Ragnarok's Alternate Collection of Monster's, NPC's,etc.

Just like the title says, I'll be posting Monster's, NPC's,and etc.
Some will be my take on well known dnd characters and such. Other's will be my own creation.
I'm doing this for those who want use different characters in different campaigns. Soon I'll be posting alot of known characters (my version) such as Asmodeus, Alastor, Domiel, Kas, Grazz't, and much more.I hope you like them!

Index

Aberrations

Celestials
T’ien Kou

Constructs

Demons
Anzu, Demonic Birds of Pazuzu a.k.a. Pazuzu Rocs
Baphomet, Demon Prince of Beasts
En’ran, Consort of Malcanthet
Juiblex, The Faceless Lord
Kardum, Lord of Balors and Abyssal Fire
Kostchtchie, Prince of Wrath
Pazuzu, Demon Prince of the Lower Aerial Kingdoms
Reqqonia. Half-Fiend Son of Yeenoghu
Sea Mother
Srrzon, The Ravager
St. Kargoth’s Mount, Tyrame
Yeenoghu, Prince of Gnolls
Utukku


Devils
Alastor, The Executioner
Arraka, Guardian of Tiamat’s Citadel
Bel, Lord of the First
Mammon,Lord of the Third
Yeddikadir and Nalebranc, Twin Generals of Bel

Dragons

Elementals

Fey

Giants

Humanoids
Beowulf

Magical Beasts

Monstrous Humanoids

Ooze

Outsiders
Air Maidens of Ukko
Awar of the Sundered Suns, Son of Eblis
Dante, Son of Sparda;(Rebellion / Swordmaster)
Specially Bred Hellhounds
Sultan of Brass City
Ygorl, Slaadi Lord of Entropy
Xannan Tarmikos

Undead
Saint Kargoth, The Betrayer

Deities

Other
Special Weapon Qualities Set 1
 
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Ygorl, Slaad Lord of Entropy and Death
Large Outsider (Chaotic, Extraplanar)

HD: 55d8 + 770 (1,210 hp)
Initiative: +20
Speed: 60 ft., fly 120 ft. (good)
AC: 68 (+12 armor, + 10 concealment, + 12 Dex, + 25 natural, -1 size) touch 31, flat-footed 56
BAB/ Grapple: +55/+77
Attack: +8 chaotic power, everdancing, keen, vorpal, scythe, Y'lyeold +97 melee (2d6 + 35 + 3d6 chaotic/19-20/x4), or claw +72 melee (1d6 + 18), or bite +63 melee (1d8 + 9), or wing +63 melee(1d6 + 9), or tongue +63 melee (1d6 + 9 + 3d6 chaotic damage)
Full attack: +8 chaotic power, everdancing, keen, vorpal, scythe, Y'lyeold +97/+92/+87/+82 melee (2d6 + 35 + 3d6 chaotic/19-20/x4), and bite + 70 melee (1d8 + 9), and 2 wings +70 melee(1d6 + 9) OR, +8 chaotic power, everdancing, keen, vorpal, scythe, Y'lyeold +97/+92/+87/+82 melee (2d6 + 35 + 3d6 chaotic/19-20/x4), and 2 claws +72 melee (1d6 + 18), and bite +70 melee (1d8 + 9), and 2 wings +70 melee(1d6 + 9), and tongue +70 melee (1d6 + 9 + 3d6 chaotic damage)
Space/reach: 10 ft./10 ft.
Special attacks: Chaos Spittle of Ygorl, Command/Rebuke Dead 15/day, Control Undead, Croak of Death, Negative Rift, Runes of Y’lyeold, Spell-Like Abilities, Summon Slaad, Tongue of Ygorl
Special qualities: Darkvision 120 ft., DR 30/ epic lawful and adamantine, fast healing 25, immunity to death effects and sonic energy, Lord of Death, resistance to acid 30, cold 30, electric 30, and fire 30, SR ,telepathy 300 ft.
Saves: Fort +49, Ref +41, Will +43
Abilities: Str 47, Dex 34, Con 39, Int 28, Wis 30, Cha 35
Skills: Climb +76, Concentration +72, Escape Artist +70, Handle Animal +70 (72 with dragons), Hide +66, Intimidate +70, Knowledge(arcana) +67, Knowledge (the planes) +67, Knowledge (religion) +67, Listen +68, Move Silently +70, Ride +70 (72 with dragons), Search +67, Spot +68, Survival +68 (70 when tracking), Tumble +70, Use Rope +70 (72 with bindings)
Feats: Cleave, Combat Expertise, Dodge, Fly-By Attack, Great Cleave, Great Fortitude, Greater Weapon Focus (scythe), Greater Weapon Specialization (scythe), Improve Initiative, Improved Sunder, Mobility, Mounted Combat, Multi-Attack, Power Attack, Ride-By Attack, Weapon Focus (scythe), Weapon Specialization (scythe), Whirlwind Attack
Epic Feats: Dire Charge, Epic Fortitude, Epic Weapon Focus (scythe), Epic Weapon Specialization (scythe), Epic Will, Improved Darkvision, Undead Mastery, Zone of Animation
Environment: Limbo
Organization: Solitary(unique) or (Ygorl and Shkiv)
CR: 42
Treasure: Quadruple Standard and Y’lyeold
Alignment: Chaotic Neutral

Before you, stands a 15 ft. tall, gaunt Death Slaad. It appears as any other Death Slaad, except its skin is as black as the deepest reaches of the Plane of Negative Energy. It eyes shine white like 2 small, twinkling stars. A massive red cape – like aura surrounds this creature. In both of its hands, it holds a massive black scythe. On the blade of the scythe, you see 8 red runes. This is Ygorl, Slaad Lord of Entropy and Death.

(flavor coming)

Combat: Ygorl immediately starts off by using his Croak of Death ability to get rid of the weak. He then focuses his attention on the survivors. If he ever needs backup he’ll call on his faithful salad. If he’s still in need of backup, he summons undead creatures. At this point, Ygorl sits back and watches his minions at work, occasionally attacking from afar with his spell-like abilities. Those who survive this assault have to answer to Ygorl himself. Ygorl will personally see to it that they are destroyed. He will engage them in melee combat, using the powers of his scythe, to make quick work of them.

