Monday, February 4, 2019

Mother Shemmel, Priestess of Zon-Kuthon

Mother Shemmel, Priestess of Zon-Kuthon
CR 10                                                                                                              XP: 9,600
Female human cleric of Zon-Kuthon 10
LE Medium humanoid (human)
Init -1; Senses Perception +4
AC 22, touch 9, flat-footed 22 (-1 Dex)
HP 73 (10d8+28)
Fort +9, Ref +6, Will +11
Speed 30 ft.
Melee 8/+3 melee (1d8+2, +1 warhammer)
Ranged +6 ranged (1d8+1/19–20, light crossbow with +1 crossbow bolts)
Special Attacks rebuke undead 4/day (+1, 2d6+11, 10th)
Spells Prepared (CL 10th)
  0th-Detect Magic, Guidance (x2), Light, Resistance (x2)
  1st-Bane (x2 DC 15), Sanctuary, Cause Fear (D x2 DC 15), Shield of Faith
  2nd-Bulls Strength (x2), Invisibility (D), Hold Person (x2 DC 16), Sound Burst (DC 16)
  3rd-Dispel Magic (x2), Magic Circle Against Evil, Protection from Energy, Nondetection (D)
  4th-Divine Power, Greater Magic Weapon, Restoration (x2), Confusion (D DC 18)
  5th-Flame Strike (DC 19), Slay Living (D +8 melee touch DC 19), True Seeing (D Domain spell Domains Death death touch 1/day, damage 10d6, Trickery Bluff, Disguise, and Stealth  are class skills)
Str 13, Dex 8, Con 14, Int 10, Wis 19, Cha 12
Base Atk +7; CMB +8; CMD 17
Feats Brew Potion, Combat Casting, Lightning Reflexes, Mythic Weapon Focus (Warhammer), Scribe Scroll
Skills Bluff +14, Diplomacy +14, Disguise +10, Intimidate +3, Knowledge (planes) +5, Knowledge (religion) +5
Gear 1 full plate, +1 heavy steel shield, ring of protection +1, periapt of Wisdom +2, masterwork warhammer, light crossbow, 10 +1 bolts, 2 scrolls of cure light wounds, wooden holy symbol of Sarenrae (fake), 6 torches

Mirko Vosk, Mind Drinker

Mirko Vosk, Mind Drinker
CR 10                                                                                                                XP: 9,600
Male dhampir alchemist 11
LE Medium humanoid (dhampir, rěnshòu)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +15
AC 23, touch 18, flat-footed 17 (+3 armor, +1 deflection, +1 dodge, +2 natural, +6 Dex)
HP 49 (11d8)
Fort +8, Ref +14, Will +3
Defensive Abilities Will +5 vs. disease, mind-affecting effects; resist level drain; Immune poison; Weaknesses light sensitivity
Speed 60 ft.
Melee +1 sickle +11/+6 (1d6+3 plus trip), +1 sickle +7/+2 (1d6+2 plus trip)
Ranged bombs +14/+14/+14/+9/+9 touch (6d6+3 fire, Range 20 ft.)
Special Attacks bomb 14/day (6d6+3 fire and catch fire, DC 18, 10 ft. radius)
Spell-Like Abilities (CL 11th; concentration +14) 3/day—detect undead
Spells Prepared (CL 11st)
  4th-—Greater Invisibility, Spell Immunity
  3rd-—Inflict Serious Wounds (2), Displacement, Fly, Haste
  2nd-—Alter Self, Detect Thoughts (DC 15), Invisibility (2), See Invisibility
  1st-—Bombers Eye (2), Crafters Fortune, Disguise Self (2), Reduce Person (DC 14)
Str 14, Dex 22, Con 10, Int 16, Wis 8, Cha 10
Base Atk +8; CMB +10; CMD 28
Feats Brew Potion, Combat Expertise, Improved Feint, Improved Two-Weapon Fighting, Skill Focus, Throw Anything, Two-Weapon Fighting (craft [alchemy]), Weapon Finesse
Skills Acrobatics +16, Craft (alchemy) +23, Disguise +5, Escape Artist +6, Heal +11, Knowledge (nature) +17, Perception +15, Sense Motive +4, Survival +8
  Racial Modifiers +2 Bluff, +2 Perception
Languages Undercommon, Koé
SQ alchemy (alchemy crafting +11, identify potions), mutagen (+4/–2, +2 natural, 110 minutes), discoveries (explosive bomb, fast bombs, smoke bomb, sticky poison [3 strikes], stink bomb), negative energy affinity, poison use, swift alchemy, swift poisoning
Gear blue whinnis poison (2), deathblade, giant wasp poison (2), purple worm poison, tanglefoot bag (2), thunderstone (2)
Other Gear +1 leather, +1 sickle (2), belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1, 168 gp; Attuned Gear +1 ghost touch sickle, +1 keen sickle, +3 leather, dust of disappearance, ioun stone (dusty rose prism), ring of protection +2 [AC 26, touch 19, flat-footed 18; Melee +1 keen sickle +14/+14/+9 (1d6+3 plus poison, Crit 19−20/x2) and +1 ghost touch sickle +14/+9 (1d6+2 plus poison); CMD 28]

