Ragnarok's Alternate Collection of Monster's, NPC's,etc.


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Mammon, Lord of the Third
Huge Outsider (baatezu, evil, extraplanar, lawful)

Symbol: Mammon’s clawed hand overflowing with gold coins
Cosmic Rank:13 (16 in Minarous)
HD: 71d8 + 1,349 + 220 (2,137 hp)
Initiative: +15
Speed: 90 ft.
AC: 80 (+15 deflection, +7 Dex, +50 natural, -2 size) touch 30, flat-footed 63
BAB/ Grapple: +71/+101
Attack: +7 keen, mighty cleaving, unholy power, vile, huge longspear, Avarice +102 melee (3d6 + 48 + 3d6 unholy, +1 vile/19-20/x3), or bite + 91 melee (2d6 + 22 plus poison), or touch +91 melee (greed)
Full attack: +7 keen, mighty cleaving, unholy power, vile, huge longspear, Avarice +102 melee (3d6 + 48 + 3d6 unholy, +1 vile/19-20/x3), and bite + 91 melee (2d6 + 22 plus poison), and tail +86 melee (2d6 + 11), or touch +91 melee (greed)
Space/reach: 15ft./ 15ft.
Special attacks: Alternate Form, Constrict, Fear, Gold Rush, Hellfire of Mammon, Improved Grab, Might of the Greedy Lord, Pitiful Mammon, Poison, Spell-Like Abilities, Summon Baatezu, Summon Dragon, Touch of Greed
Special qualities: DR 40/Epic Good and Silver, DR 20/-, Energy Resistance to Acid 40, Cold 40, Sonic 40, Gold Scales, Immunity to Fire and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Mind- Affecting Effects, Petrification, Polymorphing, and, Regeneration 25, See in Darkness, SR 71, Telepathy 1000 ft., 75% chance of Spell Turning
Saves: Fort +62, Ref +50, Will +50
Abilities: Str 55, Dex 25, Con 48, Int 36, Wis 36, Cha 40
Skills: Appraise +87, Bluff +102, Concentration +93, Diplomacy +91, Disable Device +15, Disguise +89 (91 when acting), Escape Artist +81, Forgery +87, Hide +73, Intimidate +89, Knowledge (arcana) +87, Knowledge (the planes) +87, Listen +87, Move Silently +81, Open Lock +83, Profession (bookkeeper) +87, Search +87, Sense Motive +89, Sleight of Hand +83, Spellcraft +87, Spot +87, Survival +87 (89 when following tracks), Use Rope +83
Feats: Cleave, Combat Expertise, Combat Reflexes, Dark Speech, Deft Hands, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (longspear), Greater Weapon Specialization (longspear), Improved Bull Rush, Improved Disarm, Improved Feint, Improved Initiative, Improved Overrun, Improved Trip, Lightning Reflexes, Mobility, Negotiator, Nimble Fingers, Power Attack, Skill Focus (Bluff), Spring Attack, Weapon Focus (longspear), Weapon Specialization (longspear), Whirlwind Attack
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Skill Focus (Bluff), Epic Toughness (x11), Epic Weapon Focus (longspear), Epic Weapon Specialization (longspear), Improved Combat Expertise, Superior Initiative
Environment: Minarous (9 Hells of Baator)
Organization: Solitary (unique) or group (Mammon, 4 advanced pit fiends (40 HD), and 1 advanced blue great wyrm blue dragon (50 HD)
CR: 58
Treasure: Quintuple Standard, Avarice
Alignment: Lawful Evil

(flavor coming)

Combat: Mammon will always start off by determining which creature has the most valuable stuff. Once finished, he’ll use his Gold Rush ability on them, followed by phantasmal thief to steal his victims stuff. He then proceeds to activate his Might of the Greedy Lord ability against all who he engages in melee. Mammon mostly stays in melee combat with his foes. He is no fool and knows when to pull out. When victory is near for Mammon, he’ll use his Hellfire ability to finish off his foes and turn them into golden statues. However, if he’s losing he’ll summon creatures for help before teleporting away with what he has stolen.

Alternate Form (Sp): At will, Mammon can shapechange into a bloated, golden-scaled pit fiend, which is his true form. This alternate form lasts indefinitely.

Constrict (Ex): Whenever Mammon establishes a hold with his tail, he deals 4d6 + 44 points of bludgeoning damage.

Fear (Su): Mammon can radiate a fear aura, as a free action, which has a range of a 100 ft. radius. Any non-baatezu within range must succeed a Will save DC 65 or be affected as if by a fear[/] spell (CL 71). If the creature successfully saves, it cannot be affected by the same aura for 24 hours. DC is Cha-based.

Gold Rush (Ex): So strong is Mammon’s greed, that whenever he charges at an opponents with valuable equipment, he deals three times the normal damage. Thus, when Mammon charges at an opponent, with equipment worth at least a total of 80,000,000 gp,
he deals 9d6 + 144 points of damage plus the bonus from the Might of the Greedy Lord ability. A Fortitude save DC 77 must be made. Failure indicates the creature is killed and torn asunder by Mammon’s jagged spear. Only a true resurrection spell of at least 50th level can raise the creature. If the creature succeeds their save, they are automatically knocked down and unconscious for 3d6 + 3 rounds. Mammon can summon the strength for this attack 10/day. DC is Str-based (DC 20 + ½ Mammon’s level + Str modifier).

Gold Scales (Ex): Over the eons of collecting golden coins and treasure, Mammon’s scales have magically turned golden and unbelievably tough. He gains the following bonuses:
- 75% chance of spell turning (CL 71), if the spell overcomes his SR. If the spell doesn’t penetrate his SR, it is automatically turned.
- DR 20/-

Hellfire of Mammon (Su): 18/day, Mammon can shoot forth a line of black flames surrounding boiling golden liquid. Mammon’s Hellfire is 10 ft wide and 1,500 ft. long. The flames deal 18d12 points of unholy fire damage (ignores fire resistance and immunity). The boiling golden liquid deals an extra 10d10 points of fire damage and covers any creature it hits. Reflex save DC 70 halves damage (Cha-based). The liquid is thick and extremely hot and deals an extra 50 points of fire damage after it coats a foe (no save). For the next 5 rounds, the liquid continues to burn the creature, dealing 5d10 points of fire damage. Reflex save DC 70 halves damage (Cha-based). In the sixth round, the liquid cools. An Escape Artist check DC 70 must be made by the targeted creature. Failure indicates they are held in place as if by a hold person spell (CL 71). Only a miracle or wish spell frees the creature.

Improved Grab (Ex): When Mammon attacks with his tail, he may attempt a grapple check. If successful, he establishes a hold and can constrict.

Might of the Greedy Lord (Ex): Mammon’s greed knows no bound. Whatever he wants, he fights and even kills for it. When he sees a creature with something of great value, he gets empowered by greed. Mammon’s power grows depending on the total value of his foes equipment. See the chart below.

Value / bonus
200,000gp – 20,000,000gp/ +2 to attack and damage rolls
20,000,001gp – 40,000,000gp/ +4 to attack and damage rolls
40,000,001gp – 60,000,000gp / +6 to attack and damage rolls
60,000,001gp – 80,000,000gp / +8 to attack and damage rolls
80,000,001gp – 100,000,000gp/ +10 to attack and damage rolls
100,000,001gp or more/ +12 to attack and damage rolls
Minor Artifact / +8 to attack and damage rolls (Does not stack with bonuses above. Use whichever bonus is higher.)
Major Artifact / +16 to attack and damage rolls (Does not stack with bonuses above.)

Pitiful Mammon (Ex): Mammon can, as a standard action, make a suggestion to all his enemies within the areas he threatens. His suggestion is that his enemies not kill him, but instead spare him. Will save or Sense Motive check DC 65 negates effect. If a creature fails the save, they take pity on Mammon and take a –10 penalty to attack and damage rolls for 15 rounds. If those same creatures fail their save by 10 points or more, they let down their defenses complete and spare Mammon. At this point, due to his foul nature of duplicity, Mammon will then attempt a death attack (as an assassin of his level) against one of these creatures he threatens. A Fortitude save DC 72 (Str-based) must be made or the creature dies. If the save is successful the creature still takes damage from the spear as if Mammon scored a critical.

Poison (Ex): Injury, Fortitude save DC 69, 3d6 Con drain/3d6 Con drain. If creature’s Con score reaches 0, it automatically turns to gold. The newly formed statue holds the creature’s soul as if by a trap the soul spell of 71st level.

Regeneration (Ex): Mammon takes normal damage from epic, good, and silvered weapons.

Spell-Like Abilities: CL 71st; DC 34 + spell level
At will: animate dead, baleful polymorph, blasphemy, charm monster, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, discern location, dominate monster, enthrall, greater dispel magic, greater invisibility, greater teleport, hellfire storm, major image, magic circle against chaos, magic circle against good, mass hold monster, mass hold person, mass suggestion, mirage arcana, phantasmal thief, persistent image, polymorph, power word stun, restoration, resurrection, suggestion, telekinesis, symbol of pain, unhallow, unholy aura.
9/day: destruction, greater restoration, meteor swarm, power word kill, true resurrection, weird
3/day: refuge, wish

Summon Baatezu (Sp): 6/day Mammon can summon 8 barbazu or hamatula, and 4 pit fiends.

Summon Dragon (Sp): 5/day, much to the Dragon Queen’s dismay, Mammon can summon 1 advanced blue great wyrm dragon (50 HD), or 1 advanced green great wyrm dragon (50 HD)

Touch of Greed (Su): When Mammon successfully makes a touch attack, the creature struck must succeed a Will save DC 65 or be forced to attack a random creature within 60 ft. of it and attempt to steal its valuables as soon as possible. This effect lasts for 30 rounds. Mammon can suppress or resume this ability, as a free action.

Possessions:

Avarice: This spear is composed of two parts. One being a simple wooden shaft. The second being a crude, jagged, golden spearhead. It functions as a +7 keen, mighty cleaving, unholy power, vile, huge longspear. Those slain by the spear are turned to golden statues. Their souls are trapped within as if by a trap the soul spell. If ever Mammon would sell these statues, they would be worth 5,000gp times the creatures HD. A miracle or wish spell reverts the creature back to its normal state. It’s still dead though. However, if the statue is place with Mammon’s vault, before the miracle or wish can be cast, nothing will work. The statue must be retrieved in order to be restored.
 

