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

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Just like the title says, I'll be posting Monster's, NPC's,and etc.
Some will be my take on well known dnd characters and such. Other's will be my own creation.
I'm doing this for those who want use different characters in different campaigns. Soon I'll be posting alot of known characters (my version) such as Asmodeus, Alastor, Romiel, Kaz, Grazz't, and much more.I hope you like them!

Index

Aberrations

Celestials
Angel
T'ien Kou

Constructs
Mjolnirion


Demons
Anzu, Demonic Birds of Pazuzu
Baphitaur
Baphomet, Demon Prince of Beasts
Darkness Given Hunger
En’ran, Consort of Malcanthet
Graz'zt, The Dark Prince
Kardum, Lord of Balors and Abyssal Fire
Kostchtchie, Prince of Wrath
Locust Demons
Mastiphal, The Hunting Sovereign
Orcus, Demon Prince of the Undead
Pazuzu, Demon Prince of the Lower Aerial Kingdoms
Reqqonia. Half-Fiend Son of Yeenoghu
Srrzon, The Ravager
Utukku, The Quill Demon
Yeenoghu, Prince of Gnolls
Zantegeba

Devils
Alastor, The Executioner
Arraka, Guardian of Tiamat’s Citadel
Bel, Lord of the First
Maladomini Buzzer and Slug
Mammon, Lord of the Third
Yeddikadir and Nalebranc, Twin Generals of Bel

Dragons

Elementals
Ogremoch, Evil Elemental Lord of Earth

Fey

Giants
Jotun, The True Frost Giants

Humanoids
Beowulf
Siegfried, Wielder of Soul Calibur

Magical Beasts
Sleipnir, Odin's 8-legged steed
Tanngrisnir and Tanngjost

Monstrous Humanoids

Ooze

Outsiders
Air Maiden of Ukko
Awar of the Sundered Suns, Son of Eblis
Dante, Son of Sparda; Swordmaster (Rebellion)
Hell Hags
Ho-no-Oni (Fire Oni)
Kenpachi Zaraki; 11th Division Captain
Specially Bred Hellhounds
Shi-shi
The Maruts of Hindu Legend.
The Sea Mother
The Sultan of Brass City
Typhon
Tyrame, Mount of St. Kargoth
Xannan Tarmikos, a Harbringer of Darkness
Ygorl, Slaad Lord of Entropy and Death

Undead
Saint Kargoth, The Betrayer

Deities

Other
Special Weapon Qualities (Set 1)
History of the Nine Hells of Baator
History of the Oni

bhu;14951448 wrote:
Hit Dice FBAB CBAB WBAB GSave BSave Feats <br />1 +1 +0 +0 +2 +0 1<br />2 +2 +1 +1 +3 +0<br />3 +3 +2 +1 +3 +1 2<br />4 +4 +3 +2 +4 +1<br />5 +5 +3 +2 +4 +1<br />6 +6 +4 +3 +5 +2 3<br />7 +7 +5 +3 +5 +2<br />8 +8 +6 +4 +6 +2<br />9 +9 +6 +4 +6 +3 4<br />10 +10 +7 +5 +7 +3<br />11 +11 +8 +5 +7 +3<br />12 +12 +9 +6 +8 +4 5<br />13 +13 +9 +6 +8 +4<br />14 +14 +10 +7 +9 +4<br />15 +15 +11 +7 +9 +5 6<br />16 +16 +12 +8 +10 +5<br />17 +17 +12 +8 +10 +5<br />18 +18 +13 +9 +11 +6 7<br />19 +19 +14 +9 +11 +6<br />20 +20 +15 +10 +12 +6<br />21 +21 +15 +10 +12 +7 8<br />22 +22 +16 +11 +13 +7<br />23 +23 +17 +11 +13 +7<br />24 +24 +18 +12 +14 +8 9<br />25 +25 +18 +12 +14 +8<br />26 +26 +19 +13 +15 +8<br />27 +27 +20 +13 +15 +9 10<br />28 +28 +21 +14 +16 +9<br />29 +29 +21 +14 +16 +9<br />30 +30 +22 +15 +17 +10 11<br />31 +31 +23 +15 +17 +10<br />32 +32 +24 +16 +18 +10<br />33 +33 +24 +16 +18 +11 12<br />34 +34 +25 +17 +19 +11<br />35 +35 +26 +17 +19 +11<br />36 +36 +27 +18 +20 +12 13<br />37 +37 +27 +18 +20 +12<br />38 +38 +28 +19 +21 +12<br />39 +39 +29 +19 +21 +13 14<br />40 +40 +30 +20 +22 +13<br />41 +41 +30 +20 +22 +13<br />42 +42 +31 +21 +23 +14 15<br />43 +43 +32 +21 +23 +14<br />44 +44 +33 +22 +24 +14<br />45 +45 +33 +22 +24 +15 16<br />46 +46 +34 +23 +25 +15<br />47 +47 +35 +23 +25 +15<br />48 +48 +36 +24 +26 +16 17<br />49 +49 +36 +24 +26 +16<br />50 +50 +37 +25 +27 +16<br />51 +51 +38 +25 +27 +17 18<br />52 +52 +39 +26 +28 +17<br />53 +53 +39 +26 +28 +17<br />54 +54 +40 +27 +29 +18 19<br />55 +55 +41 +27 +29 +18<br />56 +56 +42 +28 +30 +18<br />57 +57 +42 +28 +30 +19 20<br />58 +58 +43 +29 +31 +19<br />59 +59 +44 +29 +31 +19<br />60 +60 +45 +30 +32 +20 21<br />61 +61 +45 +30 +32 +20<br />62 +62 +46 +31 +33 +20<br />63 +63 +47 +31 +33 +21 22<br />64 +64 +48 +32 +34 +21<br />65 +65 +48 +32 +34 +21<br />66 +66 +49 +33 +35 +22 23<br />67 +67 +50 +33 +35 +22<br />68 +68 +51 +34 +36 +22<br />69 +69 +51 +34 +36 +23 24<br />70 +70 +52 +35 +37 +23<br />71 +71 +53 +35 +37 +23<br />72 +72 +54 +36 +38 +24 25<br />73 +73 +54 +36 +38 +24<br />74 +74 +55 +37 +39 +24<br />75 +75 +56 +37 +39 +25 26<br />76 +76 +57 +38 +40 +25<br />77 +77 +57 +38 +40 +25<br />78 +78 +58 +39 +41 +26 27<br />79 +79 +59 +39 +41 +26<br />80 +80 +60 +40 +42 +26<br />81 +81 +60 +40 +42 +27 28<br />82 +82 +61 +41 +43 +27<br />83 +83 +62 +41 +43 +27<br />84 +84 +63 +42 +44 +28 29<br />85 +85 +63 +42 +44 +28<br />86 +86 +64 +43 +45 +28<br />87 +87 +65 +43 +45 +29 30<br />88 +88 +66 +44 +46 +29<br />89 +89 +66 +44 +46 +29<br />90 +90 +67 +45 +47 +30 31<br />91 +91 +68 +45 +47 +30<br />92 +92 +69 +46 +48 +30<br />93 +93 +69 +46 +48 +31 32<br />94 +94 +70 +47 +49 +31<br />95 +95 +71 +47 +49 +31<br />96 +96 +72 +48 +50 +32 33<br />97 +97 +72 +48 +50 +32<br />98 +98 +73 +49 +51 +32<br />99 +99 +74 +49 +51 +33 34<br />100 +100 +75 +50 +52 +33

FBab: FIghter Base Attack Bonus
CBab: Cleric Base Attack Bonus
WBab: Wizard Base Attack Bonus
Gsave: Good Save
Bsave: Bad Save

This will help for those of us liking to make large monsters.

Edit: It posted all wonky for some reason when i copied it on. Ill fix later.

Ygorl, Slaad Lord of Entropy and Death
Large Outsider (Chaotic, Extraplanar)

HD: 55d8 + 770 (1,210 hp)
Initiative: +20
Speed: 60 ft., fly 120 ft. (good)
AC: 68 (+12 armor, + 10 concealment, + 12 Dex, + 25 natural, -1 size) touch 31, flat-footed 56
BAB/ Grapple: +55/+77
Attack: +8 chaotic power, everdancing, keen, vorpal, scythe, Y'lyeold +97 melee (2d6 + 35 + 3d6 chaotic/19-20/x4), or claw +72 melee (1d6 + 18), or bite +63 melee (1d8 + 9), or wing +63 melee(1d6 + 9), or tongue +63 melee (1d6 + 9 + 3d6 chaotic damage)
Full attack: +8 chaotic power, everdancing, keen, vorpal, scythe, Y'lyeold +97/+92/+87/+82 melee (2d6 + 35 + 3d6 chaotic/19-20/x4), and bite + 70 melee (1d8 + 9), and 2 wings +70 melee(1d6 + 9) OR, +8 chaotic power, everdancing, keen, vorpal, scythe, Y'lyeold +97/+92/+87/+82 melee (2d6 + 35 + 3d6 chaotic/19-20/x4), and 2 claws +72 melee (1d6 + 18), and bite +70 melee (1d8 + 9), and 2 wings +70 melee(1d6 + 9), and tongue +70 melee (1d6 + 9 + 3d6 chaotic damage)
Space/reach: 10 ft./10 ft.
Special attacks: Chaos Spittle of Ygorl, Command/Rebuke Dead 15/day, Control Undead, Croak of Death, Negative Rift, Runes of Y’lyeold, Spell-Like Abilities, Summon Slaad, Tongue of Ygorl
Special qualities: Darkvision 120 ft., DR 30/ epic lawful and adamantine, fast healing 25, immunity to death effects and sonic energy, Lord of Death, resistance to acid 30, cold 30, electric 30, and fire 30, SR ,telepathy 300 ft.
Saves: Fort +49, Ref +41, Will +43
Abilities: Str 47, Dex 34, Con 39, Int 28, Wis 30, Cha 35
Skills: Climb +76, Concentration +72, Escape Artist +70, Handle Animal +70 (72 with dragons), Hide +66, Intimidate +70, Knowledge(arcana) +67, Knowledge (the planes) +67, Knowledge (religion) +67, Listen +68, Move Silently +70, Ride +70 (72 with dragons), Search +67, Spot +68, Survival +68 (70 when tracking), Tumble +70, Use Rope +70 (72 with bindings)
Feats: Cleave, Combat Expertise, Dodge, Fly-By Attack, Great Cleave, Great Fortitude, Greater Weapon Focus (scythe), Greater Weapon Specialization (scythe), Improve Initiative, Improved Sunder, Mobility, Mounted Combat, Multi-Attack, Power Attack, Ride-By Attack, Weapon Focus (scythe), Weapon Specialization (scythe), Whirlwind Attack
Epic Feats: Dire Charge, Epic Fortitude, Epic Weapon Focus (scythe), Epic Weapon Specialization (scythe), Epic Will, Improved Darkvision, Undead Mastery, Zone of Animation
Environment: Limbo
Organization: Solitary(unique) or (Ygorl and Shkiv)
CR: 42
Treasure: Quadruple Standard and Y’lyeold
Alignment: Chaotic Neutral

Before you, stands a 15 ft. tall, gaunt Death Slaad. It appears as any other Death Slaad, except its skin is as black as the deepest reaches of the Plane of Negative Energy. It eyes shine white like 2 small, twinkling stars. A massive red cape – like aura surrounds this creature. In both of its hands, it holds a massive black scythe. On the blade of the scythe, you see 8 red runes. This is Ygorl, Slaad Lord of Entropy and Death.

(flavor coming)

Combat: Ygorl immediately starts off by using his Croak of Death ability to get rid of the weak. He then focuses his attention on the survivors. If he ever needs backup he’ll call on his faithful salad. If he’s still in need of backup, he summons undead creatures. At this point, Ygorl sits back and watches his minions at work, occasionally attacking from afar with his spell-like abilities. Those who survive this assault have to answer to Ygorl himself. Ygorl will personally see to it that they are destroyed. He will engage them in melee combat, using the powers of his scythe, to make quick work of them.

Chaos Spittle of Ygorl (Su): Ygorl can spit a glob of chaos at one target, up to 100 ft. away. This spit deals 10d8 points of chaotic damage to any non-lawful creature. Against lawful creatures, it is most deadly. It deals 20d8 points of chaotic damage to lawful creatures. Reflex save DC 51 halves damage. Lawful creatures hit by this spit must then make a Fortitude save DC 51 or die instantly. Those killed by this spit can still be raised normally, but at a 75 % success rate. These DCs are Con based.

Control Undead (Su): Ygorl can control undead as the spell cast by a 55th-level cleric.

Croak of Death (Su): Ygorl can let out a loud croak, which kills foes instantly. Ygorl’s croak has a range of a 300 ft. radius. Anyone caught within this range are slain instantly unless they make a Fortitude save DC 51. Even if successful, the creature(s) still take 10d6 points of sonic damage. Reflex save DC 51 halves damage. Those slain by this ability can be raised normally, but at a 75 % success rate. Both DCs are Con based.

Lord of Death (Su): As the Slaad Lord of Death, Ygorl’s undead minions are harder to kill. Any undead creature, under Ygorl’s control, can use their Charisma bonus, when determining extra hit points. This works as if they had a Constitution bonus.

Negative Rift (Su): Ygorl can use his scythe, Y’lyeold, to open a portal to the Plane of Negative Energy. From this rift, numerous undead appear. The number and type of undead that appear is completely random (see chart below). However, no matter what creature comes through the rift, they obey Ygorl without question. The summoned creatures serve Ygorl until they are destroyed. Ygorl must wait 24 hours before he can make another rift.

D% creatures
1-30 3d6 zombie slaadi (any, except black and white slaadi)
31-35 3d6 slaad ghosts
36-40 3d6 mummies
41-45 3d6 bodacks
46-50 1d6 mummy lords
51-55 1d4 liches (Wizard 15)
56-60 3d6 wights
61-65 3d6 greater wraiths
66-70 3d6 greater shadows
71-75 1d6 vampires (up to 20 levels in any one class)
76-80 1d4 nightwings
81-85 1d4 nightcrawlers
86-90 1d4 night walkers
91-92 1d3 shadow of the voids
93-94 1d3 shape of fires
95-96 1d3 atropals
97-98 1d3 hunefers
99-100 1d3 lavawights

Runes of Y’lyeold (Su): Ygorl’s scythe is powerful. As a free action he can activate 1 rune by calling out its name. Each rune has a different effect, which lasts for as long as Ygorl wants it too or until he activates another rune.
· Arilia – upon activation, this rune causes the scythe to radiate a faint blue aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Strength. Fortitude save DC 51 halves damage.
· Polmornys - upon activation, this rune causes the scythe to radiate a faint lime green aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Dexterity. Fortitude save DC 51 halves damage.
· Undsina - upon activation, this rune causes the scythe to radiate a faint purple aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Constitution. Fortitude save DC 51 halves damage.
· Usthatach - upon activation, this rune causes the scythe to radiate a faint gray aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Intelligence. Fortitude save DC 51 halves damage.
· Vorinetia - upon activation, this rune causes the scythe to radiate a faint silver aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Wisdom. Fortitude save DC 51 halves damage.
· Yaunn - upon activation, this rune causes the scythe to radiate a faint golden aura. Every time Ygorl makes a successful attack against a creature, he can also drain 2d6 points of Charisma. Fortitude save DC 51 halves damage.
· Yelduong - upon activation, this rune causes the scythe to radiate a furious red aura. Ygorl deals 6d6 points of chaotic damage instead of the regular 3d6 points of chaotic damage. On successful critical hits, lawful creatures are slain no save.
· Yerir - upon activation, this rune causes the scythe to radiate an aura of many colors. Ygorl’s scythe is now imbued with energy. He deals an extra 4d6 points of acid, cold, electric, and fire damage when attacking with his scythe. This damage is a mixture of 4 types of energy, meaning it ignores any energy resistance and immunities a creature might have.
*Those slain by the scythe, can only be raised by using a wish or miracle spell. Even then they only have a 50% success rate.

Spell-Like Abilities: CL 55th; DC 22 + spell level; DC 24 + spell level (chaotic spells)
At will—animate objects, circle of death, chaos hammer, cloak of chaos, deeper darkness, detect magic, dispel law, fear, finger of death, fireball, fly, identify, invisibility, magic circle against law, mass charm, power word blind, see invisibility, silent image, and word of chaos;
7/day—power word kill.

Summon Slaad (Sp): 3/day, Ygorl can summon 3d6 red, blue, green, or grey salad, 2 advanced Death Slaad (35 HD), and 1 Black Slaad. Ygorl also has a chance in summoning 1 of his unique offspring at a 50% success rate. They have at least 30 HD.

Tongue of Ygorl (Ex): Ygorl can use his long, red, slimy tongue to attack foes. It deals damage as if it were a tentacle (1d6) + 3d6 points of chaotic damage. Ygorl can also use his tongue to constrict. If Ygorl uses his tongue to attack, he can also start a grapple. If successful, he can drain 2d6 points of Constitution. Fortitude save DC 51 halves the damage.

Possessions: Ygorl possesses a major artifact, called Y’lyeold, which functions as a +8 chaotic power, everdancing, keen, vorpal, scythe. This scythe is completely black, except for the 8 red runes, on the blade, which constantly flicker on and off in sequential order. Ygorl wears armor, which grants him a +12 bonus to AC. From his back flows a red cape. This cape is actually made of chaotic energy, so it gives off the effect as if it were made of red light. It surrounds Ygorl, granting him a + 10 concealment bonus.

(reserved for Shkiv’s stats)
En’ran, Consort of Malcanthet
Medium Outsider (chaotic, evil, extraplanar, tanar’ri)

HD: 52d8 + 520 (936 hp)
Initiative: +15
Speed: 60 ft.
AC: 56 (+14 deflection, +11 Dex, +21 natural) touch 34, flat-footed 45
BAB/ Grapple: +45/+56
Attack: + 6 chaotic power, keen, unholy power, vorpal, glaive, Yatha +73 melee (1d10 + 18 + 3d6 chaotic power + 3d6 unholy power/19-20/x3), or gore +51 melee (1d4 + 6)
Full attack: + 6 chaotic power, keen, unholy power, vorpal, glaive, Yatha +73/+68/+63/+58 melee (1d10 + 18 + 3d6 chaotic power + 3d6 unholy power/19-20/x3), and gore +51 melee (1d4 + 6)
Space/reach: 5 ft./5 ft.
Special attacks: Foul Breath of Seduction, Spell-Like Abilities, Summon Tanar’ri, Wisdom Damage
Special qualities: Darkvison 60 ft., DR 25/epic good and cold iron, immune to electricity, poison, and enchantments, resistance to acid 25, cold 25, and fire 25, SR , tongues
Saves: Fort +32, Ref +35, Will +37
Abilities: Str 35, Dex 33, Con 30, Int 28, Wis 29, Cha 38,
Skills: Balance +66, Bluff +71, Concentration +65, Diplomacy +72, Disguise +69, Escape Artist +66, Hide +66, Intimidate +74, Jump +64, Knowledge (arcana) +64, Knowledge (the planes) +64, Listen +64, Move Silently +66, Search +64, Sense Motive +64, Spot +64, Tumble +66
Feats: Cleave, Combat Expertise, Dodge, Greater Weapon Focus (glaive), Greater Weapon Specialization (glaive), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Persuasive, Power Attack, Skill Focus (Diplomacy), Skill Focus (Intimidate), Spring Attack, Weapon Focus (glaive), Weapon Specialization (glaive), Whirlwind Attack
Epic Feats: Epic Speed, Epic Will
Environment: Shendilvari (Abyss)
Organization: Solitary (unique)
CR: 33
Treasure: Triple Standard and Yatha
Alignment: Chaotic Evil

You approach Malcanthet’s Razor Throne. She sits on her throne with a wicked grin. Behind the throne you see another fiendish being. It’s an incubus. It’s completely nude, except for the loin cloth, which barely covers his unmentionables. You look closer to see a large tattoo on its muscular, yet gaunt body. The tattoo starts from his left leg and ends on his chest. Upon closer inspection you see that it’s a thorny rose. The petals on the rose are black and drip with blood. Whether this is a magical effect or real blood, you do not know. In its hand, it holds a razor-sharp glaive, with a bloody-red blade. This creature then steps in front of the Razor Throne in a battle stance, ready to defend his fiendish lover. This is En’ran, Consort of Malcanthet


(flavor coming)

Combat: En’ran usually uses his glaive to destroy his foes. If out numbered, he’ll use his Foul Breath of Seduction ability to gain companions. If that doesn’t work, he’ll summon tanar’ri, usually incubi.

