Demons Demons Demons !!!

dante58701

Banned
Banned
Demon, Sesrythes (Unique)
Gargantuan Outsider (Chaotic, Evil, Extraplanar, Psionic, Reptilian, Tanar'ri)
Hit Dice: 60d8+1,080 (1,800)
Initiative:+17 (+13 Dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares), Climb 50 ft., Swim 50 ft.
Armor Class:72 (-3 size, +13 Dex, +13 deflecton, +39 natural); touch 33; flatfooted 59
Base Attack/Grapple: +60/+84
Attack: +6 envenomed dancing vorpal cold iron khopesh +85 (4d6+30 plus poison) or bite +79 (4d6+12 plus poison) or tail slap +79 (8d6+24)
Full Attack: 6 +6 envenomed dancing vorpal cold iron khopesh +85 (4d6+30 plus poison) and 6 bites +79 (4d6+12 plus poison) and tail slap +79 (8d6+24)
Space/Reach: 15 ft./15 ft.
Special Attacks: Abyssal chaos blast, attach grafts, envenomed dancing vorpal khopesh, piercing strike, poison, possession, psi-like abilities, psionics, snakebite, spell-like abilities, spells, summon tanar'ri
Special Qualities: Damage reduction 30/cold iron, epic, and good, evasion, fast healing 30, omnicompetent, outsider traits, regeneration 30, SR 70, tanar'ri traits, yuan-ti traits
Saves: Fort +50, Ref +45, Will +43
Abilities: Str 58, Dex 36, Con 46, Int 29, Wis 32, Cha 36
Skills: Omnicompetent - all skills 63 + bonuses.
Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Dark Speech, Eschew Materials, Graft Flesh (fiendish (B), yuan-ti (B)), Improved Critical (khopesh), Improved Disarm, Improved Initiative, Improved Trip, Multiattack, Multiweapon Fighting, Power Attack, Quicken Spell, Quicken Spell-Like Ability (telekinesis), Scent, Silent Spell, Still Spell, Track (B), Weapon Focus (khopesh)
Epic Feats:Epic Spellcasting, Ignore Material Components
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 45
Treasure: 6 +6 envenomed dancing vorpal cold iron khopesh
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +55

The heat of the terrain blisters your skin as you make your trek across the sands. In the distance you can faintly hear the drums as they sound in warning of your approach. As you turn, seeking the source, you faintly see the air wavering on the horizon. In droves, they come pouring across the dry hardened ground and into the drifts before you, enveloping you with a torrent of bestial hissing sounds and shimmering flashes of gold that leave you without your limbs. Then as suddenly as they were there, they are gone. As you fade away into oblivion you dimly perceive the serpentine monstrosity approaching. As it's heads reveal your bones, you cannot help but wonder how it came to be, how such an abomination could exist.

Sesrythes is an ancient demon. Long has he ruled over his daughters, the mariliths, and his sons, the yuan-ti. Seemingly uninterested in the material plane, he roams the abyss aimlessly, watching his children and killing those that displease him. It is uncertain if he is the origin of the yuan-ti race, or if he is simply quite amused by them, though many assume the former. Unlike other demons, he does not squander his abilities on bids for dominion. He is quite simply not interested in such petty squabbles. He prefers to spend his time learning all he can about the nature of the abyss and it inhabitants. Wandering in the form of a yuan-ti pureblood, he is always alone. While he does have many fanatically loyal minions, they know better than to disturb his research and consequently only come to him when called.

Sesrythes has an unusual relationship with molydei, while they do not outright serve him, he has somehow earned from them a deep reverence. Even a molydei who despises him will come when beckoned and assist him without question. It is assumed by many that he may have once been a molydeus, although such rumors are generally disregarded as propaganda.

Sesrythes knows and speaks all languages.

Sesrythes is 50 ft. tall and weighs 100 tons (20,000 Lbs.).

Combat

Sesrythes typically avoids combat, preferring to use his wits, in spite of his bloodthirsty nature and lethal precision. When he is forced into combat, he attacks ferociously and without fear, first relying upon his extremely potent psionic abilities and spells, then his formidable physical attacks. A scholar to the core of his being, combat with him can be avoided by presenting him with useful knowledge. Woe betide those who deceive him though, for he will hunt them to the ends of creation and beyond.

Sesrythes's weapons and natural attacks count as chaotic, epic, and evil for the purpose of overcoming damage reduction.

Abyssal Chaos Blast (Su): Using the same energy that allows him to attach grafts, he can instead choose to emanate a blast of raw abyssal chaos in lieu of one of his daily grafts. This is treated as a ranged touch attack that inflicts the “warp touch” disease upon the target (see Book of Vile Darkness). There is no saving throw vs. this effect. He may create one abyssal chaos blast once per ten minutes.

