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

Noir

Explorer
Carasch

Have any theories about how and when Carasch will get involved in the story?
He (or more appropriatly It) has only been mentioned so far. Who will be responsible for involving it? Mostin? Soneillon?
 

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Noobfier

First Post
Moleculo said:
You'd think that, but all you have to remember is that even though she is an epic level caster, she doesn't have a lot of hps in comparison. I bet eadric was close to slaying her when he smote her, and he isn't all that high of a CR either. (OR IS HE? coughupdatepcsheetscough sorryi have a cold)

I agree with you, but lets look closer into this.

He smote her three times, and although she has a damage reduction of 20/+6, I think the newly upgraded Lukarn bypasses that? Also, the story says that he hit her in the neck, which might have been a critical.

I'm surprised she survived o_O

Sep wanna enlighten us? :D
 

Suldulin

First Post
More questions for Sep if he gets the chance to answer:

re: What is the form and function of the underdark?

and is there a scale for the map of wyre that was posted by anychance? :)
 

Iced Tea

First Post
Suldulin said:
More questions for Sep if he gets the chance to answer:

re: What is the form and function of the underdark?

and is there a scale for the map of wyre that was posted by anychance? :)

Is there an underdark in wyre??
 

Suldulin

First Post
Iced Tea said:
Is there an underdark in wyre??

yep, (from the binding and burying of Ru):

Mostin scried and located a suitable site: an isolated cyst in the continental bedrock, seismically stable, and sixty miles below even the deepest reaches of the Underdark.

Addem:

How are months, days, years measured?

and what would be the year of/before Cynric's death Sep? :)
 
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Sorry for the prolonged absence. My life is somewhat complex at the moment, and I haven't had much time.

Suldulin - your questions deserve comprehensive answers which I haven't got the time to give at present. Cynric's death occurred in the year 687 since the emancipation of Morne and the secession of Hethio from Bairgahei (later called Borchia) - the de facto foundation of Wyre. The calendar is primarily lunar, although solstices and equinoxes are observed - these are legacies of prior Goddess-worship, and the assimilation of older practices by the nascent cult of Oronthon (also then considered primarily a solar deity).

An update to the SH is still some way off, I'm afraid. In the meantime, a few odds and ends:


The Three Bitches of Azzagrat

As Mostin's player charmingly dubbed them. They crop up quite soon. Ilistet is Graz'zt's herald, and Melihaen one of his preferred concubines. Cemdrei was originally a "freelance" demon who insinuated herself into Graz'zt's court. Ilistet and Meliahen are favoured - i.e., through Graz'zt's power (epic spellcasting), they enjoy a +4 inherent bonus to all ability scores. All are built using the elite array.



Ilistet

Advanced Succubus Rogue 3/Blackguard 10; CR 24; medium outsider (chaotic, evil, extraplanar, tanar'ri); HD 12d8+48 plus 3d6+12 plus 10d10+40; hp 220; Init +8; Spd 30ft., fly 50 ft.; AC 40, touch 14, flatfooted 36; Base Atk +22; Grp +29; Atk +34 melee (1d8+12/15-20, +5 cold iron keen longsword); Full Atk: +34/+29/+24/+19 melee (1d8+12/15-20, +5 cold iron keen longsword); SA Energy drain, smite good, sneak attack, spell-like abilities, summon tanar'ri; SQ Aura of despair, aura of evil, command undead, damage reduction 10/cold iron or good, darkvision 60 ft., dark blessing, detect good, evasion, immunity to electricity and poison, resistance to acid 10, fire 10 and cold 10, spell resistance 18, telepathy 100 ft., tongues, trapfinding, trapsense; SV Fort +31 Ref +30 Will +26; AL CE; Str 25 Dex 18 Con 19 Int 20 Wis 16 Cha 35.
Skills and Feats: Bluff +40, Diplomacy +50, Disguise +40 (+44 acting), Escape Artist +24, Hide +24, Intimidate +44, Knowledge (the planes) +25, Knowledge (nobility) +25, Listen +31, Jump +33, Move Silently +24, Search +25, Sense Motive +31, Spot +39, Tumble +26; Cleave, Combat Reflexes, Dodge, Improved Initiative, Improved Critical (longsword), Improved Sunder, Mobility, Mounted Combat, Power Attack.

