Monday, February 18, 2019

Morlock Barbarians

Bestino, Morlock Barbarian
CR 9                                                                                                                XP: 6,400
Male morlock barbarian 7
CE Medium monstrous humanoid 
Init +8; Senses blindsight 40 ft., scent; Perception +12
AC 22, touch 14, flat-footed 18 (+4 Dex, +1 natural, +7 armor)
HP 89 (3d10+7d12+27)
Fort +8, Ref +11, Will +4
Defensive Abilities improved uncanny dodge, trap sense +2, uncanny dodge; Ref +13 vs. traps; DR 1/-; Immune disease, poison, vision-affecting effects; Weaknesses light blindness
Speed 40 ft., 20 ft., climb 20 ft.
Melee +1 battleaxe +14/+9 (1d8+4/x3), bite +8 (1d4+1) or bite +13 (1d4+4)
Ranged shortbow +14/+9 (1d6/x3)
Space 5 ft., Reach 5 ft.
Special Attacks leap attack, rage (18 rounds/day), rage powers (no escape, raging leaper, strength surge), sneak attack +1d6, swarming
Str 16, Dex 19, Con 15, Int 10, Wis 8, Cha 6
Base Atk +10; CMB +13; CMD 27
Feats Improved Initiative, Lightning Reflexes, Point-Blank Shot, Skill Focus
Skills Acrobatics +20, Climb +26, Escape Artist +10, Perception +12, Stealth +17
  Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16 Climb
Languages Undercommon
SQ expert climber, fast movement
Gear +1 breastplate, +1 battleaxe, masterwork shortbow, 40 arrows, 10 +1 arrows
Environment  any underground
Organization solitary, pair, band (3-6), or tribe (7-18)
Treasure standard
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along the course of the leap-the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for leaving a threatened square.
Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Skin pale as a slug's belly, eyes huge and bulging, this thing crawls down the wall like a spider, but its shape is hideously humanoid.
Tatak, Morlock Barbarian Chief
CR 13                                                                                                            XP: 25,600
Male morlock barbarian 11
CE Medium monstrous humanoid 
Init +8; Senses blindsight 40 ft., scent; Perception +12
AC 22, touch 14, flat-footed 18 (+4 Dex, +3 natural, +5 armor)
HP 132 (3d10+11d12+39)
Fort +10, Ref +12, Will +5
Defensive Abilities improved uncanny dodge, trap sense +3, uncanny dodge; Ref +15 vs. traps; DR 2/-; Immune disease, poison, vision-affecting effects; Resist cold 10; Weaknesses light blindness
Speed 50 ft., 20 ft., 30 ft.
Melee +2 greataxe +20/+15/+10 (1d12+8/x3), bite +13 (1d4+2) or bite +18 (1d4+6)
Ranged mwk shortbow +19/+14/+9 (1d6/x3)
Space 5 ft., Reach 5 ft.
Special Attacks greater rage, leap attack, rage (18 rounds/day), rage powers (no escape, raging leaper, roused anger, strength surge, unexpected strike), sneak attack +1d6, swarming
Str 19, Dex 19, Con 15, Int 12, Wis 8, Cha 10
Base Atk +14; CMB +18; CMD 32
Feats Improved Initiative, Improved Natural Armor (x2), Lightning Reflexes, Point-Blank Shot, Skill Focus (Perception), Stealthy
Skills Acrobatics +22, Climb +29, Escape Artist +12, Knowledge (dungeoneering) +12, Perception +12, Perform (wind instruments) +11, Stealth +21, Survival +10
  Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16 Climb
Languages Common, Undercommon
SQ expert climber, fast movement
Gear pipes of pain
Other Gear +1 cold resistance chain shirt, +2 greataxe, masterwork shortbow, 30 arrows, 20 +1 arrows
Environment  any underground
Organization solitary, pair, band (3-6), or tribe (7-18)
Treasure 
Pipes of Pain
Aura faint enchantment and evocation; CL 6th Slot —; Price 12,000 gp; Weight 3 lb.
DESCRIPTION
These appear to be like any other standard set of pipes with nothing to reveal their true nature. When played by someone who succeeds on a DC 15 Perform (wind instruments) check, the pipes create a wondrous melody. All within 30 feet must make a DC 14 Will save or be fascinated by the sound. (This is a mind-affecting sonic compulsion.)
As soon as the piping stops, all those affected are stricken by intense pain at even the slightest noise. Unless a character is in a totally silent area, she takes 1d4 points of damage per round for 2d4 rounds. During this time, damage from sonic attacks is doubled. Thereafter, the least noise causes an affected character to become shaken (except when she is in a totally silent area). This hypersensitivity is a curse and therefore hard to remove (see the bestiw curse spell).
CONSTRUCTION
Requirements Craft Wondrous Item, creator must have bardic music class feature sound burst; Cost 6,000 gp
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along the course of the leap-the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for leaving a threatened square.
Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Skin pale as a slug's belly, eyes huge and bulging, this thing crawls down the wall like a spider, but its shape is hideously humanoid.