All-Around Vision (Ex): Sesrythes's snake heads constantly peer in all directions, granting Sesrythes a +12 racial bonus on Search and Spot checks. Sesrythes can't be flanked.

Attach Grafts (Su):Sesrythes has the ability to transform corporeal mortal creatures, making them more like demons or yuan-ti. Each day, Sesrythes can attach up to sixty fiendish or yuan-ti grafts (see Fiend Folio) to one or more creatures. This requires ten minutes of uninterrupted work per graft, during which Sesrythes can do nothing else. During grafting sessions, Sesrythes can rest or engage in light activity such as talking or walking, but cannot fight, cast spells, use magic items, conduct research, or perform any other physically or mentally demanding task. Time spent resting, talking, or walking extends the grafting session by an equal period of time. Should Sesrythes rush his work, he must succeed at a concentration check DC 10 +1/minute he reduces his grafting session by. Should this check fail, the grafting attempt is ruined. He never has to pay the prerequisite costs in gold or XP. The grafts are formed out of abyssal chaos (any natural flesh replaced by a graft is destroyed by the raw abyssal chaos that is emanated from Sesrythes's hands during the procedure). He can only attach a graft to a helpless or willing target. These procedures are only painless when Sesrythes desires them to be so, otherwise they are excruciating (treat this as a symbol of pain effect).

Constrict (Ex): Sesrythes deals 8d6+36 points of damage with a successful grapple check. The constricted creature must succeed on a DC 64 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Dancing Vorpal Khopesh (Ex): Sesrythes's +6 envenomed dancing vorpal cold iron khopesh are extensions of his being. If Sesrythes is slain, his khopesh melt away into ichor. Should one be destroyed Sesrythes can manifest a new one by taking part in an 8-hour ritual on the Woeful Escarand (layer 400), where he uses mariliths as the raw materials to forge a new khopesh. Once the new khopesh is created, the previous khopesh (or it's remains) melts away.

Improved Grab (Ex): To use this ability, Sesrythes must hit with his tail slap attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he succeeds on the grapple check, he can constrict.

Omnicompetent (Ex): Sesrythes knows all skills and has maximum ranks in each.

Piercing Strike (Su): Sesrythes can strike through many forms of damage reduction with his weapons. The first time he strikes a foe, damage reduction applies normally to the blow. All following strikes automatically ignore damage reduction, save for damage reduction that requires a specific material (such as adamantine, cold iron, or silver) to bypass, epic damage reduction, or damage reduction that doesn't allow any form of bypass (such as that granted to barbarians).

Poison (Su): +6 envenomed dancing vorpal cold iron khopesh or snake bite - Injury, Fort DC 58, 2d6 Con drain/2d6 Con drain. A creature reduced to 0 Constitution by this poison immediately transforms into a marilith if female or a yuan-ti abomination if male. Only a miracle or a wish can reverse this transformation. Sesrythes's venom is supernaturally potent and can harm creatures normally immune to poison (including those under the effects of spells such as neutralize poison or hero's feast, but not constructs, mariliths, oozes, plants, undead, and yuan-ti abominations). Against such creatures, it's effects are reduced to 1d6 Con for both initial and secondary damage.

Psi-like Abilities (Ps): At will - Reality Revision (no power is prohibited); Manifester Level 60th. The save DCs are Charisma-based.

Psionics: As a 30th-level Psion (Manifester Level 60th) with access to the Clairsentience discipline. The save DCs are Intelligence-based.

Regeneration (Su): Sesrythes takes normal damage from epic, good-aligned weapons, and from spells or effects with the good descriptor.

Snakebite (Ex): Sesrythes's snake heads can strike independently of his other actions. They can each make a bite attack as a free action once per round while Sesrythes can take any other standard or full-round action. The snake heads always strike as secondary attacks.

Spell-Like Abilities (Sp): At will - animal trance, baleful polymorph, bestow greater curse, blade barrier, blasphemy, blindness/deafness, charm person, deeper darkness, demand, detect good, detect law, detect thoughts, entangle, fear, fly, gaseous form, greater dispel magic, greater teleport, mindrape, neutralize poison, plane shift, project image, see invisibility, sending, shapechange, suggestion, telekinesis, tongues, unholy aura, vampiric touch; 7/day - dimensional lock, lightning bolt; 3/day - quickened telekinesis; 1/day - trap the soul. Caster level: 60th-level. The save DCs are Charisma-based.

Spells: As a 30th-level Cleric (Caster Level 60th) with access to the two following domains: Scalykind and Trickery. The save DCs are Wisdom-based. Also as a 30th-level Wizard (Caster Level 60th). The save DCs are Intelligence-based.

