abyssal fire damage), or gore +74 melee (2d6 + 9 + 3d6 abyssal fire damage)
Full attack: +9 abyssal fire blast, chaotic power, keen, unholy power, vorpal, greatsword, Kardum’s Flametongue, +97/+92/+87/+82 melee (4d6 + 45 + 3d6 abyssal fire damage + 3d6 unholy damage/15-20/x2), and 2 wings +74 melee (1d8 + 9 + 3d6 abyssal fire damage), and gore +74 melee (2d6 + 9 + 3d6 abyssal fire damage),OR +9 abyssal fire blast, chaotic power, unholy power, whip, Kardum’s Flame Serpent, +97/+92/+87/+82 melee (1d6 + 45 + 3d6 abyssal fire damage + 3d6 unholy damage/19-20/x2), and wing +74 melee (1d8 + 9 + 3d6 abyssal fire damage), and gore +74 melee (2d6 + 9 + 3d6 abyssal fire damage)
Space/reach: 15 ft./15 ft.
Special attacks: Breath Weapon, Death Throes, Entangle, Flaming Body, Kardum’s Gaze, Kardum’s Lash, Spell-Like Abilities, Summon Devils
Special qualities: Abyssal Flame, DR 30/epic good and cold iron, Darkvision 120 ft., Immune to electricity, fire, and poison, Lord of Balors, Lord of Abyssal Fire, Energy Resistance to acid and cold 35, SR 60, Telepathy 100 ft.
Saves: Fort +57, Ref +50, Will +51
Abilities: Str 48, Dex 28, Con 43, Int 30, Wis 31, Cha 35
Skills: Bluff +82, Concentration +86, Diplomacy +82, Disguise +82, Escape Artist +79, Hide +71, Intimidate +82, Knowledge(arcana) +80, Knowledge (the planes) +80, Listen +80, Move Silently +79, Open Lock +, Perform +, Profession +, Ride +, Search +80, Sense Motive +80, Spellcraft +80, Spot +80, Survival +80, Tumble +79,
Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Greater Weapon Focus (whip), Greater Weapon Specialization (whip), Improved Critical (greatsword), Improved Disarm, Improved Initiative, Improved Trip, Iron Will, Mobility, Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Weapon Focus (whip), Weapon Specialization (whip), Whirlwind Attack
Epic Feats: Epic Fortitude, Epic Toughness(x6), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Weapon Focus (whip), Epic Weapon Specialization (whip), Epic Will, Improved Darkvision, Improved Whirlwind Attack, Penetrate Damage Reduction, Superior Initiative
Environment: The Sixth Pyre; 21st level of the Abyss
Organization: Solitary (unique), or Group (1 Balor(M'eliidust fighter20) and 5 advanced Balors(35 HD))
CR: 47
Treasure: Triple Standard and Kardum’s Flametongue, Kardum’s Flame Serpent
Alignment: Chaotic Evil

Standing before you is an 18 ft. tall balor, covered in scars. These scars spew forth raging flames that jump from one scar to the next. Its eyes are ablaze, and its wings tattered. The horns on its head seem somewhat melted and point forward. It holds, in its hands, a serpentine greatsword, which also bursts with red hot flames.

Kardum was a great general serving under, the then “Lord of Balors and Fire”, Ansitif the Befouler. He served his tanar’ri lord to the best of his abilities, fending off thousands of invasions. Kardum grew tired of this. He figured that if he was the one protecting the layer, then why not rule it.

Kardum carefully plotted his attack, while still fending off invasions. Then he made his move. He and a massive gathering of balors and demons, gathered at the gates of Ansitif’s citadel. Ansitif had a surprise for Kardum. Ansitif confidently walked out of the gates alone and unguarded. He simply said, “ You poor fool. Did you really think it was that easy.” Just then the balors and demons attacked Kardum. Kardum fought ferociously and managed to take out most of them, but to no avail.

Ansitif decided not to kill him right away. Instead he wanted to make an example out of him. He took Kardum’s nearly lifeless body atop a cliff, which was above a pit of fire. He grabbed Kardum around the neck, and raised him high enough so that every balor and demon alike could see what happens when you take up arms against Ansitif.

He threw Kardum’s body into the fiery pit. Ansitif left him for dead, as the flames ravaged Kardum’s body. His screams could be heard through out the layer. Finally after 10 days the screaming stopped. Kardum was no more. Or so Ansitif thought.

Years later, Ansitif had just come back from another successful victory against another forgotten demon lord. He took the prisoners and, one by one, forced them to throw themselves into the fiery pits below. As the last of them jumped in, a great explosion occurred.

From the fiery pits, arose a terrifying monstrosity. None of the natives, even Ansitif had seen anything like this before. Before them, hovering in the sky was a balor covered in scars and fire. It said to Ansitif , “Did you really think it was that easy to get rid of me?” Just then the stunned demon lord realized who this fiend was. It was Kardum.

Ansitif wasn’t worried, however, because he and his minions were impervious to fire. He ordered his minions to attack Kardum as he did many years ago. This time, however, was different. Ansitif watched as his minions were turned to ashes before his very eyes. Then it was Ansitif’s turn to stand against this newly arisen foe. The battle raged on for weeks, leaving only Kardum standing. He and a few select balors, took Ansitif’s body to the 73rd layer of the Abyss, and had him imprisoned in the Wells of Darkness, for all eternity. It was then, that Kardum claimed the title of the “Lord of Balors and Abyssal Fire”. He has held that title for many millenniums.

Kardum has recently joined the Blood War seeing his power over abyssal fire as a great weapon against foolish devils that think they are immune. Kardum stands 18 ft. tall and weighs 5 tons.

Combat: Kardum always charges into battle with his sword drawn. If foes are out of reach, he’ll summon demons or unleash his whip. If he is encountered, while in a group, he’ll let his balor general, M'eliidust, take control while he sits back and launches his spell-like abilities at unsuspecting foes.

Abyssal Flame (Su): Kardum has mastered the ability to mix various attacks with abyssal fire. Thus, his natural and weapon attacks deal an extra 3d6 points of abyssal fire damage. Also any spell or ability, with the fire descriptor, deals half fire and half unholy & chaotic damage. Abyssal fire ignores fire resistance and immunity.

Breath Weapon (Su): Kardum can spew forth Abyssal Fire from his mouth in a 90 ft. cone. It deals 20d8 points of abyssal fire damage. Reflex save DC 59 halves damage. The DC is Con-based.

Death Throes (Su): When Kardum dies, he erupts in flames of pure chaos and destruction. It deals 200 points of abyssal fire damage in a 300 ft. radius. Reflex save DC 59 halves damage. The DC is Con-based.

Entangle (Ex): As a free action, Kardum can transform his sword into a whip. When he attacks with this whip, he can attempt a grapple. If successful, he can pull the entangled creature to his body. They suffer the devastating effects of his flaming body (see below).

Flaming Body (Su): Kardum radiates with intense fire and heat. Those within 60 ft. take 4d6 points or abyssal fire damage per round. Those that grapple with him take 9d6 points of abyssal fire damage. He can choose who to damage with this ability, whether it be friend or foe.

Kardum’s Gaze (Su): Kardum’s gaze is disastrous. For those that look directly at Kardum, must make a Fortitude save DC 59 or be burned from the inside. If unsuccessful, they take 2d6 points of Constitution damage and 6d8 points of abyssal fire damage. If successful, the targeted creature negates the Constitution damage, but takes 10d8 points of abyssal fire damage. The DC is Con-based.

Kardum’s Lash (Ex): When Kardum successfully attacks with his whip, the targeted creature must make a Fortitude save DC 62(Str-based) or be stunned for 1 round and burned the next 6 rounds. If successful, the stun effect is negated and the burn effect is halved, both in duration and damage. Those on fire take 3d6 points of abyssal fire damage each round, and are allowed a Reflex save DC 59, to stop the burning. The DC is Con-based.

Lord of Balors: Kardum is well known, throughout the Abyss,as the “Lord of Balors”. Thus, he gains a +10 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with Balors.

Lord of Abyssal Fire (Su): As the “Lord of Abyssal Fire”, Kardum has the ability to bestow others with the power of the flames of the Abyss. This ritual takes 1 minute (10 rounds). Every round the target must make a Fortitude save DC 59 or take 1d6 points of Constitution damage each round. If successful the damage is halved. If the target’s Con scored reaches 0, before the ritual is finished, they die instantly as the chaotic flames destroys their body and soul forever. If they do survive through the whole ritual then they gain the following bonuses:

*Immunity to fire
*Flaming Body (Su):5d6 points of abyssal fire damage when grappling and 2d6 points of abyssal fire damage to anything within 30 ft. Fort save DC (10 + ½ creature’s HD + Con bonus) halves damage.
*Abyssal Flame qualities (Su): The creature has the ability to mix various attacks with abyssal fire. Thus, his natural and weapon attacks deal an extra 3d6 points of abyssal fire damage. Also any spell or ability, with the fire descriptor, deals half fire and half unholy & chaotic damage. Abyssal fire ignores fire resistance and immunity

Spell-Like Abilities: CL 67th level; DC 22 + spell level
Always active -deathward, detect evil, detect good, detect lawful, detect magic, discern lies, read and comprehend language, see invisibility, tongues, true seeing
At will— aid, continual flame, desecrate, dimensional anchor, fire storm, fireball, greater dispel magic, greater teleport (self plus 200 lbs only), imprisonment, incendiary cloud, invisibility (self only), lesser restoration, polymorph (self only), remove curse, remove disease, remove fear, resist energy, unholy blight, wall of fire, waves of fatigue
5/day—blade barrier, dominate monster, earthquake, heal, mass charm monster, meteor swarm, permanency, resurrection, waves of exhaustion
3/day—gate, greater restoration, power word blind, power word kill, power word stun

Summon Devils (Sp): 5/day Kardum can summon 3d6 balors.

Possessions: Kardum’s Flametongue and Kardum’s Flame Serpent are one in the same. When Kardum was thrown into the fiery pits of the Sixth Pyre, his weapons went with him. They melted in chaotic flames and formed a single weapon, Kardum’s Flametongue. Kardum has the ability to transform this greatsword into a whip, Kardum’s Flame Serpent. This whip appears as if it were made from a snake composed of energy, hence the name. Kardum’s Flametongue functions as a +9 abyssal fire blast, chaotic power, keen, unholy power, vorpal, greatsword,whileKardum’s Flame Serpent functions as a +9 abyssal fire blast, chaotic power, unholy power, whip. The whip’s handle remains the same as the greatsword, allowing Kardum to wield it with 2 hands, and thus use 1.5 times his Strength bonus.

fafnir300
2007-12-21, 05:14 PM
Alastor, The Executioner
Large Outsider (Evil, Extraplanar, Lawful)
HD: 66d8 + 1,056 + 140 (1,724 hp)
Initiative: +16
Speed: 40 ft., fly 120 ft.
AC: 75 (+18 armor, +10 deflection, +8 Dex, +30 natural, -1 size) touch 27, flat-footed 67
BAB/ Grapple: +66/+91
Attack: +7 defending, ghost touch, keen, mighty cleaving, vorpal, halberd, Grim Blade +97 melee (2d8 + 46/19-20/x3), or wing +75 melee (2d6 + 10), or bite +75 melee (4d6 + 10 plus weakening), or tail slap +75 melee (2d8 + 10)
Full attack: +7 defending, ghost touch, keen, mighty cleaving, vorpal, halberd, Grim Blade +97/+92/+87/+82 melee (2d8 + 46/19-20/x3), and 2 wings +75 melee (2d6 + 10), and bite +75 melee (4d6 + 10 plus weakening), and tail slap +75 melee (2d8 + 10)
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Constrict 2d8 + 42, Execution, Executing Toss, Fear Aura, Improved Grab, Spell-Like Abilities, Summon Devils, Weakening Aura, Weakening Bite
Special qualities: Darkvision 120 ft., DR 30/ epic good and adamantine, Energy Resistance to acid, cold, and electricity 25, Immune to fire and poison, regeneration 15, SR59, telepathy 100 ft.
Saves: Fort +57, Ref +43, Will +51
Abilities: Str 53, Dex 27, Con 43, Int 28, Wis 31, Cha 30
Skills: Bluff +79, Concentration +85, Diplomacy +79, Escape Artist +77, Intimidate +92, Knowledge(arcana) +78, Knowledge(nature) +78, Knowledge(religion) +78, Knowledge(the planes) +78, Listen +79, Move Silently +77, Search +78, Sense Motive +79, Spellcraft +78, Spot +79, Survival +79, Swim +, Tumble +77
Feats: Ability Focus (Execution), Awesome Blow, Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (halberd), Greater Weapon Specialization (halberd) Improved Bull Rush, Improve Critical (halberd), Improve Initiative, Improved Sunder, Improved Trip, Iron Will, Mobility, Skill Focus, (Intimidate), Spring Attack, Weapon Focus (halberd), Weapon Specialization (halberd), Whirlwind Attack
Epic Feats epic Fortitude, Epic Skill Focus (Intimidate), Epic Toughness(x7), Epic Weapon Focus (halberd), Epic Weapon Specialization (halberd), Epic Will, Improved Darkvision, Penetrate Damage Reduction
Environment: Nine Hells of Baator
Organization: Solitary (unique), or Executing Squad(Alastor, 2 Pit Fiends(30 HD), 3 erinyes(Ranger 15), and 5 Bone Devils(20 HD))
CR: 46
Treasure: Triple Standard and Grim Blade
Alignment: Lawful Evil

You see before you a great pit fiend. It wears black full-plate armor, and has a black helmet that covers its whole face. Only its red glowing eyes are visible. On his back he sports great bat wings, which are hidden under its tattered red cape. In its hands it grips a huge halberd. Attached to the halberd is a blood stained guillotine blade. This is Alastor, The Executioner.

(flavor coming)


Combat: Alastor loves to weaken his foes so that they don’t have a chance against his Execution ability. Sometimes he’ll send out his specially trained devils out to weaken out of reach foes, while he tosses Grim Blade to finish them off.

Breath Weapon (Su): Alastor can exhale a deadly yellow gas that weakens and paralyzes his foes. This gas has a range of a 120 ft. cone. Any creature caught within range must make a Fortitude save DC 59 to negate the effects. If unsuccessful, the creatures are paralyzed and weakened for 3d6 rounds. Weakened foes receive a –4 penalty on all Fortitude saves, for as long as they are weakened. The DC is Con-based.
(This stacks with penalties from Weakening Aura and Weakening Bite)

Constrict (Ex): Alastor deals 2d8 + 42 points of damage on a successful grapple check.

Execution (Ex): Whenever Alastor makes a successful Power Attack against a creature, the targeted creature must make a Fortitude save DC 66. If unsuccessful, the targeted creature is instantly slain, as their body and soul are torn asunder. Those who die in this fashion cannot be raised by anything short of a miracle or wish spell. Even then, there is a 50% success rate. If successful the creature still takes damage from the Power Attack.The DC is Str-based.
*Alastor must take at least a –15 penalty to attack rolls and add it to damage rolls, for this to work.

Executing Toss (Ex): Alastor can throw Grim Blade up to 100 ft. Same as Execution except, the target must first succeed a Reflex save DC 41 to negate effect (Dex-based). If targeted creature is successful, the attack misses completely. If targeted creature is unsuccessful, they must make a Fortitude save DC 66 (Str-based). If unsuccessful, the targeted creature is instantly slain, as their body and soul are torn asunder. Those who die in this fashion cannot be raised by anything short of a miracle or wish spell. Even then, there is a 50% success rate. If successful the creature still takes damage from the attack.

Fear Aura (Su): Alastor radiates a fear aura. It has a range of a 60 ft. radius. A creature in the radius must make a Will save DC 53 to negate effect. If unsuccessful, the creature is affected by a fear spell cast by a 66th level caster. If successful, the creature cannot be affected again by the aura until 24 hours have passed. The DC is Cha-based.

Fearsome Execution (Ex): Any creature that sees Alastor perform a successful Execution, must make a Will save DC 53 or cower in fear for 1d8 rounds. The DC is Cha-based.

Improved Grab (Ex): If Alastor attacks with his tail slap he can attempt a grapple. If successful, he can constrict.

Spell-Like Abilities: CL 66th; DC 20 + spell level
At will: animate dead, blasphemy, bull’s strength, charm person, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wall of fire
5/day- destruction, dictum, meteor swarm, power word kill, power word stun

Summon Devils (Sp): 3/day Alastor can summon 2d8 Bone Devils, 1d6 Erinyes, and 2 Pit Fiends.
*These creatures are specially trained by Alastor himself, and thus know how to weaken foes for Alastor’s Execution.

Weakening Aura (Su): Alastor radiates a weakening aura. It has a range of a 60 ft. radius. A creature in the radius must make a Fortitude save DC 53 to negate effect. If unsuccessful, the creature is weakened, for 1d8 rounds, and takes a –4 penalty on all Fortitude saves (this stacks with penalties from Breath Weapon and Weakening Bite). If successful, the creature cannot be affected again by the aura until 24 hours have passed. The DC is Cha-based.

Weakening Bite (Su): Alastor’s bite secretes a liquid that weakens foes. Whenever Alastor successfully attacks with his bite, the targeted creature must make a Fortitude save DC 59 or be weakened for 1d8 rounds. Weakened creatures take a –4 penalty on all Fortitude saves (this stacks with penalties from Breath Weapon and Weakening Aura).

Possessions: Alastor possesses Grim Blade. It appears as a halberd with a guillotine blade. Grim Blade functions a +7 defending, ghost touch, keen, mighty cleaving, vorpal, halberd.

fafnir300
2007-12-21, 05:15 PM
Sultan of Brass City
Medium Outsider (Evil, Extraplanr)
HD: 70d8 + 700 + 160 (1,420 hp)
Initiative: +20
Speed: 60 ft., fly 90 ft.
AC: 75 (+18 deflection, +12 Dex, +35 natural) touch 40, flat-footed 63
BAB/ Grapple: +70/+81
Attack: +8 fiery blast, keen, speed, large falchion, Brass Blade +93 melee (2d6 + 32 + 3d6 fire/14-20/x2)
Full attack: +8 fiery blast, keen, speed, large falchion, Brass Blade +93/+93/+88/+83/+78melee (2d6 + 32 + 3d6 fire/14-20/x2)
Space/reach: 5 ft./5 ft.
Special attacks: Burning Brass Skin, Burning Gaze, Spell-Like Abilities, Summon Efreeti
Special qualities: Aura of the Sultan, Brass Skin, Darkvision 120 ft., DR30/ greater epic and adamantine, DR 15/-, Fast Healing 20, Immunity to fire, Energy Resistance to acid, cold, and electricity 35, SR 69, Sultan of Fire, telepathy 100 ft.
Saves: Fort +53, Ref +55, Will +53
Abilities: Str 32, Dex 35, Con 31, Int 32, Wis 30, Cha 47
Skills: Appraise +84, Bluff +91, Concentration +83, Diplomacy +91, Escape Artist +85, Heal +83, Intimidate +91, Knowledge (arcana) +84, Knowledge (the planes) +84, Listen +85, Move Silently +85, Search +84, Sense Motive +83, Spellcraft +86, Spot +85, Survival +83, Swim +84(86 in magma), Tumble +85, Use Magic Device +93
Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Dodge, Forge Ring, Great Fortitude, Greater Weapon Focus (falchion), Greater Weapon Specialization (falchion), Improved Critical (falchion), Improved Disarm, Improved Feint, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Spring Attack, Weapon Focus (falchion), Weapon Specialization (falchion)
Epic Feats: Craft Epic Magic Arms and Armor, Epic Fortitude, Epic Reflexes, Epic Toughness (x8 ), Epic Weapon Focus (falchion), Epic Weapon Specialization (falchion)Epic Willpower, Craft Epic Wondrous Item, Forge Epic Ring, Superior Initiative
Environment: Elemental Plane of Fire
Organization: Solitary(unique) or Group ( 1 Efreet (sorcerer 25) and 6 Efreeti (fighter20))
CR: 49
Treasure: Quintuple Standard and Brass Blade, Crown of the Sultan, Ring of Solomon
Alignment: Lawful Evil

You see a pleasantly plump man with a curly white beard, moustache and hair. He barely stands 5 ½ feet tall. He is dressed in white sultan’s clothing and has a tan. Upon closer inspection, however, you realize it isn’t a tan at all. In fact it is metallic brass in color. His eyes are red, while his irises are golden. A brass crown, encrusted with many rubies, sits atop his head. On his left pinky, rest a simple brass ring. Clutched in his right is a brass falchion, dotted with rubies along the back of the blade. This is The Sultan of Brass City.

Solomon was a real-life sultan. He conquered many lands, killing many, and spanning his empire across the Mortal Coil. One day, his reign of terror came to an abrupt halt.

He met up against, a now forgotten, army, which specialized in fire. Solomon had never seen humans control fire so gracefully. They disintegrated his men before his very eyes. Solomon ran into hiding as his vast empire crumbled around him. He slowly gained an attraction to fire, as it was powerful and could destroy anything. He saw fire as a way of gaining his empire back with ease.

Solomon swore to gain his empire back. Only this time it would be undefeatable. To do this he enlisted the help of fire elementals, by way of a summon spell. He saw their control over fire much greater than a human could have. Using his new found army of elementals, he quickly took vengeance against the army that defeated him long ago. His empire quickly grew once again. But there was one thing that Solomon overlooked. The fire elementals were not under his full control. They already had leaders, the Fire Archomentals, Imix and Zamaan-Rul. Slowly, the fire elementals returned home to serve their masters, and Solomon’s empire crumbled once more, as he had no army, and therefore no power.

Solomon had to find a powerful race, that had control over fire, to call his own. That’s when he set his eyes on the Efreeti. He knew he couldn’t just rush into the Elemental Plane of Fire and take over. Instead he spent many years creating way to control of them through magic. After ten years he created the Ring of Solomon. Using this artifact, he had the power to force many Efreeti to bow before his feet. Only strong willed Efreeti stood against Solomon.

They met on the battlefield, where the Brass City sits to this day, and fought. The opposing Efreeti received help from unlikely allies, the Djinni. The Djinni helped out only because they saw Solomon as a greater threat in the near future. The combined forces of Efreeti and Djinni, however, could not stop Solomon. Solomon’s army, though filled with the weakest of Efreeti, greatly outnumbered them. It wasn’t even a day before the opposing Efreeti and Djinni were wiped out. The Djinni retreated back to their homeworld and began building up their defenses. The surviving Efreeti were forced to swear allegiance to Solomon. This however was not enough for Solomon. He wanted more. He forced the Efreeti to give up all their treasure. Solomon was disappointed with what he received. He received piles upon piles on brass jewelry, weaponry, and coins.

Just then, he had an idea. Instead of returning to the Mortal Coil, he would make his home here. He forced the Efreeti to melt their prized brass treasure and create the Brass City. It was at this point he abandoned his name, and replaced it with a title, The Sultan of Brass City.

Years later, as the opposing Efreeti were eventually killed, the Efreeti grew to like The Sultan, not knowing of what he did long ago. Only few know what happened so long ago, but dare not to speak of it out loud.

The Sultan stands 5 ½ ft. tall and weighs 250 pounds.


Combat: The Sultan loves to sit on his throne while his Efreeti do all the work. He’ll occasionally use his spell-like abilities to even the battlefield. He also keeps his Aura of the Sultan active to give his fiery minions a better chance of surviving the encounter. The Sultan is no slouch, when forced into melee combat. He can overwhelm even the greatest of fighters in melee combat, using his Brass Blade.

Aura of the Sultan (Su): The Sultan radiates a brilliant brass aura. This aura has a range of 300 ft. and various effects.
Any Efreeti or fire type creature (that serve The Sultan) in this aura gains the following bonuses for as long as they stay within range.
- Fast Healing equal to double their Con modifiers. If they already have fast healing, use which ever is higher.
- SR equal to 15 + CR.
- Any spell-like abilities, with the fire descriptor, cast by the efreeti is empowered.
*Any non-efreeti takes 5d6 points of fire damage per round. Reflex save DC 63 halves damage. The DC is Cha-based.


Brass Skin: The Sultan’s skin has magically turned brass over the years he has stayed in the Brass City. He gains the following traits.
- DR 15/-
- Immunity to fire
- Burning Brass Skin (see below)
- SR equal to 20 + CR

Burning Brass Skin (Ex): The Sultan’s skin is superheated and deals 3d6 points of damage if he touches a creature. Grappled creatures take 10d6 points of fire damage per round. Any flammable material catches on fire. He may choose whether his skin burns or not.

Burning Gaze (Su): The Sultan’s gaze is destructive. Anyone who meets The Sultan’s gaze, is also met by an intense wave of heat that deals 10d6 points of fire damage. Reflex save DC 63 halves damage. The targeted creature must also succeed of Fortitude save DC 63 or catch on fire, as their skin bursts into flames. If unsuccessful, the targeted creature takes 2d6 points of Con damage for 3 rounds. If targeted creature’s Con score reaches 0, they disintegrate into brass ashes. Those who die this way cannot be raised unless there is at least a handful of ashes left and the raiser uses a miracle or wish spell. The DC is Cha-based.

*The Sultan can choose whether the targeted creature is affected or not.

Spell-Like Abilities: CL 70th; DC 28 + spell level
Always active- detect magic, detect snares and pits, discern lies, mind blank, read and comprehend language, see invisibility, tongues, true seeing
at will— aid, animate objects, commune, continual flame, cure serious wounds, dimensional anchor, eagle’s splendor, fire storm, fireball, flaming ray, flaming sphere, greater dispel magic, greater teleport (self plus 200 lbs only), imprisonment, incendiary cloud, invisibility (self only), lesser restoration, orb of fire, polymorph (self only), pyrotechnic, remove curse, remove disease, remove fear, resist energy, scorching ray, unholy blight, wall of fire, waves of fatigue
6/day— elemental swarm(fire), gate, heal, mass charm monster, meteor swarm, permanency, resurrection, waves of exhaustion
3/day— disintegrate, gate, greater restoration, power word blind, power word kill, power word stun, prismatic sphere, wish.

Sultan of Fire: The Sultan possesses the following traits.
-Divine Rank 0
-Is healed by fire damage.
-All fire damage dealt by The Sultan ignores fire resistance and immunity.
- Any non-epic weapon striking The Sultan is automatically melted and destroyed.
- The Sultan spell-like abilities that deal fire damage are empowered, enlarged, maximized, and widened.

Summon Efreeti (Sp): 5/day The Sultan can summon 3d8 efreeti.

Summon Fire Creatures (Sp): 3/day The Sultan can summon 70HD of creatures with the fire subtype.

Possessions: Aside from the Ring of Solomon, The Sultan created two more powerful items.

Brass Blade: This sword appears as a falchion made of brass with rubies encrusted along the back of the blade. It functions as a +8 fiery blast, keen, speed, large falchion.

Crown of the Sultan: This crown is made of brass and encrusted with many rubies. This crown was created so that an Efreet would never strike him again. If they do, they instantly die unless they succeed on a Fortitude save DC63. If successful the crown immediately creates a barrier that provides The Sultan with DR 30/- against attacking Efreeti only. Efreeti slain by this crown cannot be raised unless The Sultan wills it so.

Ring of Solomon: Solomon created this ring to gain control over the Efreeti. Whenever Solomon raises his hand, to flash his ring, an Efreet must make a Will save DC 63 or bow before his presence. If unsuccessful, the Efreet becomes a permanent fanatic follower. If successful, the Efreet cannot be affected again until 24 hours have passed. The DC is Cha-based.

SurlySeraph
2007-12-21, 05:15 PM
World-building goes in the Homebrew Forums (http://www.giantitp.com/forums/forumdisplay.php?f=15). PM a moderator and ask to have this thread moved.

fafnir300
2007-12-21, 05:16 PM
Air Maidens of Ukko
Medium Outsider (Extraplanar, Good, Lawful)
HD: 20d8 + 120 (210 hp)
Initiative: +9
Speed: 40 ft., fly 100 ft. (good)
AC: 32(+7 armor, +5 Dex, +7 natural, +3 shield) touch 15, flat-footed 27
BAB/ Grapple: +20/+27
Attack: +3 icy burst, longsword +31 melee (1d8 + 12 + 1d10 cold damage/19-20/x2)
Full attack: +3 icy burst, longsword +31/+26/+21/+16 melee (1d8 + 12 + 1d10 cold damage/19-20/x2)
Space/reach: 5 ft./5 ft.
Special attacks: Cold Aura, Death Throes, Lingering Cold, Spell-like Abilities
Special qualities: Darkvision 60 ft., DR 10/evil, Immunity to cold, SR29, telepathy 100 ft.
Saves: Fort +20, Ref +17, Will +15
Abilities: Str 25, Dex 20, Con 22, Int 14, Wis 17, Cha 26
Skills: Concentration +29, Escape Artist +28, Knowledge (the planes) +25, Listen +26, Move Silently +28, Search +25, Spot +26, Survival +26, Tumble +28, Use Rope +28
Feats: Combat Expertise, Dodge, Great Fortitude, Improved Disarm, Improved Initiative, Weapon Focus (longsword), Weapon Specialization (longsword)
Environment: Twin Paradises
Organization: Solitary or Trio
CR: 16
Treasure: Standard and +2 chainmail, +1 shield, and +3 icy burst, longsword (if disarmed first)
Alignment: Lawful Good
Advancement: 21-40 HD (large) or by character class

Flying in the air above you, is a beautiful woman. She is dressed in chainmail, which are placed upon flowing robes. She has a shield in one hand, and an icy blue sword in the other. On her back she has massive white wings. Surrounding her is a feint blue aura. This is an Air Maiden of Ukko.

The Air Maidens are magical beings created by Ukko, the Supreme God of Kalevala. He uses the beautiful creatures to help any of his worshippers in need. The Air Maidens serve these new companions until death. If an Air Maiden should be slain before her mission is completed, Ukko sends another in her place.

