• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Rogue's Gallery (My campaign's last battle)

Played out my campaign's final battle last month and am getting around to writing up a storyhour for it. I'd still like to preserve everything though so I'm working on this Rogue's Gallery for just the last battle. My PCs were level 20, with about +3 LA from all the extra bonuses and consisted of a half-elf Ranger/King of the Wild/Greater Werewolf, a Fey'Ri Bard who was temporarily imbued with two divine ranks, and a monk that was Chosen of Imad (an intermediate deity with the Air, Protection, and Travel domains) with a vow of poverty. The battle consisted of five factions (the PCs and their cohorts, The Saint of Ediam's forces, the Ediamites, Grazz't and his demons, and Nessus the demigod of dreams). It lasted for 33 rounds and took about 17 hours to play through. The Saint's goal was to siphon of divinity from Ediam, the only greater god of the campaign and achieved Divine Rank 3 before just barely being beaten by the PCs. If he had lasted one more round, everyone would've died. It was a good end to a campaign that lasted 3 years, starting from the PCs at level 2.

The Saint's Forces:
The Saint (CR 35), Eli Shadowson (CR 23), The Fallen Prince (CR 23), Lady Avelion (CR 22, stats found with Grazz't's entourage), 3 Furies (CR 19), Sagrossa the Tenebrous Beast (CR 18), Half-Demon Priest (CR 17)


Saint of Ediam ---- CR 35

Formerly the high priest of Ediam, the law-bringer, the Saint was in agreat part responsible for that god's rise to greater god status. Powerful, wise, and extremely charismatic, the Saint defeated many foes and converted many countries to the worship of Ediam. The victor of the War of Dragons, the Saint was promised a genuine divine spark for his trouble. Ediam, fearing that the Saint was too charismatic for his own good and that those worshipping would splinter off from his faith, instead banished the Saint and his closest followers from the Prime Material plane and sealed off all dimensional access to the plane with his newly Greater God status.

Combat Strategy: He's pretty good at beating things dead in a full round attack, using his extra partial action gained from his Saint template to cast a spell, followed by another quickened spell. Alternatively, he can 'heal' his opponents to death with his healing aura, giving them so many temporary hit points they burst. Meanwhile, he'd use instant death spells to try and kill them without dealing hit point damage. He's nigh invulnerable and so enjoys having fun with his opponents, enjoying the use of Greater Command to make them kneel and prostrate themselves before him.

Construct (Positive) Ex-Cleric 25/Heirophant 5/Ur-Priest 10
NE medium construct (positive)
Init +5; Senses detect chaos, Listen +38, Spot +38
----
AC 52 (+5 Dex, +23 Nat, +14 Def)
Hit Dice 40d8+880 (1200 hp) +50 Temporary HP, Fast Healing 100
Resist acid 30, cold 30, electricity 30, fire 30, sonic 30; SR 45
Immune death, mental influence, freedom of movement
Healing Aura (see Saint template)
Fort +43, Ref +27, Will +37
----
Speed 60 ft. (12 squares)
Melee Rod of the Penitent +65/+60/+55 (2d8+40)
Melee (Power Attack 15) +50/+45/+40 (2d8+70)
Melee (Divine Favor, PA 16) +55/+50/+45 (2d8+78)
Base Atk +25 epic; Grp +45; freedom of movement
Space 5 ft.; Reach 5 ft.
Atk Options Improved Awesome Blow (110 ft), Power Attack
Combat Gear: Rod of the Penitent (+10 Adamantine Mace)
Class Spells Known (CL 40th, DC = 25 + Spell Level):
--9th level-Fist of Spite (30d8, Emp/Ex), Firestorm (30d6, Q) x2
--8th level-Firestorm (180, Max) x2, Sym. of Ins. (Hx4), Sym. Of Stun (Hx5)
--7th level-Destruction (Hx3) x2, Harm (Q), Heal (Q) x3
--6th level-B. Barrier (120 , Max) x2, Flamestrike (20d6, Q) x2, Gtr. Command (Q), Gtr. Command (Hx4)
--5th level-Slay Living (Hx4) x6
Spell-like Abilities (CL 40th): 2/day- dispel chaos.
----
Str 50, Dex 20, Con 53, Int 27, Wis 41, Cha 38
Skills: Spellcraft +84
Feats: Awesome Blow, Cleave, Great Cleave, Heighten Spell, Maximize Spell, Quicken Spell, Power Attack
Epic Feats: Epic Spellcasting, Improved Awesome Blow, Improved Metamagic (x4), Reflective Spell Resistance, Spell Stowaway (Heal)
Possessions: Rod of the Penitent (+10 Adamantine Mace), Mantle of Spellcraft (+20 bonus to Spellcraft checks)


