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Aasimon, Nemamiah of the Chalice
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Kain Darkwind
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Baba Yaga
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Calabar Kordson
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Eclavdra
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Fleshreaper
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Xotani the Firebleeder
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Zagyg Yragerne
Last edited by Kain Darkwind on Tue Apr 01, 2008 4:19 pm, edited 1 time in total.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Kain Darkwind
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Baal, Absolute Warlord, Lord of Avernus
Call Devils (Sp): 3/day, Baal may summon 1 pit fiend, 2 cornugons or gelugons, or 6 of
any lesser devils.
Constrict (Ex): Baal deals 2d8 + 42 points of damage with his constrict attack.
Counterattack (Ex): If Baal makes only a single attack as a full round action, he can make
a single melee attack as an immediate action against each foe who attacks him in melee
before the start of his next turn.
Demonic Rancor (Ex): Against demons, Baal deals an additional 10d6 points of damage
with melee attacks, and his damage reduction and spell resistance are increased by 10
points.
Fear Aura (Su): Baal can radiate a 30-foot-radius fear aura as a free action. A creature in
the area must succeed on a Will save (DC 40) or be affected as though by a fear spell
(caster level 36th). A creature that successfully saves cannot be affected again by Baal’s
aura for 24 hours. Baal may choose to make his allies immune to the aura.
Improved Grab (Ex): Baal must strike a Medium or smaller sized foe with his tail attack to
use this ability. With a successful grapple check he automatically deals constrict damage
each round.
Overpowering Attack (Ex): As a full round action, Baal can make a single attack that deals
double damage. (6d6 + 90 /17-20/x5) This double damage also affects any other attacks
he makes before the start of his next turn. (Such as attacks of opportunity, or attacks
allowed by his counterattack ability)
Spell-like Abilities: At will - animate dead, blasphemy (DC 29), charm monster (DC 26),
create undead, demon dirge (DC 25), desecrate, detect good, detect magic, greater dispel
magic, fireball (DC 25), investiture of the bearded devil (DC 25), greater invisibility, magic
circle against good, mass hold monster (DC 31), persistent image (DC 27), polymorph,
power word stun, produce flame, pyrotechnics, suggestion (DC 25), greater teleport,
unhallow, unholy aura (DC 30), wall of fire; 3/day - investiture of the malebranche (DC 28),
meteor swarm (DC 31), symbol of pain (DC 29); 1/day - investiture of the horned devil (DC
30), investiture of the pit fiend (DC 31), wish (DC 31). Caster level 28th
Dark Marshal (Ex): When within 900 feet of Baal’s presence, allied lesser devils receive a
+9 bonus on attacks, damage, saves and Armor Class.
Regeneration (Ex): Baal takes normal damage from good aligned silver weapons, and
from good aligned spells or effects.
Possessions: Baal wears a +5 kilt of armor. He wields Abyssbane, a +6 flaming blast cold
iron greatsword of demon-dread.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Kain Darkwind
Site Admin
Posts: 13685
Joined: Tue Apr 01, 2008 12:02
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Location: Watering by the
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Dispater, Lord of the Second
Call Devils (Sp): 3/day, Dispater may call 3 pit fiends, 9 cornugons or gelugons, or 18 of
any lesser devils as a swift action.
Fear Aura (Su): Dispater can radiate a 30-foot-radius fear aura as a free action. A creature
in the area must succeed on a DC 51 Will save or be affected as though by a fear spell
(caster level 51st). A creature that successfully saves cannot be affected again by
Dispater’s aura for 24 hours. Dispater may choose to make his allies immune to the aura.
Flesh to Iron (Ex): Dispater can make a touch attack against a foe that turns flesh into
iron. Fortitude save DC 53 negates. He can also unleash this attack in a 50 foot cone, but
the Fortitude DC to resist the cone is only 43.
Iron Curtain (Ex): 3/day Dispater may activate his Iron Curtain. While protected by this
power, Dispater is entitled to a Fortitude save (DC is Constitution based) thrice per round
to reflect any form of attack directed at him or that includes him in the area of effect. If an
attack does get through, the Iron Curtain can absorb up to 900 points of damage before
collapsing. While in the Iron Tower, Dispater has no limit per round on the number
Fortitude saves allowed by this power.
Rust (Ex): If Dispater makes a touch attack against a metal object; he causes it to corrode
immediately. Nonmagical items receive no save, magical ones may make a Reflex save
DC 51 to avoid this. Metal weapons that strike Dispater and deal damage must also make
this save.
Spell-like Abilities: Always active - detect chaos, detect good, foresight, greater globe of
invulnerability (6th level and lower spells), indomitability*, ironguard*, true seeing; at will-
animate dead, animate objects (metal only), blasphemy (DC 33), charm monster (DC 30),
demand (DC 34), desecrate, detect thoughts (DC 28), dictum (DC 33), Dispater's shield (As
Bigby's interposing hand), fireball (DC 29), forcecage, greater dispel magic, greater teleport,
hardening*, lightning bolt (DC 29), locate creature, locate object, magic circle against good,
mass hold monster (DC 35), persistent image (DC 31), polymorph, resurrection, unhallow,
unholy aura (DC 34), unholy blight (DC 30), wall of iron, wave of grief (DC 28)*, wrack (DC
30); 3/day - disjunction (DC 35), imprisonment (DC 35), investiture of the erinyes (DC 30),
investiture of the harvester devil (DC 30), iron body, symbol of death (DC 34), symbol of
pain (DC 31), symbol of stunning (DC 33), time stop, wish (DC 35). Caster level 40th
*Spell Compendium
Animate objects, iron body and wall of iron require only a swift action for Dispater to cast.
Regeneration (Ex): Dispater takes normal damage from epic good aligned silver weapons,
and from good aligned spells or effects of 4th level or higher.
Possessions: Dispater carries the Iron Rod, a +6 heavy mace of unholy power. This major
artifact acts as both a rod of epic rulership (no duration limit) and a mace of ruin. 9/day it
can be used to smite good, dealing an additional 40 points of damage to a good creature.
The mace has been treated with numerous harden spells, and has a hardness of 90.
The Iron Tower (Major Artifact): Within his personal fortress, Dispater’s power is
enhanced to incredible levels. He gains a +9 cosmic bonus to any roll he makes. His
opponents suffer a -9 penalty to any rolls they make in regards to him or his attacks.
Every 1d4 rounds, all foes of Dispater are struck by a wave of incredible power. This
functions as a targeted reaving dispel and energy drain effect, with a caster level of 45th.
The dispel check on the reaving dispel has a bonus of +45. Once dispelled, Dispater can
benefit from the effects, or any allied creature within his tower, if he so chooses. In all
other ways, it functions identical to the spell.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Kain Darkwind
Site Admin
Posts: 13685
Joined: Tue Apr 01, 2008 12:02
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Location: Watering by the
mudhole
Mammon, Lord of the Third
Call Devils (Sp): 3/day, Mammon may summon a pit fiend, 6 cornugons or gelugons, or 9
of any lesser devils.
Fear Aura (Su): Mammon can radiate a 20-foot-radius fear aura as a free action. A
creature in the area must succeed on a DC 45 Will save or be affected as though by a fear
spell (caster level 47th). A creature that successfully saves cannot be affected again by
Mammon’s aura for 24 hours. Mammon may choose to make his allies immune to the
aura.
Spell-like Abilities: Always active - detect good, see invisibility; at will – blasphemy (DC
29), charm monster (DC 26), desecrate, detect magic, discern location, entice gift (DC 24)*,
enthrall (DC 24), fabricate, fireball (DC 25), greater dispel magic, greater teleport, hellfire
storm**, hold monster (DC 27), knock, magic circle against good, major image (DC 25),
phantasmal thief ()*, produce flame, suggestion (DC 25), telekinesis (DC 27), teleport object
(DC 29), unholy aura (DC 30), unholy blight (DC 26), unhallow, wall of fire; 3/day –
investiture of the amnizu (DC 26), investiture of the spined devil (DC 24) pavilion of
grandeur*, power word stun, symbol of weakness (DC 29), true creation*, wish (DC 31);
1/day – summon living vault. Caster level 35th
*Spell Compendium
**Fiendish Codex II
Spells: Mammon casts a small number of arcane spells, similar to spellthieves. Mammon
knows all spells of 4th level or lower on the sorcerer spell list from the schools of
abjuration, divination, enchantment, illusion, and transmutation.
Spells per day (1-4): 6/6/6/6 (Caster level 35th; DC 22 + spell level)
Steal: Nothing is sacred to Mammon, not even a creature’s own innate power. When
Mammon strikes with a sneak attack, he can forgo dealing some of the damage and
instead steal any of the following qualities. These abilities are identical to those of a
spellthief, as described in Complete Adventurer.
Energy Resistance: By forgoing 1d6 points of sneak attack damage, Mammon can drain a
creature of its energy resistance. The creature’s energy resistance is reduced by 30 points,
and Mammon gains that as temporary resistance lasting one minute.
Powers: By forgoing 1d6 points of sneak attack damage, Mammon can drain a manifester
of his powers and power points. Mammon steals 35 power points, and the knowledge of
a single power (up to 9th level) from a manifester. The manifester cannot manifest the
stolen power for a minute. Mammon retains the power points for up to 1 hour, which can
be used to manifest any powers Mammon has stolen in that time.
Spell: By forgoing 1d6 points of sneak attack damage, Mammon can drain a spellcaster of
a spell. Mammon can steal up to 17th level spells, assuming the caster has such high
spell slots available. When Mammon steals a spell, he can use it to cast the spell, or to
cast one of his own spellthief spells. He must do so within an hour of stealing the spell.
Mammon can store up to 35 levels worth of spells at any one time. When Mammon steals
a spell, he learns the names of all other prepared or known spells of that level. A
spontaneous caster who has a spell stolen by Mammon cannot use that spell for one
minute, and loses a single use of that spell level for the day. A prepared caster who has a
spell stolen by Mammon loses the prepared spell and the slot it was prepared in for the
day.
Spell Effect: By forgoing 1d6 points of sneak attack damage, Mammon can steal any
ongoing spell effect on the creature and transfer it to himself. He cannot transfer spells
with a caster level of 47th or higher. He gains the spell effect for 35 minutes or until the
spell’s duration expires, which ever comes first. Mammon can only steal spell effects that
could possibly be cast on him by the original caster. Spell effects that cannot be stolen
are still suppressed for 35 minutes.
