The leader of a band of demons that the group accidentally released from imprisonment. In this campaign, any horrible evil thing from the outer planes == "demon".
He didn't really last long after getting cornered by 3 fighter types, without his buffs up. Oh well, after two sessions in which party members got killed, a few unexpectedly easy fights is no bad thing.
Jaggta-Noga: half-fiend death slaad; CR 13; Medium Outsider (evil, spirit); HD 15d8+90 (165 hp); Init +12; Spd 30 ft, fly 30 ft (average); AC 31 (touch 18, flat-footed 23); BAB +15; Grap +22; Atk +26/+21/+16 melee (2d6+16/19–20, +4 greatsword), or +22/+22 melee (3d8+7 plus stun, 2 claws) and +20 melee (2d10+3, bite); S/R 5 ft/5 ft; SA Stun, spell-like abilities, smite good (+15 damage), create spawn; SQ DR 10/good and Britannian steel, SR 25, fast healing 5, resistances, outsider traits; AL NE; SV Fort +15, Ref +15, Will +13; Str 25, Dex 27, Con 23, Int 22, Wis 18, Cha 20.
Skills and Feats: Concentration +15, Listen +22, Spot +22, Cleave, Great Cleave, Improved Initiative, Improved Natural Attack (claw), Multiattack, Power Attack.
SA — Spell-Like Abilities: At will — air walk, animate objects, blur, detect evil, detect magic, dispel good (DC 20), fear (DC 19), fireball (DC 18), greater heroism, identify, magic circle against good, see invisibility, shatter (DC 17), unholy blight (DC 19); 3/day — circle of death (DC 21), darkness, fire storm (DC 23), harm (DC 21), poison (DC 19), unholy aura (DC 23); 1/day — horrid wilting (DC 23), power word blind.
SA — Stun (Ex): 3/day — stunned 1 round on a hit with a claw or bite attack, Fort DC 21 negates.
SA — Create Spawn (Ex): This affects any creature with fewer HD than Jaggta-Noga that takes damage from its bite or claw attack. The victim must make a DC 23 Fortitude save or be transformed into a lesser daemon after one week. This power functions even if the creature is killed (as long as the body remains reasonably intact) unless a remove curse or break enchantment is cast on the body.
SQ — Resistances (Ex): Acid, cold, electricity and fire resistance 10, sonic immunity.
Powerup Results (greater heroism, unholy aura): AC 35 (touch 22, flat-footed 27); Grap +26; Atk +30/+25/+20 melee (2d6+16/19–20, +4 greatsword), or +26/+26 melee (3d8+7 plus stun, 2 claws) and +24 melee (2d10+3, bite); SQ SR 25 against good spells; SV Fort +19, Ref +19, Will +17; Concentration +19, Listen +26, Spot +26.
Equipment: +4 greatsword.
Notes:
- The slaad implant ability was changed to create spawn. It made for a nice unexpected twist.
- Blasphemy is becoming much too good. I'll probably change it in the near future.
- Jaggta-Noga is a name from Conan, for the trivia buffs.
He didn't really last long after getting cornered by 3 fighter types, without his buffs up. Oh well, after two sessions in which party members got killed, a few unexpectedly easy fights is no bad thing.
Jaggta-Noga: half-fiend death slaad; CR 13; Medium Outsider (evil, spirit); HD 15d8+90 (165 hp); Init +12; Spd 30 ft, fly 30 ft (average); AC 31 (touch 18, flat-footed 23); BAB +15; Grap +22; Atk +26/+21/+16 melee (2d6+16/19–20, +4 greatsword), or +22/+22 melee (3d8+7 plus stun, 2 claws) and +20 melee (2d10+3, bite); S/R 5 ft/5 ft; SA Stun, spell-like abilities, smite good (+15 damage), create spawn; SQ DR 10/good and Britannian steel, SR 25, fast healing 5, resistances, outsider traits; AL NE; SV Fort +15, Ref +15, Will +13; Str 25, Dex 27, Con 23, Int 22, Wis 18, Cha 20.
Skills and Feats: Concentration +15, Listen +22, Spot +22, Cleave, Great Cleave, Improved Initiative, Improved Natural Attack (claw), Multiattack, Power Attack.
SA — Spell-Like Abilities: At will — air walk, animate objects, blur, detect evil, detect magic, dispel good (DC 20), fear (DC 19), fireball (DC 18), greater heroism, identify, magic circle against good, see invisibility, shatter (DC 17), unholy blight (DC 19); 3/day — circle of death (DC 21), darkness, fire storm (DC 23), harm (DC 21), poison (DC 19), unholy aura (DC 23); 1/day — horrid wilting (DC 23), power word blind.
SA — Stun (Ex): 3/day — stunned 1 round on a hit with a claw or bite attack, Fort DC 21 negates.
SA — Create Spawn (Ex): This affects any creature with fewer HD than Jaggta-Noga that takes damage from its bite or claw attack. The victim must make a DC 23 Fortitude save or be transformed into a lesser daemon after one week. This power functions even if the creature is killed (as long as the body remains reasonably intact) unless a remove curse or break enchantment is cast on the body.
SQ — Resistances (Ex): Acid, cold, electricity and fire resistance 10, sonic immunity.
Powerup Results (greater heroism, unholy aura): AC 35 (touch 22, flat-footed 27); Grap +26; Atk +30/+25/+20 melee (2d6+16/19–20, +4 greatsword), or +26/+26 melee (3d8+7 plus stun, 2 claws) and +24 melee (2d10+3, bite); SQ SR 25 against good spells; SV Fort +19, Ref +19, Will +17; Concentration +19, Listen +26, Spot +26.
Equipment: +4 greatsword.
Notes:
- The slaad implant ability was changed to create spawn. It made for a nice unexpected twist.
- Blasphemy is becoming much too good. I'll probably change it in the near future.
- Jaggta-Noga is a name from Conan, for the trivia buffs.