T’ien Kou
Large Outsider (chaotic, extraplanar, good)

HD: 16d8 + 112 (184 hp)
Initiative: +9
Speed: 60 ft.
AC: 32 (+3 deflection, +5 Dex, +15 natural, -1 size) touch 17, flat-footed 27
BAB/ Grapple: +16/+30
Attack: Bite +26 melee (1d8 + 10 + 1d6 divine fire)
Full attack: Bite +26 melee (1d8 + 10 + 1d6 divine fire), and 2 claws +24 melee ( 1d6 + 5 + 1d6 divine fire), and tail slap +23 melee (5d6 divine fire)
Space/reach: 10ft./ 10ft.
Special attacks: Breath Weapon, Divine Bark, Fiery Tackle, Gaze, Searing Aura, Spell-Like Abilities, Summon T’ien Kou
Special qualities: Darkvision 60 ft., DR 15/evil, Immunity to disease, fear-effects, fire, and poison, Fast Healing 10, Resistance to acid 15, cold 15, electricity 15, sonic 15, Scent, SR 29 (31 against evil spells), Telepathy 100 ft., tongues
Saves: Fort +19, Ref +15, Will +12
Abilities: Str 30, Dex 21, Con 24, Int 12, Wis 15, Cha 16
Skills: Balance +24, Concentration +26, Escape Artist +24, Intimidate +22, Jump +36, Knowledge (the planes) +20, Listen +21, Search +20, Spot +21
Feats: Dodge, Great Fortitude, Improved Initiative, Multi-Attack, Power Attack, Weapon Focus (bite)
Environment: Upper Realms
Organization: solitary or group (3-6)
CR: 16
Treasure: none
Alignment: Chaotic Good
Advancement: 17-32HD (large), 33-48HD (huge)

Flying through the clouds, you spot a celestial creature. It appears as a large dog with radiant white fur. Golden symbols of oriental design cover its body. It’s surrounded in divine flames and has golden eyes. From behind it you see a tail made seemingly out of fire. This creature is but one on the powerful T’ien Kou.

Sent by the greater powers of the Upper Realms, T’ien Kou hunt evil throughout the multiverse. They are intelligent beings able to communicate with other creatures telepathically, as well as speak their language. T’ien Kou are celestial dogs created specifically for the purpose of hunting down evil-doers and destroying them.

They stand 6 ft. at the shoulder and are 9 ft. long. T’ien Kou weigh 400 pounds. When using their tongues ability to communicate with others, the T’ien Kou sound either like a deep-voiced man or a soft-spoken woman (depending on their gender).

Combat:T’ien Kou usually start off by using Fiery Tackle against as many foes as possible, in the shortest amount of time. Then they’ll activate their Searing Aura and make good use of its ranged attacks (Breath Weapon, Divine Bark, Gaze, and Spell-Like Abilities). If outnumber they’ll summon more T’ien Kou.

Breath Weapon (Su): T’ien Kou can spew divine fire from its mouth every 1d4 rounds. It deals 10d6 points of divine fire damage (which ignores fire resistance and immunity) to any creature within a 60 ft. cone. Reflex save DC 25 halves. DC is Con-based.

Divine Bark (Su):When a T’ien Kou barks, as a standard action, it creates a dispel evil effect like the spell (CL 16). DC is Cha-based.

Fiery Tackle (Ex): Whenever a T’ien Kou charges at a creature, it wraps itself in divine fire dealing 5d10 points of damage. Those targeted by the T’ien Kou’s charge must succeed first on a Fortitude save DC 25 or be knocked down for 1 round. Then the creature must succeed a Reflex save DC 25 or catch fire for 5 rounds, taking 2d6 points of divine damage each round. The creature is allowed a Reflex save DC 25 each round in order to put out the flames. DC’s are Con-based.

Gaze (Su): Any creature that meets the gaze of a T’ien Kou takes 6d6 points of divine fire damage. Reflex save DC 25 halves (Con-based). A Fortitude save DC 25 must be made by the creature. Failure indicates that the creature is blinded as if by a blindness/deafness spell (CL 16)

Searing Aura (Su): T’ien Kou can activate and deactivate this aura at will, as a free action. The aura extends up to a 60 ft. radius of the T’ien Kou. Any evil creature within range takes 5d8 points of divine fire damage each round. Reflex save DC 25 halves. DC is Con-based.

Spell-Like Abilities: CL 16th; DC 13 + spell level;
Always active: detect evil, see invisibility
At will: aid, continual flame, holy aura, fireball, greater dispel magic, locate creature, restoration
3/day: cure serious wounds, heal

Summon T’ien Kou (Sp): 1/day a T’ien Kou can summon 1d6 T’ien Kou.
 

Utukku
Large Outsider (chaotic, evil, extraplanar)

HD: 8d8 + 32 (68 hp)
Initiative: +9
Speed: 40 ft.
AC: 23 (+5 Dex, +9 natural, -1 size) touch 14, flat-footed 18
BAB/ Grapple: +8/+18
Attack: +2 unholy longsword + 16 melee (2d6 + 8 + 2d6 unholy to good creatures/19-20/x2)
Full attack: +2 unholy longsword + 16 melee (2d6 + 8 + 2d6 unholy to good creatures/19-20/x2), and tail slap +11 melee (1d8 + 6 plus blood drain)
Space/reach: 10ft./ 10ft.
Special attacks: Blood Drain, Quilled Body, Quill Spray
Special qualities: Darkvision 60 ft, immunity to electricity and poison, resistance to acid 10, cold 10, fire 10
Saves: Fort +10, Ref +11, Will +8
Abilities: Str 23, Dex 20, Con 18, Int 15, Wis 14, Cha 14
Skills: Balance +16, Climb +17, Escape Artist +16, Hide +12, Intimidate +13, Jump +21, Listen +13, Move Silently +16, Search +13, Spot +13
Feats: Dodge, Improved Initiative, Weapon Focus (longsword)
Environment: Abyss
Organization: Group (5-10)
CR: 10
Treasure: +2 unholy longsword and standard
Alignment: Chaotic Evil
Advancement: 9-24HD (large)

Running at you at full speed, you see a fearsome humanoid creature. It’s muscular and has the head of a lion. Covering their bodies, are black quills measuring from an inch to a foot in length. Their eyes are golden. In one hand, it wields a fiendish longsword. This demonic creature wears nothing except a tattered loincloth.

Utukku are demons, which roam the Abyss looking for unsuspecting adventurers. Once they find these adventurers, they’ll stalk them until the ends of the Abyss, or until they get the chance to ambush them. They drain the blood of their victims through their quills.
They’ve also been known to shoot out their quills, creating a wave of sharp quills.

Utukku stand 9 ft. tall and weigh 250-300 pounds. They speak infernal and common.

Combat: Utukku go after the closest foe hoping to drain the creature of all its blood. Against multiple foes it uses its Quill Spray ability.

Blood Drain (Ex): Whenever an utukku attacks with its quilled tail, the targeted creature must succeed a Fortitude save DC 18 or be drained of blood. Failure means the creature takes 1d6 Con damage. For each point of Con the utukku drains, it gains 5 temporary hp.
The utukku can also grapple with foes and use its Quilled Body to drain blood. DC is Con-based.

Quilled Body (Ex): Any creature grappling with and utukku takes 3d6 points of piercing damage and is drained of blood.

Quill Spray (Ex): Every 1d4 rounds an utukku can shoot out its quills in a 40 ft. radius dealing 8d8 points of piercing damage. Ref save DC 18 halves. DC is Con-based.
 

Yeddikadir and Nalebranc, Twin Generals of Bel

Yeddikadir
Large Outsider (baatezu, evil, extraplanar, lawful)
Fighter 20

HD: 20d8 + 180 + 20d10 + 180 (720 hp)
Initiative: +13
Speed: 40 ft., fly 90 ft. (good)
AC: (+10 armor, +9 Dex, +21 natural, -1 size) touch 18, flat-footed 40
BAB/ Grapple: +40/+60
Attack: +6 demon bane, speed, unholy, vile, large greatsword +65 melee (3d6 + 38 + 2d6 unholy + 3d6 (to demons) + 1 vile plus Fort save DC 46 or be stunned for 1d6 rounds /19-20/x2), or claw +63 melee (2d6 + 16), or tail +63 melee (2d6 + 8 plus infernal wound), bite +63 melee (2d6 + 8)
Full attack: +6 demon bane, speed, unholy, vile, large greatsword +65/+65/+60/+55/+50 melee (3d6 + 38 + 2d6 unholy + 3d6 (to demons) + 1 vile plus Fort save DC 46 or be stunned for 1d6 rounds /19-20/x2), and tail +63 melee (2d6 + 8 plus infernal wound), and bite +63 melee (2d6 + 8), OR or 2 claws +63 melee (2d6 + 16), and tail +61 melee (2d6 + 8 plus infernal wound), and bite +61 melee (2d6 + 8)
Space/reach: (Yeddikadir) 10ft./ 10ft.
Special attacks: Cry of Yeddikadir, Fear Aura, Infernal Wound, Spell-Like Abilities, Stun, Summon Baatezu
Special qualities: DR20/ epic good and silver, Darkvision 60 ft., Immunity to fire and poison, resistance to acid 30, cold 30, electric 30, regeneration 15, see in darkness, SR 43, Telepathy 100 ft.
Saves: Fort +39, Ref +27, Will +30
Abilities: Str 42, Dex 28, Con 29, Int 20, Wis 22, Cha 26
Skills: Bluff +39, Climb +47, Concentration +40, Diplomacy +39, Disguise +39, Hide +36, Intimidate +44, Knowledge (the planes) +36, Listen +37, Move Silently +40, Search +36, Sense Motive +37, Spot +37, Survival +37, Use Rope +40
Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Mobility, Multi-Attack, Skill Focus (Intimidate), Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack
Epic Feats: Dire Charge, Epic Fortitude, Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Will, Improved Whirlwind Attack
Environment: Avernus (9 Hells of Baator)
Organization: Duo (Yeddikadir and Nalebranc) or troop (Yeddikadir and Nalebranc, and 10 cornugons (30 HD))
CR: 30
Treasure: +6 demon bane, unholy, vile, large greatsword and +6 greater acid resistance, greater cold resistance, greater electric resistance, light fortification, scale mail
Alignment:Lawful Evil

Appearing as his twin, Yeddikadir has notably more scars than Nalebranc. This is due to his offensive nature. In his hands he clutches a greatsword.

Along side his twin, Nalebranc, Yeddikadir serves Bel as a general and bodyguard in the endless Blood War.

Yeddikadir stands 12 ft. tall and weighs 450 pounds

Combat:Yeddikadir focuses on destroying his foes in the least bit of time. Thus, he always casts bull’s strength on him self before entering battle. He’ll also use Cry of Yeddikadir to boost his and his diabolic companions’ attack and damage rolls. He uses it frequently. He only uses his spell-like abilities when battling numerous foes at once.

Cry of Yeddikadir (Su): Yeddikadir, as a free action, can let loose a yell which causes all demons, within a 300ft. radius, to cower in fear, as well as take a –6 penalty to AC, for 2d6 rounds. Will save DC 38 negates (Cha-based). At the same time devils within range gain a +6 bonus to attack and damage rolls, for 3 minutes. Yeddikadir must wait until the effect has worn off before using it again.

Fear Aura (Su): Yeddikadir can radiate a 30 ft. radius fear aura as a free action. Creatures in the radius must succeed a Will save DC 38 or be affected as though by a fear spell (CL40). Creatures who successfully save cannot be affected by this aura again for 24 hours. DC is Cha-based.

Infernal Wound (Su): When Yeddikadir attacks with his tail, he leaves an infernal wound on his opponent. The creature takes an additional 5 points of damage each round. Can only be cured through a cure or heal spell of at least 25th level. A Heal check DC 39 can also stop the bleeding and restore hp loss due to this effect. The DC is Con-based.

Regeneration (Ex):Yeddikadir takes normal damage from epic, good, and silver weapons.

