Saturday, March 16, 2019

The God of Revels

Xenagos, God of Revels









CR 45                                                                                                            XP: 1,677,721,600
CN Colossal outsider (devil, extraplanar, chaotic, cosmic)
Init +7; Senses Blindsight 100 ft., darkvision 120 ft., scent, telepathy 1000 ft., detect magic, detect good, detect thoughts; Perception +60
Aura fire (5 ft., 1d6 fire plus 1d6 unholy damage)
AC 71, touch 21, flat-footed 68 (-8 size, +50 natural, +16 deflection, +3 Dex)
HP 1525 (50d20+1000); fast healing 20, regeneration 20
Fort +47, Ref +38, Will +37
DR 50/greater epic, major axiomatic, and adamantine, 10/-; Immune fire, poison; SR 55; Resist acid 40, cold 40, electricity 40, and fire 40
Speed 80 ft., fly 250 ft. (clumsy)
Melee Bite +100 (4d8+55) gore +100 (4d8+42) 2 slams +100 (2d8+42) 2 clawed wings +100 (2d6+42) tail bite +100 (3d6+42)
Space 30 ft., Reach 20 ft.
Special Attacks Breath weapon, frightful presence, improved grab, psi-like abilities, spell-like abilities, swallow whole
Spell-Like Abilities (CL 20th) Constant— detect magic, detect good, detect thoughts (DC 22) At will—animate dead, blasphemy (DC 27), discern location, fireball (DC 23 half), greater dispel magic, greater teleport (self plus 50 pounds of objects only), improved invisibility (self only), magic circle against good (DC 23), locate creature, polymorph (self only), produce flame (DC 22), pyrotechnics (DC 22), resurrection, scorching ray, suggestion (DC 23), true seeing (DC 26), unhallow, unholy aura (DC 28), wall of fire 3/day—summon (level 9, 2 barbed devils, bone devils or horned devils, 1d4 bearded devils or hellstokers, or 1d2 pit fiends 100%) 1/day—limited wish, power word kill, symbol of fear (DC 26), symbol of weakness (DC 27)
Spells Known (CL 20th)
  9th (7/day)-Energy Drain (DC 29), Prismatic Sphere (DC 29), Wail of the Banshee (DC 29)
  8th (7/day)-Binding (DC 28), Sunburst (DC 28), Trap the Soul (DC 28)
  7th (7/day)-Delayed Blast Fireball (DC 27), Finger of Death (DC 27), Waves of Exhaustion
  6th (8/day)-Greater Dispel Magic, Chain Lightning (DC 26), Planar Binding (DC 26)
  5th (8/day)-Baleful Polymorph (DC 25), Break Enchantment, Cloudkill (DC 25), Dismissal (DC 25)
  4th (8/day)-Crushing Despair (DC 24), Dimensional Anchor, Enervation, Phantasmal Killer (DC 24)
  3rd (8/day)-Daylight, Deep Slumber (DC 23), Haste (DC 23), Nondetection (DC 23)
  2nd (9/day)-Arcane Lock, Gust of Wind (DC 22), Misdirection (DC 22), Shatter (DC 22), Spider Climb
  1st (9/day)-Cause Fear (DC 21), Charm Person (DC 21), Disguise Self, Hypnotism (DC 21), Ray of Enfeeblement
  0th-Acid Splash, Arcane Mark, Daze (DC 20), Dancing Lights, Ghost Sound, Ray of Frost, Read Magic, Resistance, Touch of Fatigue (DC 20)
Before Combat Xenagos' natural weapons are treated as greater epic, major chaotic, and adamantine weapons for the purposes of overcoming damage reduction and hardness.
During Combat When Xenagos is at full hit points, he gains 10 temporary hit points each round. These temporary hit points stack with each other, but not with other sources. Xenagos can gain a maximum of 1,500 temporary hit points in this fashion.
When Xenagos has temporary hit points, he can substitute them to negate ability damage, ability drain, and negative levels. By sacrificing 3 temporary hit points, Xenagos can negate 1 point of ability damage. By sacrificing 5 temporary hit points, Xenagos can negate 1 negative level. By sacrificing 7 temporary hit points, Xenagos can negate 1 point of ability drain.
