Friday, January 25, 2019

Angel of Grace, Galaxiatar

Angel of Grace, Galaxiatar
CR 88 XP: 5,277,655,813,324,800
Female power advanced solar integrated cleric of Sarenrae 42
LG Huge outsider (angel, extraplanar, good, herald)
Init +21; Senses Darkvision 60 ft. Low-light vision, True Seeing, See Invisibility, Detect Evil, Discern Lies (DC 28), Detect Pits and Snares; Perception +19
Aura Protective (20 ft.)
AC 106, touch 85, flat-footed 88 (-2 size, +59 deflection, +21 natural, +17 Dex)
HP 1947 (66d20+1254); Regen 30/evil; Fast Heal 20; Force Field 50
Fort +19, Ref +17, Will +19
DR 30/epic and evil; Immune Acid, cold, fire, petrification, light, prismatic, positive energy damage; SR 113; Resist electricity 10; Weaknesses -13 DvR during night, or in darkness
Speed 450 ft., fly 1350 ft. (good)
Melee +33 Everdancing Shining Nexus Greatsword +163/+158/+153/+148 (3d8+79 +25d6 positive +sunburst/19-20)
Ranged +33 Universal Energy Blast and Bane Composite Longbow (+26 str bonus) +153/+153/+148/+143/+138 (2d6+79 +3d6 acid +3d6 cold +3d6 electricity +3d6 fire +3d6 sonic +2d6 bane/x3), or +155 against every opponent within 120 feet.
Space 15 ft., Reach 15 ft.
Special Attacks Atk Options Turn Usage: Divine Guidance (+20 to attack), Planar Turning Melee: Cleave, Superior Power Attack, Second Strike, Superior Sunder Ranged: Multishot, Hail of Arrows, Point Blank Shot, Rapid Shot, Precise Shot, Shot on the Run
Spell-Like Abilities (CL 57) At will - aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 48), imprisonment (DC 53), invisibility (self only), lesser restoration (DC 46), polymorph (self only), remove curse (DC 47), remove disease (DC 47), remove fear (DC 45), resist energy, summon monster VII, speak with dead (DC 34), waves of fatigue 3/day - blade barrier (DC 50), earthquake (DC 53), haste, heal (DC 50), mass charm monster (DC 53), permanency, resurrection, waves of exhaustion 1/day - greater restoration (DC 51), power word blind, power word kill, power word stun, prismatic spray (DC 51), wish (Sun Portfolio) At Will (CL 94) - Endure elements, heat metal, searing light, fire shield, flame strike, fire seeds, sunbeam, sunburst, prismatic sphere
During Combat Integrated Cleric Levels: Galaxiatars have 42 integrated cleric levels, using the Sun, Air, and War domains, and all the abilities of such. They have 17 turn attempts per day. Class Spells Prepared (CL 42) (6/10/10/9/9/8/8/7/7/7/6 save DC 44 + spell level)
Divine Abilities: Eternal Freedom, Fire Immunity, Force Field, Hail of Arrows, Heavenly Soul, Multifaceted x5, Omnicompetent, Spell Abatement, Spell Absorption, Self Hypnosis, Spell Block (Blasphemy), Superior Power Attack
Cosmic Abilities: Abrogate, Extra Portfolio (Sun), Lord of Perfection
Str 63, Dex 45, Con 49, Int 47, Wis 49, Cha 53
Base Atk +66; CMB +94; CMD 180
Feats Cleave, Dodge, Empower Spell, Energy Admixture, Enlarge Spell, Epic Spellcasting, Far Shot, Great Cleave, Heighten Spell, Improved Initiative, Improved Planar Infusion, Improved Sunder, Maximize Spell, Mobility, Point-Blank Shot, Power Attack, Precise Shot, Quicken Spell, Rapid Shot, Shot On The Run, Swarm of Arrows, Twin Spell, Weapon Focus (Composite Longbow), Widen Spell
Languages Tongues
Environment any good-aligned plane
Organization One per star
Treasure No coins; double goods; standard items
Change Shape (Su) A Galaxiatars can assume the form of any Large or Medium humanoid.
Divine Rank 13 (Su) Galaxiatars are effectively Intermediate Deities and possess 13 divine ranks. They add their divine rank to armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. This bonus is already factored into the above statistics.
Force Field (Su) A Galaxiatars can create a personal force field (similar to a wall of force) that stops 50 hit points of physical damage (whether that damage came from mundane or magical sources does not matter). It should be noted that this ability prevents any special attacks that accompany an attack provided the entire amount of damage of the attack is blocked. This force field regenerates its protection at a rate of 1 point per round.
Greater Sunburn (Su) A Galaxiatars is linked to the Positive Energy plane and can channel harmful energy from it in various forms of attack. This energy is particularly harmful to undead, but it is so concentrated as to be deadly to the living as well. The number of dice depends upon the chart below, but the type of die used depends on what is being hit. All living enemies take d4 positive energy damage. Undead are dealt d8 positive energy damage instead, and creatures particularly vulnerable to sunlight (such as vampires and spectres) take d12 damage. The Galaxiatars can focus this burst in a variety of different ways. When a saving throw is available, the DC is 54 for half damage. Beam (Ranged Touch, 3040 ft., no save): 66 dice Blast (190 ft. radius, 3040 ft., ref save): 33 dice Blood (Anyone injuring the solar in melee, no save): 16 dice Breath (190 ft. Cone or 760 ft. Line, ref save): 66 dice Hand (Melee Touch, no save): 132 dice Immolation (On the Galaxiatar’s death, within aura, ref save): 132 dice Storm (Anyone within aura, ref save): 16 dice Strike (Melee Weapon hit, no save): 16 dice Wrath (190 ft. gaze, ref save): 33 dice The effect never harms those friendly to the solar, no matter the area of the effect.
Lament of the Sun (Ex) During the night, or in any location dominated by darkness, Galaxiatars suffer a -13 divine penalty to all die rolls.
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (CL 66). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)
Radiant Brethren (Su) Any light or positive energy-based creatures summoned by a Galaxiatars have 50% more hit dice than usual.
Sun Blessed (Su) Galaxiatars gain a +13 competence bonus on attack rolls, damage rolls, and armor class so long as the sun is shining on them. This bonus is not already added to the statistic block above.
Standing nearly twenty feet tall and weighing roughly two tons, Galaxiatars tower over most mortals. Their deep, booming voices echo across the hills, and are commanding enough to be able to reach into the soul. Holy Battle Commander of an entire solar system, Galaxiatars were made to lead, and tend to assume a very lofty attitude.
Angels above Solars in the hierarchy of celestialsAttuned to the star they are assigned to, it appears as if the sun is always right behind their heads, no matter what angle you look upon them from. This light follows them everywhere, no matter where they go, or what form they appear in (such as via the Change Shape ability), meaning that they aren't ones for blending into a crowd.Few evil beings even approach a Galaxiatar's might and majesty. Even Demonic Princes and Lords cannot withstand their might, which keeps them at bay. It would take the entire armies of the Abyss combined to successfully get past a Galaxiatar's watch, and luckily, the Blood War tends to mean that they're too distracted fighting themselves to be able to muster such a force. Guarding the pathways between Hell, the Abyss, and the Prime Material plane is the major duty of Galaxiatars. Only small threats ever slip by, and lesser angels and heroes tend to be able to manage those threats. However, if a Nether Monarch or Emperor were to arise, only then would there be real cause for alarm.

