Saturday, January 26, 2019

Demon, Alastor

Demon, Alastor
CR 14 XP: 38,400
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., true seeing; Perception +15
AC 28, touch 10, flat-footed 27 (-1 size, +18 natural, +1 Dex)
HP 104 (11d10+44)
Fort +11, Ref +8, Will +9
DR 15/cold iron and good; Immune electricity and poison; SR 22; Resist acid 10, cold 10, and fire 10
Speed 40 ft.
Melee Vengeful scythe +19/+14/+9 melee (2d6+11/19–20/x4 plus 2d6 against lawful plus 2d6 against good) or 2 claws +25 (1d6+14)
Space 10 ft., Reach 10 ft.
Special Attacks Pronounce sentence, spell-like abilities, summon demons, vengeful scythe
Spell-Like Abilities (CL 11th) At will—arcane eye, chaos hammer (DC 16), deeper darkness, desecrate, detect good, detect magic, dimensional anchor, dispel good (DC 17), greater teleport (self plus 50 pounds of objects only), lesser geas (DC 16), locate creature, magic circle against good (DC 15), polymorph (self only), produce flame, scrying (DC 16), unholy blight (DC 16). Caster level 11th. The save DCs are Charisma-based.
During Combat Alastors spend a great deal of time hunting down potential victims, either at the behest of the Magistrate Cabal or for their own amusement. Once a victim has been chosen, they prefer to use greater teleport to take the quarry by surprise. All encounters begin with an alastor pronouncing sentence. (Though the purpose of this ability is to exact vengeance upon the enemies of the nalfeshnee in the Magistrate Cabal, alastors prefer to use it against all of their victims.) Thereafter, it attacks with its spell-like abilities and vengeful scythe.
An alastor’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Str 24, Dex 13, Con 18, Int 12, Wis 15, Cha 15
Base Atk +11; CMB +19; CMD 30
Feats Improved Critical (scythe), Improved Initiative, Supernatural Tracker, Weapon Focus (scythe)
Skills Diplomacy +4, Disguise +16, Intimidate +16, Knowledge (gather information) +24, Knowledge (planes) +15, Linguistics +18, Perception +15, Sense Motive +24, Spellcraft +15, Survival +16
  Racial Modifiers +8 racial bonus on Knowledge (Gather Information) and Sense Motive checks.
Languages Alastors speak Abyssal and Common.; telepathy 100 ft.,
Environment The Abyss
Organization Solitary, posse (2–5 alastors), or court (1 nalfeshnee and 2–5 alastors)
Treasure Standard coins; double goods; no items
Pronounce Sentence (Su) Once every 3 rounds, an alastor may point at a single enemy and pronounce sentence upon it by uttering the word “guilty” in Abyssal. The target must immediately make a Will save (DC 17). This is a sonic, mind-affecting effect. If the save is successful, the creature cannot be affected again by that alastor’s pronounce sentence ability for one day. Those who fail immediately drop anything in hand and kneel upon the ground, presenting their necks for a killing blow. A kneeling opponent is considered helpless. The effect lasts 2d4 rounds or until dispelled. The save DC is Charisma-based.
Vengeful Scythe (Ex) An alastor’s weapon is a +1 anarchic, unholy scythe. Further, it ignores the damage reduction of even the most powerful demons (which is one of the reasons even balors fear an alastor on the prowl). The scythe disappears when the alastor dies or if separated from its owner for more than 24 hours. An alastor whose scythe has vanished can magically summon a new one as a full-round action.
True Seeing (Su) Alastors continuously use this ability, as the spell (caster level 11th).
Standing as tall as an ogre but possessing the lithe, muscular frame of an athletic human, this creature has dull mustard-yellow skin and wields a great scythe. Spiky bone ridges cluster at its elbows, shoulders, and on the back of its lizard-like head, out of which shine bright red eyes.;
Many planar travelers make the mistake of assuming that, because the Abyss is chaotic, the demons who dwell within it have no laws. A consortium of nalfeshnee known as the Magistrate Cabal give the lie to such mistaken impressions, and alastors are their servants
From a layer called Black Regulus, these thirteen masked nalfeshnee debate and draft laws that govern the behavior of demons, souls, and visitors from the Material Plane alike.
They then sit in judgment of violators (who most often are tried in absentia), sentencing many to horrific tortures or gruesome death. To the casual observer (and even some dedicated scholars), the body of law created by the Magistrate Cabal is contradictory at best, changing on what appears to be the whim of the nalfeshnee. The laws defer to the demon princes, never seeking to limit their power or influence. Everyone else would ignore the Cabal’s rulings like the mad ramblings they are save for one factor: the alastors.
If the nalfeshnee serve as the legislators and judges in this bizarre legal charade, alastors serve as the executioners. The Cabal dispatches alastors from their lair, entrusting the creatures with carrying out whatever sentence it has decreed (almost always that of death). After an alastor has pronounced sentence, its chosen victim can either fight or run away. In the court of the Abyss, there are no appeals.
Armed with magic scythes that ignore the natural protections of demons, alastors strike fear into the desiccated hearts of all but the hardiest demons. Alastors especially hate those who would bring goodness or just law to the Abyss, and they attempt to destroy such interlopers regardless of the decrees of their masters.
In addition to the massive scythes carried by all alastors, the more dramatic executioner demons deck themselves in voluminous robes and carry hourglasses, gavels, and other symbols of judgment.
Source: The Book of Fiends

Kalesta, Demon, Marilith

Kalesta, Demon, Marilith
CR 39 XP: 209,715,200
Female marilith ranger 7
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +17; Senses darkvision 60 ft., true seeing; Perception +47
Aura unholy aura (DC 25)
AC 45, touch 30, flat-footed 28 (+4 deflection, +17 Dex, +15 natural, -1 size)
HP 440 (16d10+7d10+314); Fast Healing 23
Fort +41, Ref +45, Will +32
DR 15/adamantine; 10/cold iron and epic and good; Immune electricity, fire, and poison; SR 73; Resist acid 20 cold 10; Weaknesses Vulnerability To Cold,
Speed 120 ft.
Melee longsword +38/+33/+28/+23/+18 (2d6+21/17-20), longsword +34 (2d6+21/17-20), s dagger +38 (1d6+10/19-20), flame tongue +38 (2d6+10/19-20), hammer of thunderbolts +38 (4d8+10/x3), slam +38 (1d8+10), tail slap +38 (4d6+10) or s dagger +43 (1d6+21/19-20), flame tongue +43 (2d6+21/19-20), hammer of thunderbolts +43 (4d8+21/x3), slam +43 (1d8+21), tail slap +38 (4d6+10)
Ranged assassin's dagger (large/thrown) +66/+61/+56/+51 (1d6+48/19-20)
Space 10 ft., Reach 10 ft.
Special Attacks constrict (tail slap, 2d6+10 plus crushing coils), infuse weapon, multiweapon mastery
Spell-Like Abilities (CL 16th)
   Constant-True Seeing, Unholy Aura (DC 25)
   At will-Greater Teleport (self plus 50 lbs. of objects only), Project Image (DC 24), Telekinesis (DC 22)
   3/day-Blade Barrier (DC 23), Fly
   1/day-Summon (level 5, 1 marilith 20%, 1 nalfeshnee at 35%, or 1d4 hezrous at 60%)
Spells Prepared (CL 7th)
  1st-Entangle (DC 22)
Str 52, Dex 45, Con 44, Int 33, Wis 33, Cha 39
Base Atk +23; CMB +45 (+28 grapple); CMD 76 (can't be tripped)
Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Improved Critical (longsword), Improved Disarm, Power Attack, Weapon Focus (longsword)
Skills Acrobatics +36, Appraise +20, Bluff +42, Climb +39, Craft (weapons) +20, Diplomacy +46, Disguise +23, Escape Artist +24, Fly +31, Heal +20, Intimidate +44, Knowledge (engineering) +27, Knowledge (gather information) +23, Linguistics +45, Perception +47, Sense Motive +39, Stealth +43, Survival +32, Swim +41, Use Magic Device +33
  Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Gear amulet of epic natural armor +6; helm of comprehend languages and read magic; assassin's dagger (large); flame tongue (large); greataxe (large); sun blade (short) (large); gloves of epic dexterity +10; hammer of thunderbolts; ring of meld into stone; ring of protection +8; celestial armor (large); belt of epic strength +8; cloak of displacement, major; outfit (entertainer's/large); ring of ironskin; longspear (epic might) (large); longsword (large); longsword (large)
Environment any (Abyss)
Organization solitary, pair, or platoon (1 marilith, 1-3 glabrezus, and 3-14 babaus)
Treasure double (6 mwk longswords, other treasure)
Crushing Coils (Ex) A creature that takes damage from a marilith's constrict attack must succeed on a DC 25 Fortitude save or lose consciousness for 1d8 rounds. The save DC is Strength-based.
Infuse Weapon (Su) Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and strikes as if it were a chaotic and evil cold iron weapon (in addition to retaining the qualities of its actual composition).
Multiweapon Mastery (Ex) A marilith never takes penalties to her attack roll when fighting with multiple weapons.
Constrict (Ex) A marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.
Darkvision (Ex) Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Fast Healing (Ex) You regain 23 hit points per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts.
Improved Grab (Ex) To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
Summon Demon (Ex) Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing (Su) Mariliths continuously use this ability, as the spell (caster level 16th).
Vulnerability To Cold (Ex) You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the save is a success or failure
This snake-bodied fiend has a six-armed woman's torso, pointed ears, and glittering, otherworldly eyes.
The leaders of Abyssal hordes and queens of Abyssal nations, the dreaded mariliths serve demon lords as governesses, advisors, and even lovers, yet their brilliance as tacticians makes them most sought after as generals and commanders of armies. The most powerful mariliths serve no one, and instead command ravenous fiendish legions. A marilith is 6 to 9 feet tall and measures 20 feet from head to tail tip. It weighs 4,000 pounds. Only the most arrogant and proud evil souls, typically those of cruel kings, sadistic generals, and exceptionally violent warlords, can trigger the manifestation of a marilith.

