Tuesday, February 26, 2019

Midnight Queen Banshee

Midnight Queen Banshee
CR 20                                                                                                                 XP: 307,200
Female advanced banshee
CE Medium undead (incorporeal)
Init +15; Senses darkvision 60 ft., hear heartbeat; Perception +31
AC 29, touch 29, flat-footed 17 (+7 deflection, +11 Dex, +1 dodge)
HP 351 (26d12+182)
Fort +15, Ref +21, Will +22
Defensive Abilities incorporeal; Immune undead traits; Weaknesses sunlight powerlessness
Speed fly 60 ft. (perfect)
Melee incorporeal touch +30 (14d6 negative energy plus terror)
Space 5 ft., Reach 5 ft.
Special Attacks great wail (DC 32 Fort), terror (DC 32 Will)
Str -, Dex 32, Con -, Int 18, Wis 20, Cha 25
Base Atk +19; CMB +30; CMD 48
Feats Ability Focus (terror, wail), Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Step Up, Weapon Focus (melee touch attack), Wind Stance
Skills Bluff +20, Diplomacy +20, Fly +40, Knowledge (geography) +20, Knowledge (history) +30, Knowledge (local) +19, Knowledge (nature, planes) +10, Knowledge (religion) +22, Perception +31, Sense Motive +30, Spellcraft +13, Stealth +26
Languages Abyssal, Aklo, Celestial, Common, Elven, Infernal
Environment  any
Organization solitary
Treasure standard
Hear Heartbeat (Ex) A banshee can sense the beating hearts of living creatures within 60 feet, as if it had the blindsight ability.
Terror (Su) A creature damaged by the banshee’s touch attack must make a DC 32 Will save. Failure means that the victim cowers in fear for 1d3 rounds. If a target is protected against fear by a dispellable effect (such as heroes’ feast or mind blank), the banshee’s touch attempts to dispel one such effect with greater dispel magic (CL 20th). Negative energy damage caused by a banshee’s touch can only harm the living; it cannot heal undead. This is a mind-affecting fear effect. The save DC is Charisma-based
Great Wail (Su) Once per round, a queen banshee may wail as a full-round action. The wail lasts until the beginning of her next turn. All creatures within 40 feet of the banshee when she begins her wail, as well as all creatures that end their turn within that radius, must make a DC 32 Fortitude save. (This save is only required once per wail.) Creatures under the effects of a fear effect take a –4 penalty on this save. Creatures that make their save are sickened for 1d6 rounds. Those that fail take 200 points of damage (as if affected by a CL 20th wail of the banshee). If a wailing banshee is damaged during a wail, she must make a Will save (DC 5 + damage taken) to maintain the wail; otherwise it ends. This is a sonic death effect. Banshee wails are supernaturally powerful, and penetrate the effect of any spell of 3rd level or lower that creates silence. The save DC is Charisma-based.
This beautiful, ghostly elven woman glides through the air, her long hair flowing around a face knotted into a mask of rage.
A banshee is the enraged spirit of an elven woman who either betrayed those she loved or was herself betrayed.  Maddened by grief, a banshee visits her vengeance on all living creatures-innocent or guilty-with her fearsome touch and deadly wails.

Duke Hackmore

Duke Hackmore
CR 12                                                                                                           XP: 19,200
Male demonic knight The Tome of Horrors Complete 193
CE Medium outsider (chaotic, evil, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +26
Aura fear (30 ft., DC 18)
AC 32, touch 15, flat-footed 31 (+8 armor, +9 natural, +4 deflection, +1 Dex)
HP 94 (9d10+45)
Fort +11, Ref +4, Will +10
DR 10 cold iron or magic; SR 23
Speed 20 ft.
Melee +1 anarchic longsword +17/+12 (1d8+7/19–20), slam +10 (1d6+3) or 2 slams +15 (1d6+6)
Special Attacks  breath of unlife, create spawn
Spell-Like Abilities (CL 20th) At will—detect magic, see invisibility, wall of ice (DC 18) 2/day—dispel magic 1/day—fireball (DC 17), symbol of pain (DC 19), symbol of fear (DC 20), summon (level 9, 1d4 shadow demons, 1 vrock or marilith, 2 glabrezus or hezrous 50%)
Str 22, Dex 13, Con 20, Int 18, Wis 18, Cha 18
Base Atk +9; CMB +15; CMD 30
Feats Alertness, Blind-Fight, Cleave, Power Attack, Weapon Focus (longsword)
Skills Bluff +16, Climb +12, Diplomacy +16, Intimidate +16, Knowledge (planes) +16, Perception +26, Sense Motive +18, Stealth +71, Survival +16
  Racial Modifiers +8 Perception
Languages Abyssal, Common
Gear masterwork half-plate, +1 anarchic longsword
Environment any (Abyss)
Organization solitary or troupe (demonic knight plus 2–4 shadow demons)
Treasure standard
Breath of Unlife (Su) Once every 1d4 rounds, the demonic knight can exhale a blast of negative energy in a 10-foot cone. Creatures in the area must succeed on a DC 20 Reflex save or take 2d4 points of Strength damage. A creature reduced to Strength 0 by a demonic knight dies. The save DC is Constitution-based.
Create Spawn (Su) Any humanoid slain by a demonic knight’s breath of unlife becomes a shadow demon in 2d4 rounds. Spawn are under the command of the demonic knight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
A demonic knight appears as a 6-foot tall humanoid dressed in black iron half-plate armor. Its head is completely hidden beneath a helmet that it never removes. A black iron longsword is slung at its hip. Some demonic knights don capes and other decorations as a badge of station. It is unknown exactly how many demonic knights exist, but they are believed to number no more than nine.
Copyright Notice Author Scott Greene.