Gnolls

Yesh, Gnoll Ranger
CR 4                                                                                                               XP: 1200
Male gnoll ranger 4
CE Medium humanoid (gnoll)
Init +2; Senses darkvision 60 ft.; Perception +10
AC 18, touch 12, flat-footed 16 (+3 armor, +2 Dex, +1 natural, +2 shield)
HP 53 (2d8+4d10+22)
Fort +10, Ref +6, Will +0
Speed 30 ft.
Melee mwk battleaxe +9 (1d8+3/x3)
Ranged longbow +5/+5 (1d8/x3)
Space 5 ft., Reach 5 ft.
Special Attacks  archery combat style, favored enemy (Humanoid [orc] +2)
During Combat The gnolls use their dire flails to deal massive damage to their foes. If they think the fight will be easy, they attempt to take victims prisoner by locking them up in manacles, but if they sees any allies fall, the gnolls' bloodlust drives them to fight until all their foes are dead.
Morale The gnolls fight to the death.
Str 17, Dex 15, Con 17, Int 8, Wis 8, Cha 10
Base Atk +5; CMB +8; CMD 20
Feats Endurance, Far Shot, Point-Blank Shot, Power Attack, Rapid Shot
Skills Climb +12, Knowledge (geography) +6, Perception +10, Stealth +11, Survival +8
Languages Gnoll
SQ  favored terrain (urban +2*), hunter’s bond (companions), wild empathy +4
Gear masterwork studded leather armor, +1 light wooden shield, masterwork battleaxe, longbow, 30 arrows, 50-ft. hempen rope, pouch with 3d4 assorted gems worth 10 gp each
Hulak, Gnoll Werehyena
CR 8                                                                                                              XP: 4,800
Male gnoll natural werehyena barbarian 7
CE Medium humanoid (gnoll, shapechanger)
Init +1; Senses darkvision 60 ft.; Perception +8
AC 16, touch 9, flat-footed 15 (+1 Dex, +3 natural, -2 rage, +4 shield)
HP 121 (2d8+7d12+67)
Fort +13, Ref +3, Will +5
Defensive Abilities improved uncanny dodge, trap sense +2; DR 1/-
Speed 40 ft.
Melee +2 furious battleaxe +18/+13 (1d8+10/×3) and bite +14 (1d4+9)
Ranged mwk javelin +10 (1d6+6)
Space 5 ft., Reach 5 ft.
Special Attacks curse of lycanthropy, rage (19 rounds/day), rage powers (animal fury, renewed vigor 1d8+5, strength surge +7)
Before Combat Base statistics When not raging, a Hulak’s stats are: AC 18, touch 11, flat-footed 17; hp 97; Fort +11; Ref +3, Will +3; Melee +2 furious battleaxe +14/+9 (1d8+6/×3); Str 19, Con 17; CMB +12; Skills Climb +4
Base Statistics: When she's not raging, the barbarian's statistics are AC 20, touch 11, flat-footed 19; hp 104; Fort +14, Will +5; Melee +1 falchion +15/+10 (2d4+8/18–20); Ranged mwk javelin +11/+6 (1d6+5) ; Str 20, Con 17; CMB +14, CMD 25.
Str 23, Dex 12, Con 21, Int 8, Wis 12, Cha 14
Base Atk +8; CMB +14; CMD 23
Feats Alertness, Diehard, Endurance, Toughness, Vital Strike
Skills Diplomacy +2, Intimidate +14, Knowledge (dungeoneering) +1, Knowledge (nature) +5, Perception +8, Sense Motive +5, Survival +9
Languages Gnoll