The Air Maidens stand 6 ft. tall and weigh 120 pounds.

Combat: The Air Maiden starts off by healing the wounds of her companions, if needed. Then she charges into battle to slay evil. She has the shield other spell active at all times, so that she can lessen the damage taken by the ones she has been sent to protect. In hard times, the Air Maiden will cast her healing spells to keep her companions alive.

Cold Aura (Su): The Air Maiden is surrounded by an unnaturally cold wind. This aura has a range of a 30 ft. radius and deals 5d6 points of cold damage per round. Reflex save DC 28 halves. The Air Maiden can choose who this aura affects.

Icy Death Throes (Su): The Air Maiden’s death is something amazing. As her last attack against evil, the Air Maiden unleashes a furious cold wind upon every evil creature within 100 ft. It deals 5d10 points of cold damage and 5d6 points of slashing damage. Reflex save DC 28 halves. This attack passes through and does not harm good creatures.

Lingering Cold (Su): When the Air Maiden attacks with her sword, spell, or ability with the cold descriptor must make a Fortitude save DC 28, or take 2d6 points of cold damage the following round.

Spell-like Abilities: CL 20th; DC 18 + spell level
Always active – shield other
At will – bless, chill touch, cure light wounds (mass), ice storm, magic circle against evil, prayer, sleet storm, wall of ice
5/day – cure critical wounds (mass)
1/day - resurrection

Swooper
2007-12-22, 01:20 PM
I suppose it's good someone is getting some use out of the Epic Level Handbook. :smalltongue:

fafnir300
2007-12-23, 05:35 PM
Saint Kargoth, The Betrayer
Medium Undead (Augmented Humanoid) (Chaotic, Evil, Extraplanar)
HD: 40d12 (Blackguard) + 440 + 10d12 (Fighter) + 110 (1,150 hp)
Initiative: +18
Speed: 60 ft.
AC: 67 (+11 deflection, +10 Dex, +6 natural, +20 [+12 +8 fullplate], +10 [+6 +4 tower shield]) touch 41, flat-footed 57
BAB/ Grapple: +50/+63
Attack: +8 chaotic power, fiery blast, keen, mighty cleaving, unholy power, large greatsword, Darkflame of Kargoth +75 melee (3d6 + 35 + 3d6 fire + 3d6 chaotic + 3d6 unholy/17-20/x2), or gore +63 melee (1d8 + 13), or touch +63 melee (3d8 + 11)
Full attack: +8 chaotic power, fiery blast, keen, mighty cleaving, unholy power, large greatsword, Darkflame of Kargoth +75/+70/+65/+60 melee (3d6 + 35 + 3d6 fire + 3d6 chaotic + 3d6 unholy/17-20/x2), or gore +63 melee (1d8 + 13), or touch +63 melee (3d8 + 11)
Space/reach: 5 ft./5 ft.
Special attacks: Abyssal Blast, Burning Touch, Despair, Gaze of Betrayal, Summon Undead, Summon Demons
Special qualities: Abode of the Accursed, Abyssal Knight, Dark Blessing, Dark Flames, Dark Grip, DR20/ epic and good, DR3/-, Death Knight Immunities, Death Throes, Energy Resistance to acid and sonic 50, Fast Healing 30, First of the Death Knights, Raiment of the Damned, Reconstitution, Spell-Like Abilities, Spell Reflection, Turn Immunity, Undead Cohort, Undead Followers
Saves: Fort +44, Ref +46, Will +43
Abilities: Str 37, Dex 30, Con -, Int 26, Wis 28, Cha 33
Skills: Bluff +47, Climb +49, Concentration +36, Diplomacy +47, Hide +46, Intimidate +51, Jump +49, Knowledge(arcana) +44, Knowledge(religion) +44, Knowledge(the planes) +44 Listen +45, Move Silently +46, Ride +46, Search +44, Spot +45, Swim +49
Feats: Combat Expertise, Dodge, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Leadership, Mobility, Mounted Combat, Ride-By Attack, Spirited Charge, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack
Epic Feats:
Environment: Kolurenth (The Gaping Maw of the Abyss layer 88 )
Organization: Solitary (Unique) or Kargoth and his mount, or Death Squad (Kargoth, 13 Death Templars, and Kargoth’s Mount)
CR: 40
Treasure: Triple Standard and Darkflame of Kargoth, Demogorgon’s Plate, and Kargoth’s Shield
Alignment: Chaotic Evil

Appearing before is a Death Lord. He is dressed in dark green fullplate armor of fiendish appearance. His helmet covers everything except his face and his massive horns. Upon closer inspection, you see that the sides of his face, and neck, have small scales forming. Other than that, he is handsome, though in a fiendish way, as his eyes glow green and 2 massive horns curve up from above his brow line. You also see, draping from the back of his helmet, long straight white hair. Also on his back, you see a dark, almost black, crimson cape. In one hand he grips a large black sword that has glowing green runes along the blade. In the other, he holds a green shield with screaming faces upon it. This is Saint Kargoth, The Betrayer.

(flavor coming)

Combat: St. Kargoth loves to summon his demons and undead. If they are destroyed he gets serious and summons his loyal Death Templars. Once he and his unholy knights are on the battlefield, he will lead them all into melee combat with his enemies. He rarely uses his Spell-Like Abilities unless he has to.

Abode of the Accursed (Su): Within his lair, St. Kargoth gains a +10 profane bonus to his Armor Class and Spell Resistance. In addition, the entire fortress is under the constant effects of a desecrate spell cast by a 50th level caster.

Abyssal Blast (Su): St. Kargoth can fire a blast dealing 30d6 + 11 points of damage. Reflex save DC46 halves the damage. The blast explodes in a 20 ft. radius anywhere within a range of 2,400 ft. Half the damage is fire damage, but the other half results directly from unholy power and is therefore not subject to being reduced by resistance OR immunity to fire-based attacks. He can use this powerful attack every
1d10 rounds. The DC is Cha-based.

Abyssal Knight: St. Kargoth lives in the Abyss and has become somewhat of a demon himself. He gains a BAB equal to his class levels. He also has gained a pair of horns, which he uses to gore his foes.

Burning Touch (Su): St. Kargoth 's touch attack now deals half negative energy damage and half fire damage. When St. Kargoth successfully hits a target with his touch attack, the target becomes engulfed in unholy fire that lasts 3 rounds. While so afflicted, the victim automatically takes damage as though from the death knight's touch attack each round. Will save DC 46 for half damage each round. The DC is Cha-based.

Dark Blessing (Ex): St. Kargoth applies his Charisma modifier as a bonus on all saving throws. Since he already has this ability from the blackguard class, he instead gains a +1 profane bonus per rank (3) on all saving throws.

Dark Flames: St. Kargoth’s flames are green and unholy. Any fire damage dealt by him ignores fire resistance and immunity.

Dark Grip (Ex): St. Kargoth is forever bound to his dark sword. He can wield it with 1 hand and receive no penalties. If he chooses to grip it with both hands, he must first drop his shield (losing all bonuses from it). When he grips his sword with both hands he can add 2 times his Strength bonus, instead of 1.5 times his Strength bonus.

Death Knight Immunities (Ex): St. Kargoth has immunity to cold, electricity, fire, polymorphing (though he can use polymorph effects on himself), and mind-affecting attacks.

Death Throes: If both St. Kargoth and his abode are destroyed, he explodes into great explosion of unholy green flames. The explosion has a range of 100 ft. of where he dies, and deals 35d8 points of fire and unholy damage. Reflex save DC46 halves the damage. If his abode is not destroyed, St. Kargoth instead reconstitutes (see below) at a later date. The DC is Cha-based.

Despair (Su): At the mere sight of St. Kargoth, viewers must succeed on a Will save DC 46 or be paralyzed with fear for 3d8 rounds. Whether or not the save is successful, that creature cannot be affected again by the same St. Kargoth 's despair ability for 24 hours. The DC is Cha-based.

First of the Death Knights: As the first of the Death Knights, St. Kargoth has no limit on how many Death Knight salient abilities he can have, as long as he meets the requirements.

Gaze of Betrayal (Su): Those look at St. Kargoth, must succeed a Will save DC 46 or attack their allies until they or the ally dies. This can only be cured by a remove curse spell cast by a caster of at least 25th level. The DC is Cha-based.

Raiment of the Damned (Ex): St. Kargoth takes no armor check penalty or speed reduction for his armor and it has no maximum Dexterity bonus.

Reconstitution (Su): If St. Kargoth should ever be destroyed, his body (and possessions) turn into mist and dissipate. St. Kargoth will reform inside its abode within 2d6 days. The only ways to prevent St. Kargoth from returning is by completely destroying his abode.

Spell Reflection (Su): Spells that fail to penetrate the St. Kargoth 's spell resistance by 10 or more rebound upon the caster.

Turn Immunity (Ex): St. Kargoth cannot be turned. However, a holy word spell can banish him to the Abyss as if he was a demon.

Spell-Like Abilities: CL 50th; DC 21+ spell level
Always active – detect good, detect magic, see invisibility, true seeing, unholy aura
at will - animate dead, bear’s endurance(mass), blasphemy, bull’s strength (mass) create greater undead, eagle’s splendor (mass), enhanced fireball, firestorm, horrid wilting, greater dispel magic, nightmare, power word stun, symbol of fear, symbol of pain, teleport, wall of ice, wall of fire
5/day -destruction, power word blind
3/day -power word kill, meteor storm

Summon Death Templars of Kargoth (Sp): 1/day St. Kargoth can summon up to 13 Death Templars (if they are not with him already).

Summon Demons (Sp): 3/day St. Kargoth can summon up to 1 balor and 3d6 fiendish vampiric ixitxachitl (clerics of Demogorgon 15)

Summon Undead (Sp): 5/day St. Kargoth can summon 3d6 bodacks, 3d6 wights, and 3d6 greater wraiths.

Possessions: Demogorgon has provided Kargoth with powerful equipment.

Darkflame of Kargoth: Appears as a black greatsword with glowing green runes appearing along the length of the blade. It functions as a +8 chaotic power, fiery blast, keen, mighty cleaving, unholy power, large greatsword. Any creature struck by this blade is set on for 3 rounds as though they were affected by his Burning Touch ability.

Demogorgon’s Plate: Crafted by Demogorgon himself, this armor appears as a dark green fiendish fullplate. On the chest, of the armor, appears 1 fiendish head of Demogorgon with 2 glowing rubies for eyes. This armor functions as a +12 acid warding, moderate fortification, sonic warding fullplate. It also has a unique power. The two glowing ruby eyes can perform the gaze attacks of Demogorgon himself, at St. Kargoth’s command. He can activate 1 eye, per round, as a free action, and both eyes as a standard action.

Beguiling Gaze: The left eye flashes and any creature looking at it must succeed a Will save DC 46 or act as if affected by a charm monster or charm person (depending on target) spell cast by a 50th level caster. If successful, effect is negated. The DC is Cha-based.

Insanity Gaze: The right eye flashes and any creature looking at it must succeed a Will save DC 46 or act as if affected by a insanity spell cast by a 50th level caster. If successful, effect is negated. The DC is Cha-based.

Hypnosis Gaze: Both eyes flash, and any creature looking at them must succeed a Will save DC 46 or act as if affected by hypnosis spell cast by a 50th level caster. If successful, effect is negated. The DC is Cha-based.

Kargoth’s Shield:This shield was crafted by Demogorgon himself. He used 10 souls of Heironeous paladins, which Kargoth had slain shortly before becoming a Death Knight. This shield appears as a dark green tower shield with screaming faces upon it. As a standard action Kargoth can activate the unique power of this shield. Once activated the souls scream for 10 rounds. These screams are unsettling and loud. For the next rounds, any creature within 60 ft. of Kargoth, must succeed on a Will save DC 46, or become panicked. They must also succeed on a Fort save DC 46, or become deafened. These effects last for 10 rounds, after being affected, even if the screams have stopped.

St. Kargoth’s Mount, Tyrame (tear- rah- may)
Large Outsider
(chaotic, evil, extraplanar)
HD:30d8 + 330 (570 hp)
Initiative: +14
Speed: 60 ft., fly 90 ft., swim 90 ft.
AC: 35(+11 Dex, +15 natural, -1 size) touch 21, flat-footed 33
BAB/ Grapple: +30/+44
Attack: Bite +41 melee (1d8 + 14 + 3d6 unholy fire damage plus rot)
Full attack: Bite +41 melee (1d8 + 14 + 3d6 unholy fire damage plus rot), and 2 hooves +39 melee (1d8 + 9 + 3d6 unholy fire damage), and tail +37 melee (1d8 + 5)
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Dual Actions, Flaming Hooves and Mouth, Rot
Special qualities: Darkvision 60 ft., DR 15/epic good, DR15/-, Immune to acid, cold, electricity, and fire, Walk on Water, SR 38, Telepathy 100 ft.
Saves: Fort +28, Ref +25, Will +16
Abilities: Str 30, Dex 22, Con 33, Int 10, Wis 8, Cha 12
Skills: Balance +32, Escape Artist +32, Hide +28, Intimidate +27, Jump +48, Listen +27, Move Silently +32, Search +26, Spot +27, Swim +40
Feats: Alertness, Dodge, Fly-by Attack, Greater Weapon Focus (bite), Greater Weapon Specialization (bite),Greater Weapon Focus (hoof), Greater Weapon Specialization (hoof), Improved Initiative, Multi-Attack, Power Attack, Weapon Focus (bite), Weapon Specialization (bite), Weapon Focus (hoof), Weapon Specialization (hoof)
Epic Feats: Superior Initiative
Environment: Gaping Maw (Abyss)
Organization: Solitary (unique), or pair (St. Kargoth and Tyrame)
CR: 25
Treasure: None
Alignment: Chaotic Evil

This horrible creature appears as a nightmare with dark green scales. It’s mouth and hooves dance with green flames. It’s eyes also burst into green flames. It has a long reptilian tail. Perhaps the most strangest part of this creature, is that it has two fiendish baboon heads mounted on thick, horse-like necks. This is no doubt a creature made by Demogorgon.

Tyrame is St. Kargoth’s mount. They were a team of unparalleled righteousness. That is until Kargoth became a Death Knight. Upon Kargoth’s transformation into a death knight, Tyrame tried to redeem her master by killing Demogorgon. This was no doubt an impossible task for her to accomplish. Demogorgon wasted no time to swing his tentacles on the foolish horse. He took one swing with his tentacles and sliced her head right down the middle. Tyrame fell to the ground, dead. However, Demogorgon saw loyalty within her, so long as she was with her master (who was in the eternal service of Demogorgon). Thus, he resurrected her through a dark ritual. This ritual was horrifying. He swallowed her carcass whole. He then vomited her from his mouth; thus, giving “birth to a whole new creature.” Kargoth watched with uncaring eyes as his horse was turned from a white, pure steed of justice, to a foul two-headed equine beast of terror. Once the ritual was finished, Kargoth mounted this terrible steed and took off, full speed, across the Abysm Sea.

Tyrame is 9 ft. long and weighs 700 lbs.

Combat: Tyrame loves using her dual actions to incinerate her breath weapon. If in melee, she almost always makes a full attack against her foes.


Breath Weapon (Su): Tyrame can spew green flames at her foes in a 60 ft. cone. It deals 10d8 points of unholy fire damage (ignores resistances and immunities). Reflex save DC 34 halves. She can use this ability every 1d6 rounds. DC is Con-based.

Dual Actions (Ex): Tyrame can take 2 rounds worth of actions, as if she were 2 creatures.

Flaming Hooves and Mouth (Ex): Tyrame’s mouth is filled with green unholy flames, while her hooves are wrapped in green flames. She deals an extra 3d6 points of unholy fire damage when attacking with them. These flames ignore any fire resistances or immunities a creature may have.

Rot (Su): Any creature bitten by Tyrame must succeed a Fort save DC 34 or its flesh begins to rot. It immediately takes 1d6 points of Con damage plus 1 Con damage every hour until the creature dies or a remove disease spell of at least 25th level is cast. The spell only stops further damage. The Con damage can be healed normally through a restoration spell, but only after the rotting effect is taking care of. DC is Con-based.

fafnir300
2007-12-23, 05:38 PM
Bel, Lord of the First
Huge Outsider (baatezu, evil, extraplanar, lawful)
Symbol: A black silhouette of Bel’s head with red glaring eyes
Cosmic Rank :11(13 in Avernus)
HD: 67d8 + 1,206 + 160 (1,902 hp)
Initiative: +19
Speed: 90 ft., fly180 ft. (perfect)
AC: 78 (+14 armor, +14 deflection, +11 Dex, + 31 natural, -2 size) touch 34, flat-footed 67
BAB/ Grapple: +67/+99
Attack: +7 demon dread, hellfire blasting, keen, vile, huge greatsword, Demonsunder +100 melee (4d6 + 51 + 3d6 hellfire damage + 1 vile/17-20/x2), or claw +89 melee (2d6 + 24)
Full attack: +7 demon dread, hellfire blasting, keen, vile, huge greatsword, Demonsunder +100/+95/+90/+85 melee (4d6 + 51 + 3d6 hellfire damage + 1 vile/17-20/x2), and 2 claws +89 melee (2d6 + 24), and bite +87 melee (1d8 + 12 plus disease and poison), and wing +87 melee (1d6 + 12), and tail +87 melee (1d8 + 12)
Space/reach: 10ft./10ft.
Special attacks: Call Baatezu, Constrict, Disease, Fear Aura, Hellfire of Bel, Improved Grab, Roar of Bel, Spell-like ablities, Storm of Avernus,
Special qualities: DR 40/Epic Good and Silver, Energy Resistance to Acid 50, Cold 50, Sonic 50, Immunity to Fire and Poison, Immunity to Ability Damage, Ability Drain, Criticals, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Regeneration 20, See in Darkness, SR 68, Telepathy 1000 ft.
Saves: Fort +57, Ref +50, Will +49
Abilities: Str 58, Dex 33, Con 47, Int 36, Wis 31, Cha 38
Skills: Balance +74, Bluff +84, Climb +87, Concentration +81, Decipher Script +76, Diplomacy +84, Disguise +77, Escape Artist +74, Hide +70, Intimidate +84, Jump +87, Knowledge (arcana) +76, Knowledge (religion) +76, Knowledge (the planes) +76, Listen +73, Move Silently +74, Search +76, Sense Motive +73, Spellcraft +76, Spot +73, Survival +73, Tumble +74
Feats: Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Darkspeech, Dodge, Fly-By Attack, Greater Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Bull Rush, Improved Disarm, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Mobility, Multi-Attack, Power Attack, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack
Epic Feats: Dire Charge, Epic Fortitude, Epic Reflexes, Epic Toughness (x8 ), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Willpower, Improved Whirlwind Attack, Superior Initiative
Environment: Avernus (Nine Hells of Baator)
Organization: Solitary (unique), or Troop (Bel, Yeddikadir, Nalebranc, and 10 advanced pit fiends (30HD), 10 advanced cornugon (25 HD))
CR: 57
Treasure: Amulet of Bel, Bel Bracers of Rending, Bel’s Plate, Belt of the First Seven, Demonsunder
Alignment: Lawful Evil

(flavor coming)

Combat: If encountered alone, Bel always starts off by calling devils to his side. Then he unleashes a Roar of Bel to frighten his foes while strengthening his allies. After that’s taking care of Bel charges into melee combat with his strongest opponent. If greatly outnumber, Bel will call in Yeddikadir and Nalebranc who will then summon reinforcements. Against tough foes, Bel always utilizes his Storm of Avernus ability.
He relies on his armor and natural defenses to keep him safe from energy based attacks. When all else fails, he resorts to Hellfire of Bel to finish off his foes.

Call Baatezu (Sp): 5/day; Bel can call 5d6 lemures, 1d4 advanced pit fiends (30 HD), and 2d6 cornugons. 1/day Bel can call Yeddikadir and Nalebranc ( 2 cornugons fighter 30)

Constrict (Ex): Bel deals 3d8 + 36 points of damage with a successful grapple check, in addition to damage from his tail attack.

Disease (Ex): Devil Chills – bite, Fortitude save DC 66 incubation period injury, damage 1d8 Str. The DC is Con-based.

Fear Aura (Su): At the end of Bel’s turns, creatures within 100 ft of Bel must succeed a Will save DC 62 or be panicked for 10 rounds. The DC is Cha-based. Those who successfully save against this aura, cannot be affected by the same aura for 24 hours.

Hellfire of Bel (Ex): Bel can spit red and black flames, which leaves his foes devastated. He can use this ability 17 times per day as a full round action. It deals 17d12 points of hellfire damage. Reflex save DC 67 halves (Cha-based). This blast of unholy flames are 10 ft. wide and 1,400 ft. long. Those slain by these flames become a devil (Bel choices), which serves him in the Blood War eternally. The creature in question can be brought back to normal by casting a wish or miracle spell, followed by a true resurrection spell.

Note: The newly transformed creature retains its HD, however it cannot exceed the limit of the devil’s HD. Example: If Bel kills a 50th level creature with this attack and chose to make it into a pit fiend, then that creature will become a pit fiend with 50 HD. If he chose to make that same 50th level character into a malebranche, then it would become a malebranche with 48 HD (the max HD for a malebranche).

Improved Grab (Ex): Bel can hit a Huge or smaller creature, with his tail, and start a grapple. If successful he establishes a hold and can constrict. This does not provoke attacks of opportunities.

Regeneration: Bel takes normal damage from epic, good, and silver weapons. He also takes normal damage from good-aligned spells.

Roar of Bel (Ex): Bel can let out ferocious roar, which panics his foes, while at the same time strengthening his allies. This roar is a standard action and has a range of a 100 ft. radius. Enemies of Bel must make a Will save DC 62 or be panicked for 2d6 rounds. Allies of Bel, within range, receive a + 9 bonus to Str, Con, and saves for the next 10 rounds. The DC is Cha-based.

Spell-like ablities: CL: 67th ; DC 33 + spell level
at will: animate dead, baleful, polymorph, bear’s endurance, blasphemy, bull’s strength, charm monster, damning darkness, deeper darkness, demon dirge, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, dominate monster, flame strike, greater dispel magic, greater invisibility, greater teleport, hellfire storm, magic circle against chaos, magic circle against good, mass hold monster, mass hold person, mirage arcana, orb of fire, persistent image, polymorph, power word stun, restoration, resurrection, suggestion, symbol of pain, unhallow, unholy aura, wall of fire.
9/day: destruction, firestorm, greater restoration, incendiary cloud, meteor swarm, power word kill, true resurrection.
6/day: hellball, tyranny
3/day: wish

Storm of Avernus (Su): Bel can call forth the fireballs, which careen through the atmosphere of Avernus, and unleash a storm of hellfire upon his foes. 9/day, as a full round action, Bel can gather a massive collection of fireballs and devastate his foes. The fireballs circle around Bel, incinerating everything in their path. The fireballs swarm around Bel in a 300 ft radius for 10 rounds. The storm deals 75 points of hellfire damage each round to any non-devil within range. Reflex save DC 62 halves (Cha-based).
Note: Bel can only use this ability while in Avernus.

Possessions: Bel is never without these powerful artifacts.

Amulet of Bel: This amulet appears as a pit fiend’s hand clutching a black gem. Once per round, as a standard action, Bel can activate this amulet by chanting various dark phrases. Upon activation, the amulet flashes red and Bel can perform one of the following:

- Bel gains a + 10 bonus to Bluff, Diplomacy, and Intimidate skill checks. This bonus lasts for the rest of the encounter and he only gains this bonus once.
- Demons who gaze upon the amulet must succeed a Will save DC 62. Those who are unsuccessful have visions of what Bel has done to millions of demons before them. They fear that the same could happen to them and they become panicked for 3d6 rounds. Non-demons who gaze upon the amulet and fail their saves, view the same images. Failure indicates that they are not entirely sure of what they have seen, but nonetheless fear the same could happen to them. They become panicked for 2d6 rounds. The DC is Cha-based.
- If Bel slays a non-outsider, he will use the amulet to trap their souls within as if by a trap the soul spell of his level. As another standard action Bel can summon the soul of the creature in the form of a greater devil (which Bel chooses using the chart below). This newly created devil has the same amount of HD as the slain creature (the HD cannot exceed the limit of the devil summoned). If the amulet is destroyed the creature returns to normal at –10 hit points. From that point, they can be raised normally. However, if the amulet is not destroyed, the creature must be destroyed. Up to 5 rounds after their death, a miracle or wish spell must be casted so that their souls aren’t wiped from existence. If successful, the creature returns to normal at –10 hit points and can be raised normally.

Devil Choices:
Assassin devil
Bone devil
Hamatula
Horned devil
Ice devil
Malebranche
Orthon
Pit fiend


Bel Bracers of Rending: These bracers are red with razor-sharp black blades on the backs of them.Any time Bel attacks with his claws he automatically hits with the blades. The blades leave gruesome bleeding scars. Those hit by the blades take 5 points of damage from blood loss each round. Every other hit by the blades adds an extra 5 points of damage due to blood loss. A Heal check DC 45 stops the bleeding.

Bel’s Plate: This armor is made of black metal and covers his upper torso. Both shoulders have a massive spike on them. It functions as a + 9 acid warding, cold warding, sonic warding, heavy fortification breastplate.

Belt of Seven: Bel wears this gruesome belt made of a rope and seven angel heads everywhere he goes. As a free action, Bel can channel dark energy into his vile belt, causing the angel heads to moan and scream in pain. Anyone within a 100 ft. radius of Bel must succeed a Will save DC 62 or become shaken for 10 rounds. Whether the save is successful or not, the targeted creatures cannot be affected by it for the next 24 hours. DC is Cha-based.

Demonsunder: This massive blade appears as a fiendish greatsword with an awkward jagged blade. The blade glows bright with an inner heat but is not aflame. The hilt is fashioned into the form of a roaring pit fiend, possibly Bel himself. It functions as a +7 demon dread, hellfire blasting, keen, vile, huge greatsword. Against demons it functions as a +13 demon dread, hellfire blasting, keen, vile, huge greatsword and deals an extra 6d6 points of damage. Any creature slain by this blade bursts into a 30 ft. radius of hellfire dealing 60 points of hellfire damage to any non-devil within range. Reflex save DC 62 halves. They can only be raised normally through a miracle or wish spell.

fafnir300
2007-12-23, 05:40 PM
Yeenoghu, Prince of Gnolls
Large Outsider (chaotic, evil, extraplanar, tanar’ri)
Symbol: A fiendish looking triple flail
Cosmic Rank: 10(Yeenoghu’s Realm)
HD: 58d8 + 870 + 160 (1,494 hp)
Initiative: +22
Speed: 90 ft.
AC: 64 (+10 armor, +10 deflection, +14 Dex, +21 natural, -1 size) touch 33, flat-footed 50
BAB/ Grapple: +58/+78
Attack: +8 speed, unholy power, wounding, vile, huge triple flail, Flail of the Gnoll Prince +85 melee (3d6 + 40 + 3d6 unholy damage +1 Con +1 vile/17-20 (for each of the 1d3 heads), or +6 speed, vile, large longbow, Ghoul Bow +74 ranged (2d6 + 24 +1 vile plus paralysis for 1d6 rounds (Fort DC 50 negates)), or Fangs of the Ghoul (bite) +73 melee (1d8 + 16 plus Ghoul Fever (Fort DC 54 negates))
Full attack: +8 speed, unholy power, wounding, vile, huge triple flail, Flail of the Gnoll Prince +85/+85/+80/+75/+70 melee (3d6 + 40 + 3d6 unholy damage +1 Con +1 vile/17-20 (for each of the 1d3 heads), and Fangs of the Ghoul (bite) +73 melee (1d8 + 16 plus Ghoul Fever (Fort DC 54 negates)), and tail slap +68 melee (1d8 + 8 ), OR +6 speed, vile, large longbow, Ghoul Bow +74/+74/+69/+64/+59 ranged (2d6 + 24 +1 vile plus paralysis for 1d6 rounds (Fort DC 50 negates)),
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Spell Like-Abilities, Summon Ghouls, Summon Gnolls, Summon Tanar’ri
Special qualities: Darkvision 60ft., DR 40/Epic Good and Cold Iron, Energy Resistance to Acid 50, Cold 40, Fire 40, Immunity to Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Ghoul Fever, Mind- Affecting Effects, Paralysis, Petrification, and Polymorphing, Ravaged Form (Fangs of the Ghoul), Ravaged Form (Rancid Fur), Regeneration 15, Scent, SR 62, Telepathy 1000 ft., True Seeing
Saves: Fort +46, Ref +51, Will +41
Abilities: Str 42 , Dex 39, Con 40, Int 28, Wis 31, Cha 31
Skills: Balance +75, Climb +77 , Concentration +76, Diplomacy +71, Escape Artist +75, Hide +71, Intimidate +71, Jump + 104, Knowledge(nature) +70, Knowledge (the planes) +70, Listen +71, Move Silently +75, Search +70, Sense Motive +71, Spellcraft +, Spot +71, Tumble +77,
Feats: Acrobatic, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Greater Weapon Focus (longbow), Greater Weapon Specialization (longbow), Greater Weapon Focus (triple flail), Greater Weapon Specialization (triple flail), Improved Critical (triple flail), Improved Initiative, , Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (longbow), Weapon Specialization (longbow), Weapon Focus (triple flail), Weapon Specialization (triple flail), Whirlwind Attack
Epic Feats: Dire Charge, Epic Reflexes, Epic Toughness (x8 ), Epic Weapon Focus (triple flail), Epic Weapon Specialization (triple flail), Superior Initiative,
Environment: Yeenoghu’s Realm (Abyss)
Organization: Solitary (unique) or Hunting Group (Yeenoghu, 10 half-fiend gnolls (ranger 18 ), and 30 Ghasts)
CR: 49
Treasure: Flail of the Gnoll Prince, Ghoul Bow, +6 acid warding, moderate fortification scale mail
Alignment:Chaotic Evil

(flavor coming)

Combat: Yeenoghu always starts the battle by casting bull’s strength on himself. Afterwards, he charges into melee combat with the closest opponent. However, Yeenoghu is no fool. If outnumbered he won’t hesistate to summon gangs of ghouls, gnolls, tanar’ri, even the Ghoul King himself. And for those who wish to flee Yeenoghu’s savagery, will be subject to ranged attacks from his Ghoul Bow.

