Ok...this is definately NOT mine...nor is it a challenge to anyone's copyrights...nor used in the course of trade. This is strictly for my own personal amusement.
Ok...Malefircarim (as detailed by DICE FREAKS...gotta givem credit...they made the original beasty) has been revised according to Krustian rules. It took me a long time to get this one right so if I made any mistakes point them out. Although I'm fairly sure there are no mistakes.
In fact the reason I'm posting is because I need to know if there are any mistakes I may have missed. Any pointers anyone?
Oh...I know there are more divine abilities than typically allowed so the Malefircarim doesnt get robbed of many of it's abilities. I also added ones that would be appropriate to it's nature and origins. I realize that this should raise their challenge rating and level adjustment...so Im not sure if I got their challenge rating or level adjustments right.
Malefircarim (Hellspawn)
Large Outsider (Abomination, Devil, Evil, Extraplanar, Lawful)
Hit Dice: 45d8+540 (900 hp)
Initiative: +29 (+8 competence, +9 Dexterity, +4 divine, +8 Improved Initiative)
Speed: 120 ft., fly 360 ft. (perfect)
Armor Class: 80 (+8 competence, +12 deflection, +9 Dexterity, +4 divine, +38 natural, -1 size), touch 42, flat-footed 63
Base Attack/Grapple: +45/+83
Attack: Claw +79 melee (4d6+34)
Full Attack: 2 claws +77 melee (4d6+34), bite +75 melee (4d8+23), 2 wings +75 melee (2d8+23), tail +75 melee (4d6+23)
Space/reach: 10 ft./15 ft.
Special Attacks: Adjuration, divine aura (daze, fear, heroism), improved grab, spells, spell-like abilities
Special Qualities: Abomination traits, apocrypha, damage reduction 20/epic, good, and silver, devil traits, divine traits (quasi-deity), grant spells, portfolios (Evil, Fire, Law, and Strength), regeneration 20, spell resistance 67, virtual size categories 2
Saves: Fort +24, Ref +24, Will +24
Abilities: Str 55, Dex 29, Con 45, Int 30, Wis 34, Cha 34
Skills: Balance +42, Bluff +42, Concentration +42, Diplomacy +42, Disguise +42 (+48 when acting in character), Escape Artist +42, Gather Information +42, Hide +42, Intimidate +42, Jump +42, Knowledge (arcana) +42, Knowledge (history) +42, Knowledge (local – The Nine Hells of Perdition) +52, Knowledge (nature) +42, Knowledge (the planes) +42, Knowledge (religion) +42, Listen +42, Move Silently +42, Search +42, Sense Motive +42, Spellcraft +42, Spot +42, Survival +42 (+48 on other planes, +48 when tracking), Tumble +42, Use Rope +42 (+48 with bindings) - ability modifiers are not included in these statistics, all other modifiers are included.
Feats: Awesome Blow, Cleave, Combat Reflexes, Corrupt Spell-Like Ability, Dark Speech, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-like Ability (mass hold monster)
Epic Feats: Blinding Speed, Epic Devotion (chaotic), Spell Stowaway (wish), Superior Initiative, Tenacious Magic (unhallow)
Divine Abilities:Abnormality (claws, fangs, hooves, horns, tail, and wings), Adjuration, Exoskeleton, Improved Damage Reduction (good), Goetic Blood, Perfect Body, Perfect Mind, Regeneration, Spiritual Ancestry (Abomination), Spiritual Ancestry (Devil), Squamous, Superior Damage Reduction (silver)
Cosmic Abilities:Extra Domain (Evil), Extra Domain (Law)
Environment: The Nine Hells of Perdition
Organization: Solitary or pair
Challenge Rating: 36
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 46-53 HD (Huge), 54-65 HD (Gargantuan), 66-73 HD (Colossal), 74-127 HD (Titanic), 128-135 HD (Macro-Fine)
Level Adjustment: +9
The hell-fire red creature before you rises to a full 15 feet, its great, bat-like wings spreading to fill the altar room. A look of utter contempt fills the handsome, yet diabolical face as the blazing red eyes burn into your soul. A pair of ebon horns crowns the bald head, while black talons adorn the slender fingers. A serpentine tail, tipped with a scaly tassel, dances behind the creature. An aura of divine might suddenly radiates from its form, joining the stench of brimstone and sulfur. Adjusting its black robes with a regal gesture, the creature raises an outstretched hand at you before a ball of flame bursts from its palm. The creature laughs - a sound from the depths of The Pit - and you glimpse fang-like teeth and acrid smoke within the mouth before the fire melts your eyes.
There are only a scant few in The Realities Beyond who have encountered a malefircarim and lived to tell the tale. One of the most powerful creatures in Creation, the malefircarim (the singular form of “malefircareim”) is cloaked in mystery and fear. Countless cults and demagogues seeking to overthrow established governments can be traced back to one of these terrors. These monstrosities are the stuff of legends and this should come as no surprise as they are the direct spawn of The Overlord of Hell.
Malefircareim, more commonly known as hellspawn, are the offspring of The Overlord. When the tyrannical member of The Circle of Three plummeted into The Depths Below, his fall not only created The Nine Hells of Perdition, but his blood merged with the young plane. From the foul, hissing liquid and the essence of the newly formed Hell rose the first malefircareim, the Children of The Devil. Most of these creatures would be destroyed by their father and each other well before The Dawn of The Gods and The Days of Antiquity. A few did survive, though. The eight strongest became the original Lords of The Nine. The balance was either locked away in Stygia or Cania, or fled into hiding deep within the recesses of Hell. Their true goals unknown, these few remaining maleficareim are individuals at war with their father, their siblings, and the rest of Creation as they seek nothing less that total and complete domination of the entire Cosmos.