SQ change forms, fast movement, lycanthropic empathy
Gear +2 light fortification heavy wooden shield, +2 furious battleaxe, amulet of natural armor +2
Curse of Lycanthropy (Su) A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim’s size is not within one size category of the lycanthrope, this ability has no effect.
Lycanthropic Empathy (Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.
Frisskish, Gnoll Naturalist
CR 8                                                                                                               XP: 4,800
Male gnoll druid 3/mystic theurge 1/sorcerer 4
CE Medium humanoid (gnoll)
Init +4; Senses darkvision 60 ft.; Perception +10
AC 16, touch 12, flat-footed 16 (+3 armor, +1 natural, +2 deflection)
HP 67 (5d8+5d6+18)
Fort +8, Ref +2, Will +14
Defensive Abilities Will +16 vs. poison; Resist demon resistances, electricity 5
Speed 30 ft.
Melee unarmed strike +6 (1d3+1); melee touch +8
Ranged spear +6 (1d8+1/x3); ranged touch +5
Space 5 ft., Reach 5 ft.
Special Attacks 2 claws 6 rounds/day (+6 to hit, 1d4+1 points of damage)
Spells Known (CL 5th)
  2nd (5/day)-Blur, Create Pit (DC 15)
  1st (7/day)-Cause Fear (DC 14), Cause Fear (DC 14), Enlarge Person (DC 14), Mage Armor, Magic Missile
  0th-Bleed (DC 13), Jolt
Spells Prepared (CL 4th)
  2nd-Bulls Strength, Stone Call (D), Summon Natures Ally II, Summon Swarm
  1st-Cure Light Wounds, Entangle (DC 15), Pass Without Trace, Shillelagh (DC 15), Stone Fist (D)
  0th-Guidance, Know Direction, Resistance, Virtue (D Domain spell)
Bloodline: Abyssal
Domain: Mountain
Str 12, Dex 10, Con 12, Int 12, Wis 19, Cha 17
Base Atk +5; CMB +6; CMD 18
Feats Combat Casting, Eschew Materials, Improved Initiative, Iron Will, Power Attack, Toughness
Skills Bluff +9, Handle Animal +7, Intimidate +7, Knowledge (local) +5, Knowledge (nature, religion) +10, Perception +10, Sense Motive +10, Spellcraft +6, Survival +13, Use Magic Device +11
Languages Druidic, Gnoll
SQ combined spells, foothold, trackless step, wild empathy +6, woodland stride
Gear scroll of animal growth, scroll of entangle, scroll of magic fang, wand of lightning bolt (CL 10th)
Other Gear bracers of armor +3, ring of protection +2, spell component pouch
Environment  warm plains or desert
Organization solitary, pair, hunting party (2-5 gnolls and 1-2 hyenas), band (10-100 adults plus 50% noncombatant children, 1 sergeant of 3rd level per 20 adults, 1 leader of 4th-6th level, and 5-8 hyenas), or tribe (20-200 plus 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 7-12 hyenas, and 4-7 hyaenodons)
Treasure NPC Gear (leather armor, heavy wooden shield,  battleaxe, longbow with 20 arrows, other treasure)
Hunched and feral, this furred, hyena-headed humanoid stands slightly taller than the average human.
Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and ref lect many of the lesser creatures' behaviors.

