Hacamuli 3e
I converted Hacamuli using my guidelines posted above. Note that I have not updated my archfiend ability arrays for the 3.5 revisions -- and thus, while Hacamuli’s ability scores are in line with the Book of Vile Darkness archfiends, they are considerably lower than a 3.5 balor’s. At some point in the future I might sit down with the Book of Exalted Deeds and try to revise my fiendish ability arrays. Or maybe not.
I’ve found the Game Mechanics method of doing up stat blocks to be extremely helpful, so I’ve included my backup math in red, for anyone who’s interested. I gave Hacamuli the epic feat Dire Charge; if epic rules aren’t your bag, I’d suggest dropping Improved Initiative and Dire Charge and replacing them with Improved Bull Rush and Awesome Blow.
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Hacamuli is one of the messengers of Orcus. In battle, Hacamuli rears up on his hind legs, striking with both front hooves.
This demonic figure appears as a pale, gaunt horse with hazy black eyes. Flies crawl over his mangy, sore-infested body.
Hacamuli _____ CR 19
Male unique demon
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +7 (+3 Dex, +4 Improved Initiative); Senses darkvision 60 ft., true seeing; Listen +25, Spot +25
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Languages Abyssal, telepathy 100 ft.
AC 34, touch 22, flat-footed 31 (+3 Dex, -1 size, +12 natural, +5 insight, +5 profane)
hp 297 (22 HD); DR 15/epic and good
Immune critical hits, electricity, poison
Resist acid 10, cold 10, fire 10; SR 31
Fort +22, Ref +16, Will +18 (Outsider F+13, R+13, W+13; Con +9, Dex +3, Wis +5)
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Spd 30 ft (6 squares)
Melee +30 (1d10+9 plus wither, right hoof) (+22 BAB, +9 Str, -1 size) and +30 (1d10+9 plus disease, left hoof) (+22 BAB, +9 Str, -1 size)
Space 10 ft.; Reach 10 ft.
Base Atk +22; Grp +35
Atk Options disease (DC 28), rusting touch (DC 28), wither (DC 28)
Special Actions draining gaze (DC 28), summon undead
Spell-Like Abilities (CL 20th)
At will—blasphemy, deeper darkness, desecrate, detect good, detect law, detect thoughts (DC 19), dominate monster (DC 26), greater dispel magic, greater teleport, insanity (DC 24), plane shift (self only), telekinesis (DC 22), tongues (self only), unhallow, unholy blight (DC 21)
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Abilities Str 28, Dex 17, Con 28, Int 19, Wis 21, Cha 24
Feats Blind Fight 6th level, Cleave 12th level, Dire Charge 21st level, Improved Initiative 15th level, Power Attack 9th level, Quicken Spell-Like Ability (deeper darkness) 18th level, Run 1st level, Track 3rd level
Skills Bluff +22, Concentration +29, Diplomacy +31, Gather Information +27, Hide +9, Intimidate +38, Jump +19, Knowledge (arcana) +14, Knowledge (religion) +19, Knowledge (the planes) +29, Listen +25, Move Silently +13, Search +29, Sense Motive +25, Spot +25, Survival +30 (+32 on other planes or following tracks), Swim +19
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Disease (Su) Any living creature stuck by Hacamuli’s left hoof must make a DC 28 Fortitude save or become inflicted with a supernatural rotting disease. Incubation period 1 round; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.
Draining Gaze (Su) As a standard action, Hacamuli can drain energy from a living creature within 30 feet with a look. The target creature must succeed on a DC 28 Fortitude save or gain three negative levels. The DC is 28 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, Hacamuli gains 5 temporary hit points.
Rusting Touch (Su) Whenever Hacamuli damages an opponent with a hoof attack, any metal armor worn by the opponent corrodes, disintegrating in a shower of rust and becoming useless immediately. Magic armor must succeed on a DC 30 Reflex save or be dissolved. The save DC is Constitution-based.
Summon Undead (Sp): Once per day Hacamuli can attempt to summon 2d6 fiendish shadows with a 60% chance of success, or 1d4 fiendish vampire spawns with a 50% chance of success. This ability is the equivalent of a 6th-level spell.
Wither (Su) Any living creature stuck by Hacamuli’s right hoof must make a DC 28 Fortitude save or suffer 1d4 points of Strength damage and 1d4 points of Constitution damage. If Hacamuli scores a critical hit, the damage from that hit is permanent ability drain. The save DC is Charisma-based.
Skills (Outsider): Bluff 15 ranks (+7 Cha), Concentration 20 ranks (+9 Con), Diplomacy 20 ranks (+7 Cha, +4 synergy), Gather Information 20 ranks (+7 Cha), Hide 10 ranks (+3 Dex, -4 size), Intimidate 25 ranks (+7 Cha, +4 size, +2 synergy), Jump 10 ranks (+9 Str), Knowledge (arcana) 10 ranks (+4 Int), Knowledge (religion) 15 ranks (+4 Int), Knowledge (the planes) 25 ranks (+4 Int), Listen 20 ranks (+5 Wis), Move Silently 10 ranks (+3 Dex), Search 25 ranks (+4 Int), Sense Motive 20 ranks (+5 Wis), Spot 20 ranks (+5 Wis), Survival 25 ranks (+5 Wis, +2 synergy**), Swim 10 ranks (+9 Str) = 300 (300 skill points)
NOTE: Number of feats is derived as follows: 1 at 1st +1 at 3rd +1 at 6th +1 at 9th +1 at 12th +1 at 15th +1 at 18th +1 at 21st = 8.