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

Specially Bred Hellhounds
Aside from the regular hellhounds which roam the Nine Hells, some of the Lords (Asmodeus, Beelzebub, Belial, and Mammon) have made special breeds of hellhounds which are suited to their desires and duties.

Hound of Mammon (Minarous Hound)
Large Outsider (evil, extraplanar, lawful)

HD: 10d8 + 60 (105 hp)
Initiative: +10
Speed: 60 ft.
AC: 24 (+6 Dex, +9 natural, -1 size) touch 15, flat-footed 18
BAB/ Grapple: +10/+22
Attack: Bite +18 melee (2d6 + 12 + 1d6 fire/19-20 plus Golden Bite)
Full attack: Bite +18 melee (2d6 + 12 + 1d6 fire/19-20 plus Golden Bite)
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Devour Treasure, Fiery Bite, Golden bite
Special qualities: Darkvision 60 ft., immunity to fire, scent
Saves: Fort +13, Ref +12, Will +8
Abilities: Str 27, Dex 21, Con 23, Int 10, Wis 13, Cha 10
Skills: Appraise +13 (+15 golden items), Concentration +19, Hide +14, Jump +30, Listen +14, Move Silently +18, Spot +14, Survival +14
Feats: Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)
Environment: Nine Hells of Baator (Minarous)
Organization: Solitary or group (3 – 6)
CR: 10
Treasure: left over treasure worth between 1000 gp – 5000 gp
Alignment: Lawful Evil
Advancement: 11- 20 HD (large), 21- 30 HD (huge)

This creature appears as a powerfully built dog, covered in golden scales and the occasional brown spots. Their eyes glow a feint golden color.

A Minarous Hound is a special breed of hellhound bred by Mammon. They are used to steal treasure from any creature they come upon.

They are 9 ft. long and 5 ft. tall at the shoulder. They weigh 300 pounds.

Combat: A Minarous Hound will always try to disarm its foe of its weapons, armor, and treasure before devouring it.

Breath Weapon (Su): A Minarous Hound can spit forth a 30 ft. cone of fire every 1d4 rounds. It deals 4d6 points of fire damage. Reflex save DC 21 halves. DC is Con-based.

Devour Treasure (Su): A Minarous Hound can spend a full-round action devouring a person’s treasure after it has disarmed the target of the said treasure. It can devour any amount of treasure as long as the treasure is not bigger than itself. While devouring treasure, the Minarous Hound is open to attack of opportunities. If it is hit while devouring, it must succeed a Concentration check DC (10 + damage dealt + attacker’s Str bonus). If it successfully devours the treasure, the treasure is transported to Mammon’s Vault via a portal in its stomach. The only way to get the treasure back is to go into Mammon’s Vault and take it, which is a whole adventure all itself.

Fiery Bite (Su): A Minarous Hound’s bite deals an extra 1d6 points of fire damage.

Golden bite (Su): On a successful critical hit, the targeted creature must succeed on a Fortitude save DC 23 or be turned instantly into gold. The creature is not dead (unless the bite damage kills them); rather they are in a paralyzed state. A restoration spell of at least 15th must be cast in order to free the creature. Once a creature falls prey to this ability, the Minarous Hound can consume it using its Devour Treasure spell. Also the creature that has been transformed into gold is worth 100 gp per HD/level. DC is Str-based.


Hound of Belial (Plegethos Hound)
Large Outsider (evil, extraplanar, lawful)

HD: 11d8 + 77 (126 hp)
Initiative: +11
Speed: 60 ft.
AC: 26 (+7 Dex, +10 natural, -1 size) touch 16, flat-footed 19
BAB/ Grapple: +11/+23
Attack: Bite +19 melee (2d6 + 12 + 2d6 hellfire plus Channel Pain /19-20)
Full attack: Bite +19 melee (2d6 + 12 + 2d6 hellfire plus Channel Pain/19-20)
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Channel Pain, Burn, Hellfire Bite
Special qualities: Darkvision 60 ft., immunity to fire, scent, vulnerability to cold
Saves: Fort +14, Ref +14, Will +9
Abilities: Str 26, Dex 24, Con 25, Int 10, Wis 14, Cha 14
Skills: Escape Artist +21, Hide +17, Intimidate +16, Jump +32, Listen +16, Move Silently +21, Spot +16, Survival +16
Feats: Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)
Environment: Nine Hells of Baator (Plegethos)
Organization: Solitary or group (3 – 6)
CR: 11
Treasure: None
Alignment: Lawful Evil
Advancement: 12- 22 HD (large), 23- 33 HD (huge)