Huecuva

Vrrius, Huecuva Priest of Orcus
CR 13                                                                                                              XP: 25,600
Male huecuva cleric of Orcus 8/Disciple of Orcus 3
CE Medium undead
Init +5; Senses darkvision 120 ft.; Perception +11
Aura chaotic, evil, faithless (30 ft.)
AC 28, touch 11, flat-footed 27 (+1 Dex, +5 natural, +9 armor, +3 shield)
HP 130 (6d8+11d8+52)
Fort +16, Ref +5, Will +18
DR 5/magic or silver; Immune undead traits
Speed 20 ft.
Melee +1 heavy mace +14/+9 (1d8+4) or 2 claws +14 (1d6+3 plus disease); touch +13
Ranged touch +11
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 7/day (DC 19, 6d6), chaos blade 1/day (4 rounds), spontaneous casting (inflict spells)
Spell-Like Abilities (CL 11th) 1/day—animate dead, speak with dead (DC 17) 3/day—disguise self Domain Spell-like Abilities (CL 11th, melee touch +13) 9/day—bleeding touch, touch of chaos
Spells Prepared (CL 11st)
  6th-Blade Barrier (DC 22), Create Undead (D), Harm (DC 22)
  5th-Flame Strike (DC 21; x2), Righteous Might, Slay Living (D DC 21)
  4th-Chaos Hammer (D DC 20), Air Walk, Divine Power, Poison (DC 20), Spell Immunity
  3rd-Bestow Curse (DC 19), Contagion (DC 19), Dispel Magic, Magic Circle Against Law (D), Searing Light (x2)
  2nd-Align Weapon, Darkness, Death Knell (D), Desecrate, Resist Energy, Sound Burst (DC 18), Spiritual Weapon (melee +16/+11, 1d8+3)
  1st-Bane (DC 17), Command (DC 17), Deathwatch, Magic Stone (ranged +12, 1d6+4), Protection from Law (D), Sanctuary (DC 17), Shield of Faith
  0th-Detect Magic, Guidance, Resistance (x2)
Domain: Chaos, Death
Str 16, Dex 13, Con -, Int 9, Wis 22, Cha 19
Base Atk +10; CMB +13; CMD 23
Feats Blind-Fight, Combat Casting, Great Fortitude, Heavy Armor Proficiency, Improved Initiative, Power Attack, Weapon Focus (claw)
Skills Diplomacy +9, Knowledge (religion) +8, Perception +11, Spellcraft +7, Stealth +3
Languages Common
SQ death’s embrace, necromantic power
Gear wand of chaos hammer (CL 8: 19 charges), potion of bull’s strength
Other Gear +2 banded mail, +1 heavy wooden shield, +1 heavy mace, bejeweled holy symbol of Orcus (125 gp), pouch with pebbles for magic stone and 28 pp
Disease (Ex) Filth fever: Claw—injury; save Fort DC 15; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Charisma-based.
Faithless (Su) The huecuva and all undead creatures within 30 feet receive a +2 profane bonus on Will saves made to resist channeled energy and any side effects based off that ability. This bonus stacks with channel resistance.

Ghost Paladin

Gerrant of Gilboath
CR 18                                                                                                              XP: 153,600
Male human ghost paladin 10/Justicar of Muir 7
LG Medium undead (augmented humanoid, incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +25
Aura aura of courage (10 ft.), aura of resolve (10 ft.), good
AC 19, touch 19, flat-footed 17 (+3 Dex, +7 deflection)
HP 227 (10d10+7d10+129)
Fort +25, Ref +15, Will +23
Defensive Abilities (vs. ethereal) AC 27, touch 11, flat-footed 26 (+13 armor, +1 Dex +3 natural);divine grace, incorporeal, rejuvenation ; Immune charm, disease, fear, illusions, undead traits; Resist channel resistance +4
Speed fly 30 ft. (perfect)
Melee +2 holy ghost touch sword +24/+19/+14/+9 (1d10+6/19–20) or corrupting touch +20 (18d6, Fort DC 25 half)
Space 5 ft., Reach 5 ft.
Special Attacks channel positive energy (DC 22, 5d6), enemy of evil, mark of justice, scourge of evil, smite evil 4/day (+7 Atk/+10 dmg), sword of courage, telekinesis
Spell-Like Abilities (CL 10th) At will—detect evil 2/day—zone of truth (DC 19)
Spells Prepared (CL 14th)
  4th-Break Enchantment, Neutralize Poison
  3rd-Daylight, Dispel Magic, Magic Circle Against Evil, Remove Blindness/Deafness
  2nd-Eagles Splendor, Owls Wisdom, Remove Paralysis, Resist Energy, Shield Other
  1st-Bless, Bless Water, Cure Light Wounds (x2), Lesser Restoration, Protection from Evil
Str -, Dex 16, Con -, Int 15, Wis 18, Cha 24
Base Atk +17; CMB +17; CMD 37
Feats Blind-Fight, Exotic Weapon Proficiency (Bastard Sword), Improved Bull Rush, Improved Initiative, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Unseat, Weapon Focus (Bastard Sword)
Skills Diplomacy +20, Fly +6, Handle Animal +18, Heal +17, Knowledge (nobility) +15, Knowledge (religion) +15, Perception +25, Ride +18, Sense Motive +17, Stealth +11
  Racial Modifiers +8 Perception, +8 Stealth
Languages Celestial, Common, Giant
SQ celestial companion (none currently), discern lies 2/day, divine bond (mount—none currently), lay on hands 12/day (5d6), mercy (fatigued, sickened, poisoned), shield of truth, true seeing
Gear +4 full plate armor, amulet of natural armor +3, +2 holy ghost touch bastard sword, silver holy symbol of Muir (25 gp)
Environment  any
Organization solitary
Treasure NPC gear
This spectral, horrifying figure glides silently through the air, passing through solid objects as if they didn't exist.