Breath Weapon (Su): Yeenoghu can spit fort green and yellow acid in a 60 ft cone. It deals 15d8 points of acid damage and 3d6 Con damage. Reflex save DC 59 halves. If this ability reduces a creatures Con to 0, they die and rise up in the following round as a ghast. They follow Yeenoghu’s every order. They also retain half their HD, even if it exceeds the normal limit of a ghast. Only a miracle or wish spell followed by a raise dead spell can bring the creature back to life. If successful, the creature returns to normal and has 1 hp and its Con score is 1. From that point, the creature can be healed normally. Yeenoghu must wait 1d4 rounds between each use. The save is Con-based.

Ravaged Form (Fangs of the Ghoul): Yeenoghu’s fangs are black and rotten. Those bitten by these black fangs contract a potent Ghoul Fever – incubation period injury; initial damage 3d6 Con; secondary damage 3d6 Dex. Fort save DC 59 halves. The save is Con-based.

Ravaged Form (Rancid Fur): Any creature within a 30 ft. radius of Yeenoghu must succeed a Fort save DC 59 or be nauseated for 2d6 rounds. After leaving the radius, the creature automatically falls prone for 1 round. As a standard action, Yeenoghu can shake his fur, similar to a wet dog. This causes the caked blood to shake free from his mangy fur in the form of a mist spreading out up to a 60 ft. radius. This mist dissipates after 5 rounds. Those within range suffer the same effects as stated above. The save is Con-based.

Spell Like-Abilities: CL 58th; DC 29 + spell level
At will: acid fog, animate dead, astral projection, baleful, polymorph, blasphemy, bull’s strength, cat’s grace, charm monster, desecrate, detect law, detect good, detect magic, dominate monster, fly, ghoul touch, greater dispel magic, greater invisibility, greater teleport, magic circle against law, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, rage, restoration, resurrection, suggestion, symbol of pain, symbol of weakness, telekinesis unhallow, unholy aura, unholy blight
9/day: destruction, greater restoration, true resurrection.
3/day: wish.

Summon Ghouls (Sp): 3/day, Yeenoghu can summon 7d6 ghasts. These ghasts have maximum hit points and a +15 profane bonus on turn resistance, AC, attack rolls, and damage rolls.
1/day, Yeenoghu can summon Doresain, The King of Ghouls

Summon Gnolls (Sp): 6/day, Yeenoghu can summon 11d6 gnolls or 3d6 fiendish gnolls (ranger 15)

Summon Tanar’ri (Sp): 3/day, Yeenoghu can summon 5d6 bulezaus.

Possessions: Yeenoghu carries these weapons everywhere he goes. He also wears a +6 acid warding, moderate fortification scale mail at all times.

Flail of the Gnoll Prince: This bronze triple flail has a fiendish design and ends in three spiky gnoll skulls. It functions as a +8 speed, unholy power, wounding, vile, huge heavy flail. Each time he scores a hit, he must roll 1d3 to determine how many heads strike his target. If more than one head hits the same target, the victim must succeed a Will save DC 60 or be confused for 5d4 rounds. If all three heads hit the same target, the victim must make a Fortitude save DC 60 or be paralyzed and confused for 2d4 rounds. Only Yeenoghu can activate the powers of this weapon. Both DC’s are Str-based.

Ghoul Bow: This longbow appears normal except for the middle, which is fashioned into the shape of a ghoul. The arrowheads are black and secreted in a liquid that causes paralysis. It functions as a +6 speed, vile, large longbow. Those struck by these arrows must succeed a Fort save DC 50 or be paralyzed for 1d6 rounds.

fafnir300
2007-12-23, 05:43 PM
Here's my epic version of Baphomet.

Baphomet, Demon Prince of Beasts
Huge Outsider (chaotic,evil,extraplanar,tanar’ri)
Symbol: Baphomet’s face with 4 red eyes on a blood red square
Cosmic Rank :10(13 in Endless Maze)
HD: 58d8 + 1,102 + 160 (1,726 hp)
Initiative: +13
Speed: 90 ft.
AC: 65 (+10 deflection, +9 Dex, +38 natural, -2 size) touch 27, flat-footed 56
BAB/ Grapple: +58/+87
Attack: +8, keen, vile, vorpal, wounding, huge axe, Maw of the Beast king +89 melee (4d6 + 47 +1 Con +1 vile plus bite (2d6 + 10)/17-20/x3), or gore +77 melee (2d8 + 21)
Full attack: +8 keen, vile, vorpal, wounding, huge axe, Maw of the Beast king +89 melee (4d6 + 47 +1 Con +1 vile plus bite (2d6 + 10)/17-20/x3), and gore +77 melee (2d8 + 21), and tail slap +72 melee (2d6+10 plus Baphomet’s Tail(see below)), OR gore +77 melee (2d8 + 21), and claws +72 melee (1d8 + 10), and tail slap +72 melee (2d6+10 plus Baphomet’s Tail(see below))
Space/reach: 15ft./ 10ft.(15ft. with greataxe)
Special attacks: Bellow, Bloodlust, Breath Weapon, Constrict, Improved Grab, Maze of Horror, Powerful Charge, Scientific Beast, Spell-Like Abilities, Summon Minotaurs, Summon Tanar’ri, Toss
Special qualities: Darkvision 60ft., Demon Prince of Beasts, DR 40/Epic Good and Cold Iron, Energy Resistance to Acid 40, Cold 40, Fire 40, Immunity to Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Maze, Mind- Affecting Effects, Petrification, and Polymorphing, Natural Cunning, Ravaged Form (Baphomet’s Tail), Ravaged Form (Bloodlust Eyes), Ravaged Form (Horns of the Beast King), Regeneration 15, Scent, SR 63, Telepathy 1000 ft., True Seeing, Wild Empathy
Saves: Fort +56, Ref +40, Will +42
Abilities: Str 53, Dex 28, Con 48, Int 27, Wis 30, Cha 31
Skills: Climb +82, Concentration +80, Diplomacy +71, Handle Animal +71, Hide +70, Intimidate +71, Jump +106, Knowledge(nature) +69, Knowledge (the planes) +69, Listen +71, Move Silently +70, Search +69, Sense Motive +71, Spot +71, Survival +71, Swim +82,
Feats: Awesome Blow, Cleave, Combat Expertise, Dark Speech, Dodge, Great Fortitude, Greater Weapon Focus (greataxe), Greater Weapon Specialization (greataxe), Improved Bull Rush, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Mobility, Power Attack, Spring Attack, Weapon Focus (greataxe), Weapon Specialization (greataxe), Whirlwind Attack
Epic Feats: Epic Fortitude, Epic Toughness (x8), Epic Weapon Focus (greataxe), Epic Weapon Specialization (greataxe), Improved Whirlwind Attack
Environment:
Organization: Solitary (unique) or Group (Baphomet, 6 half-fiend minotaurs (barbarian 20), and 6 bulezau (barbarian 15)
CR: 50
Treasure: Maw of the Beast King
Alignment:Chaotic Evil

(flavor coming)

Combat: Baphomet enjoys fighting his foes in melee with his vile axe. He usually starts of by using a Maze of Horror ability against the strongest foe. He does this so that he can focus on taking out the weakest of his foes. He uses Powerful Charge frequently, followed the next round by a full attack. Against a large number of foes he summons half-fiend minotaurs and tanar’ri to his side. He rarely uses his spell-like abilities, except against foes who assault him at range.

Bellow (Su): Once every 1d4 rounds as a standard action, Baphomet can unleash a thunderous bellow. All creatures within 60 ft. must succeed on a Will save DC 54 or become panicked for 3d6 rounds. This is a sonic, mind-affecting fear ability. The save is Cha-based.

Bloodlust (Su): 10/day, whenever Baphomet deals damage to a foe, he is overcome with bloodlust. At this point, Baphomet rages like a barbarian of his level for 1 hour. Can be turned off only after killing at least one creature and bathing in their blood as a standard action.

Breath Weapon (Su): Baphomet can spew forth a 90 ft. cone of unholy water infused with negative energy. It deals 15d8 points of negative energy damage. Reflex save DC 63 halves. Creatures with the good subtype or aura of good class ability (such as good-aligned clerics or paladins) instead take 15d12 and take a –4 penalty on their saving throw. The DC is Con-based.

Constrict (Ex): In addition to the normal tail slap damage and effects, Baphomet deals 6d6 + 30 points of damage while constricting with his tail. Those who succumb to the poison of his tail spikes fall to the ground helpless immediately after Baphomet releases his hold.

Demon Prince of Beasts: As the Prince of Beasts, Baphomet can grant bestial creatures, even the mundane creatures of the Mortal Coil, with dark power.

-Any animal or beast type creature within 1000ft of Baphomet, becomes fiendish and quickly rush to his aid. 5 days after the Baphomet has left, the fiendish template wears off.
-Bulezaus, Goristros, and minotaurs who serve Baphomet automatically enters a rage as a barbarian of their level, as long as they stay within 100 ft. of Baphomet.

Improved Grab (Ex): If Baphomet attacks with his tail he can attempt a grapple. If successful he establishes a hold and can constrict.
If Baphomet attacks with his greataxe he can attempt a grapple. If successful he establishes a hold and can use one special ability of the Maw of the Beast King.

Maze of Horror (Su): 10/day, Baphomet can banish a creature into a maze, as the spell of his level. Each round, the creature must make an Intelligence check DC 35 to escape. Failure indicates that the creature takes the wrong path and runs into an encounter with 3 half-fiend minotaurs (barbarian 15). The creature must defeat them before making another Intelligence check. If the creature doesn’t escape, the maze disappears after 10 minutes leaving the creature in a state of fear and confusion. The creature must succeed a Will save DC 53 or be frightened and confused (CL58) for 3d6 rounds. Those who do escape in time suffer no effects. The DC is Cha-based.

Natural Cunning (Ex): Baphomet possesses an innate cunning and logical ability similar to that of a minotaur. He is immune to maze spells, never becomes lost, and can track enemies as if he had the track feat. He is never caught flat-footed.

Powerful Charge (Ex): Baphomet lower his head, pointing his massive horns forward, and charges. In addition to the normal benefits and penalties of a charge, this allows him to make a single gore attack with a +85 attack bonus that deals 4d8 + 42 points of damage.

Ravaged Form (Baphomet’s Tail): Baphomet’s vile tail is covered in bloody spikes, which inject poison into his victims. Those hit by it take and initial 2d6 Con damage followed by a secondary 2d6 Con damage. Fort save DC 63 halves damage and negates extra effects. Those who fail their saves fall helpless to the ground for 1d6 rounds. Con damage can be healed through a greater restoration spell of at least 30th level. The DC is Con-based.

Ravaged Form (Bloodlust Eyes): Baphomet possesses 4 red eyes, which incites terrifying bloodlust in his foes. Those who look Baphomet in the eyes must succeed a Will save DC 54 or be overcome by bloodlust. The affected creature attacks all, whether friend or foe (except Baphomet), until it or its foe(s) dies. This bloodlust can only be cured by a greater restoration spell of at least 30th level. The DC is Cha-based.

Ravaged Form (Horns of the Beast King): Adorning Baphomet’s head, are 2 pairs of massive horns. They allow him to perform a more potent charge attack using his horns. While charging, Baphomet gains a +8 bonus to attack rolls and Strength checks made to bull rush. He deals double damage and takes a –2 penalty to AC. He can also toss (see below) his foes.

Scientific Beast (Ex): Baphomet is known for his scientific experiments, some of which created the bulezaus, ghours, and goristros. While in his Tower of Science, Baphomet involves himself in many experiments, such as torture, death, skinning, taxidermy, vivisection, dissection, etc. If Baphomet manages to catch a helpless creature on the battlefield, he won’t hesitate to conduct a few experiments on them, which either results in serious wounds or complete destruction of their body. As a full round action, Baphomet can perform one of the following on helpless foes:

-Dissection – 10/day; As a coup de grace against a helpless creature, Baphomet can attempt to dissect them by using his claws to split them open. The creature in question must succeed on a Fortitude save DC equal to (10 + damage dealt + Baphomet’s Str bonus). If successful, the creature takes damage from the claw as if it were a critical hit. They also take an extra 3d6 Con damage. They also bleed a lot, taking 20 points of damage from blood loss each round (Heal check DC 45 stops the bleeding).If unsuccessful, the creature dies and cannot be resurrected by anything less than a true resurrection spell of at least 30th level.

-Vivisection – 15/day; As a coup de grace against a helpless creature, Baphomet hacks into the creature’s body, attempting to harvest vital organs for his personal use. Treat this as an automatic critical with a claw attack. The creature in question must succeed on a Fortitude save DC equal to (15 + damage dealt + Baphomet’s Str bonus). Success indicates that Baphomet misses the vital organs. The creature takes damage from the claw as if it were a critical hit, plus an extra 1d6 Con damage. They also bleed a lot, taking 15 points of damage from blood loss each round (Heal check DC 45 stops the bleeding). If unsuccessful, the creature dies but can be raised normally.

-Skinning – 5/day; As a coup de grace against a helpless creature, Baphomet grabs a hold of the creature’s flesh and rips it off of their very bones. This is the most gruesome of his “experiments” Treat this as an automatic critical with a claw attack. The creature in question must succeed on a Fortitude save DC 65 (Str-based). Success indicates that Baphomet only tears off a large portion the creature’s skin. This deals 5d6 Con. 20 points of damage from blood loss each round (Heal check DC 45 stops the bleeding). Even after the bleeding has stopped, any action that causes the creature to move, they must first succeed on a Fortitude save DC 45 or double over in pain and take no actions for 1 round. Only a miracle or wish spell restores the creature’s missing skin. Greater restoration is still needed to cure Con damage. If unsuccessful, not only is the creature’s skin ripped from their bones, but their very soul is taken as well. Their soul is stored within their skin as if by a trap the soul[I] spell. Thus, the skin must be retrieved from Baphomet’s possession, in order to [I]raise the creature by way of a miracle or wish spell.

Spell-Like Abilities (Sp): CL 58th; DC 29 + spell level
At will-acid fog, animate dead, astral projection, baleful, polymorph, blasphemy, bull’s strength, charm monster, desecrate, detect law, detect good, detect magic, dominate animal, dominate monster, fly, greater dispel magic, greater invisibility, greater magic fang, greater teleport, hold animal, magic circle against law, magic circle against good, mass hold monster, maze, mirage arcana, persistent image, polymorph, power word stun, rage, restoration, resurrection, suggestion, symbol of fear symbol of pain, symbol of weakness, telekinesis unhallow, unholy aura, unholy blight
9/day: animal growth, awaken, destruction, greater restoration, true resurrection.
3/day: earthquake, wish.

Summon Minotaurs (Sp): 6/day Baphomet can summon 10 half- fiend minotaurs (barbarian 15).

Summon Tanar’ri (Sp): 3/day Baphomet can summon 5 bulezaus (barbarian 15), and 1d3 advanced goristro (35 HD)

Toss (Ex): After a successful charge attack, Baphomet gets a free trip attempt. If he wins the Strength check during the trip attempt, instead of simply knocking the opponent prone, he tosses the opponent into the air with his horns, dropping the opponent prone up to 30 ft. away in a random direction. They take an extra 3d6 points of falling damage. Characters with ranks in the Tumble skill who are not flat-footed can make a Tumble check DC 65 to avoid damage and land on their feet.

Wild Empathy (Ex): Baphomet can use Wild Empathy as a 58th level druid.

Possessions: Baphomet carries with him the Maw of the Beast King, which he created himself long ago in The Tower of Science.

Maw of the Beast King: This gruesome weapon appears as a greataxe made of two bestial heads. Their mouths open and close rapidly as if they were eating something. From the top of their noses, to the bottom of their chins are massive blades, which curve to form a weapon similar to a greataxe. Connected to the bottom of the axe is a 12 ft. wooden pole. It functions as a +8 keen, vile, vorpal, wounding, huge axe. With each successful strike, one of the bestial heads automatically bites the subject of the attack. This bite deals an extra 2d6 + 10 points of damage. On a successful critical hit with the axe eats away at the victim’s soul and deal 3d6 Con damage (Fortitude save DC 60 halves). If Baphomet attacks with his greataxe he can attempt a grapple at a +68 bonus (–10 penalty). If successful he establishes a hold and can use one of the following special abilities:

-He can cause the axe to bite, once more, deeper into the creature’s flesh dealing double damage and 2d6 Con damage (Fortitude save DC 65 halves) as the creature bleeds uncontrollably from a gruesome wound. They also take an extra 10 points of damage each round from blood loss. Baphomet can use this ability over and over, dealing 2d6 Con (Fortitude save DC 65 halves) and an extra 10 points of damage from blood loss. Heal check DC 45 stops the bleeding. The first 2 DC’s are Str-based.
-Baphomet can toss Large, or smaller creatures, 100ft. in any direction, dealing 10d6 points of falling damage. Tumble check DC 60 halves. The DC is Str-based.

Those killed by this weapon are absorbed into the gaping maws of the bestial heads and trapped as if by a trap the soul spell. Only a miracle or wish spell can release the soul. However the creature in question is still dead (-10 hp).

fafnir300
2007-12-23, 05:45 PM
Kostchtchie, Prince of Wrath
Huge Outsider (chaotic, cold, evil, extraplanar, tanar’ri)
Symbol: A blackish-blue shiny maul covered in bloody ice
Cosmic Rank: 11 (14 Iron Wastes)
HD: 60d8 + 1,320 + 120 (1,920)
Initiative: +10
Speed: 60 ft.
AC: 70 (+15 armor, +11 deflection, +6 Dex, +30 natural, -2 size) touch 25, flat-footed 64
BAB/ Grapple: +60/+93
Attack: +8 icy blast, sonic blast, vile, huge maul, Maul of the Iron Wastes +95 melee (3d8 + 53 + 3d6 cold + 3d6 sonic plus Fort save DC 70 or stunned for 1 round/19-20/x3), or rock +64 ranged (2d8 + 25)
Full attack: +8 icy blast, sonic blast, vile, huge maul, Maul of the Iron Wastes +95/+90/+85/+80 melee (3d8 + 53 + 3d6 cold + 3d6 sonic plus Fort save DC 70 or stunned for 1 round/19-20/x3), or rock +64 ranged (2d8 + 25)
Space/reach: 15ft./ 15ft.
Special attacks: Breath Weapon, Rock Catching, Rock Throwing, Spikes of the Iron Wastes, Spell-like Abilities, Summon Dragon, Summon Giants, Summon Tanar’ri, Wrath
Special qualities: Darkvision 60ft., DR 40/Epic Good and Cold Iron, DR 25/-, Energy Resistance to Acid 40, Fire 50, Immunity to Cold, Electricity and Poison, Immunity to Ability Damage, Ability Drain, Critical Hits, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Ravaged Form (Massive Bulk), Regeneration 15, SR 65, Telepathy 1000 ft., True Seeing, Vulnerable to Fire
Saves: Fort +60, Ref +38, Will +41
Abilities: Str 60 , Dex 22, Con 54, Int 26, Wis 28, Cha 33
Skills: Climb +88, Concentration +85, Escape Artist +69, Handle Animal +77, Intimidate +74, Jump +110, Knowledge (arcana) +71, Knowledge (nature) +71, Knowledge (the planes) +71, Listen +72, Ride +71, Search +71, Spot +72, Survival +72 (74 when tracking), Swim +88, Tumble +69,
Feats:Awesome Blow, Cleave, Combat Expertise, Dark Speech, Great Cleave, Great Fortitude, Greater Weapon Focus (maul), Greater Weapon Specialization (maul), Improved Critical (maul), Improved Bull Rush, Improved Initiative, Improved Overrun, Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Handle Animal), Skill Focus (Ride), Spirited Charge, Weapon Focus (maul), Weapon Specialization (maul),
Epic Feats: Dire Charge, Epic Fortitude, Epic Toughness, Epic Weapon Focus (maul), Epic Weapon Specialization (maul), Terrifying Rage
Environment: Iron Wastes (Abyss)
Organization: Solitary (unique) or group (Kostchtchie, Svafnir (advanced great white wyrm dragon with 45 HD), 2 Hounds of Kostchtchie (Leucotta 18 HD), and 5 Frost Giants (Barbarian 15)
CR: 52
Treasure: Frost Plate, Maul of the Iron Wastes
Alignment:Chaotic Evil

(flavor coming)

Combat: Kostchtchie almost always enters a battle while invoking his Wrath ability to crush his foes. If out numbered, he won’t hesitate to summon Svafnir, along with other creatures, to aid him. Every chance he gets, he’ll use his icy breath to gain the upper hand. Against foes who use fire-based attacks and spells, he targets them first while relying on his armor to greatly reduce the fire damage he may take. Against strong foes he relies on his massive bulk to reduce the physical damage.

Breath Weapon (Su): Once every minute, Kostchtchie can spew forth a 100 ft. cone of abyssal fury and ice. It deals 30d10 points of cold damage plus 4d6 Dex. Ref save DC 67 halves. If this attack reduces a creature’s Dex to 0, it is frozen. Kostchtchie can smash it to pieces with a successful attack from his maul. The remaining pieces of ice remain on the ground and melt away in 3 rounds. At this point the creature can be raised and healed normally after a miracle or wish spell has been cast on the remaining pieces. If the ice melts, the soul is destroyed. Nothing less than a greater deity, can restore the creature. The DC is Con-based.

Prince of Wrath: Kostchtchie’s rages can incite rage within his foes, which causes them to attack anyone close to them. Range: 100 ft. radius of a raging Kostchtchie. Will save DC 56 or continuously attack the nearest creature, until you or the creature dies. The raging character, rages like a barbarian of 20th level. The DC is Cha-based.

Ravaged Form (Massive Bulk): Kostchtchie is impossibly muscled. These rippling muscles grant him with the following:
- DR 25/-
- +10 bonus on Str checks.
- Speed + 20 ft.
- +10 bonus on Jump skill

Rock Catching (Ex): Kostchtchie can catch Large size or smaller rocks (or other projectiles of similar shape). Once per round, if he would normally be hit by a rock, he can make a Reflex save to catch a rock as a free action. The DC is 25 for a Small rock, DC 35 for a Medium rock, and DC 45 for a Large rock. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount). He must be ready and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex): Kostchtchie can hurl rocks of 80 to 100 pounds (Large objects) up to five range increments of 300 ft.

Spikes of the Iron Wastes (Su): 20/day, Kostchtchie slam his maul against the ground, as a standard action, causing blue-black ice to erupt from the ground in a 60 ft. radius. It deals 15d8 cold damage and 10d8 piercing damage. Ref save DC 70 halves (Str-based). If Large or smaller creatures fail their saves, they are launched into the air. They crash into the ground and are stunned for 2d6 rounds. The blue-black ice shatters, in the following round, creating a blizzard of blue-black ice in a 100 ft. radius. Those within range take 15d10 points of cold and unholy damage. Ref save DC 56 halves (Cha-based). Since the blizzard is infused with unholy energy, it ignores the creatures’ cold resistance and immunity.

Spell-like Abilities: CL 60th; DC 30 + spell level
At will-animate dead, astral projection, baleful, polymorph, blasphemy, bull’s strength, charm monster, chill touch, cone of cold, desecrate, detect law, detect good, detect magic, dominate monster, fly, fog cloud, greater dispel magic, greater invisibility, greater teleport, icestorm, magic circle against law, magic circle against good, mass hold monster, mirage arcana, orb of cold, persistent image, poison, polymorph, power word stun, rage, restoration, resurrection, suggestion, symbol of fear, symbol of pain, symbol of weakness, telekinesis, unhallow, unholy aura, unholy blight, wall of ice
9/day: destruction, field of icy razors, greater restoration, harm, polar ray, true resurrection.
3/day: earthquake, wish.

Stunning Blow (Su): Kostchchie’s powerful attacks can leave even the greatest of warriors stunned. Fortitude save DC 70 or be stunned for 1 round. If Kotschtchie successfully attacks a foe with a critical, they are automatically stunned for 1 round (no save). The DC is Str-based.

Summon Dragon (Sp): 1/day Kostchtchie can summon Svafnir

Summon Giants (Sp): 10/day Kostchtchie can summon 3d6 frost giants (barbarian 15)

Summon Tanar’ri (Sp): 5/day Kostchtchie can summon 1d6 advanced goristros (50 HD) or 2d6 bulezaus (barbarian 15)

Wrath (Ex): Kostchtchie’s rage is like no other. 3/day he can rage like a barbarian for 1 hour. He gains a +10 bonus to Str and Con, + 6 bonus to Will saves, and takes a –4 penalty to AC. At the beginning of his wrath, Kostchtchie lets out a terrifying roar (free action). Any creature, within 100 ft., must make a Will save DC 61 or become panicked for 1 round. Kostchtchie roars, as a free action, every minute of his wrath. He cannot stop his rage and is not fatigued afterwards. The DC is Cha-based.

Possessions: Kostchtchie is never without his black-blue maul. Recently he created the Frost Plate, which protects him from fire.

Frost Plate: This armor is crudely made of ice. It covers Kostchtchie back, front, and shoulders. Jagged spikes cover the armor. It functions as a +10 fire warding, heavy fortification, breastplate. Anyone grappling with Kostchtchie takes 40 points of cold damage and 8d6 piercing damage from the spikes.

Maul of the Iron Wastes: Kostchtchie wields this blackish-blue shiny maul, covered in bloody ice, whenever he enters combat. Sounds of rage erupt from the maul constantly. It functions as a +8 icy blast, sonic blast, vile, huge maul. A successful hit with the maul fills the target with numbing cold. The creature is slowed as the spell for 10 rounds. Fort save DC 70 negates (Str-based). On a successful critical hit the creature takes an extra 10d10 points of cold damage, as it is filled with intense cold, in the following round. Fort save DC 70 halves (Str-based). In the round following that, the ice turns into a foul liquid which causes the creature’s insides to waste away dealing 5d6 Con damage. Fort save DC 56 halves (Cha-based). Whether the save is successful or not the creature’s are too cold causing terrible pain. They can take no actions in that round. Only a greater restoration of at least 35th level can cure the Con damage.

fafnir300
2007-12-23, 05:47 PM
Juiblex, The Faceless Lord
Large Outsider (chaotic, evil, extraplanar, tanar’ri)
Symbol: A black silhouette of Juiblex with many red eyes
Cosmic Rank: 8 (11 Shedaklah)
HD: 52d8 + 988 + 100 (1,504 hp)
Initiative: +12
Speed: 40 ft., climb 60ft.
AC: 60 (+10 deflection, +8 Dex, +33 natural, -1 size) touch 27, flat-footed 52
BAB/ Grapple: +52/+71
Attack: +6 acidic burst, icy burst, vile, Maw of Juiblex (bite) +76 melee (4d6 + 44 + 3d6 acid + 3d6 cold + 2d6 Con +1 vile), or bite +70 melee (1d8 + 23 + 2d6 acid + 2d6 cold (roll 1d6 to determine the number of bites)
Full attack: +6 acidic burst, icy burst, vile, Maw of Juiblex (bite) +76/+71/+66/+61 melee (4d6 + 44 + 3d6 acid + 3d6 cold +2d6 Con +1 vile), and 4 slams + 65 melee (1d6 + 7 + 2d6 acid + 2d6 cold), OR bite +70 melee (1d8 + 23 + 2d6 acid + 2d6 cold (roll 2d6 to determine the number of bites)), and 4 slams + 65 melee (1d6 + 7 + 2d6 acid + 2d6 cold)
Space/reach: 10 ft./10 ft.
Special attacks:Breath Weapon, Constrict, Create Slime, Dissolve, Engulf, Improved Grab, Juiblex Spikes, Maw of Juiblex, Ooze Explosion, Pool of Acid, Spell-like Abilities, Summon Oozes, Summon Tanar’ri, Vile Ooze Orbs, Wave of Bloody Fangs
Special qualities: Amorphous, Blindsight 120 ft., Darkvision 120ft., DR 40/Epic Good and Cold Iron, DR20/-, Energy Resistance to Fire 40, Immunity to Acid, Cold, Electricity and Poison, Immunity to Ability Damage, Ability Drain, Bludgeoning or Impact Damage, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Ooze Traits, Ravaged Form (Cold Soul), Ravaged Form (Many Eyes), Ravaged Form (Many Mouths), Regeneration 15, SR 59, Telepathy 1000 ft., True Seeing
Saves: Fort +53, Ref +52, Will +45
Abilities: Str 40, Dex 27, Con 48, Int 30, Wis 32, Cha 30
Skills: Bluff +65, Climb +70, Concentration +74, Diplomacy +65, Escape Artist +76, Hide +59, Intimidate +65, Knowledge(arcana) +65, Knowledge (dungeoneering) +65, Knowledge (religion) +65, Knowledge (the planes) +65, Listen +68, Move Silently +63, Search +65, Sense Motive +66, Spellcraft +66, Spot +68, Swim +70
Feats: Alertness, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Great Fortitude, Greater Weapon Focus (bite), Greater Weapon Specialization (bite), Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quickened Spell-like Ability (hold person), Skill Focus (Escape Artist), Weapon Focus (bite), Weapon Specialization (bite),
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Skill Focus (Escape Artist), Epic Toughness, Epic Weapon Focus (bite), Epic Weapon Specialization (bite), Epic Willpower
Environment: Shedaklah (Abyss)
Organization: Solitary (unique), or group (Darkness Given Hunger, and 3 Elder Spawn of Juiblex)
CR:46
Treasure: Orb of Juiblex
Alignment: Chaotic Evil

(flavor coming)

Combat: Against numerous foes, Juiblex always activates the Orb of Juiblex. Then he summons creatures to his aid. In melee he attempts to engulf his foes any chance he gets. If that fails he retreat only to come back in the form a wave.

