Tuesday, January 29, 2019

Devil, Varkigon, Hell's Generals

Devil, Varkigon, Hell's Generals
CR 15 XP: 51,200
LE Large outsider (devil, evil, extraplanar, lawful)
Init +6; Senses Darkvision 60 ft.; Perception +2
Aura fear
AC 33, touch 11, flat-footed 31 (-1 size, +12 natural, +10 armor, +2 Dex)
HP 122 (15d10+40)
Fort +14, Ref +16, Will +16
DR 15/bludgeoning and good; Immune cold, fire, undead immunities; Resist acid 10, electricity 10
Speed 30 ft.
Melee +4 unholy cold iron longsword +28/+23/+18 melee (2d6+14, 19-20/x2)
Space 10 ft., Reach 10 ft.
Special Attacks Fear aura, maneuvers, stances, summon legions
During Combat Hell's generals are most often seen on the front lines of battle, swinging their blades with such ferocity and skill that it's very presence may win battles. They favor both obliterating enemies themselves as well as scaring them into retreat, though in the latter circumstance they will often continue to push against them in hopes to kill as many enemies as possible.
Str 31, Dex 14, Con -, Int 17, Wis 14, Cha 21
Base Atk +15; CMB +26; CMD 38
Feats Cleave, Great Cleave, Greater Bull Rush, Improved Bull Rush, Improved Initiative, Power Attack
Skills Acrobatics +14, Bluff +23, Climb +22, Diplomacy +25, Intimidate +23, Knowledge (history) +14, Knowledge (martial lore) +13, Knowledge (planes) +18, Knowledge (religion) +13, Linguistics +15, Survival +2, Swim +14
Languages Celestial, Common and Infernal
SQ undead traits, unholy toughness
Environment The Nine Hells of Baator
Organization Solitary or army (1-5 and 20-500 undead soldiers)
Treasure No coins, double standard plus +4 unholy cold iron longsword and +5 breastplate
Fear Aura (Su) Hell's generals are constantly surrounded by a terrible hellish aura, which invokes fear into the hearts of nearly everyone. Anyone with HD less than the Varkigon that is within 30 feet of it must make a Will save (DC 22) or be affected as though by the fear spell. This is a mind-affecting fear effect that does not work on lawful evil outsiders.
Maneuvers (Ex) A Hell's general can use martial maneuvers as though he were a 15th level warblade, and has access to the Devoted Spirit, Dread Crown, Stone Dragon and White Raven disciplines. As a swift action, it may regain all of its expended maneuvers, although it cannot initiate any in the same round. It may change its readied maneuvers by training for five minutes. Typical Maneuvers Readied Strikes: Apocalyptic Charge, Bonecrusher, Charnel Strike, Divine Surge Boosts: Blade of Malice Counters: Vitriolic Blood Stances: A Hell's general has knowledge of stances as if he were a 15th level warblade, and has access to the Devoted Spirit, Dread Crown, Stone Dragon and White Raven disciplines. It can change stances as a swift action. Typical Stances Known Leading the Charge, Masochist's Stance, Punishing Stance
Summon Legions (Sp) Hell's generals are capable of summoning forth the air of death from the very air of Baator and alter it into an army under his own command. As a full-round action he can summon 3d6 undead dredges (see below) which are under his control and remain under it for 24 hours. A Hell's general cannot have more than 100 of these undead dredges summoned in a day and can have only 20 under his control at any given time.
Undead Traits (Ex) A Varkigon has no Constitution score and is immune to poison, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. A Varkigon also heals from negative energy and is harmed by positive energy and unlike outsiders, do not need to breath.
Unholy Toughness (Su) A Hell's general can bolster it's body with sheer force of self. They have an additional amount of hp equal to their HD times their Cha modifier.
A Hell's general, leading his army of the hellish dead. Standing before you with an aura of dark triumph is a vicious creature of barely humanoid form. He stands an imposing thirteen feet in height and is draped and coated in the black, tar-like resin of Hell itself. Glued to his torso by the black muck is a black iron breastplate, which is almost as organic looking as the very muck that covers it. His face is stern and dark, a pair of dimly glowing grey eyes stares down at you and bores a hole in your very soul. In one hand he carries a hellish darkened metal sword and in the other is a twisted hellish idol with a single blazing red pupil. Behind him is an army of death at his beck and call.
Hell's generals stand roughly 13 feet tall and weigh 800 lbs.
Varkigons are the stern, unyielding generals of the Nine Hells, but unlike other devils, they did not climb the same ladder as the normal Baatezu and similar devils. Hell's generals are soul-shells that managed to avoid becoming lemures and also managed to rise to the top as powerful generals of Hell's armies, making names for themselves as powers that rival even the Baatezu themselves.
Each Hell's general is capable of summoning the essence of death into physical shape to create vast armies that obey them without hesitation or complaint. It is very rare that a Varkigon is seen without at least a small troop of his undead warriors. Most of Hell's generals will use their innate martial skills to bolster these loyal minions to create an even more devastating army. More than a few will be seen riding atop fearsome unholy mounts, such as cauchemar nightmares.

