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 4:07 pm

The General of Gehenna

Large Outsider (Cosmic, Evil, Yugoloth)
Hit Dice:
54d8 + 517 (1,242 hp)
Initiative: +18
Speed: 80 ft.
Armor Class: 76 (+18 deflection, +10 Dex, +19 insight, +19 natural, -1 size), touch 54, flat-footed 42
Base Attack/Grapple: +54/+74
Attack: Maliport +76 melee (1d8 + 22 plus 2d4 negative levels /15-20/x2 and planeshift)
Full Attack: Maliport +76/+71/+66/+61 melee (1d8 + 22 plus 2d4 negative levels /15-20/x2 and planeshift)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call yugoloths, command yugoloths, spell-like abilities
Special Qualities: Damage reduction 40/epic, good and mithril, darkvision, immunity to acid and poison, regeneration 30, resistance to cold 30, electricity 30 and fire 30, spell resistance 60, supreme commander, telepathy 1000 ft.
Saves: Fort +48, Ref +47, Will +52
Abilities: Str 42, Dex 30, Con 41, Int 40, Wis 49, Cha 47
Skills: Balance +61, Bluff +75, Climb +73, Concentration +65, Craft (armor) +72, Craft (weapons) +72, Diplomacy +73, Disguise +53 (+59 acting), Escape Artist +55, Gather Information +75, Hide +63, Intimidate +81, Jump +26, Knowledge (arcana) +50, Knowledge (history) +50, Knowledge (religion) +50, Knowledge (the planes) +72, Listen +76, Move Silently +67, Ride +57, Search +72, Sense Motive +76, Spellcraft +47 (+53 scrolls), Spot +76, Survival +76 (+82 tracking, +82 on other planes), Use Magic Device +75, Use Rope +10 (+16 bindings), Tumble +55
Feats: Cleave, Combat Expertise, Combat Reflexes, Dodge, Elusive Target, Eyes in the Back of the Head, Improved Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip, Great Cleave, Mobility, Mounted Combat, Power Attack, Ride-by Attack, Spring Attack
Epic Feats: Epic Reflexes, Superior Initiative
Climate/Terrain: Gehenna
Organization: Solitary (unique)
Challenge Rating: 48
Treasure: Quadruple Standard
Alignment: Neutral Evil


Call Yugoloth (Sp): At will, the General may call 4 ultroloths, or 16 of any lesser yugoloths as a swift action. These yugoloths always appear with maximum hit points.

Command Yugoloths (Su): The General of Gehenna may command yugolths as a 54th level cleric commands undead.

Spell-like Abilities: Always active- detect chaos, detect good, detect law, see invisibility, unholy aura (DC 36); at will- blackfire* (DC 36), blasphemy (DC 35), cloudkill (DC 33), demon dirge* (DC 41), desecrate, devil blight* (DC 41), dread word** (DC 31), false gravity*, greater dispel magic, greater teleport, improved invisibility, mass hold monster (DC 37), suggestion (DC 31), summon monster IX (evil only), telekinesis (DC 33), unhallow, unholy blight (DC 32), unholy storm*, wall of evil* (DC 32), wall of fire, wall of ice; 4/day – blade barrier (DC 34), circle of death (DC 33), flensing* (DC 36), implosion (DC 37), quickened true strike, wall of force, waves of exhaustion, wish (DC 37). Caster level 40th
*Spell Compendium
**BoVD
Cosmic Entity: The General has a +8 bonus on rank checks.

Regeneration (Ex): The General takes normal damage from epic good aligned mithril weapons, and from good aligned spells or effects.

Supreme Commander (Ex): The General is a master of warfare, as well as an inspiring figure upon the battle field. All allied daemons that can see the General in combat gain a +4 morale bonus to saving throws, attacks and damage. Daemons who are not allied with the General suffer a -4 morale penalty to the same.
The General can also issue exact orders to daemons for them to carry out. This takes 1 hour of uninterrupted communication to do so. So long as they are actively pursuing their ordered mission, the ordered daemons gain a +19 competence bonus to attacks, armor class, saving throws and skill checks. The general may give a single set of orders to as many as 15 daemons at a time.

Possessions: The General possesses a major artifact called the Heart of Darkness. This powerful item supposedly purged the daemon race of Law and Chaos. Whether this is a myth or not, it certainly displays abilities that may indeed have done that very thing.
As a standard action, the wielder of the Heart of Darkness may fire a beam of purging energy as a ranged touch attack. Should it hit, it affects the target similar to a dictum spell, except that it harms any who have an ethical component of Law or Chaos to their alignment, and does not harm those with an ethical alignment of Neutral. The beam also forces a Will save (DC 45) against the effects of morality undone. Unlike the spell, at the end of the duration, another Will save is required or the effects are permanent. The caster level for both effects is 50th.
The Heart of Darkness also emits a constant triple strength magic circle against law and chaos effect, with a radius of 40 feet.
The General wields a mighty blade that can rend even dimensional barriers asunder. Maliport is a +6 keen scimitar of soulstealing. On a critical hit, the victim must succeed on a Will save (DC 10+damage dealt) or be planeshifted to a random location in Gehenna. The location is rarely on firm or stable ground. 1/day, the blade can be used to cut a gate to any plane of the General's choosing. No teleportation or other forms of astral and ethereal travel are possible within 40 feet of the blade, other than those utilized by the wielder.
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 4:08 pm

Tyrexxus, The Exarch of Wrath

Large Outsider (Cosmic, Daemon, Evil)
Hit Dice:
43d8 + 774 (1,118 hp)
Initiative: +9
Speed: 80 ft.
Armor Class: 62 (+12 deflection, +9 Dex, +4 insight, +28 natural, -1 size), touch 34, flat-footed 49
Base Attack/Grapple: +43/+67
Attack: 2 claws +62 melee (3d8 + 20)
Full Attack: 4 claws +62 melee (3d8 + 20) and bite +57 melee (6d6 + 10) and 3 tails +57 melee (3d8 + 10 and wounding)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Disease, fling, fury, improved grab, spell-like abilities, unholy aura, wounding
Special Qualities: Damage reduction 40/epic and major good, darkvision, immunity to acid and poison, regeneration 30, resistance to cold 40, electricity 40 and fire 40, spell resistance 60, telepathy 1000 ft.
Saves: Fort +43, Ref +32, Will +31
Abilities: Str 51, Dex 28, Con 43, Int 27, Wis 18, Cha 34
Skills: Balance +61, Climb, +66, Diplomacy +16, Gather Information +64, Intimidate +58, Jump +72, Knowledge (arcana) +30, Knowledge (history) +40, Knowledge (local) +54, Knowledge (religion) +30, Knowledge (the planes) +40, Listen +50, Ride +55, Search +54, Sense Motive +40, Spellcraft +37, Spot +50, Survival +40 (+46 tracking, +46 on other planes), Swim +66, Tumble +61
Feats: Cleave, Combat Brute, Dark Speech, Destructive Rage, Great Cleave, Improved Bullrush, Improved Sunder, Lunging Strike, Mad Foam Rager, Power Attack, Shock Trooper
Epic Feats: Epic Fortitude, Epic Sunder, Epic Toughness, Epic Will
Climate/Terrain: Gehenna
Organization: Solitary (unique)
Challenge Rating: 38
Treasure: Quadruple Standard
Alignment: Neutral Evil

Disease (Su): Anyone taking damage within 100 feet of Tyrexxus must make a Fortitude save (DC 37) or contract faceless hate and a Will save (DC 37) or contract festering anger. If Tyrexxus himself deals this damage, the DC is increased to 47.

Fling (Ex): Flung creatures travel 200 feet unless they strike an object prior. A flung creature takes damage as if it had fallen 200 feet. If the flung creature strikes an object, both suffer 1d6 damage per 10 feet traveled. (If the damage is enough to destroy the object that was in its path, the creature continues its flight.)

Fury (Ex): If Tyrexxus fails to hit with an attack, he gains a +10 bonus to attack and damage on his next attack against that foe. These bonuses are cumulative until Tyrexxus succeeds in connecting with an attack.
When Tyrexxus is damaged by an attack, he gains a +10 bonus to attack and damage on his next attack against that foe.
When Tyrexxus makes additional attacks due to Great Cleave, he gains a +10 bonus to attack and damage on those attacks.

Tyrexxus is considered to always be under the effects of a rage or frenzy although he can make full use of his mental actions. For effects that are limited to a certain number of times per rage, Tyrexxus can use them once per round.

Improved Grab (Ex): Tyrexxus must hit a Gargantuan or smaller creature with a claw attack to use this ability. If he establishes a hold, he can fling the creature as a free action.

Spell-like Abilities: Always active – detect good, see invisibility, true seeing; at will – blade barrier (DC 27), blasphemy (DC 29), circle of death (DC 28), crushing hand, disintegrate (DC 28), fireball (DC 25), greater dispel magic, lightning bolt (DC 25), rage* (DC 25), greater shout (DC 30), greater teleport; 7/day – implosion (DC 31), meteor swarm (DC 31), power word kill, power word stun. Caster level 32nd

*Tyrexxus can cast rage on unwilling targets, who gain a Will save to negate.

Unholy Aura (Su): All Sinns have a double strength unholy aura in effect around their persons at all times. A Fortitude save (DC 43) negates the 2d6 points of Strength damage Good aligned creatures suffer if they attack in melee.

Wounding (Ex): Creatures struck by Tyrexxus' bladed tails continue to bleed for 5 points of damage per hit per round until treated to a Heal check (DC 47) or a healing spell. (Caster level check DC 47 required)

Regeneration (Ex): Major good aligned weapons and good aligned spells of 8th level or higher deal normal damage to Tyrexxus.
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 4:27 pm

Shemeska the Marauder
Image

Medium Outsider (Evil, Yugoloth)
Hit Dice:
32d8 + 256 (512 hp)
Initiative: +7
Speed: 40 ft.
Armor Class: 42 (+7 Dex, +9 insight, +16 natural), touch 26, flat-footed 26
Base Attack/Grapple: +32/+38
Attack: 2 claws +38 melee (1d6 + 6 and poison) or by spell +38 melee touch/+39 ranged touch
Full Attack: 2 claws +38 (1d6 + 6 and poison) and bite +33 (2d6 + 2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, sneak attack +4d6, spell-like abilities, spells, summon yugoloths, vile arcana
Special Qualities: Alternate form, arcane archive, damage reduction 20/good and mithril, darkvision, immunity to acid, mind affecting effects and poison, resistance to cold 20, electricity 20 and fire 20, spell resistance 35, telepathy 200 ft.
Saves: Fort +26, Ref +25, Will +27
Abilities: Str 22, Dex 24, Con 26, Int 34, Wis 29, Cha 33
Skills: Bluff +48, Concentration +43, Craft (alchemy) +37, Craft (calligraphy) +28, Decipher Script +47, Diplomacy +53, Disguise +41 (+45 acting), Forgery +42, Gather Information +63, Hide +37, Intimidate +52, Knowledge (arcana) +55, Knowledge (history) +55, Knowledge (local) +55, Knowledge (nobility) +45, Knowledge (religion) +50, Knowledge (the planes) +55, Listen +44, Move Silently +37, Search +28, Sense Motive +44, Spellcraft +59, Spot +44, Survival +20 (+24 on other planes)
Feats: Craft Contingent Spell, Delay Spell, Empower Spell, Extend Spell, Fortify Spell, Quicken Spell, Quicken Spell-like Ability, Persuasive, Scribe Scroll, Skill Focus (Gather Information), Transdimensional Spell, Widen Spell
Epic Feats: Automatic Quicken Spell (x3), Epic Skill Focus (Gather Information), Improved Metamagic (x2)
Environment: Sigil
Organization: Solitary (unique)
Challenge Rating: 25
Treasure: Quadruple standard
Alignment: Neutral Evil

Poison (Ex): Injury, Fortitude DC 34, 1d4 Str/1d4 Str

Spell-like Abilities (Sp): Always active- detect good, greater arcane sight, read magic, tongues, true seeing; At will: animate dead, blasphemy (DC 28), charm monster (DC 26), contagion (DC 25), deeper darkness, dimension door, fear (DC 25), fly, greater dispel magic, greater invisibility, greater teleport, heat metal (DC 23), magic missile, programmed image (DC 25), project image, telekinesis (DC 26), undetectable alignment, unholy aura (DC 29), unholy blight (DC 25), warp wood (DC 23). Caster level 25th

Spells (Sp): Shemeska casts spells as a sorcerer. However, she is capable of changing her spells known daily through the use of a spellbook, just like a wizard. If she loses her spellbook, she is stuck with her current spell selection until she can craft a new one. Shemeska does not increase her casting time when using metamagic.
Spells per day: 8/8/8/8/7/7/7/7/6/2/2/2 Caster level 25th; DC 22 + spell level.

Summon Yugoloths (Sp): Twice per day, Shemeska may summon 1d8 mezzoloth, 1d4 dergholoth, or another arcanaloth. Although there is a 25% probability that any yugoloth summoned may turn on a normal arcanaloth summoner, Shemeska is feared enough that few would be so foolish.

Vile Arcana: Shemeska's spells (but not spell-like abilities) are all considered to be corrupt and violated unless Shemeska chooses not to cast them as such.

Alternate Form (Su): Shemeska can shift between her natural form and any humanoid form at will as a standard action and can remain in humanoid form indefinitely. The ability is otherwise similar to alter self cast by a 32nd level caster.
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 5:28 pm

Riders of the Apocalypse
Image

War
Medium Outsider (Cosmic, Daemon, Evil)
Hit Dice:
35d8 + 490 (770 hp)
Initiative: +19
Speed: 45 ft.
Armor Class: 44 (+11 Dex, +8 insight, +15 natural), touch 29, flat-footed 25
Base Attack/Grapple: +35/+53
Attack: The Scarlet Sword +75 melee (2d8 + 40 plus 2 Con 17-20/x3 and death (Fort DC 45))
Full Attack: The Scarlet Sword +75/+75/+70/+65/+60 melee (2d8 + 40 plus 2 Con 17-20/x3 and death (Fort DC 45))
Space/Reach: 5 ft. /5 ft. (10 feet with Scarlet Sword)
Special Attacks: Hand of War, incite conflict, spell-like abilities
Special Qualities: Damage reduction 15/-, damage reduction 30/epic, good and mithril, darkvision, immunity to acid and poison, regeneration 15, resistance to cold 20, electricity 20 and fire 20, Rider of the Red Horse, spell resistance 44, telepathy 500 ft., weapon master
Saves: Fort +33, Ref +30, Will +27
Abilities: Str 47, Dex 33, Con 38, Int 20, Wis 27, Cha 30
Skills: Balance +40, Climb +41, Concentration +29, Craft (armor) +43, Craft (weapons) +43, Diplomacy +14, Intimidate +48, Jump +58, Knowledge (religion) +43, Listen +23, Move Silently +36, Ride +49, Search +20, Sense Motive +46, Spot +46, Survival +31 (+33 tracking), Swim +40, Tumble +46
Feats: Cleave, Combat Expertise, Combat Reflexes, Dodge, Improved Bull Rush, Improved Combat Expertise, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Improved Two Weapon Fighting, Great Cleave, Greater Two Weapon Fighting, Mobility, Mounted Combat, Power Attack, Ride-by Attack, Spring Attack, Spirited Charge, Two Weapon Fighting
Epic Feats: Damage Reduction (x5), Penetrate Damage Reduction (cold iron), Penetrate Damage Reduction (mithril), Penetrate Damage Reduction (silver), Superior Initiative
Climate/Terrain: Gehenna
Organization: Solitary (unique)
Challenge Rating: 32
Treasure: Triple Standard
Alignment: Neutral Evil

Hand of War (Su): With a touch, War may bestow incredible fighting prowess upon a being. An unwilling being gets a Will save (DC 37) to resist. The being gains a +4 profane bonus to attacks and damage, and four bonus feats that must be selected from the fighter's feat list. However, this comes with a price. For every hour that goes by without the death of a living sentient creature at the being's hand, 1 point of Constitution drain is suffered. This is not restored should the being begin killing again, the deaths merely stave off the next hourly point of Constitution drain. A miracle cast by a spellcaster that can beat War at an opposed caster level check (35th level) removes the curse, but does not restore the lost Constitution. A separate casting of miracle must be used to restore each point of Constitution drain. Miracle always requires an experience point cost when used to counteract the effects of the Hand of War.

