Eadric et. al. (The Paladin and his Friends).

So this is the final Graz'zt, modified to 3.5-ish. Changes to previous versions include making the archfiend qualities (Su) instead of (Sp), skill synergies (including epic synergies) and feat-tweaking. And his gear.

I agonized over the decision of whether to allow Graz'zt a Spellcraft-enhancing item or not, but finally said 'yes' - I wanted his amulet to have significant powers, and that is one of them. Note that I use the epic calculations of value for skill-enhancing items with a bonus higher than +30: I'm not sure whether this is canonical, but it seems sensible. +30 becomes an effective upper limit.


GRAZ’ZT(Demon Prince)

Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Bice: 36d8 +324 (486hp)
Initiative: +14
Speed: 40 ft.
Armour Class: 45 (-1 size, +10 Dex, +6 insight, +13 natural, +7 shield), touch 25, flat-footed 35
Base Attack/Grapple: +36/+48
Attack: +5 acidic burst keen unholy bastard sword +48 melee (2d8 +13/15-20 plus 1d6 acid plus 1 vile)
Full Attack: +5 acidic burst keen unholy bastard sword +48/+43/+38/+33 melee (2d8 +13/15-20 plus 1d6 acid plus 1 vile)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear, spell-like abilities, spells, summon tanar'ri
Special Qualities: Archfiend qualities, damage reduction 20/cold iron and good and epic, darkvision 60 ft., fast healing 5, immunity to electricity and poison, item master, resistance to acid 10 cold 10 and fire 10, spell resistance 38, telepathy 100 ft.
Saves: Fort +29, Ref +32, Will +26
Abilities: Str 26, Dex 30, Con 28, Int 35, Wis 22, Cha 49
Skills: Balance +53, Bluff +58, Concentration +48, Diplomacy +66, Disguise +58 (+60 acting), Gather Information +58, Hide +49, Intimidate +62, Jump +51, Knowledge (Arcana) +51, Knowledge (History) +51, Knowledge (Religion) +51, Knowledge (The Planes) +51, Listen +45, Move Silently +49, Search +51, Sense Motive +45, Spellcraft +85, Spot +45, Tumble +53
Feats: Combat Reflexes, Combat Expertise, Dark Speech, Epic Spellcasting, Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Improved Initiative, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Spellcasting Harrier, Vile Martial Strike (bastard sword), Violate Spell-Like Ability (wretched blight), Weapon Focus (bastard sword).

Environment: Infinite Layers of the Abyss
Organization: Graz’zt plus 6 lamias, succubi or mariliths
Challenge Rating: 30
Treasure: Nonstandard (see below)
Alignment: Chaotic Evil
Advancement:
Level Adjustment:


Fear (Su): With a sneer and a word (free action), Graz’zt can invoke a fear effect (Will DC 47 negates) at will. The save DC is Charisma-based.

Spell-Like Abilities: At will – blasphemy, charm monster, damning darkness, darkbolt, deeper darkness, demand, desecrate, detect good, detect law, detect thoughts, discern location, eyebite, insanity, Graz’zt’s long grasp, greater dispel magic, magic missile, mass charm, mirror image, suggestion, telekinesis, teleport without error, tongues (self only), unhallow, unholy aura, unholy blight, wall of iron, water breathing, wretched blight. 2/day – baleful polymorph, dominate monster, polymorph any object; 1/day – disintegrate, trap the soul, shapechange, veil. Save DCs are 29 + spell level.

Spells: Graz’zt casts spells as a 24th level sorcerer (6/10/10/9/9/9/9/8/8/8 per day; save DC 29 + spell level). Spells known: 0 – acid splash, arcane mark, daze, disrupt undead, ghost sound, mage hand, no light, prestidigitation, slash tongue; 1st – corrosive grasp, darklight, identify, know protections, nether trail; 2nd – obscure object, whispering wind, unheavened, sap strength, sadism; 3rd – arcane sight, clairaudience/clairvoyance, glimpse of truth, haste; 4th – bestow curse, dimensional anchor, polymorph, scrying; 5th – call nightmare, dismissal, imprison possessor, permanency; 6th – acid storm, gate seal, snare astral traveller; 7th – forcecage, simulacrum, vision; 8th – binding, horrid wilting, symbol of death; 9th – astral projection, gate, wail of the banshee.