Blazing Archon

Angel, Ariel, Blazing Archon, Lion of the Righteous Gods
CR 33 XP: 26,214,400
Male angel paladin of Sarenrae 20
LG Large humanoid (angel, extraplanar, good, lawful)
Init +5; Senses detect evil, discern lies; Perception +30
Aura of courage
AC 48, touch 18, flat-footed 42 (-1 size, +10 armor, +17 natural, +3 deflection, +3 shield, +5 Dex)
HP 500 (20d10+20d10+280); fast healing 12
Fort +37, Ref +34, Will +34
DR 20/epic and evil; Immune Kerubim Qualities; SR 46
Speed 70 ft., fly 120 ft. (perfect)
Melee +46/+41/+36/+31 melee (2d6+16+ 2d6 (fiend bane) + 1d6 (fire) + 2d6 (holy)/17-20/x2+2d6 (fiend bane) + 1d10 (fire) + 2d6 (holy) + death (vorpal) (Heaven’s Roar, +5 fiend-bane longsword), or +34/+29/+24/+19 ranged (ranged attack or spell)
Space 10 ft., Reach 10 ft.
Special Attacks Celestial song, holy beacon, spell-like abilities, stun (mace only), Heavenly Breeze, Roar of the Heavens, smite evil 6/day (+7 to attack, +20 to damage), spells
Spell-Like Abilities (CL 27th) At will · aid, castigate, continual flame, dispel evil, dispel magic, flame strike, greater invisibility, hallow, holy aura, holy smite, holy word, lesser restoration, mirage arcana, polymorph, remove curse, remove disease, remove fear, silence, true seeing 7/day - cure light wounds, see invisibility 6/day - blade barrier, clairaudience/clairvoyance, cure serious wounds 3/day -heal, resurrection, righteous wrath of the faithful, symbol of death, symbol of fear, symbol of insanity, symbol of pain, symbol of persuasion, symbol of strife, symbol of stunning, symbol of weakness 1/day -true resurrection 1/week - miracle
During Combat Although Ariel is not afraid of getting into a fight, he is reluctant to do so, always seeking another way to resolve conflicts. In such situations, Ariel will bring his tremendous diplomacy to bear, encouraging would-be assailants from doing something they will regret. The only time Ariel is not likely to try to talk his way out of violence is when he encounters Fiends or powerful, evil clerics (10th level) or undead (9th level).
When Ariel does see that fighting is inevitable, he immediately surrounds himself with his protective aura and then casts true seeing. He will often cast holy aura if time permits before diving into battle, smashing with his shield and slashing with his sword. Once in the midst of melee combat, Ariel will issue his Roar of the Heavens, seeking to damage or destroy as many evil beings as possible. Ariel does not use spells frequently during combat, believing that there is no honor in fighting from a distance. Only in the gravest of circumstances will Ariel use his Holy Beacon.
Str 32, Dex 20, Con 24, Int 18, Wis 20, Cha 24
Base Atk +30; CMB +42; CMD 60
Feats Alertness, Cleave, Dodge, Extra Smiting, Flyby Attack, Great Cleave, Great Fortitude, Improved Critical (Longsword), Improved Disarm, Power Attack, Quick Draw, Spring Attack, Weapon Focus (Longsword)
Skills Craft (armor) +19, Craft (weapons) +19, Diplomacy +52, Escape Artist +28, Handle Animal +27, Intimidate +27, Knowledge (arcana) +9, Knowledge (planes) +27, Knowledge (religion) +27, Knowledge (war) +24, Linguistics +49, Perception +30, Ride +27, Sense Motive +49, Spellcraft +11, Stealth +25
SQ holy touch, uncanny dodge, divine grace, lay on hands (140 hp), remove disease (5 per week), special mount, turn undead 10/day (cleric 17),
Gear Ariel always carries his sword, Heaven's Roar, a beautiful sword that has a blade resembling a shaft of light with a hilt of gold. A gift from the Virtues of the Seven Mounting Heavens of Celestia, Ariel continues to carry the sword despite his banishment from the Heavens. Ariel also always wears an elaborate +5 breastplate of freedom, weightless armor that does not impose any skill or Dexterity penalties, and a +2 small steel shield. Ariel likely has access to other treasure, although it is probably hidden in his unknown base of operations.
Environment Wanders the Outer and Prime Material Planes
Organization Unique (Solitary), or Ariel and Sky Talon (advanced celestial dire lion)
Treasure Triple coins, six times goods, triple standard items (Heaven's Roar)
Kerubim Qualities (Ex) Ariel is immune to acid, cold, and petrifaction; he possesses electricity resistance 10 and fire resistance 10 and receives a +4 save against poisons. He may communicate as if under the effects of the tongues spell. As a free action during his turn, Ariel may generate a protective aura which acts as a double strength magic circle against evil and as a globe of invulnerability, both cast as a 20th level sorcerer; the aura can be dispelled, but Ariel can create it again as a free action on his turn.
Holy Touch (Ex) Ariel's touch can enchant any weapon (only weapons tainted with evil, intelligent weapons, or artifacts are unaffected). All weapons acquire the flame-burst enhancement. Certain types of weapons receive additional benefits. Any slashing weapon functions as a +2 holy vorpal weapon. Any piercing weapon functions as a +6 holy weapon of the appropriate bane type. Any bludgeoning weapon functions as a +5 holy disrupting weapon. Once Ariel sets the weapon down, it loses the enhancement.
Celestial Song (Su) Once per day as a full round action, Ariel can sing a Celestial Song. All mortal beings within 30 feet of Ariel receive a Will save DC 27. Those that fail are subject to one of two effects determined by Ariel. Ariel can opt to calm emotions (which he casts as a 20th level sorcerer) or he can induce awe. When inducing awe, all good beings within the radius that fail, find themselves unable to take any offensive action against Ariel, although they may defend themselves or attack other creatures. Neutral creatures are slowed, as they struggle not to gape at the Celestial in awe. Evil creatures behave as if affected by fear.
Fast Healing (Ex) Ariel takes normal damage from evil weapons of at least +6 enhancement.
Holy Beacon (Su) Ariel may issue a Holy Beacon as a free action once a day. The Beacon extends for nine miles of Ariel's location when issued. All goodly beings within the radius immediately sense that Ariel, a servant of goodness, is in need of assistance and will rush to him with all possible speed. Alerted beings instantly know Ariel's precise location, his current status (health, etc.), any adversaries Ariel is aware of, and the nature/goal of the Beacon. If used in the Planes, there is a 7% chance that one of the Heralds of Holiness, particularly Rafiel, will hear the call regardless of Ariel's location. Ariel has only used his Beacon two or three times over the past 500,000 years, and only when he gets into combat against the forces of the Gray Wastes in neutral territory, like the Outlands. Sure of his own strength and might, Ariel is usually more than capable enough to handle any conflict.
Heavenly Breeze (Ex) Although a powerful warrior, Ariel has dedicated himself to curing all ailments of the body and the soul. 3/day, with a gentle flap of his tremendous, feathered wings, Ariel can issue a Heavenly Breeze. The Breeze has three simultaneous spell-like effects, all performed as if cast by a 20th level sorcerer under the effects of the Empowered Feat. The Breeze will remove disease, cure critical wounds, and grant restoration to all within the 70 foot cone before Ariel. Ariel can determine if a being is granted this boon or not. Although he·s loathed to use this gift in the following manner, Ariel can cause the reverse of the above spells (Contagion, inflict critical wounds, and poison) once a day.
Roar of the Heavens (Su) There are few things Ariel hates, but Fiends and evil are on the list. When faced with a terrible evil or the threat of the denizens of the Depths Below, Ariel can issue his famous Roar of the Heavens. All evil beings within 70 feet of Ariel may perform a Fortitude DC save 27; those that fail are slowed, suffer a -2 circumstance penalty to attacks, damage, and saves, are deafened, and suffer 9d6 points of damage (half of it holy, the other half sonic). Those that manage to save only suffer the damage. Fiends, in addition to suffering from the above effects, also take an additional 24 points of damage, holy and sonic, each round they are within 70 feet of Ariel for seven rounds after the Lion of the Gods issued his Roar. Ariel may issue his roar of the Heavens once every 1d6 rounds.
Spells (Ex) Paladin spells per day: 5/4/4/4. Base DC 15 + spell level. Caster level 20th.
Golden roaring lion head with eagle-like wings appearing from either side. Ariel appears as a tall, beautifully built man with tawny, beige skin, long black and gold hair, and tremendous muscles. A golden breastplate dominates his chest, while his huge, white feathered wings flare from his back. Although his face is like that of a handsome young man, when in combat, it takes on decidedly feline elements not unlike those of a lion.
Ariel, the Lion of the Righteous Gods, was once a powerful Astral Deva who persecuted the Fiends of the Depths Below to a degree beyond that of most other Celestials. Working under the auspices of the fearsome Virtue of Justice, Ariel was given free reign to pursue justice against Fiends and their allies. During the millennia of his many quests, Ariel came to the aid of the Herald of Holiness, Rafiel, forging a deep friendship with the arch-Celestial that would be of great value in the future.The Supreme Virtue of Mount Celestia, growing wary of the regular interference of Celestials in matters related to the Depths Below and the Prime, and fearing another Great Fall, issued a decree that would limit the activities of Heavenly (lawful) Celestials not directly tied to the gods. This edict required that the likes of Ariel withdraw from regular engagements with the forces of Evil in accordance with the Celestial Host. Although the Virtue of Justice had no choice but to accept the decree of his liege, Ariel refused, claiming that allowing the evil of the infernal regions to grow unabated would lead to the eventual collapse of the Prime Material Plane, and eventually the Realms Above. Ariel continued his personal quest, and, for his obstinance, the Supreme Virtue banished him from Mount Celestia.
Since, Ariel has continued to undertake quests in pursuit of justice and healing, ever ready to war with Fiends, particularly disease and lie spreading Yugoloths. Although he laments the decree of Heaven, Ariel is not angered with his former masters and continues to receive aid (covertly) from the Virtue of Justice. He is also always welcome in Elysium, where his longtime friend and current mentor, Rafiel, assists him. Ariel also finds himself called on by various good gods to perform quests, most of them related to aiding powerful mortal servants as they fight against powerful evils, particularly Fiends.
Sky Talon: Ariel is always accompanied by his mount, Sky Talon, a celestial dire lion of tremendous size. To date, Ariel has not shared how he came upon this truly magnificent animal, but the two are inseparable. Sky Talon is never more than a mile from Ariel and can instantly sense when his master and friend requires his aid.
Originally Posted by The Serge of the Dicefreaks forums.