Spell-like Ability: By forgoing 1d6 points of sneak attack damage, Mammon can steal one
of a creature’s spell-like abilities. The spell-like ability must be 11th level or lower, and the
creature must be capable of using the spell-like when Mammon steals it. For limited use
spell-like abilities, this power reduces the number of times per day it can be accessed by
one. Once stolen, Mammon can use the ability himself, within one minute. Until he uses it
or the minute elapses, the creature cannot use the spell-like ability itself.
Spell Resistance: By forgoing 3d6 points of sneak attack damage, Mammon can reduce a
creature’s spell resistance by 5 for 12 rounds. This would give Mammon a spell resistance
of 40 for those rounds, but this is almost always superceded by Mammon’s own spell
resistance.
Touch of Greed (Su): If Mammon makes a touch attack against a creature, he inspires
endless greed within its soul. The creature must make a Will save DC 45 or attack a
random creature within 60 feet and attempt to divest it of its valuables. This effect lasts
for 1d4 minutes.
Possessions: Mammon wields a +6 everdancing cold iron dagger of ghost touch called
Avarice. This weapon transfers the damage it deals into Mammon’s hit points. If it is
dancing, the hit points are stored until Mammon retrieves the weapon.
Mammon’s favored weapon Greed is a +5 hand crossbow of speed. Those struck by the
bolts must make a Fortitude saving throw (DC 38) or suffer the effects of soul’s treasure
lost. The item is teleported into one of Mammon’s personal treasure vaults.
Mammon is possibly the richest Lord of the Nine, although some claim Asmodeus holds
that title. Nevertheless, Mammon can obtain nearly any magical item with a value of 1
million gold pieces or less within an hour, and any non-unique item within a day.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Kain Darkwind
Site Admin
Posts: 13685
Joined: Tue Apr 01, 2008 12:02
pm
Location: Watering by the
mudhole
Belial, Lord of the Fourth
Call Devils (Sp): 3/day, Belial may call 1 pit fiend, 6 cornugons, or 12 of any lesser devils.
Call Fallen (Sp): 7/day, Belial may call 3 fallen planetars, 6 fallen astral devas, or 9 lesser
fallen aasimon.
Fear Aura (Su): Belial can radiate a 30-foot-radius fear aura as a free action. A creature in
the area must succeed on a DC 51 Will save or be affected as though by a fear spell
(caster level 49th). A creature that successfully saves cannot be affected again by Belial’s
aura for 24 hours. Belial may choose to make his allies immune to the aura.
Spell-Like Abilities: Always active- deathwatch, detect good, detect magic, detect snares
and pits, discern lies, read and comprehend languages, see invisibility, tongues, true seeing;
At will – blasphemy (DC 34), charm monster (DC 31), continual flame, deeper darkness,
desecrate, greater dispel magic, dominate monster (DC 36), fireball (DC 30), greater
fireburst (DC 32)*, flame strike (DC 32), geas/quest (DC 33), hellfire storm**, hold monster
(DC 32), invisibility, locate creature, locate object, magic circle against good, major image
(DC 30), power word stun, pyrotechnics, raise dead, greater restoration, shroud of flame,
speak with dead, greater teleport, unhallow, unholy aura (DC 35), unholy blight (DC 31), wall
of fire, wrack (DC 32)*[/i]; 3/day- flensing (DC 35), harm (DC 34), investiture of the barbed
devil (DC 33), mass charm monster (DC 36), power word stun, symbol of pain (DC 32),
waves of exhaustion, wave of pain (DC 34), wish (DC 36). Caster level 39th
*Spell Compendium
**Fiendish Codex II
Spells: Belial casts divine spells as a cleric with the Fire, Lust, and Pain domains.
Spells per day: 6/9/9/9/9/8/7/7/7/6 (Caster level 36th; DC 22 + spell level)
Cosmic Entity: Belial has a +6 bonus on rank checks.
Sadomasochist (Ex): For every 10 points of damage Belial deals or is dealt in a single
round, he gains a +3 morale bonus on attack rolls, saving throws and skill checks in the
next round.
In addition, any creature harming Belial must make a Fortitude save (DC 45) or suffer one
half of the same damage they dealt to him. This damage is of the same type and
calculated off the original damage, before Belial’s damage reduction, resistances or
immunities were taken into account.
Regeneration (Ex): Belial takes normal damage from good aligned silver weapons, and
from good aligned spells or effects.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Kain Darkwind
Site Admin
Posts: 13685
Joined: Tue Apr 01, 2008 12:02
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Location: Watering by the
mudhole
Fierna, Lady of the Fourth
Fierna's unarmed strikes count as epic, adamantine and lawful weapons for the purposes
of overcoming damage reduction. She may deal bludgeoning or slashing damage with her
unarmed strikes.
Call Devils (Sp): 3/day, Fierna may call 1 pit fiend, 6 cornugons, or 12 of any lesser devils.
Fear Aura (Su): Fierna can radiate a 20-foot-radius fear aura as a free action. A creature in
the area must succeed on a Will save (DC 42) or be affected as though by a fear spell
(caster level 36th). A creature that successfully saves cannot be affected again by
Fierna’s aura for 24 hours. She may choose to make her allies immune to the aura.
Improved Death Attack: Any creature Fierna successfully sneak attacks must make a
Fortitude save (DC 37) or either die or become paralyzed for 1d4 minutes, Fierna’s choice.
If Fierna studies a creature for 3 rounds before attacking (as per the assassin death
attack), the attack is treated as a coup de grace.
Smite Good (Su): Thrice per day, Fierna can make a normal melee attack against a good
aligned creature that deals 36 additional points of damage.
Sneak Attack: Those who take damage from Fierna's sneak attack suffer the additional
damage on the following round as well. Any attack of opportunity Fierna makes is
considered a sneak attack.
Spell-Like Abilities: Always active- deathwatch, detect magic, freedom of movement, see
invisibility, unholy aura (DC 31), tongues; At will – blasphemy (DC 30), blast of flame (DC
27)*, charm monster (DC 28), continual flame, deeper darkness, desecrate, fireball (DC 26),
firebrand (DC 28)*, flame shield, flame strike (DC 28), greater dispel magic, greater
invisibility, greater teleport, hellfire storm**, hold monster (DC 29), locate creature, major
image (DC 26), modify memory (DC 27), nondetection, pass without a trace, polymorph,
suggestion (DC 25), unhallow, unholy blight (DC 27), wall of fire, wrack (DC 27)*; 3/day- fire
storm (DC 30), mass charm monster (DC 31), meteor swarm (DC 32), symbol of pain (DC
30), true strike, wish (DC 32). Caster level 36th
*Spell Compendium
**Fiendish Codex II
Stun (Ex): 36/day, Fierna can make a stunning fist attack (DC 37). Those who fail their
saves are nauseated for 1 round following the stun.
Regeneration (Ex): Fierna takes normal damage from good aligned silver weapons, and
from good aligned spells or effects.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Kain Darkwind
Site Admin
Posts: 13685
Joined: Tue Apr 01, 2008 12:02
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Leviathan, Lord of the Fifth
Aura of Dominion (Su): All creatures within 90 feet of Leviathan must make a Will save
(DC 44). Failure indicates that the victim is convinced of the absolute authority of
Leviathan and infused with an unholy zeal. The victim is immediately and utterly
dominated by the baatorian lord. In the absence of any orders, the victim will seek out and
attack the nearest non lawful-evil entity in the area. A creature that succeeds on the
saving throw is immune to Leviathan’s aura of dominion for 24 hours.
Falling under Leviathan's dominion is permanent, but can be removed by limited wish,
miracle or wish if the caster succeeds on a caster level check (DC 44). Other baatorians
are immune to the aura.
Call Devils (Sp): 3/day, Leviathan may summon 6 barregons, 6 xerfilstyx or 12 of any
lesser devils. If he calls lesser devils with the Devil subtype, there is a 30% chance of
failure. A failed attempt does not use up Leviathan’s daily uses of calling, although it does
waste his standard action for the round.
Call Devils of the Deep (Sp): 3/day, Leviathan may summon a fiendish leviathan, 3
scyllans or fiendish krakens, or 12 of any fiendish aquatic animal.
Ray of Dawn (Su): As a standard action, Leviathan can project twin beams of light from
his eyes, requiring a ranged touch attack to connect. These deal 15d8 points of hellfire
damage and those struck by them must make a Fortitude save (DC 46) to avoid being
blinded and a Reflex save (DC 46) to avoid catching on fire.
Spell-Like Abilities: Always active – detect chaos, detect good, detect thoughts, see
invisibility; at will – blasphemy (DC 29), deeper darkness, greater dispel magic, dominate
monster (DC 31), false vision, feeblemind (DC 27), hold monster (DC 27), mind fog (DC 27),
mislead (DC 28), scrying (DC 26), greater teleport, unholy aura (DC 30), unholy blight (DC
26), unhallow; 3/day – insanity (DC 29), investiture of the amnizu (DC 26)*, programmed
amnesia (DC 31), screen (DC 30), wish (DC 31). Caster level 33rd
Swallow Whole (Ex): If Leviathan establishes a hold with his improved grab ability, he can
swallow his foe whole with a successful grapple check. A swallowed foe takes 5d6 acid
damage, 5d6 fire damage and gains 1 negative level every round. A swallowed foe can cut
its way out by dealing 100 points of damage to Leviathan’s stomach (AC 30). Once the
creature exits, muscular action closes the hole. Leviathan’s stomach can hold any number
of Large or smaller creatures.
Alter Size (Ex): Leviathan can increase his size to massive proportions. As a move action,
he can grow to Titanic in size. His natural weapons increase base damage by three
increments, his strength score increases to 60, and his size/reach change to 100 ft./50 ft.
Regeneration: Leviathan takes normal damage from good aligned silver weapons and
from good aligned spells.
Possessions: Leviathan carries very few personal possessions with him. Less generous
individuals might actually say “no personal treasure”.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Blood Drain (Ex): If Lilith establishes a pin, she may drain a foe’s blood, dealing 2d6 points
of Constitution drain per round the pin is maintained. Lilith heals 10 points of damage
every round she drains blood, gaining excess as temporary hit points that last for 1
minute. Unlike normal temporary hit points, these stack.
