Andrew Moreton
Adventurer
With minimal effort a far from perfectly optimised Paladin using slightly but not nerfed enough mythic rules can reliably do about 1500hp of damage around to anything with an AC of less than 70 with no effort he can maintain that at around 750 not using resources for killing cannon fodder (Like Demon Lords)
The version of Deskari I used which died in 4 rounds(this may not have been the final version I may have upgrade more but the trauma of this campaign was 5 years ago so my notes are not complete)
XP 6,553,600
CE Gargantuan outsider (chaotic, demon, earth, evil, extraplanar)
Init +34M; Senses darkvision 60 ft., detect good, detect law, swarmsight, true seeing; Perception +64
Aura abyssal swarm (100 ft., 12d10 damage plus poison, Fort DC 44 or nauseated 1 round), frightful presence (180 ft., DC 36), unholy aura (DC 33)
DEFENSE
AC 72, touch 42, flat-footed 47 (+4 deflection, +10 Dex, +15 natural, +10 insight, +12 profane, –4 size)
hp 16000 (33d10+561); fast healing 250
Fort +33, Ref +34, Will +34
Defensive Abilities abyssal resurrection, abyssal swarm, all-around vision, demonic aura (900 hp), freedom of movement, rasping armor, unstoppable; DR 20/-; Immune ability damage, ability drain, charm and compulsion effects, death effects, electricity, energy drain, petrification, poison; Resist acid 30, cold 30, fire 30; SR 45
OFFENSE
Speed 60 ft., climb 60 ft., fly 90 ft. (good)
Melee Riftcarver +51/+46/+41/+36 (4d6+30/19–20/×5 plus poison), bite +46 (2d8+17 plus poison), sting +46 (2d6+17 plus poison)
Ranged swarm +39 touch (6d10 plus poison)
Space 20 ft.; Reach 20 ft.
Special Attacks always a chance, breath weapon, coordinated strikes, enhanced venom, fleet warrior, infestation, mythic power (10/day, surge +1d12), mythic spell-like abilities, poison, swarm master
Spell-Like Abilities (CL 29th; concentration +39)
Constant—detect good, detect law, freedom of movement, true seeing, unholy aura (DC 33)
At will—astral projection, blasphemyM (DC 32), control winds, demand, desecrateM, discern location, fabricate, greater dispel magic, greater teleport, hungry pitAPG (DC 30), insect plague, major creation, polymorph any object, shapechange, telekinesisM
(DC 30), unhallow, unholy blightM (DC 29)
3/day—control weatherM, creeping doom, reverse gravityM, gate demons, symbol of weakness (DC 32)
1/day—binding, earthquakeM, imprisonment (DC 34), miracle, time stopM
STATISTICS
Str 44, Dex 30, Con 42, Int 29, Wis 31, Cha 31
Base Atk +33; CMB +54 (+58 sunder); CMD 92 (94 vs. sunder, 100 vs. trip)
Feats Combat Expertise (-9/+11 dodge)M, Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Hover, Improved Critical (scythe)M, Improved InitiativeM, Improved Sunder, Improved Vital Strike, Power Attack (-9/+36;+27)M, Staggering Critical, Toughness, Vital StrikeM
Skills Acrobatics +46 (+58 when jumping), Bluff +46, Climb +74, Disable Device +46, Fly +44, Intimidate +43, Knowledge (arcana, dungeoneering, engineering, planes) +42, Perception +64, Sense Motive +46, Spellcraft +45, Stealth +34, Use Magic Device +46; Racial Modifiers +16 Climb, +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Terran, Undercommon; telepathy 300 ft.
SQ amazing Initiative, heightened awareness, wall crawler
Gear Riftcarver (+5 defending unholy wounding scythe)
SPECIAL ABILITIES
Abyssal Swarm (Ex)
Deskari is surrounded by a huge swarm of locusts, wasps and vescavors. Any enemy that begins its turn within 100 feet of him takes 12d10 points of damage plus poison that bypasses any damage reduction, and must succeed at a DC 44 Fortitude save or be nauseated for 1 round. Deskari can direct the swarm to attack up to eight creatures within 200 ft. (no range increment) as a ranged touch attack, damaging it as if it had entered the swarm. This attack doesn't suffer any concealment penalties. The abyssal swarm protects Deskari, giving him concealment against attacks, a +2 circumstance bonus on saving throws, and the heavy fortification ability. Every time Deskari takes damage from any effect, damage is reduced by 40 points before applying the demonic aura, DR or any resistance. Deskari can exclude any number of creatures inside this aura from suffering these effects. The save DC is Constitution-based and includes a +2 racial bonus.