Claravda, Draegloth Priestess of Urgathoa

Claravda, Draegloth Priestess of Urgathoa


CR 8 XP: 4,800
Female draegloth cleric of Urgathoa 2/wizard 1
CE Large outsider (native, chaotic, evil)
Init +2; Senses Darkvision 120 ft.; Perception +12
AC 18, touch 11, flat-footed 16 (-1 size, +5 natural, +2 Dex, +2 armor)
HP 56 (6d8+2d8+1d6+12)
Fort +10, Ref +7, Will +11
Defensive Abilities +2 racial bonus on their saving throws against enchantment spells or effects.; Immune poison and sleep-inducing spells and effects.; SR 20; Resist acid, cold, electricity, and fire resistance 20
Speed 60 ft.
Melee 2 claws +11 (1d6+6), bite +11 (1d8+6)
Space 10 ft., Reach 10 ft.
Special Attacks Spell-like abilities
Spell-Like Abilities (CL 15th) 4/day darkness 1/day dancing lights, desecrate, faerie fire, unholy blight.
Spells Prepared (CL 2nd) 
  0th-Detect Magic, Detect Poison, Guidance, Resistance
  1st-Command (x2), Detect Good, Divine Favor, Entropic Shield (Domains - Undeath, Death)
  0th-Daze, Ray of Frost (x2), Spark
  1st-Burning Hands, Invisibility Alarm
During Combat Draegloths delight in carnage and wade into battle without fear. Though reasonably intelligent, they are no geniuses, and are impatient in matters of strategy. They disdain weapons, for they love the feeling of tearing opponents apart with their claws and teeth.
Str 22, Dex 15, Con 14, Int 13, Wis 12, Cha 11
Base Atk +6; CMB +13; CMD 25
Feats Alertness, Blind-Fight, Combat Reflexes, Extra Turning, Power Attack, Scribe Scroll
Skills Acrobatics +21, Knowledge (arcana) +7, Knowledge (drow religion) +8, Perception +12, Stealth +11
  Racial Modifiers + 2 to Perception
Languages Abyssal and Undercommon
SQ Immunities, resistances; drow abilities
Gear ] bracers of armor +2 [4,000 gp], necklace of prayer beads (karma) [5,000 gp], boots of striding and springing [2,500 gp]
Environment underground
Organization Solitary
Treasure none
Rebuke Undead 7/day (Su) 4th-level cleric [3 class + 4 from Extra Turning feat]
Spontaneous Casting (Sp) Can convert any prepared spell to an inflict wounds spell of the same level
Domains (Sp) Cleric Domains (the Undeath domain comes from Forgotten Realms Campaign Guide, spell list below) Death -- Death touch 1/day; If she makes a successful melee touch attack against a living creature, she rolls 2d6. If the total is greater than the opponent's current hit points, the opponent dies. Undeath -- free Extra Turning feat (included below)
The day Claravda was born, her house started planning the downfall of its chief rival in the drow city where she grew up. As she matured, she could follow the ways of Urgathoa rather than Lolth, so that she could learn the necromantic arts that priests of Lolth cannot access. When she was grown, the battle between the two houses began, and Claravda proved key to the victory of her house. It was a pyrrhic victory, however, as most of her own house was destroyed along with the rival house. Left without a power base, Claravda took control of the remaining drow and led them into the Underdark to recruit their strength. They strike from there to this day, growing in power and waiting for the day when they will return to their home.
Undead always accompany Claravda, even at her lowest level. As soon as she could animate the dead, she began using skeletons, then stronger undead, as her guards. She hardly needs a guard, as she is fierce in combat and loves the smell of blood and gore. At higher levels, she also has drow or other lackeys. She fights to use her powers over the dead to her best advantage, and she proves quite deadly. One of her favorite tactics: animating the bodies of dead adventurers in the middle of a battle, then turning them on their one-time friends. That maneuver is usually good for a -2 circumstance bonus for at least one round.
Claravda and her allies need not be used in the Underdark, though that is where they feel most at home. They could be found in a city at night, engaged in some evil that furthers her long-range plans.
Formed in the unholy union between a newly ordained drow high priestess and a powerful demon, a Draegloth is a half-fiend terror that stalks the Underdark.
While half-fiends of all varieties are not as rare as one might hope, draegloths are perhaps the only variety that is regularly, intentionally, even ritually created by a mortal race. The look like 8-foot-tall drow elves, with inky black skin and a knotted mane of yellowish-white hair. Their hides are thick and covered with a fine coat of white hair, and their bodies are powerfully muscled. Two of their four arms end in powerful claws; the other two, much smaller, end in normal hands that some of these creatures can use for spellcasting. Their faces have a bestial cast, slightly elongated to resemble a dog's muzzle, and their mouths are full of vicious, sharp teeth. Draegloths have darkvision with a range of 60 feet. They speak Abyssal and Undercommon.
Drageloths delight in carnage and wade into battle without fear. Though reasonably intelligent, they are no geniuses, and are impatient in matters of strategy. They disdain weapons, for they love the feeling of tearing opponents apart with their claws and teeth. Their favored class is cleric.
Hairy Spider Familiar: CR —; Fine Magical Beast; HD 1/8d8 (effective 15d8); hp 43; Init +2; Spd 20 ft., climb 10 ft.; AC 23 [10 +2 Dex, +8 size, +3 natural], (touch 20, flat-footed 21); Atk +21 melee [+11 from master base, +2 Dex, +8] (1d2-5 plus poison, bite); Face/Reach: 1/2 ft. by 1/2 ft./0 ft.; SA Poison; SQ Deliver touch spells for Claravda, empathic link with Claravda, immunities, improved evasion, share spells with Claravda, speak with Claravda, vermin traits; AL N; SV Fort +10 [+10 from master base], Ref +9 [+7 from master base, +2 Dex], Will +13 [+13 from master base]; Str 1; Dex 14; Con 10; Int 8; Wis 10; Cha 2.
Skills: Climb +6, Hide +31 [+9 master's ranks, +4 racial, +16 size, +2 Dex], Jump +6 [+5 master's ranks, -5 Str, +6 racial], Spot +21 [+9 master's ranks, +0 Wis, +12 racial].
Poison: Bite; Fort save DC 10; initial and secondary damage 1 point of temporary Dexterity.
Immunities: Immune to poison.
Vermin Traits: Immune to all mind-influencing effects; darkvision 60 ft.
CR 14                                                                                                           XP: 38,400
Female draegloth cleric of Urgathoa 4/wizard 5
CE Large outsider (native, chaotic, evil)
Init +6; Senses Darkvision 120 ft.; Perception +16
AC 22, touch 11, flat-footed 20 (-1 size, +5 natural, +2 Dex, +6 armor)
HP 87 (6d8+4d8+5d6+12)
Fort +10, Ref +7, Will +12
Defensive Abilities +2 racial bonus on their saving throws against enchantment spells or effects.; Immune poison and sleep-inducing spells and effects.; SR 26; Resist acid, cold, electricity, and fire resistance 20