Str 60, Dex 16, Con 50, Int 22, Wis 30, Cha 42
Base Atk +50; CMB +83; CMD 112
Feats Charge Through, Combat Reflexes, Epic Inspiration, Epic Prowess, Epic Toughness, Epic Warcry, Improved Grapple, Improved Initiative, Legendary Tracker, Lightning Reflexes, Multiattack, Power Attack (X 3)
Skills Acrobatics +45, Diplomacy +38, Intimidate +66, Knowledge (arcana) +56, Knowledge (dungeoneering) +36, Knowledge (geography) +36, Knowledge (history) +36, Knowledge (local) +26, Knowledge (nature) +52, Knowledge (nobility) +26, Knowledge (planes) +56, Knowledge (religion) +36, Perception +60, Sense Motive +50, Spellcraft +50, Survival +60, Swim +45
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Giant, Ignan, Infernal, Terran; telepathy 100 ft.
SQ Blindsight 100 ft., damage reduction 50/greater epic, major axiomatic, and adamantine, damage reduction 10/-, darkvision, fast healing 20, invincible, rapid restoration, regeneration 20, resistance to acid 40, cold 40, electricity 40, and fire 40, scent, spell/power resistance 55, telepathy 1000 ft.
Gear Hellstorm: Xenogos’s unique weapon, Hellstorm, which is what Lucifer’s son is named after. It is a Large +4 unholy flaming burst falchion.
Environment any (Infernus)
Organization solitary or troupe (Xenogos plus 1–2 pit fiends)
Treasure None
Breath Weapon (Su) Every 1d4 rounds. 160 ft long 10 ft wide Line. 15d12 anarchic and 15d12 divine. Reflex DC 53 to half anarchic damage. The save DC is Constitution-based.
Frightul Presence (Ex) Xenagos can inspire terror by charging or attacking. Affected creatures must succeed on a DC 51 Will save or become shaken, remaining in that condition as long as they remain with 100 feet of Xenagos and for 5d6 rounds afterwards. Xenagos ignores immunity to fear. The save DC is Charisma-based
Improved Grab (Ex) To use this ability, Xenagos must hit a Huge or smaller opponent with its bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can try to swallow the foe the following round.
Swallow Whole () Xenagos can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 2d8+9 points of acid damage plus 2d8+8 points of divine damage per round from Xenagos’ digestive system. A swallowed creature can cut its way out by dealing 50 points of damage to Xenagos’ digestive tract (AC 60). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Xenagos’ gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
Invincible (Ex) When Xenagos is reduced to 150 hit points or less, Xenagos gains the following special qualities: Damage reduction 50/-, immunity to acid, cold, electricity, and fire, power/spell resistance 75, resistance to divine 20 and sonic 40. He also gains a +4 morale bonus on saving throws. These changes stay in effect until Xenagos heals above 150 hit points.
Cosmic Entity () Xenagos has a +10 bonus on rank checks. He has a further +10 bonus on defensive rank checks.
Rapid Restoration (Ex) Xenagos has fast healing 20. He loses 1d4 negative levels per round, and does not die if his negative levels surpass his hit dice. He heals 1d4 point of ability damage from each ability score per minute, and 1d4 point of ability drain from each ability score per hour. Xenagos does not die if his Constitution score is reduced to 0, though he is helpless until his score increases to 1. Xenagos heals damage that is otherwise impossible to heal (such as permanent damage and vile damage outside of a consecrated area), though such damage is treated as double for the purposes of rapid restoration.
Regeneration (Ex) Divine energy deals normal damage to Xenagos. If Xenagos' cosmic immunity to death effects is pierced and he fails his save against it, he instead takes 100 points of non-lethal damage per level of the spell or power (to a maximum of 1,000), or 1,000 points of non-lethal damage if it was a supernatural effect.
Shape Change (Su) Xenagos can assume any humanoid, monstrous humanoid, or giant form as a standard action. He loses his own natural weapons, but gains the natural weapons of his form. He loses his breath weapon, improved grab, and swallow whole abilities while in another form. For every size category smaller than Colossal he takes, Xenagos takes a -4 penalty to Strength, a -1 penalty to natural armor, and -1 penalty to Fortitude saves, and gains a +2 bonus to Dexterity. Otherwise Xenagos retains his statistics. A change in form cannot be dispelled, but he reverts to his true form if killed or reduced to 150 hit points or less. A true seeing spell reveals his natural form.
Fiery Aura (Su) as a free action, Xenogos can cause his entire body to erupt in unholy fire (the same fires he uses to stoke his furnaces). Creatures within 5 feet of or grappling Xenogos takes 1d6 points of fire damage and 1d6 points of unholy damage each round. There is no save against either effect, but resistance to or immunity to fire reduces or negates the fire damage.