Summon Tanar'ri (Sp): Three times per day, Sesrythes can automatically summon 3d6 Marilith's or 1d6 Molydei. This ability is the equivalent of a 10th-level spell (CL 60th).

Summon Yuan-Ti (Sp): At will, Sesrythes can automatically summon 3d6 Yuan-Ti Abominations or 1d6 Yuan-Ti Abomination Clerics (6th-Level). This ability is the equivalent of a 10th-level Spell (CL 60th).

Thrice per mortal, Sesrythes can fulfill their wish. Sesrythes can use this ability to offer a mortal whatever he or she desires. Once a mortal has three wishes fulfilled Sesrythes can no longer fulfill that particular mortal's wishes. Typically the price for even a single wish is the mortal's soul. Which he collects when the mortal dies.

Temptation (Su): If a creature utters the name of “Sesrythes” three times in succession, an unholy link between the speaker and Sesrythes is immediately established. For one minute Sesrythes can use detect good, detect law, detect thoughts, and tongues to examine the speaker, despite any distance (physical or planar) that might seperate them. He always uses Sense Motive to try to determine whether the one who calls him is trying to entrap him. If he wishes and is able, Sesrythes can use plane shift and greater teleport to travel to the speakers location with precise accuracy. If the caller allows him to assist them in some manner, their alignment shifts one step closer to chaotic. If the callers alignment is already chaotic, it instead shifts one step closer to evil. These shifts in alignment are considered voluntary.

True Seeing (Su): Sesrythes has a continuous true seeing ability, as the spell (CL 60th). This ability cannot be dispelled.

Skills: Sesrythes has a +8 racial bonus on Climb, Listen, and Spot Checks, a +8 racial bonus on any Swim checks to perform a special action or avoid a hazard, and a +8 racial bonus on Survival checks when tracking by scent. Sesrythes can always choose to take a 10 on Climb and Swim checks, even if distracted, rushed, or threatened. Sesrythes can use the run action while swimming, provided he swims in a straight line.

Feats: In combination with his natural abilities, Sesrythes's Multiweapon Fighting feat allows him to attack with all his arms at no penalty.
 
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CR 35 seems a little low for something that's a 30th level cleric / wizard / psion with 60 HD who can summon an unlimited number of mooks.
 

Suggestions? Im just guestimating chellenge rating. :)

Im also trying make revisions...with altering it's overall design more than a smidgen. :)
 
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AC matters little vs Epic Characters. But it does help somewhat.

Heres another gem!!!

Alaeuzau
Huge Outsider (Chaotic, Evil, Extraplanar,Tanar'ri)
Hit Dice: 30d8+5d6 (Rogue)+455 (575 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 37 (-2 size, +5 Dex, +4 deflecton, +20 natural); touch 17; flatfooted 32
Base Attack/Grapple: +33/+49
*Attack: Gargantuan +3 vile wounding cold iron ranseur +45 (3d8+26) or bite +37 (2d6+13) or gore (2d8+13) or claw+37 (1d8+23) or tail +37 (2d6+15)
*Full Attack: Gargantuan +3 vile wounding cold iron ranseur +45/+40/+35/+30 (3d8+26) and bite +37 (2d6+15) (or gore +37 (2d8+15)) and tail +37 (2d6+15) or 2 claws +42 (1d8+23) and bite +37 (2d6+15) (or gore +37 (2d8+15)) and tail +37 (2d6+15)
*Attacks include the Power Attack feat (+7).
Space/Reach: 20 ft./30 ft. (60 ft. with ranseur)
Special Attacks: Blood frenzy, powerful charge, sneak attack +3d6, spell-like abilities, summon tanar'ri
Special Qualities:Damage reduction 15/cold iron, epic, and good, evasion, possession, spell resistance 45, tanar'ri traits, telepathy 300 ft., trapfinding, trap sense +1, uncanny dodge, wield oversized weapon
Saves: Fort +32, Ref +24, Will +24
Abilities: Str 42, Dex 20, Con 36, Int 13, Wis 20, Cha 18
*Skills: Climb +33, Craft (alchemy) +33, Hide +33, Intimidate +33, Jump +33, Knowledge (arcana), Knowledge (the planes) +33, Listen +33, Move Silently +33, Open Lock +6, Spot +33, Swim +33
*Skills statistics do not include modifiers.
Feats: Cleave, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Great Cleave, Improved Critical (ranseur), Mobility, Multiattack, Power Attack, Spring Attack, Weapon Focus (ranseur)
Epic Feats: -
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 24
Treasure: Double standard plus Gargantuan +3 vile wounding cold iron ranseur
Alignment: Always chaotic evil
Advancement: By character class.
Level Adjustment: +36

Deep burning yellow eyes stare out of the darkness as cloven hooves leap about in deadly play. The screams of the dying fill the area, as it's deep rumbling laughter fills your heart with dread. It's horns clash in the night, rending wings assunder, as the cacaphony of dying angels sicken your soul. Part goat, part man, all demon, it's presence fills you with dread as it bounds ever closer. As you turn to run it's ranseur runs you through, lifting you high in to the air and then dropping you amidst the corpses it has heaped upon the stones. While you lay dying, it's unholy roars of triumph fill the land and all your kin barricade their doors. No help shall come for you, none at all.