Call Devils (Sp): 3/day, Lilith may summon a pit fiend, 6 gelugons or cornugons, or 12 of
any lesser devils as a swift action.
Disease (Ex): Those struck by Lilith’s claws must make a Fortitude save (DC 42) or
succumb to a potent form of devil chills. Rather than a save every 24 hours, the victim
must make saves hourly. Six saves are required to throw off the infection.
Nature’s Wrath: Once every 1d4 rounds as a full round action, Lilith can duplicate any spell
on the druid or ranger spell list as a supernatural ability. Spell resistance applies as
normal. The DC of any saving throw allowed is 47; the caster level is 33rd. Lilith can use
metamagic versions of the spells, but it increases the ability’s recharge time in rounds by
the number of spell levels it would have increased the spell.
Poison (Ex): Those striking Lilith with natural weapons or grappled by her must make a
Fortitude save or fall victim to the potent poison that coats her entire body. Contact;
Fortitude DC 42; Initial 2d6 Str and Dex; secondary 3d6 Str and Dex. 30 points of fire
damage to Lilith burns away the poison for 2d4 rounds.
Spell-Like Abilities: Always active – detect chaos, detect good, greater magic fang, see
invisibility; at will – blasphemy (DC 32), bestow greater curse (DC 33)*, call lightning storm
(DC 30) control weather, create greater undead, desecrate, entangle (DC 26), greater dispel
magic, greater invisibility, greater teleport, summon monster IX, summon nature’s ally IX,
unholy aura (DC 33), unholy blight (DC 29), unhallow, wall of thorns; 3/day – elemental
swarm, damning darkness, death by thorns (DC 32)*, earthquake (DC 34), evil weather**,
wish (DC 34); 1/week – verdigris tsunami (DC 35)***. Caster level 36th
*Spell Compendium
**Book of Vile Darkness
***Epic Level Handbook
Regeneration: Lilith takes normal damage from good aligned silver weapons and from
good aligned spells.
Vile Mother: Lilith’s womb spawns abominations accursed by heaven and hell.
Regardless of the father, Lilith carries any child to term within one month. In addition,
every child has the half-fiend template and the abomination subtype. Lilith’s womb is
unlike those of mortal women, she can become impregnated even while carrying another
child to term.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Kain Darkwind
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Baalzebul
Call Devils (Sp): 3/day, Baalzebul may call 3 pit fiends, 9 gelugons or cornugons, or 18 of
any lesser devils as a swift action. These devils always appear with maximum hit points.
Call Fallen (Sp): 7/day, Baalzebul may call a fallen throne archon, 3 fallen justices or 7
lesser fallen archons.
Insect Gorge (Ex): Once every 1d6 rounds, Baalzebul can disgorge a cloud of biting flies
as a breath weapon. This deals 20d6 points of damage (Reflex DC 52 for half) in a 60-foot
cone. If Baalzebul chooses, the creatures can form a cloud in a 25 foot radius around him
for 10 rounds. In this cloud, concealment is total, and the insects deal 10d6 points of
damage to any living creature within. (No save)
Sinful Gaze (Su): Any non lawful evil creature within 70 feet of Baalzebul that meets the
archdevil’s eyes must succeed on both a Will and Fortitude saving throw (DC 52) or suffer
the effects of the penitentiary gaze. The victim suffers different effects based on how far
from Lawful Evil he is. The ability score penalties of the gaze last for 9 hours after leaving
the area of effect. Fatigue and exhaustion must be removed with rest or magic. Baalzebul
may choose to exclude allies from the effects of its gaze. This ability does not function in
the cloud of insects created by his insect gorge ability.
Law/Chaos Axis:
Neutral: Victims who fail their Will save become fatigued. Victims who fail their Fortitude
save suffer a -9 penalty to all of their physical ability scores (Str, Dex, Con). This penalty
cannot reduce an ability score to below 1.
Chaotic: Victims who fail their Will save become exhausted. Victims who fail their
Fortitude save suffer a -18 penalty to all of their physical ability scores (Str, Dex, Con).
This penalty cannot reduce an ability score to below 1.
Good/Evil Axis:
Neutral: Victims who fail their Fortitude saves suffer 9d8 points of damage every round
until they make their save or leave the area of effect. Victims who fail their Will saves
suffer a -9 penalty to all of their mental ability scores (Int, Wis, Cha). This penalty cannot
reduce an ability score to below 1.
Good: Victims who fail their Fortitude saves suffer 18d8 points of damage every round
until they make their save or leave the area of effect. Victims who fail their Will saves
suffer a -18 penalty to all of their mental ability scores (Int, Wis, Cha). This penalty cannot
reduce an ability score to below 1.
Spell-like Abilities: Always active – detect chaos, detect good, detect magic, true seeing;
At will- animate dead, atonement, blasphemy (DC 35), break enchantment, charm monster
(DC 32), create greater undead, cure critical wounds (DC 32), desecrate, fireball (DC 31),
geas/quest (DC 34), greater dispel magic, greater scrying (DC 35), greater teleport, hold
monster (DC 33), insect plague, magic circle against good, mark of iniquity (DC 33),
neutralize poison, persistent image (DC 33), restoration, resurrection, sending, suggestion
(DC 31), summon swarm, unhallow, unholy aura (DC 36), unholy blight (DC 32), wall of eyes;
3/day – banishment (DC 35), death ward, dictum (DC 35), divine favor, find the path, greater
restoration, heal (DC 35), heroes' feast, investiture of the horned devil (DC 36), unholy
sword; 1/day –creeping doom, crown of vermin, symbol of pain (DC 33), symbol of insanity
(DC 36), wish (DC 37). Caster level 41st
Spells: Baalzebul casts spells as a cleric with the Knowledge, Law and Trickery domains.
Spells per day: 6/10/10/10/9/9/8/8/7/7/3/3/2/2/2/2 (Caster level 40th, DC 25 + spell
level)
Epic Spells per day: 5
Blasphemous Touch (Ex): One half of the damage dealt by Baalzebul's natural weapons is
vile.
Regeneration (Ex): Baalzebul takes normal damage from epic good aligned silver
weapons, and from good aligned spells or effects.
Skills: Baalzebul receives a +10 inherent bonus on Bluff, Diplomacy and Sense Motive
checks, and a +8 racial bonus on Spot and Listen checks.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Kain Darkwind
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Mephistopheles
Call Devils (Sp): 3/day, Mephistopheles may call 3 pit fiends, 9 gelugons or cornugons, or
18 of any lesser devils as a swift action. These devils always appear with maximum hit
points.
Flames of Cania (Cs): Mephisto is constantly swathed in freezing cold unholy flames
which deal 10d6 points of unholy damage and 10d6 points of cold damage to any within
10 feet of him. His touch also deals this damage. As a standard action, he may release
his Flames of Cania in a 60 foot radius blast. This deals 20d6 points of unholy damage,
20d6 points of cold damage, and allows a reflex save DC 48 for half.
Spells: Mephisto casts spells as a wizard. His spellbooks have access to all spells 1st-9th
level, and he has researched many epic spells as well.
Spells per day (0-14th): 12/18/18/17/17/17/17/16/16/16/13/12/12/12/12 (Caster level
48th; DC 27 + spell level, evil spells DC 35 + spell level)
Epic Spells per day: 13
Spell-like Abilities: Always active- detect chaos, detect good, detect magic, see invisibility,
unholy aura (DC 33); at will – animate dead, baleful polymorph (DC 28), bestow greater
curse (DC 33), blasphemy (DC 32), cone of cold (DC 28), create greater undead, deeper
darkness, delayed blast iceball (DC 30), desecrate, dominate monster (DC 32), flame strike
(DC 28), geas/quest (DC 29), greater dispel magic, greater invisibility, greater scrying (DC
30), greater teleport, hellfire storm***, hypothermia (DC 27)*, ice storm (DC 27), locate
creature, locate object, magic circle against good, mass hold monster (DC 32), persistent
image (DC 28), polar ray, polymorph, power word stun, restoration, resurrection, suggestion
(DC 26), symbol of death (DC 31), symbol of pain (DC 30), symbol of stunning (DC 30), true
seeing, unhallow, unholy blight (DC 29), wall of fire, wall of ice (DC 27); 3/day –field of icy
razors (DC 31)*, frostfell**, investiture of the ice devil (DC 32), wish (DC 32). Caster level
41st
*Spell Compendium
**Frostburn
***Fiendish Codex II
Infernal Archmage: Mephisto may prepare eight spells more than normal in each level of
spells he can cast, in addition to his bonus spell slots due to a high Intelligence. Mephisto
may make touch attacks at a range of 90 feet. Spells countered by him are reflected back
upon their caster as if they had been turned as per spell turning. He may substitute any
energy descriptor in any spell he casts as he is casting it. Mephisto does not need to
prepare an action to counterspell, countering a spell is an immediate action for him, and
he can counter three spells per round. Any spell Mephisto casts is considered corrupt if
he so chooses. Spells by Mephisto cast with the Evil descriptor gain a +8 profane bonus
to their DC.
Regeneration (Ex): Mephistopheles takes normal damage from epic good aligned silver
weapons, and from good aligned spells or effects.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Asmodeus, King of Hell, Lord of the Ninth
Call Devils (Sp): At will as a standard action Asmodeus may call a duke, 9 pit fiends, or 18
of any lesser devils. 3/day he may call an archdevil. 1/week, he may call all eight of the
Lords of the Nine. Non unique devils called by Asmodeus possess double standard hit
dice and maximum hit points.
Demand Submission (Ex): 1/round as a standard action, Asmodeus can force up to nine
creatures who can hear and understand his voice to attempt a Will saving throw (DC 66).
On a failure, the creatures submit to the ruler of Hell for 10d10 days, doing everything he
asks as if his words were a suggestion that they cannot resist. Once a creature
successfully saves against this ability, he gains a +9 bonus to all further saves against it.
Gaze of Hell (Ex): Asmodeus has two different gaze attacks, although he can only use
one at a time. He can switch between the two as a free action.
Chill Gaze: This has a range of 90 feet and acts as a slow spell that imposes a -9 penalty
on all attack, damage, saving throws, ability checks and skill checks for 24 hours. Will
save (DC 66) negates.
Fear and Weakness Gaze: This has a range of 180 feet. It both panics and deals 1d8
points of Strength damage per round to creatures who fail their saves. Will save (DC 66)
negates.