Speed 60 ft.
Melee 2 claws +16 (1d6+6), bite +16 (1d8+6)
Space 10 ft., Reach 10 ft.
Special Attacks Spell-like abilities
Spell-Like Abilities (CL 15th) 4/day darkness 1/day dancing lights, desecrate, faerie fire, unholy blight.
Spells Prepared (CL 2nd) 
  0th-Detect Magic, Detect Poison, Guidance, Light, Resistance
  1st-Cause Fear, Command (x2), Detect Good, Divine Favor, Entropic Shield
  2nd-Desecrate, Silence, Shard of Chaos
  0th-Daze, Ray of Frost (x3), Spark
  1st-Burning Hands (x2), Invisibility Alarm, Shield
  2nd-Protection From Arrows, Web
  3rd-Dispel Magic
During Combat Draegloths delight in carnage and wade into battle without fear. Though reasonably intelligent, they are no geniuses, and are impatient in matters of strategy. They disdain weapons, for they love the feeling of tearing opponents apart with their claws and teeth.
Str 22, Dex 15, Con 14, Int 13, Wis 13, Cha 11
Base Atk +11; CMB +18; CMD 30
Feats Alertness, Blind-Fight, Combat Reflexes, Empower Spell, Extra Turning, Improved Initiative, Leadership, Power Attack, Scribe Scroll
Skills Acrobatics +21, Knowledge (arcana) +9, Knowledge (drow religion) +8, Linguistics +10, Perception +16, Sense Motive +3, Spellcraft +5, Stealth +11
  Racial Modifiers + 2 to Perception
Languages Abyssal and Undercommon
SQ Immunities, resistances; drow abilities
Gear bracers of armor +6 [36,000 gp], pearl of power (2nd-level spells) [4,000 gp], necklace of prayer beads (karma) [5,000 gp], boots of speed [8,000 gp], cloak of arachnida [6,000 gp]
Environment underground
Organization Solitary
Treasure none
Rebuke Undead 7/day (Su) 4th-level cleric [3 class + 4 from Extra Turning feat]
Spontaneous Casting (Sp) Can convert any prepared spell to an inflict wounds spell of the same level
Domains (Sp) Cleric Domains (the Undeath domain comes from Forgotten Realms Campaign Guide, spell list below) Death -- Death touch 1/day; If she makes a successful melee touch attack against a living creature, she rolls 2d6. If the total is greater than the opponent's current hit points, the opponent dies. Undeath -- free Extra Turning feat (included below)
The day Claravda was born, her house started planning the downfall of its chief rival in the drow city where she grew up. As she matured, she could follow the ways of Urgathoa rather than Lolth, so that she could learn the necromantic arts that priests of Lolth cannot access. When she was grown, the battle between the two houses began, and Claravda proved key to the victory of her house. It was a pyrrhic victory, however, as most of her own house was destroyed along with the rival house. Left without a power base, Claravda took control of the remaining drow and led them into the Underdark to recruit their strength. They strike from there to this day, growing in power and waiting for the day when they will return to their home.
Undead always accompany Claravda, even at her lowest level. As soon as she could animate the dead, she began using skeletons, then stronger undead, as her guards. She hardly needs a guard, as she is fierce in combat and loves the smell of blood and gore. At higher levels, she also has drow or other lackeys. She fights to use her powers over the dead to her best advantage, and she proves quite deadly. One of her favorite tactics: animating the bodies of dead adventurers in the middle of a battle, then turning them on their one-time friends. That maneuver is usually good for a -2 circumstance bonus for at least one round.
Claravda and her allies need not be used in the Underdark, though that is where they feel most at home. They could be found in a city at night, engaged in some evil that furthers her long-range plans.
Formed in the unholy union between a newly ordained drow high priestess and a powerful demon, a Draegloth is a half-fiend terror that stalks the Underdark.
While half-fiends of all varieties are not as rare as one might hope, draegloths are perhaps the only variety that is regularly, intentionally, even ritually created by a mortal race. The look like 8-foot-tall drow elves, with inky black skin and a knotted mane of yellowish-white hair. Their hides are thick and covered with a fine coat of white hair, and their bodies are powerfully muscled. Two of their four arms end in powerful claws; the other two, much smaller, end in normal hands that some of these creatures can use for spellcasting. Their faces have a bestial cast, slightly elongated to resemble a dog's muzzle, and their mouths are full of vicious, sharp teeth. Draegloths have darkvision with a range of 60 feet. They speak Abyssal and Undercommon.
Drageloths delight in carnage and wade into battle without fear. Though reasonably intelligent, they are no geniuses, and are impatient in matters of strategy. They disdain weapons, for they love the feeling of tearing opponents apart with their claws and teeth. Their favored class is cleric.
Hairy Spider Familiar: CR —; Fine Magical Beast; HD 1/8d8 (effective 15d8); hp 43; Init +2; Spd 20 ft., climb 10 ft.; AC 23 [10 +2 Dex, +8 size, +3 natural], (touch 20, flat-footed 21); Atk +21 melee [+11 from master base, +2 Dex, +8] (1d2-5 plus poison, bite); Face/Reach: 1/2 ft. by 1/2 ft./0 ft.; SA Poison; SQ Deliver touch spells for Claravda, empathic link with Claravda, immunities, improved evasion, share spells with Claravda, speak with Claravda, vermin traits; AL N; SV Fort +10 [+10 from master base], Ref +9 [+7 from master base, +2 Dex], Will +13 [+13 from master base]; Str 1; Dex 14; Con 10; Int 8; Wis 10; Cha 2.
Skills: Climb +6, Hide +31 [+9 master's ranks, +4 racial, +16 size, +2 Dex], Jump +6 [+5 master's ranks, -5 Str, +6 racial], Spot +21 [+9 master's ranks, +0 Wis, +12 racial].
Poison: Bite; Fort save DC 10; initial and secondary damage 1 point of temporary Dexterity.
Immunities: Immune to poison.
Vermin Traits: Immune to all mind-influencing effects; darkvision 60 ft.
CR 22 XP: 614,400
Female draegloth cleric of Urgathoa 5/wizard 5/true necromancer 7
CE Large outsider (native, chaotic, evil)
Init +6; Senses Darkvision 120 ft.; Perception +18
AC 30, touch 15, flat-footed 28 (-1 size, +5 natural, +2 Dex, +10 armor, +4 deflection)
HP 125 (6d8+5d8+12d6+12)
Fort +16, Ref +15, Will +22
Defensive Abilities +2 racial bonus on their saving throws against enchantment spells or effects.; Immune poison and sleep-inducing spells and effects.; SR 34; Resist acid, cold, electricity, and fire resistance 20
Speed 60 ft.
Melee +2 quarterstaff +18/+14/+13/+8 (1d8+11/1d8+9), bite +15 (1d8+3) or 2 claws +20 (1d6+6), bite +20 (1d8+6)
Space 10 ft., Reach 10 ft.
Special Attacks Spell-like abilities
Spell-Like Abilities (CL 15th) 4/day darkness 1/day dancing lights, desecrate, faerie fire, unholy blight.