Appearing before you is a fiendish dog wrapped in hellish flames. Its eyes glow a haunting purple color

A Plegethos Hound is a special breed of hellhound bred by Belial. They are used to cause pain to any creature they happen to find. These hellhounds fill Belial with sadistic glee every time they cause pain.

They are 9 ft. long and 5 ft. tall at the shoulder. They weigh 300 pounds.

Combat: Plegethos Hounds love to use their channel pain ability, so they are almost always in melee combat. Against multiple foes, a Plegethos Hound always resorts to it breath weapon.

Breath Weapon (Su): A Plegethos Hound can spew forth a 30 ft. cone of hellfire every 1d4 rounds. It deals 5d6 points of hellfire damage. Reflex save DC 22 halves. Hellfire ignore fire resistance and immunity. DC is Con-based.

Channel Pain (Su): On a successful bite, a targeted creature must succeed a Fortitude save DC 23 or double over in pain for 1d6 rounds and take no actions. DC is Str-based.

Burn (Ex): A Plegethos Hound can set combustible objects on fire with a mere touch.

Hellfire Bite (Su): A Plegethos Hound deals an extra 2d6 points of hellfire damage with each successful bite.


Hound of Beelzebub (Maladomini Hound)
Large Outsider (evil, extraplanar, lawful)

HD: 13d8 + 91 (149hp)
Initiative: +10
Speed: 60 ft.
AC: 27 (+5 Dex, +3 insight, +10 natural, -1 size) touch 17, flat-footed 22
BAB/ Grapple: +13/+26
Attack: Bite +22 melee (2d6 + 13 + 1d6 acid/19-20)
Full attack: Bite +22 melee (2d6 + 13 + 1d6 acid/19-20)
Space/reach: 10 ft./10 ft.
Special attacks: Acidic Bite, Breath Weapon, Stench
Special qualities: Compound Eyes, Darkvision 60 ft., immunity to acid and fire, scent
Saves: Fort +17, Ref +13, Will +9
Abilities: Str 28, Dex 20, Con 25, Int 9, Wis 12, Cha 10
Skills: Escape Artist +21, Hide +17, Intimidate +16, Jump +33, Listen +17, Move Silently +21, Spot +17, Survival +17
Feats: Great Fortitude, Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)
Environment: Nine Hells of Baator (Maladomini)
Organization: Solitary or group (3 – 6)
CR: 13
Treasure: none
Alignment: Lawful Evil
Advancement: 14- 26 HD (large), 27- 39 HD (huge)

This creature that stands before you appears dog-like in appear, but is far from being a dog. Its body is furless and its skin is dark-blue and tight. Around its neck and head is a mane of white, mangy hair. Its head is a mixture of a fly and a dog. Acidic slime falls from its mouth, while its body exudes a foul stench.

A Maladomini Hound is a special breed of hellhound bred by Beelzebub. They are used to spread filth and ruin wherever they go.

They are 9 ft. long and 5 ft. tall at the shoulder. They weigh 300 pounds.

Combat: A Maladomini Hound often attacks in melee, relying on its stench as a defense against those trying to flank it. Against multiple foes, it always utilizes its breath weapon.

Acidic Bite (Su): A Maladomini Hound deals an extra 1d6 points of acid damage with each successful bite.

Breath Weapon (Su): A Maladomini Hound can spew forth a 30 ft. cone of filthy, rotten goo every 1d4 rounds. It deals 7d6 points of acid damage. Reflex save DC 23 halves. The creatures within range must also succeed a Fortitude save DC 22 or be nauseated for 1d6 + 1 rounds. DC is Con-based.