Duskmantle Guildmage

Magnus Arcane, Duskmantle Guildmage
CR 10                                                                                                                XP: 9,600
Male human wizard 11 (universalist)
N Medium humanoid
Init +1; Senses Perception +12
AC 11, touch 11, flat-footed 10 (+1 Dex)
HP 60 (11d6+22)
Fort +5, Ref +4, Will +8
Speed 30 ft.
Melee +1 dagger +6 (1d4+1/19-20)
Ranged pistol +6 (1d8/x4)
Spells Prepared (CL 11st)
  6th-Disintegrate
  5th-Empowered Lightning Bolt (x2), Wall of Force
  4th-Black Tentacles, Dimension Door, Greater Invisibility (x2)
  3rd-Dispel Magic, Fly, Haste, Lightning Bolt, Magic Circle Against Evil
  2nd-Blindness/Deafness, Mage Armor (extended), Scorching Ray (x2), See Invisible
  1st-Grease, Magic Missile (x2), Obscuring Mist, Protection from Evil, Shield
  0th-Detect Magic, Light, Mage Hand, Message
Str 10, Dex 12, Con 15, Int 20, Wis 12, Cha 10
Base Atk +5; CMB +5; CMD 16
Feats Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Wand, Craft Wondrous Item, Empower Spell, Forge Ring, Maximize Spell, Scribe Scroll
Skills Appraise +18, Craft (armor) +18, Craft (weapons) +18, Fly +18, Knowledge (arcana) +18, Knowledge (geography) +18, Knowledge (history) +18, Linguistics +18, Perception +12, Spellcraft +18, Stealth +12
Languages Arcadian, Eastern Common, Fundamental, Planar, Sylfanic, Western Common
SQ Arcane bond (ring)
Gear +1 dagger, wheellock pistol, bracers of armor +8, ring of protection +1, rod (maximize), wand of maximized fireball (50 charges), wizard’s kit
Magnus Arcane, an obvious pseudonym, is one of five children to parents who  immigrated to Synthica in the High Steppes from their native Aramyst. His parents opened a shop to offer their simple arcane wares to the people of the High Steppes and found great success in their endeavor, becoming prosperous merchants. While his two older brothers and two younger sisters have all contributed to the effort in varying ways, Magnus has always pursued a different path. He does not wish to sell magic; he wishes to master it, and he is willing to undertake a myriad of unconventional paths to reach that goal.
One of Magnus’s most disturbing tendencies, at least in the eyes of his rather conservative parents, is his eager embrace of different arcane traditions. In his pursuit of the unconventional approach, he has made strange acquaintances, including the cat ferran street waif named Rumbleshanks. An experiment into alchemy resulted in an accidental explosion that gave Magnus a terrible scar and a very distinctive, raspy voice. It was this incident that prompted his father, now a wealthy merchant, to largely disown him. Magnus now spends most of his time with his uncle Jasper, the man who oversees the day to day operation of the family’s original shop.
Although ill at odds with many of the upper class in the city of Synthica, Magnus is nevertheless quite popular with many of them due to his knowledge of the esoteric in all things arcane. He has strange manners of crafting that allows him to sell items at a noticeable discount, and his potions and scrolls are widely regarded as the most affordable in the city.

