Tuesday, January 22, 2019

Aseroth

Aseroth, The Winter Warlock, The Prince of Broken Playthings, The Regent of the Silver Realm
CR 26 XP: 2,457,600
NE Gargantuan outsider (cold, earth, evil, divine, elemental, demon)
Init +0; Senses Tremorsense 100 ft.; Perception +40
AC 43, touch 6, flat-footed 43 (-4 size, +37 natural)
HP 723 (30d12+420)
Fort +31, Ref +10, Will +16
DR 40/Adamantine, Bludgeoning, Good and Epic; Immune electricity and poison.; Resist acid 10, cold 10, and fire 10.
Speed 50 ft.
Melee 2 slams +38/+38 (4d6 + 29 + 8d6 cold, +2d6 on Good creatures)
Space 20 ft., Reach 20 ft.
Special Attacks Breath Weapon
During Combat A demon’s natural weapons, as well as any weapon it wields, is treated as chaotic and evil for the purpose of resolving damage reduction.
Aseroth rarely needs to fight, since his authority alone is enough to keep any opponent at bay. When forced to take the field, though, he doesn't hang back and crushes the fools who dare to oppose him with his almighty fists. He is always confident that his strength cannot be rivaled by anyone and sooner or later this belief could lead him to a fatal oversight.
Str 43, Dex 10, Con 38, Int 24, Wis 22, Cha 28
Base Atk +22; CMB +42; CMD 52
Feats Awesome Blow, Dark Speech, Dire Charge, Epic Toughness, Improved Natural Attack, Improved Toughness, Mark of the Abyss, Power Attack, Toughness
Skills Acrobatics +49, Climb +49, Diplomacy +41, Intimidate +41, Knowledge (planes) +40, Perception +40, Sense Motive +39
Languages Abyssal, Celestial, and Draconic
SQ Bow Down Before Me, Burning Cold, Demigod abilities, Elemental traits, Hard Skin, Magic Immunity, Demon traits
Bow Down Before Me (Su) Creatures within 75 ft. from Aseroth must make a CD 25 Strength check at the beginning of their turn to avoid being Slowed, as the spell. Who fails the save must immediately make another CD 15 Strength check or be forced to the ground on his knees, unable to do any action until the next turn. Flying creatures in the area immediately begin to fall.
Breath Weapon (Su) Aseroth's breath weapon is a 60 ft. cone of pure cold. Every creature in the area takes 20d6 cold damage (reflex halves) and must make a CD 39 fortitude save or be under the effect of Flesh to Stone, as the spell, except that they are turned into ice instead of stone. Creatures with the cold subtype are immune to this ability. Aseroth can use this ability only once every 1d4 rounds.
Demigod (Sp) Aseroth grants the Cold (SpC), Earth and Evil domains to clerics who worship him.
Hard Skin (Ex) Aseroth takes half damage from the following sources: bludgeoning, force, piercing, and slashing. This is applied after Damage Reduction.
Heavy Fists (Ex) Both Aseroth's fists count as two-handed weapons for the purpose of calculating the strength modifier added to melee attacks and for the Power Attack feat. They are also both +5 profane weapons.
Magic Immunity (Su) Aseroth is immune to any spell or spell-like ability that allows spell resistance.
Unforgiving Winter (Su) Aseroth inflicts half cold damage to creatures immune to cold and ignores half of a creature's cold Resistance. His melee attacks inflict 8d6 bonus cold damage.
This being, 40 ft. tall, is entirely made of icy rock and somewhat resembles a moving mountain. His movements are slow, but with every step the earth shakes with a tremendous rumble. His eyes glow with a bright, cyan light.
Aseroth is an enigmatic and multi-facetted Lord of ice, magic and dominion. Demonologists note his similarities to an Advanced Incubus, but they concede that he is highly unusual for such a being, and that he also possesses an exceptional level of arcane prowess and an aptitude for both Cryomancy and planar magic. Even for a being exemplifying Chaos, Aseroth comes across as fickle and contradictory in nature. For the most part, his schemes and past-times are totally incomprehensible to mortal scholars. An increasingly popular theory is that Aseroth was once an Eladrin noble cast from Queen Morwel’s Court of Stars in disgrace, due to his increasingly disturbing and callous attitude towards mortal children and animals. The Winter Warlock, as he has now become most commonly known, views the universe as filled with simple little people who are fuelled by strange candle flames within their hearts called ‘hope’. He has come to relish the challenge of snuffing out the internal fires of mortal will, self-worth and freedom.
Aseroth is one of the most powerful demon lords and a cruel tyrant. He rarely gets out from his caves but when he does, the entire Abyss trembles below his feet.
The Black Scrolls of Ahm report that he once was a prince in the Elemental Plane of Earth, revered and beloved for his wisdom, and many being in the universe used to consult him for important matters. Such greatness, though, was destined to fall. One day, Aseroth received the visit of Lamashtu, at the time member of the Radiant Sisters, who needed help to solve a problem. Such beautiful eyes managed to soften that heart of stone and for the first time in his existence, the giant fell in love. As soon as Lamasthu noticed the fact, she began to manipulate Aseroth through his feelings, for her personal interest. Since the Giant was so madly in love with her, he did everything she told him to do, and with pleasure, becsuse he was confident that Lamasthu returned his feelings, when the truth is that she only tricked him. In the end Lamashtu persuaded Aseroth to forsake everything and follow her into the Abyss, where the two would have started a new life; a life lived as rulers, not as servants. Indeed, Lamasthu was tired of her position, subordinated to Malcanthet, and wished to dethrone the Mistress of Pleasure and take her place. Confident that the brute force provided by her new friend was enough to achieve that goal, Lamashtu turned against Malcanthet and her fellow comrades, attacking the fortress in Shendilavri. In order to face the unexpected treason, Malcanthet was obligated to ask her consort Pazuzu for help, and he promptly provided a large amount of forces that smote the invaders. During the battle, Lamashtu was captured, while Aseroth somehow managed to escape. The Giant was overcome by despair for the loss of his beloved, and spent days and nights devising a way to free her, until he received the news that froze his heart: Lamasthu, alive and free, accepted to become Pazuzu's spouse and came to Pazunia with him. This was too much for Aseroth. Now, alone and with no interest to come back to his home plane, Aseroth made his dwelling into the 566th layer of the Abyss, an endless maze of caves and tunnels dug deep under earth. At this point, the Scrolls state that the disappointment was so much that Aseroth's soul began to freeze and since then the entire layer became enclosed in an endless winter. Aseroth's realm is the layer number 566, Soulfreeze, a vast complex of caves permanently frozen. He rules as a ruthless despot among the many creatures lurking in the burrows and does not care much about what happens outside. Despite many millennia have passed, deep inside he is still in love with Lamashtu and sometimes his mind goes back to the past, when they were happy and together. He never forgave Pazuzu for having turned her from a marvelous flower into the deranged abomination she is now, but his anger has been mitigated by Pazuzu's death during the Cataclysm.
Recently, the Winter Giant is suspecting an intrusion within his realm, began rightly after the announcement of a juicy bounty on the head of an unknown thief issued by the demon lord Abraxas. Aseroth has no interest in valuables, but he can't stand that someone in his kingdom avoids his authority and will not find peace until the intruder is found and brought in his presence.