Foul Breath of Seduction (Su): En’ran can spew forth a sweet aroma from his mouth. This has a radius of a 90 ft. cone. This ability functions as a charm person or charm monster spell (depending on subject) cast by a 52th level caster. Will save DC 50 negates effect. This DC is Cha based. For those that are successful, they are “punished” as the sweet aroma becomes a foul acidic mist. The mist deals 15d8 points of acid damage, Reflex save DC 46 for half damage, and the creatures that breathe this mist are nauseated for 5 rounds, unless they succeed a Fortitude save DC 46. Both DCs are Con based.

Spell-Like Abilities: CL 52nd; DC 24 + spell level

At will- alter self, blasphemy, charm monster, charm person, daze, desecrate, detect good, detect thoughts, disguise self (no limit in duration), dominate person, eagle’s splendor, greater dispel magic, greater teleport, hast, hold monster, hypnotism, magic circle against good, magic circle against law, sleep, unhallow, unholy aura, unholy blight

5/day- bestow greater curse, power word kill

Summon Tanar’ri (Sp): 53/day En’ran can summon 3d4 advanced incubi (25 HD)with 100 % success.

Wisdom Damage (Su): En’ran’s kiss is deadly. It deals 1d8 points of Wisdom damage. Fortitude save DC 50 halves damage. For those not willing to be kissed, En’ran make start a grapple, which provokes an attack of opportunity. The save DC is Cha based.

Possessions: En'ran never wears armor, but always carries Yatha.This weapon function as a + 6 chaotic power, keen, unholy power, vorpal, glaive.
Reqqonia. Half-Fiend Son of Yeenoghu
Medium Outsider (Chaotic, Evil, Extraplanar)

HD: 24d10 (Fighter) + 120 (360 hp)
Initiative: +13
Speed: 30 ft., fly 30 ft.
AC: 34 (+ 9 Dex, + 15 natural) touch 19, flat-footed 25
BAB/ Grapple: +24/+31
Attack: + 3 keen, unholy, heavy flail +39 + 2d6 unholy damage melee (1d10 + 13 + 2d6 unholy damage /17-20/x2), or claw +31 (1d4 + 7)
Full attack: + 3 keen, unholy, heavy flail +39/+34/+29/+24 + 2d6 unholy damage melee (1d10 + 13 + 2d6 unholy damage /17-20/x2), and claw +31 (1d4 + 7)
Space/reach: 5 ft./5 ft.
Special attacks: Breath Weapon (Acid), Smite Good, Spell-Like Abilities, Summon Gnolls
Special qualities: DR10/magic, Darkvision 60 ft., Immunity to poison, resistance to acid 10, cold 10, electricity 10, and fire 10, SR 32
Saves: Fort +17, Ref +15, Will +13
Abilities: Str 25, Dex 28, Con 21, Int 16, Wis 24, Cha 24
Skills: Bluff +21, Concentration +19, Diplomacy +21 (25 with gnolls), Escape Artist +23, Hide +23, Intimidate +21 (25 with gnolls), Jump 9, Listen +23, Search +17, Spot +23, Tumble +25
Feats: Acrobatic, Alertness, Cleave, Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Focus (heavy flail), Weapon Specialization (heavy flail)
Environment: Yeenoghu’s Realm (Abyss)
Organization: Solitary (unique)
CR: 26
Treasure: Double Standard and +3 keen, unholy, heavy flail
Alignment: Chaotic Evil

You see a fiendish gnoll with mangy, yellow fur. On its back, is a pair of yellow bat wings, covered in green spots. In its left hand, is a black flail with a spiked skull hanging from it. This is Reqqonia, Son of Yeenoghu.

(flavor coming)

Combat: Reqqonia loves to summon Fiendish Gnolls to do his bidding. He use his spell-like abilities to boost his and his minions’ abilities. After he’s finished boosting his stats, he’ll join the battle. He usually goes after ones who have been weakened by his minions first. Then he deals with the rest.

Breath Weapon (Su): Reqqonia can spew forth a 60 ft. cone of acid. It deals 11d8 points of acid damage. After using it, he must wait 1d4 rounds before he can use it again.

Smite Good (Su): 10/day, Reqqonia can make a normal melee attack to deal an extra 24 points of damage against a good foe.

Spell-Like Abilities: Reqqonia’s CL is 24. DC 17 + spell level.
At will – bear’s endurance, bestow curse, bull’s strength, cat’s grace, blasphemy, darkness, desecrate, unholy aura, unholy blight, contagion
3/day - destruction

Summon Gnolls: 1/day Reqqonia can summon 3d4 Fiendish Gnolls
Awar of the Sundered Suns, Son of Eblis
Large Outsider (Evil, Extraplanar, Fallen, Lawful)

HD: 60d8 + 480 (960 hp)
Initiative: +14
Speed: 60 ft., fly 120ft. (good)
AC: 67 (+ 11 deflection, + 10 Dex, + 7 insight, + 30 natural, -1 size) touch 37, flat-footed 57
BAB/ Grapple: +60/+80
Attack: +7 axiomatic, keen, hellfire blasting, greatsword, Golden Blaze +94 + 3d6 fire damage, + 2d6 lawful damage melee (3d6 + 31+ 3d6 Hellfire damage, + 2d6 lawful damage/17-20/x2), or 2 wings(slam) +75 + 3d6 Hellfire damage melee (1d6 + 16 + 3d6 Hellfire damage)
Full attack: +7 axiomatic, keen, hellfire blasting, greatsword, Golden Blaze +94/+89/+84/+79 + 3d6 fire damage, + 2d6 lawful damage melee (3d6 + 31+ 3d6 fire damage, + 2d6 lawful damage/17-20/x2) or 4 wings(slam) +75 + 3d6 Hellfire damage melee (1d6 + 16 + 3d6 Hellfire damage)
Space/reach: 10 ft./10 ft.
Special attacks: Body of Hellfire, Spell-like abilities, summon fallen, Super Nova of Awar
Special qualities: Dark Fire, Darkvision 120 ft., DR3/- , DR25/ epic good and silver, immunity to fire and poison, low-light vision, regeneration 15, resistance to acid 30, SR, telepathy 100 ft., teleport(self)
Saves: Fort +42 (46 against petrification), Ref +44, Will +41
Abilities: Str 42, Dex 30, Con 26, Int 28, Wis 25, Cha 32
Skills: Bluff +74, Concentration +71, Craft +40, Diplomacy +, Disguise +74, Escape Artist +73, Heal +70, Hide +73, Intimidate +74, Knowledge (Arcana) +72, Listen +72, Move Silently +43, Search +72, Sense Motive +70, Spellcraft +40, Spot +72, Survival +70, Tumble +73, Use Rope +41
Feats: Alertness, Cleave, Combat Casting, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (Greatsword), Greater Weapon Specialization (Greatsword),Whirlwind Attack, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (Greatsword), Weapon Specialization (Greatsword),Whirlwind Attack
Epic Feats:Blinding Speed, Damage Reduction, Dire Charge, Improved Darkvision, Penetrate Damage Reduction
Environment: Elemental Plane of Fire
Organization: Solitary (Unique) or (Awar and the other Sundered Suns)
CR: 44
Treasure: Triple Standard
Alignment: Lawful Evil

You see a collection of black flames in front of you. Upon closer inspection you see a fallen solar angel with four wings within those black flames. Its skin is blacker than obsidian and it has muscular body. Two massive horns adorns its head, while a flaming halo floats just above them. Its eyes glow red. Upon even closer inspection you see that it has fangs and its body glows a faint golden aura. It wears a read kilt, and is carrying a massive golden blade, the shape of fire. This is but one of the Sundered Suns.

(flavor coming soon as I can think of something)

Combat: Awar is no coward. He’ll go into battle and focus his attacks on every divine spell caster, until they are dead. He usually attacks with Golden Blaze, but if he is overwhelmed he’ll make good use of his spell-like abilities. When using his spell-like abilities, he mostly uses the ones that cause harm, rather than the ones that boost his stats.

Body of Hellfire (Ex): Those within 30 ft. of Awar take 3d6 points of Hellfire damage per round. Those grappling with him take 10d6 points of Hellfire damage.

Dark Fire (Su): Half of all fire damage dealt by Awar, is infused with his evil essence and ignore resistance or immunity.

Magic Circle Against Good (Su): A Magic Circle Against Good always surrounds Awar (60th level caster). Bonuses are not included in the stats block.

Regeneration: Only epic good-aligned weapons and spells, with the good descriptor, can overcome Awar’s regeneration.

Spell-Like Abilities: Awar has a Caster Level of 60; DC 21 + spell level
Always active - detect good, detect magic, detect, mind blank, see invisibility, tongues, true seeing
At will— aid, animate objects, commune, continual flame, dimensional anchor, fire storm, fireball, greater dispel magic, greater teleport (self and 200 lbs only), imprisonment, incendiary cloud, invisibility (self only), lesser restoration, polymorph (self only), remove fear, resist energy, unholy blight, waves of fatigue
3/day— meteor swarm
1/day—gate, greater restoration, power word kill

Summon Fallen: 1/day Awar can summon 1d4 fallen planetars and 1d6 fallen astral devas

Super Nova of Awar (Su): When Awar dies, he explodes and incinerates anything within a 100 ft. radius with black and golden flames. The first wave takes the form of black flames and deals 15d6 points of Hellfire damage. The second wave takes the form of golden fire and deals 20d6 points of fire damage. The black flames ignore fire immunity and resistance, while the golden fire is just regular fire. Those caught within the blast radius can make Reflex save DC ( 48 ) for half damage.

Possessions: Awar only possesses Golden Blaze. It is a +7 Large axiomatic, keen, hellfire blasting, greatsword. This sword appears as a golden sword fashioned into the shape of fire. It mysteriously bleeds red blood, and is wrapped in black flames.
Srrzon, The Ravager
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)

HD:19d8 + 228 + 30d12 + 360 (Barbarian) (1,100 hp)
Initiative: +15
Speed: 50 ft.
AC: 60 (+ 14 deflection, +7 Dex, + 30 natural, - 1 size) touch 30, flat-footed 53
BAB/ Grapple: +44/+69
Attack: + 6 everdancing, keen, unholy power, vorpal, greataxe, Undessa +88 melee (3d6 + 37 + 3d6 unholy damage/19-20/x3), or bite (Srrzon) +53 melee (2d6 + 10), or 2 snake bites (Kalith and Ssthen) +53 melee (1d6 + 10 + poison), or tail +53 melee (1d8 + 10)
Full attack: + 6 everdancing, keen, unholy power, vorpal, greataxe, Undessa +88/+83/+78/+73 melee (3d6 + 37 + 3d6 unholy damage/19-20/x3), and 2 claws +64 (1d6 +21), and bite (Srrzon) +53 melee (2d6 + 10), and 2 snake bites (Kalith and Ssthen) +53 melee (1d6 + 10 + poison), and tail +53 melee (1d8 + 10)
Space/reach: 10 ft./10 ft.
Special attacks:Breath Weapons, Mighty Rage, Piercing Strike, Poison, Rage 6/day, Snake Bites, Spell-Like Abilities, Summon Tanar’ri
Special qualities: All-Around Vision, Improved, DR 25/epic good and cold iron, DR 5/-, Evasion, Fast Healing 30, Immune to electricity and poison, Improved Uncanny Dodge, Resistance to acid 25, cold 25, and fire 25, SR 64, Tireless Rage, Tongues, Trap Sense, True Seeing
Saves: Fort +40, Ref +29, Will +30 (36 when raging)
Abilities: Str 52, Dex 25, Con 35, Int 24, Wis 27, Cha 38,
Skills: Bluff +63, Climb +70, Concentration +61, Diplomacy +63, Forgery +56, Intimidate +70, Jump +70, Knowledge (history) +56, Knowledge (the planes) +56, Listen +57, Search +64, Sense Motive +57, Spot +65, Survival +57 (59 when following tracks), Tumble +56
Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Greater Weapon Focus (greataxe), Greater Weapon Specialization (greataxe), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Mobility, Multi-Attack, Power Attack, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Epic Feats: Epic Weapon Focus (greataxe), Epic Weapon Specialization (greataxe), Penetrate Damage Reduction, Superior Initiative
Environment: Abyss
Organization: Solitary(unique)
CR: 47
Treasure: Triple Standard and Undessa
Alignment: Chaotic Evil

This demonic being appears like any other Molydeus, except that there are a few things different. Its skin is covered in dragon-like scales, which are black and glossy. From its shoulders there is not one but two snake heads. Both are as black as night, and have red glowing eyes. Its tail is not furry like other Molydi. Instead it is reptilian, long, and black. In its massive hands, it clutches a greataxe of elaborate design. This axe also has Abyssal writing on it. This fiend is none other than Srrzon, The Ravager.

(flavor coming)

Combat:Srrzon prefers to use Kalith to paralyze his foes, while he gets in close to hack them to pieces with Undessa. If greatly outnumber he’ll summon tanar’ri to his aid, while using his spell-like abilities to increase their stats.

All-Around Vision, Improved (Ex): Since he has 2 snakeheads, Srrzon gains +8 racial bonus on Search and Spot checks. He cannot be flanked.

Breath Weapons (Su): Srrzon has three breath weapons.
Srrzon – Srrzon, the Ravager, can spew forth deadly flames dealing 15d10 points of fire damage to any creature within a 90 ft. cone. Reflex save DC 46, halves damage. Cannot be used until 1d4 rounds later.
Ssthen (Snake Head 1) - Ssthen can spit acid dealing 10d8 points of acid damage to any creature in a 120 ft. line. Reflex save DC 46, halves damage. Fortitude save DC 46, or be nauseated for 1d6 rounds. Cannot be used until 1d4 rounds later.

Kalith (Snake Head 2)- Kalith can exhale a 60 ft. cone of paralyzing gas, Fortitude save DC 46, or be paralyzed for 2d6 rounds. Cannot be used until 1d4 rounds later.
Srrzon can use all 3 heads as a full-round action. These DCs are Con-based.
*The snake heads can use their breath weapons to attack in any direction.

Piercing Strike (Su): Like all Molydi, Srrzon can strike through many forms of damage reduction. The first time he strikes, damage reduction applies normally to the blow. All following hits completely ignore damage reduction, except for damage reduction that requires a certain material to bypass, epic damage reduction, or damage reduction that does not allow any form of bypass.

Poison (Su): Injury, Fortitude save DC 46, initial damage: 2d6 Con drain/ secondary damage: 2d6Con. Srrzon has two snakeheads, meaning, he can use this ability twice. A creature reduced to 0 Constitution is transformed into a Mane. This poison can harm those that are normally immune to poison dealing 1d6 Con for both initial and secondary damage. Constructs, oozes, plants, and undead are unaffected.

Snake Bites (Ex): Srrzon has two snakeheads, meaning, they both can make a secondary bite attack, while takes a standard or full-round action.

Spell-Like Abilities: CL 49th; DC 24 + spell level
Always active – detect good, detect law, see invisibility
At will- baleful polymorph, blasphemy, bear's endurance, bull's strength blindness/deafness, charm person, charm monster, fear, fly, desecrate, detect thoughts, greater dispel magic, greater magic fang, greater teleport(self plus 200 pounds only), invisibility, lightning bolt, suggestion, telekinesis, unhallow, unholy aura, unholy blight
7/day- dimensional lock, mass bear's endurance, mass bull's strength, quickened telekinesis
3/day -meteor storm, trap the soul

Summon Tanar’ri (Sp): 3/day, Srrzon can summon 1d6 advanced maraliths (25 HD), and 1 advanced Balor (35 HD).

True Seeing (Su): Srrzon has a continuous true seeing ability, as the spell (CL 49th). This ability cannot be dispelled.

Possessions:
Srrzon possess Undessa, a + 6 everdancing, keen, unholy power, vorpal, greataxe. It has an elaborate design and its name is imprinted on both sides, in the Abyssal language.
Beowulf
Medium Humanoid (Chaotic, Good)

HD: 15d12 (Barbarian) + 120 + 10d10 (Fighter) + 80 (480 hp)
Initiative: +11
Speed: 40 ft.
AC: 37 (+ 7 Dex, + 20 natural) touch 17, flat-footed 30
BAB/ Grapple: +25/+50
Attack: + 5 keen longsword, Hrunting +54 melee (1d8 + 27/17-20/x2), or +8 Large keen, mighty cleaving, vorpal, greatsword, Giant Sword +55 melee (3d6 + 30/17-20/x2)
Full attack: + 5 keen longsword, Hrunting +54/+49/+44/+39 melee (1d8 + 27/17-20/x2), or +8 Large keen, mighty cleaving, vorpal, greatsword, Giant Sword +57/+52/+47/+42 melee (3d6 + 30/17-20/x2)
Space/reach: 5 ft./5 ft.
Special attacks:Greater Rage, Tear Limbs
Special qualities: DR 9/-, Improved Uncanny Dodge, Indomitable Will, Mighty, Tough Skin, Trap Sense, Uncanny Dodge
Saves: Fort +26, Ref +15, Will +8 (12 when raging)
Abilities: Str 40, Dex 24, Con 27, Int 11, Wis 10, Cha 16,
Skills: Climb +27, Escape Artist +16, Handle Animal +12, Hide +16, Intimidate +13, Jump +25, Listen +9, Ride +16, Survival +10, Swim +30, Tumble +16
Feats:12 Athletic, Great Fortitude, Improved Initiative, Leadership, Martial Weapon Proficiency (greatsword), Martial Weapon Proficiency (longsword), Power Attack, Skill Focus (Swim), Weapon Focus (greatsword), Weapon Specialization (greatsword), Weapon Focus (longsword), Weapon Specialization (longsword)
Epic Feats: Legendary Wrestler
Environment: Any
Organization: Solitary (Unique) or Group (Beowulf and 10-20 10th level Fighters)
CR: 25
Treasure: Giant Sword, Hrunting
Alignment: Chaotic Good

You see standing before you, a 6 ½ ft. tall shirtless man. His hair is brown, long and has many single braids. He is handsome and rugged. His body is muscular. He holds in his hand, a shiny longsword. Strapped to his back is a sheath holding a massive jeweled sword. On his feet he wears boots with a metal plate on them. This is Beowulf, The Hero of the Geats.

(flavor coming)

Combat: Beowulf usually grapples with foes weaker than he is, or those that are unarmed. From there, he uses his Grappling techniques to do damage. For stronger foes he uses his longsword, Hrunting. If this is not enough to defeat his foe, he’ll unsheathe his Giant Sword.

Grappling Techniques (Ex): Beowulf loves to grapple with his foes, using his strength to destroy them. He has developed 3 grappling techniques.

Bear Hug (Ex):Beowulf can use this technique on foes of Large size or smaller without penalty. After making a successful grapple, Beowulf can proceed to crush his foe between his interlocked arms. This deals 5d6 + 22 points of damage. If Beowulf tries to use this technique on foes of Huge size he receives a –10 penalty. He cannot use this ability on Gargantuan and Colossal sized creatures.

Break Limbs (Ex):Beowulf can use this technique on foes of Huge size or smaller without penalty. After making a successful grapple, Beowulf can break a limb if his Grapple check is 5 points higher than the opposing creature. For each limb broken, the affected creature suffers the following penalties:
1 arm: creature takes a – 5 penalty to damage
2 arms: creature takes a – 10 penalty to damage
3 or more arms: Multi-armed creatures take a - 2 penalty to damage for each arm broken after the second.
1 leg: creature can only travel at 2/3 its normal land speed and can’t run. Flying and swimming creatures do not suffer the penalty unless they are on the ground.
2 legs: creature can only travel at 1/2 its normal land speed and can’t run. Flying and swimming creatures do not suffer the penalty unless they are on the ground.
3 or more legs: Multi-legged creatures take a – 5ft. penalty to speed for each leg broken after the second.
For each limb broken, the creature takes 1d3 points of temporary Con damage.
He cannot use this ability on Gargantuan and Colossal sized creatures.
*Beowulf can only break one limb at a time.

Tear Limbs (Ex): Beowulf can use this technique on foes of Huge size or smaller without penalty. After making a successful grapple, Beowulf can tear off a limb if his Grapple check is 10 points higher than the opposing creature. He cannot use this ability on Gargantuan and Colossal sized creatures.
1 arm: creature cannot attack or hold a shield with that arm.
2 arms: creature cannot attack or hold a shield with that arm.
3 or more arms: same as above.
1 leg: creature can only travel at 1/2 its normal land speed and can’t run. Flying and swimming creatures do not suffer the penalty unless they are on the ground.
2 legs: creature can’t move. Flying and swimming creatures do not suffer the penalty unless they are on the ground.
3 or more legs: If 2 feet are broken, multi-legged creatures can still travel at 1/2 land speed. For every limb torn off they take a – 5 ft. penalty to speed for each torn limb after the second.
For each limb torn off, the creature takes 1d6 points of permanent Con damage. Regenerating creatures take 1d6 points of temporary Con damage.
He cannot use this ability on Gargantuan and Colossal sized creatures.
*Beowulf can only break one limb at a time.

