Kardum, Lord of Balors and Abyssal Fire
Huge Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
HD: 67d8 + 1,072 + 120 (1,728 hp)
Initiative: +17
Speed: 60 ft., fly 120 ft.(good)
AC: 69 (+12 deflection, +9 Dex, +40 natural, -2 size) touch 29, flat-footed 60
BAB/ Grapple: +67/+94
Attack: +9 abyssal fire blast, chaotic power, keen, unholy power, vorpal, greatsword, Kardum’s Flametongue, +97 melee (4d6 + 45 + 3d6 abyssal fire damage + 3d6 unholy damage/15-20/x2), or +9 abyssal fire blast, chaotic power, unholy power, whip, Kardum’s Flame Serpent, +97 melee (1d6 + 45 + 3d6 abyssal fire damage + 3d6 unholy damage/19-20/x2), or wing +74 melee (1d8 + 9 + 3d6 abyssal fire damage), or gore +74 melee (2d6 + 9 + 3d6 abyssal fire damage)
Full attack: +9 abyssal fire blast, chaotic power, keen, unholy power, vorpal, greatsword, Kardum’s Flametongue, +97/+92/+87/+82 melee (4d6 + 45 + 3d6 abyssal fire damage + 3d6 unholy damage/15-20/x2), and 2 wings +74 melee (1d8 + 9 + 3d6 abyssal fire damage), and gore +74 melee (2d6 + 9 + 3d6 abyssal fire damage),OR +9 abyssal fire blast, chaotic power, unholy power, whip, Kardum’s Flame Serpent, +97/+92/+87/+82 melee (1d6 + 45 + 3d6 abyssal fire damage + 3d6 unholy damage/19-20/x2), and wing +74 melee (1d8 + 9 + 3d6 abyssal fire damage), and gore +74 melee (2d6 + 9 + 3d6 abyssal fire damage)
Space/reach: 15 ft./15 ft.
Special attacks: Breath Weapon, Death Throes, Entangle, Flaming Body, Kardum’s Gaze, Kardum’s Lash, Spell-Like Abilities, Summon Devils
Special qualities: Abyssal Flame, DR 30/epic good and cold iron, Darkvision 120 ft., Immune to electricity, fire, and poison, Lord of Balors, Lord of Abyssal Fire, Energy Resistance to acid and cold 35, SR 60, Telepathy 100 ft.
Saves: Fort +57, Ref +50, Will +51
Abilities: Str 48, Dex 28, Con 43, Int 30, Wis 31, Cha 35
Skills: Bluff +82, Concentration +86, Diplomacy +82, Disguise +82, Escape Artist +79, Hide +71, Intimidate +82, Knowledge(arcana) +80, Knowledge (the planes) +80, Listen +80, Move Silently +79, Open Lock +, Perform +, Profession +, Ride +, Search +80, Sense Motive +80, Spellcraft +80, Spot +80, Survival +80, Tumble +79,
Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Greater Weapon Focus (whip), Greater Weapon Specialization (whip), Improved Critical (greatsword), Improved Disarm, Improved Initiative, Improved Trip, Iron Will, Mobility, Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Weapon Focus (whip), Weapon Specialization (whip), Whirlwind Attack
Epic Feats: Epic Fortitude, Epic Toughness(x6), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Weapon Focus (whip), Epic Weapon Specialization (whip), Epic Will, Improved Darkvision, Improved Whirlwind Attack, Penetrate Damage Reduction, Superior Initiative
Environment: The Sixth Pyre; 21st level of the Abyss
Organization: Solitary (unique), or Group (1 Balor(M'eliidust fighter20) and 5 advanced Balors(35 HD))
CR: 47
Treasure: Triple Standard and Kardum’s Flametongue, Kardum’s Flame Serpent
Alignment: Chaotic Evil
Standing before you is an 18 ft. tall balor, covered in scars. These scars spew forth raging flames that jump from one scar to the next. Its eyes are ablaze, and its wings tattered. The horns on its head seem somewhat melted and point forward. It holds, in its hands, a serpentine greatsword, which also bursts with red hot flames.