Elf King of the Dökkálfar

Elf King of the Dökkálfar
CR 27 XP: 3,276,800
LN Medium humanoid (elf)
Init +8; Senses Blindsense 30 ft., see in darkness; Perception +44
AC 38, touch 33, flat-footed 30 (+15 deflection, +5 natural, +8 Dex)
HP 346 (33d6+231); fast healing 5
Fort +26, Ref +27, Will +31
DR 20/cold iron; SR 44; Resist cold 20 and fire 20
Speed 30 ft.
Melee Longsword +35/+30/+25/+20 melee (1d8 + 11 /17-20/x2) or eldritch blast ranged touch +38 (16d6+6)
Special Attacks Eldritch blast, invocations, spell-like abilities
Spell-Like Abilities (CL 28th) Always active – detect magic At will – invisibility, passwall, true seeing
During Combat Invocations: Beguiling influence, darkness, devour magic (+33), eldritch cone (DC 24), eldritch spear, fell flight, path of shadow, stony grasp, Utterdark blast (DC 27), vitriolic blast, wall of gloom (DC 21, no HD limit), word of changing (DC 24). Caster level 28th
Str 23, Dex 26, Con 24, Int 27, Wis 23, Cha 29
Base Atk +24; CMB +30; CMD 63
Feats Combat Reflexes, Flyby Attack, Power Attack
Skills Bluff +15, Climb +42, Craft (gemcutting) +44, Diplomacy +15, Intimidate +15, Knowledge (arcana) +26, Knowledge (dungeoneering) +44, Knowledge (nature) +35, Knowledge (planes) +35, Knowledge (religion) +17, Perception +44, Profession (miner) +24, Spellcraft +44, Stealth +44, Survival +24, Use Magic Device +45
Gear The dark elf king's Shadow Cloak gives a +20 bonus to Hide and Move Silently checks and a +7 resistance bonus on saves. The king uses various “wands” that are round gemstones rather than slender sticks and scrolls that are mystic powder rather than paper. His crown carries the powers of a staff of power. Although it has the usual amount of charges, they can be restored with the mystic powder that the king uses as scrolls. The king also wields an adamantine +5 keen longsword.
Environment Svartalfheim
Organization Unique

Countess Lizabetta

Countess Lizabetta
CR 10 XP: 9,600
Female aasimar fiendish vampire rogue 5
NG Medium outsider (native)
Init +9; Senses Darkvision 60 ft.; Perception +5
AC 24, touch 16, flat-footed 18 (+6 natural, +2 armor, +5 Dex)
HP 32 (5d8+10); Fast healing 5
Fort +1, Ref +11, Will +4
DR 10/silver and magic; SR 15; Resist cold 10, fire 5, electricity 10, Turn resistance +4; Weaknesses Vampire
Speed 30 ft.
Melee Rapier +6 (1d6+4/18-20) Menacing (Energy Drain DC (14) A slam attack gives 2 negative levels. For each level vampire gains 5hp)
Ranged Crossbow, hand +8 (1d4 /19-20 X2) range 30 Spell Storing Ranged
Special Attacks Other Daylight 1/day at his level, Smite good 1 per day add extra damage = to HD total, Blood drain 1d4 con if pins opponent. Gain 5 hps per attack, Create spawn, Dominate DC (14) As a standard action, Summon once per day 1d6+1 rat swarms or 1d4+1 bat swarms or 3d6 wolfs Sneak Attack Sneak attack at an extra (D6) 3
Str 17, Dex 20, Con -, Int 16, Wis 16, Cha 15
Base Atk +3; CMB +6; CMD 21
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Light Armor Proficiency, Lightning Reflexes, Nimble Moves, Simple Weapon Proficiency, Skill Focus (Perception)
Skills Acrobatics +5, Bluff +2, Craft (traps) +3, Disable Device +5, Knowledge (dungeoneering) +3, Perception +5, Sense Motive +5, Stealth +5, Survival +3, Use Magic Device +2
Languages Celestial, Common
Gear Boots of elvenkind (+5) +5 Move Silently (2500gp), Bag of holding (Type I) 250 lbs (2500gp) , Ioun stone deep red sphere +2 dex (8000gp), Potion of Cure serious wounds - (750gp), Potion of Cats grace - (300gp), Potion of Invisibility - (300gp)
Environment temperate plains
Organization Solitary,
Treasure Standard
Weaknesses (Su) Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save. Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so .Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
Blood Drain (Su) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su) A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Lizzie as she is known to her close friends has golden skin with eyes so black they appear as if they were made of pure darkness. She has twin tattoos above her eyes on her forehead, of flames.

