Riders of the ApocalypseWarMedium 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.
FamineMedium 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.
PestilenceMedium 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.
DeathMedium 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