Energy Drain (Su): Ilistet drains energy from a mortal she lures into some act of passion, or dimply by planting a kiss on the victim. If the target is not willing to be kissed, she must start a grapple, which provokes an attack of opportunity. Ilistet's kiss or embrace bestows one negative level and also has the effect of a suggestion spell asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 34 Will save to resist the suggestion and a DC 34 Fortitude save to remove a negative level. The save DCs are Charisma-based.

Evasion: If Ilistet makes a successful Reflex saving throw against an attack which normally deals half damage on a successful save, she takes no damage from the attack.

Spell-Like Abilities: At will – charm monster (DC26), detect good, detect thoughts (DC 24), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 25), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.

Summon Tanar'ri (Sp): Once per day Ilistet can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd level spell.

Tongues (Su): Ilistet has a permanent tongues ability (as the spell, caster level 12th).

Spells Prepared (3/3/3/1; save DCs 13+ Spell Level): 1st – death grimace (x2), doom; 2nd – death knell, demoncall, eagle's splendour; 3rd – abyssal might, contagion, deeper darkness; 4th – freedom of movement

Aura of Despair (Su): Ilistet radiates a malign aura that causes enemies within 10 feet to take a –2 penalty on all saving throws.

Command Undead (Su): Ilistet can rebuke and command undead as an 8th level cleric.

Detect Good (Sp): At will, Ilistet can use detect good, duplicating the effect of the detect good spell.

Smite Good (Su): Three times per day, Ilistet may attempt to smite good with one normal melee attack. She adds +12 to her attack roll and deals +10 points points of damage if the attack is successful.

Sneak Attack: Ilistet's sneak attack deals an extra 5d6 points of damage whenever a foe is denied its Dexterity bonus, or when she is flanking.

Skills: Ilistet has a +8 racial bonus on Spot and Listen checks. When using her polymorph ability, she gains a +10 circumstance bonus to Disguise checks.


Possessions: Amulet of the planes, +5 mithril breastplate, +5 mithril heavy shield, +5 cold iron keen longsword, +3 unholy lance, Horn of Zelatar.


The Horn of Zelatar

This long clarion, wrought from black steel is borne by Ilistet in her capacity as Graz'zt's herald. When winded it produces a 200 ft. cone of sound which deals 20d6 points of sonic damage: creatures within the cone are stunned for one round and deafened for 4d6 rounds. A successful Fortitude save (DC 34) negates the stunning and halves the damage and the duration of the deafness. The Horn of Zelatar may be winded no more than once every five rounds.


Ilistet's Steed

Unique Wyvern (Advanced, Fiendish, Monster of Legend); CR 17; gargantuan dragon; HD 21d12+231; hp 368; Init +7; Spd 40 ft., fly 120 ft.; AC 29, touch 9, flatfooted 26; Base Atk +21; Grp +54; Atk +38 melee (2d8+17 plus poison, sting) or +38 melee (4d8+17, talon) or +38 melee (8d6+17, bite); Full Atk: +38 melee (2d8+17 plus poison, sting) and +36 melee (8d6+17, bite) and +36 melee (4d8+17, 2 talons) and +36 melee (4d6+8, 2 wings); SA Frightful presence, improved grab, poison, smite good; SQ Darkvision 60 ft., damage reduction 10/magic, fast healing 5, greater damage, low-light vision, immunity to sleep and paralysis, resistance to cold 10 and fire 10, scent, spell resistance 25; SV Fort +23 Ref +15 Will +14; AL CE; Str 45 Dex 16 Con 33 Int 8 Wis 14 Cha 13.
Skills and Feats: Bluff +25, Jump +41, Listen +26, Search +23, Spot +29; Ability Focus (poison), Alertness, Fling Enemy, Flyby Attack, Improved Initiative (B), Multiattack (B), Deadly Poison, Power Attack, Snatch, Virulent Poison.

Frightful Presence (Ex): When Ilistet's Steed screeches it inspires terror in all creatures within 20 feet which have fewer than 21 HD or levels. Each target must succeed at a Will save (DC 21) or become shaken until out of range. A successful save leaves that opponent immune to Illistet's Steed's frightful presence for 24 hours.