Mighty: Beowulf possesses great strength. He gains the Legendary Wrestler epic feat as a bonus feat, even though he does not meet the requirements. He also takes no penalty for wielding over-sized weapons and can apply 1.5 times his Str bonus to damage on both weapons.

Tough Skin: Beowulf’s skin is extremely tough. He gains DR6/-. This stacks with his Barbarian bonus.

Possessions:Beowulf has two magical swords. They are called Hrunting and Giant Sword. Hrunting is a + 5 keen longsword. Giant Sword is a +8 Large keen, mighty cleaving, vorpal, greatsword.
*I got the idea of this character from the Fiendish Codex 2.

Arraka, Guardian of Tiamat’s Citadel
Large Outsider (Baatezu, Evil, Extraplanar, Lawful)

HD: 43d8 + 301 (645 hp)
Initiative: +15
Speed: 60 ft., fly 90 ft.(average)
AC: 45 (+11 Dex, +25 natural, -1 size) touch 20, flat-footed 34
BAB/ Grapple: +43/+57
Attack: +6 ghost touch, keen, unholy power, longspear, Ruby Fang +60 melee (2d6 +25 +3d6 unholy damage/19-20/x3), or *sting +52 melee (1d6 + 10 + 3d6 fire damage plus lingering damage), or *bite +47 melee (1d8 + 5)
Full attack: +6 ghost touch, keen, unholy power, longspear, Ruby Fang +60 melee (2d6 +25 +3d6 unholy damage/19-20/x3), and *sting +52 melee (1d6 + 10 + 3d6 fire damage plus lingering damage), and *bite +47 melee (1d8 + 5)
*Arraka’s natural weapons are treated as epic, evil, and lawful for purposes of overcoming damage reduction.
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapons, Lingering Damage, Spell-like Abilities, Summon Devils, Summon Dragon
Special qualities: Darkvision 120 ft., DR20/good and cold iron, DR6/-, Energy resistance to acid, cold, electricity 40, Guardian of Tiamat’s Citadel, Immunity to fire and poison, Regeneration 15, SR 40, Telepathy 100 ft.
Saves: Fort +34, Ref +38, Will +34
Abilities: Str 30, Dex 33, Con 25, Int 22, Wis 25, Cha 27
Skills: Bluff +54, Concentration +53, Diplomacy +54(59 against devils), Disguise +54, Escape Artist +57, Intimidate +54(59 against devils), Knowledge(arcana) +52, Knowledge (the planes) +52, Listen +53, Move Silently +57, Search +52, Spot +53, Survival +53, Use Rope +57
Feats: Combat Expertise, Cleave, Dodge, Great Cleave, Greater Weapon Focus (longspear), Greater Weapon Specialization (longspear), Improved Initiative, Improved Sunder, Improved Trip, Mobility, Power Attack, Spring Attack, Weapon Focus (longspear), Weapon Specialization (longspear), Whirlwind Attack
Epic Feats: Damage Reduction (x2), Dire Charge, Epic Fortitude, Epic Reflexes, Epic Willpower, Improved Darkvision, Improved Whirlwind Attack
Environment: Avernus (At the Front Gate of Tiamat’s Citadel)
Organization: Solitary (unique)
CR: 27
Treasure: Double Standard, Ruby Fang, Chromatic Amulet
Alignment: Lawful Evil

You come to Tiamat’s Palace, only to be stopped by a red abishai. It wears a black kilt, and wears an amulet of many colors around its neck. Its wings are tattered, and its body has various scars here and there. In its clawed hands it carries a longspear with a blade made of a ruby. This creatures stands before and says, “ Unless you have business with my Queen, turn back or die !”

(flavor coming)

Combat: Arraka prefers to start off the battle alone. She first takes out the weakest of her enemies, she then focuses on the strongest. If overwhelmed, she will not hesitate to call an endless number of Abishai from the near-by Citadel of Tiamat, which she guards.

Breath Weapons (Su): Arraka was given a powerful amulet by Tiamat. This Amulet allows her to use the 5 different breath weapons of the chromatic dragons.

Acidic Gas – 10d6 acid damage. 60 ft. cone. Reflex save DC 38 for half damage.
Fire – 15d8 fire damage. 90 ft. cone. Reflex save DC 38 for half damage.
Cold – 10d6 cold damage. 60 ft. cone. Reflex save DC 38 for half damage.
Acid – 10d4 acid damage. 100 ft. line. Reflex save DC 38 for half damage.
Electricity – 10d8 electricity damage. 100 ft. line. Reflex save DC 38 for half damage.

*Arraka can use 1 breath weapon per round. She cannot use the same breath twice in a row. She can use three breath weapons as a full round action, but is stunned in the following round and she cannot use another breath weapon until 2d6 rounds have passed.

Guardian of Tiamat’s Citadel: Arraka is well known through out Hell, as the Guardian of Tiamat’s Citadel. Arraka gains a +5 bonus to Diplomacy, and Intimidate when dealing with those native to Baator.

Lingering Damage (Ex): Those struck by Arraka’s sting attack, must succeed on a Fortitude save DC 38 or take 2d6 points of fire damage in the following round. This ability is Con-based.

Regeneration (Ex): Arraka takes normal damage from epic good-aligned weapons and spells or effects with the good descriptor.

Spell-like Abilities: DC 18 + spell level; CL 43rd.
At will – bear’s endurance, blur, charm monster, command, disguise self, fireball, flaming sphere, hellfire, scare, scorching ray, suggestion, wrack.

Summon Devils (Sp): Arraka can summon 2d8 black, blue, green, or white abishais, and 1d6 red abishai’s. She can summon these devils at any time and has no limit on how many, per day, she can summon.

Summon Dragon (Sp): 1/day, Arraka can summon 1 chromatic old dragon.

Possessions: Arraka possesses two powerful items, they were made by Tiamat herself.

Chromatic Amulet – This amulet is about 3” wide and takes the shape of a pentagon. The 5 facets of the jewel have 5 different colors representing the chromatic dragons. This amulet gives Arraka the ability to have 5 different breath weapons (as seen above). 1/day She can summon 1 old chromactic dragon of any type. It also gives her energy resistance 40 to acid, cold, and electricity (she is already immune to fire).

Ruby Fang – This longspear has a black shaft. The blade of the spear is shaped like a dragon fang, and is crafted from a giant ruby crystal. It functions as a +6 ghost touch, keen, unholy power, longspear and has a unique ability. When used against any creature not welcomed in Tiamat’s Citadel, the blade of the spear shines a bright red and becomes a dread weapon against that creature, dealing an extra 3d6 points of damage. The dread quality always switches to the appropriate type of creature before it hits them.
*I created this character using the Harbinger of Darkness Template created by KingCrazyGenius over at Dicefreaks.

Xannan Tarmikos
Medium Outsider (Evil,Extraplanar)

HD: 10d10 (Blackguard) + 90 + 25d8 + 225 (615 hp)
Initiative: +10
Speed: ft.
AC: 55 (+ 15 concealment + 6 Dex, + 9 insight, + 15 natural) touch 44, flat-footed 49
BAB/ Grapple: +33/+43
Attack: + 7 ghost touch, icy blast, keen, unholy power, greatsword, Zankul +50 (2d6 + 15 + 3d6 cold damage +3d6 unholy damage/17-20/x2), or Shadow Tendril +43 melee (1d8 + 10 special see below)
Full attack: + 7 ghost touch, icy blast, keen, unholy power, greatsword, Zankul +50/+45/+40/+35 (2d6 + 15 + 3d6 cold damage + 3d6 unholy damage/17-20/x2), and 2 Shadow Tendrils +43 melee (1d8 + 10 special see below)
Space/reach: 5 ft./5 ft.
Special attacks: Sneak Attack +3d6, Spells, Spell-Like Abilities,
Special qualities: Aura of Despair, Aura of Evil, Command Undead, Dark Blessing, DR20/good and magic, Draining Presence, Fast Healing 9, Foe of the Sun, Immunity to acid, cold, polymorphing, and petrification, Power of Darkness, See in Darkness, Shift in the Fading Light (Shadow Tendrils), SR 62, Summon Shadow
Saves: Fort +43, Ref +32, Will +39
Abilities: Str 30 , Dex 23, Con 29, Int 26, Wis 28, Cha 29
Skills: Bluff +41, Climb +42, Concentration +41, Craft +40, Diplomacy +43, Escape Artist +38, Handle Animal +41, Hide +40, Intimidate +41, Knowledge (arcana) +41, Knowledge (religion) +41, Knowledge (the planes) +41, Listen +25, Move Silently +38, Ride +38, Search +40, Sense Motive +43, Spot +33
Feats: Alertness, Cleave, Great Cleave, Improved Sunder, Mounted Combat, Negotiator, Power Attack, Ride-By Attack, Spirited Charge, Stealthy, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Epic Feats:Great Fortitude, Great Willpower
Environment: Plane of Shadow
Organization: Solitary (unique) or (Xannan and Darkshade)
CR: 29
Treasure: Triple Standard and Zankul
Alignment: Neutral Evil

Standing before is a light-blue skin, bald headed man dressed in black armor. His eyes are filled with darkness. From his back you see a cape of darkness, flowing in the wind. His hand holds a sword of pure darkness. The sword mysteriously radiates a faint blue aura. This dark warrior sits upon a black horse, with a mane of black flames. This is Xannan Tarmikos, a Harbringer of Darkness.

(flavor coming)

Combat: Xannan uses Zankul to slaughter his foes, while using spell-like ablities to boost his stats.

Dark Blessing (Su): Xannan gains a bonus to all his saves equal to his Cha bonus.

Draining Presence (Su): Xannan is surrounded by a 30 ft. radius aura of fatigue, which he can initiate and terminate as a free action during his turn; Xannan may also determine which beings within the radius are affected. Fortitude save DC 36. Any creature affected remains fatigued for a 9 rounds. Once a being successfully saves against Xannan’s fatigue aura, it cannot be affected by it again for 24 hours. Other Harbingers of Darkness and Sovereigns of Eternal Night are immune to this aura.

Foe of the Sun (Ex): Xannan gains his power from darkness, and as such he is weakened in the presence of light. If exposed to bright illumination of any kind, Xannan takes a -2 penalty on all attack rolls, saving throws, and skill checks. If the illumination is natural daylight (not merely a daylight spell), the penalty increases to -6

Powers of Darkness (Su): Xannan is also immune to acid.

Shift in the Fading Light: Xannan’s once glorious red cape has now become pure dark energy. They take the form of two shadowy tendrils which flow freel behind him. Xannan can attack with these “Shadow Tendrils” and deal and extra 1d6 points of ability damage (his choice). Fort save DC 36 negates. This ability is Cha based.

Smite Good (Su): 9/day Xannan can add his total HD (35) to attack damage when attacking good creatures.

Spells: Spells Prepared 2/2/2/1;CL 10th; DC 19 + spell level
1st level – cause fear, doom
2nd level – bull’s strength, darkness, shatter
3rd level – contagion, inflict serious wounds
4th level – poison, summon monster IV (evil creatures only)

Spell-Like Abilities: CL 40th ; DC 19 + spell level
At will - charm monster, cone of cold, deeper darkness, detect magic, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), shadow conjuration, shadow evocation, shadow walk
3/day - greater shadow conjuration, greater shadow evocation, polar ray, project image
1/day - simulacrum (one active at a time), shades

Summon Shadow (Sp): 2/day, Xannan can summon his own shadow, a lesser reflection of his own power. This shadow is identical to Xannan in every way, except it lacks the Harbinger of Darkness template, though the shadow does retain any changes brought about by Shift in the Fading Light (Shadow Tendrils). Since the shadow is summoned rather than called, it lacks any summoning abilitity it would otherwise have.

Possessions: Xannan possess a greatsword of pure darkness that glows blue. Its name is Zankul and it functions as a + 7 ghost touch, icy blast, keen, unholy power, greatsword. Xannan wears, what looks like a black full plate. It is actually made of dark energy. Whenever Xannan moves, it leaves behind a dark mist which grants him a + 15 concealment bonus.


Dark Shade
Nightmare (w/ shadow template)
Large Magical Beast (Evil, Extraplanar)

HD: 10d10 + 100 (155 hp)
Initiative: +8
Speed: 60 ft., fly 135 ft.(good)
AC: 33 (+ 4 Dex, + 20 natural, -1 size) touch 13, flat-footed 29
BAB/ Grapple: +10/+23
Attack: Hoof +18 melee (1d8 + 9 +1d4 fire damage)
Full attack: 2 Hooves +18 melee (1d8 + 9 +1d4 fire damage), and bite + 13 (1d8 + 4)
Space/reach: 10 ft./5 ft.
Special attacks: Flaming Hooves, Smoke
Special qualities: Astral projection, cause fear, DR 5/magic, Darkvision 60 ft., etherealness, resistance to cold 15, low-light vision, plane shift, Shadow Blend
Saves: Fort +17, Ref +11, Will +5
Abilities: Str 29, Dex 18, Con 30, Int 14, Wis 14, Cha 13,
Skills: Concentration +23, Diplomacy +14, Hide +17, Intimidate +14, Knowledge(the planes) +15, Listen +4, Move Silently +23, Search +15, Sense Motive +15, Spot +17, Survival +15 (17 on other planes and when following tracks)
Feats: Alertness, Improved Initiative, Power Attack, Run
Environment: Plane of Shadow
Organization: Xannan and Darkshade or solitary
CR: 12
Treasure: none
Alignment: Neutral Evil
Advancement: 11-20 HD (large), 21-30 HD (huge)

You see a nightmare, only its flames are black.

(flavor coming)

Combat: Darkshade always charges recklessly into battle using its flaming hooves to kill its prey.

Astral projection and Etherealness (Su): These abilities function as the spells, CL 20th, and Darkshade can use them at will.

Flaming Hooves (Su): Darkshade can set flammable materials on fire as well as deal an extra 1d4 points of fire damage.

Shadow Blend (Su): Darkshade can disappear into the shadows, giving it 9/10 concealment. Only a daylight spell can negate this effect.

Smoke (Su): Darkshade can snort a cloud of smoke, which spreads out in a 15 ft. cone. Foes must succeed a Fortitude save DC 25 or take a -2 penalty on attack rolls and damage rolls until 1d6 mintes after leaving the cone. Darkshade can use this as a free action.This ability is Con based.
If anybody has any ideas on NPC characters (particulary high level) please share them and I'll bring them to life.
If anybody has any ideas on NPC characters (particulary high level) please share them and I'll bring them to life.

bump
Kardum, Lord of Balors and Abyssal Fire
Huge Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)

HD: 67d8 + 1,072 + 120 (1,728 hp)
Initiative: +17
Speed: 60 ft., fly 120 ft.(good)
AC: 69 (+12 deflection, +9 Dex, +40 natural, -2 size) touch 29, flat-footed 60
BAB/ Grapple: +67/+94
Attack: +9 abyssal fire blast, chaotic power, keen, unholy power, vorpal, greatsword, Kardum’s Flametongue, +97 melee (4d6 + 45 + 3d6 abyssal fire damage + 3d6 unholy damage/15-20/x2), or +9 abyssal fire blast, chaotic power, unholy power, whip, Kardum’s Flame Serpent, +97 melee (1d6 + 45 + 3d6 abyssal fire damage + 3d6 unholy damage/19-20/x2), or wing +74 melee (1d8 + 9 + 3d6 abyssal fire damage), or gore +74 melee (2d6 + 9 + 3d6 abyssal fire damage)
Full attack: +9 abyssal fire blast, chaotic power, keen, unholy power, vorpal, greatsword, Kardum’s Flametongue, +97/+92/+87/+82 melee (4d6 + 45 + 3d6 abyssal fire damage + 3d6 unholy damage/15-20/x2), and 2 wings +74 melee (1d8 + 9 + 3d6 abyssal fire damage), and gore +74 melee (2d6 + 9 + 3d6 abyssal fire damage),OR +9 abyssal fire blast, chaotic power, unholy power, whip, Kardum’s Flame Serpent, +97/+92/+87/+82 melee (1d6 + 45 + 3d6 abyssal fire damage + 3d6 unholy damage/19-20/x2), and wing +74 melee (1d8 + 9 + 3d6 abyssal fire damage), and gore +74 melee (2d6 + 9 + 3d6 abyssal fire damage)
Space/reach: 15 ft./15 ft.
Special attacks: Breath Weapon, Death Throes, Entangle, Flaming Body, Kardum’s Gaze, Kardum’s Lash, Spell-Like Abilities, Summon Devils
Special qualities: Abyssal Flame, DR 30/epic good and cold iron, Darkvision 120 ft., Immune to electricity, fire, and poison, Lord of Balors, Lord of Abyssal Fire, Energy Resistance to acid and cold 35, SR 60, Telepathy 100 ft.
Saves: Fort +57, Ref +50, Will +51
Abilities: Str 48, Dex 28, Con 43, Int 30, Wis 31, Cha 35
Skills: Bluff +82, Concentration +86, Diplomacy +82, Disguise +82, Escape Artist +79, Hide +71, Intimidate +82, Knowledge(arcana) +80, Knowledge (the planes) +80, Listen +80, Move Silently +79, Open Lock +, Perform +, Profession +, Ride +, Search +80, Sense Motive +80, Spellcraft +80, Spot +80, Survival +80, Tumble +79,
Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Greater Weapon Focus (whip), Greater Weapon Specialization (whip), Improved Critical (greatsword), Improved Disarm, Improved Initiative, Improved Trip, Iron Will, Mobility, Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Weapon Focus (whip), Weapon Specialization (whip), Whirlwind Attack
Epic Feats: Epic Fortitude, Epic Toughness(x6), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Weapon Focus (whip), Epic Weapon Specialization (whip), Epic Will, Improved Darkvision, Improved Whirlwind Attack, Penetrate Damage Reduction, Superior Initiative
Environment: The Sixth Pyre; 21st level of the Abyss
Organization: Solitary (unique), or Group (1 Balor(M'eliidust fighter20) and 5 advanced Balors(35 HD))
CR: 47
Treasure: Triple Standard and Kardum’s Flametongue, Kardum’s Flame Serpent
Alignment: Chaotic Evil

Standing before you is an 18 ft. tall balor, covered in scars. These scars spew forth raging flames that jump from one scar to the next. Its eyes are ablaze, and its wings tattered. The horns on its head seem somewhat melted and point forward. It holds, in its hands, a serpentine greatsword, which also bursts with red hot flames.

Kardum was a great general serving under, the then “Lord of Balors and Fire”, Ansitif the Befouler. He served his tanar’ri lord to the best of his abilities, fending off thousands of invasions. Kardum grew tired of this. He figured that if he was the one protecting the layer, then why not rule it.

Kardum carefully plotted his attack, while still fending off invasions. Then he made his move. He and a massive gathering of balors and demons, gathered at the gates of Ansitif’s citadel. Ansitif had a surprise for Kardum. Ansitif confidently walked out of the gates alone and unguarded. He simply said, “ You poor fool. Did you really think it was that easy.” Just then the balors and demons attacked Kardum. Kardum fought ferociously and managed to take out most of them, but to no avail.

Ansitif decided not to kill him right away. Instead he wanted to make an example out of him. He took Kardum’s nearly lifeless body atop a cliff, which was above a pit of fire. He grabbed Kardum around the neck, and raised him high enough so that every balor and demon alike could see what happens when you take up arms against Ansitif.

He threw Kardum’s body into the fiery pit. Ansitif left him for dead, as the flames ravaged Kardum’s body. His screams could be heard through out the layer. Finally after 10 days the screaming stopped. Kardum was no more. Or so Ansitif thought.

Years later, Ansitif had just come back from another successful victory against another forgotten demon lord. He took the prisoners and, one by one, forced them to throw themselves into the fiery pits below. As the last of them jumped in, a great explosion occurred.

From the fiery pits, arose a terrifying monstrosity. None of the natives, even Ansitif had seen anything like this before. Before them, hovering in the sky was a balor covered in scars and fire. It said to Ansitif , “Did you really think it was that easy to get rid of me?” Just then the stunned demon lord realized who this fiend was. It was Kardum.

Ansitif wasn’t worried, however, because he and his minions were impervious to fire. He ordered his minions to attack Kardum as he did many years ago. This time, however, was different. Ansitif watched as his minions were turned to ashes before his very eyes. Then it was Ansitif’s turn to stand against this newly arisen foe. The battle raged on for weeks, leaving only Kardum standing. He and a few select balors, took Ansitif’s body to the 73rd layer of the Abyss, and had him imprisoned in the Wells of Darkness, for all eternity. It was then, that Kardum claimed the title of the “Lord of Balors and Abyssal Fire”. He has held that title for many millenniums.