Skirsdag Cultist

Kazaphon, Skirsdag Cultist 
CR 8 XP: 4,800
LE Medium outsider (evil, extraplanar, lawful)
Init +2; Senses Darkvision 60 ft., see in darkness; Perception +17
AC 22, touch 12, flat-footed 20 (+10 natural, +2 Dex)
HP 60 (8d8+24)
Fort +39, Ref +8, Will +13
DR 10/good; Immune fire and poison; SR 19; Resist acid 10, cold 10, electricity 10
Speed 30 ft., fly 40 ft. (good)
Melee +11/+6 +2 axiomatic dagger (1d4+3, 19-20/x2)
Special Attacks Divine ritual, spellcasting, spell-like abilities
Spell-Like Abilities (CL 8th)
Spells Known (CL 8th) 
  0th-Create Water, Detect Magic, Guidance, Inflict Minor Wounds, Mending, Read Magic, Resistance, Virtue
  1st-Bane, Detect Chaos, Detect Good, Doom, Omen of Peril, Protection from Good
  2nd-Curse of Ill Fortune, Eagle's Splendor, Hold Person, Owl's Wisdom, Spiritual Weapon
  3rd-Cure Serious Wounds, Flame of Faith, Magic Circle Against Good, Wrack
  4th-Castigate, Doomtide, Poison
During Combat The kazaphons as a whole are spellcasters in combat, unleashing torrents of unholy magic upon those they face in battle. In battle, an unholy communer will rave in a language only they understand but it is usually a fearsome sound when kazaphon's in a group begin to chant in unison and the world begins to bend. As a last resort, a kazaphon will attack with its dagger, though against obviously chaotic foes they will rarely hesitate.
If combat goes awry for them, they will first begin to pray to the darkness or attempt to push their bodies and minds further with their divine ritual and then attempt to teleport to safety.
Str 12, Dex 14, Con 17, Int 10, Wis 25, Cha 25
Base Atk +8; CMB +9; CMD 21
Feats Corrupt Spell, Disciple of Darkness, Dreamtelling, Malign Spell Focus
Skills Diplomacy +9, Intimidate +15, Knowledge (arcana) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +13, Perception +17, Sense Motive +14, Spellcraft +12, Survival +7
Languages Kazaphons don't speak anything but their own unholy raving language, but they understand Infernal and Celestial.
SQ unholy tongue
Environment The Nine Hells of Baator
Organization Solitary, pair or coven (3-10)
Treasure Standard and +2 axiomatic dagger
Divine Ritual (Su) At the fingertips of these unholy worshipers of the most dark of things is the ability to manipulate pure divine energy to their will, though at the cost of their mind and body. This ritual requires three kazaphons all within earshot of each other chanting in unison and a full-round action. Once the ritual is complete, one of them is granted a Miracle without XP cost. This ritual, however deals 2d6 points of damage to each of the unholy communer's Con, Wis and Cha scores. If the ability used requires a saving throw, the DC for it is 21 and based on Cha.
Unholy Tongue (Ex) Unholy communers speak in a strange dialect that is completely undecipherable, even by magic means. This language is a language only they understand and can't be translated by any means, including the tongues spell or the Polyglot epic feat.
See in Darkness (Su) Kazaphons can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Unholy Spellcasting (Ex) A kazaphon casts spells as an 8th level favored soul. The save DC's are Wisdom-based. Typical Favored Soul spells known (6/8/8/7/4, base save DC 17 + spell level)
Kneeling before nothing is an unnerving sight to see, a woman clad in white with skin almost like coal or obsidian. She appears to be what was once a beautiful woman stripped of her hair and almost any sanity. On her back is a pair of detached bone wings and a long row of bony spines. She looks at you with empty, sad eyes and the grip on her strange blade tightens. She speaks a single, unknown word and the world around you seems to bend and twist.
Unholy communers stand roughly 5 and a half feet tall and weigh 120 lbs. 
Unholy communers are the souls of the very first wicked creatures in creation that worshiped the first ancient baatorians. Even in their unholy afterlife, they worship the darkness below blindly and evoke the power of it, or some other darkness in the farthest reaches of the pits of Hell, even below Asmodeus himself. They don't carry unholy symbols or any obvious tools of worship other than an ultimately lawful dagger, some kazaphons of greater power will carry larger, more powerful weapons such as maces or longswords.