Poison (Ex): Ilistet's Steed delivers its poison (DC 35) with its sting. The initial damage is 2d6 Con, and the secondary damage is 4d6 Con. The save DC is Constitution-based.

Improved Grab (Ex): If Ilistet's Steed hits with its talons, it can start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.

Smite Good (Su): Once per day, Ilistet's Steed can make a normal melee attack to deal +20 damage to a good opponent.

Skills: Ilistet's Steed has a +3 racial bonus on Spot checks.




***


Cemdrei

Advanced Succubus Fighter 16; CR 24; medium outsider (chaotic, evil, extraplanar, tanar'ri); HD 10d8+40 plus 16d10+64; hp 237; Init +13; Spd 30ft.; AC 38, touch 16, flatfooted 32; Base Atk +23; Grp +29; Atk +37 melee (1d6+11/15-20, +3 adamantine anarchic speed scimitar); Full Atk: +37/+37/+32/+27/+22 (1d6+11/15-20, +3 adamantine anarchic speed scimitar); SA Energy drain, spell-like abilities, summon tanar'ri; SQ Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, fire 10 and cold 10, spell resistance 18, telepathy 100 ft., tongues; SV Fort +21 Ref +21 Will +16; AL CE; Str 18 Dex 28 Con 19 Int 18 Wis 18 Cha 30

Skills and Feats: Balance +26, Bluff +39, Diplomacy +47, Disguise +20 (acting +24), Escape Artist +24, Hide +28, Intimidate +34, Jump +21, Knowledge (the planes) +14, Listen +27, Move Silently +24, Search +19, Sense Motive +33, Spot +22, Tumble +21; Combat Expertise, Combat Reflexes, Dodge, Improved Combat Expertise, Improved Disarm, Greater Weapon Focus (Scimitar), Greater Weapon Specialization (Scimitar), Improved Critical (scimitar), Improved Initiative, Mobility, Power Attack, Quick Draw, Raptor School, Spring Attack, Superior Initiative, Weapon Finesse, Weapon Focus (Scimitar), Weapon Specialization (Scimitar).

Energy Drain (Su): Cemdrei drains energy from a mortal she lures into some act of passion, or dimply by planting a kiss on the victim. If the target is not willing to be kissed, Cemdrei must start a grapple, which provokes an attack of opportunity. Cemdrei's kiss or embrace bestows one negative level and also has the effect of a suggestion spell asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 33 Will save to resist the suggestion and a DC 33 Fortitude save to remove a negative level. The save DCs are Charisma-based.

Spell-Like Abilities: At will – charm monster (DC24), detect good, detect thoughts (DC 22), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 23), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.

Summon Tanar'ri (Sp): Once per day Cemdrei can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd level spell.

Tongues (Su): Cemdrei has a permanent tongues ability (as the spell, caster level 12th).

Skills: Cemdrei has a +8 racial bonus on Spot and Listen checks. When using her polymorph ability, she gains a +10 circumstance bonus to Disguise checks.


Possessions: Amulet of health +4, headband of perfect excellence, +3 mithril chain shirt, +5 mithril buckler, +3 adamantine anarchic speed scimitar.


***



Melihaen

Advanced Succubus Rogue 5/Assassin8; CR 23; medium outsider (chaotic, evil, extraplanar, tanar'ri); HD 10d8+40 plus 5d6+20 plus 8d6+32; hp 183; Init +14; Spd 60ft., fly 50ft.; AC 36, touch 20, flatfooted 26; Base Atk +18; Grp +20; Atk +31 melee (1d6+5/15-20, +3 greater wounding keen shortsword); Full Atk: +31/+26/+21/+16 melee (1d6+5/15-20, +3 greater wounding keen shortsword); SA Death attack, energy drain, sneak attack +7d6, spell-like abilities, spells, summon tanar'ri; SQ Damage reduction 10/cold iron or good, darkvision 60 ft., evasion, hide in plain sight, immunity to electricity and poison, improved uncanny dodge, resistance to acid 10, fire 10 and cold 10, spell resistance 18, telepathy 100 ft., tongues, trapfinding, trapsense; SV Fort +14 Ref +27 Will +14; AL CE; Str 14 Dex 31 Con 19 Int 24 Wis 18 Cha 30