Kardum has recently joined the Blood War seeing his power over abyssal fire as a great weapon against foolish devils that think they are immune. Kardum stands 18 ft. tall and weighs 5 tons.

Combat: Kardum always charges into battle with his sword drawn. If foes are out of reach, he’ll summon demons or unleash his whip. If he is encountered, while in a group, he’ll let his balor general, M'eliidust, take control while he sits back and launches his spell-like abilities at unsuspecting foes.

Abyssal Flame (Su): Kardum has mastered the ability to mix various attacks with abyssal fire. Thus, his natural and weapon attacks deal an extra 3d6 points of abyssal fire damage. Also any spell or ability, with the fire descriptor, deals half fire and half unholy & chaotic damage. Abyssal fire ignores fire resistance and immunity.

Breath Weapon (Su): Kardum can spew forth Abyssal Fire from his mouth in a 90 ft. cone. It deals 20d8 points of abyssal fire damage. Reflex save DC 59 halves damage. The DC is Con-based.

Death Throes (Su): When Kardum dies, he erupts in flames of pure chaos and destruction. It deals 200 points of abyssal fire damage in a 300 ft. radius. Reflex save DC 59 halves damage. The DC is Con-based.

Entangle (Ex): As a free action, Kardum can transform his sword into a whip. When he attacks with this whip, he can attempt a grapple. If successful, he can pull the entangled creature to his body. They suffer the devastating effects of his flaming body (see below).

Flaming Body (Su): Kardum radiates with intense fire and heat. Those within 60 ft. take 4d6 points or abyssal fire damage per round. Those that grapple with him take 9d6 points of abyssal fire damage. He can choose who to damage with this ability, whether it be friend or foe.

Kardum’s Gaze (Su): Kardum’s gaze is disastrous. For those that look directly at Kardum, must make a Fortitude save DC 59 or be burned from the inside. If unsuccessful, they take 2d6 points of Constitution damage and 6d8 points of abyssal fire damage. If successful, the targeted creature negates the Constitution damage, but takes 10d8 points of abyssal fire damage. The DC is Con-based.

Kardum’s Lash (Ex): When Kardum successfully attacks with his whip, the targeted creature must make a Fortitude save DC 62(Str-based) or be stunned for 1 round and burned the next 6 rounds. If successful, the stun effect is negated and the burn effect is halved, both in duration and damage. Those on fire take 3d6 points of abyssal fire damage each round, and are allowed a Reflex save DC 59, to stop the burning. The DC is Con-based.

Lord of Balors: Kardum is well known, throughout the Abyss,as the “Lord of Balors”. Thus, he gains a +10 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with Balors.

Lord of Abyssal Fire (Su): As the “Lord of Abyssal Fire”, Kardum has the ability to bestow others with the power of the flames of the Abyss. This ritual takes 1 minute (10 rounds). Every round the target must make a Fortitude save DC 59 or take 1d6 points of Constitution damage each round. If successful the damage is halved. If the target’s Con scored reaches 0, before the ritual is finished, they die instantly as the chaotic flames destroys their body and soul forever. If they do survive through the whole ritual then they gain the following bonuses:

*Immunity to fire
*Flaming Body (Su):5d6 points of abyssal fire damage when grappling and 2d6 points of abyssal fire damage to anything within 30 ft. Fort save DC (10 + ½ creature’s HD + Con bonus) halves damage.
*Abyssal Flame qualities (Su): The creature has the ability to mix various attacks with abyssal fire. Thus, his natural and weapon attacks deal an extra 3d6 points of abyssal fire damage. Also any spell or ability, with the fire descriptor, deals half fire and half unholy & chaotic damage. Abyssal fire ignores fire resistance and immunity

Spell-Like Abilities: CL 67th level; DC 22 + spell level
Always active -deathward, detect evil, detect good, detect lawful, detect magic, discern lies, read and comprehend language, see invisibility, tongues, true seeing
At will— aid, continual flame, desecrate, dimensional anchor, fire storm, fireball, greater dispel magic, greater teleport (self plus 200 lbs only), imprisonment, incendiary cloud, invisibility (self only), lesser restoration, polymorph (self only), remove curse, remove disease, remove fear, resist energy, unholy blight, wall of fire, waves of fatigue
5/day—blade barrier, dominate monster, earthquake, heal, mass charm monster, meteor swarm, permanency, resurrection, waves of exhaustion
3/day—gate, greater restoration, power word blind, power word kill, power word stun

Summon Devils (Sp): 5/day Kardum can summon 3d6 balors.

Possessions: Kardum’s Flametongue and Kardum’s Flame Serpent are one in the same. When Kardum was thrown into the fiery pits of the Sixth Pyre, his weapons went with him. They melted in chaotic flames and formed a single weapon, Kardum’s Flametongue. Kardum has the ability to transform this greatsword into a whip, Kardum’s Flame Serpent. This whip appears as if it were made from a snake composed of energy, hence the name. Kardum’s Flametongue functions as a +9 abyssal fire blast, chaotic power, keen, unholy power, vorpal, greatsword,whileKardum’s Flame Serpent functions as a +9 abyssal fire blast, chaotic power, unholy power, whip. The whip’s handle remains the same as the greatsword, allowing Kardum to wield it with 2 hands, and thus use 1.5 times his Strength bonus.
Again,If anybody has any ideas on NPC characters (particulary high level) please share them and I'll bring them to life.
Robin Hood would be quite an interesting NPC to do
Robin Hood would be quite an interesting NPC to do

i'll try even though i'm not that familiar with robin hood.
Alastor, The Executioner
Large Outsider (Evil, Extraplanar, Lawful)

HD: 66d8 + 1,056 + 140 (1,724 hp)
Initiative: +16
Speed: 40 ft., fly 120 ft.
AC: 75 (+18 armor, +10 deflection, +8 Dex, +30 natural, -1 size) touch 27, flat-footed 67
BAB/ Grapple: +66/+91
Attack: +7 defending, ghost touch, keen, mighty cleaving, vorpal, halberd, Grim Blade +97 melee (2d8 + 46/19-20/x3), or wing +75 melee (2d6 + 10), or bite +75 melee (4d6 + 10 plus weakening), or tail slap +75 melee (2d8 + 10)
Full attack: +7 defending, ghost touch, keen, mighty cleaving, vorpal, halberd, Grim Blade +97/+92/+87/+82 melee (2d8 + 46/19-20/x3), and 2 wings +75 melee (2d6 + 10), and bite +75 melee (4d6 + 10 plus weakening), and tail slap +75 melee (2d8 + 10)
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Constrict 2d8 + 42, Execution, Executing Toss, Fear Aura, Improved Grab, Spell-Like Abilities, Summon Devils, Weakening Aura, Weakening Bite
Special qualities: Darkvision 120 ft., DR 30/ epic good and adamantine, Energy Resistance to acid, cold, and electricity 25, Immune to fire and poison, regeneration 15, SR59, telepathy 100 ft.
Saves: Fort +57, Ref +43, Will +51
Abilities: Str 53, Dex 27, Con 43, Int 28, Wis 31, Cha 30
Skills: Bluff +79, Concentration +85, Diplomacy +79, Escape Artist +77, Intimidate +92, Knowledge(arcana) +78, Knowledge(nature) +78, Knowledge(religion) +78, Knowledge(the planes) +78, Listen +79, Move Silently +77, Search +78, Sense Motive +79, Spellcraft +78, Spot +79, Survival +79, Swim +, Tumble +77
Feats: Ability Focus (Execution), Awesome Blow, Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (halberd), Greater Weapon Specialization (halberd) Improved Bull Rush, Improve Critical (halberd), Improve Initiative, Improved Sunder, Improved Trip, Iron Will, Mobility, Skill Focus, (Intimidate), Spring Attack, Weapon Focus (halberd), Weapon Specialization (halberd), Whirlwind Attack
Epic Feats epic Fortitude, Epic Skill Focus (Intimidate), Epic Toughness(x7), Epic Weapon Focus (halberd), Epic Weapon Specialization (halberd), Epic Will, Improved Darkvision, Penetrate Damage Reduction
Environment: Nine Hells of Baator
Organization: Solitary (unique), or Executing Squad(Alastor, 2 Pit Fiends(30 HD), 3 erinyes(Ranger 15), and 5 Bone Devils(20 HD))
CR: 46
Treasure: Triple Standard and Grim Blade
Alignment: Lawful Evil

You see before you a great pit fiend. It wears black full-plate armor, and has a black helmet that covers its whole face. Only its red glowing eyes are visible. On his back he sports great bat wings, which are hidden under its tattered red cape. In its hands it grips a huge halberd. Attached to the halberd is a blood stained guillotine blade. This is Alastor, The Executioner.

(flavor coming)


Combat: Alastor loves to weaken his foes so that they don’t have a chance against his Execution ability. Sometimes he’ll send out his specially trained devils out to weaken out of reach foes, while he tosses Grim Blade to finish them off.

Breath Weapon (Su): Alastor can exhale a deadly yellow gas that weakens and paralyzes his foes. This gas has a range of a 120 ft. cone. Any creature caught within range must make a Fortitude save DC 59 to negate the effects. If unsuccessful, the creatures are paralyzed and weakened for 3d6 rounds. Weakened foes receive a –4 penalty on all Fortitude saves, for as long as they are weakened. The DC is Con-based.
(This stacks with penalties from Weakening Aura and Weakening Bite)

Constrict (Ex): Alastor deals 2d8 + 42 points of damage on a successful grapple check.

Execution (Ex): Whenever Alastor makes a successful Power Attack against a creature, the targeted creature must make a Fortitude save DC 66. If unsuccessful, the targeted creature is instantly slain, as their body and soul are torn asunder. Those who die in this fashion cannot be raised by anything short of a miracle or wish spell. Even then, there is a 50% success rate. If successful the creature still takes damage from the Power Attack.The DC is Str-based.
*Alastor must take at least a –15 penalty to attack rolls and add it to damage rolls, for this to work.

Executing Toss (Ex): Alastor can throw Grim Blade up to 100 ft. Same as Execution except, the target must first succeed a Reflex save DC 41 to negate effect (Dex-based). If targeted creature is successful, the attack misses completely. If targeted creature is unsuccessful, they must make a Fortitude save DC 66 (Str-based). If unsuccessful, the targeted creature is instantly slain, as their body and soul are torn asunder. Those who die in this fashion cannot be raised by anything short of a miracle or wish spell. Even then, there is a 50% success rate. If successful the creature still takes damage from the attack.

Fear Aura (Su): Alastor radiates a fear aura. It has a range of a 60 ft. radius. A creature in the radius must make a Will save DC 53 to negate effect. If unsuccessful, the creature is affected by a fear spell cast by a 66th level caster. If successful, the creature cannot be affected again by the aura until 24 hours have passed. The DC is Cha-based.

Fearsome Execution (Ex): Any creature that sees Alastor perform a successful Execution, must make a Will save DC 53 or cower in fear for 1d8 rounds. The DC is Cha-based.

Improved Grab (Ex): If Alastor attacks with his tail slap he can attempt a grapple. If successful, he can constrict.

Spell-Like Abilities: CL 66th; DC 20 + spell level
At will: animate dead, blasphemy, bull’s strength, charm person, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wall of fire
5/day- destruction, dictum, meteor swarm, power word kill, power word stun

Summon Devils (Sp): 3/day Alastor can summon 2d8 Bone Devils, 1d6 Erinyes, and 2 Pit Fiends.
*These creatures are specially trained by Alastor himself, and thus know how to weaken foes for Alastor’s Execution.

Weakening Aura (Su): Alastor radiates a weakening aura. It has a range of a 60 ft. radius. A creature in the radius must make a Fortitude save DC 53 to negate effect. If unsuccessful, the creature is weakened, for 1d8 rounds, and takes a –4 penalty on all Fortitude saves (this stacks with penalties from Breath Weapon and Weakening Bite). If successful, the creature cannot be affected again by the aura until 24 hours have passed. The DC is Cha-based.

Weakening Bite (Su): Alastor’s bite secretes a liquid that weakens foes. Whenever Alastor successfully attacks with his bite, the targeted creature must make a Fortitude save DC 59 or be weakened for 1d8 rounds. Weakened creatures take a –4 penalty on all Fortitude saves (this stacks with penalties from Breath Weapon and Weakening Aura).

Possessions: Alastor possesses Grim Blade. It appears as a halberd with a guillotine blade. Grim Blade functions a +7 defending, ghost touch, keen, mighty cleaving, vorpal, halberd.
Sultan of Brass City
Medium Outsider (Evil, Extraplanr)

HD: 70d8 + 700 + 160 (1,420 hp)
Initiative: +20
Speed: 60 ft., fly 90 ft.
AC: 75 (+18 deflection, +12 Dex, +35 natural) touch 40, flat-footed 63
BAB/ Grapple: +70/+81
Attack: +8 fiery blast, keen, speed, large falchion, Brass Blade +93 melee (2d6 + 32 + 3d6 fire/14-20/x2)
Full attack: +8 fiery blast, keen, speed, large falchion, Brass Blade +93/+93/+88/+83/+78melee (2d6 + 32 + 3d6 fire/14-20/x2)
Space/reach: 5 ft./5 ft.
Special attacks: Burning Brass Skin, Burning Gaze, Spell-Like Abilities, Summon Efreeti
Special qualities: Aura of the Sultan, Brass Skin, Darkvision 120 ft., DR30/ greater epic and adamantine, DR 15/-, Fast Healing 20, Immunity to fire, Energy Resistance to acid, cold, and electricity 35, SR 69, Sultan of Fire, telepathy 100 ft.
Saves: Fort +53, Ref +55, Will +53
Abilities: Str 32, Dex 35, Con 31, Int 32, Wis 30, Cha 47
Skills: Appraise +84, Bluff +91, Concentration +83, Diplomacy +91, Escape Artist +85, Heal +83, Intimidate +91, Knowledge (arcana) +84, Knowledge (the planes) +84, Listen +85, Move Silently +85, Search +84, Sense Motive +83, Spellcraft +86, Spot +85, Survival +83, Swim +84(86 in magma), Tumble +85, Use Magic Device +93
Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Dodge, Forge Ring, Great Fortitude, Greater Weapon Focus (falchion), Greater Weapon Specialization (falchion), Improved Critical (falchion), Improved Disarm, Improved Feint, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Spring Attack, Weapon Focus (falchion), Weapon Specialization (falchion)
Epic Feats: Craft Epic Magic Arms and Armor, Epic Fortitude, Epic Reflexes, Epic Toughness (x8 ), Epic Weapon Focus (falchion), Epic Weapon Specialization (falchion)Epic Willpower, Craft Epic Wondrous Item, Forge Epic Ring, Superior Initiative
Environment: Elemental Plane of Fire
Organization: Solitary(unique) or Group ( 1 Efreet (sorcerer 25) and 6 Efreeti (fighter20))
CR: 49
Treasure: Quintuple Standard and Brass Blade, Crown of the Sultan, Ring of Solomon
Alignment: Lawful Evil

You see a pleasantly plump man with a curly white beard, moustache and hair. He barely stands 5 ½ feet tall. He is dressed in white sultan’s clothing and has a tan. Upon closer inspection, however, you realize it isn’t a tan at all. In fact it is metallic brass in color. His eyes are red, while his irises are golden. A brass crown, encrusted with many rubies, sits atop his head. On his left pinky, rest a simple brass ring. Clutched in his right is a brass falchion, dotted with rubies along the back of the blade. This is The Sultan of Brass City.

Solomon was a real-life sultan. He conquered many lands, killing many, and spanning his empire across the Mortal Coil. One day, his reign of terror came to an abrupt halt.

He met up against, a now forgotten, army, which specialized in fire. Solomon had never seen humans control fire so gracefully. They disintegrated his men before his very eyes. Solomon ran into hiding as his vast empire crumbled around him. He slowly gained an attraction to fire, as it was powerful and could destroy anything. He saw fire as a way of gaining his empire back with ease.

Solomon swore to gain his empire back. Only this time it would be undefeatable. To do this he enlisted the help of fire elementals, by way of a summon spell. He saw their control over fire much greater than a human could have. Using his new found army of elementals, he quickly took vengeance against the army that defeated him long ago. His empire quickly grew once again. But there was one thing that Solomon overlooked. The fire elementals were not under his full control. They already had leaders, the Fire Archomentals, Imix and Zamaan-Rul. Slowly, the fire elementals returned home to serve their masters, and Solomon’s empire crumbled once more, as he had no army, and therefore no power.

Solomon had to find a powerful race, that had control over fire, to call his own. That’s when he set his eyes on the Efreeti. He knew he couldn’t just rush into the Elemental Plane of Fire and take over. Instead he spent many years creating way to control of them through magic. After ten years he created the Ring of Solomon. Using this artifact, he had the power to force many Efreeti to bow before his feet. Only strong willed Efreeti stood against Solomon.

They met on the battlefield, where the Brass City sits to this day, and fought. The opposing Efreeti received help from unlikely allies, the Djinni. The Djinni helped out only because they saw Solomon as a greater threat in the near future. The combined forces of Efreeti and Djinni, however, could not stop Solomon. Solomon’s army, though filled with the weakest of Efreeti, greatly outnumbered them. It wasn’t even a day before the opposing Efreeti and Djinni were wiped out. The Djinni retreated back to their homeworld and began building up their defenses. The surviving Efreeti were forced to swear allegiance to Solomon. This however was not enough for Solomon. He wanted more. He forced the Efreeti to give up all their treasure. Solomon was disappointed with what he received. He received piles upon piles on brass jewelry, weaponry, and coins.

Just then, he had an idea. Instead of returning to the Mortal Coil, he would make his home here. He forced the Efreeti to melt their prized brass treasure and create the Brass City. It was at this point he abandoned his name, and replaced it with a title, The Sultan of Brass City.

Years later, as the opposing Efreeti were eventually killed, the Efreeti grew to like The Sultan, not knowing of what he did long ago. Only few know what happened so long ago, but dare not to speak of it out loud.

The Sultan stands 5 ½ ft. tall and weighs 250 pounds.


Combat: The Sultan loves to sit on his throne while his Efreeti do all the work. He’ll occasionally use his spell-like abilities to even the battlefield. He also keeps his Aura of the Sultan active to give his fiery minions a better chance of surviving the encounter. The Sultan is no slouch, when forced into melee combat. He can overwhelm even the greatest of fighters in melee combat, using his Brass Blade.

Aura of the Sultan (Su): The Sultan radiates a brilliant brass aura. This aura has a range of 300 ft. and various effects.
Any Efreeti or fire type creature (that serve The Sultan) in this aura gains the following bonuses for as long as they stay within range.
- Fast Healing equal to double their Con modifiers. If they already have fast healing, use which ever is higher.
- SR equal to 15 + CR.
- Any spell-like abilities, with the fire descriptor, cast by the efreeti is empowered.
*Any non-efreeti takes 5d6 points of fire damage per round. Reflex save DC 63 halves damage. The DC is Cha-based.


Brass Skin: The Sultan’s skin has magically turned brass over the years he has stayed in the Brass City. He gains the following traits.
- DR 15/-
- Immunity to fire
- Burning Brass Skin (see below)
- SR equal to 20 + CR

Burning Brass Skin (Ex): The Sultan’s skin is superheated and deals 3d6 points of damage if he touches a creature. Grappled creatures take 10d6 points of fire damage per round. Any flammable material catches on fire. He may choose whether his skin burns or not.

Burning Gaze (Su): The Sultan’s gaze is destructive. Anyone who meets The Sultan’s gaze, is also met by an intense wave of heat that deals 10d6 points of fire damage. Reflex save DC 63 halves damage. The targeted creature must also succeed of Fortitude save DC 63 or catch on fire, as their skin bursts into flames. If unsuccessful, the targeted creature takes 2d6 points of Con damage for 3 rounds. If targeted creature’s Con score reaches 0, they disintegrate into brass ashes. Those who die this way cannot be raised unless there is at least a handful of ashes left and the raiser uses a miracle or wish spell. The DC is Cha-based.

*The Sultan can choose whether the targeted creature is affected or not.

Spell-Like Abilities: CL 70th; DC 28 + spell level
Always active- detect magic, detect snares and pits, discern lies, mind blank, read and comprehend language, see invisibility, tongues, true seeing
at will— aid, animate objects, commune, continual flame, cure serious wounds, dimensional anchor, eagle’s splendor, fire storm, fireball, flaming ray, flaming sphere, greater dispel magic, greater teleport (self plus 200 lbs only), imprisonment, incendiary cloud, invisibility (self only), lesser restoration, orb of fire, polymorph (self only), pyrotechnic, remove curse, remove disease, remove fear, resist energy, scorching ray, unholy blight, wall of fire, waves of fatigue
6/day— elemental swarm(fire), gate, heal, mass charm monster, meteor swarm, permanency, resurrection, waves of exhaustion
3/day— disintegrate, gate, greater restoration, power word blind, power word kill, power word stun, prismatic sphere, wish.