Demons

Demon, Kajubaan
CR 13 XP: 25,600
CE Medium outsider (chaotic, evil, extraplanar, demon)
Init +4; Senses Darkvision 60 ft.; Perception +16
AC 26, touch 14, flat-footed 22 (+12 natural, +4 Dex)
HP 102 (12d8+48)
Fort +12, Ref +12, Will +11
DR 10/cold iron and good; Immune disease, electricity, fear and poison; SR 22; Resist acid 10, cold 10, fire 10
Speed 40 ft., fly 80 ft. (perfect)
Melee +4 unholy bastard sword +28/+23/+18 (1d10+16/19-20) claw +19 (1d4+9) or two claws +24 (1d4+12)
Special Attacks Abyssal blast, spell-like abilities, entropic discorporation
Spell-Like Abilities (CL 12th) at will - detect good, detect law, detect thoughts, dispel magic, greater teleport (self plus 50 pounds of equipment only), invisibility, lightning bolt, rage; 3/day - chain lightning, ember in the belly, harm; 1/day - prismatic spray. Saves are Charisma based.
During Combat Kajubaans love bloodshed, and they prefer to use their swords in combat above all else. If the distance is too great, and they do not have the time to teleport to the location of their enemies, they will unleash their damaging magical powers at them from afar, and if they feel they've been damaged enough or stunned they can teleport into range and gut their enemies like fish.
Most kajubaans don't have any kind of exit strategy once in a battle, far more often than not fighting to the death simply because of their insatiable bloodlust and rage.
A kajubaan’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Str 23, Dex 19, Con 18, Int 16, Wis 16, Cha 21
Base Atk +12; CMB +18; CMD 32
Feats Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Shock Trooper
Skills Acrobatics +21, Bluff +15, Climb +21, Diplomacy +19, Disguise +5, Intimidate +22, Knowledge (planes) +6, Linguistics +17, Perception +16, Sense Motive +18, Stealth +17
Languages telepathy 100 ft., tongues; Kajubaans speak Abyssal, Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.
SQ summon Demon
Environment The Infinite Layers of the Abyss
Organization Solitary, pair or murder (3-13)
Treasure No coins; double goods; standard items
Abyssal Blast (Su) Kajubaans are capable of concentrating a bit of their own abyssal power into a concentrated blast of profane energy. Once per round, a kajubaan can fire an abyssal blast as a standard action. The Abyssal blast takes the form of a 40 foot cone that deals 12d6 points of unholy damage to all those caught within. Those caught within the cone can attempt a Reflex save (DC 21) for half damage. Once used, this ability cannot be used for 5 rounds. The blast itself looks like a strange combination of blood, gore and glowing red light all suffused into one and usually leaves areas it touches slightly burnt and bloody.
Entropic Discorporation (Su) Like their former eladrin brothers, kajubaans are capable of transforming their bodies into a less stable, elemental form, but instead of a ball of light or torrent of wind a kajubaan turns into a spinning cloud of super-heated ash. As a standard action they turn into this ash-cloud that takes up a 30 foot circle, centered on where the kajubaan originally took on the new shape. While in this shape, they cannot take actions that require the use of their physical body, such as attack rolls, physical ability checks (except Concentration), their abyssal blast but they can use their spell-like abilities and move at a rate of 20 ft. per round. When in this form, the kajubaan is immune to weapon damage, but takes damage normally from spells and items as if he were a swarm. Anyone caught in the cloud is considered to have concealment (20% miss chance for all attacks) and takes 6d6 fire damage per round, with a Ref save (DC 20) for half damage, the save is Con-based. Additionally, anyone within the area of the ash-cloud must make a Fort save (DC 20) or contract a vicious disease. This disease has an incubation period of 24 hours and deals 1d6 Con damage. Additionally, if untreated for 3 days, small cancer-like souls, similar to mane's begin growing in the bowels of the infected. These bowel-souls will erupt from the victim after another weak untreated, in the shape of a dretch, and dealing 10d6 pounds of damage to the victim. The disease is not cured once the dretch erupts and the process begins anew. A kajubaan remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the kajubaan revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.
Flight (Su) Kajubaans can stop and resume flight as a free action.
Summon Demon (Sp) Once per day a kajubaan can attempt to summon 4d10 dretches or 1d2 vrocks with a 75% chance of success, or another kajubaan with a 40% chance of success. This ability is the equivalent of a 5th-level spell.
Tongues (Su) Kajubaans can speak with any creature that has a language, as though using a tongues spell (caster level 12th). This ability is always active.
What first appears to be a beautiful and muscular human or elf is suddenly revealed to be something utterly otherworldly. Standing almost eight feet in height and wearing not but bracers, a sash and skirt of black, ashen cloth is a humanoid shape wielding a twisted black sword, dripping with black ichor which seems to spill from underneath it's thick bracers. It's head is hairless and it's skin dark grey and apparently shining with some unknown liquid. It turns it's head to reveal glowing red eyes and a maw of pointed teeth. It's entire body twists to charge and the massive hole in it's chest where it's heart should be is apparent, almost ripped out as if through stone.
Kajubaans are one of the most violent of the heartless eladrin's. In their previous life they may have been righteous warriors or knights of freedom, but now they seek bloodshed and death in their infinite frustration. On whatever plane you find one of these vicious swordsmen, it is likely you won't get anything out of them more than raging screams and blows of a sword-or worse.
