Nethrancor
Wizard (Necromancer) 40
Colossal+ Dragon (Evil, Lawful)
Divine Rank: 14
Hit Dice: 43d12 + 387 (dragon) + 40d4 + 360 (wiz) (1,423 hp)
Initiative: +4
Speed: 180 ft. (36 squares), fly 360 ft. (clumsy), swim 140 ft.
AC: 109, touch 31 (incorporeal touch 51), flat-footed 109*
*Against deities of higher rank, Nethrancor’s flatfooted AC is 105.
Base Attack/Grapple: +32/+80
Attacks: Bite +57 melee or by spell +56 melee touch or +42 ranged touch, or <as giant skeleton> +5 Huge keen vicious scythe of speed +66 melee
Full Attack: Bite +57 melee, two claws +51 melee, two wing claws +51 melee, and tail slap +51 melee; crush +56 melee; tail sweep +56 melee; or by spell +56 melee touch or +42 ranged touch, or <as giant skeleton> +5 Huge keen vicious scythe of speed +66/+66/+61/+56/+51 melee
Damage: Bite 8d6+18, claw 4d8+9, wing claw 4d6+9, tail slap 4d8+27, crush 8d6+27, tail sweep 4d6+27; or by spell; or <as giant skeleton> +5 Huge keen vicious scythe of speed 3d6+23+2d6 (and 1d6 to Nethrancor) (19-20/x4)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, rebuke undead, greater rebuking 14/day, domain powers, salient divine abilities, spells, spell-like abilities
Special Qualities: Dragon traits, divine aura (1,400 feet, DC 35), divine familiar (any intelligent undead), divine immunities, DR 25/epic, fire resistance 19, godly realm, greater teleport at will, plane shift at will, PR/SR 46, remote communication, understand, speak, and read all languages and speak directly to all beings within 14 miles, familiar (U), scry on familiar 1/day/familiar
Saves: Fort +66, Ref +61, Will +70 (72 vs. enchantment)
Abilities: Str 47, Dex 19, Con 29, Int 52, Wis 36, Cha 33
Skills*: Bluff +113, Concentration +109**, Craft (armorsmith) +121**, Craft (gemcutting) +121, Craft (leatherworking) +121, Craft (sculpting) +121, Craft (weaponsmith) +121, Craft (woodworking) +121, Decipher Script +121, Diplomacy +133, Hide +90, Intimidate +121, Knowledge (arcana) +121, Knowledge (gemstones) +121, Knowledge (religion) +123, Knowledge (the planes) +121, Knowledge (spirits) +123, Knowledge (undead) +133**, Listen +115, Move Silently +106, Search +121, Sense Motive +115, Spellcraft +131**, Spot +115, Survival +39**, Use Magic Device +111**
*Nethrancor always gets a result of 20 on any check, provided he needs to make a check at all.
**See below under Skills.
Feats: Ability Focus (breath weapon), [Alertness], [Blind-Fight], Combat Casting, [Craft Construct], [Craft Magic Arms and Armor], [Craft Rod], [Craft Staff], Craft Wand, [Craft Wondrous Item], Empower Spell, Enhance Spell [Epic], Epic Spell Focus (necromancy) [Epic], Epic Spell Penetration [Epic], Epic Spellcasting (8/day) [Epic], Eschew Materials, [Forge Ring], Greater Spell Focus (necromancy), Greater Spell Penetration, Heighten Spell, Ignore Material Components [Epic], Improved Combat Casting [Epic], Improved Familiar, Intensify Spell [Epic], [Martial Weapon Proficiency (scythe)], Maximize Spell, Multispell x4 [Epic], Negative Energy Burst (DC 45) [Divine, Epic], Quicken Spell, [Scribe Scroll], [Simple Weapon Proficiency], Spell Focus (necromancy), Spell Penetration, Undead Mastery [Divine, Epic], [Weapon Focus (bite)], [Weapon Focus (scythe)], Zone of Animation [Divine, Epic]
Dragon Traits: Immune to negative energy damage and effects. He also has darkvision, frightful presence (450 feet, 43 HD or less, DC 76), and low-light vision.
Breath Weapon (Su): Nethrancor breathes a black cloud (40-foot radius spread, 30 feet high) of negative energy that persists for 1d4 rounds and moves away from him at a speed of 10 feet per round. Anyone in the area when the cloud forms is allowed a Reflex saving throw DC 78 to dodge out of the area (to the nearest clear space of their choice).Those caught in the cloud must make a Fortitude save DC 78 or die and immediately rise as a wraith under Nethrancor’s control (these undead do not count against his limit of commanded undead). Successful saves instead take 12d6 negative energy damage (victims that die of this damage do not become undead). Unlike normal dragons, Nethrancor can only use his breath weapon once every 2d6 rounds. Breath weapon created wraiths only last for one minute, then implode into nothingness; but any spawn created by them in that time are creatures that must be fought and defeated normally (these spawn are not under Nethrancor’s direct control and not under any control after their wraith creator implodes, but all undead have an indifferent encounter reaction to The Death Father at worst).