Spell-Like Abilities: CL 40th; DC 18 + spell level
At will- bull’s strength, dispel chaos, dispel good, fireball, hellfire, lightning bolt, magic circle against good, greater teleport, persistent image
5/day – hellfire storm, mass bull’s strength, meteor storm
3/day - power word kill

Stun (Su): Whenever Yeddikadir strikes with his greatsword, the opponent must succeed a Fort save DC 46 or be stunned for 1d6 rounds. DC is Str-based.

Summon Baatezu (Sp): 3/day Yeddikadir can summon 6d6 lemure, or 2d6 cornugons.

Nalebranc
Large Outsider (baatezu, evil, extraplanar, lawful)
Fighter 20

HD: 20d8 + 180 + 20d10 + 180 (720 hp)
Initiative: +13
Speed: 40 ft., fly 90 ft. (good)
AC: (+10 armor, +9 Dex, +21 natural, -1 size) touch 18, flat-footed 40
BAB/ Grapple: +40/+60
Attack: +6 defending, demon bane, unholy, vile, large spiked chain +65 melee (2d6 + 33 + 2d6 unholy (to good creatures) + 3d6 (to demons) + 1 vile plus Fort save DC 46 or be stunned for 1d6 rounds /19-20/x2), or claw +63 melee (2d6 + 11), or tail +63 melee (2d6 + 5 plus infernal wound), bite +63 melee (2d6 + 5)
Full attack: +6 defending, demon bane, unholy, vile, large spiked chain +65/+60/+55/+50 melee (2d6 + 33 + 2d6 unholy (to good creatures) + 3d6 (to demons) + 1 vile plus Fort save DC 46 or be stunned for 1d6 rounds /19-20/x2), or claw +63 melee (2d6 + 11), and tail +63 melee (2d6 + 5 plus infernal wound), and bite +63 melee (2d6 + 5), OR or 2 claws +63 melee (2d6 + 11), and tail +61 melee (2d6 + 5 plus infernal wound), and bite +61 melee (2d6 + 5)
Space/reach: 10ft./10ft. (15ft with spiked chain)
Special attacks: Cry of Nalebranc, Fear Aura, Infernal Wound, Spell-Like Abilities, Stun, Summon Baatezu
Special qualities: DR20/ epic good and silver, Darkvision 60 ft., Immunity to fire and poison, resistance to acid 30, cold 30, electric 30, regeneration 15, see in darkness, SR 43, Telepathy 100 ft.
Saves: Fort +39, Ref +27, Will +30
Abilities: Str 32, Dex 28, Con 29, Int 20, Wis 22, Cha 26
Skills: Bluff +39, Climb +42, Concentration +40, Diplomacy +39, Disguise +39, Hide +36, Intimidate +44, Knowledge (the planes) +36, Listen +37, Move Silently +40, Search +36, Sense Motive +37, Spot +37, Survival +37, Use Rope +40
Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (spiked chain), Greater Weapon Specialization (spiked chain), Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Mobility, Multi-Attack, Skill Focus (Intimidate), Spring Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain), Whirlwind Attack
Epic Feats: Dire Charge, Epic Fortitude, Epic Weapon Focus (spiked chain), Epic Weapon Specialization (spiked chain), Epic Will, Improved Whirlwind Attack Environment: Avernus (9 Hells of Baator)
Organization: Duo (Yeddikadir and Nalebranc) or troop (Yeddikadir and Nalebranc, and 10 cornugons (30 HD)
CR: 30
Treasure: +6 defending, demon bane, unholy, vile, large spiked chain, +6 greater acid resistance, greater cold resistance, greater electric resistance, heavy fortification, scale mail
Alignment:Lawful Evil

Appearing as his twin, Nalebranc has notably lesser scars than Yeddikadir. This is due to his defensive nature. In his hands he clutches a spiked chain.

Along side his twin, Yeddikadir, Nalbrance serves Bel as a general and bodyguard in the endless Blood War.

Nalebranc stands 12 ft. tall and weighs 450 pounds.

Combat: Nalebrance focuses on building his and his companions defenses so that they can last longer in battle. Thus, he always casts bear’s endurance, and unholy aura on himself before entering battle along side his twin, Yeddikadir. He frequently uses Cry of Nalebranc whenever possible. He also casts bear’s endurance on his companions whenever its needed.

Cry of Nalebranc (Su): Nalebranc, as a free action, can let loose a yell which causes all demons, within a 300ft. radius, to cower in fear for 2d6 rounds. Will save DC 38 negates (Cha-based). At the same time devils within range gain a +6 bonus to AC and saves for 3 minutes. Nalebranc must wait until the effect has worn off before using it again.

Fear Aura (Su): Nalebranc can radiate a 30 ft. radius fear aura as a free action. Creatures in the radius must succeed a Will save DC 38 or be affected as though by a fear spell (CL40). Creatures who successfully save cannot be affected by this aura again for 24 hours. DC is Cha-based.

Infernal Wound (Su): When Nalebranc attacks with his tail, he leaves an infernal wound on his opponent. The creature takes an additional 5 points of damage each round. Can only be cured through a cure or heal spell of at least 25th level. A Heal check DC 39 can also stop the bleeding and restore hp loss due to this effect. The DC is Con-based.

Regeneration (Ex): Nalebranc takes normal damage from epic, good, and silver weapons.

Spell-Like Abilities: CL 40th; DC 18 + spell level
At will- bear’s endurance, dispel chaos, dispel good, fireball, hellfire, lightning bolt, magic circle against good, greater teleport, persistent image, restoration, unholy aura
5/day – greater restoration, mass bear’s strength, meteor storm
3/day – freedom, power word kill

Stun (Su): Whenever Nalebranc strikes with his greatsword, the opponent must succeed a Fort save DC 46 or be stunned for 1d6 rounds. DC is Str-based.

Summon Baatezu (Sp): 3/day Nalebranc can summon 6d6 lemure, or 2d6 cornugons
 

Anzu, Demonic Birds of Pazuzu a.k.a. Pazuzu Rocs
Large Outsider (chaotic, evil, extraplanar)

HD: 12d8 + 72 (126 hp)
Initiative: +
Speed: fly 90 ft. (good)
AC: 26 (+4 Dex, +13 natural, -1 size) touch 13, flat-footed 22
BAB/ Grapple: +12/+25
Attack: Bite + 21 melee (1d8 + 9 plus bleeding and poison)
Full attack: Bite + 21 melee (1d8 + 9 plus bleeding and poison), and 2 talons + 19 melee (1d6 + 4), and 4 wings +19 melee (1d6 + 4)
Space/reach: 10 ft./ 10 ft.
Special attacks: Bleeding Wound, Breath Weapon, Explosive Ray, Frightful Dive, Poison, Summon Demons
Special qualities: Darkvsion 60 ft., Energy Resistance to cold 15 and fire 15, Immune to acid, electricity, and poison
Saves: Fort +14, Ref +12, Will +10
Abilities: Str 29, Dex 18, Con 22, Int 10, Wis 14, Cha 14
Skills: Escape Artist +19, Hide +15, Intimidate +17, Knowledge (the planes) +15, Listen +17, Move Silently +19, Search +15, Spot +17,
Feats: Dodge, Fly-By Attack, Improved Initiative, MultiAttack, Weapon Focus (bite)
Environment: Pazunia (Abyss)
Organization: Trio or Group (6-10)
CR: 12
Treasure: none
Alignment: Chaotic Evil

You see flying towards you, a demonic bird. Its half fiendish lion, and half fiendish eagle. Four blue wings sprout from its back. Blue-black plumage covers its entire body. It has a saw-like beak, which drips with deadly poison. Four red eyes finish its fiendish appearance.

(flavor coming)

Combat: Anzu love to dive on their foes and frighten them. They attack frequently with their saw-like beaks. If outnumbered, they’ll either summon more anzu or use their explosive rays and breath weapon.

Bleeding Wound (Ex): Every time an anzu attacks with its saw-like beak it causes a bleeding wound. The targeted creature takes 5 points of damage each round from blood loss. The targeted creature takes an extra 5 points of damage every time an anzu attacks with its beak (bite). A Heal check DC 25 stops the bleeding.

Breath Weapon (Su): An anzu can spew forth a 60 ft cone of acid, dealing 12d6 points of acid damage to any creature within range. Reflex save DC 22 halves. Can only use once every 1d4 rounds. DC is Con-based.

Explosive Blast (Su): An anzu collects destructive energy within its mouth, as a standard action, and unleashes it on its foes anywhere within a 100 ft. radius of itself. The blast is designated in 1 area of the anzu’s own choosing. The energy explodes in that spot and deals 10d10 points of damage to any creature within a 30 ft. radius of that spot. Reflex save DC 22 halves. Can only use once every minute. DC is Con-based.

Frightful Dive (Su): Whenever an anzu dives on an opponent, that creature must make a Will save DC 18 or be frightened for 1 round. DC is Cha-based.

Poison (Ex): Injury, Fortitude save DC 22 or suffer from the poison. Initial 1d6 Dex. A minute later, another Fortitude save DC 22 must be made or targeted creature takes 1d6 Dex of secondary damage. DC is Con-based.
 

Here's my edited Dante, which is way better than the last Dante I posted. It may still have a few mistakes, but not like the one before.:D

Dante, Son of Sparda

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Dante
Medium Outsider (good, native)

(Rebellion / Swordmaster)
HD: 36d8 + 360 + 72 (634 hp)
Initiative: +19 (+11 Dex, +8 superior initiative)
Speed: 120ft. (24 squares)
AC: 52 (+11 Dex, +2 insight, +29 natural, +0 size) touch 23, flat-footed 45
BAB/Grapple: +36/+49
Attack: +7 keen, speed, mighty cleaving, large greatsword, Rebellion +61 melee (3d6 + 34/17-20/x2), or +3 speed, handgun*, Ebony +51 ranged (1d8+14/x2), or +3 speed, handgun*, Ivory +51 ranged (1d8+14/x2), or unarmed +50 melee (1d8 + 13)
Full attack: +7 keen, speed, mighty cleaving, large greatsword, Rebellion +61/+61/+56/+51/+46 melee (3d6 + 34/17-20/x2), or +3 speed, handgun*, Ebony +51/+51/+46/+41/+36 ranged (1d8+14/x2), or +3 speed, handgun*, Ivory +51/+51/+46/+41/+36 ranged (1d8+14/x2), or unarmed +50/+45/+40/+35 melee (1d8 + 13)
Space/reach: 5 ft./5 ft. (10 ft. with Rebellion)
Special attacks: Devil Trigger Flux, Drive, Helm Breaker, High Time, Million Strike, Stinger
Special qualities: Air Hike, Darkvision 60ft., Devil Trigger, DR 20/ epic & evil, Energy resistance acid 15, cold 15, electricity 15, and fire 15, Fast Healing 15, Low-light vision, Regeneration 15, Roll, Swordmaster
Saves: Fort +36, Ref +37, Will +23
Abilities: Str 36, Dex 33, Con 30, Int 15, Wis 16, Cha 18,
Skills: Balance +41, Bluff +34, Concentration +50, Escape Artist +41, Heal +33, Intimidate +34, Jump +70, Listen +33, Search +32, Sense Motive +33, Spot +33, Swim +43, Tumble +51
Feats: Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Greater Two-Weapon Fighting (b), Greater Weapon Focus (Greatsword) (b), Greater Weapon Specialization (Greatsword) (b), Improved Feint, Improved Initiative, Improved Two-Weapon Fighting (b), Lightning Reflexes, Mobility, Point Blank Shot, Power Attack, Rapid Shot, Spring Attack, Two-Weapon Fighting (b), Weapon Focus (Greatsword) (b), Weapon Specialization (Greatsword) (b), Whirlwind Attack
Epic Feats: Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Skill Focus (Concentration), Epic Skill Focus (Tumble), Epic Toughness, Epic Weapon Focus (Greatsword) (b), Epic Weapon Specialization (Greatsword) (b), Improved Whirlwind Attack, Infinite Deflection (b), Legendary Leaper, Perfect Two-Weapon Fighting (b), Superior Initiative
Environment: Mortal Coil
Organization: Solitary (unique)
CR: 31
Treasure: Triple Standard, Rebellion, Ebony & Ivory
Alignment: Neutral Good

*Handgun- cost:150 gp, Dmg(M):1d8, critical: x2, range: 300ft., weight: 3 lbs., type: piercing

You see a man with white hair and blue eyes. He wears a red trench coat over a red vest, with a tight black undershirt. His trench coat sleeves are rolled up. He also wears tight red leather pants. In his gun holsters you see a black and a white handgun. On his back is a demonic-looking sword, which is mysteriously set in place as if it were in an invisible sheath.

