Unique Entities of Alternate World

The houserules and entities of Kain Darkwind

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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 7:39 pm

Apollyon

When Creation had just formed and the angelic choirs were still young, it was determined by the Celestial powers that there were places that needed to be guarded by the forces of Good, lest they spread to taint the growing Mortal Coil with their twisted ideals. The Abyss was first and foremost of these places; the qlippoth's evil knew no bounds. To that end, they chose their mightiest champion, a holy being and sacred knight who knew no peer, and set him as a stalwart guardian of the plane. For many ages he served alone, without relief. When the mortal born mazza'im (tanar'ri by Sigilian parlance) exploded forth from The Abyss' bowels, the Celestials were taken by surprise. They sent twelve devas to meet with the guardian, to see what had become of his charge and to offer any help that he might need. He received them gladly. A treaty would limit the influence of demons in the Coil, he said, and give the celestials a means to combat them without violating the myriad rules imposed by god and cosmic alike on extraplanar intervention. He led the devas to the meeting place on the twelfth layer of The Abyss, and then abandoned them to their fate (a tale for another time), flying up to the Heavens. Here, in the shining pure light, the leaders of the Celestial Hosts could see what their poor servants were unable to view in the darkness....their champion had fallen. Deep scars, ruined wings and a demonic visage had been hidden in the shadow. Apollyon, the Destroyer, tore through six battalions of angel and aasimon troops before being flung back to The Abyss by the combined might of Michael and Eblis. The First of the Fallen now resides in Abaddon, where he seeks nothing less than the utter destruction of the entire meaningless Cosmos.

Image

Huge Outsider (Chaotic, Cosmic, Evil, Fallen)
Hit Dice:
66d8 + 1,122 (1,650 hp)
Initiative: +15
Speed: 90 ft., fly 600 ft. (perfect)
Armor Class: 77 (+15 armor, +15 deflection, +3 Dex, +8 insight, +22 natural, +6 profane, -2 size), touch 30, flat-footed 66
Base Attack/Grapple: +66/+97
Attack: Stinger +87 melee (6d8 + 34 and poison /19-20/x2)
Full Attack: 3 stingers +87 (6d8 + 34 and poison /19-20/x2) and 6 wings +85 melee (2d8 + 11) and 2 slams +85 melee (4d8 + 23) and bite +85 melee (4d6 + 11)
Space/Reach: 15 ft./15 ft.
Special Attacks: Aura of ruin, dispelling gaze, poison, sapping spell resistance, smoking body, spell-like abilities, spells, summon abyssal swarms
Special Qualities: Blindsight 600 ft., damage reduction 40/epic, adamantine and good, darkvision, low-light vision, immunity to electricity, fire, negative energy and poison, regeneration 15, resistance to acid 30 and cold 30, spell resistance 64, vile strike
Saves: Fort +56, Ref +48, Will +49
Abilities: Str 57, Dex 25, Con 40, Int 39, Wis 27, Cha 41
Skills: Balance +84, Bluff +84, Concentration +84, Craft (armor) +40, Craft (weapons) +40, Diplomacy +55, Escape Artist +45, Handle Animal +50, Heal +40, Hide +68, Intimidate +92, Jump +55, Knowledge (arcana) +83, Knowledge (history) +83, Knowledge (nature) +45, Knowledge (the planes) +83, Knowledge (religion) +60, Listen +77, Move Silently +70, Perform (sing) +40, Ride +45, Search +83, Sense Motive +75, Spellcraft +91, Spot +77, Survival +50 (+54 above ground, +58 on other planes), Truespeech +83, Tumble +84, Use Magic Device +80
Feats: Cleave, Combat Reflexes, Corrupt Spell, Dark Speech, Empower Spell, Extend Spell, Fly-by Attack, Great Cleave, Improved Critical (stinger), Improved Initiative, Improved Sunder, Maximize Spell, Multiattack, Persistent Spell, Power Attack, Widen Spell
Epic Feats: Epic Spellcasting, Epic Toughness, Improved Metamagic (x3), Intensify Spell, Superior Initiative
Environment: The Abyss
Organization: Solitary (unique)
Challenge Rating: 50
Treasure: Quadruple standard
Alignment: Quadruple Evil

Before you stands a creature of awesome power, eighteen feet tall. It stands much as a man or titan would and three scorpion tails lash violently behind. Six insect wings emerge from its back, beating constantly. It wears a golden crown upon its head and its mouth reveals fangs like those of a lion. Long jet black hair flows from its head down to its waist, contrasting with the dusky gray skin of its body. A breastplate of cold iron adorns its powerfully muscled chest and its lower regions are covered in black smoke. Eyes colored the red-orange of a dying sun regard you balefully. An ancient prophecy sounds within your mind and you know despair.

“The fifth angel sounded its trumpet, and I saw that a star had fallen to earth. The star was given the key to shaft of the Abyss. When the Abyss was opened, smoke rose from it, darkening the sun and sky, and out of the smoke locusts came down upon the earth. They had as king over them the angel of The Abyss, whose name in Hebrew is Abaddon and in Greek, Apollyon”

Aura of Ruin (Su): Apollyon is surrounded by a destructive aura which he can extend out to a 600 foot radius, or withdraw to a range of personal. Within the aura, fast healing is reduced to 0, regeneration rates are cut in half, cure spells require a caster level check (DC 66) to function and every creature save Apollyon takes 10 points of damage per round. (Apollyon’s stats already reflect his regeneration within this aura)
Non-good creatures suffering damage from the aura of ruin gain an unhallowed effect (Caster level 66th) around them with a radius of 10 feet.

Dispelling Gaze (Su): Apollyon may dispel magic with his gaze, at a range of 90 feet. This functions as the targeted version of dispel magic, but is a free action for him to use. Apollyon has a +66 bonus on his dispel check. Apollyon may target any number of creatures per round with this ability. For each spell dispelled by Apollyon’s gaze, a creature takes 1d10 points of damage per spell level. (No save)

Poison (Ex): Injury, Fort DC 58, 1d10 Con initial and secondary

Sapping Spell Resistance (Su): Any creature failing to penetrate Apollyon’s spell resistance with a spell triggers a siphoning effect. A number of spells equal to the amount of failure are immediately lost. The lowest level spell slots are affected first. Thus, if a spell caster managed a caster level check of 44 against Apollyon, the caster would lose twenty spells beginning with their lowest level spells.

Smoking Body (Ex): Apollyon’s body constantly gives off a foul, choking smoke. All creatures within 20 feet of Apollyon, including him, gain total concealment. All creatures within 60 feet of him gain partial concealment. Any living creature within 60 feet must hold its breath or begin choking on the fumes, suffocating within 3 rounds. Apollyon can suppress this ability partially (causing himself and creatures within 20 feet to have partial concealment) or totally as a free action. He can resume the ability as a swift action.
A gust of wind or similar effect disperses the smoke for 1d4 rounds.

Spell-Like Abilities: Always active -deathward, detect good, detect magic, detect snares and pits, discern lies, mind blank, read and comprehend language, see invisibility, tongues, true seeing; at will— aid, animate objects, bestow curse (DC 29), cause fear (DC 30), contagion (DC 29), continual flame, dimensional anchor, enervation, greater dispel magic, greater teleport, imprisonment (DC 34), invisibility, polymorph, resist energy, scry, speak with dead, summon monster VII, symbol of pain (DC 32), unholy blight (DC 29), waves of fatigue; 3/day—blade barrier (DC 31), destruction (DC 32), disintegration (DC 31), earthquake (DC 33), harm (DC 31), mage’s disjunction (DC 34), waves of exhaustion; 1/day—gate, energy drain, power word blind, power word kill, power word stun, prismatic spray (DC 32), ruin (DC 35), wish (DC 34). Caster level 49th; DC 25+spell level

Spells: Apollyon casts spells as a 50th level cleric. He has access to the Chaos, Death, Destruction, Evil and War domains.
Spells per day: 6/7/7/7/7/6/6/6/6/5; Caster level 50th, DC 18 + spell level
Epic Spells per day: 6

Summon Abyssal Swarms (Sp): At will, Apollyon can summon 6d10 abyssal locust swarms. These swarms have a poison special attack (DC 11, 1d3 Con initial and secondary) in additional to their normal stats. 6/day, Apollyon can summon 4d8 locust demons or a ruin swarm.

Cosmic Entity: Apollyon has a +6 bonus on rank checks.

Regeneration (Ex): Apollyon takes normal damage from epic good-aligned weapons, and from spells or effects with the good descriptor.

Vile Strike (Ex): All damage dealt by Apollyon is considered vile.

Possessions: Apollyon wears a +10 breastplate of weapon shattering. Any weapon that strikes him must make a Fortitude save (DC 32) or break. Apollyon wears a golden crown that grants evil creatures who wear it a +6 profane bonus to Armor Class and saves. It is engraved with a permanent symbol of death (Caster level 40th, DC 33) that affects any creatures with less than 200 hit points. The symbol triggers whenever anyone looks at it, although it is usually obscured by Apollyon’s smoking cloud.

Sources: Apollyon is taken from the Christian Bible's book of Revelation.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 7:53 pm

Yeenoghu
Image

Large Outsider (Chaotic, Cosmic, Evil, Mazza’im)
Hit Dice: 44d8 + 572 (924 hp)
Initiative: +21
Speed: 60 ft.
Armor Class: 71 (+11 deflection, +13 Dex, +13 insight, +25 natural, -1 size), touch 50, flat-footed 45
Base Attack/Grapple: +44/+54
Attack: Yeenoghu’s Scourge +66 melee (5d6 + 22 plus 2 Con /17-20/x2 and vile)
Full Attack: Yeenoghu’s Scourge +66/+61/+56/+51 melee (5d6 + 22 plus 2 Con /17-20/x2 and vile) and bite +54 melee (4d6 + 8 and disease) or 2 claws +59 melee (3d6 + 16 and disease) and bite
Space/Reach: 10 ft. /10 ft.
Special Attacks: Disease, improved grab, maul, spell-like abilities, summon demons, summon ghouls, summon gnolls
Special Qualities: Damage reduction 30/epic, cold iron and good, darkvision, fast healing 30, immune to electricity and poison, incite gnolls, resistance to acid 20, cold 20 and fire 20, scent, spell resistance 43, telepathy 500 ft., wild empathy
Saves: Fort +41, Ref +41, Will +41
Abilities: Str 43, Dex 36, Con 37, Int 30, Wis 36, Cha 33
Skills: Balance +66, Climb +63, Concentration +60, Diplomacy +17, Escape Artist +60, Handle Animal +56, Hide +56, Intimidate +58, Jump +75, Knowledge (nature) +63, Knowledge (religion) +57, Knowledge (the planes) +57, Listen +58, Move Silently +60, Search +57, Sense Motive +60, Spot +60, Survival +60 (+66 tracking, +66 above ground, +66 on other planes), Tumble +66
Feats: Bounding Assault, Cleave, Combat Reflexes, Dark Speech, Dodge, Great Cleave, Improved Critical (triple flail), Improved Initiative, Improved Sunder, Mobility, Power Attack, Track, Spring Attack, Weapon Focus (triple flail)
Epic Feats: Dire Charge, Legendary Tracker, Superior Initiative
Climate/Terrain: The Infinite Layers of the Abyss
Organization: Solitary (unique) or with hunting party (2d10 fiendish flinds, 6d10 fiendish gnolls, 6d10 fiendish hyenas)
Challenge Rating: 33
Treasure: Quadruple Standard
Alignment: Chaotic Evil

Disease (Ex): Yeenoghu’s claws and bite are contagious for filth fever. DC 45 negates.

Improved Grab (Ex): Yeenoghu must hit a Medium sized enemy or smaller with both claw attacks. If he gets a hold he can maul.

Maul (Ex): If Yeenoghu gets a hold, he mauls his foe with his bite, dealing 8d6 + 32 points of damage and 1d6 points of Constitution damage.