Chaos Spittle of Ygorl (Su): Ygorl can spit a glob of chaos at one target, up to 100 ft. away. This spit deals 10d8 points of chaotic damage to any non-lawful creature. Against lawful creatures, it is most deadly. It deals 20d8 points of chaotic damage to lawful creatures. Reflex save DC 51 halves damage. Lawful creatures hit by this spit must then make a Fortitude save DC 51 or die instantly. Those killed by this spit can still be raised normally, but at a 75 % success rate. These DCs are Con based.

Control Undead (Su): Ygorl can control undead as the spell cast by a 55th-level cleric.

Croak of Death (Su): Ygorl can let out a loud croak, which kills foes instantly. Ygorl’s croak has a range of a 300 ft. radius. Anyone caught within this range are slain instantly unless they make a Fortitude save DC 51. Even if successful, the creature(s) still take 10d6 points of sonic damage. Reflex save DC 51 halves damage. Those slain by this ability can be raised normally, but at a 75 % success rate. Both DCs are Con based.

Lord of Death (Su): As the Slaad Lord of Death, Ygorl’s undead minions are harder to kill. Any undead creature, under Ygorl’s control, can use their Charisma bonus, when determining extra hit points. This works as if they had a Constitution bonus.

Negative Rift (Su): Ygorl can use his scythe, Y’lyeold, to open a portal to the Plane of Negative Energy. From this rift, numerous undead appear. The number and type of undead that appear is completely random (see chart below). However, no matter what creature comes through the rift, they obey Ygorl without question. The summoned creatures serve Ygorl until they are destroyed. Ygorl must wait 24 hours before he can make another rift.

D% creatures
1-30 3d6 zombie slaadi (any, except black and white slaadi)
31-35 3d6 slaad ghosts
36-40 3d6 mummies
41-45 3d6 bodacks
46-50 1d6 mummy lords
51-55 1d4 liches (Wizard 15)
56-60 3d6 wights
61-65 3d6 greater wraiths
66-70 3d6 greater shadows
71-75 1d6 vampires (up to 20 levels in any one class)
76-80 1d4 nightwings
81-85 1d4 nightcrawlers
86-90 1d4 night walkers
91-92 1d3 shadow of the voids
93-94 1d3 shape of fires
95-96 1d3 atropals
97-98 1d3 hunefers
99-100 1d3 lavawights

Runes of Y’lyeold (Su): Ygorl’s scythe is powerful. As a free action he can activate 1 rune by calling out its name. Each rune has a different effect, which lasts for as long as Ygorl wants it too or until he activates another rune.
· Arilia – upon activation, this rune causes the scythe to radiate a faint blue aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Strength. Fortitude save DC 51 halves damage.
· Polmornys - upon activation, this rune causes the scythe to radiate a faint lime green aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Dexterity. Fortitude save DC 51 halves damage.
· Undsina - upon activation, this rune causes the scythe to radiate a faint purple aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Constitution. Fortitude save DC 51 halves damage.
· Usthatach - upon activation, this rune causes the scythe to radiate a faint gray aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Intelligence. Fortitude save DC 51 halves damage.
· Vorinetia - upon activation, this rune causes the scythe to radiate a faint silver aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Wisdom. Fortitude save DC 51 halves damage.
· Yaunn - upon activation, this rune causes the scythe to radiate a faint golden aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Charisma. Fortitude save DC 51 halves damage.
· Yelduong - upon activation, this rune causes the scythe to radiate a furious red aura. Ygorl deals 6d6 points of chaotic damage instead of the regular 3d6 points of chaotic damage. On successful critical hits, lawful creatures are slain no save.
· Yerir - upon activation, this rune causes the scythe to radiate an aura of many colors. Ygorl’s scythe is now imbued with energy. He deals an extra 4d6 points of acid, cold, electric, and fire damage when attacking with his scythe. This damage is a mixture of 4 types of energy, meaning it ignores any energy resistance and immunities a creature might have.
*Those slain by the scythe, can only be raised by using a wish or miracle spell. Even then they only have a 50% success rate.

Spell-Like Abilities: CL 55th; DC 22 + spell level; DC 24 + spell level (chaotic spells)
At will—animate objects, circle of death, chaos hammer, cloak of chaos, deeper darkness, detect magic, dispel law, fear, finger of death, fireball, fly, identify, invisibility, magic circle against law, mass charm, power word blind, see invisibility, silent image, and word of chaos;
7/day—power word kill.

Summon Slaad (Sp): 3/day, Ygorl can summon 3d6 red, blue, green, or grey salad, 2 advanced Death Slaad (35 HD), and 1 Black Slaad. Ygorl also has a chance in summoning 1 of his unique offspring at a 50% success rate. They have at least 30 HD.

Tongue of Ygorl (Ex): Ygorl can use his long, red, slimy tongue to attack foes. It deals damage as if it were a tentacle (1d6) + 3d6 points of chaotic damage. Ygorl can also use his tongue to constrict. If Ygorl uses his tongue to attack, he can also start a grapple. If successful, he can drain 2d6 points of Constitution. Fortitude save DC 51 halves the damage.

Possessions: Ygorl possesses a major artifact, called Y’lyeold, which functions as a +8 chaotic power, everdancing, keen, vorpal, scythe. This scythe is completely black, except for the 8 red runes, on the blade, which constantly flicker on and off in sequential order. Ygorl wears armor, which grants him a +12 bonus to AC. From his back flows a red cape. This cape is actually made of chaotic energy, so it gives off the effect as if it were made of red light. It surrounds Ygorl, granting him a + 10 concealment bonus.

(reserved for Shkiv’s stats)
 

En’ran, Consort of Malcanthet
Medium Outsider (chaotic, evil, extraplanar, tanar’ri)

