Dambloed, “King of Blood” (Advanced Nalfeshnee/Wizard10/Blood Magus10)
Gargantuan Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 38d8+459 plus 10d4+120 plus 10d6+120 (929 hp)
Initiative: +6
Speed: 30 ft. (6 squares), fly 40 ft. (poor)
AC: 36 (-4 size, +6 Dex, +24 natural) touch 12, flat-footed 30
Base Attack/Grapple: +48/+72
Attack: +61 melee (6d6+23/x3, Gargantuan +5 bane vs. good outsiders greataxe) or +57 melee (3d8+12, bite)
Full Attack: +61/+56/+51/+46 melee (6d6+23/x3, Gargantuan +5 bane vs. good outsiders greataxe) or +57 melee (3d8+12, bite) and +51 melee (2d6+6, 2 claws)
Space/Reach: 20 ft. / 20 ft.
Special Attacks: Awaken blood, bloodwalk, death knell, smite, spell-like abilities, summon tanar’ri, wizard spells
Special Qualities: Blood component, blood draught, bloodseeking spell, damage reduction 10/good, darkvision 120 ft., durable casting, homunculus, immunity to electricity and poison, infusion, resistance to acid 20, cold 20, and fire 20, scarification, spell resistance 22, stanch, summon familiar, telepathy 100 ft., thicker than water, true seeing
Saves: Fort +45, Ref +37, Will +38
Abilities: Str 34 (+12), Dex 22 (+6), Con 34 (+12), Int 22 (+6), Wis 24 (+7), Cha 22 (+6)
Skills: Bluff +34, Climb +26, Concentration +52, Craft (armorsmithing) +31, Craft (weaponsmithing) +31, Decipher Script +40, Diplomacy +36, Disguise +31 (+33 acting), Heal +32, Hide +31, Intimidate +34, Jump +28, Knowledge (arcana) +44, Knowledge (religion) +44, Knowledge (the planes) +42, Listen +40, Move Silently +31, Search +31, Sense Motive +33, Spellcraft +49 (+51 spells on scrolls), Spot +40, Sleight of Hand +22, Survival +32 (+34 following tracks or on other planes), Tumble +22, Use Magic Device +32 (+34 scrolls)
Feats: Brew Potion (blood draught ability) B, Cleave, Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Dark Speech, Empower Spell, Endurance, Energy Admixture (electricity), Energy Substitution (electricity), Great Fortitude, Improved Bull Rush, Mortalbane, Power Attack, Scribe Scroll B, Toughness, Transdimensional Spell, Weapon Focus (bite).
Epic Feats: Armor Skin, Dire Charge, Energy Resistance (acid), Energy Resistance (cold), Energy Resistance (fire), Improved Darkvision.
Environment: Infinite Layers of the Abyss
Organization: Unique
Challenge Rating: 35
Treasure: Triple standard plus one Gargantuan +5 bane vs. good outsiders greataxe
Alignment: Chaotic evil
Advancement: ––
Dambloed is a powerful demon lord who has its roots in the lands of The Dark Continent on the World of Kulan. It is believed that its first acts of depravity came at the expense of that lands denizens. The demon’s name is whispered in fear throughout the Dark Jungle and the lands known as N’sha, Thundra, and Mibha. The demon is worshiped as a god by the dark denizens of Terre Mortis and the decadent of the Matsu Empire.
Dambloed appears to be a Gargantuan nalfeshnee of incredible strength and endurance. It is said to be a master of the arcane arts, as well as being a powerful bloodwalker (the name given to Dark Continent blood magi). Its hide is covered in scars from it past use of its Scarification ability, including several active spells. The demons thick brown fur is mottled black red due to the use of Scarification over the centuries.
The demon lord’s allies include the jarilith known as Diekoningopdieberg and the demon lord known as Graz’zt. Its enemies include the babau known as Doodenhaat and the demon lord Orcus. However, Dambloed saves its greatest hatred for celestials, especially angels, and will often forget its alliances to hunt down powerful beings of good, for sport and a taste of their blood.
Dambloed speaks the following languages: Abyssal, Anarchic, Celestial, Common, Draconic, Giant, and Infernal.
Combat
Dambloed's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Awaken Blood (Su): Dambloed can bestow momentary consciousness on an opponent’s blood (except constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar fluid). If the demon hits a foe with a melee touch attack, the opponent’s blood tries to get free of its confinement – all at once. The pressure disrupts the victim’s tissues, dealing 10d10 points of damage. This ability is usable only once per day, but Dambloed can try to use it again later in the day if its previous attempt failed. The effect is instantaneous.
Bloodwalk (Su): Dambloed has the supernatural ability to transport itself great distances via the blood of living creatures. Once per day as a standard action that does not provoke attacks of opportunity, it can seamlessly enter any living creature (except a construct, elemental, ooze, plant, undead, or the creature without blood or a similar fluid) of Gargantuan size or larger and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two.
If it desires, Dambloed can attempt to make a bloody exit from the destination creature. The demon bursts forth explosively from the creature’s body, dealing 10d6 points of damage unless the creature makes a Fortitude save (DC 32). When it makes a bloody exit, the demon must succeed on a DC 15 Fortitude save or be stunned for 1 round from the shock of its expulsion.
Death Knell (Sp): Dambloed has the ability to use death knell as the spell once per day.
Smite (Su): Three times per day Dambloed can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a Will save (DC 45) or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect. The save DC is Charisma-based.
Spell-like Abilities: At will – call lightning (DC 19), feeblemind (DC 21), greater dispel magic, slow (DC 19), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 24). Caster level: 12th. The save DCs are Charisma-based.
