Here's a nasty NPC to confound your epic level PCs, a half-fiend kenku devotee of Pazuzu. I've had Kyzka on my hard drive for months, but never found a use for him. Maybe some of you rat bastardly DMs out there can ruin a player's day courtesy of Blackdirge.
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Kyrzka Blacktalon (CR 23)
Half-Fiend Kenku Rogue 5/Enchanter 5/Thrall of Pazuzu 10
CE Medium Outsider (Native)
Init +6 (+10 while flying);
Senses darkvision 60 ft., low-light vision 60 ft., Listen +15, Spot +15
Languages Abyssal, Auran, Common, Dwarven
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AC 30, touch 29, flatfooted 30; Uncanny Dodge
(+6 Dex, +1 natural, +8 bracers, +3 ring, +2 force shield)
hp 138 (20 HD);
DR 10/magic
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10, evasion; SR 30
Fort +7,
Ref +18,
Will +8
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Speed 30 ft. (6 square), fly 80 ft. (perfect)
Melee +2 keen shortsword +20/+15/+10 (1d6+4/17-20 x2) and bite +13 (1d6+1)
Melee rod of withering +19/+15/+9 (1d4 Con and 1d4 Str damage) and bite +13 (1d6+1)
Melee 2 claws +18 (1d4+2) and bite +13 melee (1d6+1)
Ranged +3 unholy shock composite shortbow [+2 Str bonus] +21/+16/+11 (1d6+5 plus 1d6 electricity plus 2d6 unholy/x3)
Ranged +3 unholy shock composite shortbow [+2 Str bonus] +19/+19/+14/+9 (1d6+5 plus 1d6 electricity plus 2d6 unholy/x3)
Space 5 ft.;
Reach 5 ft.
Base Atk +12;
Grapple +14
Atk Options Flyby Attack, Hover, Point Blank Shot, Precise Shot, Rapid Shot, sneak attack +3d6
Special Actions breath of Pazuzu,
charm avian 5/day,
dominate avian,
smite good 1/day (+20 to damage),
speak with avian, swarmform 3/day
Combat Gear potion of cure serious wounds (2), potion of invisibility, scrolls of charm person, dominate person, hold monster, and
touch of idiocy
Enchanter Spells Commonly Memorized (CL 9th)
5th –
dominate person (DC 19),
hold monster (DC 19)
4th –
confusion (DC 18),
crushing despair (DC 18),
stoneskin
3rd –
dispel magic, fireball (DC 16),
hold person (2) (DC 17),
protection from energy, suggestion (DC 17)
2nd –
cat’s grace, invisibility, mirror image, scorching ray (DC 15),
Tasha’s hideous laughter (DC 16),
touch of idiocy (DC 16)
1st –
charm person (2), (DC 15),
magic missile, protection from good, shield, true strike
0 –
daze (DC 14),
detect magic, read magic, resistance
Spell-Like Abilities (CL 20th)
3/day –
darkness, poison (DC 17),
unholy aura
1/day –
blasphemy, contagion (DC 16),
desecrate, destruction (DC 20),
horrid wilting (DC 21),
summon monster IX, unhallow, unholy blight (DC 17)
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Abilities Str 14, Dex 22, Con 14, Int 17, Wis 10, Cha 16
SQ great ally, improved flight, mimicry, swarm mastery, temptation, trapfinding, trap sense +1
Feats Craft Magic Arms & Armor*, Hover, Persuasive, Point Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll*, Thrall to Demon (Pazuzu), Weapon Finesse
Skills Bluff +21, Concentration +10, Diplomacy +23, Gather Information +10, Hide +16, Intimidate +22, Knowledge (arcana) +8, Knowledge (the planes) +8, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +12, Spot +15, Tumble +14
Possessions +3 unholy shock composite shortbow [+2 Str bonus), +2 keen shortsword, bracers of armor +8, ring of protection +3, ring of force shield, rod of withering
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Breath of Pazuzu (Su): Three times per day Kyrzka may exhale up to three fiendish locust swarms. The locust swarms persist for 13 rounds or until slain. At least one square of the swarm’s space must be adjacent to Kyrzka’s space. Kyrzka can create a swarm so that it occupies the space of creatures (including himself). These swarms never distract, damage, or otherwise harm Kyrzka.
Alternately, Kyrzka can breath a 30 ft cloud of acidic gas in lieu of the locust swarms. This caught in the cone take 10d6 points of acid damage. A successful Reflex saving throw (DC 22) halves this damage.
Charm Avian (Sp): Five times per day, Kyrzka can use
charm monster as a spell like ability, although he can only target creatures with a natural fly speed.
Dominate Avian (Sp): Kyrzka can replace two daily uses of her charm avian spell-like ability with dominate avian. This ability functions as
dominate person, but can only be used to target creatures with a natural fly speed.
Great Ally (Ex): Kyrzka works exceptionally well with his allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, Kyrzka applies or gains a +3 bonus on his check or attack roll. In addition, Kyrzka gains a +4 on attack rolls against an opponent flanked by an ally.
Improved Flight (Ex): Kyrzka is incredibly agile and quick in the air, and receives a +4 insight bonus to initiative checks while flying.