Most kajubaans are independent to any demon lord, and most live even without another of their kind, but a few will be in the service of the more "elegant" demon lords, such as Graz'zt and Malcanthet. In blood war battles, should they wish to join in, they are elite foot-soldiers, on the front-lines cutting through devil-kind like jagged knives through butter. In rare cases (very rare, like, once or twice in all of recorded time) kajubaan and eladrin have taken the same side in a battle against law, particularly devilkind.
The Heartless Eladrin
The first fall will always be embedded in the minds of those who now stand as gods, the first fall of the angels and archons under the rulership of Asmodeus himself. These celestials of good and law are not the only ones capable of falling, however. The Eladrins of Arborea are capable of falling from their high planes and into the tarnished chaos that is the Abyss.
These Eladrins are known by most as The Heartless, as they all share one physical trait: a gaping hole in their chests where their hearts should be. As a counterpart to the clipped wings of fallen angels, this is the tainted sign of the eladrin's fall from grace.
Each heartless eladrin have been reformed in the chaos and evil of the Abyss into the shape of the Demon, and with the twisted and inverted ideals of their former kin. Where a righteous knight of freedom may have been in Arborea, it is now a bloodthirsty harbinger of death in the Abyss, or mischief may become insidious and backstabbing.
Demon, Sajuu
CR 11 XP: 12,800
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +9; Senses darkvision 60 ft; Perception +13
AC 21, touch 15, flat-footed 16 (+6 natural, +5 Dex)
HP 85 (10d8+40)
Fort +11, Ref +12, Will +9
DR 10/cold iron and good; Immune electricity and poison; SR 20; Resist acid 10, cold 10, fire 10
Speed 40 ft., fly 100 ft. (perfect)
Melee 2 claws +11 (1d4+1)
Special Attacks Spell-like abilities, spells
Spells Known (CL 10th) 
  0th-Acid Splash, Arcane Mark, Detect Magic, Ghost Sound, Mage Hand, Message, Prestidigitation, Ray of Frost, Touch of Fatigue
  1st-Charm Person, Hypnotism, Mage Armor, Magic Missile, Shield
  2nd-Scorching Ray, Summon Swarm, Hideous Laughter, Touch of Idiocy
  3rd-Fireball, Magic Circle Against Good, Suggestion
  4th-Bestow Curse, Confusion
  5th-Dominate Person
During Combat Sajuu are rarely very confrontational but are often employed with what they want into being powerful forces of magic on the battlefield by other demons. A sajuu prefers to stay out of melee and using their magic from afar and getting their enemies to attack one another or just unleashing blistering physical harm with lightning bolts and fireballs.
If pressed, a sajuu will not hesitate to teleport out of range and find healing or a place to hide and fortify against attack. If unable to escape, it will attempt to beg their enemies for mercy, granting them whatever they can provide in return for their safety, if made to accompany the enemy, they will take the earliest opportunity to backstab them and leave quickly.
A sajuu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. 
Str 12, Dex 21, Con 18, Int 15, Wis 14, Cha 27
Base Atk +10; CMB +11; CMD 26
Feats Greater Spell Focus (Enchantment), Improved Initiative, Spell Focus (Enchantment)
Skills Bluff +21, Diplomacy +25, Knowledge (arcana) +15, Knowledge (planes) +13, Linguistics +17, Perception +13, Sense Motive +12, Spellcraft +17, Survival +2
  Racial Modifiers +8 to Perception
Languages Sajuu speak Abyssal, Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.
SQ Alternate form, summon demon
Environment The Infinite Layers of the Abyss
Organization No coins; double goods; standard items
Alternate Form (Su) Sajuu are capable of transforming themselves into an alternate form, like their former eladrin kin. As a standard action, the Sajuu can transform into a swarm of vicious hungry beetles (treat as a locust swarm, except swarm damage changes to 6d6 and the distraction DC changes to 19). In this form, the sajuu gains all the abilities of the swarm in addition to her own, they retain their own hp and HD, can still use spell-like abilities and retains all of it's special qualities, as well as it's alignment and mental ability scores. In this form the sajuu cannot cast spells, speak or use melee attacks. A sajuu remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the sajuu revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously. 
Flight (Su) Sajuu can stop and resume flight as a free action.
Spells (Ex) Sajuu can cast spells as a 10th level sorcerer. The save DC's are Charisma-based. Typical Sorcerer spells known (6/8/8/8/7/4, base save DC 18+spell level):
Summon Demon (Sp) Once per day a sajuu can attempt to summon 4d10 dretches or another sajuu with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Tongues (Su) Sajuu can speak with any creature that has a language, as though using a tongues spell (caster level 10th). This ability is always active.
Draped in tarnished, ripped and bloodied dress which would otherwise be considered elegant and beautiful is a human or elf-like woman. Over half her beautiful face is a demonic iron mask depicting a terrifying beast with pitted eyes and a snake-like tongue. Her hair is long, messy and black and reaches down past her shoulders, though there appears only to be hair on the side without a mask. Her hands are twisted and blackened into bird-like talons the color of coal, and constantly flowing with black ash. Her dress is ripped somewhat in the front and in between her breasts is a vicious hole where her heart should be, which slowly bleeds black blood.
The sajuu are the fallen hedonists and sorcerers of the heartless eladrin. Once they would enjoy the pleasures of life, and now they only enjoy the pleasures of the suffering of others, bathing in their blood and being fed their roasted organs on couches of their treated skin. A sajuu enjoys nothing more than instant pleasures of all sorts and will usually use their natural enchanting power to get what it wants for as long as it wants it.