Dante is the half-devil son of the Legendary Dark Knight Sparda. Dante works as a mercenary, exterminating demons for little or no money. He is a master of weapons, able to master any weapon as soon as he gets a hold of it. He uses Devil Arms to slay demons. Often Devil Triggering to speed things up.

Combat: Dante fights with speed, grace, and power. He usually enters melee combat with all his enemies, using his massive greatsword, Rebellion. For those out of reach, he uses Ebony & Ivory, his two handguns. If things get tough, Dante will rely on his Devil Trigger.

Devil Trigger (Su): Dante can unleash his inner devilish heritage to increase his abilities. He changes appearance, depending on the Devil Arm he is wielding, and gains the following bonuses: +6 to Strength, +4 Dexterity, +4 to Constitution, and fast healing 20.
This form lasts for 3 rounds + 1 round for every Purple Orb Dante has consumed. These “rounds” actually represent Devil Trigger Runes. In order to fill a rune(s), Dante must either make a full attack, get damaged, or consume a Devil Star. It takes 30 points for a rune to be filled. Thus, however many points of damage inflicted on Dante are also converted to rune points. Example: If a creature deals 20 points of damage to Dante, then the rune will need 10 more points before it is full. Dante can turn the devil trigger on and off as a free action.
Note: Dante can use this ability only when he has 3 or more full runes.

Devil Trigger Flux (Su): Dante can charge his runes and unleash demonic energy on his foes. While charging, Dante can act normally. However, he must succeed a Concentration check DC 35 for each action he takes. If attacked, he must succeed a Concentration check DC (10 + damage recieved + attacker’s Str bonus). If he fails, he looses any charged runes. Example: If Dante charges for 2 rounds, he has charged 6 full runes. If, on the 3rd round, he fails his Concentration check on any circumstances (due to taking different actions or being attacked) he looses all charged runes. Dante can charge up to 3 runes each round. In order to charge a rune, he must already have a full rune. Example: If he has 4 full runes, then he can charge up to 4 runes, no more. Also, Dante can only charge his runes if he has at least 3 full runes. Each charged rune deals 1d8 points of damage, which is not subject to resistances and immunities. For each extra rune he charges, he deals an extra 1d8 points of damage. After Dante has charged at least 3 runes, he can let go of his charge, as a free action, dealing damage to all within 15 ft. of him. When Dante successfully performs a Devil Trigger Flux, he also turns into his devil mode. Once the charge is released, he looses however many were charged upon transformation. He can choose as however many runes he wants to charge. (The total amount of runes charged is equal to 3 + plus his choice of charged runes).

Regeneration (Ex): Dante takes normal damage from epic and evil weapons.

Possessions:
Ebony & Ivory: Dante himself crafted These twin pistols. They were made of spirits. Therefore, they never need reloading. They both function as +3 speed handguns.

Rebellion: This is a +7 keen, mighty cleaving, speed, large greatsword, given to Dante, by Sparda, as a memento. It grants Dante various abilities.

Devil Trigger (Rebellion)(Su): Aside from the bonuses of Dante’s Devil Trigger, Rebellion provides an extra bonus. While in Devil Trigger mode, Dante deals damage as if Rebellion had an extra +5 enhancement bonus. He looses this bonus once the devil trigger is over.

Rebellion abilities (Ex): While wielding Rebellion, Dante gains special abilities.

Air Hike (Ex): Dante jumps into the air and a glowing platform forms beneath him, allowing him to jump twice. Dante can make an extra jump check while in midair after jumping.

Drive (Ex): Dante charges up the Rebellion with his energy and unleashes a wave of energy that travels in a straight line towards his target. This ability deals damage as if he scored an automatic critical hit. Reflex save DC 39 halves (Dex-based). Large or smaller creatures are knocked down for 1 round if they fail their Reflex save. This ability takes 1 round to charge and provokes an Attack of Opportunity. If hit, Dante must make a Fortitude save DC (10 + damage received + monster’s Str modifier) to maintain this charge. If successful, Dante unleashes the attack at the end of his round. He can however, hold his charge for as long as he likes. Also while charging, Dante cannot attack but he can move.

Helm Breaker (Ex): Dante jumps into the air and comes crashing down, with the Rebellion, upon his target’s head. This ability is a standard action and deals damage equal to damage from the rebellion + 1/2 jump distance. Creatures must make a Fortitude save DC 41 or be stunned for 1 round. DC is Str-based.

High Time (Ex): Dante swings the Rebellion in an upward motion launching his target into the air, as a standard action. When Dante makes a single successful attack with his Rebellion, he can choose to perform the High Time. This ability deals damage equal to damage from rebellion plus 3d8 points of damage. Dante can launch foes of Large or smaller size, up to 1/3 of his jumping distance into the air. He can also choose whether to let them fall to the ground, or he could jump into the air alongside them to perform certain attacks. Doing the latter, Dante can perform one of the following: Air Hike, Helm Breaker, or an Aerial Rave. This changes this ability from a standard action to a full-round action. After successfully performing this ability, creatures must make a Fortitude save DC 41 (Str-based) or fall prone to the floor for 1 round.

Creatures of Huge or greater size must make a Fortitude save DC 41 or be stunned for 1 round. While doing this ability, Dante can perform one of the following: Air Hike or Helm Breaker. (Dante cannot perform an Aerial Rave since the target is not in the air). This also changes this ability from a standard action to a full-round action The DC is Str based.

Million Strike (Ex): Dante jabs with his sword so many times that if gives off the illusion of a million strikes. Dante attacks 15 times, as a full-round action, starting at his highest attack bonus (+61). He receives a –2 penalty to attack rolls after the first hit, instead of the regular –5 penalty. The target must make a Fortitude save DC 41 or be stunned for 1 round. Large or smaller creatures must succeed an extra Fortitude save DC 41 or be knocked back and down 15 ft. away. The DC is Dex based.

Stinger (Ex): Dante dashes forward, in a straight 15 ft. long line, with his sword, and “stings” his foe, dealing full damage (52 points). This ability automatically knocks a target back and down 15 ft. away, if it is of Large size or smaller. For targets of Huge or greater size, they must make a Fortitude save DC 41 or be stunned for 1 round. Even though Dante dashes forward 15 ft., this ability does not count towards his move action. This ability is a standard action. DC is Str based.


Swordmaster (Rebellion)(Ex): While using this style, Dante shows his true skill with the Rebellion, thus developing new abilities.

Aerial Rave (Ex): Dante jumps into the air, near his air-borne target, slashing wildly with his sword. Dante may jump up to air-borne creatures and make a full attack as a full-round action.

Crazy Dance (Ex): Following the Dance Macabre, Dante spins around his sword, as if it were a pole, kicking his foes, then ending with a devastating slash saying, “ Down and Out!” Dante can make a Concentration check DC 60 to focus himself and attack immediately after using his Dance Macabre ability. If successful, he attacks an extra 4 times. The first 3 attacks deal unarmed damage (1d8 + 13 at a +50 attack bonus) and hits all foes that are in the squares he threatens, around Dante. The last attack deals damage as if it were an automatic critical from the Rebellion, only this time it deals full damage. Also, the last hit deals damage to all creatures who are to the left of, front of, and the right of Dante. The targets must all make a Fortitude save DC 41 or be stunned for 1d4 rounds. Large or smaller creatures must succeed another Fortitude save DC 41 or be knocked down and back 20 ft. away for 1d4 rounds. DC’s are Str-based.

Dance Macabre (Ex): Dante slashes his foe numerous times, in a stylish combo. Dante attacks 10 times with a -2 penalty to attack rolls. This is a full-round action.

Prop Shredder (Ex):Dante spins his sword and makes a full attack using 2 times his Dex bonus, instead of his Str bonus for attack rolls. Large or smaller creatures must succeed another Fortitude save DC 41 or be knocked down for 1 round. DC is Str-based.

Sword Pierce (Ex): Dante throws his sword at his foe, impaling them with it, as a free action. Dante throw his sword, with a 30 ft. range increment, at one chosen target. The target takes damage as if Dante made a successful attack with the Rebellion and is impaled. The sword is impaled in the target for 5 rounds, dealing 5d6 points of damage per round. During this time, before the impaled creature can perform an action, it must first succeed a Fortitude save DC 41 (Str-based). If it fails its save, its action is wasted. Dante can call the sword back at anytime, as a free action. During the time Dante is without his sword, he can make unarmed attacks, which are considered lethal.

Roll (Ex): This ability is identical to the Improved Evasion ability. If Dante makes a successful Reflex save against a foe’s attacks, he not only takes no damage and can roll 10ft. in any one direction. He also gains a +6 bonus on any Reflex saves when using the Roll ability. This ability does not count toward his move action.

Swordmaster Style (Ex): Dante further expands on his weapons’ abilities by creating some of his own. This style has 3 levels.

Level 1 is reached during (1-10HD) and Dante gains the following bonuses:
He gains Weapon Focus and Weapon Specialization, with any melee weapon he is wielding, as bonus feats. He also gains the Improved Two-Weapon Fighting feat as a bonus feat.

Level 2 is reached during (11-20HD) and Dante gains the following bonuses:
He gains Greater Weapon Focus and Greater Weapon Specialization, with any melee weapon he is wielding, as bonus feats. He also gains the Greater Two-Weapon Fighting feat as a bonus feat.

Level 3 is reached during (21-30HD) and Dante gains the following bonuses:
He gains Epic Weapon Focus and Epic Weapon Specialization, with any melee weapon he is wielding, as bonus feats. He also gains the Perfect Two-Weapon Fighting feat as a bonus feat.

Weapon Expert (Ex): Dante is proficient with exotic, martial, and simple weapons. He also gains the Two-Weapon Fighting feat as a bonus feat.