Incite Conflict (Su): Those within 1000 feet of War must make a Will save (DC 37) or fall under the effects of a berserker rage. They gain a +8 bonus to Strength, suffer a -8 bonus to Armor Class, and must attack a living being every minute or suffer 1d4 points of damage. They cannot differentiate friend or foe while under the effects of this rage, and typically attack the nearest living creature. The rage lasts for 1 hour, after which the creature is exhausted, assuming it is still alive.

Spell-like Abilities: Always active- deathwatch, see invisibility; at will- blasphemy (DC 27), cloudkill (DC 25), fireball (DC 23), greater dispel magic, greater teleport, lightning bolt (DC 23), unholy aura (DC 28), unholy blight (DC 24); 8/day – blade barrier (DC 26), circle of death (DC 25), implosion (DC 29), power word stun, waves of exhaustion. Caster level 26th

Cosmic Entity: War is only entitled to defensive rank checks. War has a +4 bonus on rank checks. Any other Rider within 1 mile of War grants her an additional +4 to her rank checks. This is cumulative.

Regeneration (Ex): In an odd twist, only those effects which are intended to deal nonlethal damage deal normal damage to War. Weapons must be mithril, and spells must be good aligned. Healing spells also inflict normal damage upon War.

Rider of the Red Horse (Ex): While within one mile of another Rider of the Apocalypse, War gains a +4 morale bonus to the DCs of her special attacks and spell-like abilities. This bonus is cumulative, so she would gain a +12 morale bonus should all 4 riders be within one mile of each other.

Weapon Master (Ex): War is a master of all forms of weaponry. War is considered a 35th level fighter, and receives the bonus feats due to such. She is proficient in all weapons, simple, martial or exotic; she doubles the threat range of any weapon she wields, she increases the critical multiplier of any weapon she wields by one, and she receives a +16 bonus to both attacks and damage with any weapon she wields. She may wield any weapon within one size category of her own with no penalty. Any critical hit she scores against a foe forces a Fortitude save (DC 45) to avoid death. War knows no defeat, and can bypass any resistance to critical hits gained through magic or creature type, however critical hits against such creatures do not threaten death.

Possessions: War wields the Scarlet Sword, which functions as a Large adamantine +6 greater wounding bastard sword of speed. Because of its increased size, War gains 10 foot reach with the weapon, although her incredible skill allows her to strike adjacent foes as well.
When the Scarlet Sword deals damage to an enemy, the blood falls to the ground and rises up as an undying soldier. Treat this as a skeleton with a level of Warrior for every 10 points of damage dealt with the attack. The undying soldier will move forward towards the nearest living being it can see, and attack it to the best of its ability. If there are no living beings within range of their sight, the undying soldier seeks out such. Undying soldiers will not attack War unless she is the only living being within their sight.





Famine
Medium Outsider (Cosmic, Daemon, Evil)
Hit Dice:
30d8 + 300 (540 hp)
Initiative: +13
Speed: 45 ft.
Armor Class: 46 (+13 Dex, +8 insight, +15 natural), touch 31, flat-footed 25
Base Attack/Grapple: +30/+39
Attack: The Ebon Scales +41 melee (1d10 + 13 /19-20/x2 and 1 negative level)
Full Attack: The Ebon Scales +43/+37/+33/+27 melee (1d10 + 13 /19-20/x2 and 1 negative level)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Aura of Hunger, Hand of Famine, spell-like abilities
Special Qualities: Damage reduction 30/epic, good and mithril, darkvision, immunity to acid and poison, regeneration 10, resistance to cold 20, electricity 20 and fire 20, Rider of the Black Horse, spell resistance 41, telepathy 500 ft.
Saves: Fort +27, Ref +30, Will +25
Abilities: Str 28, Dex 37, Con 31, Int 27, Wis 24, Cha 30
Skills: Appraise +41, Balance +46, Concentration +43, Diplomacy +14, Hide +46, Intimidate +43, Knowledge (geography) +41, Knowledge (history) +41, Knowledge (religion) +43, Listen +23, Move Silently +36, Ride +49, Search +20, Sense Motive +46, Spellcraft +41, Spot +46, Survival +31 (+33 tracking)
Feats: Combat Expertise, Combat Reflexes, Improved Critical (heavy flail), Monkey Grip, Mounted Combat, Power Attack, Quicken Spell-like Ability (x2), Ride-by Attack, Spirited Charge, Violate Spell-like Ability
Climate/Terrain: Gehenna
Organization: Solitary (unique)
Challenge Rating: 29
Treasure: Triple Standard
Alignment: Neutral Evil

Aura of Hunger (Su): Those within 1000 feet of Famine must make a Fortitude save (DC 37) or fall under the effects of extreme hunger. They suffer 10d6 points of nonlethal damage, and become exhausted. They must begin making Constitution checks against further starvation every hour as if they had gone a week with no food. Those who fall unconscious from the nonlethal damage take 1 point of Constitution damage every hour until they are healed. The nonlethal damage dealt by the Aura of Hunger is the same as that dealt by starvation, and can only be healed once the character is given food.
The effects of Aura of Hunger continue to persist even after the character is no longer within the Aura. A character that makes his save against Aura of Hunger is immune to its effects until he leaves the area of the aura.

Hand of Famine (Su): With a touch, Famine may bestow her terrible curse upon a victim. An unwilling being gets a Fortitude save (DC 37) to resist. The being no longer requires food nor water to sustain its life. However, this comes with a price. Every creature that comes into physical contact with the victim suffers 1d6 points of Constitution drain (no save). The victim can inflict this upon others with a successful touch attack. These are stored by the victim as temporary Constitution, and disappear at a rate of 1 per hour. If the pool reaches 0 points of Constitution, the victim suffers 1 point of damage to a random ability score every hour until he has replenished the pool. In addition, all food within 60 feet of the victim turns rotten and lacking any nourishment. Consuming it requires a Fortitude save (DC 12) to avoid being poisoned. (1 Con/1d4 Con) A miracle cast by a spellcaster that can beat Famine at an opposed caster level check (35th level) removes the curse from the victim, but does not restore any lost mental ability scores. A separate casting of miracle must be used to restore each point of mental ability drain. Miracle always requires an experience point cost when used to counteract the effects of the Hand of Famine.

Spell-like Abilities: Always active- deathwatch, see invisibility; at will- blasphemy (DC 27), greater dispel magic, greater teleport, polymorph any object (DC 28, objects only), ray of enfeeblement, ray of exhaustion, unholy aura (DC 28), unholy blight (DC 24), vampiric touch, waves of fatigue; 8/day – befoul* (DC 28), despoil* (DC 29), energy drain, eyebite (DC 25), horrid wilting (DC 28), waves of exhaustion. Caster level 24th

Cosmic Entity: Famine is only entitled to defensive rank checks. Famine has a +4 bonus on rank checks. Any other Rider within 1 mile of Famine grants him an additional +4 to his rank checks. This is cumulative.

Regeneration (Ex): Good aligned mithril weapons and spells with the Healing descriptor inflict normal damage upon Famine.

Rider of the Black Horse (Ex): While within one mile of another Rider of the Apocalypse, Famine gains a +4 morale bonus to the DCs of his special attacks and spell-like abilities. This bonus is cumulative, so he would gain a +12 morale bonus should all 4 riders be within one mile of each other.

Possessions: Famine wields The Ebon Scales, which function as a +4 cold iron heavy flail of lifestealing. Those slain by The Ebon Scales rise again as ghouls (or ghasts if the slain had 4 or more HD) within 1 minute of their death. The ghouls will not attack Famine, but neither are they under his control.





Pestilence
Medium Outsider (Cosmic, Daemon, Evil)
Hit Dice:
33d8 + 363 (627 hp)
Initiative: +16
Speed: 45 ft.
Armor Class: 55 (+8 Dex, +11 insight, +26 natural), touch 29, flat-footed 36
Base Attack/Grapple: +33/+40
Attack: Ivory Bow +45 ranged (1d6 + 11 /x3)
Full Attack: Ivory Bow +45/+40/+35/+30 ranged (1d6 + 11 /x3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Breath weapon, command vermin, dire affliction, Hand of Pestilence, spell-like abilities, summon vermin
Special Qualities: Damage reduction 30/epic, good and mithril, darkvision, immunity to acid and poison, regeneration 10, resistance to cold 20, electricity 20 and fire 20, Rider of the White Horse, spell resistance 44, telepathy 500 ft.
Saves: Fort +29, Ref +26, Will +29
Abilities: Str 24, Dex 26, Con 32, Int 29, Wis 33, Cha 30
Skills: Balance +44, Bluff +36, Climb +43, Concentration +47, Diplomacy +14, Heal +47, Hide +44, Intimidate +40, Jump +27, Knowledge (nature) +49, Knowledge (religion) +45, Listen +47, Move Silently +44, Ride +44, Search +45, Sense Motive +47, Spellcraft +29, Spot +47, Survival +47 (+51 above ground, +51 tracking), Use Magic Device +30
Feats: Ability Focus (Dire Affliction), Dodge, Improved Critical (short bow), Improved Initiative, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Rapid Shot, Ride-By Attack
Epic Feats: Combat Archery, Superior Initiative
Climate/Terrain: Gehenna
Organization: Solitary (unique)
Challenge Rating: 32
Treasure: Triple Standard
Alignment: Neutral Evil

Breath Weapon: Once every 1d4 rounds, Pestilence can spew forth a cloud of vermin from his mouth. This deals 20d6 point of damage in a 60 foot cone. Those damaged by the vermin are also poisoned (2d4 Dex initial and secondary). A Fortitude save (DC 37) negates the poison and halves the damage. The vermin remain in the area as a swarm.

Command Vermin: Pestilence is capable of commanding vermin similar to how an evil cleric rebukes undead. Any vermin who would be rebuked are instead under Pestilence's control.

Dire Affliction (Su): Those within 1000 feet of Pestilence must make a Fortitude save (DC 38) or contract a random disease. This save must be made every minute, and victims can contract more than one disease in this manner. If a victim contracts a given disease twice, the effects of the disease are twice as potent.
Attempting to heal someone stricken ill by Pestilence can be very dangerous. A failed caster level check (DC 45) will result not only in the attempt failing, but the would-be healer must succeed on a Fortitude save (DC 38) or contract the same disease as the ill. In addition, the caster must make a Will save (DC 38) or permanently lose the spell slot used to attempt the healing.
No one who is currently infected with a disease can cure one who is afflicted by any of Pestilence's diseases.
Hand of Pestilence (Su): With a touch, Pestilence may transform a being into a carrier of horrible disease. An unwilling being gets a Will save (DC 36) to resist. The being gains immunity to disease and poison. However, this comes with a price. Creatures that come within 10 feet of the being must make a Fortitude save every minute or be afflicted with a random disease. A miracle cast by a spellcaster that can beat Pestilence at an opposed caster level check (33rd level) removes the curse, however this requires touching the victim, which may afflict the spellcaster as well. Miracle always requires an experience point cost when used to counteract the effects of the Hand of Pestilence.

Spell-like Abilities: Always active- deathwatch, see invisibility; at will- addiction** (DC 22), blasphemy (DC 27), circle of nausea** (DC 23), contagion (DC 24), creeping doom, giant vermin, greater dispel magic, greater teleport, insect plague, plague of rats*, pox** (DC 26), seething eyebane** (DC 21) , shriveling** (DC 23), summon swarm, suspend disease**, unholy aura (DC 28), unholy blight (DC 24); 8/day – otyugh swarm*, rotting curse of urfestra** (DC 23), spider plague*. Caster level 26th
*Spell Compendium
**Book of Vile Darkness

Summon Vermin (Sp): Once per day, Pestilence can summon a ruin swarm, thoracid or vermiurge. Once per week, he can summon a devastation beetle.

Cosmic Entity: Pestilence is only entitled to defensive rank checks. Pestilence has a +4 bonus on rank checks. Any other Rider within 1 mile of Pestilence grants him an additional +4 to his rank checks. This is cumulative.

Regeneration (Ex): Good aligned mithril weapons and spells with the Healing descriptor inflict normal damage on Pestilence.

Rider of the White Horse (Ex): While within one mile of another Rider of the Apocalypse, Pestilence gains a +4 morale bonus to the DCs of his special attacks and spell-like abilities. This bonus is cumulative, so he would gain a +12 morale bonus should all 4 riders be within one mile of each other.

Possessions: Pestilence wields the Ivory Bow, which functions as a +4 mighty composite shortbow of distant shot. All arrows fired from the bow deal vile damage. In addition, when an arrow strikes a target, it erupts into a hellwasp swarm that immediately takes its turn.





Death
Medium Outsider (Cosmic, Daemon, Evil)
Hit Dice:
40d8 + 680 (1,000 hp)
Initiative: +19
Speed: 45 ft.; fly 20 ft. (perfect)
Armor Class: 64 (+14 deflection, +11 Dex, +14 insight, +15 natural), touch 49, flat-footed 39
Base Attack/Grapple: +40/+52
Attack: Touch +43 melee touch (10d6 + 14 plus energy drain and Hand of Death)
Full Attack: 2 touches +43 melee touch (10d6 + 14 plus energy drain and Hand of Death)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Energy drain, frightful presence, hand of death, spell-like abilities
Special Qualities: Damage reduction 30/epic, good and mithril, darkvision, immunity to acid and poison, inexorable, lifesight, regeneration 20, resistance to cold 30, electricity 30 and fire 30, Rider of the Pale Horse, spell resistance 47, telepathy 1000 ft., vile strike
Saves: Fort +39, Ref +33, Will +36
Abilities: Str 36, Dex 33, Con 45, Int 38, Wis 38, Cha 38
Skills: Appraise +58, Balance +54, Concentration +60, Decipher Script +58, Escape Artist +54, Gather Information +58, Intimidate +58, Jump +57, Knowledge (arcana) +58, Knowledge (history) +58, Knowledge (nature) +58, Knowledge (the planes) +58, Knowledge (religion) +58, Listen +58, Move Silently +54, Profession (executioner) +58, Ride +64, Search +58, Sense Motive +58, Spellcraft +58, Spot +58, Use Magic Device +58
Feats: Ability Focus (hand of death), Combat Reflexes, Improved Initiative, Mounted Combat, Quicken Spell-like Ability (x3), Ride-By Attack, Trample
Epic Feats: Epic Ability Focus (hand of death), Epic Skill Focus (Ride), Polyglot, Spell-like Opportunity, Superior Initiative
Climate/Terrain: Gehenna
Organization: Solitary (unique)
Challenge Rating: 37
Treasure: Triple Standard
Alignment: Neutral Evil

Energy Drain: Death's touch attack inflicts 4 negative levels on the target. A Fortitude save DC 44 is required to remove them after 24 hours.