Rebuke/Command Undead: Nethrancor can rebuke, command, or bolster undead as a 20th level cleric (14/day as a 20th level cleric, check: 55, 2d6+31 turning damage, 200 HD command max).
Spell-Like Abilities: Nethrancor can use the following spell-like abilities; 6/day—skeletonize*, and zombify*; 3/day—animate dead, create undead, 2/day—greater create undead; 1/day—power word: undeath* and energy drain. Unless otherwise noted, these abilities are activated as if cast by a 40th level caster. All saving throws for these spell-like abilities are 21 + spell level.
Divine Immunities: Acid, cold, electricity, transmutation, draining and ability damage, mind effects, disease, poison, paralysis, stunning, disintegration, imprisonment/banishment, and death effects.
Domain Powers: Nethrancor gains the Blind-Fight feat, he can use Death Touch (14d6) 14/day, he can Smite (+4 attack, +14 damage) 14/day. He gains a +2 on Will saves vs. enchantment spells and effects, he gains the ability to use Greater Rebuking 14/day, he gains a free Martial Weapon Proficiency feat with his favored weapon (scythe) and a free Weapon Focus feat with that favored weapon (scythe and bite)
Epic Spells: Nethrancor can cast up to 8 epic spells per day, save DC 41. He has developed the following epic spells: demise unseen, epic counterspell, greater ruin, hellball, mummy dust, peripety (usually active), ruin, and superb dispelling.
Salient Divine Abilities: Alter Form, Alter Size, Battlesense, Craft Artifact, Divine Blessing (Intelligence, 14/day), Divine Shield (absorbs 140 hp, 12/day), Divine Spell Focus (necromancy), Divine Weapon Focus (scythe), Energy Storm (negative energy, 140 ft. emanation, 14 hp negative energy damage per round, heals undead 14 hp per round), Extra Domains (Darkness, Mind, War), Hand of Death (Fort DC 45), Lay Quest* (14/day), Master Crafter, Shift Form (any Giant skeleton), Undead Mastery (command up to 14 undead)
Lay Quest (Salient Divine Ability): This ability affects creatures past death into undeath (as a zombie if no other means of unlife is prepared), only complete destruction of the body and soul ends this quest normally (it can still be ended by a higher ranked deity or possibly an artifact).
Divine Spell-Like Abilities: Nethrancor uses these abilities as a 24th-level caster. The save DC's are 35 + spell level. Animate dead, armor of darkness, astral projection, blacklight, blade barrier, blindness, brain spider, cause fear, comprehend languages, contagion, create undead, death knell, death ward, destruction, detect thoughts, discern lies, disintegrate, displacement, divine power, earthquake, flame strike, greater create undead, harm, implosion, inflict critical wounds, inflict light wounds, invisibility, lesser telepathic bond, magic vestment, magic weapon, mass inflict light wounds, mind blank, modify memory, nightmare, obscuring mist, power word: blind, power word: kill, power word: stun, probe thoughts, prying eyes, screen, shadow walk, shatter, slay living, spiritual weapon, summon monster V (only summons 1d3 shadows), telepathic bond, veil, wail of the banshee, weird.
Wizard (necromancer) Spells/Day: 5/11/10/10/10/10/9/9/9/9; base DC 45 + spell level (52 + spell level for necromancy spells). Nethrancor’s opposition schools are Enchantment and Conjuration. Because of his epic feats (Multispell x4) Nethrancor can cast up to 5 quickened spells per round so many of his memorized spells will be quickened.
Skills: Nethrancor gains a +2 racial bonus to Knowledge (religion) and Knowledge (arcana) checks. Survival is a class skill for Nethrancor.
**The Death Father gets a +4 bonus to Concentration checks when casting defensively. Nethrancor gets a +10 synergy bonus to Craft (armorsmith) checks when dealing with leather. He gets a +10 synergy bonus to Knowledge (religion) checks when dealing with incorporeal undead. Nethrancor gets a +10 synergy bonus on Spellcraft checks to decipher spells on scrolls. He gets a +10 synergy bonus on Survival checks made on other planes and to find and follow tracks anywhere. Nethrancor gets a +20 synergy bonus on Use Magic Device checks related to scrolls.