SLAADS

SLAADS
Slaad, Crimson
CR 7 XP: 3,200
CN Large outsider (chaotic, extraplanar, slaad)
Init +2; Senses darkvision 60 ft.; Perception +8
AC 20, touch 12, flat-footed 17 (-1 size, +8 natural, +2 Dex)
HP 59 (7d10+21); fast healing 5
Fort +8, Ref +7, Will +3
Immune Sonic; Resist acid 5, cold 5, electricity 5, fire 5
Speed 30 ft.
Melee bite +11 (2d8+5), 2 claws +11 (1d4+5 plus implant)
Space 10 ft., Reach 10 ft.
Special Attacks implant, stunning croak (DC 16)
Spell-Like Abilities (CL 7th) 1/day—Summon (level 3, one crimson Slaad, 40%)
Str 21, Dex 15, Con 17, Int 6, Wis 6, Cha 8
Base Atk +7; CMB +13; CMD 25
Feats Dodge, Mobility, Multiattack, Wind Stance
Skills Acrobatics +12, Climb +15, Perception +8, Stealth +12
Languages Slaadi
Environment Any Chaotic-aligned Plane
Organization Solitary, pair, gang (3–5), or pack (6–10)
Treasure Standard
Implant (Ex) A crimson Slaad that hits with a claw attack can inject an egg pellet into the opponent’s body. The affected creature must succeed on a DC 16 Fortitude save to avoid implantation. The save DC is Constitution-based. Often the Slaad implants an unconscious or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into am azure Slaad that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (–10 to all ability scores, to a minimum of 1). A remove disease spell rids a victim of the pellet, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient. If the host is an arcane spellcaster, the egg pellet instead hatches into a celadon Slaad.
Stunning Croak (Su) Once per day a crimson Slaad can emit a loud croak. Every creature (except Slaads) within 20 feet must succeed on a DC 16 Fortitude save or be stunned for 1d3 rounds. The save DC is Constitution-based.
Slaad, Azure
CR 8 XP: 4,800
CN Large outsider (chaotic, extraplanar, slaad)
Init +2; Senses darkvision 60 ft.; Perception +9
AC 21, touch 12, flat-footed 19 (-1 size, +9 natural, +2 Dex)
HP 73 (8d10+29); fast healing 5
Fort +10, Ref +8, Will +4
Immune Sonic; Resist acid 5, cold 5, electricity 5, fire 5
Speed 30 ft.
Melee 4 claws +15 (2d6+6), bite +15 (2d8+3 plus disease)
Space 10 ft., Reach 10 ft.
Special Attacks implant, stunning croak (DC 16)
Spell-Like Abilities (CL 8th) At will—hold person (DC 13), passwall, telekinesis (DC 15) 1/day—chaos hammer (DC 14), Summon (Level 4, azure Slaad, 40%)
Str 23, Dex 15, Con 19, Int 6, Wis 6, Cha 10
Base Atk +8; CMB +15; CMD 27
Feats Dodge, Mobility, Multiattack, Wind Stance
Skills Acrobatics +13, Climb +17, Perception +9, Stealth +13
Languages Slaadi
Environment Any Chaotic-aligned Plane
Organization Solitary, pair, gang (3–5), or pack (6–10)
Treasure Standard
Slaadi Fever (Ex) Supernatural disease— bite-injury; save Fort DC 18, onset 1 day, frequency 1 day, effect 1d3 Dex and 1d3 Cha, cure 3 saves. An afflicted humanoid reduced to Charisma 0 by Slaad fever immediately transforms into a crimson Slaad. It retains none of the features, traits, memories, or abilities of its former self, and is a normal crimson Slaad in all respects. If the infected being is an arcane spellcaster, the disease instead produces a celadon Slaad.
Stunning Croak (Su) Once per day a crimson Slaad can emit a loud croak. Every creature (except Slaads) within 20 feet must succeed on a DC 16 Fortitude save or be stunned for 1d3 rounds. The save DC is Constitution-based.
Slaad, Celadon
CR 9 XP: 6,400
CN Large outsider (chaotic, extraplanar, slaad)
Init +5; Senses darkvision 60 ft.; Perception +12
AC 23, touch 10, flat-footed 22 (-1 size, +13 natural, +1 Dex)
HP 78 (9d10+29); fast healing 5
Fort +10, Ref +7, Will +6
Immune Sonic; Resist acid 5, cold 5, electricity 5, fire 5
Speed 30 ft.
Melee 2 claws +14 (1d6+6), bite +14 (2d8+6)
Space 10 ft., Reach 10 ft.
Special Attacks implant, stunning croak (DC 16)
Spell-Like Abilities (CL 9th) At will— chaos hammer (DC 15), detect magic, detect thoughts (DC 13), fear (DC 15), protection from law, see invisibility, shatter (DC 13) 2/day— Summon (level 5, 1 celadon Slaad, 40%) 3/day— dispel law (DC 16), deeper darkness, fireball (DC 14).
Str 23, Dex 13, Con 19, Int 10, Wis 10, Cha 12
Base Atk +9; CMB +16; CMD 27
Feats Cleave, Great Cleave, Improved Initiative, Multiattack, Power Attack
Skills Acrobatics +13, Climb +16, Perception +12, Spellcraft +12, Stealth +12, Survival +12
Languages Slaadi, Common
SQ Change shape (any humanoid, alter self)
Environment Any Chaotic-aligned Plane
Organization Solitary, pair, gang (2–5)
Treasure Standard
Slaad, Cinereal
CR 10 XP: 9,600
CN Large outsider (chaotic, extraplanar, slaad)
Init +7; Senses darkvision 60 ft.; Perception +15
AC 23, touch 12, flat-footed 21 (-1 size, +11 natural, +3 Dex)
HP 94 (10d10+39); fast healing 5
Fort +12, Ref +10, Will +9
DR 10/lawful; Immune Sonic; Resist acid 5, cold 5, electricity 5, fire 5
Speed 30 ft.
Melee 2 claws +15 (2d4+4), bite +15 (2d8+2)
Space 10 ft., Reach 10 ft.
Special Attacks implant, stunning croak (DC 16)
Spell-Like Abilities (CL 10th) At will—chaos hammer (DC 16), deeper darkness, detect magic, identify, invisibility, lightning bolt (DC 15), magic circle against law, see invisibility, shatter (DC 14) 3/day—animate objects, dispel law (DC 17), fly 2/day—summon (level 5, 1d2 crimson Slaads or 1 azure Slaad, 60%, or 1 celadon Slaad, 40%) 1/day—power word stun
Str 19, Dex 17, Con 21, Int 14, Wis 14, Cha 14
Base Atk +10; CMB +15; CMD 28
Feats Craft Undead, Improved Initiative, Multiattack, Power Attack, Weapon Focus (Claws)
Skills Acrobatics +16, Climb +17, Perception +15, Spellcraft +15, Stealth +16, Survival +15, Use Magic Device +15
Languages Slaadi, Common
SQ Change shape (any humanoid form, alter self)
Environment Any Chaotic-aligned Plane
Organization Solitary or pair
Treasure Double standard
Slaad, Reaper
CR 13 XP: 25,600
CN Large outsider (chaotic, extraplanar, slaad)
Init +10; Senses darkvision 60 ft.; Perception +22
AC 27, touch 15, flat-footed 22 (-1 size, +12 natural, +6 Dex)
HP 111 (15d10+29); fast healing 5
Fort +14, Ref +15, Will +13
DR 10/lawful; Immune Sonic; Resist acid 5, cold 5, electricity 5, fire 5
Speed 30 ft.
Melee 2 claws +21 (3d6+5 plus stun), bite +20 (2d10+2)
Space 10 ft., Reach 10 ft.
Special Attacks stun
Spell-Like Abilities (CL 15th) At will—animate objects, chaos hammer (DC 18), deeper darkness, detect magic, dispel law (DC 19), fear (DC 18), finger of death (DC 21), fireball (DC 17), fly, identify, invisibility, magic circle against law, see invisibility, shatter (DC 16) 3/day—circle of death (DC 20), cloak of chaos (DC 22), word of chaos (DC 21) 2/day—Summon (Level 6, 1–2 crimson or azure Slaads, 60%, or 1–2 celadon Slaads, 40% ) 1/day—implosion (DC 23), power word blind
Str 21, Dex 23, Con 18, Int 18, Wis 18, Cha 10
Base Atk +15; CMB +21; CMD 37
Feats Cleave, Great Cleave, Greater Sunder, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Weapon Focus (Claw)
Skills Acrobatics +24, Climb +23, Fly +24, Knowledge (arcana) +22, Knowledge (planes) +22, Perception +22, Spellcraft +22, Stealth +24, Survival +22, Use Magic Device +22
Languages Slaadi, Common, telepathy 100 ft
SQ Change shape (any humanoid, alter self)
Environment Any Chaotic-aligned Plane
Organization Solitary or pair
Treasure double standard
Stun (Ex) Three times per day, a reaper Slaad can attempt to stun its opponent on an attack with one of its natural weapons. If the opponent fails a DC 21 Fortitude save, it is stunned for 1 round in addition to taking normal damage from the attack. The save DC is Wisdom-based.

