Some demons from my Midnight campaign.
Divraskuhl, the Red Tide
Huge Outsider [Demon] (Chaotic, Extraplanar, Evil)
Hit Dice: 18d8+54 (136 hp)
Initiative: +9 (Improved Initiative)
Speed: 20 ft., swim 90 ft.
Armor Class: 27 (+5 Dex, +14 natural, -2 size), touch 13, flat-footed 22
Base Attack/Grapple: +18/+36
Attack: Slam +28 melee (2d6+15 plus Red Tide)
Full Attack: Slam +28 melee (2d6+15 plus Red Tide)
Space/Reach: 15 ft./15 ft.
Special Attacks: Red Tide, Undertow, Frightful presence, Spell-like abilities, Water Mastery, Drench, Vortex
Special Qualities: DR 20/magic, incomprehensible, outsider traits, immunities (critical hits, mind-affecting effects, stunning), SR 29
Saves: Fort +14, Ref +16, Will +14
Abilities: Str 31, Dex 21, Con 16, Int 20, Wis 17, Cha 16
Skills: Hide +26, Intimidate +24, Knowledge (arcana) +26, Knowledge (the planes) +26, Knowledge (Trackless Sea) +26, Knowledge (Miraleen) +26, Listen +24, Move Silently +26, Search +26, Sense Motive +24, Spellcraft +26, Spot +24, Swim +39
Feats: Cleave, Great Cleave, Improved Initiative, Improved Bullrush, Improved Sunder, Power Attack, Sunder
Challenge Rating: 14
Divraskuhl is approximately 35' in height and weighs 70000 lbs.
On the surface Divraskuhl appears as a surging, frothing wave of thick, red seawater, approximately 35 ft high. Beneath the surface however Divraskuhl is almost like a cloud of ink flowing on the currents, except in daylight or in artificial illumination it can be seen that this cloud is not black, but a deep red. And on land Divraskuhl takes on the appearance of a huge red stained Water Elemental.
Divraskuhl came to Aryth’s seas in the time before years, she was a gentle and caring spirit then still known as Urothannriar that sought to travel all the seas, oceans and rivers of the world and revel in their beauties. Her travels of the world brought her to Aryth where she stumbled upon shrines of the Elthedar that rose from the waters west of a land yet unknown to her. The beauty of the towers, shrines and temples as they glow beneath the sun proved to Urothannriar that there was beauty above the surface of the waters of this world. She rose as a gigantic wave of sapphire beauty that clashed gently against the shores of the small islands.
There it was that she lingered for hundreds of years in silent contemplation with the priesthood of the elthedar and the thousands of pilgrims that came to their shrines in search of clarity and serenity. She provided them with calm weathers and staved of most of the storms and hardship that nature bestowed upon this small archipellago. But not all things of peace and beauty persist, especially not in the world known as Aryth. The Sundering came and fell spirits arose from the depths, awaken by their dark masters fall. The shadow cast by Izrador’s fall was long, and so was the battle for the small islands far from the western coast of Eredane but in the end a large black spirit of storm and tide rose from the depths and washed over the shrines. Urothannriar battled the spirit for a time not longer remembered by tides and wind. In the end the once beautifull islands were wrecked and drawn back to the depths of the ocean from which they had risen when the world was created. With them went their guardian, alone, battered but victorious over her nemesis. But a hollow victory it was, for that which she had fought for was destroyed in the process. And with Urothannriar went the essence of the spirit she had defeated, absorbed into her own in order to quiet the malign spirit for all the ages left to this world so it could not rise again.
In time her spite and her anger at herself for not being able to be to fulfil her duties as a guardian consumed her. Her sane mind spiralled away into the black nothingness that lies at the bottom of the ocean. And there, beneath the crumbling ruins of the shrines her spite nurtured a seed deep in her mind and so Urothannriar fell. Her insane mind mingled with the essence of her once defeated foe and from the depth they, it, or whatever had formed over those millennia in the dark rose, and with it the terrible legend of Divraskuhl, a Red Tide.
Red Tide (Ex): This terrifying ability causes a surging, frothing wave of thick, red seawater to wash over everything in a burst centered on Divraskuhl, 180 feet wide and 24 feet high. All creatures in the area of this red tide which earned Divraskuhl its name and up to and including huge size are immediately knocked prone and must make a Fortitude saving throw (DC 21). Swimming or flying creatures in the area aren't knocked prone, but they suffer a -4 penalty on the Fortitude save.