Compound Eyes (Ex): A Maladomini Hound has the compound eyes of a fly, granting it a +3 insight bonus to AC.

Stench (Su): A Maladomini Hound can be smelled from a mile away. However those within 20 ft. of a Maladomini Hound must succeed a Fortitude save DC 22 or immediately fall prone for 1 round and be nauseated for 1d6 + 1 rounds afterwards. DC is Con-based.

Hound of Asmodeus (Nessian Hound)
Large Outsider (evil, extraplanar, lawful)

HD: 15d8 + 135 (202 hp)
Initiative: +10
Speed: 60 ft.
AC: 30 (+6 Dex, +15 natural, -1 size) touch 15, flat-footed 24
BAB/ Grapple: +15/+29
Attack: Bite +25 melee (2d6 + 10 + 2d6 hellfire plus poison/19-20),
Full attack: Bite +25 melee (2d6 + 10 + 2d6 hellfire plus poison/19-20), and tail +20 melee (1d8 + 5)
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Fear Gaze, Hellfire Bite, Poison
Special qualities: Darkvision 60 ft., immunity to fire, scent
Saves: Fort +18, Ref +15, Will +12
Abilities: Str 30, Dex 23, Con 29, Int 11, Wis 16, Cha 15
Skills: Escape Artist +23, Hide +19, Intimidate +20, Jump +36, Listen +21, Move Silently +23, Spot +21, Survival +21
Feats: Ability Focus (fear gaze), Great Fortitude, Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)
Environment: Nine Hells of Baator (Nessus)
Organization: Solitary or group (3 – 6)
CR: 15
Treasure:none
Alignment: Lawful Evil
Advancement: 16 - 30 HD (large), 31- 45 HD (huge)

Appearing before you is a ruby-red scaled hellhound the size of a horse. It occasionally releases red flames from between its scales as if cooling itself down. Swinging viscously behind it is a long scaly tail ending in nasty spikes. Its eyes are like shiny black pearls.

A Nessian Hound is a special breed of hellhound bred by Alastor (under Asmodeus’ orders). They are used to spread fear in Asmodeus’ name. They usually lounge around Fortress Nessus awaiting their master’s orders.

They are 11 ft. long and 5 ft. tall at the shoulder. They weigh 300 pounds.

Combat: Nessian Hounds always use their fear gaze to make their targets easy to take down with their powerful breath weapons.

Breath Weapon (Su): A Nessian Hound can spew forth a 50 ft. cone of hellfire every 1d4 rounds. It deals 10d6 points of hellfire damage. Reflex save DC 26 halves. Hellfire ignore fire resistance and immunity. DC is Con-based.

Fear Gaze (Su): Those who meet the Nessian Hound’s gaze are subject to this ability. Up to one creature can be affected per gaze. The targeted creature must succeed a Will save DC 21 or be affected as if by a fear spell of 15th level. If the creature successfully saves they are immune to this effect for the next 24 hours. DC is Cha-based.

Hellfire Bite (Su): A Nessian Hound deals an extra 2d6 points of hellfire damage with each successful bite

Poison (Ex): Injury; initial – 1d6 Str; secondary – 1d6 Str; Fort save DC 27 negates.
 

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Graz’zt, The Dark Prince

Graz’zt, The Dark Prince
Large Outsider (chaotic, evil, extraplanar, tanar’ri)