Maerie quTie Frothnoal, Scion of the Pitt

Maerie quTie Frothnoal, Scion of the Pitt
CR 10                                                                                                      XP: 9,600
Male advanced tiefling sorcerer 10
CE Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +3
AC 21, touch 15, flat-footed 16 (+4 armor, +2 natural, +5 Dex)
HP 85 (10d6+50)
Fort +8, Ref +9, Will +11
Defensive Abilities Will +15 vs. poison; Resist acid 5, cold 5, electricity 10, fire 5
Speed 30 ft.
Melee +1 human-bane quarterstaff +11 (1d6+8) or mwk cold iron dagger +11 (1d4+5/19-20)
Ranged dart +10 (1d4+5)
Special Attacks claws (2, 1d6+5, treated as magic weapons, 8 rounds/day)
Spell-Like Abilities (CL 10th) 1/day—darkness
Spells Known (CL 10th)
  5th (4/day)-Cone of Cold (DC 21)
  4th (6/day)-Hellmouth Lash, Summon Monster IV
  3rd (7/day)-Fireball (DC 19), Fly, Rage, Stinking Cloud (DC 19)
  2nd (7/day)-Acid Arrow, Boiling Blood (DC 17), Bulls Strength, Fog Cloud, Scorching Ray
  1st (8/day)-Cause Fear (DC 16), Charm Person (DC 16), Ear-Piercing Scream (DC 17), Mage Armor, Magic Missile, Mount, Touch of Gracelessness (DC 16)
  0th-Acid Splash, Dancing Lights, Detect Magic, Disrupt Undead, Light, Mage Hand, Message, Read Magic, Spark (Bloodline abyssal)
Before Combat Each morning, the scion of the pit casts extended mage armor. If it knows it is about to engage in battle, it casts bull’s strength upon itself.
Base Statistics Without bull’s strength and mage armor, the scion of the pit’s statistics are AC 17, touch 15, flat-footed 12; Melee +1 human-bane quarterstaff +9 (1d6+5) or mwk cold iron dagger +9 (1d4+3/19-20); Ranged dart +10 (1d4+3); Special Attacks claws (2, 1d6+3, treated as magic weapons, 8 rounds/day); Str 16; CMB +8; CMD 23.
Spell-Like Abilities (CL 10th; concentration +14)
1/day—darkness
During Combat The scion of the pit first casts summon monster IV to conjure a fiendish grizzly bear enhanced with Augment Summoning and bloodline arcana. It uses Elemental Spell to cast electricity fireball or scorching ray to injure multiple opponents at once. It casts stinking cloud to force enemies to move where it wants and to obscure vision. It tries to avoid melee, but if forced, it will cast hellmouth lash. It saves a 3rd-level spell slot for fly in case escape is necessary.
Str 20, Dex 20, Con 18, Int 14, Wis 16, Cha 18
Base Atk +5; CMB +10; CMD 25
Feats Augment Summoning, Elemental Spell (Electricity), Eschew Materials, Expanded Fiendish Resistance (Acid), Extend Spell, Spell Focus (Conjuration, Evocation)
Skills Bluff +14, Craft (alchemy) +9, Fly +13, Intimidate +12, Knowledge (arcana, the planes) +11, Spellcraft +11, Stealth +7, Use Magic Device +12
Languages Abyssal, Common, Draconic, Elven
SQ bloodline arcana (summoned creatures gain DR 4/good), fiendish sorcery, strength of the Abyss
Gear potion of cure moderate wounds, potion of invisibility, potions of protection from good (5), wand of lightning bolts (10 charges), alchemist’s fire (3), smokesticks (3)
Other Gear +1 human-bane quarterstaff, darts (10), masterwork cold iron dagger, cloak of resistance +1, bandolier, 5 sp
Descended from a powerful demon bloodline, the scion of the pit cuts a fearsome swathe through the  room with its red and black robes and ebony staff topped with a glowing human skull. It sees the Abyss as its future and arrogantly believes its heritage is proof of its right to power. It seeks everyone  opportunity to advance its station and power with the ultimate goal of ruling its own domain in the deadly Abyss. The scion uses its power to ensure allies win key decisive battles but rarely sticks around to place itself in danger. It favors flying in to unleash area of effect spells and enhance allies before fleeing the scene to let minions do the work.