Amorphous (Ex): Bludgeoning weapons and impact damage deal no damage to Juiblex. He is able to slip through spaces that otherwise could accommodate a creature no larger than Tiny because of his jelly-like substance.

Breath Weapon (Su): Juiblex can spit forth a 90 ft. cone of frigid cold acid, once every 1d4 rounds. It deals 20d8 acid and cold damage. It ignores resistances and immunities. Reflex save DC 55 halves. The DC is Con-based.

Constrict (Ex): Juiblex deals 2d6 + 14 points of damage plus 2d6 acid and 2d6 cold damage with a successful grapple check, in addition to damage from his slam attack.

Create Slime (Su): As a free action, once per round, Juiblex can spew forth a patch of green slime (DMG 76) anywhere within a 100 ft. of himself (including at a target, making a ranged attack with a bonus of +60).

Dissolve (Ex): Juiblex’s acidic touch deals 100 points of damage per round to wood or metal objects. Armor and clothing worn by a creature Juiblex strikes dissolves immediately unless the owner succeeds a Reflex save DC 55. A metal or wooden weapon that strikes Juiblex dissolves immediately unless the owner succeeds a Reflex save DC 55, although the weapon deals normal damage before dissolving. The DC is Con-based.

Engulf (Ex): Juiblex can engulf any Huge or smaller creature he is grappling by making a successful grapple check. He can also automatically engulf helpless creatures. An engulfed creature takes constriction damage plus 10d6 acid and 10d6 cold damage each round and is considered to be grapple and trapped within his body. Additionally, an air-breathing creature must hold their breath or begin to drown. A creature can escape Juiblex’s body by succeed on a grapple check with their own grapple check or Escape Artist check.
Juiblex can engulf up to 1 Huge creature, 2 Large creatures, 4 Medium creatures, 16 Small creatures, 64 Tiny creatures, 216 Diminutive creatures, or an unlimited number of Fine creatures.

Improved Grab (Ex): Whenever Juiblex makes a successful slam attack, he can attempt a grapple check. If successful, he establishes a hold and can constrict or engulf.

Juiblex Spikes (Su): Juiblex can use the coldness within his body to harden parts of his body, as a free action, creating spikes. Any creature grappling with or being constricted by Juiblex take an extra 8d6 points of piercing damage plus 3d6 acid and 3d6 cold damage. Juiblex can disperse the spikes as another free action. He can also shoot them out in a 100 ft. radius dealing 10d6 points of piercing damage plus 3d6 acid and 3d6 cold damage to any creature (not in service of Juiblex) within range. Reflex save DC 55 halves. The DC is Con-based.

Maw of Juiblex (Ex): As a free action, Juiblex can gather a collection of mouths within his body to form a large mouth. It functions as a +6 acidic burst, icy burst, vile weapon. It deals damage as a colossal creature (4d6) plus 2 times his Str bonus plus 3d6 acid and 3d6 cold damage. The mouths break apart at Juiblex’s command or after 20 rounds.

Ooze Explosion (Su): Juiblex can cause itself to explode in 150 ft. radius dealing 15d6 acid and 15d8 bludgeoning damage to any creature within range. Reflex save DC 55 halves. Whether the save is successful or not, the creature is covered in acidic goo taking an extra 10d6 acid damage. In the following round, as a full round-round action, Juiblex attempts to reform itself. Creatures must then succeed an Escape Artist check or grapple check to oppose Juiblex’s grapple check. If unsuccessful, Juiblex drags the creature into his body and automatically engulfs them. (This does not allow him to exceed his normal engulfing limits. He must choose which creatures to engulf)

Pool of Acid (Su): Juiblex, as a standard action, can spew forth a pool of acid onto the ground around him in a 100ft. radius. Anyone in this pool of acid takes 10d8 points of damage each round. This pool is thick and creatures can only move at half speed. Flying creatures are unaffected.

Ravaged Form (Cold Soul): Juiblex insides are intensely cold due to the emptiness of his soul. He can control this cold and attack with it. He deals extra cold damage on all his natural attacks as well as other abilities.

Ravaged Form (Many Eyes): Juiblex’s body of ooze is filled with hundreds of eyes, which constantly shift back and forward through his body. With these eyes, Juiblex gains the following bonuses:
- He can never be flanked
- He can never be blinded
- darkvision 120 ft.
- Juiblex can see an attack coming from a mile away. He gains a +10 bonus to Ref saves.
- +10 bonus to Search and Spot checks.

Ravaged Form (Many Mouths): Juiblex’s body not only contains many eyes, but many mouths as well. His mouths constantly shift around his body like his eyes. Thus, when making a single bite attack he must roll 1d6 to determine how many bites hit their mark. When making a full attack with a bite, he must roll 2d6 to determine how many bites hit their mark.

Spell-like Abilities: CL 52th; DC 29 + level
At will: animate dead, astral projection, baleful, polymorph, blasphemy, charm monster, cone of cold, desecrate, despoil, detect law, detect good, detect magic, dominate monster, fly, fog cloud, greater dispel magic, greater invisibility, greater teleport, icestorm, magic circle against law, magic circle against good, mass hold monster, mirage arcana, orb of acid, orb of cold, persistent image, poison, polymorph, power word stun, quickened hold person, restoration, resurrection, suggestion, symbol of fear, symbol of pain, symbol of weakness, telekinesis, unhallow, unholy aura, unholy blight, wall of ice
9/day: destruction, greater restoration, harm, polar ray, true resurrection.
3/day: wish.

Summon Oozes (Sp): 1/day Juiblex can summon Darkness Given Hunger, if he’s not already with him.
5/day Juiblex can summon 3d6 fiendish elder black puddings, or 3d6 elder spawn of Juiblex.

Summon Tanar’ri (Sp): 3/day Juiblex can summon 5d10 dretches, or 2d6 hezrou, or 2d6 alkilith.

Vile Ooze Orbs (Su): As a stardard action, Juiblex can fling globs of ooze, filled with vileness, at one foe that’s within 300 ft. It deals 10d10 points of acid and vile damage. It ignores resistances and immunities. Reflex save DC 55 halves. Damage cannot be healed unless within a consecrated area. The DC is Con-based.

Wave of Bloody Fangs (Su): As a full-round action, Juiblex can take the form of a tidal wave of green ooze and bloody fangs. Juiblex becomes 60 ft. wide and can travel up to 120 ft. in any direction. Any creature hit by this wave are bitten 5 times. They must also succeed a Fortitude save or be knocked down for 1d6 rounds. Any creature that is caught at the end of Juiblex’s wave, are automatically engulfed. The DC is Con-based.

Possessions: Juiblex only carries one item – The Orb of Juiblex. To date, this is the only object that Juiblex has ever used in combat.

The Orb of Juiblex: This orb is 2 ft. within diameter. It’s dark green and covered in red runes. Juiblex carries this artifact within his gelatinous body at all times. As a full-round action, Juiblex can activate the orb’s power. Upon activation, the orb rises from his body into the air. It releases a powerful gas in a 90 ft. radius of Juiblex. Any creature within range must succeed a Fortitude save DC 60 or fall to the ground unconscious for 2d6 rounds. This effect is just the beginning. Immediately after releasing the gas, the orb shoots off into the sky. In the following round, the sky and clouds all turn a sickly shade of green. At this point, it begins raining blackish-green acidic rain in a 500 ft. radius of Juiblex. The rain deals 10d8 points of acid and unholy damage (ignores resistance and immunities to acid) each round for 15 rounds. Reflex save DC 60 halves. This effect can only be stopped by Juiblex, as a free action. After the rain stops, the orb returns to Juiblex and its runes disappear for 1 minute as it recharges. During this time the orb cannot be activated.

fafnir300
2007-12-23, 05:49 PM
Pazuzu, Demon Prince of the Lower Aerial Kingdoms
Large Outsider (chaotic, evil, extraplanar, obyrith)
Symbol: Pazuria, or a twisted bird talon
Cosmic Rank: 15 (18 Pazunia)
HD: 80d8 + 1,440 + 160 (2,240)
Initiative:+27
Speed: 100 ft., fly 200 ft. (perfect)
AC: 89 (+15 deflection, +19 Dex, +46 natural, -1 size) touch 43, flat-footed 70
BAB/ Grapple: +80/+101
Attack: +9 chaotic power, everdancing, keen, speed, vile, vorpal, wind blast, greatsword, Pazuria +109 melee (3d6 + 42 + 3d6 chaotic + 3d6 slashing + 1 vile/17-20/x2), or talon +96 melee (1d6 + 17 plus Pazuzu Talons (see below))
Full attack: +9 chaotic power, everdancing, keen, speed, vile, vorpal, wind blast, greatsword, Pazuria +109/+109/+104/+99/+94 melee (3d6 + 42 + 3d6 chaotic + 3d6 slashing + 1 vile/17-20/x2), and 2 talons +96 melee (1d6 + 17 plus Pazuzu Talons (see below)), and 4 wings +91 melee (1d6 + 8), OR +9 chaotic power, everdancing, keen, speed, vile, vorpal, wind blast, greatsword, Pazuria +109/+109/+104/+99/+94 melee (3d6 + 42 + 3d6 chaotic + 3d6 slashing + 1 vile/17-20/x2), and 2 talons +96 melee (1d6 + 17 plus Pazuzu Talons (see below)), and 2 claws +91 melee (1d6 + 8), and 4 wings +91 melee (1d6 + 8)
Space/reach: 10 ft./ 10 ft.
Special attacks: Aero Dive, Aura of Servile Avians, Breath Weapons, Rake (3d8 + 24 plus Pazuzu Talons), Red Wind, Spell-like Abilities, Summon Avians, Summon Tanar’ri, Sundering Dive, Temptation, Wind Stroke
Special qualities: Darkvision 60ft., DR 40/Epic Good and Cold Iron, DR20/-, Energy Resistance to Acid 40, Cold 40, Fire 40, Immunity to Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Fast Healing 30, Low-Light Vision, Ravaged Form (Pazuzu Talons), Ravaged Form (Wings of Pazuzu), Regeneration 15, SR 77, Telepathy 1000 ft., True Seeing
Saves: Fort +66, Ref +67, Will +58
Abilities: Str 44, Dex 49, Con 46, Int 35, Wis 30, Cha 41
Skills: Balance +110, Bluff +104, Concentration +104, Diplomacy +101, Disguise +101, Escape Artist +117, Forgery +98, Gather Info 101+, Hide +101, Intimidate +101, Knowledge(arcana) +98, Knowledge (religion) +98, Knowledge (the planes) +98, Listen +96, Move Silently +105, Sense Motive +96, Spellcraft +98, Spot +96, Survival +96, Tumble +115
Feats: Ability Focus (Red Wind), Agile, Cleave, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Fly-By Attack, Great Cleave, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword) Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Multi Attack, Power Attack, Skill Focus (Balance), Skill Focus (Bluff), Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack
Epic Feats: Blinding Speed, Epic Dodge, Epic Fortitude, Epic Reflexes, Epic Skill Focus (Escape Artist), Epic Toughness (x8), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Willpower, Dire Charge, Improved Fly-By Attack, Improved Initiative, Improved Whirlwind Attack, Superior Initiative
Environment: Pazunia (Abyss)
Organization: Solitary (unique) or group (Pazuzu, 10 advanced anzu (30 HD), 5 advanced balors (35 HD), or group (Pazuzu, 5 advanced anzu (30 HD), or 15 fiendish rocs)
CR: 64
Treasure: Pazuria
Alignment: Chaotic Evil

(flavor coming)

Combat: Pazuzu always starts off the battle by flying. He then dives upon them with his deadly diving abilities. When on the ground, he leads with his great sword. Against multiple foes he’ll use his breath weapons to full effect, especially the locust swarm version. When dealing with weak minded he first makes a suggestion for them to join him. He then makes another suggestion making them say his name 3 times. Once finished, he uses Temptation. He may aid them one day, but in the long run Pazuzu always returns for their soul at a later date. Pazuzu’s also loves to use his poisonous talons to lower a creature’s Dexterity (as well as their Reflex saves) in order to destroy them with his abilities, which require Reflex saves.

Aero Dive (Ex): When diving on a creature, Pazuzu can also send forth a powerful blast of razor-sharp winds dealing and extra 50 points of slashing damage. Treat the damage from his sword as a critical. Reflex save DC 74 halves (Dex-based). Huge or smaller creatures, who fail their save are knocked down and stunned for 2d4 rounds. Gargantuan or larger creatures are stunned for 2d4 rounds.

Aura of Avians (Su): All creatures with a natural fly speed feel a strange bond of attraction to Pazuzu. Before such a creature takes any hostile action against Pazuzu, it must succeed a Will save DC 70. Failure indicates the creature’s attack fails and its actions wasted. This aura extends to a radius of 300 ft. The DC is Cha-based.

Breath Weapons (Su): Pazuzu can spit forth one of two breath weapons, which are composed of either a swarm of locusts or an acidic vapor.
- Pazuzu spits forth swarms of locusts in a 120 ft. cone dealing 34d6 points of
biting damage to any creature within range. Reflex save DC 73 halves (Con-based). Along with the initial damage, Pazuzu can also make the swarm of locusts occupy 1 square. He can spit forth up to 6 swarms of locusts (all of which must be created so that each swarm is adjacent to at least 1 other swarm). He can also cause them to occupy the area of other creatures. The locusts attack any creature occupying the squares and can pursue those that flee, dealing 5d10 points of biting damage each round. Reflex save DC 68 halves (Con-based). The locusts stay around for 10 rounds before flying away.
- Pazuzu spits forth a 90 ft. cone of acidic poisonous vapor dealing 22d8 points of acid damage to any creature within range. Reflex save DC 73 halves (Con-based). The creatures also take 3d4 Str and Dex damage from the poison. Fortitude save DC 73 halves (Con-based). A minute later, a second Fortitude save DC 73 (Con-based) must be made to avoid the secondary damage of 3d4 Con damage.

Note: Pazuzu can only use one breath weapon every 1d4 rounds.

Rake (Ex): Whenever Pazuzu successfully attacks with his talons he latches on and deals an extra 3d8 + 24 plus Pazuzu Talons.

Ravaged Form (Pazuzu Talons): Pazuzu’s talons secrete a deadly poison, which slows creatures allowing him to overwhelm them with his speed. Whenever Pazuzu makes a successful attack with his talons, the targeted creature must succeed a Fortitude save DC 73 (Con) or be slowed as the spell (CL80). Only a greater restoration spell of at least 60th level can stop this effect.

Ravaged Form (Wings of Pazuzu): Pazuzu’s four red wings release a deadly poisonous mist whenever he flaps his wings. As a standard action, he can flap his wings and produce a poisonous mist with the range of a 60 ft. radius. Creatures in range must succeed a Fortitude save DC 73 (Con) or take 3d6 Dex damage (initial). A minute later, a second Fortitude save DC 73 (Con-based) must be made to avoid the secondary damage of 3d6 Dex damage. Also, while Pazuzu is flying, any creatures, in his path of flight, suffer the same effects as stated above.

Red Wind (Su): As a standard action, Pazuzu can launch forth, a 100 ft. cone of razor-sharp feathers, at his foes. Any creatures caught within range take 10d10 slashing damage. Reflex save DC 68 halves (Con-based). Creatures must also make a Fortitude save DC 73 (Con) or take 1d6 Dex damage (initial) from his poisonous feathers. In the following round, a second Fortitude save DC 73 (Con-based) must be made to avoid the secondary damage of 1d6 Dex damage.

Spell-like Abilities: CL 80; DC 34 + spell level
At will: animate dead, astral projection, baleful, polymorph, blasphemy, cat’s grace, charm monster, contagion, desecrate, detect law, detect good, detect magic, dominate monster, greater dispel magic, greater invisibility, greater teleport, gust of wind, insect plague, magic circle against law, magic circle against good, mass hold monster, mirage arcana, orb of acid, persistent image, poison, polymorph, power word stun, restoration, resurrection, slow, suggestion, symbol of fear, symbol of pain, symbol of persuasion, symbol of weakness, telekinesis, unhallow, unholy aura, unholy blight, wind walk, wind wall, wing bind
9/day: destruction, greater restoration, greater whirlwind, harm, plane shift, trap the soul, true resurrection.
3/day: wish.


Summon Avians (Sp): 10/day Pazuzu can summon 3d6 fiendish elder arrowhawks, 2d6 harpies (ranger 18), or 1d6 fiendish rocs.

Summon Tanar’ri (Sp): 5/day Pazuzu can summon 2d4 succubi (ranger 15), 4d6 vrocks, or 1d6 balors (ranger 20).

Sundering Dive (Ex): 20/day When diving on a creature, Pazuzu can surround his blade with pressurized wind. A Reflex save DC 74 must be made or the creature takes 100 points of slashing damage plus other effects. Failure to save indicates that the wind sheers his foe in half killing them instantly. The slain creature can only be raised normally after a miracle or wish spell has been casted. Huge or smaller creatures, who succeed on their save are still knocked down and stunned for 2d4 rounds. Gargantuan or larger creatures are stunned for 2d4 rounds.

Temptation (Su): A creature who says Pazuzu’s name 3 times in succession, a link between them and Pazuzu is established. For one minute, Pazuzu can examine the creature by way of detect good, detect law, detect thoughts, and tongues despite any distance (physical or planar) between them. He always uses Sense Motive to figure out whether the one who calls him is trying to entrap him. Pazuzu can use plane shift or greater teleport to get to the speaker’s location as long as he does it within one minute. Once he has arrived on the scene, the speaker asks for a favor. If Pazuzu agrees to aid the creature their alignment shifts automatically to chaotic evil. This means upon the creature’s death, they are doomed to the abyss. After aiding them, Pazuzu always waits a while before coming to collect their souls through force. Only a miracle or wish spell, followed closely by an atonement spell of at least 60th level, can save them.

Wind Stroke (Ex): With a stroke of his blade, Pazuzu can let loose a 90 ft. cone of slashing winds as a standard action. This stroke deals 20d6 points of slashing damage. Reflex save DC 74 halves (Dex-based). Huge or smaller creatures, who fail their saves are knocked back 30 ft. and take 6d6 points of falling damage. They are also considered knocked down for 1 round. This attack can also be directed at flying creatures, knocking them from the sky if they fail their save. They take the same amount of damage as stated above.

Possessions:

Pazuria: Said to have been crafted from an anzu’s feather, Pazuzu is never without this sharp blade. It appears as a chipped greatsword, from where other weapons have banged up against it. However, the blade is extremely sharp allowing Pazuzu to ignore 25 points of a creature’s damage reduction. It functions as a +9 chaotic power, everdancing, keen, speed, vile, vorpal, wind blast, greatsword. While using this blade Pazuzu gains the following abilities:
- As a standard action, 30/day, Pazuzu can produce a tornado effect (DMG pg. 95).
- Those hit by this blade are unable to fly by any means (magical or non-magical) for 1 hour. Fortitude save DC 72 (Str-based) negates. If used against flying creatures, they fall to the ground if they fail their save. They take d10 damage for every 10 ft. the fall.
- Any wind-based spells or abilities, directed at Pazuzu, are automatically turned as if by a spell turning spell (CL 80)

fafnir300
2007-12-23, 05:53 PM
The Maruts of Hindu Legend.


Marut
Large Outsider
(chaotic, extraplanar)
aliases: Maha-Richis, Mountain Crushers or Rudras
HD: 22d8 + 220 (396 hp)
Initiative: +8 (+4 improved initiative)
Speed: 40ft., fly 120 ft. (good)
AC: 49 (+ 12 armor + 9 deflection, +4 Dex, +15 natural,–1 size) touch 22 flat-footed 45
BAB/ Grapple: +22/+37
Attack: + 5 lightning blast, sonic blast, Huge heavy mace +39 melee (2d8 + 26 + 3d6 electric damage + 3d6 sonic plus stunned for 1d6 rounds (Fort save DC 32 negates)/19-20/x2), or unarmed +32 melee (1d8 + 11 plus stunned for 1d6 rounds (Fort save DC 32 negates)), or 1 claw +32 melee (1d6 + 6)
Full attack: + 5 lightning blast, Huge heavy mace +39/+34/+29/+24 melee (2d8 + 26 + 3d6 electric + 3d6 sonic plus stunned for 1d6 rounds (Fort save DC 32 negates)/19-20/x2), or unarmed +32/+32/+32/+27/+22 melee (1d8 + 11 +2d6 electric plus stunned for 1d6 rounds (Fort save DC 32 negates)), or 2 claws +32 melee (1d6 + 6 + 2d6 electric)
Space/reach: 10 ft./10 ft.
Special attacks: Marut’s Cry, Mountain Crusher, Spell-Like Abilities, Stun
Special qualities: DR 20/ magic and adamantine, DR 10/-Darkvision 60ft, Energy Resistance to acid 20, cold 20, fire 20, Fast Healing 15, Immune to disease, electricity, poison, and sonic, Master of the Mace, SR 34
Saves: Fort +29, Ref +22, Will +30
Abilities: Str 32, Dex 19, Con 30, Int 21, Wis 20, Cha 29
Skills: Balance +18, Bluff +26, Climb +25, Concentration +23, Diplomacy +17, Handle Animal +15, Heal +20, Intimidate +28, Jump +26, Knowledge(religion) +22, Listen +21, Search +21, Sense Motive +21, Speak Language +20, Survival +24, Swim +22, Tumble +17
Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Greater Weapon Focus (mace), Greater Weapon Specialization (mace), Improved Grapple, Improved Initiative, Improved Unarmed Strike, Mobility, Power Attack, Weapon Focus (mace), Weapon Specialization (mace)
Environment: Swarga (Limbo)
Organization: group (3-5 maruts)
CR: 21
Treasure: triple standard plus Marut's Mace and a +5 heavy fortification half-plate
Alignment: Any Chaotic
Advancement: 23-35 HD (large), 36-69 HD(huge)

Before you stands a handsome Hindu man standing 10 ft. tall. His eyes glow like a pair of shiny topazes. He is muscular, with bronze skin. His hair is black and wavy. The armor he wears is golden. It has an elaborate design, and is encrusted with many topaz gems. A shimmering golden cape flows freely behind him. His hand has pointy, pearly-white nails that are hard and as sharp as a diamond. In his hand he holds his massive golden mace which cackles furiously with electricity.

These are the spawn of the chaotic Rudra. He and his consort, Riti, plotted to overthrow Indra. Once impregnated, she remained pregnant for 100 years. When the time came to give birth, Indra was there to prevent this abomination from being born. He hurled a thunderbolt at Riti’s womb and shattered it. This action caused the fetus to be splintered into many pieces. This gave birth to the destructive Maruts, or storm gods. Just then, the Maruts grew to full size within in seconds and attacked Indra. Indra managed to defeat them. Rudra knew Indra would have his head for this betrayal, so he offered them to Indra as attendants and bodyguards. Indra accepted and took the strongest of them and left the rest with Rudra.

Maruts are known to use their amazing strength and size to crush mountains. They are always chaotic and love to destroy things. They are the bringers of wind, the fellers of trees, and the crushers of mountains. Maruts are usually found mostly in Limbo, standing guard at the gates of Indra’s palace, Swarga. They stand 10ft. tall and weigh 700 pounds.


Combat: Maruts charge into battle with their massive maces raised high. They get in close and pummel their foes to death, using either their maces or fists. If the battle is not in their favor, then they’ll take flight and make good use of their spell-like abilities.

Marut’s Cry (Ex):Maruts can let loose a disastrous yell which sounds like 100 claps of thunder. It deals 20d6 sonic damage in a 90ft cone. Reflex save DC 31 halves damage. You must then succeed on a Fortitude save DC 31 or be deafened for 5 rounds. the Marut can use this ability once every 1d4 rounds. The DC's are Con-based.

Master of the Mace (Ex): A Marut is especially skilled with using maces and other bludgeoning weapons. It gains Weapon Focus, Weapon Specialization, and Greater Weapon Focus, Greater Weapon Specialization with any mace or bludgeoning type weapon that it wields.

Mountain Crusher (Ex): A marut is so strong it can produce mountain crushing blows.
While using this ability, the marut gains the following:
· + 10 bonus to strength
· any bludgeoning weapon it wields has triple the threat range. In this case, the marut's threat range is 16-20.
· successful criticals deal damage as if it was improved by one step. Example: x2-x3
This effect lasts for 10 rounds. Afterwards, it cannot be used for another
1d8 rounds.

Stun (Ex): Every time the Marut successfully attacks with its mace or mighty fists, the targeted creature must succeed a Fort save DC 32 or be stunned for 1d6 rounds. The DC is Str-based.

Spell-like abilities(ex): CL 22nd level. DC 19 + spell level
At will- bear’s endurance, bull’s strength, call lightning, chaos hammer, dispel law, gust of wind, ice storm, magic circle against law, shatter, ice storm, cure serious wounds, lightning bolt
5/day- bigby’s crushing hand, earthquake, power word kill, storm of vengeance

Possessions: Every Marut is equipped with a +5 lightning blast, sonic blast, Huge heavy mace and a +5 heavy fortification half-plate (no penalties).

Marut's Mace: Appears as a massive, elaborately designed, golden mace which cackles furiously with electricity. It functions as a +5 lightning blast, sonic blast, Huge heavy mace . Once per round, as a standard action, the Marut can let loose a 100 ft. divine bolt of lightning dealing 10d10 points of damage. Ref save DC 30 halves. The bolt is infused with divine energy. It ignores any electricity resistances or immunities a creature may have. DC is Cha-based.]

fafnir300
2007-12-23, 05:54 PM
Anzu, Demonic Birds of Pazuzu a.k.a. Pazuzu Rocs
Large Outsider (chaotic, evil, extraplanar)
HD: 12d8 + 72 (126 hp)
Initiative: +
Speed: fly 90 ft. (good)
AC: 26 (+4 Dex, +13 natural, -1 size) touch 13, flat-footed 22
BAB/ Grapple: +12/+25
Attack: Bite + 21 melee (1d8 + 9 plus bleeding and poison)
Full attack: Bite + 21 melee (1d8 + 9 plus bleeding and poison), and 2 talons + 19 melee (1d6 + 4), and 4 wings +19 melee (1d6 + 4)
Space/reach: 10 ft./ 10 ft.
Special attacks: Bleeding Wound, Breath Weapon, Explosive Ray, Frightful Dive, Poison, Summon Demons
Special qualities: Darkvsion 60 ft., Energy Resistance to cold 15 and fire 15, Immune to acid, electricity, and poison
Saves: Fort +14, Ref +12, Will +10
Abilities: Str 29, Dex 18, Con 22, Int 10, Wis 14, Cha 14
Skills: Escape Artist +19, Hide +15, Intimidate +17, Knowledge (the planes) +15, Listen +17, Move Silently +19, Search +15, Spot +17,
Feats: Dodge, Fly-By Attack, Improved Initiative, MultiAttack, Weapon Focus (bite)
Environment: Pazunia (Abyss)
Organization: Trio or Group (6-10)
CR: 12
Treasure: none
Alignment: Chaotic Evil

You see flying towards you, a demonic bird. Its half fiendish lion, and half fiendish eagle. Four blue wings sprout from its back. Blue-black plumage covers its entire body. It has a saw-like beak, which drips with deadly poison. Four red eyes finish its fiendish appearance.

(flavor coming)

Combat: Anzu love to dive on their foes and frighten them. They attack frequently with their saw-like beaks. If outnumbered, they’ll either summon more anzu or use their explosive rays and breath weapon.

Bleeding Wound (Ex): Every time an anzu attacks with its saw-like beak it causes a bleeding wound. The targeted creature takes 5 points of damage each round from blood loss. The targeted creature takes an extra 5 points of damage every time an anzu attacks with its beak (bite). A Heal check DC 25 stops the bleeding.

Breath Weapon (Su): An anzu can spew forth a 60 ft cone of acid, dealing 12d6 points of acid damage to any creature within range. Reflex save DC 22 halves. Can only use once every 1d4 rounds. DC is Con-based.

Explosive Blast (Su): An anzu collects destructive energy within its mouth, as a standard action, and unleashes it on its foes anywhere within a 100 ft. radius of itself. The blast is designated in 1 area of the anzu’s own choosing. The energy explodes in that spot and deals 10d10 points of damage to any creature within a 30 ft. radius of that spot. Reflex save DC 22 halves. Can only use once every minute. DC is Con-based.

Frightful Dive (Su): Whenever an anzu dives on an opponent, that creature must make a Will save DC 18 or be frightened for 1 round. DC is Cha-based.

Poison (Ex): Injury, Fortitude save DC 22 or suffer from the poison. Initial 1d6 Dex. A minute later, another Fortitude save DC 22 must be made or targeted creature takes 1d6 Dex of secondary damage. DC is Con-based.

fafnir300
2007-12-23, 05:56 PM
Utukku
Large Outsider (chaotic, evil, extraplanar)
HD: 8d8 + 32 (68 hp)
Initiative: +9
Speed: 40 ft.
AC: 23 (+5 Dex, +9 natural, -1 size) touch 14, flat-footed 18
BAB/ Grapple: +8/+18
Attack: +2 unholy longsword + 16 melee (2d6 + 8 + 2d6 unholy to good creatures/19-20/x2)
Full attack: +2 unholy longsword + 16 melee (2d6 + 8 + 2d6 unholy to good creatures/19-20/x2), and tail slap +11 melee (1d8 + 6 plus blood drain)
Space/reach: 10ft./ 10ft.
Special attacks: Blood Drain, Quilled Body, Quill Spray
Special qualities: Darkvision 60 ft, immunity to electricity and poison, resistance to acid 10, cold 10, fire 10
Saves: Fort +10, Ref +11, Will +8
Abilities: Str 23, Dex 20, Con 18, Int 15, Wis 14, Cha 14
Skills: Balance +16, Climb +17, Escape Artist +16, Hide +12, Intimidate +13, Jump +21, Listen +13, Move Silently +16, Search +13, Spot +13
Feats: Dodge, Improved Initiative, Weapon Focus (longsword)
Environment: Abyss
Organization: Group (5-10)
CR: 10
Treasure: +2 unholy longsword and standard
Alignment: Chaotic Evil
Advancement: 9-24HD (large)

Running at you at full speed, you see a fearsome humanoid creature. It’s muscular and has the head of a lion. Covering their bodies, are black quills measuring from an inch to a foot in length. Their eyes are golden. In one hand, it wields a fiendish longsword. This demonic creature wears nothing except a tattered loincloth.

