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.