Khisanth the Ancient
Explorer
A few questions on this epic monster:
What skills should he have?
Does 30th caster level look good?
Did I make any other mistakes?
Any help would be greatly appreciated!
A little background: this guy is from a homebrew campaign I hope to post somewhere on ENWorld over the next few months. Ktar's decay and tidal wave are spells from this campaign, and the Plane of Death is a version of the Negative Energy Plane. The level cap for PCs is 30th, so this is one of the mightiest beings around (on a level with a mid-level deity).
Arbiter Traits:
All three Arbiters share the following traits:
· Immunity to three energy types
· Spell resistance 43
· Damage reduction 15/epic
· Darkvision 150 ft.
· Gain a +6 racial bonus on Sense Motive checks.
· Aura of Apathy (Su): All foes within 30 feet of the Arbiter suffer a –2 penalty to one or more skill checks.
· Rebirth (Ex): If an Arbiter is ever killed in combat, the most powerful servant of that Arbiter slowly becomes the new Arbiter for that alignment over a period of 10 years.
· Arbiter Senses (Su): Arbiters automatically see invisibility. Any Arbiter knows the alignment of all creatures within 5 miles, regardless of protections from divination. As a standard action, an Arbiter can read all thoughts, even the deepest secrets, of any one creature within 5 miles.
· Arbiters speak all languages.
Arbiter of Evil
Large Outsider (Evil, Extraplanar)
Hit Dice: 42d8+462+60 (711 hp)
Initiative: +1
Speed: 80 ft.
Armor Class: 42 (-1 size, +1 Dex, +9 deflection, +9 natural, +14 +5 full plate), touch 19, flat-footed 41
Base Attack/Grapple: +42/+58
Attack: Nightthunder +49* melee (2d6+27*); or touch +53 melee touch (energy drain)
Full Attack: Nightthunder +49/+44/+39/+34* melee (2d6+27*); or touch +53 melee touch (energy drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy drain, howl of doom, remove from existence, spell-like abilities
Special Qualities: Arbiter senses, aura of apathy, darken, darkvision 150 ft., DR 15/epic and good, fast healing 8, immune to acid, cold, and electricity, shield of darkness, SR 43
Saves: Fort +36, Ref +30, Will +36
Abilities: Str 34, Dex 13, Con 20, Int 20, Wis 24, Cha 28
Skills: Bluff +54, Climb +32, Craft (weaponsmithing) +37, Concentration +30, Escape Artist +26, Hide +41, Intimidate +53, Jump +27, Knowledge (arcana, history, the planes) +50, Listen +52, Move Silently +41, Search +47, Sense Motive +53, Spot +52, Use Magic Device +49
Feats: Ability Focus (howl of doom, remove from existence), Cleave, Craft Magic Arms and Armor, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (heavy mace)
Epic Feats: Damage Reduction, Epic Reflexes, Epic Toughness (x3), Epic Will
Environment: Any land or underground (Plane of Death)
Organization: Solitary
Challenge Rating: 32
Treasure: Standard
Alignment: Always neutral evil
Advancement: -
*Modified for Power Attack.
The Arbiter of Evil is about 10 feet tall. It weighs just over 1,000 pounds. The Arbiter of Evil speaks Abyssal, Celestial, Common, Draconic, Infernal, and Undercommon in a voice that sounds like the eruption of a volcano and the grinding of a glacier.
The Arbiter of Evil resembles a very tall humanoid wrapped in a robe of utter blackness. Its face is covered by the cowl. Its hands are unnaturally long. Its form appears to be only partially solid, dissolving into curls of shadow at its edges.
The Arbiter of Evil, like the other two Arbiters, existed before the current arrangement of the planes and is older than any of the currently worshiped deities.
As the embodiment of evil, if the Arbiter of Evil were ever to be slain, the force of evil in the universe would decrease greatly until a new Arbiter appeared.
COMBAT
The Arbiter of Evil will simply strike down any offending creature with its remove from existence power. If a foe manages to resist this, the Arbiter will release its howl of doom and sling spell-like abilities. If forced into melee combat, it will either use its mace Nightthunder or drain the victim’s life.
