RAGNAROKISCOMING2007
First Post
Alastor, The Executioner
Large Outsider (Evil, Extraplanar, Lawful)
HD: 66d8 + 1,056 + 140 (1,724 hp)
Initiative: +16
Speed: 40 ft., fly 120 ft.
AC: 75 (+18 armor, +10 deflection, +8 Dex, +30 natural, -1 size) touch 27, flat-footed 67
BAB/ Grapple: +66/+91
Attack: +7 defending, ghost touch, keen, mighty cleaving, vorpal, halberd, Grim Blade +97 melee (2d8 + 46/19-20/x3), or wing +75 melee (2d6 + 10), or bite +75 melee (4d6 + 10 plus weakening), or tail slap +75 melee (2d8 + 10)
Full attack: +7 defending, ghost touch, keen, mighty cleaving, vorpal, halberd, Grim Blade +97/+92/+87/+82 melee (2d8 + 46/19-20/x3), and 2 wings +75 melee (2d6 + 10), and bite +75 melee (4d6 + 10 plus weakening), and tail slap +75 melee (2d8 + 10)
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Constrict 2d8 + 42, Execution, Executing Toss, Fear Aura, Improved Grab, Spell-Like Abilities, Summon Devils, Weakening Aura, Weakening Bite
Special qualities: Darkvision 120 ft., DR 30/ epic good and adamantine, Energy Resistance to acid, cold, and electricity 25, Immune to fire and poison, regeneration 15, SR59, telepathy 100 ft.
Saves: Fort +57, Ref +43, Will +51
Abilities: Str 53, Dex 27, Con 43, Int 28, Wis 31, Cha 30
Skills: Bluff +79, Concentration +85, Diplomacy +79, Escape Artist +77, Intimidate +92, Knowledge(arcana) +78, Knowledge(nature) +78, Knowledge(religion) +78, Knowledge(the planes) +78, Listen +79, Move Silently +77, Search +78, Sense Motive +79, Spellcraft +78, Spot +79, Survival +79, Swim +, Tumble +77
Feats: Ability Focus (Execution), Awesome Blow, Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (halberd), Greater Weapon Specialization (halberd) Improved Bull Rush, Improve Critical (halberd), Improve Initiative, Improved Sunder, Improved Trip, Iron Will, Mobility, Skill Focus, (Intimidate), Spring Attack, Weapon Focus (halberd), Weapon Specialization (halberd), Whirlwind Attack
Epic Feats epic Fortitude, Epic Skill Focus (Intimidate), Epic Toughness(x7), Epic Weapon Focus (halberd), Epic Weapon Specialization (halberd), Epic Will, Improved Darkvision, Penetrate Damage Reduction
Environment: Nine Hells of Baator
Organization: Solitary (unique), or Executing Squad(Alastor, 2 Pit Fiends(30 HD), 3 erinyes(Ranger 15), and 5 Bone Devils(20 HD))
CR: 46
Treasure: Triple Standard and Grim Blade
Alignment: Lawful Evil
You see before you a great pit fiend. It wears black full-plate armor, and has a black helmet that covers its whole face. Only its red glowing eyes are visible. On his back he sports great bat wings, which are hidden under its tattered red cape. In its hands it grips a huge halberd. Attached to the halberd is a blood stained guillotine blade. This is Alastor, The Executioner.
(flavor coming)
Combat: Alastor loves to weaken his foes so that they don’t have a chance against his Execution ability. Sometimes he’ll send out his specially trained devils out to weaken out of reach foes, while he tosses Grim Blade to finish them off.
Breath Weapon (Su): Alastor can exhale a deadly yellow gas that weakens and paralyzes his foes. This gas has a range of a 120 ft. cone. Any creature caught within range must make a Fortitude save DC 59 to negate the effects. If unsuccessful, the creatures are paralyzed and weakened for 3d6 rounds. Weakened foes receive a –4 penalty on all Fortitude saves, for as long as they are weakened. The DC is Con-based.
(This stacks with penalties from Weakening Aura and Weakening Bite)
Constrict (Ex): Alastor deals 2d8 + 42 points of damage on a successful grapple check.
Execution (Ex): Whenever Alastor makes a successful Power Attack against a creature, the targeted creature must make a Fortitude save DC 66. If unsuccessful, the targeted creature is instantly slain, as their body and soul are torn asunder. Those who die in this fashion cannot be raised by anything short of a miracle or wish spell. Even then, there is a 50% success rate. If successful the creature still takes damage from the Power Attack.The DC is Str-based.
*Alastor must take at least a –15 penalty to attack rolls and add it to damage rolls, for this to work.