Skills and Feats: Balance +60, Bluff +36, Climb +22, Diplomacy +44, Disguise +36 (acting +40), Escape Artist +36, Hide +36, Intimidate +40, Jump +60, Knowledge (the planes) +23, Listen +28, Move Silently +49, Search +33, Sense Motive +30, Spot +28, Tumble +60; Combat Expertise, Combat Reflexes, Dodge, Improved Critical (rapier), Improved Death Attack, Improved Initiative, Mobility, Weapon Finesse


Death Attack (Ex): If Melihaen studies her victim for 3 rounds before making a sneak attack she has the possibility of either killing or paralyzing her victim for 1d6+9 rounds. Melihaen's death attack has a DC of 27.

Spells Known (5/5/5/2 per day; save DCs 17+ Spell Level): 1st – angry ache, ghost sound, jump, true strike; 2nd – cat's grace, darklight, fox's cunning, invisibility, undetectable alignment; 3rd – deeper darkness, false life, nondetection, sadism; 4th – freedom of movement, glibness, modify memory.

Evasion (Ex): If Melihaen makes a successful Reflex saving throw against an attack which normally deals half damage on a successful save, she takes no damage from the attack.

Spell-Like Abilities: At will – charm monster (DC24), detect good, detect thoughts (DC 22), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 23), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.

Summon Tanar'ri (Sp): Once per day Melihaen can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd level spell.

Tongues (Su): Melihaen has a permanent tongues ability (as the spell, caster level 12th).

Sneak Attack: Melihaen's sneak attack deals an extra 7d6 points of damage whenever a foe is denied its Dexterity bonus, or when she is flanking.

Energy Drain (Su): Melihaen drains energy from a mortal she lures into some act of passion, or dimply by planting a kiss on the victim. If the target is not willing to be kissed, she must start a grapple, which provokes an attack of opportunity. Melihaen's kiss or embrace bestows one negative level and also has the effect of a suggestion spell asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 31 Will save to resist the suggestion and a DC 31 Fortitude save to remove a negative level. The save DCs are Charisma-based.

Skills: Melihaen has a +8 racial bonus on Spot and Listen checks. When using her polymorph ability, she gains a +10 circumstance bonus to Disguise checks.

Possessions: Boots of swiftness, +3 greater wounding keen shortsword, +5 leather armour of greater silent moves.
 

Hmm.


Once I had finalized Graz'zt, I felt more comfortable detailing other Abyssal rulers, because a base-line had been drawn. Some disparities in power exist between the Demon Princes, but these tend to be offset by the home-ground advantage that each possesses with respect to the others. Orcus would be unlikely to prevail against Graz'zt in Azzagrat because of the Dark Prince's sorceries, and Graz'zt would be overwhelmed in Thanatos because of Orcus's semi-divine power throughout the realm and his own magical defenses. Wars would need to be fought through proxies across intervening planes.

During Graz'zt's confinement by Fillein – which persisted for fifty-five years – Azzagrat itself was assaulted furiously by the armies of Orcus. Ainhorr's defense was determined and tactically brilliant: the balor called upon numerous allies from client planes; Seniq and Chenez acted as his chief advisors. Of course, he also had five other balors within his train.

Orcus is complex – a liminal figure – regarded as a fallen celestial by the faith of Oronthon, but venerated in Shuth as a fierce protector who dispenses hard lessons. In (the formerly heterodox) systems of mystical thought on the fringes of Oronthonian belief, Orcus's dual nature is recognized and then further complicated by concepts such as Sin, Chaos and Death – meta-entities which lie outside of normal classification, and are (philosophically, more than by nature) linked to the Oronthonian Demogorgon. In some beliefs, Orcus and Death are synonymous.

It may be, therefore, that somewhere there is an Orcus of deific power, and in some reality, there is a transcendent Orcus, Aeon-like in significance. The Orcus below is the demon Orcus – listed first of the thirteen great princes, and sworn enemy of Graz'zt. He is based on Monte's Orcus, and then tweaked somewhat – as with Rhyxali and Graz'zt.