Epic Spells: See below for Graz'zt's epic spells.

Fast Healing (Ex): Graz’zt regains lost hit points at the rate of 5 per round. Fast healing does not allow Graz’zt to regrow or reattach lost body parts.

Item Master (Ex): Graz’zt can use any magic item, even spell completion items such as wands and scrolls.

Summon Tanar’ri (Sp): Once per day Graz’zt can automatically summon 2d4 succubi or 1d2 mariliths.

Archfiend Qualities (Su): These qualities are continually in effect upon Graz’zt’s person – see invisibility, detect magic, true seeing, freedom of movement, mind blank, protection from spells, foresight, antipathy toward all good-aligned creatures, and sympathy towards all evilly aligned creatures. Graz’zt is considered to have an experience point cushion of 15,000 xp per week when casting spells which have an xp component.

Facilitate Translation (Sp): as a Demon Prince, Graz’zt can open a special gate to allow other fiends to soujourn upon the Prime Plane, contrary to the usual limitations which apply to lower planar creatures. Opening such a gate is a full-round action, requires 5000 xp, and the Demon Prince must subsequently rest 1 hour for every Hit Dice of the translating creature(s), during which time his arcane spellcasting and spell-like abilities are unavailable to him, and he is effectively fatigued. No more than 24HD of creatures may be translated, and no single creature of more than 16HD may be affected. Graz’zt himself may not enter the Prime unless called.

Redoubt of Evil: When present in his sanctum in Azzagrat (in the Abyss), Graz’zt is considered to have an effective divine rank of 1 with the portfolio of secrets and pain, and the domains of evil, knowledge and pain. Although not a true deity, Graz'zt enjoys certain deific powers in his sanctum. He gains the following benefits:

* Graz’zt’s hit points increase to 612 (maximum per die).
* His speed doubles to 80 ft.
* His Charisma increases from 49 to 50.
* Graz’zt’s natural armour bonus increases to +14, he gains a deflection bonus to his AC of +20, and a divine AC bonus of +1. Total AC increases to 67.
* He gains a +1 divine bonus on all attack rolls, and does not automatically fail on a natural attack roll of 1.
* Graz’zt gains a +1 divine bonus on all saving throws. He does not automatically fail on a natural saving throw roll of 1.
* All of Graz’zt’s skill checks gain a divine bonus of +1, and Charisma based skill checks gain an additional +1 due to ability increase. Caster level checks gain a divine bonus of +1.
* He benefits from divine immunities to transmutation (polymorphing, petrification or any other attack that would alter his form), energy drain, ability drain, ability damage, and mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects). He gains immunity to cold and acid, disease, stunning, sleep, paralysis, death effects and disintegration. He is not subject to death from massive damage.
* Saving throw DCs for Graz’zt’s usual spells and spell-like abilities increase to 31 + spell level.
* In addition, Graz’zt gains the following extra spell-like abilities usable at will as an 11th level caster: angry ache, clairvoyance, create undead, detect secret doors, dispel good, divination, eternity of torture, find the path, legend lore, liquid pain, magic circle against good, pox, protection from good, sadism, summon monster IX (evil creatures only), symbol of pain, thousand needles, true seeing, wave of pain, wrack. Saving throw DCs for these spell-like abilities are 31 + spell level.
* He gains the benefits of the domain powers of evil, pain and knowledge: all evil spells and all divinations are cast at +1 caster level, and once per day he can convert damage that he deals in one blow into healing for himself.
* Graz’zt’s senses (including darkvision) extend to a distance of one mile.
* When making a skill check related to his portfolio with a DC of 15 or less, Graz’zt can perform it as a free action. He may make one such check per round as a free action.
* Graz’zt may create any magic item related to his portfolio with a market price of 4,500 gp or less.
* Graz’zt has a divine aura extending up to 10 ft. Mortals and beings of less than divine rank 1 must make a successful Will save (DC 31) to resist this effect. Beings of divine rank 1 or higher are immune to this effect.
* Graz’zt may use remote communication to any of those who venerate him, and to anyone within one mile of a site dedicated to him.
* Graz’zt gains the Salient Divine Abilities of Lay Curse and Know Secrets.

Graz’zt’s sanctum is considered to be a Godly Realm.

Possessions:

The wealth of Azzagrat – although finite – is immense. Whilst it is all, ultimately, within Graz'zt's control, much of it – especially the magic – is distributed amongst his servants in order to optimize their effectiveness and thus, vicariously, Graz'zt's own.