Alaeuzau is perhaps the youngest of all aspiring demon lords. Brutal and impulsive, he is probably also the least intelligent. Although, even at an early age, he was a dangerous force to be reckoned with, he has still got a lot to learn now that he has come this far. Perhaps the least treacherous and the most violent of all the youngest demon lords, he has managed to acquire the respect of his lesser balezau kindred. They look to him as their leader, which has greatly infuriated baphomet. It is a given that they will clash at some point in the future. Until then, Alaeuzau keeps his distance, waiting for the right time to strike. He isn't a genius, but he's very wise. A sneaky bastard, he has acquired an interest in roguishness. Having perfected his fighting skills, he now seeks to hone his wits. For him this may take some time, but for one such as him, time is all but meaningless. He is aware of his limitations and trusts noone.

Alaeuzau speaks abyssal, celestial, draconic, infernal, and common.

Alaeuzau is 30 ft. tall and weighs 15 tons (30,000 Lbs.).

Blood Frenzy (Ex): If Alaeuzau takes damage in combat, he can fly into a frenzy in the following round, attacking madly until either he or his opponent is dead. Alaeuzau gains +6 Strength and Constitution, and he takes a -6 penalty to Armor Class. Alaeuzau cannot end his frenzy voluntarily.

Powerful Charge (Ex): Alaeuzau typically begins a battle by charging at an opponent. In addition to the normal benefits and hazards of a charge, this allows Alaeuzau to make a single gore attack with a +6 attack bonus that deals 4d8+22 points of damage.

Spell-Like Abilities (Sp): At will - abyssal frenzy, animate dead, befoul, blasphemy, command, create undead, creeping doom (he breaths this out as a 50 ft. cone of spiders), dancing chains, demon wings, feather fall, greater dispel magic, greater teleport (self plus 50 pounds of objects only), inner beauty, jump, lightning bolt, morality undone, planeshift, see invisibility, spiderclimb, mass abyssal frenzy, shapechange, solid fog, telekinesis, unholy aura, web; 9/day - fear; 3/day - shout; Caster level: 35th-level. The save DCs are Charisma-based.

Summon Tanar'ri (Sp): Once per day, Alaeuzau can automatically summon 6d6 dretches, 3d4 rutterkin, or 1d6 balezaus. This ability is equivalent to a 9th-level spell (CL 35th).

Wield Oversized Weapons (Ex): Alaeuzau is skilled at wielding weapons one size category larger than himself and does not take any penalties when fighting with such weapons.



I made him for fun!!!
 
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Phythanix
Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 60d8+720 (1,200 hp)
Initiative: +19 (+15 Dexterity, +4 Improved Initiative)
Speed: 30 ft. (8 squares)
Armor Class: 74 (+12 deflection, +15 Dexterity, +35 natural), touch 38, flat-footed 57
Base Attack/Grapple: +60/+72
Attack: +8 flaming vile vorpal cold iron longsword +83 melee (1d8 (1H) (or 1d10 (2H))+23 plus 1d6 fire plus 1 vile/19-20)
Full Attack: +8 flaming vile vorpal cold iron katana +83/+78/+73/+68 melee (1d8 (1H) (or 1d10 (2H))+23 plus 1d6 fire plus 1 vile/19-20) and +8 flaming vile vorpal cold iron chainwhip +83/+78/+73/+68 melee (1d6+23 plus 1d6 fire plus 1 vile plus entangle); or 2 slams +75 melee (1d8+15)
Space/Reach: 5 ft./5 ft. (10 ft. with +8 flaming vile vorpal cold iron whip)
Special Attacks: Death throes, entangle, shriek, spell-like abilities, summon demon, vorpal sword
Special Qualities: Alternate form, damage reduction 30/cold iron, epic, and (good or lawful), fast healing 30, flaming body, immunity to fire, lowlight vision, planar travel, regeneration 30, spell-like metamagic, spell resistance 70, tanar'ri traits, telepathy 300 ft., true seeing, uncanny dodge, virtual size categories
Saves: Fort +47, Ref +47, Will +43
Abilities: Str 40, Dex 40, Con 40, Int 32, Wis 32, Cha 32
*Skills: Balance +45, Bluff +45, Climb +45, Concentration +45, Craft (alchemy) +45, Diplomacy +45, Disguise +45 (+47 acting), Escape Artist +45, Jump +45, Hide +45, Intimidate +45, Knowledge (arcana) +45, Knowledge (history) +45, Knowledge (nature) +45, Knowledge (religion) +45, Knowledge (the planes) +45, Listen +45, Move Silently +45, Open Lock +27, Search +45, Sense Motive +45, Spellcraft +45 (+47 scrolls), Spot +45, Survival +45 (+47 following tracks), Use Magic Device +45 (+47 scrolls), Swim +45, Tumble +45
*Skill statistics do not include modifiers
Feats: Cleave, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Empower Spell (B), Exotic Weapon Proficiency (katana), *Extra True Vessel, Great Cleave, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Maximize Spell (B), Mobility, Power Attack, Quicken Spell-Like Ability (telekinesis), Spring Attack, Track, Two-Weapon Fighting, Weapon Focus (katana), Whirlwind Attack
*This feat is from Anger of Angels...if you lack this resource, simply trade it in for a different feat.
Epic Feats:Perfect Two-Weapon Fighting, Two-Weapon Rend
Environment: Infinite layers of the abyss
Organization: Solitary or troupe (1 balor, 1 marilith, and 2-5 hezrous)
Challenge Rating: 60
Treasure: Standard coins; double goods; standard items, plus +8 flaming vile vorpal greatsword and +8 flaming vile vorpal whip
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -

[An unfreindly encounter] The orphanage burns with horrifying swiftness as you run to save the children screaming inside. As a backblast of flame and heat wash over you in torrential waves, you barely evade being incinerated. The children are screaming and you cannot save them. Even worse, you can swear you saw a crimson man, tearing one apart and sucking the marrow from his bones. As you run away, you glance back, only to find the red man fangs sinking into your face and his talons cracking your ribs open. Life fades to black as the pain wracks your broken body.

[A friendly encounter] The darkness surrounds you as the chilling heat of the red man washes over your soul from a great distance. His look is one of a grimly determined warrior, although his stance seems one of rebellious youth. Carefully he steps forward, his slenderly muscular form poised with the kind of grace that would make a nymph seem ungainly. Something in his eyes speaks of fiery death and madness, but something in his expression speaks of bitterness and misery. As his flames dissipate, his clothes flutter in the cooling winds, he looks uncomfortable, as if he is unsure of himself. “Speak now mortal, what will you ask of me?”

Phythanix is a demon of the old school. Terrifying, unrelenting, and vicious in the extreme, he decimates his adversaries every step of the way, leaving no survivors to haunt him down the road. None escape him, he's simply that thorough. Even the mightiest demon lords are afraid of this fiery volcanic death beast, although none would dare admit it. In those rare times where he is feeling generous, he will allow lesser creatures to parley with him.

It is well known that in spite of his psychotic personality, he never breaks his word, in all the history of the abyss, never has any demon been so adamant about this. It is quite probably his only redeeming quality. Seemingly without motive, he takes part in any battle that is occuring near him. He cares not who's side he is on, killing everyone, rather than choosing this side or that. It is almost as if he is completely without rationale and just gets off on the horror of it all. Even his comrades are wary of him, for at any moment they could be his next victim.

Of all the demons, he is perhaps the most unpredictable and the least understood. Once a mighty balor, he has since risen through the ranks to become an enigma of profound proportions. Many rumors surround him, most of them lies, but one seems to have some credibility, he may have once been a human, which would explain the form he has slowly assumed over the eons. If ever asked, he simply shrugs and walks away, leading many to believe it to be the truth. It is also said he is unkillable, having stolen this power from a dying phoenix. As he has arisen from his ashes many times over and has many of their abilities, it would seem this may be true as well. Only he knows for sure, and he either refuses to answer, or is simply as clueless as the rest of the abyss.

In any case he can assume the form the Crimson Pheonix, a titanic (colossal+) blood-red phoenix of incredible beauty. This form leds credence to the previously noted rumor regarding a dying phoenix. With wings spanning some 250 ft. and weighing in at 20 Kilotons, this powerful form is an awesome sight to behold. Phoenixes everywhere detest this demon and will attack him on sight, usually leading to their demise. His palace is in fact constructed of the bones and feathers of these magnificent creatures, ones whose very souls he managed to capture before they could incinerate themselves and be reborn. It is said pazuzu visits here often as an honored guest.

Phythanix knows and speaks all languages, including ancient and dead languages.

Phythanix stands 6 feet tall and weighs 880 pounds, due to his incredible muscular density.

Combat

Phythanix loves to join battle armed with his katana and chainwhip. Burning all his enemies to smouldering ash, he is nigh unstoppable. He has rarely known to retreat and will only do so if things are going very badly.