Ludevic of Ulm

Ludevic of Ulm
CR 10                                                                                                       XP: 9,600
Male human necromancer 11
N Medium humanoid (human)
Init +5; Senses darkvision 60 ft., see invisibility; Perception +4
AC 16, touch 11, flat-footed 15 (+4 armor, +1 natural, +1 Dex)
HP 82 (11d6+44)
Fort +10, Ref +6, Will +12
Resist fire 30
Speed 30 ft.
Melee mwk dagger +6 (1d4/19-20)
Special Attacks channel negative energy (DC 17, 8/day)
Spell-Like Abilities (CL 11th) 8/day—grave touch (5 rounds)
Necromancer Spells Prepared (CL 11st)
  6th-—Create Undead, Eyebite (DC 23)
  5th-—Baleful Polymorph (DC 20), Magic Jar (DC 22), Teleport, Waves of Fatigue
  4th-—Animate Dead, Enervation, Fear (DC 21), Solid Fog, Wall of Fire
  3rd-—Blink, Fireball (DC 18), Fly, Ray of Exhaustion (DC 20), Vampiric Touch (2)
  2nd-—Blindness/Deafness (DC 19), False Life, Resist Energy, See Invisibility, Scare (DC 19), Scorching Ray
  1st-—Alarm, Burning Hands (DC 16), Cause Fear (DC 18), Detect Undead, Expeditious Retreat, Mage Armor, Magic Missile
  0th-—Bleed (DC 17), Detect Magic, Read Magic, Touch of Fatigue (DC 17), Opposition Schools Enchantment, Illusion
Before Combat The wizard casts mage armor, false life, resist energy (fire), and see invisibility.
Without false life, mage armor, resist energy, and see invisibility, the wizard's statistics are Senses darkvision 60 ft.; AC 12, touch 11, flat-footed 11; hp 85; Resist none.
During Combat Combat the wizard casts solid fog on a group of enemies, then casts wall of fire in a circle (focused inward) around the solid fog. As opponents leave the fog, he attacks them directly with eyebite and enervation. He might cast fear to drive opponents through the wall of fire, or cast fireball on a group of opponents grouped together.
Str 10, Dex 12, Con 16, Int 20, Wis 8, Cha 14
Base Atk +5; CMB +5; CMD 16
Feats Brew Potion, Combat Casting, Command Undead, Craft Wondrous Item, Greater Spell Focus (Necromancy), Improved Channel, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (Necromancy), Toughness
Skills Craft (alchemy) +19, Craft (constructs) +19, Fly +5, Heal +4, Intimidate +7, Knowledge (arcana) +19, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, the planes) +13, Knowledge (religion) +18, Perception +4, Spellcraft +19
Languages Aklo, Common, Dwarven, Elven, Goblin, Infernal
SQ arcane bond (rat), life sight (10 feet, 11 rounds/day)
Gear Gear potions of cure moderate wounds (2), potion of displacement, potion of invisibility, robe of bones
Other Gear masterwork dagger, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, goggles of night, headband of vast intelligence +2, spellbook, crystal for magic jar (worth 100 gp), onyx gems (worth 300 gp), 623 gp
The undead creator dispassionately crafts unlife out of dead flesh and bone
Ludevic of Ulm is a wheezing and reclusive necro-alchemist, and the most influential of Innistrad's merchants.
Ludevic lives in Havengul. In his veritable studies of necro-alchemy, Ludevic aims for more than simply the creation of skaabs or true life, like so many of his colleagues. Instead, he also aims to understand the horror his creations inspire. Some think that Ludevic's consumption of potions and inhalation of toxic vapors has left him no choice but to abandon his experiments, leaving him to devote his sizeable intellect to the problem of making himself and his partners filthy rich. However, he has taken young Geralf Cecani under his wing and trains him in the arts of necro-alchemy.