Demon Lord, Teratashia, Princess of Dimensions

Demon Lord, Teratashia, Princess of Dimensions
CR 28                                                                                                             XP: 4,915,200
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +13; Senses darkvision 60 ft.; Perception +49
Aura  unholy (DC 30)
AC 49, touch 29, flat-footed 40 (-2 size, +20 natural, +12 deflection, +9 Dex)
HP 787 (35d12+560)
Fort +18, Ref +11, Will +13
DR 20/cold iron, epic, good; Immune electricity, poison; SR 39; Resist acid 10, cold 10, fire 10
Speed 60 ft., fly 150 ft. (good)
Melee 4 claws +49 (2d6+16)
Space 15 ft., Reach 10 ft.
Spell-Like Abilities (CL 20th) Constant—detect good, detect law, freedom of movement (DC 26), read magic, unholy aura (DC 30) At will—blasphemy (DC 29), greater dispel magic, greater teleport, mass suggestion (DC 28), unhallow (DC 27), wall of stone (DC 27) 3/day—insect plague, symbol of death (DC 30), symbol of insanity (DC 30)
Str 42, Dex 28, Con 42, Int 31, Wis 33, Cha 35
Base Atk +35; CMB +53; CMD 84
Feats Awesome Blow, Bleeding Critical, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Greater Bull Rush, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
Skills Acrobatics +44, Bluff +50, Diplomacy +50, Fly +47, Intimidate +50, Knowledge (arcana, planes) +48, Knowledge (history, nobility, religion) +45, Perception +49, Sense Motive +49, Spellcraft +45, Stealth +39, Survival +49, Use Magic Device +47
Languages Abyssal, Abyssal, Celestial, Celestial, Common, Draconic, Infernal, telepathy 100 ft., Undercommon; telepathy 100 ft.
Environment any (Abyss)
Organization solitary (unique)
Treasure Teratashia’s Necklace of Skulls
Aura strong varies; CL 14th Slot neck; Price 120,000 gp; Weight 1 lb.
DESCRIPTION
Teratashia’s necklace of skulls has 25 charges and recharges itself within 25 hours (one charge per hour). Each round (until the charges are expended) the owner can perform one of the following actions as a standard action:
• arcane lock (1 charge)
• circle of death (5 charges)
• cone of cold (3 charges)
• cure the wearer of 2d8 hit points of damage (2 charges)
• darkness (1 charge)
• fireball (2 charges)
• knock (1 charge)
CONSTRUCTION
Requirements Craft Wondrous Item, arcane lock, circle of death cone of cold, cure moderate wounds, darkness, fireball, knock Cost 60,000 gp
This demon princess resembles a huge cockroach with a feral female humanoid face, wearing a necklace of human skulls.
The Demon-Lord Teratashia’s dark palace in the depths of the Abyss is a nexus of countless gaps between dimensions, a warren of tunnels worming their way deep into a multitude of other realities. From the center of this web of connections, Teratashia sends her minions creeping and slithering through the planes of existence to do her bidding.
Her darkswimmer demons are but one of the many types of servitors employed by this horrid creature. Her necklace of skulls is a powerful artifact. She is often known as the Mistress of Dimensions, and her servants include many demons and other creatures that hunt and hide in the dark non-places between the true planes of existence.
Teratashia seldom involves herself in the quarrels of the other great demons, being far more interested in controlling the nooks and crannies between dimensions than with her political status in the Abyss. —Author: Matt Finch