Frightful Presence (Su): Those within 1000 feet of Death must make a Will save (DC 44) or fall victim to a mind-numbing fear. Those who fail their save are panicked. Those who fail their save by 5 or more are paralyzed for 1d6 minutes. Those who fail their saves by 10 or more take 1d6 points of damage to all of their ability scores. Those who fail their saves by 20 or more are struck dead. This is a mind-affecting effect.

Hand of Death (Su): With her touch, Death may kill a creature. The creature gains either a DC 50 Will or Fortitude save (Death's choice) to negate the effect. If the creature has less than 40d4 hit points, it dies anyway.

Spell-like Abilities: Always active- circle of death (DC 32), deathwatch, see invisibility, true sight; at will- blasphemy (DC 31), gentle repose, ghostform, greater dispel magic, greater teleport, passwall, phantasmal killer (DC 29), spiritwall*, stop heart** (DC 33), speak with dead, undeath to death (DC 32), unholy aura (DC 32), unholy blight (DC 28); 8/day – wail of the banshee (DC 36), weird (DC 31), destruction (DC 34), disjunction (DC 33), energy drain, finger of death (DC 34), momento mori (DC 47), power word kill, symbol of death (DC 35). Caster level 35th
*Spell Compendium
**Book of Vile Darkness

Cosmic Entity: Death is only entitled to defensive rank checks. Death has a +4 bonus on rank checks. Any other Rider within 1 mile of Death grants her an additional +4 to his rank checks. This is cumulative.

Inexorable: Death's touch pierces through protections against death effects and negative energy. Any time a creature protected by deathward, mind blank, or similar magic is targeted by one of Death's abilities, Death makes an immediate opposed caster level check against the effect. If she succeeds, the protection is dispelled and her attack affects the victim as normal. If she fails, the protection holds.
Natural immunity, such as someone with the Feat Enduring Life or an undead, can also be ignored. In these cases, the victim uses its hit die total for the opposed caster level check.

Lifesight: Living creatures give off a bright light to Death's senses. Undead creatures give off a dull glow. Animated creatures, such as constructs do not create any special signature for Death, although she can see them normally.

Regeneration (Ex): Epic good aligned mithril weapons inflict normal damage on Death. Positive energy also inflicts normal damage on Death.

Rider of the Pale Horse (Ex): While within one mile of another Rider of the Apocalypse, Death gains a +4 morale bonus to the DCs of her special attacks and spell-like abilities. This bonus is cumulative, so she would gain a +12 morale bonus should all 4 riders be within one mile of each other.

Vile Strike (Ex): All damage dealt by Death's natural weapons is considered vile.

Possessions: None
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 5:54 pm

Mezzenbone, Emperor of the Dragon Empire
Image

Colossal Dragon (Fire)
Hit Dice:
49d12 + 833 (1,200 hp)
Initiative: +10
Speed: 90 ft., fly 250 ft. (clumsy)
Armor Class: 50 (+48 natural, -8 size), touch 2, flat-footed 50
Base Attack/Grapple: +49/+87
Attack: Bite +63 melee (4d8 + 22) or energy flux blaster pistol +46 ranged (12d8 + 5)
Full Attack: Bite +63 melee (4d8 + 22) and 2 claws +61 melee (4d6 + 11) and 2 wings +61 melee (2d8 + 11) and tail +61 melee (4d6 + 33) or plasma cannon +42 ranged (15d10 fire) and 2 blaster cannons +42 ranged (8d10 electricity) and assault rifle +46/+41/+36/+31 ranged (8d6 + 5 /x3) and energy flux blaster pistol +46 ranged (12d8 + 5)
Space/Reach: 30 ft. /20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, crush, frightful presence, spell-like abilities, spells, tail sweep
Special Qualities: Blindsense 150 ft., damage reduction 30/greater epic and adamantine, darkvision 450 ft., immune to sleep and paralysis, resistance to acid 30, cold 30, electricity 30 and sonic 30, see invisibility 300 ft., spell resistance 38, vulnerability to cold
Saves: Fort +45, Ref +26, Will +41
Abilities: Str 55, Dex 10, Con 41, Int 32, Wis 33, Cha 32
Skills: Appraise +63, Bluff +63, Computer Use +20, Concentration +41, Diplomacy +75, Freefall +25, Hide -16, Intimidate +69, Jump +46, Knowledge (arcana) +48, Knowledge (civics) +48, Knowledge (earth and life science) +48, Knowledge (history) +48, Knowledge (physical science) +48, Knowledge (the planes) +48, Knowledge (religion) +48, Knowledge (tactics) +48, Knowledge (technology) +48, Listen +63, Pilot +10, Research +37, Search +37, Sense Motive +63, Spellcraft +63, Spot +63, Survival +24 (+28 on other planes)
Feats: Cleave, Clinging Breath, Draconic Knowledge, Enlarge Breath, Flyby Attack, Great Cleave, Heighten Breath, Lingering Breath, Maximize Breath, Multiattack, Power Attack, Quicken Breath, Snatch, Tail Sweep Knockdown
Epic Feats: Epic Fortitude, Epic Toughness, Epic Will
Climate/Terrain: Arangorn, of the Andragus system
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: Quintuple Standard
Alignment: Chaotic Evil

Breath Weapon (Ex): 70 ft. cone, 30d10 fire, Reflex DC 49 half

Crush (Ex): 30 ft. x 30 ft., Large or smaller opponents take 4d8 + 25 bludgeoning damage. Reflex DC 49 or be pinned.

Frightful Presence (Ex): 450 ft. radius, 48 HD or less (12 HD or less panicked), 15d6 rounds, Will DC 45 negates

Snatch: Against Large or smaller creatures, bite for 4d8 + 22/round or claw for 4d6 + 11/round.

Spell-like Abilities: 12/day – locate object; 3/day – suggestion (DC 33); 1/day – discern location, find the path Caster level 30th

Spells: Mezzenbone casts spells as a sorcerer.
Spells per day: 6/8/8/8/8/7/7/7/7/4 (Caster level 32nd, DC 31 + spell level)
Spells known: 9/5/5/4/4/4/3/3/3/3 May select cleric spells and domain spells from Chaos, Destruction, Evil and Fire

Tail Sweep (Ex): 2d8 + 25 and knocked prone; 40 ft. half circle, Reflex DC 49 half damage, negates knockdown

Possessions: Mezzenbone's battlearmor includes a head mounted plasma cannon (750 ft.) and two wing mounted blaster cannons (500 ft.). His personal firearms are a +5 energy flux blaster pistol (100 ft.) and a +5 rapid fire assault rifle (250 ft.). The armor itself is a +5 combat exoskeleton of heavy fortification.
*Distances are range increments.
Mezzenbone also has elite spellware enhancements including boosted reflexes, energy resistance, fast healing, subdermal armor, translator and a trauma symbiote with 100 hit points.
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 5:54 pm

A Little Birdie
Image

Diminutive Animal
Hit Dice:
¼d8 (943 hp)
Initiative: +4
Speed: Fly 200 ft. (good)
Armor Class: 54 (+40 natural, +4 size), touch 14, flat-footed 54
Base Attack/Grapple: +41/+47
Attack: Peck +51 melee (4d8 + 18)
Full Attack: Peck +51 melee (4d8 + 18) and 2 claws +49 melee (4d6 + 9) and 2 wings +49 melee (2d8 + 9)
Space/Reach: 1 ft. /0 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Damage reduction 20/epic, immune to fire, sleep and paralysis, spell resistance 33, vulnerability to cold, water breathing
Saves: Fort +33, Ref +22, Will +33
Abilities: Str 47, Dex 10, Con 33, Int 32, Wis 33, Cha 32
Skills: Appraise +55, Bluff +55, Concentration +35, Craft (jeweler) +30, Diplomacy +60, Disguise +55 (+59 acting), Hide -16, Intimidate +58, Jump +25, Knowledge (arcana) +45, Knowledge (geography) +45, Knowledge (history) +45, Knowledge (the planes) +45, Knowledge (religion) +45, Listen +55, Move Silently +30, Perform (sing) +30, Search +50, Sense Motive +55, Spellcraft +45, Spot +55, Survival +40 (+44 on other planes)
Feats: Cleave, Birdie Knowledge, Flyby Attack, Great Cleave, Hover, Improved Initiative, Maximize Spell, Multiattack, Power Attack, Wingover, Wingstorm
Climate/Terrain: Warm plains
Organization: Flock (7) with doddering old man
Challenge Rating: 27
Treasure: Triple Standard
Alignment: Lawful Good

Spell-like Abilities: 3/day – bless, detect gems; 1/day – foresight, geas/quest, luck, sunburst (DC 29) Caster level 19th

Spells: Little birdies cast as sorcerers.
Spells per day: 6/9/9/8/8/8/8/7/7/5 (Caster level 25th, DC 21 + spell level)
Spells known: 9/5/5/4/4/4/3/3/3/2 May select cleric spells and domain spells from Fire, Good, Law and Luck.
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 5:54 pm

Auric

Medium Dragon (Fire)
Hit Dice:
25d12 + 300 (562 hp)
Initiative: +2
Speed: 30 ft., fly 100 ft. (average)
Armor Class: 51 (+15 armor, +2 Dex, +24 natural), touch 12, flat-footed 49
Base Attack/Grapple: +25/+39
Attack: Bahamut’s Roar +45 melee (2d6 + 27 17-20/x3) or claw +39 melee (1d8 + 7)
Full Attack: Bahamut’s Roar +45/+40/+35/+30 melee (2d6 + 27 /17-20/x3) and claw +37 melee (1d8 + 7) and bite +37 melee (2d6 + 14) and 2 wings +37 melee (1d6 + 7) and tail slap +37 melee (1d8 + 21)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Aura of courage, breath weapon, eldritch blade, sacred shield, smite evil dragons, spells
Special Qualities: Blindsense 30 ft., damage reduction 20/high magic, darkvision 120 ft., gold dragon heritage, immune to fire, fear, sleep and paralysis, low-light vision, vulnerability to cold
Saves: Fort +26, Ref +16, Will +18
Abilities: Str 38, Dex 15, Con 35, Int 24, Wis 18, Cha 31
Skills: Climb +21, Concentration +40, Diplomacy +42, Gather Information +38, Intimidate +38, Jump +21, Knowledge (arcana) +35, Knowledge (religion) +35, Knowledge (the planes) +35, Listen +32, Perform (oratory) +17, Perform (sing) +17, Perform (string instruments) +17, Perform (wind instruments) +17, Sense Motive +32, Spellcraft +32, Spot +32, Survival +18 (+22 planes)
Feats: Cleave, Combat Reflexes, Draconic Vigor, Empower Spell, Fiery Spell, Great Cleave, Maximize Breath Weapon, Maximize Spell, Multiattack, Power Attack, Quicken Spell, Searing Spell
Epic Feats: Improved Metamagic
Climate/Terrain: Heaven
Organization: Solitary (unique)
Challenge Rating: 24
Treasure: PC Standard
Alignment: Lawful Good

Aura of Courage: Allies within 180 feet of Auric gain a +35 morale bonus on saves against fear.

Breath Weapon (Ex): Fire - 16d10 fire damage, DC 34, 60 foot cone. Weakening gas – 6 Str damage, Fort DC 34, 60 foot cone. Auric may use either breath weapon every 1d4 rounds.

Eldritch Blade (Su): As a full round action, Auric can make an attack with a manufactured weapon and cast a spell. If the attack hits, the spell affects the victim, automatically overcoming spell resistance. For every 10 points of damage the attack deals, the victim takes a -1 penalty on his save against the spell.

Sacred Shield (Dv): 7/day, Auric can create a protective aura that lasts for 10 minutes. The shield absorbs 250 points of damage before collapsing. When the shield collapses, all evil creatures within 100 feet must make a Reflex save (DC 32) or be blinded. Auric can create the protective aura as a personal shield or as a 30 foot radius area. Damage that would not harm Auric is ignored by the personal aura.

Smite Evil Dragon (Su): 6/day Auric can smite evil dragons, gaining +10 to attack and dealing an additional 25 points of damage.

Spells: Auric casts spells as a 25th level sorcerer.
Spells per day: 16/9/9/8/8/8/8/7/7/7/2/1 (Caster level 25th, DC 20 + spell level)
Spells known: 0 – , 1- inflict light wounds, 2- shatter, 3- contagion, 4- inflict critical wounds, 5- mass inflict light wounds, 6- harm, 7- disintegrate, 8- earthquake, 9- implosion
Auric has access to the Song of Heaven, a powerful major artifact of Celestia which can exchange his spells known as need determines. As such, Auric has no set spells known list. However, he favors fire spells and always knows a few of various levels.

Gold Dragon Heritage (Ex): Auric can grant all good creatures (except himself) within 10 feet a +1 luck bonus on all rolls, as a stone of good luck. He may assume a humanoid or animal form of Medium size or smaller at will. He can breathe underwater. 1/day he may cast bless and detect gems. (Caster level 25th)

Possessions: Bahamut’s Roar is a good and lawful aligned +6 adamantine greatsword. On a critical hit, it deals triple damage, but the additional damage is entirely sonic. All creatures within 60 feet of the blade on a critical hit must make a Fortitude save (DC 30) or be deafened for 1d6 minutes and a Reflex save (DC 30) or be knocked prone. A deafened creature standing up from the prone provokes attacks of opportunity. The wielder is immune to sonic damage.

Auric also wears golden dragonscale armor of heavy fortification. 1/week, the dragon spirit within the armor can be asked a question, this is similar to a contact other plane spell cast for an Elemental plane. The dragon spirit will neither lie nor give a random answer; treat both of these results as ‘mistaken’.
The suit also provides immunity to fire (which Auric already possesses naturally) The suit provides a +15 armor bonus, is considered light armor, possesses no armor check penalty and has a maximum Dex bonus of +4.
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 5:54 pm

K’zid

Large Dragon (Earth)
Hit Dice:
25d12 + 275 (537 hp)
Initiative: +3
Speed: 40 ft., fly 120 ft. (average), burrow 20 ft.
Armor Class: 48 (+12 armor, +3 Dex, +24 natural, -1 size), touch 12, flat-footed 45
Base Attack/Grapple: +25/+47
Attack: Bargainer +48 melee (3d6 + 33 /x3) or claw +42 melee (1d10 + 9)
Full Attack: Bargainer +48/+43/+38/+33 melee (3d6 + 33 /x3) and claw +40 melee (1d10 + 9) and bite +41 melee (2d8 + 20) and 2 wings +40 melee (1d8 + 9) and tail slap +40 melee (1d10 + 27)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Awesome blow, breath weapon, frightful presence, smite chaos, spell-like abilities, spells
Special Qualities: Blindsense 30 ft., bloodhound, blue dragon heritage, damage reduction 20/high magic and silver, darkvision 120 ft., immune to electricity, death effects, mind affecting, sleep and paralysis, low-light vision, resistance to acid 20, cold 20 and fire 20, scent, spell resistance 40 (vs divination spells only)
Saves: Fort +25, Ref +17, Will +20 (+31 vs marks)
Abilities: Str 46, Dex 17, Con 32, Int 25, Wis 23, Cha 31
Skills: Bluff +35, Concentration +32, Diplomacy +32, Gather Information +24, Hide +13, Intimidate +42, Knowledge (the planes) +35, Knowledge (religion) +35, Listen +34, Move Silently +17, Ride +17, Search +32, Sense Motive +34, Spellcraft +34, Spot +34, Survival +44 (+48 tracking, +48 on other planes)
Feats: Cleave, Combat Reflexes, Endurance, Extend Spell, Extra Smiting, Great Cleave, Multiattack, Power Attack, Track, Weapon Focus (bite), Weapon Specialization (bite)
Epic Feats: Epic Skill Focus (Survival), Great Smiting, Legendary Tracker
Climate/Terrain: Avernus
Organization: Solitary (unique)
Challenge Rating: 24
Treasure: PC Standard
Alignment: Lawful Evil

Breath Weapon (Ex): Lightning - 16d8 electricity damage, DC 34, 140 foot line. K’zid may use his breath weapon every 1d4 rounds.