Spells Prepared (CL 9th) 
  0th-Detect Magic (x2), Detect Poison, Guidance, Light, Resistance
  1st-Cause Fear, Command (x2), Detect Good, Divine Favor, Entropic Shield
  2nd-Desecrate (x3), Silence, Shard of Chaos (x2)
  3rd-Contagion, Dayllight, Deeper Darkness, Invisibility Purge
  4th-Chaos Hammer, Dimensional Anchor, Unholy Smite (Domains - Undeath, Death)
  0th-Daze, Ray of Frost (x3), Spark
  1st-Burning Hands (x2), Invisibility Alarm, Shield
  2nd-Bulls Strenth, Protection From Arrows, Web
  3rd-Dispel Magic, Suggestion, Vampiric Touch
  4th-Enervation, Stoneskin
During Combat Draegloths delight in carnage and wade into battle without fear. Though reasonably intelligent, they are no geniuses, and are impatient in matters of strategy. They disdain weapons, for they love the feeling of tearing opponents apart with their claws and teeth.
Str 22, Dex 15, Con 14, Int 14, Wis 14, Cha 11
Base Atk +15; CMB +22; CMD 38
Feats Alertness, Blind-Fight, Combat Reflexes, Empower Spell, Extra Turning, Improved Initiative, Leadership, Lightning Reflexes, Power Attack, Scribe Scroll, Spell Focus (Necromancy)
Skills Acrobatics +21, Craft (alchemy) +9, Knowledge (arcana) +16, Knowledge (drow religion) +15, Knowledge (planes) +6, Linguistics +11, Perception +18, Sense Motive +4, Spellcraft +9, Stealth +11
  Racial Modifiers + 2 to Perception
Languages Abyssal, Common, Undercommon
SQ Immunities, resistances; drow abilities
Gear bracers of armor +10 [100,000 gp], ring of protection +2 [8,000 gp], pearl of power (2nd-level spells) [4,000 gp], pearl of necklace of prayer beads (karma) [5,000 gp], boots of speed [8,000 gp], cloak of arachnida [6,000 gp], staff of power (50 charges) [200,000 gp]
Environment underground
Organization Solitary
Treasure none
Rebuke Undead 7/day (Su) 12th-level cleric [3 class + 4 from Extra Turning feat, adds True Necromancer levels for determining turning level]
Spontaneous Casting (Sp) Can convert any prepared spell to an inflict wounds spell of the same level
Domains (Sp) Cleric Domains (the Undeath domain comes from Forgotten Realms Campaign Guide, spell list below) Death -- Death touch 1/day; If she makes a successful melee touch attack against a living creature, she rolls 2d6. If the total is greater than the opponent's current hit points, the opponent dies. Undeath -- free Extra Turning feat (included below)
Major Zone of Desecration (Su) Projects zone of negative energy to radius of 170 ft., acts as desecrate spell
Create Undead (Sp) Can create undead and create greater undead once per day each as spell-like ability, cast at 17th level
Added Spellcasting (Sp) Gains one effective spellcasting level in a prior spellcasting class per level of true necromancer; added +4 cleric and +3 wizard
Leadership 23 (Ex) 1 16th-level cohort, 90 1st-level followers, 9 2nd-level followers, 5 3rd-level followers, 3 4th-level followers, 2 5th-level followers, 1 6th-level follower
The day Claravda was born, her house started planning the downfall of its chief rival in the drow city where she grew up. As she matured, she could follow the ways of Urgathoa rather than Lolth, so that she could learn the necromantic arts that priests of Lolth cannot access. When she was grown, the battle between the two houses began, and Claravda proved key to the victory of her house. It was a pyrrhic victory, however, as most of her own house was destroyed along with the rival house. Left without a power base, Claravda took control of the remaining drow and led them into the Underdark to recruit their strength. They strike from there to this day, growing in power and waiting for the day when they will return to their home.
Undead always accompany Claravda, even at her lowest level. As soon as she could animate the dead, she began using skeletons, then stronger undead, as her guards. She hardly needs a guard, as she is fierce in combat and loves the smell of blood and gore. At higher levels, she also has drow or other lackeys. She fights to use her powers over the dead to her best advantage, and she proves quite deadly. One of her favorite tactics: animating the bodies of dead adventurers in the middle of a battle, then turning them on their one-time friends. That maneuver is usually good for a -2 circumstance bonus for at least one round.
Claravda and her allies need not be used in the Underdark, though that is where they feel most at home. They could be found in a city at night, engaged in some evil that furthers her long-range plans.
Formed in the unholy union between a newly ordained drow high priestess and a powerful demon, a Draegloth is a half-fiend terror that stalks the Underdark.
While half-fiends of all varieties are not as rare as one might hope, draegloths are perhaps the only variety that is regularly, intentionally, even ritually created by a mortal race. The look like 8-foot-tall drow elves, with inky black skin and a knotted mane of yellowish-white hair. Their hides are thick and covered with a fine coat of white hair, and their bodies are powerfully muscled. Two of their four arms end in powerful claws; the other two, much smaller, end in normal hands that some of these creatures can use for spellcasting. Their faces have a bestial cast, slightly elongated to resemble a dog's muzzle, and their mouths are full of vicious, sharp teeth. Draegloths have darkvision with a range of 60 feet. They speak Abyssal and Undercommon.
Drageloths delight in carnage and wade into battle without fear. Though reasonably intelligent, they are no geniuses, and are impatient in matters of strategy. They disdain weapons, for they love the feeling of tearing opponents apart with their claws and teeth. Their favored class is cleric.
Hairy Spider Familiar: CR —; Fine Magical Beast; HD 1/8d8 (effective 23d8); hp 75; Init +2; Spd 20 ft., climb 10 ft.; AC 23 [10 +2 Dex, +8 size, +3 natural], (touch 20, flat-footed 21); Atk +25 melee [+15 from master base, +2 Dex, +8] (1d2-5 plus poison, bite); Face/Reach: 1/2 ft. by 1/2 ft./0 ft.; SA Poison; SQ Deliver touch spells for Claravda, empathic link with Claravda, immunities, improved evasion, share spells with Claravda, speak with Claravda, vermin traits; AL N; SV Fort +12 [+12 from master base], Ref +11 [+9 from master base, +2 Dex], Will +18 [+18 from master base]; Str 1; Dex 14; Con 10; Int 6; Wis 10; Cha 2.
Skills: Climb +6, Hide +31 [+9 master's ranks, +4 racial, +16 size, +2 Dex], Jump +6 [+5 master's ranks, -5 Str, +6 racial], Spot +21 [+9 master's ranks, +0 Wis, +12 racial].
Poison: Bite; Fort save DC 10; initial and secondary damage 1 point of temporary Dexterity.
Immunities: Immune to poison.
Vermin Traits: Immune to all mind-influencing effects; darkvision 60 ft.
0 ft.