Sunday, February 17, 2019

Choa-Thoom

Great Old One, Choa-Thoom
CR 27                                                                                                           XP: 3,276,800
CE Gargantuan aberration (extraplanar, great old one)
Init +8; Senses darkvision 60 ft.; Perception +45
Aura frightful presence (100 ft., DC 32)
AC 45, touch 20, flat-footed 41 (-4 size, +25 natural, +10 deflection, +4 Dex)
HP 676 (33d12+462); regeneration 20
Fort +27, Ref +17, Will +29
DR 20/magic and good;; Immune charm effects, death effects, energy drain, petrification, poison; SR 38
Speed 0 ft., fly 50 ft. (poor), swim 40 ft.
Melee bite +35 (4d8+15), 9 tentacles +30 (1d8+7 plus grab)  Reach 20 ft. with tentacle
Ranged ranged touch +24
Space 20 ft., Reach 20 ft.
Special Attacks constrict (1d8+7), frightful presence, overpowering telepathy, swallow whole (8d8 acid damage, AC 22, 49 hp)
Spell-Like Abilities (CL 20th) 3/day—confusion (DC 24), invisibility, slay living (DC 25) 1/day—circle of death (DC 26), insanity (DC 27)
During Combat Swallowed characters are sucked through the godling and into a watery death in a lightless, watery hell far removed from the material plane. Unless the character is raised within 10 rounds, the death is irrevocable. If the godling has no one held in its tentacles to swallow, it attacks with its bite t isn’t a foregone conclusion that the godling will massacre an entire party of adventurers, even if they do something truly annoying. If several characters all die in short order, Choa-Thoom stops for a few moments to see if the survivors have been properly chastened and are now duly respectful. If it decides this is the case, it sinks back down under the waters of the lake. If the characters are still defiant or attempt to attack after they realize that Choa-Thoom has stopped attacking, it goes ahead and finishes off all who do not flee.
Str 41, Dex 18, Con 38, Int 25, Wis 29, Cha 31
Base Atk +24; CMB +43; CMD 67
Feats Awesome Blow, Cleave, Combat Expertise, Critical Focus, Great Fortitude, Improved Bull Rush, Improved Critical (Bite), Improved Grapple, Improved Initiative, Improved Unarmed Strike, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Staggering Critical, Stunning Critical, Vital Strike
Skills Bluff +43, Diplomacy +43, Fly +30, Intimidate +46, Knowledge (arcana) +43, Knowledge (history, planes) +40, Perception +45, Sense Motive +42, Survival +45, Swim +59
Languages Abyssal, Aquan, Common, Infernal, Undercommon; telepathy 120 ft.
Environment underground lakes
Organization solitary (unique)
Treasure double
Overpowering Telepathy (Su) To communicate, Choa-Thoom uses telepathy, but only once per individual. The effect is not entirely healthy for the subject of the mind-read; on the first communication from Choa-Thoom, the target must succeed on a DC 31 Will save or have seizures, fall to the ground, and become catatonic for 3d6 x 10 minutes. Once Choa-Thoom reads a person’s mind, it can communicate telepathically with that person without further difficulty.
This godling is immense, and resembles a ghastly deep-sea anglerfish covered in writhing, whipping tentacles. It has glassy, emotionless eyes, and its cavernous mouth is filled with clear, sharp teeth.
If Choa-Thoom rises angry from the bottom of its lake, the only intelligent course of action for prudent mortals is to flee like frightened bunnies. The godling is vastly powerful and capable of sloughing off most material attacks and spells.
Clerics of Choa-Thoom have access to the Chaos, Death, Madness, and Protection domains. —Author: Matt Finch
Baha Shah, High Priestess of Choa-Thoom
