Ragnarok's Alternate Collection of Monster's, NPC's,etc.

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.
 

log in or register to remove this ad

Sultan of Brass City
Medium Outsider (Evil, Extraplanr)

HD: 70d8 + 700 + 160 (1,420 hp)
Initiative: +20
Speed: 60 ft., fly 90 ft.
AC: 75 (+18 deflection, +12 Dex, +35 natural) touch 40, flat-footed 63
BAB/ Grapple: +70/+81
Attack: +8 fiery blast, keen, speed, large falchion, Brass Blade +93 melee (2d6 + 32 + 3d6 fire/14-20/x2)
Full attack: +8 fiery blast, keen, speed, large falchion, Brass Blade +93/+93/+88/+83/+78melee (2d6 + 32 + 3d6 fire/14-20/x2)
Space/reach: 5 ft./5 ft.
Special attacks: Burning Brass Skin, Burning Gaze, Spell-Like Abilities, Summon Efreeti
Special qualities: Aura of the Sultan, Brass Skin, Darkvision 120 ft., DR30/ greater epic and adamantine, DR 15/-, Fast Healing 20, Immunity to fire, Energy Resistance to acid, cold, and electricity 35, SR 69, Sultan of Fire, telepathy 100 ft.
Saves: Fort +53, Ref +55, Will +53
Abilities: Str 32, Dex 35, Con 31, Int 32, Wis 30, Cha 47
Skills: Appraise +84, Bluff +91, Concentration +83, Diplomacy +91, Escape Artist +85, Heal +83, Intimidate +91, Knowledge (arcana) +84, Knowledge (the planes) +84, Listen +85, Move Silently +85, Search +84, Sense Motive +83, Spellcraft +86, Spot +85, Survival +83, Swim +84(86 in magma), Tumble +85, Use Magic Device +93
Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Dodge, Forge Ring, Great Fortitude, Greater Weapon Focus (falchion), Greater Weapon Specialization (falchion), Improved Critical (falchion), Improved Disarm, Improved Feint, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Spring Attack, Weapon Focus (falchion), Weapon Specialization (falchion)
Epic Feats: Craft Epic Magic Arms and Armor, Epic Fortitude, Epic Reflexes, Epic Toughness (x8 ), Epic Weapon Focus (falchion), Epic Weapon Specialization (falchion)Epic Willpower, Craft Epic Wondrous Item, Forge Epic Ring, Superior Initiative
Environment: Elemental Plane of Fire
Organization: Solitary(unique) or Group ( 1 Efreet (sorcerer 25) and 6 Efreeti (fighter20))
CR: 49
Treasure: Quintuple Standard and Brass Blade, Crown of the Sultan, Ring of Solomon
Alignment: Lawful Evil

You see a pleasantly plump man with a curly white beard, moustache and hair. He barely stands 5 ½ feet tall. He is dressed in white sultan’s clothing and has a tan. Upon closer inspection, however, you realize it isn’t a tan at all. In fact it is metallic brass in color. His eyes are red, while his irises are golden. A brass crown, encrusted with many rubies, sits atop his head. On his left pinky, rest a simple brass ring. Clutched in his right is a brass falchion, dotted with rubies along the back of the blade. This is The Sultan of Brass City.

Solomon was a real-life sultan. He conquered many lands, killing many, and spanning his empire across the Mortal Coil. One day, his reign of terror came to an abrupt halt.

He met up against, a now forgotten, army, which specialized in fire. Solomon had never seen humans control fire so gracefully. They disintegrated his men before his very eyes. Solomon ran into hiding as his vast empire crumbled around him. He slowly gained an attraction to fire, as it was powerful and could destroy anything. He saw fire as a way of gaining his empire back with ease.

Solomon swore to gain his empire back. Only this time it would be undefeatable. To do this he enlisted the help of fire elementals, by way of a summon spell. He saw their control over fire much greater than a human could have. Using his new found army of elementals, he quickly took vengeance against the army that defeated him long ago. His empire quickly grew once again. But there was one thing that Solomon overlooked. The fire elementals were not under his full control. They already had leaders, the Fire Archomentals, Imix and Zamaan-Rul. Slowly, the fire elementals returned home to serve their masters, and Solomon’s empire crumbled once more, as he had no army, and therefore no power.

Solomon had to find a powerful race, that had control over fire, to call his own. That’s when he set his eyes on the Efreeti. He knew he couldn’t just rush into the Elemental Plane of Fire and take over. Instead he spent many years creating way to control of them through magic. After ten years he created the Ring of Solomon. Using this artifact, he had the power to force many Efreeti to bow before his feet. Only strong willed Efreeti stood against Solomon.

They met on the battlefield, where the Brass City sits to this day, and fought. The opposing Efreeti received help from unlikely allies, the Djinni. The Djinni helped out only because they saw Solomon as a greater threat in the near future. The combined forces of Efreeti and Djinni, however, could not stop Solomon. Solomon’s army, though filled with the weakest of Efreeti, greatly outnumbered them. It wasn’t even a day before the opposing Efreeti and Djinni were wiped out. The Djinni retreated back to their homeworld and began building up their defenses. The surviving Efreeti were forced to swear allegiance to Solomon. This however was not enough for Solomon. He wanted more. He forced the Efreeti to give up all their treasure. Solomon was disappointed with what he received. He received piles upon piles on brass jewelry, weaponry, and coins.

Just then, he had an idea. Instead of returning to the Mortal Coil, he would make his home here. He forced the Efreeti to melt their prized brass treasure and create the Brass City. It was at this point he abandoned his name, and replaced it with a title, The Sultan of Brass City.

Years later, as the opposing Efreeti were eventually killed, the Efreeti grew to like The Sultan, not knowing of what he did long ago. Only few know what happened so long ago, but dare not to speak of it out loud.

The Sultan stands 5 ½ ft. tall and weighs 250 pounds.


Combat: The Sultan loves to sit on his throne while his Efreeti do all the work. He’ll occasionally use his spell-like abilities to even the battlefield. He also keeps his Aura of the Sultan active to give his fiery minions a better chance of surviving the encounter. The Sultan is no slouch, when forced into melee combat. He can overwhelm even the greatest of fighters in melee combat, using his Brass Blade.

Aura of the Sultan (Su): The Sultan radiates a brilliant brass aura. This aura has a range of 300 ft. and various effects.
Any Efreeti or fire type creature (that serve The Sultan) in this aura gains the following bonuses for as long as they stay within range.
- Fast Healing equal to double their Con modifiers. If they already have fast healing, use which ever is higher.
- SR equal to 15 + CR.
- Any spell-like abilities, with the fire descriptor, cast by the efreeti is empowered.
*Any non-efreeti takes 5d6 points of fire damage per round. Reflex save DC 63 halves damage. The DC is Cha-based.


Brass Skin: The Sultan’s skin has magically turned brass over the years he has stayed in the Brass City. He gains the following traits.
- DR 15/-
- Immunity to fire
- Burning Brass Skin (see below)
- SR equal to 20 + CR

Burning Brass Skin (Ex): The Sultan’s skin is superheated and deals 3d6 points of damage if he touches a creature. Grappled creatures take 10d6 points of fire damage per round. Any flammable material catches on fire. He may choose whether his skin burns or not.

Burning Gaze (Su): The Sultan’s gaze is destructive. Anyone who meets The Sultan’s gaze, is also met by an intense wave of heat that deals 10d6 points of fire damage. Reflex save DC 63 halves damage. The targeted creature must also succeed of Fortitude save DC 63 or catch on fire, as their skin bursts into flames. If unsuccessful, the targeted creature takes 2d6 points of Con damage for 3 rounds. If targeted creature’s Con score reaches 0, they disintegrate into brass ashes. Those who die this way cannot be raised unless there is at least a handful of ashes left and the raiser uses a miracle or wish spell. The DC is Cha-based.

*The Sultan can choose whether the targeted creature is affected or not.

Spell-Like Abilities: CL 70th; DC 28 + spell level
Always active- detect magic, detect snares and pits, discern lies, mind blank, read and comprehend language, see invisibility, tongues, true seeing
at will— aid, animate objects, commune, continual flame, cure serious wounds, dimensional anchor, eagle’s splendor, fire storm, fireball, flaming ray, flaming sphere, greater dispel magic, greater teleport (self plus 200 lbs only), imprisonment, incendiary cloud, invisibility (self only), lesser restoration, orb of fire, polymorph (self only), pyrotechnic, remove curse, remove disease, remove fear, resist energy, scorching ray, unholy blight, wall of fire, waves of fatigue
6/day— elemental swarm(fire), gate, heal, mass charm monster, meteor swarm, permanency, resurrection, waves of exhaustion
3/day— disintegrate, gate, greater restoration, power word blind, power word kill, power word stun, prismatic sphere, wish.

Sultan of Fire: The Sultan possesses the following traits.
-Divine Rank 0
-Is healed by fire damage.
-All fire damage dealt by The Sultan ignores fire resistance and immunity.
- Any non-epic weapon striking The Sultan is automatically melted and destroyed.
- The Sultan spell-like abilities that deal fire damage are empowered, enlarged, maximized, and widened.

Summon Efreeti (Sp): 5/day The Sultan can summon 3d8 efreeti.

Summon Fire Creatures (Sp): 3/day The Sultan can summon 70HD of creatures with the fire subtype.

Possessions: Aside from the Ring of Solomon, The Sultan created two more powerful items.

Brass Blade: This sword appears as a falchion made of brass with rubies encrusted along the back of the blade. It functions as a +8 fiery blast, keen, speed, large falchion.

Crown of the Sultan: This crown is made of brass and encrusted with many rubies. This crown was created so that an Efreet would never strike him again. If they do, they instantly die unless they succeed on a Fortitude save DC63. If successful the crown immediately creates a barrier that provides The Sultan with DR 30/- against attacking Efreeti only. Efreeti slain by this crown cannot be raised unless The Sultan wills it so.

Ring of Solomon: Solomon created this ring to gain control over the Efreeti. Whenever Solomon raises his hand, to flash his ring, an Efreet must make a Will save DC 63 or bow before his presence. If unsuccessful, the Efreet becomes a permanent fanatic follower. If successful, the Efreet cannot be affected again until 24 hours have passed. The DC is Cha-based.
 