Holy Justiciar, Trothera the Just

Holy Justiciar, Trothera the Just
CR 10                                                                                                                XP: 9,600
Female human cleric of Sarenrae 7/sacred exorcist 3
LG Medium humanoid (human)
Init +3; Senses Perception +8
AC 22, touch 9, flat-footed 22 (-1 Dex, +13 armor)
HP 65 (7d8+3d8+20)
Fort +9, Ref +7, Will +13
Speed 20 ft.
Melee +9/+4 melee (1d8+1, +1 heavy mace)
Ranged +7 ranged (1d8/19–20, masterwork light crossbow)
Special Attacks Spells
Spells Prepared (CL 10th)
  0th-Detect Magic (x3), Light, Read Magic, and Resistance
  1st-Command, Divine Favor, Obscuring Mist, Protection from Evil (D), Sanctuary, Shield of Faith
  2nd-Bears Endurance, Heat Metal (D), Hold Person, Lesser Restoration, Silence, Spiritual Weapon
  3rd-Blindness/Deafness, Daylight, Dispel Magic, Searing Light (D), Summon Monster III
  4th-Air Walk, Dimensional Anchor, Dismissal, Divine Power, Holy Smite (D)
  5th-Dispel Evil (D), Flame Strike, Raise Dead (D Domain spell Domains Good cast good spells at +1 caster level, Sun greater turning against undead 1/day)
Str 10, Dex 8, Con 14, Int 13, Wis 19, Cha 12
Base Atk +7; CMB +7; CMD 16
Feats Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Penetration, Weapon Focus (Heavy Mace)
Skills Heal +11, Intimidate +5, Knowledge (planes) +11, Knowledge (religion) +8, Perception +8, Spellcraft +14
SQ chosen foe (evil outsiders), detect evil, exorcism, resist possession, turn undead 4/day (+4, 2d6+11, 10th);
Chosen Foe (Ex) Trothera gains a +1 competence bonus on Bluff, Intimidate, Listen, Sense Motive, and Spot skill checks against evil outsiders, as well as a +1 bonus on caster level checks to overcome their spell resistance.
Detect Evil (Sp) At will, Trothera can use detect evil, as the spell.
Exorcism (Su) As a full-round action, Trothera can force a possessing creature out of the body it inhabits. To exorcise a possessing creature, she must make a level check (1d20+11) against a DC of 10 + the possessing creature’s HD + its Cha bonus (if any). If she equals or exceeds the DC, she forces the possessor out of the body. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.
Resist Possession (Ex) Trothera receives a +4 sacred bonus on her saving throws against magic jar spells or similar abilities (including a ghost’s malevolence ability), and a +2 sacred bonus on dispel checks made to dispel such effects. She also gets a +2 sacred bonus on her saving throws against all charm and compulsion spells and effects cast by evil outsiders or undead.
Spells (Ex) (6/6/6/5/5/3; save DC 14 + spell level)
Source: MTG Avacyn Restored cd 25

Corrupting Aspect of Pazuzu

Not the full demon lord just what it sends out when its pissed.

Corrupting Aspect of Pazuzu
CR 10                                                                                                     XP: 9,600
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft. see invisibility; Perception +31
AC 28, touch 19, flat-footed 20 (+9 natural, +1 dodge, +7 Dex)
HP 11 1d8+6
Fort +6, Ref +7, Will +5
DR 5/epic; Immune electricity and poison; SR 23; Resist acid 10, cold 10, fire 10
Speed 30 ft., fly 60 ft. (perfect)
Melee +3 unholy falchion +20/+15/+10 (2d4+7/15‐20) 2 talons +14 (1d4+4)
Ranged mwk composite shortbow (range 70 ft.) +21/+16/+10 (1d6+3)
Special Attacks breath weapon, consuming rage; Attack Options Dazzling Display, Sickening Critical, Staggering Critical (DC 23)
Str 16, Dex 24, Con 23, Int 18, Wis 20, Cha 22
Base Atk +13; CMB +16; CMD 34
Feats Critical Focus, Dazzling Display, Dodge, Improved Critical, Sickening Critical, Staggering Critical, Weapon Focus (falchion)
Skills Bluff +22, Diplomacy +22, Disguise +22, Fly +38, Intimidate +22, Knowledge (arcana) +20, Knowledge (planes) +20, Knowledge (religion) +20, Perception +31, Sense Motive +26, Stealth +29
Languages Abyssal, Celestial, Common, Halfling, Sylvan, telepathy 100 ft.
Gear Gear 20 arrows
Breath Weapon (Su) 1/day, 30‐ft. cone, 10d6 acid damage, Reflex DC 22 halves. This save is constitution based.
Consuming Rage (Sp) 1/day, casts rage as the spell (CL 10th).
Evil and charisma radiates like heat from this demon that possesses the body of a tall and powerfully built man with the head of a hawk.Four great wings with a span twice his height spread out behind him. Instead of feet, he has cruel bird talons  that continually clench as if they wish to seize the world and squeeze all the goodness from it.