Fiery Gaze (Su) a creature that meets Xenogos’s gaze must succeed on a DC 36 Will save or be affected as follows:1st-round: The victim’s blood begins to boil, dealing 3d6 points of fire damage this round; the victim takes a –2 circumstance penalty on attack rolls, weapon damage rolls, ability and skill checks, and saves. A DC 37 Fortitude save halves the fire damage but does not negate the penalties. 2nd-round: The victim’s blood reaches searing temperatures and begins to burn away muscle and flesh; the circumstance penalty increases to –4. Smoke rises from the victim’s flesh. The victim takes 6d6 points of fire damage this round. A DC 37 Fortitude save halves the fire damage but does not negate the penalties. 3rd-round: The victim’s blood erupts into an inferno and explodes from its body dealing 12d6 points of fire damage; the victim is stunned for 3 rounds. A DC 37 Fortitude save halves the fire damage but the victim is still stunned. A successful Will save renders a creature immune to Xenogos’s gaze for one day. The save DC against the gaze is Charisma-based and the Fortitude saves are Constitution based.
A massively built satyr-like creature with reddish-gray flesh, with a starry visage reflected in his shadowy body. This monster tightens its grip on its fiery falchion. Large horns jut from its forehead, just above its golden eyes. Its hair is long and black, and tied back in a braided ponytail. Terror and awe wash over you as you gaze upon the monster that just crushed your house.
Xenogos stands 113 feet tall and weighs 80,000 pounds.

Destroyer of life, Demon Oh I'm ready to strike, Gorgon

Calista, Keepsake Gorgon
CR 15                                                                                                     XP: 51,200
Female medusa sorcerer 8
LE Medium monstrous humanoid
Init +6; Senses all-around vision, darkvision 60 ft.; Perception +16
AC 18, touch 15, flat-footed 16 (+2 Dex, +3 natural, +3 deflection)
HP 136 (8d10+8d6+64)
Fort +8, Ref +10, Will +13
Speed 30 ft.
Melee +1 dagger +15/+10/+5 (1d4+1/19-20), snake bite +9 (1d4 plus poison) or snake bite +14 (1d4 plus poison); touch +12 (by spell)
Ranged +3 shock longbow +17/+12/+7 (1d8+3/x3 plus 1d6 electricity); ray +14 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks petrifying gaze, laughing touch 7/day
Spells Known (CL 8th)
  4th (4/day)-Illusory Wall (DC 18)
  3rd (6/day)-Deep Slumber (DC 19), Lightning Bolt (DC 17), Major Image (DC 17)
  2nd (7/day)-Eagles Splendor, Hideous Laughter (DC 16), Hypnotic Pattern (DC 16), Mirror Image
  1st (7/day)-Charm Person (DC 17), Entangle (DC 15), Expeditious Retreat, Floating Disk, Mage Armor, Magic Missile
  0th-Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic, Resistance
Bloodline: fey
Str 10, Dex 15, Con 18, Int 12, Wis 13, Cha 18
Base Atk +12; CMB +12; CMD 27
Feats Ability Focus (gaze), Craft Wondrous Item, Eschew Materials, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (perception), Weapon Finesse
Skills Bluff +15, Craft (sculpture) +13, Disguise +15, Intimidate +12, Knowledge (nature) +12, Perception +16, Stealth +10
  Racial Modifiers +4 Perception
Languages Common, Elven, Sylvan
SQ bloodline arcana, woodland stride
Gear wand of stone shape (31 charges; CL7)
Other Gear +3 shortbow, +1 shock arrows (10), +1 dagger, ring of protection +3.
Environment temperate marshes and underground
Organization solitary
Treasure double (dagger, masterwork longbow with 20 arrows, other treasure)
All-Around Vision (Ex) A medusa's snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked.
Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 20 negates. The save DC is Charisma-based.
Poison (Ex) Bite-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.
Kalluzhka, Medusa Sister of Stone Death
CR 10                                                                                                      XP: 9,600
Female medusa cleric of Asmodeus 10
LE Medium monstrous humanoid
Init +7; Senses all-around vision, darkvision 60 ft.; Perception +5
AC 24, touch 13, flat-footed 21 ( +3 Dex, +3 natural, +8 armor)
HP 176 (8d10+10d8+72)
Fort +15, Ref +14, Will +18
Speed 20 ft.