Symbol:Graz’zt’s six-fingered hand or a black silhouette of his head with glowing green eyes
Cosmic Rank:17 (20 in Azzagrat)
HD: 93d8 + 1,674 + 120 (2,538 hp)
Initiative: +23
Speed: 90 ft.
AC: 97 (+18 armor, +21 deflection, +15 Dex, +35 natural, -1 size) touch 44, flat-footed 82; displacement (50 % miss chance)
BAB/ Grapple: +93/+113
Attack: +9 acidic blast, keen, speed, unholy power, vile, greatsword, Zelumicor +121 melee (3d6 + 41 + 3d6 acid + 3d6 unholy + 1 vile/17-20/x2)
Full attack: +9 acidic blast, keen, speed, unholy power, vile, greatsword, Zelumicor +121/+121/+116/+111/+106 melee (3d6 + 41 + 3d6 acid + 3d6 unholy + 1 vile/17-20/x2)
Space/reach: 10ft./10ft.
Special attacks:Breath Weapon, Constrict, Epic Spell-like Abilities, Fear, Flames of Azzagrat, Graz’zt’s Arcane Fire, Improved Grab, Shadow Jump, True Mastery of the Elements, True Spell Power of Graz’zt, Tyrannical Stare, Shadow Bolt, Shadow Field, Spell-like Abilities, Summon Lamia, Summon Tanar’ri, Summon Shadows,Toss
Special qualities: Darkvision 120ft., DR 40/Epic Good and Cold Iron, Energy Resistance to Cold 50, Fire 50, Immunity to Acid, Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Fast Healing 30, Item Master, Low-Light Vision, Prince of Shadows, Prince of Tyrants, Ravaged Form (Acidic Blood), Ravaged Form (Dark Beauty), Regeneration 35, SR 103, Telepathy 1000 ft., True Seeing
Saves: Fort +72, Ref +69, Will +71
Abilities: Str 43, Dex 40, Con 46, Int 47, Wis 44, Cha 52
Skills: Appraise +114, Balance +111, Bluff +129, Climb +112, Concentration +114, Decipher Script +114, Diplomacy +132, Disguise +117, Forgery +114, Gather Info +117, Hide +122, Intimidate +132, Jump +136, Knowledge (arcana) +114, Knowledge (history) +114, Knowledge (religion) +114, Knowledge (the planes) +114, Listen +113, Move Silently +111, Search +114, Sense Motive +115, Spellcraft +114, Spot +113, Survival +113, Tumble +111, Use Magic Device +113
Feats: Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Great Cleave, Great Fortitude, Greater Spell Focus (enchantment), Greater Spell Penetration, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Disarm, Improved Feint, Improved Initiative, Improved Sunder, Iron Will, Leadership (93), Lightning Reflexes, Magical Aptitude, Mobility, Negotiator, Persuasive, Power Attack, Quicken Spell-like Ability (eagle’s splendor), Quicken Spell-like Ability (Graz’zt’s Long Grasp), Skill Focus (Diplomacy), Skill Focus (Intimidate), Spell Focus (enchantment), Spell Penetration, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack
Epic Feats: Blinding Speed, Epic Fortitude, Epic Leadership (93), Epic Reflexes, Epic Skill Focus (Bluff), Epic Skill Focus (Diplomacy), Epic Skill Focus (Intimidate), Epic Spellcasting, Epic Spell Penetration, Epic Toughness (x6), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Willpower, Improved Combat Casting, Improved Combat Reflexes, Improved Whirlwind Attack, Legendary Commander, Superior Initiative
Environment: Azzagrat (Abyss)
Organization: Solitary or Group (Graz’zt, 5 Marilith (40 HD), and 10 succubus)
CR:70
Treasure:Zelumicor, Graz’zt’s Armor and Quintuple Standard
Alignment:Chaotic Evil

Combat: Graz’zt loves to cause destruction with his spell-like abilities. However, for those who are foolish enough to face him in melee combat he will not back down. If out numbered, hell summon help.

Breath Weapon (Su): Graz’zt can spit forth a 150 ft. line of glowing, green acid. It deals 40d8 points of violated acid damage. Half is acid, while the other half is unholy. Reflex save DC 79 halves. He can use this once every 1d6 rounds.DC is Con-based.

Constrict (Ex): If Graz’zt successfully grapples an opponent with his sword, he deals an extra 6d6 + 61 points of damage.

Fear (Su): As a free action, Graz’zt can invoke a fear effect at will. Will save DC 82 negates. DC is Cha-based.

Flames of Azzagrat (Su): Graz’zt controls the flames the cover his triple realm, Azzagrat.
As a standard action Graz’zt can let loose one of the following.