Utukku are demons, which roam the Abyss looking for unsuspecting adventurers. Once they find these adventurers, they’ll stalk them until the ends of the Abyss, or until they get the chance to ambush them. They drain the blood of their victims through their quills.
They’ve also been known to shoot out their quills, creating a wave of sharp quills.

Utukku stand 9 ft. tall and weigh 250-300 pounds. They speak infernal and common.

Combat: Utukku go after the closest foe hoping to drain the creature of all its blood. Against multiple foes it uses its Quill Spray ability.

Blood Drain (Ex): Whenever an utukku attacks with its quilled tail, the targeted creature must succeed a Fortitude save DC 18 or be drained of blood. Failure means the creature takes 1d6 Con damage. For each point of Con the utukku drains, it gains 5 temporary hp.
The utukku can also grapple with foes and use its Quilled Body to drain blood. DC is Con-based.

Quilled Body (Ex): Any creature grappling with and utukku takes 3d6 points of piercing damage and is drained of blood.

Quill Spray (Ex): Every 1d4 rounds an utukku can shoot out its quills in a 40 ft. radius dealing 8d8 points of piercing damage. Ref save DC 18 halves. DC is Con-based.

fafnir300
2007-12-23, 05:58 PM
T’ien Kou
Large Outsider (chaotic, extraplanar, good)
HD: 16d8 + 112 (184 hp)
Initiative: +9
Speed: 60 ft.
AC: 32 (+3 deflection, +5 Dex, +15 natural, -1 size) touch 17, flat-footed 27
BAB/ Grapple: +16/+30
Attack: Bite +26 melee (1d8 + 10 + 1d6 divine fire)
Full attack: Bite +26 melee (1d8 + 10 + 1d6 divine fire), and 2 claws +24 melee ( 1d6 + 5 + 1d6 divine fire), and tail slap +23 melee (5d6 divine fire)
Space/reach: 10ft./ 10ft.
Special attacks: Breath Weapon, Divine Bark, Fiery Tackle, Gaze, Searing Aura, Spell-Like Abilities, Summon T’ien Kou
Special qualities: Darkvision 60 ft., DR 15/evil, Immunity to disease, fear-effects, fire, and poison, Fast Healing 10, Resistance to acid 15, cold 15, electricity 15, sonic 15, Scent, SR 29 (31 against evil spells), Telepathy 100 ft., tongues
Saves: Fort +19, Ref +15, Will +12
Abilities: Str 30, Dex 21, Con 24, Int 12, Wis 15, Cha 16
Skills: Balance +24, Concentration +26, Escape Artist +24, Intimidate +22, Jump +36, Knowledge (the planes) +20, Listen +21, Search +20, Spot +21
Feats: Dodge, Great Fortitude, Improved Initiative, Multi-Attack, Power Attack, Weapon Focus (bite)
Environment: Upper Realms
Organization: solitary or group (3-6)
CR: 16
Treasure: none
Alignment: Chaotic Good
Advancement: 17-32HD (large), 33-48HD (huge)

Flying through the clouds, you spot a celestial creature. It appears as a large dog with radiant white fur. Golden symbols of oriental design cover its body. It’s surrounded in divine flames and has golden eyes. From behind it you see a tail made seemingly out of fire. This creature is but one on the powerful T’ien Kou.

Sent by the greater powers of the Upper Realms, T’ien Kou hunt evil throughout the multiverse. They are intelligent beings able to communicate with other creatures telepathically, as well as speak their language. T’ien Kou are celestial dogs created specifically for the purpose of hunting down evil-doers and destroying them.

They stand 6 ft. at the shoulder and are 9 ft. long. T’ien Kou weigh 400 pounds. When using their tongues ability to communicate with others, the T’ien Kou sound either like a deep-voiced man or a soft-spoken woman (depending on their gender).

Combat:T’ien Kou usually start off by using Fiery Tackle against as many foes as possible, in the shortest amount of time. Then they’ll activate their Searing Aura and make good use of its ranged attacks (Breath Weapon, Divine Bark, Gaze, and Spell-Like Abilities). If outnumber they’ll summon more T’ien Kou.

Breath Weapon (Su): T’ien Kou can spew divine fire from its mouth every 1d4 rounds. It deals 10d6 points of divine fire damage (which ignores fire resistance and immunity) to any creature within a 60 ft. cone. Reflex save DC 25 halves. DC is Con-based.

Divine Bark (Su):When a T’ien Kou barks, as a standard action, it creates a dispel evil effect like the spell (CL 16). DC is Cha-based.

Fiery Tackle (Ex): Whenever a T’ien Kou charges at a creature, it wraps itself in divine fire dealing 5d10 points of damage. Those targeted by the T’ien Kou’s charge must succeed first on a Fortitude save DC 25 or be knocked down for 1 round. Then the creature must succeed a Reflex save DC 25 or catch fire for 5 rounds, taking 2d6 points of divine damage each round. The creature is allowed a Reflex save DC 25 each round in order to put out the flames. DC’s are Con-based.

Gaze (Su): Any creature that meets the gaze of a T’ien Kou takes 6d6 points of divine fire damage. Reflex save DC 25 halves (Con-based). A Fortitude save DC 25 must be made by the creature. Failure indicates that the creature is blinded as if by a blindness/deafness spell (CL 16)

Searing Aura (Su): T’ien Kou can activate and deactivate this aura at will, as a free action. The aura extends up to a 60 ft. radius of the T’ien Kou. Any evil creature within range takes 5d8 points of divine fire damage each round. Reflex save DC 25 halves. DC is Con-based.

Spell-Like Abilities: CL 16th; DC 13 + spell level;
Always active: detect evil, see invisibility
At will: aid, continual flame, holy aura, fireball, greater dispel magic, locate creature, restoration
3/day: cure serious wounds, heal

Summon T’ien Kou (Sp): 1/day a T’ien Kou can summon 1d6 T’ien Kou.

fafnir300
2007-12-23, 06:00 PM
Yeddikadir and Nalebranc, Twin Generals of Bel

Yeddikadir
Large Outsider (baatezu, evil, extraplanar, lawful)
Fighter 20
HD: 20d8 + 180 + 20d10 + 180 (720 hp)
Initiative: +13
Speed: 40 ft., fly 90 ft. (good)
AC: (+10 armor, +9 Dex, +21 natural, -1 size) touch 18, flat-footed 40
BAB/ Grapple: +40/+60
Attack: +6 demon bane, speed, unholy, vile, large greatsword +65 melee (3d6 + 38 + 2d6 unholy + 3d6 (to demons) + 1 vile plus Fort save DC 46 or be stunned for 1d6 rounds /19-20/x2), or claw +63 melee (2d6 + 16), or tail +63 melee (2d6 + 8 plus infernal wound), bite +63 melee (2d6 + 8)
Full attack: +6 demon bane, speed, unholy, vile, large greatsword +65/+65/+60/+55/+50 melee (3d6 + 38 + 2d6 unholy + 3d6 (to demons) + 1 vile plus Fort save DC 46 or be stunned for 1d6 rounds /19-20/x2), and tail +63 melee (2d6 + 8 plus infernal wound), and bite +63 melee (2d6 + 8), OR or 2 claws +63 melee (2d6 + 16), and tail +61 melee (2d6 + 8 plus infernal wound), and bite +61 melee (2d6 + 8)
Space/reach: (Yeddikadir) 10ft./ 10ft.
Special attacks: Cry of Yeddikadir, Fear Aura, Infernal Wound, Spell-Like Abilities, Stun, Summon Baatezu
Special qualities: DR20/ epic good and silver, Darkvision 60 ft., Immunity to fire and poison, resistance to acid 30, cold 30, electric 30, regeneration 15, see in darkness, SR 43, Telepathy 100 ft.
Saves: Fort +39, Ref +27, Will +30
Abilities: Str 42, Dex 28, Con 29, Int 20, Wis 22, Cha 26
Skills: Bluff +39, Climb +47, Concentration +40, Diplomacy +39, Disguise +39, Hide +36, Intimidate +44, Knowledge (the planes) +36, Listen +37, Move Silently +40, Search +36, Sense Motive +37, Spot +37, Survival +37, Use Rope +40
Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Mobility, Multi-Attack, Skill Focus (Intimidate), Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack
Epic Feats: Dire Charge, Epic Fortitude, Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Will, Improved Whirlwind Attack
Environment: Avernus (9 Hells of Baator)
Organization: Duo (Yeddikadir and Nalebranc) or troop (Yeddikadir and Nalebranc, and 10 cornugons (30 HD))
CR: 30
Treasure: +6 demon bane, unholy, vile, large greatsword and +6 greater acid resistance, greater cold resistance, greater electric resistance, light fortification, scale mail
Alignment:Lawful Evil

Appearing as his twin, Yeddikadir has notably more scars than Nalebranc. This is due to his offensive nature. In his hands he clutches a greatsword.

Along side his twin, Nalebranc, Yeddikadir serves Bel as a general and bodyguard in the endless Blood War.

Yeddikadir stands 12 ft. tall and weighs 450 pounds

Combat:Yeddikadir focuses on destroying his foes in the least bit of time. Thus, he always casts bull’s strength on him self before entering battle. He’ll also use Cry of Yeddikadir to boost his and his diabolic companions’ attack and damage rolls. He uses it frequently. He only uses his spell-like abilities when battling numerous foes at once.

Cry of Yeddikadir (Su): Yeddikadir, as a free action, can let loose a yell which causes all demons, within a 300ft. radius, to cower in fear, as well as take a –6 penalty to AC, for 2d6 rounds. Will save DC 38 negates (Cha-based). At the same time devils within range gain a +6 bonus to attack and damage rolls, for 3 minutes. Yeddikadir must wait until the effect has worn off before using it again.

Fear Aura (Su): Yeddikadir can radiate a 30 ft. radius fear aura as a free action. Creatures in the radius must succeed a Will save DC 38 or be affected as though by a fear spell (CL40). Creatures who successfully save cannot be affected by this aura again for 24 hours. DC is Cha-based.

Infernal Wound (Su): When Yeddikadir attacks with his tail, he leaves an infernal wound on his opponent. The creature takes an additional 5 points of damage each round. Can only be cured through a cure or heal spell of at least 25th level. A Heal check DC 39 can also stop the bleeding and restore hp loss due to this effect. The DC is Con-based.

Regeneration (Ex):Yeddikadir takes normal damage from epic, good, and silver weapons.

Spell-Like Abilities: CL 40th; DC 18 + spell level
At will- bull’s strength, dispel chaos, dispel good, fireball, hellfire, lightning bolt, magic circle against good, greater teleport, persistent image
5/day – hellfire storm, mass bull’s strength, meteor storm
3/day - power word kill

Stun (Su): Whenever Yeddikadir strikes with his greatsword, the opponent must succeed a Fort save DC 46 or be stunned for 1d6 rounds. DC is Str-based.

Summon Baatezu (Sp): 3/day Yeddikadir can summon 6d6 lemure, or 2d6 cornugons.

Nalebranc
Large Outsider (baatezu, evil, extraplanar, lawful)
Fighter 20
HD: 20d8 + 180 + 20d10 + 180 (720 hp)
Initiative: +13
Speed: 40 ft., fly 90 ft. (good)
AC: (+10 armor, +9 Dex, +21 natural, -1 size) touch 18, flat-footed 40
BAB/ Grapple: +40/+60
Attack: +6 defending, demon bane, unholy, vile, large spiked chain +65 melee (2d6 + 33 + 2d6 unholy (to good creatures) + 3d6 (to demons) + 1 vile plus Fort save DC 46 or be stunned for 1d6 rounds /19-20/x2), or claw +63 melee (2d6 + 11), or tail +63 melee (2d6 + 5 plus infernal wound), bite +63 melee (2d6 + 5)
Full attack: +6 defending, demon bane, unholy, vile, large spiked chain +65/+60/+55/+50 melee (2d6 + 33 + 2d6 unholy (to good creatures) + 3d6 (to demons) + 1 vile plus Fort save DC 46 or be stunned for 1d6 rounds /19-20/x2), or claw +63 melee (2d6 + 11), and tail +63 melee (2d6 + 5 plus infernal wound), and bite +63 melee (2d6 + 5), OR or 2 claws +63 melee (2d6 + 11), and tail +61 melee (2d6 + 5 plus infernal wound), and bite +61 melee (2d6 + 5)
Space/reach: 10ft./10ft. (15ft with spiked chain)
Special attacks: Cry of Nalebranc, Fear Aura, Infernal Wound, Spell-Like Abilities, Stun, Summon Baatezu
Special qualities: DR20/ epic good and silver, Darkvision 60 ft., Immunity to fire and poison, resistance to acid 30, cold 30, electric 30, regeneration 15, see in darkness, SR 43, Telepathy 100 ft.
Saves: Fort +39, Ref +27, Will +30
Abilities: Str 32, Dex 28, Con 29, Int 20, Wis 22, Cha 26
Skills: Bluff +39, Climb +42, Concentration +40, Diplomacy +39, Disguise +39, Hide +36, Intimidate +44, Knowledge (the planes) +36, Listen +37, Move Silently +40, Search +36, Sense Motive +37, Spot +37, Survival +37, Use Rope +40
Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (spiked chain), Greater Weapon Specialization (spiked chain), Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Mobility, Multi-Attack, Skill Focus (Intimidate), Spring Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain), Whirlwind Attack
Epic Feats: Dire Charge, Epic Fortitude, Epic Weapon Focus (spiked chain), Epic Weapon Specialization (spiked chain), Epic Will, Improved Whirlwind Attack Environment: Avernus (9 Hells of Baator)
Organization: Duo (Yeddikadir and Nalebranc) or troop (Yeddikadir and Nalebranc, and 10 cornugons (30 HD)
CR: 30
Treasure: +6 defending, demon bane, unholy, vile, large spiked chain, +6 greater acid resistance, greater cold resistance, greater electric resistance, heavy fortification, scale mail
Alignment:Lawful Evil

Appearing as his twin, Nalebranc has notably lesser scars than Yeddikadir. This is due to his defensive nature. In his hands he clutches a spiked chain.

Along side his twin, Yeddikadir, Nalbrance serves Bel as a general and bodyguard in the endless Blood War.

Nalebranc stands 12 ft. tall and weighs 450 pounds.

Combat: Nalebrance focuses on building his and his companions defenses so that they can last longer in battle. Thus, he always casts bear’s endurance, and unholy aura on himself before entering battle along side his twin, Yeddikadir. He frequently uses Cry of Nalebranc whenever possible. He also casts bear’s endurance on his companions whenever its needed.

Cry of Nalebranc (Su): Nalebranc, as a free action, can let loose a yell which causes all demons, within a 300ft. radius, to cower in fear for 2d6 rounds. Will save DC 38 negates (Cha-based). At the same time devils within range gain a +6 bonus to AC and saves for 3 minutes. Nalebranc must wait until the effect has worn off before using it again.

Fear Aura (Su): Nalebranc can radiate a 30 ft. radius fear aura as a free action. Creatures in the radius must succeed a Will save DC 38 or be affected as though by a fear spell (CL40). Creatures who successfully save cannot be affected by this aura again for 24 hours. DC is Cha-based.

Infernal Wound (Su): When Nalebranc attacks with his tail, he leaves an infernal wound on his opponent. The creature takes an additional 5 points of damage each round. Can only be cured through a cure or heal spell of at least 25th level. A Heal check DC 39 can also stop the bleeding and restore hp loss due to this effect. The DC is Con-based.

Regeneration (Ex): Nalebranc takes normal damage from epic, good, and silver weapons.

Spell-Like Abilities: CL 40th; DC 18 + spell level
At will- bear’s endurance, dispel chaos, dispel good, fireball, hellfire, lightning bolt, magic circle against good, greater teleport, persistent image, restoration, unholy aura
5/day – greater restoration, mass bear’s strength, meteor storm
3/day – freedom, power word kill

Stun (Su): Whenever Nalebranc strikes with his greatsword, the opponent must succeed a Fort save DC 46 or be stunned for 1d6 rounds. DC is Str-based.

Summon Baatezu (Sp): 3/day Nalebranc can summon 6d6 lemure, or 2d6 cornugons

fafnir300
2007-12-23, 06:01 PM
Mammon, Lord of the Third
Huge Outsider (baatezu, evil, extraplanar, lawful)
Symbol: Mammon’s clawed hand overflowing with gold coins
Cosmic Rank:13 (16 in Minarous)
HD: 71d8 + 1,349 + 220 (2,137 hp)
Initiative: +15
Speed: 90 ft.
AC: 80 (+15 deflection, +7 Dex, +50 natural, -2 size) touch 30, flat-footed 63
BAB/ Grapple: +71/+101
Attack: +7 keen, mighty cleaving, unholy power, vile, huge longspear, Avarice +102 melee (3d6 + 48 + 3d6 unholy, +1 vile/19-20/x3), or bite + 91 melee (2d6 + 22 plus poison), or touch +91 melee (greed)
Full attack: +7 keen, mighty cleaving, unholy power, vile, huge longspear, Avarice +102 melee (3d6 + 48 + 3d6 unholy, +1 vile/19-20/x3), and bite + 91 melee (2d6 + 22 plus poison), and tail +86 melee (2d6 + 11), or touch +91 melee (greed)
Space/reach: 15ft./ 15ft.
Special attacks: Alternate Form, Constrict, Fear, Gold Rush, Hellfire of Mammon, Improved Grab, Might of the Greedy Lord, Pitiful Mammon, Poison, Spell-Like Abilities, Summon Baatezu, Summon Dragon, Touch of Greed
Special qualities: DR 40/Epic Good and Silver, DR 20/-, Energy Resistance to Acid 40, Cold 40, Sonic 40, Gold Scales, Immunity to Fire and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Mind- Affecting Effects, Petrification, Polymorphing, and, Regeneration 25, See in Darkness, SR 71, Telepathy 1000 ft., 75% chance of Spell Turning
Saves: Fort +62, Ref +50, Will +50
Abilities: Str 55, Dex 25, Con 48, Int 36, Wis 36, Cha 40
Skills: Appraise +87, Bluff +102, Concentration +93, Diplomacy +91, Disable Device +15, Disguise +89 (91 when acting), Escape Artist +81, Forgery +87, Hide +73, Intimidate +89, Knowledge (arcana) +87, Knowledge (the planes) +87, Listen +87, Move Silently +81, Open Lock +83, Profession (bookkeeper) +87, Search +87, Sense Motive +89, Sleight of Hand +83, Spellcraft +87, Spot +87, Survival +87 (89 when following tracks), Use Rope +83
Feats: Cleave, Combat Expertise, Combat Reflexes, Dark Speech, Deft Hands, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (longspear), Greater Weapon Specialization (longspear), Improved Bull Rush, Improved Disarm, Improved Feint, Improved Initiative, Improved Overrun, Improved Trip, Lightning Reflexes, Mobility, Negotiator, Nimble Fingers, Power Attack, Skill Focus (Bluff), Spring Attack, Weapon Focus (longspear), Weapon Specialization (longspear), Whirlwind Attack
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Skill Focus (Bluff), Epic Toughness (x11), Epic Weapon Focus (longspear), Epic Weapon Specialization (longspear), Improved Combat Expertise, Superior Initiative
Environment: Minarous (9 Hells of Baator)
Organization: Solitary (unique) or group (Mammon, 4 advanced pit fiends (40 HD), and 1 advanced blue great wyrm blue dragon (50 HD)
CR: 58
Treasure: Quintuple Standard, Avarice
Alignment: Lawful Evil

(flavor coming)

Combat: Mammon will always start off by determining which creature has the most valuable stuff. Once finished, he’ll use his Gold Rush ability on them, followed by phantasmal thief to steal his victims stuff. He then proceeds to activate his Might of the Greedy Lord ability against all who he engages in melee. Mammon mostly stays in melee combat with his foes. He is no fool and knows when to pull out. When victory is near for Mammon, he’ll use his Hellfire ability to finish off his foes and turn them into golden statues. However, if he’s losing he’ll summon creatures for help before teleporting away with what he has stolen.

Alternate Form (Sp): At will, Mammon can shapechange into a bloated, golden-scaled pit fiend, which is his true form. This alternate form lasts indefinitely.

Constrict (Ex): Whenever Mammon establishes a hold with his tail, he deals 4d6 + 44 points of bludgeoning damage.

Fear (Su): Mammon can radiate a fear aura, as a free action, which has a range of a 100 ft. radius. Any non-baatezu within range must succeed a Will save DC 65 or be affected as if by a fear spell (CL 71). If the creature successfully saves, it cannot be affected by the same aura for 24 hours. DC is Cha-based.

Gold Rush (Ex): So strong is Mammon’s greed, that whenever he charges at an opponents with valuable equipment, he deals three times the normal damage. Thus, when Mammon charges at an opponent, with equipment worth at least a total of 80,000,000 gp,
he deals 9d6 + 144 points of damage plus the bonus from the Might of the Greedy Lord ability. A Fortitude save DC 77 must be made. Failure indicates the creature is killed and torn asunder by Mammon’s jagged spear. Only a true resurrection spell of at least 50th level can raise the creature. If the creature succeeds their save, they are automatically knocked down and unconscious for 3d6 + 3 rounds. Mammon can summon the strength for this attack 10/day. DC is Str-based (DC 20 + ½ Mammon’s level + Str modifier).

Gold Scales (Ex): Over the eons of collecting golden coins and treasure, Mammon’s scales have magically turned golden and unbelievably tough. He gains the following bonuses:
- 75% chance of spell turning (CL 71), if the spell overcomes his SR. If the spell doesn’t penetrate his SR, it is automatically turned.
- DR 20/-

Hellfire of Mammon (Su): 18/day, Mammon can shoot forth a line of black flames surrounding boiling golden liquid. Mammon’s Hellfire is 10 ft wide and 1,500 ft. long. The flames deal 18d12 points of unholy fire damage (ignores fire resistance and immunity). The boiling golden liquid deals an extra 10d10 points of fire damage and covers any creature it hits. Reflex save DC 70 halves damage (Cha-based). The liquid is thick and extremely hot and deals an extra 50 points of fire damage after it coats a foe (no save). For the next 5 rounds, the liquid continues to burn the creature, dealing 5d10 points of fire damage. Reflex save DC 70 halves damage (Cha-based). In the sixth round, the liquid cools. An Escape Artist check DC 70 must be made by the targeted creature. Failure indicates they are held in place as if by a hold person spell (CL 71). Only a miracle or wish spell frees the creature.

Improved Grab (Ex): When Mammon attacks with his tail, he may attempt a grapple check. If successful, he establishes a hold and can constrict.

Might of the Greedy Lord (Ex): Mammon’s greed knows no bound. Whatever he wants, he fights and even kills for it. When he sees a creature with something of great value, he gets empowered by greed. Mammon’s power grows depending on the total value of his foes equipment. See the chart below.

Value / bonus
200,000gp – 20,000,000gp/ +2 to attack and damage rolls
20,000,001gp – 40,000,000gp/ +4 to attack and damage rolls
40,000,001gp – 60,000,000gp / +6 to attack and damage rolls
60,000,001gp – 80,000,000gp / +8 to attack and damage rolls
80,000,001gp – 100,000,000gp/ +10 to attack and damage rolls
100,000,001gp or more/ +12 to attack and damage rolls
Minor Artifact / +8 to attack and damage rolls (Does not stack with bonuses above. Use whichever bonus is higher.)
Major Artifact / +16 to attack and damage rolls (Does not stack with bonuses above.)

Pitiful Mammon (Ex): Mammon can, as a standard action, make a suggestion to all his enemies within the areas he threatens. His suggestion is that his enemies not kill him, but instead spare him. Will save or Sense Motive check DC 65 negates effect. If a creature fails the save, they take pity on Mammon and take a –10 penalty to attack and damage rolls for 15 rounds. If those same creatures fail their save by 10 points or more, they let down their defenses complete and spare Mammon. At this point, due to his foul nature of duplicity, Mammon will then attempt a death attack (as an assassin of his level) against one of these creatures he threatens. A Fortitude save DC 72 (Str-based) must be made or the creature dies. If the save is successful the creature still takes damage from the spear as if Mammon scored a critical.

Poison (Ex): Injury, Fortitude save DC 69, 3d6 Con drain/3d6 Con drain. If creature’s Con score reaches 0, it automatically turns to gold. The newly formed statue holds the creature’s soul as if by a trap the soul spell of 71st level.

Regeneration (Ex): Mammon takes normal damage from epic, good, and silvered weapons.

Spell-Like Abilities: CL 71st; DC 34 + spell level
At will: animate dead, baleful polymorph, blasphemy, charm monster, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, discern location, dominate monster, enthrall, greater dispel magic, greater invisibility, greater teleport, hellfire storm, major image, magic circle against chaos, magic circle against good, mass hold monster, mass hold person, mass suggestion, mirage arcana, phantasmal thief, persistent image, polymorph, power word stun, restoration, resurrection, suggestion, telekinesis, symbol of pain, unhallow, unholy aura.
9/day: destruction, greater restoration, meteor swarm, power word kill, true resurrection, weird
3/day: refuge, wish

Summon Baatezu (Sp): 6/day Mammon can summon 8 barbazu or hamatula, and 4 pit fiends.

Summon Dragon (Sp): 5/day, much to the Dragon Queen’s dismay, Mammon can summon 1 advanced blue great wyrm dragon (50 HD), or 1 advanced green great wyrm dragon (50 HD)

Touch of Greed (Su): When Mammon successfully makes a touch attack, the creature struck must succeed a Will save DC 65 or be forced to attack a random creature within 60 ft. of it and attempt to steal its valuables as soon as possible. This effect lasts for 30 rounds. Mammon can suppress or resume this ability, as a free action.

Possessions:

Avarice: This spear is composed of two parts. One being a simple wooden shaft. The second being a crude, jagged, golden spearhead. It functions as a +7 keen, mighty cleaving, unholy power, vile, huge longspear. Those slain by the spear are turned to golden statues. Their souls are trapped within as if by a trap the soul spell. If ever Mammon would sell these statues, they would be worth 5,000gp times the creatures HD. A miracle or wish spell reverts the creature back to its normal state. It’s still dead though. However, if the statue is place with Mammon’s vault, before the miracle or wish can be cast, nothing will work. The statue must be retrieved in order to be restored.

fafnir300
2007-12-23, 06:03 PM
Sea Mother
Colossal Outsider (aquatic, chaotic, evil, extraplanar)
HD: 47d8 + 705 + 94 (1,175 hp)
Initiative:+5
Speed: swim 80 ft., fly 80 ft. (good)
AC: 48 (+1 Dex, +45 natural, -8 size) touch 3, flat-footed 47
BAB/ Grapple: +47/+82
Attack: Bite +63 melee (8d6 +27 plus rot/19-20)
Full attack: Bite +63 melee (8d6 +27 plus rot/19-20), and Tail Slap +58 melee (4d6 +9 plus rot)
Space/reach: 30 ft./30 ft. (40 ft. with tail)
Special attacks: Abysm Rain, Breath Weapon, Constrict, Improved Grab, Rot, Smite Good, Spell-Like Abilities, Summon Ixitxachital, Swallow Whole
Special qualities: Darkvision 60 ft., DR 20/epic good, Energy Resistance to cold 30 and fire 30, Immunity to acid, electricity, and poison, SR 48
Saves: Fort +46, Ref +36, Will +36
Abilities: Str 48, Dex 13, Con 41, Int 14, Wis 33, Cha 18
Skills: Concentration +60, Escape Artist +46, Hide +30, Intimidate +49, Knowledge (religion) +47, Knowledge (the planes) +47, Listen +56, Move Silently +46, Search +47, Spot +56, Swim +75
Feats: Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Greater Weapon Focus (bite), Greater Weapon Specialization (bite), Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Toughness, Lightning Reflexes, Weapon Focus (bite), Weapon Specialization (bite),
Epic Feats: Dire Charge, Epic Fortitude, Epic Prowess (3), Epic Reflexes, Epic Toughness, Epic Weapon Focus (bite), Epic Weapon Specialization (bite), Improved Darkvision
Environment: Abysm Sea (Abyss)
Organization: Solitary (unique) or Group (Sea Mother and 6 fiendish Ixitxachital (Clerics of Demogorgon 15))
CR: 35
Treasure: None
Alignment: Chaotic Evil

Swimming through the murky depths of the Abysm Sea, is a fiendish being of Colossal size. It appears as a massive ixitxachital-like creature. It’s covered in black scales and has 5 pairs of Abyssal green eyes, which dot its wide head. Behind it, swings a long spiky tail. The creature is the Sea Mother.

One of Demogorgon’s many foul creations, the Sea Mother swims through the Abysm Sea seeking out unsuspecting creatures to swallow. The Sea Mother, is a terrible fiend in service to Belcheresk, but ultimately swears allegiance to Demogorgon. She is almost always accompanied by many fiendish ixitxachital clerics of Demogorgon, which serve and protect her from any who seek to hunt her down. After years of being surrounded by fiendish ixitxachital clerics of Demogorgon, the Sea Mother has become wise and is capable of learning clerical spells, even though she isn’t a cleric. From the fallen paladins (now death knights) which dot the layer, she has learned to smite good. The Sea Mother is yet another powerful being in service to the Prince of Demons.