Dire Beholder

Dire Beholder
CR 27 XP:3,276,800
NE Gargantuan aberration (abomination)
Init +5; Senses Darkvision 120 ft., all-around vision; Perception +22
AC 26, touch 8, flat-footed 24 (-4 size, +18 natural, +1 Dex)
HP 646 (34d12+425)
Fort +21, Ref +12, Will +25
Speed -, fly 40 ft. (good)
Melee Bite +32 (3d6+16)
Ranged Eye Rays +22 ranged touch
Space 20 ft.
Special Attacks Eye Rays
Str 26, Dex 13, Con 26, Int 14, Wis 18, Cha 24
Base Atk +25; CMB +37; CMD 48
Feats Alertness, Disintegration Finesse, Dodge, Empower Spell, Extend Spell, Flyby Attack, Great Fortitude, Improved Flyby Attack, Improved Initiative, Iron Will, Metaray
Skills Bluff +15, Intimidate +20, Knowledge (arcana, dungeoneering, geography, nature) +20, Linguistics +20, Perception +22, Sense Motive +6, Survival +20
Environment any underground
Organization solitary
Treasure double standard
Eye Rays (Su) Each of a Dire Beholders 16 eye rays resembles a spell cast by a 20th Level Caster. They have a range of 240' and require a DC 34 Saving Throw if they successfully hit (Save DC is Charisma Based).
Eye 1: Target must make a Will Save or be affected as if a Dominate Spell were cast on him.
Eye 2: Target must make a Fortitude Save or be affected as if a Disintegrate spell were cast on him.
Eye 3: Target must make a Will Save or be affected as if a Symbol of Fear Spell were cast on him.
Eye 4: Target with 101 hp or less dies as if a Power Word Kill spell were cast on him. Can only be used every 1d4 rounds.
Eye 5: Target must make a Fortitude Save or be affected as if a Flesh to Stone spell were cast on him.
Eye 6: Target must make a Fortitude Save or be affected as if a Destruction spell were cast on him.
Eye 7: The Beholder can use this ray to effectively cast Telekinesis at will.
Eye 8: Target must make a Will Save or be affected as if a Symbol of Sleep Spell were cast on him.
Eye 9: Target must make a Will Save or be affected as if a Dominate Monster Spell were cast on him.
Eye 10: Target must make a Fortitude Save or be affected as if an Energy Drain Spell were cast on him.
Eye 11: Target is affected as if a Polar Ray Spell were cast on him.
Eye 12: Target must make a Fortitude Save or be affected as if a Blackfire* were cast on him.
Eye 13: Target must make a Will Save or be affected as if a Greater Bestow Curse* Spell were cast on him.
Eye 14: Target must make a Will Save or be affected as if a Wrathful Castigation* Spell were cast on him.
Eye 15: Target must make a Will Save or be affected as if a Maddening Whispers* Spell were cast on him.
Eye 16: Target must make a Will Save or be affected as if a Radiant Assault* Spell were cast on him.
*See Spell Compendium.
All-Around Vision (Ex) The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.
Anti-Magic Cannon (Su) Once every 1d4 rounds as a Swift Action the Dire Beholder may open its central eye unleashing a powerful Antimagic blast in a 225' Cone. Everything in this area is affected as if by a Mordenkainen's Disjunction spell.
Flight (Ex) A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.
"Anybody know what the Hell that evil black floaty thing is in the distance?"Dire Beholders are a thankfully rare mutation of the Beholder race. Enormous floating cancerous masses of eyestalks, teeth, and armor plating they leave huge trails of destruction in their wake. Thankfully normal Beholders hate them and are willing to ally with anyone willing to fight.

Faeryl Naerth, Valsharess d'lil naut-elghinyrr (Queen of the undead), Bishop of Orcus

Faeryl Naerth, Valsharess d'lil naut-elghinyrr (Queen of the undead), Bishop of Orcus

CR 34                                                                                                            XP: 39,321,600
Female drow lich cleric of Orcus 20/divine disciple 5/hierophant 5
CE Medium humanoid (drow)
Init +3; Senses Darkvision 60 ft.; Perception +12
AC 32, touch 18, flat-footed 29 (+3 Dex, +5 natural, +9 armor, +5 deflection)
HP 210 (30d12)
Fort +20, Ref +11, Will +32
DR 15/bludgeoning and magic, 2/-; SR 41
Speed 30 ft.
Melee +4 ghost touch unholy dagger +24/+19/+14/+9 (1d4+5/19-20), claw +15 (1d4) or 2 claws +20 (1d4+1)
Ranged +4 ghost touch unholy dagger +24 (1d4+4/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks Spell-like Abilities (Dancing lights 1/day, Darkness 1/day, Faerie fire 1/day), Control Undead 18(21)/day, Imbue with spell ability
Spells Prepared (CL 33rd)
  0th-Inflict Minor Wounds (6x)
  1st-Inflict Light Wounds (6x), Cause Fear (2x), Detect Undead
  2nd-Inflict Moderate Wounds (4x), Desecrate (2x), Hold Person (2x), Desecrate
  3rd-Inflict Serious Wounds (4x), Contagion (2x), Dispel Magic (2x), Animate Dead
  4th-Inflict Critical Wounds (4x), Poison (2x), Maximized Inflict Light Wounds (2x), Deathward
  5th-Slay Living (3x), Maximized Inflict Moderate Wounds (4x), Inflict Light Wounds, Mass
  6th-Create Undead (1x), Blade Barrier (1x), Greater Dispelling (2x), Harm (2x), Create Undead
  7th-Destruction (2x), Repulsion (1x), Maximized Inflict Critical Wounds (3x), Control Undead
  8th-Create Greater Undead (1x), Unholy Aura (1x), Maximized Inflict Critical Wounds (4x), Create Greater Undead
  9th-Energy Drain (4x), Maximized Harm (1x), Energy Drain
  10th Maximized Mass Inflict Serious Wounds (2x) (Domains: Chaos, Evil, Undeath)
Str 13, Dex 16, Con -, Int 22, Wis 34, Cha 30
Base Atk +19; CMB +20; CMD 38
Feats Greater Spell Focus (Necromancy), Greater Spell Penetration, Greater Spell Specialization (Necromancy), Leadership, Maximize Spell, Mythic Spell Focus (Necromancy), Spell Focus (Necromancy), Spell Penetration
SQ Undead, Immunities, Drow Abilities, Spell Resistance 41, +4 Turn resistance, Darkvision (120 ft), Light Blindness, Divine Emissary, Sacred Defense +2, Transcendence, Divine Reach (60 ft), Spell Power +3
Gear Adamantine Chainmail of Superior Spellcasting +4, Boots of Elvenkind, Ring of Major Universal Elemental Resistance, Ring of Protection + 5, Periapt of Wisdom +6 and Charisma +6, Tome of Understanding +4 (Wisdom +4, read), Tome of Leadership & Influence +4 (Charisma +4, read), Cloak of Displacement (Major), unholy, corrosive Dagger +4