Monday, January 28, 2019

Death of the Endless

Death of the Endless
Female Endless Wizard 8/Cleric 8/True Necromancer 15
N Medium outsider (divinity, extraplanar)
Init +18; Senses Darkvision 1 mile, Low-light vision; Perception +36
Aura Awesome Visage (540 ft., DC 76), Cursed (540 ft., -8 AC, -8 saves, DC 76), Desecration (150 ft, as the spell Desecrate), Dread (850 ft., DC 83)
AC 183, touch 183, flat-footed 169 (+159 deflection, +14 Dex)
HP 1287 (75d20+500); Regeneration —/epic and good
Fort +68, Ref +78, Will +100
DR 75/-; Immune acid, cold, electricity, fire, magic, ability damage or drain, disease, energy drain, paralysis, petrification, poison, sleep, stunning, mind-affecting effects and death from massive damage; SR 54; Resist Sonic 100, Turn 100; Weaknesses Can be turned, Sonic, Holy Smite
Speed 30 ft., fly 900 ft. (perfect)
Melee Death Scythe +100/+95/+90/+85 (2d6+38 19-20/x4 +3d6), King Slayer +66/+61/+56/+51 (2d8+15d6+5 15-20/x2), 3x +10 Everdancing Scythes +71/+66/+61/+56 (2d6+10/x4)
Reach 15 ft.
Spell-Like Abilities (CL 75): At will - aid, alter self, animate dead, astral projection, bestow curse, create greater undead, death knell, destruction, divine favor, disintegrate, dispel good, enervation, greater dispel magic, greater teleport, harm, planeshift, power word stun, slay living, telekinesis, unholy smite; 3/day - implosion, miracle, power word kill, summon monster IX, wail of the banshee, wish; 1/day - energy drain, greater ruin, horrid wilting, ruin; 2/week - momento mori
Str -, Dex 38, Con -, Int 78, Wis 82, Cha 82
Base Atk +61; CMB +61; CMD 244
Feats Cleave, Combat Expertise, Empower Spell, Enlarge Spell, Epic Spellcasting, Eschew Materials, Great Cleave, Greater Two-Weapon Fighting, Heighten Spell, Improved Critical (Scythe), Improved Disarm, Improved Initiative, Improved Two-Weapon Fighting, Maximize Spell, Multiattack, Overwhelming Critical (Scythe), Power Attack, Quicken Spell, Silent Spell, Still Spell, Superior Initiative, Two-Weapon Fighting, Weapon Focus (Scythe), Widen Spell
Languages All
SQ Angelic Traits (2nd Choir)
Treasure Artifacts Death Scythe
The Death Scythe consists of two parts, the shaft, which is constructed from a Rod of Divine Intervention, and the blade, which is fabled to be the soul of a perfect blade, sharpened by moonlight and able to cut even sound. In fact, the edge of the blade actually extends about a foot out from where it is visible. It can be classified as a Subtle Knife, able to slice through the very fabric of reality, enabling travel between the planes... even the dimensions. The Death Scythe only ever misses on a roll of natural 1, unless the target has an ability stating that attackers only hit on a natural 20, in which case the attack roll is rolled normally. It ignores miss chance and can strike ethereal creatures even when they are not manifesting. Furthermore, on each successful hit against a foe, the Death Scythe gains an additional +1 enhancement bonus against that foe forever. On a natural ‘20’, the Death Scythe severs one of the opponents’ appendages. Roll randomly to determine which appendage is severed. For humanoids roll a d12: 1-2 head, 3-4 left arm, 5-6 right arm, 7-8 torso, 9-10 left leg, 11-12 right leg. Creatures with multiple heads, multiple limbs, tails or wings may add extra variables. The shaft of the Death Scythe is fashioned from hundreds of fragments of pure adamantite taken from the armor and shields of the greatest celestial champions and epic paladins. When held, it automatically deflects the first attack from every weapon used against the bearer. In addition, it acts as a rod of lordly might (see the Epic Level Handbook page 137-8). Unlike normal Rods of Divine Intervention, the Death Scythe can block these attacks even when attacking others.
In other respects, the Death Scythe is a +38 Huge Scythe, dealing 2d6 damage, x4 on a critical hit.
King Slayer
This glittering blade contains 8 priceless soul gems, which burn black on the hilt and surround the blade with blue flame. Souls stored in these gems are devoured within a day, unless the souls are from demi-gods or greater beings, in which case they are simply trapped in torment. The King Slayer is capable of sending the soul of whatever it kills to any destination, including to within the gems. If the wielder of the King Slayer is encountered randomly, it contains 2d4 immortal souls already. The King Slayer deals an additional 3d6 acid, cold, electricity, fire and sonic damage on every additional hit (for a total of +15d6), and this damage is also multiplied on a critical hit. Every hit also produces the effect of a random prismatic ray, or two on a critical hit. The King Slayer only ever misses on a roll of natural 1, unless the target has an ability stating that attackers only hit on a natural 20, in which case the attack roll is instead rolled normally. On a natural 20, the King Slayer severs one of the opponents’ appendages. Roll randomly to determine which appendage is severed. For humanoids roll a d12: 1-2 head, 3-4 left arm, 5-6 right arm, 7-8 torso, 9-10 left leg, 11-12 right leg. Creatures with multiple heads, multiple limbs, tails or wings may add extra variables. Otherwise, the King Slayer functions as a +5 Huge Longsword, dealing 2d8 slashing damage and criticaling on a roll of 15-20.
Robes of Death
The Robes of Death are scraps cut from the cloak of a High Lord and are part of the fabric of the universe. They twist and swirl with time and move with the eddies of fate. Blacker than night, all light falls into them without reflecting, like a death of light itself.
The Robes of Death grant a +75 luck bonus to AC.
Angel's Scythe
This weapon splits into three +10 everdancing huge scythes, each of which can act independantly. When not engaging in combat, it appears to be a single weapon, and they can all be entered into combat at the same time as a standard action.
Spell Per Day (Ex) (CL 23): (Arcane (5/14/14/13/13/13/13/12/12/12), Divine (6/15/15/15/15/14/13/13/13/12))
Skills (Ex) All Dex Skills +92, All Intelligence Skills +112, All Wisdom Skills +114, All Charisma Skills +114; Exceptions: Hide +192, Move Silently +192, Search +212, Sense Motive +214
