Wednesday, January 30, 2019

Warduke


Warduke

CR 21 XP: 409,600
Male human fighter 20
CE Medium humanoid 
Init +3; Senses Perception +14
AC 42, touch 19, flat-footed 38 (+5 deflection, +5 natural, +7 shield, +11 armor, +3 Dex)
HP 310 (20d10+200)
Fort +27, Ref +14, Will +13
DR 5/adamantine; Immune mind-affecting; SR 30
Speed 30 ft.
Melee Bastard sword +39/+34/+29/+24 melee (3d8 + 21 plus 2d6 anarchic and 1 Con /17-20/x2) and shield +37/+32 melee (3d6 + 11)
Special Attacks Counterattack, fearsome eye, overpowering attack
Str 34, Dex 16, Con 31, Int 13, Wis 15, Cha 20
Base Atk +20; CMB +32; CMD 50
Feats Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Greater Weapon Focus (Bastard Sword), Greater Weapon Specialization (Bastard Sword), Improved Critical (Bastard Sword), Improved Shield Bash, Improved Two-Weapon Fighting, Legendary Tracker, Mobility, Power Attack, Quick Draw, Spring Attack, Two-Weapon Fighting, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Whirlwind Attack
Skills Acrobatics +25, Climb +25, Intimidate +28, Knowledge (martial lore) +24, Knowledge (planes) +12, Perception +14, Ride +10, Survival +23, Swim +25
Gear Gauntlets of mighty prowess +6, +5 anarchic wounding bastard sword of human bane, +5 spiked ceremonial war plate armor of moderate fortification, +5 heavy adamantine shield of bashing, Warduke's helm.
Environment any
Organization Solitary (unique)
Treasure Warduke's Helm (Major Artifact)
Warduke's Helm provides a +5 deflection and +5 natural armor bonus to AC and a +5 resistance bonus to saves. It provides spell resistance 32 and immunity to mind-affecting.
Both of the two lesser rubies in the helm's face plate allow a double strength death knell to be cast as a swift action, activated by the wearer's thought. While death knell is in effect, the ruby glows and cannot activate another death knell, thus allowing Warduke to have a maximum of two death knells in effect at any one time.
The large third ruby can store any spell up to 9th level, as a ring of spell storing. The spell can be cast as a swift action requiring only a thought. Warduke usually stores a word of recall, although for important or dangerous missions he has it replaced with limited wish instead.
Fearsome Eye (Su) Warduke's fiendish grafted eyes can continuously see invisibility and see in darkness (as a devil). Furthermore, any creature within 50 feet that meets Warduke's gaze must make a Will save (DC 25) or be paralyzed with fear for 1d4 rounds.