-He can launch a 160 ft. cone of burning hot green flames from his hand. It deals 27d12 points of violated fire (half fire, half unholy) damage plus 2d6 Con damage as it burns both body and soul. Reflex save 82 halves damage. If the targeted creature’s Con reaches 0, their soul is destroyed. Only a greater god can restore the creature back to life. DC is Cha-based.
-He can launch forth a 160 ft. cone of purple flames from his hand. These flames are the very flames stored in Graz’zt’s ovens, which dot his triple realm. Thus, the flames deal 27d12 points of violated cold (half cold, half unholy) damage plus 2d6 Dex damage as it freezes its victim. Reflex save 82 halves damage. If the targeted creature’s Con and hp reaches 0, they are frozen in purple ice and their souls are trapped within as if by a trap the soul spell. If the targeted creature’s Con reaches 0, they are merely frozen in purple ice. Only a miracle or wish spell can unfreeze the victim. As a free action on his next turn, Graz’zt can send his all who are frozen in this fashion, straight to Azzagrat. Once they reach the layer they are still frozen, whether they are dead or alive. DC is Cha-based.

Graz’zt’s Arcane Bolt (Su): As a full-round action, Graz’zt can unleash a devastating bolt of green and purple flames, which intertwine with each other. The bolt is 20 ft. wide and 600 ft. long. It deals 66d6 points of damage plus 6d6 Con damage. Reflex save DC 87 halves damage. If the targeted creature’s Con reaches 0, their soul is utterly destroyed. Only a greater god can restore the creature back to life. Even then, they have a 66% chance of failing. Graz’zt can use this power 16 times per day. DC is Cha-based.

Improved Grab (Ex): When Graz’zt attacks with his sword, he can cause it to grapple his target. If successful, he can constrict or toss them.

Item Master (Ex): Graz’zt can use any magic item, but he does not create them.

Prince of Shadows: As the Prince of Shadows, Graz’zt gains total concealment when in the shadows. He also gains +2 bonus to DC of shadow-based spells such as shadow blast, shadow fade,etc.

Prince of Tyrants: As the Prince of Tyrants, Graz’zt enchantment spells are hard to ignore. He gains a +6 bonus to DC of spells that are in the enchantment school.

Ravaged Form (Acidic Blood): Graz’zt’s blood is highly acidic. Slashing and piercing weapons that strike Graz’zt cause his blood to spew forth from his wounds dealing 6d6 points acid of damage to the attacker. So potent is Graz’zt’s acidic blood, that it ignores any acid resistance or immunities a creature may have. Reflex save DC 79 halves damage. Bludgeoning weapons do not cause his blood to spew forth.

Ravaged Form (Dark Beauty): Graz’zt’s infernal beauty is undeniable. Those looking at him must succeed a Will save DC 82 or be affected as if by a charm monster/person spell. If the creatures successfully save against this effect, they are immune to it for the next 24 hours.

Regeneration (Ex): Graz’zt takes normal damage from epic, good, and cold iron weapons. He takes normal damage from good-aligned spells.

Shadow Bolt (Su): As a standard action, Graz’zt can unleash a blackish-purple bolt of energy. It is 300 ft. long and deals 100 points of damage. Reflex save DC 82 halves. The targeted creatures must then succeed on a Fortitude save DC 82 or gain 3d6 negative levels. For each negative level a creature gains, Graz’zt gains 15 temporary hit points. These hit points cannot exceed his normal hp limit. DC’s are Cha-based.

Shadow Field (Su): As a full round action, Graz’zt can erect a barrier of shadows around himself. Graz’zt creates a 30 ft. radius of shadows around himself for 60 rounds. Light- or fire-based spells aimed at Graz’zt are impeded unless the caster succeeds a Spellcraft check DC 82. Any creature stepping into the shadow field, step into absolute coldness. They take 10d6 points of cold damage per round (no save). Creatures must succeed a Fortitude save DC 82, each round they are within the shadow field, or gain 1d6 negative levels. For each negative level a creature gains, Graz’zt gains 15 temporary hit points. These hit points cannot exceed his normal hp limit. Graz’zt also gains total concealment while the field is active, and he can disperse the effect at anytime as a standard action. DC’s are Cha-based.