Spell-like Abilities: Always active – detect good, detect law, see invisibility, unholy aura (DC 29); at will - astral projection, blasphemy (DC 28), desecrate, detect thoughts (DC 24), ghoul touch (DC 22), greater dispel magic, greater magic fang, greater teleport, telekinesis (DC 26), unhallow, unholy blight (DC 25); 6/day- mass bear's endurance, mass bull's strength, fly, power word stun, rage, symbol of weakness (DC 26); 3/day- spread of savagery (DC 28), whirlwind of teeth (DC 28) Caster level 33rd

Summon Demons (Su): 3/day, Yeenoghu can summon 1d6 molydei, 3d10 vrocks, 5d10 bulezau or 5d10 maurezhi (18HD)

Summon Ghouls (Su): 3/day, Yeenoghu can summon 10d10 ghouls or ghasts with maximum hp.

Summon Gnolls (Su): 6/day, Yeenoghu can summon 11d6 15th level fiendish gnolls. At will, Yeenoghu can summon 11d6 gnolls with no class levels. Gnolls summoned by Yeenoghu have maximum hit points. Summoned gnolls typically have warlock or ranger levels.

Cosmic Entity: Yeenoghu has a +3 bonus to rank checks.

Incite Gnolls: Gnolls within 600 feet of their vicious lord gain a +11 morale bonus to attacks and damage.

Possessions: Yeenoghu wields Yeenoghu’s Scourge, a +6 vicious triple flail of greater wounding in battle. Its three heads are formed of silver, cold iron, and adamantine respectively. Roll 1d3 to see how many heads strike the target. If 2 heads strike, the target must make a Fort save DC 35 or be paralyzed for 2d6 rounds. If 3 heads strike, the target must make a Will save DC 35 or be confused for 10 rounds. Each head deals 3d6 + 21 + 2d6 (vicious) plus 2 Constitution points of damage. The flail deals 1d6 points of damage to Yeenoghu for every head that strikes. On a critical hit, Yeenoghu's Scourge deals vile damage.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 7:59 pm

Doresain Mormand, King of Ghouls
Image

Large Undead (Chaotic, Evil)
Hit Dice:
35d12 + 315 (735 hp)
Initiative: +10
Speed: 50 ft.
Armor Class: 49 (+9 deflection, +6 Dex, +10 insight, +15 natural, -1 size) touch 34, flat-footed 33
Base Attack/Grapple: +35/+46
Attack: Claw +41 melee (2d6 + 7 and paralysis /19-20/x2)
Full Attack: 2 claws +41 melee (2d6 + 7 and paralysis /19-20/x2) and bite +41 melee (3d6 + 3 /19-20/x2 and disease)
Space/Reach:10 ft. /10 ft.
Special Attacks: Command ghouls, disease, paralysis, spell-like abilities, summon demons, summon ghouls
Special Qualities: Damage reduction 25/epic and good, darkvision, fast heal 10, resistance to cold 20 and fire 20, spell resistance 33, telepathy 500 ft., turn resistance +10, undead immunities, unholy grace, unholy toughness
Saves: Fort +35, Ref +32, Will +36
Abilities: Str 25, Dex 23, Con -, Int 27, Wis 30, Cha 28
Skills: Climb +46, Escape Artist +44, Hide +40, Intimidate +57, Jump +40, Listen +43, Move Silently +48, Search, Spot +43, Survival, Swim +34, Tumble +38
Feats: Ability Focus (paralysis), Combat Expertise, Combat Reflexes, Contagious Paralysis, Empower Turning, Improved Critical (bite), Improved Critical (claw), Improved Multiattack, Improved Paralysis, Lifesense, Multiattack, Power Attack
Climate/Terrain:Abyss
Organization: Solitary (unique)
Challenge Rating: 23
Treasure: Triple Standard
Alignment: Chaotic Evil

Command Ghouls: Mormand commands ghouls (and ghoul-like undead such as grave touched and ghasts) as a 35th level evil cleric commands undead. He may command ghouls totaling 350 hit dice in this manner. Any ghoul or ghoul like undead possessing 30 or less hit dice is commanded if it would be rebuked.

Disease (Ex): High ghoul fever, 1d6 days, Fortitude DC 36.

Paralysis (Ex): Fortitude DC 42, 1d4 minutes. Long eared pansies are not immune.

Spell-like Abilities: At will - bite of the king (DC 37), blasphemy (DC 26), death knell, desecration, enervation, eyes of the king, ghoul gauntlet (DC 35), ghoul gesture (DC 32), ghoul glyph (DC 31), ghoul light, greater dispel magic, greater teleport, mass inflict critical wounds (DC 27), unhallow, unholy aura (DC 27), unholy blight (DC 23); 3/day- energy drain, field of ghouls Caster level 26th

Summon Demons (Sp): 3/day, Doresain can summon 2d6 mature nabassu or 2d10 maurezhi of maximum hit dice.

Summon Ghouls (Sp): 6/day, Mormand can summon 1d8 abyssal ghouls, 1d8 gravetouched ghouls (10th level or less), 6d8 ghasts or 8d8 ghouls.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 7:59 pm

Jangir, Favored Son of Yeenoghu
Image

Medium Outsider (Augmented Humanoid, Chaotic, Evil)
Hit Dice:
28d8 + 308 (490 hp)
Initiative: +8
Speed: 40 ft.; fly 80 ft (average)
Armor Class: 45 (+8 armor, +8 deflection, +8 Dex, +6 natural, +5 shield), touch , flat-footed
Base Attack/Grapple: +28/+39
Attack: Flail +45 melee (1d10 + 23 plus 2 Con /17-20/x2 and harm)
Full Attack: Flail +45/+40/+35/+30 melee (1d10 + 23 plus 2 Con /17-20/x2 and harm) and claw +37 melee (1d4 + 5 and disease) and bite +37 melee (1d6 + 5 and rot fangs and disease)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Disease, gore stench, poison, smite good, spell-like abilities, spells
Special Qualities: Damage reduction 20/good and cold iron, immune to poison, resistance to acid 20, cold 20, electricity 20 and fire 20, spell resistance 35
Saves: Fort +32, Ref +29, Will +28
Abilities: Str 32, Dex 27, Con 32, Int 25, Wis 24, Cha 26
Skills: Bluff +39, Concentration +20, Diplomacy +14, Hide +39, Intimidate +43, Knowledge (nature) +35, Knowledge (religion) +35, Listen +38, Move Silently +39, Sense Motive +25, Spellcraft +25, Spot +38, Survival +31
Feats: Accelerated Metamagic, Cleave, Combat Reflexes, Extend Spell, Great Cleave, Multiattack, Power Attack, Quicken Spell, Versatile Spellcaster, Weapon Focus (flail), Weapon Specialization (flail)
Epic Feats: Great Smiting, Ignore Material Components, Improved Metamagic
Climate/Terrain: Yeenoghu's Layer (The Abyss)
Organization: Solitary (unique)
Challenge Rating: 24
Treasure: Standard plus Flail of Stanis
Alignment: Chaotic Evil

Disease: Jangir's claws and bite are contagious for filth fever. (Fortitude DC 35)

Gore Stench (Ex): Non-gnoll living creatures within 30 feet of Jangir must make a Fortitude save (DC 35) or become sickened for 1d4 minutes. A creature that successfully saves is immune to Jangir's stench for 24 hours.

Rot Fangs (Ex): Fort DC 35, 1d10 Con/1d10 Con.

Smite Good: 5/day, Jangir can smite good with a +8 bonus to attack and dealing 56 additional points of damage.

Spell-like Abilities: At will – darkness; 3/day- blasphemy (DC 25), desecrate, destruction (DC 25), horrid wilting (DC 26), summon monster IX (fiends only), unhallow, unholy aura (DC 26), unholy blight (DC 22) Caster level 28th.

Spells: Jangir casts spells as a favored soul.
Spells per day: 14/8/8/8/8/7/7/7/7/6 (Caster level 26th, DC 17 + spell level)
Spells known: 9/6/6/6/6/6/6/6/5/4 0-create water, cure minor wounds, detect magic, detect poison, guidance, mending, purify food and drink, virtue, resistance; 1st -curse water, deathwatch, divine favor, doom, sanctuary, sign*; 2nd -dark way*, death knell, divine insight*, divine interdiction*, infernal wound*, status; 3rd -mass align weapon*, animate dead, bestow curse, blade of pain and fear*, deeper darkness, know vulnerabilities*, prayer; 4th -assay spell resistance*, castigate*, divine power, freedom of movement, wrack*; 5th -commune, earth reaver*, mark of justice, righteous wrath of the faithful*, symbol of pain, true seeing; 6th -mass bear's endurance, mass bull's strength, greater dispel magic, harm, heroes' feast, symbol of fear; 7th -bestow greater curse*, mass cure serious wounds, evil glare*, fortunate fate*, greater restoration, word of chaos; 8th -death pact*, veil of undeath*; 9th -gate, implosion, miracle, true resurrection
*Spell Compendium

Possessions: The Flail of Stanis is an adamantine +5 greater wounding heavy flail of impact and collision. It grants a +5 divine bonus to saving throws, a deflection bonus to armor class (equal to the Charisma bonus of the wielder) and on a critical hit, affects all creatures save the wielder within 30 feet with harm (Caster level 20th; Will DC 25).

Other possessions: +5 hide armor of light fortification, holy symbol, +3 heavy shield
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 8:00 pm

Graz’zt
Image

Large Outsider (Chaotic, Evil, Maleidolon)
Hit Dice:
55d8 + 715 (1,155 hp)
Initiative: +22
Speed: 40 ft.
Armor Class: 71 (+18 deflection, +14 Dex, +12 insight, +18 natural, -1 size) touch 53, flat-footed 71
Base Attack/Grapple: +55/+71
Attack: Umbrancor +74 melee (3d6 + 26 plus 3d6 vile acid /17-20/x2) or +68 ranged touch
Full Attack: Umbrancor +74/+69/+64/+59 melee (3d6 + 26 plus 3d6 vile acid /17-20/x2)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call demons, eldritch blast +25d6, invocations, sneak attack +10d6, spell-like abilities
Special Qualities: Aura of ease, cosmic entity, damage reduction 40/greater epic, good and cold iron, darkvision, evasion, fast healing 40, immunity to acid, cold, electricity and poison, prince of shadow, resistance to fire 30, spell resistance 50, telepathy 1000 ft.
Saves: Fort +42, Ref +43, Will +41
Abilities: Str 34, Dex 38, Con 36, Int 43, Wis 35, Cha 47
Skills: Appraise +54, Balance +26, Bluff +92, Concentration +71, Craft (alchemy) +36, Craft (leather) +36, Diplomacy +112, Disguise +76 (+82 acting), Escape Artist +72 (+74 ropes), Forgery +24, Gather Information +80, Hide +68, Intimidate +86, Jump +28, Knowledge (arcana) +74, Knowledge (nobility and royalty) +74, Knowledge (religion) +74, Knowledge (the planes) +74, Listen +70, Move Silently +74, Open Lock +24, Perform (dance) +72, Perform (oratory) +58, Perform (stringed instruments) +52, Search +34, Sense Motive +72, Sleight of Hand +78, Spellcraft +80, Spot +70, Survival +12 (+18 on other planes), Swim +22, Tumble +26, Use Magic Device +76 (+82 scrolls), Use Rope +34 (+40 bindings)
Feats: Cleave, Combat Expertise, Combat Reflexes, Craft Wondrous Item, Dark Speech, Dodge, Improved Combat Expertise, Improved Feint, Improved Initiative, Mobility, Negotiator, Persuasive, Power Attack, Spring Attack, Violate Spell-like Ability
Epic Feats: Craft Epic Wondrous Item, Epic Reputation, Epic Skill Focus (Bluff), Epic Skill Focus (Diplomacy), Superior Initiative
Climate/Terrain: The Abyss
Organization: Solitary (unique)
Challenge Rating: 40
Treasure: Quintuple Standard
Alignment: Chaotic Evil

Call Demons (Sp): 6/day, Graz’zt can call 2d6 mariliths, 3d6 glabrezu or kelvezu or 4d10 succubi or shadow demons. At will he may call a single demon of any type.