Breath Weapon (Su)
Once every 1d4-1 rounds (minimum 1 round) as a free action, Deskari can spit out a line of noxious black slime in a 120-foot line that creates a 20-foot-radius-spread puddle of the stuff on the ground where the line terminates. Any creature caught in this area of effect takes 20d10 points of acid damage and is subject to the effects of Deskari’s poison. A successful DC 42 Reflex save halves the damage, but does not mitigate the poison’s effects. The line and puddle created by this attack remain as active acid on the ground for 1d4+1 rounds, affecting any creatures that move through an affected area. Damage caused by this breath weapon does not persist into additional rounds, but on the round a creature takes this damage, it is considered to be taking continuous damage for the purposes of spellcasting and concentration checks. The save DC is Constitution-based.
Coordinated Strikes (Ex)
Deskari doesn't suffer the standard penalties to attack and damage rolls with natural attacks when using a manufactured weapon.
Enhanced Venom (Su)
Any poisons created by Deskari (or even those used by him) become enhanced, and can affect creatures normally immune to poison.
Infestation (Su)
Whenever a creature becomes poisoned by Deskari, it also becomes infested with thousands of microscopic demonic eggs that quickly multiply and spread throughout the victim’s bloodstream and flesh alike. Once infested, a creature remains infested even after the poison’s effects end or are cured. A creature that has been infested by Deskari is recognized by all mindless swarms as a host, and such swarms never deal damage to the creature unless influenced and compelled to do so by an outside influence. An infested creature takes a –4 penalty on all saving throws made against Deskari’s attacks or spells cast by his clerics. As a free action, Deskari may command a creature’s infestation to accelerate; this deals 20d6 points of damage and stuns the target for 1 round (a successful DC 42 Fortitude save halves the damage and negates the stun effect) as the eggs hatch and a fiendish locust swarm (Pathfinder RPG Bestiary 4 183) bursts
out of the creature’s body (ending the infestation). Infestation is a disease effect, and the save DC is Constitution-based. Deskari can spend one use of mythic power when poisoning a target to overcome any disease immunity the target may have.
Poison (Ex)
Bite, breath weapon, sting, swarm or Riftcarver—injury; save Fort DC 42; frequency 1/round for 10 rounds; effect 3d4 Constitution drain plus infestation; cure 3 consecutive saves. The save DC is Constitution-based, and increases by +6 on a confirmed critical hit.
Rasping Armor (Su)
The armor plates that protect Deskari’s body rasp together whenever he is damaged by a physical attack, creating a discordant shrieking and grinding sound. Every time a creature strikes Deskari with an attack that deals bludgeoning, force, piercing, or slashing damage, all creatures within 100 feet of Deskari must succeed at a DC 42 Fortitude save (47 if the strike is a critical hit) or be sickened for 1d6 rounds. A sickened creature that fails this save becomes staggered for 1 round. A staggered creature that fails this save becomes nauseated for 1 round. Finally, a nauseated creature that fails this save becomes stunned for 1d6 rounds. This is a mind-affecting sonic effect that does not affect demons. If Deskari spends one use of mythic power, this ability overcomes any resistance or immunity to mind-affecting effects. The save DC is Constitution-based.
Swarm Master (Su)
Deskari is immune to swarm damage and other swarm effects (such as distraction). As a free action, he can direct the movement of any swarm within 30 feet. An intelligent swarm can resist this compulsion by succeeding at a DC 36 Will save. Any swarm created by or conjured by Deskari deals +6d6 points of swarm damage, and the damage caused by such a swarm is treated as chaotic, epic, and evil for the purpose of overcoming damage reduction. The save DC is Charisma-based.
Swarmsight (Su)
Deskari can see through the eyes of any swarm he commands or controls, including the abyssal swarm. This gives him blindsight with a range of 100 ft. and all-around vision.