Frightful Presence (Ex): 50 ft. radius, 24 HD or fewer, Will DC 32 negates. Dragons are immune to K’zid's frightful presence.

Smite Chaos (Su): 9/day K’zid can smite chaos, gaining +10 to attack and dealing an additional 50 points of damage.

Spell-like Abilities: Always active – detect chaos, detect lies, freedom of movement, see invisibility; 3/day – crushing despair (DC 24), dispel magic, false vision, find the path; 1/day – create water, destroy water, hallucinatory terrain (DC 24), locate creature, ventriloquism (DC 21). (Caster level 25th)

Spells: K’zid casts spells as a 25th level favored soul.
Spells per day: 16/9/9/8/8/8/8/7/7/7/2/1 (Caster level 25th, DC 16 + spell level)
Spells known: 0 – create water, cure minor wounds, detect magic, light, mending, purify food and drink, read magic, resistance, virtue, 1- cure light wounds, curse water, disguise self, divine favor, doom, ebon eyes*, entropic shield, inflict light wounds, protection from chaos, protection from good, 2- bear’s strength, calm emotions, desecrate, divine insight*, ghost touch armor*, hand of divinity*, infernal wound*, invisibility, shatter, zone of truth, 3- attune form*, contagion, hamatula barbs*, know opponent*, know vulnerabilities*, magic circle against chaos, magic circle against good, nondetection, ring of blades*, unholy storm*, 4- confusion, delay death*, dismissal, divine power, inflict critical wounds, order’s wrath, restoration, sending, unholy blight, wall of sand*, 5- commune, dispel chaos, dispel good, false vision, greater command, mass inflict light wounds, righteous might, stalwart pact*, unhallow, vulnerability*, 6- blade barrier, create undead, geas/quest, harm, hold monster, mislead, rejection*, word of recall, zealot pact*, 7- blasphemy, brilliant blade*, banishment, death dragon*, dictum, disintegrate, evil glare, greater bestow curse*, regenerate, screen, symbol of stunning, 8- antimagic field, discern location, dimensional lock, earthquake, greater spell immunity, polymorph any object, shield of law, unholy aura, wall of greater dispel magic*, 9- call marut*, gate, implosion, miracle, storm of vengeance, summon monster IX (evil or lawful only), time stop

Bloodhound (Ex): K’zid can designate up to nine creatures as marks, by focusing on the creatures or a depiction of them for 10 minutes. He gains a +25 insight bonus on Gather Information, Listen, Search, Spot and Survival checks made to determine the whereabouts of a mark. When tracking a mark, K’zid movement speed increases by 80 feet. His melee attacks against marks deal 2 points of strength damage.
K’zid may keep from killing an enemy he has struck as an immediate action. A blow that would reduce a foe to -2 or less hit points instead reduces the creature to -1 hit points. He may also deal nonlethal damage without taking a penalty to attack.
K’zid takes no penalty on Hide or Move Silently checks while moving up to his speed and only a -10 penalty while running.
K’zid may track creatures under the effects of pass without trace or similar effects at a -20 penalty.

Blue Dragon Heritage (Ex): K’zid can imitate any voice or sound that he has heard, a Will save DC 32 is required to detect the ruse.

Possessions: Bargainer is an evil and lawful aligned +6 Dis iron greataxe. Those who swear an oath upon it are bound to the blade and it functions as a dread weapon when used against them. Such creatures when struck by the blade must succeed on a Fort save (DC 32) or die and a Will save (DC 32) or be affected by soul bind. Oaths to Tiamat not sworn on the blade gain the benefits of the soul bind, but not the death effect. They must be slain normally.

The Bloodstone of Eyreii is a ruby ring that grants K’zid immunity to mind affecting and death effects, as well as any effect that would imprison his soul.

K’zid also wears black plate armor that grants him cloak of the sea and immunity to the mind draining powers of the Styx. The armor is perfectly crafted to allow him full use of his Dexterity in combat.
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 6:02 pm

Annam

Gargantuan Giant (Divine)
Hit Dice:
60d8 + 1,920 (2,400 hp)
Initiative: +9
Speed: 180 ft.
Armor Class: 95 (+1 Dex, +17 deflection, +14 insight, +57 natural, -4 size), touch 38, flat-footed 81
Base Attack/Grapple: +60/+114
Attack: Slam +88 melee (6d8 + 32) or rock +88 ranged (6d10 + 32) or slam +88 melee (6d8 + 32)
Full Attack: 2 slams +88 melee (6d8 + 32)
Space/Reach: 30 ft. /40 ft.
Special Attacks: Rock throwing, spell-like abilities, spells, summon giants
Special Qualities: Damage reduction 60/greater epic and adamantine, damage reduction 30/-, fast healing 20, mighty grip, rally giants, spell resistance 70
Saves: Fort +60, Ref +21, Will +46
Abilities: Str 74, Dex 12, Con 66, Int 36, Wis 38, Cha 44
Skills: Appraise +45, Balance +36, Climb +95, Diplomacy +52, Handle Animal +41, Heal +40, Intimidate +80, Jump +135, Knowledge (arcana) +76, Knowledge (history) +76, Knowledge (the planes) +45, Knowledge (religion) +76, Listen +77, Move Silently +32, Sense Motive +39, Spellcraft +82, Spot +77, Survival +35, Swim +95, Tumble +37, Use Magic Device +49
Feats: Awesome Blow, Cleave, Empower Spell, Great Cleave, Improved Bullrush, Improved Initiative, Improved Sunder, Maximize Spell, Power Attack, Power Throw, Snatch, Widen Spell
Epic Feats: Enhance Spell, Epic Spellcasting, Epic Toughness (x2), Improved Metamagic, Mighty Grab*, Superior Initiative
Climate/Terrain: Outer Planes
Organization: Solitary (unique)
Challenge Rating: 50
Treasure: Triple standard
Alignment: Neutral

Rock Throwing (Ex): The boulders hurled by Annam strike a 20 ft. by 20 ft. square. Annam's rocks have a 1000 foot range increment.

Spell-like Abilities: Always active – freedom of movement, see invisibility; at will- bestow curse (DC 31), chain lightning (DC 33), charm monster (DC 32), control weather, fire storm (DC 35), fog cloud, geas/quest, greater dispel magic, greater teleport, hold monster (DC 32), invisibility, invisibility purge, levitate, mass bull's strength, mass cure critical wounds, mass inflict critical wounds, persistent image (DC 33), speak with plants and animals, stone tell; 3/day – call lightning storm (DC 34), etherealness, gate, greater restoration, heal, maze (DC 35), meteor swarm (DC 36), power word kill, power word stun, summon nature’s ally IX ; 1/day – freedom, imprisonment (DC 36), miracle (DC 36), true resurrection Caster level 50th

Spells: Annam casts spells as a cleric with access to the Knowledge, Magic, Plant and Sun domains and as a wizard.
Cleric spells per day: 6/10/10/9/9/9/8/7/7/7/3/2/2/2/2; Caster level 45th, DC 24 + spell level.
Wizard spells per day: 4/8/7/7/7/7/6/6/6/6/2/2/2/2; Caster level 45th, DC 23 + spell level.
Epic spells per day: 6; Caster level 45th, DC 34.

Summon Giants: At will, Annam may summon 5d10 giants of any type with maximum hit points.

Divinity: Annam is a greater god with a +18 bonus on rank checks.

Mighty Grip (Ex): Annam wields Titanic weapons with no penalty. When using a one handed weapon, he adds one and a half times his Strength modifier to damage. When using a two handed weapon, he adds twice his Strength modifier to damage rather than one and a half. When using Power Attack, Annam gains a +3 bonus to damage for every -1 penalty he takes to his attack roll.

Rally Giants (Ex): Allied giants within sight of Annam gain a +20 morale bonus to attack, melee damage and saves.
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 6:11 pm

Thrym
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Huge Giant (Chaotic, Cold, Divine, Evil)
Hit Dice:
42d12 + 672 (1,176 hp)
Initiative: +3
Speed: 90 ft.
Armor Class: 72 (+8 armor, +3 Dex, +9 deflection, +11 insight, +33 natural, -2 size), touch 31, flat-footed 72
Base Attack/Grapple: +42/+72
Attack: Greataxe +71 melee (6d6 + 50 and 3d6 cold /19-20/x5 and death (DC 53 negates)) or slam +62 melee (4d8 + 22 and 2d6 cold) or rock throwing +62 ranged (2d8 + 22)
Full Attack: Greataxe +71/+66/+61/+56 melee (6d6 + 50 and 3d6 cold /19-20/x5 and death (DC 53 negates)) or 2 slams +62 melee (4d8 + 22 and 2d6 cold) or rock throwing +62/+57/+52/+47 ranged (2d8 + 22)
Space/Reach: 20 ft. /20 ft.
Special Attacks: Frost of Jotunheim, rage 12/day, rock throwing, spell-like abilities, spells, summon giants
Special Qualities: Damage reduction 25/adamantine and epic, fast healing 20, immunity to cold, mighty grip, resistance to acid 25 and sonic 25, spell resistance 45, uncanny dodge
Saves: Fort +43, Ref +22, Will +34
Abilities: Str 54, Dex 17, Con 41, Int 29, Wis 33, Cha 29
Skills: Bluff +54, Climb +67, Craft (armorsmithing) +30, Craft (weaponsmithing) +39, Intimidate +60, Jump +75, Knowledge (history) +40, Knowledge (religion) +40, Listen +56, Move Silently +48, Spellcraft +54, Spot +56, Survival +56
Feats: Cleave, Great Cleave, Improved Critical (greataxe), Improved Sunder, Improved Toughness, Power Attack, Power Throw, Weapon Focus (greataxe), Widen Spell
Epic Feats: Devastating Critical (greataxe), Epic Weapon Focus (greataxe), Epic Will, Incite Rage, Overwhelming Critical (greataxe), Ruinous Rage, Spontaneous Domain Access (cold), Spontaneous Domain Access (war)
Climate/Terrain: Jotunheim
Organization: Solitary (unique)
Challenge Rating: 35
Treasure: Quadruple Standard
Alignment: Chaotic Evil

Frost of Jotunheim (Ex): Weapons that successfully strike Thrym suffer 4d6 points of cold damage. (Fortitude DC 46 for half) This damage is not quartered as usual for cold damage. Fire enchanted weapons (such as a flametongue) are immune to this damage.

Rage: The following changes are in effect while Thrym rages: Armor Class 70; Hit points 1,344; Melee Attack: greataxe +75, (6d6 + 58), slam +66 (4d8 + 26), rock +66 (2d8 + 26); saves Fort +47, Will +38; Str 62, Con 49; Climb +71, Jump +79. Thrym can use his rage 12/day, and it lasts for 22 rounds at a time. He is not winded afterwards. He ignores hardness when attempting to strike an object. He has a Strength modifier of 52 for the purposes of any check to break an object with sudden force. Allies within 60 ft of Thrym when he begins his rage gain the benefits of a normal barbarian rage. Thrym is not limited to one rage per encounter and can freely activate another rage at the end of his existing rage to extend it.

Rock Throwing (Ex): The boulders hurled by Thrym strike a 10 ft. by 10 ft. square. Upon impact, icy shards explode outwards, dealing 5d6 points of slashing damage to those within 20 feet of the area. (Reflex DC 53 for half) Thrym's rocks have a 200 foot range increment.

Spell-like Abilities: At will- blasphemy (DC 26), cone of cold (DC 34), desecrate, dispel fire, elemental swarm (ice), frostbite (DC 34), ice storm, mass bull's strength, mass cure critical wounds, mass inflict critical wounds (DC 27), wall of ice Caster level 31st

Spells: Thrym casts spells as a cleric with access to the Cold, Destruction, Strength and War domains.
Spells per day: 6/8/8/8/7/7/7/7/6/6; Caster level 25th , DC 21+spell level.
Domain powers: Cold- 12/day, Thrym may rebuke or control ice paramentals as an evil cleric rebukes undead. He may also turn or destroy fire elementals as a good cleric turns undead.
Destruction-10/day, Thrym may make a smite attack, gaining a +4 to attack and dealing an additional 25 points of damage.
Strength- 10/day, Thrym may add 25 points to his Strength score for one round.
War- Thrym receives Weapon Focus (greataxe) as a bonus feat and is proficient with all martial weapons.

Summon Giants: 4/day, Thrym may summon 5d6 frost giant warriorsor 3d6 Jotunbrud with maximum hit points.

Divinity: Thrym is an intermediate god with a +10 bonus on rank checks.

Mighty Grip (Ex): Thrym wields Gargantuan weapons with no penalty. When using a two handed weapon, he adds twice his Strength modifier to damage rather than one and a half. When using Power Attack, Thrym gains a +3 bonus to damage for every -1 penalty he takes to his attack roll.

Possessions: Thrym wields a gargantuan adamantine +6 greataxe of icy blasting, with the additional properties of a frostbrand.