Executing Toss (Ex): Alastor can throw Grim Blade up to 100 ft. Same as Execution except, the target must first succeed a Reflex save DC 41 to negate effect (Dex-based). If targeted creature is successful, the attack misses completely. If targeted creature is unsuccessful, they must make a Fortitude save DC 66 (Str-based). If unsuccessful, the targeted creature is instantly slain, as their body and soul are torn asunder. Those who die in this fashion cannot be raised by anything short of a miracle or wish spell. Even then, there is a 50% success rate. If successful the creature still takes damage from the attack.
Fear Aura (Su): Alastor radiates a fear aura. It has a range of a 60 ft. radius. A creature in the radius must make a Will save DC 53 to negate effect. If unsuccessful, the creature is affected by a fear spell cast by a 66th level caster. If successful, the creature cannot be affected again by the aura until 24 hours have passed. The DC is Cha-based.
Fearsome Execution (Ex): Any creature that sees Alastor perform a successful Execution, must make a Will save DC 53 or cower in fear for 1d8 rounds. The DC is Cha-based.
Improved Grab (Ex): If Alastor attacks with his tail slap he can attempt a grapple. If successful, he can constrict.
Spell-Like Abilities: CL 66th; DC 20 + spell level
At will: animate dead, blasphemy, bull’s strength, charm person, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wall of fire
5/day- destruction, dictum, meteor swarm, power word kill, power word stun
Summon Devils (Sp): 3/day Alastor can summon 2d8 Bone Devils, 1d6 Erinyes, and 2 Pit Fiends.
*These creatures are specially trained by Alastor himself, and thus know how to weaken foes for Alastor’s Execution.
Weakening Aura (Su): Alastor radiates a weakening aura. It has a range of a 60 ft. radius. A creature in the radius must make a Fortitude save DC 53 to negate effect. If unsuccessful, the creature is weakened, for 1d8 rounds, and takes a –4 penalty on all Fortitude saves (this stacks with penalties from Breath Weapon and Weakening Bite). If successful, the creature cannot be affected again by the aura until 24 hours have passed. The DC is Cha-based.
Weakening Bite (Su): Alastor’s bite secretes a liquid that weakens foes. Whenever Alastor successfully attacks with his bite, the targeted creature must make a Fortitude save DC 59 or be weakened for 1d8 rounds. Weakened creatures take a –4 penalty on all Fortitude saves (this stacks with penalties from Breath Weapon and Weakening Aura).
Possessions: Alastor possesses Grim Blade. It appears as a halberd with a guillotine blade. Grim Blade functions a +7 defending, ghost touch, keen, mighty cleaving, vorpal, halberd.
Large Outsider (Evil, Extraplanar, Lawful)
HD: 66d8 + 1,056 + 140 (1,724 hp)
Initiative: +16
Speed: 40 ft., fly 120 ft.
AC: 75 (+18 armor, +10 deflection, +8 Dex, +30 natural, -1 size) touch 27, flat-footed 67
BAB/ Grapple: +66/+91
Attack: +7 defending, ghost touch, keen, mighty cleaving, vorpal, halberd, Grim Blade +97 melee (2d8 + 46/19-20/x3), or wing +75 melee (2d6 + 10), or bite +75 melee (4d6 + 10 plus weakening), or tail slap +75 melee (2d8 + 10)
Full attack: +7 defending, ghost touch, keen, mighty cleaving, vorpal, halberd, Grim Blade +97/+92/+87/+82 melee (2d8 + 46/19-20/x3), and 2 wings +75 melee (2d6 + 10), and bite +75 melee (4d6 + 10 plus weakening), and tail slap +75 melee (2d8 + 10)
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Constrict 2d8 + 42, Execution, Executing Toss, Fear Aura, Improved Grab, Spell-Like Abilities, Summon Devils, Weakening Aura, Weakening Bite
Special qualities: Darkvision 120 ft., DR 30/ epic good and adamantine, Energy Resistance to acid, cold, and electricity 25, Immune to fire and poison, regeneration 15, SR59, telepathy 100 ft.
Saves: Fort +57, Ref +43, Will +51
Abilities: Str 53, Dex 27, Con 43, Int 28, Wis 31, Cha 30
Skills: Bluff +79, Concentration +85, Diplomacy +79, Escape Artist +77, Intimidate +92, Knowledge(arcana) +78, Knowledge(nature) +78, Knowledge(religion) +78, Knowledge(the planes) +78, Listen +79, Move Silently +77, Search +78, Sense Motive +79, Spellcraft +78, Spot +79, Survival +79, Swim +, Tumble +77
Feats: Ability Focus (Execution), Awesome Blow, Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (halberd), Greater Weapon Specialization (halberd) Improved Bull Rush, Improve Critical (halberd), Improve Initiative, Improved Sunder, Improved Trip, Iron Will, Mobility, Skill Focus, (Intimidate), Spring Attack, Weapon Focus (halberd), Weapon Specialization (halberd), Whirlwind Attack
Epic Feats epic Fortitude, Epic Skill Focus (Intimidate), Epic Toughness(x7), Epic Weapon Focus (halberd), Epic Weapon Specialization (halberd), Epic Will, Improved Darkvision, Penetrate Damage Reduction
Environment: Nine Hells of Baator
Organization: Solitary (unique), or Executing Squad(Alastor, 2 Pit Fiends(30 HD), 3 erinyes(Ranger 15), and 5 Bone Devils(20 HD))
CR: 46
Treasure: Triple Standard and Grim Blade
Alignment: Lawful Evil
You see before you a great pit fiend. It wears black full-plate armor, and has a black helmet that covers its whole face. Only its red glowing eyes are visible. On his back he sports great bat wings, which are hidden under its tattered red cape. In its hands it grips a huge halberd. Attached to the halberd is a blood stained guillotine blade. This is Alastor, The Executioner.