Awesome Visage (Su) In addition to his Cursed and Dread aura, Death radiates an aura that will dumbfound those who seek it harm. All hostile targets within 540 ft. radius of Death must make a Will save (DC 76) each round or be struck dumb.
Cursed Aura (Su) Those who approach Death within 540 feet are cursed, suffering a -8 penalty to AC and saving throws. Victims may make a DC 76 Will save to avoid this effect. Those who successfully save cannot be affected by Death's Cursed Aura for 24 hours. If the save if failed, however, the victim always suffers this penalty within the radius of the aura and does not get a second chance to save.
Dread Aura (Su) Death is shrouded in an aura of death and weakness. Any creature within 850 feet is affected as if by a symbol of death and a symbol of weakness, except that there is no hit point limit for these effects. All targets must make a Fortitude save (DC 83) every round they are within the area to avoid the effect.
Divine Traits (Ex) Death is effectively an intermediate deity and as such adds a +14 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.
Immunity to Magic (Ex) Death is immune to all spells, spell-like abilities and supernatural effects except as follows: A dispel evil spell deals 1 point of damage per spell level. Holy smite affects the akalich normally.
Sonic Vulnerability (Ex) Any sonic based attacks affect Death as if it were a crystalline creature but deal only half normal damage (then apply the Death's sonic resistance).
Incorporeal Traits (Ex) Death can be harmed only by other incorporeal creatures, or magic weapons, with a 50% chance to ignore damage from any corporeal source. Death can pass through solid objects at will, and its own attacks pass through armor. Death always moves silently.
Legendary Warrior (Ex) The Angel of Death's attacks are so skillful that they need only require touch an opponent to deal damage. The Angel of Death uses an opponent's touch Armor Class when determining whether or not his attacks are successful.
Nebulous (Su) Death appears intangible as if his very being is eternally seeking to regress back into the shadows. Attacks against Death have an additional 50% miss chance, beyond the 50% miss chance from being intangible. (To simplify play, you may wish to treat this as a 75% miss chance instead of rolling 50% twice)
Omni-Competent (Ex) Death knows all skills and has maximum ranks in all skills.
Phylacteric Transference (Su) Any items kept in close proximity (within 75 feet per Hit Dice) to the Death’s phylactery transfer all their benefits to Death regardless of the distance between Death and his phylactery. Standard limits on types of items apply.
Regeneration (Su) Death takes normal damage from epic good aligned weapons, and from spells or effects with the good descriptor equivalent to a 10th level spell or higher (after metamagic). All other damage is negated entirely
Rejuvenation (Ex) When Death is destroyed, it immediately rejuvenates to full hit points, by sacrificing one of the immortal spirits trapped within its soul gems. Typically, Death will have 2d4 captured immortal spirits within its soul gems when encountered. Only the spirits of true immortals (demi-deities and above) can bestow the ability to rejuvenate upon Death.
Vanguard Reflexes (Su) Allies within 540 ft. of Death can choose to use its Reflex saving throw instead of their own.
Overshadow (Su) As a standard action, Death can sacrifice one of its captured immortal spirits to wrap a shroud of death around a single opponent. This attack deals 1500 damage, or 3000 damage on the upper planes (no save) and has a range of 850 ft.
Rogue Abilities (Ex) Death is a master thief and possesses 37 integrated rogue levels.
Crippling Strike (Ex) Any opponent damaged by one of the Death's sneak attacks suffers an additional 2 points of strength damage.
Defensive Roll (Ex) Once per day, Death can attempt a Reflex saving throw against any attack's damage, success meaning the blow only deals half damage.
Improved Evasion (Ex) Should Death make a successful Reflex save against an attack that normally deals half damage on a successful save, he instead takes no damage or only half damage on a failed save.
Improved Uncanny Dodge (Ex) Death can only be flanked by a character with at least 79 Hit Dice.
Sneak Attack (Ex) Death deals +19d6 damage upon a successful sneak attack.
Trap-finding (Ex) Death can use its Search skill to locate traps with a DC higher than 20.
Trap Sense (Ex) Death gains a +14 bonus on Reflex saves and +14 Dodge bonus to AC against traps.
Stasis Touch (Su) As temporal stasis except a supernatural ability. Any creature touched by Death must make a Fortitude save (DC 83) or be placed in suspended animation.
Summon Angel of Sickness (Horseman of the Apocalypse Famine) (Sp) Once per week Death can summon The Angel of Sickness. This is equivalent to a 16th-level spell. Epic spell DC 96.
Sword of the Endless (Su) Death can shoot a ray of divine fire dealing 44d20 damage (average 462) out to a range of 1080 feet. Half the effect is fire, the other half divine energy. They must succeed at a ranged touch attack to hit.
Trap the Soul (Su) Death can trap even immortal spirits. To use this power he selects any target within 1500 feet. The target is allowed a Fortitude save (DC 83). If the target makes its save half its levels are drained. If the target fails its save, its spirit is trapped within one of Death's 8 soul gems. Death can only capture eight spirits or souls at any given time, one per soul gem. Mortal souls or spirits weaker than demi-deity are devoured within a single day. Those of capture immortals of demi-deity or above are used to fuel Death's overshadow and rejuvenation abilities.
When she appears to take the soul of the passing, Death appears as a petite black-haired human in all black clothes (depending on the era and her mood), with alabaster skin and a smile that calms all who sees it. When she appears for combat (not very likely), she appears to her combatant as a huge skeletal version of that race.
The Angel of Death ends nations, devours civilizations. Standing alongside time, the Angel of Death will even visit those gods whose time is up...