Air Maidens of Ukko
Medium Outsider (Extraplanar, Good, Lawful)

HD: 20d8 + 120 (210 hp)
Initiative: +9
Speed: 40 ft., fly 100 ft. (good)
AC: 32(+7 chainmail, +5 Dex, +7 natural, +3 shield) touch 15, flat-footed 27
BAB/ Grapple: +20/+27
Attack: +3 icy burst, longsword +31 melee (1d8 + 12 + 1d10 cold damage/19-20/x2)
Full attack: +3 icy burst, longsword +31/+26/+21/+16 melee (1d8 + 12 + 1d10 cold damage/19-20/x2)
Space/reach: 5 ft./5 ft.
Special attacks: Cold Aura, Death Throes, Lingering Cold, Spell-like Abilities
Special qualities: Darkvision 60 ft., DR 10/evil, Immunity to cold, SR29, telepathy 100 ft.
Saves: Fort +20, Ref +17, Will +15
Abilities: Str 25, Dex 20, Con 22, Int 14, Wis 17, Cha 26
Skills: Concentration +29, Escape Artist +28, Knowledge (the planes) +25, Listen +26, Move Silently +28, Search +25, Spot +26, Survival +26, Tumble +28, Use Rope +28
Feats: Combat Expertise, Dodge, Great Fortitude, Improved Disarm, Improved Initiative, Weapon Focus (longsword), Weapon Specialization (longsword)
Environment: Twin Paradises
Organization: Solitary or Trio
CR: 16
Treasure: Standard and +2 chainmail, +1 shield, and +3 icy burst, longsword (if disarmed first)
Alignment: Lawful Good
Advancement: 21-40 HD (large) or by character class

Flying in the air above you, is a beautiful woman. She is dressed in chainmail, which are placed upon flowing robes. She has a shield in one hand, and an icy blue sword in the other. On her back she has massive white wings. Surrounding her is a feint blue aura. This is an Air Maiden of Ukko.

The Air Maidens are magical beings created by Ukko, the Supreme God of Kalevala. He uses the beautiful creatures to help any of his worshippers in need. The Air Maidens serve these new companions until death. If an Air Maiden should be slain before her mission is completed, Ukko sends another in her place.

The Air Maidens stand 6 ft. tall and weigh 120 pounds.

Combat: The Air Maiden starts off by healing the wounds of her companions, if needed. Then she charges into battle to slay evil. She has the shield other spell active at all times, so that she can lessen the damage taken by the ones she has been sent to protect. In hard times, the Air Maiden will cast her healing spells to keep her companions alive.

Cold Aura (Su): The Air Maiden is surrounded by an unnaturally cold wind. This aura has a range of a 30 ft. radius and deals 5d6 points of cold damage per round. Reflex save DC 28 halves. The Air Maiden can choose who this aura affects.

Icy Death Throes (Su): The Air Maiden’s death is something amazing. As her last attack against evil, the Air Maiden unleashes a furious cold wind upon every evil creature within 100 ft. It deals 5d10 points of cold damage and 5d6 points of slashing damage. Reflex save DC 28 halves. This attack passes through and does not harm good creatures.

Lingering Cold (Su): When the Air Maiden attacks with her sword, spell, or ability with the cold descriptor must make a Fortitude save DC 28, or take 2d6 points of cold damage the following round.

Spell-like Abilities: CL 20th; DC 18 + spell level
Always active – shield other
At will – bless, chill touch, cure light wounds (mass), ice storm, magic circle against evil, prayer, sleet storm, wall of ice
5/day – cure critical wounds (mass)
1/day - resurrection
 

Saint Kargoth, The Betrayer
Medium Undead (Augmented Humanoid) (Chaotic, Evil, Extraplanar)

HD: 40d12 (Blackguard) + 440 + 10d12 (Fighter) + 110 (1,150 hp)
Initiative: +18
Speed: 60 ft.
AC: 67 (+11 deflection, +10 Dex, +6 natural, +20 [+12 +8 fullplate], +10 [+6 +4 tower shield]) touch 41, flat-footed 57
BAB/ Grapple: +50/+63
Attack: +8 chaotic power, fiery blast, keen, mighty cleaving, unholy power, large greatsword, Darkflame of Kargoth +75 melee (3d6 + 35 + 3d6 fire + 3d6 chaotic + 3d6 unholy/17-20/x2), or gore +63 melee (1d8 + 13), or touch +63 melee (3d8 + 11)
Full attack: +8 chaotic power, fiery blast, keen, mighty cleaving, unholy power, large greatsword, Darkflame of Kargoth +75/+70/+65/+60 melee (3d6 + 35 + 3d6 fire + 3d6 chaotic + 3d6 unholy/17-20/x2), or gore +63 melee (1d8 + 13), or touch +63 melee (3d8 + 11)
Space/reach: 5 ft./5 ft.
Special attacks: Abyssal Blast, Burning Touch, Despair, Gaze of Betrayal, Summon Undead, Summon Demons
Special qualities: Abode of the Accursed, Abyssal Knight, Dark Blessing, Dark Flames, Dark Grip, DR20/ epic and good, DR3/-, Death Knight Immunities, Death Throes, Energy Resistance to acid and sonic 50, Fast Healing 30, First of the Death Knights, Raiment of the Damned, Reconstitution, Spell-Like Abilities, Spell Reflection, Turn Immunity, Undead Cohort, Undead Followers
Saves: Fort +44, Ref +46, Will +43
Abilities: Str 37, Dex 30, Con -, Int 26, Wis 28, Cha 33
Skills: Bluff +47, Climb +49, Concentration +36, Diplomacy +47, Hide +46, Intimidate +51, Jump +49, Knowledge(arcana) +44, Knowledge(religion) +44, Knowledge(the planes) +44 Listen +45, Move Silently +46, Ride +46, Search +44, Spot +45, Swim +49
Feats: Combat Expertise, Dodge, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Leadership, Mobility, Mounted Combat, Ride-By Attack, Spirited Charge, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack
Epic Feats:
Environment: Kolurenth (The Gaping Maw of the Abyss layer 88 )
Organization: Solitary (Unique) or Kargoth and his mount, or Death Squad (Kargoth, 13 Death Templars, and Kargoth’s Mount)
CR: 40
Treasure: Triple Standard and Darkflame of Kargoth, Demogorgon’s Plate, and Kargoth’s Shield
Alignment: Chaotic Evil

Appearing before is a Death Lord. He is dressed in dark green fullplate armor of fiendish appearance. His helmet covers everything except his face and his massive horns. Upon closer inspection, you see that the sides of his face, and neck, have small scales forming. Other than that, he is handsome, though in a fiendish way, as his eyes glow green and 2 massive horns curve up from above his brow line. You also see, draping from the back of his helmet, long straight white hair. Also on his back, you see a dark, almost black, crimson cape. In one hand he grips a large black sword that has glowing green runes along the blade. In the other, he holds a green shield with screaming faces upon it. This is Saint Kargoth, The Betrayer.

(flavor coming)

Combat: St. Kargoth loves to summon his demons and undead. If they are destroyed he gets serious and summons his loyal Death Templars. Once he and his unholy knights are on the battlefield, he will lead them all into melee combat with his enemies. He rarely uses his Spell-Like Abilities unless he has to.

Abode of the Accursed (Su): Within his lair, St. Kargoth gains a +10 profane bonus to his Armor Class and Spell Resistance. In addition, the entire fortress is under the constant effects of a desecrate spell cast by a 50th level caster.

Abyssal Blast (Su): St. Kargoth can fire a blast dealing 30d6 + 11 points of damage. Reflex save DC46 halves the damage. The blast explodes in a 20 ft. radius anywhere within a range of 2,400 ft. Half the damage is fire damage, but the other half results directly from unholy power and is therefore not subject to being reduced by resistance OR immunity to fire-based attacks. He can use this powerful attack every
1d10 rounds. The DC is Cha-based.

Abyssal Knight: St. Kargoth lives in the Abyss and has become somewhat of a demon himself. He gains a BAB equal to his class levels. He also has gained a pair of horns, which he uses to gore his foes.

Burning Touch (Su): St. Kargoth 's touch attack now deals half negative energy damage and half fire damage. When St. Kargoth successfully hits a target with his touch attack, the target becomes engulfed in unholy fire that lasts 3 rounds. While so afflicted, the victim automatically takes damage as though from the death knight's touch attack each round. Will save DC 46 for half damage each round. The DC is Cha-based.

Dark Blessing (Ex): St. Kargoth applies his Charisma modifier as a bonus on all saving throws. Since he already has this ability from the blackguard class, he instead gains a +1 profane bonus per rank (3) on all saving throws.

Dark Flames: St. Kargoth’s flames are green and unholy. Any fire damage dealt by him ignores fire resistance and immunity.

Dark Grip (Ex): St. Kargoth is forever bound to his dark sword. He can wield it with 1 hand and receive no penalties. If he chooses to grip it with both hands, he must first drop his shield (losing all bonuses from it). When he grips his sword with both hands he can add 2 times his Strength bonus, instead of 1.5 times his Strength bonus.

Death Knight Immunities (Ex): St. Kargoth has immunity to cold, electricity, fire, polymorphing (though he can use polymorph effects on himself), and mind-affecting attacks.

Death Throes: If both St. Kargoth and his abode are destroyed, he explodes into great explosion of unholy green flames. The explosion has a range of 100 ft. of where he dies, and deals 35d8 points of fire and unholy damage. Reflex save DC46 halves the damage. If his abode is not destroyed, St. Kargoth instead reconstitutes (see below) at a later date. The DC is Cha-based.

Despair (Su): At the mere sight of St. Kargoth, viewers must succeed on a Will save DC 46 or be paralyzed with fear for 3d8 rounds. Whether or not the save is successful, that creature cannot be affected again by the same St. Kargoth 's despair ability for 24 hours. The DC is Cha-based.

First of the Death Knights: As the first of the Death Knights, St. Kargoth has no limit on how many Death Knight salient abilities he can have, as long as he meets the requirements.

Gaze of Betrayal (Su): Those look at St. Kargoth, must succeed a Will save DC 46 or attack their allies until they or the ally dies. This can only be cured by a remove curse spell cast by a caster of at least 25th level. The DC is Cha-based.

Raiment of the Damned (Ex): St. Kargoth takes no armor check penalty or speed reduction for his armor and it has no maximum Dexterity bonus.

Reconstitution (Su): If St. Kargoth should ever be destroyed, his body (and possessions) turn into mist and dissipate. St. Kargoth will reform inside its abode within 2d6 days. The only ways to prevent St. Kargoth from returning is by completely destroying his abode.

Spell Reflection (Su): Spells that fail to penetrate the St. Kargoth 's spell resistance by 10 or more rebound upon the caster.

Turn Immunity (Ex): St. Kargoth cannot be turned. However, a holy word spell can banish him to the Abyss as if he was a demon.

Spell-Like Abilities: CL 50th; DC 21+ spell level
Always active – detect good, detect magic, see invisibility, true seeing, unholy aura
at will - animate dead, bear’s endurance(mass), blasphemy, bull’s strength (mass) create greater undead, eagle’s splendor (mass), enhanced fireball, firestorm, horrid wilting, greater dispel magic, nightmare, power word stun, symbol of fear, symbol of pain, teleport, wall of ice, wall of fire
5/day -destruction, power word blind
3/day -power word kill, meteor storm

Summon Death Templars of Kargoth (Sp): 1/day St. Kargoth can summon up to 13 Death Templars (if they are not with him already).

Summon Demons (Sp): 3/day St. Kargoth can summon up to 1 balor and 3d6 fiendish vampiric ixitxachitl (clerics of Demogorgon 15)

Summon Undead (Sp): 5/day St. Kargoth can summon 3d6 bodacks, 3d6 wights, and 3d6 greater wraiths.