Thrym wears a dire polar bear skin which functions as a suit of Huge +5 hide armor. It grants Thrym resistance to fire 30 and a +5 resistance bonus to his saves. The skin does not slow down the movement of its wearer, nor does it have an arcane spell failure chance or armor check penalty.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 6:11 pm

Surtr
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Huge Giant (Divine, Evil, Fire, Lawful)
Hit Dice:
45d8 + 765 (1,125 hp)
Initiative: +2
Speed: 80 ft.
Armor Class: 61 (+2 Dex, +9 deflection, +9 insight, +33 natural, -2 size), touch 28, flat-footed 50
Base Attack/Grapple: +45/+76
Attack:Greatsword +77 melee (6d6 + 54 and 3d6 fire /17-20/x3 plus 9d6 fire and death {Fort DC 55}) or slam +66 melee (4d8 + 23 and 2d6 fire) or rock throwing +45 ranged (2d8 + 23 and 2d8 fire)
Full Attack: Greatsword +77/+72/+67/+62 melee (6d6 + 54 and 3d6 fire /17-20/x3 plus 9d6 fire and death {Fort DC 55}) or 2 slams +66 melee (4d8 + 23 and 2d6 fire) or rock throwing +45/+40/+35/+30 ranged (2d8 + 23 and 2d8 fire)
Space/Reach: 20 ft. /20 ft.
Special Attacks: Fires of Muspelheim, rock throwing, spell-like abilities, spells, summon giants
Special Qualities: Damage reduction 25/adamantine and epic, fast healing 20, immunity to fire, mighty grip, rally giants, resistance to acid 25 and electricity 25, spell resistance 48
Saves: Fort +41, Ref +17, Will +30
Abilities: Str 56, Dex 15, Con 45, Int 32, Wis 29, Cha 28
Skills: Bluff +34, Climb +71, Craft (armorsmithing) +59, Craft (weaponsmithing) +59, Intimidate +61, Jump +76, Knowledge (history) +59, Knowledge (religion) +59, Listen +57, Move Silently +46, Search +34, Sense Motive +34, Spellcraft +34, Spot +57, Survival +57 (+61 tracking)
Feats: Awesome Blow, Cleave, Corrupt Spell-like Ability, Great Cleave, Improved Critical (greatsword), Improved Sunder, Iron Will, Power Attack, Snatch, Weapon Focus (greatsword), Widen Spell
Epic Feats: Devastating Critical (greatsword), Epic Prowess, Epic Sunder, Epic Weapon Focus (greatsword), Epic Will, Overwhelming Critical (greatsword)
Climate/Terrain: Muspelheim
Organization: Solitary (unique)
Challenge Rating: 38
Treasure: Quadruple Standard
Alignment: Lawful Evil

Fires of Muspelheim (Ex): Weapons that successfully strike Surtr suffer 4d6 points of fire damage. (Fortitude DC 49 for half) This damage is not halved as usual for fire damage. Water and cold enchanted weapons (such as a frostbrand or aquan weapon) are immune to this damage.

Rock Throwing (Ex): The boulders hurled by Surtr strike a 10 ft. by 10 ft. square. The following round the square is turned into a 10 ft. deep pit of lava. Surtr's rocks have a 200 foot range increment.

Spell-like Abilities: At will- blasphemy (DC 26), desecrate, elemental swarm (fire), fireball (DC 32), firestorm (DC 37), flame strike (DC 34), heat metal (DC 32), incendiary cloud (DC 37), mass bull's strength, mass cure critical wounds, mass inflict critical wounds (DC 27), wall of fire Caster level 33rd

Spells: Surtr casts spells as a cleric with access to the Destruction, Fire, Strength and War domains.
Spells per day: 6/8/7/7/7/7/6/6/6/6; Caster level 25th, DC 19+spell level.
Domain powers:
Destruction- 10/day, Surtr may make a melee attack with a +4 bonus to attack and dealing an additional 25 points of damage.
Fire- 12/day, Surtr may rebuke or control fire elementals as an evil cleric rebukes undead. He may also turn or destroy water elementals (or ice paramentals) as a good cleric turns undead.
Strength- 10/day, Surtr may add 25 points to his Strength score for ten rounds.
War- Surtr receives Weapon Focus (greatsword) as a bonus feat and is proficient with all martial weapons.

Summon Giants: 4/day, Surtr may summon 5d6 fire giant warriors or 3d6 Muspelbrud with maximum hit points.

Divinity: Surtr is an intermediate god with a +10 bonus on rank checks.

Mighty Grip (Ex): Surtr wields Gargantuan weapons with no penalty. When using a two handed weapon, he adds twice his Strength modifier to damage rather than one and a half. When using Power Attack, Surtr gains a +3 bonus to damage for every -1 penalty he takes to his attack roll.

Rally Giants (Ex): Allied fire giants within 100 feet of Surtr gain a +10 morale bonus to attack, melee damage and saves.

Possessions: Surtr wields a gargantuan adamantine +8 greatsword of fiery blasting. Creatures who are struck must make a Reflex save (DC=fire damage dealt) or catch on fire.

Surtr also possesses a suit of obsidian armor which functions as +8 full plate mail of greater cold resistance and moderate fortification. This armor is reserved for Ragnarok or dire emergencies, thus his statistics do not include it in his armor class. When armored, Surtr possesses an AC of 76 (touch 27, flat footed 66) and suffers a -5 armor check penalty. His speed is not reduced.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 6:15 pm

Vaprak

Huge Giant (Cosmic)
Hit Dice:
40d8 + 600 (920 hp)
Initiative: +5
Speed: 90 ft.
Armor Class: 53 (+6 deflection, +5 Dex, +4 insight, +30 natural, -2 size), touch 23, flat-footed 44
Base Attack/Grapple: +40/+68
Attack: Claw +61 melee (3d6 + 20 /19-20/x3)
Full Attack: 2 claws +61 melee (3d6 + 20 /19-20/x3) and bite +53 melee (2d8 + 10)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Disease, rend, spell-like abilities
Special Qualities: Damage reduction 30/epic and good, fast healing 5, regeneration 30, resistance to cold 30 and electricity 30, scent, spell resistance 38
Saves: Fort +37, Ref +27, Will +26
Abilities: Str 50, Dex 20, Con 40, Int 16, Wis 18, Cha 22
Skills: Climb +47, Intimidate +41, Jump +47, Knowledge (the planes) +23, Knowledge (religion) +23, Listen +44, Spot +44, Survival +24, Swim +30
Feats: Awesome Blow, Bounding Assault, Cleave, Dodge, Great Cleave, Improved Critical (claw), Leap Attack, Mobility, Power Attack, Quicken Spell-like Ability, Spring Attack, Weapon Focus (claw)
Epic Feats: Epic Weapon Focus (claw), Overwhelming Blow (claw)
Climate/Terrain: Temperate hills
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: Double standard
Alignment: Chaotic Evil

Disease (Su): Those damaged by Vaprak’s natural attacks must make a Fortitude save (DC 45) or contract double strength demon fever.

Rend (Ex): If Vaprak hits with both claws in a single round, he latches on and tears flesh. This savage attack deals 6d6 + 30 points of hit point damage, and 1d10 points of Constitution damage.

Spell-like Abilities: Always active – detect good, see invisibility; at will – blasphemy (DC 23), darkness, desecrate, greater dispel magic, greater teleport, inflict critical wounds (DC 20), silence, unholy blight (DC 20) Caster level 30th

Cosmic Entity: Vaprak has a +5 bonus on rank checks.

Regeneration (Ex): Acid and fire deal normal damage to Vaprak. If he loses a limb, it grows back and the severed limb grows into an Aspect of Vaprak within 1d6 rounds.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 6:17 pm

S'Sharra
Image

(4th level fighter, 6th level blackguard)
Medium Outsider (Chaotic, Evil, Maleidolon)
Hit Dice:
18d8 + 126 (217 hp)
Initiative: +17
Speed: 30 ft., fly 60 ft. (good)
Armor Class: 42 (+4 deflection, +13 Dex, +15 natural), touch 23, flat-footed 37
Base Attack/Grapple: +18/+24
Attack: Scimitar +33 melee (1d6 + 8 plus 2 Con and poison /15-20/x2)
Full Attack: Scimitar +31/+26/+21/+16 melee (1d6 + 8 plus 2 Con and poison /15-20/x2) and sickle +30/+25 melee (1d6 + 7 plus 1 Con and poison) or 2 claws +31 melee (1d4 + 6 plus poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Death attack, poison, rebuke undead, smite good, sneak attack +10d6, spell-like abilities
Special Qualities: Aura of despair, damage reduction 15/good and cold iron, immune to poison, acid, electricity and fire, improved evasion, improved uncanny dodge, resistance to cold 10, spell resistance 29, telepathy 100 ft., uncanny dodge
Saves: Fort +23, Ref +29, Will +22
Abilities: Str 23, Dex 37, Con 25, Int 18, Wis 23, Cha 21
Skills: Balance +36, Bluff +26, Concentration +28, Diplomacy +9, Hide +42, Intimidate +28, Jump +8, Knowledge (the planes) +25, Knowledge (religion) +25, Listen +27, Move Silently +42, Sense Motive +27, Spot +27, Tumble +34
Feats: Cleave, Combat Expertise, Combat Reflexes, Improved Feint, Improved Initiative, Improved Sunder, Improved Two Weapon Fighting, Power Attack, Two Weapon Fighting, Weapon Finesse
Climate/Terrain: The Abyss
Organization: Solitary (unique)
Challenge Rating: 19
Treasure: Standard
Alignment: Chaotic Evil

Death Attack: If S'Sharra successfully confirms a critical hit against a flat footed victim, the victim must save against death as if she had performed a coup de grace.

Poison (Ex): Injury, Fortitude DC 26, 1d6 Con/1d6 Con. S'Sharra produces poison from her fingertips, which she uses to coat her weapons in. The poison becomes inert after 1 minute.

Rebuke Undead (Su): 8/day, S'Sharra can rebuke undead as a 4th level cleric.

Smite Good (Su): 2/day, S'Sharra can smite good, gaining a +5 bonus to attack and dealing 6 additional points of damage.

Spell-like abilities: Always active – detect good, detect law, greater arcane sight, see invisibility, tongues; at will- deeper darkness, desecrate, greater dispel magic, greater invisibility, read magic, suggestion (DC 18), greater teleport, unhallow. Caster level 18th.

Aura of Despair (Su): Opponents within 10 feet of S'Sharra suffer a -2 penalty to their saving throws.

Possessions: +2 keen scimitar of greater wounding, +1 wounding sickle, ring of protection +4, boots of speed
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 6:17 pm

Warden Kulublax
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(Barbarian 7/Ranger 2)
Huge Outsider (Chaotic, Evil, Mazza’im)
Hit Dice:
18d8 + 216 (333 hp)
Initiative: +5
Speed: 50 ft.
Armor Class: 35 (+4 armor, +3 deflection, +1 Dex, +19 natural, -2 size), touch 12, flat-footed 35
Base Attack/Grapple: +18/+38
Attack: Battleaxe +33 melee (3d6 + 16 /x3)
Full Attack: Battleaxe +31/+31/+26/+21/+16 melee (3d6 + 16 /x3) and 2 pincers +26 melee (2d8 + 6) and bite +26 melee (1d8 + 6)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Favored enemy (+2 good outsiders), improved grab, rage, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/good, damage reduction 1/-, darkvision, immunity to electricity and poison, improved uncanny dodge, resistance to acid 10, cold 10 and fire 10, spell resistance 25, telepathy 100 ft., trap sense +2, uncanny dodge
Saves: Fort +23, Ref +12, Will +16
Abilities: Str 35, Dex 13, Con 34, Int 14, Wis 16, Cha 22
Skills: Bluff +27, Craft (torture device) +23, Concentration +33, Diplomacy +10, Disguise +6 (+8 acting), Intimidate +29, Knowledge (history) +13, Knowledge (the planes) +13, Listen +32, Move Silently +22, Search +12, Sense Motive +24, Spot +32, Survival +13 (+15 following tracks)
Feats: Cleave, Great Cleave, Improved Initiative, Multiattack, Power Attack, Track, Two Weapon Fighting, Weapon Focus (battleaxe)
Climate/Terrain: The Abyss
Organization: Solitary (unique)
Challenge Rating: 17
Treasure: Possessions
Alignment: Chaotic evil

Improved Grab (Ex): To use this ability, Kulublax must hit a Medium or smaller opponent with a pincer attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Rage (Ex): Kulublax can rage 2/day. In a rage, his stats change as follows:
Full Attack: Battleaxe +33/+28/+23/+18 melee (3d6 + 18 /x3) and 2 pincers +28 melee (2d8 + 7) and bite +28 melee (1d8 + 7)
AC: 33
HP: 369
Saves: Fort +25, Will +18

Spell-Like Abilities: Always active-- true seeing; at will— chaos hammer (DC 20), confusion (DC 20), dispel magic, mirror image, reverse gravity (DC 23), greater teleport, unholy blight (DC 20); 1/day—power word stun; 1/month – wish (fulfill a mortal's only). Caster level 18th

Summon Demon (Sp) Once per day Kulublax can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This ability is the equivalent of a 4th-level spell.

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

Possessions: 2 +4 cold iron battleaxes, weapon chains (function as locked gauntlets), ring of evasion, helm of protection +3, bracers of armor +4
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 6:18 pm

Belshamoth
Image

Large Outsider (Demodand, Evil)
Hit Dice:
20d8 + 160 (250 hp)
Initiative: +2
Speed: 20 ft.; fly 70 ft. (poor)
Armor Class: 31 (+2 Dex, +20 natural, -1 size), touch 11, flat-footed 29
Base Attack/Grapple: +20/+37
Attack: Guisarme +36 melee (2d6 + 23)
Full Attack: Guisarme +36/+36/+31/+26/+21 melee (2d6 + 23) and bite +27 melee (3d6 + 6 and 1d6 acid plus slime) or 2 claws +32 melee (1d8 + 13 and 1d6 acid plus slime)
Space/Reach: 10 ft. /10 ft. (20 ft. with guisarme)
Special Attacks: Slime, spell-like abilities, spells, summon demodand, vomit
Special Qualities: Damage reduction 15/good and piercing, darkvision 120 ft., immunity to acid, cold, fire and poison, resistance to electricity 20, spell resistance 30
Saves: Fort +21, Ref +14, Will +17
Abilities: Str 36, Dex 14, Con 29, Int 24, Wis 20, Cha 25
Skills: Bluff +30, Concentration +32, Diplomacy +34, Disguise +30 (+32 acting), Forgery +30, Gather Information +32, Hide +15, Intimidate +32, Knowledge (arcana) +30, Knowledge (local) +30, Knowledge (the planes) +30, Knowledge (religion) +30, Listen +20, Move Silently +15, Search +20, Sense Motive +30, Spot +20, Survival +5 (+7 on other planes, +7 tracking), Use Magic Device +30
Feats: Combat Expertise, Combat Reflexes, Eschew Materials*, Improved Trip, Maximize Spell-like Ability, Power Attack, Quicken Spell-like Ability, Widen Spell
Organization: Solitary (unique)
Challenge Rating: 20
Treasure: Double Standard
Alignment: Neutral Evil


Slime: Those struck by Belshamoth's natural weapons or vomit attack must make a Fortitude save (DC 29) or be paralyzed for 3d6 rounds.

Spell-like Abilities: Always active- mindblank, tongues, true seeing; at will- clairaudience/clairvoyance, detect good, detect magic, detect thoughts, greater dispel magic, fear (DC 21), greater invisibility, ray of enfeeblement, spider climb, waves of fatigue; 3/day – acid fog, stinking cloud (DC 20), transmute rock to mud; 1/day – cloudkill, mass charm monster (DC 25). Caster level 20th.

Spells: Belshamoth casts spells as a sorcerer.
Spells per day: 13/8/8/8/6/4 (Caster level 15th, DC 17 + spell level)
Spells known 0 – acid splash, arcane mark, dancing lights, ghost sound, mage hand, mending, open/close, prestidigitation, ray of frost; 1st – expeditious retreat, grease, mage armor, magic missile, true strike; 2nd – bear's endurance, mirror image, scorching ray, touch of idiocy; 3rd – fireball, gaseous form, haste; 4th – enervation, phantasmal killer; 5th – wall of force

Summon Demodand: Once per day, Belshamoth can automatically summon 2d6 farastus, 1d8 kelubars or another shator.

Vomit (Ex): Belshamoth can vomit forth its slime as a ranged touch attack with a 60 foot range, every 1d4 rounds. This deals 10d6 acid damage and requires a Fortitude save (DC 29) to avoid paralyzation as described above.