A creature that makes its Fortitude save against Divraskuhl’s red tide ability is sickened for 1 minute and takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for that time. A creature that fails this saving throw is horribly ruined by the poisonous effects of Divraskuhl’s tainted water. Such creatures are immediately nauseated for 1 minute, and they take 1d6 points of temporary Strength damage. After 1 minute, the nausea ends but the creature must make a second Fortitude saving throw or take an additional 1d6 points of temporary Strength damage. Creatures that are immune to poison are immune to these effects of this red tide.
This tainted water vanishes after a few seconds of turbulence. All open flames in the area are extinguished if they fail a Reflex save; likewise, all creatures with the Fire subtype take 1d6 points of damage per caster level (maximum 20d6, caster level 18), or half with a successful Reflex save. It takes Divraskuhl 1d4+1 rounds to reform itself. During this time Divraskuhl cannot be attacked or be the target of a spell.
Undertow (Ex): With a successful grapple check (grapple bonus +33, including a +5 racial bonus on grapple checks), Divraskuhl may engulf a creature of up to its own size category. Creatures so engulfed face drowning (see the Dungeon Master's Guide, page 85) and take 1 point of wisdom damage per round engulfed. Divraskuhl may eject the engulfed creature at any time. A victim that is still alive when it emerges from the Divraskuhl’s body (whether by escaping the demon's hold or by being ejected) takes an additional 1d6 points of Wisdom damage because of the strain on its sanity that the sensation of drowning in this tainted water produced. Furthermore, the victim creature must make a successful Fortitude save (DC 21) on emerging or be affected by Divraskuhl’s Red Tide ability.
Engulf (Ex): Divraskuhl can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. Divraskuhl merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against Divraskuhl, but anyone who does is not entitled to a saving throw. A creature that does not attempt an attack of opportunity must succeed on a DC 20 Reflex save or be engulfed; on a success, it is pushed back or aside (opponent's choice) as the mass of red water moves forward. Engulfed creatures are subject to Divraskuhl’s Red Tide ability, wisdom drain (see Divraskuhl’s Undertow ability) and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus and a +4 bonus for the Divraskuhl’s enhanced power.
Frightful Presence (Su): No matter where or to whom Divraskuhl appears, it inspires terror in all who behold its power.
All creatures within 100 feet that have fewer Hit Dice or levels than it has must succeed at a Will save (DC 15) or:
HD-14: become panicked for 4d6 rounds
HD-13: become shaken for 4d6 rounds
A successful save leaves that opponent immune to Divraskuhl’s frightful presence for 24 hours.
Immunities(Ex): Divraskuhl’s alien psychology and physiology make it immune to critical hits, poison, disease, mind-affecting effects and stunning.
Incomprehensible (Ex): Because of Divraskuhl’s now alien mindset, the gurgling language it speaks cannot be understood by any known means. No mundane or magical effect that usually allows verbal communication (including a tongues spell) allows any other creature to understand it. It does appear however that Divraskuhl can understand languages such as the Miransil dialect of Elven, the Traders Tongue, Orcish or even the Black Tongue. Because Divraskuhl is capable of understanding other languages, it is not immune to language-dependent effects.
Water Mastery (Ex): Divraskuhl gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or Divraskuhl is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Divraskuhl can be a serious threat to a ship that crosses its path. It can easily overturn even large craft (ships of up to 5 feet in length per Hit Dice of the elemental) and stop massive vessels (ships of less than 10 feet in length per HD).
Drench (Ex): Divraskuhl’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. Divraskuhl can dispel magical fire it touches as greater dispel magic (caster level 18).
Vortex (Ex): Divraskuhl can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 9 rounds. In vortex form, Divraskuhl can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 45 feet wide at the top, and between 10 or 50 feet or more tall. Divraskuhl controls the exact height, but it must be at least 10 feet.
Divraskuhl‘s movement while in vortex form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if Divraskuhl moves into or through the creature’s space.