Possessions: Demogorgon has provided Kargoth with powerful equipment.

Darkflame of Kargoth: Appears as a black greatsword with glowing green runes appearing along the length of the blade. It functions as a +8 chaotic power, fiery blast, keen, mighty cleaving, unholy power, large greatsword. Any creature struck by this blade is set on for 3 rounds as though they were affected by his Burning Touch ability.

Demogorgon’s Plate: Crafted by Demogorgon himself, this armor appears as a dark green fiendish fullplate. On the chest, of the armor, appears 1 fiendish head of Demogorgon with 2 glowing rubies for eyes. This armor functions as a +12 acid warding, moderate fortification, sonic warding fullplate. It also has a unique power. The two glowing ruby eyes can perform the gaze attacks of Demogorgon himself, at St. Kargoth’s command. He can activate 1 eye, per round, as a free action, and both eyes as a standard action.

Beguiling Gaze: The left eye flashes and any creature looking at it must succeed a Will save DC 46 or act as if affected by a charm monster or charm person (depending on target) spell cast by a 50th level caster. If successful, effect is negated. The DC is Cha-based.

Insanity Gaze: The right eye flashes and any creature looking at it must succeed a Will save DC 46 or act as if affected by a insanity spell cast by a 50th level caster. If successful, effect is negated. The DC is Cha-based.

Hypnosis Gaze: Both eyes flash, and any creature looking at them must succeed a Will save DC 46 or act as if affected by hypnosis spell cast by a 50th level caster. If successful, effect is negated. The DC is Cha-based.

Kargoth’s Shield:This shield was crafted by Demogorgon himself. He used 10 souls of Heironeous paladins, which Kargoth had slain shortly before becoming a Death Knight. This shield appears as a dark green tower shield with screaming faces upon it. As a standard action Kargoth can activate the unique power of this shield. Once activated the souls scream for 10 rounds. These screams are unsettling and loud. For the next rounds, any creature within 60 ft. of Kargoth, must succeed on a Will save DC 46, or become panicked. They must also succeed on a Fort save DC 46, or become deafened. These effects last for 10 rounds, after being affected, even if the screams have stopped.

(reserved for Kargoth’s Mount)
 

Bel, Lord of the First
Huge Outsider (baatezu, evil, extraplanar, lawful)

Symbol: A black silhouette of Bel’s head with red glaring eyes
Cosmic Rank :11(13 in Avernus)
HD: 67d8 + 1,206 + 160 (1,902 hp)
Initiative: +19
Speed: 90 ft., fly180 ft. (perfect)
AC: 78 (+14 armor, +14 deflection, +11 Dex, + 31 natural, -2 size) touch 34, flat-footed 67
BAB/ Grapple: +67/+99
Attack: +7 demon dread, hellfire blasting, keen, vile, huge greatsword, Demonsunder +100 melee (4d6 + 51 + 3d6 hellfire damage + 1 vile/17-20/x2), or claw +89 melee (2d6 + 24)
Full attack: +7 demon dread, hellfire blasting, keen, vile, huge greatsword, Demonsunder +100/+95/+90/+85 melee (4d6 + 51 + 3d6 hellfire damage + 1 vile/17-20/x2), and 2 claws +89 melee (2d6 + 24), and bite +87 melee (1d8 + 12 plus disease and poison), and wing +87 melee (1d6 + 12), and tail +87 melee (1d8 + 12)
Space/reach: 10ft./10ft.
Special attacks: Call Baatezu, Constrict, Disease, Fear Aura, Hellfire of Bel, Improved Grab, Roar of Bel, Spell-like ablities, Storm of Avernus,
Special qualities: DR 40/Epic Good and Silver, Energy Resistance to Acid 50, Cold 50, Sonic 50, Immunity to Fire and Poison, Immunity to Ability Damage, Ability Drain, Criticals, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Regeneration 20, See in Darkness, SR 68, Telepathy 1000 ft.
Saves: Fort +57, Ref +50, Will +49
Abilities: Str 58, Dex 33, Con 47, Int 36, Wis 31, Cha 38
Skills: Balance +74, Bluff +84, Climb +87, Concentration +81, Decipher Script +76, Diplomacy +84, Disguise +77, Escape Artist +74, Hide +70, Intimidate +84, Jump +87, Knowledge (arcana) +76, Knowledge (religion) +76, Knowledge (the planes) +76, Listen +73, Move Silently +74, Search +76, Sense Motive +73, Spellcraft +76, Spot +73, Survival +73, Tumble +74
Feats: Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Darkspeech, Dodge, Fly-By Attack, Greater Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Bull Rush, Improved Disarm, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Mobility, Multi-Attack, Power Attack, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack
Epic Feats: Dire Charge, Epic Fortitude, Epic Reflexes, Epic Toughness (x8 ), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Willpower, Improved Whirlwind Attack, Superior Initiative
Environment: Avernus (Nine Hells of Baator)
Organization: Solitary (unique), or Troop (Bel, Yeddikadir, Nalebranc, and 10 advanced pit fiends (30HD), 10 advanced cornugon (25 HD))
CR: 57
Treasure: Amulet of Bel, Bel Bracers of Rending, Bel’s Plate, Belt of the First Seven, Demonsunder
Alignment: Lawful Evil

(flavor coming)

Combat: If encountered alone, Bel always starts off by calling devils to his side. Then he unleashes a Roar of Bel to frighten his foes while strengthening his allies. After that’s taking care of Bel charges into melee combat with his strongest opponent. If greatly outnumber, Bel will call in Yeddikadir and Nalebranc who will then summon reinforcements. Against tough foes, Bel always utilizes his Storm of Avernus ability.
He relies on his armor and natural defenses to keep him safe from energy based attacks. When all else fails, he resorts to Hellfire of Bel to finish off his foes.

Call Baatezu (Sp): 5/day; Bel can call 5d6 lemures, 1d4 advanced pit fiends (30 HD), and 2d6 cornugons. 1/day Bel can call Yeddikadir and Nalebranc ( 2 cornugons fighter 30)

Constrict (Ex): Bel deals 1d8 + 36 points of damage with a successful grapple check, in addition to damage from his tail attack.

Disease (Ex): Devil Chills – bite, Fortitude save DC 61 incubation period injury, damage 1d8 Str. The DC is Con-based.

Fear Aura (Su): At the end of Bel’s turns, creatures within 100 ft of Bel must succeed a Will save DC 57 or be panicked for 10 rounds. The DC is Cha-based. Those who successfully save against this aura, cannot be affected by the same aura for 24 hours.

Hellfire of Bel (Ex): Bel can spit red and black flames, which leaves his foes devastated. He can use this ability 17 times per day as a full round action. It deals 17d12 points of hellfire damage. Reflex save DC 57 halves (Cha-based). This blast of unholy flames are, 10 ft. wide and 1,400 ft. long. Those slain by these flames become a devil (Bel chooses), which serves him in the Blood War eternally. The creature in question can be brought back to normal by casting a wish or miracle spell, followed by a true resurrection spell.

Note: The newly transformed creature retains its HD, however it cannot exceed the limit of the devil’s HD. Example: If Bel kills a 50th level creature with this attack and chose to make it into a pit fiend, then that creature will become a pit fiend with 50 HD. If he chose to make that same 50th level character into a malebranche, then it would become a malebranche with 48 HD (the max HD for a malebranche).

Improved Grab (Ex): Bel can hit a Huge or smaller creature, with his tail, and start a grapple. If successful he establishes a hold and can constrict. This does not provoke attacks of opportunities.

Regeneration: Bel takes normal damage from epic, good, and silver weapons.

Roar of Bel (Ex): Bel can let out ferocious roar, which panics his foes, while at the same time strengthening his allies. This roar is a standard action and has a range of a 100 ft. radius. Enemies of Bel must make a Will save DC 57 or be panicked for 2d6 rounds. Allies of Bel, within range, receive a + 9 bonus to Str, Con, and saves for the next 10 rounds. The DC is Cha-based.

Spell-like ablities: CL: 67th ; DC 33 + spell level
at will: animate dead, baleful, polymorph, bear’s endurance, blasphemy, bull’s strength, charm monster, damning darkness, deeper darkness, demon dirge, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, dominate monster, flame strike, greater dispel magic, greater invisibility, greater teleport, hellfire storm, magic circle against chaos, magic circle against good, mass hold monster, mass hold person, mirage arcana, orb of fire, persistent image, polymorph, power word stun, restoration, resurrection, suggestion, symbol of pain, unhallow, unholy aura, wall of fire.
9/day: destruction, firestorm, greater restoration, incendiary cloud, meteor swarm, power word kill, true resurrection.
6/day: hellball, tyranny
3/day: wish

Storm of Avernus (Su): Bel can call forth the fireballs, which careen through the atmosphere of Avernus, and unleash a storm of hellfire upon his foes. 9/day, as a full round action, Bel can gather a massive collection of fireballs and devastate his foes. The fireballs circle around Bel, incinerating everything in their path. The fireballs swarm around Bel in a 300 ft radius for 10 rounds. The storm deals 10d10 points of hellfire damage each round to any non-devil within range. Reflex save DC 57 halves (Cha-based).
Note: Bel can only use this ability while in Avernus.

Possessions: Bel is never without these powerful artifacts.

Amulet of Bel: This amulet appears as a pit fiend’s hand clutching a black gem. Once per round, as a standard action, Bel can activate this amulet by chanting various dark phrases. Upon activation, the amulet flashes red and Bel can perform one of the following:

- Bel gains a + 10 bonus to Bluff, Diplomacy, and Intimidate skill checks. This bonus lasts for the rest of the encounter and he only gains this bonus once.
- Demons who gaze upon the amulet must succeed a Will save DC 57. Those who are unsuccessful have visions of what Bel has done to millions of demons before them. They fear that the same could happen to them and they become panicked for 3d6 rounds. Non-demons who gaze upon the amulet and fail their saves, view the same images. Failure indicates that they are not entirely sure of what they have seen, but nonetheless fear the same could happen to them. They become panicked for 2d6 rounds. The DC is Cha-based.
- If Bel slays a non-outsider, he will use the amulet to trap their souls within as if by a trap the soul spell of his level. As another standard action Bel can summon the soul of the creature in the form of a greater devil (which Bel chooses using the chart below). This newly created devil has the same amount of HD as the slain creature (the HD cannot exceed the limit of the devil summoned). If the amulet is destroyed the creature returns to normal at –10 hit points. From that point, they can be raised normally. However, if the amulet is not destroyed, the creature must be destroyed. Up to 5 rounds after their death, a miracle or wish spell must be casted so that their souls aren’t wiped from existence. If successful, the creature returns to normal at –10 hit points and can be raised normally.