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St. Kargoth’s Mount, Tyrame (tear- rah- may)
Large Outsider
(chaotic, evil, extraplanar)

HD:30d8 + 330 (570 hp)
Initiative: +14
Speed: 60 ft., fly 90 ft., swim 90 ft.
AC: 35(+11 Dex, +15 natural, -1 size) touch 21, flat-footed 33
BAB/ Grapple: +30/+44
Attack: Bite +41 melee (1d8 + 14 + 3d6 unholy fire damage plus rot)
Full attack: Bite +41 melee (1d8 + 14 + 3d6 unholy fire damage plus rot), and 2 hooves +39 melee (1d8 + 9 + 3d6 unholy fire damage), and tail +37 melee (1d8 + 5)
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Dual Actions, Flaming Hooves and Mouth, Rot
Special qualities: Darkvision 60 ft., DR 15/epic good, DR15/-, Immune to acid, cold, electricity, and fire, Walk on Water, SR 38, Telepathy 100 ft.
Saves: Fort +28, Ref +25, Will +16
Abilities: Str 30, Dex 22, Con 33, Int 10, Wis 8, Cha 12
Skills: Balance +32, Escape Artist +32, Hide +28, Intimidate +27, Jump +48, Listen +27, Move Silently +32, Search +26, Spot +27, Swim +40
Feats: Alertness, Dodge, Fly-by Attack, Greater Weapon Focus (bite), Greater Weapon Specialization (bite),Greater Weapon Focus (hoof), Greater Weapon Specialization (hoof), Improved Initiative, Multi-Attack, Power Attack, Weapon Focus (bite), Weapon Specialization (bite), Weapon Focus (hoof), Weapon Specialization (hoof)
Epic Feats: Superior Initiative
Environment: Gaping Maw (Abyss)
Organization: Solitary (unique), or pair (St. Kargoth and Tyrame)
CR: 25
Treasure: None
Alignment: Chaotic Evil

This horrible creature appears as a nightmare with dark green scales. It’s mouth and hooves dance with green flames. It’s eyes also burst into green flames. It has a long reptilian tail. Perhaps the most strangest part of this creature, is that it has two fiendish baboon heads mounted on thick, horse-like necks. This is no doubt a creature made by Demogorgon.

Tyrame is St. Kargoth’s mount. They were a team of unparalleled righteousness. That is until Kargoth became a Death Knight. Upon Kargoth’s transformation into a death knight, Tyrame tried to redeem her master by killing Demogorgon. This was no doubt an impossible task for her to accomplish. Demogorgon wasted no time to swing his tentacles on the foolish horse. He took one swing with his tentacles and sliced her head right down the middle. Tyrame fell to the ground, dead. However, Demogorgon saw loyalty within her, so long as she was with her master (who was in the eternal service of Demogorgon). Thus, he resurrected her through a dark ritual. This ritual was horrifying. He swallowed her carcass whole. He then vomited her from his mouth; thus, giving “birth to a whole new creature.” Kargoth watched with uncaring eyes as his horse was turned from a white, pure steed of justice, to a foul two-headed equine beast of terror. Once the ritual was finished, Kargoth mounted this terrible steed and took off, full speed, across the Abysm Sea.

Tyrame is 9 ft. long and weighs 700 lbs.

Combat: Tyrame loves using her dual actions to incinerate her breath weapon. If in melee, she almost always makes a full attack against her foes.


Breath Weapon (Su): Tyrame can spew green flames at her foes in a 60 ft. cone. It deals 10d8 points of unholy fire damage (ignores resistances and immunities). Reflex save DC 34 halves. She can use this ability every 1d6 rounds. DC is Con-based.

Dual Actions (Ex): Tyrame can take 2 rounds worth of actions, as if she were 2 creatures.

Flaming Hooves and Mouth (Ex): Tyrame’s mouth is filled with green unholy flames, while her hooves are wrapped in green flames. She deals an extra 3d6 points of unholy fire damage when attacking with them. These flames ignore any fire resistances or immunities a creature may have.

Rot (Su): Any creature bitten by Tyrame must succeed a Fort save DC 34 or its flesh begins to rot. It immediately takes 1d6 points of Con damage plus 1 Con damage every hour until the creature dies or a remove disease spell of at least 25th level is cast. The spell only stops further damage. The Con damage can be healed normally through a restoration spell, but only after the rotting effect is taking care of. DC is Con-based.
 

Sea Mother
Colossal Outsider (aquatic, chaotic, evil, extraplanar)

HD: 47d8 + 705 + 94 (1,175 hp)
Initiative:+5
Speed: swim 80 ft., fly 80 ft. (good)
AC: 48 (+1 Dex, +45 natural, -8 size) touch 3, flat-footed 47
BAB/ Grapple: +47/+82
Attack: Bite +63 melee (8d6 +27 plus rot/19-20)
Full attack: Bite +63 melee (8d6 +27 plus rot/19-20), and Tail Slap +58 melee (4d6 +9 plus rot)
Space/reach: 30 ft./30 ft. (40 ft. with tail)
Special attacks: Abysm Rain, Breath Weapon, Constrict, Improved Grab, Rot, Smite Good, Spell-Like Abilities, Summon Ixitxachital, Swallow Whole
Special qualities: Darkvision 60 ft., DR 20/epic good, Energy Resistance to cold 30 and fire 30, Immunity to acid, electricity, and poison, SR 48
Saves: Fort +46, Ref +36, Will +36
Abilities: Str 48, Dex 13, Con 41, Int 14, Wis 33, Cha 18
Skills: Concentration +60, Escape Artist +46, Hide +30, Intimidate +49, Knowledge (religion) +47, Knowledge (the planes) +47, Listen +56, Move Silently +46, Search +47, Spot +56, Swim +75
Feats: Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Greater Weapon Focus (bite), Greater Weapon Specialization (bite), Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Toughness, Lightning Reflexes, Weapon Focus (bite), Weapon Specialization (bite),
Epic Feats: Dire Charge, Epic Fortitude, Epic Prowess (3), Epic Reflexes, Epic Toughness, Epic Weapon Focus (bite), Epic Weapon Specialization (bite), Improved Darkvision
Environment: Abysm Sea (Abyss)
Organization: Solitary (unique) or Group (Sea Mother and 6 fiendish Ixitxachital (Clerics of Demogorgon 15))
CR: 35
Treasure: None
Alignment: Chaotic Evil

Swimming through the murky depths of the Abysm Sea, is a fiendish being of Colossal size. It appears as a massive ixitxachital-like creature. It’s covered in black scales and has 5 pairs of Abyssal green eyes, which dot its wide head. Behind it, swings a long spiky tail. The creature is the Sea Mother.

One of Demogorgon’s many foul creations, the Sea Mother swims through the Abysm Sea seeking out unsuspecting creatures to swallow. The Sea Mother, is a terrible fiend in service to Belcheresk, but ultimately swears allegiance to Demogorgon. She is almost always accompanied by many fiendish ixitxachital clerics of Demogorgon, which serve and protect her from any who seek to hunt her down. After years of being surrounded by fiendish ixitxachital clerics of Demogorgon, the Sea Mother has become wise and is capable of learning clerical spells, even though she isn’t a cleric. From the fallen paladins (now death knights) which dot the layer, she has learned to smite good. The Sea Mother is yet another powerful being in service to the Prince of Demons.

The Sea Mother is 70 feet long, from her head to the tip of her tail, and weighs over 60 tons.

Combat: Against underwater foes makes good use of its breath weapon. While charging its breath weapon, it attacks with its bite and spiky tail. For foes who, try to escape the watery domain of the Sea Mother, she will take flight raining down the foul waters of Abysm upon them. If encountered amid a group of Ixitxachital Clerics of Demogorgon, she will immediately use mass owl’s wisdom to boost the power of their clerical spells. Against good creatures, she always smites them any chance she gets.

Abysm Rain (Ex): As soon as the Sea Mother leaves the sea and takes flight, she excessively drips with the acidic waters of the Abysm sea. Anyone under her path of flight, takes 10d8 points of acidic and unholy water damage (ignores acid resistances and immunities). Reflex save DC 48 halves Creatures with the good subtype or aura of good class ability (such as good-aligned clerics or paladins) instead take 15d10 points of acidic and unholy water damage and take a –4 penalty on their saving throw. The DC is Con-based

Breath Weapon (Su): The Sea Mother can spew forth a raging wave of foul Abysm water in a 100 ft. cone. Those in range take 18d8 points of acidic and unholy water damage (ignores acid resistances and immunities). Reflex save DC 48 halves. Creatures with the good subtype or aura of good class ability (such as good-aligned clerics or paladins) instead take 23d10 points of acidic and unholy water damage and take a –4 penalty on their saving throw. Those who fail their saves are also knocked prone for 3 rounds. She can only use this ability every 1d6 rounds. The DC is Con-based

Constrict (Ex): When constricting with her tail, she deals 8d6 + 24 points of damage. Creatures must now succeed on 2 Fortitude saves DC 48 (Con-based) and 52 (Str-based) respectively. One for the rotting effect of the tail and the other to prevent from being knocked prone for 2d6 rounds after she releases her hold.

Improved Grab (Ex): When the Sea Mother attacks with her tail she can attempt a grapple check. If successful she establishes a hold and can constrict.
When the Sea Mother attacks with her bite she can attempt a grapple check. If successful she establishes a hold and can swallow whole.


Rot (Su): Any creature bitten and tail slapped by the Sea Mother must succeed a Fort save DC 48 or its flesh begins to rot. It immediately takes 1d8 points of Con damage plus 1 Con damage every hour until the creature dies or a remove disease spell of at least 30th level is cast. The spell only stops further damage. The Con damage can be healed normally through a restoration spell, but only after the rotting effect is taking care of.

Smite Good (Su): 10/day, the Sea Mother can smite good. She adds her Cha bonus to attack rolls and adds her level (47) to the damage.

Spell-Like Abilities: CL 47; DC 21 + spell level
At will: contagion, curse water, darkness, detect good, detect law, detect magic, dispel good, dispel law, entropic shield, obscuring mist, unholy aura
3/day: horrid wilting, mass owl’s wisdom

Summon Ixitxachital (Sp): 6/day the Sea Mother can summon 16 fiendish Ixitxachital (Clerics of Demogorgon 15)

Swallow Whole (Ex): The Sea Mother can swallow a grabbed foe up to Huge size or smaller.
A swallowed creature takes 10d6 points of bludgeoning damage and 40 points of acid and unholy water damage (ignores acid resistances and immunities) per round from her stomach. The creature can cut its way out, using piercing or slashing weapons, by dealing 120 points of damage to the stomach (AC 30). Once the creature exits, a muscular action closes the hole; another swallowed creature must cut its own way out.
The Sea Mother's stomach can hold up to 4 Huge, 16 Large, 64 Medium, 256 Small, or 1024 Tiny or smaller creatures.
 

New Special Weapon Qualities

Harmonious: Upon command, the weapon is surrounded in divine energy and sings with the chorus of a 100 celestials. Upon each successful strike, the weapon deals 1d6 sonic damage and 1d6 divine damage. Evil Outsiders must make a Will save DC 25 or be shaken for 7 rounds.

CL: 13th; Craft Magic Arms and Armor, blindness/deafness, holy smite;
Price: +2 bonus.