It is known, for example, that Graz'zt possesses a number of cubic gates which are used by his nalfeshnee overseers to administer various conquered worlds, mind blanking rings used in operations by his spies and infiltrators, as well as numerous amulets of undetectable alignment, crystal balls, robes of blending, dimensional shackles and so forth. All of these items can be considered to belong to their respective guardians and their minions – although Graz'zt can (and often does) withdraw his favour, and reassign them as he sees fit.

Much of the liquid material wealth of Azzagrat is held in the form of precious stones and adamantine – perhaps the equivalent of fifty million gold pieces at any given time. Total assets, on the other hand, are much harder to qualify – how does one measure the value of a world and all of its contents, much less a hundred? Or the allegiance of a demon such as Kostchtchie or Verin?

Fortunately, only Graz'zt's personal wealth is of real interest – i.e. items within the Prince's immediate possession. The distinction is somewhat artificial as, given time, Graz'zt can acquire almost anything he wants: assume that any magical item with a market value of less than 200,000gp is available to Graz'zt, and that to procure such an item requires 1 day for every 10,000gp of its value. In addition to three artifacts – Graz'zt's Amulet, Pharamne's Urn and The Throne of Azzagrat, the value of Graz'zt's personal possessions are approximately equivalent to those of a 30th level NPC.

When he makes his rare forays outside of Zelatar, Graz'zt always carries his weapon – a +5 acidic burst keen unholy bastard sword of large size. On occasions, when expecting to engage in melee – something which he loathes – he bears his +5 demonmight warded large steel shield. Graz'zt generally shuns armour of any kind, although if necessity demanded it – direct physical confrontation with another demon lord, for example – he might don a suit of +5 adamantine greater sonic resistance heavy fortification full plate. His AC improves to 49 in such circumstances.


The Prince always carries a cubic gate on his person, keyed to other planes as follows:

1) The gate hall in Azzagrat;
2) Kostchtchie's citadel in the Ice Waste;
3) The demiplane of Terkunuteng, a world ruled by vampires where Graz'zt is venerated as a god;
4) The Fortress of Rhoush, an outpost garrisoned by tanar'ri loyal to Graz'zt. Rhoush is located on a Negative Energy Plane, although the fortress itself exists in a pocket of standard matter;
5) A bolt-hole on the 170th layer of the Abyss;
6) Another bolt-hole on the 121st layer of the Abyss. This locale is not favoured by Graz'zt – it is currently ruled by Yeenoghu and is uncomfortably close to both Orcus's seat of power and Rhyxali's court.

Graz'zt also possesses another weapon – a +5 good outsider bane wounding glaive – although he seldom, if ever, uses the weapon. Reportedly forged in Heaven in secrecy, it may be that he possesses a sentimental attachment to it.

Graz'zt's black knife is a +3 intelligent unholy dagger with the following attributes: AL CE; Int 3, Wis 3, Cha 40; semi-empathy, 60 ft. vision and hearing; ego score 26; special purpose – slay servants of Oronthon; special purpose power – slay living (DC 35). Tens of thousands of celestials have, over the aeons, perished beneath his knife in the Dark Subsumption rite.

Graz'zt's Amulet
Graz'zt's amulet – of abstract and disturbing geometric design – is equivalent to a +30 spellcraft medallion of excellent magic and epic charisma +10. Graz'zt's amulet is an evil-aligned minor artifact, and if donned by a nonevil character it bestows 3 negative levels upon them for as long as it is worn. Graz'zt is never without it.

The Throne of Azzagrat
The throne of Azzagrat (carved from an opal) is a minor artifact which allows whoever sits upon it to use greater scrying with true seeing (heightened to 16th level) at will as a 24th level caster. A Will saving throw (DC 34) is permitted to resist the effect. No focus component is required, and the images simply appear in the head of the scryer. As a full round action, whoever sits upon the throne of Azzagrat can also issue a sending which has a 100% chance of finding its destination, even over planar boundaries.