Creatures one or more size categories smaller than Divraskuhl may take when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save (DC 25) when it comes into contact with the vortex or take 2d8 points of damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round and be affected by Divraskuhl’s Red Tide ability. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlpool. Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlpool take a –4 penalty to Dexterity and a –2 penalty on attack rolls. Divraskuhl can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
Divraskuhl can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centerd on Divraskuhl and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including dark vision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 20 + spell level) to cast a spell.
While in vortex form, Divraskuhl cannot make slam attacks and does not threaten the area around it.
Skills: Divraskuhl has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Death of Divraskuhl: If Divraskuhl is slain on land, his essence will seep harmlessly into the soil where his tainted waters will be purged by nature and turn the surrounding lands into a fertile have for plants and plant like creatures. Every plant that exists or will be planted in the future in a 18 mile radius around where Divraskuhl was destroyed will grow at twice its normal growth rate, grow twice as big, crops will produce twice as much harvest and live twice as long.
If Divraskuhl is slain however while in a sea or ocean, it will erupt in a titanic red wave. This wave, 180 miles wide and 60 feet high will race towards the nearest coast as a red tidal wave of unimaginable proportions. Once it reaches the coast the destruction it will unleash shall be on a scale unprecedented for the western Erethor. Everyone caught in this tidal wave much make a Fortitude save DC 21or suffer 2d6 points of temporary constitution loss then and make a secondary Fortitude save a day later or suffer another 2d6 points of temporary constitution loss. Creature immune to poison are also immune to this effect.
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Rashnak the Ravager
Medium Outsider [Demon] (Chaotic, Extraplanar, Evil)
Hit Dice: 5d8 + 10 (35 hp)
Initiative: +10 (+4 Improved Initiative, +6 dex)
Speed: 50’ (10 squares)
Armor Class: 21 (+5 natural, +6 dex), touch 16, flat-footed 15
Base Attack/Grapple: +5/+6
Attack: Claw +11 melee (1d6+5)
Full Attack: 2 claws +11 melee (1d6+1) and bite +6 (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, Feeding Frenzy.
Special Qualities: Hunger, Stalker, Damage reduction 10/magic, immunity to acid and poison, resistance to fire 5, spell resistance 16, Scent.
Saves: Fort +6, Ref +10, Will +7
Abilities: Str 12, Dex 23, Con 14, Int 13, Wis 16, Cha 14
Skills: Climb +9, Concentration +10, Hide +14, Listen +11, Spot +11, Move Silently +14, Survival +11
Feats: Improved Initiative, Weapon Finesse, Track (B)
Challenge Rating: 5
Rashnak speaks Abyssal.
Rashnak is approximately 5' in height and weighs 80 lbs.
Cursed with an undying hunger Rashnak appears as an Elf of exceptionally small stature and it is this appearance that has led many a Dansil or Elfling to its demise. His hair short and black, his skin smooth and a deep crimson, he stalks the southern jungles of the Erethor. His face eternally contorted in a painful grimace as his undying hunger drives him ever on into the thicket of the Southern Jungles. He prefers to wear no clothes of any sort but occasionally dresses himself in the clothes of a recent victim to lure even more Elves to a gruesome end. Finally, his teeth are a perfect set of oversized white fangs protruding from both jaws. His teeth just to long to fit well in his mouth cause as constant trickle of blood to seep from his mouth as he bites his oversized teeth into the flesh of his own mouth as he bites down in the eternal anguish of hunger.
Spell-like abilities: At will - Ghoul Touch, Invisibility. Caster level 5th.
Hunger (Ex): If Rashnak doesn’t at least consume the corpse of one medium size creature once per day, he suffers a cumulative -1 penalty to attack, damage and saves per day he hasn’t fed. If Rashnak hasn’t fed for at least 10 days he gains a negative level for every day not fed. When the number of negative levels equals Rashnak's total number of hit dice, Rashnak the Ravager is permanently destroyed.
Stalker (Ex): Once Rashnak has caught the scent of a target and he has been tracking his target for over an hour he gains the following benefits: Rashnak can track a target at any speed without suffering any penalties to his survival checks. He also can run for up to a hour per point of constitution before having to make a constitution check or become fatigued while tracking a target.