Storm Crow

Storm Crow
CR 12                                                          XP: 19,200
N Large magical beast
Init +1; Senses Darkvision 60 ft., low-light vision; Perception +17
AC 13, touch 10, flat-footed 12 (-1 size, +3 natural, +1 Dex)
HP 84 (13d10+13)
Fort +9, Ref +7, Will +9
DR 5/magic; Immune electricity
Speed 15 ft., fly 40 ft. (good)
Melee 2 claws +14 (1d8+2 plus eviscerating claw) bite +9 (1d6+1) or eye strike +17 melee (2d8+2 or blindness)
Space 10 ft., Reach 10 ft.
Special Attacks Eviscerating claw, eye strike, rend (2d6+2)
Spell-Like Abilities 3/day—obscuring mist; 1/day—gust of wind (DC 13)
During Combat Storm crows always signal their displeasure with a thunderstorm. They charge their prey from the sky and attempt to murder or blind opponents.
Str 13, Dex 13, Con 13, Int 13, Wis 13, Cha 13
Base Atk +13; CMB +15; CMD 26
Feats
Alertness, Blind-Fight, Combat Expertise, Flyby Attack, Improved Disarm, Iron Will
Skills Appraise +17, Perception +17, Sense Motive +3, Use Magic Device +13
Languages Auran and Common
SQ spell-like abilities, summon thunderstorm
Environment any land
Organization Solitary, pair, family (2 adults with 2-6 eggs or young)
Treasure Double Standard
Eviscerating Claws (Ex) A successful critical hit disembowels and instantly slays a Medium or smaller victim (DC 15 Fort negates; creatures without vital organs such as Constructs, Plants, Oozes and Undead are immune to this effect). The save is Strength-based.
Eye Strike (Ex) As a full round action, a storm crow can charge a Small or larger opponent and attempt to gouge its eyes out. The storm crow gains a +4 Circumstance bonus to hit as a normal attack and if successful, gouges out both its opponent's eyes, blinding it. A successful Reflex save (DC 18) negates the blinding, but the opponent takes 2d8+2 points of damage instead. Creatures with more than two eyes are not blinded until all of their eyes are gouged out. The save is Dexterity-based.
Rend (Ex) If a storm crow successfully attacks with both claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals 2d6+2 points of damage.
Summon Thunderstorm (Su) Once a day as a standard action, a storm crow can cast control weather but can only cause thunderstorms. CL 13 as druid. The storm lasts for 8d12 hours and affects a circle in a 3-mile radius. In addition to wind and precipitation (usually rain, but sometimes also hail), thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). Rain reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind. Hail does not reduce visibility, but the sound of falling hail makes Listen checks more difficult (-4 penalty). Sometimes (5% chance) hail can become large enough to deal 1 point of lethal damage (per storm) to anything in the open. Once hail is on the ground, it costs 2 squares of movement to enter a hail-covered square. As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm. Each bolt causes electricity damage equal to 1d10 eight-sided dice. Storm crows can dismiss the storm as a standard action though the storm slowly clears 1d10 minutes.
Storm crows resemble ravens or common crows except they are much larger. In bright light, their long sharp talons and beaks shine like burnished gold and their sleek black feathers shimmer iridescently. Storm crows eat insects in addition to carrion. They find locust swarms delectable and a single storm crow can decimate a swarm of locusts in a matter of seconds.
Storm crows roost on the tops of the largest trees, sometimes even roosting on the largest treant. Storm crow nests are Huge objects requiring a Gargantuan or larger tree or treant to hold their immense weight. Their nests are covered and always waterproof. Storm crows are attracted to shiny objects and line their nests with stolen and abandoned items. They collect coins, gems, jewelry, armor pieces (sometimes complete sets), magical items and fine clothing. They are particularly fond of rods of thunder and lightning. Their ability to cause thunderstorms is legendary. In times of drought, druids have called on their services to help fill oases in deserts or to prevent lakes and ponds from drying up.
A storm crow can carry 100 lbs. as a light load, 101-200 lbs. as a medium load, and 201-300 lbs. as a heavy load. A storm crow can fly even while carrying a medium or heavy load but its speed is reduced to 30 ft. (average). A storm crow can carry a rider on its back with the rider taking a -5 penalty to the Ride check since storm crows are not well suited for carrying riders.