Sultan of Fire: The Sultan possesses the following traits.
-Divine Rank 0
-Is healed by fire damage.
-All fire damage dealt by The Sultan ignores fire resistance and immunity.
- Any non-epic weapon striking The Sultan is automatically melted and destroyed.
- The Sultan spell-like abilities that deal fire damage are empowered, enlarged, maximized, and widened.

Summon Efreeti (Sp): 5/day The Sultan can summon 3d8 efreeti.

Summon Fire Creatures (Sp): 3/day The Sultan can summon 70HD of creatures with the fire subtype.

Possessions: Aside from the Ring of Solomon, The Sultan created two more powerful items.

Brass Blade: This sword appears as a falchion made of brass with rubies encrusted along the back of the blade. It functions as a +8 fiery blast, keen, speed, large falchion.

Crown of the Sultan: This crown is made of brass and encrusted with many rubies. This crown was created so that an Efreet would never strike him again. If they do, they instantly die unless they succeed on a Fortitude save DC63. If successful the crown immediately creates a barrier that provides The Sultan with DR 30/- against attacking Efreeti only. Efreeti slain by this crown cannot be raised unless The Sultan wills it so.

Ring of Solomon: Solomon created this ring to gain control over the Efreeti. Whenever Solomon raises his hand, to flash his ring, an Efreet must make a Will save DC 63 or bow before his presence. If unsuccessful, the Efreet becomes a permanent fanatic follower. If successful, the Efreet cannot be affected again until 24 hours have passed. The DC is Cha-based.
Air Maidens of Ukko
Medium Outsider (Extraplanar, Good, Lawful)

HD: 20d8 + 120 (210 hp)
Initiative: +9
Speed: 40 ft., fly 100 ft. (good)
AC: 32(+7 chainmail, +5 Dex, +7 natural, +3 shield) touch 15, flat-footed 27
BAB/ Grapple: +20/+27
Attack: +3 icy burst, longsword +31 melee (1d8 + 12 + 1d10 cold damage/19-20/x2)
Full attack: +3 icy burst, longsword +31/+26/+21/+16 melee (1d8 + 12 + 1d10 cold damage/19-20/x2)
Space/reach: 5 ft./5 ft.
Special attacks: Cold Aura, Death Throes, Lingering Cold, Spell-like Abilities
Special qualities: Darkvision 60 ft., DR 10/evil, Immunity to cold, SR29, telepathy 100 ft.
Saves: Fort +20, Ref +17, Will +15
Abilities: Str 25, Dex 20, Con 22, Int 14, Wis 17, Cha 26
Skills: Concentration +29, Escape Artist +28, Knowledge (the planes) +25, Listen +26, Move Silently +28, Search +25, Spot +26, Survival +26, Tumble +28, Use Rope +28
Feats: Combat Expertise, Dodge, Great Fortitude, Improved Disarm, Improved Initiative, Weapon Focus (longsword), Weapon Specialization (longsword)
Environment: Twin Paradises
Organization: Solitary or Trio
CR: 16
Treasure: Standard and +2 chainmail, +1 shield, and +3 icy burst, longsword (if disarmed first)
Alignment: Lawful Good
Advancement: 21-40 HD (large) or by character class

Flying in the air above you, is a beautiful woman. She is dressed in chainmail, which are placed upon flowing robes. She has a shield in one hand, and an icy blue sword in the other. On her back she has massive white wings. Surrounding her is a feint blue aura. This is an Air Maiden of Ukko.

The Air Maidens are magical beings created by Ukko, the Supreme God of Kalevala. He uses the beautiful creatures to help any of his worshippers in need. The Air Maidens serve these new companions until death. If an Air Maiden should be slain before her mission is completed, Ukko sends another in her place.

The Air Maidens stand 6 ft. tall and weigh 120 pounds.

Combat: The Air Maiden starts off by healing the wounds of her companions, if needed. Then she charges into battle to slay evil. She has the shield other spell active at all times, so that she can lessen the damage taken by the ones she has been sent to protect. In hard times, the Air Maiden will cast her healing spells to keep her companions alive.

Cold Aura (Su): The Air Maiden is surrounded by an unnaturally cold wind. This aura has a range of a 30 ft. radius and deals 5d6 points of cold damage per round. Reflex save DC 28 halves. The Air Maiden can choose who this aura affects.

Icy Death Throes (Su): The Air Maiden’s death is something amazing. As her last attack against evil, the Air Maiden unleashes a furious cold wind upon every evil creature within 100 ft. It deals 5d10 points of cold damage and 5d6 points of slashing damage. Reflex save DC 28 halves. This attack passes through and does not harm good creatures.

Lingering Cold (Su): When the Air Maiden attacks with her sword, spell, or ability with the cold descriptor must make a Fortitude save DC 28, or take 2d6 points of cold damage the following round.

Spell-like Abilities: CL 20th; DC 18 + spell level
Always active – shield other
At will – bless, chill touch, cure light wounds (mass), ice storm, magic circle against evil, prayer, sleet storm, wall of ice
5/day – cure critical wounds (mass)
1/day - resurrection
About the Air Maidens of Ukko -- If her chainmail is +2 in treasure, why is it +7 in her Armor Class? I'm not convinced the +7 natural to AC is necessary other than to boost up the AC (and 32 exceeds those of dragons who have scales at least) Is their skin made of adamantine or something? If you are going to give them such high AC then you should explain it somehow. Otherwise, I'd say give them AC 20 (+2 chainmail, +5 Dex, +3 shield).

I'm not so good at checking Epic monsters (Sultan of Brass City for example but it's interesting). I liked your take on Beowulf as well.

Debby
About the Air Maidens of Ukko -- If her chainmail is +2 in treasure, why is it +7 in her Armor Class?


I'm not convinced the +7 natural to AC is necessary other than to boost up the AC (and 32 exceeds those of dragons who have scales at least) Is their skin made of adamantine or something? If you are going to give them such high AC then you should explain it somehow. Otherwise, I'd say give them AC 20 (+2 chainmail, +5 Dex, +3 shield).

I'm not so good at checking Epic monsters (Sultan of Brass City for example but it's interesting). I liked your take on Beowulf as well.


Debby

its +7 because she has an enhancement bonus of 2 on her chainmail(AC+5) which equals 7.
&
Thanks.
Saint Kargoth, The Betrayer
Medium Undead (Augmented Humanoid) (Chaotic, Evil, Extraplanar)

HD: 40d12 (Blackguard) + 440 + 10d12 (Fighter) + 110 (1,150 hp)
Initiative: +18
Speed: 60 ft.
AC: 67 (+11 deflection, +10 Dex, +6 natural, +20 [+12 +8 fullplate], +10 [+6 +4 tower shield]) touch 41, flat-footed 57
BAB/ Grapple: +50/+63
Attack: +8 chaotic power, fiery blast, keen, mighty cleaving, unholy power, large greatsword, Darkflame of Kargoth +75 melee (3d6 + 35 + 3d6 fire + 3d6 chaotic + 3d6 unholy/17-20/x2), or gore +63 melee (1d8 + 13), or touch +63 melee (3d8 + 11)
Full attack: +8 chaotic power, fiery blast, keen, mighty cleaving, unholy power, large greatsword, Darkflame of Kargoth +75/+70/+65/+60 melee (3d6 + 35 + 3d6 fire + 3d6 chaotic + 3d6 unholy/17-20/x2), or gore +63 melee (1d8 + 13), or touch +63 melee (3d8 + 11)
Space/reach: 5 ft./5 ft.
Special attacks: Abyssal Blast, Burning Touch, Despair, Gaze of Betrayal, Summon Undead, Summon Demons
Special qualities: Abode of the Accursed, Abyssal Knight, Dark Blessing, Dark Flames, Dark Grip, DR20/ epic and good, DR3/-, Death Knight Immunities, Death Throes, Energy Resistance to acid and sonic 50, Fast Healing 30, First of the Death Knights, Raiment of the Damned, Reconstitution, Spell-Like Abilities, Spell Reflection, Turn Immunity, Undead Cohort, Undead Followers
Saves: Fort +44, Ref +46, Will +43
Abilities: Str 37, Dex 30, Con -, Int 26, Wis 28, Cha 33
Skills: Bluff +47, Climb +49, Concentration +36, Diplomacy +47, Hide +46, Intimidate +51, Jump +49, Knowledge(arcana) +44, Knowledge(religion) +44, Knowledge(the planes) +44 Listen +45, Move Silently +46, Ride +46, Search +44, Spot +45, Swim +49
Feats: Combat Expertise, Dodge, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Leadership, Mobility, Mounted Combat, Ride-By Attack, Spirited Charge, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack
Epic Feats:
Environment: Kolurenth (The Gaping Maw of the Abyss layer 88 )
Organization: Solitary (Unique) or Kargoth and his mount, or Death Squad (Kargoth, 13 Death Templars, and Kargoth’s Mount)
CR: 40
Treasure: Triple Standard and Darkflame of Kargoth, Demogorgon’s Plate, and Kargoth’s Shield
Alignment: Chaotic Evil

Appearing before is a Death Lord. He is dressed in dark green fullplate armor of fiendish appearance. His helmet covers everything except his face and his massive horns. Upon closer inspection, you see that the sides of his face, and neck, have small scales forming. Other than that, he is handsome, though in a fiendish way, as his eyes glow green and 2 massive horns curve up from above his brow line. You also see, draping from the back of his helmet, long straight white hair. Also on his back, you see a dark, almost black, crimson cape. In one hand he grips a large black sword that has glowing green runes along the blade. In the other, he holds a green shield with screaming faces upon it. This is Saint Kargoth, The Betrayer.

(flavor coming)

Combat: St. Kargoth loves to summon his demons and undead. If they are destroyed he gets serious and summons his loyal Death Templars. Once he and his unholy knights are on the battlefield, he will lead them all into melee combat with his enemies. He rarely uses his Spell-Like Abilities unless he has to.

Abode of the Accursed (Su): Within his lair, St. Kargoth gains a +10 profane bonus to his Armor Class and Spell Resistance. In addition, the entire fortress is under the constant effects of a desecrate spell cast by a 50th level caster.

Abyssal Blast (Su): St. Kargoth can fire a blast dealing 30d6 + 11 points of damage. Reflex save DC46 halves the damage. The blast explodes in a 20 ft. radius anywhere within a range of 2,400 ft. Half the damage is fire damage, but the other half results directly from unholy power and is therefore not subject to being reduced by resistance OR immunity to fire-based attacks. He can use this powerful attack every
1d10 rounds. The DC is Cha-based.

Abyssal Knight: St. Kargoth lives in the Abyss and has become somewhat of a demon himself. He gains a BAB equal to his class levels. He also has gained a pair of horns, which he uses to gore his foes.

Burning Touch (Su): St. Kargoth 's touch attack now deals half negative energy damage and half fire damage. When St. Kargoth successfully hits a target with his touch attack, the target becomes engulfed in unholy fire that lasts 3 rounds. While so afflicted, the victim automatically takes damage as though from the death knight's touch attack each round. Will save DC 46 for half damage each round. The DC is Cha-based.

Dark Blessing (Ex): St. Kargoth applies his Charisma modifier as a bonus on all saving throws. Since he already has this ability from the blackguard class, he instead gains a +1 profane bonus per rank (3) on all saving throws.

Dark Flames: St. Kargoth’s flames are green and unholy. Any fire damage dealt by him ignores fire resistance and immunity.

Dark Grip (Ex): St. Kargoth is forever bound to his dark sword. He can wield it with 1 hand and receive no penalties. If he chooses to grip it with both hands, he must first drop his shield (losing all bonuses from it). When he grips his sword with both hands he can add 2 times his Strength bonus, instead of 1.5 times his Strength bonus.

Death Knight Immunities (Ex): St. Kargoth has immunity to cold, electricity, fire, polymorphing (though he can use polymorph effects on himself), and mind-affecting attacks.

Death Throes: If both St. Kargoth and his abode are destroyed, he explodes into great explosion of unholy green flames. The explosion has a range of 100 ft. of where he dies, and deals 35d8 points of fire and unholy damage. Reflex save DC46 halves the damage. If his abode is not destroyed, St. Kargoth instead reconstitutes (see below) at a later date. The DC is Cha-based.

Despair (Su): At the mere sight of St. Kargoth, viewers must succeed on a Will save DC 46 or be paralyzed with fear for 3d8 rounds. Whether or not the save is successful, that creature cannot be affected again by the same St. Kargoth 's despair ability for 24 hours. The DC is Cha-based.

First of the Death Knights: As the first of the Death Knights, St. Kargoth has no limit on how many Death Knight salient abilities he can have, as long as he meets the requirements.

Gaze of Betrayal (Su): Those look at St. Kargoth, must succeed a Will save DC 46 or attack their allies until they or the ally dies. This can only be cured by a remove curse spell cast by a caster of at least 25th level. The DC is Cha-based.

Raiment of the Damned (Ex): St. Kargoth takes no armor check penalty or speed reduction for his armor and it has no maximum Dexterity bonus.

Reconstitution (Su): If St. Kargoth should ever be destroyed, his body (and possessions) turn into mist and dissipate. St. Kargoth will reform inside its abode within 2d6 days. The only ways to prevent St. Kargoth from returning is by completely destroying his abode.

Spell Reflection (Su): Spells that fail to penetrate the St. Kargoth 's spell resistance by 10 or more rebound upon the caster.

Turn Immunity (Ex): St. Kargoth cannot be turned. However, a holy word spell can banish him to the Abyss as if he was a demon.

Spell-Like Abilities: CL 50th; DC 21+ spell level
Always active – detect good, detect magic, see invisibility, true seeing, unholy aura
at will - animate dead, bear’s endurance(mass), blasphemy, bull’s strength (mass) create greater undead, eagle’s splendor (mass), enhanced fireball, firestorm, horrid wilting, greater dispel magic, nightmare, power word stun, symbol of fear, symbol of pain, teleport, wall of ice, wall of fire
5/day -destruction, power word blind
3/day -power word kill, meteor storm

Summon Death Templars of Kargoth (Sp): 1/day St. Kargoth can summon up to 13 Death Templars (if they are not with him already).

Summon Demons (Sp): 3/day St. Kargoth can summon up to 1 balor and 3d6 fiendish vampiric ixitxachitl (clerics of Demogorgon 15)

Summon Undead (Sp): 5/day St. Kargoth can summon 3d6 bodacks, 3d6 wights, and 3d6 greater wraiths.

Possessions: Demogorgon has provided Kargoth with powerful equipment.

Darkflame of Kargoth: Appears as a black greatsword with glowing green runes appearing along the length of the blade. It functions as a +8 chaotic power, fiery blast, keen, mighty cleaving, unholy power, large greatsword. Any creature struck by this blade is set on for 3 rounds as though they were affected by his Burning Touch ability.

Demogorgon’s Plate: Crafted by Demogorgon himself, this armor appears as a dark green fiendish fullplate. On the chest, of the armor, appears 1 fiendish head of Demogorgon with 2 glowing rubies for eyes. This armor functions as a +12 acid warding, moderate fortification, sonic warding fullplate. It also has a unique power. The two glowing ruby eyes can perform the gaze attacks of Demogorgon himself, at St. Kargoth’s command. He can activate 1 eye, per round, as a free action, and both eyes as a standard action.

Beguiling Gaze: The left eye flashes and any creature looking at it must succeed a Will save DC 46 or act as if affected by a charm monster or charm person (depending on target) spell cast by a 50th level caster. If successful, effect is negated. The DC is Cha-based.

Insanity Gaze: The right eye flashes and any creature looking at it must succeed a Will save DC 46 or act as if affected by a insanity spell cast by a 50th level caster. If successful, effect is negated. The DC is Cha-based.

Hypnosis Gaze: Both eyes flash, and any creature looking at them must succeed a Will save DC 46 or act as if affected by hypnosis spell cast by a 50th level caster. If successful, effect is negated. The DC is Cha-based.

Kargoth’s Shield:This shield was crafted by Demogorgon himself. He used 10 souls of Heironeous paladins, which Kargoth had slain shortly before becoming a Death Knight. This shield appears as a dark green tower shield with screaming faces upon it. As a standard action Kargoth can activate the unique power of this shield. Once activated the souls scream for 10 rounds. These screams are unsettling and loud. For the next rounds, any creature within 60 ft. of Kargoth, must succeed on a Will save DC 46, or become panicked. They must also succeed on a Fort save DC 46, or become deafened. These effects last for 10 rounds, after being affected, even if the screams have stopped.

(reserved for Kargoth’s Mount)
You are awesome and deserving of all money!

The Sultan was very clever. It really was needed, I suppose.

I love your NPCs. If you have any lower level ones, I would appreciate them.

Also, have you ever used The Executioner?
You are awesome and deserving of all money!

The Sultan was very clever. It really was needed, I suppose.

I love your NPCs. If you have any lower level ones, I would appreciate them.

Also, have you ever used The Executioner?

Thank You!

Thank You!

I plan to make lower level ones later. For example, I'm planning on statting high level demon lords (CR 45 or more) and then I'll make their aspects (CR 20 or more).

Yes, I have used the Executioner.
reserved
Yeenoghu, Prince of Gnolls
Large Outsider (chaotic, evil, extraplanar, tanar’ri)

Symbol: A fiendish looking triple flail
Cosmic Rank: 10(Yeenoghu’s Realm)
HD: 58d8 + 870 + 160 (1,494 hp)
Initiative: +22
Speed: 90 ft.
AC: 64 (+10 armor, +10 deflection, +14 Dex, +21 natural, -1 size) touch 33, flat-footed 50
BAB/ Grapple: +58/+78
Attack: +8 speed, unholy power, wounding, vile, huge triple flail, Flail of the Gnoll Prince +85 melee (3d6 + 40 + 3d6 unholy damage +1 Con +1 vile/17-20 (for each of the 1d3 heads), or +6 speed, vile, large longbow, Ghoul Bow +74 ranged (2d6 + 24 +1 vile plus paralysis for 1d6 rounds (Fort DC 50 negates)), or Fangs of the Ghoul (bite) +73 melee (1d8 + 16 plus Ghoul Fever (Fort DC 54 negates))
Full attack: +8 speed, unholy power, wounding, vile, huge triple flail, Flail of the Gnoll Prince +85/+85/+80/+75/+70 melee (3d6 + 40 + 3d6 unholy damage +1 Con +1 vile/17-20 (for each of the 1d3 heads), and Fangs of the Ghoul (bite) +73 melee (1d8 + 16 plus Ghoul Fever (Fort DC 54 negates)), and tail slap +68 melee (1d8 + 8 ), OR +6 speed, vile, large longbow, Ghoul Bow +74/+74/+69/+64/+59 ranged (2d6 + 24 +1 vile plus paralysis for 1d6 rounds (Fort DC 50 negates)),
Space/reach: 10 ft./10 ft.
Special attacks: Breath Weapon, Spell Like-Abilities, Summon Ghouls, Summon Gnolls, Summon Tanar’ri
Special qualities: Darkvision 60ft., DR 40/Epic Good and Cold Iron, Energy Resistance to Acid 50, Cold 40, Fire 40, Immunity to Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Ghoul Fever, Mind- Affecting Effects, Paralysis, Petrification, and Polymorphing, Ravaged Form (Fangs of the Ghoul), Ravaged Form (Rancid Fur), Regeneration 15, Scent, SR 62, Telepathy 1000 ft., True Seeing
Saves: Fort +46, Ref +51, Will +41
Abilities: Str 42 , Dex 39, Con 40, Int 28, Wis 31, Cha 31
Skills: Balance +75, Climb +77 , Concentration +76, Diplomacy +71, Escape Artist +75, Hide +71, Intimidate +71, Jump + 104, Knowledge(nature) +70, Knowledge (the planes) +70, Listen +71, Move Silently +75, Search +70, Sense Motive +71, Spellcraft +, Spot +71, Tumble +77,
Feats: Acrobatic, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Greater Weapon Focus (longbow), Greater Weapon Specialization (longbow), Greater Weapon Focus (triple flail), Greater Weapon Specialization (triple flail), Improved Critical (triple flail), Improved Initiative, , Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (longbow), Weapon Specialization (longbow), Weapon Focus (triple flail), Weapon Specialization (triple flail), Whirlwind Attack
Epic Feats: Dire Charge, Epic Reflexes, Epic Toughness (x8 ), Epic Weapon Focus (triple flail), Epic Weapon Specialization (triple flail), Superior Initiative,
Environment: Yeenoghu’s Realm (Abyss)
Organization: Solitary (unique) or Hunting Group (Yeenoghu, 10 half-fiend gnolls (ranger 18 ), and 30 Ghasts)
CR: 49
Treasure: Flail of the Gnoll Prince, Ghoul Bow, +6 acid warding, moderate fortification scale mail
Alignment:Chaotic Evil

(flavor coming)

Combat: Yeenoghu always starts the battle by casting bull’s strength on himself. Afterwards, he charges into melee combat with the closest opponent. However, Yeenoghu is no fool. If outnumbered he won’t hesistate to summon gangs of ghouls, gnolls, tanar’ri, even the Ghoul King himself. And for those who wish to flee Yeenoghu’s savagery, will be subject to ranged attacks from his Ghoul Bow.