Phythanix’s +8 flaming vile vorpal cold iron whip is a long, flexible weapon of segmented cold iron, with many tails tipped with barbed, lacerating edges. The weapon deals piercing and slashing damage, in addition to fire damage.

Phythanix’s natural weapons, as well as any weapons he wields, are treated as chaotic-aligned, epic, and evil-aligned for the purpose of overcoming damage reduction.

Alternate Form (Su): Phythanix can shift between his humanoid and Crimson Pheonix forms as a standard action. Phythanix remains in one form until he chooses to assume a new one. A change in form cannot be dispelled, nor does Phythanix revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.

Death Throes (Ex): When killed, Phythanix explodes in a blinding flash of crimson fire that deals 300 points of divine fire damage to anything within 300 feet (Reflex DC 55 half). This explosion automatically destroys any weapons Phythanix is holding. Phythanix and his possessions reform, completely unscathed, from his ashes (or nothingness if there are no ashes or they have been scattered) in 10d10 days, unless he is killed by a cold iron, epic, good-aligned weapon or epic spell with the good descriptor. The save DC is Constitution-based.

Entangle (Ex): Phythanix’s +8 flaming vile vorpal chainwhip entangles foes much like an attack with a net. The chainwhip has 60 hit points. The whip needs no folding. If it hits, the target and Phythanix immediately make opposed Strength checks; if Phythanix wins, he drags the target against his flaming body (see below). The target remains anchored against Phythanix’s body until it escapes the whip.

Flaming Body (Su): As a free action, Phythanix can wreath himself in flame, this effect lasts until he dismisses it. Anyone grappling with Phythanix takes 10d10 points of fire damage each round.

Planar Travel (Su): Phythanix can enter and exit the Astral Plane or the Ethereal Plane at will and navigate through these planes without error or risk.

Regeneration (Ex): Only cold iron, epic, and (good-aligned or lawful-aligned) weapons or epic spells with the good or lawful descriptor inflict normal damage upon Phythanix.

Shriek (Ex): Once per minute, Phythanix can utter a war shriek that forces every opponent within 30 ft. to succeed at a Will save or be slowed (as the slow spell) for 1 round. This is a sonic, mind affecting effect. The DC is Constitution-based.

Spell-Like Abilities (Sp): Always active – detect good, detect magic, protection from good; At will - abyssal frenzy, beckoning call, befoul, blasphemy, blindness, blink, blur, burning hands, color spray, cure light wounds, dancing lights, dominate monster, fiendish clarity, find the path, find traps, fireball, fire seeds (using his own blood rather than holly berries as a material component; no acorn grenades), greater dispel magic, greater teleport (self plus 50 pounds of objects only), heal, insanity, invisibility, misdirection, negative energy protection, neutralize poison, plane shift, polymorph (self only), power word stun, produce flame, remove fear, remove curse, see invisibility, shapechange, telekinesis, unholy aura; 1/day - fire storm , implosion, incendiary cloud, reincarnate, pyrotechnics, summon nature's ally IX, trap the soul, veil, wall of fire. Caster level 60th. The save DCs are Charisma-based.

After 10 rounds of ritual and preperation - dismissal, dispel good, dispel magic. Caster level 120th. The save DCs are Charisma-based.

Defensive Aura (Sp): Phythanix has a deflection bonus to his Armor Class equal to his Charisma modifier. This ability is always in effect.

Summon Demon (Sp): Three times per day Phythanix can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

Spell-Like Metamagic (Ex): Phythanix can apply any one of his metamagic feats to a spell-like ability as a full-round action.

True Seeing (Su): Phythanix has a continuous true seeing ability, as the spell (caster level 60th).

Uncanny Dodge (Ex): Phythanix retains his Dexterity bonus to his Armor Class even when flat-footed, and he cannot be flanked. Even if he fails a spot check, he still knows that something is in the area; he merely lacks details as to it's exact location or description.

Vorpal Sword (Su): Phythanix carries a +8 flaming vile vorpal katana that is wreathed in flame.

Skills: Phythanix has a +8 racial bonus on Listen and Spot checks.
 

AC actually matters a lot for epic characters. At epic levels, AC really becomes a form of DR, in that epic fighters will be power attacking up to the point that they can hit, so having a high AC prevents that extra damage.

The way it tends to work: Full BAB = Power Attack, 3/4 BAB = Barely hits, 1/2 BAB = Touch attack only.
 