(flavor coming)
Combat: Alastor loves to weaken his foes so that they don’t have a chance against his Execution ability. Sometimes he’ll send out his specially trained devils out to weaken out of reach foes, while he tosses Grim Blade to finish them off.
Breath Weapon (Su): Alastor can exhale a deadly yellow gas that weakens and paralyzes his foes. This gas has a range of a 120 ft. cone. Any creature caught within range must make a Fortitude save DC 59 to negate the effects. If unsuccessful, the creatures are paralyzed and weakened for 3d6 rounds. Weakened foes receive a –4 penalty on all Fortitude saves, for as long as they are weakened. The DC is Con-based.
(This stacks with penalties from Weakening Aura and Weakening Bite)
Constrict (Ex): Alastor deals 2d8 + 42 points of damage on a successful grapple check.
Execution (Ex): Whenever Alastor makes a successful Power Attack against a creature, the targeted creature must make a Fortitude save DC 66. If unsuccessful, the targeted creature is instantly slain, as their body and soul are torn asunder. Those who die in this fashion cannot be raised by anything short of a miracle or wish spell. Even then, there is a 50% success rate. If successful the creature still takes damage from the Power Attack.The DC is Str-based.
*Alastor must take at least a –15 penalty to attack rolls and add it to damage rolls, for this to work.
Executing Toss (Ex): Alastor can throw Grim Blade up to 100 ft. Same as Execution except, the target must first succeed a Reflex save DC 41 to negate effect (Dex-based). If targeted creature is successful, the attack misses completely. If targeted creature is unsuccessful, they must make a Fortitude save DC 66 (Str-based). If unsuccessful, the targeted creature is instantly slain, as their body and soul are torn asunder. Those who die in this fashion cannot be raised by anything short of a miracle or wish spell. Even then, there is a 50% success rate. If successful the creature still takes damage from the attack.
Fear Aura (Su): Alastor radiates a fear aura. It has a range of a 60 ft. radius. A creature in the radius must make a Will save DC 53 to negate effect. If unsuccessful, the creature is affected by a fear spell cast by a 66th level caster. If successful, the creature cannot be affected again by the aura until 24 hours have passed. The DC is Cha-based.
Fearsome Execution (Ex): Any creature that sees Alastor perform a successful Execution, must make a Will save DC 53 or cower in fear for 1d8 rounds. The DC is Cha-based.
Improved Grab (Ex): If Alastor attacks with his tail slap he can attempt a grapple. If successful, he can constrict.
Spell-Like Abilities: CL 66th; DC 20 + spell level
At will: animate dead, blasphemy, bull’s strength, charm person, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wall of fire
5/day- destruction, dictum, meteor swarm, power word kill, power word stun
Summon Devils (Sp): 3/day Alastor can summon 2d8 Bone Devils, 1d6 Erinyes, and 2 Pit Fiends.
*These creatures are specially trained by Alastor himself, and thus know how to weaken foes for Alastor’s Execution.
Weakening Aura (Su): Alastor radiates a weakening aura. It has a range of a 60 ft. radius. A creature in the radius must make a Fortitude save DC 53 to negate effect. If unsuccessful, the creature is weakened, for 1d8 rounds, and takes a –4 penalty on all Fortitude saves (this stacks with penalties from Breath Weapon and Weakening Bite). If successful, the creature cannot be affected again by the aura until 24 hours have passed. The DC is Cha-based.
Weakening Bite (Su): Alastor’s bite secretes a liquid that weakens foes. Whenever Alastor successfully attacks with his bite, the targeted creature must make a Fortitude save DC 59 or be weakened for 1d8 rounds. Weakened creatures take a –4 penalty on all Fortitude saves (this stacks with penalties from Breath Weapon and Weakening Aura).
Possessions: Alastor possesses Grim Blade. It appears as a halberd with a guillotine blade. Grim Blade functions a +7 defending, ghost touch, keen, mighty cleaving, vorpal, halberd.