Breath Weapon (Su): Yeenoghu can spit fort green and yellow acid in a 60 ft cone. It deals 15d8 points of acid damage and 3d6 Con damage. Reflex save DC 59 halves. If this ability reduces a creatures Con to 0, they die and rise up in the following round as a ghast. They follow Yeenoghu’s every order. They also retain half their HD, even if it exceeds the normal limit of a ghast. Only a miracle or wish spell followed by a raise dead spell can bring the creature back to life. If successful, the creature returns to normal and has 1 hp and its Con score is 1. From that point, the creature can be healed normally. Yeenoghu must wait 1d4 rounds between each use. The save is Con-based.

Ravaged Form (Fangs of the Ghoul): Yeenoghu’s fangs are black and rotten. Those bitten by these black fangs contract a potent Ghoul Fever – incubation period injury; initial damage 3d6 Con; secondary damage 3d6 Dex. Fort save DC 59 halves. The save is Con-based.

Ravaged Form (Rancid Fur): Any creature within a 30 ft. radius of Yeenoghu must succeed a Fort save DC 59 or be nauseated for 2d6 rounds. After leaving the radius, the creature automatically falls prone for 1 round. As a standard action, Yeenoghu can shake his fur, similar to a wet dog. This causes the caked blood to shake free from his mangy fur in the form of a mist spreading out up to a 60 ft. radius. This mist dissipates after 5 rounds. Those within range suffer the same effects as stated above. The save is Con-based.

Spell Like-Abilities: CL 58th; DC 29 + spell level
At will: acid fog, animate dead, astral projection, baleful, polymorph, blasphemy, bull’s strength, cat’s grace, charm monster, desecrate, detect law, detect good, detect magic, dominate monster, fly, ghoul touch, greater dispel magic, greater invisibility, greater teleport, magic circle against law, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, rage, restoration, resurrection, suggestion, symbol of pain, symbol of weakness, telekinesis unhallow, unholy aura, unholy blight
9/day: destruction, greater restoration, true resurrection.
3/day: wish.

Summon Ghouls (Sp): 3/day, Yeenoghu can summon 7d6 ghasts. These ghasts have maximum hit points and a +15 profane bonus on turn resistance, AC, attack rolls, and damage rolls.
1/day, Yeenoghu can summon Doresain, The King of Ghouls

Summon Gnolls (Sp): 6/day, Yeenoghu can summon 11d6 gnolls or 3d6 fiendish gnolls (ranger 15)

Summon Tanar’ri (Sp): 3/day, Yeenoghu can summon 5d6 bulezaus.

Possessions: Yeenoghu carries these weapons everywhere he goes. He also wears a +6 acid warding, moderate fortification scale mail at all times.

Flail of the Gnoll Prince: This bronze triple flail has a fiendish design and ends in three spiky gnoll skulls. It functions as a +8 speed, unholy power, wounding, vile, huge heavy flail. Each time he scores a hit, he must roll 1d3 to determine how many heads strike his target. If more than one head hits the same target, the victim must succeed a Will save DC 60 or be confused for 5d4 rounds. If all three heads hit the same target, the victim must make a Fortitude save DC 60 or be paralyzed and confused for 2d4 rounds. Only Yeenoghu can activate the powers of this weapon. Both DC’s are Str-based.

Ghoul Bow: This longbow appears normal except for the middle, which is fashioned into the shape of a ghoul. The arrowheads are black and secreted in a liquid that causes paralysis. It functions as a +6 speed, vile, large longbow. Those struck by these arrows must succeed a Fort save DC 50 or be paralyzed for 1d6 rounds.
How about Sin from Final Fantasy X, Xemnas from Kingdom Hearts 2, now those would be intresting to see. I myself are highly impressed with all those characters you made and looking forward to see more.
I consider you a god of epic monster creation and the Sultan of Brass City is . I was wondering if you could help fix one of my lead villains in an epic campaign. He was meant to be around CR 50 and I had him around that but my computer crashed and I lost all of his original stats. I tried to fix him up but I can't get him back to his original glorious self and you seem really good at statting epic baddies. If you can't do it I understand but promise me you won't stop making these awesome monsters!
I consider you a god of epic monster creation and the Sultan of Brass City is . I was wondering if you could help fix one of my lead villains in an epic campaign. He was meant to be around CR 50 and I had him around that but my computer crashed and I lost all of his original stats. I tried to fix him up but I can't get him back to his original glorious self and you seem really good at statting epic baddies. If you can't do it I understand but promise me you won't stop making these awesome monsters!

I'll help you on your character. I just need to know what he's all about. what attack's does he have. And so on.
He's a spellcaster that focuses on illusions and enchantments (immune to both of the schools) and has attacks that revolve around mirrors and light (The only attacks he must have that involve these abilities is a beam of light that can bounce off of reflective surfaces and some sort of curse involving lights and mirrors. Feel free to add on more abilities, though). He also has a book that keeps holds onto his life. Whenever the book is in another plane that isn't the Material plane he instantly gains the most logical template (which stack) of that specific plane. Also, If he is destroyed but not his book he will instantly reappear next to the book at full HP unless his book is burned which destroys him entirely. Lastly, he has a rapier that, when it hits something, deals 1d6 con to that person on the spot and doubles every turn thereafter (remove curse gets rid of this effect).

Thats basically him. He needs to be around CR 40-43 so feel free to add more to him if this isn't enough. Thanks
He's a spellcaster that focuses on illusions and enchantments (immune to both of the schools) and has attacks that revolve around mirrors and light (The only attacks he must have that involve these abilities is a beam of light that can bounce off of reflective surfaces and some sort of curse involving lights and mirrors. Feel free to add on more abilities, though). He also has a book that keeps holds onto his life. Whenever the book is in another plane that isn't the Material plane he instantly gains the most logical template (which stack) of that specific plane. Also, If he is destroyed but not his book he will instantly reappear next to the book at full HP unless his book is burned which destroys him entirely. Lastly, he has a rapier that, when it hits something, deals 1d6 con to that person on the spot and doubles every turn thereafter (remove curse gets rid of this effect).

Thats basically him. He needs to be around CR 40-43 so feel free to add more to him if this isn't enough. Thanks

I'll see what I can do.
here's a few notes on what i have done for your character so far:

he's a wizard of 30th level and he specializes in illusions and enchantments.

+8 keen,speed,rapier-deals an extra 1d6 points of damage upon injury. each round afterwards, the curse deals an extra 2 Con damage. Only a remove curse spell of 30th level or higher can stop the effect. this does not heal the Con damage.

mirror- this character possesses a handheld mirror with 12 individual mirrors in it.
special powers-(ideas)
-those killed by him are trapped within as if by a trap the soul spell. (up to 12 can be trapped)
-can blind foes when in sunlight
-can reflect spells
-he can walk through them and teleport between the 12 mirrors as a free action.
-can summon monsters
-can enchant foes who look into them. they are effected by a random enchantment spell.
-shoots out rays of light which damages and blinds foes
-can produce rays of energy
-he can spy on others through their mirrors to learn secrets
-he can trap foes within. those trapped within appear in a white area where hundreds of mirror shards fly at them, shredding them to pieces.
-the mirrors can also produce illusions.

and that's what i came up with so far. do you have any more ideas?
First and foremost, I'm not good with spells per day since I've always been a fighter. My number of spells per day may be way off:P

E'isskel Xarious
Medium Humanoid
Wizard 40

HD: 40d4 + 440 (600hp)
Initiative: +21
Speed: 40ft.
AC: 58(+15 bracers, +20 epic mage armor, +13 Dex,) touch 43, flat-footed 45
BAB/ Grapple: +20/+27
Attack: +8 keen, speed, rapier, Dysmos +45 melee (1d6 + 25 plus curse (see below)/16-20/x2), or ranged touch +33 ranged (by spell)
Full attack: +8 keen, speed, rapier, Dysmos +45/+45/+40/+35/+30 melee (1d6 + 25 plus curse (see below)/16-20/x2), or ranged touch +33 ranged (by spell)
Space/reach: 5ft./ 5ft.
Special attacks: Epic Spells (5/day), Prismatic Shield, Power of the Mirror, Spells, Zone of Shards
Special qualities:Energy resistance to acid 50, cold 50, electricity 50, fire 50, DR 20/-, Immunity to enchantment and illusion spells, 50 % chance of spell turning (CL 40), SR 45
Saves: Fort +29, Ref +31, Will +34
Abilities: Str 24, Dex 37, Con 32, Int 40, Wis 30, Cha 27
Skills: Appraise +58, Balance +56, Bluff +51, Concentration +54, Decipher Script +58, Diplomacy +51, Disguise +51, Escape Artist +56, Gather Info +51, Knowledge (arcana) +58, Listen +43, Move Silently +56, Search +58, Sense Motive +43, Spellcraft +58, Spot +43, Tumble +56,Use Magic Device +51
Feats: Combat Casting, Craft Magic Arms and Armor, Craft Woundrous Item, Dodge, Greater Fortitude, Greater Weapon Focus (rapier), Greater Weapon Specialization (rapier), Greater Spell Focus (enchantment), Greater Spell Focus (illusion), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spell Focus (enchantment), Spell Focus (illusion)Weapon Finesse (rapier), Weapon Focus (rapier), Weapon Specialization (rapier),
Epic Feats: Craft Epic Magic Arms and Armor, Craft Epic Woundrous Item, Epic Spellcasting, Epic Weapon Focus (rapier), Epic Weapon Specialization (rapier), Superior Initiative
Environment: Anywhere
Organization: Solitary (Unique)
CR: 40
Treasure: Dysmos, Grimoire of the Captured Soul, Mirror Coat, Twelve-fold Mirror
Alignment: Neutral (evil tendencies)

Standing before you is a tall slender man. He has a shiny, bald head and wears glasses. He also wears a shiny, translucent coat. In his right hand, he grips a rapier. Around his neck, on a chain, is a small hand-sized mirror. Upon closer inspection, you see that it is divided into 12 equal mirrors.

Combat: E'isskel loves to make full use of his mirrors. He’ll transport between his 12 mirrors in order to get close to his chosen target. Once close, he’ll attack with Dysmos, leaving a curse upon them before retreating into his mirrors. He also does whatever it takes to protect his book, by teleporting the farthest away from his foes in order to heal any damage the book may have taken.

Epic Spells: E'isskel can prepare 5 epic spells per day

Prismatic Shield (Su): As standard action, E'isskel can cause the mirrors to rotate around him in a 30ft radius. This produces a prismatic wall effect (CL 40).

Power of the Mirror: As a free action, E'isskel, can invoke the powers of the Twelve-fold Mirror. His handheld mirror splits into 12 pieces can are spread out evenly within a 300 ft radius. Each mirror takes up 1 square. They can move, at the will of E'isskel, at a speed of 60 ft. They have 150 hp and AC 35. Destroyed mirrors cannot be used for 24 hours. Also upon destruction, a mirror shatters into many shards, which shoot out in a 60ft. radius of the mirror. The shards deal 10d10 points of damage to anyone, except E'isskel, within range. Ref save DC 40 halves.
E'isskel also gains the following abilities while using the mirrors:

- Those killed by E'isskel can be trapped within an active mirror as if by a trap the soul spell (CL 40). Up to 12 creatures of any size can be trapped - 1 in each mirror. The mirror must not be destroyed for this to work. Other than that, the mirrors act normally. If a mirror is destroyed while a creature is in it, the creature is released, but still dead (-10 hp).
- When used within sunlight, the mirrors shine bright. Any creature within in a 60ft. cone of a mirror must succeed a Fort save DC 40 or be blinded while in range, and for 10 rounds after leaving area.
- E'isskel can walk through a mirror and teleport between the 12 mirrors, or any other mirror within 12 miles, as if by a greater teleport spell (CL 40).
- E'isskel can look through his mirror and spy on others, within 12 miles, through their mirrors. Creatures being spied on can make a Spot check DC 35. Success indicates they see a pair of faint glowing eyes within the mirror. Destroying the particular mirror prevents E'isskel from spying.
- The mirror captures and memorizes the image of anyone who has looked into it. This allows E'isskel, as a free action, to transform as if by alter self spell (CL 50th).
- Once per round, as a free action, E'isskel can cause 2d6 mirrors to shoot a line of powerful magical light. Each beam of light is 300 ft. long and deals 10d8 points of damage. Ref save DC 45 halves. E'isskel can direct the beams. He can cause them to target 1 foe or spread them out equally among his foes. The DC is Int-based. E'isskel must wait 2d6 rounds before using this ability again.
- The mirror has the ability to detect, chaos, evil, good, and law as the spells.

Spells: E'isskel casts spells as a 40th level wizard. DC 27 + spell level, or DC 29 + spell level for enchantment and illusions. E'isskel can prepare 12/12/10/9/9/9/9/9/9/9 spells per day.

Zone of Shards (Su): E'isskel can cause a mirror to move through a person’s square. The creature must succeed a Reflex save DC 45 or be trapped within. Those within, appear within an empty white zone of razor-sharp mirror shards. These shards swarm around the creature dealing 10d10 points of slashing damage each round. Reflex save DC 45 halves. If the creature dies they are trapped within it as if by a trap the soul spell (CL 40). The mirror can only be destroyed by someone on the outside. Doing so releases the creature in an unconscious state. The DC’s are Int-based.

Possessions: E'isskel is never without these artifacts.

Dysmos: The rapier has an intricately designed hilt. The blade is seemingly made from a long thin mirror shard. If functions as a +8 keen, speed, rapier. Whenever E'isskel attacks a creature with this sword, they automatically suffer from a potent curse. They take 1d6 points of Con damage upon injury. Each round afterwards, the curse grows stronger dealing, an extra point of Con damage each round. Only a remove curse spell, of at least 35th level, can stop the curse. Afterwards the Con damage can be healed normally.

Grimoire of the Captured Soul: This magical book is constantly surrounded in force energy. The book has 350 hp and absorbs the first 30 points of fire damage. Physical and magical attacks have no effect on it. However a miracle or wish spell can weaken the barrier. Even then, the book can only be damaged by spells or abilities with the fire descriptor. If E'isskel is killed the barrier weakens in the same way. Also if E'isskel is killed, the book brings him back to life. Since the book carries his soul, he cannot be prevented from coming back to life, by way of a trap the soul spell or similar effect. E'isskel comes back to life within 1d6 + 10 rounds with full hp. During this time, the book can be destroyed through the use of fire. If the book is destroyed before E'isskel, he doesn’t die but cannot be raised by the book. As a full-round action, E'isskel can fully restore the hp of the book. However, he is open to attacks of opportunity. If attacked, he must succeed a Concentration check DC equal to 10 + damage dealt + attacker’s Str bonus. If unsuccessful, E'isskel fails at healing the book.

-Using the book, E'isskel can prepare 12/12/10/9/9/9/9/9/9/9 spells per day.

-The book also has the power to change E'isskel depending on the type of layer they are on. Example: If traveling through the Lower Planes, E'isskel gains the fiendish template. If traveling through the Plane of Fire, he gains the fire template. And so on.

Mirror Coat: E'isskel wears a shiny transluscent coat. While not actual armor, the Mirror Coat provides E'isskel with an epic mage armor bonus to AC (+20), as well as DR 15/-. It absorbs the first 50 points of damage from acid, cold, electricity, and fire type spells and abilities. Also spells have a 50 % chance of being turned onto the caster as if by a spell turning spell (CL 40).

Twelve-fold Mirror: Around E'isskel’s neck, on a chain, is a small hand-sized mirror. Upon closer inspection, you see that it is divided into 12 equal mirrors.
Thanks Ragnarok! The spells seem fine to me and the guy is just what I needed. Thanks again.
Thanks Ragnarok! The spells seem fine to me and the guy is just what I needed. Thanks again.

you're welcome.
Here's my epic version of Baphomet.

Baphomet, Demon Prince of Beasts
Huge Outsider (chaotic,evil,extraplanar,tanar’ri)
Symbol: Baphomet’s face with 4 red eyes on a blood red square
Cosmic Rank :10(13 in Endless Maze)
HD: 58d8 + 1,102 + 160 (1,726 hp)
Initiative: +13
Speed: 90 ft.
AC: 65 (+10 deflection, +9 Dex, +38 natural, -2 size) touch 27, flat-footed 56
BAB/ Grapple: +58/+87
Attack: +8, keen, vile, vorpal, wounding, huge axe, Maw of the Beast king +89 melee (4d6 + 47 +1 Con +1 vile plus bite (2d6 + 10)/17-20/x3), or gore +77 melee (2d8 + 21)
Full attack: +8 keen, vile, vorpal, wounding, huge axe, Maw of the Beast king +89 melee (4d6 + 47 +1 Con +1 vile plus bite (2d6 + 10)/17-20/x3), and gore +77 melee (2d8 + 21), and tail slap +72 melee (2d6+10 plus Baphomet’s Tail(see below)), OR gore +77 melee (2d8 + 21), and claws +72 melee (1d8 + 10), and tail slap +72 melee (2d6+10 plus Baphomet’s Tail(see below))
Space/reach: 15ft./ 10ft.(15ft. with greataxe)
Special attacks: Bellow, Bloodlust, Breath Weapon, Constrict, Improved Grab, Maze of Horror, Powerful Charge, Scientific Beast, Spell-Like Abilities, Summon Minotaurs, Summon Tanar’ri, Toss
Special qualities: Darkvision 60ft., Demon Prince of Beasts, DR 40/Epic Good and Cold Iron, Energy Resistance to Acid 40, Cold 40, Fire 40, Immunity to Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Maze, Mind- Affecting Effects, Petrification, and Polymorphing, Natural Cunning, Ravaged Form (Baphomet’s Tail), Ravaged Form (Bloodlust Eyes), Ravaged Form (Horns of the Beast King), Regeneration 15, Scent, SR 63, Telepathy 1000 ft., True Seeing, Wild Empathy
Saves: Fort +56, Ref +40, Will +42
Abilities: Str 53, Dex 28, Con 48, Int 27, Wis 30, Cha 31
Skills: Climb +82, Concentration +80, Diplomacy +71, Handle Animal +71, Hide +70, Intimidate +71, Jump +106, Knowledge(nature) +69, Knowledge (the planes) +69, Listen +71, Move Silently +70, Search +69, Sense Motive +71, Spot +71, Survival +71, Swim +82,
Feats: Awesome Blow, Cleave, Combat Expertise, Dark Speech, Dodge, Great Fortitude, Greater Weapon Focus (greataxe), Greater Weapon Specialization (greataxe), Improved Bull Rush, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Mobility, Power Attack, Spring Attack, Weapon Focus (greataxe), Weapon Specialization (greataxe), Whirlwind Attack
Epic Feats: Epic Fortitude, Epic Toughness (x8), Epic Weapon Focus (greataxe), Epic Weapon Specialization (greataxe), Improved Whirlwind Attack
Environment:
Organization: Solitary (unique) or Group (Baphomet, 6 half-fiend minotaurs (barbarian 20), and 6 bulezau (barbarian 15)
CR: 50
Treasure: Maw of the Beast King
Alignment:Chaotic Evil

(flavor coming)

Combat: Baphomet enjoys fighting his foes in melee with his vile axe. He usually starts of by using a Maze of Horror ability against the strongest foe. He does this so that he can focus on taking out the weakest of his foes. He uses Powerful Charge frequently, followed the next round by a full attack. Against a large number of foes he summons half-fiend minotaurs and tanar’ri to his side. He rarely uses his spell-like abilities, except against foes who assault him at range.

Bellow (Su): Once every 1d4 rounds as a standard action, Baphomet can unleash a thunderous bellow. All creatures within 60 ft. must succeed on a Will save DC 54 or become panicked for 3d6 rounds. This is a sonic, mind-affecting fear ability. The save is Cha-based.

Bloodlust (Su): 10/day, whenever Baphomet deals damage to a foe, he is overcome with bloodlust. At this point, Baphomet rages like a barbarian of his level for 1 hour. Can be turned off only after killing at least one creature and bathing in their blood as a standard action.