Reaper Archon

Thadeus, Reaper Archon
CR 17 XP: 102,400
Male variant gate fallen archon (Pathfinder RPG Bestiary 5 35) 0
LE Medium outsider (archon, extraplanar, evil, lawful)
Init +3; Senses darkvision 60 ft., true seeing; Perception +26
Aura Aura of menace (30 ft., DC 22, 10 rounds)
AC 34, touch 15, flat-footed 30 (+9 armor, +1 dodge, +10 natural, +3 Dex)
HP 263 (17d10+170); regeneration 10 (evil weapons and effects)
Fort +20, Ref +8, Will +16
Defensive Abilities AC +2 deflection vs. good; DR 10/evil; Immune electricity, fear, petrification; SR 28
Speed 20 ft., fly 90 ft. (average)
Melee 3 planar greatsword +30/+25/+20/+15 (2d6+18/17–20), 2 wings +22 (1d4+5)
Spell-Like Abilities (CL 17th) Constant—nondetection, statue, true seeing At will—bestow curse (DC 17), detect evil, dimensional anchor, dismissal (DC 18), greater teleport (self plus 50 lbs. of objects only) 3/day—calcific touch APG (DC 18), glyph of warding (DC 17), plane shift (DC 19) 1/day—gate
Spells Prepared (CL 17th)
  9th-Time Stop
  8th-Prismatic Wall (DC 23), Temporal Stasis
  7th-Forcecage (DC 22), Greater Arcane Sight, Spell Turning
  6th-Chain Lightning (DC 21), Greater Dispel Magic, Mages Lucubration, Repulsion (DC 21)
  5th-Feeblemind (DC 20), Hold Monster (2; DC 20), Telepathic Bond, Wall of Force
  4th-Detect Scrying, Enervation, Rainbow Pattern (DC 19), Stone Shape, Summon Monster IV
  3rd-Clairaudience/Clairvoyance, Dispel Magic, Magic Circle Against Chaos, Magic Circle Against Evil, Suggestion (DC 18)
  2nd-Acid Arrow, Darkness, False Life, Mirror Image, Web (DC 17)
  1st-Alarm, Reduce Person (DC 16), Ray of Enfeeblement (DC 16), Shield, True Strike
  0th-Detect Magic, Disrupt Undead, Light, Mending
 STATISTICS
 Str 30, Dex 17, Con 31, Int 21, Wis 22, Cha 18
Base Atk +17; CMB +27; CMD 41
Feats Combat Expertise, Dodge, Eschew Materials, Improved Critical (Greatsword), Lunge, Mobility, Power Attack, Spell Penetration, Spring Attack, Whirlwind Attack
Skills Acrobatics +17, Fly +24, Intimidate +21, Knowledge (arcana) +22, Knowledge (planes) +25, Perception +26, Sense Motive +26, Spellcraft +22, Stealth +20, Survival +23, Use Magic Device +21
Languages Celestial, Draconic, Infernal; treespeech
SQ graven wings, stoneblade, studied archon
Gear mithril full plate, +3 planar UE greatsword
Stoneblade (Su) Thadeus can create a +3 planar greatsword as a full-round action. A stoneblade crumbles to dust if the archon dies or crafts a new sword.
Studied Archon (Ex) Thadeus has extensively studied arcane magic, allowing him to prepare spells from the sorcerer/wizard spell list in addition to the cleric spell list. At the start of the day, Thadeus chooses to prepare either cleric or wizard spells; he is unable to prepare spells of the type not chosen. Thadeus can change which spells he can prepare by meditating for 8 hours. Thadeus knows all wizard spells and can prepare any spell from memory. He gains Eschew Materials as a bonus feat.
For eons, Thadeus has studied mortal magic to better understand the countless portals created by foolish mages and unravel the arcane energies that surround these planar passageways. Thadeus is a calculating and reserved archon who places much emphasis on making the greatest impact with the least amount of speech. He mentally plays out dozens of strategies in an instant to outmaneuver his foes. Whenever possible, he prepares as much as he can beforehand to gain an edge in battle.

Kwende, Pride of Femeref

Kwende, Pride of Femeref 
CR 15 XP: 51,200
Male human fighter (sword lord) 10/swordlord 10
LN Medium humanoid (human)
Init +11; Senses Perception +3
AC 38, touch 23, flat-footed 30 (+5 deflection, +5 natural, +2 shield, +8 armor, +7 Dex)
HP 170 (20d10+60)
Fort +18, Ref +20, Will +14
Defensive Abilities adaptive tactics, defensive parry, greater saving slash, steel net; AC combat 44 (50 vs. disarm)
Speed 30 ft.
Melee Aldori dueling sword +35/+30/+25/+20 (1d8 + 17 /17-20 plus disarm)
Space 5 ft., Reach 5 ft.
Special Attacks combat expertise (-3, +5), greater disarm, counterattack, dazzling display, disarming strike, shatter confidence
Str 12, Dex 24, Con 16, Int 12, Wis 16, Cha 16
Base Atk +20; CMB +21; CMD 43
Feats Aldori Dueling Mastery, Combat Expertise, Combat Reflexes, Dazzling Display, Disarming Strike, Dodge, Exotic Weapon Proficiency (Aldori Dueling Sword), Greater Disarm, Greater Weapon Focus (Light Blades), Greater Weapon Specialization (Light Blades), Improved Critical (Aldori Dueling Sword), Improved Disarm, Improved Initiative, Quick Draw, Weapon Finesse (Aldori Dueling Sword), Weapon Focus (Light Blades), Weapon Specialization (Light Blades)
Skills Acrobatics +30, Bluff +21, Intimidate +26, Knowledge (history) +10, Knowledge (nobility) +10, Perception +3, Sense Motive +26
Languages common
SQ adaptive tactics, bravery +3, display weapon prowess, weapon training 1 (light blades)
Gear +5 defending Aldori blade of dueling, +8 bracers of armor, ring of defense +5, amulet of natural armor +5
Counterattack (Ex) An Aldori swordlord can make an attack of opportunity as an immediate action against an opponent who hits the swordlord with a melee attack, so long as the attacking creature is within the swordlord’s reach.
Disarming Strike (Ex) When an Aldori swordlord successfully disarms an opponent using an Aldori dueling sword, the swordlord also deals normal damage to the target, but without the normal Strength bonus to damage.
Shatter Confidence (Ex) An Aldori swordlord can make an Intimidate check to demoralize his target as a swift action after he confirms a critical hit or succeeds at a disarm, reposition, or sunder combat maneuver with an Aldori dueling sword. If his target is already shaken, he can attempt an Intimidate check to demoralize as a swift action after any successful melee attack or combat maneuver. If this check is successful, any morale, competence or insight bonuses the target possesses are suppressed for 10 rounds. Suppressed effects are not dispelled, and resume after this time elapses if their duration has not expired.
Adaptive Tactics (Ex) After an Aldori swordlord uses his Aldori dueling sword to attack a creature he attacked during the previous round, as a swift action he can attempt a Sense Motive check (with a DC equal to 10 + the opponent’s base attack bonus). If the check is successful, the swordlord can choose to gain a +2 circumstance bonus either on attack rolls or to AC against that creature until the beginning of his next turn.
Defensive Parry (Ex) When an Aldori swordlord makes a full attack with an Aldori dueling sword, he gains a +5 bonus to AC against melee attacks until the beginning of his next turn.
Greater Saving Slash (Ex) When wielding an Aldori dueling sword, an Aldori swordlord can use an immediate action to try deflecting a melee critical hit targeting him, reducing its damage to that of a normal hit, with a 50% chance of success. In addition, he can attempt a saving slash against a ranged critical hit, including those by rays and other ranged touch effects, with a 25% chance of success. This does not stack with the fortification special ability of magical armor or similar effects.
Steel Net (Ex) An Aldori swordlord can throw up a blazing wall of steel to defend himself. When fighting defensively as a full-round action with an Aldori dueling sword, the swordlord takes no penalty to attack and gains a +5 dodge bonus to armor class.
Deft Strike (Ex) An Aldori swordlord can add his Dexterity bonus (if any) on damage rolls made with an Aldori dueling sword instead of his Strength bonus.
Dexterous Duelist (Ex) An Aldori swordlord with at least one free hand is not denied his Dexterity bonus when making Acrobatics or Climb checks. In addition, if he stands from prone he does not provoke attacks of opportunity from any creatures he hit while he was prone earlier on the same turn.
Display Weapon Prowess (Ex) An Aldori swordlord adds a +15 bonus on Intimidate checks made while using Dazzling Display with an Aldori dueling sword.
He also gains a +5 bonus on performance combat checks, dueling parries and dueling resolves.

