Garnfellow
Explorer
Bithunes
Bithunes: bone devil Assassin 2/Fiend of Possession 4; CR 15; Large Outsider (Evil, Extraplanar, Lawful); HD 10d8+70 plus 2d6+14 plus 4d6+28; hp 181; Init +10; Spd 40 ft; AC 26, touch 15, flat-footed 26; BAB +13; Grp +21; Atk +18 melee (1d8+4, bite); Full Atk +18 melee (1d8+4, bite) and +16 melee (1d4+2, 2 claws) and +16 melee (3d4+2 plus poison, sting); Space/Reach 10 ft/10 ft; SA animate object, control object, curse, death attack, fear aura, poison, possess creature, sneak attack +1d6, spell-like abilities, spells, summon devil; SQ DR 15/good, darkvision 60 ft, ethereal form, hide presence +25, immunity to fire and poison, magic item, possess object, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft, uncanny dodge; SR 26; AL LE; SV Fort +18, Ref +20, Will +14; Str 18, Dex 22, Con 24, Int 16, Wis 17, Cha 20.
Skills and Feats: Bluff +24, Concentration +20, Diplomacy +21, Disguise +22 (+24 when being observed), Hide +24, Intimidate +21, Knowledge (the planes) +13, Listen +13, Move Silently +16, Search +13, Sense Motive +21, Spellcraft +8 (+10 to decipher spells on scrolls), Spot +13, Survival +11 (+13 on other planes or when following tracks), Use Magic Device +10 (+12 related to scrolls); Improved Damage Reduction, Improved Initiative, Improved Spell Resistance, Multiattack, Skill Focus (Hide), Weapon Finesse.
Animate Object (Su): Bithunes can force an object with no inherent moving parts to animate, effectively animating it as though with the animate objects spell. Bithunes can also possess (and animate) Gargantuan objects.
Control Object (Su): When possessing an object with some inherent mobility, Bithunes can control the object’s movement. It can cause a vehicle or similar object to move at a speed up to 40 feet. Other moving parts—such as a clock’s hands or a cross-bow’s firing mechanism—are under its control. Exerting control is itself a free action, though actually moving an object requires a move action.
Curse (Su): Bithunes can make a possessed item radiate a corrupt and befouling nature. Anyone touching the object must make a DC 19 Will save or fall under the effect of a bestow curse spell. The affected creature does not know that the curse came from the item, and in fact might not know right away that it is affected by a curse. Nothing about the object’s appearance suggests that it is possessed. The curse lasts until it is removed, even if Bithunes vacates the object it had possessed.
Death Attack: If Bithunes studies its victim for 3 rounds and then makes a melee sneak that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Bithunes’s choice). While studying the victim, Bithunes can undertake other actions so long as its attention stays focused on the target and the target does not detect Bithunes or recognize Bithunes as an enemy. If the victim of such an attack fails a DC 15 Fortitude save against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+2 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Bithunes has completed the 3 rounds of study, it must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if Bithunes does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before it can attempt another death attack.
Fear Aura (Su): Bithunes can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 20 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by Bithunes’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 22, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Possess Creature (Su): Bithunes can possess creatures as well as objects. It must be in ethereal form and adjacent to its target, and it must use a standard action to attempt possession. A protection from evil spell or similar magic wards a creature against being possessed in this manner. An unprotected target must make a DC 19 Will saving throw. An evil creature takes a –2 penalty on this saving throw, as does any creature that is engaged in an evil act at the time the possession attempt occurs (at the DM’s discretion). If the saving throw is successful, that creature is immune to Bithunes’s possession attempts for one day. If the saving throw is failed, the creature is possessed, though it is not necessarily aware of this fact. Bithunes becomes a part of the possessed victim, so it is no longer ethereal. It cannot be targeted by spells or attacks separately from the victim, including attacks from ethereal creatures. Damage taken by the possessed creature has no effect on Bithunes. If the victim dies, Bithunes is forced back into its ethereal form. It can sense anything the victim can, even including the benefits of blindsight or other exceptional senses the victim may have. At any time, Bithunes can communicate with the victim telepathically, projecting words in any language the victim understands directly into its thoughts. Bithunes is constantly aware of the victim’s current thoughts. It can also choose to probe the creature’s memories as well, but the victim is allowed a DC 19 Will save. If this saving throw is successful, Bithunes cannot probe that creature’s thoughts for one day.
Possess Object (Su): While in ethereal form, Bithunes can possess an object on the Material Plane. The object must be at least Tiny and no larger than Huge. Magic items and attended items receive DC 19 Will saving throws. Unattended nonmagic items are automatically possessed. Bithunes becomes part of the object it possesses, so it is no longer ethereal. It is aware of what is going on around the object—it can see and hear up to 60 feet away as if using its normal senses (it does not gain blindsight). In any round in which it takes no other action (such as using a spell-like ability), it extends its senses to twice their normal range (120 feet). Bithunes is vulnerable to spells that specifically affect outsiders or creatures of its alignment (such as holy word and holy smite, as well as chaos hammer or order’s wrath) and mind-affecting spells or effects, but it is unaffected by physical attacks or standard magical effects (such as fireball). Harming the object does not harm Bithunes, although if the object is destroyed, it is forced back into its ethereal form. While possessing an object, Bithunes can use any ability it has that requires no physical action, such as using a spell-like ability or telepathy.
Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), dimensional anchor, fly, invisibility (self only), major image (DC 18), wall of ice. Caster level 12th. The save DC is Charisma-based.
Summon Devil (Sp): Once per day Bithunes can attempt to summon 2d10 lemures with a 50% chance of success, or another bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Ethereal Form (Su): At will, Bithunes can become ethereal, as though using etherealness (caster level 19th). Possessing an object or creature effectively ends a use of this ability, so time spent in another body or object does not count against the duration of this ability.
Hide Presence (Ex): When Bithunes is in possession of an object or creature, it can attempt to hide its presence by making a special Hide check. This “mental” Hide check uses its Intelligence modifier instead of its Dexterity modifier. A successful check allows Bithunes to avoid virtually anything that would betray its presence in the possessed creature or object. The creature can pass through a magic circle against evil, enter a temple warded by forbiddance, or escape detection via detect evil. The DC for this Hide check is the same as the saving throw DC for the spell Bithunes is trying to avoid. It gains a +4 circumstance bonus on this check if it is not controlling the possessed creature or object at the time of the check. When possessing a creature, Bithunes can make this Hide check to protect the possessed creature from the full effects of alignment-based spells such as holy smite. If it makes a successful Hide check against the save DC of the spell, the possessed creature takes damage appropriate to its actual alignment, but if it fails the Hide check, the possessed creature is affected as if it were Bithunes. Making this check is not an action; Bithunes can do it in response to another creature’s action (such as casting detect evil).
Magic Item (Su): Bithunes can make a possessed weapon or armor function as a magic item. It can bestow powers on the item with a value equivalent to an enhancement bonus of up to +4. If the possessed item is already magical, Bithunes can increase the powers on it by the same amount. When it uses this power on a non-magic item, the possessed item does not actually become magical. Detect magic does not reveal an aura on the item, though detect evil does. If while possessing an item Bithunes attempts to possess a creature that uses the item or keeps it on its person, the target’s save DC increases by 1 for each day the possessed item has been on its person or in its use, to a maximum of +10. A character who makes a DC 25 Search check while examining the possessed item can tell that there is “something strange” about it.
Uncanny Dodge (Ex): Bithunes retains its Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker. (It still loses any Dexterity bonus to AC if immobilized.)
Spells Known: (cast 2/day, DC 14): 1—disguise, obscuring mist, true strike.
Bithunes: bone devil Assassin 2/Fiend of Possession 4; CR 15; Large Outsider (Evil, Extraplanar, Lawful); HD 10d8+70 plus 2d6+14 plus 4d6+28; hp 181; Init +10; Spd 40 ft; AC 26, touch 15, flat-footed 26; BAB +13; Grp +21; Atk +18 melee (1d8+4, bite); Full Atk +18 melee (1d8+4, bite) and +16 melee (1d4+2, 2 claws) and +16 melee (3d4+2 plus poison, sting); Space/Reach 10 ft/10 ft; SA animate object, control object, curse, death attack, fear aura, poison, possess creature, sneak attack +1d6, spell-like abilities, spells, summon devil; SQ DR 15/good, darkvision 60 ft, ethereal form, hide presence +25, immunity to fire and poison, magic item, possess object, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft, uncanny dodge; SR 26; AL LE; SV Fort +18, Ref +20, Will +14; Str 18, Dex 22, Con 24, Int 16, Wis 17, Cha 20.
Skills and Feats: Bluff +24, Concentration +20, Diplomacy +21, Disguise +22 (+24 when being observed), Hide +24, Intimidate +21, Knowledge (the planes) +13, Listen +13, Move Silently +16, Search +13, Sense Motive +21, Spellcraft +8 (+10 to decipher spells on scrolls), Spot +13, Survival +11 (+13 on other planes or when following tracks), Use Magic Device +10 (+12 related to scrolls); Improved Damage Reduction, Improved Initiative, Improved Spell Resistance, Multiattack, Skill Focus (Hide), Weapon Finesse.
Animate Object (Su): Bithunes can force an object with no inherent moving parts to animate, effectively animating it as though with the animate objects spell. Bithunes can also possess (and animate) Gargantuan objects.
Control Object (Su): When possessing an object with some inherent mobility, Bithunes can control the object’s movement. It can cause a vehicle or similar object to move at a speed up to 40 feet. Other moving parts—such as a clock’s hands or a cross-bow’s firing mechanism—are under its control. Exerting control is itself a free action, though actually moving an object requires a move action.
Curse (Su): Bithunes can make a possessed item radiate a corrupt and befouling nature. Anyone touching the object must make a DC 19 Will save or fall under the effect of a bestow curse spell. The affected creature does not know that the curse came from the item, and in fact might not know right away that it is affected by a curse. Nothing about the object’s appearance suggests that it is possessed. The curse lasts until it is removed, even if Bithunes vacates the object it had possessed.