Kardum was a great general serving under, the then “Lord of Balors and Fire”, Ansitif the Befouler. He served his tanar’ri lord to the best of his abilities, fending off thousands of invasions. Kardum grew tired of this. He figured that if he was the one protecting the layer, then why not rule it.
Kardum carefully plotted his attack, while still fending off invasions. Then he made his move. He and a massive gathering of balors and demons, gathered at the gates of Ansitif’s citadel. Ansitif had a surprise for Kardum. Ansitif confidently walked out of the gates alone and unguarded. He simply said, “ You poor fool. Did you really think it was that easy.” Just then the balors and demons attacked Kardum. Kardum fought ferociously and managed to take out most of them, but to no avail.
Ansitif decided not to kill him right away. Instead he wanted to make an example out of him. He took Kardum’s nearly lifeless body atop a cliff, which was above a pit of fire. He grabbed Kardum around the neck, and raised him high enough so that every balor and demon alike could see what happens when you take up arms against Ansitif.
He threw Kardum’s body into the fiery pit. Ansitif left him for dead, as the flames ravaged Kardum’s body. His screams could be heard through out the layer. Finally after 10 days the screaming stopped. Kardum was no more. Or so Ansitif thought.
Years later, Ansitif had just come back from another successful victory against another forgotten demon lord. He took the prisoners and, one by one, forced them to throw themselves into the fiery pits below. As the last of them jumped in, a great explosion occurred.
From the fiery pits, arose a terrifying monstrosity. None of the natives, even Ansitif had seen anything like this before. Before them, hovering in the sky was a balor covered in scars and fire. It said to Ansitif , “Did you really think it was that easy to get rid of me?” Just then the stunned demon lord realized who this fiend was. It was Kardum.
Ansitif wasn’t worried, however, because he and his minions were impervious to fire. He ordered his minions to attack Kardum as he did many years ago. This time, however, was different. Ansitif watched as his minions were turned to ashes before his very eyes. Then it was Ansitif’s turn to stand against this newly arisen foe. The battle raged on for weeks, leaving only Kardum standing. He and a few select balors, took Ansitif’s body to the 73rd layer of the Abyss, and had him imprisoned in the Wells of Darkness, for all eternity. It was then, that Kardum claimed the title of the “Lord of Balors and Abyssal Fire”. He has held that title for many millenniums.
Kardum has recently joined the Blood War seeing his power over abyssal fire as a great weapon against foolish devils that think they are immune. Kardum stands 18 ft. tall and weighs 5 tons.
Combat: Kardum always charges into battle with his sword drawn. If foes are out of reach, he’ll summon demons or unleash his whip. If he is encountered, while in a group, he’ll let his balor general, M'eliidust, take control while he sits back and launches his spell-like abilities at unsuspecting foes.
Abyssal Flame (Su): Kardum has mastered the ability to mix various attacks with abyssal fire. Thus, his natural and weapon attacks deal an extra 3d6 points of abyssal fire damage. Also any spell or ability, with the fire descriptor, deals half fire and half unholy & chaotic damage. Abyssal fire ignores fire resistance and immunity.
Breath Weapon (Su): Kardum can spew forth Abyssal Fire from his mouth in a 90 ft. cone. It deals 20d8 points of abyssal fire damage. Reflex save DC 59 halves damage. The DC is Con-based.
Death Throes (Su): When Kardum dies, he erupts in flames of pure chaos and destruction. It deals 200 points of abyssal fire damage in a 300 ft. radius. Reflex save DC 59 halves damage. The DC is Con-based.
Entangle (Ex): As a free action, Kardum can transform his sword into a whip. When he attacks with this whip, he can attempt a grapple. If successful, he can pull the entangled creature to his body. They suffer the devastating effects of his flaming body (see below).