Shadow Jump (Su): Graz’zt can jump between shadows as a shadow dancer. Only he uses his cosmic rank, 17, to determine how many miles he can shadow jump, meaning he can shadow jump up to 17 miles.

Spell-like Abilities: CL 105; DC 48 + spell level; DC 56 + spell level (enchantments); DC 50 + spell level (shadow-based)
At will – acid breath, astral projection, bestow curse, blasphemy, charm monster, damning darkness, darkbolt, daze, daze monster, deeper darkness, demand, desecrate, detect good, detect law, detect thoughts, discern location, eagle’s splendor (quickened), eyebite, feeblemind, fireball, fox’s cunning, fly, Graz’zt’s long grasp (quickened), greater dispelling, greater dispel magic, hold monster, hold person, ice storm, insanity, lightning bolt, magic missile, mass charm, mirror image, owl’s wisdom, scorching ray, shades, shadow blast, shadow fade, shadow walk, shapechange, suggestion, telekinesis, teleport without error, tongues (self only), touch of idiocy, unhallow, unholy aura, unholy blight, water breathing, wall of fire, wall of ice, wall or iron, water breathing, wretched blight
6/day – antimagic field, bestow greater curse, disintegrate, dominate monster, dominate person, meteor storm, symbol of persuasion, symbol of weakness, trap the soul, veil, wish

Epic Spell-like Abilities: Graz’zt can cast up to 11 epic spells per day.

Summon Lamia (Sp): 6/day, Graz’zt can summon 3d6 lamia

Summon Tanar’ri (Sp): 12/day, Graz’zt can summon 6 succubi (bard 20), or 1d6 + 1 advanced mariliths (36 HD), or 1d4 advanced glabrezu (sorcerer 20), or 1 advanced balor (45 HD)

Summon Shadows (Sp): 6/day, Graz’zt can summon 6d6 + 6 greater shadows.

Toss (Ex): If Graz’zt successful grapples an opponent he can toss them 100 ft. in any direction dealing 10d6 points of falling damage. The tossed creature must then succeed a Fortitude save DC 77 or be knocked prone for 6 rounds. He can only toss creatures of Huge or smaller size. DC is Str-based.

True Mastery of the Elements (Su): Graz’zt is none throughout the cosmos as one of the strongest magic-users who isn’t a sorcerer or wizard. He can alter the type of energy his spell-like abilities.

True Spell Power of Graz’zt (Su): Graz’zt is none throughout the cosmos as one of the strongest magic-users who isn’t a sorcerer or wizard. Like an archmage, Graz’zt can cast spells at a higher level the actually he is. He gains a +6 bonus to his caster level.

Tyrannical Stare (Su): Graz’zt can target one creature with his gaze as a standard action. A creature who gazes into Graz’zt eyes must succeed a Will save DC 82 or bend to his will. At this point, Graz’zt can cause 1 of the following effects:
- He can cause the creature to obey his commands as if they were affected by a dominate person/monster spell of 93rd level.
- He can hold the creature in place as if they were affected by a hold person/monster spell of 93rd level.
- He can cause the creature to cower in fear in front of him for 6d6 minutes.
- He can hypnotize the creature as if they were affected by a hypnotize spell of 93rd level.

Possessions:

Zelumicor: This foul blade is a wavy, jagged greatsword, which drips profusely with acid. It function as a +9 acidic blast, keen, speed, unholy power, vile, greatsword. With each strike, the acid from the blade splashes out in a 10 ft radius of the struck creature. Any creature within range takes 3d6 points of acid damage, even if Graz’zt fails to strike his target. On a successful critical hit, acid pours into the victim’s wounds. For 6 rounds the acid eats away at the victims innards, dealing 5d6 points of acid damage plus 1d6 Con drain. Fortitude save DC 82 (Cha-based) halves damage. Even if successful, the creature still takes a –6 penalty to attack, damage, and saves from the terrible pain. If unsuccessful, the target doubles over in pain for 1 round and is considered helpless. If the creature’s Con score reaches 0, it dies and becomes a puddle of acid, blood, and liquefied flesh. A miracle or wish spell restores the creature’s body, but it is still dead (-10 hp). After its body is restored, it can be raised normally. Graz’zt can also turn the sword into a black viper, which he can then use to constrict or toss a foe.

