Siihashonar'arinth, Alienist Demonologist


Medium Monstrous Humanoid   
Yuan Ti Half-Blood with Snakes instead of Arms and a Flexible Torso
5th Wizard/10th Demonologist/5th Alienist

Hit Dice: 7d8 +20d4+54+3 (140 Hit Points)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 16 (+1 Dex, +1 Natural, +4 armor [bracers])
Attacks: 2 Bites from Arms +17/+17
Damage: Bite 1d4+2 and Poison (save DC 14, initial and secondary 1D6 temporary CON damage) +1d6 acid damage
Face/Reach: 5 ft by 5 ft/5ft
Special Attacks: Spell-like abilities, psionics, charm demon, hold demon, dominate demon, summon alien
Special Qualities SR 16, Scribe Scroll, Pseudonatural Quasit familiar [Improved Evasion], Empathic Link, and shared spells, summoning mastery +4, resistances, poison immunity, telepathy, alien blessing, Metamagic secret, mad certainty
Saves: Fort +9, Ref +13, Will +20
Abilities: Str 15, Dex 13, Con 14, Int 22, Wis 16, Cha 18
Skills: Concentration +32, Craft (Alchemy) +36, Knowledge (Arcana) +26, Knowledge (Planes) +36, Knowledge (Religion) +16, Hide +18, Listen +15, Spot +15, Spellcraft +25, Scry +25, Decipher Script +25
Feats: Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative, Evil Brand, Sacrificial Mastery, Malign Spell Focus, Irresistible Embrace, Tightening Coils, Spell Focus (Enchantment)
 
Challenge Rating: 25
Treasure:  Sacrificial Knife, Vile Spell Ring (worn through his nose), Rod of Possession, Staff of Corruption, Necklace of Demons, Demonic Graft Machine
Alignment: Chaotic Evil
Advancement: by Character class

Siihashonar'arinth is one of the wizards of his nest. He is a half-blood, and has a flexible torso and snakes instead of arms.  His lack of arms has created an interesting hobby for him; he likes to collect humanoid arms.  He pickles them and keeps them in jars around his nest.  He has also devoted his life to the study of demons, using them for his own gain.  He sees himself as a researcher of lore that most people cannot handle.  He has rarely left his home nest, but has done some heinous things when he has done so.  He has traveled to communities and murdered its most beautiful women one by one for no other reason than to delight in the horror the killings brought to the others in the towns.

He holds himself aloof from worldly matters because his realm is esoteric and non-physical.  Unless he is on one of his rare killing sprees, the only thing that will draw him out of his nest is the chance to accumulate rare arcane texts.    Recent texts have taught him how to fling his mind out of the boundaries of dimension and sanity.  He has recently developed a deep fear of Sahuagin, and shudders to even see their image or hear them discussed.

Most recently, he has made a deal with a group of fiends for a demonic graft machine (BoVD, page 119-120).  He is currently negotiating with yugoloths for a pain pit.

Spell-like Abilities: 1/day – animal trance, cause fear, deeper darkness, entangle, neutralize poison, suggestion, and polymorph other as 8th level sorcerer (save DC 13 + spell level)

Psionics (Sp): At Will - Detect Poison, Alternate Form (viper), Chameleon Power, Produce Acid, Aversion

Spells: All damaging spells cast cause 1 point of  damage per spell level to be vile damage.
Demonologist Spells (Sp): Can cast 4/4/4/3 per day. bane, demonflesh, doom, protection from evil, protection from good, spores of the vrock, summon monster I (use V table), unnerving gaze / bestow curse, dance of ruin, demoncall, magic circle against evil, magic circle against good, protection from elements, stunning screech, summon monster II (use VI table) / abyssal might, call dretch horde, corrupt summons, demon wings, dread word, dimensional anchor, lesser planar binding, summon monster III (use VII table) / bestow greater curse, call nightmare, cloud of the achairai, dismissal, impotent possessor, planar binding, summon monster IV (use VIII table) (Save DC 14+spell level)

Wizard Spells Prepared (Sp): (no abjuration or illusion) 4/6+1/6+1/5+1/5+1/3+1  Mage Hand, Open/Close, Arcane Mark, Detect Magic, True Strike (x5), Ray of Enfeeblement, Unseen Servant, Web, Summon Swarm, See Invisibility, Darkness (x4), Detect Thoughts, Displacement, Hold Person, Suggestion, Sepia Snake Sigil, Lightning Bolt (x2), Evard's Black Tentacles, Dimension Door (x3), Charm Monster, Contagion, Summon Monster V (use IX table), Wall of Iron, Cone of Cold, Teleport    (Save DC 16+spell level)

Charm Demon (Sp): Demon does not get SR, save DC 15.

Resistances (Su): Acid, cold, fire resistance 10, electricity resistance 20

Hold Demon (Sp): Save DC 16

Telepathy (Su): Can communicate with any critter within 100 feet that has a language.

Dominate Demon (Sp): as dominate person, but no SR, Save DC 19

Summon Alien (Sp): All critters summoned are pseudonatural.

Alien Blessing: -2 Wis, but +1 to all saves.

Mad Certainty: +3 Hp, but phobic against sahuagin (-2 saves, attacks, cha skills, and sahuagin gain +2 morale to AC and saves)

Pseudonatural Quasit Familiar
Tiny Outsider (Chaotic, evil)
Hit Dice: 7d8  (70 Hit Points)
Initiative: +3
Speed: 20 ft; Fly 50 ft.
AC: 22 (touch 15, flat-footed 19)
Attacks: 2 claws +8 melee; bite +3 melee
Damage: claws 1d3-1 and poison, bite 1d4-1
Face/Reach: 2 ˝ ft by 2 ˝ ft/0ft
Special Attacks: Spell-like abilities, poison, true strike
Special Qualities DR 5/silver, DR 5/+1, fire resistance 20, electricity resistance 10, acid resistance 10, poison immunity, darkvision 60', alternate form, regeneration 2, granted abilities, speak with master, touch, SR 14, Improved Evasion
Saves: Fort +3, Ref +6, Will +6
Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Skills: Hide +14, Listen +6, Move Silently +6, Search +4, Spellcraft +4, Spot +6 (or master's, whichever is better)
Feats: Weapon Finesse (bite, claw)
 
Challenge Rating: 1
Alignment: Chaotic Evil
Advancement: by Character class

Spell-like abilities: At will – detect good, detect magic, and invisibility (self only); 1/day – cause fear (as spell, but 30 ft. radius).  These abilities are as the spells cast by a 6th level sorcerer (Save DC 10 + spell level).  Once per week, a quasit can use commune to ask six questions (otherwise as the spell as cast by a 12th level cleric).

Poison (Ex): Claw; Fort save (DC 13); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.

Alternate Form (Su): As polymorph self cast by a 12th level sorcerer, except that this quasit can only take the forms of a bat or viper or a grotesque, tentacled mass.

Regeneration (Ex): Quasits take normal damage from acid and from holy and blessed weapons.

True Strike (Su): Once per day, the quasit can make a normal attack with a +20 insight bonus on a single attack roll.  The quasit is not affected by the miss chance that applies to attacks against a concealed target.