Alzrius

Alzrius, the Lord of Infernal Light, The Zealot’s Fire, The Lord of Brands, The Blinding Lord, The Second Sun
CR 25 XP: 1,638,400
CE Huge outsider (chaotic, evil, extraplanar, divine, demon)
Init +11; Senses Perception +33
AC 46, touch 21, flat-footed 39 (-2 size, +6 deflection, +7 natural, +18 armor, +7 Dex)
HP 387 (25d12+225)
Fort +26, Ref +21, Will +20
DR 30/Cold Iron, Good and Epic; Immune electricity and poison; SR 37; Resist acid 10, cold 10, and fire 10.
Speed 40 ft., fly 90 ft. (good)
Melee Agnamelek +47/+42/+37/+32 (2d8 + 2d8 Hellfire + 22 / 19-20 x2), Agnamelek +47/+42/+37/+32 (2d8 + 2d8 Hellfire + 16 / 17-20 x2), and bite +38 (2d8 + 12), or Melee Bite +38 (2d8 + 12) and 2 claws +33/+33 (2d6 + 6)
Space 15 ft., Reach 15 ft.
During Combat Alzrius often leads his troops in battle so it's not rare to encounter him in the battlefield. Though he loves direct fighting, he is not stupid and will not put himself or his soldiers in danger to seek an impossible victory, and he prefers to retreat than lose important individuals. When in combat, Alzrius will try to kill the weakest opponents first with swift and powerful strikes, in order to outnumber the strongest enemies. He never underestimates his foes and always takes the field with a well-thought strategy in mind.
Agnamelek: While brandished by Alzrius, the stats of Agnamelek are the following: Fiery Aura: 6d6 damage, CD 31. Sunburn: CD 31. Death Star: +6 deflection bonus to AC. The bonus granted by Death Star is already included in Alzrius' stat block.
Str 34, Dex 25, Con 28, Int 22, Wis 20, Cha 22
Base Atk +25; CMB +39; CMD 62
Feats Combat Reflexes, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Monkey Grip, Perfect Two-Weapon Fighting, Power Attack, Robilar's Gambit, Two-Weapon Fighting, Two-Weapon Pounce, Two-Weapon Rend, Wield Oversized Weapon
Skills Acrobatics +44, Bluff +35, Climb +40, Diplomacy +35, Heal +33, Intimidate +35, Knowledge (planes, religion) +34, Perception +33, Sense Motive +33, Survival +33, Swim +40
SQ Battle forged, Demigod abilities, Hellborn
Gear Agnamelek the Twin Suns, +10 adamantine full plate armor
Battle Forged (Su) Alzrius ignores any armor check, speed penalties and maximum Dexterity bonus imposed by armor.
Demigod (Sp) Alzrius grants the Fire, Light and War domains to clerics who worship him.
Hellborn (Su) Alzrius is immune to fire and hellfire damage. In addition, any fire damage dealt by Alzrius is converted into hellfire damage. (hellfire damage acts as fire damage except it ignores fire resistance and immunity)
A majestic demon with membranous wings stands 20 ft. tall. A red scaly skin marked by the scars of a thousand battles covers a very muscular body. His eyes are always vigilant and his face confident: he never lost a battle, and certainly do not want to start now.
Bloodthirsty and indomitable, Alzrius is the mightiest warlord of the Abyss. His only concerns are war, slaughter, destruction, and looting. He is the head of the demon troops in the Blood War, and thanks to the twin swords Agnamelek, very few dare to challenge him in the battlefield. Being a veteran, Alzrius is a very skilled tactician, and won a great number of battles thanks to his ability to foresee the enemies' moves and to develop the right strategy in every situation.
Alzrius is one of the latest addition among the ranks of the demon lords, ascended to his position only two centuries ago. He was a Balor before then and worked as a mercenary for many demon lords that needed help in their skirmishes with the other demon lords. Rightly after the shattering of the planar barriers, about four centuries ago, the Blood War restarted after over ten thousand years of break, and Alzrius immediately joined the conflict. Decade after decade, he made himself a name thanks to his martial prowess and was soon put at the head of a large army. One day, the devils opened a strong offensive against the demon troops led by Zariel in person, ruler of Avernus and head of the devil army in the Blood War. The battle was bloody and strenuous, but in the end, the devil troops had the advantage and they were right about to annihilate the demon forces. In the desperate attempt of turn the tide of battle, Alzrius and his most trusted demons launched themselves through the battlefield and challenged Zariel and her guard. The clash was awesome and many demons that were there remember that moment as the most exciting of their life. At the end, Alzrius delivered the final blow to Zariel and killed her, causing the devil army to flee and winning the battle. Since Zariel was the owner of the twin suns Agnamelek, Alzrius became the new master, and this new power combined with the reputation gained in that decisive battle were enough to make him ascend into demigodhood.
Alzrius' realm is Conflagratuum, layer 601, a land where flow rivers of flames and is never night. The layer contains many permanent portals that lead into Avernus, the first layer of Baator, and from which come the diabolic legions. He is constantly looking for good soldiers to employ in the Blood War. There has been rumors lately that he is preparing a huge offensive against the devils with the intent of penetrating into Baator and conquer Avernus. The new leader of the devils, named Bel, though, is a very tough opponent so this might be easier to say than to do. Anyway, Alzrius will keep fighting devils until all of them are killed, or his own death.