Undercity Informer

Undercity Informer
CR 6 XP: 2,400
Male Varasian human rogue 2/ hexblade 4
N Medium humanoid (human)
Init +3; Senses Perception +4
AC 20, touch 14, flat-footed 17 (+3 Dex, +6 armor, +1 deflection)
HP 41 (4d10+2d6+12)
Fort +4, Ref +7, Will +5
Defensive Abilities Will +9 to saves against spells and spell-like effects
Speed 30 ft.
Melee +8 melee (1d10+4/19-20, +1 heavy flail)
Ranged +9 ranged (1d8+1/19-20, light crossbow)
Special Attacks hexblade's curse 1/day, sneak attack +1d6
Spells Known (CL 2nd) 
  1st-Distract Assailant (DC 15), Undetectable Alignment
Str 15, Dex 17, Con 14, Int 13, Wis 12, Cha 18
Base Atk +5; CMB +7; CMD 21
Feats Combat Expertise, Dreadful Wrath, Improved Trip, Power Attack
Skills Acrobatics +2, Appraise +1, Bluff +9, Climb +5, Craft (books) +2, Diplomacy +8, Disable Device +6, Disguise +4, Escape Artist +3, Intimidate +12, Knowledge (arcana) +2, Knowledge (gather information) +4, Knowledge (local) +3, Linguistics +9, Perception +4, Perform (oratory) +7, Profession (barrister) +2, Sense Motive +3, Sleight of Hand +5, Spellcraft +6, Stealth +4, Swim +2, Use Magic Device +8
Languages Common, Goblin, Undercommon
SQ arcane resistance, dark companion, evasion, mettle, trapfinding
Gear +2 chain shirt, +1 heavy flail, armbands of might, ring of protection +1, light crossbow with 20 +1 bolts, 10 silver bolts, 20 masterwork bolts, spell component pouch.
Arcane Resistances (Su) Gain a bonus equal to Charisma modifier on saving throws against spells and spell-like effects.
Dark Companion (Ex) You conjure an illusory panther from the darkness of night to be your companion. Any enemy adjacent to your dark companion takes a -2 penalty to saving throws and AC. Your companion's speed equals yours, acts during your turn, and it follows your mental commands perfectly. Since it has no real substance, it cannot attack or otherwise affect creatures or objects. To gain this class feature, the hexblade has given up the ability to summon a familiar.
Evasion (Ex) If the hexblade is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw.
Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target takes a -2 penalty on attacks, saving throws, ability checks, skill checks, and weapon damage rolls for 1 hour. A successful Will save (DC 16) negates the effect. The target must be visible to the hexblade and within 60 feet. Any foe who resist the effect cannot be affected again by the same curse for 24 hours.
Hexblade's Curse (Ex) Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target takes a -2 penalty on attacks, saving throws, ability checks, skill checks, and weapon damage rolls for 1 hour. A successful Will save (DC 16) negates the effect. The target must be visible to the hexblade and within 60 feet. Any foe who resist the effect cannot be affected again by the same curse for 24 hours.
Mettle (Ex) If the hexblade is exposed to any effect that normally allows him to attempt a Fortitude or Will saving throw to negate or for half damage, he takes no damage with a successful saving throw.
Sneak Attack (Ex) He does an extra 1d6 points of damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This applies to ranged attacks against targets up to 30 ft. away.
Trapfinding (Ex) You can find, disarm, or bypass traps with a DC of 20 or higher. You can use the Search skill to find, and the Disable Device skill to disarm, magical traps (DC 25 + the level of the spell used to create it). If your Disable Device result exceeds the trap’s DC by 10 or more, you discover how to bypass the trap without triggering or disarming it

Braela Traelstarr

Braela Traelstarr

CR 7 XP: 3,200
Female Andoran human paladin 5 (Nethys)/knight of the weave 2
LG Medium humanoid (human)
Init +1; Senses Perception +1
Aura of Courage
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
HP 46 (5d10+2d4+14)
Fort +14, Ref +16, Will +6
Speed 30 ft.
Melee +9/+4 melee (1d8+3/x3, +1 valorous lance) or +9/+4 melee (2d6+3/19-20, mwk greatsword)
Ranged +7/+2 ranged (1d8+2/x3, composite longbow [Str +2])
Special Attacks smite evil 2/day, turn undead 8/day (+5, 2d6+8, 3rd)
Spells Prepared (CL 2nd)
  1st-Magic Missile, Shield
Paladin Spells Prepared (CL 2nd)
  1st-Rhino's Rush
Str 15, Dex 13, Con 15, Int 12, Wis 12, Cha 20
Base Atk +6; CMB +8; CMD 19
Feats Mounted Casting, Spirited Charge, Trample
Skills Craft (armor) +3, Craft (weapons) +3, Diplomacy +10, Handle Animal +8, Heal +4, Intimidate +5, Knowledge (arcana) +2, Knowledge (history) +2, Knowledge (nobility) +2, Knowledge (religion) +4, Linguistics +3, Profession (courtesean) +1, Ride +9, Sense Motive +3, Spellcraft +4, Use Magic Device +5
Languages Andoran, Common, Elven
SQ armored caster, aura of courage, aura of good, detect evil, detect magic, divine grace, divine health, lay on hands 25/day, read magic, special mount 1/day
Gear +1 mithril breastplate, +1 valorous lance, cloak of Charisma +2, vest of resistance +1, 2 potions of cure serious wounds (CL 10th), masterwork greatsword, composite longbow [Str +2] with 20 arrows and 10 +1 arrows.
Aura of Courage (Ex) Immune to fear, and each ally within 10 feet of Braela gains a +4 moral bonus on saving throws against fear effects.
Armored Spellcaster (Ex) Braela can cast her arcane spells while wearing light armor without incurring the normal arcane spell failure chance.
Detect Evil (Ex) Detect evil at will, as the spell.
Detect Magic (Sp) Detect magic at will, as the spell.
Divine Health (Ex) Immune to disease.
Read Magic (Ex) Read Magic, at will, as the spell.
Smite Evil (Su) Twice per day, Braela can attempt to smite evil with one normal melee attack. She adds +5 to her attack roll and deals an extra 5 points of damage.
Special Mount (Ex) Once per day for up to 10 hours, Braela can call upon her heavy warhorse as a full-round action. The creature's abilities and statistics are summarized below:
Heavy Warhorse (special paladin mount); CR -; Large magical beast (extraplanar); 6d8+18; hp 46; Init +1; Spd 50 ft.; AC 18, touch 10, flat-footed 17; Base Atk +4, Grp +12; Atk +8 melee (1d6+4, hoof); Full Atk +8/+8 melee (1d6+4, 2 hooves) and +3 melee (1d4+2, bite); Space/Reach 10 ft./5 ft.; SQ improved evasion, low-light vision, scent, share spells, share saving throws; SV Fort +8, Ref +6, Will +3; Str 18, Dex 13, Con 17, Int 6, Wis 13, Cha 6.