Devil Choices:
Assassin devil
Bone devil
Hamatula
Horned devil
Ice devil
Malebranche
Orthon
Pit fiend


Bel Bracers of Rending: These bracers are red with razor-sharp black blades on the backs of them.Any time Bel attacks with his claws he automatically hits with the blades. The blades leave gruesome bleeding scars. Those hit by the blades take 5 points of damage from blood loss each round. Every other hit by the blades adds an extra 5 points of damage due to blood loss. A Heal check DC 45 stops the bleeding.

Bel’s Plate: This armor is made of black metal and covers his upper torso. Both shoulders have a massive spike on them. It functions as a + 9 acid warding, cold warding, sonic warding, heavy fortification breastplate.

Belt of Seven: Bel wears this gruesome belt made of a rope and seven angel heads everywhere he goes. As a free action, Bel can channel dark energy into his vile belt, causing the angel heads to moan and scream in pain. Anyone within a100 ft. radius of Bel must succeed a Will save DC 57 or become shaken for 10 rounds. Whether the save is successful or not, the targeted creatures cannot be affected by it for the next 24 hours.

Demonsunder: This massive blade appears as a fiendish greatsword with an awkward jagged blade. The blade glows bright with an inner heat but is not aflame. The hilt is fashioned into the form of a roaring pit fiend, possibly Bel himself. It functions as a +7 demon dread, hellfire blasting, keen, vile, huge greatsword. Against demons it functions as a +13 demon dread, hellfire blasting, keen, vile, huge greatsword and deals an extra 6d6 points of damage. Any creature slain by this blade bursts into a 30 ft. radius of hellfire dealing 10d6 points of hellfire damage to any non-devil within range. They can only be raised normally through a miracle or wish spell.
 

Yeenoghu, Prince of Gnolls
Large Outsider (chaotic, evil, extraplanar, tanar’ri)

Symbol: A fiendish looking triple flail
Cosmic Rank: 10(Yeenoghu’s Realm)
HD: 58d8 + 870 + 160 (1,494 hp)
Initiative: +22
Speed: 90 ft.
AC: 64 (+10 armor, +10 deflection, +14 Dex, +21 natural, -1 size) touch 33, flat-footed 50
BAB/ Grapple: +58/+78
Attack: +8 speed, unholy power, wounding, vile, huge triple flail, Flail of the Gnoll Prince +85 melee (3d6 + 40 + 3d6 unholy damage +1 Con +1 vile/17-20 (for each of the 1d3 heads), or +6 speed, vile, large longbow, Ghoul Bow +74 ranged (2d6 + 24 +1 vile plus paralysis for 1d6 rounds (Fort DC 50 negates)), or Fangs of the Ghoul (bite) +73 melee (1d8 + 16 plus Ghoul Fever (Fort DC 54 negates))
Full attack: +8 speed, unholy power, wounding, vile, huge triple flail, Flail of the Gnoll Prince +85/+85/+80/+75/+70 melee (3d6 + 40 + 3d6 unholy damage +1 Con +1 vile/17-20 (for each of the 1d3 heads), and Fangs of the Ghoul (bite) +73 melee (1d8 + 16 plus Ghoul Fever (Fort DC 54 negates)), and tail slap +68 melee (1d8 + 8 ), OR +6 speed, vile, large longbow, Ghoul Bow +74/+74/+69/+64/+59 ranged (2d6 + 24 +1 vile plus paralysis for 1d6 rounds (Fort DC 50 negates)),
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Spell Like-Abilities, Summon Ghouls, Summon Gnolls, Summon Tanar’ri
Special qualities: Darkvision 60ft., DR 40/Epic Good and Cold Iron, Energy Resistance to Acid 50, Cold 40, Fire 40, Immunity to Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Ghoul Fever, Mind- Affecting Effects, Paralysis, Petrification, and Polymorphing, Ravaged Form (Fangs of the Ghoul), Ravaged Form (Rancid Fur), Regeneration 15, Scent, SR 62, Telepathy 1000 ft., True Seeing
Saves: Fort +46, Ref +51, Will +41
Abilities: Str 42 , Dex 39, Con 40, Int 28, Wis 31, Cha 31
Skills: Balance +75, Climb +77 , Concentration +76, Diplomacy +71, Escape Artist +75, Hide +71, Intimidate +71, Jump + 104, Knowledge(nature) +70, Knowledge (the planes) +70, Listen +71, Move Silently +75, Search +70, Sense Motive +71, Spellcraft +, Spot +71, Tumble +77,
Feats: Acrobatic, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Greater Weapon Focus (longbow), Greater Weapon Specialization (longbow), Greater Weapon Focus (triple flail), Greater Weapon Specialization (triple flail), Improved Critical (triple flail), Improved Initiative, , Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (longbow), Weapon Specialization (longbow), Weapon Focus (triple flail), Weapon Specialization (triple flail), Whirlwind Attack
Epic Feats: Dire Charge, Epic Reflexes, Epic Toughness (x8 ), Epic Weapon Focus (triple flail), Epic Weapon Specialization (triple flail), Superior Initiative,
Environment: Yeenoghu’s Realm (Abyss)
Organization: Solitary (unique) or Hunting Group (Yeenoghu, 10 half-fiend gnolls (ranger 18 ), and 30 Ghasts)
CR: 49
Treasure: Flail of the Gnoll Prince, Ghoul Bow, +6 acid warding, moderate fortification scale mail
Alignment:Chaotic Evil

(flavor coming)

Combat: Yeenoghu always starts the battle by casting bull’s strength on himself. Afterwards, he charges into melee combat with the closest opponent. However, Yeenoghu is no fool. If outnumbered he won’t hesistate to summon gangs of ghouls, gnolls, tanar’ri, even the Ghoul King himself. And for those who wish to flee Yeenoghu’s savagery, will be subject to ranged attacks from his Ghoul Bow.

Breath Weapon (Su): Yeenoghu can spit fort green and yellow acid in a 60 ft cone. It deals 15d8 points of acid damage and 2d6 Con damage. Reflex save DC 54 halves. If this ability reduces a creatures Con to 0, they die and rise up in the following round as a ghast. They follow Yeenoghu’s every order. They also retain half their HD, even if it exceeds the normal limit of a ghast. Only a miracle or wish spell followed by a raise dead spell can bring the creature back to life. If successful, the creature returns to normal and has 1 hp and its Con score is 1. From that point, the creature can be healed normally. Yeenoghu must wait 1d4 rounds between each use. The save is Con-based.

Ravaged Form (Fangs of the Ghoul): Yeenoghu’s fangs are black and rotten. Those bitten by these black fangs contract a potent Ghoul Fever – incubation period injury; initial damage 3d6 Con; secondary damage 3d6 Dex. Fort save DC 54 halves. The save is Con-based.

Ravaged Form (Rancid Fur): Any creature within a 30 ft. radius of Yeenoghu must succeed a Fort save DC 54 or be nauseated for 2d6 rounds. After leaving the radius, the creature automatically falls prone for 1 round. As a standard action, Yeenoghu can shake his fur, similar to a wet dog. This causes the caked blood to shake free from his mangy fur in the form of a mist spreading out up to a 60 ft. radius. This mist dissipates after 5 rounds. Those within range suffer the same effects as stated above. The save is Con-based.

Spell Like-Abilities: CL 58th; DC 29 + spell level
At will: acid fog, animate dead, astral projection, baleful, polymorph, blasphemy, bull’s strength, cat’s grace, charm monster, desecrate, detect law, detect good, detect magic, dominate monster, fly, ghoul touch, greater dispel magic, greater invisibility, greater teleport, magic circle against law, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, rage, restoration, resurrection, suggestion, symbol of pain, symbol of weakness, telekinesis unhallow, unholy aura, unholy blight
9/day: destruction, greater restoration, true resurrection.
3/day: wish.

Summon Ghouls (Sp): 3/day, Yeenoghu can summon 7d6 ghasts. These ghasts have maximum hit points and a +15 profane bonus on turn resistance, AC, attack rolls, and damage rolls.
1/day, Yeenoghu can summon Doresain, The King of Ghouls

Summon Gnolls (Sp): 6/day, Yeenoghu can summon 11d6 gnolls or 3d6 fiendish gnolls (ranger 15)

Summon Tanar’ri (Sp): 3/day, Yeenoghu can summon 5d6 bulezaus.

Possessions: Yeenoghu carries these weapons everywhere he goes. He also wears a +6 acid warding, moderate fortification scale mail at all times.

Flail of the Gnoll Prince: This bronze triple flail has a fiendish design and ends in three spiky gnoll skulls. It functions as a +8 speed, unholy power, wounding, vile, huge heavy flail. Each time he scores a hit, he must roll 1d3 to determine how many heads strike his target. If more than one head hits the same target, the victim must succeed a Will save DC 55 or be confused for 5d4 rounds. If all three heads hit the same target, the victim must make a Fortitude save DC 55 or be paralyzed for 2d4 rounds. Only Yeenoghu can activate the powers of this weapon. Both DC’s are Str-based.

Ghoul Bow: This longbow appears normal except for the middle, which is fashioned into the shape of a ghoul. The arrowheads are black and secreted in a liquid that causes paralysis. It functions as a +6 speed, vile, large longbow. Those struck by these arrows must succeed a Fort save DC 50 or be paralyzed for 1d6 rounds.
 

Here's my epic version of Baphomet.

Baphomet, Demon Prince of Beasts
Huge Outsider (chaotic,evil,extraplanar,tanar’ri)
Symbol: Baphomet’s face with 4 red eyes on a blood red square
Cosmic Rank :10(13 in Endless Maze)
HD: 58d8 + 1,102 + 160 (1,726 hp)
Initiative: +13
Speed: 90 ft.
AC: 65 (+10 deflection, +9 Dex, +38 natural, -2 size) touch 27, flat-footed 56
BAB/ Grapple: +58/+87
Attack: +8, keen, vile, vorpal, wounding, huge axe, Maw of the Beast king +89 melee (4d6 + 47 +1 Con +1 vile plus bite (2d6 + 10)/17-20/x3), or gore +77 melee (2d8 + 21)
Full attack: +8 keen, vile, vorpal, wounding, huge axe, Maw of the Beast king +89 melee (4d6 + 47 +1 Con +1 vile plus bite (2d6 + 10)/17-20/x3), and gore +77 melee (2d8 + 21), and tail slap +72 melee (2d6+10 plus Baphomet’s Tail(see below)), OR gore +77 melee (2d8 + 21), and claws +72 melee (1d8 + 10), and tail slap +72 melee (2d6+10 plus Baphomet’s Tail(see below))
Space/reach: 15ft./ 10ft.(15ft. with greataxe)
Special attacks: Bellow, Bloodlust, Breath Weapon, Constrict, Improved Grab, Maze of Horror, Powerful Charge, Scientific Beast, Spell-Like Abilities, Summon Minotaurs, Summon Tanar’ri, Toss
Special qualities: Darkvision 60ft., Demon Prince of Beasts, DR 40/Epic Good and Cold Iron, Energy Resistance to Acid 40, Cold 40, Fire 40, Immunity to Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Maze, Mind- Affecting Effects, Petrification, and Polymorphing, Natural Cunning, Ravaged Form (Baphomet’s Tail), Ravaged Form (Bloodlust Eyes), Ravaged Form (Horns of the Beast King), Regeneration 15, Scent, SR 63, Telepathy 1000 ft., True Seeing, Wild Empathy
Saves: Fort +56, Ref +40, Will +42
Abilities: Str 53, Dex 28, Con 48, Int 27, Wis 30, Cha 31
Skills: Climb +82, Concentration +80, Diplomacy +71, Handle Animal +71, Hide +70, Intimidate +71, Jump +106, Knowledge(nature) +69, Knowledge (the planes) +69, Listen +71, Move Silently +70, Search +69, Sense Motive +71, Spot +71, Survival +71, Swim +82,
Feats: Awesome Blow, Cleave, Combat Expertise, Dark Speech, Dodge, Great Fortitude, Greater Weapon Focus (greataxe), Greater Weapon Specialization (greataxe), Improved Bull Rush, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Mobility, Power Attack, Spring Attack, Weapon Focus (greataxe), Weapon Specialization (greataxe), Whirlwind Attack
Epic Feats: Epic Fortitude, Epic Toughness (x8), Epic Weapon Focus (greataxe), Epic Weapon Specialization (greataxe), Improved Whirlwind Attack
Environment:
Organization: Solitary (unique) or Group (Baphomet, 6 half-fiend minotaurs (barbarian 20), and 6 bulezau (barbarian 15)
CR: 50
Treasure: Maw of the Beast King
Alignment:Chaotic Evil