Abraxas

Abraxas, Master of the Final Incantation. Demon Lord of Forbidden Lore and Magic, Demon Lord of Forbidden Knowledge
CR 25 XP: 1,638,400
CE Large humanoid (chaotic, demon, divine, evil, extraplanar)
Init +15; Senses True Seeing; Perception +36
AC 28, touch 20, flat-footed 17 (-1 size, +8 natural, +11 Dex)
HP 255 (21d10+105)
Fort +16, Ref +23, Will +24
DR 20/Cold Iron, Good and Epic; Immune electricity and poison; SR 36; Resist acid 10, cold 10, and fire 10
Speed 40 ft.
Melee 2 Claws +25 (1d8 + 5)
Space 10 ft.
Special Attacks Arcane Sense, spells
During Combat Abraxas really hates combat and will try to avoid it by any means. Thanks to his great knowledge an ability to see everything with magic, he will most likely be aware of a coming threat and will do all the necessary preparations, sending all the available minions to ambush the attackers and setting up traps. If forced to take part into the fight, he will stay at the most distance possible, decimating the opponents with his powerful spells. 
Str 20, Dex 32, Con 18, Int 40, Wis 34, Cha 22
Base Atk +21; CMB +27; CMD 48
Feats Dark Speech, Fell Drain, Improved Initiative, Quicken Spell, Quicken Spell-Like Ability, Toughness
Skills Diplomacy +30, Intimidate +30, Knowledge (all) +39, Linguistics +39, Perception +36, Spellcraft +39, Use Magic Device +30
Languages Abyssal, Celestial, and Draconic
SQ Antimagic Penetration, Arcane Sense
Other Gear Spellbook
Antimagic Penetration (Su) Abraxas can normally cast spells and use spell-like and supernatural abilities in an Antimagic Field.
Arcane Sense (Su) Abraxas is permanently under the effect of Greater Arcane Sight, as the spell, with caster level equal to his HD. in addition, he is aware of any spell being cast within one mile from him and he automatically recognizes the spell. Once per round as a free action he can make a counterspell attempt to counter a spell he recognized with this ability.
Demigod (Sp) Abraxas grants the Knowledge, Protection and Magic domains to clerics who worship him.
Endless Lore (Ex) Abraxas has the Bardic Knowledge ability of a Bard with level equal to his HD. In addition, he always has the maximum number of ranks possible for his HD in all the Knowledge skills.
Magic Suppression (Su) Abraxas in permanently surrounded by an Anitmagic Field, as the spell, with caster level equal to his HD. An effect that dispels antimagic fields (such as Mage's Disjunction) only suppresses this ability for 1d4 minutes.
Mastersmith (Ex) Abraxas has all the feats existing as bonus feats.
Spells (Ex) Abraxas cast spells as a 17th level wizard. He can prepare any spell from any list, included divine spells. He has pretty much any existing spell written in his spellbook. Abraxas' caster level is equal to his HD (21).
True Seeing (Ex) Permanent, as the spell, with caster level equal to his HD.
Abraxas is one of the oldest demons of the Abyss, though he was never a qlippoth—a primordial inhabitant of the Abyss. Abraxas has gathered dark arcane secrets through countless ages. It is said that Abraxas watched as the aboleths called down the meteor that was responsible for Earthfall on Golarion and began the Age of Darkness, as well as countless other magics best left forgotten. It was through these methods that Abraxas gained knowledge of the Final Incantation, a single word that can completely unmake magic. Abraxas has used the Final Incantation sparingly in the past, as it unbinds many of his own powers, but he has employed it to destroy minor artifacts, permanently strip all magic from a creature, and remove knowledge of a particular spell from the records and minds of an entire planet.
Abraxas is utterly demonic in appearance: he possesses the head of a fanged, deformed bird with a tooth-filled mouth and lizard-like crest behind his head. In place of his legs, Abraxas has a pair of writhing vipers, each with its own head and venomous fangs. Abraxas's torso is humanoid with the exception of his viperous legs and demented head. His two arms end in large claws that wield a flail (Abraxas's favored weapon) and a shield. Some sources replace the flail with a whip that is forked like a serpent's tongue. His whip is said to have the ability to steal thoughts or even prepared spells from those who are struck by it, transferring them to Abraxas for his use, while his shield can animate and attack his enemies.This hunched figure is just 10 feet tall; a grey, shabby skin barely covering a heap of bones without flesh. the head is that of a giant vulture, out of proportion with the rest of the body. He tensely grasps a black book covered in strange symbols with his dirty nails.
Abraxas is the most erudite being in the Abyss, and the most powerful mage among all demons. He is the patron of evil wizards, scholars, and spies. His ability with magic and crafting is unmatched, because of that, it happened more than once through history that other demon lords turned to him in order to obtain a particular artifact or knowledge, and in the end, they came out to be fooled for Abraxas' personal interest. Exemplary is the case of Areex, the once Queen of demons, and the Golden Orb, that caused the Cataclysm and the death of many demon lords. Not much is said about his origin, though demonologists agree that he is older than any other demon lord, barring Orcus. We now report a legend found in the Black Scrolls, believed false by the vast majority of scholars: the legend says that going back to time immemorial, there was an enchanter, whose thirst for knowledge was so strong, that made a pact with a great evil entity in order to obtain omniscience. The fiend kept the promise, but immediately demanded the price: as years passed, the wizard's life force was slowly drained away from him, transforming him in a little more than a walking skeleton. What the mage was searching was the way to fool the demon, breaking the pact and regaining his life, but keeping the secret of omniscience, in order to gain eternal life and power. They say he was just a little step behind discovering this, when death took him and brought him in the Abyss. His ambition stayed unchanged as a demon, too, and eventually he managed to become a demon lord. Scholars do not support this theory because it is considered fictional, and there isn't any proof of its effectiveness. Many of them believe instead that Abraxas originated after a great battle in the material plane, chronicled in some ancient scroll. 
Two large kingdoms were at war one against the other. It is written that during the great final battle, the wizards of the kingdom who was losing gathered up and used their combined magic power to perform a tremendous ritual that wiped out the opponent's army, allowing their fellows to win the war. The price, however, was the death of all those wizards. The power necessary for this horrendous spell was provided by a demonic entity, thus the souls of the wizards fell into the Abyss. When the souls came into the Abyssal ooze, instead of generating one demon each, the fused among themselves to create a single, powerful being, Abraxas. Whether this is true or not, only the Keeper of Secrets knows, but he doesn't like to talk about himself.
Abraxas rules among the 17th layer, Death's reward. It's a naked land or rocks, cliffs and chasms, with little to no vegetation, but he does not care much about it, since he spends all the time into his fortress, Wizard's Coven. This is an immense tower, so tall that it can't be seen the top. Someone says that from the top the upper planes can be seen without the help of any instrument. The tower is structured as an enormous dungeon, in which there are any sort of marvels and dangers. Since the tower is so huge that even Abraxas himself struggles to have the full control on everything that happens inside it, sometimes groups of brave adventurers sneak inside and steal what they think is valuable. They usually don't live much after that, though.
Abraxas' ultimate goal is to become a god. In order to do that, he spent tens of millennia forging a sword called the Godslayer, which has been stolen in the recent past by unknown. His greatest concern now is to find the sword and bring it back into the tower. He is gathering a large number of spies and agents in order to find a clue on where it may be and will reward generously anyone who is able to provide valuable information on that regard. When he is not busy with this, his time is all taken up thinking of an appropriate punishment for the mysterious thief.

Mastiphal, Demon Lord

Mastiphal, Demon Lord
CR 26 XP: 2,457,600
CE Medium outsider (chaotic, cosmic, evil, mazza'im)
Init +12; Senses darkvision 120 ft.; Perception +48
AC 57, touch 35, flat-footed 44 (+22 natural, +12 deflection, +12 Dex)
HP 660 (33d8+396)
Fort +30, Ref +30, Will +30
DR 30/good and cold iron, ; Immune electricity and poison; SR 36; Resist acid 20, cold 20 and fire 20
Speed 60 ft.
Melee 4 short swords +53/+48/+43/+38 melee (1d6 + 20 plus 2 Con /17-20/x2)
Ranged longbow +52/+47/+42/+37 ranged (1d8 + 21 and slaying (DC 27) /x3) and 2 hand crossbows +50 ranged (1d4 + 4 plus poison /19-20/x2)
Special Attacks Favored enemies, spell-like abilities, spells, summon demons
Spell-Like Abilities (CL 25th) Always active – detect magic, see invisibility, true seeing, unholy aura (DC 26); at will – alter self, blasphemy (DC 25), desecrate, detect good, detect law, greater teleport, mount, solid fog; 6/day – charm monster (DC 23), destruction (DC 25), find the path, greater magic weapon, locate creature, shapechange
Str 41, Dex 35, Con 34, Int 27, Wis 35, Cha 32
Base Atk +33; CMB +48; CMD 82
Feats Bane of Enemies, Bounding Assault, Combat Reflexes, Dark Speech, Death of Enemies, Dodge, Endurance, Favored Power Attack, Greater Multiweapon Fighting, Improved Favored Enemy (x2), Mobility, Multiweapon Fighting, Perfect Multiweapon Fighting, Power Attack, Quick Draw, Rapid Blitz, Spring Attack, Trophy Collector
Skills Acrobatics +45, Climb +51, Craft (taxidermy) +44, Diplomacy +29, Intimidate +47, Knowledge (nature, planes) +44, Perception +48, Ride +48, Sense Motive +30, Stealth +48, Survival +48, Swim +51
Languages telepathy 500 ft.
Gear Mastiphal wields 4 +5 keen shorts words of greater wounding. The shorts words are forged from adamantine, cold iron, silver and mithral. He also possesses a +6 mighty composite (+15) longbow of distance taken from a solar. The mighty weapon still creates slaying arrows (Fort DC 27) when drawn. When using this weapon, he often wields a pair of +4 hand crossbows with his lower arms. The bolts are coated in pit fiend venom. (Injury, DC 26, 2d6 Con/death) Does there have to be "official support?" Common sense says that Kain's right.
Environment The Infinite Layers of The Abyss
Organization Unique
Treasure Double standard
Favored Enemies (Ex) Magical Beasts +10, Outsiders (evil) +8, Outsiders (good) +6, Humanoids (elves) +4, Humanoids (gnolls) +4, Giants +4, Monstrous Humanoids +4
Spells (Ex) Mastiphal casts spells as a ranger, but spontaneously, without the need to prepare. Spells per day: 9/9/9/9 Caster level 20th, DC 22 + spell level
Summon Demons (Ex) 3/day, Mastiphal can summon 1d4 molydei, 3d6 glabrezu or 3d10 incubi.
Animal Companion (Ex) Mastiphal’s companion is a fiendish legendary wolf

