Saturday, February 23, 2019

Archdemon of Greed

Varuna, Archdemon of Greed
CR 18                                                                                                            XP: 153,600
Male incubus fighter 11
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., detect good, telepathy 100 ft.; Perception +21
AC 19, touch 12, flat-footed 17 (+7 natural, +2 Dex)
HP 211 (8d10+11d10+95)
Fort +145, Ref +12, Will +13
Defensive Abilities Will +16 against fear, bravery +3, ring of evasion; DR 10/cold iron or good; Immune electricity, fire, poison; SR 18; Resist acid 10, cold 10
Speed 30 ft., fly 50 ft. (average)
Melee +2 flaming greatsword +28/+23/+18/+13 (2d6+14/17-20)  or 2 claws +23/+18 (1d6+4)
Ranged touch +22 (by spell)
Special Attacks energy drain, profane gift
Spell-Like Abilities Spell-Like Abilities (CL 12th; concentration +20) Constant—detect good, tongues At will—charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch 1/day—dominate person (DC 23), summon (level 3, 1 babau 50%)
During Combat Varuna engages any armored foes, and attempts to keep them away from Morwenna. If he cannot make a full attack, Varuna uses Greater Vital Strike to maximize destruction. If Varuna scores a critical hit, he favors Bleeding Critical first, then Stunning Critical if possible.
Morale Varuna fights to the death to save Morwenna. If she is defeated before Varuna, he attempts to flee.
Str 16, Dex 14, Con 20, Int 16, Wis 12, Cha 26
Base Atk +19; CMB +22; CMD 34
Feats Agile Maneuvers, Bleeding Critical, Combat Reflexes, Critical Focus, Greater Vital Strike, Greater Weapon Focus (Longsword), Greater Weapon Specialization (Longsword), Improved Critical (Longsword), Improved Vital Strike, Iron Will, Staggering Critical, Stunning Critical, Vital Strike, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Skills Acrobatics +12, Bluff +36, Diplomacy +19, Disguise +19, Escape Artist +19, Fly +22, Intimidate +16, Knowledge (local) +15, Perception +21, Sense Motive +21, Stealth +22
  Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SQ armor training 3, change shape (alter self, Small or Medium humanoid), weapon training (heavy blades +2, natural +1)
Gear ring of evasion
Other Gear +2 flaming greatsword
Energy Drain (Su) An incubus drains energy from a mortal he lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the incubus can use this ability. The incubi’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the incubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) Once per day as a full-round action, an incubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of their choice. A single creature may have no more than one profane gift from an incubus at a time. As long as the profane gift persists, the incubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The incubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
This horned demon has gray skin and is powerfully built, with huge bat-like wings. It has two bullish horns attached at the top of its skull that curve back towards it shoulder.

Priest

Jonas Firestorm, Priest of Torag
CR 5                                                                                                              XP: 1,600
Male human cleric of Torag 5
LG Medium humanoid (human)
Init +0; Senses Perception +4
AC 17, touch 12, flat-footed 17 (+5 armor, +2 deflection)
HP 40 (5d8+15)
Fort +7, Ref +1, Will +8
Speed 20 ft.
Melee mwk heavy mace +6 (1d8+2)
Special Attacks channel positive energy (4/day, 3d6, DC 13)
Spells Prepared (CL 5th)
  3rd-Create Food and Water, Magic Circle Against Chaos (D), Remove Disease
  2nd-Align Weapon (good D), Bears Endurance, Consecrate, Silence
  1st-Bless, Bless Water, Deathwatch, Protection from Evil (D), Sanctuary
  0th-Cure Minor Wounds, Detect Magic, Read Magic, Resistance (D domain spell)
Domain: Good, Law
Str 14, Dex 10, Con 16, Int 9, Wis 19, Cha 12
Base Atk +3; CMB +5; CMD 17
Feats Combat Casting, Weapon Focus (heavy mace)
Skills Heal +9, Knowledge (religion) +5, Sense Motive +10, Spellcraft +4
Languages Common
SQ touch of good (+2, 6/day), touch of law (6/day
Gear wand of cure light wounds (10 charges, CL 5)
Other Gear Masterwork heavy mace, chainmail, heavy steel shield