Invocations (Sp): Graz’zt possesses the invocations of a 44th level warlock. His eldritch blast deals 25d6 points of damage and is considered an attack action for Graz’zt, which means he can use it in conjunction with other attacks in a full round. Graz’zt is still limited to one eldritch blast per round.
Invocations known: Baleful utterance, beshadowed, chilling tentacles, dark discorporation, dark one's own luck, devour magic, eldritch spear, enervating shadow, hideous blow, path of shadow, vitriolic blast, voracious dispelling.

Spell-like Abilities: Always active- detect good, detect law, detect magic, true seeing; at will - astral projection, bestow greater curse (DC 36), blasphemy (DC 35), cruel disappointment (DC 31), damning darkness, darkbolt (DC 30), desecrate, detect thoughts (DC 32), discern location, distort summons, dread word (DC 31), entice gift (DC 30), eyebite (DC 34), forbiddance, Graz’zt's long grasp, greater dispel magic, greater teleport, insanity (DC 33), magic missile, mass charm monster (DC 35), mirror image, polymorph, soul bind (DC 35), telekinesis[/] (DC 34), [i]unhallow, unholy aura (DC 36), unholy blight (DC 32), wall of iron, wretched blight (DC 35); 6/day- dominate monster, polymorph any object; 3/day- disintegrate, trap the soul, shapechange, veil. Caster level 44th

Aura of Ease (Su): Those within 30 feet of Graz’zt take a -6 penalty to Bluff, Sense Motive and Initiative checks. Those who would attack Graz’zt must succeed in a Will save (DC 50) or choose another target. This does not apply to those whom Graz’zt has personally attacked within the last 24 hours.

Cosmic Entity: Graz’zt has a +6 bonus on rank checks.

Prince of Shadow: While in shadow, Graz’zt's spell-like abilities and invocations are swift actions, of which he can take 6 in a single round. (Eldritch blast is still an attack action) Attacks directed at Graz’zt while in shadow have a 50% miss chance. While in shadow, Graz’zt has a +6 competence bonus to all d20 rolls, including attacks, saves, skills, ability checks and rank checks.

Possessions: Graz’zt possesses a multitude of magical items of great power, and is likely to employ a variety of such in combat. He wields the curved greatsword Umbrancor in combat, which is a +8 keen greatsword of mighty cleaving. The blade also secretes acid into the wounds it inflicts, dealing 3d6 points of vile acid damage which continues for the following six rounds. This damage is not multiplied on a critical hit.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 8:05 pm

Khadija, Concubine of Graz’zt
Image
Art by Tony DiTerlizzi

Medium Monstrous Humanoid
Hit Dice:
25d8 + 125 (325 hp)
Initiative: +6
Speed: 30 ft.
Armor Class: 42 (+8 armor, +9 deflection, +6 Dex, +9 natural), touch 25, flat-footed 42
Base Attack/Grapple: +25/+29
Attack: Dagger +36 melee (1d4 + 9 /17-20/x2 and sneak attack)
Full Attack: Dagger +36/+31/+26/+21 melee (1d4 + 9 /17-20/x2 and sneak attack) and 8 snakes +31 melee (1d4 + 5 and poison /19-20/x2 and sneak attack)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Crippling strike, enchanting dance, petrifying gaze, poison, opportunist, sneak attack +13d6,
Special Qualities: Damage reduction 15/good and cold iron, darkvision, defensive roll, improved evasion, improved uncanny dodge, trapfinding, trap sense +8, uncanny dodge
Saves: Fort +19, Ref +27, Will +24
Abilities: Str 18, Dex 23, Con 20, Int 17, Wis 18, Cha 28
Skills: Bluff +40, Disguise +37 (+41 acting), Escape Artist +34, Gather Information +37, Hide +34, Intimidate +41, Listen +32, Move Silently +34, Perform (dance) +37, Search +31, Spot +32
Feats: Ability Focus (petrifying gaze), Combat Expertise, Combat Reflexes, Improved Critical (snakes), Improved Feint, Telling Blow, Weapon Finesse
Epic Feats: Epic Ability Focus (petrifying gaze), Lingering Damage, Sneak Attack of Opportunity
Climate/Terrain: Azzagrat (The Abyss)
Organization: Solitary (unique) or with harem
Challenge Rating: 21
Treasure: Double Standard
Alignment: Neutral Evil

Enchanting Dance (Su): 5/day, Khadija can use her dance to produce a variety of effects on those who see her. The DC for any effect is 24. Creatures cannot be affected again by the enchanting dance for 24 hours regardless of the success of their saving throw. Khadija can maintain an enchanting dance for one minute.

Beguiling Dance: All creatures within 30 feet who can see Khadija must make a Will save or be dazed for one round. Creatures who fail their save improve their attitudes toward Khadija by one step.
Wearying Dance: All creatures within 30 feet who can see Khadija must make a Will save or be fatigued for as long as she maintains the dance. Fatigued creatures failing the save become exhausted.
Frightful Dance: All creatures within 30 feet who can see Khadija must make a Will save for become shaken for as long as she maintains the dance. Shaken creatures become frightened and frightened creatures become panicked.

Petrifying Gaze (Su): Turn to stone permanently, 60 feet, Fortitude DC 37 negates.

Poison (Ex): Injury, Fortitude DC 27 negates, 1d6 Str/2d6 Str initial and secondary.

Possessions: Khadija wields a +5 keen vampiric dagger. She wears bracers of armor +8, which also function as a bracelet of friendship keyed to Graz’zt and the other harem members. Her hair snakes have been enchanted with a permanent (tenacious) greater magic fang. Her belt grants a +6 enhancement to natural armor and +6 resistance bonus to saves.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 8:54 pm

Megaera, Concubine of Graz’zt
Image

Medium Outsider (Devil, Evil, Lawful)
Hit Dice:
18d8 + 144 (288 hp)
Initiative: +7
Speed: 90 ft., fly 110 ft. (good)
Armor Class: 39 (+4 armor, +7 Dex, +4 dodge, +6 insight, +8 natural), touch 27, flat-footed 22
Base Attack/Grapple: +18/+30
Attack: Unarmed strike +31 melee (4d8 + 12 /19-20/x2)
Full Attack: Flurry of blows +31/+31/+31/+26/+21/+16 melee (4d8 + 12 /19-20/x2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Quivering palm, spell-like abilities, summon devils, stunning fist
Special Qualities: Damage reduction 15/good and chaotic, immune to fire, extraordinary disease and poison, improved evasion, resistance to acid 10 and cold 10, see in darkness, spell resistance 30, telepathy 100 ft., wholeness of body
Saves: Fort +19, Ref +18, Will +17 (+19 vs enchantment)
Abilities: Str 25, Dex 24, Con 27, Int 17, Wis 23, Cha 28
Skills: Balance +30, Bluff +30, Diplomacy +13, Hide +28, Intimidate +32, Listen +27, Move Silently +28, Perform (dance) +30, Perform (sing) +30, Sense Motive +27, Spot +27, Tumble +30
Feats: Ability Focus (stunning fist), Bounding Assault, Combat Reflexes, Dodge, Improved Critical (unarmed strike), Improved Grapple, Improved Natural Attack (unarmed strike), Improved Trip, Mobility, Power Attack, Spring Attack, Stunning Fist, Weapon Focus (unarmed strike)
Climate/Terrain: Azzagrat (The Abyss)
Organization: Solitary (unique) or with harem
Challenge Rating: 18
Treasure: Double standard
Alignment: Lawful Evil

Megaera’s natural weapons are treated as evil-aligned and lawful-aligned as well as magic and adamantine for the purposes of damage reduction.

Quivering Palm: Once per week, Megaera may make quivering palm attack. Fortitude DC 25 negates.

Spell-like Abilities: Always active – greater magic weapon, see invisibility, tongues, true seeing; at will – animate dead, charm monster (DC 23), desecrate, dominate monster (DC 28), greater teleport, invisibility, magic circle against good, major image (DC 22), polymorph, produce flame, suggestion (DC 22), unholy blight (DC 23) Caster level 18th

Stunning Fist (Su): 18/day, Fortitude DC 27

Summon Devils (Sp): Once per day, Megaera can attempt to summon 2d10 lemures or 1d4 barbazu with a 50% chance of success.

Wholeness of Body (Su): Megaera can heal herself of up to 144 hit points of damage per day.

Possessions: Megaera wears bracers of armor +4 and a monk’s belt. The bracers are enchanted as a bracelet of friendship that is keyed to Graz’zt and the other harem members.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 8:55 pm

Drosophila, Concubine of Graz’zt
Image

Huge Magical Beast
Hit Dice:
24d10 + 168 (408 hp)
Initiative: +8
Speed: 70 ft., 90 ft. (poor)
Armor Class: 31 (+4 Dex, +19 natural, -2 size), touch 12, flat-footed 27
Base Attack/Grapple: +24/+42
Attack: Claw +32 melee (2d6 + 10 and wounding /19-20/x2)
Full Attack: 2 claws +32 melee (2d6 + 10 and wounding /19-20/x2) and 2 wings +30 melee (1d6 + 5 and wounding)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Pounce, rake, spell-like abilities, symbols
Special Qualities: Damage reduction 10/good, darkvision, low-light vision, spell resistance 25
Saves: Fort +21, Ref +18, Will +25
Abilities: Str 31, Dex 19, Con 25, Int 22, Wis 21, Cha 31
Skills: Bluff +37, Concentration +34, Diplomacy +18, Intimidate +41, Knowledge (local) +33, Knowledge (the planes) +33, Listen +32, Sense Motive +32, Spot +32
Feats: Cleave, Improved Critical (claw), Improved Initiative, Improved Natural Attack (claw), Iron Will, Multiattack, Power Attack
Epic Feats: Epic Speed, Epic Will
Climate/Terrain: Azzagrat (The Abyss)
Organization: Solitary (unique) or with harem
Challenge Rating: 18
Treasure: Double standard
Alignment: Neutral Evil

Pounce (Ex): If Drosophila charges, she can make a full attack including 2 rake attacks.

Rake (Ex): Attack +32 melee, damage 2d8 + 10

Spell-like Abilities: Always active – comprehend languages, detect magic, read magic, see invisibility; at will – bestow curse (DC 24), break enchantment, clairaudience/clairvoyance, legend lore, locate object, remove curse; 3/day – blasphemy (DC 27), charm monster (DC 25), eyebite (DC 24), feeblemind (DC 25), power word blind, power word kill, power word stun. Caster level 24th

Symbols (Sp): As a full round action, Drosophila can duplicate any symbol spell. The effect has a caster level of 24th and a DC of 32. All hit point based effects are doubled.

Possessions: Drosophila wears a collar that enchants all of her natural attacks with a wounding effect. She also wears a ring of mind shielding, a ring of freedom of movement and a bracelet of friendship that is keyed to Graz’zt and the other harem members.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 8:55 pm

Melia, Concubine of Graz’zt
Image

Medium Fey
Hit Dice:
24d6 + 120 (264 hp)
Initiative: +12
Speed: 40 ft., swim 40 ft.
Armor Class: 39 (+11 deflection, +8 Dex), touch 39, flat-footed 21
Base Attack/Grapple: +16/+19
Attack: Dagger +28 melee (1d4 + 7 /17-20/x2)
Full Attack: Dagger +28/+23/+18 melee (1d4 + 7 /17-20/x2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Blinding beauty, killing glare, spell-like abilities, spells, stunning glance
Special Qualities: Damage reduction 20/cold iron, low-light vision, spell resistance 34, unearthly grace, wild empathy
Saves: Fort +24, Ref +39, Will +31
Abilities: Str 16, Dex 27, Con 20, Int 20, Wis 23, Cha 32
Skills: Bluff +40, Concentration +32, Diplomacy +32, Escape Artist +35, Handle Animal +19, Hide +35, Intimidate +17, Knowledge (nature) +32, Listen +33, Move Silently +35, Perform (dance) +48, Perform (sing) +24, Sense Motive +33, Spot +19, Swim +11
Feats: Ability Focus (blinding beauty), Combat Reflexes, Improved Initiative, Lightning Reflexes, Persuasive, Quicken Spell, Weapon Finesse
Epic Feats: Epic Reflexes, Epic Skill Focus (Perform – dance)
Climate/Terrain: Azzagrat (The Abyss)
Organization: Solitary (unique) or with harem
Challenge Rating: 19
Treasure: Double Standard
Alignment: Chaotic Evil

Blinding Beauty (Su): All humanoids and giants within 60 feet of Melia who look directly at her must make a Fortitude save (DC 35) or be permanently blinded. Melia can suppress this ability if she desires.

