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<blockquote data-quote="dante58701" data-source="post: 2922301" data-attributes="member: 40336"><p>Phythanix</p><p>Large Outsider (Chaotic, Extraplanar, Evil)</p><p>Hit Dice: 60d8+720 (1,200 hp)</p><p>Initiative: +19 (+15 Dexterity, +4 Improved Initiative)</p><p>Speed: 30 ft. (8 squares)</p><p>Armor Class: 74 (+12 deflection, +15 Dexterity, +35 natural), touch 38, flat-footed 57</p><p>Base Attack/Grapple: +60/+72</p><p>Attack: +8 flaming vile vorpal cold iron longsword +83 melee (1d8 (1H) (or 1d10 (2H))+23 plus 1d6 fire plus 1 vile/19-20)</p><p>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)</p><p>Space/Reach: 5 ft./5 ft. (10 ft. with +8 flaming vile vorpal cold iron whip)</p><p>Special Attacks: Death throes, entangle, shriek, spell-like abilities, summon demon, vorpal sword</p><p>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</p><p>Saves: Fort +47, Ref +47, Will +43</p><p>Abilities: Str 40, Dex 40, Con 40, Int 32, Wis 32, Cha 32</p><p>*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</p><p>*Skill statistics do not include modifiers</p><p>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</p><p>*This feat is from Anger of Angels...if you lack this resource, simply trade it in for a different feat.</p><p>Epic Feats<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />erfect Two-Weapon Fighting, Two-Weapon Rend</p><p>Environment: Infinite layers of the abyss</p><p>Organization: Solitary or troupe (1 balor, 1 marilith, and 2-5 hezrous)</p><p>Challenge Rating: 60</p><p>Treasure: Standard coins; double goods; standard items, plus +8 flaming vile vorpal greatsword and +8 flaming vile vorpal whip</p><p>Alignment: Always chaotic evil</p><p>Advancement: -</p><p>Level Adjustment: -</p><p></p><p>[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. </p><p></p><p>[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?”</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>Phythanix knows and speaks all languages, including ancient and dead languages.</p><p></p><p>Phythanix stands 6 feet tall and weighs 880 pounds, due to his incredible muscular density.</p><p></p><p>Combat</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>After 10 rounds of ritual and preperation - dismissal, dispel good, dispel magic. Caster level 120th. The save DCs are Charisma-based.</p><p></p><p>Defensive Aura (Sp): Phythanix has a deflection bonus to his Armor Class equal to his Charisma modifier. This ability is always in effect.</p><p></p><p>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.</p><p></p><p>Spell-Like Metamagic (Ex): Phythanix can apply any one of his metamagic feats to a spell-like ability as a full-round action.</p><p></p><p>True Seeing (Su): Phythanix has a continuous true seeing ability, as the spell (caster level 60th).</p><p></p><p>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.</p><p></p><p>Vorpal Sword (Su): Phythanix carries a +8 flaming vile vorpal katana that is wreathed in flame.</p><p></p><p>Skills: Phythanix has a +8 racial bonus on Listen and Spot checks.</p></blockquote><p></p>
[QUOTE="dante58701, post: 2922301, member: 40336"] 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. [/QUOTE]
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