Graz’zt’s Armor: This shiny, silvery full-plate is glamered to appear as lighter armor, which reveals more of his “flawless” body. It functions as a +10 cold warding, fire warding, glamered, greater shadow, mithral fullplate . He receives no penalties for wearing this armor. Any acid damage done to Graz’zt is absorbed and converted to temporary hit points as long as he wears this armor. These hit points cannot exceed his normal hp limit.
 

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Raijin, Demon of Lightning and Thunder
Large Outsider (chaotic, evil, extraplanar)

Cosmic Rank: 8
Hit Dice: 40d8 + 720 (1,040 hp)
Initiative: +17
Speed: 60 ft., fly 100 ft. (average)
Armor Class: 65 (+8 armor [+5 hide armor], +14 deflection, +8 Dex, +25 natural, -1 size) touch 40, flat-footed 57
Base Attack/Grapple: +40/+63
Attack: Thunder Drumstick +66 melee (2d6+27 plus 6d6 sonic/19-20/x3), or Lightning Drumstick +66 melee (2d6+27 plus 6d6 electric/19-20/x3), or Claw +58 melee (4d6+19 plus 3d6 electric/19-20)
Full Attack: Thunder Drumstick +66/+61/+56/+51 melee (2d6+27 plus 6d6 sonic/19-20/x3), and bite +64 melee (4d8+9 plus 3d6 electric), or Lightning Drumstick +66/+61/+56/+51 melee (2d6+27 plus 6d6 electric/19-20/x3), and bite +64 melee (4d8+9 plus 3d6 electric), or Thunder Drumstick +64/+59/+54/+49 melee (2d6+27 plus 6d6 sonic/19-20/x3), and Lightning Drumstick +64/+59/+54/+49 melee (2d6+27 plus 6d6 electric/19-20/x3), and bite +62 melee (4d8+9 plus 3d6 electric), or 2 claws +58 melee (4d6+19 plus 3d6 electric/19-20), and bite +56 melee (4d8+9 plus 3d6 electric)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, drums of thunder and lightning, electrifying attacks, spell-like abilities, summon storm cloud
Special Qualities: Damage reduction 25/epic, good, and silver, damage reduction 15/-, darkvision 60 ft., energy resistance 35 to cold and fire, fast healing 20, immunity to ability damage, ability drain, acid, disease, electricity, energy drain, mind-affecting effects, polymorphing, and sonic, see in darkness, spell resistance 51
Saves: Fort +37, Ref +27, Will +27
Abilities: Str 49, Dex 28, Con 46, Int 17, Wis 20, Cha 39
Skills: Bluff +57, Concentration +61, Intimidate +57, Jump +74, Knowledge (religion) +46, Knowledge (the planes) +46, Listen +48, Search +46, Sense Motive +48, Spot +48, Survival +48,
Feats: Awesome Blow, Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Two-Weapon Fighting, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Improved Two-Weapon Fighting, Lightning Reflexes, Power Attack, Mobility, Multi-attack, Spring Attack, Two-Weapon Fighting,
Epic Feats: Epic Fortitude, Epic Reflexes, Perfect Two-Weapon Fighting, Superior Initiative
Environment:Any
Organization:Solitary (unique), or trio (Raijin, Fujin, and Suijin)
CR: 43
Treasure: Thunder Drumstick and Lightning Drumstick
Alignment: Chaotic Evil

A terrible demonic creature stands before you. Its skin is red, while its hair is short, white, and spiky. It’s muscular in the arms, chest, and legs, but has a pot-belly. In each of its hands it holds a heavy mace – one cackles with lightning, the other surrounded in a cacophony of sounds. Behind this creature, are 8 circular, glowing sigils, which all have a tri-tomoe symbol upon them. This monster is Raijin, the Demon of Thunder and Lightning.