(flavor coming)

Combat: Baphomet enjoys fighting his foes in melee with his vile axe. He usually starts of by using a Maze of Horror ability against the strongest foe. He does this so that he can focus on taking out the weakest of his foes. He uses Powerful Charge frequently, followed the next round by a full attack. Against a large number of foes he summons half-fiend minotaurs and tanar’ri to his side. He rarely uses his spell-like abilities, except against foes who assault him at range.

Bellow (Su): Once every 1d4 rounds as a standard action, Baphomet can unleash a thunderous bellow. All creatures within 60 ft. must succeed on a Will save DC 49 or become panicked for 3d6 rounds. This is a sonic, mind-affecting fear ability. The save is Cha-based.

Bloodlust (Su): 10/day, whenever Baphomet deals damage to a foe, he is overcome with bloodlust. At this point, Baphomet rages like a barbarian of his level for 1 hour. Can be turned off only after killing at least one creature and bathing in their blood as a standard action.

Breath Weapon (Su): Baphomet can spew forth a 90 ft. cone of unholy water infused with negative energy. It deals 15d8 points of negative energy damage. Reflex save DC 58 halves. Creatures with the good subtype or aura of good class ability (such as good-aligned clerics or paladins) instead take 15d12 and take a –4 penalty on their saving throw. The DC is Con-based.

Constrict (Ex): In addition to the normal tail slap damage and effects, Baphomet deals 4d6 + 20 points of damage while constricting with his tail. Those who succumb to the poison of his tail spikes fall to the ground helpless immediately after Baphomet releases his hold.

Demon Prince of Beasts: As the Prince of Beasts, Baphomet can grant bestial creatures, even the mundane creatures of the Mortal Coil, with dark power.

-Any animal or beast type creature within 1000ft of Baphomet, becomes fiendish and quickly rush to his aid. 5 days after the Baphomet has left, the fiendish template wears off.
-Bulezaus, Goristros, and minotaurs who serve Baphomet automatically enters a rage as a barbarian of their level, as long as they stay within 100 ft. of Baphomet.

Improved Grab (Ex): If Baphomet attacks with his tail he can attempt a grapple. If successful he establishes a hold and can constrict.
If Baphomet attacks with his greataxe he can attempt a grapple. If successful he establishes a hold and can use one special ability of the Maw of the Beast King.

Maze of Horror (Su): 10/day, Baphomet can banish a creature into a maze, as the spell of his level. Each round, the creature must make an Intelligence check DC 35 to escape. Failure indicates that the creature takes the wrong path and runs into an encounter with 3 half-fiend minotaurs (barbarian 15). The creature must defeat them before making another Intelligence check. If the creature doesn’t escape, the maze disappears after 10 minutes leaving the creature in a state of fear and confusion. The creature must succeed a Will save DC 49 or be frightened and confused (CL58) for 3d6 rounds. Those who do escape in time suffer no effects. The DC is Cha-based.

Natural Cunning (Ex): Baphomet possesses an innate cunning and logical ability similar to that of a minotaur. He is immune to maze spells, never becomes lost, and can track enemies as if he had the track feat. He is never caught flat-footed.

Powerful Charge (Ex): Baphomet lower his head, pointing his massive horns forward, and charges. In addition to the normal benefits and penalties of a charge, this allows him to make a single gore attack with a +85 attack bonus that deals 4d8 + 42 points of damage.

Ravaged Form (Baphomet’s Tail): Baphomet’s vile tail is covered in bloody spikes, which inject poison into his victims. Those hit by it take and initial 2d6 Con damage followed by a secondary 2d6 Con damage. Fort save DC 58 halves damage and negates extra effects. Those who fail their saves fall helpless to the ground for 1d6 rounds. Con damage can be healed through a greater restoration spell of at least 30th level. The DC is Con-based.

Ravaged Form (Bloodlust Eyes): Baphomet possesses 4 red eyes, which incites terrifying bloodlust in his foes. Those who look Baphomet in the eyes must succeed a Will save DC 49 or be overcome by bloodlust. The affected creature attacks all, whether friend or foe (except Baphomet), until it or its foe(s) dies. This bloodlust can only be cured by a greater restoration spell of at least 30th level. The DC is Cha-based.

Ravaged Form (Horns of the Beast King): Adorning Baphomet’s head, are 2 pairs of massive horns. They allow him to perform a more potent charge attack using his horns. While charging, Baphomet gains a +8 bonus to attack rolls and Strength checks made to bull rush. He deals double damage and takes a –2 penalty to AC. He can also toss (see below) his foes.

Scientific Beast (Ex): Baphomet is known for his scientific experiments, some of which created the bulezaus, ghours, and goristros. While in his Tower of Science, Baphomet involves himself in many experiments, such as torture, death, skinning, taxidermy, vivisection, dissection, etc. If Baphomet manages to catch a helpless creature on the battlefield, he won’t hesitate to conduct a few experiments on them, which either results in serious wounds or complete destruction of their body. As a full round action, Baphomet can perform one of the following on helpless foes:

-Dissection – 10/day; As a coup de grace against a helpless creature, Baphomet can attempt to dissect them by using his claws to split them open. The creature in question must succeed on a Fortitude save DC equal to (10 + damage dealt + Baphomet’s Str bonus). If successful, the creature takes damage from the claw as if it were a critical hit. They also take an extra 3d6 Con damage. They also bleed a lot, taking 20 points of damage from blood loss each round (Heal check DC 45 stops the bleeding).If unsuccessful, the creature dies and cannot be resurrected by anything less than a true resurrection spell of at least 30th level.

-Vivisection – 15/day; As a coup de grace against a helpless creature, Baphomet hacks into the creature’s body, attempting to harvest vital organs for his personal use. Treat this as an automatic critical with a claw attack. The creature in question must succeed on a Fortitude save DC equal to (10 + damage dealt + Baphomet’s Str bonus). Success indicates that Baphomet misses the vital organs. The creature takes damage from the claw as if it were a critical hit, plus an extra 1d6 Con damage. They also bleed a lot, taking 15 points of damage from blood loss each round (Heal check DC 45 stops the bleeding). If unsuccessful, the creature dies but can be raised normally.

-Skinning – 5/day; As a coup de grace against a helpless creature, Baphomet grabs a hold of the creature’s flesh and rips it off of their very bones. This is the most gruesome of his “experiments” Treat this as an automatic critical with a claw attack. The creature in question must succeed on a Fortitude save DC 60 (Str-based). Success indicates that Baphomet only tears off a large portion the creature’s skin. This deals 5d6 Con. 20 points of damage from blood loss each round (Heal check DC 45 stops the bleeding). Even after the bleeding has stopped, any action that causes the creature to move, they must first succeed on a Fortitude save DC 45 or double over in pain and take no actions for 1 round. Only a miracle or wish spell restores the creature’s missing skin. Greater restoration is still needed to cure Con damage. If unsuccessful, not only is the creature’s skin ripped from their bones, but their very soul is taken as well. Their soul is stored within their skin as if by a trap the soul spell. Thus, the skin must be retrieved from Baphomet’s possession, in order to raise the creature by way of a miracle or wish spell.

Spell-Like Abilities (Sp): CL 58th; DC 29 + spell level
At will-acid fog, animate dead, astral projection, baleful, polymorph, blasphemy, bull’s strength, charm monster, desecrate, detect law, detect good, detect magic, dominate animal, dominate monster, fly, greater dispel magic, greater invisibility, greater magic fang, greater teleport, hold animal, magic circle against law, magic circle against good, mass hold monster, maze, mirage arcana, persistent image, polymorph, power word stun, rage, restoration, resurrection, suggestion, symbol of fear symbol of pain, symbol of weakness, telekinesis unhallow, unholy aura, unholy blight
9/day: animal growth, awaken, destruction, greater restoration, true resurrection.
3/day: earthquake, wish.

Summon Minotaurs (Sp): 6/day Baphomet can summon 10 half- fiend minotaurs (barbarian 15).

Summon Tanar’ri (Sp): 3/day Baphomet can summon 5 bulezaus (barbarian 15), and 1d3 advanced goristro (35 HD)

Toss (Ex): After a successful charge attack, Baphomet gets a free trip attempt. If he wins the Strength check during the trip attempt, instead of simply knocking the opponent prone, he tosses the opponent into the air with his horns, dropping the opponent prone up to 30 ft. away in a random direction. They take an extra3d6 points of falling damage. Characters with ranks in the Tumble skill who are not flat-footed can make a Tumble check DC 60 to avoid damage and land on their feet.

Wild Empathy (Ex): Baphomet can use Wild Empathy as a 58th level druid.

Possessions: Baphomet carries with him the Maw of the Beast King, which he created himself long ago in The Tower of Science.

Maw of the Beast King: This gruesome weapon appears as a greataxe made of two bestial heads. Their mouths open and close rapidly as if they were eating something. From the top of their noses, to the bottom of their chins are massive blades, which curve to form a weapon similar to a greataxe. Connected to the bottom of the axe is a 12 ft. wooden pole. It functions as a +8 keen, vile, vorpal, wounding, huge axe. With each successful strike, one of the bestial heads automatically bites the subject of the attack. This bite deals an extra 2d6 + 10 points of damage. On a successful critical hit with the axe eats away at the victim’s soul and deal 3d6 Con damage (Fortitude save DC 60 halves). If Baphomet attacks with his greataxe he can attempt a grapple at a +68 bonus (–10 penalty). If successful he establishes a hold and can use one of the following special abilities:

-He can cause the axe to bite, once more, deeper into the creature’s flesh dealing double damage and 2d6 Con damage (Fortitude save DC 60 halves) as the creature bleeds uncontrollably from a gruesome wound. They also take an extra 10 points of damage each round from blood loss. Baphomet can use this ability over and over, dealing 2d6 Con (Fortitude save DC 60 halves) and an extra 10 points of damage from blood loss. Heal check DC 45 stops the bleeding. The first 2 DC’s are Str-based.
-Baphomet can toss Large, or smaller creatures, 100ft. in any direction, dealing 10d6 points of falling damage. Tumble check DC 60 halves. The DC is Str-based.