Killing Glare (Su): Once every six minutes as a standard action, Melia can intensify her supernatural beauty. All creatures within 60 feet of her who look directly at her must make a Fortitude save (DC 33) or die.

Spell-like Abilities: Always active – freedom of movement, see invisibility; at will – charm person (DC 32), dimension door, greater dispel magic, invisibility, suggestion (DC 34); 1/day – blasphemy (DC 28), summon nature’s ally IX, unhallow, unholy blight (DC 25) Caster level 24th

Spells: Melia casts spells as a druid.
Spells per day: 6/7/7/6/6/5/5/3/3/2; Caster level 18th, DC 16 + spell level

Stunning Glance (Su): As a standard action, Melia can stun a creature within 60 feet with a look. The target creature must make a Fortitude save (DC 33) or be stunned for 2d6 rounds.

Wild Empathy: Melia has a total +43 modifier to wild empathy checks.

Possessions: Melia wears a ring of evasion and a bracelet of friendship keyed to Graz’zt and the other harem members. She wields a +4 keen adamantine dagger which is often poisoned.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:06 pm

Euosha, Concubine of Graz’zt
Image

Large Magical Beast
Hit Dice:
27d10 + 189 (459 hp)
Initiative: +4
Speed: 60 ft.
Armor Class: 40 (+4 Dex, +27 natural, -1 size), touch 13, flat-footed 36
Base Attack/Grapple: +27/+43
Attack: Touch +34 melee touch (2d4 Wisdom drain) or claw +34 melee (1d8 + 14 plus 3d6 anarchic)
Full Attack: 2 touches +34 melee touch (2d4 Wisdom drain) and 2 claws +34 melee (1d8 + 14 plus 3d6 anarchic)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Distracting appearance, poison, spell-like abilities, Wisdom drain
Special Qualities: Damage reduction 10/good and cold iron, darkvision, fast healing 10, immune to electricity and fear, low-light vision, powerful build, resistance to cold 10 and fire 10
Saves: Fort +20, Ref +19, Will +19 (+2 bonus vs Good aligned spells)
Abilities: Str 31, Dex 18, Con 20, Int 19, Wis 19, Cha 28
Skills: Bluff +43, Escape Artist +17, Hide +8, Intimidate +43, Listen +2, Move Silently +34, Perform (sing) +47, Spot +34, Tumble +19
Feats: Abyss-Bound Soul, Claws of the Beast, Dark Speech, Demonic Skin, Otherworldly Countenance, Poison Talons, Power Attack, Primordial Scion, Thrall to Demon (Graz’zt)
Epic Feats: Epic Toughness
Climate/Terrain: Azzagrat (The Abyss)
Organization: Solitary or with harem
Challenge Rating: 17
Treasure: Double Standard
Alignment: Chaotic Evil

Distracting Appearance (Su): 8/day as a full round action, Euosha can attempt to distract up to six targets within 60 feet by focusing her attention upon them. A Will save (DC 32) negates fascination. A creature can be affected by this ability only once per day.

Poison (Ex): Once per hour, Euosha can secrete a poison onto her claw attacks. The poison remains for 6 attacks before dissipating. Fortitude DC 28 negates 1d4 Str initial and secondary.

Spell-like Abilities: At will – charm monster (DC 24), deep slumber (DC 23, no HD limit), disguise self, major image (DC 22), mirror image, suggestion (DC 22), ventriloquism (DC 24); 3/day – dominate person (DC 23), feeblemind (DC 24), mind fog (DC 24). Caster level 21st
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:07 pm

Ashetha, Concubine of Graz’zt
Image

Large Monstrous Humanoid
Hit Dice:
37d8 + 185 (481 hp)
Initiative: +8
Speed: 50 ft.
Armor Class: 40 (+8 Dex, +23 natural, -1 size), touch 17, flat-footed 32
Base Attack/Grapple: +37/+56
Attack: Eldritch blast +44 ranged touch or tail +47 melee (4d8 + 16)
Full Attack: Eldritch blast +44 ranged touch or 2 touches +47 melee touch (2d6 Wisdom drain) and tail +45 melee (4d8 + 16)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Constrict, eldritch blast 12d6, invocations, spell-like abilities, spells
Special Qualities: Alternate form, damage reduction 10/good and cold iron, eldritch spellweave, fast healing 10, immune to electricity, resistance to acid 10 and fire 10
Saves: Fort +25, Ref +28, Will +24
Abilities: Str 32, Dex 27, Con 21, Int 22, Wis 19, Cha 34
Skills: Bluff +60, Concentration +45, Diplomacy +38, Disguise +12 (+16 acting), Hide +32, Intimidate +36, Knowledge (arcana) +26, Knowledge (the planes) +26, Move Silently +48, Sense Motive +24, Spellcraft +48, Spot +24
Feats: Dark Speech, Improved Grapple, Maximize Spell, Multiattack, Power Attack, Quicken Spell, Quicken Spell-like Ability (x2), Violate Spell, Widen Spell
Epic Feats: Automatic Quicken Spell (x2), Improved Metamagic Capacity
Climate/Terrain: Azzagrat (The Abyss)
Organization: Solitary (unique) or with harem
Challenge Rating: 25
Treasure: Triple Standard
Alignment: Neutral Evil

Constrict (Ex): Ashetha deals 8d8 + 16 points of damage with a successful grapple check. In addition, constricted creatures automatically suffer 1d4 points of Wisdom drain.

Invocations (Sp): Ashetha uses invocations as a 24th level warlock.
Invocations known: beguiling influence, flee the scene, mask of flesh*, nightmares made real*, painful slumber of the ages*, path of shadow, retributive invisibility[/i] (DC 28), soulreaving aura*, voracious dispelling
Eldritch essence: greatreach blast*, spellblast*, utterdark blast
Blastshape: eldritch cone (DC 27), eldritch spear
*Complete Mage

Spell-like Abilities: Always active – see invisibility; at will – charm monster (DC 27), lightning bolt (DC 25), magic missile, mirror image, persistent image (DC 27), suggestion (DC 25); 3/day – dominate person (DC 28), mindrape (DC 31), project image. Caster level 29th

Spells: Ashetha casts spells as a sorcerer.
Spells per day: 9/9/9/9/8/8/8/8/7/2/2/2; Caster level 24th, DC 22 + spell level
Spells known: 0 – acid splash, amaneusis, dancing lights, detect magic, ghost sound, prestidigitation, read magic, silent portal, touch of fatigue; 1st – Nystul's magic aura, shield, ray of enfeeblement, serene visage, ventriloquism; 2nd – detect thoughts, mindless rage, misdirection, scorching ray, touch of idiocy; 3rd – nauseating breath, nondetection, unluck vampiric touch; 4th – dimensional anchor, hallucinatory terrain, ruin delver's fortune, voice of the dragon. 5th – hold monster, mind fog, mirage arcana, wrack; 6th – geas/quest, greater dispel magic, illusory pit; 7th – greater teleport, insanity, limited wish; 8th – demand, maze, superior invisibility; 9th – energy drain, shapechange, time stop.

Eldritch Spellweave (Su): Ashetha can apply any of her eldritch essence invocations to spells she casts, increasing the casting time to a full round action. Only one target can be affected by the eldritch essence. She may make use of this ability 15 times per day.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:07 pm

Rhyxali

Large Outsider (Chaotic, Cosmic, Evil, Maleidolon)
Hit Dice:
45d8 + 405 (765 hp)
Initiative: +20
Speed: 80 ft., fly 80 ft. (perfect)
Armor Class: 49 (+10 deflection, +12 Dex, +8 insight, +10 natural, -1 size), touch 39, flat-footed 29
Base Attack/Grapple: +45/+57
Attack: Blade +52 melee touch (2d6 + 8 /17-20/x2 and 1 negative level)
Full Attack: 2 blades +52/+47/+42/+37 melee touch (2d6 + 8 /17-20/x2 and 1 negative level) and 2 wings +50 melee touch (1d8 + 4)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Blinding strike, mysteries, sneak attack +11d6, spell-like abilities, vile strike
Special Qualities: Damage reduction 30/epic and good, darkness enhancement, darkvision, evasion, fast healing 10, immune to poison, acid, cold, electricity and fire, quasicorporeal, spell resistance 41, telepathy 1000 ft.
Saves: Fort +33, Ref +42, Will +32
Abilities: Str 26, Dex 34, Con 29, Int 27, Wis 27, Cha 30
Skills: Bluff +58, Concentration +57, Diplomacy +46, Gather Information +64, Hide +60, Intimidate +64, Knowledge (arcana) +56, Knowledge (history) +56, Knowledge (local) +56, Knowledge (the planes) +56, Knowledge (religion) +32, Listen +56, Move Silently +60, Search +32, Sense Motive +56, Spellcraft +62, Spot +56, Use Magic Device +34
Feats: Bounding Assault, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Flyby Attack, Improved Critical (blade), Improved Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Rapid Blitz, Spring Attack, Weapon Finesse
Epic Feats: Epic Reflexes, Superior Initiative
Climate/Terrain: The Abyss
Organization: Solitary
Challenge Rating: 31
Treasure: Standard
Alignment: Chaotic Evil

Blinding Strike: A creature hit by both of Rhyxali's blades in a single round must make a Fortitude save (DC 42) or be blinded for 1d6 rounds.

Mysteries: Rhyxali uses mysteries as a 45th level shadowcaster.
At will (Su): arrow of dusk, black candle, caul of shadow, liquid night, mystic reflections, shadow hood (DC 42), sight obscured, umbral hand (DC 42)
3/day (Su): black fire (DC 42), carpet of shadow, clinging darkness (DC 42), congress of shadows (DC 42), flicker, voice of shadow (DC 42)
2/day (Su): dancing shadows
2/day (Sp): echo spell, flood of shadow, shadow evocation (DC 21), shadows fade, step into shadow, warp spell
1/day army of shadow, consume essence (DC 26), dark soul (DC 26), prison of night (DC 24), shadow plague (DC 25), soul puppet (DC 27), summon umbral servant, tomb of night (DC 25)

Spell-like Abilities: Always active – detect good, detect law, detect thoughts, tongues (DC 22); at will- damning darkness, darkbolt, disintegrate (DC 26), ghostform, greater dispel magic, dream, fear (DC 24), improved invisibility, major image (DC 23), mirage arcana (DC 25), mirror image, phantasmal killer (DC 24), shapechange, suggestion (DC 22), telekinesis (DC 25), greater teleport, unhallow, unholy blight (DC 24), utterdark, veil Caster level 33rd

Vile Strike: All damage dealt by Rhyxali is vile damage.

Darkness Enhancement: In areas of dim lighting (candlelight, moonlight or less), Rhyxali gains a +15 bonus to attacks, damage, saves, spell resistance and armor class.

Quasicorporeal: Weapons and natural attacks have a 20% miss chance when striking Rhyxali. Ghost touch weapons have no miss chance. By making a Concentration check (DC 25), Rhyxali can pass through a solid object such as a wall as if she were completely incorporeal. The Concentration check must be made every round she is within the object. Failure on a Concentration check while within a solid object deals 10d6 points of damage. Taking damage while within a solid object requires a Concentration check (DC 25 + damage dealt) to maintain or regain Concentration.

