Iuz, Spawn of Graz'zt and Iggwilv

Obly99

Adventurer
Hello gentlemen, today I bring you Iuz, an old acquaintance for many of you. For the base creature I used a PF1 Cambion (Demon, Cambion – d20PFSRD) which I gave 20 cleric and 10 assassin levels. Also for the feats and divine abilities I tried to be as similar as possible to the original released in Dragon # 294. Let me know what you think.

CE Medium outsider cleric 20/assassin 10 (chaotic, demon, evil, extraplanar)
Init +21; Senses divine (x10), darkvision 600 ft.; Perception +54
Aura chaos, divine (430 ft., DC 27), evil
Defense
AC 52, touch 39, flat-footed 40 (+11 deflection, +11 Dex, +6 divine, +1 dodge, +13 natural)
hp 970 [1.940 in divine realm] (33d20+330)
Fort +38, Ref +34, Will +39; +5 against poison
Defensive Abilities evasion, freedom of movement, improved uncanny dodge, uncanny dodge; DR 15/epic; Immune A demi-deity is unaffected by natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. They can still be affected by magical cold, magical disease, magical fire etc; electricity, poison, transmutation; Resist acid 10, cold 10, fire 10; SR 49
Offense
Speed 120 ft.
Melee +5 anarchic unholy greatsword +50/+45/+40/+35 (2d6+24/17-20)
Special Attacks angel of death 1/day, channel negative energy 16/day (DC 37, 10d6), chaos blade 4/day (10 rounds), death attack (DC 37), mythic surge 6/day (+1d8), quiet death, rage 15 round/day, sadistic strike, scythe of evil 4/day (10 rounds), sinfrenzy (pride), sneak attack +5d6, swift death 1/day, touch of chaos 15/day, touch of evil 15/day (10 rounds), true death (DC 31)
Spell-like Abilities (CL 39th, concentration +56)
At will—animate objects, blasphemy (DC 35), chaos hammer (DC 32), cloak of chaos (DC 36), commune, create undead, desecrate, dispel good, dream, etherealness, geas/quest, greater dispel magic, greater teleport, magic circle against good, magic circle against law, magic jar (DC 33), protection from good, protection from law, sending, shatter (DC 30), summon monster IX (evil or chaotic creatures only), tongues, unholy aura (DC 36), unholy blight (DC 32), word of chaos (DC 35)
6/day—wish
3/day—command (DC 29)
1/day—charm person (DC 29), death knell (DC 29), enthrall (DC 29)
Cleric Spells Prepared (CL 39th; concentration +57)
9th—energy drain (DC 37), implosion (DC 37), mass heal, massacre (DC 37), power word kill, storm of vengeance (DC 37), summon monster IXD (evil creatures only)
8th—antimagic field, earthquake, fire storm (2, DC 36), power word stun, stormbolts (DC 36), unholy auraD (DC 36)
7th—blasphemyD (DC 35), destruction (2, DC 35), grasping hand, greater restoration, regenerate, repulsion
6th—animate objectD, banishment, blade barrier (2, DC 34), harm (DC 34), heal (2)
5th—break enchantment, breath of life, dispel goodD, flame strike (DC 33), slay living (DC 33), spell resistance, true seeing
4th—blessing of fervor (2), cure critical wounds, death ward, freedom of movement, restoration, spell immunity, unholy blightD (DC 32)
3rd—bestow curse (2, DC 31), contagion (DC 31), cure serious wounds (2), magic circle against goodD, resist energy communal (2)
2nd—align weapon (evil only)D, darkness, lesser restoration (2), silence, status, weapon of awe (2)
1st—bane (2, DC 29), cure light wounds (3), doom (DC 29), protection from goodD, shield of faith
0 (at will)—bleed (DC 28), detect magic, mending, read magic
D Domain spell; Domains Chaos, Evil
Statistics
Str 36, Dex 32, Con 32, Int 32, Wis 34, Cha 32
Base Atk +25; CMB +44 (+46 for bull rush and sunder); CMD 77 (79 vs. bull rush and sunder)
Feats Cleave, Combat Expertise, Combat Reflexes, Critical Focus, Deceitful, Dodge, Extra Channel, Greater Cleave, Improved Bull Rush, Improved Initiative, Improved Sunder, Martial Weapon Proficiency (Greatsword), Mobility, Power Attack, Spring Attack, Weapon Focus (Greatsword), Whirlwind Attack
Skills Acrobatics +53, Appraise +53, Bluff +57, Climb +55, Craft (all) +53, Diplomacy +53, Disable Device +53, Disguise +57, Escape Artist +53, Fly +50, Handle Animals +50, Heal +54, Intimidate +53, Knowledge (arcana, history, nobility, planes, religion) +53, Knowledge (dungeoneering, engineering, geography, local, nature) +50, Linguistics +53, Perception +54, Perform (act, oratory, percussion, sing) +50, Perform (dance, keybord) +30, Perform (string, wind) +20, Profession (all) +54, Ride +50, Sense Motive +54, Sleight of Hand +53 (+63 for hiding weapons on his body), Spellcraft +53, Stealth +53, Survival +51, Swim +55, Use Magic Device +53
Languages Abyssal, Celestial, Common, Infernal, other 41; telepathy 300 ft.
SQ fast movement, integrate class feature (barbarian; 1 level), hidden weapons, hide in plain sight, maven, might, poison use, portfolios (chaos, evil), spontaneous casting (inflict spells)
Gears amulet of natural armor +5, belt of physical perfection +6, headband of mental superiority +6, cloak of resistance +5, ring of evasion, ring of freedom of movement
Special Abilities