Ancient of the Equinox

Ancient of the Equinox
CR 10                                                                                                            XP: 9,600
NG Huge plant (treefolk)
Init -1; Senses low-light vision; Perception +14
AC 22, touch 7, flat-footed 22 (-2 size, +15 natural, -1 Dex)
HP 126 (12d8+72)
Fort +14, Ref +3, Will +11
Defensive Abilities plant traits; DR 15/adamantine and slashing; Immune fire, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun.
Speed 30 ft.
Melee 2 slams +20 (2d6+10/19–20) Ranged rock +9 (2d6+15)
Space 15 ft., Reach 15 ft.
Special Attacks double damage against objects, rock throwing (180 ft.), trample (2d6+13, DC 26)
During Combat The treants throw rocks as they approach the PCs, then use slam attacks with Power Attack.
Morale The treants fight to the death.
Str 31, Dex 8, Con 22, Int 12, Wis 16, Cha 12
Base Atk +9; CMB +21; CMD 30
Feats Alertness, Improved Critical (Slam), Improved Sunder, Iron Will, Power Attack, Weapon Focus (Slam)
Skills Diplomacy +9, Intimidate +9, Knowledge (nature) +9, Perception +14, Sense Motive +11, Stealth -9
  Racial Modifiers +16 Stealth in forests
Languages Common, Sylvan, Treant
SQ animate trees, treespeech
This animated tree's bark is knotted into vaguely humanoid features, with branches for arms and roots for legs.
Source: MTG Shadows over Innistrad cd 194b

