Vaxalath, the Terror from the Sky
There have been some requests for a few of the 'Storming Hell' monsters, especially Asmodeus and my hellfire wyrm. (Whatever gave people the idea I'd mod the hellfire wyrm anyway?
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
)
So anyhow, here's the Terror from the Sky:
VAXALETH, Corrupted Hellfire Wyrm
Huge Aberration (extraplanar, fire)
Hit Dice: 23d12+230 (401 hp)
Initiative: +3
Speed: 60’, fly 250’ (clumsy)
Armor Class: 44 (-2 size, -1 dex, +32 natural, +5 deflection), touch 12, flat-footed 44
Base Attack/Grapple: +23/+42
Attack: Bite +32 melee (3d8+11 plus 11 vile)
Full Attack: Bite +32 melee (3d8+11 plus 11 vile) and 2 claws +27 melee (3d6+5 plus 11 vile)
Space/Reach: 15’/10’
Special Attacks: Breath weapon, crush 3d8+16, disruptive attack, enhanced power, frightful presence, spell-like abilities (+4 to save DCs of special attacks)
Special Qualities: Fast healing 10
Saves: Fort + 23, Ref +12, Will +20
Abilities: Str 33, Dex 8, Con 31, Int 23, Wis 26, Cha 26
Skills: Bluff +34, Diplomacy +36, Intimidate +36, Jump +49, Knowledge (arcana, politics, religion, the planes) + 31, Listen +33, Search +31, Spellcraft +33, Spot +33
Feats: Cleave, Clinging Breath, Flyby Attack, Improved Initiative, Power Attack, Snatch
Epic Feats: Dire Charge
Challenge Rating: 29
Treasure: Ring of protection +5, vivid purple torus ioun stone (reduces recharge time on breath weapons by 1 round), bag of holding (type 2), 4 elixirs of heal (CL 15),
Alignment: Lawful evil
Breath Weapon (Su): Vaxaleth can breathe a 50’ cone of infernal flame that deals 14d10 hp of damage (Ref half DC 35). Half of this is fire damage, the other half is infernal damage and thus not subject to fire resistance. He must wait 1d4-1 rounds before breathing again; if he uses his Lingering Breath feat, he must wait 1d4 rounds.
Crush (Ex): Crushed creatures must make Ref saves (DC 35) or be pinned. While pinned, the victim suffers crush damage each round.
Frightful Presence (Ex): When Vaxaleth charges, attacks or flies overhead, he inspires terror in all creatures with 22 Hit Dice or less. All such creatures must make Will saves, DC 33, or become panicked (if 4 HD or less) or shaken for 4d6 rounds.
Spell-Like Abilities: At will- blasphemy, charm person, demand, desecrate, dictum, fire storm, greater dispelling, greater teleport, hold person, improved invisibility, misdirection, pyrotechnics, sending, suggestion, true seeing, unholy aura, unhallow, wall of fire; CL 20; save DC 22 + spell level.