Kaiju, Octogorgon

Kaiju, Octogorgon
CR 29 XP: 6,553,600
CE Colossal magical beast (kaiju, water)
Init +12; Senses blindsense 100 ft., darkvision 600 ft., low-light vision; Perception +33
Aura frightful presence (300 ft., DC 40)
AC 48, touch 20, flat-footed 40 (-8 size, +8 Dex, +28 natural, +10 deflection)
HP 900 (40d20+480); fast healing 40
Fort +34, Ref +30, Will +25
Defensive Abilities ferocity, protection field, recovery; DR 20/epic; Immune ability damage, ability drain, acid, death effects, disease, energy drain, fear, petrifaction; SR 40; Resist cold 30, electricity 30, fire 30, negative energy 30, sonic 30
Speed 100 ft., swim 100 ft.
Melee bite +47 (3d10+15), 8 tentacles +42 (2d6+7 plus grab)
Ranged eye rays +40 (varies)
Space 60 ft., Reach 80 ft.
Special Attacks agile grappler, breath weapon, constrict (2d6+22), eye rays, hurl foe, trample (4d8+22, DC 45)
During Combat In combat, Octogorgon’s sheer size is sufficient to destroy cities, but it supplements this physical power with an acidic, petrifying spray of ink and a barrage of deadly rays fired from each of its tentacles. Which targets are afflicted by which rays are determined mostly by whimsy rather than tactical considerations. Octogorgon’s wake is typically populated by a few mad, cursed or polymorphed survivors to testify to its might.
Str 41, Dex 27, Con 34, Int 8, Wis 31, Cha 30
Base Atk +40; CMB +63; CMD 91
Feats Combat Reflexes, Critical Focus, Greater Sunder, Greater Vital Strike, Improved Critical (Bite, Tentacle), Improved Initiative, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Point-Blank Shot, Power Attack, Precise Shot, Staggering Critical, Stand Still, Step Up, Stunning Critical, Vital Strike
Skills Intimidate +23, Perception +33, Swim +33
Languages Aklo
SQ amphibious, compression, massive
Environment any aquatic
Organization unique
Treasure triple standard
Agile Grappler (Ex) Octogorgon can grapple any number of Gargantuan or smaller creatures as a swift action, and it does not gain the grappled condition when grappling a creature of Gargantuan or smaller size.
Breath Weapon (Su) As a standard action, Octogorgon can breathe a 600 ft. cone that deals 30d6 acid damage (Reflex DC 42 half) . Any creature that takes any damage from this breath weapon must succeed a Fortitude save (DC 42) or be petrified. Octogorgon can use this breath weapon once every 1d4 rounds. The save DC is Constitution based.
Eye Rays (Su) Octogorgon can fire rays from its tentacles as ranged touch attacks with a range of 1,200 feet. It can fire one ray as a swift action, two rays as a standard action and four rays as a full attack. The save DC of all of these effects are Charisma based. action. When Octogorgon uses one or more of its eye rays, it cannot use that ray again for 1d4 rounds. The eye rays Octogorgon can use are:
Antimagic Ray (Su) A creature struck by this ray has all spells affecting it dispelled and must succeed a DC 40 Will save or have its magic items suppressed for 20 minutes, as per a mage’s disjunction spell.
Beating Ray (Su) A creature struck by this ray takes 20d6+20 bludgeoning damage and must succeed a DC 40 Fortitude save or be pushed 30 feet away from Octogorgon and knocked prone.
Burning Ray (Su) A creature struck by this ray takes 20d6 fire damage and must succeed a DC 40 Reflex save or take 5d6 points of burn.
Death Ray (Su) A creature struck by this ray takes 200 points of negative energy damage. A successful DC 40 Fortitude save reduces this damage to 3d6+20.
Despair Ray (Su) A creature struck by this ray takes a -4 penalty on all attack rolls, damage rolls, saving throws, skill and ability checks. This effect is permanent unless the creature struck succeeds a DC 40 Will save, in which case the duration is 1 minute. This is a curse effect.
Freezing Ray (Su) A creature struck by this ray takes 20d6 cold damage and must succeed a DC 40 Fortitude save or be staggered for 1d4 rounds.
Madness Ray (Su) A creature struck by this ray must succeed a DC 40 Will save or be driven permanently insane (as per the insanity spell).
Transmogrification Ray (Su) A creature struck by this ray must succeed a DC 40 Fortitude save or be transformed into a Tiny harmless animal as per a baleful polymorph spell.
Protection Field (Su) Octogorgon gains a deflection bonus to its AC equal to its Charisma bonus.
This impossibly immense creature resembles an octopus with a huge, gnashing beak. Its eight tentacles each end in a puckered orifice.
Octogorgon is one of the most intelligent of the kaiju, but this intelligence gives it an unfortunately cruel and peevish temperament. It spends centuries at a time sleeping in its lair, which is fortunate, because in its waking hours it makes a beeline straight for large populated areas to delight in destroying. Octogorgon takes trophies from its rampages, and the relics of a dozen dead civilizations decorate the winding passages of the undersea caverns it calls home.
Octogorgon, unlike most kaiju, is capable of speech. It rarely speaks to individual creatures, preferring to make doom-laden pronouncements to terrify all in ear-shot when it moves to destroy a city. It occasionally makes references to the Great Old Ones in these speeches, leading some scholars to hypothesize that Octogorgon is one of their creations, or even of their number. It cannot grant spells and sees worshipers as deluded fools.