Possessions: +4 guisarme of speed, ring of force shield, ring of major electricity resistance
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Wed May 07, 2008 6:24 pm

Baphomet
Image

Large Outsider (Chaotic, Evil, Mazza’im)
Hit Dice:
45d8 + 630 (990 hp)
Initiative: +13
Speed: 80 ft.
Armor Class: 69 (+11 deflection, +9 Dex, +13 insight, +27 natural, -1 size) touch 31, flat-footed 58
Base Attack/Grapple: +45/+65
Attack: Glaive +66 melee (2d8 + 29 plus 2 Con /19-20/x3) or slam +60 melee (2d10 + 16)
Full Attack: Glaive +66/+61/+56/+51 melee (2d8 + 29 plus 2 Con /19-20/x3) and gore +58 melee (4d6 + 8 /17-20/x4) or 2 slams +60 melee (2d10 + 16) and gore +58 melee (4d6 + 8 /17-20/x4)
Space/Reach: 10 ft. /10 ft. (20 ft. with glaive)
Special Attacks: Bellow, breath weapon, maze gaze, powerful charge, spell-like abilities, summon demons, summon minotaurs
Special Qualities: Damage reduction 30/cold iron, epic and good, darkvision, fast healing 30, immune to electricity and poison, minotauric might, natural cunning, resistance to acid 20, cold 20 and fire 20, spell resistance 43, telepathy 500 ft., wild empathy
Saves: Fort +42, Ref +37, Will +47
Abilities: Str 42, Dex 28, Con 39, Int 31, Wis 37, Cha 32
Skills: Bluff +59, Climb +64, Diplomacy +71, Escape Artist +57, Gather Information +59, Handle Animal +59, Intimidate +65, Jump +84, Knowledge (arcana) +34, Knowledge (architecture) +34, Knowledge (dungeoneering) +34, Knowledge (history) +58, Knowledge (nature) +58, Knowledge (the planes) +34, Knowledge (religion) +34, Listen +61, Move Silently +57, Search +58 (+64 secret doors), Sense Motive +37, Spot +61, Survival +61 (+67 underground, +67 on other planes, +67 tracking), Use Rope +9 (+15 bindings)
Feats: Ability Focus (maze gaze), Cleave, Combat Reflexes, Dark Speech*, Great Cleave, Improved Bullrush, Improved Critical (glaive), Improved Initiative, Improved Sunder, Iron Will, Multiattack, Power Attack, Short Haft, Weapon Focus (glaive)
Epic Feats: Epic Ability Focus (maze gaze), Epic Will
Climate/Terrain: The Abyss
Organization: Solitary (unique)
Challenge Rating: 33
Treasure: Quadruple Standard
Alignment: Chaotic Evil

Bellow (Su): Once every 1d4 rounds as a swift action, Baphomet can unleash a thunderous bellow. All creatures within 60 feet must make a Will save (DC 43) or become panicked for 2d6 rounds. They must make a Fortitude save (DC 43) or become deafened for 2d6 rounds. Both effects are sonic. The panic effect is also a mind-affecting and fear effect.

Breath Weapon (Su): Once every 1d4 rounds, Baphomet can snort forth unholy water from his nostrils, dealing 20d8 points of damage in a 60 foot cone. (Reflex DC 46 for half.) Creatures with the good subtype take double damage from this attack. Creatures with the evil subtype take half damage.

Maze Gaze (Su): Baphomet can imprison those within 40 feet of him with a look as a standard action. Victims must make a Will save (DC 49) or suffer an effect similar to the spell maze. The Int check to escape is DC 27. This is similar to a gaze attack except that Baphomet must actively use it upon a foe.

Powerful Charge: Baphomet deals 8d6+32 points of damage on a successful charge attack. Creatures struck must make a Fortitude save (DC 48) or be stunned for 1d4 rounds.

Spell-like Abilities: Always active- see invisibility, speak with animals, unholy aura (DC 29); at will-astral projection, blasphemy (DC 28), desecrate, detect good, detect law, detect thoughts (DC 24), dominate animal (DC 25), forbiddance, greater dispel magic, greater teleport, passwall, symbol of fear (DC 28), telekinesis (DC 26), unhallow, unholy blight (DC 25); 3/day- animal shapes, awaken, fly, soul bind (DC 29). Caster level 33rd; DC 21+spell level.

Summon Demons (Sp): 3/day, Baphomet can summon 1d4 balors, 2d6 goristro, 2d10 ghours or 3d10 bulezau.

Summon Minotaurs (Sp): 6/day Baphomet can summon 3d6 fiendish minotaurs of legend. Minotaurs summoned by Baphomet have maximum hp per hit die.

Cosmic Entity: Baphomet has a +3 to rank checks made in his Abyssal realm.

Minotauric Might (Su): Minotaurs within 400 feet of Baphomet gain damage reduction 10/good, a +10 insight bonus to AC and are treated one size category larger for grapples, bull rushes, disarm attempts and natural weapon damage.

Natural Cunning: Baphomet is immune to maze spells, never becomes lost and can track via Survival as if he had the Track and Legendary Tracker feats. He is never caught flat footed.

Possessions: Baphomet fights with a +5 glaive of greater wounding. The unholy wounds dealt by this weapon are considered vile in nature. In addition, non-evil divine casters struck by the weapon must make a Will save (DC 34) or lose access to their spells and special class abilities.
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 6:30 pm

Fraz Urb’luu
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Huge Outsider (Chaotic, Evil, Mazza’im)
Hit Dice:
49d8 + 784 (1,176 hp)
Initiative: +15
Speed: 40 ft., fly 100 ft. (average)
Armor Class: 65 (+14 deflection, +7 Dex, +8 insight, +28 natural, -2 size), touch 37, flat-footed 50
Base Attack/Grapple: +49/+78
Attack: Slam +68 melee (2d8 + 21)
Full Attack: 2 slams +68 melee (2d8 + 21) and bite +66 melee (4d6 + 13) and tail +66 melee (3d6 + 13)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Call demons, constrict, deception, disjunctive touch, improved grab, spell-like abilities
Special Qualities: Damage reduction 40/epic, good and cold iron, immune to electricity, mind affecting and poison, item master, resistance to acid 30, cold 30 and fire 30, spell resistance 49, telepathy 1000 ft.
Saves: Fort +46, Ref +37, Will +38
Abilities: Str 43, Dex 24, Con 43, Int 32, Wis 27, Cha 38
Skills: Bluff +79, Concentration +68, Diplomacy +52, Disguise +70 (+76 acting), Forgery +65, Gather Information +68, Hide +51, Intimidate +72, Knowledge (arcana) +63, Knowledge (geography) +63, Knowledge (history) +63, Knowledge (the planes) +63, Knowledge (religion) +37, Listen +60, Move Silently +59, Search +63, Sense Motive +60, Spellcraft +69, Spot +60, Use Magic Device +66
Feats: Ability Focus (deception), Augment Summoning, Awesome Blow, Combat Reflexes, Dark Speech, Deceitful, Fly-by Attack, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Skill Focus (Bluff), Spell Focus (conjuration)
Epic Feats: Dire Charge, Epic Ability Focus (deception), Epic Skill Focus (Bluff), Superior Initiative
Climate/Terrain: The Infinite Layers of The Abyss
Organization: Solitary (unique)
Challenge Rating: 39
Treasure: Quadruple Standard
Alignment: Chaotic Evil

Call Demons (Su): 6/day, Fraz-Urb’luu can call 3d6 nalfeshnee, 4d6 vrocks or 3d10 demons of lesser power. 1/day, Fraz Urb’luu can call 2 demons of any type. Demons called by Fraz Urb’luu gain a +4 bonus to Strength and Constitution.

Constrict (Ex): Fraz-Urb’luu deals 3d6 + 24 points of additional damage with a successful grapple check.

Deception (Su): 3/day as a free action, Fraz-Urb’luu can attempt to deceive any demon, including cosmic entities, into thinking it has been summoned. The demon is entitled to a Will save (DC 54) to see through the deception, in which case Fraz Urb’luu can attempt to force them to appear through a successful rank check. Fraz Urb’luu often teleports away after using this power, allowing the enraged demon to wreck havoc on those unfortunate enough to remain behind. A deceived demon is summoned, a forced demon is called. Summoned demons remain for 49 rounds. Called demons remain indefinitely. (Note: Summoned demon princes are not counted as part of Fraz Urb’luu’s CR for the purposes of XP.)

Disjunctive Touch (Su): As a standard action, Fraz-Urb’luu can absorb magical energy with a touch. By making a successful touch attack, he can disjoin all ongoing spell effects on a creature or object. He can also target a single magical item in the target’s possession, who must then make a Will save (DC 48) or the item is permanently rendered nonmagical.
This attack has a 20% chance to negate antimagic fields and major artifacts. Disjoining a major artifact requires Fraz-Urb’luu to make a Will save (DC = 20 + ½ caster level) or lose his spell-like and supernatural abilities for 100 years. (If the caster level of the artifact is unknown, assume it is 20th and the save DC is 30. Although he is a cosmic entity, a natural 1 on this save is an automatic failure.
Fraz-Urb’luu heals a number of hit points equal to 5 per caster level of the effects or items he disjoins.

Improved Grab (Ex): Fraz-Urb’luu must hit an enemy of Large size or smaller with his tail attack. If he establishes a hold he can constrict or use his disjunctive touch.

Spell-like Abilities: Always active – detect good, detect law, greater magic fang, screen, see invisibility, tongues, true seeing, unholy aura (DC 32); at will – astral projection, baleful polymorph (DC 29), blasphemy (DC 31), deeper darkness, desecrate, detect thoughts (DC 28), greater dispel magic, greater teleport, hypnotic pattern (DC 29), mirage arcana (DC 29), misdirection, persistent image (DC 30), programmed image (DC 29), summon monster IX, telekinesis (DC 29), unhallow, unholy blight (DC 28), veil; 3/day – power word blind, prismatic spray (DC 31), shapechange, symbol of death (DC 32), symbol of fear (DC 31), symbol of insanity (DC 32), symbol of persuasion (DC 31); 1/day – gate, planeshift. Caster level 36th

Cosmic Entity: Fraz Urb’luu gains a +6 bonus to rank checks while within his Abyssal realm. Fraz Urb’luu gains a +14 bonus to rank checks to summon cosmic entities; this stacks with his +6 bonus if he does so within his realm.

Item Master (Ex): Fraz Urb’luu can use any magic staff or rod without making a Use Magic Item check, as if the spells were on his class list. He can also create epic and normal magic staves and rods as if he possessed the proper feats and spells.
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 6:35 pm

Malcanthet
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Medium Outsider (Chaotic, Cosmic, Evil, Mazza’im)
Hit Dice:
47d8 + 572 (988 hp)
Initiative: +13
Speed: 40 ft., fly 70 ft. (good)
Armor Class: 71 (+18 deflection, +13 Dex, +15 insight, +15 natural) touch 56, flat-footed 43
Base Attack/Grapple: +47/+57
Attack: Lover’s Lash +66 melee (1d8 + 16 plus 3d6 electricity /17-20/x2 and 6d6 electricity)
Full Attack: Lover’s Lash +66/+61/+56/+51 melee (1d8 + 16 plus 3d6 electricity /17-20/x2 and 6d6 electricity) and claw +58 melee (1d4 + 5) and 2 wings +58 melee (1d8 + 5) and tail +58 melee (1d6 + 5 and poison)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Call demons, draining kiss, poison, queen’s pleasure, seductive gaze, sneak attack, spell-like abilities
Special Qualities: Damage reduction 40/epic, good and cold iron, darkvision, demon goddess, immunity to electricity and poison, profane beauty, resistance to acid 30, cold 30 and fire 30, spell reflection, spell resistance 44, telepathy 1000 ft.
Saves: Fort +40, Ref +42, Will +44
Abilities: Str 31, Dex 37, Con 33, Int 36, Wis 41, Cha 46
Skills: Appraise +48, Balance +17, Bluff +78, Concentration +61, Diplomacy +96, Disguise +68 (+74 acting), Escape Artist +48 (+52 ropes), Forgery +48, Gather Information +72, Hide +48, Intimidate +74, Jump +18, Knowledge (arcana) +38, Knowledge (history) +48, Knowledge (local) +48, Knowledge (nobility and royalty) +53, Knowledge (religion) +48, Knowledge (the planes) +62, Listen +65, Move Silently +63, Perform (dance) +53, Search +48, Sense Motive +65, Spot +65, Survival +15 (+21 on other planes), Tumble +43, Use Magic Device +68 (+77 scrolls), Use Rope +48 (+57 bindings)
Feats: Arterial Strike, Combat Expertise, Combat Reflexes, Dark Speech*, Flyby Attack, Improved Combat Expertise, Improved Critical (scourge), Improved Disarm, Improved Feint, Improved Flyby Attack, Improved Trip, Multiattack, Power Attack, Telling Blow, Weapon Finesse
Epic Feats: Epic Skill Focus (Bluff), Epic Skill Focus (Diplomacy), Epic Skill Focus (Perform-dance), Lingering Damage
Climate/Terrain: The Abyss
Organization: Solitary (unique)
Challenge Rating: 34
Treasure: Quadruple Standard
Alignment: Chaotic Evil


Call Demons (Sp): 3/day, Malcanthet can call 3d6 lilitu, 6d6 succubi or 3d10 incubi. These demons called by Malcanthet have double hit dice and maximum hit points.

Draining Kiss (Su): Malcanthet can bestow 2d4 negative levels with her kiss. She must succeed on a grapple check to kiss an unwilling victim. She may also blow a kiss at an enemy, bestowing 1d4 negative levels and requiring a ranged touch attack.

Poison (Ex): Fortitude DC 44; 4d6 Wisdom initial, domination secondary.

Queen’s Pleasure (Su): Malcanthet can couple with a willing or helpless living creature for an hour and grant it a +10 profane bonus to an ability score of its choice and a +10 profane bonus on saving throws. (Alternately, as a standard action requiring only a simple embrace or kiss, the bonuses are +4) The affected creature radiates chaos and evil as if its alignment were chaotic evil. Moreover, its natural weapons, as well as any weapons it wields, are treated as chaotic and evil aligned for the purpose of bypassing damage reduction.
As long as the character possesses the gift, Malcanthet’s symbol appears as a tattoo somewhere on the character’s body. The recipient cannot see its own tattoo. Malcanthet can monitor the character’s condition and location as if she had placed a status spell on the character. She can communicate telepathically with the character at all times, despite any intervening distance (even across planes), and by concentrating, can observe the world around the character as if she were there in its place. While concentrating in this manner, Malcanthet can use any of her spell-like abilities through the recipient so that they manifest as if the recipient had used the abilities itself.
As a free action, Malcanthet can cause the mark to tear bloodily away from the recipient and fade, leaving an ugly red scar. This deals 3d6 points of Charisma drain to the creature and removes the bonuses granted. However, it does not disrupt Malcanthet’s connection to the creature. Removing the mark or the scar is only possible with a dispel chaos or dispel evil spell.
Accepting a Malcanthet’s Pleasure is a chaotic and evil act. A creature can resist gaining the mark by making a Will save (DC 51 negates).