CR 14                                                                                                            XP: 38,400
Female dark stalker cleric of Choa-Thoom 3/mystic theurge 10/wizard 3
CE Medium humanoid (dark folk)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +12
AC 20, touch 16, flat-footed 14 (+2 armor, +4 Dex, +2 natural, +1 dodge)
HP 133 (9d8+13d6+29)
Fort +11, Ref +14, Will +17
Weaknesses light blindness
Speed 35 ft.
Melee quarterstaff +12/+12/+7/+2 (1d6+3/1d6+3)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 4/day (DC 12, 2d6), hand of the apprentice (7/day), poison, spell synthesis
Spell-Like Abilities (CL 6th) At will—deeper darkness, detect magic, fog cloud Domain Spell-Like Abilities (CL 6th; melee touch +16) 7/day—bleeding touch (1 round), touch of evil (1 round)
Spells Prepared (CL 13rd)
  7th-Blasphemy (D DC 21), Blasphemy (DC 21)
  6th-Blade Barrier (DC 20), Create Undead (D), Word of Recall
  5th-Commune, Flame Strike (DC 19), Slay Living (D DC 20), Symbol of Pain (DC 20)
  4th-Chaos Hammer (DC 18; x2), Cure Critical Wounds (x2), Divine Power, Unholy Blight (D DC 18)
  3rd-Contagion (DC 18; , x2), Locate Object, Magic Circle Against Good (D), Prayer, Speak With Dead (DC 18)
  2nd-Align Weapon (evil only D), Darkness, Hold Person (DC 16; x2), Silence (DC 16), Spiritual Weapon
  1st-Cause Fear (D DC 16), Command (DC 15), Doom (DC 16), Inflict Light Wounds (DC 16), Protection from Good, Protection from Law
  0th-Bleed (DC 15), Detect Magic, Guidance, Resistance (D Domain spell)
Spells Prepared (CL 13rd)
  7th-Finger of Death (DC 22)
  6th-Geas/Quest (x2)
  5th-Cloudkill (DC 19), Feeblemind (DC 19), Telekinesis
  4th-Beast Shape II, Black Tentacles (x2), Confusion (DC 18), Ice Storm
  3rd-Clairaudience/Clairvoyance, Fireball (DC 17), Fly, Slow (DC 17), Water Breathing
  2nd-Darkness, Daze Monster (DC 16), Invisibility, Mirror Image, Protection from Arrows
  1st-Charm Person (DC 15), Magic Missile (x2), Shield, Sleep (DC 15)
  0th-Acid Splash, Detect Magic, Ray of Frost, Touch of Fatigue (DC 15)
Domain: Death, Evil
Str 14, Dex 18, Con 14, Int 19, Wis 11, Cha 13
Base Atk +12; CMB +14; CMD 29
Feats Combat Casting, Dodge, Double Slice, Fleet, Improved Initiative, Leadership, Mobility, Scribe Scroll, Spell Focus (Necromancy), Spell Penetration, Two-Weapon Fighting, Weapon Finesse
Skills Climb +10, Diplomacy +17, Fly +2, Heal +13, Intimidate +13, Knowledge (arcana, dungeoneering, planes, religion) +19, Perception +12, Sense Motive +20, Sleight of Hand +5, Stealth +8, Survival +22
  Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Abyssal, Common, Dark Folk, Goblin,  Undercommon
SQ arcane bond (+1 quarterstaff), combined spells, death throes, poison use
Gear leather armor, +1 quarterstaff, belt pouch containing 20 gp, 20 sticks of incense, watertight bag containing the Skinbook of Choa-Thoom, 3 black pearls from the River Styx (worth 5,000 gp each), a small, jeweled platinum incense burner (worth 500 gp), platinum unholy symbol of Choa-Thoom  with a sapphire setting (worth 1,500gp)
Environment  any underground
Organization solitary, gang (1 dark stalker and 2-5 dark creepers), or clan (20-80 dark creepers plus 1 dark stalker per 20 dark creepers)
Treasure SKINBOOK OF CHOA-THOOM
Slot none; Aura strong necromancy; Weight 15 lbs.
DESCRIPTION