Wall Crawler (Su)
Deskari can climb any vertical surface with ease and never has to attempt Climb checks to avoid falling as a result of taking damage. This grants him a +16 racial bonus on Climb checks.
The version of Deskari I used which died in 4 rounds(this may not have been the final version I may have upgrade more but the trauma of this campaign was 5 years ago so my notes are not complete)
Deskari | CR 29 |
CE Gargantuan outsider (chaotic, demon, earth, evil, extraplanar)
Init +34M; Senses darkvision 60 ft., detect good, detect law, swarmsight, true seeing; Perception +64
Aura abyssal swarm (100 ft., 12d10 damage plus poison, Fort DC 44 or nauseated 1 round), frightful presence (180 ft., DC 36), unholy aura (DC 33)
DEFENSE
AC 72, touch 42, flat-footed 47 (+4 deflection, +10 Dex, +15 natural, +10 insight, +12 profane, –4 size)
hp 16000 (33d10+561); fast healing 250
Fort +33, Ref +34, Will +34
Defensive Abilities abyssal resurrection, abyssal swarm, all-around vision, demonic aura (900 hp), freedom of movement, rasping armor, unstoppable; DR 20/-; Immune ability damage, ability drain, charm and compulsion effects, death effects, electricity, energy drain, petrification, poison; Resist acid 30, cold 30, fire 30; SR 45
OFFENSE
Speed 60 ft., climb 60 ft., fly 90 ft. (good)
Melee Riftcarver +51/+46/+41/+36 (4d6+30/19–20/×5 plus poison), bite +46 (2d8+17 plus poison), sting +46 (2d6+17 plus poison)
Ranged swarm +39 touch (6d10 plus poison)
Space 20 ft.; Reach 20 ft.
Special Attacks always a chance, breath weapon, coordinated strikes, enhanced venom, fleet warrior, infestation, mythic power (10/day, surge +1d12), mythic spell-like abilities, poison, swarm master
Spell-Like Abilities (CL 29th; concentration +39)
Constant—detect good, detect law, freedom of movement, true seeing, unholy aura (DC 33)
At will—astral projection, blasphemyM (DC 32), control winds, demand, desecrateM, discern location, fabricate, greater dispel magic, greater teleport, hungry pitAPG (DC 30), insect plague, major creation, polymorph any object, shapechange, telekinesisM
(DC 30), unhallow, unholy blightM (DC 29)
3/day—control weatherM, creeping doom, reverse gravityM, gate demons, symbol of weakness (DC 32)
1/day—binding, earthquakeM, imprisonment (DC 34), miracle, time stopM
STATISTICS
Str 44, Dex 30, Con 42, Int 29, Wis 31, Cha 31
Base Atk +33; CMB +54 (+58 sunder); CMD 92 (94 vs. sunder, 100 vs. trip)
Feats Combat Expertise (-9/+11 dodge)M, Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Hover, Improved Critical (scythe)M, Improved InitiativeM, Improved Sunder, Improved Vital Strike, Power Attack (-9/+36;+27)M, Staggering Critical, Toughness, Vital StrikeM
Skills Acrobatics +46 (+58 when jumping), Bluff +46, Climb +74, Disable Device +46, Fly +44, Intimidate +43, Knowledge (arcana, dungeoneering, engineering, planes) +42, Perception +64, Sense Motive +46, Spellcraft +45, Stealth +34, Use Magic Device +46; Racial Modifiers +16 Climb, +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Terran, Undercommon; telepathy 300 ft.
SQ amazing Initiative, heightened awareness, wall crawler
Gear Riftcarver (+5 defending unholy wounding scythe)
SPECIAL ABILITIES
Abyssal Swarm (Ex)
Deskari is surrounded by a huge swarm of locusts, wasps and vescavors. Any enemy that begins its turn within 100 feet of him takes 12d10 points of damage plus poison that bypasses any damage reduction, and must succeed at a DC 44 Fortitude save or be nauseated for 1 round. Deskari can direct the swarm to attack up to eight creatures within 200 ft. (no range increment) as a ranged touch attack, damaging it as if it had entered the swarm. This attack doesn't suffer any concealment penalties. The abyssal swarm protects Deskari, giving him concealment against attacks, a +2 circumstance bonus on saving throws, and the heavy fortification ability. Every time Deskari takes damage from any effect, damage is reduced by 40 points before applying the demonic aura, DR or any resistance. Deskari can exclude any number of creatures inside this aura from suffering these effects. The save DC is Constitution-based and includes a +2 racial bonus.