Feeding frenzy (Su): Rashnak can consume a medium size dead or helpless target in 5 rounds, large in 2 minutes, huge in 4, gargantuan in 8, colossal in 16 minutes, and small corpses as a full round action. Smaller targets then Small size always takes at least a standard action. Rashak regains lost hit points at a rate of 6 hitpoints per consumed HD and after consuming a corpse of at least medium size Rashnak gains 1 extra standard action a round for the duration of 1 round/HD consumed from one creature. (Multiple consumations overlap and do not stack). Hit points gained by use of this ability in excess of his maximum amount of hit points are treated as temporary hit points which fade away after 1 hour per HD of the target consumed. (Multiple consummations overlap and do not stack). A creature who’s corpse has been consumed in Rashnak's feeding frenzy can’t be raised of resurrected. Only a wish or miracle can bring a person consumed this way back to life but even this kind of powerful magic has a 50% chance of failure.
Tactics: Rashnak despises combat. He prefers to feed on the remnants of the fallen left behind by others to avoid any risks to himself. If unable to find any fresh meat he preferably turns himself invisible and uses his Ghoul Touch ability on the weakest looking available target. After successfully paralysing his victim his consumes it with its Feeding Frenzy ability and flees as quickly as he can. If he doesn't feel severely threatened or sees other targets erupt into panic he revels in the horror and comes tearing with its claws after the rest screaming an unearthly high pitched scream.
Death of Rashnak: If Rashnak is slain on the Prime Material plane, his remains will continue to lose an unnatural ammount of blood. If the body is not utterly destroyed by any means the blood will continue to seep into the surroundings for two whole weeks.
After these two weeks, nature itself is violated as the unholy blood seeps into the ground, turns it into a faint crimson and a 360ft radius around his corpse is utterly defiled. Trees twist into unnatural and depraved forms of their original selves and every form of life is mutated by the vile blood that now runs through the land. Every living creature entering this area must succeed at a Will save DC 12 or feel a sudden craving for living flesh and will succumb to this craving in 1d4 rounds and attack the nearest living creature or go in search of one. This effect last for 1 hour.
Every drop of blood spilled onto the defiled ground empowers the return of the Ravager. After 666 points of damage has been dealt in the 360ft radius area, Rashnak the Ravager will rise again from the bloodstained ground to continue his bloody feast.
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Yxbudur’zmutkimdu the Terror in the Walls
Large Outsider [Demon] (Chaotic, Extraplanar, Evil)
Hit Dice: 6d8 + 72 (120hp)
Initiative: +10 ( +10 dex)
Speed: 120' (walk), 120' (climb) (24 squares)
Armor Class: 40 (10 +9 Natural, +10 Dex, +4 dodge, +8 deflection, -1 Size)
Base Attack/Grapple: +6/+25
Attack: Claw +21 melee
Full Attack: 6 claws +21, 1 bite +19
Damage: 2 Primairy claws 1d8 +15, 4 Secondairy claws 1d8 +7, Bite 1d6 +7
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Pounce, Rake, Rend, Fear Aura
Special Qualities: Alacrity, DR 30/magic silver and good, improved evasion, force of personality, See in darkness, immunities, freeze in place, Malice, outsider traits, Regeneration 5, Tremorsense 60ft, SR 40
Saves: Fort: +17, Ref: +15, Will +9
Abilities: Str 41, Dex 30, Con 34, Int 10, Wis 19, Cha 26
Skills: Jump +24, Survival +13, Move Silently +27, Hide +27, Spot +13, Listen +13, Climb +24, Knowledge (Ibon Sul) +9
Feats: Multiattack, Multigrab, Greater Multigrab
Challenge Rating: 20
Yxbudur’zmutkimdu speaks Abyssal and infernal
Yxbudur’zmutkimdu is approximately 8' in height and weighs 400 lbs.
At the centre of Ibon Sul now lies a huge silent ruin, apparently devoid of all life where no insects and birds go and even no demon dares to stir a single stone. In this ruin, the remains of the once greatest of the Elthedar temples to the Old Gods holds its secrets for the outside world. But those secrets are haunted, haunted by a sleepless Malice, haunted by Yxbudur’zmutkimdu the Terror in the Walls.
