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(ELH/FR) Imruphel the Exile (plus epic spell)
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<blockquote data-quote="Derulbaskul" data-source="post: 279142" data-attributes="member: 1581"><p>IMRUPHEL THE EXILE, MASTER OF THE LABYRINTH OF SHADOWS</p><p></p><p>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).</p><p>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.</p><p>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).</p><p>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):</p><p>0th: arcane mark, daze, mage hand, mending, open/close, read magic, resistance</p><p>1st: alarm, mage armour, ray of enfeeblement, shield, spirit worm</p><p>2nd: darkness, death armour, detect thoughts, mirror image</p><p>3rd: analyse portal, haste, protection from elements</p><p>4th: scry, shadow well</p><p>5th: Grimwald’s graymantle</p><p>Epic: Imruphel’s Black Rain of Interdiction</p><p>Constrict (Ex): Imruphel deals 2d6+13 points of damage with a successful grapple check against Large-size or smaller creatures.</p><p>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). </p><p>Enhanced Charisma: Imruphel has used his wish ability to grant himself a total +5 inherent bonus to Charisma.</p><p>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.</p><p>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.</p><p>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.</p><p>Poison (Ex): Bite, Fortitude save (DC 33); initial damage 1d6 temporary Constitution, secondary damage death.</p><p>Regeneration (Ex): Imruphel takes normal damage from holy, blessed or silver weapons of at least +2 enchantment.</p><p>See in Darkness (Su): Imruphel can see perfectly in darkness of any kind, even that created by deeper darkness spells.</p><p>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.</p><p>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.</p><p>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.</p><p>Shadow Walk (Sp): Imruphel may cast shadow walk once per day.</p><p>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.</p><p>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.</p><p>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.</p><p>Telepathy (Su): Imruphel can communicate telepathically with any creature within 100 feet that has a language.</p><p>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.</p><p>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?</p><p>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.</p><p>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.</p></blockquote><p></p>
[QUOTE="Derulbaskul, post: 279142, member: 1581"] 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. [/QUOTE]
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(ELH/FR) Imruphel the Exile (plus epic spell)
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