Pharamne's Urn
Pharamne's urn appears as an unremarkable clay pitcher some three feet tall. Attempting to utilize its power requires a series of Wisdom checks – hence, it is necessary for Graz'zt to gird himself with a powerful buff before invoking them. If any of the Wisdom checks to unlock the urn's powers fails, the entity attempting to use Pharamne's urn is immediately annihilated – utterly erased from existence and memory, as though they had never been. This is an irrevocable, final condition, and no saving throw and no SR applies if the urn's wielder is of less than intermediate deity status. Intermediate deities are entitled to make a divine rank check (1d20+ divine rank vs DC 31) in order to escape the same fate. Greater deities are not affected by the urn, but may still be incapable of unlocking its full potential.

Pharamne's urn may only be used on the Ethereal Plane. It may only be used once every ten millennia, irrespective of who attempts to activate it.

Generating a spherical finite demiplane with a diameter of 360 feet is possible with a successful Wisdom check (DC 50). This power resembles the genesis spell, except the effect is instantaneous and the urn's wielder pays no x.p. in order to accomplish it. As usual, the wielder sets the initial conditions of the demiplane. Subsequent Wisdom checks may be made to further modify the nature of the plane. Multiple checks must be made for multiple effects:

(DC 75): Bestow an altered gravity trait upon the demiplane (heavy, light, weightless or directional gravity), introduce a variety of flora determined by the urn's wielder, assign an elemental or energy dominance trait, or assign a mild alignment trait other than neutral to the demiplane.

(DC 100): Assign a static or highly morphic physical trait to the demiplane, or assign a strong alignment trait of the urn's wielder's choice. Alternatively, the demiplane's radius may be doubled.

(DC 150): Introduce a dead magic or wild magic trait to the demiplane. Alternatively, the demiplane can be given a complex natural ecosystem (the type at the discretion of the urn's wielder, but with no sentient species), or it can be determined that the demiplane will continue to grow at a rate of 1 foot of radius per day – such growth is indefinite.

(DC 200): Any magic trait or any temporal trait as determined by the urn's wielder may be assigned to the demiplane.

(DC 250): It is possible for the urn's wielder to create a divinely morphic demiplane.

(DC 300): The demiplane can be finally realized. It expands indefinitely at the speed of light in all directions, and becomes a fully-fledged plane coexistent with the ethereal plane.

Pharamne's urn is a transcendental artifact.
 

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Baron Opal

First Post
+5 adamantine greater sonic resistance heavy fortification full plate

Otherwise known as:

+5 adamantine heavy fortification full plate of Mostin's Rude Awakening
:D

Remind me, who was Pharamne again?

Baron Opal
 



grodog

Hero
Sepulchrave II said:
Epic Spells: See below for Graz'zt's epic spells.

Can't wait to see these :D

Graz’zt is considered to have an experience point cushion of 15,000 xp per week when casting spells which have an xp component.

This is an increase from before IIRC---why the extra 5000 xp Sep?

Graz'zt also possesses another weapon – a +5 good outsider bane wounding glaive – although he seldom, if ever, uses the weapon. Reportedly forged in Heaven in secrecy, it may be that he possesses a sentimental attachment to it.

Interesting! Although the description doesn't mention this, I imagine that the good weapon would bestow negative levels upon Graz'zt if he used it, or otherwise impede him somewhat??

Graz'zt's Amulet
Graz'zt's amulet – of abstract and disturbing geometric design – is equivalent to a +30 spellcraft medallion of excellent magic and epic charisma +10. Graz'zt's amulet is an evil-aligned minor artifact, and if donned by a nonevil character it bestows 3 negative levels upon them for as long as it is worn. Graz'zt is never without it.

Imagine this in Mostin's hands....

The Throne of Azzagrat
The throne of Azzagrat (carved from an opal) is a minor artifact which allows whoever sits upon it to use greater scrying with true seeing (heightened to 16th level) at will as a 24th level caster. A Will saving throw (DC 34) is permitted to resist the effect.

Hmmm. Why would one want to resist this---does a cross-planar scrying/true seeing device threaten one's sanity?

Pharamne's Urn
Pharamne's urn appears as an unremarkable clay pitcher some three feet tall. Attempting to utilize its power requires a series of Wisdom checks – hence, it is necessary for Graz'zt to gird himself with a powerful buff before invoking them. If any of the Wisdom checks to unlock the urn's powers fails, the entity attempting to use Pharamne's urn is immediately annihilated – utterly erased from existence and memory, as though they had never been. This is an irrevocable, final condition, and no saving throw and no SR applies if the urn's wielder is of less than intermediate deity status. Intermediate deities are entitled to make a divine rank check (1d20+ divine rank vs DC 31) in order to escape the same fate. Greater deities are not affected by the urn, but may still be incapable of unlocking its full potential.