Garna, the Bloodflame

Garna, the Bloodflame
CR 19    XP: 204,800
Male human fighter 10/rogue 10
N Medium humanoid (human)
Init +5; Senses Perception +17
AC 30, touch 24, flat-footed 25 (+6 armor, +9 deflection, +5 Dex)
HP 180 (10d8+10d10+80)
Fort +11, Ref +12, Will +7
Defensive Abilities fortification 50%, improved uncanny dodge
Speed 30 ft., fly 60 ft. (poor)
Melee +2 dagger +21/+16/+11/+6 (1d4+4/19-20)
Ranged mwk hand crossbow +23/+18/+13/+8 (1d4/19-20)
During Combat Fighter Talents
Fearsome prowess (DC 20), fief, maneuver master, mettle, versatile weapon
Rogue Talents
Constant – black market connections (10), dexterous, esoteric scholar, heart of the city, skill mastery3/day – rogue's luck
Str 15, Dex 21, Con 17, Int 17, Wis 18, Cha 20
Base Atk +17; CMB +19; CMD 43
Feats Deadly Aim, Greater Weapon Focus (hand crossbow), Improved Critical (hand crossbow), Quick Draw, Toughness, Weapon Focus (hand crossbow), Weapon Specialization (hand crossbow)
Skills Acrobatics +18, Appraise +16, Bluff +18, Craft (weapons) +17, Diplomacy +18, Knowledge (arcana) +13, Knowledge (dungeoneering) +21, Knowledge (engineering) +8, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +21, Knowledge (nature) +18, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +13, Perception +17, Sense Motive +12, Stealth +18, Use Magic Device +16
Languages Common, Dwarven, Elven,, Orc
SQ Traits Life of Toil, Mentored, Never Stop Shooting, armor training 2, bravery 3, weapon training (firearms 2, close 1), rogue's luck +5; deadly aim (-3, +6), sneak attack +5d6
Gear Masterwork hand crossbow, dagger, machina breastplate
Black Market Connections (Ex) Garna gains a network of spies, informants and other ne’erdowells throughout the land. Garna selects up to ten urban centers. This process takes a week. To select a center, he must have personally visited, or be aware of such a settlement within 500 miles of an urban center he has visited. Garna can drop a center from his list (typically to add another) by spending a week to shift his contacts out to their new place of operations. A DM can determine that a settlement is not appropriate for a rogue to gain access to in this manner, for instance, a CE balor rogue and a city of angels in Heaven may be off limits barring actual roleplay. An urban center is a settlement at least the size of a small town. A large city counts as a minimum of two settlements. A metropolis counts as a minimum of three settlements. Large cities and metropoli are often broken into smaller districts, each of which can be the size of a small town or larger. If this is the case, each district counts as its own settlement. When personally within any of these centers, Garna also communicate with the other selected centers, making Bluff, Diplomacy, Intimidate, Knowledge and Sense Motive checks at a -2 penalty, and purchases at a 5% markup. Purchased goods from a distant center require 1d4 hours for delivery. When not personally within these centers, Garna can still communicate with them, making the checks at a -5 penalty, and purchases at a 10% markup. Garna does not suffer capital or business attrition within his selected centers. The rogue is considered “very familiar” with his centers for the purpose of teleport and similar spells. Garna is considered to have secondhand knowledge of all residents of his centers for the purpose of scrying and similar spells. The specific nature of this communication and delivery is up to the player and the DM to determine, but can utilize sending, telepathic bonds, teleporting minions, messages sent via birds or secret code, etc, so long as it allows Garna reasonable access to his centers. Generally, unless a specific method is being used that is faster or slower, assume that it requires ten minutes of uninterrupted action to contact a center if outside of civilization. The DM can modify this as needed to account for being off plane, or within a large settlement that is a non-selected center.
Rogue's Luck 3/day (Su) Garna can add +5 to any d20 roll.
Fearsome Prowess (Ex) Intelligent combatants who have seen Garna fight for more than two rounds must make a DC 20 Will save. Those who fail and possess a CR 7 or less refuse to engage him in melee unless magically compelled. Those who fail and have a CR 5 or less throw down their arms and join his service, unless doing so would be antithetical to their nature, in which case they are panicked. This is a mind-affecting, fear effect.
Esoteric Scholar (Ex) Garna may attempt a Knowledge check, even when he is not trained in that Knowledge skill. He adds 1/2 his rogue level (minimum +1) to checks made with Knowledge skills.
Fiefdom (Ex) Garna gains a small manor and the nearby land. (20 acres). While on this land, or fighting in defense of the land within 20 miles, he gains the constant benefit of heroism and haste.
Dexterous (Ex) Garna uses his Dexterity modifier in place of Strength for melee attack rolls. He adds 1.5 times his Dexterity modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. His damage is not increased from this talent by wielding a weapon with two hands.
Heart of the City (Ex) When within one of his selected urban centers, Garna gains a +6 bonus on Bluff, Diplomacy, Intimidate, Knowledge, Perception and Sense Motive checks made against residents of the urban center. Likewise, he also gains this bonus on weapon attack and damage rolls made against them.
Maneuver Master (Ex) Garna does not provoke an attack of opportunity for attempting any combat maneuver.
Mettle (Ex) Garna does not suffer any partial effect on a successful Fortitude or Will save.
Skill Mastery (Ex) Garna becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects 6 skills. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. If he chooses to roll, he rolls 2d20 and takes the best result. In addition, it takes him half the time to take 20 on a mastered skill. (10x normal time)
Versatile Weapon (Ex) Garna may choose to deal bludgeoning, piercing, and/or slashing damage with any weapon with which he possesses Weapon Focus or Weapon Training and suffers no penalties for dealing lethal damage with a nonlethal weapon or nonlethal damage with a lethal weapon.