Flaming Body (Su): Kardum radiates with intense fire and heat. Those within 60 ft. take 4d6 points or abyssal fire damage per round. Those that grapple with him take 9d6 points of abyssal fire damage. He can choose who to damage with this ability, whether it be friend or foe.
Kardum’s Gaze (Su): Kardum’s gaze is disastrous. For those that look directly at Kardum, must make a Fortitude save DC 59 or be burned from the inside. If unsuccessful, they take 2d6 points of Constitution damage and 6d8 points of abyssal fire damage. If successful, the targeted creature negates the Constitution damage, but takes 10d8 points of abyssal fire damage. The DC is Con-based.
Kardum’s Lash (Ex): When Kardum successfully attacks with his whip, the targeted creature must make a Fortitude save DC 62(Str-based) or be stunned for 1 round and burned the next 6 rounds. If successful, the stun effect is negated and the burn effect is halved, both in duration and damage. Those on fire take 3d6 points of abyssal fire damage each round, and are allowed a Reflex save DC 59, to stop the burning. The DC is Con-based.
Lord of Balors: Kardum is well known, throughout the Abyss,as the “Lord of Balors”. Thus, he gains a +10 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with Balors.
Lord of Abyssal Fire (Su): As the “Lord of Abyssal Fire”, Kardum has the ability to bestow others with the power of the flames of the Abyss. This ritual takes 1 minute (10 rounds). Every round the target must make a Fortitude save DC 59 or take 1d6 points of Constitution damage each round. If successful the damage is halved. If the target’s Con scored reaches 0, before the ritual is finished, they die instantly as the chaotic flames destroys their body and soul forever. If they do survive through the whole ritual then they gain the following bonuses:
*Immunity to fire
*Flaming Body (Su):5d6 points of abyssal fire damage when grappling and 2d6 points of abyssal fire damage to anything within 30 ft. Fort save DC (10 + ½ creature’s HD + Con bonus) halves damage.
*Abyssal Flame qualities (Su): The creature has the ability to mix various attacks with abyssal fire. Thus, his natural and weapon attacks deal an extra 3d6 points of abyssal fire damage. Also any spell or ability, with the fire descriptor, deals half fire and half unholy & chaotic damage. Abyssal fire ignores fire resistance and immunity
Spell-Like Abilities: CL 67th level; DC 22 + spell level
Always active -deathward, detect evil, detect good, detect lawful, detect magic, discern lies, read and comprehend language, see invisibility, tongues, true seeing
At will— aid, continual flame, desecrate, dimensional anchor, fire storm, fireball, greater dispel magic, greater teleport (self plus 200 lbs only), imprisonment, incendiary cloud, invisibility (self only), lesser restoration, polymorph (self only), remove curse, remove disease, remove fear, resist energy, unholy blight, wall of fire, waves of fatigue
5/day—blade barrier, dominate monster, earthquake, heal, mass charm monster, meteor swarm, permanency, resurrection, waves of exhaustion
3/day—gate, greater restoration, power word blind, power word kill, power word stun
Summon Devils (Sp): 5/day Kardum can summon 3d6 balors.
Possessions: Kardum’s Flametongue and Kardum’s Flame Serpent are one in the same. When Kardum was thrown into the fiery pits of the Sixth Pyre, his weapons went with him. They melted in chaotic flames and formed a single weapon, Kardum’s Flametongue. Kardum has the ability to transform this greatsword into a whip, Kardum’s Flame Serpent. This whip appears as if it were made from a snake composed of energy, hence the name. Kardum’s Flametongue functions as a +9 abyssal fire blast, chaotic power, keen, unholy power, vorpal, greatsword,whileKardum’s Flame Serpent functions as a +9 abyssal fire blast, chaotic power, unholy power, whip. The whip’s handle remains the same as the greatsword, allowing Kardum to wield it with 2 hands, and thus use 1.5 times his Strength bonus.