Death Attack: If Bithunes studies its victim for 3 rounds and then makes a melee sneak that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Bithunes’s choice). While studying the victim, Bithunes can undertake other actions so long as its attention stays focused on the target and the target does not detect Bithunes or recognize Bithunes as an enemy. If the victim of such an attack fails a DC 15 Fortitude save against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+2 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Bithunes has completed the 3 rounds of study, it must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if Bithunes does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before it can attempt another death attack.
Fear Aura (Su): Bithunes can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 20 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by Bithunes’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 22, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Possess Creature (Su): Bithunes can possess creatures as well as objects. It must be in ethereal form and adjacent to its target, and it must use a standard action to attempt possession. A protection from evil spell or similar magic wards a creature against being possessed in this manner. An unprotected target must make a DC 19 Will saving throw. An evil creature takes a –2 penalty on this saving throw, as does any creature that is engaged in an evil act at the time the possession attempt occurs (at the DM’s discretion). If the saving throw is successful, that creature is immune to Bithunes’s possession attempts for one day. If the saving throw is failed, the creature is possessed, though it is not necessarily aware of this fact. Bithunes becomes a part of the possessed victim, so it is no longer ethereal. It cannot be targeted by spells or attacks separately from the victim, including attacks from ethereal creatures. Damage taken by the possessed creature has no effect on Bithunes. If the victim dies, Bithunes is forced back into its ethereal form. It can sense anything the victim can, even including the benefits of blindsight or other exceptional senses the victim may have. At any time, Bithunes can communicate with the victim telepathically, projecting words in any language the victim understands directly into its thoughts. Bithunes is constantly aware of the victim’s current thoughts. It can also choose to probe the creature’s memories as well, but the victim is allowed a DC 19 Will save. If this saving throw is successful, Bithunes cannot probe that creature’s thoughts for one day.
Possess Object (Su): While in ethereal form, Bithunes can possess an object on the Material Plane. The object must be at least Tiny and no larger than Huge. Magic items and attended items receive DC 19 Will saving throws. Unattended nonmagic items are automatically possessed. Bithunes becomes part of the object it possesses, so it is no longer ethereal. It is aware of what is going on around the object—it can see and hear up to 60 feet away as if using its normal senses (it does not gain blindsight). In any round in which it takes no other action (such as using a spell-like ability), it extends its senses to twice their normal range (120 feet). Bithunes is vulnerable to spells that specifically affect outsiders or creatures of its alignment (such as holy word and holy smite, as well as chaos hammer or order’s wrath) and mind-affecting spells or effects, but it is unaffected by physical attacks or standard magical effects (such as fireball). Harming the object does not harm Bithunes, although if the object is destroyed, it is forced back into its ethereal form. While possessing an object, Bithunes can use any ability it has that requires no physical action, such as using a spell-like ability or telepathy.
Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), dimensional anchor, fly, invisibility (self only), major image (DC 18), wall of ice. Caster level 12th. The save DC is Charisma-based.
Summon Devil (Sp): Once per day Bithunes can attempt to summon 2d10 lemures with a 50% chance of success, or another bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Ethereal Form (Su): At will, Bithunes can become ethereal, as though using etherealness (caster level 19th). Possessing an object or creature effectively ends a use of this ability, so time spent in another body or object does not count against the duration of this ability.
Hide Presence (Ex): When Bithunes is in possession of an object or creature, it can attempt to hide its presence by making a special Hide check. This “mental” Hide check uses its Intelligence modifier instead of its Dexterity modifier. A successful check allows Bithunes to avoid virtually anything that would betray its presence in the possessed creature or object. The creature can pass through a magic circle against evil, enter a temple warded by forbiddance, or escape detection via detect evil. The DC for this Hide check is the same as the saving throw DC for the spell Bithunes is trying to avoid. It gains a +4 circumstance bonus on this check if it is not controlling the possessed creature or object at the time of the check. When possessing a creature, Bithunes can make this Hide check to protect the possessed creature from the full effects of alignment-based spells such as holy smite. If it makes a successful Hide check against the save DC of the spell, the possessed creature takes damage appropriate to its actual alignment, but if it fails the Hide check, the possessed creature is affected as if it were Bithunes. Making this check is not an action; Bithunes can do it in response to another creature’s action (such as casting detect evil).
Magic Item (Su): Bithunes can make a possessed weapon or armor function as a magic item. It can bestow powers on the item with a value equivalent to an enhancement bonus of up to +4. If the possessed item is already magical, Bithunes can increase the powers on it by the same amount. When it uses this power on a non-magic item, the possessed item does not actually become magical. Detect magic does not reveal an aura on the item, though detect evil does. If while possessing an item Bithunes attempts to possess a creature that uses the item or keeps it on its person, the target’s save DC increases by 1 for each day the possessed item has been on its person or in its use, to a maximum of +10. A character who makes a DC 25 Search check while examining the possessed item can tell that there is “something strange” about it.
Uncanny Dodge (Ex): Bithunes retains its Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker. (It still loses any Dexterity bonus to AC if immobilized.)
Spells Known: (cast 2/day, DC 14): 1—disguise, obscuring mist, true strike.