Melee +1 dagger +19/+14/+9 (1d4+1/19-20), snake bite +13 (1d4 plus poison) or snake bite +18 (1d4 plus poison)
Ranged mwk longbow +23/+18/+13 (1d8+4 plus poison/×3) or +21/+21/+16/+11 (1d8+4 plus poison /×3, Rapid Shot) or +23 (3d8+4 plus poison Improved Vital Strike)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy (5d6, DC 18, 6/day), petrifying gaze, spontaneous casting (inflict spells)
Spell-Like Abilities CL 10th) at will— lore keeper 10 rounds/day—remote viewing 6/day—hand of the acolyte 1/day—dispelling touch
Spells Prepared (CL 10th)
  5th-True Seeing (D), Slay Living (DC 18), Wall of Stone
  4th-Divine Power, Imbue With Spell Ability (D), Spell Immunity, Unholy Blight (DC 17)
  3rd-Contagion (DC16), Deeper Darkness, Dispel Magic (D), Meld to Stone, Stone Shape
  2nd-Aid, Bulls Strength, Cure Moderate Wounds, Darkness, Detect Thoughts (D), Shatter
  1st-Bane, Command (DC 14), Comprehend Languages (D), Divine Favor, Entopic Shield, Shield of Faith
  0th-—Detect Magic, Guidance, Light, Stabilize (D domain spells)
Domain: Knowledge, Magic
Str 10, Dex 17, Con 18, Int 14, Wis 17, Cha 17
Base Atk +15; CMB +15; CMD 28
Feats Deadly Aim, Improved Initiative, Improved Vital Strike, Manyshot, Point-Blank Shot, Precise Shot, Vital Strike, Weapon Finesse
Skills Bluff +10, Disguise +10, Intimidate +13, Knowledge (arcana, religion) +5, Perception +5, Sense Motive +16, Spellcraft +15, Stealth +9
  Racial Modifiers +4 Perception
Languages Common
Gear cloak of resistance +2, +3 long bow, 24 silver evilly aligned arrows, 2 arrows of slaying (gnomes and halflings), 24 poisoned masterwork arrows (see poison above), +3 scale mail, wand of flame arrow (34 charges, CL10), potions of haste (x2), arcane scroll (alter self, cat’s grace, rope trick, CL5), divine scroll (maximized flame strike, slay living, true seeing, CL 10), mwk dagger
Other Gear ruby-encrusted platinum necklace and earrings (5,250 gp), 8 platinum rings each with different gemstones symbolizing a school of magic (500 gp each), unholy symbol of Asmodeus
Environment temperate marshes and underground
Organization solitary
Treasure double (dagger, masterwork longbow with 20 arrows, other treasure)
All-Around Vision (Ex) A medusa's snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked.
Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The save DC is Charisma-based.
Poison (Ex) Bite-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.
BARTLE, ADVANCED HELLHOUND
CR 5
Pathfinder Roleplaying Game Bestiary, “Hellhound”
XP 1,600
LE Medium outsider (evil, extraplanar, fire, lawful)
Init +8; Senses scent; Perception +15
AC 15, touch 8, fl at-footed 15 (+7 natural, -2 blind)
hp 120 (8d10+40)
Fort +11, Ref +10 Will +5
Immune fi re
Weaknesses vulnerability to cold
Speed 40 ft.
Melee bite +13 (4d6+6 plus 1d6 fire)
Special Attacks breath weapon (10-ft. cone, once every 2d4 rounds, 2d6 fire damage, Reflex DC 19 for half)
Str 17, Dex 17, Con 19, Int 10, Wis 14, Cha 10
Base Atk +10; CMB +13; CMD 16 (20 vs. trip)
Feats Blind-Fight, Improved Initiative, Improved Natural Attack, Run, Vital Strike
Skills Acrobatics +12, Intimidate +13, Perception +15, Sense Motive +15, Stealth +17, Survival +15; Racial Modifiers +5 Stealth
Languages Infernal (cannot speak)
SQ blind
Blinded at birth by Kaluzhka, Bartle has developed extremely keen senses allowing his scent range to double. Bartle can pinpoint an enemy at 10 feet and detect opponents at 60 feet.