ORCUS (Demon Prince)

Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 37d8 +592 (758hp)
Initiative: +5
Speed: 40 ft., fly 80 ft. (poor)
Armour Class: 54 (-1 size, +5 deflection, +5 Dex, +15 insight, +20 natural), touch 34, flat-footed 49
Base Attack/Grapple: +37/+53
Attack: +6 anarchic unholy mace +54 melee (2d6 +18) or claw +48 melee(1d6+12) or horns +48 melee (2d6+12) or sting +48 melee (1d3+12 plus poison)
Full Attack: +6 anarchic unholy mace +54/+49/+44/+39 melee (2d6+18) and claw +43 melee(1d6+6) and horns +43 melee (2d6+6) and sting +43 melee (1d3+6 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rebuke undead, spell-like abilities, spells, summon tanar'ri, summon undead
Special Qualities: Archfiend qualities, damage reduction 20 / cold iron and good and epic, darkvision 60 ft., immunity to death effects, electricity and poison, mastery of necromancy, resistance to acid 10 cold 10 and fire 10, spell resistance 40, telepathy 100 ft.
Saves: Fort +40, Ref +29, Will +39
Abilities: Str 34, Dex 21, Con 43, Int 29, Wis 40, Cha 29
Skills: Alchemy +49, Bluff +49, Concentration +56 (Necromancy +76), Diplomacy +61, Escape Artist +45, Hide +45, Intimidate +53, Knowledge (Arcana) +49 (Necromancy +69), Knowledge (History) +49, Knowledge (Religion) +49, Knowledge (The Planes) +49, Listen +55, Move Silently +45, Search +49, Sense Motive +55, Spellcraft +63 (Necromancy +83), Spot +55
Feats: Dark Speech, Corrupt Spell, Empower Spell, Epic Skill Focus (Spellcraft), Epic Spellcasting, Epic Spell Penetration, Greater Spell Penetration, Improved Spell Capacity (10th), Power Attack, Quicken Spell, Scribe Scroll, Spell Penetration, Undead Mastery.

Environment: Infinite Layers of the Abyss
Organization: Orcus plus 1d6 vampires, death knights or liches and 2d6 blood fiends
Challenge Rating: 32
Treasure: Quadruple Standard
Alignment: Chaotic Evil
Advancement:
Level Adjustment:

Mastery of Necromancy (Ex): Orcus receives a +6 profane bonus to the DCs of his necromantic spells and spell-like abilities, and a +6 bonus to his caster level when casting spells from that school. All of his Concentration checks, Knowledge (arcana) checks and Spellcraft checks involving necromancy receive a +20 competence bonus.

Poison: Orcus delivers his poison (Fort, DC 44) with each successful sting attack. The initial damage is 2d6 points of Strength damage; the secondary damage is death.

Immunity to Death Effects (Ex): Orcus is immune to any negative energy effects, or effects with the [Death] descriptor.

Rebuke or Command Undead (Su): Orcus can rebuke or command undead up to 12 times per day as a 37th level Cleric. He enjoys a +4 synergy bonus to his turning checks from having 25 ranks in Knowledge (religion).

Spell-Like Abilities: At will – animate dead, blasphemy, charm monster, clutch of Orcus, create undead, create greater undead, deeper darkness, desecrate, detect good, detect law, detect thoughts, feeblemind, greater dispel magic, lightning bolt, read magic, stop heart, telekinesis, teleport without error, tongues (self only), unhallow, unholy aura, unholy blight, wall of fire. 1/day – shapechange, symbol of death, time stop. Save DCs are 19+ spell level (25+ spell level for necromantic effects).

Spells: Orcus spontaneously casts spells as a 24th level cleric, and has access to the Death, Demonic, Evil and Undeath domains. He may also cast any Sorcerer or Wizard spell from the Necromancy school as a divine spell. Orcus may freely use a metamagicked version of a spontaneous divine spell, without increasing the casting time. (6/8/8/8/7/7/6/6/5/5/4 per day; save DC 25+ spell level, 31+ spell level for Necromancy effects). Orcus may also cast four epic spells per day.

Summon Tanar’ri (Sp): Once per day Orcus can automatically summon 4d4 maurezhi or 1d6 nalfeshnees.

Summon Undead (Sp): Three times per day Orcus can automatically summon 4d10 wights, 2d4 abyssal ghouls or 1d3 blood fiends.

Archfiend Qualities (Su): These qualities are continually in effect upon Orcus’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 evil-aligned creatures. Orcus 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, Orcus 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 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. Orcus himself may not enter the Prime unless called.

