Beginnings of an idea
Asteroth, Yugoloth General
Medium Outsider (Evil, Extraplanar)
Hit Dice: 18d8+126 (207 hp)
Initiative: +14
Speed: 40 ft. (8 squares), fly 40 ft. (perfect), swim 40 ft.
Armor Class: 38 (+10 Dex, +18 natural, +9 profane), touch 28, flat-footed 28
Base Attack/Grapple: +18/+22
Attack: Searing touch +22 (2d6 vile fire) or +3 unholy longsword +25 melee (1d8+7/19-20 plus 2d6 unholy)
Full Attack: Searing touch +22/+17/+12/+7 melee (2d6 vile fire) or +3 unholy longsword +25/+20/+15/+10 melee (1d8+7/19-20 plus 2d6 unholy)
Space/Reach: 5ft./5ft.
Special Attacks: Disease, fear aura, poison, spell-like abilities, summon yugoloths, weakness gaze
Special Qualities: Damage reduction 5/good and silver, darkvision 240 ft., fast healing 5, immunity to acid, fire, and poison, profane aura, regeneration 5, resistance to cold 5 and electricity 5, see in darkness, spell resistance 28, telepathy 100 ft., true seeing
Saves: Fort +18, Ref +21, Will +20
Abilities: Str 29, Dex 31, Con 25, Int 28, Wis 28, Cha 28
Skills: Balance +, Bluff +, Climb +, Concentration +, Diplomacy +, Disguise + (+2 acting), Escape Artist +, Hide +, Intimidate +, Jump +, Knowledge (arcana) +, Knowledge (nature) +, Knowledge (the planes) +, Knowledge (religion) +, Listen +, Move Silently +, Search +, Sense Motive +, Spot +, Spellcraft + (+2 when deciphering scrolls), Survival + (+2 on other planes, +2 when tracking), Tumble +, Use Magic Device + (+2 when using scrolls)
Feats: Combat Expertise, Dark Speech, Dodge, Empower Spell-like Ability (fireball), Improved Initiative, Quicken Spell-like Ability (fireball), Violate Spell-Like Ability (wall of fire)
Environment: Bleak Eternity of Gehenna
Organization: Solitary, pair, or squad (1-2 ultroloths, 1-3 nycaloths, 2-5 piscoloths, and 2-5 mezzoloths)
Challenge Rating: 20
Treasure: Standard coins; double goods; standard items plus +3 unholy longsword
Alignment: Always neutral evil
Advancement: 19-36 HD (Medium); 37-54 (Large)
Before you stands a tall, powerful creature with luminous white skin and a pair of eyes that swirl with color. In it's presence you can feel the raw, malevolent power emanating from it.
Asteroth is a generals of the yugoloth armies. He leads his troops and disrupt enemy plans, all while scheming amongst against the other yugoloth generals.
Asteroth is around 7 feet tall and weigh about 180 pounds.
Combat
Asteroth usually tries to stay out of melee and hammers his foes with his spell-like abilities. If forced into melee, Asteroth will only rarely fall back on its +3 unholy longsword as most of the time it will teleport away to safety.
Asteroth’s natural weapons, as well as any weapons he wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Disease (Su): A creature struck by Asteroth’s longsword must succeed on a DC 27 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.
Fear Aura (Su): Asteroth can radiate a 15 ft. radius fear aura as a free action. Affected creatures must succeed on a DC 28 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by Asteroth’s fear aura for 24 hours. Other yugoloths are not immune to this aura. The save DC is Charisma based.
Poison (Ex): Injury, Fortitude DC 27, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.
Profane Aura (Su): Asteroth is constantly surrounded by an aura of ineffable evil, granting it a +9 profane bonus to its armor class. Asteroth can resume or suppress this ability as a free action on its turn.
Regeneration (Ex): Asteroth takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
Spell-Like Abilities: At will - air walk, alter self, animate dead, animate object, binding, blasphemy, call lightning, charm person, contagion, control winds, create undead, deeper darkness, desecrate, detect chaos, detect evil (always active), detect good (always active), detect law (always active), detect invisibility (always active), detect lie (always active), detect magic (always active), detect poison (always active), detect scrying (always active), detect thoughts (always active), dispel good, dominate monster, enervation, fear, feeblemind, fireball, geas/quest, greater dispel magic, greater invisibility, greater scrying, greater teleport (self plus 50 pounds of objects only), invisibility, major image, magic circle against good, mass hold monster, minor image, passwall, pass without trace (always active), persistent image, polymorph (self only), power word stun, produce flame, pyrotechnics, read magic (always active), shout, solid fog, suggestion, unholy aura, unholy blight, wall of fire; 7/day - color spray; 3/day - disintegrate, geas/quest, mass suggestion, unholy aura; 1/day - destruction, fire storm, horrid wilting, meteor swarm, symbol (any). Caster level 18th. The save DC’s are Charisma based.
Once per year Asteroth can use wish as the spell (caster level 18th).
Summon Yugoloths (Sp): Once per day Asteroth can automatically summon 2d8 skereloths, 1d6 mezzoloths, or 1 shadoloth, or nycaloth. This ability is the equivalent of a 9thlevel spell.
True Seeing (Su): Asteroth has a continuous true seeing ability, as the spell (caster level 18th).
Weakness Gaze (Su): Range 60 ft., Fort DC 28 negates. Asteroth can sap the very strength from an opponent’s body merely by looking at them. Those who fail their saves take 1d4 points of Strength and Dexterity damage. A creature that successfully saves cannot be affected again by Asteroth’s weakness gaze for 24 hours. The save DC is Charisma based.
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