The first of the flood of Demons and vile creatures to spill into the world of Aryth through the failing gate of Ibon Sul, Yxbudur’zmutkimdu was the first to spill the blood of the Elthedar on their holiest of grounds and the last to stop painting the ceilings with the blood of the former priesthood. Yxbudur’zmutkimdu is a vile she-demon now trapped by the wards of Ibon Sul and whose body is composed entirely from malice itself. Moments after having shred the last of the Elthedar priesthood to bloody ribbons she along with all the other Demons that had spilled onto Aryth through the gate of Ibon Sul she realised something. She found herself trapped by the wards placed on the gate that now were fully active again. Unable to leave Ibon Sul, even unable to even leave the High Temple she turned her malice to the other Demons in the Temple to still her bloodlust. Now thousands of years after having destroyed the last Demon unable to flee the former High Temple or to be as foolish as to enter, she has lost the last remnants of her mind to the never ending whispers of the Whispering wood that have haunted her every step through the High Temple for an eternity. And now lost in her madness and bloodlust she has roamed the walls, ceilings and floors of the High Temple for thousands of years in maddening solitude, ever weary for a living thing to enter her domain.
Alacrity (Su): Yxbudur’zmutkimdu can move with distressing speed and grace. She may make an additional standard action each round, and as long as she is not flat-footed she gains a +4 dodge bonus to her Armor Class.
Improved Grab (Ex): When Yxbudur’zmutkimdu hits with a claw attack she may start a grapple as a free action without provoking an attack of opportunity. If she succeeds in her grapple she can rend an opponent on her next turn with a successful grapple check. Additionally, if Yxbudur’zmutkimdu wins the grapple check, she establishes a hold and can rake.
Fear Aura (Su): Yxbudur’zmutkimdu continually radiates a 60-foot-radius aura of fear. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 20th). A creature that successfully saves cannot be affected again for 24 hours. The DC is charisma based.
Pounce (Ex): If Yxbudur’zmutkimdu charges, she can make a full attack even though she has moved.
Rake (Ex): Two attacks made with at +19 melee, damage 1d8+7.
Regeneration (Ex): Positive and negative energy deal normal damage to Yxbudur’zmutkimdu. If Yxbudur’zmutkimdu loses a limb or body part, the lost portion regrows in 3d6 rounds.
Rend (Ex): Every time Yxbudur’zmutkimdu hits with two claw attacks, she can latch onto her opponent's body and tear the flesh. This attack automatically deals an extra 2d8+14 points of damage. She also can rend with a successful grapple check once it has established a grappling hold.
Freeze in Place (Su): If Yxbudur’zmutkimdu remains motionless for a full round, she blends into her surroundings and gains a +10 circumstance bonus on all Hide checks.
Force of personality (Su): The strong personality of this demon manifests itself in the physical realm as a field around Yxbudur’zmutkimdu that is capable of deflecting attacks. Yxbudur’zmutkimdu gains a deflection bonus to AC equal to her charisma modifier.
See in darkness (Ex): Yxbudur’zmutkimdu can see in any darkness, magical or otherwise as easily as a human can see by daylight.
Immunities (Ex): Yxbudur’zmutkimdu is immune to mind-affecting effects, fire, poison, paralysis, slow, sleep, and magical temporal effects (such as temporal stasis or the aging caused by a ghost).
Skills (Ex): Yxbudur’zmutkimdu gains a +8 racial bonus on Hide and Move Silently checks.
Due to feats Yxbudur’zmutkimdu can grapple with the body part she made her attack with at no penalty. So effectively she can grapple six opponents at no penalty. Yxbudur’zmutkimdu has an effective grapple bonus of +29, this includes a +4 racial bonus.
Tactics: Yxbudur’zmutkimdu revels in combat and senseless bloodshed. It has been hundreds of years since the last time a living thing entered the ruin she now resides in. Still she craves for the chance to taste fresh blood again, for she tires of ripping her own flesh to still her bloodlust.
When engaging in combat she now prefers to first stalk her prey from the walls, scaring them and using her fear aura, driving them deeper into the ruins in their madness and fear and further towards their doom. After revelling and feeding on the fear of her prey she leaps from the walls, grapples her target and pulls it with her into the walls of the Temple. She takes her prey somewhere confined where she leaves it for later, returning to capture the rest of the intruders... Afterwards she returns to her prey to toy with them, torturing them to no end. For prey is scarce for Yxbudur’zmutkimdu and when the opportunity manifests itself, she will make sure to feast upon every drop of blood she can splatter the walls with.