HD: 52d8 + 520 (936 hp)
Initiative: +15
Speed: 60 ft.
AC: 56 (+14 deflection, +11 Dex, +21 natural) touch 34, flat-footed 45
BAB/ Grapple: +45/+56
Attack: + 6 chaotic power, keen, unholy power, vorpal, glaive, Yatha +73 melee (1d10 + 18 + 3d6 chaotic power + 3d6 unholy power/19-20/x3), or gore +51 melee (1d4 + 6)
Full attack: + 6 chaotic power, keen, unholy power, vorpal, glaive, Yatha +73/+68/+63/+58 melee (1d10 + 18 + 3d6 chaotic power + 3d6 unholy power/19-20/x3), and gore +51 melee (1d4 + 6)
Space/reach: 5 ft./5 ft.
Special attacks: Foul Breath of Seduction, Spell-Like Abilities, Summon Tanar’ri, Wisdom Damage
Special qualities: Darkvison 60 ft., DR 25/epic good and cold iron, immune to electricity, poison, and enchantments, resistance to acid 25, cold 25, and fire 25, SR , tongues
Saves: Fort +32, Ref +35, Will +37
Abilities: Str 35, Dex 33, Con 30, Int 28, Wis 29, Cha 38,
Skills: Balance +66, Bluff +71, Concentration +65, Diplomacy +72, Disguise +69, Escape Artist +66, Hide +66, Intimidate +74, Jump +64, Knowledge (arcana) +64, Knowledge (the planes) +64, Listen +64, Move Silently +66, Search +64, Sense Motive +64, Spot +64, Tumble +66
Feats: Cleave, Combat Expertise, Dodge, Greater Weapon Focus (glaive), Greater Weapon Specialization (glaive), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Persuasive, Power Attack, Skill Focus (Diplomacy), Skill Focus (Intimidate), Spring Attack, Weapon Focus (glaive), Weapon Specialization (glaive), Whirlwind Attack
Epic Feats: Epic Speed, Epic Will
Environment: Shendilvari (Abyss)
Organization: Solitary (unique)
CR: 33
Treasure: Triple Standard and Yatha
Alignment: Chaotic Evil

You approach Malcanthet’s Razor Throne. She sits on her throne with a wicked grin. Behind the throne you see another fiendish being. It’s an incubus. It’s completely nude, except for the loin cloth, which barely covers his unmentionables. You look closer to see a large tattoo on its muscular, yet gaunt body. The tattoo starts from his left leg and ends on his chest. Upon closer inspection you see that it’s a thorny rose. The petals on the rose are black and drip with blood. Whether this is a magical effect or real blood, you do not know. In its hand, it holds a razor-sharp glaive, with a bloody-red blade. This creature then steps in front of the Razor Throne in a battle stance, ready to defend his fiendish lover. This is En’ran, Consort of Malcanthet


(flavor coming)

Combat: En’ran usually uses his glaive to destroy his foes. If out numbered, he’ll use his Foul Breath of Seduction ability to gain companions. If that doesn’t work, he’ll summon tanar’ri, usually incubi.

Foul Breath of Seduction (Su): En’ran can spew forth a sweet aroma from his mouth. This has a radius of a 90 ft. cone. This ability functions as a charm person or charm monster spell (depending on subject) cast by a 52th level caster. Will save DC 50 negates effect. This DC is Cha based. For those that are successful, they are “punished” as the sweet aroma becomes a foul acidic mist. The mist deals 15d8 points of acid damage, Reflex save DC 46 for half damage, and the creatures that breathe this mist are nauseated for 5 rounds, unless they succeed a Fortitude save DC 46. Both DCs are Con based.

Spell-Like Abilities: CL 52nd; DC 24 + spell level

At will- alter self, blasphemy, charm monster, charm person, daze, desecrate, detect good, detect thoughts, disguise self (no limit in duration), dominate person, eagle’s splendor, greater dispel magic, greater teleport, hast, hold monster, hypnotism, magic circle against good, magic circle against law, sleep, unhallow, unholy aura, unholy blight

5/day- bestow greater curse, power word kill

Summon Tanar’ri (Sp): 53/day En’ran can summon 3d4 advanced incubi (25 HD)with 100 % success.

Wisdom Damage (Su): En’ran’s kiss is deadly. It deals 1d8 points of Wisdom damage. Fortitude save DC 50 halves damage. For those not willing to be kissed, En’ran make start a grapple, which provokes an attack of opportunity. The save DC is Cha based.

Possessions: En'ran never wears armor, but always carries Yatha.This weapon function as a + 6 chaotic power, keen, unholy power, vorpal, glaive.
 

Reqqonia. Half-Fiend Son of Yeenoghu
Medium Outsider (Chaotic, Evil, Extraplanar)

HD: 24d10 (Fighter) + 120 (360 hp)
Initiative: +13
Speed: 30 ft., fly 30 ft.
AC: 34 (+ 9 Dex, + 15 natural) touch 19, flat-footed 25
BAB/ Grapple: +24/+31
Attack: + 3 keen, unholy, heavy flail +39 + 2d6 unholy damage melee (1d10 + 13 + 2d6 unholy damage /17-20/x2), or claw +31 (1d4 + 7)
Full attack: + 3 keen, unholy, heavy flail +39/+34/+29/+24 + 2d6 unholy damage melee (1d10 + 13 + 2d6 unholy damage /17-20/x2), and claw +31 (1d4 + 7)
Space/reach: 5 ft./5 ft.
Special attacks: Breath Weapon (Acid), Smite Good, Spell-Like Abilities, Summon Gnolls
Special qualities: DR10/magic, Darkvision 60 ft., Immunity to poison, resistance to acid 10, cold 10, electricity 10, and fire 10, SR 32
Saves: Fort +17, Ref +15, Will +13
Abilities: Str 25, Dex 28, Con 21, Int 16, Wis 24, Cha 24
Skills: Bluff +21, Concentration +19, Diplomacy +21 (25 with gnolls), Escape Artist +23, Hide +23, Intimidate +21 (25 with gnolls), Jump 9, Listen +23, Search +17, Spot +23, Tumble +25
Feats: Acrobatic, Alertness, Cleave, Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Focus (heavy flail), Weapon Specialization (heavy flail)
Environment: Yeenoghu’s Realm (Abyss)
Organization: Solitary (unique)
CR: 26
Treasure: Double Standard and +3 keen, unholy, heavy flail
Alignment: Chaotic Evil

You see a fiendish gnoll with mangy, yellow fur. On its back, is a pair of yellow bat wings, covered in green spots. In its left hand, is a black flail with a spiked skull hanging from it. This is Reqqonia, Son of Yeenoghu.

(flavor coming)

Combat: Reqqonia loves to summon Fiendish Gnolls to do his bidding. He use his spell-like abilities to boost his and his minions’ abilities. After he’s finished boosting his stats, he’ll join the battle. He usually goes after ones who have been weakened by his minions first. Then he deals with the rest.

Breath Weapon (Su): Reqqonia can spew forth a 60 ft. cone of acid. It deals 11d8 points of acid damage. After using it, he must wait 1d4 rounds before he can use it again.