Pharaxus Torrendol

Pharaxus Torrendol
CR 16 XP: 76,800
Male Chelaxian human warmage 14/ archmage 2
LN Medium humanoid (human)
Init +3; Senses Perception +12
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 deflection)
HP 70 (14d6+2d4+16)
Fort +8, Ref +11, Will +15
Speed 30 ft.
Melee +11/+6 melee (1d6+3/x3, +2 quarterstaff of spell-storing) or +10/+5 melee (1d4+1/19-20, mwk dagger)
Special Attacks warmage edge
Spells Known (CL 17th) 
  0th-Acid Splash, Disrupt Undead, Light, Ray of Frost
  1st-Accuracy, Burning Hands (DC 19), Chill Touch (DC 18), Fist of Stone, Floating Disc, Hail of Stone, Magic Missile, Orb of Acid, Lesser, Orb of Cold, Lesser, Orb of Electricity, Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser, Shocking Grasp, True Strike
  2nd-Acid Arrow, Blades of Fire, Continual Flame, Fireburst (DC 20), Fire Trap (DC 19), Flaming Sphere (DC 20), Ice Knife (DC 20), Pyrotechnics (DC 20), Scorching Ray, Shatter (DC 20), Whirling Blade
  3rd-Dimension Hop, Fire Shield, Fireball (DC 21), Flame Arrow, Gust of Wind (DC 20), Ice Storm, Lightning Bolt (DC 21), Poison (DC 20), Ring of Blades, Sleet Storm, Stinking Cloud (DC 21)
  4th-Black Tentacles, Blast of Flame (DC 22), Contagion (DC 21), Orb of Acid (DC 22), Orb of Cold (DC 22), Orb of Electricity (DC 22), Orb of Fire (DC 22), Orb of Force (DC 22), Orb of Sound (DC 22), Phantasmal Killer (DC 21), Shout (DC 22), Wall of Fire
  5th-Arc of Lightning (DC 23), Cloud Kill (DC 23), Cone of Cold (DC 23), Fire Shield, Mass (DC 23), Fireburst, Greater (DC 23), Flamestrike (DC 23), Greater Invisibility, Prismatic Ray (DC 23)
  6th-Acid Fog, Blade Barrier (DC 24), Chain Lightning (DC 24), Circle of Death (DC 23), Disintegrate (DC 23), Fire Seeds (DC 24), Freezing Sphere (DC 24), Transformation
  7th-Delayed Fireball Blast (DC 25), Earthquake (DC 25), Finger of Death (DC 24), Fire Storm (DC 25), Mages Sword, Prismatic Spray (DC 25), Sunbeam (DC 25), Waves of Exhaustion
  8th-Horrid Wilting (DC 25), Incendiary Cloud (DC 26), Polar Ray, Prismatic Wall (DC 25), Scintillating Pattern, Shout, Greater (DC 26), Sunburst (DC 26)
During Combat Warmage Spells Per Day (6/8/8/8/8/7/7/6/4 per day CL 17th) 
Str 12, Dex 16, Con 12, Int 20, Wis 10, Cha 24
Base Atk +8; CMB +9; CMD 24
Feats Craft Staff, Skill Focus (Spellcraft), Spell Focus (Conjuration, Evocation), Spell Penetration, Spellcasting Prodigy, Sudden Empower, Sudden Maximum, Sudden Quicken
Skills Craft (alchemy) +13, Intimidate +22, Knowledge (arcana) +22, Knowledge (history) +15, Knowledge (planes) +14, Linguistics +18, Perception +12, Spellcraft +24
Languages Common, Draconic, Elven, Ignan
SQ armored mage (medium), advanced learning (floating disc), eclectic learning (dimension hop, greater invisibility), spell power +1, mastery of shaping
Gear Pharaxus’s Staff (+2 quarterstaff of spellstoring, 50 charges), +5 mithril full-plate of death warding, cloak of charisma +4, headband of intellect +4, gloves of dexterity +2, amulet of health +2, boots of speed, ring of protection +2, ring of feather falling, vest of resistance +4.
Advanced Learning (Ex) Pharaxus has added floating disc to his spell list.
Armored Mage (Ex) Pharaxus can wear medium and light armor with no chance of arcane spell failure.
Eclectic Learning (Ex) Pharaxus has added dimension hop and greater invisibility to his spell list, though they both are one spell level higher than they’re description. 
Mastery of Shaping (Ex) Pharaxus can alter the area and effect of his spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. 
Spell Power (Ex) Pharaxus’s effective caster level is increased by 1.
Warmage Edge (Ex) Pharaxus adds his Int modifier to damage from his spells. 
Sources Used: Complete Arcane, Player's Handbook, Player's Handbook II, Dungeon Master's Guide, and Spell Compendium.

Karthrand

Karthrand
CR 8 XP: 4,800
Male dwarf fighter 1/ crusader 7 (Torag)
LN Medium humanoid
Init +3; Senses darkvision 60 ft.; Perception +0
AC 23, touch 13, flat-footed 20 (+3 Dex, +10 armor)
HP 84 (8d10+40)
Fort +12, Ref +3, Will +4
Speed 30 ft.
Melee +13/+8 melee (1d10+6/x3, mwk maul)
Ranged +11/+6 ranged (1d4+4/x3, light hammer)
Special Attacks furious counterstrike, smite evil 1/day, zealous surge 1/day
During Combat Maneuvers and Stances (initiate level 7th): Stances-iron guard’s glare (1st), leading the charge (1st); Maneuvers-bone crusher (3rd), charging minotaur (1st), crusader’s strike (1st), divine surge (4th), leading the attack (1st), mountain hammer (2nd), revitalizing strike (3rd), vanguard strike (1st), white raven tactics (3rd).
Str 18, Dex 16, Con 20, Int 14, Wis 10, Cha 14
Base Atk +8; CMB +12; CMD 25
Feats Improved Bull Rush, Power Attack, Shock Trooper, Weapon Focus (Maul)
Skills Acrobatics +7, Climb +7, Craft (weapons) +12, Diplomacy +10, Handle Animal +5, Intimidate +12, Knowledge (history) +3, Knowledge (religion) +4, Linguistics +9, Ride +4, Swim +4
Languages Common, Dwarven, Elven, Illuskan, Orc
SQ dwarven traits, indomitable soul, steely resolve
Gear +1 mithril full plate, masterwork maul, light hammers (4), 400 gp in coins.
Dwarven Traits (Ex) stonecunning, +2 to saving throws against poison, +2 to saving throws against spells and spell like abilities, +4 dodge bonus to AC against giants.
Furious Counterstrike (Ex) Karthrand can channel his pain into a boiling rage that gives him a +2 to attack and damage for 1 round if he has ten points or more in his delayed damage pool, or a +1 with nine or less in his delayed damage pool.
Indomitable Soul (Ex) Karthrand adds his Charisma bonus to his Will saves. This ability does not stack with a paladin’s divine grace ability.
Smite Evil (Ex) Karthrand can smite evil once per day. He adds a +2 to his attack and +7 to his damage rolls.
Steely Resolve (Ex) Karthrand has a delayed damage pool that can soak up to 10 points of damage every round. At the end of the round, the damage goes through and it resets back to 0.
Zealous Surge (Ex) Once per day, Karthrand can opt to re-roll a saving throw. You must abide by the result of the new, second saving throw, even if it’s lower than the first. You must decide after you roll and before the DM answers.

Balduvian Horde

Stor Heraldsson, Balduvian Horde
CR 7 XP: 3,200
Male Irrisen human barbarian 1/fighter 6
CE Medium humanoid (human)
Init +3; Senses Perception +5
AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 67 (1d12+6d10+28)
Fort +11, Ref +5, Will +3
Speed 40 ft.
Melee +14/+9 melee (2d6+9/19-20, +1 greatsword)
Ranged +11/+6 ranged (1d6+4/x3, mwk composite shortbow [Str +4])
Special Attacks rage 3/day
Str 20, Dex 17, Con 18, Int 10, Wis 12, Cha 9
Base Atk +7; CMB +12; CMD 25
Feats Cleave, Destructive Rage, Extra Rage, Improved Bull Rush, Power Attack, Shock Trooper, Spring Attack, Weapon Focus (Greatsword)
Skills Acrobatics +12, Climb +10, Handle Animal +4, Perception +5, Ride +3, Survival +4, Swim +5
SQ fast movement
Gear +1 greatsword, +1 mithril breastplate, cloak of resistance +1, gauntlets of Ogre Power, ring of protection +1, standard adventuring gear, masterwork composite shortbow (Str+4) with 40 arrows, jug of mead, 28 gp.
Rage (Ex) Three times per day, Stor can enter a state of fierce rage that lasts for 9 rounds. The following changes are in effect if he rages: hp 89; AC 18, touch 12, flat-footed 15; Grp +14; Atk +16 melee (2d6+11/19-20, +1 greatsword); Full Atk +16/+11 (2d6+11/19-20, +1 greatsword); SV Fort +13, Will +5; Str 24, Con 22; Climb +12, Jump +14. At the end of his rage, Stor is fatigued for the duration of the encounter.