Dragon Ogre

Dragon Ogre
CR 7 XP: 3,200
CE Large outsider (Native)
Init +7; Senses Darkvision 60 ft.; Perception +4
AC 27, touch 12, flat-footed 24 (-1 size, +3 Dex, +3 armor, +12 natural)
HP 130 (9d8+90)
Fort +15, Ref +12, Will +8
Weaknesses light sensitivity
Speed 30 ft.
Melee Large Greatclub +22 melee (2d8+13) and 2 Hoof +20 melee (1d8+13*)
Space 10 ft., Reach 5 ft.
Special Attacks Lightning Control
Str 36, Dex 16, Con 31, Int 10, Wis 9, Cha 10
Base Atk +9; CMB +23; CMD 36
Feats Centaur Charge, Improved Initiative, Improved Overrun, Multiattack, Power Attack
Skills Intimidate +9, Perception +4, Survival +5
Languages Giant, common, ogre
SQ Darkvision 60 ft., immunities, light sensitivity
Environment temperate hills
Organization Solitary, pack (3–8) or herd (10–30 plus 150% noncombatants plus 2 4th-level riders per 10 adults and 1 6th-level warlord)
Treasure Standard
Lightning Control (Su) Once every 1d4 rounds, a Dragon Ogre can use a breath weapon, which has a 15-ft cone area of effect and deals 3d6 electricity damage. (Reflex DC 24 for half)
Immunities (Ex) Dragon Ogres are immune to electricity and fear effects.
Light Sensitivity (Ex) Dragon Ogres are dazzled in bright sunlight or within the radius of a daylight spell.
Centaur Charge (Ex) If a Dragon Ogre attempts to overrun a foe, that foe may not choose to avoid them. The Dragon Ogre may make a hoof attack versus any target it knocks down, with the target taking a -4 to AC due to being prone.
Ancient, foul-tempered creatures of darkness, Dragon Ogres are rarely roused from their long slumbers, but when the right foul incantations are carried out they will awake once again to ride out and conquer. Dragon ogres look slightly akin to centaurs but are far more terrible looking. Their human section is a large, muscled human, with low foreheads and large protruding teeth; their lower body akin to a rhino They are usually 4 to 10 feet long, 7 to 9 feet high at the shoulder, and weighs up to 6,000 pounds. Females are slightly smaller.
Dragon Ogres get only larger with age, however, and legends tell of large herds being led by giant, 30 foot tall warmasters whose lower body was more akin to a lizard. (It is these legends from whence their name seems to come.).
Dragon Ogres are enormously strong beasts, often found as the “heavy hitter” behind demonic cults and other such forces of the damned. They use their bulk as a weapon, over ramming their foes over and trampling them underfoot.This creature was made using an Orc/Rhino Tauric Monster Of Legend to mimic the Dragon Ogre, a creature from Games Workshop's Warhammer universe, in a D20 setting. The creature is supposed to be an ancient beast, and thusly applying additional class levels onto it to kick it's CR up wouldn't be a bad thing.

Tauric and Monster of Legend appear in Monster Manual 2. The Dragon Ogre also has the feat "Centaur Charge" from Races of the Wild: this is easily switched with a core rules feat (such as Cleave) if you desire.

Flameheart Werewolf

Fenris "The Greyback" Blooddrinker (Hybrid Form) Flameheart Werewolf
CR 19 XP: 204,800
Male human werewolf cleric of Rovagug 15
CE Huge humanoid (human, shapechanger)
Init +6; Senses low-light vision; Perception +7
Aura Chaos, Evil, Magic (Strong), Blood
AC 30, touch 15, flat-footed 24 (-2 size, +6 Dex, +1 deflection, +5 armor, +10 natural)
HP 262 (15d8+6d8+168)
Fort +8, Ref +6, Will +7
DR 10/silver, 15/good, 10/adamantine
Speed 30 ft.
Melee 2 claws +30 (1d8+17), bite +31 (2d6+17)
Space 15 ft.
Spell-Like Abilities (CL 15) 1/Day Speak with Animals
Spells Prepared (CL 15th)
  0th-Detect Magic (x6)
  1st-Enlarge Person, Divine Favor (x7)
  2nd-Bulls Strength, Death Knell (x3), Bears Endurance (x3)
  3rd-Dominate Animal, Magic Circle Against Good, Remove Disease (x3), Remove Curse
  4th-Spell Immunity, Repel Vermin, Poison (x4)
  5th-Righteous Might, Dispel Good (x3), Spell Resistance, Break Enchantment
  6th-Stoneskin, Word of Recall, Heal, Extended Righteous Might
  7th-Lth Animal Shapes, Regenerate, Control Weather
Str 44, Dex 22, Con 26, Int 12, Wis 21, Cha 8
Base Atk +15; CMB +34; CMD 51
Feats Alertness, Diehard, Endurance, Extend Spell, Improved Critical (Bite, Claw), Iron Will, Persistent Spell, Run, Supernatural Tracker, Weapon Focus (Bite)
Skills Intimidate +11, Perception +7, Sense Motive +7, Stealth +28, Survival +20
Languages Common, Undercommon, Gnoll
SQ Alternate Form, Rebuke Undead 2/Day; Atk Options Feat of Strength +15 STR 1/Day, Curse of Lycanthropy (Dire Were-Wolf)
Gear +5 Dragonhide (Fang) Leather Armor of Shadow and Silent Moves, Amulet of Mighty Fists +4, Fingerless Gloves of Dex +6, Granite Chunk, Pouch of Diamond Dust (500GP), Gold Holy Symbol (Rovagug)
Other Gear Elemental Gem (1 Air, 1 Earth)