Seductive Gaze (Su): 60 ft., Will DC 51. Those who meet Malcanthet’s gaze suffer a -10 penalty to attack rolls, weapon damage, saving throws, skill checks, ability checks and level checks for 1 minute. Once per round as a free action, Malcanthet can attempt to dominate a creature that is currently suffering from her seductive gaze (Will DC 51 negates). Malcanthet can dominate up to six creatures at a time with this ability; if she attempts to dominate a seventh, the first creature she dominated is immediately freed from the effect. The domination otherwise persists until removed with break enchantment, wish or miracle, it cannot be dispelled.

Sneak Attack: Malcanthet deals +26d6 points of damage and 2 points of Strength damage on a successful sneak attack. The damage is repeated the following round. Malcanthet can forgo 2d6 points of sneak attack damage and cause a bleeding wound that loses 1 hit point per round until healed.

Spell-like Abilities: Always active- detect good, detect law, tongues, true seeing, unholy aura (DC 36); at will-astral projection, bestow greater curse (DC 36), blasphemy (DC 35), cloak of chaos (DC 36), desecrate, detect thoughts (DC 32), discern location, dominate monster (DC 37), forbiddance, geas/quest, greater dispel magic, greater teleport, major image (DC 32), mass charm monster (DC 46), mind fog (DC 34), shapechange, suggestion (DC 41), telekinesis (DC 33), unhallow, unholy blight (DC 32), veil, word of chaos (DC 35); 6/day- binding, symbol of persuasion, sympathy, trap the soul. Caster level 40th; DC 28+spell level.

Cosmic Entity: Malcanthet has a +3 bonus on rank checks. She has a +15 bonus on rank checks to overcome immunity to mind-affecting and energy drain.

Profane Beauty (Su): Good aligned creatures that touch or make melee attacks against Malcanthet must make a Fortitude save (DC 51) each time or gain 2 negative levels. Malcanthet heals 20 hit points each time her profane beauty bestows negative levels.

Spell Reflection (Su): Whenever a spell fails to penetrate Malcanthet’s spell resistance, it is reflected back on the caster as if Malcanthet had cast it. The spell uses its original caster level and DC.

Possessions: Lover’s Lash is a +6 adamantine scourge of shocking blast. All damage dealt by this weapon is vile (including sneak attack damage, if used to make one). On a critical hit, the damage is permanent and deals a horrible wound that must be removed with wish or miracle before the lost hit points can be restored. A creature slain by the lash is placed into suspended animation just prior to death, similar to temporal stasis. However, the creature languishes in the eternal agony of the deathblow, completely aware of its surroundings and the passage of time. A freedom spell is required to release the victim, who immediately dies and can be restored to life through true resurrection.
Malcanthet also wears various enchanted jewelry and gowns.
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 6:38 pm

Mastiphal

Medium Outsider (Chaotic, Cosmic, Evil, Mazza’im)
Hit Dice:
33d8 + 396 (660 hp)
Initiative: +9
Speed: 60 ft.
Armor Class: 56 (+12 Dex, +12 insight, +22 natural), touch 34, flat-footed 32
Base Attack/Grapple: +33/+48
Attack: Shortsword +53 melee (1d6 + 20 plus 2 Con /17-20/x2) or longbow +52 ranged (1d8 + 21 and slaying (DC 27) /x3)
Full Attack: 4 shortswords +53/+48/+43/+38 melee (1d6 + 20 plus 2 Con /17-20/x2) or longbow +52/+47/+42/+37 ranged (1d8 + 21 and slaying (DC 27) /x3) and 2 hand crossbows +50 ranged (1d4 + 4 plus poison /19-20/x2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Favored enemies, spell-like abilities, spells, summon demons
Special Qualities: Animal companion, damage reduction 30/good and cold iron, evasion, immunity to electricity and poison, resistance to acid 20, cold 20 and fire 20, spell resistance 36, telepathy 500 ft.
Saves: Fort +30, Ref +30, Will +30
Abilities: Str 41, Dex 35, Con 34, Int 27, Wis 35, Cha 32
Skills: Balance +52, Climb +51, Craft (taxidermy) +44, Diplomacy +29, Hide +48, Intimidate +47, Jump +45, Knowledge (nature) +44, Knowledge (the planes) +44, Listen +48, Move Silently +48, Ride +48, Search +26, Sense Motive +30, Spot +48, Survival +48 (+52 above ground, +52 on other planes, +50 tracking), Swim +51, Tumble +52
Feats: Bounding Assault, Combat Reflexes, Dark Speech, Dodge, Endurance, Favored Power Attack, Greater Multiweapon Fighting, Mobility, Multiweapon Fighting, Power Attack, Quick Draw, Rapid Blitz, Spring Attack, Track, Trophy Collector
Epic Feats: Bane of Enemies, Death of Enemies, Improved Favored Enemy (x2), Legendary Tracker, Perfect Multiweapon Fighting
Climate/Terrain: The Infinite Layers of The Abyss
Organization: Solitary (unique)
Challenge Rating: 26
Treasure: Double Standard
Alignment: Chaotic Evil


Favored Enemies: Magical Beasts +10, Outsiders (evil) +8, Outsiders (good) +6, Humanoids (elves) +4, Humanoids (gnolls) +4, Giants +4, Monstrous Humanoids +4

Any weapon wielded against a favored enemy is considered to be a bane weapon. Any critical hit against a favored enemy forces a Fortitude save (DC 38) to avoid dying.

Spell-like Abilities: Always active – detect magic, see invisibility, true seeing, unholy aura (DC 26); at will – alter self, blasphemy (DC 25), desecrate, detect good, detect law, greater teleport, mount, solid fog; 6/day – charm monster (DC 23), destruction (DC 25), find the path, greater magic weapon, locate creature, shapechange Caster level 25th

Spells: Mastiphal casts spells as a ranger, but spontaneously, without the need to prepare.
Spells per day: 9/9/9/9 Caster level 20th, DC 22 + spell level

Summon Demons: 3/day, Mastiphal can summon 1d4 molydei, 3d6 glabrezu or 3d10 incubi.

Animal Companion: Mastiphal’s companion is a fiendish legendary wolf.

Possessions: Mastiphal wields 4 +5 keen shortswords of greater wounding. The shortswords are forged from adamantine, cold iron, silver and mithril.
He also possesses a +6 mighty composite (+15) longbow of distance taken from a solar. The mighty weapon still creates slaying arrows (Fort DC 27) when drawn. When using this weapon, he often wields a pair of +4 hand crossbows with his lower arms. The bolts are coated in pit fiend venom. (Injury, DC 26, 2d6 Con/death)
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 6:41 pm

Radiant Sister

Medium Outsider (Chaotic, Evil, Mazza’im)
Hit Dice:
28d8 + 196 (322 hp)
Initiative: +8
Speed: 40 ft.
Armor Class: 39 (+13 deflection, +8 Dex, +8 natural), touch 31, flat-footed 31
Base Attack/Grapple: +28/+32
Attack: Whip +37 melee (1d3 + 9 and sharpness) or stinger +32 melee (1d4 + 4 plus poison)
Full Attack: Whip +37/+32/+27/+22 melee (1d3 + 9 and sharpness) and 4 stingers +32 melee (1d4 + 4 plus poison) and claw +27 melee (1d6 + 2)
Space/Reach: 5 ft. /5 ft. (10 ft. with stingers and whip)
Special Attacks: Bardic music (21/day), betrayal, draining kiss, lilitu’s gift, poison, sneak attack +3d6, spell like abilities, spells
Special Qualities: Bardic knowledge (+26), damage reduction 15/good and cold iron, darkvision, immunity to electricity and poison, item use, resistance to acid 20, cold 20 and fire 20, reflect enchantment, shroud alignment, spell resistance 33, telepathy 100 ft., vulnerable to divine magic
Saves: Fort +23, Ref +24, Will +24
Abilities: Str 18, Dex 26, Con 25, Int 21, Wis 27, Cha 36
Skills: Bluff +56, Concentration +27, Diplomacy +56, Disguise +33 (+37 acting), Escape Artist +18, Forgery +25, Gather Information +44, Heal +28, Hide +26, Intimidate +39, Knowledge (arcana) +25, Knowledge (nobility and royalty) +30, Knowledge (religion) +36, Listen +28, Move Silently +26, Perform (dance) +44, Perform (sing) +44, Sense Motive +39, Spellcraft +22, Spot +28
Feats: Combat Reflexes, Dark Speech, Heighten Spell, Persuasive, Still Spell, Weapon Finesse
Epic Feats: Epic Skill Focus (Bluff), Group Inspiration, Hindering Song, Music of the Gods
Climate/Terrain: The Infinite Layers of The Abyss
Organization: Solitary, pair or group (3-13)
Challenge Rating: 22
Treasure: Double Standard
Alignment: Chaotic Evil

Betrayal: Allies struck by a Radiant Sister’s attacks or spells must make a Will save (DC 37) or be stunned for 1d4 rounds.

Draining Kiss: A Radiant Sister can bestow 1 negative level with a kiss. She must succeed on a grapple check to kiss an unwilling victim.

Lilitu’s Gift: Once per day, a Radiant Sister can embrace a willing or helpless living creature as a standard action and grant it a +2 profane bonus to Charisma and a +2 profane bonus on saving throws. The effects persists for 24 hours or until the target creature is affected by dispel chaos. Until the gift expires or is removed, the affected creature radiates chaos as if his alignment were chaotic. Moreover, its natural weapons, as well as any weapons it wields, are treated as chaotic aligned for the purpose of bypassing damage reduction.
As long as the character possesses the gift, the Sister’s name (written in Abyssal) appears as a tattoo somewhere on the character’s body. The recipient cannot see its own tattoo. The Sister can monitor the character’s condition and location as if she had placed a status spell on the character. She can communicate telepathically with the character at all times, despite any intervening distance (even across planes), and by concentrating, can observe the world around the character as if she were there in its place. Accepting a Sister’s gift is a chaotic act.
A creature can resist gaining the gift by making a Will save (DC 37 negates).

Poison: Injury, Fortitude DC 31, 2d6 Wis/1d4 negative levels.

Spell-like Abilities: At will – charm monster (DC 30), detect good, detect thoughts (DC 26), disguise self, greater teleport, fly, suggestion (DC 28), sending, tongues; 1/day – dominate person (DC 29), symbol of persuasion (DC 32) Caster level 22nd

Spells: Radiant Sisters cast spells as both clerics and bards.
Bard spells per day: 8/6/6/7/7/5 (Caster level 21st, DC 23 + spell level, 25 + spell level for language dependent)
Cleric spells per day: 14/8/8/8/7/6/5/5/4 (Caster level 16th; DC 18+spell level)

Bard spells known: 0 – dancing lights, ghost sound, lullaby, mage hand, prestidigitation, summon instrument; 1st – alarm, comprehend languages, disguise self, hypnotism, ventriloquism; 2nd – blur, calm emotions, detect thoughts, enthrall, misdirection; 3rd -crushing despair, glibness, major image, scrying, sculpt sound; 4th -cure critical wounds, dominate person, hold monster, modify memory, zone of silence; 5th -dream, mind fog, persistent image, song of discord, mass suggestion; 6th – animate objects, eyebite, irresistible dance, project image

Item Use: A Radiant Sister can use any magic item as though she had successfully used the Use Magic Device skill.

Reflect Enchantment: Three times per day as an immediate action, a Radiant Sister can reflect an enchantment spell back on its caster if the Sister succeeds on her saving throw or the spell fails to penetrate her spell resistance.

Shroud Alignment: Spells and spell-like abilities that have the good descriptor treat a Radiant Sister as if her alignment was good. Magic items are similarly fooled.

Vulnerable to Divine Magic: Radiant Sisters take a -2 penalty on saves against divine magic. Divine casters gain a +4 bonus to caster level checks to penetrate their spell resistance.

Possessions: A radiant sister's halo can be turned into a +5 brilliant energy whip of sharpness as a free action.
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 7:15 pm

Sifkhu

Large Outsider (Chaotic, Cosmic, Evil, Incorporeal, Loumara)
Hit Dice:
39d8 + 624 (936 hp)
Initiative: +12
Speed: Fly 90 ft. (perfect)
Armor Class: 45 (+12 Dex, +14 deflection, +10 insight, -1 size), touch 45, flat-footed 23
Base Attack/Grapple: +39/-
Attack: Tendril +53 melee touch (3d4 Wisdom drain)
Full Attack: 8 tendrils +53 melee touch (3d4 Wisdom drain) and bite +50 melee touch (1d4 negative levels)
Space/Reach: 10 ft. /5 ft. (25 ft. with tendrils)
Special Attacks: Life leach, possession, sleeping aura, spell-like abilities
Special Qualities: Damage reduction 30/lawful and cold iron, immunity to acid, electricity and fire, resistance to cold 40, spell resistance 40, telepathy 1000 ft.
Saves: Fort +37, Ref +33, Will +37
Abilities: Str -, Dex 34, Con 42, Int 29, Wis 31, Cha 39
Skills: Bluff +56, Concentration +58, Diplomacy +22, Disguise +56 (+60 acting), Escape Artist +54, Gather Information +60, Hide +54, Intimidate +60, Knowledge (arcana) +51, Knowledge (local) +51, Knowledge (the planes) +51, Knowledge (religion) +51, Listen +52, Move Silently +54, Search +51, Sense Motive +52, Spellcraft +55, Spot +52
Feats: Ability Focus (possession), Combat Reflexes, Fly-by Attack, Improved Fly-by Attack, Improved Initiative, Improved Multiattack, Iron Will, Multiattack, Weapon Focus (tendril)
Epic Feats: Epic Ability Focus (possession), Epic Weapon Focus (tendril), Epic Will, Polyglot, Superior Initiative
Climate/Terrain: The Infinite Layers of The Abyss
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: None
Alignment: Chaotic Evil

Life Leach (Su): All living creatures within 100 feet of Sifkhu take 5 points of damage per round. There is no save against this ability. Sifkhu gains an amount of hit points equal to the damage dealt. Any excess is gained as temporary hit points. Sifkhu can suppress this ability as a free action and reactivate it as a swift action. This ability does not harm a body possessed by Sifkhu.

Possession: Sifkhu can possess any intelligent creature by moving into its space. The creature gains a Will save (DC 49) to resist, although it is not aware of any possession attempt, regardless of success or failure. Sifkhu can take on the ally, controller, enemy, mutterer or rider roles while possessing a victim. It can grant a +10 profane bonus or -10 profane penalty to any three ability scores while in the ally or enemy roles. A victim must make 6 saving throws against control to resist Sifkhu for 24 hours. If Sifkhu establishes control, it has immediate access to all of the creature’s abilities.

Sleeping Aura: Any creature within 100 feet of Sifkhu must make a Will save (DC 43) or fall asleep. Upon waking from this sleep, creatures are exhausted.

Spell-like Abilities: Always active – detect law, true seeing; at will – confusion (DC 29), crushing despair (DC 28), deep slumber (DC 29), dream, greater dispel magic, greater scrying, invisibility, nightmare (DC 31), phantasmal killer (DC 28), telekinesis (DC 29); 6/day – cloudkill (DC ), enervation, feeblemind (DC 29), insanity (DC 32), mirage arcana (DC 30), symbol of death (DC 32), symbol of sleep (DC 31); 3/day – gate, limited wish (DC 31), mage’s disjunction (DC 33), vision Caster level 29th, DC 24 + spell level.