Knem Koth

Knem Koth
CR 24                                                                                                             XP: 1,228,800
NE Huge outsider
Init +5; Senses Senses darkvision 120 ft., detect good, detect thoughts, true seeing; Perception +9
Aura deeper darkness (20 ft., as the spell)
AC 39, touch 22, flat-footed 34 (-2 size, +17 natural, +9 dodge, +5 Dex)
HP 573 (31d12+372); regeneration 30
Fort +29, Ref +22, Will +21
Defensive Abilities freedom of movement, rock catching, shadow blend; DR 20/epic and good; Immune ability damage, ability drain, charm and compulsion effects, death effects, energy drain, petrification, poison; SR 35; Resist acid 20, cold 20, electricity 20, fire 20
Speed 40 ft.
Melee slam +44 (2d8+15 plus 2d6 Str damage), tentacle +39 (4d8+7 plus 2d6 Str damage plus grab)
Space 15 ft., Reach 15 ft.
Special Attacks constrict (4d6+7), create spawn, strength damage
Spell-Like Abilities (CL 24th; melee touch +40, ranged touch +35) Constant—detect good, detect thoughts (DC 19), freedom of movement, true seeing At will—astral projection, control winds, greater dispel magic, greater teleport, shadow walk (DC 23), shapechange 3/day—enervation, geas/quest, power word kill, power word stun, shadow conjuration (DC 21), shadow evocation (DC 22), wall of shadow (as wall of stone, but made of shadowstuff) 1/day— greater shadow conjuration (DC 24), greater shadow evocation (DC 25), shades (DC 26), summon (level 9, 36 HD worth of shadows, greater shadows, or shadow creatures or 2d8 shadow giants 100%)
Str 41, Dex 21, Con 35, Int 25, Wis 29, Cha 25
Base Atk +31; CMB +48; CMD 72
Languages Auran, Celestial, Common, Giant; telepathy 120 ft.
Environment Plane of Shadow
Organization solitary (unique)
Treasure triple
Command Shadow Creatures (Su) Knem Koth can command shadow creatures (those native to the Plane of Shadow, those with the Shadow Creature template, shadows, and greater shadows) via telepathy or by speaking to the creature. The creature can make a DC 32 Will save to resist. This functions like mass suggestion but can affect mindless creatures. Knem Koth can suggest obviously harmful or suicidal acts (though nonmindless creatures gain a +10 bonus on their saving throws against these suggestions). The commanded course of activity can have a duration of up to 1 hour. If Knem Koth issues a new command to a creature, the previous command is discarded. Once a creature succeeds at its save against this effect, it is immune to further commands from Knem Koth for one day. The save DC is Charisma-based.
Create Spawn (Su) A living creature slain by Knem Koth becomes a shadow or greater shadow in 1d4 rounds. These spawn are under the command of Knem Koth and remain so until he is destroyed. They do not possess any of the abilities they had in life.
Shadow Blend (Su) In any illumination other than bright light, Knem Koth blends into the shadows, giving it concealment (20% miss chance). Knem Koth can suspend or resume this ability as a free action.
Shadow Mastery (Su) Any shadow, greater shadow, creature native to the Plane of Shadow, or creature with the Shadow Creature template that attempts to attack Knem Koth with a melee attack must succeed on a DC 32 Will save. If the save fails, the creature cannot attack Knem Koth for 1d4 rounds. Once a creature succeeds on its save, it is immune to this ability for one day. The save DC is Charisma-based.
Strength Damage (Su) Knem Koth’s slam attack and tentacle attack as well as any melee weapon attacks deals 2d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.