Mimicry (Ex): Kyrzka can perfectly mimic familiar sounds voices and accents. To duplicate a specific individuals voice, Kyrzka makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn’t genuine.
Smite Good (Su): Once per day Kyrzka can make a normal melee attack to deal 20 points of extra damage against a good foe.
Speak with Avian (Sp): Kyrzka can communicate with any creature that has a natural fly speed as if with the tongues spell.
Swarmform (Su): Three times per day Kyrzka can assume the form of a locust swarm as a standard action. This ability functions similarly to a druid’s wild shape ability, save that only one form can be assumed, and Kyrzka can maintain the swarmform for only 10 minutes.
Swarm Mastery (Su): Kyrzka has an unholy bond with creatures of the swarm subtype. He never becomes distracted by swarms or takes any damage from them. Additionally, any swarm he summons or conjures gains the fiendish creature template.
Temptation (Ex): Kyrzka gains a +2 profane bonus on any Bluff, Diplomacy, or Intimidate check made in an attempt to convince a creature to perform an action contrary to its nature. In addition, when Kyrzka uses a spell or spell-like ability from the Enchantment school, he adds a +1 to the DC to resist the spells effect and +2 to penetrate any spell resistance.
Appearance
Kyrzka Blacktalon is exceedingly large for a kenku, standing well over six feet in height, although he still retains the relatively slight build that is the kenku norm. His feathers are a uniform matte black, dull and unreflective in even the brightest illumination, and exude a black wispy smoke when he is angered or aroused. The fiendish kenku’s wings are the most obvious feature setting him apart from his kenku brethren, and a telltale sign of his abyssal ancestry. Kyrzka’s head and face also differ greatly from the standard kenku model, with a sharp hatchet-like beak and the bald, scaly skin of a carrion bird, certainly a direct link to his vrock father.
Kyrzka wears little beyond a black silk kilt, and a harness for weapons and equipment, always choosing lightweight materials whenever possible. In battle, Kyrzka relies upon his ornate shortbow, a compact recurve carved from the horns of a cornugon devil and strung with bebilith webbing. In addition to his bow, the fiendish kenku carries a short stabbing sword, its brutally sharp blade forged in the shape of a feather, and a stout iron rod. Kyrzka forsakes all other adornment save for a pair of mithral bracers and a plain platinum ring.
Personality
Kyrzka’s devotion to Pazuzu, and his attempts to emulate his patron’s suave persona, has created an interesting mix of brutal and seductive evil. Unlike most half-fiends who are simply murderous brutes, Kyrzka will attempt to get what he desires through diplomacy and intimidation, and what he desires is the most expedient moral corruption of everyone he encounters.
Like his patron Pazuzu, Kyrzka is not satisfied with simply snuffing the life from good-aligned beings, considering such gaudy directness to be the height of incivility. Instead, he will often attempt to render aid to good aligned creatures, offering his services in return for a later favor. In this way, he operates exactly as his vile patron, although on a smaller scale, tempting mortals when they are at their most desperate. The favor, when redeemed, will always be of subtly evil nature, leading his victims down the slippery slope of corruption.
Kyrzka is, however, prone to the murderous rampages common to all chaotic evil creatures, and will indulge his baser side when thwarted or seriously threatened.
Tactics
Kyrzka commands a bewildering array of powers and abilities, and can present a serious challenge to even well-prepared adventurers. The fiendish kenku prefers to fight in areas where he can use his superior aerial maneuverability, and relies heavily on ranged attacks, avoiding melee whenever possible.
Prior to Combat: If given sufficient time, Kyrzka will cast the following spells in this order:
unholy aura, stoneskin, mirror image, protection from energy (fire).
Round 1: If surprised or given no preparation time, take a move action straight up (80 ft.) and hover, then cast
unholy aura. If given preparation time, take a move action straight up (80 ft.) and hover, then cast
dominate person on the likeliest target (fighter or rogue), if the target fails the saving throw, direct dominated target to attack his allies.
Round 2: Stay out of melee range, taking a move action if necessary. Summon a bebilith with
summon monster IX to occupy land bound opponents.
Round 3: Stay out of melee range, taking a move action if necessary. Target a likely spellcaster with either
destruction or
horrid wilting.
Round 4: Stay out of melee range, taking a move action if necessary. Target groups with area-effect spells. Use
blasphemy if the targets appear to be much weaker,
unholy blight or
confusion for tougher foes.
Round 5: Stay out of melee range, taking a move action if necessary. Use breath of Pazuzu to summon 3 fiendish locust swarms to harry any foes that succeed at closing for melee and to provide cover against ranged attacks.
Round 6: Stay out of melee range, taking a move action if necessary. Open fire with shortbow using rapid shot, target obviously wounded foes with all four attacks.
Round 7 and Beyond: Stay out of melee range; continue to snipe at wounded foes with shortbow. Use locust swarms or charm spells to deal with enemies that get too close.
Retreat: If targets are unaffected by spells, or possess sufficient magic to ward against ranged attacks, or if you take 65 or more points of damage, assume swarm form and flee.
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None-Core Rules:
Kenku - Monster Manual III
Thrall of Pazuzu - Dragon Magazine #329