Harmonious Burst: Upon command, the weapon is surrounded in divine energy and sings with the chorus of a 100 celestials. Upon each successful strike, the weapon deals 1d6 sonic damage and 1d6 divine damage. On a successful critical hit, it deals an extra 1d10 divine and 1d10 sonic damage. If the critical is a x2 modifier then it deals 2d10 divine and 2d10 sonic damage (Or 3d10 divine and 3d10 sonic damage if the critical modifier is x3, or 4d10 divine and 4d10 sonic damage if the critical modifier is x4).Evil Outsiders must make a Will save DC 25 or be shaken for 7 rounds.

CL: 16th; Craft Magic Arms and Armor, blindness/deafness, holy smite;
Price: +4 bonus.

Harmonious Blast:Upon command, the weapon is surrounded in divine energy and sings with the chorus of a 300 celestials. Upon each successful strike, the weapon deals 3d6 sonic damage and 3d6 divine damage. On a successful critical hit, it deals an extra 6d6 divine and 6d6 sonic damage if the critical modifier is x2. (Or 9d6 divine and 9d6 sonic damage if the critical modifier is x3, or 12d6 divine and 12d6 sonic damage if the critical modifier is x4).Evil Outsiders must make a Will save DC 35 or be stunned for 1d6 rounds and shaken for 7 rounds afterwards.

CL:26th; Craft Epic Magic Arms and Armor, Craft Magic Arms and Armor, blindness/deafness, holy word;
Price: +8 bonus.

Exalted:The weapon glows with a soft golden light. Evil creatures struck by this blade take an extra 1 point of exalted damage, which cannot be healed unless the affected creature is within a desecrated area. On a successful critical hit, the weapon deals 2 points of exalted damage no matter the critical modifier.This weapon has no effect on good creatures.

CL:5th;Craft Magic Arms and Armor, holy smite;
Price: +1 bonus.
 

Specially Bred Hellhounds
Aside from the regular hellhounds which roam the Nine Hells, some of the Lords (Asmodeus, Beelzebub, Belial, and Mammon) have made special breeds of hellhounds which are suited to their desires and duties.

Hound of Mammon (Minarous Hound)
Large Outsider (evil, extraplanar, lawful)

HD: 10d8 + 60 (105 hp)
Initiative: +10
Speed: 60 ft.
AC: 24 (+6 Dex, +9 natural, -1 size) touch 15, flat-footed 18
BAB/ Grapple: +10/+22
Attack: Bite +18 melee (2d6 + 12 + 1d6 fire/19-20 plus Golden Bite)
Full attack: Bite +18 melee (2d6 + 12 + 1d6 fire/19-20 plus Golden Bite)
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Devour Treasure, Fiery Bite, Golden bite
Special qualities: Darkvision 60 ft., immunity to fire, scent
Saves: Fort +13, Ref +12, Will +8
Abilities: Str 27, Dex 21, Con 23, Int 10, Wis 13, Cha 10
Skills: Appraise +13 (+15 golden items), Concentration +19, Hide +14, Jump +30, Listen +14, Move Silently +18, Spot +14, Survival +14
Feats: Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)
Environment: Nine Hells of Baator (Minarous)
Organization: Solitary or group (3 – 6)
CR: 10
Treasure: left over treasure worth between 1000 gp – 5000 gp
Alignment: Lawful Evil
Advancement: 11- 20 HD (large), 21- 30 HD (huge)

This creature appears as a powerfully built dog, covered in golden scales and the occasional brown spots. Their eyes glow a feint golden color.

A Minarous Hound is a special breed of hellhound bred by Mammon. They are used to steal treasure from any creature they come upon.

They are 9 ft. long and 5 ft. tall at the shoulder. They weigh 300 pounds.

Combat: A Minarous Hound will always try to disarm its foe of its weapons, armor, and treasure before devouring it.

Breath Weapon (Su): A Minarous Hound can spit forth a 30 ft. cone of fire every 1d4 rounds. It deals 4d6 points of fire damage. Reflex save DC 21 halves. DC is Con-based.

Devour Treasure (Su): A Minarous Hound can spend a full-round action devouring a person’s treasure after it has disarmed the target of the said treasure. It can devour any amount of treasure as long as the treasure is not bigger than itself. While devouring treasure, the Minarous Hound is open to attack of opportunities. If it is hit while devouring, it must succeed a Concentration check DC (10 + damage dealt + attacker’s Str bonus). If it successfully devours the treasure, the treasure is transported to Mammon’s Vault via a portal in its stomach. The only way to get the treasure back is to go into Mammon’s Vault and take it, which is a whole adventure all itself.

Fiery Bite (Su): A Minarous Hound’s bite deals an extra 1d6 points of fire damage.

Golden bite (Su): On a successful critical hit, the targeted creature must succeed on a Fortitude save DC 23 or be turned instantly into gold. The creature is not dead (unless the bite damage kills them); rather they are in a paralyzed state. A restoration spell of at least 15th must be cast in order to free the creature. Once a creature falls prey to this ability, the Minarous Hound can consume it using its Devour Treasure spell. Also the creature that has been transformed into gold is worth 100 gp per HD/level. DC is Str-based.


Hound of Belial (Plegethos Hound)
Large Outsider (evil, extraplanar, lawful)

HD: 11d8 + 77 (126 hp)
Initiative: +11
Speed: 60 ft.
AC: 26 (+7 Dex, +10 natural, -1 size) touch 16, flat-footed 19
BAB/ Grapple: +11/+23
Attack: Bite +19 melee (2d6 + 12 + 2d6 hellfire plus Channel Pain /19-20)
Full attack: Bite +19 melee (2d6 + 12 + 2d6 hellfire plus Channel Pain/19-20)
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Channel Pain, Burn, Hellfire Bite
Special qualities: Darkvision 60 ft., immunity to fire, scent, vulnerability to cold
Saves: Fort +14, Ref +14, Will +9
Abilities: Str 26, Dex 24, Con 25, Int 10, Wis 14, Cha 14
Skills: Escape Artist +21, Hide +17, Intimidate +16, Jump +32, Listen +16, Move Silently +21, Spot +16, Survival +16
Feats: Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)
Environment: Nine Hells of Baator (Plegethos)
Organization: Solitary or group (3 – 6)
CR: 11
Treasure: None
Alignment: Lawful Evil
Advancement: 12- 22 HD (large), 23- 33 HD (huge)

Appearing before you is a fiendish dog wrapped in hellish flames. Its eyes glow a haunting purple color

A Plegethos Hound is a special breed of hellhound bred by Belial. They are used to cause pain to any creature they happen to find. These hellhounds fill Belial with sadistic glee every time they cause pain.

They are 9 ft. long and 5 ft. tall at the shoulder. They weigh 300 pounds.

Combat: Plegethos Hounds love to use their channel pain ability, so they are almost always in melee combat. Against multiple foes, a Plegethos Hound always resorts to it breath weapon.

Breath Weapon (Su): A Plegethos Hound can spew forth a 30 ft. cone of hellfire every 1d4 rounds. It deals 5d6 points of hellfire damage. Reflex save DC 22 halves. Hellfire ignore fire resistance and immunity. DC is Con-based.

Channel Pain (Su): On a successful bite, a targeted creature must succeed a Fortitude save DC 23 or double over in pain for 1d6 rounds and take no actions. DC is Str-based.

Burn (Ex): A Plegethos Hound can set combustible objects on fire with a mere touch.

Hellfire Bite (Su): A Plegethos Hound deals an extra 2d6 points of hellfire damage with each successful bite.


Hound of Beelzebub (Maladomini Hound)
Large Outsider (evil, extraplanar, lawful)

HD: 13d8 + 91 (149hp)
Initiative: +10
Speed: 60 ft.
AC: 27 (+5 Dex, +3 insight, +10 natural, -1 size) touch 17, flat-footed 22
BAB/ Grapple: +13/+26
Attack: Bite +22 melee (2d6 + 13 + 1d6 acid/19-20)
Full attack: Bite +22 melee (2d6 + 13 + 1d6 acid/19-20)
Space/reach: 10 ft./10 ft.
Special attacks: Acidic Bite, Breath Weapon, Stench
Special qualities: Compound Eyes, Darkvision 60 ft., immunity to acid and fire, scent
Saves: Fort +17, Ref +13, Will +9
Abilities: Str 28, Dex 20, Con 25, Int 9, Wis 12, Cha 10
Skills: Escape Artist +21, Hide +17, Intimidate +16, Jump +33, Listen +17, Move Silently +21, Spot +17, Survival +17
Feats: Great Fortitude, Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)
Environment: Nine Hells of Baator (Maladomini)
Organization: Solitary or group (3 – 6)
CR: 13
Treasure: none
Alignment: Lawful Evil
Advancement: 14- 26 HD (large), 27- 39 HD (huge)

This creature that stands before you appears dog-like in appear, but is far from being a dog. Its body is furless and its skin is dark-blue and tight. Around its neck and head is a mane of white, mangy hair. Its head is a mixture of a fly and a dog. Acidic slime falls from its mouth, while its body exudes a foul stench.

A Maladomini Hound is a special breed of hellhound bred by Beelzebub. They are used to spread filth and ruin wherever they go.

They are 9 ft. long and 5 ft. tall at the shoulder. They weigh 300 pounds.

Combat: A Maladomini Hound often attacks in melee, relying on its stench as a defense against those trying to flank it. Against multiple foes, it always utilizes its breath weapon.

Acidic Bite (Su): A Maladomini Hound deals an extra 1d6 points of acid damage with each successful bite.

Breath Weapon (Su): A Maladomini Hound can spew forth a 30 ft. cone of filthy, rotten goo every 1d4 rounds. It deals 7d6 points of acid damage. Reflex save DC 23 halves. The creatures within range must also succeed a Fortitude save DC 22 or be nauseated for 1d6 + 1 rounds. DC is Con-based.

Compound Eyes (Ex): A Maladomini Hound has the compound eyes of a fly, granting it a +3 insight bonus to AC.

Stench (Su): A Maladomini Hound can be smelled from a mile away. However those within 20 ft. of a Maladomini Hound must succeed a Fortitude save DC 22 or immediately fall prone for 1 round and be nauseated for 1d6 + 1 rounds afterwards. DC is Con-based.

Hound of Asmodeus (Nessian Hound)
Large Outsider (evil, extraplanar, lawful)

HD: 15d8 + 135 (202 hp)
Initiative: +10
Speed: 60 ft.
AC: 30 (+6 Dex, +15 natural, -1 size) touch 15, flat-footed 24
BAB/ Grapple: +15/+29
Attack: Bite +25 melee (2d6 + 10 + 2d6 hellfire plus poison/19-20),
Full attack: Bite +25 melee (2d6 + 10 + 2d6 hellfire plus poison/19-20), and tail +20 melee (1d8 + 5)
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Fear Gaze, Hellfire Bite, Poison
Special qualities: Darkvision 60 ft., immunity to fire, scent
Saves: Fort +18, Ref +15, Will +12
Abilities: Str 30, Dex 23, Con 29, Int 11, Wis 16, Cha 15
Skills: Escape Artist +23, Hide +19, Intimidate +20, Jump +36, Listen +21, Move Silently +23, Spot +21, Survival +21
Feats: Ability Focus (fear gaze), Great Fortitude, Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)
Environment: Nine Hells of Baator (Nessus)
Organization: Solitary or group (3 – 6)
CR: 15
Treasure:none
Alignment: Lawful Evil
Advancement: 16 - 30 HD (large), 31- 45 HD (huge)

Appearing before you is a ruby-red scaled hellhound the size of a horse. It occasionally releases red flames from between its scales as if cooling itself down. Swinging viscously behind it is a long scaly tail ending in nasty spikes. Its eyes are like shiny black pearls.