Thanatos

Thanatos
CR 12 XP: 19,200
NE Large undead (aquatic)
Init -1; Senses Blindsense, Darkvision 60 ft., Keen Scent, Low-light Vision; Perception +19
AC 16, touch 8, flat-footed 16 (-1 size, +8 natural, -1 Dex)
HP 65 (10d12); fast healing 3
Fort +3, Ref +2, Will +12
DR 5/magic; Immune Cold and Electricity
Speed 30 ft., swim 40 ft.
Melee bite +11 (1d8+7 plus energy drain)
Space 10 ft., Reach 15 ft.
Special Attacks Energy Drain, Improved Grab, Shallow Whole
During Combat A thanatos is not a subtle foe. Drawn by the scent of life, it angrily seeks to devour any creature that crosses its path.
Str 24, Dex 8, Con -, Int 1, Wis 16, Cha 10
Base Atk +5; CMB +13; CMD 22
Feats Improved Natural Attack (Bite), Iron Will, Power Attack, Weapon Focus (Bite)
Skills Perception +19, Survival +15
  Racial Modifiers + 8 to swim
SQ Undead Traits, Vile Luminescence
Environment any aquatic
Organization Solitary
Treasure Standard — Thanatos generally lair around shipwrecks and other coastal disasters where the aura of death and despair is strongest. Not that the creatures derive any sustenance off these areas; just that they are more comfortable in these areas. The treasure list given here represents the more common thanatos, the Large size:
Black pearl (x6) [500 gp each]
Masterwork rapier (x2) [320 gp each]
Potion of water breathing [750 gp]
Cloak of resistance +1 [1,000 gp]
Horn of fog [2,000 gp]
4,000 sp
2,010 gp
Blindsense (Ex) A thanatos can locate creatures underwater within a 30-ft. radius. This ability only works when the thanatos is underwater.
Energy Drain (Su) Living creatures struck by the bite of a thanatos gain one negative level; if the thanatos is gargantuan or larger, this is increased to two negative levels. The save DC to remove the negative level is 15 for a Large thanatos and 22 for a Gargantuan thanatos; these saves are Charisma-based. For each such negative level bestowed, the thanatos gains 5 temporary hit points. Living creatures killed by this energy drain rise in 1d4 rounds as zombies. These zombies are not under control of the thanatos, but do not attack the dead fish; they either attack the nearest living creature or simply swim off into the depths.
Improved Grab (Ex) When a thanatos hits a creature with its bite attack, it can deal normal damage and attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. If it wins the grapple check, the thanatos establishes a hold and can try to swallow the victim on the following round. This ability can only be used on creatures that are at least one size category smaller than the dead fish.
Keen Scent (Ex) A thanatos can notice creatures by scent in a 360-foot radius and can detect blood in the water at a range of up to 5 miles.
Swallow Whole (Ex) A thanatos can swallow a grabbed opponent that is at least two sizes smaller by making a successful grapple check. The swallowed creature takes 2d6 bludgeoning damage and loses 1d4 Strength each round he remains within the stomach of the thanatos. He can cut his way free by using a light slashing or piercing weapon to inflict a total of 25 points of damage on the thanatos, but the fast healing ability of the creature counts against this. The fast healing ability quickly seals any exit, and each swallowed victim must cut his own way out. A Large thanatos can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller creatures in its stomach. A Gargantuan thanatos can swallow 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents. The gullet of a thanatos has one other unusually property. Incorporeal and ethereal creatures cannot escape from the stomach of the thanatos; the flesh of the monster has the same effect as an object enchanted with the ghost touch ability.
Vile Luminescence (Su) A thanatos gives off an eerie, pale glow. At night, this can allow enemies to see the thanatos approaching them far away (+8 to Spot checks). However, this ghostly glow has a useful function; it duplicates the effects of the spell unhallow in a 40-foot radius surrounding the thanatos. This also duplicates the effects of a magic circle against good, gives all checks to turn undead a -4 penalty, and gives all checks to rebuke undead a +4 bonus.
This whale of a fish stinks like the carrion which clings from its enormous teeth. It bears fins and flippers of bleached bone, solid blue eyes, and a vibrant orange glow across its gray-skinned body.
Spawned by evil, the thanatos is a great undead fish which exists only to spread that evil. As often as great wars tear apart the land, there are just as many that wage across the ocean depths. Thanatos are one of the earliest attempted at an aquatic doomsday weapon. Created by ancient magic held by sahuagin clerics, the gargantuan versions of these undead fish were sent against all good-aligned aquatic creatures, slaying hundred if not thousands of souls before the assault was countered. And while the sahuagin were obviously unsuccessful in their bid for total domination, dozens of gargantuan thanatos remain today as a chilling reminder of that time; warning all aquatic races that not all stories of the past are fiction.
The sahuagin have no direct method of creating more thanatos in modern times, but secret rituals known only to the high clerics enable those who can find a thanatos to command it. Other rituals allow the mutation of whales into large thanatos, but not gargantuan ones.
In Your Campaign
Like a few other undead creatures, thanatos remnants can provide some useful magical components. If a craftsman possesses thanatos teeth, he can create a life drinker axe or nine lives stealer without needing to cast finger of death or enervation. The scales of a thanatos allow the wizard to create ghost touch armor and shields without needing to cast etherealness. Of course, it can be hard to recover scales and teeth from the corpse of a thanatos, as it sinks to the bottom of the sea as soon as it is destroyed. A mission to recover the teeth from the corpse of a thanatos can be a challenging salvage operation for the PCs.
A finger-stall carved from a tooth of a thanatos adds +2 to the damage the wearer can cause with chill touch and similar necromantic spells.
If a character is unfamiliar with certain necromantic rituals, he can craft a small rod out of the tooth of a gargantuan thanatos. Used an additional arcane focus, this can enhance the effect of certain spells such as animate dead (add +2 caster level), chill touch (add +2 to damage rolls), energy drain (add +1 negative level), enervation (add +1 negative level), and ray of enfeeblement (add +1 Strength drain).
Thanatos, Greater
CR 19 XP: 204,800
NE Gargantuan undead (aquatic)
Init -1; Senses Blindsense, Darkvision 60 ft., Keen Scent, Low-light Vision; Perception +34
AC 21, touch 5, flat-footed 21 (-4 size, +16 natural, -1 Dex)
HP 262 (25d20); fast healing 5
Fort +7, Ref +6, Will +19
DR 10/magic; Immune Cold and Electricity
Speed 30 ft., 80 ft.
Melee bite +23 (4d6+17 plus energy drain)
Space 20 ft., Reach 15 ft.
Special Attacks Energy Drain, Improved Grab, Shallow Whole
During Combat A thanatos is not a subtle foe. Drawn by the scent of life, it angrily seeks to devour any creature that crosses its path.
Str 38, Dex 8, Con -, Int 1, Wis 16, Cha 10
Base Atk +12; CMB +30; CMD 39
Feats Improved Natural Attack (Bite), Iron Will, Power Attack, Toughness (x5), Weapon Focus (Bite)
Skills Perception +34, Survival +15
  Racial Modifiers + 8 to swim
SQ Undead Traits, Vile Luminescence