Jack the Ripper (Unique Demon)
Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 50d20+550 (1550 hp) 3100 hp in the Infinite Layers of the Abyss
Initiative: +20
Speed: 60 ft. (12 squares)
Armor Class: 52 (+12 deflection, +8 Dex, +8 divine, +14 natural), touch 35, flat footed 42
Base Attack/Grapple: +50/+68
Attack: +29 chaotic power, ghost touch, unholy power, vorpal double-sword of opening/+29 chaotic power, ghost touch, unholy power, vorpal double-sword of opening +99 melee (2d6+43/13-20)
Full Attack: +29 chaotic power, ghost touch, unholy power, vorpal double-sword of opening/+29 chaotic power, ghost touch, unholy power, vorpal double-sword of opening +99/+99/+94/+94/+89/+89/+84/+84 melee (2d6+43/13-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death attack, divine sneak attack, spell-like abilities, spells, summon gloom, underhanded
Special Qualities: Assassin abilities, damage reduction 25/epic and (good or lawful), demon traits, divine toughness, divine traits (lesser power), elongated, glistening skin, outsider traits, regeneration 25, spell resistance 68, virtual size category
Saves: Fort +55, Ref +44, Will +64
Abilities: Str 38, Dex 26, Con 32, Int 36, Wis 27, Cha 35
Skills: Balance +75, Bluff +73, Climb +48, Concentration +72, Diplomacy +85, Disable Device +48, Disguise +73, Escape Artist +69, Forgery +74, Gather Information +73, Hide +65, Intimidate +79, Jump +48, Knowledge (arcana) +74, Knowledge (religion) +74, Knowledge (the planes) +74, Listen +69, Move Silently +69, Sense Motive +69, Spellcraft +80, Spot +69, Tumble +69, Use Magic Device +73
Feats: Cleave, Great Cleave, Greater Two-Weapon Fighting, Improved Critical (double-sword), Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Two Weapon Fighting, Weapon Focus (double-sword)
Epic Feats: Blinding Speed, Devastating Critical (double-sword), Dire Charge, Killer Instinct, Lingering Damage, Overwhelming Critical (double-sword), Perfect Two Weapon Fighting, Sneak Attack of Opportunity
Environment: Shadowy corners of the Infinite Layers of the Abyss
Organization: Solitary or squad (Jack plus 1-4 Glooms)
Challenge Rating: 60
Treasure: Standard plus dreadskull manacle (left wrist) plus two +29 chaotic power, ghost touch, unholy power, vorpal double-sword of opening.
Alignment: Always chaotic evil
Advancement: 51+ (Medium)
Level Adjustment: +40

Jack has smooth black skin, human features, and long, straight black hair. Around his left wrist he wears manacle engraved with black skulls and he carries a similarly engraved, curved double-sword of dark blue-black metal. Slenderly muscular and quite striking, he takes great pride in his appearance, often cleaning himself after a massacre.

Jack, once one of the powerful maskim, has since turned his back on them and is subsequently hunted from time to time. The original ripper of legend, he has appeared throughout time, often confused for a common serial killer, and never caught. The basis for many legends regarding deranged killers, he allows this confusion since it conceals his true agenda, and agenda known only to him.

Jack lost most of his worshipers in the centuries following his dethronement in hell, yet in the abyss he has flourished. Jack's symbol is a grinning jet-black skull. Jack's clerics have access to the following domains: Cavern, Chaos, Darkness, and Evil. During the recent century, his fan base has grown, as the world becomes more degenerate.

Jack stands 6 feet tall and weighs a very dense 440 pounds.

Combat

Jack is a deadly assassin-warriors with an almost unprecedented number of ways to kill foes: devastating critical, dreadskull necklace, death attack and vorpal weapon capabilities. They always strike when least expected, concentrate on the primary target and then escape. Returning again and again to plague groups of opponents, picking them off individually one by one.

Jack’s natural weapons, as well as any weapons it wields are treated as epic and both evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Also Jack's double swords are forged from adamantine and ignore the first 20 points of material hardness.

Assassin Abilities (Variable): Jack is a skillful assassin and possesses assassin abilities of a level equivalent to half his Hit Dice (rounded down).

• Death Attack (Ex): If Jack makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Jack’s choice). If the victim of this attack fails a Fortitude save (DC 56) against the kill effect, they die. Against the paralysis effect, on a failed save the victim is rendered helpless for 1d6+25 rounds.

• Hide in Plain Sight (Su): Jack can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide from view in the open without having anything to hide behind. He cannot, however, hide in his own shadow.

• Improved Uncanny Dodge (Ex): Jack can only be flanked by a character with at least four more rogue levels than him.

• Sneak Attack (Ex): Jack deals +13d6 damage upon a successful sneak attack.

Demon Traits: Jack can communicate telepathically with any creature within 100 feet that has a language. He is immune to electricity and poison and he has cold resistance 25 and fire resistance 25.

Divine Sneak Attack (Ex): Half of Jack’s sneak attack damage should be treated as divine damage, this portion of the damage affecting even those immune to critical hits.