Smite Good (Su): 10/day, Reqqonia can make a normal melee attack to deal an extra 24 points of damage against a good foe.

Spell-Like Abilities: Reqqonia’s CL is 24. DC 17 + spell level.
At will – bear’s endurance, bestow curse, bull’s strength, cat’s grace, blasphemy, darkness, desecrate, unholy aura, unholy blight, contagion
3/day - destruction

Summon Gnolls: 1/day Reqqonia can summon 3d4 Fiendish Gnolls
 

Awar of the Sundered Suns, Son of Eblis
Large Outsider (Evil, Extraplanar, Fallen, Lawful)

HD: 60d8 + 480 (960 hp)
Initiative: +14
Speed: 60 ft., fly 120ft. (good)
AC: 67 (+ 11 deflection, + 10 Dex, + 7 insight, + 30 natural, -1 size) touch 37, flat-footed 57
BAB/ Grapple: +60/+80
Attack: +7 axiomatic, keen, hellfire blasting, greatsword, Golden Blaze +94 + 3d6 fire damage, + 2d6 lawful damage melee (3d6 + 31+ 3d6 Hellfire damage, + 2d6 lawful damage/17-20/x2), or 2 wings(slam) +75 + 3d6 Hellfire damage melee (1d6 + 16 + 3d6 Hellfire damage)
Full attack: +7 axiomatic, keen, hellfire blasting, greatsword, Golden Blaze +94/+89/+84/+79 + 3d6 fire damage, + 2d6 lawful damage melee (3d6 + 31+ 3d6 fire damage, + 2d6 lawful damage/17-20/x2) or 4 wings(slam) +75 + 3d6 Hellfire damage melee (1d6 + 16 + 3d6 Hellfire damage)
Space/reach: 10 ft./10 ft.
Special attacks: Body of Hellfire, Spell-like abilities, summon fallen, Super Nova of Awar
Special qualities: Dark Fire, Darkvision 120 ft., DR3/- , DR25/ epic good and silver, immunity to fire and poison, low-light vision, regeneration 15, resistance to acid 30, SR, telepathy 100 ft., teleport(self)
Saves: Fort +42 (46 against petrification), Ref +44, Will +41
Abilities: Str 42, Dex 30, Con 26, Int 28, Wis 25, Cha 32
Skills: Bluff +74, Concentration +71, Craft +40, Diplomacy +, Disguise +74, Escape Artist +73, Heal +70, Hide +73, Intimidate +74, Knowledge (Arcana) +72, Listen +72, Move Silently +43, Search +72, Sense Motive +70, Spellcraft +40, Spot +72, Survival +70, Tumble +73, Use Rope +41
Feats: Alertness, Cleave, Combat Casting, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (Greatsword), Greater Weapon Specialization (Greatsword),Whirlwind Attack, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (Greatsword), Weapon Specialization (Greatsword),Whirlwind Attack
Epic Feats:Blinding Speed, Damage Reduction, Dire Charge, Improved Darkvision, Penetrate Damage Reduction
Environment: Elemental Plane of Fire
Organization: Solitary (Unique) or (Awar and the other Sundered Suns)
CR: 44
Treasure: Triple Standard
Alignment: Lawful Evil

You see a collection of black flames in front of you. Upon closer inspection you see a fallen solar angel with four wings within those black flames. Its skin is blacker than obsidian and it has muscular body. Two massive horns adorns its head, while a flaming halo floats just above them. Its eyes glow red. Upon even closer inspection you see that it has fangs and its body glows a faint golden aura. It wears a read kilt, and is carrying a massive golden blade, the shape of fire. This is but one of the Sundered Suns.

(flavor coming soon as I can think of something)

Combat: Awar is no coward. He’ll go into battle and focus his attacks on every divine spell caster, until they are dead. He usually attacks with Golden Blaze, but if he is overwhelmed he’ll make good use of his spell-like abilities. When using his spell-like abilities, he mostly uses the ones that cause harm, rather than the ones that boost his stats.

Body of Hellfire (Ex): Those within 30 ft. of Awar take 3d6 points of Hellfire damage per round. Those grappling with him take 10d6 points of Hellfire damage.

Dark Fire (Su): Half of all fire damage dealt by Awar, is infused with his evil essence and ignore resistance or immunity.

Magic Circle Against Good (Su): A Magic Circle Against Good always surrounds Awar (60th level caster). Bonuses are not included in the stats block.

Regeneration: Only epic good-aligned weapons and spells, with the good descriptor, can overcome Awar’s regeneration.

Spell-Like Abilities: Awar has a Caster Level of 60; DC 21 + spell level
Always active - detect good, detect magic, detect, mind blank, see invisibility, tongues, true seeing
At will— aid, animate objects, commune, continual flame, dimensional anchor, fire storm, fireball, greater dispel magic, greater teleport (self and 200 lbs only), imprisonment, incendiary cloud, invisibility (self only), lesser restoration, polymorph (self only), remove fear, resist energy, unholy blight, waves of fatigue
3/day— meteor swarm
1/day—gate, greater restoration, power word kill

Summon Fallen: 1/day Awar can summon 1d4 fallen planetars and 1d6 fallen astral devas

Super Nova of Awar (Su): When Awar dies, he explodes and incinerates anything within a 100 ft. radius with black and golden flames. The first wave takes the form of black flames and deals 15d6 points of Hellfire damage. The second wave takes the form of golden fire and deals 20d6 points of fire damage. The black flames ignore fire immunity and resistance, while the golden fire is just regular fire. Those caught within the blast radius can make Reflex save DC ( 48 ) for half damage.

Possessions: Awar only possesses Golden Blaze. It is a +7 Large axiomatic, keen, hellfire blasting, greatsword. This sword appears as a golden sword fashioned into the shape of fire. It mysteriously bleeds red blood, and is wrapped in black flames.
 