Hellfire (Cs): As a standard action every 1d4 rounds, Asmodeus can unleash a blast of
hellfire, dealing 18d12 points of damage. This attack can be unleashed as a 90 foot cone
(Reflex DC 66 half), a 180 foot line (Reflex DC 66 half) or a 900 foot ray (+64 ranged
touch). Within Hell, the ray has no maximum range and can strike any creature that
Asmodeus can see.
Spells: Asmodeus casts cleric and wizard spells spontaneously with no need to prepare
and access to all spells on the spell lists plus the domains of Baator, Diabolic, Domination,
Evil, Law and Trickery. All spells cast by Asmodeus are corrupted, quickened and violated.
Cleric spells per day: 6/11/11/11/11/10/9/9/9/8/4/4/4/3/3/3/3/2/2/2/2. Caster level
54th. (63rd for Evil or Law spells) DC 39+spell level
Wizard spells per day: 4/9/9/9/9/8/8/8/8/7/4/4/4/3/3/3/3/2/2/2/2. Caster level 54th.
(63rd for Evil or Law spells) DC 39+spell level
Domain powers: Asmodeus gains a +9 caster level bonus on spells with the Evil or Law
descriptors. 9/day, he may gain a +54 bonus on a Bluff, Diplomacy, Intimidate or Sense
Motive check.
Spell-like Abilities: Always active - detect chaos, detect good, detect magic, discern lies,
true seeing; At will -animate dead, blasphemy (DC 46), create greater undead, demand (DC
47), deeper darkness, desecrate, detect thoughts, dictum, disguise self, dispel chaos or
good, greater dispel magic, dominate monster (DC 48), hellfire storm*, hold monster,
imprisonment, magic circle against chaos or good, monstrous thrall** (DC 48), order's
wrath (DC 46), planeshift, protection from chaos or good, mass suggestion (DC 45), greater
teleport, unhallow, wall of fire, wall of ice; 9/day – investiture of the devil (any),
shapechange, true resurrection, wish. Caster level 54th
*Fiendish Codex II
**Spell Compendium
Cosmic Entity: Within Hell, Asmodeus receives a +18 bonus to rank checks. Outside of
Hell he possesses a +9 bonus.
King of Hell: Asmodeus possesses a +9 profane bonus on saves, ability checks, skill
checks and the DCs of his special attacks. Within Hell he possesses six times his actual
hit points (6,804). He may reshape the entirety of Hell as if it were his divine realm;
shaping actual divine realms within Hell is only possible with an opposed rank check.
Asmodeus can promote lesser devils into greater forms at will. If the devil in question
does not possess the proper HD for its new form, Asmodeus receives a number of
negative levels equal to the difference. Asmodeus does not need to make a Fortitude
save against permanent level loss. Instead, his negative levels are removed at the rate of
one per hour. Asmodeus can also promote a devil to Duke or Archdevil status, granting
them the appropriate abilities.
Regeneration (Ex): Asmodeus takes normal damage from epic good and chaotic aligned
silver weapons, and from good aligned spells or effects of 5th level or higher.
Possessions: Asmodeus holds the Ruby Rod, a major artifact. This functions as a +9
heavy mace of unholy and lawful power. It has a critical of x3, and affects those who are
touch it against Asmodeus’ will as harm. (Will save DC 50 for half, caster level 40th)
Asmodeus may make use of the powers at will unless otherwise stated. Other wielders
may make use of the special abilities 1/day.
Absorption: The Ruby Rod can be used as a rod of absorption, capable of absorbing up to
9 spell levels per round.
Armor of Malsheem: When this ability is activated (a full round action), the wielder’s
damage reduction, fast healing, and regeneration are doubled for the next 9 rounds (if the
wielder does not possess one or more of these boons, he receives a DR of 9/ - , fast
healing 9, and regeneration (good and silver) 9). When in Asmodeus’ hands, the Rod also
doubles the hit points of his divine shields for the duration. Asmodeus can only use this
ability thrice per day.
Bolt of Lightning: 180 foot long, 10 foot wide line; deals 30d6 points of corrupted, violated
electricity damage (Reflex DC 50 for half). Failure on the save knocks a victim prone;
furthermore, failure by 10 points or more throws a victim back 10 feet plus 10 more feet
for every additional 10 points of damage taken. If this effect causes the victim to strike a
solid object (like a wall), the victim suffers 1d6 points of damage for every 10 feet they
travel before striking. A victim must also make a Fortitude save DC 50 or become
paralyzed for 9 rounds. Anyone taking any electrical damage from this attack becomes
charged with static electricity for the next 9 rounds and deals 15d6 points of electricity
damage whenever they come within 5 feet of or touch another being.
Cone of Frost: 90 foot long cone; deals 30d6 points of corrupted, violated cold damage
(Reflex DC 50 for half). Those struck must also make a Fortitude save DC 50. On a
successful save, victims are slowed for 9 rounds. On a failure, victims are stuck in place
as though by hold monster for 9 rounds. If they fail the Fortitude save by 10 points or
more, they are frozen into ice and rendered helpless for up to 9 days (a miracle or wish
can thaw victims out). If they take 50 points of damage or more from any one attack while
in this state, victims shatter into pieces and die.
Jet of Acid: 360 foot long, 5 foot wide line; deals 30d6 points of corrupted, violated acid
damage (Reflex DC 50 for half). The acid eats away at the flesh, dealing 1d6 points of
Constitution damage (Fortitude DC 50 for half) immediately and an additional 1d6 points
at the beginning of each of the next nine rounds. A heal, miracle, or wish spell can stop the
continuing Constitution damage. Resistance or immunity to acid is only effective against
1/2 of the Constitution damage.
Tyrant Triumphant: Activating this ability causes pulsing, red and black waves to emanate
from the Rod in a 90 foot radius. The area within 90 feet of the Rod is surrounded by a
wall of anti-magic. The wall is razor thin, but prevents spells or supernatural abilities
originating from within the area from affecting those without and vice versa, similar to the
lesser layers of a prismatic wall. All save the wielder within the area are affected as if by
disjunction, blasphemy, dictum, and repulsion in that order during the round that the effect
begins (caster level 80th, DC 68 where applicable). A nearly impenetrable shield is erected
around the wielder, and remains for 3 rounds. Each round the barrage of spells repeats
within a 90 foot radius of the Rod.
The shield surrounding the wielder is immune to all forms of attack save those with the
good or chaotic descriptor. The shield has 999 hit points. Even from those forms of attack
against which it is vulnerable, the shield ignores the first 90 points of damage per round.
Good or chaotic aligned spells which do not normally deal damage deal 1d10 points of
damage per spell level to the shield.
During the first round, the Rod’s wielder is purged of all unwanted effects, including but
not limited to, disease, poison, enchantments, curses, debilitations and death. In the
second round, the wielder is healed to full hit points. By the third round, the wielder
regains spells, spell-like abilities, and any other limited-use abilities innate to his nature
(not granted by an item) as if he had rested for a day. Tyrant Triumphant will automatically
activate once per day should its wielder perish. Asmodeus can only use this ability thrice
per day.
Asmodeus has access to near limitless wealth in magical items. As such, he can be
expected to have any magic item in the DMG or any other source book with a value of less
than 1 million gold pieces.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Kain Darkwind
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Dark Gale (Ex): Merorem may release a blast of darkness and winds that rend his foes
asunder every 1d4 minutes. This powerful attack deals 10d8 vile damage in a 90 foot
cone and requires three different saving throws. (DC 46)
Fortitude: Failure indicates the creature receives 2d4 negative levels. These are
considered vile damage and must removed in an appropriate place.
Reflex: Failure indicates the creature is flung 2d6 x10 feet, taking damage as if it had
fallen that far.
Will: Failure indicates the creature is struck permanently blind. Spells to restore sight
must succeed in a caster level check DC 46.
Fickle Fate: 9/day, Merorem may reroll a roll he has just made, or force another creature
he has line of sight with to do the same. Either way, the result of the reroll overrides the
original roll. Using this ability is an immediate action.
Spell-like Abilities: Always active- detect chaos, detect good, foresight, freedom of
movement, greater arcane sight, haste, see invisibility; at will- bestow greater curse (DC 31),
binding winds (DC 31), blasphemy (DC 30), dictum (DC 30), greater dispel magic, greater
teleport, limited wish (DC 30), reality revision** (DC 32), temporal stasis (DC 31), unholy
aura, waves of exhaustion; 9/day – greater whirlwind*, instant refuge, planeshift (to
Temporal Storm and Hell only), power word blind, time stop, utterdark, vision; 1/day – true
resurrection, wish (DC 32) Caster level 36th
*Spell Compendium
**Expanded Psionic Handbook
Note: Merorem cannot use reality revision to planeshift.
Spin Fate and Destiny: Merorem possesses a reservoir of 46 points of 'fate-spin'. He can
use these points to modify a single spell-like ability DC, skill check, saving throw, or attack
roll. He may use 9 points of spin per round. His spin is replenished every 24 hours.
Summon Devils: Thrice per day, Merorem can automatically summon 1 pit fiend, 3
gelugons or 9 lesser devils.
Winds of Change (Ex): Once per hour, Merorem can release his Winds of Change. All
creatures within 30 feet of Merorem must succeed on a Fortitude save (DC 46) or be
turned into sand. The next round, the statues are blown to a fine dust, scattered
throughout the area.
As the creatures are not dead, they cannot be restored through simple resurrection magic.
A wish or miracle can gather the sand together, but a Craft (statue) check must be made
before casting another wish or miracle to return them to their natural form. A caster level
check (DC 56) is made when casting the wish to gather the sand. The sand is gathered on
a success or failure, but the result is important to the restoration, as described below.
The Craft check DC is 23 + the HD of the victim. Failure reduces the restored victim's level
by an amount equal to the failed check. In addition, if the caster level check (see above)
failed, all of the victim's ability scores are reduced by the amount of the failure. (Minimum
1) The victim also has a chance (% equal to the failure of the caster level check) per hit
die to have the class level altered to a different one.
For example, if a 20th level rogue was victim of this ability, his rescuers would have to
make a caster level check while casting wish to gather the sand. If this check failed by 10,
his ability scores upon restoration would likewise be reduced by 10. A Craft check DC 43
would be required to place him perfectly back together. For every point this check failed
by, he would be reduced by 1 level. Once back together, he would have a 10% chance for
each of his remaining class levels to be altered to a different class.