Pharamne's urn may only be used on the Ethereal Plane. It may only be used once every ten millennia, irrespective of who attempts to activate it.

So, does that mean that the urn may only be used successfully once per 10 millennia, or that the urn's usage may only be attemped once per 10 millennia, whether successful or not?

I, too, would love to hear more about Pharamne. I'm also curious about Soneillon's desire for it: lots of possibilities, of course, but forcing someone to try to use it, and letting the urn annihilate them, seems like a possibility....

Subsequent Wisdom checks may be made to further modify the nature of the plane. Multiple checks must be made for multiple effects:

So all of these checks (stepping up the creation activity, so to speak) are included in a single usage, or does the user have to wait another 10,000 years before climbing the check ladder??

(DC 300): The demiplane can be finally realized. It expands indefinitely at the speed of light in all directions, and becomes a fully-fledged plane coexistent with the ethereal plane.

Instantaneous and infinite new planar real estate. Very nice! :D

Pharamne's urn is a transcendental artifact.

Sounds interesting! I wasn't able to find an item quality for transcendental. Anyone got a pointer, or did you create this too Sep?
 
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Lela

First Post
grodog said:
Can't wait to see these :D

Interesting! Although the description doesn't mention this, I imagine that the good weapon would bestow negative levels upon Graz'zt if he used it, or otherwise impede him somewhat??
It's a Bane of Good Outsiders, not good aligned. Or so I understood it. That's why it's forging was secret. I'd bet it was created before Graz'zt offically fell. Part of the planning phase.
 
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Remind me, who was Pharamne again?

Pharamne was an Aeon. According to some heterodox Oronthonian groups, Aeons are emanations of Oronthon, charged with cosmic tasks (ordering time, space, matter etc.)

Hay Sep, how do you do Epic Vow of Poverty?

I'm still thinking about that one. Hopefully, WotC will come out with an Epic progression before it becomes too much of an issue.


This is an increase from before IIRC---why the extra 5000 xp Sep?

I don't think so - I think its been 15,000 for a long time. Soneillon has a 10,000xp cap (although per spell, not per week). You might be confusing your demons...

A Will saving throw (DC 34) is permitted to resist the effect.

Hmmm. Why would one want to resist this

The target of the scrying gets the save. I probably could have worded that more clearly.

Graz'zt also possesses another weapon – a +5 good outsider bane wounding glaive – although he seldom, if ever, uses the weapon. Reportedly forged in Heaven in secrecy, it may be that he possesses a sentimental attachment to it.

Interesting! Although the description doesn't mention this, I imagine that the good weapon would bestow negative levels upon Graz'zt if he used it, or otherwise impede him somewhat??

Bane of good outsiders, as Lela points out. The way that magic weapon properties are listed sometimes makes for an ugly convention.

So all of these checks (stepping up the creation activity, so to speak) are included in a single usage

Yes.


Sepulchrave,

Do you have the Perfect template kicking around somewhere? I'm curious to see how it works.

The perfect template was never quite finalized - it's one of those many 'very nearly finished but not' kind of things. And that was for 3E. If I can find it, I might take a look and play with it again - its pretty flavourless, IIRC.
 

Olive

Explorer
Can some one explain to me the Lamia/Graz'zt connection? Apart from one mention in the Court, and the fact that Graz'zt is named as having '6 lamias' as among his potential retinue, lamia have played no role at all in the story. And it's not jsut Sep, WotC always associate lamia with Graz'zt as well...
 

grodog

Hero
Olive said:
Can some one explain to me the Lamia/Graz'zt connection? Apart from one mention in the Court, and the fact that Graz'zt is named as having '6 lamias' as among his potential retinue, lamia have played no role at all in the story. And it's not jsut Sep, WotC always associate lamia with Graz'zt as well...

When Graz'zt was introduced in module S4 The Lost Caverns of Tsojcanth, Gygax wrote: "Graz'zt is served by lamias and will have 1-3 lamias with him at all times." However, even in Gygax's D&D novels based (in many of which Graz'zt played a fairly large role), the lamia connection was never emphasized. An interesting observation, Olive :D
 

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