Those killed by this weapon are absorbed into the gaping maws of the bestial heads and trapped as if by a trap the soul spell. Only a miracle or wish spell can release the soul. However the creature in question is still dead (-10 hp).
 

Kostchtchie, Prince of Wrath
Huge Outsider (chaotic, cold, evil, extraplanar, tanar’ri)

Symbol: A blackish-blue shiny maul covered in bloody ice
Cosmic Rank: 11 (14 Iron Wastes)
HD: 60d8 + 1,320 + 120 (1,920)
Initiative: +10
Speed: 60 ft.
AC: 70 (+15 armor, +11 deflection, +6 Dex, +30 natural, -2 size) touch 25, flat-footed 64
BAB/ Grapple: +60/+93
Attack: +8 icy blast, sonic blast, vile, huge maul, Maul of the Iron Wastes +95 melee (3d8 + 53 + 3d6 cold + 3d6 sonic plus Fort save DC 65 or stunned for 1 round/19-20/x3), or rock +64 ranged (2d8 + 25)
Full attack: +8 icy blast, sonic blast, vile, huge maul, Maul of the Iron Wastes +95/+90/+85/+80 melee (3d8 + 53 + 3d6 cold + 3d6 sonic plus Fort save DC 65 or stunned for 1 round/19-20/x3), or rock +64 ranged (2d8 + 25)
Space/reach: 15ft./ 15ft.
Special attacks: Breath Weapon, Rock Catching, Rock Throwing, Spikes of the Iron Wastes, Spell-like Abilities, Summon Dragon, Summon Giants, Summon Tanar’ri, Wrath
Special qualities: Darkvision 60ft., DR 40/Epic Good and Cold Iron, DR 25/-, Energy Resistance to Acid 40, Fire 50, Immunity to Cold, Electricity and Poison, Immunity to Ability Damage, Ability Drain, Critical Hits, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Ravaged Form (Massive Bulk), Regeneration 15, SR 65, Telepathy 1000 ft., True Seeing, Vulnerable to Fire
Saves: Fort +60, Ref +38, Will +41
Abilities: Str 60 , Dex 22, Con 54, Int 26, Wis 28, Cha 33
Skills: Climb +88, Concentration +85, Escape Artist +69, Handle Animal +77, Intimidate +74, Jump +110, Knowledge (arcana) +71, Knowledge (nature) +71, Knowledge (the planes) +71, Listen +72, Ride +71, Search +71, Spot +72, Survival +72 (74 when tracking), Swim +88, Tumble +69,
Feats:Awesome Blow, Cleave, Combat Expertise, Dark Speech, Great Cleave, Great Fortitude, Greater Weapon Focus (maul), Greater Weapon Specialization (maul), Improved Critical (maul), Improved Bull Rush, Improved Initiative, Improved Overrun, Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Handle Animal), Skill Focus (Ride), Spirited Charge, Weapon Focus (maul), Weapon Specialization (maul),
Epic Feats: Dire Charge, Epic Fortitude, Epic Toughness, Epic Weapon Focus (maul), Epic Weapon Specialization (maul), Terrifying Rage
Environment: Iron Wastes (Abyss)
Organization: Solitary (unique) or group (Kostchtchie, Svafnir (advanced great white wyrm dragon with 45 HD), 2 Hounds of Kostchtchie (Leucotta 18 HD), and 5 Frost Giants (Barbarian 15)
CR: 52
Treasure: Frost Plate, Maul of the Iron Wastes
Alignment:Chaotic Evil

(flavor coming)

Combat: Kostchtchie almost always enters a battle while invoking his Wrath ability to crush his foes. If out numbered, he won’t hesitate to summon Svafnir, along with other creatures, to aid him. Every chance he gets, he’ll use his icy breath to gain the upper hand. Against foes who use fire-based attacks and spells, he targets them first while relying on his armor to greatly reduce the fire damage he may take. Against strong foes he relies on his massive bulk to reduce the physical damage.

Breath Weapon (Su): Once every minute, Kostchtchie can spew forth a 100 ft. cone of abyssal fury and ice. It deals 30d10 points of cold damage plus 4d6 Dex. Ref save DC 62 halves. If this attack reduces a creature’s Dex to 0, it is frozen. Kostchtchie can smash it to pieces with a successful attack from his maul. The remaining pieces of ice remain on the ground and melt away in 3 rounds. At this point the creature can be raised and healed normally after a miracle or wish spell has been cast on the remaining pieces. If the ice melts, the soul is destroyed. Nothing less than a greater deity, can restore the creature. The DC is Con-based.

Prince of Wrath: Kostchtchie’s rages can incite rage within his foes, which causes them to attack anyone close to them. Range: 100 ft. radius of a raging Kostchtchie. Will save DC 51 or continuously attack the nearest creature, until you or the creature dies. The raging character, rages like a barbarian of 20th level. The DC is Cha-based.

Ravaged Form (Massive Bulk): Kostchtchie is impossibly muscled. These rippling muscles grant him with the following:
- DR 25/-
- +10 bonus on Str checks.
- Speed + 20 ft.
- +10 bonus on Jump skill

Rock Catching (Ex): Kostchtchie can catch Large size or smaller rocks (or other projectiles of similar shape). Once per round, if he would normally be hit by a rock, he can make a Reflex save to catch a rock as a free action. The DC is 25 for a Small rock, DC 35 for a Medium rock, and DC 45 for a Large rock. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount). He must be ready and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex): Kostchtchie can hurl rocks of 80 to 100 pounds (Large objects) up to five range increments of 300 ft.

Spikes of the Iron Wastes (Su): 20/day, Kostchtchie slam his maul against the ground, as a standard action, causing blue-black ice to erupt from the ground in a 60 ft. radius. It deals 10d8 cold damage and 10d8 piercing damage. Ref save DC 65 halves (Str-based). If Large or smaller creatures fail their saves, they are launched into the air. They crash into the ground and are stunned for 2d6 rounds. The blue-black ice shatters, in the following round, creating a blizzard of blue-black ice in a 100 ft. radius. Those within range take 15d10 points of cold and unholy damage. Ref save DC 51 halves (Cha-based). Since the blizzard is infused with unholy energy, it ignores the creatures’ cold resistance and immunity.

Spell-like Abilities: CL 60th; DC 30 + spell level
At will-animate dead, astral projection, baleful, polymorph, blasphemy, bull’s strength, charm monster, chill touch, cone of cold, desecrate, detect law, detect good, detect magic, dominate monster, fly, fog cloud, greater dispel magic, greater invisibility, greater teleport, icestorm, magic circle against law, magic circle against good, mass hold monster, mirage arcana, orb of cold, persistent image, poison, polymorph, power word stun, rage, restoration, resurrection, suggestion, symbol of fear, symbol of pain, symbol of weakness, telekinesis, unhallow, unholy aura, unholy blight, wall of ice
9/day: destruction, field of icy razors, greater restoration, harm, polar ray, true resurrection.
3/day: earthquake, wish.

Stunning Blow (Su): Kostchchie’s powerful attacks can leave even the greatest of warriors stunned. Fortitude save DC65 or be stunned for 1 round. If Kotschtchie successfully attacks a foe with a critical, they are automatically stunned for 1 round (no save). The DC is Str-based.

Summon Dragon (Sp): 1/day Kostchtchie can summon Svafnir

Summon Giants (Sp): 10/day Kostchtchie can summon 3d6 frost giants (barbarian 15)

Summon Tanar’ri (Sp): 5/day Kostchtchie can summon 1d6 advanced goristros (50 HD) or 2d6 bulezaus (barbarian 15)

Wrath (Ex): Kostchtchie’s rage is like no other. 3/day he can rage like a barbarian for 1 hour. He gains a +10 bonus to Str and Con, + 6 bonus to Will saves, and takes a –4 penalty to AC. At the beginning of his wrath, Kostchtchie lets out a terrifying roar (free action). Any creature, within 100 ft., must make a Will save DC 51 or become panicked for 1 round. Kostchtchie roars, as a free action, every minute of his wrath. He cannot stop his rage and is not fatigued afterwards. The DC is Cha-based.

Possessions: Kostchtchie is never without his black-blue maul. Recently he created the Frost Plate, which protects him from fire.

Frost Plate: This armor is crudely made of ice. It covers Kostchtchie back, front, and shoulders. Jagged spikes cover the armor. It functions as a +10 fire warding, heavy fortification, breastplate. Anyone grappling with Kostchtchie takes 5d6 cold damage and 5d6 piercing damage from the spikes.

Maul of the Iron Wastes: Kostchtchie wields this blackish-blue shiny maul, covered in bloody ice, whenever he enters combat. Sounds of rage erupt from the maul constantly. It functions as a +8 icy blast, sonic blast, vile, huge maul. A successful hit with the maul fills the target with numbing cold. The creature is slowed as the spell for 10 rounds. Fort save DC 65 negates (Str-based). On a successful critical hit the creature takes an extra 10d10 points of cold damage, as it is filled with intense cold, in the following round. Fort save DC 65 halves (Str-based). In the round following that, the ice turns into a foul liquid which causes the creature’s insides to waste away dealing 5d6 Con damage. Fort save DC 51 halves (Cha-based). Whether the save is successful or not the creature’s are too cold causing terrible pain. They can take no actions in that round. Only a greater restoration of at least 35th level can cure the Con damage.
 