Cosmic Entity: Sifkhu has a +10 bonus on rank checks dealing with stunning, possession, sleep and ability drain.
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 7:17 pm

Red Shroud
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Medium Outsider (Chaotic, Evil, Mazza’im)
Hit Dice:
27d8 + 135 (256 hp)
Initiative: +7
Speed: 30 ft., fly 50 ft. (average)
Armor Class: 49 (+8 armor, +5 deflection, +7 Dex, +8 insight, +11 natural), touch 30, flat-footed 34
Base Attack/Grapple: +27/+32
Attack: Dagger +38 melee (1d4 + 8 plus 1d6 vampiric and poison /19-20/x2)
Full Attack: Dagger +38/+33/+28/+23 melee (1d4 + 8 plus 1d6 vampiric and poison /19-20/x2) and claw +27 melee (1d8 + 2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Energy drain, spell-like abilities, spells, summon demons
Special Qualities: Damage reduction 15/good and cold iron, darkvision, evasion, familiar, immunity to electricity and poison, resistance to acid 20, cold 20 and fire 20, spell resistance 30, telepathy 200 ft.
Saves: Fort +20, Ref +22, Will +23
Abilities: Str 14, Dex 24, Con 20, Int 24, Wis 26, Cha 34
Skills: Appraise +27 (+31 poison), Bluff +44, Craft (poison) +47, Concentration +25, Diplomacy +30, Disguise +27 (+31 acting), Escape Artist +27, Gather Information +46, Hide +27, Intimidate +48, Knowledge (arcana) +37, Knowledge (local) +37, Knowledge (the planes) +27, Knowledge (religion) +22, Listen +41, Move Silently +27, Sense Motive +38, Spellcraft +41, Spot +41, Survival +8 (+12 on other planes)
Feats: Combat Expertise, Dark Speech, Empower Spell, Fly-by Attack, Improved Feint, Persuasive, Transdimensional Spell, Weapon Finesse
Epic Feats: Epic Skill Focus (Craft - poison), Improved Spell Capacity (x3)
Climate/Terrain: The Infinite Layers of The Abyss
Organization: Solitary (unique)
Challenge Rating: 22
Treasure: Quadruple Standard
Alignment: Chaotic Evil

Energy Drain (Su): Red Shroud can drain energy by luring a living creature into an act of passion or planting a kiss on the victim. An unwilling target must be grappled in order to do so. The kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss. A Will save (DC 35) negates the suggestion. The DC to remove the negative level is 35.

Spell-like Abilities: Always active – tongues; at will – charm monster (DC 27), detect good, detect thoughts (DC 25), ethereal jaunt, greater teleport, polymorph, suggestion (DC 25). Caster level 24th

Spells: Red Shroud casts spells as a sorcerer. Due to the Tome of the Arcanaloth, her spell selection can change from day to day.
Spells per day: 6/9/9/9/9/8/8/8/8/7/2/2/2 (Caster level 27th, DC 22 + spell level.)

Summon Demons (Sp): 3/day, Red Shroud can automatically summon 2d4 vrocks. 1/week she can summon a balor, marilith or molydeus.

Possessions: Red Shroud wields a +6 vampiric dagger of spellstoring that constantly oozes a potent toxin of her own design. A Fortitude (DC 29) negates 1d6 Con/2d6 Str. She wears a ring of protection +5, a ring of evasion and bracelets of armor +8. Red Shroud also possesses the Tome of the Arcanaloth, a potent minor artifact that allows her to change her sorcerer spell selection with an hour of study. It is unknown the exact details of the arrangement between her and the daemons.
Red Shroud, as a minor demon lord and ruler of a planar city has access to many magical treasures and should be assumed to have any non-epic item she requires.
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 7:18 pm

Shami-Amourae, Lady of Delights
Image

Medium Outsider (Cosmic, Chaotic, Evil, Mazza’im)
Hit Dice:
39d8 + 429 (741 hp)
Initiative: +13
Speed: 40 ft., fly 70 ft. (good)
Armor Class: 57 (+15 deflection, +12 Dex, +5 insight, +15 natural) touch 42, flat-footed 40
Base Attack/Grapple: +39/+65
Attack: Claw +51 melee (1d6 + 8 and lust)
Full Attack: 2 claws +51 melee (1d6 + 8 and lust) and 2 wings +51 melee (1d8 + 4) and tail +51 melee (1d6 + 4 and stun)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Call demons, life drain, lust, perversion, spell-like abilities
Special Qualities: Damage reduction 30/epic, good and cold iron, darkvision, immunity to electricity and poison, resistance to acid 30, cold 30 and fire 30, spell resistance 38, telepathy 1000 ft., unholy grace
Saves: Fort +47, Ref +48, Will +41
Abilities: Str 27, Dex 35, Con 32, Int 28, Wis 21, Cha 40
Skills: Balance +58, Bluff +57, Concentration +32, Diplomacy +69, Disguise +57 (+61 acting), Escape Artist +54 (+58 ropes), Gather Information +38, Hide +33, Intimidate +40, Jump +16, Knowledge (arcana) +30, Knowledge (history) +30, Knowledge (local) +30, Knowledge (nobility and royalty) +51, Knowledge (religion) +30, Knowledge (the planes) +51, Listen +26, Move Silently +33, Perform (dance) +57, Sense Motive +47, Spot +26, Survival +5 (+9 planes), Tumble +54, Use Magic Device +36, Use Rope +54 (+58 bindings)
Feats: Ability Focus (perversion), Combat Expertise, Combat Reflexes, Dark Speech, Flyby Attack, Improved Grapple, Improved Multiattack, Improved Trip, Multiattack, Power Attack, Weapon Finesse
Epic Feats: Epic Ability Focus (perversion), Legendary Wrestler
Climate/Terrain: The Abyss
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: Triple Standard
Alignment: Chaotic Evil

Call Demons (Sp): 3/day, Shami-Amourae can call 3d10 succubi or 1d8 glabrezu. The succubi have double hit dice and maximum hit points.

Life Drain (Su): Shami-Amourae can bestow 2 negative levels with her kiss or 5d4 negative levels with a full embrace. She must succeed on a grapple check to kiss an unwilling victim and must pin to use her embrace. Either method produces a suggestion to continue the kiss or embrace. A Will save (DC 44) negates the suggestion. The Fortitude save to remove the negative levels is DC 44.

Lust (Su): Shami-Amourae's touch invokes incredible lust in living creatures, who suffer a -20 penalty on grapple checks against her. A Will save (DC 44) negates the effect.

Perversion (Su): Each time a creature is damaged or affected by one of Shami-Amourae's attacks, it must make another Will saving throw (DC 50) or suffer a cumulative -1 penalty to Armor Class, saves and skill checks against Shami-Amourae as they begin to desire her touch in any form. This penalty can only be removed with a remove curse or similar effect and the caster must succeed on a caster level check (DC 50). Miracle and wish do not require the caster level check.

Spell-like Abilities: Always active- detect good, detect law, tongues, true seeing; at will-astral projection, bestow greater curse (DC 33), blasphemy (DC 32), cloak of chaos, desecrate, detect thoughts (DC 27), discern location, dominate monster (DC 34), forbiddance (DC 31), geas/quest (DC 30), greater dispel magic, greater teleport, major image (DC 28), mass charm monster (DC 30), mind fog (DC 31), scry, shapechange, telekinesis (DC 30), unhallow, unholy aura, unholy blight (DC 29), veil, word of chaos (DC 32); 6/day- irresistible dance, symbol of persuasion (DC 30), sympathy (DC 34), trap the soul (DC 33). Caster level 30th

Stun (Ex): Fortitude DC 40 negates, 1d6 rounds

Cosmic Entity: Shami-Amourae has a +10 bonus on rank checks to overcome immunity to mind-affecting and energy drain.
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 7:19 pm

Lynkhab, Lady of Regret
Image

Medium Outsider (Cosmic, Chaotic, Evil, Mazza’im)
Hit Dice:
41d8 + 410 (738 hp)
Initiative: +15
Speed: 40 ft., fly 70 ft. (good)
Armor Class: 61 (+15 deflection, +11 Dex, +10 insight, +15 natural) touch 46, flat-footed 40
Base Attack/Grapple: +41/+50
Attack: Claw +52 melee (1d6 + 9)
Full Attack: 2 claws +52 melee (1d6 + 9) and 2 wings +50 melee (1d8 + 4) and tail +50 melee (1d6 + 4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Ambition, call demons, depression, life drain, spell-like abilities
Special Qualities: Damage reduction 30/epic, good and cold iron, darkvision, immunity to electricity and poison, resistance to acid 30, cold 30 and fire 30, spell resistance 38, telepathy 1000 ft., unholy grace
Saves: Fort +47, Ref +48, Will +47
Abilities: Str 29, Dex 32, Con 31, Int 27, Wis 30, Cha 41
Skills: Appraise +30, Bluff +59, Diplomacy +71, Disguise +59 (+63 acting), Escape Artist +55 (+59 ropes), Gather Information +59, Intimidate +59, Knowledge (arcana) +30, Knowledge (history) +30, Knowledge (nobility and royalty) +52, Knowledge (religion) +52, Knowledge (the planes) +52, Listen +32, Perform (dance) +59, Sense Motive +54, Spellcraft +32, Spot +32, Survival +10 (+14 planes), Use Magic Device +59 (+61 scrolls), Use Rope +55 (+59 bindings)
Feats: Ability Focus (depression), Combat Reflexes, Dark Speech, Flyby Attack, Improved Flyby Attack, Improved Initiative, Multiattack, Power Attack, Quicken Spell-like Ability (x3), Weapon Finesse
Epic Feats: Epic Ability Focus (depression), Multispell-like
Climate/Terrain: The Abyss
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: Triple Standard
Alignment: Chaotic Evil

Ambition (Su): Lynkhab can install blind ambition in a creature with her gaze. Will DC 45 negates. A creature who fails begins to ignore reasonable obstacles to his demands. He grows angry and attacks the closest or most responsible creature anytime his slightest wish is delayed or denied.

Call Demons (Sp): 3/day, Lynkhab can call 3d10 succubi or 1d8 kelvezu. The succubi have double hit dice and maximum hit points.

Depression (Su): Those within 100 feet of Lynkhab realize feelings of melancholy and depression. Those that fail a Will save (DC 51) suffer a -10 penalty to initiative and have a 50% chance each round of taking no action at all as they brood morosely. This depression fades 1 hour after leaving the aura.

Life Drain (Su): Lynkhab can drain energy by luring a living creature into an act of passion or planting a kiss on the victim. An unwilling target must be grappled in order to do so. The kiss or embrace bestows two negative levels. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss. A Will save (DC 45) negates the suggestion. The DC to remove the negative level is 45.

Spell-like Abilities: Always active- detect good, detect law, tongues, true seeing; at will-astral projection, bestow greater curse (DC 33), blasphemy (DC 32), crushing despair (DC 29), detect thoughts (DC 27), discern location, dominate monster (DC 34), forbiddance (DC 31), geas/quest (DC 30), greater dispel magic, greater teleport, major image (DC 28), mass charm monster (DC 30), mind fog (DC 31), modify memory (DC 29), scry, shapechange, telekinesis (DC 30), unhallow, unholy aura, unholy blight (DC 29); 6/day- antipathy (DC 34), symbol of weakness (DC 32), sympathy (DC 34), trap the soul (DC 33). Caster level 30th

Cosmic Entity: Lynkhab has a +10 bonus on rank checks to overcome immunity to mind-affecting and energy drain.
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 7:28 pm

Ammet
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Large Outsider (Chaotic, Dragonblood, Evil, Mazza’im)
Hit Dice:
29d10 + 348 (638 hp)
Initiative: +9
Speed: 40 ft., fly 90 ft. (good)
Armor Class: 49 (+9 Dex, +7 insight, +24 natural, -1 size), touch 25, flat-footed 33
Base Attack/Grapple: +29/+49
Attack: Blade of Spirac +50 melee (2d8 + 22 /19-20/vorpal)
Full Attack: Blade of Spirac +50/+45/+40/+35 melee (2d8 + 22 /19-20/vorpal) and Helltongue +50/+45/+40/+35 melee (2d6 + 14 plus 1d6 fire and 1d3 strand special) and 2 wings +39 melee (4d6 + 8) and gore +39 melee (4d8 + 8 and disease)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Breath weapon, death throes, disease, entangle, spell-like abilities, summon demon
Special Qualities: Damage reduction 20/epic good and cold iron, fast healing 15, immune to electricity and poison, resistance to acid 20, cold 20 and fire 20, spell resistance 33, telepathy 200 ft., true seeing
Saves: Fort +28, Ref +25, Will +23
Abilities: Str 43, Dex 28, Con 35, Int 26, Wis 24, Cha 28
Skills: Balance +25, Bluff +41, Diplomacy +41, Disguise +33 (+37 acting), Escape Artist +17, Gather Information +41, Hide +37, Intimidate +45, Knowledge (arcana) +32, Knowledge (the planes) +40, Knowledge (religion) +32, Listen +39, Move Silently +41, Search +32, Sense Motive +39, Spellcraft +42, Spot +47, Swim +32, Use Magic Device +41 (+45 scrolls)
Feats: Combat Expertise, Combat Reflexes, Cleave, Great Cleave, Greater Two Weapon Fighting, Improved Combat Expertise, Improved Two Weapon Fighting, Power Attack, Two Weapon Fighting
Epic Feats: Perfect Two Weapon Fighting
Climate/Terrain: The Abyss
Organization: Solitary (unique)
Challenge Rating: 25
Treasure: Triple Standard
Alignment: Chaotic Evil

Ammet’s natural weapons, as well as any weapons he wields, are treated as epic, chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 100 ft. cone, 18d10 fire damage (Reflex DC 36 half), every 1d4 rounds.

Death Throes (Ex): When killed, Ammet explodes in a blinding flash of light that deals 200 points of damage to anything within 200 feet (Reflex DC 36 half). This explosion automatically destroys any weapons Ammet is holding.

Spell-Like Abilities: Always active – detect good, detect law, tongues; at will— blasphemy (DC 26), [i]deeper darkness, desecrate, dominate monster (DC 28), greater dispel magic, greater teleport, insanity (DC 26), power word stun, symbol of death (DC 27), symbol of pain (DC 26), symbol of stunning (DC 27), telekinesis (DC 24), unhallow, unholy aura (DC 27), unholy blight (DC 23), wall of fire; 3/day – fire storm (DC 27), implosion (DC 28) Caster level 23rd .

Summon Demon (Sp) Once per day Ammet can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith or balor.

Flaming Body (Su): Ammet’s body is wreathed in flame. Anyone grappling Ammet takes 9d8 points of fire damage each round.

Possessions: Ammet wields the Blade of Spirac, a +6 vorpal bastard sword that traps the soul (as the spell) of anyone slain with it. Its vorpal ability functions on any confirmed critical hit. He also is armed with the Helltongue, a mighty three strand whip of blackflame. It functions as a +6 flaming whip. On any successful hit, 1d3 is rolled to determine the number of strands that strike the victim.
1 strand – 2 negative levels bestowed
2 strands – 4 negative levels bestowed
3 strands – negative levels equal to the total HD of the victim bestowed. (Fortitude save DC 31 reduces this to 6 negative levels bestowed)
Ammet gains 20 temporary hit points for each negative level bestowed, which last for 24 hours.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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