SAINT

In a previous age when deities imbued their servants with mighty powers above and beyond investing divine power into them, Saints were created. Saints were once living creatures, rebuilt by an intermediate or greater god into living constructs. At their nexus is a gate to the positive energy plane that cannot be shut off through any means. It grants them extreme self-healing capability, massive strength and endurance as well as a good amount of extra power. Since the Saint of Ediam, no other Saints have been created.

CREATING A SAINT
“Saint” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher (referred to hereafter as the base creature).
A saint uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Saints are normally native outsiders.
HD: A sainted creature always has maximum hit points.
AC: Sainted creatures gain a natural armor bonus equal to their (newly modified) constitution modifier +2, and a deflection bonus equal to their charisma modifier.
Attacks: A sainted creature makes all its attacks with a +10 luck bonus on the attack roll. A sainted creature retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A saint also gains a slam attack.
Damage: A sainted creature gains a +10 luck bonus on Damage rolls for all melee and thrown ranged attacks. Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the saint’s size. (Use the base creature’s slam damage if it’s better.)
Special Attacks: A sainted creature’s special attacks, if any, all gain a +10 insight bonus, if applicable. The +10 insight bonus may only be applied to a given special ability once.
Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +10 to its caster level to use those abilities. A sainted creature also gains the ability to use commune, haste, true seeing at will, even if it did not have spell-like abilities before, at 20th caster level.
Special Qualities: A paragon creature retains all the special qualities of the base creature and also gains the following.
-Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better.
-Divine spell resistance equal to the Saint’s CR +5. If the creature already possesses spell resistance, use whichever is higher.
-Fast healing 100. If the creature already possesses fast healing, use whichever is better.
A sainted creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
-Healing Aura: As a free action, a Saint may allow positive energy to flow from him freely, projectnig it from himself as an aura. Creatures within 10' gain fast healing 50, from 10'-30' gain fast healing 25, from 30-100 ft. gain fast healing 10, from 100-300 ft. gain fast healing 5, from 300-1000 ft. gain fast healing 1. Unlike normal fast healing, hit points healed in excess of a character's maximum hit points are instead gained as temporary hit points, stacking upon itself. Upon reaching twice a character's maximum hit points, that creature automatically implodes. Usually the recipient of this ability can become aware of it with a Knowledge (the Planes) check DC 30 or alternatively, after they are at 175% of their maximum hit points.
Skills: +10 insight bonus to all skill checks.
Saves: The sainted creature gains a +5 insight bonus on all its saving throws.
Abilities: Increase from the base creature as follows: Str +30, Con +30, Int +4, Wis +10, Cha +10.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: As base creature +10.
Treasure: Standard for a creature of the adjusted CR.
Alignment: Same as the base creature.
Advancement: Same as the base creature.


The Furies - Erinyes Sorceror 15, CR 19
The Saint's 3 loyal 'angels'. They accompany him wherever he goes and often do his dirty work.

Combat Strategy-The Furies make great harassers. They would fly or teleport off to cause chaos, gangin up on stronger opponents if they needed to. Upon getting under half hit points would retreat back to the saint's aura to recover, still managing to shoot off arrows to harry would be followers.