Juiblex, The Faceless Lord
Large Outsider (chaotic, evil, extraplanar, tanar’ri)

Symbol: A black silhouette of Juiblex with many red eyes
Cosmic Rank: 8 (11 Shedaklah)
HD: 52d8 + 988 + 100 (1,504 hp)
Initiative: +12
Speed: 40 ft., climb 60ft.
AC: 60 (+10 deflection, +8 Dex, +33 natural, -1 size) touch 27, flat-footed 52
BAB/ Grapple: +52/+71
Attack: +6 acidic burst, icy burst, vile, Maw of Juiblex (bite) +76 melee (4d6 + 44 + 3d6 acid + 3d6 cold + 2d6 Con +1 vile), or bite +70 melee (1d8 + 23 + 2d6 acid + 2d6 cold (roll 1d6 to determine the number of bites)
Full attack: +6 acidic burst, icy burst, vile, Maw of Juiblex (bite) +76/+71/+66/+61 melee (4d6 + 44 + 3d6 acid + 3d6 cold +2d6 Con +1 vile), and 4 slams + 65 melee (1d6 + 7 + 2d6 acid + 2d6 cold), OR bite +70 melee (1d8 + 23 + 2d6 acid + 2d6 cold (roll 2d6 to determine the number of bites)), and 4 slams + 65 melee (1d6 + 7 + 2d6 acid + 2d6 cold)
Space/reach: 10 ft./10 ft.
Special attacks:Breath Weapon, Constrict, Create Slime, Dissolve, Engulf, Improved Grab, Juiblex Spikes, Maw of Juiblex, Ooze Explosion, Pool of Acid, Spell-like Abilities, Summon Oozes, Summon Tanar’ri, Vile Ooze Orbs, Wave of Bloody Fangs
Special qualities: Amorphous, Blindsight 120 ft., Darkvision 120ft., DR 40/Epic Good and Cold Iron, DR20/-, Energy Resistance to Fire 40, Immunity to Acid, Cold, Electricity and Poison, Immunity to Ability Damage, Ability Drain, Bludgeoning or Impact Damage, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Ooze Traits, Ravaged Form (Cold Soul), Ravaged Form (Many Eyes), Ravaged Form (Many Mouths), Regeneration 15, SR 59, Telepathy 1000 ft., True Seeing
Saves: Fort +53, Ref +52, Will +45
Abilities: Str 40, Dex 27, Con 48, Int 30, Wis 32, Cha 30
Skills: Bluff +65, Climb +70, Concentration +74, Diplomacy +65, Escape Artist +76, Hide +59, Intimidate +65, Knowledge(arcana) +65, Knowledge (dungeoneering) +65, Knowledge (religion) +65, Knowledge (the planes) +65, Listen +68, Move Silently +63, Search +65, Sense Motive +66, Spellcraft +66, Spot +68, Swim +70
Feats: Alertness, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Great Fortitude, Greater Weapon Focus (bite), Greater Weapon Specialization (bite), Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quickened Spell-like Ability (hold person), Skill Focus (Escape Artist), Weapon Focus (bite), Weapon Specialization (bite),
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Skill Focus (Escape Artist), Epic Toughness, Epic Weapon Focus (bite), Epic Weapon Specialization (bite), Epic Willpower
Environment: Shedaklah (Abyss)
Organization: Solitary (unique), or group (Darkness Given Hunger, and 3 Elder Spawn of Juiblex)
CR:46
Treasure: Orb of Juiblex
Alignment: Chaotic Evil

(flavor coming)

Combat: Against numerous foes, Juiblex always activates the Orb of Juiblex. Then he summons creatures to his aid. In melee he attempts to engulf his foes any chance he gets. If that fails he retreat only to come back in the form a wave.

Amorphous (Ex): Bludgeoning weapons and impact damage deal no damage to Juiblex. He is able to slip through spaces that otherwise could accommodate a creature no larger than Tiny because of his jelly-like substance.

Breath Weapon (Su): Juiblex can spit forth a 90 ft. cone of frigid cold acid, once every 1d4 rounds. It deals 20d8 acid and cold damage. It ignores resistances and immunities. Reflex save DC 55 halves. The DC is Con-based.

Constrict (Ex): Juiblex deals 2d6 + 14 points of damage plus 2d6 acid and 2d6 cold damage with a successful grapple check, in addition to damage from his slam attack.

Create Slime (Su): As a free action, once per round, Juiblex can spew forth a patch of green slime (DMG 76) anywhere within a 100 ft. of himself (including at a target, making a ranged attack with a bonus of +60).

Dissolve (Ex): Juiblex’s acidic touch deals 100 points of damage per round to wood or metal objects. Armor and clothing worn by a creature Juiblex strikes dissolves immediately unless the owner succeeds a Reflex save DC 55. A metal or wooden weapon that strikes Juiblex dissolves immediately unless the owner succeeds a Reflex save DC 55, although the weapon deals normal damage before dissolving. The DC is Con-based.

Engulf (Ex): Juiblex can engulf any Huge or smaller creature he is grappling by making a successful grapple check. He can also automatically engulf helpless creatures. An engulfed creature takes constriction damage plus 10d6 acid and 10d6 cold damage each round and is considered to be grapple and trapped within his body. Additionally, an air-breathing creature must hold their breath or begin to drown. A creature can escape Juiblex’s body by succeed on a grapple check with their own grapple check or Escape Artist check.
Juiblex can engulf up to 1 Huge creature, 2 Large creatures, 4 Medium creatures, 16 Small creatures, 64 Tiny creatures, 216 Diminutive creatures, or an unlimited number of Fine creatures.

Improved Grab (Ex): Whenever Juiblex makes a successful slam attack, he can attempt a grapple check. If successful, he establishes a hold and can constrict or engulf.

Juiblex Spikes (Su): Juiblex can use the coldness within his body to harden parts of his body, as a free action, creating spikes. Any creature grappling with or being constricted by Juiblex take an extra 8d6 points of piercing damage plus 3d6 acid and 3d6 cold damage. Juiblex can disperse the spikes as another free action. He can also shoot them out in a 100 ft. radius dealing 10d6 points of piercing damage plus 3d6 acid and 3d6 cold damage to any creature (not in service of Juiblex) within range. Reflex save DC 55 halves. The DC is Con-based.

Maw of Juiblex (Ex): As a free action, Juiblex can gather a collection of mouths within his body to form a large mouth. It functions as a +6 acidic burst, icy burst, vile weapon. It deals damage as a colossal creature (4d6) plus 2 times his Str bonus plus 3d6 acid and 3d6 cold damage. The mouths break apart at Juiblex’s command or after 20 rounds.

Ooze Explosion (Su): Juiblex can cause itself to explode in 150 ft. radius dealing 15d6 acid and 15d8 bludgeoning damage to any creature within range. Reflex save DC 55 halves. Whether the save is successful or not, the creature is covered in acidic goo taking an extra 10d6 acid damage. In the following round, as a full round-round action, Juiblex attempts to reform itself. Creatures must then succeed an Escape Artist check or grapple check to oppose Juiblex’s grapple check. If unsuccessful, Juiblex drags the creature into his body and automatically engulfs them. (This does not allow him to exceed his normal engulfing limits. He must choose which creatures to engulf)

Pool of Acid (Su): Juiblex, as a standard action, can spew forth a pool of acid onto the ground around him in a 100ft. radius. Anyone in this pool of acid takes 10d8 points of damage each round. This pool is thick and creatures can only move at half speed. Flying creatures are unaffected.

Ravaged Form (Cold Soul): Juiblex insides are intensely cold due to the emptiness of his soul. He can control this cold and attack with it. He deals extra cold damage on all his natural attacks as well as other abilities.

Ravaged Form (Many Eyes): Juiblex’s body of ooze is filled with hundreds of eyes, which constantly shift back and forward through his body. With these eyes, Juiblex gains the following bonuses:
- He can never be flanked
- He can never be blinded
- darkvision 120 ft.
- Juiblex can see an attack coming from a mile away. He gains a +10 bonus to Ref saves.
- +10 bonus to Search and Spot checks.

Ravaged Form (Many Mouths): Juiblex’s body not only contains many eyes, but many mouths as well. His mouths constantly shift around his body like his eyes. Thus, when making a single bite attack he must roll 1d6 to determine how many bites hit their mark. When making a full attack with a bite, he must roll 2d6 to determine how many bites hit their mark.

Spell-like Abilities: CL 52th; DC 29 + level
At will: animate dead, astral projection, baleful, polymorph, blasphemy, charm monster, cone of cold, desecrate, despoil, detect law, detect good, detect magic, dominate monster, fly, fog cloud, greater dispel magic, greater invisibility, greater teleport, icestorm, magic circle against law, magic circle against good, mass hold monster, mirage arcana, orb of acid, orb of cold, persistent image, poison, polymorph, power word stun, quickened hold person, restoration, resurrection, suggestion, symbol of fear, symbol of pain, symbol of weakness, telekinesis, unhallow, unholy aura, unholy blight, wall of ice
9/day: destruction, greater restoration, harm, polar ray, true resurrection.
3/day: wish.

Summon Oozes (Sp): 1/day Juiblex can summon Darkness Given Hunger, if he’s not already with him.
5/day Juiblex can summon 3d6 fiendish elder black puddings, or 3d6 elder spawn of Juiblex.

Summon Tanar’ri (Sp): 3/day Juiblex can summon 5d10 dretches, or 2d6 hezrou, or 2d6 alkilith.

Vile Ooze Orbs (Su): As a stardard action, Juiblex can fling globs of ooze, filled with vileness, at one foe that’s within 300 ft. It deals 10d10 points of acid and vile damage. It ignores resistances and immunities. Reflex save DC 55 halves. Damage cannot be healed unless within a consecrated area. The DC is Con-based.

Wave of Bloody Fangs (Su): As a full-round action, Juiblex can take the form of a tidal wave of green ooze and bloody fangs. Juiblex becomes 60 ft. wide and can travel up to 120 ft. in any direction. Any creature hit by this wave are bitten 5 times. They must also succeed a Fortitude save or be knocked down for 1d6 rounds. Any creature that is caught at the end of Juiblex’s wave, are automatically engulfed. The DC is Con-based.

Possessions: Juiblex only carries one item – The Orb of Juiblex. To date, this is the only object that Juiblex has ever used in combat.

The Orb of Juiblex: This orb is 2 ft. within diameter. It’s dark green and covered in red runes. Juiblex carries this artifact within his gelatinous body at all times. As a full-round action, Juiblex can activate the orb’s power. Upon activation, the orb rises from his body into the air. It releases a powerful gas in a 90 ft. radius of Juiblex. Any creature within range must succeed a Fortitude save DC 60 or fall to the ground unconscious for 2d6 rounds. This effect is just the beginning. Immediately after releasing the gas, the orb shoots off into the sky. In the following round, the sky and clouds all turn a sickly shade of green. At this point, it begins raining blackish-green acidic rain in a 500 ft. radius of Juiblex. The rain deals 10d8 points of acid and unholy damage (ignores resistance and immunities to acid) each round for 15 rounds. Reflex save DC 60 halves. This effect can only be stopped by Juiblex, as a free action. After the rain stops, the orb returns to Juiblex and its runes disappear for 1 minute as it recharges. During this time the orb cannot be activated.
 