The Sea Mother is 70 feet long, from her head to the tip of her tail, and weighs over 60 tons.

Combat: Against underwater foes makes good use of its breath weapon. While charging its breath weapon, it attacks with its bite and spiky tail. For foes who, try to escape the watery domain of the Sea Mother, she will take flight raining down the foul waters of Abysm upon them. If encountered amid a group of Ixitxachital Clerics of Demogorgon, she will immediately use mass owl’s wisdom to boost the power of their clerical spells. Against good creatures, she always smites them any chance she gets.

Abysm Rain (Ex): As soon as the Sea Mother leaves the sea and takes flight, she excessively drips with the acidic waters of the Abysm sea. Anyone under her path of flight, takes 10d8 points of acidic and unholy water damage (ignores acid resistances and immunities). Reflex save DC 48 halves Creatures with the good subtype or aura of good class ability (such as good-aligned clerics or paladins) instead take 15d10 points of acidic and unholy water damage and take a –4 penalty on their saving throw. The DC is Con-based

Breath Weapon (Su): The Sea Mother can spew forth a raging wave of foul Abysm water in a 100 ft. cone. Those in range take 18d8 points of acidic and unholy water damage (ignores acid resistances and immunities). Reflex save DC 48 halves. Creatures with the good subtype or aura of good class ability (such as good-aligned clerics or paladins) instead take 23d10 points of acidic and unholy water damage and take a –4 penalty on their saving throw. Those who fail their saves are also knocked prone for 3 rounds. She can only use this ability every 1d6 rounds. The DC is Con-based

Constrict (Ex): When constricting with her tail, she deals 8d6 + 24 points of damage. Creatures must now succeed on 2 Fortitude saves DC 48 (Con-based) and 52 (Str-based) respectively. One for the rotting effect of the tail and the other to prevent from being knocked prone for 2d6 rounds after she releases her hold.

Improved Grab (Ex): When the Sea Mother attacks with her tail she can attempt a grapple check. If successful she establishes a hold and can constrict.
When the Sea Mother attacks with her bite she can attempt a grapple check. If successful she establishes a hold and can swallow whole.


Rot (Su): Any creature bitten and tail slapped by the Sea Mother must succeed a Fort save DC 48 or its flesh begins to rot. It immediately takes 1d8 points of Con damage plus 1 Con damage every hour until the creature dies or a remove disease spell of at least 30th level is cast. The spell only stops further damage. The Con damage can be healed normally through a restoration spell, but only after the rotting effect is taking care of.

Smite Good (Su): 10/day, the Sea Mother can smite good. She adds her Cha bonus to attack rolls and adds her level (47) to the damage.

Spell-Like Abilities: CL 47; DC 21 + spell level
At will: contagion, curse water, darkness, detect good, detect law, detect magic, dispel good, dispel law, entropic shield, obscuring mist, unholy aura
3/day: horrid wilting, mass owl’s wisdom

Summon Ixitxachital (Sp): 6/day the Sea Mother can summon 16 fiendish Ixitxachital (Clerics of Demogorgon 15)

Swallow Whole (Ex): The Sea Mother can swallow a grabbed foe up to Huge size or smaller.
A swallowed creature takes 10d6 points of bludgeoning damage and 40 points of acid and unholy water damage (ignores acid resistances and immunities) per round from her stomach. The creature can cut its way out, using piercing or slashing weapons, by dealing 120 points of damage to the stomach (AC 30). Once the creature exits, a muscular action closes the hole; another swallowed creature must cut its own way out.
The Sea Mother's stomach can hold up to 4 Huge, 16 Large, 64 Medium, 256 Small, or 1024 Tiny or smaller creatures.

fafnir300
2007-12-23, 06:04 PM
St. Kargoth’s Mount, Tyrame (tear- rah- may)
Large Outsider
(chaotic, evil, extraplanar)
HD:30d8 + 330 (570 hp)
Initiative: +14
Speed: 60 ft., fly 90 ft., swim 90 ft.
AC: 35(+11 Dex, +15 natural, -1 size) touch 21, flat-footed 33
BAB/ Grapple: +30/+44
Attack: Bite +41 melee (1d8 + 14 + 3d6 unholy fire damage plus rot)
Full attack: Bite +41 melee (1d8 + 14 + 3d6 unholy fire damage plus rot), and 2 hooves +39 melee (1d8 + 9 + 3d6 unholy fire damage), and tail +37 melee (1d8 + 5)
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Dual Actions, Flaming Hooves and Mouth, Rot
Special qualities: Darkvision 60 ft., DR 15/epic good, DR15/-, Immune to acid, cold, electricity, and fire, Walk on Water, SR 38, Telepathy 100 ft.
Saves: Fort +28, Ref +25, Will +16
Abilities: Str 30, Dex 22, Con 33, Int 10, Wis 8, Cha 12
Skills: Balance +32, Escape Artist +32, Hide +28, Intimidate +27, Jump +48, Listen +27, Move Silently +32, Search +26, Spot +27, Swim +40
Feats: Alertness, Dodge, Fly-by Attack, Greater Weapon Focus (bite), Greater Weapon Specialization (bite),Greater Weapon Focus (hoof), Greater Weapon Specialization (hoof), Improved Initiative, Multi-Attack, Power Attack, Weapon Focus (bite), Weapon Specialization (bite), Weapon Focus (hoof), Weapon Specialization (hoof)
Epic Feats: Superior Initiative
Environment: Gaping Maw (Abyss)
Organization: Solitary (unique), or pair (St. Kargoth and Tyrame)
CR: 25
Treasure: None
Alignment: Chaotic Evil

This horrible creature appears as a nightmare with dark green scales. It’s mouth and hooves dance with green flames. It’s eyes also burst into green flames. It has a long reptilian tail. Perhaps the most strangest part of this creature, is that it has two fiendish baboon heads mounted on thick, horse-like necks. This is no doubt a creature made by Demogorgon.

Tyrame is St. Kargoth’s mount. They were a team of unparalleled righteousness. That is until Kargoth became a Death Knight. Upon Kargoth’s transformation into a death knight, Tyrame tried to redeem her master by killing Demogorgon. This was no doubt an impossible task for her to accomplish. Demogorgon wasted no time to swing his tentacles on the foolish horse. He took one swing with his tentacles and sliced her head right down the middle. Tyrame fell to the ground, dead. However, Demogorgon saw loyalty within her, so long as she was with her master (who was in the eternal service of Demogorgon). Thus, he resurrected her through a dark ritual. This ritual was horrifying. He swallowed her carcass whole. He then vomited her from his mouth; thus, giving “birth to a whole new creature.” Kargoth watched with uncaring eyes as his horse was turned from a white, pure steed of justice, to a foul two-headed equine beast of terror. Once the ritual was finished, Kargoth mounted this terrible steed and took off, full speed, across the Abysm Sea.

Tyrame is 9 ft. long and weighs 700 lbs.

Combat: Tyrame loves using her dual actions to incinerate her breath weapon. If in melee, she almost always makes a full attack against her foes.


Breath Weapon (Su): Tyrame can spew green flames at her foes in a 60 ft. cone. It deals 10d8 points of unholy fire damage (ignores resistances and immunities). Reflex save DC 34 halves. She can use this ability every 1d6 rounds. DC is Con-based.

Dual Actions (Ex): Tyrame can take 2 rounds worth of actions, as if she were 2 creatures.

Flaming Hooves and Mouth (Ex): Tyrame’s mouth is filled with green unholy flames, while her hooves are wrapped in green flames. She deals an extra 3d6 points of unholy fire damage when attacking with them. These flames ignore any fire resistances or immunities a creature may have.

Rot (Su): Any creature bitten by Tyrame must succeed a Fort save DC 34 or its flesh begins to rot. It immediately takes 1d6 points of Con damage plus 1 Con damage every hour until the creature dies or a remove disease spell of at least 25th level is cast. The spell only stops further damage. The Con damage can be healed normally through a restoration spell, but only after the rotting effect is taking care of. DC is Con-based.

fafnir300
2007-12-27, 01:01 AM
New Special Weapon Qualities

Harmonious: Upon command, the weapon is surrounded in divine energy and sings with the chorus of a 100 celestials. Upon each successful strike, the weapon deals 1d6 sonic damage and 1d6 divine damage. Evil Outsiders must make a Will save DC 25 or be shaken for 7 rounds.

CL: 13th; Craft Magic Arms and Armor, blindness/deafness, holy smite;
Price: +2 bonus.

Harmonious Burst: Upon command, the weapon is surrounded in divine energy and sings with the chorus of a 100 celestials. Upon each successful strike, the weapon deals 1d6 sonic damage and 1d6 divine damage. On a successful critical hit, it deals an extra 1d10 divine and 1d10 sonic damage. If the critical is a x2 modifier then it deals 2d10 divine and 2d10 sonic damage (Or 3d10 divine and 3d10 sonic damage if the critical modifier is x3, or 4d10 divine and 4d10 sonic damage if the critical modifier is x4).Evil Outsiders must make a Will save DC 25 or be shaken for 7 rounds.

CL: 16th; Craft Magic Arms and Armor, blindness/deafness, holy smite;
Price: +4 bonus.

Harmonious Blast:Upon command, the weapon is surrounded in divine energy and sings with the chorus of a 300 celestials. Upon each successful strike, the weapon deals 3d6 sonic damage and 3d6 divine damage. On a successful critical hit, it deals an extra 6d6 divine and 6d6 sonic damage if the critical modifier is x2. (Or 9d6 divine and 9d6 sonic damage if the critical modifier is x3, or 12d6 divine and 12d6 sonic damage if the critical modifier is x4).Evil Outsiders must make a Will save DC 35 or be stunned for 1d6 rounds and shaken for 7 rounds afterwards.

CL:26th; Craft Epic Magic Arms and Armor, Craft Magic Arms and Armor, blindness/deafness, holy word;
Price: +8 bonus.

Exalted:The weapon glows with a soft golden light. Evil creatures struck by this blade take an extra 1 point of exalted damage, which cannot be healed unless the affected creature is within a desecrated area. On a successful critical hit, the weapon deals 2 points of exalted damage no matter the critical modifier.This weapon has no effect on good creatures.

CL:5th;Craft Magic Arms and Armor, holy smite;
Price: +1 bonus.

fafnir300
2008-01-02, 12:54 PM
Here's a little history on how Hell came to be (in my world). Any and all comments are welcome as usual.

Nine Hells of Baator

Long ago, a creature was born of Law and Evil. This creature became known as Satan, The first ruler of Hell. Satan created Hell with a single thought. In this realm, souls of lawful evil creatures would be punished for all eternity. Torturing evil souls soon became too much for Satan to handle due to the many corrupted evil creatures who were dying all over the multiverse. He then created the first devils, now known as the Ancient Baatorians, to do his bidding. They were created specifically to torture lawful evil souls, which found their way to Hell. These Ancient Baatorians (most notably Mephistopheles, Leviathan, Lilith, and Mammon) quickly grew in power, quickly branching off in other parts of Hell to do their own work. Satan eventually came upon Agrat-bat-Mahlat, a beautiful crimson-skinned she-devil. He immediately took her as his consort. Together, these two ruled Hell for eons before the signing of the Pact Primeval.

When the Pact Primeval was signed in the Upper Realms, Satan had no idea he was being cast out of his own layer. Thus as Asmodeus, Belial, Dispater, and legions of fallen angels fell from the Realms above, Satan was unprepared. Not that there was much he could do, since his forces were greatly outnumbered by fallen angels who specialized in slaying fiends. Asmodeus and his host of fallen celestials, fell from the Realms Above. Asmodeus landed first and shattered Hell into 9 pieces, each smaller than the last. As luck would have it, Asmodeus and Satan landed on the bottom most layer, now known as Nessus.

Mephistopheles, who was a powerful Baatorian, was Satan’s greatest ally at the beginning of the battle. Even though he planned to eventually usurp Satan and take Agrat-bat-Mahlat as his consort, Mephistopheles fought along side the Baatorians (even though Leviathan, Lilith, and Mammon quickly switched sides). He obliterated most of the fallen with the power of hellfire. How dare they interfere with his plans of taking over, he thought to himself. In mid battle, Mephistopheles knew the Baatorians would be destroyed eventually, so he switched sides and fought the Baatorians in service of his new future master, or obstacle, Asmodeus.

Asmodeus and Satan did battle in present-day Nessus. Asmodeus, wielding his greatsword- now transformed into the infamous Ruby Rod- clashed against Satan’s golden trident – which was an instrument in torturing souls. The energy between these two cosmic powers reduced Nessus to a desolate wasteland covered in scars. Asmodeus eventually bested Satan in 9 hours. However, due to Asmodeus crashing into Hell, he was greatly weakened and couldn’t kill Satan – though at the same time he didn’t want to. He instead imprisoned Satan and his remaining minions (except a chosen few) in a dimensional pocket beneath the Fortress Nessus, where he continues to siphon energy to heal his wounds. He became more and more diabolical in appearance as he siphoned energy from the imprisoned Baatorians. However, his true form, that of a scarred red winged seraphim, would remain hidden under his red robe.

Asmodeus had now established himself as the new Overlord of Hell. At the same time he had 9 different layers to govern. He then set forth to create an ordered hierarchy of powerful devils who would rule over the other 8 layers, while he ruled them all from Nessus. He gave Zariel, a devil of war the control of Avernus where she would protect the gates from invasion. Dispater, a long-time companion of Asmodeus, received control of Dis. Mammon, a greedy Baatorian who was quick to betray Satan, received control of Minarous. Belial, another companion of Asmodeus, received control over Plegethos, which was also the site of the Lake of Fire. The Icy Serpent, Leviathan, received control over a realm most suited for him, Stygia. Lilith, a secret lover of Satan, was granted control over Malebolge. Beezebub, who had recently fallen, was granted control over Maladomini. Mephistopheles, Master of Hellfire, reluctantly accepted control over Cania, a layer of ice. Asmodeus took control of Nessus, the bottom most layer, but ultimately he controlled all nine layers. These devils became known as the Lords of the Nine. The hierarchy was set.

Years later, the unexpected happened. A fallen by the name Lucifer, The Morningstar, along with few powerful fallen angels fell from grace. They landed on Avernus and made short work of Zariel and her troops. Then they proceeded to descend through the layers until they made it to Nessus (surly, if Lucifer had stopped on each layer to battle the Lords, he would not have made it as far as he did). Lucifer stepped forth and asked in an arrogant way, for Asmodeus step down from the thrown. Asmodeus, of course, refused and the two fallen angels did battle. Asmodeus eventually defeated Lucifer. However, Lucifer managed to escape and Asmodeus was left weakened (though he didn’t show it).

Over the many years later, Asmodeus would mastermind a war now known as The Reckoning. The war was used to let the other Lords recognize his omnipotent power in Hell and to never challenge his power again. It was also used to weed out the weak and foolish who would be replaced by the strong and wise. Zariel, Lilith, and Moloch (who attained control of Malebolge shortly after Lilith became Queen of Hell for a brief time) would be the examples as they were replaced by devils whom Asmodeus saw as worthy. Zariel was replaced by Bel, a pit fiend more suitable in defending the Gates of Hell. Moloch was replaced mysteriously by the Hag Countess. Lilith was replaced as Queen of Hell (though she never really had the title) by a she-devil created by Asmodeus. She went by the name of Bensozia. The other Lords retained their powers, though they were punished as Asmodeus manipulated their forms. All were punished except Mephistopheles, whom Asmodeus considered a great ally for the “good” of Hell.

Over the next few millenniums, Hell (or The Nine Hells of Baator) would see few changes. The first change was when Asmodeus and Bensozia mated and produced The Princess of Hell, Glaysa. The second came when Asmodeus gave Glaysa control of Malebolge, which resulted in the Hag Countess’ gruesome death. The third change came when Leviathan tried to convince Bensozia to betray Asmodeus and tell him about his weaknesses (as only the Queen of Hell would know). But since Bensozia was created specifically to serve Asmodeus, she remained loyal and wouldn’t divulge any secrets. This angered Leviathan, prompting him to assume his true form (which he was forbidden of doing after The Reckoning) and swallow Bensozia whole. This action angered Asmodeus because Leviathan was forbidden to take his serpent form and also because he swallowed The Queen of Hell. Ever since that event, Leviathan has remained imprisoned in a massive glacier on Stygia, but he still remains the Lord of Stygia. Through all these minor changes, one thing has remained the same; Asmodeus is still the Overlord of Hell.

fafnir300
2008-01-04, 03:35 PM
Baphitaur
Large Outsider (chaotic, evil, extraplanar, tanar’ri)
HD: 11d8 + 77 (126 hp)
Initiative: +5
Speed: 30 ft.
AC: 23 (+6 armor, +1 Dex, +7 natural, -1 size) touch 10, flat-footed 22
BAB/ Grapple: +11/+23
Attack: +2 vile, greataxe +21 melee (3d6 + 14 + 1 vile/19-20/x3), or gore +19 melee (1d8 + 8 )
Full attack: +2 vile, greataxe +21/+16/+11/+6 melee (3d6 + 14 + 1 vile/19-20/x3), and gore +19 melee (1d8 + 8 ), and tail +14 (1d8 + 4 plus poison)
Space/reach: 10ft./10 ft.
Special attacks:Poison, Powerful Charge, Smite Good (1/day), Spell-Like Abilities, Summon Tanar’ri
Special qualities: Darkvision 60 ft., DR 10/cold iron and good, Energy Resistance to acid 10, cold 10, fire 10, Immunity to electricity, maze, and poison, Natural Cunning, Scent, SR 21, Telepathy 60 ft.
Saves: Fort +14, Ref +8, Will +8
Abilities: Str 27, Dex 13, Con 24, Int 10, Wis 13, Cha 15
Skills: Climb +18, Concentration +17, Handle Animal +12, Intimidate +14, Jump +18, Listen +11, Search +10, Spot +11, Survival +11, Swim +18
Feats:Improved Critical (greataxe), Improved Initiative, Power Attack, Track (b), Weapon Focus (greataxe)
Environment: Endless Maze (Abyss)
Organization: Solitary, or troop (5-10), or hunting squad (3 Baphitaur, 5 minotaurs (barbarian 3), and 10-20 fiendish wolves, bears, and bulls)
CR: 10
Treasure: +2 vile, greataxe, +1 breastplate, and Standard
Alignment: Chaotic Evil
Advancement: 12-22 HD (large), 23-33 HD (huge)

Appearing before you is a foul creation of Baphomet, Demon Prince of Beasts. It similar in appearance to a minotaur but has many fiendish features. First off, it has the two large horns of a minotaur with an additional two smaller horns located above its brow. Its long tail is covered in spikes that drip poison. Its massive frame is covered in black fur. Wearing a silver breastplate, this creature also carries with it a vile black and silver greataxe, which is coated in fresh blood. Its eyes glow a baleful red.

Created from minotaurs by Baphomet, in his Tower of Science, baphitaurs serve the Beast King without question. They prowl the Endless Maze, looking for unsuspecting humanoids to devour. Baphitaur, however, are not all about killing. Most manage Baphomet’s Ranch, which houses millions of fiendish animals and beasts. The baphitaur continually search for animals across the mundane animals all over the Mortal Coil. They then take these animals to Baphomet’s Tower of Science where the Beast King transforms them into fiendish versions of themselves. The newly created animals of terror are taken to Baphomet’s Ranch, where they are kept until the time comes to unleash them upon the mulitverse. Aside from managing the ranch, baphitaur also serve in Baphomet’s army as generals.

Baphitaurs stand 10 ft. tall and weigh 450 pounds.

Combat: Baphitaurs always start the battle with a Powerful Charge. They love using maze on their foes. Only when outnumbered, will the baphitaur call upon its tanar’ri brethren, the bulezau, for help.

Natural Cunning (Ex): Baphitaurs are immune to maze spells, can never get lost, can track foes (gain track feat as a bonus feat), and are never caught flat-footed.

Poison (Ex): Injury; initial 1d4 Con; secondary 1d4 Str; Fort save DC 23 negates. DC is Str-based

Powerful Charge (Ex): Whenever a baphitaur charges, it can make a single gore attack with a +19 attack bonus that deals 4d6 + 12 points of damage.

Smite Good (Su): 1/day, a baphitaur can smite good. It adds its Cha bonus to attack rolls and its HD to damage rolls when smiting good.

Spell-Like Abilities: CL 11; DC 12 + spell level
At will – command, detect good, dominate animal, greater teleport, see invisibility, unholy aura
3/day – maze

Summon Tanar’ri (Sp): 1/day, a baphitaur can summon 1d6 bulezau or 3 fiendish minotaurs. As a 4th level spell.

fafnir300
2008-01-04, 03:37 PM
Specially Bred Hellhounds
Aside from the regular hellhounds which roam the Nine Hells, some of the Lords (Asmodeus, Beelzebub, Belial, and Mammon) have made special breeds of hellhounds which are suited to their desires and duties.

Hound of Mammon (Minarous Hound)
Large Outsider (evil, extraplanar, lawful)
HD: 10d8 + 60 (105 hp)
Initiative: +10
Speed: 60 ft.
AC: 24 (+6 Dex, +9 natural, -1 size) touch 15, flat-footed 18
BAB/ Grapple: +10/+22
Attack: Bite +18 melee (2d6 + 12 + 1d6 fire/19-20 plus Golden Bite)
Full attack: Bite +18 melee (2d6 + 12 + 1d6 fire/19-20 plus Golden Bite)
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Devour Treasure, Fiery Bite, Golden bite
Special qualities: Darkvision 60 ft., immunity to fire, scent
Saves: Fort +13, Ref +12, Will +8
Abilities: Str 27, Dex 21, Con 23, Int 10, Wis 13, Cha 10
Skills: Appraise +13 (+15 golden items), Concentration +19, Hide +14, Jump +30, Listen +14, Move Silently +18, Spot +14, Survival +14
Feats: Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)
Environment: Nine Hells of Baator (Minarous)
Organization: Solitary or group (3 – 6)
CR: 10
Treasure: left over treasure worth between 1000 gp – 5000 gp
Alignment: Lawful Evil
Advancement: 11- 20 HD (large), 21- 30 HD (huge)

This creature appears as a powerfully built dog, covered in golden scales and the occasional brown spots. Their eyes glow a feint golden color.

A Minarous Hound is a special breed of hellhound bred by Mammon. They are used to steal treasure from any creature they come upon.

They are 9 ft. long and 5 ft. tall at the shoulder. They weigh 300 pounds.

Combat: A Minarous Hound will always try to disarm its foe of its weapons, armor, and treasure before devouring it.

Breath Weapon (Su): A Minarous Hound can spit forth a 30 ft. cone of fire every 1d4 rounds. It deals 4d6 points of fire damage. Reflex save DC 21 halves. DC is Con-based.

Devour Treasure (Su): A Minarous Hound can spend a full-round action devouring a person’s treasure after it has disarmed the target of the said treasure. It can devour any amount of treasure as long as the treasure is not bigger than itself. While devouring treasure, the Minarous Hound is open to attack of opportunities. If it is hit while devouring, it must succeed a Concentration check DC (10 + damage dealt + attacker’s Str bonus). If it successfully devours the treasure, the treasure is transported to Mammon’s Vault via a portal in its stomach. The only way to get the treasure back is to go into Mammon’s Vault and take it, which is a whole adventure all itself.

Fiery Bite (Su): A Minarous Hound’s bite deals an extra 1d6 points of fire damage.

Golden bite (Su): On a successful critical hit, the targeted creature must succeed on a Fortitude save DC 23 or be turned instantly into gold. The creature is not dead (unless the bite damage kills them); rather they are in a paralyzed state. A restoration spell of at least 15th must be cast in order to free the creature. Once a creature falls prey to this ability, the Minarous Hound can consume it using its Devour Treasure spell. Also the creature that has been transformed into gold is worth 100 gp per HD/level. DC is Str-based.


Hound of Belial (Plegethos Hound)
Large Outsider (evil, extraplanar, lawful)
HD: 11d8 + 77 (126 hp)
Initiative: +11
Speed: 60 ft.
AC: 26 (+7 Dex, +10 natural, -1 size) touch 16, flat-footed 19
BAB/ Grapple: +11/+23
Attack: Bite +19 melee (2d6 + 12 + 2d6 hellfire plus Channel Pain /19-20)
Full attack: Bite +19 melee (2d6 + 12 + 2d6 hellfire plus Channel Pain/19-20)
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Channel Pain, Burn, Hellfire Bite
Special qualities: Darkvision 60 ft., immunity to fire, scent, vulnerability to cold
Saves: Fort +14, Ref +14, Will +9
Abilities: Str 26, Dex 24, Con 25, Int 10, Wis 14, Cha 14
Skills: Escape Artist +21, Hide +17, Intimidate +16, Jump +32, Listen +16, Move Silently +21, Spot +16, Survival +16
Feats: Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)
Environment: Nine Hells of Baator (Plegethos)
Organization: Solitary or group (3 – 6)
CR: 11
Treasure: None
Alignment: Lawful Evil
Advancement: 12- 22 HD (large), 23- 33 HD (huge)

Appearing before you is a fiendish dog wrapped in hellish flames. Its eyes glow a haunting purple color

A Plegethos Hound is a special breed of hellhound bred by Belial. They are used to cause pain to any creature they happen to find. These hellhounds fill Belial with sadistic glee every time they cause pain.

They are 9 ft. long and 5 ft. tall at the shoulder. They weigh 300 pounds.

Combat: Plegethos Hounds love to use their channel pain ability, so they are almost always in melee combat. Against multiple foes, a Plegethos Hound always resorts to it breath weapon.

Breath Weapon (Su): A Plegethos Hound can spew forth a 30 ft. cone of hellfire every 1d4 rounds. It deals 5d6 points of hellfire damage. Reflex save DC 22 halves. Hellfire ignore fire resistance and immunity. DC is Con-based.

Channel Pain (Su): On a successful bite, a targeted creature must succeed a Fortitude save DC 23 or double over in pain for 1d6 rounds and take no actions. DC is Str-based.

Burn (Ex): A Plegethos Hound can set combustible objects on fire with a mere touch.

Hellfire Bite (Su): A Plegethos Hound deals an extra 2d6 points of hellfire damage with each successful bite.


Hound of Beelzebub (Maladomini Hound)
Large Outsider (evil, extraplanar, lawful)
HD: 13d8 + 91 (149hp)
Initiative: +10
Speed: 60 ft.
AC: 27 (+5 Dex, +3 insight, +10 natural, -1 size) touch 17, flat-footed 22
BAB/ Grapple: +13/+26
Attack: Bite +22 melee (2d6 + 13 + 1d6 acid/19-20)
Full attack: Bite +22 melee (2d6 + 13 + 1d6 acid/19-20)
Space/reach: 10 ft./10 ft.
Special attacks: Acidic Bite, Breath Weapon, Stench
Special qualities: Compound Eyes, Darkvision 60 ft., immunity to acid and fire, scent
Saves: Fort +17, Ref +13, Will +9
Abilities: Str 28, Dex 20, Con 25, Int 9, Wis 12, Cha 10
Skills: Escape Artist +21, Hide +17, Intimidate +16, Jump +33, Listen +17, Move Silently +21, Spot +17, Survival +17
Feats: Great Fortitude, Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)
Environment: Nine Hells of Baator (Maladomini)
Organization: Solitary or group (3 – 6)
CR: 13
Treasure: none
Alignment: Lawful Evil
Advancement: 14- 26 HD (large), 27- 39 HD (huge)

This creature that stands before you appears dog-like in appear, but is far from being a dog. Its body is furless and its skin is dark-blue and tight. Around its neck and head is a mane of white, mangy hair. Its head is a mixture of a fly and a dog. Acidic slime falls from its mouth, while its body exudes a foul stench.

A Maladomini Hound is a special breed of hellhound bred by Beelzebub. They are used to spread filth and ruin wherever they go.

They are 9 ft. long and 5 ft. tall at the shoulder. They weigh 300 pounds.

Combat: A Maladomini Hound often attacks in melee, relying on its stench as a defense against those trying to flank it. Against multiple foes, it always utilizes its breath weapon.

Acidic Bite (Su): A Maladomini Hound deals an extra 1d6 points of acid damage with each successful bite.

Breath Weapon (Su): A Maladomini Hound can spew forth a 30 ft. cone of filthy, rotten goo every 1d4 rounds. It deals 7d6 points of acid damage. Reflex save DC 23 halves. The creatures within range must also succeed a Fortitude save DC 22 or be nauseated for 1d6 + 1 rounds. DC is Con-based.

Compound Eyes (Ex): A Maladomini Hound has the compound eyes of a fly, granting it a +3 insight bonus to AC.

Stench (Su): A Maladomini Hound can be smelled from a mile away. However those within 20 ft. of a Maladomini Hound must succeed a Fortitude save DC 22 or immediately fall prone for 1 round and be nauseated for 1d6 + 1 rounds afterwards. DC is Con-based.

Hound of Asmodeus (Nessian Hound)
Large Outsider (evil, extraplanar, lawful)
HD: 15d8 + 135 (202 hp)
Initiative: +10
Speed: 60 ft.
AC: 30 (+6 Dex, +15 natural, -1 size) touch 15, flat-footed 24
BAB/ Grapple: +15/+29
Attack: Bite +25 melee (2d6 + 10 + 2d6 hellfire plus poison/19-20),
Full attack: Bite +25 melee (2d6 + 10 + 2d6 hellfire plus poison/19-20), and tail +20 melee (1d8 + 5)
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Fear Gaze, Hellfire Bite, Poison
Special qualities: Darkvision 60 ft., immunity to fire, scent
Saves: Fort +18, Ref +15, Will +12
Abilities: Str 30, Dex 23, Con 29, Int 11, Wis 16, Cha 15
Skills: Escape Artist +23, Hide +19, Intimidate +20, Jump +36, Listen +21, Move Silently +23, Spot +21, Survival +21
Feats: Ability Focus (fear gaze), Great Fortitude, Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)
Environment: Nine Hells of Baator (Nessus)
Organization: Solitary or group (3 – 6)
CR: 15
Treasure:none
Alignment: Lawful Evil
Advancement: 16 - 30 HD (large), 31- 45 HD (huge)

Appearing before you is a ruby-red scaled hellhound the size of a horse. It occasionally releases red flames from between its scales as if cooling itself down. Swinging viscously behind it is a long scaly tail ending in nasty spikes. Its eyes are like shiny black pearls.

