Mark Chance
Boingy! Boingy!
These two are quite likely waaaay over-the-top. They also aren't anywhere as nice and fluffy as Blackdirge's delightful creations.
Perecalsos, lich monster of legend half-dragon (blue)/advanced half-spell weaver: CR 18; Medium-size Undead; HD 20d12; hp 130; Init +10 (+6 Dex, +4 Improved Initiative); AC 30 (+6 Dex, +14 natural), touch 16, flat-footed 24; Atks +28 melee (1d6+8 plus poison, bite), +26 melee (1d6+4, 2 claws), or +28 melee (1d8+5 plus paralysis, damaging touch); SA spell-like abilities, spells, poison, breath weapon, damaging touch, fear aura, paralyzing touch; SQ chromatic disk, darkvision 60 ft., immunities (acid, cold, electricity, mind-affecting effects, paralysis, poison, polymorph, sleep), shielded mind, spell weaving, SR 31, telepathy, fast healing 5, see in darkness, turn resistance +4, DR 15/+1; SV Fort +9, Ref +21, Will +20; Str 27, Dex 22, Con --, Int 24, Wis 21, Cha 30*; AL NE. *Includes +6 enhancement bonus from cloak of charisma.
Skills: Bluff +20, Concentration +20, Diplomacy +20, Handle Animal +20, Hide +14, Listen +13, Knowledge (arcana) +30, Move Silently +16, Ride +16, Scry +30, Search +15, Sense Motive +23, Spellcraft +30, Spot +36, Use Magic Device +35.
Feats: Combat Casting, Craft Wondrous Item, Empower Spell, Enlarge Spell, Heighten Spell, Improved Initiative, Mounted Combat, Multiattack, Skill Focus (Use Magic Device), Spell Focus (Abjuration), Spell Focus (Evocation), Spell Penetration.
SA - Spell-Like Abilities: Always active - see invisibility; At will - detect magic, invisibility; 1/day - plane shift. Caster level equal to 22nd-level sorcerer. Save DC 20 + spell level.
SA - Poison (Ex): Injury; Fort save DC 30; initial and secondary damage 1d6 points of temporary Strength damage.
SA - Breath Weapon (Su): 1/day; line of lightning; 6d8 points of electricity damage; Ref save DC 18 for half damage.
SA - Damaging Touch (Su): Inflicts 1d8+5 points of damage against living creature. Will save DC 30 for half damage.
SA - Fear Aura (Su): Creatures 5 HD or less in 60-ft.-radius that look at Perecalsos must make a Will save (DC 30) or be affected by fear.
SA - Paralyzing Touch (Su): Fort save (DC 30) or become permanently paralyzed.
SQ - Chromatic Disk: This device stores 10 levels of spells per day that Perecalsos can use as it wishes.
SQ - Shielded Mind (Ex): Attempts to communicate via telepathy or read Perecalsos's mind automatically fail. Creature attempting the action must make a Will save (DC 17) or become confused for 1d6 days.
SQ - Spell Weaving (Ex): Perecalsos can cast multiple spells per round, up to 6 total levels of spells.
SQ - Telepathy (Su): Spell weavers can communicate telepathically with each at a range of up to 1,000 miles.
SQ - See in Darkness (Su): Perecalsos sees perfectly in any sort of darkness, even that created by a deeper darkness spell.
Spells (6/8/8/16*/7/7/7/7/6/6 per day, chosen from following; save DC 20 + spell level, or 22 + spell level for Abjuration and Evocation spells. Perecalsos casts spells as a 22nd-level sorcerer): 0 - daze, flare, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic; 1st - alarm, color spray, mage armor, magic missile, shield; 2nd - darkness, glitterdust, knock, mirror image, web; 3rd - displacement, flame arrow, fly, lightning bolt; 4th - fire shield, minor globe of invulnerability, polymorph self, wall of fire; 5th - cone of cold, dominate person, summon monster V, telekinesis; 6th - acid fog, chain lightning, greater dispelling; 7th - delayed blast fireball, spell turning, teleport without error; 8th - polymorph any object, power word blind, prismatic wall; 9th - imprisonment, meteor swarm, wish. *Doubled because of ring of wizardry (III).
Possessions: amulet of proof against detection and location, cloak of charisma +6, crystal ball with true seeing, orb of storms, ring of fire elemental command, ring of wizardy (III), Overkill (Perecalsos's mount).