Hythonia the Cruel, Lava Queen, Unique Medusa
CR 10                                                                                                  XP: 9,600
Female medusa
LE Medium humanoid (earth, fire)
Init +8; Senses all-around vision, darkvision 60 ft.; Perception +18
Aura blistering aura (20 ft., DC 20)
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
HP 114 (12d10+48)
Fort +7, Ref +11, Will +8
Immune fire; Weaknesses vulnerability to cold
Speed 30 ft.
Melee 2 claws +14 (1d6+2+1d6 fire), snake bite +11 (1d4+poison)
Ranged lavaball +16 (2d6+4 fire)
Special Attacks petrifying gaze
Str 15, Dex 18, Con 18, Int 12, Wis 13, Cha 15
Base Atk +12; CMB +14; CMD 28
Feats Improved Initiative, Multiattack, Point-Blank Shot, Precise Shot, Weapon Focus (bite)
Skills Climb +19, Intimidate +12, Perception +18, Stealth +17, Swim +19
  Racial Modifiers +4 Perception, Climb +4, Swim +4
Languages Common, Ignan, Terran
All-Around Vision (Ex) The Lava Queen’s snake hair allows her to see in all directions. She gains a +4 racial bonus to Perception checks and cannot be flanked.
Blistering Aura (Ex) Waves of heat pour off of the Lava Queen. Any creature within 20 feet of the Lava Queen at the beginning of its turn takes 1d6 nonlethal damage and becomes fatigued from exposure to heat. A DC 20 Fortitude save negates the fatigue and reduces the nonlethal damage by half. This does not cause a creature that is already fatigued to become exhausted. The save DC is Constitution-based.
Lava Body (Ex) The Lava Queen is made up of elemental lava. This allows her to create small masses that she can hurl at her opponents (see lavaball attack above), as well as for other purposes. In addition, when struck lava like ‘blood’ is released, causing 1d6 fire damage to attackers unless they have reach weapons, or make a DC 20 Dexterity saving throw to avoid. The save DC is Constitution-based.
Petrifying Gaze (Su) Turn to stone permanently, 30ft, Fortitude DC 20 negates. The save DC is Constitution-based. Unlike most medusa, the Lava Queen cannot be affected by her own gaze.
Poison (Ex) Bite – injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.
The Lava Queen is a unique medusa, combining the qualities of both her original form and that of an elemental. This additional power has made her arrogant, and creatures of elemental fire and earth are drawn to her. Unlike most of medusa, she is not subject to her own gaze, and so has become vain and preening.
Malarin, Medusa Soothsayer
CR 9                                  XP: 6,400
Female medusa oracle (bones) 3
LE Medium monstrous humanoid
Init +6; Senses all-around vision, darkvision 60 ft.; Perception +17
AC 19, touch 12, flat-footed 17 ( +2 Dex, +3 natural, +4 armor)
HP 94 (8d10+3d8+36)
Fort +8, Ref +9, Will +12
Resist near death +2
Speed 30 ft.
Melee assassin’s dagger +14/+9 (1d4+2/19-20/x2), snake bite +7 (1d4/20/x2 plus poison) and unarmed strike +12/+7 (1d3/20/x2); +10 melee touch
Ranged mwk longbow +13/+8 (1d8/x3), +12 ranged touch
Space 5 ft., Reach 5 ft.
Special Attacks death’s touch (1d6+1) (7/day)
Spells Known (CL 3rd)
  1st (6/day)-Cure Light Wounds (DC 15), Inflict Light Wounds (DC 15), Divine Favor, Bane (DC 15), Cause Fear (DC 15)
  0th-Purify Food and Drink (DC 14), Detect Poison, Read Magic, Detect Magic, Resistance
Str 10, Dex 15, Con 17, Int 12, Wis 13, Cha 18
Base Atk +10; CMB +10; CMD 22
Feats Great Fortitude, Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot, Weapon Finesse
Skills Bluff +16, Diplomacy +8, Disguise +17, Heal +5, Intimidate +16, Linguistics +3, Perception +17, Sense Motive +8, Spellcraft +5, Stealth +15, Use Magic Device +5
  Racial Modifiers +4 Perception
Languages Common, Infernal
SQ Petrifying Gaze (DC 19) (Su)
Gear assassin’s dagger, bracers of armor +4, cloak of displacement
Environment temperate marshes and underground
Organization solitary
Treasure double (dagger, masterwork longbow with 20 arrows, other treasure)
All-Around Vision (Ex) Malarin’s hair snakes can see in all directions. She cannot be flanked.