Spell-effects: Unholy Aura, Heroes’ Feast, Mass Haste
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 15d8+15d4+240 (345 hp)
Initiative: +9
Speed: 40 ft. (6 squares), fly 80 ft. (good)
Armor Class: 45 (+8 armor, +9 Dex, +9 natural, +4 haste, +1 Dodge) touch 28, flat-footed 21
BAB/Grapple: +22/+30
Attack: +5 triple flaming, mighty composite longbow +44 ranged (1d8+18, 20/x3, plus 3d6 fire) or rope +33 ranged touch (entangle)
Full Attack: +5 triple flaming, mighty composite longbow +42/+42/+42/+37/+32 ranged (1d8+18, 20/x3, plus 3d6 fire) or rope +30 ranged (entangle)
Space/Reach: 5 ft./5 ft.
Special Attacks: Entangle, spell-like abilities, summon devil
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 26, telepathy 100 ft., true seeing
Saves: Fort +30, Ref +31, Will +33
Abilities: Str 27, Dex 28, Con 27, Int 21, Wis 25, Cha 36 (42)
Skills: Blah!
Feats: DodgeB, MobilityB, Greater Spell Focus (Evocation), Point Blank Shot, Practiced Spellcaster, Precise Shot, Rapid Shot, Spell Focus (Evocation), Weapon Focus (Longbow)
Epic Fortitude, Epic Reflexes, Epic Spell Focus (Evocation), Epic Will
Challenge Rating: 19
Treasure: Standard, plus rope and +5 triple flaming, mighty composite longbow, +4 Mithril Chained Shirt, Amulet of Charisma +6, ioun stone (+1 CL)
Alignment: Always lawful evil

Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. An erinyes stands about 6 feet tall and weighs about 150 pounds.
Erinyes speak Infernal, Celestial, and Draconic.

Spells (Caster level-20th, spells known as 15th level sorcerer, DC 32+spell level for evocation)
Delayed Blast Fireball (20d6 damage, Reflex DC 39)
Mage’s Sword (+48 attack, 4d6+3 damage, 19-20/x2)


The Fallen Prince - Death Knight, Ex-Paladin 10/Blackguard 10, CR 23
Medium Undead
HD: 20d12+240 (480 hp)
Init: +4
Speed: 40 ft.
AC 44 (+20 Armor, +4 Dex, +10 nat), touch 14, flat-footed 40
BAB/Grapple: +20/+34
Attack: +50 (1d10+30, 15-20/x2, +3 Con damage)
Full Attack: +50/+45/+40/+35 (1d10+30, 15-20/x2, +3 Con damage)
Space/Reach: 5 ft./5 ft.
SA: Smite good (+12 attack, +25 damage) 7/day, sneak Attack +5d6, hellfire
SQ: Aura of G. Despair, C&F immunity, DR 15/Good and Bld, Lay on Hands, SR 34
Saves: Fort +28, Ref +26, Will +34
Abilities: Str 38, Dex 18, Con --, Int 23 Wis 30, Cha 34
Skills: Blah!
Feats: Combat Expertise, Improved Critical (Longsword), Improved Disarm, Improved Spell Resistance, Iron Will, Negotiator, Self-Sufficient
CR: 23
Alignment: CE
Equipment: Instigator (+6 Keen, Triple Wounding Longsword, Fire immunity), +5 Reflective Full Plate, +5 Reflective Steel Shield, King’s Mantle (+4 all stats, +4 to saves), Amulet of Natural Armor +5, Crown of the Dark Three (Minor Artifact, +5 Effective Blackguard levels)

Aura of Greater Despair (100’, -4 on all saves)
Hellfire Full round action, 10d6 Unholy damage (No save), all non-evil within 50’
Lay on Hands 300 negative energy damage
Saint’s Insight (Gift from the Saint) +10 to Attack/Damage
 
