Spoiler: Evil Goblin Santa
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Bargrivyek (see Wikipedia or 2e Monster Mythology),the goblin god of unity, has found a way to reward his loyal followers. Every year, during the depth of winter, he sends a special herald to reward the goblins that have upheld his teachings most devoutly, avoiding in-fighting and expanding goblinoid civilization onto the surface. This herald, known as Nicked Claws for the pair of metallic claws that extends from his hands, flies through the air in a war-chariot pulled by eight wyverns sometimes led by a ninth red-nosed wyvern. From this war-chariot he rains down death and destruction on the most powerful neighboring human or orcish settlement clearing the way for further goblinoid advancement rewarding the goblins for their faithfulness.
Nicked Claws
Nicked Claws is an advanced bone devil with certain unique features and abilities.
Size/Type: Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 18d8+108 (189 hp)
Initiative: +9
Speed: 40 ft. (8 squares), flight 60 ft (good) [fly spell]
Armor Class: 29 (-1 size, +5 Dex, +11 natural, +4 Deflection), touch 18, flat-footed 24
Base Attack/Grapple: +18/+28
Attack: Bite +23 melee (1d8+6)
Full Attack: Bite +23 melee (1d8+6) and 2 claws +23 melee (1d8+3; 18-20/x3) and sting +23 melee (3d4+3 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, augmented critical, fear aura, poison, summon devil
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, profane grace, resistance to acid 10 and cold 10, see in darkness, spell resistance 25, telepathy 100 ft.
Saves: Fort +21, Ref +20, Will +19
Abilities: Str 22, Dex 21, Con 22, Int 14, Wis 14, Cha 18
Skills: Bluff +17, Concentration +27, Diplomacy +6, Disguise +2 (+4 acting), Handle Animal +16, Hide +22, Intimidate +27, Knowledge (Religion) +23, Listen +23, Move Silently +26, Search +23, Sense Motive +19, Spot +23, Survival +2 (+4 following tracks)
Feats: Ability Focus (fear aura), Ability Focus (poison), Improved Initiative, Improved Natural Weapon (claws)B, Improved Multiattack, Iron Will, Multiattack, Quicken Spell-like Ability (Invisibility).
Organization: Unique, accompanied by 8 or 9 Baatorian attack wyverns
Challenge Rating: 13
Treasure: Standard
Alignment: Lawful evil
Nicked Claws is recognizably a bone devil but his long service as a proxy to his deific master has twisted his diabolic form. Unlike most bone devils Nicked Claws is not gaunt, but almost morbidly corpulent, his huge body restrained by ribs that remain pressed against his maggot-colored skin. Even his scorpion-like tail is covered in heavy layers of fat and lard.
His hands end in two massive, metallic claws, nicked and damaged from ages of serving his infernal master as personal destroyer.
Combat:
Nicked Claw primarily fights from the back of his chariot using fireball, call lightning storm, and ice storm to devastate land-bound foes and wall of ice to trap them.
When attacking a village he will surround it with walls of ice before actually taking to the air, his various spell-like abilities destroying the structures of the town. His summoned lemures move about the ground slaughtering those who would attempt to run from the town; or his pair of bone devils if he is expecting stronger resistance.
When forced to engage powerful foes Nicked Claws uses Invisibility to his advantage quickly turning invisible to reposition himself and get into position to attack the weaker enemies. He will also be careful to maintain an active Fly spell even though he has his chariot.
Augmented Critical (Ex): Nicked Claw's claws are particularly wicked threatening a critical hit on an 18-20 and dealing triple damage on a crit.
Fear Aura (Su): Bone devils can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 25 Will save or be affected as though by a fear spell (caster level 11th). A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 27, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Profane Grace (Su): Nicked Claw adds his Charisma to AC as a deflection bonus and to saves as a resistance bonus.
Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), call lightning storm (DC 19), dimensional anchor, fireball (DC 17), fly, ice storm, invisibility (self only), major image (DC 17), wall of ice. Caster level 16th. The save DCs are Charisma-based.
Summon Devil (Sp): Once per day Nicked Claw can attempt to summon 4d10 lemures with a 90% chance of success, or two bone devils with a 75% chance of success. This ability is the equivalent of a 6th-level spell.
Baatorian War Wyvern
Size/Type: Large Dragon (Extraplanar)
Hit Dice: 11d12+33 (104 hp)
Initiative: +5
Speed: 20 ft. (4 squares), fly 90 ft. (good)
Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +11/+19
Attack: Sting +14 melee (1d6+4 plus poison) or talon +14 melee (2d6+4) or bite +14 melee (2d8+4)
Full Attack: Sting +14 melee (1d6+4 plus poison) and bite +12 melee (2d8+4) and 2 wings +12 melee (1d8+2) and 2 talons +12 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, improved grab, smite good
Special Qualities: Darkvision 90 ft., DR 5/magic, immunity to fire and sleep and paralysis, low-light vision, resistance to cold 10 and electricity 10, scent, spell resistance 18
Saves: Fort +10, Ref +8, Will +8
Abilities: Str 19, Dex 12, Con 16, Int 6, Wis 12, Cha 9
Skills: Hide +11, Listen +15, Move Silently +15, Spot +18
Feats: Ability Focus (poison), Flyby Attack, Improved Flight, Improved Initiative, MultiattackB
Challenge Rating: 10.
Alignment: Lawful Evil
When Nicked Claws finds it necessary to allow his wyverns to join the battle he releases them from their bindings to the war-chariot with a simple command word. They fight like any other wyverns using their superior speed and maneuverability in the air compared to their kin to make devastating sting strafes or landing and making use of their full array of natural weapons.
Improved Grab (Ex): To use this ability, a wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.
Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d8 Con. The save DC is Constitution-based.
Skills: Wyverns have a +3 racial bonus on Spot checks.
Red Nosed Baatorian War-Wyvern: Some Baatorian War-Wyverns have a red discoloration to their snout which produces luminescence. This produces light as a bull's eye lantern, although casting everything bathed in its light in a deep red. Any creature in bright light created by this nose that is not native to Baator or Acheron suffers a -2 penalty to AC and Reflex saves for half damage. In addition the Red Nose Baatorian War-Wyvern may 1/minute as a standard action intensify their light making all creatures in its normal area be forced to make a Fort save (DC 18) or be blinded for 1d4+1 rounds.
The War-Chariot:
Large Vehicle; Handle Animal +2; Spd drawn (poor); Overall hp 240 (hardness 15); Overall AC 4; Ram 6d6; Space 10-ft; Height 8-ft; Crew 1; Weight: 1200 lbs.
The war-chariot gives its crew half cover behind Baatorian green steel (60 hp, hardness 15).