Klurrod, Awakened Dire Ape

Klurrod, Awakened Dire Ape
CR 6 XP: 2,400
Male awakened dire ape cleric Zon-Kuthon 4
CE Large magical beast (augmented animal)
Init +4; Senses darkvision 60', low-light vision, scent; Perception +12
AC 19, touch 13, flat-footed 15 (+6 natural, -1 size, +4 Dex)
HP 107 (4d8+7d12+44)
Fort +13, Ref +10, Will +11
Speed 30 ft., climb 15 ft.
Melee 2 claws +15 (1d6+8) and bite +10 (1d8+4)
Space 10 ft., Reach 10 ft.
Spells Prepared (CL 4th)
  2nd-Bulls Strength, Hold Person, Magic Circle Against Good
  1st-Cause Fear (x2, DC 12), Cure Light Wounds, Obscuring Mist, Shatter (DC 12)
  0th-Detect Magic, Guidance, Inflict Minor Wounds, Resistance, Virtue (Domain spell. Domains: Chaos, Evil)
Str 27, Dex 18, Con 18, Int 13, Wis 13, Cha 12
Base Atk +0; CMB +9; CMD 23
Feats Alertness, Combat Casting, Iron Will, Power Attack
Skills Climb +18, Linguistics +10, Perception +12, Sense Motive +3, Spellcraft +3, Stealth +8
Languages Common
SQ cast Chaos and Evil spells as 5th level
Gear potion of greater magic fang +2, potion of protection from arrows 10/magic
Other Gear bracers of armor +2, 100 gp
Rend (Ex) If Klurrod hits with both claw attacks he latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage.

Imperious Oligarch

Bartimia "Mad Eye" Fairbanks, Imperious Oligarch
CR 20 XP: 307,200
Venerable female human cleric of Asmodeus 20
NE Medium humanoid (human)
Init -3; Senses Darkvision 60 ft.; Perception +9
Aura evil
AC 15, touch 7, flat-footed 15 (+8 armor, -3 Dex)
HP 70 (20d8-20)
Fort +11, Ref +3, Will +21
Weaknesses weakness
Speed 30 ft.
Melee mwk dagger +14/+9/+4 (1d4-2/19-20)
Ranged mwk dagger +14 (1d4-1/19-20)
Spell-Like Abilities (CL 20th) 3/Day Eyebite, Domination 1/Day Destruction, Unhallow
Spells Prepared (CL 20th)
  9th-Lth Foresight, Sum Mon IX (x2), Mass Heal (x2), Etherealness
  8th-Tg Discern Location, Summon Monster VIII (x2), Mass Cure Critical Wounds (x3)
  7th-Legend Lore, Blasphemy (x2), Summon Monster VII (3)
  6th-Find the Path, Heal (x2), Harm (x3)
  5th-Spell Resistance, Scrying (x2), Slay Living (x5)
  4th-Divination, Tongues (x2), Cure Critical Wounds (x4), Discern Lies
  3rd-Clairaudience Speak With Dead (x2), Obscure Object (x5)
  2nd-Detect Thoughts, Augury (x7)
  1st-Nystal's Magic Aura, Cure Light Wounds (x8)
  0th-Purify Food and Drink (x3), Detect Poison (x3)
Str 7, Dex 4, Con 8, Int 15, Wis 28, Cha 9
Base Atk +15; CMB +13; CMD 20
Feats Augment Summoning, Craft Wand, Craft Wondrous Item, Scribe Scroll, Skill Focus (Knowledge (Local)), Spell Focus (Conjuration), Spell Penetration
Skills Knowledge (arcana) +25, Knowledge (local) +28, Knowledge (religion) +25, Linguistics +22, Spellcraft +25
Languages Common, Draconic, Elven
Gear Strand of Prayer Beads, Cape of the Mountebank, Robe of Bones, Wand: Cure Serious Wounds (50 Charges), EYE OF VECNA!
Other Gear +1 Spellstoring Dagger, Bracers of Armor+8, Ring: Mind Shielding, Tome of Understanding +5 (Used), Amulet: Proof against Detection and Location, Strand of Prayer Beads, Cape of the Mountebank, Robe of Bones, Wand: Cure Critical Wounds (50), 26,818 GP

The Stranger in Black

The Stranger in Black
CR 21 XP: 409,600
Male human lich wizard (conjurer) 19
LE Medium undead (augmented humanoid)
Init +4; Senses darkvision 60 ft.; Perception +19
Aura fear (DC 21)
AC 21, touch 13, flat-footed 21 (+3 armor, +3 deflection, +5 natural)
HP 161 (19d12+38)
Fort +10, Ref +10, Will +20
DR 15/bludgeoning and magic; Immune cold, electricity, polymorph, mind-affecting
Speed 30 ft.
Melee touch +8 (1d8-1 plus paralysis)
Spells Prepared (CL 19th) 
  9th-Power Word Kill, Quickened Summon Monster V, Summon Monster IX (x2)
  8th-Protection from Spells, Quickened Summon Monster IV, Summon Monster VIII (2), Trap the Soul (DC 28)
  7th-Greater Shadow Conjuration, Power Word Blind, Quickened Summon Monster III, Summon Monster VII (x2), Symbol of Stunning (DC 25)
  6th-Acid Fog, Globe of Invulnerability, Quickened Summon Monster II, Summon Monster VI (x2), Wall of Iron (DC 26)
  5th-Cloudkill (2; DC 25), Quickened Summon Monster I, Summon Monster V (x2), Wall of Stone (DC 25)
  4th-Black Tentacles, Confusion (DC 22), Crushing Despair (DC 22), Dimension Door, Greater Invisibility, Summon Monster IV (x2)
  3rd-Dispel Magic, Deep Sleep (DC 21), Stinking Cloud (DC 23), Sleet Storm, Suggestion, Summon Monster III (x2)
  2nd-Acid Arrow, Fog Cloud, Protection from Arrows, Summon Monster II (x2), Summon Swarm, Web (DC 22)
  1st-Grease (DC 21), Obscuring Mist, Protection from Good, Ray of Enfeeblement, Summon Monster I (x2), Unseen Servant
  0th-Acid Splash, Arcane Mark, Daze, Open/Close, Prestidigitation (Prohibited Schools Evocation, Transmutation)
Str 9, Dex 10, Con -, Int 26, Wis 16, Cha 14
Base Atk +9; CMB +8; CMD 21
Feats Augment Summoning, Combat Casting, Craft Wondrous Item, Extend Spell, Greater Spell Focus (Conjuration), Improved Counterspell, Improved Initiative, Iron Will, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration)
Skills Appraise +19, Craft (alchemy) +21, Knowledge (arcana) +29, Knowledge (history) +16, Knowledge (planes) +30, Knowledge (religion) +16, Linguistics +26, Perception +19, Profession (herbalist) +18, Sense Motive +11, Spellcraft +27, Stealth +16
Languages Aquan, Common, Elf, Ignan, Infernal
SQ turn resistance +4, undead traits
Gear horn of fog, arcane scroll (mage's disjunction, power word kill, summon monster IX, symbol of insanity), staff of conjuration, wand of acid arrow (50 charges)
Other Gear combat gear, bracers of armor +3, ring of protection +3, cloak of resistance +4, headband of intellect +6 Spellbook all spells prepared plus  0—all, 1—9 random spells, 2—8 random spells, 3—7 random spells, 4—6 random spells, 5—5 random spells, 6—4 random spells, 7—3 random spells, 8—2 random spells, 9—1 random spell
Fear Aura (Su) Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a DC 21 Will or be affected as though by a fear spell from a 19th-level sorcerer. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.
Paralyzing Touch (Su) Any living creature a lich hits with its touch attack must succeed on a DC 21 Fortitude or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Pray to the Devil