Raijin is a terrible demon that lives only to wreak havoc and destruction with the power of thunder and lightning. He is usually alone on his many rampages, while riding a storm cloud. However, it is not uncommon to see him teamed up with his brothers, Fujin and Suijin, causing untold amounts of destruction.

Raijin stands 13 ft. tall and weighs 2 tons. He speaks Abyssal, Celestial, Common, Dragon, Giant, and Infernal languages.

Combat: Raijin’s natural attacks are treated as evil and epic weapons for the purpose of overcoming damage reduction.

Breath Weapon (Su): Once every 1d6 rounds, Raijin can literally unleash a storm from his mouth in a 90 ft. cone. It deals 25d10 points of electricity and sonic damage, and thus, is not subject to resistances or immunities. Reflex save DC 58 halves damage. Creatures hit by this attack must also succeed on 2 Fortitude saves DC 58. The first save is to prevent from being knocked prone for 5 rounds, while the second is to prevent from being deafened for 3d6 rounds. DCs are Con-based.

Drums of Thunder and Lightning (Su): Raijin can beat on his beat on his drums with his maces to produce various effects.

Lightning Bolt - Once per round, as a standard action, Raijin can hit one drum and produce a lightning bolt, which is 120 ft. long. It deals 15d8 points of electricity damage to any creature within range. Reflex save DC 54 halves damage. The victims must also succeed a Fortitude save DC 54 or take an additional 3d8 electricity damage in the following round. DCs are Cha-based.

Thunderclap - Once per round, as a standard action, Raijin can hit one drum and produce a thunderclap, which is a 90 ft. cone. It deals 15d6 points of sonic damage to any creature within range. Reflex save DC 54 halves damage. The victims must also succeed a Fortitude save DC 54 or become deafened for 1 minute. DCs are Cha-based.

Storm– Once every 2 minutes, as a full-round action, Rajin can hit all 8 of his drum in rhythmic fashion and produce a storm. Raijin can project the storm anywhere within 500 ft. of himself. The storm itself lasts for 5 rounds. It is 50 ft. in radius and 100 ft. high. It deals 10d10 points of electricity damage and 10d10 sonic damage each round for 5 rounds. All creatures within the storm (except Raijin and those of his choosing), not only take damage, but also take a –5 penalty to attack and damage rolls as the storm causes the to loose focus. Reflex save DC 54 halves damage. DC is Cha-based.

Electrifying Attacks (Ex): Raijin’s natural attacks deal an extra 3d6 points of electricity damage. They are also multiplied by 2 on critical hits.

Spell-Like Abilities: CL 40; DC 24 + spell level
At will – bear’s endurance, bull’s strength, chain lightning, chaos hammer, detect good, detect law, dispel good, dispel law, eagle’s splendor, greater teleport (self and 1000 pounds only), lightning bolt, obscuring mist, ray of enfeeblement, see invisibility, unholy aura, wind wall
6/day – storm of vengeance
3/day –disintegrate, power word kill, power word stun

Summon Storm Cloud (Su): As a standard action, Raijin can summon a storm cloud to ride on. The storm carries Raijin at a speed of 300 ft. (perfect) per round. Also Raijin when pass overhead, any creature below him are subject to a lightning bolt spell (CL 20). Reflex save DC 54 halves damage. The cloud can be destroyed after taking 100 points of damage, though Raijin can summon another. However he can only summon a storm cloud 10 times a day. DC is Cha-based.

Possessions:

Thunder Drumstick: This weapon functions as a +8 Large sonic blasting heavy mace of impact. In Raijin’s hands it deals 5d6 sonic damage instead of the normal 3d6 sonic damage. Also the critical modifier for this weapon is x3 instead of the usual x2 modifier.

Lightning Drumstick: This weapon functions as a +8 Large lightning blasting heavy mace of impact. In Raijin’s hands it deals 5d6 electricity damage instead of the normal 3d6 electricity damage. Also the critical modifier for this weapon is x3 instead of the usual x2 modifier.
 

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