Breath Weapon (Su)
Once every 1d4-1 rounds (minimum 1 round) as a free action, Deskari can spit out a line of noxious black slime in a 120-foot line that creates a 20-foot-radius-spread puddle of the stuff on the ground where the line terminates. Any creature caught in this area of effect takes 20d10 points of acid damage and is subject to the effects of Deskari’s poison. A successful DC 42 Reflex save halves the damage, but does not mitigate the poison’s effects. The line and puddle created by this attack remain as active acid on the ground for 1d4+1 rounds, affecting any creatures that move through an affected area. Damage caused by this breath weapon does not persist into additional rounds, but on the round a creature takes this damage, it is considered to be taking continuous damage for the purposes of spellcasting and concentration checks. The save DC is Constitution-based.
Coordinated Strikes (Ex)
Deskari doesn't suffer the standard penalties to attack and damage rolls with natural attacks when using a manufactured weapon.
Enhanced Venom (Su)
Any poisons created by Deskari (or even those used by him) become enhanced, and can affect creatures normally immune to poison.
Infestation (Su)
Whenever a creature becomes poisoned by Deskari, it also becomes infested with thousands of microscopic demonic eggs that quickly multiply and spread throughout the victim’s bloodstream and flesh alike. Once infested, a creature remains infested even after the poison’s effects end or are cured. A creature that has been infested by Deskari is recognized by all mindless swarms as a host, and such swarms never deal damage to the creature unless influenced and compelled to do so by an outside influence. An infested creature takes a –4 penalty on all saving throws made against Deskari’s attacks or spells cast by his clerics. As a free action, Deskari may command a creature’s infestation to accelerate; this deals 20d6 points of damage and stuns the target for 1 round (a successful DC 42 Fortitude save halves the damage and negates the stun effect) as the eggs hatch and a fiendish locust swarm (Pathfinder RPG Bestiary 4 183) bursts
out of the creature’s body (ending the infestation). Infestation is a disease effect, and the save DC is Constitution-based. Deskari can spend one use of mythic power when poisoning a target to overcome any disease immunity the target may have.
Poison (Ex)
Bite, breath weapon, sting, swarm or Riftcarver—injury; save Fort DC 42; frequency 1/round for 10 rounds; effect 3d4 Constitution drain plus infestation; cure 3 consecutive saves. The save DC is Constitution-based, and increases by +6 on a confirmed critical hit.
Rasping Armor (Su)
The armor plates that protect Deskari’s body rasp together whenever he is damaged by a physical attack, creating a discordant shrieking and grinding sound. Every time a creature strikes Deskari with an attack that deals bludgeoning, force, piercing, or slashing damage, all creatures within 100 feet of Deskari must succeed at a DC 42 Fortitude save (47 if the strike is a critical hit) or be sickened for 1d6 rounds. A sickened creature that fails this save becomes staggered for 1 round. A staggered creature that fails this save becomes nauseated for 1 round. Finally, a nauseated creature that fails this save becomes stunned for 1d6 rounds. This is a mind-affecting sonic effect that does not affect demons. If Deskari spends one use of mythic power, this ability overcomes any resistance or immunity to mind-affecting effects. The save DC is Constitution-based.
Swarm Master (Su)
Deskari is immune to swarm damage and other swarm effects (such as distraction). As a free action, he can direct the movement of any swarm within 30 feet. An intelligent swarm can resist this compulsion by succeeding at a DC 36 Will save. Any swarm created by or conjured by Deskari deals +6d6 points of swarm damage, and the damage caused by such a swarm is treated as chaotic, epic, and evil for the purpose of overcoming damage reduction. The save DC is Charisma-based.
Swarmsight (Su)
Deskari can see through the eyes of any swarm he commands or controls, including the abyssal swarm. This gives him blindsight with a range of 100 ft. and all-around vision.
Wall Crawler (Su)
Deskari can climb any vertical surface with ease and never has to attempt Climb checks to avoid falling as a result of taking damage. This grants him a +16 racial bonus on Climb checks.