Cosmic Entity: Merorem has a +9 bonus to rank checks, only dealing with time and wind.
Within the Temporalis Procellos, he has a +3 bonus to all rank checks, which stacks with
his +9 dealing with time and wind.
Regeneration: Merorem takes normal damage from good aligned silver weapons and
spells.
Superior Extend Spell-Like Ability: By taking a full round to cast a spell-like ability,
Merorem can double its duration. This only works with spells that have a duration longer
than instantaneous. By taking multiple rounds to cast a spell-like ability, Merorem can
increase the duration by a factor equal to the rounds taken. (So if he spent three full
rounds casting the spell-like ability, the duration would be tripled) No spell-like ability can
be extended to a duration longer than 24 hours in this manner.
Temporal Mastery (Ex): No spell dealing with time or movement can affect Merorem
unless he chooses to allow it to do so. Furthermore, all such powers, spells or spell-like
abilities activated within 90 feet of him require a caster level check against him or he
assumes control of the power and can redirect it where he chooses.
Merorem gains an immediate action once a round against any attack directed at him. He
may use this to take a move action or a standard action, but he cannot cast a spell-like
ability or use a cosmic ability with it.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Alluring Gaze (Su): Glasya may transmit any of her enchantment spell-like abilities
through her gaze, using the normal rules for gaze attacks. The range of this ability is 90 ft.
Changing the current effect of her gaze is a swift action; suppressing her gaze is a free
action. The Will DC to resist any of the effects of Glasya's gaze is 51. Glasya typically has
her gaze transmitting charm monster.
Intoxicating Aura (Su): Those within 30 feet of Glasya take a -9 penalty to their Will saves
against her attacks.
Spell-like Abilities: Always active – true seeing, unholy aura (DC 33); at will - alter self,
blasphemy (DC 32), charm monster (DC 39), daze (DC 35), desecrate, detect good, detect
thoughts (DC 28), dominate person (DC 40), greater dispel magic, greater teleport, hellfire
storm**, hold monster (DC 39), persistent image (DC 30), unhallow, unholy aura (DC 33),
unholy blight (DC 29), wall of fire; 3/day- bestow greater curse* (DC 33), limited wish (DC
32). Caster level 40th
*Spell Compendium
**Fiendish Codex II
Summon Devils (Sp): 3/day, Glasya can summon 1 pit fiend or 9 lesser devils. Erinyes and
brachina summoned by Glasya possess maximum hit points per hit die.
Unholy Kiss: This attack can be made as a touch attack or a ranged touch attack with a
range of 90 feet. Although the standard damage is nonlethal, Glasya can deal lethal
damage if she so chooses. In this case the attack only deals one half of the indicated
damage. (1d4 + 7 and 1d2 wisdom damage) Glasya may not use her kiss to perform a
sneak attack.
Regeneration (Ex): Good aligned silver weapons and spells deal Glasya normal damage.
Possessions: As Princess of Hell, Glasya has access to any magic item with a value less
than 450,000 gold pieces. She typically wears a sash that provides her a +6 deflection
bonus to AC and a +6 resistance bonus to saves, and a shift of silk that allows her to cast
any of her spell-like abilities as a swift action.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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mudhole
Lixer, Prince of Hell
Command Undead (Su): Lixer commands and rebukes undead as a 40th level cleric. Lixer
may command up to 360 HD of undead in this manner.
Fell Arcana (Su): Creatures damaged by Lixer’s spells or spell-like abilities receive a -4
penalty to their Strength scores. They must also make a Will save and Fortitude save (DC
41). Failure on the Will save causes the victim to become shaken; failure on the Fortitude
save causes the victim to gain one negative level. Creatures slain by Lixer’s spells or spell-
like abilities are automatically reanimated as skeletons or zombies within 1d4 rounds of
perishing.
Spell-like Abilities: Always active – unholy aura; at will-alter self, animate dead, blasphemy
(DC 28), create undead, create greater undead, desecrate, detect good, detect thoughts (DC
23), greater dispel magic, greater teleport, soul bind (DC 39), speak with the dead, summon
undead V, unhallow, unholy blight[/i] (DC 25); 6/day- awaken undead, bestow greater curse
(DC 29), destruction (DC 30), energy drain, modify memory (DC 25), polymorph, symbol of
death (DC 38) Caster level 30th
Spells: Lixer casts spells as a dread necromancer. He can prepare Abjuration and
Transmutation spells from the wizard spell list in his spell slots.
Spells per day: 6/10/10/10/9/9/9/9/8/7 (Caster level 30th, DC 25 + spell level, Caster
level 35th and DC 34 + spell level for Necromancy spells)
Summon Devils (Sp): 3/day, Lixer can summon 1 pit fiend or 3 lesser devils.
Summon Undead (Sp): 3/day, Lixer can summon 3 angels of decay, 9 wheeps or 12
spectres.
Regeneration (Ex): Good aligned silver weapons and spells deal Lixer normal damage.
Possessions: Lixer wields a +3 rapier of ruin. The wounds dealt by this vile blade can not
be healed via fast healing or magic, the victims must be allowed to naturally recover. As
Prince of Hell, Lixer has access to any magic item with a value less than 450,000gp.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Moloch
Image
Kain Darkwind
Huge Outsider (Cosmic, Evil, Fallen, Lawful) Site Admin
Hit Dice: 44d8 + 660 (1,012 hp)
Posts: 13685
Initiative: +12 Joined: Tue Apr 01, 2008 12:02
Speed: 50 ft. pm
Location: Watering by the
Armor Class: 50 (+8 Dex, +7 insight, +27 natural, -2 size), touch 23, flat-footed 35 mudhole
Base Attack/Grapple: +44/+72
Attack: Oppression +58 melee (3d6 + 25 plus 1 Con /19-20/x3 and death (Fort DC 52))
Full Attack: Oppression +56/+56/+51/+46/+41 melee (3d6 + 25 plus 1 Con /19-20/x3 and
death (Fort DC 52))
Space/Reach: 15 ft. /15 ft. (25 ft. w/ whip)
Special Attacks: Hatred, spell-like abilities, suffering, summon devils, summon fallen
Special Qualities: Damage reduction 30/good and silver, immunity to fire and poison,
regeneration 15, resistance to acid 20 and cold 20, see in darkness, spell resistance 43,
telepathy 500 ft.
Saves: Fort +38, Ref +33, Will +32
Abilities: Str 51, Dex 27, Con 38, Int 27, Wis 25, Cha 33
Skills: Bluff +58, Concentration +61, Diplomacy +34, Disguise +58 (+64 acting), Escape
Artist +55 (+61 ropes), Gather Information +48, Handle Animal +51, Hide +47, Intimidate
+64, Knowledge (nature) +48, Knowledge (religion) +55, Listen +54, Move Silently +35,
Search +55, Spellcraft +35, Spot +54, Survival +54 (+60 tracking), Use Rope +55 (+61
bindings)
Feats: Combat Reflexes, Corrupt Spell-like Ability, Dark Speech, Exotic Weapon Proficiency
(whip), Fly-by Attack, Improved Critical (whip), Improved Initiative, Point Blank Shot,
Quicken Spell-like Ability, Rapid Shot, Violate Spell-like Ability, Weapon Focus (whip)
Epic Feats: Devastating Critical (whip), Epic Weapon Focus (whip), Overwhelming Critical
(whip)
Climate/Terrain: The Nine Hells
Organization: Solitary (unique)
Challenge Rating: 31
Treasure: Quadruple Standard
Alignment: Lawful Evil
Hatred (Ex): Those who meet Moloch's gaze must make a Will save (DC 33) or become
enraged. They immediately lash out at the nearest living creature and attempt to destroy
it. (This may be Moloch.) The effect lasts 6 rounds, and is a mind affecting gaze attack.
Spell-like Abilities: Always active- detect good, see invisibility; at will- blasphemy (DC 28),
chain lightning (DC 27), entangle (DC 22), fireball (DC 24), greater dispel magic, greater
teleport, magic circle against good, unhallow, wave of exhaustion; 3/day- bestow greater
curse* (DC 29), finger of death (DC 28), unholy aura (DC 29), unholy blight (DC 25), wall of
evil* (DC 25), wall of fire; 1/day – limited wish (DC 28). Caster level 33rd
*Spell Compendium
Suffering (Ex): Those struck by Moloch's whip must make a Fortitude save (DC 36) or fall
to the ground and writhe in pain, helpless for 1d6 rounds. Once recovering from the effect,
they suffer a -4 penalty to attacks, saves and checks for 1d6 minutes.
Regeneration (Ex): Moloch takes normal damage from epic good aligned weapons, and
from good aligned spells or effects.
Summon Devils (Sp): 2/day, Moloch may summon 1 pit fiend, 3 gelugons or cornugons, or
6 of any lesser devils.
Summon Fallen (Sp): 3/day, Moloch may summon 3 planetars or 6 lesser fallen aasimon.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Kain Darkwind
Site Admin
Posts: 13685
Joined: Tue Apr 01, 2008 12:02
pm
Location: Watering by the
mudhole
Eblis
“Ye who have created me from fire would have me bow to a creature of dust?”
Bow of Death (Su): Eblis may infuse any arrow fired from his bow into a powerful arrow of
slaying, with a DC of 42 to resist death. (Upon falling, Eblis is no longer capable of adding
his Charisma modifier to the DC)
When any creature of the fallen subtype draws the bow, he finds that its Str bonus
matches his own. When a creature not of the fallen type draws it, he finds that it has a Str
bonus of +15. For every point which the Str bonus of the bow exceeds the wielder's, the
wielder takes a -1 penalty to all attack and damage rolls with the bow.
Dispelling Gaze (Su): Eblis may dispel magic with his gaze, at a range of 90 feet. This
functions as the targeted version of dispel magic, but is a free action for him to use. Eblis
has a +65 bonus on his dispel check. Eblis may target nine creatures per round with this
ability.
Flaming Body (Ex): Those within 20 feet of Eblis take 4d6 points of fire damage per
round. If Eblis is struck by a critical hit, the flames flare out, dealing 20d6 points of
damage in a 100 foot radius.