Surtr, Lord of the Fire Giants

Surtr, Lord of the Fire Giants, Lord of Muspelheim
CR 38                                                                             XP: 157,286,400
LE Colossal monstrous humanoid (divine, evil, fire, lawful)
Init +2; Senses darkvision 60 ft.; Perception +34
AC 55, touch 22, flat-footed 53 (-8 size, +18 deflection, +33 natural, +2 Dex)
HP 1237 (45d20+765); fast healing 20
Fort +17, Ref +2, Will +11
DR 25/adamantine and epic; Immune fire; SR 48; Resist acid 25 and electricity 25
Speed 80 ft.
Melee Greatsword +77/+72/+67/+62 melee (6d6 + 54 and 3d6 fire /17-20/x3 plus 9d6 fire and death {Fort DC 55}) or 2 slams +66 melee (4d8 + 23 and 2d6 fire) or rock throwing +45/+40/+35/+30 ranged (2d8 + 23 and 2d8 fire)
Space 30 ft., Reach 30 ft.
Special Attacks Fires of Muspelheim, rock throwing, spell-like abilities, spells, summon giants
Spell-Like Abilities (CL 33rd)
   At will-Blasphemy (DC 26), Desecrate, Elemental Swarm (fire), Fireball (DC 32), Firestorm (DC 37), Flame Strike (DC 34), Heat Metal (DC 32), Incendiary Cloud (DC 37), Mass Bull's Strength, Mass Cure Critical Wounds, Mass Inflict Critical Wounds (DC 27), Wall of Fire
Str 56, Dex 15, Con 45, Int 32, Wis 29, Cha 28
Base Atk +45; CMB +76; CMD 106
Feats Awesome Blow, Cleave, Corrupt Spell-Like Ability, Devastating Critical (Greatsword), Epic Prowess, Epic Weapon Focus (Greatsword), Epic Will, Great Cleave, Improved Critical (Greatsword), Improved Sunder, Iron Will, Overwhelming Critical (Greatsword), Power Attack, Snatch, Weapon Focus (Greatsword), Widen Spell
Skills Acrobatics +76, Bluff +34, Climb +71, Craft (armor) +59, Craft (weapons) +59, Intimidate +61, Knowledge (history, religion) +59, Perception +34, Sense Motive +34, Spellcraft +34, Stealth +46, Survival +57
SQ mighty grip, rally giants
Gear Surtr wields a gargantuan adamantine +8 greatsword of fiery blasting. Creatures who are struck must make a Reflex save (DC=fire damage dealt) or catch on fire. Surtr also possesses a suit of obsidian armor which functions as +8 full plate mail of greater cold resistance and moderate fortification. This armor is reserved for Ragnarök or dire emergencies, thus his statistics do not include it in his armor class. When armored, Surtr possesses an AC of 76 (touch 27, flat footed 66) and suffers a -5 armor check penalty. His speed is not reduced.
Environment Muspelheim
Organization Unique
Treasure Quadruple Standard
Fires of Muspelheim (Ex) Weapons that successfully strike Surtr suffer 4d6 points of fire damage. (Fortitude DC 49 for half) This damage is not halved as usual for fire damage. Water and cold enchanted weapons (such as a frostbrand or aquan weapon) are immune to this damage.
Rock Throwing (Ex) The boulders hurled by Surtr strike a 10 ft. by 10 ft. square. The following round the square is turned into a 10 ft. deep pit of lava. Surtr's rocks have a 200 foot range increment.
Spells (Ex) Surtr casts spells as a cleric with access to the Destruction, Fire, Strength and War domains. Spells per day: 6/8/7/7/7/7/6/6/6/6; Caster level 25th, DC 19+spell level.
Summon Giants (Sp) 4/day, Surtr may summon 5d6 fire giant warriors or 3d6 Muspelbrud with maximum hit points.
Divinity (Ex) Surtr is an intermediate god with a +10 bonus on rank checks
Mighty Grip (Ex) Surtr wields Gargantuan weapons with no penalty. When using a two handed weapon, he adds twice his Strength modifier to damage rather than one and a half. When using Power Attack, Surtr gains a +3 bonus to damage for every -1 penalty he takes to his attack roll.
Rally Giants (Ex) Allied fire giants within 100 feet of Surtr gain a +10 morale bonus to attack, melee damage and saves.
Fire Absorption (Su) Surtur is healed by fire/heat damage
Firestarter (Ex) Surtur casts all fire spells as if he were 24 levels higher.
Uncanny Fire Mastery (Su) As uncanny cosmic mastery but d6 divine
Surtur is the leader of the fire giants of the south and the ruler of Muspelheim, the realm of fire. He is the oldest being in Norse cosmology.
However, Surtur, along with all other cosmic beings was incarcerated long ago by the angelic first choir. It is thought that Odin may also have had a hand in his imprisonment.
Myths: At Ragnarok, Surtur will make war against the gods and
triumph over them, personally slaying the god Frey. He will then set the
nine worlds ablaze and destroy them, leaving behind only Hodmimir’s Forest.