Other Divine Powers
Senses: Nethrancor can see, hear, touch, and smell at a distance of 14 miles (including darkvision and low-light vision). As a standard action, he can perceive anything within 14 miles of his worshipers, temples, or other object or site sacred to him, as well as any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once and still sense what’s going on nearby.
Once he chooses a remote location to sense, he automatically receives sensory information from that location until he chooses a new location to sense, or until he can no longer sense the location.
He can block the sensing power of deities of his rank or lower at up to two remote locations plus the area within 1 mile of himself at once for up to 14 hours. This block has a radius of 14 miles, centered on a temple or other locale sacred to him, or on a portfolio-related event.
Portfolio Sense: Nethrancor is aware of anything that affects his worshippers’ welfare. He also senses when any creature becomes, creates, or animates an undead. When Nethrancor senses an event, he simply knows that the event is occurring and where it is, but he receives no sensory information about the event. Once he notices an event, he can use his remote sensing power to perceive the event.
Automatic Actions: Nethrancor can use any portfolio-related skill as a free action if the DC for the task is 25 or less. He can also use any undead animating/creating spell or spell-like ability as a free action. He can perform up to 10 such free actions per round.
Create Magic Items: Nethrancor can create magic items related to his portfolio without any requisite item creation feat, provided that he possesses all other prerequisites for the item. The maximum item value Nethrancor can create is 200,000 gp (any non-artifact). The item’s cost and creation time remain unchanged, but he is free to undertake any activity when not laboring on the item.
Godly Realm: The Grotto of Death, Hades: A sized-for-dragons amphitheater roughly carved from granite and filled with seats (in the humanoid sections) and other embellishments made of the bones of various creatures. The amphitheater floats on an actual sea of blood, flight is its only entrance, boats flounder and sink after only a few minutes on the sea. The blood burns any other creature for 1d4 Constitution damage per round so swimming is not a good idea. Undead find that the blood clots around them (even incorporeal undead) slowing their movement by 10 feet per round cumulative leaving that undead unable to move and under the blood sea out of sight of everything, without teleport or fly, such undead is imprisoned for eternity. Once out of the lake, clotted blood can be easily removed at a cost of a full round action for each 10 feet of speed lost. Teleporting into the grotto always misses so that those arriving in this manner arrive instead chest-deep in the blood lake, taking 1d2 rounds to exit the lake.
The Grotto is usually populated with hordes of mindless undead as well as a goodly number of intelligent undead and some few postulates looking for the secret to immortality through undeath (treasured among such postulates are the dragons). Charon can drop anyone at the entrance to the Grotto for his usual fee and his skiff is unaffected by the blood sea.
Divine Familiar: Nethrancor has the ability to treat any intelligent undead as a familiar. He can choose any that are within 14 miles. This special familiar ability only applies to one creature at a time, but he can switch between one creature and another instantaneously, as long as the second creature is within range. This special familiar ability does not replace his ability to have a normal familiar.
Spellbook: This enormous book measures 3 feet by 4 feet and is nearly 1 foot thick. The covers are slate covered by some type of reddish leather. The book is embossed with Nethrancor's divine symbol in gold leaf on the front. Its magical protections are numerous for both preventing theft and destruction. It is impervious to most mortal magic. Only 9th level or epic spells can affect it. These are not all the spells known by Nethrancor, he has other books hidden in various places and each book contains different spells. This is essentially his traveling spellbook.