Summon Tanar’ri (Sp): Twice per day, Dambloed can automatically summon either 1d4 vrocks, 1d4 hezrous, one glabrezu, or one nalfeshnee (its choice).
Wizard Spells Known (cast 4/6/6/5/5/5/5/3/3/2): 0th – acid splash, arcane mark, dancing lights, daze, detect poison, detect magic, disrupt undead, flare, ghost sound, light, mage hand, mending, message, no light, open/close, preserve organ, prestidigitation, ray of frost, read magic, resistance, slash tongue, touch of fatigue, unnerving gaze; 1st – aberrate, black bag, cause fear, cheat, death grimace, extract drug, fist of stone, hold portal, identify, lesser orb of electricity, nether trail; 2nd – addiction, arcane lock, dance of ruin, darkbolt, Melf’s acid arrow, mirror image, protection from arrows, sadism, shatter, touch of idiocy, unheavened; 3rd – dispel magic, drown, dread word, evil eye, fireball, lightning bolt, protection from energy, reality bind, wall of chains, vampiric touch; 4th – abyssal might, blast of flame, damning darkness, fear, grim revenge, liquid pain, orb of electricity, psychic poison, shout, stoneskin; 5th – baleful polymorph, call dretch horde, cone of cold, freezing fog, imprison possessor, Mordenkainen’s private sanctum, sending, soul shackles, spiritwall, stop heart; 6th – chain lightning, contingency, false sending, fiendish quickening, geas/quest, greater dispel magic, impotent possessor, snare astral traveler, transfix, wall of iron; 7th – eye of the beholder, fire storm, finger of death, Mordenkainen’s sword, prismatic spray, spell turning, wall of eyes, whirlwind of teeth; 8th – blackfire, greater shout, gutwrench, horrid wilting, maze, power word stun, prismatic wall, soul’s treasure lost; 9th – absorption, crushing fist of spite, mindrape, Mordenkainen’s disjunction, sphere of ultimate destruction, utterdark, wail of the banshee. Caster level: 18th. Save DCs equal 16 plus the level of the spell. Spell Mastery: Call dretch horde, dance of ruin, dispel magic, fist of stone, orb of electricity, and shout.
Blood Component (Su): Dambloed can substitute a drop of its own blood for a spell’s material component (if it has no gp value) as a free action. Using this ability deals 1 point of damage to Dambloed but raises the spell’s caster level by 1. Damage reduction does not apply to this damage.
Blood Draught (Ex): Dambloed can store spell of up to 3rd level in its own blood. The demon effectively gains the Brew Potion feat using an alternative medium. (See pg. 27 of D&D Complete Arcane for how this ability works).
Bloodseeking Spell (Su): Dambloed can imbue its spells with the ability to draw blood from their targets (except constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar fluid), dealing an extra 1d6 points of damage to each target that takes damage from the spell. This extra damage applies only to spells that deal damage, not to spells that deal ability damage, or other kinds of damage. To use this ability, Dambloed must inflict a wound on itself; this is a free action that deals 3 points of damage to the demon and becomes a normal part of casting the spell. Damage reduction doesn’t apply to this damage.
Durable Casting (Ex): Dambloed subtracts 10 from the DC of Concentration checks made to cast, concentrate on, or direct spells when it takes damage (or per source of continuous damage).
Homunculus (Su): While Dambloed currently doesn’t have a familiar, the demon has created a homunculus through the sacrifice of some of its blood. The demon permanently sacrificed 1 hit point as part of the creation process. See below for details on Dambloed’s homunculus.
Scarification (Ex): Dambloed can inscribe up to six spells on its own skin for later use as if using the Scribe Scroll feat. Dambloed currently has the following spells inscribed on its skin: aberrate, arcane lock, cheat, fear, identify, soul shackles.
Stanch (Ex): Dambloed automatically becomes stable when its hit points drop below 0. The demon still dies if it reaches –10 hit points or below.
Thicker Than Water (Su): When Dambloed is injured, its blood withdraws from the wound, avoiding some damage that it would otherwise take. This ability gives Dambloed damage reduction 1/bludgeoning.
True Seeing (Su): Dambloed continuously uses true seeing, as the spell (caster level: 14th).
Skills: Dambloed has a +8 racial bonus on Listen and Spot checks.
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Dambloed’s Homunculus
Dambloed’s homunculus, which the demon named Minrood, looks like a tiny imp. However, Minrood is simply a standard 6HD homunculus.
Minrood, “Little Red”: CR 2; Tiny Construct; HD 6d10; hp 33; Init +2; Spd 20 ft., fly 50 ft. (good); AC 14, touch 14, flat-footed 12; Base Atk +3; Grp -6; Atk +6 melee (1d4-1 plus poison, bite); Full Atk +6 melee (1d4-1 plus poison, bite); Space/Reach 2-½ ft./0 ft.; SA poison; SQ construct traits, darkvision 60 ft., low-light vision; AL CE; SV Fort +2, Ref +6, Will +3; Str 8 (-1), Dex 15 (+2), Con --, Int 10 (+0), Wis 12 (+1), Cha 7 (-2).
Skills and Feats: Balance +6, Escape Artist +6, Hide +14, Listen +6, Spot +6; Agile, Lightning Reflexes, Weapon Finesse.
Combat
Homunculi land on their victims and bite with their venomous fangs.
Poison (Ex): Injury, Fortitude DC 15, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes. The save DC is Constitution-based and includes a +2 racial bonus.