Srrzon, The Ravager
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)

HD:19d8 + 228 + 30d12 + 360 (Barbarian) (1,100 hp)
Initiative: +15
Speed: 50 ft.
AC: 60 (+ 14 deflection, +7 Dex, + 30 natural, - 1 size) touch 30, flat-footed 53
BAB/ Grapple: +44/+69
Attack: + 6 everdancing, keen, unholy power, vorpal, greataxe, Undessa +88 melee (3d6 + 37 + 3d6 unholy damage/19-20/x3), or bite (Srrzon) +53 melee (2d6 + 10), or 2 snake bites (Kalith and Ssthen) +53 melee (1d6 + 10 + poison), or tail +53 melee (1d8 + 10)
Full attack: + 6 everdancing, keen, unholy power, vorpal, greataxe, Undessa +88/+83/+78/+73 melee (3d6 + 37 + 3d6 unholy damage/19-20/x3), and 2 claws +64 (1d6 +21), and bite (Srrzon) +53 melee (2d6 + 10), and 2 snake bites (Kalith and Ssthen) +53 melee (1d6 + 10 + poison), and tail +53 melee (1d8 + 10)
Space/reach: 10 ft./10 ft.
Special attacks:Breath Weapons, Mighty Rage, Piercing Strike, Poison, Rage 6/day, Snake Bites, Spell-Like Abilities, Summon Tanar’ri
Special qualities: All-Around Vision, Improved, DR 25/epic good and cold iron, DR 5/-, Evasion, Fast Healing 30, Immune to electricity and poison, Improved Uncanny Dodge, Resistance to acid 25, cold 25, and fire 25, SR 64, Tireless Rage, Tongues, Trap Sense, True Seeing
Saves: Fort +40, Ref +29, Will +30 (36 when raging)
Abilities: Str 52, Dex 25, Con 35, Int 24, Wis 27, Cha 38,
Skills: Bluff +63, Climb +70, Concentration +61, Diplomacy +63, Forgery +56, Intimidate +70, Jump +70, Knowledge (history) +56, Knowledge (the planes) +56, Listen +57, Search +64, Sense Motive +57, Spot +65, Survival +57 (59 when following tracks), Tumble +56
Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Greater Weapon Focus (greataxe), Greater Weapon Specialization (greataxe), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Mobility, Multi-Attack, Power Attack, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Epic Feats: Epic Weapon Focus (greataxe), Epic Weapon Specialization (greataxe), Penetrate Damage Reduction, Superior Initiative
Environment: Abyss
Organization: Solitary(unique)
CR: 47
Treasure: Triple Standard and Undessa
Alignment: Chaotic Evil

This demonic being appears like any other Molydeus, except that there are a few things different. Its skin is covered in dragon-like scales, which are black and glossy. From its shoulders there is not one but two snake heads. Both are as black as night, and have red glowing eyes. Its tail is not furry like other Molydi. Instead it is reptilian, long, and black. In its massive hands, it clutches a greataxe of elaborate design. This axe also has Abyssal writing on it. This fiend is none other than Srrzon, The Ravager.

(flavor coming)

Combat:Srrzon prefers to use Kalith to paralyze his foes, while he gets in close to hack them to pieces with Undessa. If greatly outnumber he’ll summon tanar’ri to his aid, while using his spell-like abilities to increase their stats.

All-Around Vision, Improved (Ex): Since he has 2 snakeheads, Srrzon gains +8 racial bonus on Search and Spot checks. He cannot be flanked.

Breath Weapons (Su): Srrzon has three breath weapons.
Srrzon – Srrzon, the Ravager, can spew forth deadly flames dealing 15d10 points of fire damage to any creature within a 90 ft. cone. Reflex save DC 46, halves damage. Cannot be used until 1d4 rounds later.
Ssthen (Snake Head 1) - Ssthen can spit acid dealing 10d8 points of acid damage to any creature in a 120 ft. line. Reflex save DC 46, halves damage. Fortitude save DC 46, or be nauseated for 1d6 rounds. Cannot be used until 1d4 rounds later.

Kalith (Snake Head 2)- Kalith can exhale a 60 ft. cone of paralyzing gas, Fortitude save DC 46, or be paralyzed for 2d6 rounds. Cannot be used until 1d4 rounds later.
Srrzon can use all 3 heads as a full-round action. These DCs are Con-based.
*The snake heads can use their breath weapons to attack in any direction.

Piercing Strike (Su): Like all Molydi, Srrzon can strike through many forms of damage reduction. The first time he strikes, damage reduction applies normally to the blow. All following hits completely ignore damage reduction, except for damage reduction that requires a certain material to bypass, epic damage reduction, or damage reduction that does not allow any form of bypass.

Poison (Su): Injury, Fortitude save DC 46, initial damage: 2d6 Con drain/ secondary damage: 2d6Con. Srrzon has two snakeheads, meaning, he can use this ability twice. A creature reduced to 0 Constitution is transformed into a Mane. This poison can harm those that are normally immune to poison dealing 1d6 Con for both initial and secondary damage. Constructs, oozes, plants, and undead are unaffected.

Snake Bites (Ex): Srrzon has two snakeheads, meaning, they both can make a secondary bite attack, while takes a standard or full-round action.

Spell-Like Abilities: CL 49th; DC 24 + spell level
Always active – detect good, detect law, see invisibility
At will- baleful polymorph, blasphemy, bear's endurance, bull's strength blindness/deafness, charm person, charm monster, fear, fly, desecrate, detect thoughts, greater dispel magic, greater magic fang, greater teleport(self plus 200 pounds only), invisibility, lightning bolt, suggestion, telekinesis, unhallow, unholy aura, unholy blight
7/day- dimensional lock, mass bear's endurance, mass bull's strength, quickened telekinesis
3/day -meteor storm, trap the soul

Summon Tanar’ri (Sp): 3/day, Srrzon can summon 1d6 advanced maraliths (25 HD), and 1 advanced Balor (35 HD).

True Seeing (Su): Srrzon has a continuous true seeing ability, as the spell (CL 49th). This ability cannot be dispelled.

Possessions:
Srrzon possess Undessa, a + 6 everdancing, keen, unholy power, vorpal, greataxe. It has an elaborate design and its name is imprinted on both sides, in the Abyssal language.
 