Kaiju, Cacagnea

Kaiju, Cacagnea
CR 19 XP: 204,800
CN Colossal aberration (avian, kaiju)
Init +6; Senses darkvision 60 ft.; Perception +33
AC 34, touch 4, flat-footed 32 (-8 size, +15 natural, +15 armor, +2 Dex)
HP 492 (24d20+240); fast healing 15
Fort +23, Ref +15, Will +25
Defensive Abilities force screen; DR 15/-; SR 29; Resist acid 30, cold 30, electricity 30, fire 30, sonic 30; Weaknesses spells, unstable body
Speed 50 ft., fly 240 ft. (average)
Melee bite +43 (4d8+32/19-20 plus grab), 2 claws +42 (3d8+32)
Space 30 ft.
Special Attacks annihilation pulse, swallow whole (2d8+16 bludgeoning and 10d8 typeless, AC 32, 34 hp), unstable body
Str 42, Dex 14, Con 30, Int 5, Wis 23, Cha 17
Base Atk +0; CMB +24; CMD 36
Feats Combat Reflexes, Defensive Combat Training, Flyby Attack, Greater Vital Strike, Improved Critical (Bite), Improved Initiative, Improved Vital Strike, Vital Strike, Weapon Focus (Bite), Wingover
Skills Fly +21, Perception +33
Languages Aklo
SQ no breath, starflight
Environment any land
Organization solitary or pair
Treasure incidental
Annihilation Pulse (Su) As a standard action once every 1d4 rounds, a cacagnea can emit pure destructive energy in a 100 ft. radius. All creatures and unattended objects in the radius must succeed a DC 32 Fortitude save or take 20d8 points of damage. A successful save reduces the damage taken to 5d8. A creature reduced to 0 hit points by this attack is reduced to dust, as per the disintegrate spell. The save DC is Constitution based.
Force Screen (Su) A cacagnea is surrounded at all times by a projection of pure force, similar to a wall of force spell. Although it does not fully block line of effect, it grants the cacagnea a +15 armor bonus to AC, a +5 resistance bonus to all saving throws, DR 15/- and resist 30 to all elemental damage. These benefits are included in the stat block above.
Starflight (Su) A cacagnea can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion)—provided the cacagnea knows the way to its destination.
Swallow Whole (Ex) Any creature reduced to 0 hit points when swallowed by a cacagnea is reduced to dust, as per the disintegrate spell.
Unstable Body (Ex) If a cacagnea’s force screen is removed, its body begins to break down at a rapid rate. This destructive force also applies to anything the cacagnea touches. Every round a cacagnea does not have its force screen active, it takes 5d6 points of typeless damage. It also takes 5d6 points of damage every time it touches a creature or object, but the creature or object touched takes 5d6 points of damage as well. This damage can be reduced to half by a successful DC 32 Fortitude save. The save DC is Constitution based. A cacagnea reduced to 0 hit points is reduced to dust, as per the disintegrate spell.
Vulnerable to Spells (Su) A disintegrate spell or rod of negation targeting a cacagnea nullifies its force screen for 1d4+1 rounds. A sphere of annihilation or rod of cancellation permanently destroys a cacangea’s force screen, as do a prismatic wall or prismatic sphere spell. Any effect that permanently destroys a cacagnea’s force screen is itself destroyed in the process.
Soaring in the skies above you is a grotesque parody of a bird of prey—its long bare neck ends in a toothy beaked head and its wings stretch wider than the length of a battleship. The air shimmers and warps subtly around it, as if it were surrounded by an invisible barrier.
A cacagnea’s wingspan is almost 150 feet long and the creature weighs upwards of 50 tons. Their bestial appearance belies a dim intelligence, and they are smart enough to target vulnerable opponents and retreat from overwhelming force. If a cacagnea’s force screen is disrupted, the creature will often fly into a suicidal rage, determined to cause as much damage as possible before being annihilated by its hostile environment.
Cacagneas are giant bird-like creatures made up of a very unstable form of matter. Existence itself is violently corrosive to a cacagnea, and the creature’s touch is likewise incredibly destructive. To protect itself from a hostile universe, the cacagnea is forever encased in a screen of force that prevents it from being directly contacted by matter of any kind. Cacagneas seem to gain nutrition from destroying matter, which they do in a more controlled manner through their annihilation pulse and by swallowing prey. Prey in a cacagnea’s stomach is surrounded in a miniature force screen of their own, which bombards them with destructive energy until they are reduced to atoms.
Cacagneas are native to the vast void between worlds, which they sail gracefully for millennia without pause. They only enter planetary atmosphere to eat, which they do both in preparation for laying an egg or for nesting. A cacagnea lays 1 to 4 eggs at a time, and the nestlings are highly dependent on their parent for food for a year before they leave the nest and the (by now severely depopulated) planet behind. Cacagneas are asexual creatures that can reproduce without ever seeing another of their kind, but sometimes a pair of cacagneas will travel the cosmos together.

