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.
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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