Breath Weapon (Su): Baphomet can spew forth a 90 ft. cone of unholy water infused with negative energy. It deals 15d8 points of negative energy damage. Reflex save DC 63 halves. Creatures with the good subtype or aura of good class ability (such as good-aligned clerics or paladins) instead take 15d12 and take a –4 penalty on their saving throw. The DC is Con-based.

Constrict (Ex): In addition to the normal tail slap damage and effects, Baphomet deals 6d6 + 30 points of damage while constricting with his tail. Those who succumb to the poison of his tail spikes fall to the ground helpless immediately after Baphomet releases his hold.

Demon Prince of Beasts: As the Prince of Beasts, Baphomet can grant bestial creatures, even the mundane creatures of the Mortal Coil, with dark power.

-Any animal or beast type creature within 1000ft of Baphomet, becomes fiendish and quickly rush to his aid. 5 days after the Baphomet has left, the fiendish template wears off.
-Bulezaus, Goristros, and minotaurs who serve Baphomet automatically enters a rage as a barbarian of their level, as long as they stay within 100 ft. of Baphomet.

Improved Grab (Ex): If Baphomet attacks with his tail he can attempt a grapple. If successful he establishes a hold and can constrict.
If Baphomet attacks with his greataxe he can attempt a grapple. If successful he establishes a hold and can use one special ability of the Maw of the Beast King.

Maze of Horror (Su): 10/day, Baphomet can banish a creature into a maze, as the spell of his level. Each round, the creature must make an Intelligence check DC 35 to escape. Failure indicates that the creature takes the wrong path and runs into an encounter with 3 half-fiend minotaurs (barbarian 15). The creature must defeat them before making another Intelligence check. If the creature doesn’t escape, the maze disappears after 10 minutes leaving the creature in a state of fear and confusion. The creature must succeed a Will save DC 53 or be frightened and confused (CL58) for 3d6 rounds. Those who do escape in time suffer no effects. The DC is Cha-based.

Natural Cunning (Ex): Baphomet possesses an innate cunning and logical ability similar to that of a minotaur. He is immune to maze spells, never becomes lost, and can track enemies as if he had the track feat. He is never caught flat-footed.

Powerful Charge (Ex): Baphomet lower his head, pointing his massive horns forward, and charges. In addition to the normal benefits and penalties of a charge, this allows him to make a single gore attack with a +85 attack bonus that deals 4d8 + 42 points of damage.

Ravaged Form (Baphomet’s Tail): Baphomet’s vile tail is covered in bloody spikes, which inject poison into his victims. Those hit by it take and initial 2d6 Con damage followed by a secondary 2d6 Con damage. Fort save DC 63 halves damage and negates extra effects. Those who fail their saves fall helpless to the ground for 1d6 rounds. Con damage can be healed through a greater restoration spell of at least 30th level. The DC is Con-based.

Ravaged Form (Bloodlust Eyes): Baphomet possesses 4 red eyes, which incites terrifying bloodlust in his foes. Those who look Baphomet in the eyes must succeed a Will save DC 54 or be overcome by bloodlust. The affected creature attacks all, whether friend or foe (except Baphomet), until it or its foe(s) dies. This bloodlust can only be cured by a greater restoration spell of at least 30th level. The DC is Cha-based.

Ravaged Form (Horns of the Beast King): Adorning Baphomet’s head, are 2 pairs of massive horns. They allow him to perform a more potent charge attack using his horns. While charging, Baphomet gains a +8 bonus to attack rolls and Strength checks made to bull rush. He deals double damage and takes a –2 penalty to AC. He can also toss (see below) his foes.

Scientific Beast (Ex): Baphomet is known for his scientific experiments, some of which created the bulezaus, ghours, and goristros. While in his Tower of Science, Baphomet involves himself in many experiments, such as torture, death, skinning, taxidermy, vivisection, dissection, etc. If Baphomet manages to catch a helpless creature on the battlefield, he won’t hesitate to conduct a few experiments on them, which either results in serious wounds or complete destruction of their body. As a full round action, Baphomet can perform one of the following on helpless foes:

-Dissection – 10/day; As a coup de grace against a helpless creature, Baphomet can attempt to dissect them by using his claws to split them open. The creature in question must succeed on a Fortitude save DC equal to (10 + damage dealt + Baphomet’s Str bonus). If successful, the creature takes damage from the claw as if it were a critical hit. They also take an extra 3d6 Con damage. They also bleed a lot, taking 20 points of damage from blood loss each round (Heal check DC 45 stops the bleeding).If unsuccessful, the creature dies and cannot be resurrected by anything less than a true resurrection spell of at least 30th level.

-Vivisection – 15/day; As a coup de grace against a helpless creature, Baphomet hacks into the creature’s body, attempting to harvest vital organs for his personal use. Treat this as an automatic critical with a claw attack. The creature in question must succeed on a Fortitude save DC equal to (15 + damage dealt + Baphomet’s Str bonus). Success indicates that Baphomet misses the vital organs. The creature takes damage from the claw as if it were a critical hit, plus an extra 1d6 Con damage. They also bleed a lot, taking 15 points of damage from blood loss each round (Heal check DC 45 stops the bleeding). If unsuccessful, the creature dies but can be raised normally.

-Skinning – 5/day; As a coup de grace against a helpless creature, Baphomet grabs a hold of the creature’s flesh and rips it off of their very bones. This is the most gruesome of his “experiments” Treat this as an automatic critical with a claw attack. The creature in question must succeed on a Fortitude save DC 65 (Str-based). Success indicates that Baphomet only tears off a large portion the creature’s skin. This deals 5d6 Con. 20 points of damage from blood loss each round (Heal check DC 45 stops the bleeding). Even after the bleeding has stopped, any action that causes the creature to move, they must first succeed on a Fortitude save DC 45 or double over in pain and take no actions for 1 round. Only a miracle or wish spell restores the creature’s missing skin. Greater restoration is still needed to cure Con damage. If unsuccessful, not only is the creature’s skin ripped from their bones, but their very soul is taken as well. Their soul is stored within their skin as if by a [i]trap the soul[i] spell. Thus, the skin must be retrieved from Baphomet’s possession, in order to raise the creature by way of a miracle or wish spell.

Spell-Like Abilities (Sp): CL 58th; DC 29 + spell level
At will-acid fog, animate dead, astral projection, baleful, polymorph, blasphemy, bull’s strength, charm monster, desecrate, detect law, detect good, detect magic, dominate animal, dominate monster, fly, greater dispel magic, greater invisibility, greater magic fang, greater teleport, hold animal, magic circle against law, magic circle against good, mass hold monster, maze, mirage arcana, persistent image, polymorph, power word stun, rage, restoration, resurrection, suggestion, symbol of fear symbol of pain, symbol of weakness, telekinesis unhallow, unholy aura, unholy blight
9/day: animal growth, awaken, destruction, greater restoration, true resurrection.
3/day: earthquake, wish.

Summon Minotaurs (Sp): 6/day Baphomet can summon 10 half- fiend minotaurs (barbarian 15).

Summon Tanar’ri (Sp): 3/day Baphomet can summon 5 bulezaus (barbarian 15), and 1d3 advanced goristro (35 HD)

Toss (Ex): After a successful charge attack, Baphomet gets a free trip attempt. If he wins the Strength check during the trip attempt, instead of simply knocking the opponent prone, he tosses the opponent into the air with his horns, dropping the opponent prone up to 30 ft. away in a random direction. They take an extra 3d6 points of falling damage. Characters with ranks in the Tumble skill who are not flat-footed can make a Tumble check DC 65 to avoid damage and land on their feet.

Wild Empathy (Ex): Baphomet can use Wild Empathy as a 58th level druid.

Possessions: Baphomet carries with him the Maw of the Beast King, which he created himself long ago in The Tower of Science.

Maw of the Beast King: This gruesome weapon appears as a greataxe made of two bestial heads. Their mouths open and close rapidly as if they were eating something. From the top of their noses, to the bottom of their chins are massive blades, which curve to form a weapon similar to a greataxe. Connected to the bottom of the axe is a 12 ft. wooden pole. It functions as a +8 keen, vile, vorpal, wounding, huge axe. With each successful strike, one of the bestial heads automatically bites the subject of the attack. This bite deals an extra 2d6 + 10 points of damage. On a successful critical hit with the axe eats away at the victim’s soul and deal 3d6 Con damage (Fortitude save DC 60 halves). If Baphomet attacks with his greataxe he can attempt a grapple at a +68 bonus (–10 penalty). If successful he establishes a hold and can use one of the following special abilities:

-He can cause the axe to bite, once more, deeper into the creature’s flesh dealing double damage and 2d6 Con damage (Fortitude save DC 65 halves) as the creature bleeds uncontrollably from a gruesome wound. They also take an extra 10 points of damage each round from blood loss. Baphomet can use this ability over and over, dealing 2d6 Con (Fortitude save DC 65 halves) and an extra 10 points of damage from blood loss. Heal check DC 45 stops the bleeding. The first 2 DC’s are Str-based.
-Baphomet can toss Large, or smaller creatures, 100ft. in any direction, dealing 10d6 points of falling damage. Tumble check DC 60 halves. The DC is Str-based.

Those killed by this weapon are absorbed into the gaping maws of the bestial heads and trapped as if by a trap the soul spell. Only a miracle or wish spell can release the soul. However the creature in question is still dead (-10 hp).
Kostchtchie, Prince of Wrath
Huge Outsider (chaotic, cold, evil, extraplanar, tanar’ri)

Symbol: A blackish-blue shiny maul covered in bloody ice
Cosmic Rank: 11 (14 Iron Wastes)
HD: 60d8 + 1,320 + 120 (1,920)
Initiative: +10
Speed: 60 ft.
AC: 70 (+15 armor, +11 deflection, +6 Dex, +30 natural, -2 size) touch 25, flat-footed 64
BAB/ Grapple: +60/+93
Attack: +8 icy blast, sonic blast, vile, huge maul, Maul of the Iron Wastes +95 melee (3d8 + 53 + 3d6 cold + 3d6 sonic plus Fort save DC 70 or stunned for 1 round/19-20/x3), or rock +64 ranged (2d8 + 25)
Full attack: +8 icy blast, sonic blast, vile, huge maul, Maul of the Iron Wastes +95/+90/+85/+80 melee (3d8 + 53 + 3d6 cold + 3d6 sonic plus Fort save DC 70 or stunned for 1 round/19-20/x3), or rock +64 ranged (2d8 + 25)
Space/reach: 15ft./ 15ft.
Special attacks: Breath Weapon, Rock Catching, Rock Throwing, Spikes of the Iron Wastes, Spell-like Abilities, Summon Dragon, Summon Giants, Summon Tanar’ri, Wrath
Special qualities: Darkvision 60ft., DR 40/Epic Good and Cold Iron, DR 25/-, Energy Resistance to Acid 40, Fire 50, Immunity to Cold, Electricity and Poison, Immunity to Ability Damage, Ability Drain, Critical Hits, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Ravaged Form (Massive Bulk), Regeneration 15, SR 65, Telepathy 1000 ft., True Seeing, Vulnerable to Fire
Saves: Fort +60, Ref +38, Will +41
Abilities: Str 60 , Dex 22, Con 54, Int 26, Wis 28, Cha 33
Skills: Climb +88, Concentration +85, Escape Artist +69, Handle Animal +77, Intimidate +74, Jump +110, Knowledge (arcana) +71, Knowledge (nature) +71, Knowledge (the planes) +71, Listen +72, Ride +71, Search +71, Spot +72, Survival +72 (74 when tracking), Swim +88, Tumble +69,
Feats:Awesome Blow, Cleave, Combat Expertise, Dark Speech, Great Cleave, Great Fortitude, Greater Weapon Focus (maul), Greater Weapon Specialization (maul), Improved Critical (maul), Improved Bull Rush, Improved Initiative, Improved Overrun, Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Handle Animal), Skill Focus (Ride), Spirited Charge, Weapon Focus (maul), Weapon Specialization (maul),
Epic Feats: Dire Charge, Epic Fortitude, Epic Toughness, Epic Weapon Focus (maul), Epic Weapon Specialization (maul), Terrifying Rage
Environment: Iron Wastes (Abyss)
Organization: Solitary (unique) or group (Kostchtchie, Svafnir (advanced great white wyrm dragon with 45 HD), 2 Hounds of Kostchtchie (Leucotta 18 HD), and 5 Frost Giants (Barbarian 15)
CR: 52
Treasure: Frost Plate, Maul of the Iron Wastes
Alignment:Chaotic Evil

(flavor coming)

Combat: Kostchtchie almost always enters a battle while invoking his Wrath ability to crush his foes. If out numbered, he won’t hesitate to summon Svafnir, along with other creatures, to aid him. Every chance he gets, he’ll use his icy breath to gain the upper hand. Against foes who use fire-based attacks and spells, he targets them first while relying on his armor to greatly reduce the fire damage he may take. Against strong foes he relies on his massive bulk to reduce the physical damage.

Breath Weapon (Su): Once every minute, Kostchtchie can spew forth a 100 ft. cone of abyssal fury and ice. It deals 30d10 points of cold damage plus 4d6 Dex. Ref save DC 67 halves. If this attack reduces a creature’s Dex to 0, it is frozen. Kostchtchie can smash it to pieces with a successful attack from his maul. The remaining pieces of ice remain on the ground and melt away in 3 rounds. At this point the creature can be raised and healed normally after a miracle or wish spell has been cast on the remaining pieces. If the ice melts, the soul is destroyed. Nothing less than a greater deity, can restore the creature. The DC is Con-based.

Prince of Wrath: Kostchtchie’s rages can incite rage within his foes, which causes them to attack anyone close to them. Range: 100 ft. radius of a raging Kostchtchie. Will save DC 56 or continuously attack the nearest creature, until you or the creature dies. The raging character, rages like a barbarian of 20th level. The DC is Cha-based.

Ravaged Form (Massive Bulk): Kostchtchie is impossibly muscled. These rippling muscles grant him with the following:
- DR 25/-
- +10 bonus on Str checks.
- Speed + 20 ft.
- +10 bonus on Jump skill

Rock Catching (Ex): Kostchtchie can catch Large size or smaller rocks (or other projectiles of similar shape). Once per round, if he would normally be hit by a rock, he can make a Reflex save to catch a rock as a free action. The DC is 25 for a Small rock, DC 35 for a Medium rock, and DC 45 for a Large rock. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount). He must be ready and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex): Kostchtchie can hurl rocks of 80 to 100 pounds (Large objects) up to five range increments of 300 ft.

Spikes of the Iron Wastes (Su): 20/day, Kostchtchie slam his maul against the ground, as a standard action, causing blue-black ice to erupt from the ground in a 60 ft. radius. It deals 15d8 cold damage and 10d8 piercing damage. Ref save DC 70 halves (Str-based). If Large or smaller creatures fail their saves, they are launched into the air. They crash into the ground and are stunned for 2d6 rounds. The blue-black ice shatters, in the following round, creating a blizzard of blue-black ice in a 100 ft. radius. Those within range take 15d10 points of cold and unholy damage. Ref save DC 56 halves (Cha-based). Since the blizzard is infused with unholy energy, it ignores the creatures’ cold resistance and immunity.

Spell-like Abilities: CL 60th; DC 30 + spell level
At will-animate dead, astral projection, baleful, polymorph, blasphemy, bull’s strength, charm monster, chill touch, cone of cold, desecrate, detect law, detect good, detect magic, dominate monster, fly, fog cloud, greater dispel magic, greater invisibility, greater teleport, icestorm, magic circle against law, magic circle against good, mass hold monster, mirage arcana, orb of cold, persistent image, poison, polymorph, power word stun, rage, restoration, resurrection, suggestion, symbol of fear, symbol of pain, symbol of weakness, telekinesis, unhallow, unholy aura, unholy blight, wall of ice
9/day: destruction, field of icy razors, greater restoration, harm, polar ray, true resurrection.
3/day: earthquake, wish.

Stunning Blow (Su): Kostchchie’s powerful attacks can leave even the greatest of warriors stunned. Fortitude save DC 70 or be stunned for 1 round. If Kotschtchie successfully attacks a foe with a critical, they are automatically stunned for 1 round (no save). The DC is Str-based.

Summon Dragon (Sp): 1/day Kostchtchie can summon Svafnir

Summon Giants (Sp): 10/day Kostchtchie can summon 3d6 frost giants (barbarian 15)

Summon Tanar’ri (Sp): 5/day Kostchtchie can summon 1d6 advanced goristros (50 HD) or 2d6 bulezaus (barbarian 15)

Wrath (Ex): Kostchtchie’s rage is like no other. 3/day he can rage like a barbarian for 1 hour. He gains a +10 bonus to Str and Con, + 6 bonus to Will saves, and takes a –4 penalty to AC. At the beginning of his wrath, Kostchtchie lets out a terrifying roar (free action). Any creature, within 100 ft., must make a Will save DC 61 or become panicked for 1 round. Kostchtchie roars, as a free action, every minute of his wrath. He cannot stop his rage and is not fatigued afterwards. The DC is Cha-based.

Possessions: Kostchtchie is never without his black-blue maul. Recently he created the Frost Plate, which protects him from fire.

Frost Plate: This armor is crudely made of ice. It covers Kostchtchie back, front, and shoulders. Jagged spikes cover the armor. It functions as a +10 fire warding, heavy fortification, breastplate. Anyone grappling with Kostchtchie takes 40 points of cold damage and 8d6 piercing damage from the spikes.

Maul of the Iron Wastes: Kostchtchie wields this blackish-blue shiny maul, covered in bloody ice, whenever he enters combat. Sounds of rage erupt from the maul constantly. It functions as a +8 icy blast, sonic blast, vile, huge maul. A successful hit with the maul fills the target with numbing cold. The creature is slowed as the spell for 10 rounds. Fort save DC 70 negates (Str-based). On a successful critical hit the creature takes an extra 10d10 points of cold damage, as it is filled with intense cold, in the following round. Fort save DC 70 halves (Str-based). In the round following that, the ice turns into a foul liquid which causes the creature’s insides to waste away dealing 5d6 Con damage. Fort save DC 56 halves (Cha-based). Whether the save is successful or not the creature’s are too cold causing terrible pain. They can take no actions in that round. Only a greater restoration of at least 35th level can cure the Con damage.
Juiblex, The Faceless Lord
Large Outsider (chaotic, evil, extraplanar, tanar’ri)

Symbol: A black silhouette of Juiblex with many red eyes
Cosmic Rank: 8 (11 Shedaklah)
HD: 52d8 + 988 + 100 (1,504 hp)
Initiative: +12
Speed: 40 ft., climb 60ft.
AC: 60 (+10 deflection, +8 Dex, +33 natural, -1 size) touch 27, flat-footed 52
BAB/ Grapple: +52/+71
Attack: +6 acidic burst, icy burst, vile, Maw of Juiblex (bite) +76 melee (4d6 + 44 + 3d6 acid + 3d6 cold + 2d6 Con +1 vile), or bite +70 melee (1d8 + 23 + 2d6 acid + 2d6 cold (roll 1d6 to determine the number of bites)
Full attack: +6 acidic burst, icy burst, vile, Maw of Juiblex (bite) +76/+71/+66/+61 melee (4d6 + 44 + 3d6 acid + 3d6 cold +2d6 Con +1 vile), and 4 slams + 65 melee (1d6 + 7 + 2d6 acid + 2d6 cold), OR bite +70 melee (1d8 + 23 + 2d6 acid + 2d6 cold (roll 2d6 to determine the number of bites)), and 4 slams + 65 melee (1d6 + 7 + 2d6 acid + 2d6 cold)
Space/reach: 10 ft./10 ft.
Special attacks:Breath Weapon, Constrict, Create Slime, Dissolve, Engulf, Improved Grab, Juiblex Spikes, Maw of Juiblex, Ooze Explosion, Pool of Acid, Spell-like Abilities, Summon Oozes, Summon Tanar’ri, Vile Ooze Orbs, Wave of Bloody Fangs
Special qualities: Amorphous, Blindsight 120 ft., Darkvision 120ft., DR 40/Epic Good and Cold Iron, DR20/-, Energy Resistance to Fire 40, Immunity to Acid, Cold, Electricity and Poison, Immunity to Ability Damage, Ability Drain, Bludgeoning or Impact Damage, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Ooze Traits, Ravaged Form (Cold Soul), Ravaged Form (Many Eyes), Ravaged Form (Many Mouths), Regeneration 15, SR 59, Telepathy 1000 ft., True Seeing
Saves: Fort +53, Ref +52, Will +45
Abilities: Str 40, Dex 27, Con 48, Int 30, Wis 32, Cha 30
Skills: Bluff +65, Climb +70, Concentration +74, Diplomacy +65, Escape Artist +76, Hide +59, Intimidate +65, Knowledge(arcana) +65, Knowledge (dungeoneering) +65, Knowledge (religion) +65, Knowledge (the planes) +65, Listen +68, Move Silently +63, Search +65, Sense Motive +66, Spellcraft +66, Spot +68, Swim +70
Feats: Alertness, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Great Fortitude, Greater Weapon Focus (bite), Greater Weapon Specialization (bite), Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quickened Spell-like Ability (hold person), Skill Focus (Escape Artist), Weapon Focus (bite), Weapon Specialization (bite),
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Skill Focus (Escape Artist), Epic Toughness, Epic Weapon Focus (bite), Epic Weapon Specialization (bite), Epic Willpower
Environment: Shedaklah (Abyss)
Organization: Solitary (unique), or group (Darkness Given Hunger, and 3 Elder Spawn of Juiblex)
CR:46
Treasure: Orb of Juiblex
Alignment: Chaotic Evil

(flavor coming)

Combat: Against numerous foes, Juiblex always activates the Orb of Juiblex. Then he summons creatures to his aid. In melee he attempts to engulf his foes any chance he gets. If that fails he retreat only to come back in the form a wave.