Tuesday, January 29, 2019

Angel, Malak, Archway

Angel, Malak, Archway
CR 17 XP: 102,400
NG Large outsider (angel, extraplanar)
Init +5; Senses Darkvision 60 ft., low-light vision, true seeing; Perception +27
Aura Protective
AC 30, touch 14, flat-footed 25 (-1 size, +16 natural, +5 Dex)
HP 200 (16d10+112)
Fort +17, Ref +15, Will +18
Defensive Abilities Fort + 21 against poison; DR 15/evil; Immune acid, cold, death effects, negative energy and petrification; SR 30; Resist electricity 10 and fire 10
Speed 30 ft., fly 80 ft. (perfect)
Melee +3 cold iron scythe +23/+18/+13/+8 melee (2d6+10 plus touch of death, x4) or touch +20 melee touch (touch of death)
Space 10 ft., Reach 10 ft.
Special Attacks Spells, spell-like abilities, touch of death
Spell-Like Abilities (CL 16h) At will - death knell, dimension door, greater invisibility, greater plane shift(self plus 50 pounds of equipment only), greater teleport(self plus 50 pounds of equipment only), telekinesis; 3/day - feeblemind, magic jar(treat scythe as jar), mass suggestion, quickened greater plane shift, quickened greater teleport; 1/day - contact other plane, soul bind. All saves are Cha-based
Spells Prepared (CL 15th)
  0th-Detect Magic (x3), Guidance, Light, Mending
  1st-Cause Fear (x2), Cure Light Wounds (x2), Entropic Shield, Remove Fear, Sanctuary, Shield of Faith
  2nd-Calm Emotions, Cure Moderate Wounds (x2), Death Knell, Eagles Splendor, Hold Person, Owls Wisdom, Spiritual Weapon
  3rd-Bestow Curse (x2), Clarity of Mind, Cure Serious Wounds, Deeper Darkness, Inflict Serious Wounds, Speak With Dead, Stone Shape
  4th-Death Ward, Dimensional Anchor, Dismissal, Divination, Freedom of Movement, Restoration, Spell Immunity
  5th-Break Enchantment, Mass Cure Light Wounds, Righteous Might, Scrying, Slay Living (x2)
  6th-Antilife Shell, Banishment, Harm, Heal, Symbol of Persuasion
  7th-Greater Scrying, Regenerate, Symbol of Weakness, Word of Balance
  8th-Dimensional Lock, Protection from Spells, Symbol of Death
During Combat Malaks rarely begin combat in melee range, relying on spells to weaken enemies, when dead they can harvest the soul and bring it to it's afterlife. For more powerful foes, they may attempt to reap the creature as quickly as possible to minimize damage to itself, possibly attempting to lower the saves to make their foe more vulnerable to their death touch. Often times, however, with the mentally weak, the malak will even attempt to convince the soul with mere words to follow it into death.
Str 20, Dex 21, Con 25, Int 31, Wis 26, Cha 33
Base Atk +16; CMB +22; CMD 37
Feats Ability Focus (Touch of Death), Combat Expertise, Empower Spell, Heighten Spell, Quicken Spell-Like Ability (Greater Plane Shift, Greater Teleport)
Skills Acrobatics +20, Appraise +21, Bluff +26, Diplomacy +34, Disguise +11, Heal +23, Intimidate +28, Knowledge (arcana) +25, Knowledge (history) +25, Knowledge (planes) +29, Knowledge (religion) +29, Linguistics +26, Perception +27, Perform (percussion instruments) +21, Sense Motive +27, Spellcraft +27, Stealth +24, Survival +8