Spell-Like Abilities: Always active -deathward, detect good, 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, dimensional anchor,
fire storm (DC 34), fireball (DC 30), greater dispel magic, greater teleport, imprisonment (DC
36), incendiary cloud (DC 35), invisibility, lesser restoration, polymorph, remove curse,
remove disease, remove fear, resist energy, summon monster VII, speak with dead, unholy
blight (DC 31), waves of fatigue; 3/day—blade barrier (DC 33), earthquake (DC 35), heal,
mass charm monster (DC 35), meteor swarm (DC 36), permanency, resurrection, waves of
exhaustion; 1/day—gate, greater restoration, power word blind, power word kill, power word
stun, prismatic spray, wish (DC 36). Caster level 48th
Spells: Eblis casts spells as a cleric with the Evil, Fire, Law, Pride and War domains.
Spells per day: 6/10/9/9/9/9/7/7/7/7 (Caster level 48th, DC 23 + spell level)
Smite Humanoids: 14/day Eblis can smite humanoids (including monstrous humanoids
and creatures with the augmented humanoid subtype), gaining a +17 bonus to attack and
dealing 130 additional points of damage.
Summon Fallen (Sp): 3/day Eblis can summon 1d6 Sundered Suns, 4d6 fallen planetars or
4d10 fallen devas of any type.
Summon Fire Creatures (Sp): 3/day Eblis can summon 2d6 fire elemental monoliths, 2d6
salamands, 3d6 efreeti or 3d6 fire giants. 1/week he can summon a primal fire elemental.
Aura of Profanity (Su): Eblis can extend this protective aura out to a 90 foot radius, or
withdraw it to a range of personal. It functions as both a protection from good and globe
of invulnerability, but grants a +9 profane bonus to AC and a +9 profane bonus to saves
against attacks made by good creatures.
Should the aura remain in a particular location for a minute or more, that area is
unhallowed (caster level 65th) with an attached spell of fire storm affecting all humanoids
who enter.
Corrupted Flames (Su): Half of all fire damage dealt by Eblis, including from weapons and
magic items he wields, is infused with his evil essence and not subject to resistance or
immunity. If combined with Searing Spell, the effect deals 75% damage to a creature
immune to fire. Eblis does not take corrupt damage from his own spells, so he may use
them on himself with impunity.
Regeneration (Ex): Eblis takes normal damage from epic good-aligned weapons, and
from spells or effects with the good descriptor.
Possessions: Eblis wields a +7 grand vorpal scimitar of flaming blast. His bow is a +7
mighty composite longbow of humanoid dread. Unlike lesser dread enchantments, this
one functions against all humanoids, including monstrous humanoids and those with the
augmented humanoid subtype.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Kain Darkwind
Site Admin
Sundered Sun
Posts: 13685
Joined: Tue Apr 01, 2008 12:02
pm
Location: Watering by the
mudhole
A fallen solar’s natural weapons, as well as any weapons it wields, are treated as evil-
aligned and epic for the purpose of overcoming damage reduction.
Bow of Death (Su): A Sundered Sun may infuse any arrow fired from its bow into a
powerful arrow of slaying, with a DC of 30 to resist death.
The bow is uniquely enchanted. When any creature of the fallen subtype draws it, they find
that its Str bonus matches their own. When a creature not of the fallen subtype draws it,
they find that it has a Str bonus of +12. For every point which the Str bonus of the bow
exceeds the wielder's, the wielder takes a -1 penalty to all attack and damage rolls with
the bow.
Command Undead (Su): A Sundered Sun rebukes and commands undead as a 23rd level
cleric. He gains a +4 bonus on rebuke checks. He can rebuke undead up to 14 times per
day.
A Sundered Sun can make turning attempts against good outsiders and rebuke attempts
against evil outsiders. Outsiders have turn resistance equal to one-half their spell
resistance.
Dispelling Gaze (Su): A Sundered Sun may dispel magic with its gaze, at a range of 70
feet. This functions as the targeted version of dispel magic, but is a free action for the
fallen solar to use. The Sundered Sun has no maximum bonus on its dispel check; the
caster level for this ability is equal to its HD. The fallen solar may target one creature per
round with this ability.
Lay on Hands (Su): A Sundered Sun may heal himself or his fiendish companion up to 275
hit points per day.
Smite Good (Su): 9/day, a Sundered Sun may smite good, with a +11 bonus to attack and
dealing an additional 50 points of damage.
Spell-Like Abilities: Always active -deathward, detect good, 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, dimensional anchor,
greater dispel magic, greater teleport, imprisonment (DC 27), invisibility, lesser restoration,
polymorph, remove curse, remove disease, remove fear, resist energy, summon monster VII,
speak with dead, unholy blight (DC 23), waves of fatigue; 3/day—blade barrier (DC 24),
earthquake (DC 26), heal, mass charm monster (DC 26), permanency, resurrection, waves
of exhaustion; 1/day—gate, greater restoration, power word blind, power word kill, power
word stun, prismatic spray, wish (DC 27). Caster level 22nd
Spells: Sundered Suns cast spells as clerics with the Destruction, Evil, Fire, and War
domains and blackguards.
Cleric spells per day: Spells per day: 6/9/9/8/8/8/7/6/6/6 (Caster level 20th, DC 20 + spell
level)
Blackguard spells per day: 5/5/4/3 (Caster level 25th, DC 20 + spell level)
Aura of Despair (Su): All foes within 100 feet of the Sundered Sun take a -4 penalty on
saving throws.
Aura of Unholiness (Su): This power is similar to the protective aura of lesser angels, but
much more powerful. To begin with, a Sundered Sun can extend this protective aura out to
a 70 foot radius, or withdraw it to a range of personal. It functions as both a protection
from good and globe of invulnerability, but grants a +7 profane bonus to AC and a +7
profane bonus to saves against attacks made by good creatures.
Fiendish Servant: Sundered Suns are served by half-fiend nightmares with the benefits of
a fiendish servant.
Regeneration (Ex): A fallen solar takes normal damage from epic good-aligned weapons,
and from spells or effects with the good descriptor.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Semyaza
Image
Kain Darkwind
Large Outsider (Cosmic, Evil, Fallen) Site Admin
Hit Dice: 40d8 + 560 (880 hp)
Posts: 13685
Initiative: +12 Joined: Tue Apr 01, 2008 12:02
Speed: 80 ft., fly 180 ft. (perfect) pm
Location: Watering by the
Armor Class: 66 (+15 deflection, +12 Dex, +9 insight, +21 natural, -1 size), touch 45, flat- mudhole
footed 45
Base Attack/Grapple: +40/+58
Attack: Alluring Harp (10d6 sonic and deafness (DC 40)) or lust ray +51 ranged touch (2d6
Wisdom and lust)
Full Attack: Alluring Harp (20d6 sonic and deafness (DC 40)) or 2 lust rays +51 ranged
touch (2d6 Wisdom and lust)
Space/Reach: 10 ft./10 ft.
Special Attacks: Bardic music, gaze, lust ray, spell-like abilities, spells
Special Qualities: Bardic knowledge (+53), damage reduction 30/epic, cold iron and good,
darkvision, fast healing 20, immunity to fire and poison, protective aura, resistance to acid
30 and electricity 30, spell resistance 46
Saves: Fort +36, Ref +34, Will +37
Abilities: Str 39, Dex 34, Con 38, Int 32, Wis 28, Cha 40
Skills: Appraise +54 (+58 art), Balance +41, Bluff +60, Concentration +35, Craft (art) +36,
Diplomacy +70, Disguise +36 (+40 acting), Escape Artist +37 (+41 ropes), Hide +29,
Intimidate +64, Jump +34, Knowledge (arcana) +32, Knowledge (history) +32, Knowledge
(nobility and royalty) +54, Knowledge (the planes) +32, Knowledge (religion) +36, Listen
+32, Move Silently +55, Perform (dance) +58, Perform (harp) +58, Perform (sing) +58,
Sense Motive +34, Spellcraft +56, Spot +32, Tumble +37, Use Rope +37 (+41 with
bindings)
Feats: Ability Focus (lust ray), Combat Reflexes, Fly-by Attack, Force of Personality,
Greater Spell Focus (enchantment), Heighten Spell, Persuasive, Spell Focus
(enchantment)
Epic Feats: Deafening Song, Epic Inspiration, Epic Spell Focus (enchantment), Group
Inspiration, Hindering Song, Lasting Inspiration, Music of the Gods, Rapid Inspiration,
Reactive Countersong
Environment: Avernus (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 32
Treasure: Triple Standard
Alignment: Lawful Evil
Bardic Music: Semyaza may use countersong , fascinate, inspire courage, inspire
competence, suggestion (mass), inspire greatness, song of freedom and inspire heroics
with his bardic music. He may use bardic music 30/day.
Lust Ray (Su): Semyaza can fire a ruby ray of light with a range of 300 feet. The ray deals
2d6 Wisdom damage with a successful hit, and implants a suggestion (Will DC 47
negates) to rape the nearest creature within one size category of the victim.
Spell-Like Abilities: Always active -detect law, detect magic, magic circle against good,
tongues, true seeing; at will— chain lightning (DC 31), mass charm monster (DC 36), cure
serious wounds (DC 28), dancing lights, detect thoughts (DC 28), greater dispel magic,
divine favor, hold monster (DC 37), greater invisibility, persistent image (DC 30), polymorph
any object (DC 33), greater prying eyes, greater scrying, greater teleport, telekinesis (DC
30); 3/day—heal, meteor swarm (DC 34), power word stun, sympathy (DC 36), time stop.
Caster level 32nd
Protective Aura (Su): As a full round action, Semyaza can raise a protective barrier around
his person similar to prismatic sphere. Semyaza may not raise the barrier on the same
round that he deactivates it. If the barrier is brought down via the appropriate spells,
Semyaza cannot raise it again for 1d4 minutes.
Possessions: Semyaza wields the Alluring Harp. As a standard action, he may play a
single note, which affects all creatures within 100 feet, dealing them 10d6 sonic damage
and deafening them to all but the archdevil. (Fort DC 40 negates deafness) As a full round
action, he can play a measure, dealing 20d6 sonic damage and deafness.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Nergal
Kain Darkwind
Site Admin
Posts: 13685
Joined: Tue Apr 01, 2008 12:02
pm
Location: Watering by the
mudhole
Barbed Body (Ex): Any creature striking Nergal with hand held weapons or natural
weapons takes 2d6 + 13 points of piercing and slashing damage from the archdevil’s
barbs. Note that weapons with exceptional reach, such as longspears, do not endanger
their users in this way. If Nergal is grappling a foe (not with his tentacles), the barbs deal
double damage every round.