ARES LORD OF WAR

Avatar, Ares, Lord of War
CR 61                                                                                                            XP: 429,496,729,600
Male Diety Fighter 30/Barbarian 10/Legendary Dreadnought 20
CE Medium outsider (Chaotic, Extraplanar, Evil)
Init +11; Senses Perception +55
Aura divine aura (1,800 ft., DC 39)
AC 97, touch 30, flat-footed 90 (+32 natural, +12 deflection, +35 armor, +7 Dex)
HP 1848 (30d10+30d12+1020); fast healing 42
Fort +66, Ref +49, Will +53
DR 30/epic and adamantine or darkwood created on a forge on the largest wheel of Mechanus, DR 9/-; Immune divine immunities; SR 79; Resist fire 43
Speed 100 ft.
Melee Battle Prowess +133/+133/+133/+133/+128/+123/+117 melee (1d8+57 plus 3d6 chaotic and 1 negative level/18-20)
Special Attacks Domain powers, rage 3/day, salient divine abilities, spell-like abilities, spells
Spell-Like Abilities Ares uses these abilities as a 77th-level caster, except for chaos spells, which he uses as a 78th-level caster. The save DCs are 49 + spell level - antimagic field, animate object, Bigby's clenched fist, Bigby's crushing hand, Bigby's grasping hand, blade barrier, bull's strength, chaos hammer, cloak of chaos, dispel law, divine power, enlarge person, flame strike, magic circle against law, magic vestment, magic weapon, mind blank, power word blind, power word kill, power word stun, prismatic sphere, protection from energy, protection from law, repulsion, righteous might, sanctuary, shatter, shield other, spell immunity, spell resistance, spiritual weapon, stoneskin, summon monster IX, word of chaos.
Str 68, Dex 25, Con 49, Int 25, Wis 29, Cha 34
Base Atk +67; CMB +96; CMD 125
Feats Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Devastating Critical, Dire Charge, Dodge, Epic Prowess, Epic Speed, Epic Weapon Focus, Epic Weapon Specialization, Fast Healing, Great Cleave, Greater Sunder, Greater Weapon Focus, Greater Weapon Specialization, Improved Bull Rush, Improved Combat Expertise, Improved Initiative, Improved Sunder, Improved Unarmed Strike, Improved Whirlwind Attack, Infinite Deflection, Legendary Rider, Mobility, Mounted Combat, Overwhelming Critical, Point-Blank Shot, Power Attack, Quick Draw, Rapid Shot, Reflect Arrows, Ride-By Attack, Run, Spellcasting Harrier, Spirited Charge, Spring Attack, Trample, Whirlwind Attack
Skills Acrobatics +93, Bluff +50, Climb +93, Craft (armor) +54, Craft (weapons) +54, Diplomacy +51, Handle Animal +59, Intimidate +94, Perception +55, Ride +64, Sense Motive +7, Survival +77, Swim +77
SQ Divine aura (17 miles, DC 39), godly realm (100 miles Outer Plane, 1,700 ft. Material Plane), greater teleport at will, improved uncanny dodge, plane shift at will, remote communication, trap sense +3, understand, speak, and read all languages and speak directly to all beings within 17 miles, unmovable 4/day, unstoppable 4/day
Gear Ares carries Battle Prowess, a +7 anarchic blast extreme speed battleaxe. (Caster Level: 25th; Weight: 7 lb). He wears heavy fortification negating full plate +10.
Environment Olympus
Organization Solitary (Unique)
Treasure Battle Prowess, +10 heavy fortification negating full plate
Alter Reality (Su) Ares can use the wish spell with regard to his portfolio, save for the replication of other spells. This ability costs Ares no XP, and requires a standard action to implement. Ares adds once against his Strength modifier to his bonus to attack rolls.
Divine Immunities (Su) Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Domain Power (Ex) Feat of strength 1/day (+77 enhancement bonus to Strength for one round); protective ward 1/day.
Divine Powers (Ex) As a greater deity, Ares automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal; Senses: Ares can see (using normal vision or low-light vision), hear, touch, and smell at a distance of seventeen miles. As a standard action, he can perceive anything within seventeen miles of his worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. He can extend her senses to up to twenty locations at once. He can block the sensing power of deities of her rank or lower at up to two remote locations at once for 17 hours; Portfolio Sense: Ares senses any battle seventeen tendays before it happens and retains the sensation for seventeen tendays after the event occurs. He is likewise aware of any act of violence in the Realms and the death of any warrior, whether such passing occur in combat or not; Automatic Actions: Ares can use Craft (armorsmithing), Craft (weaponsmithing), or Intimidate as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round; Create Magic Items: Ares can create any kind of magic item that deals damage or provides protection.
Divine Rage (Ex) The following changes are in effect while Ares rages: AC 89; 1,968 hp; Atk +135 (1d8+55 plus 3d6 chaotic/18-20); SV Fort +68, Ref +51, Will +55; Str 62, Con 47. All Strength-based skills increase by +2. Ares can use his rage 3/day, and it lasts for 20 rounds at a time.
Lord of Battle (unique salient divine ability) (Ex) Ares is master of all forms of combat and weapons. He applies his weapon-based feats to all weapons.
Unmovable (Ex) Four times per day Ares can apply a +20 bonus to a grapple check to avoid being grabbed with the improved grab ability, a strength check to avoid a bull rush, trip attempt, or similar effect, a strength check against any effect that would move him either physically or magically, or any one saving throw. He can also use this ability to gain a saving throw any effect that would move him and does not normally give a save, he still gains a +20 bonus in any case.
Unstoppable (Ex) Four times per day Ares can become unstoppable, he gains a +20 bonus on his Strength check to break or burst a door or item. He can also attempt to break a wall of force (DC 32). He can instead apply +20 to a single attack roll.
Salient Divine Abilities: Annihilating Strike, Area Divine Shield, Banestrike (giants), Battlesense, Clearsight 17 ft, Divine Battle Mastery, Divine Blast, Divine Fast Healing, Divine Inspiration (rage), Divine Shield, Divine Weapon Focus (all), Divine Weapon Mastery, Divine Weapon Specialization (all), Indomitable Strength, Increased Damage Reduction, Increased Energy Resistance (fire), Irresistible Blows, Know Death, Lord of Battle, Mass Divine Blast, Sunder and Disjoin, Supreme Damage Reduction, Wave of Chaos