Languages Malak speak Celestial and Infernal, but can speak to any creature with a language, due to its tongues ability.
Environment Any upper plane
Organization Solitary
Treasure Standard plus +3 cold iron scythe
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 malak. 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 malak can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an malak's statistics block.)
Spells (Ex) A malak casts spells as a 15th level cleric with access to the Death and Balance domains. The save DC's are Wisdom-based. The malak cannot channel positive or negative energy to spontaneously cast cure or inflict spells. Typical Cleric spells prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/3+1/2+1), base save DC 18 + spell level)
Tongues (Su) Malak can speak with any creature that has a language, as though using a tongues spell (caster level 16th). This ability is always active.
Touch of Death (Su) The malak uses a supernatural touch that drags the soul from the body of a victim, attaches it to the malak itself, and allows the angel of death to bring the soul to its final destination. If the malak makes a melee touch attack, or an attack with its scythe, it forces those touched or attacked to make a Will save (DC 31). Anyone who fails their save has their soul ripped from their body, which dies instantly. The malak taking the soul then claims it as their own (until it frees the soul in its final resting plane), freeing the soul from most contracts that might tie it to a malign force such as a demon price or archdevil lord. This attack can be made only once per round. This ability is Cha based and includes a +2 bonus from the ability focus feat and is a necromantic death effect.
True Seeing (Su) Malak have a continuous true seeing ability, as the spell (CL 16th). This also allows the malak to see the souls of the departed, just as the Spirit Sense feat, but with an indefinite duration.
Standing before you like a tower of blackness is something you can only comprehend as a very tall humanoid in a black robe, carrying a long scythe and with black feathery wings sprouting from its back. Its face is completely concealed by darkness under the hood of its flowing robe. The hand clutching the scythe is thin and pale, but you cannot tell at all if it is simply frail or actually bone. The air about it feels almost fundamentally disturbing, but somehow natural.
Malak are widely diverse in appearance, often taking the form as the creature witnessing them perceives death, with no absolute form, though their form is rarely entirely under their control.
The malak are the embodiment of death, and guides of souls to their final destination in the outer planes. Often, the malak will be forced to take a soul by force before it's death, because more powerful creatures might be able to deny fate and remain alive. The malak are not inherently malign or even benevolent despite their angelic status and see themselves merely as creatures of balance and a sense of natural duty, as death is the most natural part of life.