Constrict (Ex): Nergal deals 2d10 + 16 points of damage with a successful grapple check.
Disease (Su): Devil chills and greater warp touch, Fortitude DC 43, incubation 1 day.
Improved Grab (Ex): Nergal must strike a Medium or smaller sized foe with a tentacle
attack to use this ability. With a successful grapple check he automatically deals constrict
damage each round.
Poison (Ex): Contact, Fortitude DC 43, damage 1d2 Constitution. Unlike lesser devils’
poison, the Bringer of Pestilence’s poison is continuous. Until treated with magic or a DC
53 Heal check, the poison continues to deal its ability damage every minute. Any creature
striking Nergal with a natural weapon, grappling with him or struck by one of his natural
attacks must save against the poison. Those who succeed on the initial save are immune
to Nergal’s poison for 24 hours.
Spell-like Abilities: Always active – arcane sight, see invisibility, true seeing; at will –
baleful polymorph (DC 27), blasphemy (DC 29), continual flame, deeper darkness, delayed
blast fireball (DC 29), dimensional anchor, greater dispel magic, greater teleport, hellfire
storm*, produce flame, pyrotechnics, regenerate, scry, shapechange, silence, wall of fire
3/day – destruction (DC 29), mindrape* (DC 31); 1/day – contingency Caster level 30th.
Cosmic Entity: Nergal has a +4 bonus on rank checks dealing with disease.
Regeneration (Ex): Nergal takes normal damage from good aligned silver weapons, and
from good aligned spells or effects.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Image
Fear Aura (Su): Armaros can radiate a 20-foot-radius fear aura as a free action. A creature
in the area must succeed on a Will save (DC 41) or be affected as though by a fear spell
(caster level 41th). A creature that successfully saves cannot be affected again by
Armaros’s aura for 24 hours. He may choose to make his allies immune to the aura.
Spell-Like Abilities: Always active- comprehend languages, duelward*, detect lies, greater
arcane sight, read magic, see invisibility, tongues, true seeing; At will – bestow curse (DC
25), blink, burning hands (DC 22), charm monster (DC 25), continual flame, dancing lights,
deeper darkness, delayed blast fireball (DC 28), detect thoughts, disintegrate (DC 27), faerie
fire, feeblemind (DC 26), fire shield, flesh to stone (DC 27), geas/quest (DC 27), greater
dispel magic, greater magic weapon, greater teleport, heal, hold monster (DC 26), ice storm,
identify, inflict critical wounds (DC 25), light, limited wish (DC 28, others’ only), locate
object, passwall, permanency, produce flame, pyrotechnics, repulsion (DC 27), restoration,
resurrection, reverse gravity (DC 28), stone to flesh, unseen servant, wall of fire, wall of
force, wall of ice, water breathing; 3/day- blasphemy (DC 28), cone of cold (DC 26), dictum
(DC 27), finger of death (DC 28), meteor swarm (DC 30); 1/day - symbol of death (DC 29),
symbol of fear (DC 27), symbol of pain (DC 26), symbol of sleep (DC 26), symbol of
stunning (DC 28), symbol of weakness (DC 28); 1/month – prismatic sphere Caster level
42nd
*Spell Compendium
Sorcerer spells known**: 0 – amanuensis, caltrops, electric jolt, launch item, no light*, repair
minor damage, slash tongue*, sonic snap, unnerving gaze*; 1st – backbiter, distract
assailant, resist planar alignment, seething eyebane*, spirit worm; 2nd – baleful
transposition, earthbind, infernal wound, ray of stupidity, wraithstrike; 3rd – blacklight, chain
missile, love’s pain*, unluck; 4th – backlash, burning blood, know vulnerabilities, sensory
deprivation; 5th – forbidden speech*, indomitability, reciprocal gyre, spiritwall; 6th –freezing
fog, greater anticipate teleportation, probe thoughts; 7th –antimagic ray, glass strike,
rapture of rupture*; 8th –evil weather*, plague of nightmares*, wrathful castigation; 9th -
apocalypse from the sky*, greater spell matrix*, reaving dispel
*From BoVD
**All Armaros’ spells are from the Spell Compendium unless otherwise noted.
Infernal Spellcasting (Ex): Armaros ignores any cap on spells and spell-like abilities. He is
limited only by his caster level.
Item Master: Armaros can craft any magic or epic item as if he possessed the proper
feats. He must still fulfill all other requirements for the item.
Regeneration (Ex): Armaros takes normal damage from good aligned silver weapons, and
from good aligned spells or effects.
Possessions: Armaros owns a wide variety of various magical weapons, armor and items,
but makes little use of any in actual combat. He usually wields a +7 collision staff of
power and cosmos and wears bracers of armor +14. He also has most magical items
keyed to appear on his signal (a swift action), so he has immediate access to them when
he needs.
Sources: Armaros is drawn from the exiled devil of the same name in Dragon #91.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Call Devils (Dv): Gargauth can call up to 5 devils at a time with 29 Hit Dice or less. He
typically calls pit fiends, paeliyons and falxugons.
Cloaked Casting (Ex): Gargauth automatically overcomes the spell resistance of flat
footed opponents. His spells have a +6 bonus to save DC against flat footed opponents.
He may use the feint option as a free action to deny targets their Dexterity bonus for the
purposes of his next spell or melee attack.
Disease (Su): Devil chills, incubation 1 day, Fortitude DC 50
Fool (Dv): As a full round action, Gargauth can convince up to 15 creatures within 50 feet
of each other to follow some course of action similar to mass suggestion. A Will save (DC
63) negates the effect.
Spell-like Abilities: Always active- detect good, true seeing; at will- bestow greater curse
(DC 37), blasphemy (DC 36), calm emotions (DC 31), confusion (DC 33), create undead,
desecrate, dictum (DC 36), disguise self, dispel chaos (DC 34), dispel good (DC 34), false
vision, greater dispel magic, greater invisibility, greater teleport, hold monster (DC 35),
magic circle against chaos, magic circle against good, mislead (DC 35), nondetection,
order’s wrath (DC 33), polymorph any object (DC 37), protection from chaos, protection
from good, screen (DC 36), shield of law (DC 37), summon monster IX (evil and law only),
time stop, unhallow, unholy aura (DC 37), unholy blight (DC 33); 9/day – limited wish,
resurrection; 1/day – wish Caster level 53rd
Spells: Garguath casts spells as a beguiler with access to all Illusion, Enchantment, and
Transmutation spells in addition to the standard beguiler list.
Spells per day: 6/10/9/9/9/9/8/8/7/3/2/2/2/2 DC 29 + spell level
Regeneration: Gargauth takes normal damage from good aligned silver weapons and
good aligned spells.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Abigor
Kain Darkwind
Site Admin
Posts: 13685
Joined: Tue Apr 01, 2008 12:02
pm
Location: Watering by the
mudhole
Large Outsider (Devil, Evil, Lawful)
Hit Dice: 35d8 + 350 (630 hp plus 20 temporary)
Initiative: +7
Speed: 40 ft.
Armor Class: 52 (+9 armor, +1 Dex, +10 insight, +20 natural, +3 shield, -1 size), touch 40,
flat-footed 51
Base Attack/Grapple: +35/+55
Attack: Infernal Honor +55 melee (2d6 + 21 plus 2 Con /19-20/x3) or unholy avenger +55
melee (2d6 + 21 and 1d6 unholy /17-20/x2)
Full Attack: Unholy avenger +51/+46/+41/+36 melee (2d6 + 21 and 1d6 unholy /17-
20/x2) and Fist of Hell +51/+46/+41 melee (3d6 + 13)
Space/Reach: 10 ft. /10 ft. (20 ft. w/ lance)
Special Attacks: Spell-like abilities, summon devils, unstoppable charge
Special Qualities: Damage reduction 30/epic, good and silver, diabolic cohesion,
immunity to fire and poison, mounted mastery, regeneration 10, resistance to acid 20 and
cold 20, see in darkness, spell resistance 40, telepathy 500 ft.
Saves: Fort +33, Ref +30, Will +33
Abilities: Str 42, Dex 25, Con 30, Int 28, Wis 31, Cha 29
Skills: Bluff +51, Concentration +52, Climb +52, Diplomacy +54, Disguise +13 (+17 acting),
Gather Information +51, Hide +38, Intimidate +55, Jump +56, Knowledge (history) +44,
Knowledge (nobility) +44, Listen +52, Move Silently +43, Ride +69, Search +51, Sense
Motive +52, Spellcraft +29, Spot +52, Survival +44 (+48 tracking), Use Magic Device +29
Feats: Calvary Charger*, Cleave, Dark Speech, Great Cleave, Greater Two Weapon Fighting,
Improved Critical (heavy lance), Improved Critical (longsword), Improved Shield Bash,
Improved Two Weapon Fighting, Mounted Combat, Ride-by Attack* Power Attack,
Trample*, Two Weapon Fighting
Epic Feats: Penetrate Damage Reduction (adamantine)
Climate/Terrain: Avernus (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 28
Treasure: Triple Standard
Alignment: Lawful Evil
Spell-like Abilities: Always active – see invisibility, unholy aura (DC 27)[/i]; at will - animate
dead, blasphemy (DC 26), charm monster (DC 24), create undead, desecrate, detect good,
detect magic, fireball (DC 22), greater dispel magic, greater heroism, greater invisibility,
greater magic weapon, greater teleport, magic circle against good, magic vestment, mass
aid*, mass bear's endurance, mass bull's strength, mass conviction*, mass cure serious
wounds, mass hold monster (DC 27), mass inflict critical wounds (DC 27), mass snake's
swiftness*, persistent image (DC 23), polymorph, power word stun, produce flame,
pyrotechnics, spiritual weapon, suggestion (DC 22), unhallow, wall of fire; 3/day – mass
heal, raise dead, regenerate; 1/day - meteor swarm (DC 28), phantom steed, symbol of pain
(DC 26); 1/week- wish (DC 28). Caster level 28th
Summon Devils (Sp): 3/day, Abigor may summon 9 cornugons or 12 of any lesser devils.
Unstoppable Charge: 17/day, Abigor may make an unstoppable charge while mounted.
This attack deals quadruple damage (quintuple damage with a lance).