Energy Drain (Su): The Arbiter of Evil’s touch attack inflicts three negative levels. The Fortitude save to remove a negative level is DC 39. The save DC is Charisma-based.
Howl of Doom (Su): Three times per day, the Arbiter of Evil can release the essence of evil in a mighty, ear-shattering howl. This howl deals 25d10 points of sonic damage (Fort DC 43 half) in a 90-foot cone. The save DC is Constitution-based.
Remove from Existence (Su): The Arbiter of Evil can utterly destroy creatures. The Arbiter can affect one creature within 1 mile of itself. Even deities may be affected, but they gain a bonus to their saving throws equal to their divine rank. The victim gets a saving throw (Fort DC 41); if it succeeds, the victim takes 6d10 damage instead. If the victim fails its save, it is annihilated completely in a flash of violet light. Even true resurrection cannot restore a creature killed in this manner; this requires miracle or wish. The Arbiter of Evil can only attempt to remove a specific creature once. If a creature saves against this effect (or is restored to life), it is forever immune to removal from existence. The save DC is Charisma-based.
Spell-like Abilities: At will – aid, align weapon, break enchantment, detect magic, flaming sphere, fly, greater dispel magic, greater teleport (self plus 100 pounds of objects only), haste, inflict critical wounds, Ktar’s decay, mage armor, magic missile, protection from good, restoration, unholy blight, unholy word. 3/day- harm, horrid wilting. 1/day- wish. Save DC 19 + spell level, caster level 30th.
Aura of Apathy (Su): Creatures near the Arbiter of Evil despair and become hopeless. The –2 penalty applies to all skill checks.
Darken (Su): Any nonmagical light source within 120 feet of the Arbiter is automatically extinguished, as are magical light sources created by 5th-level or lower spells.
Shield of Darkness (Su): The Arbiter of Evil gains a deflection bonus to AC equal to its Charisma bonus.
Possessions: Nightthunder, the Arbiter’s mace, is a +6 unholy thundering heavy mace. The Arbiter wears a suit of Large +5 full plate.
What skills should he have?
Does 30th caster level look good?
Did I make any other mistakes?
Any help would be greatly appreciated!
A little background: this guy is from a homebrew campaign I hope to post somewhere on ENWorld over the next few months. Ktar's decay and tidal wave are spells from this campaign, and the Plane of Death is a version of the Negative Energy Plane. The level cap for PCs is 30th, so this is one of the mightiest beings around (on a level with a mid-level deity).
Arbiter Traits:
All three Arbiters share the following traits:
· Immunity to three energy types
· Spell resistance 43
· Damage reduction 15/epic
· Darkvision 150 ft.
· Gain a +6 racial bonus on Sense Motive checks.
· Aura of Apathy (Su): All foes within 30 feet of the Arbiter suffer a –2 penalty to one or more skill checks.
· Rebirth (Ex): If an Arbiter is ever killed in combat, the most powerful servant of that Arbiter slowly becomes the new Arbiter for that alignment over a period of 10 years.
· Arbiter Senses (Su): Arbiters automatically see invisibility. Any Arbiter knows the alignment of all creatures within 5 miles, regardless of protections from divination. As a standard action, an Arbiter can read all thoughts, even the deepest secrets, of any one creature within 5 miles.
· Arbiters speak all languages.
Arbiter of Evil
Large Outsider (Evil, Extraplanar)
Hit Dice: 42d8+462+60 (711 hp)
Initiative: +1
Speed: 80 ft.