Angelic Guardian

Angel, Shayal "Angelic Guardian"
CR 5 XP: 1,600
LG Medium outsider (angel, extraplanar, good)
Init +1; Senses Darkvision 60 ft., low-light vision; Perception +10
Aura Protective
AC 22, touch 11, flat-footed 21 (+6 natural, +5 armor, +1 Dex)
HP 32 (5d8+10)
Fort +6, Ref +5, Will +6
Defensive Abilities Fort +10 against poison; DR 5/evil; Immune acid, cold and petrification; Resist electricity 5, fire 5
Speed 40 ft., fly 50 ft. (good)
Melee +1 flaming longsword +10 melee (1d8+4 and 1d6 fire, 19-20/x2) slam +6 (1d6+4)
Special Attacks Heavenly burn, maneuvers, spell-like abilities, stances
Spell-Like Abilities (CL 5th) At will - cure minor wounds, detect evil, shield of faith; 3/day - cure light wounds, prayer; 1/day - plane shift. All saves are Cha-based.
During Combat Shayal live for combat, not because they love bloodshed, but they revel in their duty to extinguish evil in the multiverse in all its forms and think it's best done with a strong swing of a sword. A shayal will rarely flee from a battle it deems worthy to fight but will refuse to fight good-aligned opponents or neutral opponents who have done no harm unless provoked by either. Unless fighting beings of true evil such as demons or devils, it will not fight to the death, preferring to leave mortals of smaller power alive to regret their actions.
A shayal's natural and wielded weapons are treated as good-aligned for the purposes of overcoming damage reduction.
Str 17, Dex 12, Con 15, Int 14, Wis 15, Cha 14
Base Atk +5; CMB +8; CMD 19
Feats Power Attack, Weapon Focus (Longsword)
Skills Acrobatics +13, Craft (weapons) +7, Diplomacy +4, Heal +8, Intimidate +10, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +6, Perception +10, Sense Motive +7, Survival +2, Swim +11
Languages Shayal speak Celestial and Common but can speak with any creature with a language due to its tongues ability.
Environment Any upper plane
Organization Solitary, pair, squad (3-20) or army (21-200)
Treasure Standard plus +1 flaming longsword
Heavenly Burn (Su) Shayal are warriors against the forces of evil, and their flaming swords will not be ignored even by fiends. The fire damage dealt by their flaming sword ignores the fire resistance of creatures with the evil subtype, and still deals half damage to said creatures with fire immunity. This ability is not granted to any non-angel wielding a shayal's flaming sword.
Maneuvers (Ex) A Shayal has knowledge of several martial maneuvers from the Devoted Spirit and Golden Saint disciplines. It knows three maneuvers, all of which it may have readied at one time. It has an initiator level of 3rd. 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 meditating for five minutes. Typical Manuevers Readied
Strikes: Paladin’s Charge, Crusader’s Strike, Templar’s Strike Stances: A Shayal has knowledge of one martial stance from the Devoted Spirit and Golden Saint disciplines.
Typical Stances Known Martial Spirit
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 shayal. 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 5th). This aura can be dispelled, but the shayal can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in a shayal's statistics block.)
Tongues (Su) Shayal can speak with any creature that has a language, as though using a tongues spell (CL 5th). This ability is always active.
This beautiful humanoid appears to be a simple human, but from its shoulders spread two beautiful, white-feathered wings. It's almost gold-colored sword ignites with holy fire and it smiles with triumphant warrior's zeal.
The shayal are the foot-soldiers of the upper planes. They are most often employed into vast scale conflicts with against evil creatures and even sometimes employed by righteous kings against opposing armies of evil. These warriors can be found anywhere in the upper planes (when not fighting in the lower planes) as anything from upstanding knights of Celestia to freedom fighters of Arborea.