A Nessian Hound is a special breed of hellhound bred by Alastor (under Asmodeus’ orders). They are used to spread fear in Asmodeus’ name. They usually lounge around Fortress Nessus awaiting their master’s orders.

They are 11 ft. long and 5 ft. tall at the shoulder. They weigh 300 pounds.

Combat: Nessian Hounds always use their fear gaze to make their targets easy to take down with their powerful breath weapons.

Breath Weapon (Su): A Nessian Hound can spew forth a 50 ft. cone of hellfire every 1d4 rounds. It deals 10d6 points of hellfire damage. Reflex save DC 26 halves. Hellfire ignore fire resistance and immunity. DC is Con-based.

Fear Gaze (Su): Those who meet the Nessian Hound’s gaze are subject to this ability. Up to one creature can be affected per gaze. The targeted creature must succeed a Will save DC 21 or be affected as if by a fear spell of 15th level. If the creature successfully saves they are immune to this effect for the next 24 hours. DC is Cha-based.

Hellfire Bite (Su): A Nessian Hound deals an extra 2d6 points of hellfire damage with each successful bite

Poison (Ex): Injury; initial – 1d6 Str; secondary – 1d6 Str; Fort save DC 27 negates.
 

Graz’zt, The Dark Prince

Graz’zt, The Dark Prince
Large Outsider (chaotic, evil, extraplanar, tanar’ri)

Symbol:Graz’zt’s six-fingered hand or a black silhouette of his head with glowing green eyes
Cosmic Rank:17 (20 in Azzagrat)
HD: 93d8 + 1,674 + 120 (2,538 hp)
Initiative: +23
Speed: 90 ft.
AC: 97 (+18 armor, +21 deflection, +15 Dex, +35 natural, -1 size) touch 44, flat-footed 82; displacement (50 % miss chance)
BAB/ Grapple: +93/+113
Attack: +9 acidic blast, keen, speed, unholy power, vile, greatsword, Zelumicor +121 melee (3d6 + 41 + 3d6 acid + 3d6 unholy + 1 vile/17-20/x2)
Full attack: +9 acidic blast, keen, speed, unholy power, vile, greatsword, Zelumicor +121/+121/+116/+111/+106 melee (3d6 + 41 + 3d6 acid + 3d6 unholy + 1 vile/17-20/x2)
Space/reach: 10ft./10ft.
Special attacks:Breath Weapon, Constrict, Epic Spell-like Abilities, Fear, Flames of Azzagrat, Graz’zt’s Arcane Fire, Improved Grab, Shadow Jump, True Mastery of the Elements, True Spell Power of Graz’zt, Tyrannical Stare, Shadow Bolt, Shadow Field, Spell-like Abilities, Summon Lamia, Summon Tanar’ri, Summon Shadows,Toss
Special qualities: Darkvision 120ft., DR 40/Epic Good and Cold Iron, Energy Resistance to Cold 50, Fire 50, Immunity to Acid, Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Fast Healing 30, Item Master, Low-Light Vision, Prince of Shadows, Prince of Tyrants, Ravaged Form (Acidic Blood), Ravaged Form (Dark Beauty), Regeneration 35, SR 103, Telepathy 1000 ft., True Seeing
Saves: Fort +72, Ref +69, Will +71
Abilities: Str 43, Dex 40, Con 46, Int 47, Wis 44, Cha 52
Skills: Appraise +114, Balance +111, Bluff +129, Climb +112, Concentration +114, Decipher Script +114, Diplomacy +132, Disguise +117, Forgery +114, Gather Info +117, Hide +122, Intimidate +132, Jump +136, Knowledge (arcana) +114, Knowledge (history) +114, Knowledge (religion) +114, Knowledge (the planes) +114, Listen +113, Move Silently +111, Search +114, Sense Motive +115, Spellcraft +114, Spot +113, Survival +113, Tumble +111, Use Magic Device +113
Feats: Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Great Cleave, Great Fortitude, Greater Spell Focus (enchantment), Greater Spell Penetration, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Disarm, Improved Feint, Improved Initiative, Improved Sunder, Iron Will, Leadership (93), Lightning Reflexes, Magical Aptitude, Mobility, Negotiator, Persuasive, Power Attack, Quicken Spell-like Ability (eagle’s splendor), Quicken Spell-like Ability (Graz’zt’s Long Grasp), Skill Focus (Diplomacy), Skill Focus (Intimidate), Spell Focus (enchantment), Spell Penetration, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack
Epic Feats: Blinding Speed, Epic Fortitude, Epic Leadership (93), Epic Reflexes, Epic Skill Focus (Bluff), Epic Skill Focus (Diplomacy), Epic Skill Focus (Intimidate), Epic Spellcasting, Epic Spell Penetration, Epic Toughness (x6), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Willpower, Improved Combat Casting, Improved Combat Reflexes, Improved Whirlwind Attack, Legendary Commander, Superior Initiative
Environment: Azzagrat (Abyss)
Organization: Solitary or Group (Graz’zt, 5 Marilith (40 HD), and 10 succubus)
CR:70
Treasure:Zelumicor, Graz’zt’s Armor and Quintuple Standard
Alignment:Chaotic Evil

Combat: Graz’zt loves to cause destruction with his spell-like abilities. However, for those who are foolish enough to face him in melee combat he will not back down. If out numbered, hell summon help.

Breath Weapon (Su): Graz’zt can spit forth a 150 ft. line of glowing, green acid. It deals 40d8 points of violated acid damage. Half is acid, while the other half is unholy. Reflex save DC 79 halves. He can use this once every 1d6 rounds.DC is Con-based.

Constrict (Ex): If Graz’zt successfully grapples an opponent with his sword, he deals an extra 6d6 + 61 points of damage.

Fear (Su): As a free action, Graz’zt can invoke a fear effect at will. Will save DC 82 negates. DC is Cha-based.

Flames of Azzagrat (Su): Graz’zt controls the flames the cover his triple realm, Azzagrat.
As a standard action Graz’zt can let loose one of the following.

-He can launch a 160 ft. cone of burning hot green flames from his hand. It deals 27d12 points of violated fire (half fire, half unholy) damage plus 2d6 Con damage as it burns both body and soul. Reflex save 82 halves damage. If the targeted creature’s Con reaches 0, their soul is destroyed. Only a greater god can restore the creature back to life. DC is Cha-based.
-He can launch forth a 160 ft. cone of purple flames from his hand. These flames are the very flames stored in Graz’zt’s ovens, which dot his triple realm. Thus, the flames deal 27d12 points of violated cold (half cold, half unholy) damage plus 2d6 Dex damage as it freezes its victim. Reflex save 82 halves damage. If the targeted creature’s Con and hp reaches 0, they are frozen in purple ice and their souls are trapped within as if by a trap the soul spell. If the targeted creature’s Con reaches 0, they are merely frozen in purple ice. Only a miracle or wish spell can unfreeze the victim. As a free action on his next turn, Graz’zt can send his all who are frozen in this fashion, straight to Azzagrat. Once they reach the layer they are still frozen, whether they are dead or alive. DC is Cha-based.

Graz’zt’s Arcane Bolt (Su): As a full-round action, Graz’zt can unleash a devastating bolt of green and purple flames, which intertwine with each other. The bolt is 20 ft. wide and 600 ft. long. It deals 66d6 points of damage plus 6d6 Con damage. Reflex save DC 87 halves damage. If the targeted creature’s Con reaches 0, their soul is utterly destroyed. Only a greater god can restore the creature back to life. Even then, they have a 66% chance of failing. Graz’zt can use this power 16 times per day. DC is Cha-based.

Improved Grab (Ex): When Graz’zt attacks with his sword, he can cause it to grapple his target. If successful, he can constrict or toss them.

Item Master (Ex): Graz’zt can use any magic item, but he does not create them.

Prince of Shadows: As the Prince of Shadows, Graz’zt gains total concealment when in the shadows. He also gains +2 bonus to DC of shadow-based spells such as shadow blast, shadow fade,etc.

Prince of Tyrants: As the Prince of Tyrants, Graz’zt enchantment spells are hard to ignore. He gains a +6 bonus to DC of spells that are in the enchantment school.

Ravaged Form (Acidic Blood): Graz’zt’s blood is highly acidic. Slashing and piercing weapons that strike Graz’zt cause his blood to spew forth from his wounds dealing 6d6 points acid of damage to the attacker. So potent is Graz’zt’s acidic blood, that it ignores any acid resistance or immunities a creature may have. Reflex save DC 79 halves damage. Bludgeoning weapons do not cause his blood to spew forth.

Ravaged Form (Dark Beauty): Graz’zt’s infernal beauty is undeniable. Those looking at him must succeed a Will save DC 82 or be affected as if by a charm monster/person spell. If the creatures successfully save against this effect, they are immune to it for the next 24 hours.

Regeneration (Ex): Graz’zt takes normal damage from epic, good, and cold iron weapons. He takes normal damage from good-aligned spells.

Shadow Bolt (Su): As a standard action, Graz’zt can unleash a blackish-purple bolt of energy. It is 300 ft. long and deals 100 points of damage. Reflex save DC 82 halves. The targeted creatures must then succeed on a Fortitude save DC 82 or gain 3d6 negative levels. For each negative level a creature gains, Graz’zt gains 15 temporary hit points. These hit points cannot exceed his normal hp limit. DC’s are Cha-based.

Shadow Field (Su): As a full round action, Graz’zt can erect a barrier of shadows around himself. Graz’zt creates a 30 ft. radius of shadows around himself for 60 rounds. Light- or fire-based spells aimed at Graz’zt are impeded unless the caster succeeds a Spellcraft check DC 82. Any creature stepping into the shadow field, step into absolute coldness. They take 10d6 points of cold damage per round (no save). Creatures must succeed a Fortitude save DC 82, each round they are within the shadow field, or gain 1d6 negative levels. For each negative level a creature gains, Graz’zt gains 15 temporary hit points. These hit points cannot exceed his normal hp limit. Graz’zt also gains total concealment while the field is active, and he can disperse the effect at anytime as a standard action. DC’s are Cha-based.

Shadow Jump (Su): Graz’zt can jump between shadows as a shadow dancer. Only he uses his cosmic rank, 17, to determine how many miles he can shadow jump, meaning he can shadow jump up to 17 miles.