Riders of the Apocalypse

Riders of the Apocalypse

Apocalypse Rider, War

CR 32 XP: 19,660,800
NE Medium humanoid (cosmic, daemon, evil)
Init +15; Senses darkvision 120 ft.; Perception +20
AC 45, touch 30, flat-footed 33 (+8 deflection, +15 natural, +11 Dex)
HP 770 (35d8+490); regeneration 15
Fort +33, Ref +30, Will +27
DR 15/-, 30/epic, good and mithril; Immune acid and poison; SR 44; Resist cold 20, electricity 20 and fire 20
Speed 45 ft.
Melee The Scarlet Sword +75/+75/+70/+65/+60 melee (2d8 + 40 plus 2 Con 17-20/x3 and death (Fort DC 45))
Reach 10 ft.
Special Attacks Hand of War, incite conflict, spell-like abilities
Spell-Like Abilities (CL 26th) Always active- deathwatch, see invisibility; at will- blasphemy (DC 27), cloudkill (DC 25), fireball (DC 23), greater dispel magic, greater teleport, lightning bolt (DC 23), unholy aura (DC 28), unholy blight (DC 24); 8/day – blade barrier (DC 26), circle of death (DC 25), implosion (DC 29), power word stun, waves of exhaustion.
Str 47, Dex 33, Con 38, Int 20, Wis 27, Cha 30
Base Atk +35; CMB +53; CMD 82
Feats Cleave, Combat Expertise, Combat Reflexes, Damage Reduction (x5), Dodge, Great Cleave, Greater Two-Weapon Fighting, Improved Bull Rush, Improved Combat Expertise, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Improved Two-Weapon Fighting, Mobility, Mounted Combat, Penetrate Damage Reduction (cold iron, mithril, silver), Power Attack, Ride-By Attack, Spirited Charge, Spring Attack, Superior Initiative, Two-Weapon Fighting
Skills Acrobatics +40, Climb +41, Craft (alchemy) +43, Craft (weapons) +43, Diplomacy +14, Intimidate +48, Knowledge (religion) +43, Linguistics +29, Perception +20, Ride +49, Sense Motive +46, Stealth +36, Survival +31, Swim +40
Languages telepathy 500 ft.
SQ weapon master
Gear War wields the Scarlet Sword, which functions as a Large adamantine +6 greater wounding bastard sword of speed. Because of its increased size, War gains 10 foot reach with the weapon, although her incredible skill allows her to strike adjacent foes as well.
Environment Gehenna
Organization unique
Treasure triple standard
Hand of War (Su) With a touch, War may bestow incredible fighting prowess upon a being. An unwilling being gets a Will save (DC 37) to resist. The being gains a +4 profane bonus to attacks and damage, and four bonus feats that must be selected from the fighter's feat list. However, this comes with a price. For every hour that goes by without the death of a living sentient creature at the being's hand, 1 point of Constitution drain is suffered. This is not restored should the being begin killing again, the deaths merely stave off the next hourly point of Constitution drain. A miracle cast by a spellcaster that can beat War at an opposed caster level check (35th level) removes the curse but does not restore the lost Constitution. A separate casting of miracle must be used to restore each point of Constitution drain. Miracle always requires an experience point cost when used to counteract the effects of the Hand of War.
Incite Conflict (Su) Those within 1000 feet of War must make a Will save (DC 37) or fall under the effects of a berserker rage. They gain a +8 bonus to Strength, suffer a -8 bonus to Armor Class, and must attack a living being every minute or suffer 1d4 points of damage. They cannot differentiate friend or foe while under the effects of this rage, and typically attack the nearest living creature. The rage lasts for 1 hour, after which the creature is exhausted, assuming it is still alive.
Cosmic Entity (Ex) War is only entitled to defensive rank checks. War has a +4 bonus on rank checks. Any other Rider within 1 mile of War grants her an additional +4 to her rank checks. This is cumulative.
Regeneration (Ex) In an odd twist, only those effects which are intended to deal nonlethal damage deal normal damage to war. Weapons must be mithril, and spells must be good aligned. Healing spells also inflict normal damage upon War.
Rider of the Red Horse (Ex) While within one mile of another Rider of the Apocalypse, War gains a +4 morale bonus to the DCs of her special attacks and spell-like abilities. This bonus is cumulative, so she would gain a +12 morale bonus should all 4 riders be within one mile of each other.
Weapon Master (Ex) War is a master of all forms of weaponry. War is considered a 35th level fighter and receives the bonus feats due to such. She is proficient in all weapons, simple, martial or exotic; she doubles the threat range of any weapon she wields, she increases the critical multiplier of any weapon she wields by one, and she receives a +16 bonus to both attacks and damage with any weapon she wields. She may wield any weapon within one size category of her own with no penalty. Any critical hit she scores against a foe forces a Fortitude save (DC 45) to avoid death. War knows no defeat and can bypass any resistance to critical hits gained through magic or creature type, however critical hits against such creatures do not threaten death.
Apocalypse Rider, Famine
CR 29 XP: 6,553,600
NE Medium humanoid (cosmic, daemon, evil)
Init +13; Senses darkvision 120 ft.; Perception +23
Aura Aura of Hunger
AC 46, touch 31, flat-footed 34 (+8 deflection, +15 natural, +13 Dex)
HP 505 (30d8+370); regeneration 10
Fort +27, Ref +30, Will +25
DR 30/epic, good and mithril; Immune acid and poison; SR 41; Resist cold 20, electricity 20 and fire 20
Speed 45 ft.
Melee The Ebon Scales +43/+37/+33/+27 melee (1d10 + 13 /19-20/x2 and 1 negative level)
Reach 5 ft.
Special Attacks Hand of Famine, spell-like abilities
Spell-Like Abilities (CL 24th) Always active- deathwatch, see invisibility; at will- blasphemy (DC 27), greater dispel magic, greater teleport, polymorph any object (DC 28, objects only), ray of enfeeblement, ray of exhaustion, unholy aura (DC 28), unholy blight (DC 24), vampiric touch, waves of fatigue; 8/day – befoul* (DC 28), despoil* (DC 29), energy drain, eyebite (DC 25), horrid wilting (DC 28), waves of exhaustion.
Str 28, Dex 37, Con 31, Int 27, Wis 24, Cha 30
Base Atk +30; CMB +39; CMD 70
Feats Combat Expertise, Combat Reflexes, Improved Critical (heavy flail), Monkey Grip, Mounted Combat, Power Attack, Quicken Spell-Like Ability (x2), Ride-By Attack, Spirited Charge, Violate Spell-like Ability
Skills Acrobatics +46, Appraise +41, Diplomacy +14, Intimidate +43, Knowledge (geography, history) +41, Knowledge (religion) +43, Linguistics +43, Perception +23, Ride +49, Sense Motive +46, Spellcraft +41, Stealth +46, Survival +31
Languages telepathy 500 ft.
SQ Rider of the Black Horse
Gear Famine wields The Ebon Scales, which function as a +4 cold iron heavy flail of life stealing. Those slain by The Ebon Scales rise again as ghouls (or ghasts if the slain had 4 or more HD) within 1 minute of their death. The ghouls will not attack famine, but neither are they under his control.
Environment Gehenna
Organization unique
Treasure triple standard
Aura of Hunger (Su) Those within 1000 feet of Famine must make a Fortitude save (DC 37) or fall under the effects of extreme hunger. They suffer 10d6 points of nonlethal damage and become exhausted. They must begin making Constitution checks against further starvation every hour as if they had gone a week with no food. Those who fall unconscious from the nonlethal damage take 1 point of Constitution damage every hour until they are healed. The nonlethal damage dealt by the Aura of Hunger is the same as that dealt by starvation and can only be healed once the character is given food.
Hand of Famine (Su) With a touch, Famine may bestow her terrible curse upon a victim. An unwilling being gets a Fortitude save (DC 37) to resist. The being no longer requires food nor water to sustain its life. However, this comes with a price. Every creature that comes into physical contact with the victim suffers 1d6 points of Constitution drain (no save). The victim can inflict this upon others with a successful touch attack. These are stored by the victim as temporary Constitution and disappear at a rate of 1 per hour. If the pool reaches 0 points of Constitution, the victim suffers 1 point of damage to a random ability score every hour until he has replenished the pool. In addition, all food within 60 feet of the victim turns rotten and lacking any nourishment. Consuming it requires a Fortitude save (DC 12) to avoid being poisoned. (1 Con/1d4 Con) A miracle cast by a spellcaster that can beat Famine at an opposed caster level check (35th level) removes the curse from the victim but does not restore any lost mental ability scores. A separate casting of miracle must be used to restore each point of mental ability drain. Miracle always requires an experience point cost when used to counteract the effects of the Hand of Famine.
Cosmic Entity (Su) Famine is only entitled to defensive rank checks. Famine has a +4 bonus on rank checks. Any other Rider within 1 mile of Famine grants him an additional +4 to his rank checks. This is cumulative.
Regeneration (Ex) Good aligned mithril weapons and spells with the Healing descriptor inflict normal damage upon Famine.
Rider of the Black Horse (Ex) While within one mile of another Rider of the Apocalypse, Famine gains a +4 morale bonus to the DCs of his special attacks and spell-like abilities. This bonus is cumulative, so he would gain a +12 morale bonus should all 4 riders be within one mile of each other.