Armor Class: 42 (-1 size, +1 Dex, +9 deflection, +9 natural, +14 +5 full plate), touch 19, flat-footed 41
Base Attack/Grapple: +42/+58
Attack: Nightthunder +49* melee (2d6+27*); or touch +53 melee touch (energy drain)
Full Attack: Nightthunder +49/+44/+39/+34* melee (2d6+27*); or touch +53 melee touch (energy drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy drain, howl of doom, remove from existence, spell-like abilities
Special Qualities: Arbiter senses, aura of apathy, darken, darkvision 150 ft., DR 15/epic and good, fast healing 8, immune to acid, cold, and electricity, shield of darkness, SR 43
Saves: Fort +36, Ref +30, Will +36
Abilities: Str 34, Dex 13, Con 20, Int 20, Wis 24, Cha 28
Skills: Bluff +54, Climb +32, Craft (weaponsmithing) +37, Concentration +30, Escape Artist +26, Hide +41, Intimidate +53, Jump +27, Knowledge (arcana, history, the planes) +50, Listen +52, Move Silently +41, Search +47, Sense Motive +53, Spot +52, Use Magic Device +49
Feats: Ability Focus (howl of doom, remove from existence), Cleave, Craft Magic Arms and Armor, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (heavy mace)
Epic Feats: Damage Reduction, Epic Reflexes, Epic Toughness (x3), Epic Will
Environment: Any land or underground (Plane of Death)
Organization: Solitary
Challenge Rating: 32
Treasure: Standard
Alignment: Always neutral evil
Advancement: -
*Modified for Power Attack.
The Arbiter of Evil is about 10 feet tall. It weighs just over 1,000 pounds. The Arbiter of Evil speaks Abyssal, Celestial, Common, Draconic, Infernal, and Undercommon in a voice that sounds like the eruption of a volcano and the grinding of a glacier.
The Arbiter of Evil resembles a very tall humanoid wrapped in a robe of utter blackness. Its face is covered by the cowl. Its hands are unnaturally long. Its form appears to be only partially solid, dissolving into curls of shadow at its edges.
The Arbiter of Evil, like the other two Arbiters, existed before the current arrangement of the planes and is older than any of the currently worshiped deities.
As the embodiment of evil, if the Arbiter of Evil were ever to be slain, the force of evil in the universe would decrease greatly until a new Arbiter appeared.
COMBAT
The Arbiter of Evil will simply strike down any offending creature with its remove from existence power. If a foe manages to resist this, the Arbiter will release its howl of doom and sling spell-like abilities. If forced into melee combat, it will either use its mace Nightthunder or drain the victim’s life.
Energy Drain (Su): The Arbiter of Evil’s touch attack inflicts three negative levels. The Fortitude save to remove a negative level is DC 39. The save DC is Charisma-based.
Howl of Doom (Su): Three times per day, the Arbiter of Evil can release the essence of evil in a mighty, ear-shattering howl. This howl deals 25d10 points of sonic damage (Fort DC 43 half) in a 90-foot cone. The save DC is Constitution-based.
Remove from Existence (Su): The Arbiter of Evil can utterly destroy creatures. The Arbiter can affect one creature within 1 mile of itself. Even deities may be affected, but they gain a bonus to their saving throws equal to their divine rank. The victim gets a saving throw (Fort DC 41); if it succeeds, the victim takes 6d10 damage instead. If the victim fails its save, it is annihilated completely in a flash of violet light. Even true resurrection cannot restore a creature killed in this manner; this requires miracle or wish. The Arbiter of Evil can only attempt to remove a specific creature once. If a creature saves against this effect (or is restored to life), it is forever immune to removal from existence. The save DC is Charisma-based.
Spell-like Abilities: At will – aid, align weapon, break enchantment, detect magic, flaming sphere, fly, greater dispel magic, greater teleport (self plus 100 pounds of objects only), haste, inflict critical wounds, Ktar’s decay, mage armor, magic missile, protection from good, restoration, unholy blight, unholy word. 3/day- harm, horrid wilting. 1/day- wish. Save DC 19 + spell level, caster level 30th.
Aura of Apathy (Su): Creatures near the Arbiter of Evil despair and become hopeless. The –2 penalty applies to all skill checks.
Darken (Su): Any nonmagical light source within 120 feet of the Arbiter is automatically extinguished, as are magical light sources created by 5th-level or lower spells.
Shield of Darkness (Su): The Arbiter of Evil gains a deflection bonus to AC equal to its Charisma bonus.
Possessions: Nightthunder, the Arbiter’s mace, is a +6 unholy thundering heavy mace. The Arbiter wears a suit of Large +5 full plate.
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