Sagard Kleister, High Priest of Asmodeus
CR 15 XP: 51,200
Male human cleric of Asmodeus 15
LE Medium humanoid (human)
Init -1; Senses Perception +4
Aura Law and Evil
AC 26, touch 10, flat-footed 26 (-1 Dex, +11 armor, +4 shield, +1 deflection, +1 natural)
HP 112 (15d8+45)
Fort +14, Ref +6, Will +15
Speed 30 ft.
Melee +1 acidic burst morningstar +15/+10/+5 (1d8+3+[1d6 acid]/19-20x2+[1d10 acid]) and Lion's Head +11/+6/+1 (2d6/x2)
Special Attacks Rebuke Undead 5/Day
Spells Prepared (CL 15th)
  8th-Earthquake, Mass Cure Critical Wounds
  7th-Disintegrate, Mass Cure Serious Wounds, Blasphemy
  6th-Harm, Heal, Harm (x2)
  5th-Righteous Might, Spell Resistance, Mass Cure Light Wounds
  4th-Inflict Critical Wounds, Divine Power, Greater Magic Weapon, Cure Critical Wounds
  3rd-Bestow Curse, Prayer, Magic Circle Vs Good, Magic Circle Vs Chaos, Cure Serious Wounds (x3)
  2nd-Shatter, Owls Wisdom, Bears Endurance, Resist Energy, Cure Moderate Wounds (x3)
  1st-Inflict Light Wounds, Comprehend Languages, Divine Favor, Shield of Faith, Cure Light Wounds (x3)
  0th-Read Magic (x6)
Str 14, Dex 8, Con 16, Int 10, Wis 18, Cha 14
Base Atk +11; CMB +13; CMD 23
Feats Combat Casting, Greater Spell Focus (Necromancy), Heighten Spell, Improved Critical (Morningstar), Spell Focus (Necromancy), Spell Penetration, Weapon Focus (Morningstar)
Skills Knowledge (religion) +18, Linguistics +25, Sense Motive +4, Spellcraft +18
Languages Common
Gear +1 acidic burst morningstar, lion's shield, +3 full plate of light fortification, amulet of natural armor +1, ring of protection +1, boots of striding and springing, cloak of resistance +2, silver holy symbol, 372 gp
Jasmine Puritymourner
CR 14                                                                                                              XP: 38,400
Female human cleric of Admodues 15
LE Medium humanoid (human)
Init +5; Senses Perception +4
AC 21, touch 11, flat-footed 20 (+8 armor, +2 shield, +1 Dex)
HP 127 (15d8+60)
Fort +12, Ref +6, Will +13
Speed 20 ft.
Melee +16/+11/+6 +2 flaming burst flail melee (1d8+4/19-20)
Ranged +10/+5/+0 light crossbow (1d8/19-20)
Special Attacks smite good 1/day, rebuke undead, spells, spontaneous casting
Spells Prepared (CL 15th)
  0th-Bleed (DC 14), Detect Magic, Light, Resistance
  1st-Bless, Cause Fear (DC 15), Divine Favor, Magic Weapon, Protection from Good (D), Shield of Faith
  2nd-Aid, Align Weapon, Bears Endurance, Desecrate (D), Hold Person (DC 16), Owls Wisdom
  3rd-Bestow Curse (DC 17), Blindness/Deafness (DC 17), Dispel Magic, Magic Circle Against Good (D), Magic Vestment, Prayer
  4th-Cure Critical Wounds, Dismissal (DC 18), Divine Power, Greater Magic Weapon, Poison (DC 18), Unholy Blight (D DC 18)
  5th-Dispel Good (D), Flame Strike (DC 19), Mass Cure Light Wounds, Righteous Might, Slay Living (DC 19)
  6th-Heal, Harm (D DC 20), Harm (DC 20), Mass Bulls Strength
  7th-Destruction (DC 21), Disintegrate (D DC 21), Mass Cure Serious Wounds
  8th-Unholy Aura, Unholy Aura (D)
Domain: Evil, Law
Str 14, Dex 13, Con 16, Int 12, Wis 18, Cha 13
Base Atk +11; CMB +13; CMD 24
Feats Combat Casting, Greater Spell Penetration, Improved Critical (Flail), Improved Initiative, Quick Draw, Spell Penetration, Toughness, Weapon Focus
Skills Heal +21, Knowledge (planes) +18, Knowledge (religion) +18, Sense Motive +12, Spellcraft +5