Gorguth,
Elder Evil
CR 20 XP: 307,200Male bodak ranger 2/fighter 1/blackguard 9
CE Medium undead (extraplanar)
Init +9; Senses Darkvision 60 ft.; Perception +11
Aura despair (10 ft.)
AC 36, touch 16, flat-footed 30 (+20 natural, +5 Dex)
HP 336 (21d12+84)
Fort +4, Ref +5, Will +3
Defensive Abilities Will +31 against divine magic; DR 10/cold iron; Immune electricity, undead immunities; Resist acid 10, fire 10; Weaknesses vulnerability to sunlight
Speed 20 ft.
Melee +2 keen unholy bastard sword +20/+15/+10 (1d10+7/17-20), slam +12 (1d6+2 plus 1 vile) or slam +17 (1d6+7 plus 1 vile)
Special Attacks death gaze, rebuke undead 7/day (+6, 2d6+11, 7th); Atk Options Cleave, Harvester of Souls, Improved Sunder, Master’s Will, Power Attack, favored enemy humans +2, smite good 2/day (+4 attack, +9 damage), sneak attack +2d6
Spell-Like Abilities (CL 9th) At will—detect good
Spells Prepared (CL 9th)
4th-Inflict Critical Wounds (+21 melee touch, DC 17)
3rd-Contagion, Inflict Serious Wounds (+21 melee touch, DC 16)
2nd-Death Knell (DC 15), Eagles Splendor, Inflict Moderate Wounds (+21 melee touch, DC 15)
1st-Boneblast (BoVD x2), Doom (DC 14)
Str 20, Dex 20, Con -, Int 6, Wis 16, Cha 19
Base Atk +12; CMB +17; CMD 32
Feats Apostate, Cleave, Dodge, Evil Brand, Exotic Weapon Proficiency (Bastard Sword), Harvester of Souls, Improved Initiative, Improved Sunder, Master's Will, Mobility, Murderous Intent, Power Attack, Spring Attack, Supernatural Tracker, Two-Weapon Fighting, Vile Natural Attack, Weapon Focus (Bastard Sword)
Skills Acrobatics +5, Diplomacy +4, Intimidate +4, Knowledge (religion) +9, Perception +11, Stealth +18
Languages Elder evils speak Abyssal, Celestial, Infernal, and often an elemental language associated with their imprisonment.
SQ dark blessing, fiendish servant (none at present), overwhelming aura of evil, wild empathy +6 (+2 magical beasts)
Gear scroll of inflict serious wounds
Other Gear +4 shadow silent moves studded leather, +2 keen unholy bastard sword, ring of freedom of movement, ring of protection +3, amulet of natural armor +2, cloak of resistance +5, gloves of Dexterity +4, 100 gp
Aura of Despair (Su) Opponents within 10 feet take a –2 penalty on saving throws.
Vulnerability to Sunlight (Ex) Gorguth takes 1 point of damage each round it’s exposed to sunlight.
Death Gaze (Su) Death, range 30 feet, Fortitude DC 24 negates. A humanoid who dies from this attack is transformed into a bodak 24 hours later.
Immunities (Ex) Elder evils have immunity to polymorphing, petrification, and any other spell or ability that alters their form. They are not subject to energy drain, ability drain, ability damage, or death from massive damage. They are immune to mind-affecting spells and abilities. Most elder evils have immunity to a specific energy type, depending on their nature.
Resistances (Ex) Elder evils have resistance to cold 20 and fire 20. They have high damage reduction, sometimes overcome only by epic weapons, and very high spell resistance.
Summon Creature (Sp) Many elder evils are able to summon associated creatures appropriate to their origins or specific background. See the specific entries for additional details.
Special Qualities (Ex) All elder evils can use true seeing as the spell at will (as a supernatural ability). They resist detection as if under the effect of a nondetection spell. They have blindsight out to 500 feet. They can communicate telepathically with any creature within 1,000 feet that has a language
“The World Born Dead comes for the living. The time has come to make our strike. The time has come for the dead to rule.“ —Gorguth
The Bleak General is terrifying. Beneath its black leather armor, fashioned from the cured faces of mortals it has slain, lies the wretched body of a bodak—genderless, black, and with an empty visage. When its endless legions march, Gorguth rides on the back of Skyshadow (its flying mount), surveying the movements of its forces and swooping down to embolden them and shore up flagging lines. It’s clear to anyone who survives a brush with its baleful gaze that something awful and alien drives this undead monster.