Archfiend of Despair

Devil, Haazekthok, Archfiend of Despair, Hell's Firstborn
CR 20 XP: 307,200
LE Gargantuan outsider (devil, evil, extraplanar, lawful)
Init +17; Senses Darkvision 60 ft., see in darkness; Perception +34
AC 40, touch 15, flat-footed 31 (-4 size, +25 natural, +9 Dex)
HP 387 (25d12+225); regeneration 5
Fort +27, Ref +25, Will +17
DR 15/epic and good; Immune electricity and fire; SR 33; Resist acid 10, cold 10
Speed 50 ft.
Melee 2 claws +45 (4d6+24/19-20) bite +42 (6d6+18)
Space 20 ft., Reach 20 ft.
Special Attacks Rage, spell-like abilities, symbol of pain
Spell-Like Abilities At will - blasphemy, darkness, desecrate, detect good, detect chaos, dispel good, dispel chaos, greater teleport (self plus 50 pounds of material), heat metal, telekinesis; 3/day - destruction, harm, implosion, time stop; 1/day - mass hold monster, meteor swarm
Before Combat Despite their dim wits, Hells firstborn are natural killers. They prefer to fly into a rage and tear into their enemies with their razored claws and powerful jaws. If they cannot reach their enemies, they will attempt to hold them in place or do away with them at a distance. They really enjoy getting their foes within range of their painful sigils, as they enjoy the look of agony on a meals face. Most Haazkethoks will fight to the death but aren't unknown to run from a losing battle.
Str 35, Dex 28, Con 29, Int 6, Wis 13, Cha 16
Base Atk +25; CMB +41; CMD 60
Feats Epic Fortitude, Improved Critical (Claw), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Superior Initiative, Weapon Focus (Claw)
Skills Acrobatics +19, Diplomacy +5, Intimidate +28, Linguistics +24, Perception +34, Sense Motive +16, Stealth +19
  Racial Modifiers +8 to Perception
Languages They do not speak but understand Abyssal and Infernal.
Environment Nine Hells of Baator
Organization Solitary or pair
Treasure none
See in Darkness (Su) Haazekthoks can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Rage (Ex) Haazekthoks rage as a 20th level barbarian. Unlike barbarians, they may rage and retain a lawful alignment simultaneously.
Symbol of Pain (Su) Hell's firstborn are creatures that after millenia of existence know how to cause pain. They have supernatural sigils on their back that act just as the spell of the same name (Fort DC 25 negates).
Regeneration (Ex) Hell's firstborn take normal damage only from good-aligned, epic weapons and spells and effects of the good descriptor.
Walking on unusually thin legs is a hulking creature of overwhelming horror. Easily the height of five men or more and covered in a thick, coal-black skin, it gazes down upon you with four unnerving orange eyes. It has two muscular arms with meaty hands covered in countless black hook-like razored claws. On its back appear to be two detached, floating, rigid wings that also seem functionless but also on its back are several infernal glowing sigils that merely looking upon send shock waves of agony through you.
Haazekthoks stand about 25 to 30 feet in height and weigh 5 tons.
Haazekthoks are the primordial creatures of Baators origin, before the angels fell and the Baatezu took over. They are what demons would have been if forged from eternal law instead of chaos. It is said that there were once many breeds of these devils but now all that reminds are the dim-witted creatures that roam the most desolate of Hells planes. They like to feed on the flesh of devils and mortals alike, but devil meet is in higher stock.