Beowulf
Medium Humanoid (Chaotic, Good)

HD: 15d12 (Barbarian) + 120 + 10d10 (Fighter) + 80 (480 hp)
Initiative: +11
Speed: 40 ft.
AC: 37 (+ 7 Dex, + 20 natural) touch 17, flat-footed 30
BAB/ Grapple: +25/+50
Attack: + 5 keen longsword, Hrunting +54 melee (1d8 + 27/17-20/x2), or +8 Large keen, mighty cleaving, vorpal, greatsword, Giant Sword +55 melee (3d6 + 30/17-20/x2)
Full attack: + 5 keen longsword, Hrunting +54/+49/+44/+39 melee (1d8 + 27/17-20/x2), or +8 Large keen, mighty cleaving, vorpal, greatsword, Giant Sword +57/+52/+47/+42 melee (3d6 + 30/17-20/x2)
Space/reach: 5 ft./5 ft.
Special attacks:Greater Rage, Tear Limbs
Special qualities: DR 9/-, Improved Uncanny Dodge, Indomitable Will, Mighty, Tough Skin, Trap Sense, Uncanny Dodge
Saves: Fort +26, Ref +15, Will +8 (12 when raging)
Abilities: Str 40, Dex 24, Con 27, Int 11, Wis 10, Cha 16,
Skills: Climb +27, Escape Artist +16, Handle Animal +12, Hide +16, Intimidate +13, Jump +25, Listen +9, Ride +16, Survival +10, Swim +30, Tumble +16
Feats:12 Athletic, Great Fortitude, Improved Initiative, Leadership, Martial Weapon Proficiency (greatsword), Martial Weapon Proficiency (longsword), Power Attack, Skill Focus (Swim), Weapon Focus (greatsword), Weapon Specialization (greatsword), Weapon Focus (longsword), Weapon Specialization (longsword)
Epic Feats: Legendary Wrestler
Environment: Any
Organization: Solitary (Unique) or Group (Beowulf and 10-20 10th level Fighters)
CR: 25
Treasure: Giant Sword, Hrunting
Alignment: Chaotic Good

You see standing before you, a 6 ½ ft. tall shirtless man. His hair is brown, long and has many single braids. He is handsome and rugged. His body is muscular. He holds in his hand, a shiny longsword. Strapped to his back is a sheath holding a massive jeweled sword. On his feet he wears boots with a metal plate on them. This is Beowulf, The Hero of the Geats.

(flavor coming)

Combat: Beowulf usually grapples with foes weaker than he is, or those that are unarmed. From there, he uses his Grappling techniques to do damage. For stronger foes he uses his longsword, Hrunting. If this is not enough to defeat his foe, he’ll unsheathe his Giant Sword.

Grappling Techniques (Ex): Beowulf loves to grapple with his foes, using his strength to destroy them. He has developed 3 grappling techniques.

Bear Hug (Ex):Beowulf can use this technique on foes of Large size or smaller without penalty. After making a successful grapple, Beowulf can proceed to crush his foe between his interlocked arms. This deals 5d6 + 22 points of damage. If Beowulf tries to use this technique on foes of Huge size he receives a –10 penalty. He cannot use this ability on Gargantuan and Colossal sized creatures.

Break Limbs (Ex):Beowulf can use this technique on foes of Huge size or smaller without penalty. After making a successful grapple, Beowulf can break a limb if his Grapple check is 5 points higher than the opposing creature. For each limb broken, the affected creature suffers the following penalties:
1 arm: creature takes a – 5 penalty to damage
2 arms: creature takes a – 10 penalty to damage
3 or more arms: Multi-armed creatures take a - 2 penalty to damage for each arm broken after the second.
1 leg: creature can only travel at 2/3 its normal land speed and can’t run. Flying and swimming creatures do not suffer the penalty unless they are on the ground.
2 legs: creature can only travel at 1/2 its normal land speed and can’t run. Flying and swimming creatures do not suffer the penalty unless they are on the ground.
3 or more legs: Multi-legged creatures take a – 5ft. penalty to speed for each leg broken after the second.
For each limb broken, the creature takes 1d3 points of temporary Con damage.
He cannot use this ability on Gargantuan and Colossal sized creatures.
*Beowulf can only break one limb at a time.

Tear Limbs (Ex): Beowulf can use this technique on foes of Huge size or smaller without penalty. After making a successful grapple, Beowulf can tear off a limb if his Grapple check is 10 points higher than the opposing creature. He cannot use this ability on Gargantuan and Colossal sized creatures.
1 arm: creature cannot attack or hold a shield with that arm.
2 arms: creature cannot attack or hold a shield with that arm.
3 or more arms: same as above.
1 leg: creature can only travel at 1/2 its normal land speed and can’t run. Flying and swimming creatures do not suffer the penalty unless they are on the ground.
2 legs: creature can’t move. Flying and swimming creatures do not suffer the penalty unless they are on the ground.
3 or more legs: If 2 feet are broken, multi-legged creatures can still travel at 1/2 land speed. For every limb torn off they take a – 5 ft. penalty to speed for each torn limb after the second.
For each limb torn off, the creature takes 1d6 points of permanent Con damage. Regenerating creatures take 1d6 points of temporary Con damage.
He cannot use this ability on Gargantuan and Colossal sized creatures.
*Beowulf can only break one limb at a time.

Mighty: Beowulf possesses great strength. He gains the Legendary Wrestler epic feat as a bonus feat, even though he does not meet the requirements. He also takes no penalty for wielding over-sized weapons and can apply 1.5 times his Str bonus to damage on both weapons.

Tough Skin: Beowulf’s skin is extremely tough. He gains DR6/-. This stacks with his Barbarian bonus.

Possessions:Beowulf has two magical swords. They are called Hrunting and Giant Sword. Hrunting is a + 5 keen longsword. Giant Sword is a +8 Large keen, mighty cleaving, vorpal, greatsword.
 

*I got the idea of this character from the Fiendish Codex 2.

Arraka, Guardian of Tiamat’s Citadel
Large Outsider (Baatezu, Evil, Extraplanar, Lawful)

