(ELH/FR) Imruphel the Exile (plus epic spell)

Derulbaskul

Adventurer
IMRUPHEL THE EXILE, MASTER OF THE LABYRINTH OF SHADOWS

Male shadow advanced pit fiend Sha10: CR 36; Huge Outsider (Evil); HD 26d8+260 plus 10d4+100; hp 502; Init +7 (+3 Dex, +4 Improved Initiative); Spd 60 ft, fly 90 ft (average); AC 32 (-3 size, +1 Dex, +24 natural); Atk: (BAB +31) +44/+44 melee (1d8+13, claws), +42/+42 melee (1d6+6, wings), +42 melee (2d8+6 and poison plus disease, bite) and +42 melee (2d6+6, tail slap plus improved grab and constrict); Face/Reach: 10 ft by 10 ft/15 ft; SA: Constrict, Fear Aura, Improved Grab, Spell-Like Abilities, Spells, Summon Baatezu; SQ: +2 luck bonus on saving throws, acid resistance 20, cold resistance 20, damage reduction 25/+2, Evasion, fire immunity, poison immunity, Regeneration 5, Shadow Blend, SR 28; AL NE; SV Fort +30, Ref +23, Will +29; Str 37, Dex 16, Con 30, Int 22, Wis 20, Cha 30 (36 points).
Skills: Bluff +40, Climb +42, Concentration +49, Disguise +39, Hide +32, Jump +42, Knowledge (arcana) +45, Knowledge (religion) +16, Knowledge (the planes) +14, Listen +34, Move Silently +38, Scry +45, Search +35, Spellcraft +45, Spot +34.
Feats: Cleave, Energy Substitution (cold), Epic Spellcasting, Great Charisma, Great Cleave, Improved Initiative, Multiattack, Power Attack, Shadow Magic, Spell Thematics, (Energy Substitution [lightning], Insidious Magic, Pernicious Magic, Tenacious Magic).
Sorcerer Spells known (9/5/4/3/2/1; Epic: 3; cast per day: 6/9/9/8/7/5; Epic: 3; caster level: 27th):
0th: arcane mark, daze, mage hand, mending, open/close, read magic, resistance
1st: alarm, mage armour, ray of enfeeblement, shield, spirit worm
2nd: darkness, death armour, detect thoughts, mirror image
3rd: analyse portal, haste, protection from elements
4th: scry, shadow well
5th: Grimwald’s graymantle
Epic: Imruphel’s Black Rain of Interdiction
Constrict (Ex): Imruphel deals 2d6+13 points of damage with a successful grapple check against Large-size or smaller creatures.
Disease (Su): Even if an affected creature saves against the poison, it must succeed at a Fortitude save (DC 33) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength).
Enhanced Charisma: Imruphel has used his wish ability to grant himself a total +5 inherent bonus to Charisma.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Imruphel takes no damage with a successful saving throw.
Fear Aura (Su): As a free action, a pit fiend can create an aura of fear in a 20-foot radius. It is otherwise identical with fear cast by a 27th -level sorcerer (save DC 33). If the save is successful, that creature cannot be affected again by that pit fiend’s fear aura for one day. Other baatezu are immune to the aura.
Improved Grab (Ex): To use this ability, the pit fiend must hit a Large-size or smaller opponent with its tail slap attack. If it gets a hold, it can constrict.
Poison (Ex): Bite, Fortitude save (DC 33); initial damage 1d6 temporary Constitution, secondary damage death.
Regeneration (Ex): Imruphel takes normal damage from holy, blessed or silver weapons of at least +2 enchantment.
See in Darkness (Su): Imruphel can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Shadow Blend (Su): In any conditions other than daylight, Imruphel can disappear into the shadows, giving him nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Shadow Defence (Ex): Imruphel gains a +3 saving throw bonus against spells from the schools of Enchantment, Illusion and Necromancy and spells with the darkness descriptor.
Shadow Double (Su): Once per day, Imruphel may use a standard action to create a double of himself woven of shadowstuff. The double has the ability scores, base AC, hit points, saves and attack bonuses of its creator but no equipment. The double can attack Imruphel’s enemies with its natural attacks or function as the target of a project image spell, duplicating the creator’s actions and acting as the origin of Imruphel’s spells provided it remains within direct line of sight. The double lasts 27 rounds and Imruphel is not affected by its death, nor is the double affected by its creator’s death: it continues its course for the balance of its duration.
Shadow Walk (Sp): Imruphel may cast shadow walk once per day.
Shield of Shadows (Su): Imruphel may create a mobile disk of purple-black force as a standard action. This shield of shadows has the effects of a shield spell and also provides three-quarters concealment (30% miss chance) against attacks form the other side of the shield. Imruphel can change the defensive direction of the shield as a free action once per round on his turn. Imruphel can see and reach through the shield so it provides no cover or concealment bonuses to his opponents. The shield may be used for a total of 27 rounds per day and can be activated multiple times within that limit. It may be dismissed as a standard action.
Spell Power (Ex): Add a +3 to the DC of Imruphel’s spells from the schools of Enchantment, Illusion and Necromancy, and those with darkness descriptor, and to caster level checks for the purpose of overcoming spell resistance.
Spell-Like Abilities: At will: animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wall of fire; 1/day: meteor swarm (any), mirror image, plane shift (to the Plane of Shadow) and symbol (any). These abilities are as the spells cast by a 27th-level sorcerer (save DC 20 + spell level). Once per year Imruphel can use wish as the spell cast by a 27th-level sorcerer.
Telepathy (Su): Imruphel can communicate telepathically with any creature within 100 feet that has a language.
Notes: The dread pit fiend, Imruphel, is one of the Mistress of Night’s highest placed servants. Reportedly one of the Dark Eight of Baator several millennia ago, Imruphel forsook Baator (and indeed was formally exiled, and thus is unable to summon baatezu) and instead entered Shar’s service.
Imruphel lairs in a labyrinthine series of caverns below the now-lost city of Chaulssin in beneath the Spine of the World in the frozen North of Faerun. Much lore speaks of the fact that the drow of Chaulssin were transported to the Plane of Shadow: was Imruphel at least partially responsible?
Imruphel’s current plots and schemes are about destabilising the Silver Marches which is yet another battle in the eternal war between Shar and Selûne. His agents are responsible for fomenting much of the current strife besetting the ‘Marches, including the movements of the orcs and giants.
Imruphel has also spent much time researching mighty epic spells using knowledge gained from looting many Netherese-era ruins in the North and even beneath Anauroch. One of these spells has been completed, a dark abjuration known as Imruphel’s Shadow Storm of Interdiction, that, amongst other effects, severs divine spellcasters from Mystra’s Weave for 24 hours. He awaits his mistress’s command to unleash this spell on one (or more) of the temples in Silverymoon.
 