Petrifying Gaze (Su) DC 19 The medusa’s gaze is a powerful weapon. Each opponent within 30 feet of Malarin must attempt a saving throw every round at the beginning of his turn. She doesn’t need to actively look at a victim or use an action to activate her gaze. The only defense against the gaze is to for a victim to close his eyes and fight blind or avert his eyes and have a 50% chance of avoiding her gaze. If an opponent within 30 feet is caught in her gaze and he fails a DC 19 Fort save, he turns to stone permanently. The save DC is Cha-based.
Poison (Ex) If a victim bitten by Malarin’s hair snakes fails a DC 18 Fort save, he suffers 1d3 Strength damage, 1/round for 6 rounds. Two consecutive successful saves stops the damage progression. The save DC is Con-based.
Death Touch (Su) 7/day Malarin’s melee touch attack deals 1d6+1 negative energy damage. Undead are healed and granted +2 channel resistance for 1 minute by it.
Near Death (Su) Malarin gains a +2 insight bonus on saves against diseases, mind-affecting effects, and poison.
Oracle’s Curse: Tongues (Infernal) (Ex) When in combat, Malarin is only able to understand and speak Infernal. This makes her immune to any effects that require her to comprehend spoken or sung words in other languages (including the Common she’s fluent in outside of combat), but as the two rogues don’t speak Infernal, she can’t give them orders or information once the battle begins. Abhilasha, though, speaks Infernal.
Archetype of Finality, Izevel the Accursed
CR 11                                                                                                             XP: 12,800
Female advanced half-fiendish medusa
LE Medium outsider (native)
Init +8; Senses all-around vision, darkvision 60 ft.; Perception +19
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
HP 115 (10d10+60)
Fort +9, Ref +11, Will +13
DR 5/magic; Immune poison; SR 22; Resist acid, cold, electricity and fire 10
Speed 30 ft., fly 60 ft. (good)
Melee snake bite +14 (1d4+1 plus poison)
Ranged mwk longbow +15/+10 (1d8/×3)
Special Attacks petrifying gaze, smite good
Spell-Like Abilities (CL 10th, concentration +14) 1/day – contagion, desecrate, unholy blight 3/day – darkness, poison
Str 12, Dex 19, Con 22, Int 14, Wis 15, Cha 19
Base Atk +10; CMB +11; CMD 25
Feats Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot, Weapon Finesse
Skills Bluff +14, Disguise +14, Intimidate +17, Knowledge (history) +15, Knowledge (religion) +15, Perception +19, Sense Motive +15, Stealth +17
  Racial Modifiers +4 Perception
Languages Celestial, Common, Infernal
Gear dagger, masterwork longbow, 20 arrows, golden mask worth 450 gp, golden jewelry worth 1200 gp
All-Around Vision (Ex) A medusa’s snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked.
Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 18 negates. The save DC is Charisma-based.
Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.
Smite Good (Su) Once per day, as a swift action, Izevel can smite good as the smite evil ability of a 10th level paladin, except affecting a good target. If the target is good, add +4 to attack rolls and +10 to all damage rolls against the target. If the target of smite good is an outsider with the good subtype or a good-aligned dragon, the bonus to damage on the first successful attack increases to 20 points of damage. Regardless of the target, smite attacks automatically bypass any DR the creature might possess. The smite persists until the target is dead or Izevel rests.
Source: Way of the Wicked III: Tears of the Blessed pg 23
Cthien, Pitiless Gorgon
CR 25                                                                                                            XP: 1,638,400
Female medusa lich wizard 3/cleric of Urgathoa 3/mystic theurge 10
NE Medium monstrous humanoid (Augmented Monstrous Humanoid)
Init +1; Senses all-around vision, darkvision 60 ft.; Perception +18
AC 15, touch 12, flat-footed 13 ( +1 Dex, +3 natural)
HP 148 (8d10+3d6+3d8+10d6)
Fort +9, Ref +11, Will +25
Immune cold, mind affecting, electricity and polymorph; Resist turn resistance +4
Speed 20 ft.
Melee dagger +7/+2/-3 (1d4-1/19-20), +2 shortspear +5 (1d6+1), snake bite +8 (1d4 plus poison) or snake bite +13 (1d4-1 plus poison)
Ranged mwk longbow +16/+11/+6 (1d8/x3)
Space 5 ft., Reach 5 ft.