Rhyxali's own attacks are considered touch attacks.

Possessions: Rhyxali can form two blades of darkness from her being. These function as +6 enervating longswords.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:08 pm

Athux
Image

Medium Outsider (Chaotic, Evil, Mazza'im)
Hit Dice:
24d8 + 168 (324 hp)
Initiative: +12
Speed: 40 ft., fly 60 ft. (good)*
Armor Class: 42 (+12 armor, +5 deflection, +8 Dex, +7 natural), touch 23, flat-footed 34
Base Attack/Grapple: +24/+33
Attack: Unholy avenger +38 melee (1d8 + 14 /17-20/x2)
Full Attack: Longsword +38/+33/+28/+23 melee (1d8 + 14 /17-20/x2) and claw +17 melee (1d6 + 9)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Acidic blood, frightful presence, smite good, sneak attack +8d6, spell-like abilities, spells
Special Qualities: Aura of distraction, damage reduction 15/good and cold iron, darkvision, evasion*, fast healing 5, immune to acid, mind affecting*, sleep and poison, lay on hands, resistance to cold 20, electricity 20 and fire 20, spell resistance 35, telepathy 200 ft.
Saves: Fort +35, Ref +35, Will +31
Abilities: Str 29, Dex 26, Con 27, Int 24, Wis 19, Cha 26
Skills: Balance +25, Bluff +41, Climb +22, Concentration +35, Diplomacy +45, Disguise +35 (+39 acting), Gather Information +39, Hide +21, Intimidate +45, Jump +30, Knowledge (local) +34, Knowledge (nobility) +20, Knowledge (the planes) +20, Knowledge (religion) +34, Listen +33, Move Silently +25, Search +9, Sense Motive +31, Spellcraft +20, Spot +33, Tumble +37
Feats: Cleave, Combat Reflexes, Dark Speech, Great Cleave, Improved Critical (longsword), Improved Initiative, Persuasive, Power Attack, Quicken Spell-like Ability, Telling Blow
Epic Feats: Great Smiting, Improved Aura, Widen Aura
Climate/Terrain: The Abyss
Organization: Solitary (unique)
Challenge Rating: 21
Treasure: Triple standard
Alignment: Chaotic Evil

Acidic Blood (Ex): When struck by a slashing or piercing weapon, Athux's blood sprays out in a 5 foot cone, dealing 4d6 acid damage. Creatures who do not spend at least a move action removing the blood suffer the damage the following round as well.

Frightful Presence (Ex): Will DC 30 negates fear.

Smite Good (Su): 5/day Athux can smite good with a +8 bonus to attack and dealing 48 additional points of damage.

Spell-like Abilities: Always active – magic circle against good*; at will – charm person (DC 19), change self, dancing lights, deeper darkness, desecrate, detect magic, faerie fire, fear (DC 22), mirror image); 7/day – invisibility, levitate; 3/day – blasphemy (DC 25), contagion (DC 22), destruction (DC 25), horrid wilting (DC 26), poison (DC 30), summon monster IX (demons only), unhallow, unholy aura, unholy blight (DC 22) Caster level 24th

Spells: Athux prepares spells as a blackguard.
Spells per day: 4/4/4/4 (Caster level 24th, DC 14 + spell level)

Aura of Distraction: Any foe within 100 feet of Athux takes a -4 penalty to Listen, Sense Motive, and Spot checks.

Lay on Hands (Su): Athux can heal himself up to 192 points of damage per day.

Skills: Athux has a +4 racial bonus on Bluff, Intimidate and Move Silently checks and a +2 racial bonus on Listen, Search and Spot checks.

Possessions: Unholy avenger, armor of the fallen battalion, ring of evasion, ring of mind shielding, helm of defense +5.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:08 pm

Thraxxia
Image

Medium Outsider (Chaotic, Evil, Mazza'im)
Hit Dice:
20d8 + 120 (230 hp)
Initiative: +10
Speed: 40 ft., fly 60 ft. (good)
Armor Class: 40 (+8 armor, +5 deflection, +10 Dex, +7 natural), touch 25, flat-footed 30
Base Attack/Grapple: +20/+27
Attack: Shortsword +34 melee (1d6 + 11 /19-20/x2) or dagger +33 ranged (1d4 + 10 and fleshgrinding /19-20/x2)
Full Attack: Shortsword +34/+29/+24/+19 melee (1d6 + 11 /19-20/x2) and claw +25 melee (1d6 + 3) and bite +25 melee (1d8 + 3 and poison) or dagger +33/+27/+23/+17 ranged (1d4 + 10 and fleshgrinding /19-20/x2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Death attack, fiery blood, frightful presence, poison, smite good, sneak attack +7d6, spell-like abilities, spells
Special Qualities: Damage reduction 15/good and cold iron, darkvision 120 ft., fast healing 5, immune to fire and poison, resistance to acid 20, cold 20 and electricity 20, spell resistance 30, telepathy 100 ft.
Saves: Fort +23, Ref +27, Will +22
Abilities: Str 24, Dex 30, Con 23, Int 24, Wis 20, Cha 27 (33)
Skills: Balance +35, Bluff +34, Craft (alchemy) +18, Craft (poison) +31, Diplomacy +33, Gather Information +34, Hide +53, Intimidate +24, Knowledge (arcana) +30, Knowledge (nobility) +18, Knowledge (the planes) +18, Listen +28, Move Silently +53, Open Lock +20, Perform (dance) +25, Sense Motive +15, Sleight of Hand +23, Spellcraft +32, Spot +28, Tumble +20
Feats: Combat Reflexes, Dark Speech, Empower Spell, Fortify Spell, Heighten Spell, Maximize Spell, Quicken Spell-like Ability, Telling Blow, Weapon Finesse
Climate/Terrain: The Abyss
Organization: Solitary (unique)
Challenge Rating: 18
Treasure: Triple Standard
Alignment: Chaotic Evil

Death Attack (Ex): Thraxxia can study her target for three rounds and make a Sense Motive check (DC 20 + HD + Wisdom modifier). If she is successful, her next attack against the target when flatfooted is treated as a coup de grace. Sneak attack damage is not added to this save DC. Opponents immune to critical hits are not affected by this ability.

Fiery Blood (Ex): When struck by a slashing or piercing weapon, Thraxxia's blood sprays out in a 5 foot cone, dealing 4d6 fire damage. Creatures who do not spend at least a move action removing the blood catch on fire the following round.

Frightful Presence (Ex): Will DC 31 negates fear.

Poison: Injury, Fort DC 26, 1d6 Con/2d6 Con

Smite Good: 4/day Thraxxia can smite good with a +8 bonus to attack and dealing 20 additional points of damage.

Spell-like Abilities: At will – charm person (DC 21), change self, deeper darkness, desecrate, detect magic, fear (DC 24), mirror image); 7/day – invisibility, levitate; 3/day – blasphemy (DC 27), contagion (DC 24), destruction (DC 27), horrid wilting (DC 29), poison (DC 31), summon monster IX (demons only), unhallow, unholy aura, unholy blight (DC 25) Caster level 20th

Spells: Thraxxia casts spells as a sorcerer
Spells per day: 17/9/9/9/8/8/8/7/4 (Caster level 16th, DC 21 + spell level)
Spells known: 0 – acid splash, arcane mark, dancing lights, flare, mage hand, mending, message, prestidigitation, touch of fatigue; 1st -grease, magic missile, ray of enfeeblement, true strike, ventriloquism; 2nd – arcane lock, scorching ray, see invisibility, touch of idiocy, web; 3rd – gentle repose, lightning bolt, nondetection, vampiric touch; 4th -charm monster, confusion, enervation, locate creature; 5th -hold monster, persistent image, telekinesis, teleport; 6th -disintegrate, greater dispel magic, shadow walk; 7th -finger of death, limited wish; 8th - sympathy

Skills: Thraxxia has a +4 racial bonus on Bluff, Intimidate and Move Silently checks.

Possessions: +4 ghost strike mithril shortsword, 4 +3 adamantine fleshgrinding daggers. Thraxxia wears a catsuit that provides a +8 armor bonus, +5 deflection and resistance bonus and +20 to Hide and Move Silently checks. It is glamered as the armor enchantment so she can change its appearance as suits her. She also wears a ring of spellstoring that holds a word of recall and a pair of earrings that grant a +6 enhancement to her Charisma.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:09 pm

Rule-of-Three

Medium Outsider (Chaotic, Evil, Mazza'im)
Hit Dice:
16d8 + 96 (184 hp)
Initiative: +11
Speed: 40 ft.
Armor Class: 34 (+6 armor, +4 deflection, +7 Dex, +7 natural), touch 21, flat-footed 34
Base Attack/Grapple: +16/+23
Attack: Dagger +27 melee (1d4 + 11 /19-20/x2)
Full Attack: Dagger +27/+22/+17/+12 melee (1d4 + 11 /19-20/x2) and claw +18 melee (1d6 + 7)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Acidic blood, frightful presence, opportunist, smite good, sneak attack +8d6, spell-like abilities
Special Qualities: Damage reduction 15/good and cold iron, darkvision 120 ft., defensive roll, fast healing 5, immune to electricity and poison, improved evasion, improved uncanny dodge, resistance to acid 10, cold 10 and fire 10, silent metal, spell resistance 26, telepathy 100 ft., trap sense +5, uncanny dodge
Saves: Fort +19, Ref +20, Will +16
Abilities: Str 24, Dex 25, Con 22, Int 25, Wis 16, Cha 22
Skills: Bluff +29, Diplomacy +31, Disguise +25 (+27 acting), Forgery +17, Gather Information +30, Hide +26, Intimidate +21, Jump +13, Knowledge (local) +26, Knowledge (the planes) +26, Listen +22, Move Silently +30, Open Lock +16, Sense Motive +24, Sleight of Hand +28, Spot +22, Tumble +20, Use Magic Device +20
Feats: Combat Reflexes, Dark Speech, Improved Initiative, Negotiator, Quicken Spell-like Ability, Skill Focus (Gather Information)
Climate/Terrain: The Abyss
Organization: Solitary (unique)
Challenge Rating: 15
Treasure: Standard
Alignment: Chaotic Evil

Acidic Blood (Ex): When struck by a slashing or piercing weapon, a marquis cambion's blood sprays out in a 5 foot cone, dealing 3d6 acid damage. Creatures who do not spend at least a move action removing the blood suffer the damage the following round as well.

Frightful Presence (Ex): Will DC 24 negates fear.

Smite Good: 3/day Rule-of-Three can smite good with a +6 bonus to attack and dealing 16 additional points of damage.

Spell-like Abilities: At will – charm person (DC 17), change self, deeper darkness, desecrate, detect magic, fear (DC 20), mirror image); 7/day – invisibility, levitate; 3/day – blasphemy (DC 23), contagion (DC 20), destruction (DC 23), horrid wilting (DC 24), poison (DC 24), summon monster IX (demons only), unhallow, unholy aura, unholy blight (DC 20) Caster level 16th

Silent Metal: Rule-of-Three takes no armor check penalty to Hide and Move Silently checks.

Skills: Rule-of-Three has a +4 racial bonus on Bluff, Intimidate and Move Silently checks.