Angel of the Dawn

Angel, Tuhim, Angel of the Dawn
CR 12 XP: 19,200
NG Medium outsider (angel, extraplanar, good)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +18
Aura Protective
AC 24, touch 15, flat-footed 19 (+9 natural, +5 Dex)
HP 114 (12d8+60)
Fort +15, Ref +13, Will +18
Defensive Abilities Fort +19 against poison; DR 10/evil, ; Immune acid, cold and petrification; SR 30; Resist electricity 10 and fire 10
Speed 40 ft., fly 80 ft. (perfect)
Melee +3 light mace +17/+12/+7 (1d6+5), slam +9 (1d6+1 plus 2d6 +2 nonlethal) or slam +14 (1d6+3 plus 2d6 +2 nonlethal)
Special Attacks Spell-like abilities
Spell-Like Abilities (CL 12th) At will - cure critical wounds, lesser restoration, neutralize poison, remove blindness/deafness, remove curse, remove disease, sanctuary; 3/day - heal, lesser planar ally, plane shift, empowered cure critical wounds, maximized cure critical wounds, raise dead; 1/day - mass cure critical wounds, planar ally, restoration, resurrection. All saves are Cha-based.
During Combat One thing the tuhim are renown for is their incredible pacifism. These angels will never willingly harm another, even the most evil of fiends, and will spend all their efforts healing and protecting their allies--usually angels. If forced into combat, they will attempt to subdue their foes with nonlethal damage, making full use of their merciful hand ability.
A tuhim's natural and wielded weapons are considered good-aligned for the purposes of overcoming damage reduction.
Str 14, Dex 20, Con 21, Int 16, Wis 27, Cha 29
Base Atk +12; CMB +14; CMD 29
Feats Empower Spell-Like Ability (cure critical wounds), Great Fortitude, Improved Initiative, Iron Will, Maximize Spell-Like Ability (cure critical wounds)
Skills Acrobatics +7, Diplomacy +20, Knowledge (gather informantion) +28, Knowledge (nature) +13, Knowledge (planes) +18, Knowledge (religion) +18, Linguistics +15, Perception +18, Perform (sing) +19, Perform (string instruments) +19, Sense Motive +23, Spellcraft +13, Survival +8
Languages Tuhim speak Celestial, Common and Infernal, but are capable of talking to most creatures due to their tongues ability.
SQ Change shape, merciful hand, sacred healing
Environment Any upper plane
Organization Solitary, or with other angels
Treasure Double standard; no coins
Change Shape (Su) A tuhim can assume the form of any Small or Medium humanoid.
Merciful Hand (Su) Tuhim are fundamentally creatures that do kill, at the very worst merely disabling. A tuhim's natural attacks and any attacks made by a weapon in the hands of a tuhim are considered to have the merciful weapon property.
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the tuhim. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 16th). This aura can be dispelled, but the tuhim can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in a tuhim's statistics block.)
Sacred Healing (Ex) The tuhim is naturally imbued with greater healing powers than any mortal creature and most other angels. Once per encounter, a tuhim may add its Cha modifier as a bonus to the amount of healing it can provide with its spell-like abilities that cure hit-point damage.
Tongues (Ex) Tuhim can speak with any creature that has a language, as though using a tongues spell (caster level 12th). This ability is always active.
Standing here is a beautiful woman draped in white robes of silk, bathed in light and bearing two graceful, white wings that seem to shine like starlight. She carries a silvery rod topped with a small silver sculpture of a perched eagle, but she does not seem willing to use it. Her eyes are warm, and feel as though they sooth the soul.
The tuhim are a choir of angels that disdain warfare, but are frequently found in angelic wars as healers and protectors. More often than not, they appear as beautiful humanoid women with white wings and silken robes, unstained by most everything. Many will carry light weapons, but disdain their use unless entirely necessary. These angels will often be the agents of gods of good, such as Sarenrae and Iomedae.

Valdrake ‘The Black’ Alandrith

Valdrake ‘The Black’ Alandrith
CR 15                                                                                                      XP: 51,200
Male Andoran human fighter 10/tempest 5/aristocrat 1
LN Medium humanoid (human)
Init +4; Senses Perception +10
AC 31, touch 22, flat-footed 24 (+4 Dex, +5 armor, +5 deflection, +2 dodge, +4 natural)
HP 136 (15d10+1d8+32)
Fort +21, Ref +12, Will +9
Defensive Abilities tempest defense +3; DR 5/bludgeoning; Immune fear
Speed 40 ft.
Melee +26/+21/+16/+11 melee (1d8+9, plus 1d6 fire, plus 1 Con/17-20, +2 flaming sweeping longsword of wounding) and +26/+21 melee (1d6+5, plus 1 Con/19-20, +2 cold iron deflecting hand-axe of wounding) or +24/+19/+14/+9 melee (1d10+7/x3, mwk lance)
Special Attacks ambidexterity, two-weapon versatility
Str 24, Dex 18, Con 14, Int 13, Wis 12, Cha 8
Base Atk +16; CMB +23; CMD 44
Feats Bounding Assault, Combat Expertise, Dodge, Fearless, Fearless Aura, High Sword Low Axe, Improved Critical (Longsword), Improved Trip, Improved Two-Weapon Fighting, Mobility, Mounted Combat, Ride-By Attack, Spring Attack, Two-Weapon Fighting, Weapon Focus (Longsword)
Skills Acrobatics +14, Handle Animal +5, Intimidate +3, Perception +10, Ride +29, Sleight of Hand +7, Swim +12
Languages Common, Andoran, Elven
Gear Hell-forge (+2 flaming sweeping longsword of wounding), Thresher (+2 cold iron deflecting hand-axe of wounding), +5 elven chain of axe/spear blocking, ring of protection +3, amulet of natural armor +2, vest of resistance +4, belt of giant Strength +4, gloves of Dexterity +2, ring of improved invisibility, storm-rider boots.
Ambidexterity (Ex) Valdrake’s attack penalties for fighting with two weapons is lessened to +0 (if his offhand weapon is a light weapon).
Tempest Defense (Ex) Valdrake gains a +3 bonus to armor class when wielding a double weapon or two weapons. He loses this ability when fighting in medium or heavy armor.
Two-Weapon Versatility (Ex) When Valdrake fights with two weapons, his Improved Critical (longsword) and Weapon Focus (longsword) feats apply to his second weapon as well as to his longsword.
Two-Weapon Spring Attack (Ex) When Valdrake makes a spring attack, he can attack once each with two different weapons as an attack action. He loses this ability when fighting in medium or heavy armor.
Arngrim, Andoran destrier (heavy warhorse): Large animal; CR 4; HD 6d8+18; hp 48; Init +1; Spd 50 ft.; AC 20, touch 10, flat-footed 19; Base Atk +4; Grp +13; Atk +8 melee (1d6+5, hoof); Full Atk +8/+8 melee (1d6+5, 2 hooves) and +3 melee (1d4+2, bite); SA -; SQ Low-light vision, scent; AL N; Fort +8, Ref +6, Will +3; Str 20, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
Skills and Feats: Listen +7, Spot +6; Diehard, Endurance, Run.
Possessions: +1 mithril chainmail barding, battle bridal.
Sources used: PHB 3.5, DMG 3.5, Player's Guide to Faerûn, Complete Adventurer, Complete Warrior, Magic Item Compendium and PHB II