Apocalypse Rider, Pestilence
CR 32 XP: 19,660,800
NE Medium humanoid (cosmic, daemon, evil)
Init +16; Senses darkvision 120 ft.; Perception +47
Aura Aura of Hunger
AC 56, touch 30, flat-footed 47 (+11 deflection, +26 natural, +8 Dex)
HP 551 (33d8+403); regeneration 10
Fort +29, Ref +26, Will +29
DR 30/epic, good and mithril; Immune acid and poison; SR 44; Resist cold 20, electricity 20 and fire 20
Speed 45 ft.
Ranged Ivory Bow +45/+40/+35/+30 ranged (1d6 + 11 /x3)
Reach 5 ft.
Special Attacks Breath weapon, command vermin, dire affliction, Hand of Pestilence, spell-like abilities, summon vermin
Spell-Like Abilities (CL 26th) Always active- deathwatch, see invisibility; at will- addiction** (DC 22), blasphemy (DC 27), circle of nausea** (DC 23), contagion (DC 24),creeping doom, giant vermin, greater dispel magic, greater teleport, insect plague, plague of rats*, pox** (DC 26), seething eyebane** (DC 21) , shriveling** (DC 23),summon swarm, suspend disease**, unholy aura (DC 28), unholy blight (DC 24); 8/day – otyugh swarm*, rotting curse of urfestra** (DC 23), spider plague* (*Spell Compendium **Book of Vile Darkness)
Str 24, Dex 26, Con 32, Int 29, Wis 33, Cha 30
Base Atk +33; CMB +40; CMD 69
Feats Ability Focus (Dire Affliction), Combat Archery, Dodge, Improved Critical (Short Bow), Improved Initiative, Mobility, Mounted Archery, Mounted Combat, Point-Blank Shot, Rapid Shot, Ride-By Attack, Superior Initiative
Skills Acrobatics +44, Bluff +36, Climb +43, Diplomacy +14, Heal +47, Intimidate +40, Knowledge (nature) +49, Knowledge (religion) +45, Linguistics +47, Perception +47, Ride +44, Sense Motive +47, Spellcraft +29, Stealth +44, Survival +47, Use Magic Device +30
Languages telepathy 500 ft.
SQ Rider of the White Horse
Gear Pestilence wields the Ivory Bow, which functions as a +4 mighty composite short bow of distant shot. All arrows fired from the bow deal vile damage. In addition, when an arrow strikes a target, it erupts into a hellwasp swarm that immediately takes its turn.
Environment Gehenna
Organization unique
Treasure triple standard
Breath Weapon (Ex) Once every 1d4 rounds, Pestilence can spew forth a cloud of vermin from his mouth. This deals 20d6 point of damage in a 60 foot cone. Those damaged by the vermin are also poisoned (2d4 Dex initial and secondary). A Fortitude save (DC 37) negates the poison and halves the damage. The vermin remain in the area as a swarm.
Command Vermin (Su) Pestilence is capable of commanding vermin similar to how an evil cleric rebukes undead. Any vermin who would be rebuked are instead under Pestilence's control.
Dire Affliction (Su) Those within 1000 feet of Pestilence must make a Fortitude save (DC 38) or contract a random disease. This save must be made every minute, and victims can contract more than one disease in this manner. If a victim contracts a given disease twice, the effects of the disease are twice as potent. Attempting to heal someone stricken ill by Pestilence can be very dangerous. A failed caster level check (DC 45) will result not only in the attempt failing, but the would-be healer must succeed on a Fortitude save (DC 38) or contract the same disease as the ill. In addition, the caster must make a Will save (DC 38) or permanently lose the spell slot used to attempt the healing. No one who is currently infected with a disease can cure one who is afflicted by any of Pestilence's diseases.
Hand of Pestilence (Su) With a touch, Pestilence may transform a being into a carrier of horrible disease. An unwilling being gets a Will save (DC 36) to resist. The being gains immunity to disease and poison. However, this comes with a price. Creatures that come within 10 feet of the being must make a Fortitude save every minute or be afflicted with a random disease. A miracle cast by a spellcaster that can beat Pestilence at an opposed caster level check (33rd level) removes the curse, however this requires touching the victim, which may afflict the spellcaster as well. Miracle always requires an experience point cost when used to counteract the effects of the Hand of Pestilence.
Summon Vermin (Sp) Once per day, Pestilence can summon a ruin swarm, thoracid or vermiurge. Once per week, he can summon a devastation beetle.
Cosmic Entity (Su) Pestilence is only entitled to defensive rank checks. Pestilence has a +4 bonus on rank checks. Any other Rider within 1 mile of Pestilence grants him an additional +4 to his rank checks. This is cumulative.
Regeneration (Ex) Good aligned mithral weapons and spells with the Healing descriptor inflict normal damage on Pestilence.
Rider of the White Horse (Ex) While within one mile of another Rider of the Apocalypse, Pestilence gains a +4 morale bonus to the DCs of his special attacks and spell-like abilities. This bonus is cumulative, so he would gain a +12 morale bonus should all 4 riders be within one mile of each other.
Apocalypse Rider, Death
CR 37 XP: 104,857,600
NE Medium humanoid (cosmic, daemon, evil)
Init +19; Senses darkvision 120 ft., lifesight; Perception +58
Aura Aura of Hunger
AC 64, touch 49, flat-footed 54 (+28 deflection, +15 natural, +11 Dex)
HP 1000 (40d8+680); regeneration 20
Fort +39, Ref +33, Will +36
DR 30/epic, good and mithril; Immune acid and poison; SR 47; Resist cold 30, electricity 30 and fire 30
Speed 45 ft., fly 20 ft. (perfect)
Melee 2 touches +43 melee touch (10d6 + 14 plus energy drain and Hand of Death)
Reach 5 ft.
Special Attacks Energy drain, frightful presence, hand of death, spell-like abilities
Spell-Like Abilities (CL 35th) Always active- circle of death (DC 32), deathwatch, see invisibility, true sight; at will- blasphemy (DC 31), gentle repose, ghostform, greater dispel magic, greater teleport, passwall, phantasmal killer (DC 29), spiritwall*, stop heart** (DC 33), speak with dead, undeath to death (DC 32), unholy aura (DC 32),unholy blight (DC 28); 8/day – wail of the banshee (DC 36), weird (DC 31), destruction (DC 34), disjunction (DC 33), energy drain, finger of death (DC 34), momento mori (DC 47), power word kill, symbol of death (DC 35). (*Spell Compendium **Book of Vile Darkness)
Str 36, Dex 33, Con 45, Int 38, Wis 38, Cha 38
Base Atk +40; CMB +53; CMD 102
Feats Ability Focus (Hand of Death), Combat Reflexes, Epic Ability Focus (Hand of Death), Epic Endurance, Epic Skill Focus (Ride), Improved Initiative, Mounted Combat, Polyglot, Quicken Spell-Like Ability (x3), Ride-By Attack, Superior Initiative, Trample
Skills Acrobatics +54, Appraise +58, Escape Artist +54, Intimidate +58, Knowledge (arcana, history, nature, planes, religion) +58, Knowledge (gather information) +58, Linguistics +60, Perception +58, Profession (executioner) +58, Ride +64, Sense Motive +58, Spellcraft +58, Stealth +54, Use Magic Device +58
Languages telepathy 1000 ft.
SQ Rider of the White Horse, inexorable
Environment Gehenna
Organization unique
Treasure triple standard
Energy Drain (Ex) Death's touch attack inflicts 4 negative levels on the target. A Fortitude save DC 44 is required to remove them after 24 hours.
Frightful Presence (Su) Those within 1000 feet of Death must make a Will save (DC 44) or fall victim to a mind-numbing fear. Those who fail their save are panicked. Those who fail their save by 5 or more are paralyzed for 1d6 minutes. Those who fail their saves by 10 or more take 1d6 points of damage to all of their ability scores. Those who fail their saves by 20 or more are struck dead. This is a mind-affecting effect.
Hand of Death (Su) With her touch, Death may kill a creature. The creature gains either a DC 50 Will or Fortitude save (Death's choice) to negate the effect. If the creature has less than 40d4 hit points, it dies anyway.
Cosmic Entity (Ex) Death is only entitled to defensive rank checks. Death has a +4 bonus on rank checks. Any other Rider within 1 mile of Death grants her an additional +4 to his rank checks. This is cumulative.
Inexorable (Su) Death's touch pierces through protections against death effects and negative energy. Any time a creature protected by deathward, mind blank, or similar magic is targeted by one of Death's abilities, Death makes an immediate opposed caster level check against the effect. If she succeeds, the protection is dispelled and her attack affects the victim as normal. If she fails, the protection holds. Natural immunity, such as someone with the Feat Enduring Life or an undead, can also be ignored. In these cases, the victim uses its hit die total for the opposed caster level check.
Lifesight (Su) Living creatures give off a bright light to Death's senses. Undead creatures give off a dull glow. Animated creatures, such as constructs do not create any special signature for Death, although she can see them normally.
Regeneration (Ex) Epic good aligned mithril weapons inflict normal damage on Death. Positive energy also inflicts normal damage on Death.
Rider of the Pale Horse (Ex) While within one mile of another Rider of the Apocalypse, Death gains a +4 morale bonus to the DCs of her special attacks and spell-like abilities. This bonus is cumulative, so she would gain a +12 morale bonus should all 4 riders be within one mile of each other.
Vile Strike (Ex) All damage dealt by Death's natural weapons is considered vile.