Possessions: +4 dagger of venom, +3 glamored mithril chain shirt of moderate fortification, eyes of seeing, ring of protection +4, amulet of mind shielding, cloak of resistance +3
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:09 pm

Ginsu

Medium Outsider (Chaotic, Evil)
Hit Dice:
23d8 + 69 (218 hp)
Initiative: +15
Speed: 40 ft.
Armor Class: 39 (+4 deflection, +11 Dex, +5 dodge, +4 insight, +5 natural), touch 34, flat-footed 39
Base Attack/Grapple: +23/+26
Attack: 2 longswords +38 melee (1d8 + 12 /17-20/x2 plus 2 Str and Con)
Full Attack: 2 longswords +38/+33/+28/+23 melee (1d8 + 12 /17-20/x3 plus 2 Str and Con) and 2 rapiers +39/+34/+29/+24 melee (1d6 + 13 15-20/x2 plus 2 Str and Con)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Sneak attack +5d6, spell-like abilities, weakening and wounding critical
Special Qualities: Ambidexterity, damage reduction 15/good, improved evasion, opportunist, slippery mind, trapfinding
Saves: Fort +20, Ref +31, Will +21
Abilities: Str 16, Dex 32, Con 17, Int 20, Wis 18, Cha 28
Skills: Balance +41, Bluff +39, Climb +16, Diplomacy +43, Disguise +35 (+39 acting), Escape Artist +27, Hide +16, Intimidate +33, Jump +20, Knowledge (arcana) +10, Knowledge (geography) +11, Knowledge (the planes) +10, Listen +17, Move Silently +28, Profession (sailor) +19, Search +15, Sense Motive +30, Spot +17, Survival +17, Tumble +39, Use Magic Device +35
Feats: Combat Expertise, Combat Reflexes, Dodge, Improved Combat Expertise, Improved Disarm, Improved Feint*, Improved Initiative, Mobility, Spring Attack, Weapon Finesse*, Whirlwind Attack
Climate/Terrain: Any
Organization: Solitary (unique)
Challenge Rating: 20
Treasure: Quadruple Standard
Alignment: Neutral

Spell-like Abilities: At will – charm person (DC 20), change self, deeper darkness, desecrate, detect magic, fear (DC 23), mirror image); 7/day – invisibility, levitate; 3/day – blasphemy (DC 26), contagion (DC 23), destruction (DC 26), horrid wilting (DC 27), poison (DC 30), summon monster IX (demons only), unhallow, unholy aura, unholy blight (DC 23) Caster level 23rd

Possessions: +5 keen mithril rapier, +4 keen adamantine longsword, greater bracers of blinding strike, earring of law, earring of chaos, pirate patch of sight, pirate sash of displacement

The greater bracers of blinding strike allow Ginsu to make two attacks any time he would normally be able to make one. The pirate patch of sight grants Ginsu constant see invisibility and true seeing. The pirate sash of displacement causes attacks made against Ginsu to suffer a 50% miss chance.

The Earrings of Law and Chaos are mysterious major artifacts. Their whispers inside Ginsu's head would drive a lesser man completely insane. Less generous folk would claim that there is no 'lesser man' clause involved here; Ginsu is bat-guano nuts. The earrings provide a constant shield of law and cloak of chaos effect around Ginsu. They also add an insight bonus to his initiative and armor class. It is possible the earrings have a deeper purpose, but what that is remains to be discovered.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:16 pm

Tuerny the Merciless
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Huge Outsider (Chaotic, Evil, Mazza’im)
Hit Dice:
24d8 + 240 (348 hp)
Initiative: +1
Speed: 30 ft., fly 40 ft. (poor)
Armor Class: 37 (+1 Dex, +8 insight, +20 natural, -2 size), touch 17, flat-footed 28
Base Attack/Grapple: +24/+43
Attack: Bite +33 melee (3d6 + 11)
Full Attack: Bite +33 melee (3d6 + 11) and 2 claws +31 melee (1d8 + 5)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Smite, spell-like abilities, spells, summon demons
Special Qualities: Damage reduction 15/good and cold iron, darkvision, familiar, immunity to electricity and poison, resistance to acid 20, cold 20 and fire 20, spell resistance 28, telepathy 200 ft.
Saves: Fort +24, Ref +15, Will +24
Abilities: Str 33, Dex 13, Con 31, Int 30, Wis 26, Cha 25
Skills: Bluff +34, Craft (alchemy) +37, Craft (metalworking) +37, Concentration +37, Decipher Script +37 (+41 scrolls), Diplomacy +38, Disguise +7 (+11 acting), Gather Information +34, Hide +20, Intimidate +38, Knowledge (arcana) +37, Knowledge (the planes) +37, Knowledge (religion) +37, Listen +43, Move Silently +28, Search +37, Spellcraft +41, Spot +43, Survival +8 (+12 on other planes), Use Magic Device +34
Feats: Cleave, Craft Wondrous Item, Dark Speech, Eschew Materials, Improved Bull Rush, Iron Will, Multiattack, Power Attack, Quicken Spell, Scribe Scroll, Silent Spell, Still Spell
Epic Feats: Craft Epic Wondrous Item, Enhance Spell, Ignore Material Components
Climate/Terrain: The Infinite Layers of The Abyss
Organization: Solitary (unique) or with Iggwilv
Challenge Rating: 20
Treasure: Double Standard
Alignment: Chaotic Evil

Smite (Su): Tuerny can create a nimbus of unholy light. When triggered, rainbow colored beams play around his body and burst one round later in a 60 ft. radius. Nondemons in the area must succeed on a Will save (DC 29) or be dazed for 1d10 rounds.

Spell-like Abilities: Always active – true seeing; at will – call lightning, greater dispel magic, feeblemind (DC 23), slow (DC 20), greater teleport, unholy aura. Caster level 24th

Spells: Tuerny casts spells as a wizard.
Spells per day: 4/7/7/6/6/6/6/5/5/5 Caster level 24th, DC 20 + spell level

Summon Demons (Sp): 3/day, Tuerny can automatically summon 2d6 vrocks, 2d6 hezrous, 1d4 glabrezu or 1d4 nalfeshnee.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:16 pm

Tapheon, Lord of the Fortress of Indifference

Huge Outsider (Chaotic, Evil, Mazza’im)
Hit Dice:
28d8 + 240 (350 hp)
Initiative: +3
Speed: 30 ft., fly 40 ft. (poor)
Armor Class: 48 (+12 armor, -1 Dex, +9 insight, +20 natural, -2 size), touch 16, flat-footed 39
Base Attack/Grapple: +28/+52
Attack: Despoiler of Flesh +47 melee (1d8 + 16 plus 1d4 ability drain and reshaping (DC 30)) or bite +42 melee (3d6 + 16) or Despoiler of Flesh +33 ranged touch (6d6 nonlethal and reshaping (DC 25))
Full Attack: Despoiler of Flesh +47/+42/+37/+32 melee (1d8 + 16 plus 1d4 ability drain and reshaping (DC 30)) and bite +40 melee (3d6 + 16) and claw +40 melee (1d8 + 8) or bite and 2 claws
Space/Reach: 15 ft. /15 ft.
Special Attacks: Smite, spell-like abilities, summon demons
Special Qualities: Damage reduction 15/good and cold iron, darkvision, immunity to electricity and poison, resistance to acid 20, cold 20 and fire 20, spell resistance 28, telepathy 200 ft.
Saves: Fort +23, Ref +15, Will +29
Abilities: Str 42, Dex 8, Con 25, Int 28, Wis 28, Cha 25
Skills: Bluff +38, Craft (metalworking) +25, Concentration +22, Diplomacy +28, Disguise +7 (+11 acting), Forgery +40, Gather Information +42, Hide +22, Intimidate +42, Knowledge (arcana) +40, Knowledge (local) +40, Knowledge (the planes) +40, Knowledge (religion) +40, Listen +48, Move Silently +30, Search +40, Sense Motive +25, Spellcraft +28, Spot +48, Survival +25 (+29 on other planes), Use Magic Device +38
Feats: Ability Focus (smite), Cleave, Dark Speech, Great Cleave, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack
Epic Feats: Epic Ability Focus (smite), Epic Will
Climate/Terrain: The Infinite Layers of The Abyss (Fortress of Indifference)
Organization: Solitary (unique)
Challenge Rating: 21
Treasure: Double Standard
Alignment: Chaotic Evil

Smite (Su): Tapheon can create a nimbus of unholy light as a standard action. When triggered, rainbow colored beams play around his body and burst one round later in a 60 ft. radius. Nondemons in the area must succeed on a Will save (DC 37) or be dazed for 1d10 rounds.

Spell-like Abilities: Always active – true seeing; at will – call lightning (DC 20), greater dispel magic, feeblemind (DC 22), slow (DC 20), greater teleport, unholy aura (DC 25). Caster level 28th

Summon Demons (Sp): 3/day, Tapheon can automatically summon 2d6 vrocks, 2d6 hezrous, 1d4 glabrezu or 1d4 nalfeshnee.

Possessions: Tapheon wears a hooked body brace that functions as +5 spiked half-plate mail. Those striking him in melee without reach weapons suffer 2d6 points of piercing damage.

Tapheon's most potent weapon is the Despoiler of Flesh. This rod is made of humanoid tongues sewn together end to end. The animated tongues cause the rod to bend and curl of its own volition.
The rod is capable of reshaping the form of any creature to the whims of the wielder. This functions similarly to polymorph any object, save that it works only on living creatures. The forms bestowed need not be based in reality, but a ill conceived form can result in the death of the victim as it collapses on its own body. The rod must make a successful touch attack against the intended victim. A Fortitude save (DC 30) is allowed to resist the rod's reshaping effect.
The rod can also be used in combat as a Large +6 club. In addition to its regular damage, it deals 1d4 points of ability drain to every ability score on a successful hit. On a successful critical hit, the wielder may make an automatic reshaping attempt against the victim with a Fortitude DC 40.
Finally, the rod can also be used at a distance. As a standard action requiring a ranged touch attack with a max range of 150 ft., the rod can fire a bolt that deals 6d6 nonlethal damage and forces a Fortitude save (DC 25) against reshaping.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:16 pm

Tarnhem
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Large Outsider (Chaotic, Evil, Mazza’im)
Hit Dice:
30d8 + 360 (525 hp)
Initiative: +17
Speed: 40 ft., fly 90 ft. (good)
Armor Class: 41 (+6 armor, +9 Dex, +19 natural, -1 size), touch 16, flat-footed 34
Base Attack/Grapple: +30/+48
Attack: Vorpal bastard sword +47 melee (2d8 + 18 /19-20/x2)
Full Attack: Vorpal bastard sword +47/+42/+37/+32 melee (2d8 + 18 /19-20/x2) and whip +47/+42/+37/+32 melee (1d4 + 18 plus 3d6 electricity and entangle) and 2 wings +41 melee and gore +41 melee; or 2 slams +43 melee (2d8 + 14) and 2 wings +41 melee (3d6 + 7), and gore +41 melee (3d8 + 7 and disease)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Death throes, disease, entangle, spell-like abilities, summon demon
Special Qualities: Damage reduction 15/cold iron and good, darkvision, flaming body, immunity to acid, fire and poison, resistance to cold 20 and electricity 20, spell resistance 33, telepathy 200 ft.
Saves: Fort +31, Ref +28, Will +28
Abilities: Str 39, Dex 29, Con 35, Int 28, Wis 28, Cha 30
Skills: Bluff +43, Concentration +45, Diplomacy +51, Disguise +10 (+14 acting), Escape Artist +39 (+43 ropes), Gather Information +43, Hide +35, Intimidate +47, Knowledge (nature) +32, Knowledge (the planes) +32, Knowledge (religion) +32, Listen +50, Move Silently +39, Search +42, Sense Motive +42, Spellcraft +42 (+46 scrolls), Spot +50, Survival +9 (+11 on other planes, +13 following tracks), Use Magic Device +43 (+33 scrolls), Use Rope +42 (+46 bindings)
Feats: Cleave, Dark Speech, Fly-by Attack, Greater Two Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Multiattack, Power Attack, Two-Weapon Fighting
Epic Feats: Perfect Two Weapon Fighting, Superior Initiative
Climate/Terrain: The Abyss (The Noisome Vale)
Organization: Solitary (unique)
Challenge Rating: 25
Treasure: Double standard
Alignment: Chaotic evil

Death Throes (Ex) When killed, Tarnhem explodes in a blinding flash of light that deals 150 points of damage to everything within 150 feet. (Reflex DC 37 half). This explosion automatically destroys any weapons he is holding.