Redoubt of Evil: When present anywhere in Thanatos (in the Abyss), Orcus is considered to have an effective divine rank of 1 with the portfolio of death, suffering and undeath, and the domains of death, evil, and undeath. Although not a true deity, Orcus benefits from certain deific powers on his home plane. He gains the following benefits:

* Orcus’s hit points increase to 888 (maximum per die).
* His speed doubles to 80 ft., fly 160 ft.
* His Charisma increases from 29 to 30.
* Orcus's gains a a divine AC bonus of +1, and a deflection bonus to his AC of +10. His AC increases to 61.
* He gains a +1 divine bonus on all attack rolls, and does not automatically fail on a natural attack roll of 1.
* Orcus gains a +1 divine bonus on all saving throws. He does not automatically fail on a natural saving throw roll of 1.
* All of Orcus'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 Orcus's spell-like abilities increase to 21+ spell level (27+ spell level for necromantic effects).
* In addition, Orcus gains the following extra spell-like abilities usable at will as an 11th level caster: cause fear, circle of death, control undead, death knell, death ward, desecrate, destruction, detect undead, dispel good, energy drain, magic circle against good, protection from good, slay living, summon monster IX (evil creatures only), wail of the banshee. Saving throw DCs for these spell-like abilities are 21+ spell level (27+ spell level for necromantic effects).
* He gains the benefits of the domain powers of death, evil and undeath. Orcus gains Extra Turning as a free feat, casts [Evil] spells at +1 caster level, and may use a death touch once per day.
* Orcus’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, Orcus can perform it as a free action. He may make one such check per round as a free action.
* Orcus may create any magic item related to his portfolio with a market price of 4,500 gp or less.
* Orcus 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 21) to resist this effect. Beings of divine rank 1 or higher are immune to this effect.
* Orcus may use remote communication to any of those who venerate him, and to anyone within one mile of a site dedicated to him.
* Orcus gains the Salient Divine Abilities of Hand of Death and Know Death.

Orcus’s sanctum is considered to be a Godly Realm.

Possessions: The Wand of Orcus is a large +6 anarchic unholy mace which causes any nonoutsider or any outsider with less than 15HD who touches it to make a Fortitude save (DC25) or die. Anyone who touches the wand against Orcus's will must also save or die. The wand of Orcus confers a +5 deflection bonus to its wielder's AC, and grants the use of each of the following powers as a 24th level caster: 1/day – abyssal might, bodak birth, call nightmare, clutch of Orcus (improved heightened to 12th level, DC 28), summon monster IX (empowered, extended to 48 rounds), wrack (improved heightened to 12th level, DC 28), wretched blight Improved Heightened to 12th level, DC 28).

The Amulet of Orcus is a major artifact which confers a +8 enhancement bonus to Wisdom and Charisma, and a +4 resistance bonus to all saving throws. It also allows the wearer to use a magic jar effect (heightened to 16th level, save DC 34) once per day as a standard action. The magic jar has no range limit and may work across planes, but the target must be under some kind of scrutiny (either visually, or magically such as by the scrying spell) when the power is invoked. The amulet itself acts as the receptacle for Orcus's essence.
 
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This demon was big trouble...


Surab – who makes his debut shortly – is a specialist retained by Graz'zt, and is a kind of 'First Minister of Possession.'

His focus lies almost entirely within social skills, and his limited spell selection (mostly information-gathering and subterfuge-oriented) make him a very slick customer, but one to avoid a straight fight where possible.