Gorguth rides Skyshadow, an enormous construct mount created by stripping the magical essence from a Nightwing and binding it into the form of a construct. The creature carries Gorguth over immense battlefields, wreaking havoc upon the forces below.
Skyshadow
CR 18 hp 209 (26 HD)DR 15/good and adamantine
CE Huge construct (extraplanar)
Init +10; Senses blindsight, darkvision 60 ft., low-light vision;
Listen +3, Spot +32
Languages understand master’s orders
AC 33, touch 18, flat-footed 27
Immune construct immunities
Resist acid 10, cold 10, electricity 10, fi re 10; SR 30
Fort +14, Ref +20, Will +17
Speed 30 ft. (4 squares), fly 100 ft. (good); Flyby Attack, Hover, shadow flight
Melee bite +26 (2d6+9) and 2 claws +24 each (1d8+4) and 2 wings +24 each (1d8+4)
Space 15 ft.; Reach 10 ft.
Base Atk +19; Grp +36
Atk Options Snatch
Special Actions shadow clutch
Abilities Str 28, Dex 22, Con —, Int 4, Wis 16, Cha 18
SQ construct traits, bound to master, unholy grace
Feats Flyby Attack, Great Fortitude, Hover, Improved Initiative, Improved Toughness, Iron Will, Lightning Reflexes, Multiattack, Snatch
Skills Listen +3, Spot +32
Shadow Flight (Su) As a move action, Skyshadow can teleport itself and its rider adjacent to any creature under the effect of shadow clutch (see below).
Shadow Clutch (Su) When Skyshadow flies above a creature (any square of its space passes directly over a square of another creature’s space) or hits a creature with a natural weapon, the creature is under Skyshadow’s shadow clutch. At the start of Skyshadow’s turn, each creature under shadow clutch must make a DC 27 Will save or take 2d6 points of damage. A successful save negates the damage but does not end the effect. This effect lasts for 10 rounds.
Bound to Master (Ex) If Skyshadow’s master (currently Gorguth) is slain, Skyshadow becomes inert and, if flying, drifts to the ground at a rate of 10 feet per round. Its alignment becomes neutral, and its damage reduction becomes DR 15/adamantine. The creature who delivered the blow that killed the previous master can become the creature’s new master or can designate a different master. When Skyshadow gains a new master, its alignment changes to match that master’s and it’s damage reduction changes to DR 15/good and adamantine if the master is evil or DR 15/evil and adamantine if the master is good.
Unholy Grace (Su) Skyshadow adds its Charisma bonus to its Armor Class and on saving throws. These bonuses are included in the statistics block.
Loosed from the turmoil of the Infinite Layers of the Abyss, Gorguth commands a massive army of undead and demons. To prepare the way for its master, it leads its hordes to slaughter the living in a grand orgy of violence. Gorguth despises its existence and hopes to find release in the annihilation of the world.
GOALS
Sickened by Orcus’s incessant plotting, Gorguth fled the Abyss for the Material Plane, where it gladly serves Atropus. Gorgoth follows this new entity not out of affection or loyalty but because it promises an end to the nightmare of existence. Gorguth spends its forces in appalling numbers, caring nothing for the cost; those they slay simply rise up to fill the depleted ranks.
USING GORGUTH
Gorguth is destruction incarnate. It should distract the PCs from attending to the larger threat, maybe even causing them to attribute the weird sign to it instead of the true source. Gorguth can be a menacing enemy, a whispered villain, or a looming threat. Use Gorguth to propel the story forward or to represent the upheaval and chaos resulting from Atropus’s approach.
Any trace of mercy or compassion was scourged from it ages ago by the endless torments of the demons and the countless engagements it has fought against many foes.
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