Disease (Su): Demon fever, Fortitude DC 37

Entangle (Ex) Tarnhem's whip entangles foes much like an attack with a net. The whip has 30 hit points. The whip needs no folding. If it hits, the target and Tarnhem immediately make opposed Strength checks; if the balor wins, he drags the target against his flaming body (see below). The target remains anchored against his body until it escapes the whip.

Spell-Like Abilities: Always active-- tongues, true seeing, unholy aura (DC 28); at will— blasphemy (DC 27), deeper darkness, desecrate, detect good, detect law, dominate monster (DC 29), fear (DC 24), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 27), power word stun, pyrotechnics, read magic, symbol (all, DC 28), suggestion (DC 22), telekinesis (DC 26), unhallow, unholy blight (DC 24), wall of fire; 1/day—fire storm (DC 27), implosion (DC 29). Caster level 30th

Summon Demon (Sp): Once per day Tarnhem can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

Flaming Body (Su) Tarnhem's body is wreathed in flame. Anyone grappling him takes 9d6 points of fire damage each round.

Skills: Balors have a +8 racial bonus on Listen and Spot checks.

Possessions: Tarnhem wields a +4 vorpal bastard sword and a +4 shocking blast whip. He wears bracers of armor +6
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:16 pm

Demogorgon, Prince of Demons
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Huge Outsider (Chaotic, Cosmic, Demon, Evil)
Hit Dice: 70d8 + 1,260 (1,820 hp)
Initiative: +19
Speed: 80 ft., swim 160 ft.
Armor Class: 88 (+19 deflection, +11 Dex, +17 insight, +33 natural, -2 size), touch 55, flat-footed 77
Base Attack/Grapple: +70/+98
Attack: Tentacle +88 melee (3d8 + 18 plus rot)
Full Attack: 2 tentacles +88 melee (3d8 + 18 plus rot) and 2 bites +88 melee (2d8 + 9) and tail +88 melee (4d8 + 9 plus 2d8 negative levels)
Space/Reach: 15 ft. /15 ft. (20 ft. w/ tentacles)
Special Attacks: Call demons, demon arcana, energy drain, gaze attacks, rot, spell-like abilities
Special Qualities: Blindsight 200 ft., damage reduction 50/greater epic, major axiomatic, major good and cold iron, darkvision, dual actions, fast healing 50, immunity to acid, cold, electricity, mind affecting and poison, primogenial creator, prince of demons, resistance to fire 40, scent, spell resistance 60, telepathy 1000 ft., vile nature
Saves: Fort +65, Ref +53, Will +66
Abilities: Str 50, Dex 31, Con 43, Int 46, Wis 45, Cha 48
Skills: Balance +64, Bluff +84, Climb +66, Concentration +89, Craft (alchemy) +91, Craft (flesh) +91, Craft (metalworking) +91, Craft (stoneworking) +91, Diplomacy +66, Escape Artist +56, Gather Information +92, Heal +63, Hide +75, Intimidate +100, Jump +73, Knowledge (arcana) +91, Knowledge (dungeoneering) +91, Knowledge (history) +91, Knowledge (nature) +91, Knowledge (religion) +91, Knowledge (the planes) +91, Listen +90, Move Silently +83, Search +91, Sense Motive +61, Spellcraft +99, Spot +90, Survival +90 (+98 tracking, +98 above ground, +98 on other planes), Swim +101
Feats: Awesome Blow, Bounding Assault, Combat Reflexes, Corrupt Spell-like Ability, Dark Speech, Dodge, Great Fortitude, Improved Bullrush, Improved Initiative, Improved Multiattack, Iron Will, Mobility, Multiattack, Power Attack, Quicken Spell-like Ability (x3), Spring Attack
Epic Feats: Epic Fortitude, Epic Will, Epic Toughness, Improved Combat Reflexes, Multispell-like, Superior Initiative
Climate/Terrain: The Infinite Layers of the Abyss
Organization: Solitary (unique)
Challenge Rating: 50
Treasure: Quintuple Standard
Alignment: Chaotic Evil

Call Demons (Sp): 6/day, Demogorgon can automatically call a demon of any type totaling no more than 40 hit dice. At will, he may call 3d10 demons of any type totaling no more than 20 hit dice each. At will, he may call 3d10 retrievers with maximum hit dice and hit points.

Demon Arcana (Sp): As a double full round action, Demogorgon can duplicate spell effects up to 18th level including metamagic. The DC of any effects when applicable is 70; the caster level is 70th.

Energy Drain (Su): Creatures struck by Demogorgon’s tail suffer 2d8 negative levels. Demogorgon heals 10 hp for every negative level bestowed. The save to remove the negative level is DC 67.

Gaze Attacks: Demogorgon’s gaze attacks are treated as spells cast by a 70th level caster, when applicable.
Aameul’s Beguiling Gaze: Range 180-feet, as charm monster, Will save DC 70 negates.
Hethradiah’s Insanity Gaze: Range 90-feet, as insanity, Will save DC 70 negates.
Demogorgon’s Hypnosis Gaze: Range 300-feet, as hypnotism, Will save DC 70 negates. Creatures with less than 35 HD receive no saving throw. Demogorgon cannot use spell-like abilities or his other gaze attacks while using this ability.

Rot (Ex): Creatures touched by Demogorgon’s tentacles must make a Fort save DC 67 or their flesh and bones begin to rot. This deals 2d6 points of Con damage immediately, and 1 point of Con damage every minute until the victim dies or receives a remove disease spell. The lost points cannot be restored via magical means, and must be allowed to heal naturally.

Spell-like Abilities: Always active - detect good, detect law, detect magic, unholy aura (DC 42), true seeing; At will- astral projection, befoul, bestow greater curse (DC 42), blasphemy (DC 41), charm monster (DC 38) contagion (DC 38), deeper darkness, desecrate, detect thoughts (DC 37), drown (DC 37), feeblemind (DC 39), forbiddance, greater dispel magic, greater teleport, gutwrench (DC 42), power word stun, pox (DC 40), project image, soul bind (DC 41), unhallow, unholy blight (DC 38), wither limb (DC 36); 6/day- dominate monster (DC 43), gate, heal, mindrape (DC 43), rotting curse of urfestra (DC 37), shapechange, weird (DC 43). Caster level 52nd.

Cosmic Entity: Demogorgon has a +20 bonus on rank checks.

Dual Actions: Demogorgon may take two full rounds worth of actions as if he were two separate creatures.

Primogenial Creator: Demogorgon can make epic magic items as if he had the requisite feats. He uses his Demon Arcana to fulfill the requirements for any spells needed to craft the items. Demogorgon can also create minor and major artifacts.

Prince of Demons (Ex): Demogorgon possesses a +6 profane bonus on saves, ability checks and the DCs of his special attacks. Within the Gaping Maw he possesses three times his actual hit points (5,460). Demogorgon can promote lesser demons into greater forms at will. If the demon in question does not possess the proper HD for its new form, Demogorgon receives a number of negative levels equal to the difference. Demogorgon does not need to make a Fortitude save against permanent level loss. Instead, his negative levels are removed at the rate of one per hour.

Vile Nature (Ex): All hit point damage dealt by Demogorgon is considered vile.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:17 pm

Tetradarian
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Huge Outsider (Chaotic, Demon, Evil)
Hit Dice: 35d8 + 490 (770 hp)
Initiative: +13
Speed: 80 ft., swim 160 ft.
Armor Class: 66 (+10 armor, +11 deflection, +5 Dex, +10 insight, +22 natural, -2 size), touch 34, flat-footed 51
Base Attack/Grapple: +35/+59
Attack: Tentacle +49 melee (2d8 + 16 plus rot)
Full Attack: 2 tentacles +49 melee (2d8 + 16 plus rot) and bite +49 melee (1d10 + 8) and tail +49 melee (3d8 + 8 plus 1d8 negative levels)
Space/Reach: 15 ft. /15 ft. (20 ft. w/ tentacles)
Special Attacks: Energy drain, gaze, rot, spell-like abilities, summon demons
Special Qualities: Blindsight 100 ft., damage reduction 30/epic, good and cold iron, darkvision, fast healing 30, immunity to electricity, mind affecting and poison, resistance to acid 30, cold 30 and fire 30, scent, spell resistance 40, telepathy 500 ft., vile nature
Saves: Fort +37, Ref +28, Will +33
Abilities: Str 43, Dex 20, Con 39, Int 31, Wis 30, Cha 33
Skills: Bluff +49, Concentration +52, Diplomacy +57, Gather Information +49, Hide +35, Intimidate +34, Knowledge (arcana) +48, Knowledge (history) +48, Knowledge (nature) +29, Knowledge (religion) +48, Knowledge (the planes) +48, Listen +48, Move Silently +43, Search +48, Sense Motive +48, Spellcraft +48, Spot +48, Survival +48 (+52 tracking, +50 above ground, +52 on other planes), Swim +62
Feats: Ability Focus (gaze), Combat Reflexes, Corrupt Spell-like Ability, Dark Speech, Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Quicken Spell-like Ability (x3)
Epic Feats: Multispell-like Ability, Superior Initiative
Climate/Terrain: The Infinite Layers of the Abyss
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: Triple Standard
Alignment: Chaotic Evil

Energy Drain (Su): Creatures struck by Tetradarian's tail suffer 1d8 negative levels. Tetradarian heals 5 hp for every negative level bestowed. The save to remove the negative level is DC 41.

Gaze: Range 90-feet, as charm monster, Will save DC 40 negates.

Rot (Ex): Creatures touched by Tetradarian's tentacles must make a Fort save DC 41 or their flesh and bones begin to rot. This deals 1d6 points of Con damage immediately, and 1 point of Con damage every hour thereafter until the victim dies or receives a remove disease spell. The lost points cannot be restored via magical means, and must be allowed to heal naturally.

Spell-like Abilities: Always active - detect good, detect law, detect magic, unholy aura (DC 29), true seeing; At will- astral projection, befoul, bestow greater curse (DC 29), blasphemy (DC 28), contagion (DC 24), deeper darkness, desecrate, detect thoughts (DC 24), drown (DC 24), forbiddance, greater dispel magic, greater teleport, gutwrench (DC 29), pox (DC 27), project image, soul bind (DC 28), telekinesis (DC 26), unhallow, unholy blight (DC 25), wither limb (DC 36); 6/day- mindrape (DC 30), rotting curse of urfestra (DC 24), shapechange. Caster level 39th

Summon Demons (Sp): 3/day, Tetradarian can automatically summon a demon of any type totaling no more than 20 hit dice. At will, he may summon 3d6 demons of any type totaling no more than 10 hit dice each. At will, he may summon a retriever with maximum hit points.

Vile Nature (Ex): One half of the hit point damage dealt by Tetradarian is considered vile.

Possessions: +5 mithril breastplate of moderate fortification
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:17 pm

Bogromar
Image

Huge Outsider (Chaotic, Demon, Evil)
Hit Dice: 35d8 + 490 (770 hp)
Initiative: +13
Speed: 80 ft., swim 160 ft.
Armor Class: 66 (+10 armor, +11 deflection, +5 Dex, +10 insight, +22 natural, -2 size), touch 34, flat-footed 51
Base Attack/Grapple: +35/+59
Attack: Tentacle +49 melee (2d8 + 16 plus rot)
Full Attack: 2 tentacles +49 melee (2d8 + 16 plus rot) and bite +49 melee (1d10 + 8) and tail +49 melee (3d8 + 8 plus 1d8 negative levels)
Space/Reach: 15 ft. /15 ft. (20 ft. w/ tentacles)
Special Attacks: Energy drain, gaze, rot, spell-like abilities, summon demons
Special Qualities: Blindsight 100 ft., damage reduction 30/epic, lawful and cold iron, darkvision, fast healing 30, immunity to acid, mind affecting and poison, resistance to cold 30, electricity 30 and fire 30, scent, spell resistance 40, telepathy 500 ft., vile nature
Saves: Fort +37, Ref +28, Will +33
Abilities: Str 43, Dex 20, Con 39, Int 31, Wis 30, Cha 33
Skills: Balance +43, Bluff +49, Climb +54, Concentration +52, Diplomacy +19, Intimidate +53, Jump +54, Knowledge (arcana) +48, Knowledge (dungeoneering) +38, Knowledge (nature) +48, Knowledge (religion) +39, Knowledge (the planes) +48, Listen +48, Move Silently +43, Search +48, Sense Motive +48, Spellcraft +33, Spot +48, Survival +48 (+52 tracking, +52 above ground, +52 on other planes), Swim +62
Feats: Ability Focus (rot), Awesome Blow, Cleave, Combat Reflexes, Dark Speech, Great Cleave, Improved Bullrush, Improved Initiative, Improved Multiattack, Multiattack, Power Attack
Epic Feats: Superior Initiative
Climate/Terrain: The Infinite Layers of the Abyss
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: Triple Standard
Alignment: Chaotic Evil

Energy Drain (Su): Creatures struck by Bogromar's tail suffer 1d8 negative levels. Bogromar heals 5 hp for every negative level bestowed. The save to remove the negative level is DC 41.