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IMRUPHEL’S SHADOW STORM OF INTERDICTION
Abjuration, Illusion (Glamour), Necromancy (Death) (Darkness, Evil, Shadow Weave)
Spellcraft DC: 55
Components: V, S
Casting Time: 10 minutes
Range: 300’
Target: 160 radius sphere
Duration: 24 hours
Saving Throw: Fortitude half (see text)
Spell Resistance: Yes
To Develop: 423,000 gp; 8 days; 16,920 XP. Seeds: Ward (DC 14), Conceal (DC 17), Slay (DC 19). Factor: Increase warding effect up to 9th level spells (DC +160); affect only divine magic based on Mystra’s Weave (ad hic DC +4); range increased from touch to target within 300’; increase area by 100% four times (DC +24); spell thematics (ad hoc +2). Mitigating factors: backlash 72d6 (DC -72); increase casting time to 10 minutes (DC -10); ritual spellcasting (32 additional spellcasters contributing spell slots: 8 x 1st level, 12 x 2nd level, 8 x 3rd level, 4 x 4th level), Shadow Weave (effectively specialist school, ad hoc DC -5).

This foul ritual was developed by the mighty shadow pit fiend, Imruphel, as a tribute to his dark mistress and as an undeniable display of the might of the Shadow Weave.

The ritual requires a total of 33 spellcasters. Imruphel’s prefers that his assistants surround him in the following pattern:

2 2 1 1 2 2
2 4 3 3 4 2
1 3 I I 3 1
1 3 I I 3 1
2 4 3 3 4 2
2 2 1 1 2 2

The number shown is the level of the spell slot that the assistant must sacrifice to fuel the ritual. I is shown four times, representing that Imruphel with a 10' by 10' face, takes up 4 5' squares.

During the casting of the ritual, the spellcasters are surrounded by a wispy black and purple corona of dark power, a demonstration of Shar’s favour and power. As casting time draws to a close this corona darkens until it becomes momentarily utterly dark and then a great bolt of darkness fires from the spellcasters to the target. When it reaches the target the bolt explodes into a great roiling storm cloud of black and purple which has the following effects:

· (Ward) all non-epic divine magic that draws from Mystra’s Weave ceases to function within the radius of the Black Rain of Interdiction;
· (Conceal) the roiling storm clouds provide total concealment meaning that all within benefit from a 50% miss chance; and
· (Slay) the dark energy of the spell suppresses the life forces of all within the area of effect, bestowing 2d4 negative levels (or ha;f s many on a successful Fortitude save). If the subject survies and the negative levels persist for 24 hours of longer, another Fortitude save is required or the negative levels are converted to actual level loss.

Arcane magic, and any magic drawing from the Shadow Weave, is not affected by the primary effect of the spell, although the Conceal and Slay seed effects may obviously affect arcane spellcasters or those who draw on the Shadow Weave.
 
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Cool.

He looks really nasty.

That Epic Spell also reads well and looks really nasty.

Once a member of the Dark Eight? I'm sure you have a very thorough history written describing his banishment.

You mention that he cannot summon devils, but it's listed in the SQ. Did I miss something?

Again, cool.
 

Hi The Serge,

Thanks. I forgot I left the summon ability in but I'll fix it now.

As for his backstory, no, that's about it. I will expand on it in the future but it will take over a year of playing time to get to the point where the PCs will start seeking information on him (or more, I only play when I fly back home to Oz six/seven times per year). Also, I'm not a big fan of the canon lower planes (too generic and inconsistent for my tastes- eg, ice devils are immune to fire but have cold resistance 20 but they're made of ice?) so I have no intention of necessarily keeping his backstory too consistent with 1E/2E canon.

Anyway, the main point was simply to strip him of his baatezu-ness so that I had a legitimate reason to allow him to bypass the wards of Silverymoon. After all, he's gotta be there to cast his epic spell, doesn't he?

I'll post the campaign synopsis in the next week or so over in Plots in case you may be interested.

Cheers
NPP
 

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