Amorphous (Ex): Bludgeoning weapons and impact damage deal no damage to Juiblex. He is able to slip through spaces that otherwise could accommodate a creature no larger than Tiny because of his jelly-like substance.

Breath Weapon (Su): Juiblex can spit forth a 90 ft. cone of frigid cold acid, once every 1d4 rounds. It deals 20d8 acid and cold damage. It ignores resistances and immunities. Reflex save DC 55 halves. The DC is Con-based.

Constrict (Ex): Juiblex deals 2d6 + 14 points of damage plus 2d6 acid and 2d6 cold damage with a successful grapple check, in addition to damage from his slam attack.

Create Slime (Su): As a free action, once per round, Juiblex can spew forth a patch of green slime (DMG 76) anywhere within a 100 ft. of himself (including at a target, making a ranged attack with a bonus of +60).

Dissolve (Ex): Juiblex’s acidic touch deals 100 points of damage per round to wood or metal objects. Armor and clothing worn by a creature Juiblex strikes dissolves immediately unless the owner succeeds a Reflex save DC 55. A metal or wooden weapon that strikes Juiblex dissolves immediately unless the owner succeeds a Reflex save DC 55, although the weapon deals normal damage before dissolving. The DC is Con-based.

Engulf (Ex): Juiblex can engulf any Huge or smaller creature he is grappling by making a successful grapple check. He can also automatically engulf helpless creatures. An engulfed creature takes constriction damage plus 10d6 acid and 10d6 cold damage each round and is considered to be grapple and trapped within his body. Additionally, an air-breathing creature must hold their breath or begin to drown. A creature can escape Juiblex’s body by succeed on a grapple check with their own grapple check or Escape Artist check.
Juiblex can engulf up to 1 Huge creature, 2 Large creatures, 4 Medium creatures, 16 Small creatures, 64 Tiny creatures, 216 Diminutive creatures, or an unlimited number of Fine creatures.

Improved Grab (Ex): Whenever Juiblex makes a successful slam attack, he can attempt a grapple check. If successful, he establishes a hold and can constrict or engulf.

Juiblex Spikes (Su): Juiblex can use the coldness within his body to harden parts of his body, as a free action, creating spikes. Any creature grappling with or being constricted by Juiblex take an extra 8d6 points of piercing damage plus 3d6 acid and 3d6 cold damage. Juiblex can disperse the spikes as another free action. He can also shoot them out in a 100 ft. radius dealing 10d6 points of piercing damage plus 3d6 acid and 3d6 cold damage to any creature (not in service of Juiblex) within range. Reflex save DC 55 halves. The DC is Con-based.

Maw of Juiblex (Ex): As a free action, Juiblex can gather a collection of mouths within his body to form a large mouth. It functions as a +6 acidic burst, icy burst, vile weapon. It deals damage as a colossal creature (4d6) plus 2 times his Str bonus plus 3d6 acid and 3d6 cold damage. The mouths break apart at Juiblex’s command or after 20 rounds.

Ooze Explosion (Su): Juiblex can cause itself to explode in 150 ft. radius dealing 15d6 acid and 15d8 bludgeoning damage to any creature within range. Reflex save DC 55 halves. Whether the save is successful or not, the creature is covered in acidic goo taking an extra 10d6 acid damage. In the following round, as a full round-round action, Juiblex attempts to reform itself. Creatures must then succeed an Escape Artist check or grapple check to oppose Juiblex’s grapple check. If unsuccessful, Juiblex drags the creature into his body and automatically engulfs them. (This does not allow him to exceed his normal engulfing limits. He must choose which creatures to engulf)

Pool of Acid (Su): Juiblex, as a standard action, can spew forth a pool of acid onto the ground around him in a 100ft. radius. Anyone in this pool of acid takes 10d8 points of damage each round. This pool is thick and creatures can only move at half speed. Flying creatures are unaffected.

Ravaged Form (Cold Soul): Juiblex insides are intensely cold due to the emptiness of his soul. He can control this cold and attack with it. He deals extra cold damage on all his natural attacks as well as other abilities.

Ravaged Form (Many Eyes): Juiblex’s body of ooze is filled with hundreds of eyes, which constantly shift back and forward through his body. With these eyes, Juiblex gains the following bonuses:
- He can never be flanked
- He can never be blinded
- darkvision 120 ft.
- Juiblex can see an attack coming from a mile away. He gains a +10 bonus to Ref saves.
- +10 bonus to Search and Spot checks.

Ravaged Form (Many Mouths): Juiblex’s body not only contains many eyes, but many mouths as well. His mouths constantly shift around his body like his eyes. Thus, when making a single bite attack he must roll 1d6 to determine how many bites hit their mark. When making a full attack with a bite, he must roll 2d6 to determine how many bites hit their mark.

Spell-like Abilities: CL 52th; DC 29 + level
At will: animate dead, astral projection, baleful, polymorph, blasphemy, charm monster, cone of cold, desecrate, despoil, detect law, detect good, detect magic, dominate monster, fly, fog cloud, greater dispel magic, greater invisibility, greater teleport, icestorm, magic circle against law, magic circle against good, mass hold monster, mirage arcana, orb of acid, orb of cold, persistent image, poison, polymorph, power word stun, quickened hold person, restoration, resurrection, suggestion, symbol of fear, symbol of pain, symbol of weakness, telekinesis, unhallow, unholy aura, unholy blight, wall of ice
9/day: destruction, greater restoration, harm, polar ray, true resurrection.
3/day: wish.

Summon Oozes (Sp): 1/day Juiblex can summon Darkness Given Hunger, if he’s not already with him.
5/day Juiblex can summon 3d6 fiendish elder black puddings, or 3d6 elder spawn of Juiblex.

Summon Tanar’ri (Sp): 3/day Juiblex can summon 5d10 dretches, or 2d6 hezrou, or 2d6 alkilith.

Vile Ooze Orbs (Su): As a stardard action, Juiblex can fling globs of ooze, filled with vileness, at one foe that’s within 300 ft. It deals 10d10 points of acid and vile damage. It ignores resistances and immunities. Reflex save DC 55 halves. Damage cannot be healed unless within a consecrated area. The DC is Con-based.

Wave of Bloody Fangs (Su): As a full-round action, Juiblex can take the form of a tidal wave of green ooze and bloody fangs. Juiblex becomes 60 ft. wide and can travel up to 120 ft. in any direction. Any creature hit by this wave are bitten 5 times. They must also succeed a Fortitude save or be knocked down for 1d6 rounds. Any creature that is caught at the end of Juiblex’s wave, are automatically engulfed. The DC is Con-based.

Possessions: Juiblex only carries one item – The Orb of Juiblex. To date, this is the only object that Juiblex has ever used in combat.

The Orb of Juiblex: This orb is 2 ft. within diameter. It’s dark green and covered in red runes. Juiblex carries this artifact within his gelatinous body at all times. As a full-round action, Juiblex can activate the orb’s power. Upon activation, the orb rises from his body into the air. It releases a powerful gas in a 90 ft. radius of Juiblex. Any creature within range must succeed a Fortitude save DC 60 or fall to the ground unconscious for 2d6 rounds. This effect is just the beginning. Immediately after releasing the gas, the orb shoots off into the sky. In the following round, the sky and clouds all turn a sickly shade of green. At this point, it begins raining blackish-green acidic rain in a 500 ft. radius of Juiblex. The rain deals 10d8 points of acid and unholy damage (ignores resistance and immunities to acid) each round for 15 rounds. Reflex save DC 60 halves. This effect can only be stopped by Juiblex, as a free action. After the rain stops, the orb returns to Juiblex and its runes disappear for 1 minute as it recharges. During this time the orb cannot be activated.
Pazuzu, Demon Prince of the Lower Aerial Kingdoms
Large Outsider (chaotic, evil, extraplanar, obyrith)

Symbol: Pazuria, or a twisted bird talon
Cosmic Rank: 15 (18 Pazunia)
HD: 80d8 + 1,440 + 160 (2,240)
Initiative:+27
Speed: 100 ft., fly 200 ft. (perfect)
AC: 89 (+15 deflection, +19 Dex, +46 natural, -1 size) touch 43, flat-footed 70
BAB/ Grapple: +80/+101
Attack: +9 chaotic power, everdancing, keen, speed, vile, vorpal, wind blast, greatsword, Pazuria +109 melee (3d6 + 42 + 3d6 chaotic + 3d6 slashing + 1 vile/17-20/x2), or talon +96 melee (1d6 + 17 plus Pazuzu Talons (see below))
Full attack: +9 chaotic power, everdancing, keen, speed, vile, vorpal, wind blast, greatsword, Pazuria +109/+109/+104/+99/+94 melee (3d6 + 42 + 3d6 chaotic + 3d6 slashing + 1 vile/17-20/x2), and 2 talons +96 melee (1d6 + 17 plus Pazuzu Talons (see below)), and 4 wings +91 melee (1d6 + 8), OR +9 chaotic power, everdancing, keen, speed, vile, vorpal, wind blast, greatsword, Pazuria +109/+109/+104/+99/+94 melee (3d6 + 42 + 3d6 chaotic + 3d6 slashing + 1 vile/17-20/x2), and 2 talons +96 melee (1d6 + 17 plus Pazuzu Talons (see below)), and 2 claws +91 melee (1d6 + 8), and 4 wings +91 melee (1d6 + 8)
Space/reach: 10 ft./ 10 ft.
Special attacks: Aero Dive, Aura of Servile Avians, Breath Weapons, Rake (3d8 + 24 plus Pazuzu Talons), Red Wind, Spell-like Abilities, Summon Avians, Summon Tanar’ri, Sundering Dive, Temptation, Wind Stroke
Special qualities: Darkvision 60ft., DR 40/Epic Good and Cold Iron, DR20/-, Energy Resistance to Acid 40, Cold 40, Fire 40, Immunity to Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Fast Healing 30, Low-Light Vision, Ravaged Form (Pazuzu Talons), Ravaged Form (Wings of Pazuzu), Regeneration 15, SR 77, Telepathy 1000 ft., True Seeing
Saves: Fort +66, Ref +67, Will +58
Abilities: Str 44, Dex 49, Con 46, Int 35, Wis 30, Cha 41
Skills: Balance +110, Bluff +104, Concentration +104, Diplomacy +101, Disguise +101, Escape Artist +117, Forgery +98, Gather Info 101+, Hide +101, Intimidate +101, Knowledge(arcana) +98, Knowledge (religion) +98, Knowledge (the planes) +98, Listen +96, Move Silently +105, Sense Motive +96, Spellcraft +98, Spot +96, Survival +96, Tumble +115
Feats: Ability Focus (Red Wind), Agile, Cleave, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Fly-By Attack, Great Cleave, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword) Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Multi Attack, Power Attack, Skill Focus (Balance), Skill Focus (Bluff), Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack
Epic Feats: Blinding Speed, Epic Dodge, Epic Fortitude, Epic Reflexes, Epic Skill Focus (Escape Artist), Epic Toughness (x8), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Willpower, Dire Charge, Improved Fly-By Attack, Improved Initiative, Improved Whirlwind Attack, Superior Initiative
Environment: Pazunia (Abyss)
Organization: Solitary (unique) or group (Pazuzu, 10 advanced anzu (30 HD), 5 advanced balors (35 HD), or group (Pazuzu, 5 advanced anzu (30 HD), or 15 fiendish rocs)
CR: 64
Treasure: Pazuria
Alignment: Chaotic Evil

(flavor coming)

Combat: Pazuzu always starts off the battle by flying. He then dives upon them with his deadly diving abilities. When on the ground, he leads with his great sword. Against multiple foes he’ll use his breath weapons to full effect, especially the locust swarm version. When dealing with weak minded he first makes a suggestion for them to join him. He then makes another suggestion making them say his name 3 times. Once finished, he uses Temptation. He may aid them one day, but in the long run Pazuzu always returns for their soul at a later date. Pazuzu’s also loves to use his poisonous talons to lower a creature’s Dexterity (as well as their Reflex saves) in order to destroy them with his abilities, which require Reflex saves.

Aero Dive (Ex): When diving on a creature, Pazuzu can also send forth a powerful blast of razor-sharp winds dealing and extra 50 points of slashing damage. Treat the damage from his sword as a critical. Reflex save DC 74 halves (Dex-based). Huge or smaller creatures, who fail their save are knocked down and stunned for 2d4 rounds. Gargantuan or larger creatures are stunned for 2d4 rounds.

Aura of Avians (Su): All creatures with a natural fly speed feel a strange bond of attraction to Pazuzu. Before such a creature takes any hostile action against Pazuzu, it must succeed a Will save DC 70. Failure indicates the creature’s attack fails and its actions wasted. This aura extends to a radius of 300 ft. The DC is Cha-based.

Breath Weapons (Su): Pazuzu can spit forth one of two breath weapons, which are composed of either a swarm of locusts or an acidic vapor.
- Pazuzu spits forth swarms of locusts in a 120 ft. cone dealing 34d6 points of
biting damage to any creature within range. Reflex save DC 73 halves (Con-based). Along with the initial damage, Pazuzu can also make the swarm of locusts occupy 1 square. He can spit forth up to 6 swarms of locusts (all of which must be created so that each swarm is adjacent to at least 1 other swarm). He can also cause them to occupy the area of other creatures. The locusts attack any creature occupying the squares and can pursue those that flee, dealing 5d10 points of biting damage each round. Reflex save DC 68 halves (Con-based). The locusts stay around for 10 rounds before flying away.
- Pazuzu spits forth a 90 ft. cone of acidic poisonous vapor dealing 22d8 points of acid damage to any creature within range. Reflex save DC 73 halves (Con-based). The creatures also take 3d4 Str and Dex damage from the poison. Fortitude save DC 73 halves (Con-based). A minute later, a second Fortitude save DC 73 (Con-based) must be made to avoid the secondary damage of 3d4 Con damage.

Note: Pazuzu can only use one breath weapon every 1d4 rounds.

Rake (Ex): Whenever Pazuzu successfully attacks with his talons he latches on and deals an extra 3d8 + 24 plus Pazuzu Talons.

Ravaged Form (Pazuzu Talons): Pazuzu’s talons secrete a deadly poison, which slows creatures allowing him to overwhelm them with his speed. Whenever Pazuzu makes a successful attack with his talons, the targeted creature must succeed a Fortitude save DC 73 (Con) or be slowed as the spell (CL80). Only a greater restoration spell of at least 60th level can stop this effect.

Ravaged Form (Wings of Pazuzu): Pazuzu’s four red wings release a deadly poisonous mist whenever he flaps his wings. As a standard action, he can flap his wings and produce a poisonous mist with the range of a 60 ft. radius. Creatures in range must succeed a Fortitude save DC 73 (Con) or take 3d6 Dex damage (initial). A minute later, a second Fortitude save DC 73 (Con-based) must be made to avoid the secondary damage of 3d6 Dex damage. Also, while Pazuzu is flying, any creatures, in his path of flight, suffer the same effects as stated above.

Red Wind (Su): As a standard action, Pazuzu can launch forth, a 100 ft. cone of razor-sharp feathers, at his foes. Any creatures caught within range take 10d10 slashing damage. Reflex save DC 68 halves (Con-based). Creatures must also make a Fortitude save DC 73 (Con) or take 1d6 Dex damage (initial) from his poisonous feathers. In the following round, a second Fortitude save DC 73 (Con-based) must be made to avoid the secondary damage of 1d6 Dex damage.

Spell-like Abilities: CL 80; DC 34 + spell level
At will: animate dead, astral projection, baleful, polymorph, blasphemy, cat’s grace, charm monster, contagion, desecrate, detect law, detect good, detect magic, dominate monster, greater dispel magic, greater invisibility, greater teleport, gust of wind, insect plague, magic circle against law, magic circle against good, mass hold monster, mirage arcana, orb of acid, persistent image, poison, polymorph, power word stun, restoration, resurrection, slow, suggestion, symbol of fear, symbol of pain, symbol of persuasion, symbol of weakness, telekinesis, unhallow, unholy aura, unholy blight, wind walk, wind wall, wing bind
9/day: destruction, greater restoration, greater whirlwind, harm, plane shift, trap the soul, true resurrection.
3/day: wish.


Summon Avians (Sp): 10/day Pazuzu can summon 3d6 fiendish elder arrowhawks, 2d6 harpies (ranger 18), or 1d6 fiendish rocs.

Summon Tanar’ri (Sp): 5/day Pazuzu can summon 2d4 succubi (ranger 15), 4d6 vrocks, or 1d6 balors (ranger 20).

Sundering Dive (Ex): 20/day When diving on a creature, Pazuzu can surround his blade with pressurized wind. A Reflex save DC 74 must be made or the creature takes 100 points of slashing damage plus other effects. Failure to save indicates that the wind sheers his foe in half killing them instantly. The slain creature can only be raised normally after a miracle or wish spell has been casted. Huge or smaller creatures, who succeed on their save are still knocked down and stunned for 2d4 rounds. Gargantuan or larger creatures are stunned for 2d4 rounds.

Temptation (Su): A creature who says Pazuzu’s name 3 times in succession, a link between them and Pazuzu is established. For one minute, Pazuzu can examine the creature by way of detect good, detect law, detect thoughts, and tongues despite any distance (physical or planar) between them. He always uses Sense Motive to figure out whether the one who calls him is trying to entrap him. Pazuzu can use plane shift or greater teleport to get to the speaker’s location as long as he does it within one minute. Once he has arrived on the scene, the speaker asks for a favor. If Pazuzu agrees to aid the creature their alignment shifts automatically to chaotic evil. This means upon the creature’s death, they are doomed to the abyss. After aiding them, Pazuzu always waits a while before coming to collect their souls through force. Only a miracle or wish spell, followed closely by an atonement spell of at least 60th level, can save them.

Wind Stroke (Ex): With a stroke of his blade, Pazuzu can let loose a 90 ft. cone of slashing winds as a standard action. This stroke deals 20d6 points of slashing damage. Reflex save DC 74 halves (Dex-based). Huge or smaller creatures, who fail their saves are knocked back 30 ft. and take 6d6 points of falling damage. They are also considered knocked down for 1 round. This attack can also be directed at flying creatures, knocking them from the sky if they fail their save. They take the same amount of damage as stated above.

Possessions:

Pazuria: Said to have been crafted from an anzu’s feather, Pazuzu is never without this sharp blade. It appears as a chipped greatsword, from where other weapons have banged up against it. However, the blade is extremely sharp allowing Pazuzu to ignore 25 points of a creature’s damage reduction. It functions as a +9 chaotic power, everdancing, keen, speed, vile, vorpal, wind blast, greatsword. While using this blade Pazuzu gains the following abilities:
- As a standard action, 30/day, Pazuzu can produce a tornado effect (DMG pg. 95).
- Those hit by this blade are unable to fly by any means (magical or non-magical) for 1 hour. Fortitude save DC 72 (Str-based) negates. If used against flying creatures, they fall to the ground if they fail their save. They take d10 damage for every 10 ft. the fall.
- Any wind-based spells or abilities, directed at Pazuzu, are automatically turned as if by a spell turning spell (CL 80)
I'm eager to hear some feedback on my latest work.
Thats awesome work.You've done a great job with all of them. Keep up the work. I cant wait to see more of your work. Not my thing im more into water creatures but your demon princes intrigue me alot from reading them on your thread.
To underestimate me is to doubt my power and with this word I will crush you and your doubts.....BAN-KAI! "Might controls everything and without strength you cannot protect anything... let alone yourself." "Fear attracts the fearful. The strong. The weak. The innocent. The corrupt. Fear. Fear is my ally."
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Thats awesome work.You've done a great job with all of them. Keep up the work. I cant wait to see more of your work. Not my thing im more into water creatures but your demon princes intrigue me alot from reading them on your thread.

thanks.