Death of Yxbudur’zmutkimdu: The Elthedar and Elven spirits that haunt Yxbudur’zmutkimdu seek to deprave her of every bit of rest and peace of mind for all eternity as punishment for what she did. But this hate and vengeful attitude by the spirits of the Aruun might be the undoing of them all. Because when Yxbudur’zmutkimdu's essence is released from her corporal form it's malice will flood the ruins of Ibon Sul and send a wave of hate through the Whispering Wood. Creatures caught within the wave of hate as it spreads through the ruins of Ibon Sul or communing with the Whispering Wood at the time of Yxbudur’zmutkimdu's demise must succeed at Will save DC 27or immediately succumb to uncontrollable impulses to do violence to any and all people or creatures that they come in contact with. They will actively seek out all living creatures whilst under the effects of the wave of hate in an effort to harm them - attempting to kill them, usually in cruel and brutal fashion. Random violence will be directed against animals, plants and objects, in that order, when no sentient creatures are present. Whilst the wave itself does not persist, this psychotic condition lasts for a full 20 hours, after which it abruptly ends. If this comes to pass without first having severed the link between Yxbudur’zmutkimdu and the Whispering Wood the consequences of this disaster would be beyond any imagination save that of Izrador himself. For the fate of all the Elves and the Erethor is sealed if Aradil herself succumbs to her inner malice and hatred.
Posessions:
Oridron's Rag:
This cloak was once the proud possession of Oridron, Elthedar High Priest of Ibon Sul. Oridron had learned in deep meditation only moments before the Sundering of the approaching doom and the fate that the gate would spell for Ibon Sul. He made his way as quickly as possible to the Gate summoning as many priests to him as he could on the way. But when he arrived it was already too late. The Sundering had come to pass, Izrador had fallen and for a moment the protective wards on the gate at the centre of the Temple complex failed. And so Oridron beheld the first of the demons to spill into the sacred High Temple of the Elthedar. Six huge claws grasped the edges of the frames of the planar rift and before him Yxbudur’zmutkimdu pulled herself through and onto the material plane. His mind reeling from the disconnection from his gods, immensely weakened and near powerless now the divine favour of their gods had left him, Oridron's intestines joined the splattered guts of his fellow priests on the walls as Yxbudur’zmutkimdu revelled in the massacre.
Yxbudur’zmutkimdu sensed the magic emanating from the blood and gut stained piece of cloth and quickly took it as her own as she wiped two smaller demons of the corpse of the disembowelled priest. Now thousands of years later, still sustained by its magic but hardly more that a dirty bloodstained and stinking rag adorning the back of Yxbudur’zmutkimdu it still confers its powers onto its wearer.
Oridron's Rag confers the following benefits onto its wearer:
Fading: The wearer of Oridron's Rag is constantly under the influence of a displacement effect, and as a result gains the benefits of concealment (50% miss chance).
Wall Meld: Oridron's Rag bestows the power onto its wearer to meld into worked stone walls, ceilings and floors at will as a part of a move action. This power doesn't function on walls, ceilings and floors made of natural or unworked stone. In this state the wearer is invisible to blindsight and any other forms of magical detection. The wearer of Oridron's Rag can reappear as a free action.
Wall Flow: Oridron used his cloack to travel almost instantly from one place to another in his temple. Once melded into a wall, the wearer of Oridron's Rag can move through the walls at a speed of 240ft as a move action or 1000ft as a full round action in any direction. This power only lets the wearer travel through worked stone walls, ceilings or floors.
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Zunevkram
Huge Outsider [Elemental] (Extraplanar, Fire, Air, Neutral, Incorporeal)
Hit Dice: 24d8 + 96 (204 hp)
Initiative: +15 (+4 Improved Initiative, +11 dex)
Speed: Fly 90 ft. (good)
Armor Class: 27 (-2 size, +8 natural, +11 dex), touch 19, flat-footed 16
Base Attack/Grapple: +24/+38
Attack: Claw +35 melee (2d4+6 plus burn)
Full Attack: Claws +35/+31/+27/+23 melee (2d4+6 plus burn)
Space/Reach: 15 ft./15 ft.