A Nessian Hound is a special breed of hellhound bred by Alastor (under Asmodeus’ orders). They are used to spread fear in Asmodeus’ name. They usually lounge around Fortress Nessus awaiting their master’s orders.

They are 11 ft. long and 5 ft. tall at the shoulder. They weigh 300 pounds.

Combat: Nessian Hounds always use their fear gaze to make their targets easy to take down with their powerful breath weapons.

Breath Weapon (Su): A Nessian Hound can spew forth a 50 ft. cone of hellfire every 1d4 rounds. It deals 10d6 points of hellfire damage. Reflex save DC 26 halves. Hellfire ignore fire resistance and immunity. DC is Con-based.

Fear Gaze (Su): Those who meet the Nessian Hound’s gaze are subject to this ability. Up to one creature can be affected per gaze. The targeted creature must succeed a Will save DC 21 or be affected as if by a fear spell of 15th level. If the creature successfully saves they are immune to this effect for the next 24 hours. DC is Cha-based.

Hellfire Bite (Su): A Nessian Hound deals an extra 2d6 points of hellfire damage with each successful bite

Poison (Ex): Injury; initial – 1d6 Str; secondary – 1d6 Str; Fort save DC 27 negates.

fafnir300
2008-02-22, 04:52 PM
Darkness Given Hunger
Gargantuan Outsider (chaotic, evil, extraplanar)
HD: 45d8 + 675 + 60 (1,095 hp)
Initiative: +10
Speed: 30ft., climb 30 ft.
AC: 50 (+2 Dex, +42 natural, -4 size) touch 8, flat-footed 48
BAB/ Grapple: +45/+72
Attack: Bite +60 melee (2d6 + 23 plus 5d6 unholy plus poison/19-20 (roll 1d4 to determine the number of bites))
Full attack: Bite +60 melee (2d6 + 23 plus 5d6 unholy plus poison/19-20 (roll 2d4 to determine the number of bites)), and 4 slams (4d6 + 7 + 5d6 acid)
Space/reach: 20ft./ 20ft.
Special attacks: Constrict, Red Eye, Dissolve, Engulf, Improved Grab, Poison, Spell-like abilities, Stench
Special qualities: Amorphous, Blindsight 120 ft., Darkvision 120ft., DR 20/Epic Good and Cold Iron, DR30/-, Energy Resistance to Cold 30 and Fire 30 , Immunity to Acid, Electricity and Poison, Immunity to Bludgeoning and Impact Damage, Maddening Skull Chatter, Ooze Traits, Ravaged Form (Many Mouths), SR 55
Saves: Fort +45, Ref +32, Will +32
Abilities: Str 40, Dex 14, Con 41, Int 10, Wis 14, Cha 10
Skills: Climb +77, Concentration +63, Hide +38, Intimidate +48, Listen +50, Move Silently +50, Search +48, Spot +50
Feats: Greater Weapon Focus (bite), Greater Weapon Specialization (bite),Weapon Focus (bite), Weapon Specialization (bite),
Epic Feats: Epic Weapon Focus (bite), Epic Weapon Specialization (bite)
Environment: Shedaklah (Abyss)
Organization: Solitary (unique)
CR: 33
Treasure: Nothing
Alignment: Chaotic Evil

You see creeping towards you, a massive, glistening, black pile of ooze. Hundreds of skulls and bones circulate throughout its gelatinous body. In the center of its body rests a bright red light, which is the only source of light within its body. The monster carries with it, a powerful stench, which is toxic and nauseating.

Darkness Given Hunger is massive gelatinous demon created by Juiblex. Most believe Juiblex sire this monstrosity by mating with a succubus. This is not true. The truth is that Darkness Given Hunger was accidentally created by Juiblex. As Juiblex moves around he leaves behind slime. This slime usually dissipates immediately after disjoining Juiblex’s body. Darkness Given Hunger is the one exception. It started out as a slime, but had animalistic intelligence. Immediately after being cast off of Juiblex, this slime began devouring the small fungi which dot Shedaklah. It immediately began to grow form the fungi it consumed, until eventually it began devouring demons. Juiblex took note of this abomination and declared himself its master. Darkness Given Hunger accepted this fact and became one of Juiblex’s strongest and most loyal allies. To this day, Darkness Given Hunger continues to devour its surroundings and grow in size. It has even grown far larger than its creator, but still remains loyal to the Slime King.

Darkness Given Hunger “stands” 20 ft. at the “shoulder and is 45 ft wide. It weighs 23 tons.

Combat: Darkness Given Hunger usually tries to engulf everything in sight. It makes good use of its Red Eye ability against ranged opponents. Though weak at casting spells, Darkness Given Hunger does have spell-like abilities, though it rarely uses them.

Amorphous (Ex): Bludgeoning weapons and impact damage deal no damage to Darkness Given Hunger. He is able to slip through spaces that otherwise could accommodate a creature no larger than Small because of his jelly-like substance.

Constrict (Ex): Darkness Given Hunger deals 4d6 + 14 points of damage plus 2d6 acid with a successful grapple check, in addition to damage from his slam attack.

Dissolve (Ex): Darkness Given Hunger’s acidic touch deals 75 points of damage per round to wood or metal objects. Armor and clothing worn by a creature Juiblex strikes dissolves immediately unless the owner succeeds a Reflex save DC 47. A metal or wooden weapon that strikes Darkness Given Hunger dissolves immediately unless the owner succeeds a Reflex save DC 47, although the weapon deals normal damage before dissolving. The DC is Con-based.

Engulf (Ex): Darkness Given Hunger can engulf any Colossal or smaller creature he is grappling by making a successful grapple check. He can also automatically engulf helpless creatures. An engulfed creature takes constriction damage plus 10d6 acid damage each round and is considered to be grapple and trapped within his body. Additionally, an air-breathing creature must hold their breath or begin to drown. A creature can escape Darkness Given Hunger’s body by succeeding on a grapple check with their own grapple check or Escape Artist check.
Darkness Given Hunger Darkness Given Hunger can engulf up to 1 Colossal creature, 2 Huge creatures, 4 Large creatures, 16 Medium creatures, 64 Small creatures, 216 Small creatures, or an unlimited number of Diminutive creatures.

Improved Grab (Ex): Whenever Darkness Given Hunger makes a successful slam attack, he can attempt a grapple check. If successful, he establishes a hold and can constrict or engulf.

Maddening Skull Chatter (Ex): Skulls of countless creatures, circulate throughout Darkness Given Hunger’s body. They constantly chatter causing creatures to go insane. Any creature within 60 ft of Darkness Given Hunger must succeed a Will save DC 47 or be under the effects of an insanity spell for 3 minutes or for as long as they stay within range. DC is Con-based.

Poison (Ex):Injury; Fortitude save DC 47 negates; initial damage – 3d4 Con damage; secondary damage 3d4 Str damage. DC is Str-based.

Ravaged Form (Many Mouths): Darkness Given Hunger contains many mouths within its gelatinous body. His mouths constantly shift around his body like his eyes. Thus, when making a single bite attack he must roll 1d4 to determine how many bites hit their mark. When making a full attack with a bite, he must roll 2d4 to determine how many bites hit their mark.

Red Eye (Su): Darkness Given Hunger is no longer blind. Juiblex has instilled a red eye of a powerful balor it once devoured into Darkness Given Hunger. With this red eye, Darkness Given Hunger can as a standard action launch forth a 120 ft line of black and red lightning bolts. The bolts deal 14d10 points of unholy damage. Reflex save DC 47 halves damage. Those hit by the terrible bolts must also succeed a Fortitude save DC 47 or be stunned for 1d8 + 2 rounds. DC is Con-based.

Spell-like abilities: CL 45; DC 12 + spell level
At will – acid breath, animate object, blasphemy, blink, chaos hammer, deeper darkness, desecrate, detect good, detect magic, dispel good, dispel magic, magic circle against good, summon swarm, teleport without error (self plus 100 pounds), unholy aura, unholy blight
9/day – gaseous form, meteor swarm

Stench (Ex): Darkness Given Hunger constantly exudes a foul smell of toxic slime. Any creature within 30 ft of Darkness Given Hunger must succeed a Fortitude save DC 47 or become nauseated for3d6 + 2 rounds. Creatures who save successfully still take a –4 penalty to attack rolls but is immune to Darkness Given Hunger’s stench for the next 24 hours. A delay poison or neutralize poison spell of at least 40th level can remove this effect.

fafnir300
2008-02-22, 04:54 PM
Graz’zt, The Dark Prince

Graz’zt, The Dark Prince
Large Outsider (chaotic, evil, extraplanar, tanar’ri)
Symbol:Graz’zt’s six-fingered hand or a black silhouette of his head with glowing green eyes
Cosmic Rank:17 (20 in Azzagrat)
HD: 93d8 + 1,674 + 120 (2,538 hp)
Initiative: +23
Speed: 90 ft.
AC: 97 (+18 armor, +21 deflection, +15 Dex, +35 natural, -1 size) touch 44, flat-footed 82; displacement (50 % miss chance)
BAB/ Grapple: +93/+113
Attack: +9 acidic blast, keen, speed, unholy power, vile, greatsword, Zelumicor +121 melee (3d6 + 41 + 3d6 acid + 3d6 unholy + 1 vile/17-20/x2)
Full attack: +9 acidic blast, keen, speed, unholy power, vile, greatsword, Zelumicor +121/+121/+116/+111/+106 melee (3d6 + 41 + 3d6 acid + 3d6 unholy + 1 vile/17-20/x2)
Space/reach: 10ft./10ft.
Special attacks:Breath Weapon, Constrict, Epic Spell-like Abilities, Fear, Flames of Azzagrat, Graz’zt’s Arcane Fire, Improved Grab, Shadow Jump, True Mastery of the Elements, True Spell Power of Graz’zt, Tyrannical Stare, Shadow Bolt, Shadow Field, Spell-like Abilities, Summon Lamia, Summon Tanar’ri, Summon Shadows,Toss
Special qualities: Darkvision 120ft., DR 40/Epic Good and Cold Iron, Energy Resistance to Cold 50, Fire 50, Immunity to Acid, Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Fast Healing 30, Item Master, Low-Light Vision, Prince of Shadows, Prince of Tyrants, Ravaged Form (Acidic Blood), Ravaged Form (Dark Beauty), Regeneration 35, SR 103, Telepathy 1000 ft., True Seeing
Saves: Fort +72, Ref +69, Will +71
Abilities: Str 43, Dex 40, Con 46, Int 47, Wis 44, Cha 52
Skills: Appraise +114, Balance +111, Bluff +129, Climb +112, Concentration +114, Decipher Script +114, Diplomacy +132, Disguise +117, Forgery +114, Gather Info +117, Hide +122, Intimidate +132, Jump +136, Knowledge (arcana) +114, Knowledge (history) +114, Knowledge (religion) +114, Knowledge (the planes) +114, Listen +113, Move Silently +111, Search +114, Sense Motive +115, Spellcraft +114, Spot +113, Survival +113, Tumble +111, Use Magic Device +113
Feats: Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Great Cleave, Great Fortitude, Greater Spell Focus (enchantment), Greater Spell Penetration, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Disarm, Improved Feint, Improved Initiative, Improved Sunder, Iron Will, Leadership (93), Lightning Reflexes, Magical Aptitude, Mobility, Negotiator, Persuasive, Power Attack, Quicken Spell-like Ability (eagle’s splendor), Quicken Spell-like Ability (Graz’zt’s Long Grasp), Skill Focus (Diplomacy), Skill Focus (Intimidate), Spell Focus (enchantment), Spell Penetration, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack
Epic Feats: Blinding Speed, Epic Fortitude, Epic Leadership (93), Epic Reflexes, Epic Skill Focus (Bluff), Epic Skill Focus (Diplomacy), Epic Skill Focus (Intimidate), Epic Spellcasting, Epic Spell Penetration, Epic Toughness (x6), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Willpower, Improved Combat Casting, Improved Combat Reflexes, Improved Whirlwind Attack, Legendary Commander, Superior Initiative
Environment: Azzagrat (Abyss)
Organization: Solitary or Group (Graz’zt, 5 Marilith (40 HD), and 10 succubus)
CR:70
Treasure:Zelumicor, Graz’zt’s Armor and Quintuple Standard
Alignment:Chaotic Evil

Combat: Graz’zt loves to cause destruction with his spell-like abilities. However, for those who are foolish enough to face him in melee combat he will not back down. If out numbered, hell summon help.

Breath Weapon (Su): Graz’zt can spit forth a 150 ft. line of glowing, green acid. It deals 40d8 points of violated acid damage. Half is acid, while the other half is unholy. Reflex save DC 79 halves. He can use this once every 1d6 rounds.DC is Con-based.

Constrict (Ex): If Graz’zt successfully grapples an opponent with his sword, he deals an extra 6d6 + 61 points of damage.

Fear (Su): As a free action, Graz’zt can invoke a fear effect at will. Will save DC 82 negates. DC is Cha-based.

Flames of Azzagrat (Su): Graz’zt controls the flames the cover his triple realm, Azzagrat.
As a standard action Graz’zt can let loose one of the following.

-He can launch a 160 ft. cone of burning hot green flames from his hand. It deals 27d12 points of violated fire (half fire, half unholy) damage plus 2d6 Con damage as it burns both body and soul. Reflex save 82 halves damage. If the targeted creature’s Con reaches 0, their soul is destroyed. Only a greater god can restore the creature back to life. DC is Cha-based.
-He can launch forth a 160 ft. cone of purple flames from his hand. These flames are the very flames stored in Graz’zt’s ovens, which dot his triple realm. Thus, the flames deal 27d12 points of violated cold (half cold, half unholy) damage plus 2d6 Dex damage as it freezes its victim. Reflex save 82 halves damage. If the targeted creature’s Con and hp reaches 0, they are frozen in purple ice and their souls are trapped within as if by a trap the soul spell. If the targeted creature’s Con reaches 0, they are merely frozen in purple ice. Only a miracle or wish spell can unfreeze the victim. As a free action on his next turn, Graz’zt can send his all who are frozen in this fashion, straight to Azzagrat. Once they reach the layer they are still frozen, whether they are dead or alive. DC is Cha-based.

Graz’zt’s Arcane Bolt (Su): As a full-round action, Graz’zt can unleash a devastating bolt of green and purple flames, which intertwine with each other. The bolt is 20 ft. wide and 600 ft. long. It deals 66d6 points of damage plus 6d6 Con damage. Reflex save DC 87 halves damage. If the targeted creature’s Con reaches 0, their soul is utterly destroyed. Only a greater god can restore the creature back to life. Even then, they have a 66% chance of failing. Graz’zt can use this power 16 times per day. DC is Cha-based.

Improved Grab (Ex): When Graz’zt attacks with his sword, he can cause it to grapple his target. If successful, he can constrict or toss them.

Item Master (Ex): Graz’zt can use any magic item, but he does not create them.

Prince of Shadows: As the Prince of Shadows, Graz’zt gains total concealment when in the shadows. He also gains +2 bonus to DC of shadow-based spells such as shadow blast, shadow fade,etc.

Prince of Tyrants: As the Prince of Tyrants, Graz’zt enchantment spells are hard to ignore. He gains a +6 bonus to DC of spells that are in the enchantment school.

Ravaged Form (Acidic Blood): Graz’zt’s blood is highly acidic. Slashing and piercing weapons that strike Graz’zt cause his blood to spew forth from his wounds dealing 6d6 points acid of damage to the attacker. So potent is Graz’zt’s acidic blood, that it ignores any acid resistance or immunities a creature may have. Reflex save DC 79 halves damage. Bludgeoning weapons do not cause his blood to spew forth.

Ravaged Form (Dark Beauty): Graz’zt’s infernal beauty is undeniable. Those looking at him must succeed a Will save DC 82 or be affected as if by a charm monster/person spell. If the creatures successfully save against this effect, they are immune to it for the next 24 hours.

Regeneration (Ex): Graz’zt takes normal damage from epic, good, and cold iron weapons. He takes normal damage from good-aligned spells.

Shadow Bolt (Su): As a standard action, Graz’zt can unleash a blackish-purple bolt of energy. It is 300 ft. long and deals 100 points of damage. Reflex save DC 82 halves. The targeted creatures must then succeed on a Fortitude save DC 82 or gain 3d6 negative levels. For each negative level a creature gains, Graz’zt gains 15 temporary hit points. These hit points cannot exceed his normal hp limit. DC’s are Cha-based.

Shadow Field (Su): As a full round action, Graz’zt can erect a barrier of shadows around himself. Graz’zt creates a 30 ft. radius of shadows around himself for 60 rounds. Light- or fire-based spells aimed at Graz’zt are impeded unless the caster succeeds a Spellcraft check DC 82. Any creature stepping into the shadow field, step into absolute coldness. They take 10d6 points of cold damage per round (no save). Creatures must succeed a Fortitude save DC 82, each round they are within the shadow field, or gain 1d6 negative levels. For each negative level a creature gains, Graz’zt gains 15 temporary hit points. These hit points cannot exceed his normal hp limit. Graz’zt also gains total concealment while the field is active, and he can disperse the effect at anytime as a standard action. DC’s are Cha-based.

Shadow Jump (Su): Graz’zt can jump between shadows as a shadow dancer. Only he uses his cosmic rank, 17, to determine how many miles he can shadow jump, meaning he can shadow jump up to 17 miles.

Spell-like Abilities: CL 105; DC 48 + spell level; DC 56 + spell level (enchantments); DC 50 + spell level (shadow-based)
At will – acid breath, astral projection, bestow curse, blasphemy, charm monster, damning darkness, darkbolt, daze, daze monster, deeper darkness, demand, desecrate, detect good, detect law, detect thoughts, discern location, eagle’s splendor (quickened), eyebite, feeblemind, fireball, fox’s cunning, fly, Graz’zt’s long grasp (quickened), greater dispelling, greater dispel magic, hold monster, hold person, ice storm, insanity, lightning bolt, magic missile, mass charm, mirror image, owl’s wisdom, scorching ray, shades, shadow blast, shadow fade, shadow walk, shapechange, suggestion, telekinesis, teleport without error, tongues (self only), touch of idiocy, unhallow, unholy aura, unholy blight, water breathing, wall of fire, wall of ice, wall or iron, water breathing, wretched blight
6/day – antimagic field, bestow greater curse, disintegrate, dominate monster, dominate person, meteor storm, symbol of persuasion, symbol of weakness, trap the soul, veil, wish

Epic Spell-like Abilities: Graz’zt can cast up to 11 epic spells per day.

Summon Lamia (Sp): 6/day, Graz’zt can summon 3d6 lamia

Summon Tanar’ri (Sp): 12/day, Graz’zt can summon 6 succubi (bard 20), or 1d6 + 1 advanced mariliths (36 HD), or 1d4 advanced glabrezu (sorcerer 20), or 1 advanced balor (45 HD)

Summon Shadows (Sp): 6/day, Graz’zt can summon 6d6 + 6 greater shadows.

Toss (Ex): If Graz’zt successful grapples an opponent he can toss them 100 ft. in any direction dealing 10d6 points of falling damage. The tossed creature must then succeed a Fortitude save DC 77 or be knocked prone for 6 rounds. He can only toss creatures of Huge or smaller size. DC is Str-based.

True Mastery of the Elements (Su): Graz’zt is none throughout the cosmos as one of the strongest magic-users who isn’t a sorcerer or wizard. He can alter the type of energy his spell-like abilities.

True Spell Power of Graz’zt (Su): Graz’zt is none throughout the cosmos as one of the strongest magic-users who isn’t a sorcerer or wizard. Like an archmage, Graz’zt can cast spells at a higher level the actually he is. He gains a +6 bonus to his caster level.

Tyrannical Stare (Su): Graz’zt can target one creature with his gaze as a standard action. A creature who gazes into Graz’zt eyes must succeed a Will save DC 82 or bend to his will. At this point, Graz’zt can cause 1 of the following effects:
- He can cause the creature to obey his commands as if they were affected by a dominate person/monster spell of 93rd level.
- He can hold the creature in place as if they were affected by a hold person/monster spell of 93rd level.
- He can cause the creature to cower in fear in front of him for 6d6 minutes.
- He can hypnotize the creature as if they were affected by a hypnotize spell of 93rd level.

Possessions:

Zelumicor: This foul blade is a wavy, jagged greatsword, which drips profusely with acid. It function as a +9 acidic blast, keen, speed, unholy power, vile, greatsword. With each strike, the acid from the blade splashes out in a 10 ft radius of the struck creature. Any creature within range takes 3d6 points of acid damage, even if Graz’zt fails to strike his target. On a successful critical hit, acid pours into the victim’s wounds. For 6 rounds the acid eats away at the victims innards, dealing 5d6 points of acid damage plus 1d6 Con drain. Fortitude save DC 82 (Cha-based) halves damage. Even if successful, the creature still takes a –6 penalty to attack, damage, and saves from the terrible pain. If unsuccessful, the target doubles over in pain for 1 round and is considered helpless. If the creature’s Con score reaches 0, it dies and becomes a puddle of acid, blood, and liquefied flesh. A miracle or wish spell restores the creature’s body, but it is still dead (-10 hp). After its body is restored, it can be raised normally. Graz’zt can also turn the sword into a black viper, which he can then use to constrict or toss a foe.

Graz’zt’s Armor: This shiny, silvery full-plate is glamered to appear as lighter armor, which reveals more of his “flawless” body. It functions as a +10 cold warding, fire warding, glamered, greater shadow, mithral fullplate . He receives no penalties for wearing this armor. Any acid damage done to Graz’zt is absorbed and converted to temporary hit points as long as he wears this armor. These hit points cannot exceed his normal hp limit.

fafnir300
2008-02-22, 04:55 PM
Mastiphal, The Hunting Sovereign
Huge Outsider (chaotic, evil, extraplanar, tanar’ri)
HD: 50d8 + 650 (1,050 hp)
Initiative: +12
Speed: 90 ft.
AC: 58 (+10 armor [+6 scale mail], +8 Dex, +32 natural, -2 size) touch 16, flat-footed 50
BAB/ Grapple: +50/+70
Attack: +6 fiery blast, unholy, huge battle axe, Dark Blaze [primary battle axe] +71 melee (3d6 +26 +3d6 fire +2d6 unholy/19-20), or +6 lightning blast, unholy, huge battle axe, Dark Bolt [secondary battle axe] +71 melee (3d6 +26 +3d6 electricity +2d6 unholy/19-20), or +6 icy blast, unholy, huge battle axe, Dark Frost [secondary battle axe] +71 melee (3d6 +26 +3d6 cold +2d6 unholy/19-20), or +6 sonic blast, unholy, huge battle axe, Dark Voice [secondary battle axe] +71 melee (3d6 +26 +3d6 sonic +2d6 unholy/19-20), or claw +62 melee (1d8 +12 plus poison)
Full attack: +6 fiery blast, unholy, huge battle axe, Dark Blaze [primary battle axe] +71/+66/+61/+56 melee (3d6 +26 +3d6 fire +2d6 unholy/19-20), and +6 lightning blast, unholy, huge battle axe, Dark Bolt [secondary battle axe] +69/+64/+59/+54 melee (3d6 +26 +3d6 electricity +2d6 unholy/19-20), and +6 icy blast, unholy, huge battle axe, Dark Frost [secondary battle axe] +69/+64/+59/+54 melee (3d6 +26 +3d6 cold +2d6 unholy/19-20), and +6 sonic blast, unholy, huge battle axe, Dark Voice [secondary battle axe] +69/+64/+59/+54 melee (3d6 +26 +3d6 sonic +2d6 unholy/19-20), and tail slap +67 melee (2d6 +6 plus poison), and gore +67 melee (2d6 +6), OR 4 claws +62 melee (1d8 +12 plus poison), and tail slap +60 melee (2d6 +6 plus poison), and gore +60 melee (2d6 +6)
Space/reach: 15ft./ 15ft.
Special attacks: Breath Weapons, Constrict, Improved Grab, Poison, Spell-like Abilities, Summon Tanar’ri
Special qualities: Darkvision 120 ft., DR 25/epic, good, and silver, Immunity to electricity and poison, Resistance to acid, cold, and fire 30, Regeneration 25, Scent, SR 58, Telepathy 300 ft., True Seeing
Saves: Fort +46, Ref +41, Will +36
Abilities: Str 35, Dex 27, Con 37, Int 26, Wis 28, Cha 33
Skills: Bluff +64, Concentration +66, Diplomacy +64, Disguise +64, Handle Animal +64, Hide +53, Intimidate +64, Knowledge (the planes) +61, Listen +62, Move Silently +61, Search +61, Sense Motive +62, Spot +62, Survival +62, Swim +65, Use Rope +61
Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Multi-weapon Fighting, Greater Weapon Focus (battle axe), Greater Weapon Specialization (battle axe), Improved Critical (battle axe), Improved Initiative, Improved Multi-weapon Fighting, Lightning Reflexes, Mobility, Multi-attack, Multi-weapon Fighting, Track, Power Attack, Weapon Focus (battle axe), Weapon Specialization (battle axe), Whirlwind Attack
Epic Feats: Dire Charge, Epic Fortitude, Epic Reflexes, Epic Weapon Focus (battle axe), Epic Weapon Specialization (battle axe), Improved Darkvision, Improved Whirlwind Attack, Perfect Multi-weapon Fighting
Environment: Vanelon, Abyss (1st layer)
Organization: Solitary (unique), or group (Mastiphal, 6 fiendish bears, 2 glebrazu, and 1 advanced bebilith (20 HD)
CR: 40
Treasure: Dark Blaze, Dark Bolt, Dark Frost, Dark Voice, +6 greater acid, cold, fire resistance, scale mail and Triple Standard
Alignment:Chaotic Evil

Slithering towards you is a massive demonic hybrid. He has the muscled torso of a 4-armed man and the lower body of a serpent with a spiked tail. His skin is red, and he wears bracelets covered in small spikes. Scale mail rests on his chest, while his 4 arms each hold a different type of battleaxe. Atop his head stand 2 massive horns. This creature is the Hunting Sovereign, Mastiphal.

Mastiphal is known throughout the Abyss as the Hunting Sovereign. He hunts everything from demons, devils, animals, humans, and many other creatures. He then takes a body part of his prey back to his home as a gruesome trophy. He makes his home in the hauntingly beautiful iron fortress, Vanelon, which is located on the first layer of the Abyss, Pazunia. This fortress was created by the Succubus Queen, Malcanthet, to be used as a home for her favored consorts. Mastiphal is her current favorite, though lately she’s been appearing less and less frequently. Mastiphal longs for her attention and is willing to do anything to get it back, which is exactly what Malcanthet wants.

Mastiphal is 28 ft. long, 18 ft tall at the shoulder, and weighs 8 tons.

Combat:

Breath Weapons (Su): Mastiphal can spew forth two different types of breath weapons.
Fire – He can spew forth a 120 ft. cone of fire dealing 28d10 points of fire damage, Reflex save DC 48 halves. DC is Con-based.
Slowing Gas – Mastiphal spews forth a 100 ft. cone of green gases from his mouth. Those caught within range, are affected as if by a slow spell for 5 minutes unless they succeed on a Fortitude save DC 48. DC is Con-based.

Constrict (Ex): While constricting, Mastiphal not only deals 8d6 + 24 points of constriction damage but he also injects poison into his victim each round he maintains the hold.

Improved Grab (Ex): When Mastiphal successfully attacks a creature of Large or smaller size with his tail slap he can attempt a grapple. If successful, he establishes a hold and can constrict.

Poison (Ex): The Hunting Sovereign’s spiked tail and claws drip with poison, which makes them easier to hunt down and harder for them to defend themselves. As soon as Mastiphal strikes a creature with his tail slap or claws, the targeted creature must succeed a Fortitude save DC 48 or take 3d6 Dex and 3d6 Str damage. DC is Con-based.

Regeneration (Ex): Mastiphal takes normal damage from epic, good, and silver weapons. He also takes normal damage from good-aligned spells.

Spell-like Abilities: CL 50; DC 21 + spell level
At will – bear’s endurance, bull’s strength, cat’s grace, darkness, desecrate, detect good, detect law, entangle, fly, greater magic fang, greater invisibility, greater teleport (self and 150 pounds of objects only), hold monster, ray of enfeeblement (+56 ranged touch), see invisibility, unholy aura
6/day – hold monster (mass), meteor swarm, power word kill

Summon Tanar’ri (Sp): 6/day Mastiphal can summon 3d4 +1 bulezau, or 4d6 armanites, or 2d4 glabrezus.

Possessions: Mastiphal is equipped with +6 greater acid, cold, fire resistance, scale mail, which confer no penalties. He also holds in each of his 4 arms a powerful battleaxe, which are all detailed below.

Dark Blaze: This battleaxe’s blade is shape like fire. The color of the battleaxe is red and dark mauve. It functions as a +6 fiery blast, unholy, huge battle axe. On a successful critical hit, this axe erupts with dark flames in a 30 ft. radius of the target. Any creature within range (except Mastiphal) takes 8d6 violated fire damage (half fire; half unholy). Reflex save DC 46 halves damage. DC is Cha-based.