Last edited:

log in or register to remove this ad

Under Construction

The Ediamites:
Avatar of Ediam (CR 28), Samiel the Lawbringer (CR 26), Marlissa (CR 22), Pit Fiend (CR 20), Lord Ardune (CR 18), 4 Mighty Justicar (CR 16), 4 Priestess (CR 14)


Samiel the Lawbringer - Solar, Chosen of Ediam
Large Outsider (Angel, Extraplanar, Law)
HD: 22d8+154+88 (418 hp) +20 temporary hp
Init: +11
Speed: 50 ft. (10 squares), fly 150 ft. (good)
AC 53 (–1 size, +10 armor, +7 Dex, +21 nat, +6 Def), touch 14, flat-footed 30
BAB/Grapple: +22/+44
Melee Attack (PA 5): +5 dancing greatsword +45 melee (3d6+46/17–20)
Ranged Attack: +5 mighty composite longbow +45 ranged (2d6+29/x3 plus slaying)
Full Attack (Melee, PA 5): +5 dancing greatsword +45/+40/+35/+30 melee (3d6+46/17–20)
Full Attack (Ranged): +5 mighty composite longbow (+5 Str bonus) +43/+38/+33/+28 ranged (2d6+29/x3 plus slaying)
Space/Reach: 10 ft./10 ft.
SA: Spell-like abilities, spells
SQ: Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 36, tongues
Saves: Fort +37 (+4 vs. poison), Ref +35, Will +39
Abilities: Str 32 (38), Dex 24, Con 24, Int 27, Wis 35, Cha 35
Skills: Concentration +38, Craft or Knowledge (any five) +41, Diplomacy +42, Escape Artist +38, Hide +34, Listen +40, Move Silently +38, Search +39, Sense Motive +38, Spellcraft +39, Spot +40
Feats: Cleave, Flyby Attack, Great Cleave, Improved Critical (Great sword), Improved Initiative, Improved Sunder, Power Attack.
Epic Feats: Epic Spellcasting
CR: 26
Alignment: LG
Equipment: +5 Mithril Breastplate, Mantle of Resistance +7, Ruler’s Crown (+6 Wis/Cha)

Spell Effects (CL 24th) - Aura of Law, Divine Favor, Divine Power, Heroism, Shield of Faith

Spell-Like Abilities: At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 30), imprisonment (DC 35), invisibility (self only), lesser restoration (DC 28), polymorph (self only) power word stun, remove curse (DC 29), remove disease (DC 29), remove fear (DC 27), resist energy, summon monster VII, speak with dead (DC 29, waves of fatigue; 3/day—blade barrier (DC 32 earthquake (DC 34, heal (DC 32 mass charm monster (DC 34), permanency, resurrection, waves of exhaustion; 1/day—greater restoration (DC 33, power word blind, power word kill, power word stun, prismatic spray (DC 33, wish. Caster level 24th. The save DCs are Charisma-based.
The following abilities are always active on a solar’s person, as the spells (caster level 24th): detect evil, detect snares and pits, discern lies (DC 27), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action.

Class Spells Known (CL 24th, Spells Known/Per Day-20th, Spell DC = 22+Spell Level):
Law and War Domains
--9th level-Gate, Mass Heal (2), Miracle
--8th level-Dim. Lock, G. Spell Imm., MCCWounds (2),
--7th level-Destruction (2), Energy Immunity (2)

Chosen of Ediam (Template) - Max hp, +4 to All Stats, +4 Divine bonus to all Rolls, SR, CL. Command, Enthrall and Heroism as spell-like abilities at will.
 
Last edited:

(Under Construction)

The Player Characters:
King V., Thorn of Demos (CR 23), Bosco, Proxy of Syfis (CR 24), Quaal, Chosen of Imad (CR 23), Macbrea the Diabolist (CR 22), Saryn (CR 18), Macbrea's Ice Devil (CR 18), Astral Deva of Imad (CR 17), Bud the Awakened Wolverine Monk (CR 16).

...
 
Last edited:


Remove ads

Top