Special Attacks: Smoke claws, Choke, Burn
Special Qualities: Damage reduction 15/magic, elemental traits, immunity to fire and electricity, incorporeal traits, Prescience, Breathsense, Lost, telepathy
Saves: Fort +6, Ref +10, Will +7
Abilities: Str 22, Dex 33, Con 18, Int 26, Wis 21, Cha 17
Skills: Bluff +30, Concentration +31, Diplomacy +30, Gather Information +30, Hide +38, Intimidate +30, Knowledge (Arcana) +35, Knowledge (Caraheen) +35, Knowledge (History) +35, Knowledge (Northlands) +35, Knowledge (the planes) +35, Knowledge (Veradeen) +35, Listen +32, Move Silently +38, Sense Motive +32, Spot +32
Feats: Combat reflexes, Dodge, Flyby attack, Greater Spell Focus (Divination), Improved Critical (claw), Improved Initiative, Mobility, Spell Focus (Divination), Weapon Finesse
Challenge Rating: 14
Zunevkram speaks Auran and Ignan.
Zunevkram is approximately 40 ft. in height and weighs 12 lbs.
A cloud of black smoke with burning embers swirling within stands before you. An eerie high pitched voice with an echo sounds in your mind asking you where you are…
Zunevkram is the remains of an experiment from a couple of senior Legates to torture and corrupt two elemental sisters into servitude so they could gain access to their formidable divination abilities. The experiment resulted in that the two sisters, a fire and an air Weird found their souls displaced from their bodies and merged into one consciousness. Despite the success of the procedure the sisters were not turned to evil and destroyed their torturers who were unable to retaliate to their prisoners new form. Since that moment they have wandered the world in search for a means to restore them to their former bodies and existence.
Burn (Ex): Any creature that is hit by Zunevkram's claw attack or occupies the same space as Zunevkram (or that hits Zunevkram with a natural weapon, unarmed attack or non reach weapon) must succeed at a Reflex save (DC 21) or catch fire (see Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The fire burns for 1d4 rounds.
Breath sense (Ex): Zunevkram can automatically sense the location of any breathing creature within 120 feet. This ability does not function against creatures holding their breath.
Choke (Ex): Smoke fills the air around Zunevkram and any creature that comes within 30 feet of her risks breathing heavy smoke (see Smoke Inhalation in Chapter 3 of the Dungeon Master's Guide, except that a creature that chokes takes 1 temporary constitution damage instead of 1d6 subdual damage).
Elemental traits (Ex): Zunevkram is Immune to poison, sleep paralysis and stunning. Zunevkram is not subject to critical hits or flanking, and she cannot be raised or resurrected. Zunevkram also has dark vision (60 ft. range).
Fire and air subtype (Ex): Fire immunity; double damage from cold except on a successful save.
Lost (Ex): The most likely reason that almost noone has ever heard of Zunevkram is that because her powers are so entwined with prophecy and divination that she herself is immune to them. The real reason she is isn't subject to their effects however is that she isn't who she was anymore. Both sisters souls are lost, but to where noone knows. Zunevkram is not a combination of her former selves; she lost their true essence along the way. Now she is nothing, lost to any who care to look. Zunevkram cannot be the target of any divination or revealing spell or appear in one. (Like scrying, divination, true seeing, locate creature, vision etc.)
Prescience (Su): At will and as a free action, Zunevkram can duplicate the effect of any of the following divination spells: analyse dweomer, augury, clairaudiance/clairvoyance, contact other plane, detect thoughts, discern location, divination, find the path, foresight, greater scrying, legend lore, locate creature, locate object, tongues, trueseeing, vision. Caster level 24th; save DC 20 + spell level.
Skills (Ex): Zunevkram gains a +10 circumstance bonus to hide checks made while in or around large fires.
Smoke Claws (Ex): Zunevkram can engulf opponents by moving on top of them. This fills the air around one opponent smaller than it is without provoking an attack of opportunity. The target must succeed at a Fortitude save (DC 29) or inhale part of Zunevkram. Smoke inside the victim solidifies into a claw or talon and begins to rip at the surrounding organs dealing double Zunevkram's claw damage automatically and an additional 2d4 points of fire damage. The affected creature can attempt another Fortitude save each subsequent round to cough out the semi vaporous menace.
Telepathy (Su): Zunevkram can telepathically communicate with any creature within 100 ft that has a language.