HD: 43d8 + 301 (645 hp)
Initiative: +15
Speed: 60 ft., fly 90 ft.(average)
AC: 45 (+11 Dex, +25 natural, -1 size) touch 20, flat-footed 34
BAB/ Grapple: +43/+57
Attack: +6 ghost touch, keen, unholy power, longspear, Ruby Fang +60 melee (2d6 +25 +3d6 unholy damage/19-20/x3), or *sting +52 melee (1d6 + 10 + 3d6 fire damage plus lingering damage), or *bite +47 melee (1d8 + 5)
Full attack: +6 ghost touch, keen, unholy power, longspear, Ruby Fang +60 melee (2d6 +25 +3d6 unholy damage/19-20/x3), and *sting +52 melee (1d6 + 10 + 3d6 fire damage plus lingering damage), and *bite +47 melee (1d8 + 5)
*Arraka’s natural weapons are treated as epic, evil, and lawful for purposes of overcoming damage reduction.
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapons, Lingering Damage, Spell-like Abilities, Summon Devils, Summon Dragon
Special qualities: Darkvision 120 ft., DR20/good and cold iron, DR6/-, Energy resistance to acid, cold, electricity 40, Guardian of Tiamat’s Citadel, Immunity to fire and poison, Regeneration 15, SR 40, Telepathy 100 ft.
Saves: Fort +34, Ref +38, Will +34
Abilities: Str 30, Dex 33, Con 25, Int 22, Wis 25, Cha 27
Skills: Bluff +54, Concentration +53, Diplomacy +54(59 against devils), Disguise +54, Escape Artist +57, Intimidate +54(59 against devils), Knowledge(arcana) +52, Knowledge (the planes) +52, Listen +53, Move Silently +57, Search +52, Spot +53, Survival +53, Use Rope +57
Feats: Combat Expertise, Cleave, Dodge, Great Cleave, Greater Weapon Focus (longspear), Greater Weapon Specialization (longspear), Improved Initiative, Improved Sunder, Improved Trip, Mobility, Power Attack, Spring Attack, Weapon Focus (longspear), Weapon Specialization (longspear), Whirlwind Attack
Epic Feats: Damage Reduction (x2), Dire Charge, Epic Fortitude, Epic Reflexes, Epic Willpower, Improved Darkvision, Improved Whirlwind Attack
Environment: Avernus (At the Front Gate of Tiamat’s Citadel)
Organization: Solitary (unique)
CR: 27
Treasure: Double Standard, Ruby Fang, Chromatic Amulet
Alignment: Lawful Evil

You come to Tiamat’s Palace, only to be stopped by a red abishai. It wears a black kilt, and wears an amulet of many colors around its neck. Its wings are tattered, and its body has various scars here and there. In its clawed hands it carries a longspear with a blade made of a ruby. This creatures stands before and says, “ Unless you have business with my Queen, turn back or die !”

(flavor coming)

Combat: Arraka prefers to start off the battle alone. She first takes out the weakest of her enemies, she then focuses on the strongest. If overwhelmed, she will not hesitate to call an endless number of Abishai from the near-by Citadel of Tiamat, which she guards.

Breath Weapons (Su): Arraka was given a powerful amulet by Tiamat. This Amulet allows her to use the 5 different breath weapons of the chromatic dragons.

Acidic Gas – 10d6 acid damage. 60 ft. cone. Reflex save DC 38 for half damage.
Fire – 15d8 fire damage. 90 ft. cone. Reflex save DC 38 for half damage.
Cold – 10d6 cold damage. 60 ft. cone. Reflex save DC 38 for half damage.
Acid – 10d4 acid damage. 100 ft. line. Reflex save DC 38 for half damage.
Electricity – 10d8 electricity damage. 100 ft. line. Reflex save DC 38 for half damage.

*Arraka can use 1 breath weapon per round. She cannot use the same breath twice in a row. She can use three breath weapons as a full round action, but is stunned in the following round and she cannot use another breath weapon until 2d6 rounds have passed.

Guardian of Tiamat’s Citadel: Arraka is well known through out Hell, as the Guardian of Tiamat’s Citadel. Arraka gains a +5 bonus to Diplomacy, and Intimidate when dealing with those native to Baator.

Lingering Damage (Ex): Those struck by Arraka’s sting attack, must succeed on a Fortitude save DC 38 or take 2d6 points of fire damage in the following round. This ability is Con-based.

Regeneration (Ex): Arraka takes normal damage from epic good-aligned weapons and spells or effects with the good descriptor.

Spell-like Abilities: DC 18 + spell level; CL 43rd.
At will – bear’s endurance, blur, charm monster, command, disguise self, fireball, flaming sphere, hellfire, scare, scorching ray, suggestion, wrack.

Summon Devils (Sp): Arraka can summon 2d8 black, blue, green, or white abishais, and 1d6 red abishai’s. She can summon these devils at any time and has no limit on how many, per day, she can summon.

Summon Dragon (Sp): 1/day, Arraka can summon 1 chromatic old dragon.

Possessions: Arraka possesses two powerful items, they were made by Tiamat herself.

Chromatic Amulet – This amulet is about 3” wide and takes the shape of a pentagon. The 5 facets of the jewel have 5 different colors representing the chromatic dragons. This amulet gives Arraka the ability to have 5 different breath weapons (as seen above). 1/day She can summon 1 old chromactic dragon of any type. It also gives her energy resistance 40 to acid, cold, and electricity (she is already immune to fire).

Ruby Fang – This longspear has a black shaft. The blade of the spear is shaped like a dragon fang, and is crafted from a giant ruby crystal. It functions as a +6 ghost touch, keen, unholy power, longspear and has a unique ability. When used against any creature not welcomed in Tiamat’s Citadel, the blade of the spear shines a bright red and becomes a dread weapon against that creature, dealing an extra 3d6 points of damage. The dread quality always switches to the appropriate type of creature before it hits them.
 

*I created this character using the Harbinger of Darkness Template created by KingCrazyGenius over at Dicefreaks.

Xannan Tarmikos
Medium Outsider (Evil,Extraplanar)

HD: 10d10 (Blackguard) + 90 + 25d8 + 225 (615 hp)
Initiative: +10
Speed: ft.
AC: 55 (+ 15 concealment + 6 Dex, + 9 insight, + 15 natural) touch 44, flat-footed 49
BAB/ Grapple: +33/+43
Attack: + 7 ghost touch, icy blast, keen, unholy power, greatsword, Zankul +50 (2d6 + 15 + 3d6 cold damage +3d6 unholy damage/17-20/x2), or Shadow Tendril +43 melee (1d8 + 10 special see below)
Full attack: + 7 ghost touch, icy blast, keen, unholy power, greatsword, Zankul +50/+45/+40/+35 (2d6 + 15 + 3d6 cold damage + 3d6 unholy damage/17-20/x2), and 2 Shadow Tendrils +43 melee (1d8 + 10 special see below)
Space/reach: 5 ft./5 ft.
Special attacks: Sneak Attack +3d6, Spells, Spell-Like Abilities,
Special qualities: Aura of Despair, Aura of Evil, Command Undead, Dark Blessing, DR20/good and magic, Draining Presence, Fast Healing 9, Foe of the Sun, Immunity to acid, cold, polymorphing, and petrification, Power of Darkness, See in Darkness, Shift in the Fading Light (Shadow Tendrils), SR 62, Summon Shadow
Saves: Fort +43, Ref +32, Will +39
Abilities: Str 30 , Dex 23, Con 29, Int 26, Wis 28, Cha 29
Skills: Bluff +41, Climb +42, Concentration +41, Craft +40, Diplomacy +43, Escape Artist +38, Handle Animal +41, Hide +40, Intimidate +41, Knowledge (arcana) +41, Knowledge (religion) +41, Knowledge (the planes) +41, Listen +25, Move Silently +38, Ride +38, Search +40, Sense Motive +43, Spot +33
Feats: Alertness, Cleave, Great Cleave, Improved Sunder, Mounted Combat, Negotiator, Power Attack, Ride-By Attack, Spirited Charge, Stealthy, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Epic Feats:Great Fortitude, Great Willpower
Environment: Plane of Shadow
Organization: Solitary (unique) or (Xannan and Darkshade)
CR: 29
Treasure: Triple Standard and Zankul
Alignment: Neutral Evil