Dark Bolt: This battleaxe’s blade is shape like 3 lighting bolts. The color of the battleaxe is golden and dark mauve. It functions as a +6 lighting blast, unholy, huge battle axe. On a successful critical hit, this axe erupts with dark purple bolts in a 30 ft. radius of the target. Any creature within range (except Mastiphal) takes 8d6 violated electricity damage (half electric; half unholy). Reflex save DC 46 halves damage. DC is Cha-based.

Dark Frost: This battleaxe’s blade is shape like a sideways pentagon. The color of the battleaxe is light-blue and dark mauve. It functions as a +6 icy blast, unholy, huge battle axe. On a successful critical hit, this axe erupts in a dark icy mist in a 30 ft. radius of the target. Any creature within range (except Mastiphal) takes 8d6 violated cold damage (half cold; half unholy). Reflex save DC 46 halves damage. DC is Cha-based.

Dark Voice: This battleaxe is shaped like a fiendish skull with its mouth open holding the axe blade. The color of the battleaxe is bleach-white and dark mauve. It functions as a +6 sonic blast, unholy, huge battle axe. On a successful critical hit, this axe erupts in a cacophony of demonic screams in a 30 ft. radius of the target. Any creature within range (except Mastiphal) takes 8d6 violated sonic damage (half sonic; half unholy). Reflex save DC 46 halves damage. They must also succeed a Fortitude save DC 46 or be frightened for 1d4 rounds. DC is Cha-based.

fafnir300
2008-02-22, 05:01 PM
Locust Demon
Large Outsider (chaotic, evil, extraplanar)
HD: 16d8 + 144 (216 hp)
Initiative: +11
Speed: 60 ft., Fly 90 ft (good)
AC: 34 (+4 deflection, +11 Dex, +10 natural, -1 size) touch 24, flat-footed 23
BAB/ Grapple: +16/+29
Attack: Bite +24 melee (1d8+9 plus disease plus poison/19-20/x2)
Full attack: Bite +24 melee (1d8+9 plus disease plus poison/19-20/x2), and 2 hooves +22 melee (2d6+4), and gore +22 melee (2d6+4)
Space/reach: 10ft./10ft.
Special attacks: Breath weapons, disease, gaze, poison
Special qualities: Darkvision 60 ft., DR 10/good and cold iron, energy resistance to cold and fire 15, immunity to, acid, disease, and poison, regeneration 9, SR 30, unholy aura
Saves: Fort +23, Ref +23, Will +19
Abilities: Str 29, Dex 24, Con 28, Int 10, Wis 17, Cha 18
Skills: Balance +25, Bluff +22, Intimidate +22, Jump +39, Knowledge (the planes) +18, Listen +21, Move Silently +25, Search +18, Sense Motive +21, Spot +21, Survival +21
Feats: Dodge, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Multi-attack
Environment: Abaddon (666th of the Abyss)
Organization: Solitary or pack (10 – 23)
CR: 17
Treasure: nothing
Alignment: Chaotic Evil
Advancement: 17-32 HD(large), 33-48 HD (huge)

Standing before you is a creature of horrific appearance. It appears to be a horse, though it is obviously far from being one. Greenish-black scales cover this monstrosity. On its back sprouts massive insect-like wings. Perhaps the most horrifying feature on its body is its face. Its face is not that of a fiendish horse, but that of a fiendish human, which rests upon a long horse-like neck. Two black horns curve up above on its forehead, while a golden crown rests on top of its head. Its eyes glow a baleful red.

Locust demons hail from the 666th layer of the Abyss, Abaddon. They were created by Abaddon, the Angel of Destruction, who is currently imprisoned on that layer. It is said that once Abaddon breaks free of his imprisonment, millions of locust demons will follow.

Locust demons stand 6 ft. tall at the shoulder and are 9 ft long. They weigh just over 1,000 pounds. They speak Abyssal and Common languages.

Combat: Locust demons usually stay in melee combat, biting their foes constantly until they are dead. If outnumbered, they will resort to their breath weapons to destroy their enemies.

Breath Weapons (Su): A locust demon can spew forth two different breath weapons from its mouth.

Black Flames – The locust demon spews forth a 60 ft. cone of black flames dealing 7d8 points of unholy damage to all creatures in range. Reflex save DC 27 halves damage. All creatures within range must also succeed a Fortitude save DC 27 or become nauseated for 1d4 rounds. DC’s are Con-based.

Acid - The locust demon spews forth a 80 ft. line of acid, dealing 5d8 points of acid damage to all creatures in range. Reflex save DC 27 halves damage. DC is Con-based.

Disease (Ex): Injury; bite; Fortitude DC 27; demon fever (1d6 Con). DC is Str-based.

Gaze (Su): A locust demon’s gaze not only make a creature cower in fear, but it also sucks the life right out of them. Those meeting the gaze of a locust demon must succeed on a Will save DC 22 or cower in fear for 1d6 rounds. Another Will save DC 22 must be made immediately after, or the victim gains 1 negative level. DC’s are Cha-based.

Poison (Ex): Injury; bite; Fortitude DC 27; 1d4 Str damage. DC is Str-based.

Regeneration (Ex): Locust demons take normal damage from good and cold iron weapons. It also take normal damage from good spells.

Unholy Aura (Su): The locust demon is constantly surrounded in an unholy aura as the spell.

fafnir300
2008-02-22, 05:03 PM
Jotun
Huge Giant (chaotic, cold, evil)
HD: 20d8 + 180 ( 270 hp)
Initiative: +1
Speed:50 ft.
AC: 32(+1 Dex, +23 natural, -2 size) touch 8, flat-footed 31
BAB/ Grapple: +15/+36
Attack: +4 icy burst, impact, maul +30 (3d8 + 23 + 1d6 cold/19-20/x3), or slam +26 melee (1d8 + 13 + 1d6 cold), or rock +14 ranged (2d8 + 13)
Full attack: +4 icy burst, impact, maul +30/+25/+20/+15 (3d8 + 23 + 1d6 cold/19-20/x3), or 2 slams +26 melee (1d8 + 13 + 1d6 cold), or rock +14 ranged (2d8 + 13)
Space/reach: 15ft./ 15ft.
Special attacks: Breath Weapon, Cold Aura, Freezing Grasp, Improved Grab, Rock Throwing
Special qualities: DR 10/-, Immunity to cold, Low-light Vision, Advanced Rock Catching, Spiked Body, Vulnerability to fire
Saves: Fort +23, Ref +7, Will +8
Abilities: Str 37, Dex 13, Con 28, Int 10, Wis 14, Cha 18
Skills: Climb +22, Intimidate +14, Jump +30, Spot +11, Survival +11
Feats:Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack
Environment: Cold Temperatures or Cold Mountainous Regions
Organization: Solitary or group (1 jotun and 3-9 frost giants)
CR: 18
Treasure: +4 icy burst, impact, maul and Standard
Alignment: Chaotic Evil
Advancement: 21- 40 HD (huge), 41 – 60 HD (gargantuan) or by character class

A hulking monstrosity lumbers towards you. It appears as a larger frost giant, only more barbaric. It wears little and is covered in many spikes of ice. In its hands it grips a giant maul covered in ice.

The Jotun are the bigger and meaner cousins of the frost giants. They prides themselves in being the direct descendents of the Primordial ice giant, Ymir. They look upon frost giants as giants who have fallen far from the pureblood stock of “true” frost giants. Jotun often rule the frost giants, but only after defeating the ruling Jarl. Most of the time they succeed.

Jotun stand 18 ft tall and weigh 6 tons. They speak Common and Giant.

Combat: Jotun love making good use of their breath weapons at the start of the battle. As the numbers of enemies begin to fall, it will rely more on its melee attacks and freezing grasp to deal with the remaining creatures.

Breath Weapon (Su): Ever 1d6 rounds, the jotun can spew forth an 80 ft. cone of icy coldness from its mouth dealing 10d10 cold damage. Reflex save DC 29 halves. DC is Con-based.

Cold Aura (Su): The jotun is constantly surrounded is freezing winds. Any creature within 30 ft. of the jotun, takes 6d6 cold damage each round they are in the aura. Fortitude save DC 29 halves damage. The jotun can shut off (or turn back on) the aura as a free action. DC is Cha- based.

Freezing Grasp (Su): The jotun’s grasp is freezing cold. The grappled creature takes 5d6 cold damage and must make a Fortitude save DC 33 or take an additional 2d6 Dex damage. If their Dex score reaches 0, the creature is frozen. At which point, the jotun can make an attack against the frozen creature to shatter it.

Improved Grab (Ex): When then jotun attacks successfully with its slam attack, it can grapple if successful, it establishes a hold and can use its Freezing Grasp ability (see above).

Rock Throwing (Ex): The range increment is 200 ft. for a jotun’s thrown rocks.

Advanced Rock Catching (Ex): The jotun can catch Medium or smaller rocks without making a reflex save. It still must be ready and aware of the thrown rock. It must, however make a Reflex save DC 10 to catch large rocks. Again, it still must be ready and aware of the thrown rock.

Spiked Body (Ex): Creatures grappling with the jotun take 5d6 piercing damage and 3d6 cold damage.

fafnir300
2008-02-22, 05:04 PM
Ogremoch, Evil Elemental Lord of Earth
Large Elemental (evil, earth, extraplanar)
Cosmic Rank:10 (13 in Stonemire)
Symbol: An equilateral triangle with short hash marks through each leg.
HD: 57d8 + 912 + 114 (1,482 hp)
Initiative: +10
Speed: 60 ft., Burrow 60 ft.
AC: 57 (+7 deflection, +6 Dex, +35 natural, -1 size) touch22, flat-footed 52
BAB/ Grapple: +42/+65
Attack: +9 defending, unholy power, large maul, Earth Crusher +69 melee (3d8 + 45 +3d6 unholy plus stunning/19-20/x3), or slam +60 melee (1d8 + 19 plus stunning)
Full attack: +9 defending, unholy power, large maul, Earth Crusher +69/+64/+59/+54 melee (3d8 + 45 +3d6 unholy plus stunning/19-20/x3), and gore +64 melee (2d6 + 9), OR 2 slams +60 melee (1d8 + 19 plus stunning), and gore +55 melee (2d6 + 9)
Space/reach: 10ft./10ft.
Special attacks: Elemental Prime (Earth), Earth Splendor (Earth), Push, Resounding Quake of Ogremoch, Shard Rain, Spell-like Abilities, Stunning, Summon Elementals (Earth), Turn Elementals (Earth), Wrath of the Inner Planes (Earth)
Special qualities: Absorb Energy (acid), Darkvision 60 ft., DR 25/epic, good, and electricity, Elemental Leap, Fast Healing 16, Resistance to acid, cold, and fire 20, Immunity to ability damage, ability drain, critical hits, energy drain, mind-affecting effects, petrification, poison, polymorphing, sleep, and stunning, Protection of the Earth (DR 15/-), Regeneration 20, Stability (+8 against bull rush or trip), SR 50, Vulnerability to electricity
Saves: Fort +52, Ref +30, Will +29
Abilities: Str 48, Dex 22, Con 42, Int 23, Wis 21, Cha 24
Skills: Bluff +43, Climb +55, Concentration +52, Intimidate +55, Jump +55, Knowledge (the planes) +42, Listen +41, Move Silently +42, Search +42, Sense Motive +41, Spot +41, Survival +41, Tumble +42
Feats: Great Cleave, Great Fortitude, Greater Weapon Focus (maul), Greater Weapon Specialization (maul), Improved, Bull Rush, Improved Initiative, Improved Overrun, Power Attack, Weapon Focus (maul), Weapon Specialization (maul)
Epic Feats: Epic Weapon Focus (maul), Epic Weapon Specialization (maul)
Environment: Stonemire (Elemental Plane of Earth)
Organization: Solitary or Group (Ogremoch, 10 elder earth elementals, and 2 primal earth elementals)
CR: 41
Treasure: Earth Crusher and Triple Standard
Alignment:Neutral Evil

Appearing before is a 12 ft. tall man. Only it’s not a man at all. This creature looks like a muscular man sculpted from obsidian rock. Two crystals jut out of his head like horns. A rock formation forms what appears to be a crown and his eyes glow red. On his shoulders, knees, and back is a collection of pointy crystal clear diamonds, which glow with an inner, baleful red light. Red lights run through the cracks of his skin like veins. The only article of clothing he wears is a brown, ragged loincloth. In his hands, he grips a massive maul made of black crystal. This “man” is Ogremoch, the Evil Elemental Lord of Earth.

Combat:

Absorb Energy (Ex): Whenever Ogremoch takes acid damage, he instead heals the damage he would otherwise take.

Elemental Leap (Su): Whenever Ogremoch is in contact with the earth, he can teleport any other place as long as it is on a piece of earth. Except for that limitation, this ability works exactly like greater teleport.

Elemental Prime (Earth) (Ex): Ogremoch can strip away any creatures’ abilities that deal with earth. Fortitude save DC 52 negates. For example: He can prevent a creature from burrowing, using the earthquake spell, etc. DC is Con-based.

Earth Splendor (Earth) (Su): Ogremoch is surrounded in an 80 ft. aura, which is suffused with the essence of earth. The area is so oppressing that all creatures within it must succeed a Fortitude save DC 52. If they fail, their speeds are reduced by 20 ft., and they begin to suffocate. If successful, the effects are negated. DC is Con-based.

Push (Ex): Ogremoch can start a bull rush without provoking attacks of opportunities.

Regeneration (Ex): While in contact with the earth, epic, good, and electric weapons deal normal damage. If he is not in contact with the earth, he loses his regenerative abilities. However, he regains his regeneration as soon as he touches the earth.

Resounding Quake of Ogremoch (Su): As a full-round action, Orgemoch can slam his maul on the ground causing a devastating earthquake. Everything within 2680 ft. of Ogremoch is subject to an earthquake spell. Each round after the initial earthquake, an additional earthquake happens. However, the range is half of the previous one. For example: On the second round, all creatures within 1,340 ft. of Ogremoch are affected by the earthquake and so on. The earthquakes affect all (except Ogremoch) and ends after their range equals 20 ft. on the 7th round. The saves for all the effects of the earthquake’s effect are DC 30.

Shard Rain (Su): As a standard action, Ogremoch can cause diamonds and other crystals to launch forth from his body in a 120 ft. radius of himself. Any creature within range takes 20d8 points of piercing damage. Reflex save halves damage. Failure indicates that the creature has been impaled by the shards, thus, it takes an extra 3d6 Con drain. These shards are also infused with energy and can affect incorporeal creatures as well. DC is Con-based.

Spell-like Abilities: CL 57; DC 16 + spell level
At will – bear’s endurance, bigby’s grasping hand, bull’s strength, detect good, detect magic, dispel good, flesh to stone, hold monster, iron body, magic stone, plane shift, see invisibility, soften earth and stone, spiked stones, stone to flesh, stoneskin, unholy aura, wall of stone
7/day – bigby’s clenched fist, bigby’s crushing hand, earthquake, elemental swarm (earth elementals only)

Stunning (Ex): Whenever Ogremoch successfully attacks a creature with his maul or slam, that creature must succeed a Fortitude save DC 55 or be stunned for 1 round.

Summon Elementals (Earth) (Sp): 4/day, Ogremoch can summon 4d6 + 6 elder earth elementals, or 2d6 black rock triskelions, or 3 primal earth elementals.

Turn Elementals (Earth) (Ex): 20/day, Ogremoch can turn and rebuke elementals with the earth subtype, as a cleric turns undead. His turning level is equal to his HD.

Vulnerability (Ex): Ogremoch takes %50 more damage from electrical attacks and spells.

Wrath of the Inner Planes (Earth) (Su): 8/day, Ogremoch can bring forth a 100 ft. cone of jagged rocks and earth to fly at his foes, as a full-round action. It deals 30d12 points of damage. Reflex save DC 54 halves damage. The damage is half earth, half divine and is not subject to any resistance or immunities. DC is Con-based.

Possessions:

Earth Crusher:This maul is massive and appears to be made crudely out of black diamond. It glows with an inner red light. This weapon functions as a +9 defending, unholy power, large maul. When used to attack creatures touching the earth, Ogremoch gains a +10 bonus to damage and attack rolls against them. This maul also allows Ogremoch to deal an extra 5d6 points of damage to creatures with the air subtype.

fafnir300
2008-02-22, 05:06 PM
Beelzebub continually vomits in his layer as punishment for betraying Asmodeus. However, Beelzebub has figured out a way to use it to his advantage. Somehow he produces creatures from his vomit, which are suited to his desire and needs. However, since he recently learned this new ability, the number of the creatures he has created are very low for the time being.

Maladomini Buzzer
Small Outsider (evil, extraplanar, lawful)
HD: 5d8 + 5 (27 hp)
Initiative: +12
Speed: 40 ft., Fly 60 ft. (good)
AC: 21 (+8 Dex, +2 natural, +1 size) touch 19, flat-footed 13
BAB/ Grapple: +5/+2
Attack: Bite +7 melee (1d6+1 plus 1d6 acid)
Full attack: Bite +7 melee (1d6+1 plus 1d6 acid)
Space/reach: 5ft./5ft.
Special attacks: Acidic bite, buzzing, death throes
Special qualities: Darkvision 60 ft., DR 5/good, immunity to acid, fire, and poison, pass it on, SR 12
Saves: Fort +5, Ref +12, Will +4
Abilities: Str 12, Dex 26, Con 13, Int 6, Wis 10, Cha 8
Skills: Escape Artist +16, Gather Info +22, Hide +20, Listen +8, Search +6, Spot +8
Feats: Dodge, Improved Initiative
Environment: 9 Hells of Baator
Organization: Solitary or group (5-15)
CR: 4
Treasure: Nothing
Alignment: Lawful Evil
Advancement: 6-15 HD (small)

You see walking on the ground a disgusting creature. It appears to be a fly the size of a small dog. Pulsating pustules dot its body, giving you the feeling it can explode at any moment

Maladomini Buzzers are the most common product of Beelzebub’s vomit. They serve their master as his eyes and ears throughout Hell. The scour the Nine Hells gathering information to bring back to the Lord of Flies. Though, the buzzers are often destroyed before making it back, some make it back with important messages and even secrets. However, buzzers have a unique ability to pass the message to other buzzers. This is rare, as the buzzers often work alone and far away from other buzzers, since each one hopes to gather the best secret and win their master’s affection.

Maladomini buzzers stand 3 ft. tall at the shoulder and weigh 35 pounds. They speak Infernal and a little Common.

Combat:Maladomini rarely fight, preferring to flee at the first sign of trouble. If forced to fight, will activate their buzzing ability to distract their foes enough to escape with any information they have learned.

Acidic Bite (Ex): A maladomini buzzer’s teeth constantly drip with acid, thus, they deal an extra 1d6 acid damage whenever they bite a creature.

Buzzing (Ex): A maladomini buzzer is constantly producing a distracting buzzing sound when it beats its wings. Creatures who attack it in melee combat must first succeed a Will save DC 13 or become distracted taking a –3 penalty to attack rolls. A maladomini buzzer can stop the buzzing as a free action in order to spy. DC is Con-based.

Death Throes (Ex): When a maladomini buzzer dies, it explodes in a 15 ft. radius of acid. The acid deals 4d6 points of acid damage to all within range. Reflex save DC 13 halves damage. DC is Con-based.

Pass it On (Su): Right before a buzzer explodes it sends out information that it has gained through the beating of their wings, in hopes of their info reaching Beelzebub. Any other buzzer within 300 ft. of the dying buzzer automatically learns what they learned. If a buzzer does learn the info, they produce a buzzing noise signifying the message has been received (but doing this gives away their exact location). If there are no buzzers within range, then the message goes unheard.

Skills: Maladomini buzzers gain a +15 racial bonus on Gather Info skill checks.

-------------------------------------------------------------------------

Maladomini Slug
Large Outsider (evil, extraplanar, lawful)
HD: 15d8 + 135 (202 hp)
Initiative: +0
Speed: 30 ft., Burrow 30 ft., Climb 30 ft.
AC: 27 (+18 natural, -1 size) touch 9, flat-footed 27
BAB/ Grapple: +15/+23
Attack: Bite +22 melee (3d6+12 plus filth fever/19-20/x2)
Full attack: Bite +22 melee (3d6+12 plus filth fever/19-20/x2)
Space/reach: 10ft./10ft.
Special attacks: Bile splash, breath weapon, filth fever
Special qualities: Darkvision 60 ft., DR 10/good and magic, immunity to acid, fire, and poison, regeneration 5, SR 22, stench
Saves: Fort +20, Ref +9, Will +12
Abilities: Str 27, Dex 10, Con 28, Int 6, Wis 12, Cha 8
Skills: Climb +36, Hide +11, Intimidate +24, Listen +16, Move Silently +15, Search +13, Spot +14
Feats: Great Fortitude, Improved Critical (bite), Iron Will, Power Attack, Weapon Focus (bite), Weapon Specialization (bite)
Environment: 9 Hells of Baator
Organization: Solitary or group (3-7)
CR: 14
Treasure: Nothing
Alignment: Lawful Evil
Advancement: 16-30 HD (large), 31-45 HD (huge), 46-50 HD (gargantuan)

A slimy, gray slug, the size of an ogre, makes it way towards you. Its skin is see-through and reveals that it is filled with bile, filth, and other unknown liquids and substances. A multitude of eyes dot its sluggish head, while a gaping maw appears just beneath them.

Maladomini slugs are the rarest product of Beezlebub’s vomit. They serve him by spreading filth and destruction. Beelzebub’s puts them in charge of specifically destroying buildings so that he may reshape them and make them “perfect”, which is sort of like what he’s doing in his own layer, Maladomini. These infernal slugs continually spread mayhem in the name of their master, Beelzebub.

Maladomini slugs stand 9 ft tall at the “shoulder”, and are 12 ft. long. They weigh close to a ton and speak Common and Infernal languages.

Combat: Maladomini slugs love to make good use of their breath weapons, even when not outnumbered. Rarely do they flee from battle.

Bile Splash (Ex): Acidic bile spews forth whenever the maladomini slug is damaged by piercing or slashing melee weapons. Any creature who attacks a maladomini slug with piercing or slashing melee weapons immediately take 5d6 points of acid damage. Reflex save DC 26 halves damage. DC is Con-based.

Breath Weapon (Su): Once every 1d6 rounds, a maladomini slug can spew forth acidic bile in a 50 ft. cone. It deals 12d8 acid damage. Reflex save DC 26 halves damage. Creatures within range must also succeed a Fortitude save DC 26 or become sickened (or nauseated if sickened) for 1d4 rounds. DC’s are Con-based.

Filth Fever (Ex): Injury; bite; Fortitude save DC 26; 1d3 Dex and 1d3 Con damage. DC is Con-based.

Regeneration (Ex): Maladomini slugs take normal damage from good and magic weapons, as well as spells with the good descriptor.

Stench (Ex): A maladomini slug is surround in filth, which produces a powerful stench. Any creature (except maladomini slugs or Beelzebub) within 30 ft. the slug must succeed a Fortitude save DC 26 or be sickened for as long as they remain within ranged. DC is Con-based.

Skills: Maladomini slugs gain a +10 racial bonus to Climb and Intimidate skill checks.

fafnir300
2008-02-22, 05:09 PM
Mjolnirion
Large Construct (chaotic, living construct, good, extraplanar)
HD: 22d10 + 176 (297 hp)
Initiative: +9
Speed: 40 ft., fly 40 ft. (average)
AC: 30 (+5 Dex, +16 natural, -1 size) touch 14, flat-footed 28
BAB/ Grapple: +14/+28
Attack: +3 warhammer of impacting, shocking, and thundering +27 melee (2d6+13 plus 1d6 electricity plus 1d6 sonic plus stunning/19-20/x3)
Full attack: +3 warhammer of impacting, shocking, and thundering +27/+22/+17/+12 melee (2d6+13 plus 1d6 electricity plus 1d6 sonic plus stunning/19-20/x3)
Space/reach: 10ft./ 10ft.
Special attacks: Death throes, lightning bolt, stunning
Special qualities: DR 10/magic and adamantine, Immunity to electricity, Living construct traits, SR 31
Saves: Fort +17, Ref +12, Will +9
Abilities: Str 31, Dex 20, Con 26, Int 13, Wis 15, Cha 19
Skills: Climb +24, Intimidate +21, Jump +28, Listen +16, Search +15, Spot +16
Feats: Awesome Blow, Cleave, Great Cleave, Greater Weapon Focus (warhammer), Improved Bull Rush, Improved Initiative, Power Attack, Weapon Focus (warhammer)
Environment: Ysgard (Thor’s Realm)
Organization: Solitary or Trio
CR: 18
Treasure: +3 warhammer of impacting, shocking, and thundering
Alignment: Chaotic Good
Advancement: 23-44HD (Large)

A metallic human-like construct hovers in the air just above you. Its dark-blue, metallic body is shiny and brandishes the symbol of Thor, Mjolnir. See-through spheres line its chest, shoulder and arms. Upon closer inspection you see that the spheres are filled with electricity. In its hands, it wields a warhammer, which cackles with electricity.

Created long ago by powerful dwarven clerics of Thor, mjolnirion serve as powerful constructs which battle evil, most notably giants. However, they weren’t always as powerful as they are now. When they were first made, they were simple constructs with no extraordinary powers. They stayed within the dwarven communities and protected them from outside attacks. Thor saw that these constructs could be capable of a lot more. Using his deific powers, he blessed the mjolnirion with more power that they did not have before. This blessing change the simple constructs into sentient beings. They wielded warhammers like that of their master, they could fly, and they could even project bolts of lightning. Thor also instilled them with his hatred of giants. Now empowered with divine energy, the constructs set off across the planes to combat evil, especially giants. Over the years, the mjolnirion have developed a hatred for a different set of living constructs, the merchurion, who devote there time in serving Surtur, a fiery god of evil giants.

Mjolnirion stand 13 ft. tall and weigh 4,500 pounds. They speak Common language, but understand all languages.

Combat: Mjolnirion usually use their lightning bolt ability to stun foes from afar before charging into battle with their hammers. They are high resistant to magic and usually ignore spellcasters focusing more on the damage dealers.

Death Throes (Ex): Upon death, the mjolnirion explodes in a 60 ft. radius of electricity. Every creature within range take 10d10 points of electric damage. Reflex save DC 29 halves damage. DC is Con-based.

Lightning Bolt (Su): As a standard action, the mjolnirion can launch forth a powerful bolt of lightning at his foes. The bolt is 100 ft. long and deals 8d6 points of electricity damage. Reflex save DC 25 halves damage. Those who are hit by the bolt, must also succeed a Fortitude save DC 25 or be stunned for 1d4 rounds. DC’s are Cha-based.

Stunning (Ex): Whenever the mjolnirion successfully strikes a foe, that creature must succeed a Fortitude save DC 31 or be stunned for 1 round. DC is Str-based.

fafnir300
2008-02-22, 05:10 PM
Angel
Medium Outsider (angel, extraplanar, good)
HD: 10d8 + 40 (85 hp)
Initiative: +9
Speed: 40 ft., fly 80 ft. (good)
AC: 27 (+6 armor, +5 Dex, +6 natural) touch 15, flat-footed 22
BAB/ Grapple: +10/+16
Attack: +3 flaming longsword +20 melee (1d8 + 11 + 1d6 fire/19-20/x2), or wing +16 melee (1d8 +6)
Full attack: +3 flaming longsword +20/+15/+10/+5 melee (1d8 + 11 + 1d6 fire/19-20/x2), and 2 wings +15 melee (1d8 + 9)
Space/reach: 5ft./ 5ft.
Special attacks: Blinding Light, Spell-like Abilities, Summon Angels
Special qualities: Darkvision 60 ft., DR 5/evil, Energy Resistance to electricity 10 and fire 10, Immunity to acid, cold, and petrification, Low-light Vision, Protective Aura, SR 20, Tongues
Saves: Fort +11 (15 against poison), Ref +12, Will +11
Abilities: Str 22 , Dex 20, Con 18, Int 17, Wis 18, Cha 18
Skills: Concentration +15, Diplomacy +15, Escape Artist +16, Heal +17, Intimidate +16, Knowledge (nature) +16, Knowledge (religion) +16, Knowledge (the planes) +16, Listen +18, Sense Motive +12, Spot +17, Survival +16
Feats: Alertness, Improved Initiative, Weapon Focus (longsword), Weapon Specialization (longsword)
Environment: Realms Above
Organization: Solitary or group (5-7)
CR: 14
Treasure: Standard Items, +1 breastplate, +3 flaming longsword
Alignment: Any good
Advancement: 11-20 HD (Medium), 21-30 (large)

A beautiful woman, shining with light, descends from the heavens above you. She wears a silver breastplate and carries a flaming sword in her right hand. Two white, feathered wings sprout from her back.

Angels occupy the Third Sphere in the celestial hierarchy. They serve as soldiers of the Realms Above. Like every other angel, Angels can be of any good alignment they choose depending on where they dwell in the Realms Above.

Angels stand 6 ft. tall and weigh 250 pounds.

Combat: Angels prefer to get in close to their foes and blind them while attacking them in melee combat. Against evil outsiders, angels always call more angels for back-up.

Blinding Light (Su): Any creature within 30 ft. of an angel risk being blinded by the light it sheds. They must succeed a Fortitude save DC 19 or be blinded for as longs as they stay within range. Even after leaving the radius, the creature remains blinded for 10 rounds. The angel can choose whom its light affects, or it can shut it off as a free action. DC is Cha-based.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 ft. of the angel. Other wise it functions as a magic circle against evil effect and a lesser globe of invulnerability both with a radius of 20 ft. (CL 10). This aura can be dispelled, but the angel can create it again as a free action on its next turn.

Spell-like Abilities: CL 10th; DC 14 + spell level
At will – aid, detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite, invisibility (self only), remove curse, remove disease, remove fear
7/day – cure serious wounds

Summon Angels (Sp): 3/day, an angel can summon 1d6 + 1 angels.