Diabolic Cohesion (Ex): Allied devils within 100 feet of Abigor gain a +1 competence
bonus to attacks and saving throws. Enemy forces within 500 feet of Abigor suffer a -1
penalty to attacks and saving throws. No saving throw is allowed, but any effect that
blocks telepathy also blocks the effects of this power.
By spending a full round action, Abigor can increase the bonuses and penalties to +/-3,
and grant his allies the effects of a haste spell. Abigor is considered flat footed while
using his power in this manner.
Mounted Mastery (Ex): Abigor is a master of mounted warfare. He gains a +10 bonus to
attacks and damage while mounted. He benefits from a +20 competence bonus to ride
checks. Abigor can make a full attack even when his mount moves, (although not on a
charge) and his mount may make a standard attack while moving. While charging, Abigor
may urge his mount to greater speed, allowing it to move 4x its normal movement rate.
He may choose to affect his mount in addition to himself when casting any spell or spell-
like ability, even those with a range of personal.
Regeneration (Ex): Abigor takes normal damage from good aligned silver weapons, and
from good aligned spells or effects.
Possessions: Abigor wields a +1 brilliant energy heavy lance of greater wounding named
Infernal Honor and an unholy avenger. He wears a suit of +1 adamantine spiked full plate
mail of heavy fortification and carries a large +1 spiked shield of bashing known as the Fist
of Hell
Combat notes: Abigor possesses many spell-like abilities that benefit his allies. Make the
following changes to all devils that are with Abigor at the start of combat. These bonuses
fade after 35 minutes.
+5 morale bonus to saving throws
+4 strength and constitution
1d20+20 temporary hit points
+1 morale bonus to attacks.
Abigor always uses greater magic weapon on his personal arms and armor, and those of
his mount. These are accounted for in the above statistics. If these are dispelled, adjust
his attack and damage bonus by -4.
Abigor always casts greater heroism on himself and his mount, along with any personal
bodyguards he may have with him. This has been included in the above statistics. The
spell grants a +4 bonus on attacks, saving throws, and skill checks, as well as 20
temporary hit points for 6 hours. Reduce his stats accordingly if dispelled.
If under the effects of bull's strength and bear's endurance, make the following changes to
Abigor's stats.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Spell-like Abilities: 3/day – darkness, poison (DC 20); 1/day – contagion (DC 19),
desecrate, unholy blight (DC 20) Caster level 20th
Note: Infernequs has a +4 bonus to attacks, saves and skill checks and 20 temporary hit
points from Abigor. If encountered without Abigor for some reason, these bonuses fade
after 6 hours.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Astarte
Image
Kain Darkwind
Large Outsider (Cosmic, Evil, Fallen) Site Admin
Hit Dice: 40d8 + 600 (920 hp)
Posts: 13685
Initiative: +17 Joined: Tue Apr 01, 2008 12:02
Speed: 90 ft. pm
Location: Watering by the
Armor Class: 58 (+10 deflection, +9 Dexterity, +8 insight, +22 natural, -1 size), touch 36, mudhole
flat-footed 41
Base Attack/Grapple: +40/+73
Attack: Claw +69 melee (3d8 + 34 /19-20/x3)
Full Attack: 2 claws +69/+64 melee (3d8 + 34 /19-20/x3) and bite +65 melee (4d8 + 16)
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Call devils, call fallen, improved grab, pounce, rake, rend, roar, spell-like
abilities
Special Qualities: Damage reduction 30/epic, good and mithril, destructive aura, fast
healing 20, immunity to electricity and poison, lay on hands, low-light vision, resistance to
cold 30 and sonic 30, speak with animals, spell resistance 42, telepathy 500 ft.
Saves: Fort +33, Ref +31, Will +30
Abilities: Str 48, Dex 29, Con 33, Int 26, Wis 26, Cha 30
Skills: Balance +60, Climb +62, Concentration +33, Diplomacy +35, Escape Artist +24,
Handle Animal +53, Hide +52, Intimidate +53, Jump +90, Knowledge (history) +41,
Knowledge (nature) +35, Knowledge (the planes) +35, Knowledge (religion) +35, Listen
+51, Move Silently +56, Sense Motive +51, Spot +51, Survival +51, Tumble +56
Feats: Bounding Assault, Cleave, Combat Expertise, Combat Reflexes, Dark Speech,
Dodge, Great Cleave, Greater Weapon Focus (claw), Greater Weapon Specialization (claw),
Improved Critical (claw), Improved Initiative, Improved Multiattack, Improved Sunder,
Improved Trip, Melee Weapon Specialization (slashing), Mobility, Multiattack, Power
Attack, Rapid Blitz, Rapid Strike (claw), Spring Attack, Track, Weapon Focus (claw),
Weapon Specialization (claw), Whirlwind Attack
Epic Feats: Epic Toughness (x2), Epic Weapon Focus (claw), Epic Weapon Specialization
(claw), Greater Whirlwind Attack, Improved Combat Reflexes, Improved Whirlwind Attack,
Legendary Wrestler, Overwhelming Critical (claw), Superior Initiative
Climate/Terrain: Avernus (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: None
Alignment: Lawful Evil
Call Devils (Sp): 3/day, Astarte can call 1 pit fiend or 9 cornugons.
Call Fallen (Sp): 3/day, Astarte can call 3 fallen leonals, 6 fallen lupinals or 9 fallen
avorals.
Improved Grab (Ex): To use this ability, Astarte must hit with her bite attack. She can then
attempt to start a grapple as a free action without provoking an attack of opportunity. If
she wins the grapple check, she establishes a hold and can rake.
Pounce (Ex) If Astarte charges a foe, she can make a full attack, including two rake
attacks.
Rend (Ex): If Astarte hits with both claw attacks in a single round, she tears the flesh,
dealing an additional 6d8 + 68 damage.
Roar (Su): Once every 1d4 rounds, Astarte can release a mighty roar, affecting all
creatures within a 60 foot cone. This functions as a blasphemy spell and deals 20d6
points of sonic damage to all creatures in the area. A Fortitude save (DC 41) halves the
damage and effects. (In the case of a successful save, treat the creature as possessing
twice his normal HD to determine the effect of the blasphemy.
Spell-like Abilities: Always active- detect good, greater magic fang, see invisibility; at will-
animate dead, detect thoughts, expeditious retreat, fireball (DC 23), greater dispel magic,
greater teleport, hold monster (DC 24), jump, polymorph, remove fear, spider climb,
summon nature's ally VII, unhallow, unholy blight (DC 24), wall of force; 3/day: cure critical
wounds, blink, meteor swarm (DC 29), neutralize poison, remove disease; 1/day- heal,
resurrection. Caster level 32nd
Destructive Aura (Su): Damage reduction within 30 feet of Astarte is halved. Fast healing
and regeneration fail to function. Creatures taking damage within the destructive aura
suffer bleeding wounds and lose 5 hit points per round per wound until the wound is
properly tended to. (Heal check DC 41 or magical healing with a caster level check DC 41)
Astarte is not affected by her own aura.
Lay on Hands (Su): Astarte can cure up to 400 hit points per day.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
Kain Darkwind
Site Admin
Posts: 13685
Joined: Tue Apr 01, 2008 12:02
pm
Medium Outsider (Devil, Evil, Lawful) Location: Watering by the
Hit Dice: 27d8 + 189 (405 hp) mudhole
Initiative: +14
Speed: 50 ft.
Armor Class: 54 (+4 deflection, +14 Dex, +11 insight, +15 natural), touch 39, flat-footed 29
Base Attack/Grapple: +27/+36
Attack: Quip +46 melee (1d6 + 25 /15-20/x2 plus 2 Con and 2 Str)
Full Attack: Quip +46/+46/+41/+36/+31 melee (1d6 + 25 /15-20/x2 plus 2 Con and 2 Str)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Insightful strike, skirmish +7d6/+7 AC, spell-like abilities, spells, summon
devils, weakening critical, wounding critical
Special Qualities: Damage reduction 20/epic, good and silver, freedom of movement,
immunity to fire and poison, regeneration 10, resistance to acid 20 and cold 20, see in
darkness, spell resistance 35, telepathy 500 ft.
Saves: Fort +26, Ref +33, Will +30
Abilities: Str 29, Dex 39, Con 24, Int 33, Wis 32, Cha 31
Skills: Bluff +50, Concentration +37, Diplomacy +52, Disguise +40 (+44 acting), Gather
Information +44, Hide +44, Intimidate +44, Knowledge (arcana) +41, Knowledge (history)
+41, Knowledge (local) +41, Knowledge (nobility) +41, Knowledge (the planes) +41, Listen
+41, Move Silently +44, Perform (oratory) +40, Sense Motive +41, Spellcraft +41, Spot +41,
Tumble +44, Use Magic Device +40
Feats:Bounding Assault*, Combat Expertise, Combat Panache, Dark Speech, Dodge*,
Improved Combat Expertise, Improved Disarm, Improved Feint, Mobility*, Rapid Blitz*,
Silent Spell*, Spring Attack*, Still Spell*, Telling Blow, Weapon Finesse*
Epic Feats: Automatic Still Spell (x2), Epic Skill Focus (Bluff)
Climate/Terrain: Dis (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 23
Treasure: Triple Standard
Alignment: Lawful Evil
Cloaked Casting (Ex): Titivilus automatically overcomes the spell resistance of opponents
denied their Dexterity bonus to AC and his spells have a +2 bonus to save DC against
them. Titivilus can feint in combat as a free action.
Insightful Strike: Titivilus adds his Int modifier to his damage rolls made with finessed
weapons.
Spell-like Abilities: Always active – see invisibility, unholy aura (DC 28), at will - animate
dead, blasphemy (DC 27), charm monster (DC 24), create undead, desecrate, detect good,
detect magic, feeblemind (DC 25), fireball (DC 23), greater dispel magic, greater invisibility,
greater teleport , magic circle against good, persistent image (DC 25), polymorph, power
word stun, produce flame, programmed image (DC 26), pyrotechnics, suggestion (DC 23),
unhallow, wall of fire; 3/day – raise dead; 1/day - morality undone* (DC 25), symbol of
charm (DC 28); 1/week- wish. Caster level 27th
*Book of Vile Darkness
Regeneration (Ex): Titivilus takes normal damage from good aligned silver weapons, and
from good aligned spells or effects.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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