Divine Abilities
• Divine Immensity (Su) x2: You can change its size up or down by a single size category.
• Polymorph (Su): You can polymorph at will.
• Shapechange (Su): You can shapechange at will.
• Greater Unholy Hand (Su): The effect causes aligned based damage.

Chaos Portfolio Traits (Demi-Deity)
Domain Power: You cast chaos spells at +1 caster level.
Hostile Environment (Lawful): -6 competence penalty on all die rolls while within a Lawful aligned environment.
Axiomatic Vulnerability(Ex): Suffer 50% extra damage from lawful aligned attacks and spells.
•Transmutation Immunity (Ex): You are immune to transmutation based attacks.
•Scion of Chaos (Ex): +6 competence bonus on attack rolls, damage rolls and armor class within a chaos aligned local,
•Improved Summoning (Chaos): Chaos aligned creatures summoned have 50% more HD.
•Taint of Chaos (Su): Healing 50% effect vs. your attacks except in lawful aligned locale.

Evil Portfolio Traits (Demi-Deity)
Granted Power: You cast evil spells at +1 caster level.
Hostile Environment (Holy): -6 competence penalty on all die rolls while within a good aligned environment.
Holy Vulnerability(Ex): Suffer 50% extra damage from good aligned attacks and spells.
•Poison Immunity (Ex): You are immune to poison.
•Unholy Scion (Ex): +6 competence bonus on attack rolls, damage rolls and armor class while within an evil aligned environment.
•Improved Summoning (Evil): Evil aligned creatures summoned have 50% more HD.
•Taint of Chaos (Su): Healing 50% effect vs. your attacks except in good aligned locale.

Greater Unholy Hand
Hand 24d8; Melee Touch

Divine Traits (Demi-Deity) (Ex)
As a demi-deity, Iuz gains a +6 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Iuz’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A demi-deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Might (Ex)
Iuz deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than Iuz HD.

Mythic (Ex)
Iuz has Mythic Power (6/day, Surge +1d8) and counts as a 6th-rank Mythic creature. Iuz can use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. Iuz can also expend Mythic Power to use the augmented versions of these spells. Inside his godly realm, Iuz counts as a 10th-rank Mythic creature, can use the Mythic Power 10/day and the surge increase to +1d12.

Sadistic Strike (Su)
Cambions excel at causing pain and anguish. Cambions always treat any weapons with which they attack (including natural weapons and spells with attack rolls) as if they had the Improved Critical feat for the weapons.

Sinfrenzy (Su)
Every cambion carries an excessive capacity for one of the seven classical sins, determined at the moment of the cambion’s birth and depending on the nature of his humanoid parent’s greatest sin. Once per day for a number of rounds equal to his Hit Dice, a cambion can embrace his sin and enter a frenzied state as a free action. While a cambion is in this frenzy, his land speed increases by 10 feet and he gains a +1 bonus on Reflex saves and attack rolls. These bonuses do not stack with those granted by haste or similar effects, but if the cambion has at least 1 level in the class listed for his specific sin, the sinfrenzy grants an additional effect.
Pride (wizard): Cambion wizards believe their magic is the greatest. When they are in a sinfrenzy, their spell save DCs increase by 1.
 

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