Divine Toughness (Ex): Jack use d20’s for Hit Dice and have maximum hit points per die.

Divine Traits (Ex): Jack is effectively a lesser deity and as such adds a +8 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.

Elongated (Su): Jack can stretch himself out like chains and attack opponents up to 50 feet away.

Glistening Skin (Su): Jack's body is easily slicked with the blood of his many victims. Anyone making a melee attack upon Jack, when he is so slicked, and failing to hit him, automatically loses their next iterative attack that round, the weapon adjudged to have skidded off Jack's glistening skin and unbalanced the attacker.

Outsider Traits: Jack has darkvision (60 foot range). He cannot be raised or resurrected.

Regeneration (Su): Damage from weapons that are either epic and lawful, or epic and holy deal normal damage to a maskim, as do spells with the good or lawful descriptors. If Jack loses a body part, the missing part regenerates fully in one round unless his ability to regenerate is suppressed that round. This allows him to recover from otherwise lethal attacks (such as decapitation from a vorpal weapon).

Spell-like Abilities: At will - blasphemy (DC 37), blindness/deafness (DC 32), darkness, detect good, detect law, detect magic, detect secret doors, dispel good, earthquake, find the path, greater dispel magic, greater teleport, magic circle against good, meld into stone, nightmare (DC 35), obscuring mist, passwall, plane shift, power word blind, prying eyes, shadow walk, unholy blight; 3/day -imprisonment (DC 39), power word kill, wish; 1/day - eclipse; 1/week - hellball (DC 40). Caster Level 58th. The save DCs are Charisma-based.

Spells: As a 25th-level assassin (Caster Level 58th).

Assassin spells per day: (7/6/6/6). The save DCs are Intelligence-based.

Assassin spells known: (4/4/4/4); save DC 31 + spell level): 1st - disguise self, ghost sound, sleep, true strike; 2nd - alter self, cat’s grace, invisibility, spider climb; 3rd - deep slumber, deeper darkness, misdirection, nondetection; 4th - greater invisibility, locate creature, modify memory, poison.

Summon Gloom (Sp): Once per week Jack can summon a gloom (See pages 200 -201 of the Epic Level Handbook for details). Duration 20 rounds. Epic Spell DC 90, this is the equivalent of a 17th-level spell.

Underhanded (Su): Jack can stretch and contort his body to deliver a telling blow. Jack can add his sneak attack damage to each melee attack. He can also use his death attack in conjunction with this ability.

Possessions: Jack wields wicked looking curved double-swords made from adamantine, both sides are +29 chaotic power, ghost touch, unholy power, vorpal swords of opening. He also wears a dreadskull manacle upon his left wrist, this functions exactly like a dreadskull necklace.


New Epic Weapon Special Ability

Opening : This property triples the threat range of a weapon. If the weapon normally threatens a critical hit on a 20 then it now threatens on an 18-20. If the threat range of the weapon is between 19-20 then it becomes 15-20. If the threat range is between 18-20 then it is now 12-20.

This ability stacks with the Improved Critical Feat and the Superior Critical divine ability, but it only overlaps with the Keen/Impact weapon special abilities.

This ability is called Striking when used in conjunction with crushing weapons.

Caster Level: 21st; Prerequisites: Craft Epic Magic Arms and Armor, keen edge, limited wish; Market Price: +6 bonus.


Dreadskull Manacle (Minor Artifact)

Description: This macabre manacle bears the grisly charred and blackened trophies of the manacle wearer’s past battles. Ostensibly a manacle of shrunken, warped black skulls, a closer look reveals that each skull is from a different race, although onlyan anthropologist would be likely to figure out which.

Powers: Any weapon wielded by the wearer of the manacle gains the dread weapon special ability (further +4 enchantment bonus, +4d6 damage, critical hit forces a fortitude save DC 27 or be destroyed), for every type of creature represented upon the manacle.

Each manacle only functions for it's maker. Should any other creature attempt to wield the manacle, it just simply wont function. It is conceivable that an epic spell can alter the manacle, thus allowing the manacle to be used by a different individual, essentially rendering it useless to it's maker.

Each manacle has 1d6+6 skulls: the skulls themselves come from either deities or paragon creatures. Upon slaying such a creature the skull is torn from it's corpse and automatically blackened, shrunken, warped, and pulled into the manacle, essentally imprisoning the helpless creature's soul for all time.

No creature is immune to this if they have been slain by the manacle wearer. The wearer is uneffected by his own manacle. Creatures who have no skulls are instead blackened, shrunken, warped, and pulled into the manacle as a whole.

The manacle cannot pull in those individuals who have not been slain by the wearer of the manacle, nor those slain while the manacle was not being worn.



Heres a demon that was once a devil. This happens from time to time so I made...Jack the Ripper.
 

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