Spell-like Abilities: CL 105; DC 48 + spell level; DC 56 + spell level (enchantments); DC 50 + spell level (shadow-based)
At will – acid breath, astral projection, bestow curse, blasphemy, charm monster, damning darkness, darkbolt, daze, daze monster, deeper darkness, demand, desecrate, detect good, detect law, detect thoughts, discern location, eagle’s splendor (quickened), eyebite, feeblemind, fireball, fox’s cunning, fly, Graz’zt’s long grasp (quickened), greater dispelling, greater dispel magic, hold monster, hold person, ice storm, insanity, lightning bolt, magic missile, mass charm, mirror image, owl’s wisdom, scorching ray, shades, shadow blast, shadow fade, shadow walk, shapechange, suggestion, telekinesis, teleport without error, tongues (self only), touch of idiocy, unhallow, unholy aura, unholy blight, water breathing, wall of fire, wall of ice, wall or iron, water breathing, wretched blight
6/day – antimagic field, bestow greater curse, disintegrate, dominate monster, dominate person, meteor storm, symbol of persuasion, symbol of weakness, trap the soul, veil, wish

Epic Spell-like Abilities: Graz’zt can cast up to 11 epic spells per day.

Summon Lamia (Sp): 6/day, Graz’zt can summon 3d6 lamia

Summon Tanar’ri (Sp): 12/day, Graz’zt can summon 6 succubi (bard 20), or 1d6 + 1 advanced mariliths (36 HD), or 1d4 advanced glabrezu (sorcerer 20), or 1 advanced balor (45 HD)

Summon Shadows (Sp): 6/day, Graz’zt can summon 6d6 + 6 greater shadows.

Toss (Ex): If Graz’zt successful grapples an opponent he can toss them 100 ft. in any direction dealing 10d6 points of falling damage. The tossed creature must then succeed a Fortitude save DC 77 or be knocked prone for 6 rounds. He can only toss creatures of Huge or smaller size. DC is Str-based.

True Mastery of the Elements (Su): Graz’zt is none throughout the cosmos as one of the strongest magic-users who isn’t a sorcerer or wizard. He can alter the type of energy his spell-like abilities.

True Spell Power of Graz’zt (Su): Graz’zt is none throughout the cosmos as one of the strongest magic-users who isn’t a sorcerer or wizard. Like an archmage, Graz’zt can cast spells at a higher level the actually he is. He gains a +6 bonus to his caster level.

Tyrannical Stare (Su): Graz’zt can target one creature with his gaze as a standard action. A creature who gazes into Graz’zt eyes must succeed a Will save DC 82 or bend to his will. At this point, Graz’zt can cause 1 of the following effects:
- He can cause the creature to obey his commands as if they were affected by a dominate person/monster spell of 93rd level.
- He can hold the creature in place as if they were affected by a hold person/monster spell of 93rd level.
- He can cause the creature to cower in fear in front of him for 6d6 minutes.
- He can hypnotize the creature as if they were affected by a hypnotize spell of 93rd level.

Possessions:

Zelumicor: This foul blade is a wavy, jagged greatsword, which drips profusely with acid. It function as a +9 acidic blast, keen, speed, unholy power, vile, greatsword. With each strike, the acid from the blade splashes out in a 10 ft radius of the struck creature. Any creature within range takes 3d6 points of acid damage, even if Graz’zt fails to strike his target. On a successful critical hit, acid pours into the victim’s wounds. For 6 rounds the acid eats away at the victims innards, dealing 5d6 points of acid damage plus 1d6 Con drain. Fortitude save DC 82 (Cha-based) halves damage. Even if successful, the creature still takes a –6 penalty to attack, damage, and saves from the terrible pain. If unsuccessful, the target doubles over in pain for 1 round and is considered helpless. If the creature’s Con score reaches 0, it dies and becomes a puddle of acid, blood, and liquefied flesh. A miracle or wish spell restores the creature’s body, but it is still dead (-10 hp). After its body is restored, it can be raised normally. Graz’zt can also turn the sword into a black viper, which he can then use to constrict or toss a foe.

Graz’zt’s Armor: This shiny, silvery full-plate is glamered to appear as lighter armor, which reveals more of his “flawless” body. It functions as a +10 cold warding, fire warding, glamered, greater shadow, mithral fullplate . He receives no penalties for wearing this armor. Any acid damage done to Graz’zt is absorbed and converted to temporary hit points as long as he wears this armor. These hit points cannot exceed his normal hp limit.
 

Carving-nikko-japan.jpg


Raijin, Demon of Lightning and Thunder
Large Outsider (chaotic, evil, extraplanar)

Cosmic Rank: 8
Hit Dice: 40d8 + 720 (1,040 hp)
Initiative: +17
Speed: 60 ft., fly 100 ft. (average)
Armor Class: 65 (+8 armor [+5 hide armor], +14 deflection, +8 Dex, +25 natural, -1 size) touch 40, flat-footed 57
Base Attack/Grapple: +40/+63
Attack: Thunder Drumstick +66 melee (2d6+27 plus 6d6 sonic/19-20/x3), or Lightning Drumstick +66 melee (2d6+27 plus 6d6 electric/19-20/x3), or Claw +58 melee (4d6+19 plus 3d6 electric/19-20)
Full Attack: Thunder Drumstick +66/+61/+56/+51 melee (2d6+27 plus 6d6 sonic/19-20/x3), and bite +64 melee (4d8+9 plus 3d6 electric), or Lightning Drumstick +66/+61/+56/+51 melee (2d6+27 plus 6d6 electric/19-20/x3), and bite +64 melee (4d8+9 plus 3d6 electric), or Thunder Drumstick +64/+59/+54/+49 melee (2d6+27 plus 6d6 sonic/19-20/x3), and Lightning Drumstick +64/+59/+54/+49 melee (2d6+27 plus 6d6 electric/19-20/x3), and bite +62 melee (4d8+9 plus 3d6 electric), or 2 claws +58 melee (4d6+19 plus 3d6 electric/19-20), and bite +56 melee (4d8+9 plus 3d6 electric)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, drums of thunder and lightning, electrifying attacks, spell-like abilities, summon storm cloud
Special Qualities: Damage reduction 25/epic, good, and silver, damage reduction 15/-, darkvision 60 ft., energy resistance 35 to cold and fire, fast healing 20, immunity to ability damage, ability drain, acid, disease, electricity, energy drain, mind-affecting effects, polymorphing, and sonic, see in darkness, spell resistance 51
Saves: Fort +37, Ref +27, Will +27
Abilities: Str 49, Dex 28, Con 46, Int 17, Wis 20, Cha 39
Skills: Bluff +57, Concentration +61, Intimidate +57, Jump +74, Knowledge (religion) +46, Knowledge (the planes) +46, Listen +48, Search +46, Sense Motive +48, Spot +48, Survival +48,
Feats: Awesome Blow, Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Two-Weapon Fighting, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Improved Two-Weapon Fighting, Lightning Reflexes, Power Attack, Mobility, Multi-attack, Spring Attack, Two-Weapon Fighting,
Epic Feats: Epic Fortitude, Epic Reflexes, Perfect Two-Weapon Fighting, Superior Initiative
Environment:Any
Organization:Solitary (unique), or trio (Raijin, Fujin, and Suijin)
CR: 43
Treasure: Thunder Drumstick and Lightning Drumstick
Alignment: Chaotic Evil

A terrible demonic creature stands before you. Its skin is red, while its hair is short, white, and spiky. It’s muscular in the arms, chest, and legs, but has a pot-belly. In each of its hands it holds a heavy mace – one cackles with lightning, the other surrounded in a cacophony of sounds. Behind this creature, are 8 circular, glowing sigils, which all have a tri-tomoe symbol upon them. This monster is Raijin, the Demon of Thunder and Lightning.

Raijin is a terrible demon that lives only to wreak havoc and destruction with the power of thunder and lightning. He is usually alone on his many rampages, while riding a storm cloud. However, it is not uncommon to see him teamed up with his brothers, Fujin and Suijin, causing untold amounts of destruction.

Raijin stands 13 ft. tall and weighs 2 tons. He speaks Abyssal, Celestial, Common, Dragon, Giant, and Infernal languages.

Combat: Raijin’s natural attacks are treated as evil and epic weapons for the purpose of overcoming damage reduction.

Breath Weapon (Su): Once every 1d6 rounds, Raijin can literally unleash a storm from his mouth in a 90 ft. cone. It deals 25d10 points of electricity and sonic damage, and thus, is not subject to resistances or immunities. Reflex save DC 58 halves damage. Creatures hit by this attack must also succeed on 2 Fortitude saves DC 58. The first save is to prevent from being knocked prone for 5 rounds, while the second is to prevent from being deafened for 3d6 rounds. DCs are Con-based.

Drums of Thunder and Lightning (Su): Raijin can beat on his beat on his drums with his maces to produce various effects.

Lightning Bolt - Once per round, as a standard action, Raijin can hit one drum and produce a lightning bolt, which is 120 ft. long. It deals 15d8 points of electricity damage to any creature within range. Reflex save DC 54 halves damage. The victims must also succeed a Fortitude save DC 54 or take an additional 3d8 electricity damage in the following round. DCs are Cha-based.

Thunderclap - Once per round, as a standard action, Raijin can hit one drum and produce a thunderclap, which is a 90 ft. cone. It deals 15d6 points of sonic damage to any creature within range. Reflex save DC 54 halves damage. The victims must also succeed a Fortitude save DC 54 or become deafened for 1 minute. DCs are Cha-based.

Storm– Once every 2 minutes, as a full-round action, Rajin can hit all 8 of his drum in rhythmic fashion and produce a storm. Raijin can project the storm anywhere within 500 ft. of himself. The storm itself lasts for 5 rounds. It is 50 ft. in radius and 100 ft. high. It deals 10d10 points of electricity damage and 10d10 sonic damage each round for 5 rounds. All creatures within the storm (except Raijin and those of his choosing), not only take damage, but also take a –5 penalty to attack and damage rolls as the storm causes the to loose focus. Reflex save DC 54 halves damage. DC is Cha-based.

Electrifying Attacks (Ex): Raijin’s natural attacks deal an extra 3d6 points of electricity damage. They are also multiplied by 2 on critical hits.

Spell-Like Abilities: CL 40; DC 24 + spell level
At will – bear’s endurance, bull’s strength, chain lightning, chaos hammer, detect good, detect law, dispel good, dispel law, eagle’s splendor, greater teleport (self and 1000 pounds only), lightning bolt, obscuring mist, ray of enfeeblement, see invisibility, unholy aura, wind wall
6/day – storm of vengeance
3/day –disintegrate, power word kill, power word stun

Summon Storm Cloud (Su): As a standard action, Raijin can summon a storm cloud to ride on. The storm carries Raijin at a speed of 300 ft. (perfect) per round. Also Raijin when pass overhead, any creature below him are subject to a lightning bolt spell (CL 20). Reflex save DC 54 halves damage. The cloud can be destroyed after taking 100 points of damage, though Raijin can summon another. However he can only summon a storm cloud 10 times a day. DC is Cha-based.

Possessions:

Thunder Drumstick: This weapon functions as a +8 Large sonic blasting heavy mace of impact. In Raijin’s hands it deals 5d6 sonic damage instead of the normal 3d6 sonic damage. Also the critical modifier for this weapon is x3 instead of the usual x2 modifier.

Lightning Drumstick: This weapon functions as a +8 Large lightning blasting heavy mace of impact. In Raijin’s hands it deals 5d6 electricity damage instead of the normal 3d6 electricity damage. Also the critical modifier for this weapon is x3 instead of the usual x2 modifier.
 

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