It contains the following spells. 0th-detect magic, disrupt undead, ghost sound, mage hand, mending, ray of frost, read magic, touch of fatigue; 1st-cause fear, chill touch, expeditious retreat, identify, mage armor, magic aura, magic missile, ray of enfeeblement, reduce person, true strike; 2nd-blindness/deafness, command undead, false life, ghoul touch, invisibility, phantom trap, pyrotechnics, scare, spectral hand; 3rd-arcane sight, dispel magic, displacement, halt undead, ray of exhaustion, vampiric touch; 4th-animate dead, bestow curse, contagion, enervation, fear, greater invisibility, phantasmal killer, shadow conjuration; 5th-blight, dismissal, magic jar, shadow evocation, skeletonize*, symbol of pain, waves of fatigue; 6th-boneshatter*, circle of death, create undead, disintegrate, eyebite, greater dispel magic, permanent image, programmed image, shadow walk, symbol of fear, true seeing, undeath to death, zombify*; 7th-banishment, control undead, create bone mage*, finger of death, greater shadow conjuration, simulacrum, symbol of weakness, waves of exhaustion; 8th-clone, create greater undead, greater shadow evocation, horrid wilting, prismatic wall, symbol of death; 9th-astral projection, energy drain, power word undeath*, shades, soul bind, time stop, wail of the banshee, weird
*Found below
Familiar: Homunculus, “U”
Medium Construct
Hit Dice: 83d10 (711 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 50 ft. (good)
Armor Class: 24, (natural +20) touch 14, flat-footed 22)
Base Attack/Grapple: +52/+46
Attack: Bite +53 melee (1d4–1 plus poison), or wand of enervation +56 ranged touch (40’ range)
Full Attack: Bite +53 melee (1d4–1 plus poison), or wand of enervation +56 ranged touch (40’ range)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Deliver touch spells, poison, spells
Special Qualities: Construct traits, darkvision 60 ft., empathic link, improved evasion, low-light vision, share spells, speak with master, SR 45
Saves: Fort +43, Ref +45, Will +44
Abilities: Str 8, Dex 15, Con —, Int 25, Wis 12, Cha 7
Skills: Craft (armorsmith) +93, Craft (gemcutting) +93, Craft (leatherworking) +93, Craft (sculpting) +93, Craft (weaponsmith) +93, Craft (woodworking) +93, Hide +88, Listen +87, Move Silently +88, Search +93, Sense Motive +87, Spellcraft +93, Spot +87, Use Magic Device +85
Feats: Familiar Spell (power word: undeath x2) [Epic], Lightning Reflexes
Alignment: Lawful Evil
U is a miniature servant created by Nethrancor. U is vaguely dragon shaped and of gray color like Nethrancor but of Medium size. Though dragon shaped, U can assume an upright stance in order to use its wand, it uses its tail and wings to help balance. U is an extension of Nethrancor, sharing the same alignment and basic nature. U cannot speak, but the process of creating U linked it telepathically with Nethrancor.
U knows what Nethrancor knows and can convey to him everything it sees and hears, out to a distance of 1,500 feet. U never travels beyond this range willingly, though U can be removed forcibly. If this occurs, the creature does everything in its power to regain contact with its master. An attack that destroys U deals 2d10 points of damage to Nethrancor.
COMBAT
Nethrancor supplies U with a fresh wand of enervation (Use Magic Device DC 20, 1d4 negative levels, no save, SR applies, negative levels last for 7 hours and stack) every day and sends the previous one with whatever charges remain as a gift to some prospective undead dragon.
If Nethrancor designates U as the toucher for a touch spell, U flies up and lands on its victims and bites with its venomous fangs to deliver the spell; treat this as a charge attack. Otherwise, U uses his wand at range and his power words when opponents get too close.
Poison (Ex): Injury, Fortitude DC 53, 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.
Deliver Touch Spells (Su): U can deliver touch spells for Nethrancor. If Nethrancor and U are in contact at the time Death Father casts a touch spell, he can designate U as the “toucher.” U can then deliver the touch spell just as Nethrancor could. As usual, if Nethrancor casts another spell before the touch is delivered, the touch spell dissipates.
Empathic Link (Su): Spirit Caller has an empathic link with U out to a distance of up to 14 miles. He cannot see through U's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, Nethrancor has the same connection to an item or place that U does.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, U takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Scry on Familiar (Sp): Keeper of the Core may scry on U (as if casting the scrying spell) once per day.
Share Spells: At Nethrancor’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect U. U must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting U if it moves farther than 5 feet away and will not affect U again even if it returns to Nethrancor before the duration expires. Additionally, Spirit Caller may cast a spell with a target of “You” on U (as a touch range spell) instead of on himself. Nethrancor and U can share spells even if the spells normally do not affect creatures of U’s type (construct).
Speak with Master (Ex): U and Nethrancor can communicate mentally while within 1,500 feet as if they were using a common language. Other creatures cannot detect this communication.
Spell Resistance (Ex): U gains spell resistance equal to Nethrancor’s necromancer level + 5. To affect U with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds U’s spell resistance.
Spell-Like Abilities: U can use power word: undeath 2/day as a 40th level caster.
Nethrancor always has 10 bone mages of maximum level in attendance at all times. If he wishes he can order all of them to cast a spell using his 10 free actions a round. Or he has 5 quickened spells and a normal spell he can cast if he wishes to show his magical superiority. He also has an endless supply of intelligent undead who owe him a service for some piece of secret knowledge or another all looking for any possible way to fulfill their obligation so they can leave.
Bone Mages: The Death Father has 3 Huge dragon skeleton bone mages (red, black, and green), 2 frost giant skeleton bone mages, 4 fire giant skeleton bone mages, and 1 cloud giant skeleton bone mage. These bone mages are all made for combat duty and have a wide variety of attack spells and area effects.