Bruudithin, Fallen Examiner

Bruudithin, Fallen Examiner
CR 11                                                                                              XP: 12,800
LE Large outsider (evil, extraplanar, lawful)
Init +1; Senses Darkvision 60 ft., see in darkness; Perception +24
AC 30, touch 10, flat-footed 29 (-1 size, +4 armor, +16 natural, +1 Dex)
HP 110 (13d10+39); fast healing 2
Fort +12, Ref +10, Will +10
DR 10/good; Immune disease, fire and poison; SR 20; Resist acid 10, cold 10, electricity 10
Speed 40 ft.
Melee Bite +16 melee (1d8+4, x2) and 2 slams +11 melee (1d8+2, x2)
Space 10 ft., Reach 10 ft.
Special Attacks Examine, spell-like abilities
Spell-Like Abilities (CL 13th) At will - blasphemy, blindness/deafness, bull's strength, deeper darkness, greater teleport (self plus 50 pounds of equipment only), quickened detect magic; 3/day - avasculate, enervation, eyebite; 1/day - trap the soul saves are Cha based.
During Combat Despite their great intelligence and scientific minds, fallen examiners are especially brutal combatants. With cold relentlessness they will slam their fists or claws or jaws into their would-be victims to the point of submission or unconsciousness, where the examiner will either take them to their lab or examine them then and there, depending on the circumstances. Fallen examiners usually try to have multiple bodies for experiments, but if they have too many of one type they will usually discard any extras or harvest them for parts.
If hard pressed, a fallen examiner will try to blind their opponent to make them an easier target or try to teleport away to safety to gather more information and either try to retrieve their victim once more or find a more attainable subject.
Str 19, Dex 12, Con 17, Int 27, Wis 12, Cha 14
Base Atk +13; CMB +18; CMD 29
Feats Graft Flesh, Improved Bull Rush, Legendary Artisan, Power Attack, Shock Trooper
Skills Bluff +12, Climb +14, Craft (alchemy) +24, Craft (weapons) +24, Handle Animal +24, Heal +11, Intimidate +16, Knowledge (arcana) +24, Knowledge (history) +24, Knowledge (nature) +24, Knowledge (planes) +24, Knowledge (religion) +24, Linguistics +18, Perception +24, Profession (surgeon) +9, Use Magic Device +17
Languages Abyssal, Common, Celestial, Infernal and a secret language of their own.
SQ mage armor
Environment Nine Hells of Baator
Organization Solitary, pair, assembly (3-10) or convention (11-40 plus 50-600 noncombatant soul-shells)
Treasure Standard
Examine (Ex) Fallen examiners are terrible, torturous creatures who embody the spirit of the Nine Hells, and their method of torture is surgery. Initiating an examination requires a full around action and is usable on any helpless or unconscious foes and lasts 1 minute per HD of the victim. The examiner makes sure to not cause any real damage to the creature's flesh as a knife or sword would, but he does indeed destroy the inner workings of them very meticulously in his search for knowledge. Each minute under the examination of this creature deals 1d3 damage to each one of the creature's stats and an additional 2 damage to the creature's Con score. If by the end of the experimentation the creature is not dead, it slowly loses 1 Con per round as it lay helpless, broken and little more than a bloody mess of detached organs and limbs, not even able to speak or see. After the examination is complete, the fallen examiner receives a +1 bonus on the knowledge checks corresponding with the creature's type per HD the creature had for 24 hours after the examination is complete
Mage Armor (Su) The glowing corona of the bruudithin is the result of medical experimentation on one's self, but it does have a use. A fallen examiner is surrounded by a constant mage armor effect, with a caster level equal to their HD. It is deactivatable and resumable as a free action, but the glow is always active.
See in Darkness (Su) Bruudithins can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Standing an amazing eleven feet from head to foot, this creature is a grotesque creature of hellish science. Its body is a muscular frame of cancerous tissue and glowing white skin. Its head is a strange combination of several different biological features such as several jaws, alien eyes and superfluous sockets and horns. It reaches out with a cold iron scalpel in an attempt to cut you open and examine what's inside.
Bruudithin's stand roughly 10 feet tall, weigh 600 to 700 lbs.
Fallen examiners are a terrible race of devils whose only desire is to get their claws on whatever they can and examine every inch of everything, inside and out and by any means necessary. They tend to dwell in underground laboratories either alone or in mass, operating on whatever hapless creature they got their claws around, usually a tortured soul-shell damned to hell for its wicked ways in life.
No two fallen examiners look alike, usually because when victims run out they will alter or examine themselves, leaving them aberrant and twisted looking and each one seems to have a different style for self-mutilation and experimentation. One feature most share is cancer-like tissue growing on their skin, which makes every inch of them glow with unnatural, dull white light. Some fallen examiners might have different natural weapons, such as claws or a tail slap instead of a slam attack, due to their widely differing physical appearances.