Here's another of the creatures my PCs got to deal with. This one includes equipment, but no great wealth; this is what Calandrian keeps with him (gold in chests nearby, equipment worn or close at hand). He has another 30,000 gb/7,500,000 gp at his disposal, but liqidating *all* of that requires time, perhaps a week. It's generally in the form of diamond-encased souls, magic items, gold, and such.
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Calandrian is an archdevil the players have effectively allied themselves with. He controls two layers of Hell now, thanks to PC interference. Two party members owe large debts to him, and a third regularly does work for him in exchange for arcana and components.
CALANDRIAN
Horned Devil Blackguard 28
Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 15d8+20d10+280 (457 hp)
Initiative: +15
Speed: 20 ft, fly 50 ft (average)
Armor Class: 50 (–1 size, +6 Dex, +23 natural, +7 mithral shirt, +5 ring of protection), touch 20, flat-footed 44
Base Attack/Grapple: +20 (+12 EA)/+43
Full Attack: +2 wounding spiked chain +48/+43/+38/+33 melee (2d6+21 plus stun and 1 Con) and bite +44 melee (2d8+6) and tail +44 melee (2d6+6 plus infernal wound); or 2 claws +46 melee (2d6+13) and bite +44 melee (2d8+6) and tail +44 melee (2d6+6 plus infernal wound)
Space/Reach: 10 ft/10 ft (20 ft with spiked chain)
Special Attacks: Fear aura, infernal wound, spell-like abilities, stun, summon devil, spells, smite good, aura of despair, rebuke undead, sneak attack +9d6
Special Qualities: Aura of evil, DR 10/good and silver, DR 6/—, darkvision 60 ft, immunity to fire and poison, acid resistance 10, cold resistance 10, electricity resistance 10, regeneration 5, fast healing 3, see in darkness, spell resistance 28, telepathy 100 ft, detect good, poison use, dark blessing
Saves: Fort +44, Ref +40, Will +42
Abilities: Str 36, Dex 24, Con 26, Int 18, Wis 20, Cha 34 (28 point buy)
Skills: Bluff +40 (25), Climb +31 (18), Concentration +44 (36), Diplomacy +33 (10), Disguise +15 (0) [+19 acting], Heal +29 (24), Hide +21 (18), Intimidate +65 (46), Knowledge (religion) +42 (38), Listen +23 (18), Move Silently +25 (18), Ride +45 (38), Search +22 (18), Sense Motive +31 (26), Spot +23 (18), Survival +5 (0) [+7 following tracks]
Feats: Ability Focus (stun), Cleave, Combat Reflexes, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Quick Draw
Epic Feats: Armor Skin (2), Damage Reduction (2), Dire Charge, Energy Resistance (electricity), Epic Prowess, Epic Will, Fast Healing, Great Smiting, Improved Aura of Despair, Superior Initiative, Widen Aura of Despair
Environment: Nine Hells
Challenge Rating: 32
Treasure: +3 mithral shirt, +2 adamantine wounding spiked chain, +4 cloak of Charisma, amulet of proof against detection and location, circlet of persuasion, +5 ring of protection, 2000 gold bars (2600 gb/650,000 gp)
Alignment: Lawful evil
Calandrian speaks Infernal, Celestial, Common, and Draconic.
Calandrian is 9’11” and weighs 700 pounds.
COMBAT
While horned devils are generally bold fighters, Calandrian has learned caution in his years ruling his layer. He generally leaves fighting to underlings, though he relishes the opportunity for combat when it is the best course of action. He resorts to combat when his position is directly challenged, feeling that only direct and stunning victory can guarantee his continued rule.
A horned devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Devil Traits:
—Immunity to fire and poison.
—Resistance to acid 10 and cold 10.
—See in Darkness (Su): Horned devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
—Telepathy.
Spell-Like Abilities: At will—dispel chaos (DC 27), dispel good (DC 27), magic circle against good, greater teleport (self plus 50 pounds of objects only); persistent image (DC 27) 3/day—fireball (DC 25), lightning bolt (DC 25). Caster level 15th. The save DCs are Charisma-based.
Fear Aura (Su): A horned devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 29 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by the same horned devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Stun (Su): Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 32 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of the horned devil, not of the spiked chain.
Infernal Wound (Su): The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 25 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil’s tail must succeed on a DC 24 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.
Summon Devil (Sp): Once per day a horned devil can attempt to summon 2d10 lemures or 1d6 bearded devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another horned devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell.
Regeneration (Ex): Calandrian takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
Blackguard Spells Prepared (–/4/3/3/2): 1–cure light wounds (4); 2–bull’s strength, death knell (2); 3–cure serious wounds, protection from elements (2); 4–freedom of movement, poison.
Aura of Despair (Su): Enemies within 100 feet of Calandrian take a -4 penalty on saving throws.
Rebuke Undead (Su): 11/day, Calandrian can attempt to rebuke undead creatures. He can rebuke undead with no more than (1d20+86)/3 HD (max 30). Each attempt, he rebukes 2d6+37 total HD. Undead with 13 or fewer HD are commanded instead.
Smite Good (Su): 6/day, +12 attack and +56 damage against a good creature.
Fiendish Dire Rat Servant
Small Magical Beast (Extraplanar)
Hit Dice: 13d8+13 (71 hp)
Initiative: +3
Speed: 40 ft, climb 20 ft
Armor Class: 26 (+1 size, +3 Dex, +12 natural), touch 14, flat-footed 23
Base Attack/Grapple: +9/+9
Attack: Bite +15 melee (1d4+4 plus disease)
Full Attack: Bite +15 melee (1d4+4 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, smite good
Special Qualities: Low-light vision, darkvision 60 ft, scent, cold resistance 10, fire resistance 10, DR 10/magic, SR 25, empathetic link, improved evasion, share saving throws, share spells, speak with Calandrian, blood bond
Saves: Fort +21, Ref +20, Will +18
Abilities: Str 18, Dex 17, Con 12, Int 13, Wis 12, Cha 4
Skills: Climb +11 (0), Hide +8 (1), Listen +13 (10), Move Silently +4 (1), Spot +13 (10), Swim +11 (0)
Feats: Ability Focus (disease), Alertness, Cleave, Power Attack, Weapon Finesse B, Weapon Focus (bite)
Disease (Ex): Filth fever—bite, Fortitude DC 19, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Smite Good (Su): 1/day, +13 damage to a good creature.
Blood Bond (Ex): The fiendish servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses Calandrian being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.
Skills: Fiendish dire rats have a +8 racial bonus on Swim checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Fiendish dire rats use their Dexterity modifier for Climb and Swim checks.