Standing before is a light-blue skin, bald headed man dressed in black armor. His eyes are filled with darkness. From his back you see a cape of darkness, flowing in the wind. His hand holds a sword of pure darkness. The sword mysteriously radiates a faint blue aura. This dark warrior sits upon a black horse, with a mane of black flames. This is Xannan Tarmikos, a Harbringer of Darkness.

(flavor coming)

Combat: Xannan uses Zankul to slaughter his foes, while using spell-like ablities to boost his stats.

Dark Blessing (Su): Xannan gains a bonus to all his saves equal to his Cha bonus.

Draining Presence (Su): Xannan is surrounded by a 30 ft. radius aura of fatigue, which he can initiate and terminate as a free action during his turn; Xannan may also determine which beings within the radius are affected. Fortitude save DC 36. Any creature affected remains fatigued for a 9 rounds. Once a being successfully saves against Xannan’s fatigue aura, it cannot be affected by it again for 24 hours. Other Harbingers of Darkness and Sovereigns of Eternal Night are immune to this aura.

Foe of the Sun (Ex): Xannan gains his power from darkness, and as such he is weakened in the presence of light. If exposed to bright illumination of any kind, Xannan takes a -2 penalty on all attack rolls, saving throws, and skill checks. If the illumination is natural daylight (not merely a daylight spell), the penalty increases to -6

Powers of Darkness (Su): Xannan is also immune to acid.

Shift in the Fading Light: Xannan’s once glorious red cape has now become pure dark energy. They take the form of two shadowy tendrils which flow freel behind him. Xannan can attack with these “Shadow Tendrils” and deal and extra 1d6 points of ability damage (his choice). Fort save DC 36 negates. This ability is Cha based.

Smite Good (Su): 9/day Xannan can add his total HD (35) to attack damage when attacking good creatures.

Spells: Spells Prepared 2/2/2/1;CL 10th; DC 19 + spell level
1st level – cause fear, doom
2nd level – bull’s strength, darkness, shatter
3rd level – contagion, inflict serious wounds
4th level – poison, summon monster IV (evil creatures only)

Spell-Like Abilities: CL 40th ; DC 19 + spell level
At will - charm monster, cone of cold, deeper darkness, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), shadow conjuration, shadow evocation, shadow walk
3/day - greater shadow conjuration, greater shadow evocation, polar ray, project image
1/day - simulacrum (one active at a time), shades

Summon Shadow (Sp): 2/day, Xannan can summon his own shadow, a lesser reflection of his own power. This shadow is identical to Xannan in every way, except it lacks the Harbinger of Darkness template, though the shadow does retain any changes brought about by Shift in the Fading Light (Shadow Tendrils). Since the shadow is summoned rather than called, it lacks any summoning abilitity it would otherwise have.

Possessions: Xannan possess a greatsword of pure darkness that glows blue. Its name is Zankul and it functions as a + 7 ghost touch, icy blast, keen, unholy power, greatsword. Xannan wears, what looks like a black full plate. It is actually made of dark energy. Whenever Xannan moves, it leaves behind a dark mist which grants him a + 15 concealment bonus.


Dark Shade
Nightmare (w/ shadow template)
Large Magical Beast (Evil, Extraplanar)

HD: 10d10 + 100 (155 hp)
Initiative: +8
Speed: 60 ft., fly 135 ft.(good)
AC: 33 (+ 4 Dex, + 20 natural, -1 size) touch 13, flat-footed 29
BAB/ Grapple: +10/+23
Attack: Hoof +18 melee (1d8 + 9 +1d4 fire damage)
Full attack: 2 Hooves +18 melee (1d8 + 9 +1d4 fire damage), and bite + 13 (1d8 + 4)
Space/reach: 10 ft./5 ft.
Special attacks: Flaming Hooves, Smoke
Special qualities: Astral projection, cause fear, DR 5/magic, Darkvision 60 ft., etherealness, resistance to cold 15, low-light vision, plane shift, Shadow Blend
Saves: Fort +17, Ref +11, Will +5
Abilities: Str 29, Dex 18, Con 30, Int 14, Wis 14, Cha 13,
Skills: Concentration +23, Diplomacy +14, Hide +17, Intimidate +14, Knowledge(the planes) +15, Listen +4, Move Silently +23, Search +15, Sense Motive +15, Spot +17, Survival +15 (17 on other planes and when following tracks)
Feats: Alertness, Improved Initiative, Power Attack, Run
Environment: Plane of Shadow
Organization: Xannan and Darkshade or solitary
CR: 12
Treasure: none
Alignment: Neutral Evil
Advancement: 11-20 HD (large), 21-30 HD (huge)

You see a nightmare, only its flames are black.

(flavor coming)

Combat: Darkshade always charges recklessly into battle using its flaming hooves to kill its prey.

Astral projection and Etherealness (Su): These abilities function as the spells, CL 20th, and Darkshade can use them at will.

Flaming Hooves (Su): Darkshade can set flammable materials on fire as well as deal an extra 1d4 points of fire damage.

Shadow Blend (Su): Darkshade can disappear into the shadows, giving it 9/10 concealment. Only a daylight spell can negate this effect.

Smoke (Su): Darkshade can snort a cloud of smoke, which spreads out in a 15 ft. cone. Foes must succeed a Fortitude save DC 25 or take a -2 penalty on attack rolls and damage rolls until 1d6 mintes after leaving the cone. Darkshade can use this as a free action.This ability is Con based.
 

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.
 

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