Overkill, chimeric titanic warbeast viper: CR 15; Gargantuan Magical Beast; HD 25d10+225; hp 362; Init +1 (Dex); Spd 30 ft., climb 30 ft., swim 30 ft.. fly 50 ft. (clumsy); AC 33 (-4 size, +1 Dex, +26 natural); Atks +24 melee (3d8+13 and poison, viper bite), +22 melee (3d8+6, dragon bite), +22 melee (2d8+6, butt attack); Face/Reach 20 ft. by 40 ft./10 ft.; SA poison, breath weapon, trample; SQ scent, combative mount, darkvision 60 ft., low-light vision; SV Fort +25, Ref +15, Will +16; Str 37, Dex 13, Con 28, Int 3, Wis 14, Cha 2; AL CE.
Skills: Balance +9, Climb +25, Hide -3, Listen +13, Swim +21, Spot +13.
Feats: Great Fortitude, Multiattack.
SA - Poison (Ex): Fort SV DC 31; initial and secondary damage 2d6 temporary Constitution.
SA - Breath Weapon (Su): line of lightning (20 ft. high, 20 ft. wide, 160 ft. long); 3d8 points of electricity damage; Reflex SV DC 31 for half damage.
SA - Trample (Ex): 3d8+19 points of damage to Huge or smaller creatures. Reflex SV 35 for half damage.
Tactics: Perecalsos's number one tactical rule: Never give the enemy the chance to make the first move.
While invisible, Perecalsos casts mage armor, minor globe of invulnerability, and shield in one round using spell weaving. On second round, it casts fire shield and mirror image in one round using spell weaving. On third round, it casts displacement and fly using spell weaving. This establishes Perecalsos's basic defensive suite of spells. It typically puts up spell turning during round four while flying under cover of invisibility to confound its foes.
As long as its amulet of proof against detection and location keeps his foes from piercing its invisibility, Perecalsos is content to harrass his foes with summon monster V, prefer to summon 1d3 fiendish dire apes with each casting. Once invisibility no longer seems a sound tactical option, Perecalsos prefers to open with an Empowered delayed blast fireball, an Empowered chain lightning, or a meteor swarm.
Spellcasters are targeted with power word blind. It slows down fighter-types with acid fog. If engaged in melee combat, Perecalsos is quite capable of casting on the defensive. Dominate person is a favorite choice in such situations, as is casting darkness on a nearby object. Since darkness does not impair Perecalsos's vision, it likes to use spell weaving to unload flame arrows and/or lightning bolts at those caught in the darkness.
Perecalsos has no qualms about retreating to fast heal its wounds if necessary. If battle goes particularly bad against it, there is always wish to fall back on.
Perecalsos, lich monster of legend half-dragon (blue)/advanced half-spell weaver: CR 18; Medium-size Undead; HD 20d12; hp 130; Init +10 (+6 Dex, +4 Improved Initiative); AC 30 (+6 Dex, +14 natural), touch 16, flat-footed 24; Atks +28 melee (1d6+8 plus poison, bite), +26 melee (1d6+4, 2 claws), or +28 melee (1d8+5 plus paralysis, damaging touch); SA spell-like abilities, spells, poison, breath weapon, damaging touch, fear aura, paralyzing touch; SQ chromatic disk, darkvision 60 ft., immunities (acid, cold, electricity, mind-affecting effects, paralysis, poison, polymorph, sleep), shielded mind, spell weaving, SR 31, telepathy, fast healing 5, see in darkness, turn resistance +4, DR 15/+1; SV Fort +9, Ref +21, Will +20; Str 27, Dex 22, Con --, Int 24, Wis 21, Cha 30*; AL NE. *Includes +6 enhancement bonus from cloak of charisma.
Skills: Bluff +20, Concentration +20, Diplomacy +20, Handle Animal +20, Hide +14, Listen +13, Knowledge (arcana) +30, Move Silently +16, Ride +16, Scry +30, Search +15, Sense Motive +23, Spellcraft +30, Spot +36, Use Magic Device +35.
Feats: Combat Casting, Craft Wondrous Item, Empower Spell, Enlarge Spell, Heighten Spell, Improved Initiative, Mounted Combat, Multiattack, Skill Focus (Use Magic Device), Spell Focus (Abjuration), Spell Focus (Evocation), Spell Penetration.
SA - Spell-Like Abilities: Always active - see invisibility; At will - detect magic, invisibility; 1/day - plane shift. Caster level equal to 22nd-level sorcerer. Save DC 20 + spell level.
SA - Poison (Ex): Injury; Fort save DC 30; initial and secondary damage 1d6 points of temporary Strength damage.
SA - Breath Weapon (Su): 1/day; line of lightning; 6d8 points of electricity damage; Ref save DC 18 for half damage.
SA - Damaging Touch (Su): Inflicts 1d8+5 points of damage against living creature. Will save DC 30 for half damage.