Shemeska the Marauder

Shemeska the Marauder
CR 25 XP: 1,638,400
NE Medium humanoid (daemon, evil)
Init +7; Senses darkvision 60 ft., telepathy 200 ft.; Perception +44
AC 42, touch 26, flat-footed 35 (+9 deflection, +16 natural, +7 Dex)
HP 512 (32d8+256)
Fort +26, Ref +25, Will +27
DR 20/good and mithril; Immune acid, mind affecting effects and poison; SR 35; Resist cold 20, electricity 20 and fire 20
Speed 30 ft.
Melee 2 claws +38 (1d6 + 6 and poison) and bite +33 (2d6 + 2)
Special Attacks Poison, sneak attack +4d6, spell-like abilities, spells, summon yugoloths, vile arcana
Spell-Like Abilities (CL 25th) Always active- detect good, greater arcane sight, read magic, tongues, true seeing; At will: animate dead, blasphemy (DC 28), charm monster (DC 26), contagion (DC 25), deeper darkness, dimension door, fear (DC 25), fly, greater dispel magic, greater invisibility, greater teleport, heat metal (DC 23), magic missile, programmed image (DC 25), project image, telekinesis (DC 26), undetectable alignment, unholy aura (DC 29), unholy blight (DC 25), warp wood(DC 23).
Str 22, Dex 24, Con 26, Int 34, Wis 29, Cha 33
Base Atk +32; CMB +38; CMD 64
Feats Automatic Quicken Spell (x3), Craft Contingent Spell, Delay Spell, Empower Spell, Epic Skill Focus (Knowledge (Gather Information)), Extend Spell, Fortify Spell, Improved Metamagic, Persuasive, Quicken Spell, Quicken Spell-Like Ability, Scribe Scroll, Skill Focus (Knowledge (Gather Information)), Transdimensional Spell, Widen Spell
Skills Bluff +48, Craft (alchemy) +37, Craft (calligraphy) +28, Diplomacy +53, Disguise +41, Intimidate +52, Knowledge (arcana, history, local, planes) +55, Knowledge (gather information) +63, Knowledge (nobility) +45, Linguistics +42, Perception +44, Sense Motive +44, Spellcraft +59, Stealth +37, Survival +20
Languages telepathy 200 ft
SQ Alternate form, arcane archive
Environment sigil
Organization unique
Treasure quadruple standard
Poison (Ex) Injury, Fortitude DC 34, 1d4 Str/1d4 Str
Spells (Sp) Shemeska casts spells as a sorcerer. However, she is capable of changing her spells known daily through the use of a spellbook, just like a wizard. If she loses her spellbook, she is stuck with her current spell selection until she can craft a new one. Shemeska does not increase her casting time when using metamagic.
Summon Daemon (Sp) Twice per day, Shemeska may summon 1d8 mezzoloth, 1d4 dergholoth, or another arcanaloth. Although there is a 25% probability that any yugoloth summoned may turn on a normal arcanaloth summoner, Shemeska is feared enough that few would be so foolish.
Vile Arcana (Sp) Shemeska's spells (but not spell-like abilities) are all considered to be corrupt and violated unless Shemeska chooses not to cast them as such.
Alternate Form (Su) Shemeska can shift between her natural form and any humanoid form at will as a standard action and can remain in humanoid form indefinitely. The ability is otherwise similar to alter self cast by a 32nd level caster..

Tyrexxus, The Exarch of Wrath

Tyrexxus, The Exarch of Wrath
CR 38                                                                                                                 XP: 157,286,400
NE Large humanoid (cosmic, daemon, evil)
Init +9; Senses Perception +50
Aura Unholy
AC 62, touch 34, flat-footed 53 (-1 size, +16 deflection, +28 natural, +9 Dex)
HP 1118 (43d12+774); regeneration 30
Fort +43, Ref +32, Will +31
DR 40/epic and major good; Immune acid and poison; SR 60; Resist cold 40, electricity 40 and fire 40
Speed 80 ft.
Melee 4 claws +62 melee (3d8 + 20) and bite +57 melee (6d6 + 10) and 3 tails +57 melee (3d8 + 10 and wounding)
Space 10 ft., Reach 10 ft.
Special Attacks Disease, fling, fury, improved grab, spell-like abilities, unholy aura, wounding
Spell-Like Abilities (CL 32nd) Always active – detect good, see invisibility, true seeing; at will – blade barrier (DC 27), blasphemy (DC 29), circle of death (DC 28), crushing hand, disintegrate (DC 28), fireball (DC 25), greater dispel magic, lightning bolt (DC 25), rage* (DC 25), greater shout (DC 30), greater teleport; 7/day – implosion(DC 31), meteor swarm (DC 31), power word kill, power word stun.
Str 51, Dex 28, Con 43, Int 27, Wis 18, Cha 34
Base Atk +43; CMB +64; CMD 99
Feats Cleave, Combat Expertise, Dark Speech, Destructive Rage, Epic Fortitude, Epic Toughness, Epic Will, Extra Rage, Great Cleave, Greater Sunder, Improved Bull Rush, Improved Sunder, Lunging Strike, Power Attack, Shock Trooper
Skills Acrobatics +61, Climb +66, Diplomacy +16, Intimidate +58, Knowledge (arcana, religion) +30, Knowledge (gather information) +64, Knowledge (history, planes) +40, Knowledge (local) +54, Perception +50, Ride +55, Sense Motive +40, Spellcraft +37, Survival +40, Swim +66
Languages telepathy 1000 ft.
Environment Gehenna
Organization Unique
Treasure quadruple standard
Disease (Su) Anyone taking damage within 100 feet of Tyrexxus must make a Fortitude save (DC 37) or contract faceless hate and a Will save (DC 37) or contract festering anger. If Tyrexxus himself deals this damage, the DC is increased to 47.
Fling (Ex) Flung creatures travel 200 feet unless they strike an object prior. A flung creature takes damage as if it had fallen 200 feet. If the flung creature strikes an object, both suffer 1d6 damage per 10 feet traveled. (If the damage is enough to destroy the object that was in its path, the creature continues its flight.)
Fury (Ex) If Tyrexxus fails to hit with an attack, he gains a +10 bonus to attack and damage on his next attack against that foe. These bonuses are cumulative until Tyrexxus succeeds in connecting with an attack. When Tyrexxus is damaged by an attack, he gains a +10 bonus to attack and damage on his next attack against that foe. Tyrexxus is considered to always be under the effects of a rage or frenzy although he can make full use of his mental actions. For effects that are limited to a certain number of times per rage, Tyrexxus can use them once per round.
Improved Grab (Ex) Tyrexxus must hit a Gargantuan or smaller creature with a claw attack to use this ability. If he establishes a hold, he can fling the creature as a free action.
Unholy Aura (Su) All Sinns have a double strength unholy aura in effect around their persons at all times. A Fortitude save (DC 43) negates the 2d6 points of Strength damage Good aligned creatures suffer if they attack in melee.
Wounding (Ex) Creatures struck by Tyrexxus' bladed tails continue to bleed for 5 points of damage per hit per round until treated to a Heal check (DC 47) or a healing spell. (Caster level check DC 47 required)
Regneration (Ex) Major good aligned weapons and good aligned spells of 8th level or higher deal normal damage to Tyrexxus.