Pazuzu, Demon Prince of the Lower Aerial Kingdoms
Large Outsider (chaotic, evil, extraplanar, obyrith)

Symbol: Pazuria, or a twisted bird talon
Cosmic Rank: 15 (18 Pazunia)
HD: 80d8 + 1,440 + 160 (2,240)
Initiative:+27
Speed: 100 ft., fly 200 ft. (perfect)
AC: 89 (+15 deflection, +19 Dex, +46 natural, -1 size) touch 43, flat-footed 70
BAB/ Grapple: +80/+101
Attack: +9 chaotic power, everdancing, keen, speed, vile, vorpal, wind blast, greatsword, Pazuria +109 melee (3d6 + 42 + 3d6 chaotic + 3d6 slashing + 1 vile/17-20/x2), or talon +96 melee (1d6 + 17 plus Pazuzu Talons (see below))
Full attack: +9 chaotic power, everdancing, keen, speed, vile, vorpal, wind blast, greatsword, Pazuria +109/+109/+104/+99/+94 melee (3d6 + 42 + 3d6 chaotic + 3d6 slashing + 1 vile/17-20/x2), and 2 talons +96 melee (1d6 + 17 plus Pazuzu Talons (see below)), and 4 wings +91 melee (1d6 + 8), OR +9 chaotic power, everdancing, keen, speed, vile, vorpal, wind blast, greatsword, Pazuria +109/+109/+104/+99/+94 melee (3d6 + 42 + 3d6 chaotic + 3d6 slashing + 1 vile/17-20/x2), and 2 talons +96 melee (1d6 + 17 plus Pazuzu Talons (see below)), and 2 claws +91 melee (1d6 + 8), and 4 wings +91 melee (1d6 + 8)
Space/reach: 10 ft./ 10 ft.
Special attacks: Aero Dive, Aura of Servile Avians, Breath Weapons, Rake (3d8 + 24 plus Pazuzu Talons), Red Wind, Spell-like Abilities, Summon Avians, Summon Tanar’ri, Sundering Dive, Temptation, Wind Stroke
Special qualities: Darkvision 60ft., DR 40/Epic Good and Cold Iron, DR20/-, Energy Resistance to Acid 40, Cold 40, Fire 40, Immunity to Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Fast Healing 30, Low-Light Vision, Ravaged Form (Pazuzu Talons), Ravaged Form (Wings of Pazuzu), Regeneration 15, SR 77, Telepathy 1000 ft., True Seeing
Saves: Fort +66, Ref +67, Will +58
Abilities: Str 44, Dex 49, Con 46, Int 35, Wis 30, Cha 41
Skills: Balance +110, Bluff +104, Concentration +104, Diplomacy +101, Disguise +101, Escape Artist +117, Forgery +98, Gather Info 101+, Hide +101, Intimidate +101, Knowledge(arcana) +98, Knowledge (religion) +98, Knowledge (the planes) +98, Listen +96, Move Silently +105, Sense Motive +96, Spellcraft +98, Spot +96, Survival +96, Tumble +115
Feats: Ability Focus (Red Wind), Agile, Cleave, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Fly-By Attack, Great Cleave, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword) Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Multi Attack, Power Attack, Skill Focus (Balance), Skill Focus (Bluff), Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack
Epic Feats: Blinding Speed, Epic Dodge, Epic Fortitude, Epic Reflexes, Epic Skill Focus (Escape Artist), Epic Toughness (x8), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Willpower, Dire Charge, Improved Fly-By Attack, Improved Initiative, Improved Whirlwind Attack, Superior Initiative
Environment: Pazunia (Abyss)
Organization: Solitary (unique) or group (Pazuzu, 10 advanced anzu (30 HD), 5 advanced balors (35 HD), or group (Pazuzu, 5 advanced anzu (30 HD), or 15 fiendish rocs)
CR: 64
Treasure: Pazuria
Alignment: Chaotic Evil

(flavor coming)

Combat: Pazuzu always starts off the battle by flying. He then dives upon them with his deadly diving abilities. When on the ground, he leads with his great sword. Against multiple foes he’ll use his breath weapons to full effect, especially the locust swarm version. When dealing with weak minded he first makes a suggestion for them to join him. He then makes another suggestion making them say his name 3 times. Once finished, he uses Temptation. He may aid them one day, but in the long run Pazuzu always returns for their soul at a later date. Pazuzu’s also loves to use his poisonous talons to lower a creature’s Dexterity (as well as their Reflex saves) in order to destroy them with his abilities, which require Reflex saves.

Aero Dive (Ex): When diving on a creature, Pazuzu can also send forth a powerful blast of razor-sharp winds dealing and extra 5d10 points of slashing damage. Treat the damage from his sword as a critical. Reflex save DC 69 halves (Dex-based). Huge or smaller creatures, who fail their save are knocked down and stunned for 2d4 rounds. Gargantuan or larger creatures are stunned for 2d4 rounds.

Aura of Avians (Su): All creatures with a natural fly speed feel a strange bond of attraction to Pazuzu. Before such a creature takes any hostile action against Pazuzu, it must succeed a Will save DC 65. Failure indicates the creature’s attack fails and its actions wasted. This aura extends to a radius of 300 ft. The DC is Cha-based.

Breath Weapons (Su): Pazuzu can spit forth one of two breath weapons, which are composed of either a swarm of locusts or an acidic vapor.
- Pazuzu spits forth swarms of locusts in a 120 ft. cone dealing 34d6 points of
biting damage to any creature within range. Reflex save DC 68 halves (Con-based). Along with the initial damage, Pazuzu can also make the swarm of locusts occupy 1 square. He can spit forth up to 6 swarms of locusts (all of which must be created so that each swarm is adjacent to at least 1 other swarm). He can also cause them to occupy the area of other creatures. The locusts attack any creature occupying the squares and can pursue those that flee, dealing 5d10 points of biting damage each round. Reflex save DC 68 halves (Con-based). The locusts stay around for 10 rounds before flying away.
- Pazuzu spits forth a 90 ft. cone of acidic poisonous vapor dealing 22d8 points of acid damage to any creature within range. Reflex save DC 68 halves (Con-based). The creatures also take 3d4 Str and Dex damage from the poison. Fortitude save DC 68 halves (Con-based). A minute later, a second Fortitude save DC 68 (Con-based) must be made to avoid the secondary damage of 3d4 Con damage.

Note: Pazuzu can only use one breath weapon every 1d4 rounds.

Rake (Ex): Whenever Pazuzu successfully attacks with his talons he latches on and deals an extra 3d8 + 24 plus Pazuzu Talons.

Ravaged Form (Pazuzu Talons): Pazuzu’s talons secrete a deadly poison, which slows creatures allowing him to overwhelm them with his speed. Whenever Pazuzu makes a successful attack with his talons, the targeted creature must succeed a Fortitude save DC 68 (Con) or be slowed as the spell (CL80). Only a greater restoration spell of at least 60th level can stop this effect.

Ravaged Form (Wings of Pazuzu): Pazuzu’s four red wings release a deadly poisonous mist whenever he flaps his wings. As a standard action, he can flap his wings and produce a poisonous mist with the range of a 60 ft. radius. Creatures in range must succeed a Fortitude save DC 68 (Con) or take 3d6 Dex damage (initial). A minute later, a second Fortitude save DC 68 (Con-based) must be made to avoid the secondary damage of 3d6 Dex damage. Also, while Pazuzu is flying, any creatures, in his path of flight, suffer the same effects as stated above.

Red Wind (Su): As a standard action, Pazuzu can launch forth, a 100 ft. cone of razor-sharp feathers, at his foes. Any creatures caught within range take 10d10 slashing damage. Reflex save DC 68 halves (Con-based). Creatures must also make a Fortitude save DC 68 (Con) or take 1d6 Dex damage (initial) from his poisonous feathers. In the following round, a second Fortitude save DC 68 (Con-based) must be made to avoid the secondary damage of 1d6 Dex damage.

Spell-like Abilities: CL 80; DC 34 + spell level
At will: animate dead, astral projection, baleful, polymorph, blasphemy, cat’s grace, charm monster, contagion, desecrate, detect law, detect good, detect magic, dominate monster, greater dispel magic, greater invisibility, greater teleport, gust of wind, insect plague, magic circle against law, magic circle against good, mass hold monster, mirage arcana, orb of acid, persistent image, poison, polymorph, power word stun, restoration, resurrection, slow, suggestion, symbol of fear, symbol of pain, symbol of persuasion, symbol of weakness, telekinesis, unhallow, unholy aura, unholy blight, wind walk, wind wall, wing bind
9/day: destruction, greater restoration, greater whirlwind, harm, plane shift, trap the soul, true resurrection.
3/day: wish.


Summon Avians (Sp): 10/day Pazuzu can summon 3d6 fiendish elder arrowhawks, 2d6 harpies (ranger 18), or 1d6 fiendish rocs.

Summon Tanar’ri (Sp): 5/day Pazuzu can summon 2d4 succubi (ranger 15), 4d6 vrocks, or 1d6 balors (ranger 20).

Sundering Dive (Ex): 20/day When diving on a creature, Pazuzu can surround his blade with pressurized wind. A Reflex save DC 69 must be made or the creature takes 10d10 points of slashing damage plus other effects. Failure to save indicates that the wind sheers his foe in half killing them instantly. The slain creature can only be raised normally after a miracle or wish spell has been casted. Huge or smaller creatures, who succeed on their save are still knocked down and stunned for 2d4 rounds. Gargantuan or larger creatures are stunned for 2d4 rounds.

Temptation (Su): A creature who says Pazuzu’s name 3 times in succession, a link between them and Pazuzu is established. For one minute, Pazuzu can examine the creature by way of detect good, detect law, detect thoughts, and tongues despite any distance (physical or planar) between them. He always uses Sense Motive to figure out whether the one who calls him is trying to entrap him. Pazuzu can use plane shift or greater teleport to get to the speaker’s location as long as he does it within one minute. Once he has arrived on the scene, the speaker asks for a favor. If Pazuzu agrees to aid the creature their alignment shifts automatically to chaotic evil. This means upon the creature’s death, they are doomed to the abyss. After aiding them, Pazuzu always waits a while before coming to collect their souls through force. Only a miracle or wish spell, followed closely by an atonement spell of at least 60th level, can save them.

Wind Stroke (Ex): With a stroke of his blade, Pazuzu can let loose a 90 ft. cone of slashing winds as a standard action. This stroke deals 20d6 points of slashing damage. Reflex save DC 69 halves (Dex-based). Huge or smaller creatures, who fail their saves are knocked back 30 ft. and take 6d6 points of falling damage. They are also considered knocked down for 1 round. This attack can also be directed at flying creatures, knocking them from the sky if they fail their save. They take the same amount of damage as stated above.

Possessions:

Pazuria: Said to have been crafted from an anzu’s feather, Pazuzu is never without this sharp blade. It appears as a chipped greatsword, from where other weapons have banged up against it. However, the blade is extremely sharp allowing Pazuzu to ignore 25 points of a creature’s damage reduction. It functions as a +9 chaotic power, everdancing, keen, speed, vile, vorpal, wind blast, greatsword. While using this blade Pazuzu gains the following abilities:
- As a standard action, 30/day, Pazuzu can produce a tornado effect (DMG pg. 95).
- Those hit by this blade are unable to fly by any means (magical or non-magical) for 1 hour. Fortitude save DC 67 (Str-based) negates. If used against flying creatures, they fall to the ground if they fail their save. They take d10 damage for every 10 ft. the fall.
- Any wind-based spells or abilities, directed at Pazuzu, are automatically turned as if by a spell turning spell (CL 80)
 

Remove ads

Top