SA - Fear Aura (Su): Creatures 5 HD or less in 60-ft.-radius that look at Perecalsos must make a Will save (DC 30) or be affected by fear.
SA - Paralyzing Touch (Su): Fort save (DC 30) or become permanently paralyzed.
SQ - Chromatic Disk: This device stores 10 levels of spells per day that Perecalsos can use as it wishes.
SQ - Shielded Mind (Ex): Attempts to communicate via telepathy or read Perecalsos's mind automatically fail. Creature attempting the action must make a Will save (DC 17) or become confused for 1d6 days.
SQ - Spell Weaving (Ex): Perecalsos can cast multiple spells per round, up to 6 total levels of spells.
SQ - Telepathy (Su): Spell weavers can communicate telepathically with each at a range of up to 1,000 miles.
SQ - See in Darkness (Su): Perecalsos sees perfectly in any sort of darkness, even that created by a deeper darkness spell.
Spells (6/8/8/16*/7/7/7/7/6/6 per day, chosen from following; save DC 20 + spell level, or 22 + spell level for Abjuration and Evocation spells. Perecalsos casts spells as a 22nd-level sorcerer): 0 - daze, flare, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic; 1st - alarm, color spray, mage armor, magic missile, shield; 2nd - darkness, glitterdust, knock, mirror image, web; 3rd - displacement, flame arrow, fly, lightning bolt; 4th - fire shield, minor globe of invulnerability, polymorph self, wall of fire; 5th - cone of cold, dominate person, summon monster V, telekinesis; 6th - acid fog, chain lightning, greater dispelling; 7th - delayed blast fireball, spell turning, teleport without error; 8th - polymorph any object, power word blind, prismatic wall; 9th - imprisonment, meteor swarm, wish. *Doubled because of ring of wizardry (III).
Possessions: amulet of proof against detection and location, cloak of charisma +6, crystal ball with true seeing, orb of storms, ring of fire elemental command, ring of wizardy (III), Overkill (Perecalsos's mount).
Overkill, chimeric titanic warbeast viper: CR 15; Gargantuan Magical Beast; HD 25d10+225; hp 362; Init +1 (Dex); Spd 30 ft., climb 30 ft., swim 30 ft.. fly 50 ft. (clumsy); AC 33 (-4 size, +1 Dex, +26 natural); Atks +24 melee (3d8+13 and poison, viper bite), +22 melee (3d8+6, dragon bite), +22 melee (2d8+6, butt attack); Face/Reach 20 ft. by 40 ft./10 ft.; SA poison, breath weapon, trample; SQ scent, combative mount, darkvision 60 ft., low-light vision; SV Fort +25, Ref +15, Will +16; Str 37, Dex 13, Con 28, Int 3, Wis 14, Cha 2; AL CE.
Skills: Balance +9, Climb +25, Hide -3, Listen +13, Swim +21, Spot +13.
Feats: Great Fortitude, Multiattack.
SA - Poison (Ex): Fort SV DC 31; initial and secondary damage 2d6 temporary Constitution.
SA - Breath Weapon (Su): line of lightning (20 ft. high, 20 ft. wide, 160 ft. long); 3d8 points of electricity damage; Reflex SV DC 31 for half damage.
SA - Trample (Ex): 3d8+19 points of damage to Huge or smaller creatures. Reflex SV 35 for half damage.
Tactics: Perecalsos's number one tactical rule: Never give the enemy the chance to make the first move.
While invisible, Perecalsos casts mage armor, minor globe of invulnerability, and shield in one round using spell weaving. On second round, it casts fire shield and mirror image in one round using spell weaving. On third round, it casts displacement and fly using spell weaving. This establishes Perecalsos's basic defensive suite of spells. It typically puts up spell turning during round four while flying under cover of invisibility to confound its foes.
As long as its amulet of proof against detection and location keeps his foes from piercing its invisibility, Perecalsos is content to harrass his foes with summon monster V, prefer to summon 1d3 fiendish dire apes with each casting. Once invisibility no longer seems a sound tactical option, Perecalsos prefers to open with an Empowered delayed blast fireball, an Empowered chain lightning, or a meteor swarm.
Spellcasters are targeted with power word blind. It slows down fighter-types with acid fog. If engaged in melee combat, Perecalsos is quite capable of casting on the defensive. Dominate person is a favorite choice in such situations, as is casting darkness on a nearby object. Since darkness does not impair Perecalsos's vision, it likes to use spell weaving to unload flame arrows and/or lightning bolts at those caught in the darkness.
Perecalsos has no qualms about retreating to fast heal its wounds if necessary. If battle goes particularly bad against it, there is always wish to fall back on.