Gaze: Range 90-feet, as insanity, Will save DC 38 negates.

Rot (Ex): Creatures touched by Bogromar's tentacles must make a Fort save DC 41 or their flesh and bones begin to rot. This deals 1d6 points of Con damage immediately, and 1 point of Con damage every hour thereafter until the victim dies or receives a remove disease spell. The lost points cannot be restored via magical means, and must be allowed to heal naturally.

Spell-like Abilities: Always active - detect good, detect law, detect magic, unholy aura (DC 29), true seeing; At will- astral projection, befoul, bestow greater curse (DC 29), blasphemy (DC 28), contagion (DC 24), deeper darkness, desecrate, detect thoughts (DC 24), drown (DC 24), forbiddance, greater dispel magic, greater teleport, gutwrench (DC 29), pox (DC 27), project image, soul bind (DC 28), telekinesis (DC 26), unhallow, unholy blight (DC 25), wither limb (DC 36); 6/day- mindrape (DC 30), rotting curse of urfestra (DC 24), shapechange. Caster level 39th

Summon Demons (Sp): 3/day, Bogromar can automatically summon a demon of any type totaling no more than 20 hit dice. At will, he may summon 3d6 demons of any type totaling no more than 10 hit dice each. At will, he may summon a retriever with maximum hit points.

Vile Nature (Ex): One half of the hit point damage dealt by Bogromar is considered vile.

Possessions: +5 mithril breastplate of moderate fortification
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:17 pm

The Cathezar
Image

Large Outsider (Baatezu, Chaotic, Evil, Lawful, Mazza’im)
Hit Dice:
31d8 + 372 (620 hp)
Initiative: +12
Speed: 40 ft.
Armor Class: 51 (+12 Dex, +6 insight, +24 natural, -1 size), touch 27, flat-footed 33
Base Attack/Grapple: +31/+49
Attack: Chain +49 melee (2d6 + 19)
Full Attack: 6 chains +49/+44/+39/+34 melee (2d6 + 19) and tail slap +44 melee (4d6 + 7)
Space/Reach: 10 ft. /10 ft. (20 ft. with chains)
Special Attacks: Constrict, dancing chains, improved grab, spell-like abilities, summon fiend, unnerving gaze
Special Qualities: Damage reduction 20/good, silver and cold iron, immune to electricity, fire, fear and poison, regeneration 10, resistance to acid 20 and cold 20, see in darkness, spell resistance 37, telepathy 200 ft.
Saves: Fort +29, Ref +29, Will +23
Abilities: Str 39, Dex 34, Con 35, Int 28, Wis 23, Cha 29
Skills: Appraise +9 (+11 weapons), Balance +29, Bluff +43, Climb +48, Craft (weapons) +26, Concentration +46, Diplomacy +34, Escape Artist +46, Hide +42, Intimidate +47, Jump +35, Knowledge (the planes) +43, Listen +48, Move Silently +46, Search +43, Sense Motive +40, Spellcraft +43, Spot +48, Survival +6 (+10 tracking, +10 on other planes), Tumble +46, Use Magic Device +43
Feats: Combat Expertise, Combat Reflexes, Cleave, Dark Speech*, Great Cleave, Greater Multiweapon Fighting, Improved Multiattack, Multiattack, Multiweapon Fighting, Power Attack, Quicken Spell-like Ability
Epic Feats: Perfect Multiweapon Fighting
Climate/Terrain: The Abyss
Organization: Solitary (unique)
Challenge Rating: 25
Treasure: Triple Standard
Alignment: Neutral Evil

The Cathezar’s natural weapons, as well as any weapons she wields, are treated as chaotic-aligned, lawful-aligned and evil-aligned for the purpose of overcoming damage reduction.

Constrict (Ex): The Cathezar deals 4d6 + 21 points of damage with a successful grapple check. The constricted creature must succeed on a DC 39 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d6 rounds thereafter.

Dancing Chains (Su): The Cathezar can control up to 15 chains within 20 feet as a standard action, making the chains dance or move as she wishes. In addition, she can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the Cathezar herself. If a chain is in another creature’s possession, the creature can attempt a DC 34 Will save to break the Cathezar’s power over that chain. If the save is successful, the Cathezar cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession.

The Cathezar can climb chains she controls at her normal speed without making Climb checks.

Improved Grab (Ex): To use this ability, the Cathezar must hit with her tail slap attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she succeeds on the grapple check, she can constrict.

Spell-like Abilities: Always active – detect good, detect magic, see invisibility, true seeing; at will – align weapon, animate dead, bestow greater curse (DC 27), blade barrier (DC 25), chaos hammer (DC 23), damning darkness*, desecrate, fireball (DC 22), greater dispel magic, greater teleport, mass inflict critical wounds (DC 27), lightning bolt (DC 22), magic circle against good, project image, polymorph, telekinesis (DC 24), unholy aura (DC 27), unholy blight (DC 23); 6/day – blasphemy (DC 26), dictum (DC 26). Caster level 23rd

Summon Fiend (Sp): Twice per day, the Cathezar can automatically summon a balor, a pit fiend, 2d6 mariliths or 3d10 kytons.

Unnerving Gaze (Su): Range 30 ft., Will DC 34 negates. The Cathezar can make her face resemble one of an opponent’s departed loved ones or bitter enemies. Those who fail their saves take a -10 penalty on attack rolls for 2d6 rounds.

Regeneration (Ex): The Cathezar takes normal damage from weapons composed from both cold iron and silver and from good aligned spells using those materials as a focus.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:17 pm

Arendagrost

Gargantuan Outsider (Aquatic, Chaotic, Evil, Mazza'im)
Hit Dice: 44d8 + 880 (1232 hp)
Initiative: +8
Speed: 60 ft., burrow 30 ft., fly 60 ft. (perfect), swim 120 ft.
Armor Class: 59 (+6 deflection, +4 insight, +43 natural, -4 size), touch 34, flat-footed 51
Base Attack/Grapple: +44/+72
Attack: 3 bites +59 melee (4d8 + 19)
Full Attack: 3 bites +59 melee (4d8 + 19) and 10 tentacles +57 melee (2d8 + 9)
Space/Reach: 20 ft. /20 ft.
Special Attacks: Breath weapon, gaze
Special Qualities: Blindsight 120 ft., damage reduction 30/good, lawful and cold iron, darkvision, fast healing 40, immunity to acid, death effects, electricity, fire, mind affecting and poison, resistance to cold 30, spell resistance 40, telepathy 500 ft.
Saves: Fort +42, Ref +24, Will +28
Abilities: Str 48, Dex 10, Con 46, Int 6, Wis 19, Cha 22
Skills: Balance +6, Hide +35, Jump +37, Listen +51, Move Silently +47, Spot +51, Swim +74, Tumble +47
Feats: Awesome Blow, Cleave, Clinging Breath, Fly-by Attack, Great Cleave, Improved Bull Rush, Improved Initiative, Maximize Breath, Multiattack, Power Attack, Recover Breath (x2), Snatch
Epic Feats: Epic Toughness, Superior Initiative
Climate/Terrain: The Infinite Layers of the Abyss
Organization: Solitary (unique)
Challenge Rating: 31
Treasure: None
Alignment: Chaotic Evil

Breath Weapons (Su): Reflex DC 50, every 1d4-2 rounds. Arendagrost can use one breath weapon as a standard action or all three as a full round action. His corrupt demonic nature infuses his breath; all of his breath weapons deal ½ unholy damage.
Left: 60 foot cone, 32d10 fire
Right: 60 foot cone, 32d10 cold
Center: 120 foot line, 32d10 acid

Gaze: Range 60-feet, death, Fort save DC 38 negates.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 9:21 pm

Azuvidexus
Image
Art by Andrew Hou

Huge Outsider (Chaotic, Cosmic, Evil, Mazza'im)
Hit Dice:
32d8 + 512 (768 hp)
Initiative: +8
Speed: 80 ft.
Armor Class: 46 (+7 deflection, +4 Dex, +4 insight, +23 natural, -2 size), touch 23, flat-footed 38
Base Attack/Grapple: +32/+55
Attack: Bite +45 melee (4d8 + 30 and wounding /x4)
Full Attack: Bite +45 melee (4d8 + 30 and wounding /x4) and 2 claws +40 melee (2d6 + 7) and tail +40 melee (2d8 + 22)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Improved grab, spell-like abilities, swallow whole, tail sweep, wounding bite
Special Qualities: Damage reduction 20/epic good and cold iron, darkvision, fast healing 10, immune to acid, low-light vision, resistance to electricity 10 and fire 10, scent, spell resistance 39
Saves: Fort +30, Ref +22, Will +22
Abilities: Str 40, Dex 18, Con 34, Int 17, Wis 18, Cha 25
Skills: Climb +50, Hide +31, Intimidate +42, Jump +70, Knowledge (nature) +38, Knowledge (the planes) +38, Listen +39, Move Silently +39, Spot +39, Survival +39, Swim +50
Feats: Awesome Blow, Cleave, Dark Speech, Great Cleave, Great Fortitude, Improved Initiative, Power Attack, Run, Track
Epic Feats: Epic Toughness (x2)
Climate/Terrain: Gaping Maw (The Abyss)
Organization: Solitary (Unique)
Challenge Rating: 26
Treasure: None
Alignment: Chaotic Evil

Improved Grab (Ex): Azuvidexus must hit with his bite attack to use this ability. If he gets a hold he can swallow whole the following round.

Spell-like Abilities: Always active – detect good, see invisibility; at will – astral projection, blasphemy (DC 24), desecrate, greater dispel magic, rage (DC 20), shapechange, telekinesis (DC 22), unhallow, unholy aura, unholy blight (DC 21); 3/day – mass bear's endurance, mass bull's strength, symbol of fear (DC 23); 1/day – animal growth, nightmare (DC 22). Caster level 28th

Swallow Whole (Ex): Azuvidexus can swallow a Medium or smaller creature by making a successful grapple check. A swallowed creature is immediately teleported to N'Gharl, an Abyssal realm populated with all manner of horrible primal creatures, and suffers 10d6 damage from the transport. (Fort DC 33 half) Once in N'Gharl, the creature must find its own means of getting back. A chaotic evil forbiddance effect (Caster level 32nd) covers the entire layer. Every hour a creature is on N'Gharl, it must make a Will save (DC 33) or suffer the effects of entering the forbiddance effect.

Tail Sweep (Ex): As a move action, Azuvidexus can sweep its powerful tail, dealing 2d8 + 30 points of damage in a 20 foot semicircle. A Reflex save (DC 41) is allowed for half damage. This attack can only be used on creatures of Large size or smaller.

Wounding Bite (Ex): Azuvidexus’ terrible bite rends the flesh, creating a bleeding wound. Each round the injured creature loses 3d6 hit points. The continuing hit point loss can be stopped by a DC 38 Heal check, a cure spell or a heal spell.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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