Special Attacks petrifying gaze, poison, damaging touch, fear aura, paralyzing touch, rebuke undead 9/day and smite 1/day; Atk Options paralyzing touch, fear aura, damaging touch, negative energy touch
Wizard Spells Prepared (CL 13rd)
  7th-Finger of Death (DC 22)
  6th-Greater Heroism (DC 2), Undeath to Death (DC 21)
  5th-Hold Monster (DC 20), Telekinesis (x2), Transmute Mud to Rock (DC 20)
  4th-Bestow Curse (DC 19), Black Tentacles, Confusion (DC 19), Crushing Despair (DC 19), Secure Shelter
  3rd-Clairaudience/Clairvoyance (x2), Dispel Magic, Illusory Script (DC 18), Summon Monster III
  2nd-Cats Grace (DC 17), Fog Cloud, Invisibility (DC 17), Scare (DC 17), Shatter (DC 17)
  1st-Animate Rope (DC 16), Cause Fear (x2), Jump (DC 16), Magic Missile, Summon Monster I
  0th-Mage Hand, Mending (DC 15), Resistance (DC 15), Touch of Fatigue (DC 15)
Cleric Spells Prepared (CL 13rd)
  7th-Control Weather, Disintegrate
  6th-Harm, Mass Cure Moderate Wounds (DC 21), Symbol of Persuasion (DC 21)
  5th-Dispel Chaos (DC 20), Hallow (DC 20), Mass Inflict Critical Wounds, Scrying (DC 20), Unhallow (DC 20)
  4th-Cure Critical Wounds (DC 19), Freedom of Movement (DC 19), Inflict Critical Wounds, Repel Vermin (DC 19), Sending, Tongues (DC 19)
  3rd-Helping Hand, Magic Circle Against Good, Prayer, Remove Blindness/Deafness (DC 18), Remove Disease (DC 18), Summon Monster III
  2nd-Cure Moderate Wounds (DC 17), Death Knell (DC 17), Delay Poison (DC 17), Eagles Splendor (DC 17), Hold Person (DC 17), Shatter, Undetectable Alignment (DC 17)
  1st-Bane (DC 16), Detect Chaos, Divine Favor, Hide from Undead (DC 16), Protection from Chaos (DC 16), Protection from Good, Protection from Law (DC 16), Summon Monster I
  0th-Detect Magic, Detect Poison, Guidance (DC 15), Light, Mending (DC 15), Read Magic (Domain Spell. Domains: Destruction, Evil)
Str 8, Dex 13, Con -, Int 20, Wis 20, Cha 23
Base Atk +14; CMB +13; CMD 24
Feats Alertness, Dodge, Eschew Materials, Iron Will, Leadership, Mobility, Persuasive, Silent Spell, Spell Penetration
Skills Appraise +15, Bluff +27, Climb +5, Diplomacy +21, Disguise +15, Heal +16, Intimidate +20, Knowledge (arcana) +18, Knowledge (religion) +16, Linguistics +16, Perception +18, Sense Motive +18, Spellcraft +18, Stealth +14
  Racial Modifiers +4 Perception
Languages Common, Terran, Giant, Elvish, Goblin, Orc
SQ undead traits, and familiar
Gear +4 twilight mithril chain shirt, +2 spear, cloak of protection +2, mantle of spell resistance, potion of neutralize poison, potion of fox's cunning, potion of nondetection, potion of heroism, 9 pp, 12 gp, 13 sp, 9 cp, 93448 gp in other assets.

Environment  temperate marshes and underground
Organization solitary
Treasure double (dagger, masterwork  longbow with 20 arrows, other treasure)
All-Around Vision (Ex) A medusa's snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked.
Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 13 negates. The save DC is Charisma-based.
Poison (Ex) Injury, Fortitude DC 21, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Fear Aura (Su) Cthien is shrouded in a dreadful aura of death and evil. Any creature with fewer than 5 HD in a 60-foot radius that looks at Cthien must succeed on a DC 27 Will save or be affected as though by a fear spell (CL 22). A creature that successfully saves cannot be affected again for 24 hours. The save DC is Charisma-based.
Paralyzing Touch (Su) Any living creature that Cthien hits with her touch attack must succeed on a DC 27 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by Cthien seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
Rebuke Undead (Su) Cthien can rebuke or command undead a number of times per day.
Undead Traits (Ex) Cthien is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. She is not subject to critical hits, nonlethal damage, ability damage to her physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. She cannot be raised, and resurrection works only if she is willing.