Surab

Glabrezu Sor8/Fiend of Possession 6; CR 23; huge outsider (chaotic, extraplanar, evil, tanar'ri); HD 12d8+108 plus 8d4+72 plus 6d6+54 (329 hp); Init +1; Spd 40 ft. (8 squares); AC 33 (–2 size, +1 Dex, +19 natural, +5 deflection) touch 14, flat-footed 32; Base Atk +19; Grp +36; Atk: +26 melee (2d8+9, pincer); Full Atk: +26 melee (2d8+9, 2 pincers) and +24 melee (1d6+4, 2 claws) and +24 melee (1d8+4, bite); Space/Reach:15 ft./15 ft.; SA: Control creature, curse, improved grab, possess creature, spell-like abilities, summon demon; SQ: Ally or enemy, animate object, control object, Damage reduction 10/good, darkvision 60 ft., ethereal form, hide presence, immunity to electricity and poison, magic item, possess noncontinuous object, possess object, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft., true seeing; SV Fort +23, Ref +15, Will +24; AL CE; Str 28 Dex 12 Con 28 Int 19 Wis 20 Cha 29.
Skills and Feats: Bluff +53, Concentration +19, Diplomacy +50, Disguise +38 (+42 acting), Hide +30, Intimidate +57, Knowledge (nobility) +14, Knowledge (religion) +15, Listen +42, Move Silently +11, Search +14, Sense Motive +36, Spellcraft +14, Spot +42; Dark Speech, Epic Skill Focus (Bluff), Epic Skill Focus (Intimidate), Multiattack, Negotiator, Persuasive, Quicken Spell-Like Ability (greater teleport), Skill Focus (Bluff), Skill Focus (Intimidate).

Improved Grab (Ex): If Surab hits a medium or smaller creature with a pincer attack, he attempt to start a grapple as a free action without provoking an attack of opportunity.

Spells Known (6/9/8/7/5; caster level 8th, save DC 19+ spell level): 0 – dancing lights, detect magic, disrupt undead, ghost sound, mage hand, ray of frost, read magic; 1st – cause fear, identify, Nystul's magic aura, protection from good, silent image; 2nd – detect thoughts, locate object, misdirection; 3rd – clairaudience/clairvoyance, suggestion; 4th – polymorph.

Spell-Like Abilities: At will – chaos hammer (DC 23), confusion (DC 23), dispel magic, mirror image, reverse gravity (DC 26), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 23); 1/day power word, stun. Caster level 14th The save DCs are charisma-based.

Once per month, Surab can fulfill a wish for a mortal humanoid.

Ethereal Form (Su): Surab may become ethereal at will (as etherealness, caster level 26th). Possessing an object or creature effectively ends a use of this ability, so time spent in another body or object does not count against the duration of this ability.

Hide Presence (Ex): Surab can attempt to hide his presence when possessing an object or creature with a +34 total modifier to his skill check. A successful check allows him to circumvent magic protections such as magic circle against evil and forbiddance or avoid detection via detect evil.. The DC for the Hide check is the same as the saving throw DC for the spell that Surab is trying to avoid. He gains a +4 circumstance bonus on his check if not controlling the creature or object at the time of the check. Making this check is not an action, and Surab can do it in response to another creature's action (such as casting detect evil.)

Magic Item (Su): Surab can bestow the equivalent of a +6 enhancement bonus to a nonmagical weapon, shield or armour which he possesses, or add a further equivalent +6 enhancement bonus to an existing magical weapon, shield or armour which he possesses. He favours the vorpal, souldrinking, unholy, wounding and vampiric dweomers. When attempting to possess a creature that uses the item or keeps the item on its person, the target's save DC increases by 1 for each day the possessed item has been in its use to a maximum of +10. A character who makes a Search check (DC 25) while examining the possessed object can tell that there is "something strange" about it.

Possess Object (Su): In ethereal form, Surab can possess an object of size Tiny to Colossal on the Material Plane, or noncontinuous objects such as parts of walls or pools of water. Magic items and attended nonmagical items receive a Will saving throw (DC 32). The save DC is Charisma-based.

Animate Object (Su): Surab can force any object which he possesses to animate as with the animate objects spell.

Curse (Su): Surab can make a possessed item radiate a corrupt and befouling aura. Anyone touching the object must make a Will save (DC 32) or fall under the effect of a bestow curse spell. The save DC is Charisma-based.

Possess Creature (Su): As a standard action, Surab may attempt to possess a creature on the Material Plane to which he is adjacent on the Ethereal Plane (Will DC 32 to resist). If the saving throw is successful, the creature is immune to Surab's possession attempt for 1 day.

Summon Tanar'ri (Sp): Once per day, Surab can attempt to summon 4d10 dretch or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This ability is the equivalent of a 4th level spell.

True Seeing (Su): Surab continously uses true seeing as the spell (caster level 14th).

Skills: Surab receives a +8 racial bonus on Spot and Listen checks.


Possessions: mind-blanking ring, +5 ring of protection
 
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