Malefircareim who reveal themselves to others tend to flee Hell, relocating in Acheron and sometimes Gehenna. Their vast intelligence and great charisma draws even the typically loyal pit fiend to their sides. Such malefircareim become terrible patrons of various tyrannical vices for those foolish mortals in The Prime, seeking to ascend into true divinity.
Combat
Each malefircarim is unique and fights in its own way. While some relish melee, others prefer to work from behind the walls of lackeys and servants, casting spell-like abilities on their distant foes. However, almost all malefircareim will call on their fear auras, and cast unholy aura and mass hold monster immediately upon initiating combat. Most are not afraid to use their wish ability if they find themselves risking defeat and few are so brave as to remain fighting when fleeing will ensure their survival.
A malefircarim's natural weapons, as well as any weapon it wields, is treated as epic, evil, and lawful for the purpose of overcoming damage reduction.
Abomination Traits: Malefircareim are abominations and as such possess the following special qualities: Immunities (Ex): Malefircareim are immune to enchantment, illusionist, and transmutation magic. They are not subject to ability drain or energy drain.; Telepathy (Su): Malefircareim can communicate telepathically with any creature within 1,000 feet that has a language.
Devil Traits: Malefircareim are devils and as such possess the following special qualities: Immunities (Ex): Malefircareim are immune to fire and poison.; Resistance (Ex): Malefircareim have resistance to acid 20 and cold 20.; See in Darkness (Su): Malefircareim can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Divine Aura (Su): Short range (25 ft. +5 ft. per 2 Hit Dice/Levels). A malefircarim can choose from the following effects each round as a free action: Daze: Those within the malefircarim's aura must make a Will save or be unable to act, other than defend themselves.; Fear: Those within the malefircarim's aura must make a Will save or be shaken and suffer a -2 morale penalty on attack rolls, saves and checks.; Heroism: Allies within the malefircarim's aura gain a +2 morale bonus on attack rolls, saves and skill checks. The save DC is Charisma-based.
Divine Bonus (Ex): Malefircareim are effectively quasi-deities and as such add a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.
Divine Senses (Ex): The senses of a malefircarim are three times superior to that of a common devil. This improves it's darkvision to 180 ft. and allows it to take the Scent feat. This does not render the malefircarim any more vulnerable to any ability reliant upon the senses to be effective, unless said ability is effective at the malefircarim's given distance from the ability in question.
Godly Realm (Su): The size of a malefircarim's godly realm is equal to the radius of it's divine aura multiplied by the number of years it has ruled over the area. Within that area it can impose a divine penalty to any or all characters (even more powerful deities) equal to it's divine bonus. In this case -4. A malefircarim's realm is typically either well hidden as it does not wish to incur the wrath of even more terrible beings, or the very place in which is was imprisoned.
Grant Spells (Su): Malefircarim can grant up to 7th-level spells. A malefircarim with a divine sponsor can grant spells of any level, though this is highly unlikely as malefircareim prefer to remain independent, so as to better scheme upon ascension to even greater heights of divinity. Those few malefircareim that acquire a sponser avoid outright servitude as they inevitably chafe under anothers rule.
Immortality (Ex): A malefircarim does not age, requires no air to breathe, no food or drink, nor sleep. Malefircarim will often take advantage of it's immortality when dealing with mortals. Especially when a particularly clever mortal has offended them, going so far as to plan and wait for centuries for particular mortals to weaken before seeking retribution.
Immunities (Ex): A malefircarim is unaffected by natural effects such as: ability damage, disease, natural elements (cold, drowning, lightning etc.), poison, and so forth. Malefircareim can still be affected by magical cold, magical disease, etc..
Improved Grab (Ex): If a malefircarim hits with its claw, it deals normal damage and may immediately attempt to start a grapple as a free action that does not provoke an attack of opportunity. A malefircarim can use this ability on any creature of its size or smaller. Each round, the malefircarim may choose to conduct the grapple normally, or simply use its claw to hold its opponent (-20 on the grapple check, but the maleficarim is not considered grappled). Every round the hold is maintained, the malefircarim deals automatic claw damage to its victim.
Integrated Class Features: Malafircareim are accomplished sorcerers, functioning as sorcerers of half their Hit Dice (caster level 57th). Malafircareim never summon familiars, seeing them as a liability. As each malafircarim is a unique individual with it's own ambitions and personality, there are no “typical” spells known to them, although they do tend to involve their own particular agendas. Rarely, a malafircareim will possess cleric abilities instead. These individuals possess the Evil, Fire, Law, and Strength domains and rebuke undead. These individuals are far more likely to take and active interest in the cults that worship them.
Outsider Traits: Malefircarim are outsiders and as such possess the following special qualities: Darkvision (Ex): Malefircareim have darkvision (60 foot range).; Immunity to Raise and Resurrection (Ex): Malefircareim cannot be raised or resurrected.
Regeneration (Ex): Malefircareim take normal damage from weapons that are either chaotic or good aligned, and from spells or effects with the acid, chaotic, or good descriptors.
Spell-like Abilities: At will - blasphemy, bull's strength, burning hands, calm emotions, clenched fist, commune, create undead, crushing hand, damnation, desecrate, dictum, dispel chaos, dispel good, dream, elemental swarm, enlarge person, etherealness, fire seeds, fire shield, fire storm, geas/quest, grasping hand, greater dispel magic, greater teleport, hellball, hold monster, incendiary cloud, magic circle against chaos, magic circle against good, magic jar, magic vestment, order's wrath, produce flame, protection from chaos, protection from good, rain of fire, resist energy (fire), righteous might, sending, shield of law, spell immunity, stoneskin, summon monster IX (evil or lawful), tongues, unholy aura, unholy blight, wall of fire; 4/day - wish. Caster level 57th; DC 19+ spell level.