The Book of CHOA-THOOM is 113 pages of some kind of skin-parchment, bound in thick, strangely textured leather that ripples of its own accord in slow pulses, as if to the rhythm of a distant heartbeat. Upon the front of the book is a spiraling rune that is normally a symbol of death. Very few living creatures have ever seen the skinbook other than the mad cultists of CHOA-THOOM itself, for the book has been in the continuous possession of its original creator, the high priestess Baha Shah. The few who claim to have knowledge of the book describe the writing as only slightly darker than the pages themselves but raised into ridges like a scar. It would be possible for a person to read the book in utter darkness, simply by tracing a finger over the writing.
The skinbook is an unutterably nasty conjunction of contents and substance. Its leather binding is made from hide stripped away from the living body of CHOA-THOOM, a death-godling residing in the subterranean lake known as the Flagon of the Death God, in that region of the Under Realm known as the Cyclopean Deeps.
The first six pages of the book are dedicated to the proper worship of CHOA-THOOM, essentially an instruction manual for its cultists. These pages describe how to paint patterns onto a human sacrifice, how to speak the godling’s name when a sacrifice is ready, and various chants to sing as the sacrifice is drowned, killed, and/or consumed by CHOATHOOM itself. It is a very unpleasant read. The second portion of the book is a wizard’s spellbook that contains a number of powerful spells collected over the centuries of Baha Shah’s reign as the high priestess of CHOA-THOOM beside the creature’s dark lake. The book contains the following spells:
1st—charm person, detect magic, magic missile, read magic, shield, sleep;
2nd—darkness 15 ft. radius, ESP, invisibility, mirror image;
3rd—fly, protection from normal missiles, slow, water breathing;
4th—confusion, ice storm, polymorph other, polymorph self;
5th—animate dead,
cloudkill, feeblemind, telekinesis;
6th—death spell, geas
DESTRUCTION
A true resurrection, cast by a 20th level Lawful Good priest, has a 50% chance of unbinding the skinbook.
Death Throes (Su) When a dark stalker is slain, its body combusts in a flash of white-hot flame. This acts like a fireball that deals 3d6 points of fire damage to all creatures within a 20-foot-radius burst. A DC 15 Reflex save halves this damage.  A dark stalker's gear and treasure are unaffected by this explosion. This save is Constitution-based.
Poison Use (Ex) Dark stalkers are skilled in the use of poison and never risk accidentally poisoning themselves. Like their diminutive kin, the dark creepers, dark stalkers use black poison on their weapons and generally carry six doses on them.  Black Smear-injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The poison DC is Constitution-based.
See in Darkness (Su) A dark stalker can see perfectly in darkness of any kind, including that created by deeper darkness.

Demon Lord, Isclaadra, Lord of the Mists

Demon Lord, Isclaadra, Lord of the Mists
CR 24                                                                                                            XP: 1,228,800
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +12; Senses darkvision 60 ft.; Perception +38
Aura unholy (DC 27)
AC 41, touch 26, flat-footed 33 (-1 size, +15 natural, +9 deflection, +8 Dex)
HP 526 (27d10+378)
Fort +23, Ref +25, Will +23
DR 20/cold iron, epic, and good; Immune electricity, poison; SR 35; Resist  acid 10, cold 10, fire 10
Speed 40 ft., fly 100 ft. (good)
Melee 2 claws +39 (2d6+13)
Space 10 ft., Reach 10 ft.
Spell-Like Abilities (CL 20th) Constant—comprehend languages, detect good, detect law, read magic, unholy aura (DC 27) At will—blasphemy (DC 26), darkness, dominate person (DC 24), telekinesis (DC 24) 3/day—charm monster (DC 23), greater dispel magic, mass suggestion (DC 25)
Str 36, Dex 26, Con 38, Int 27, Wis 27, Cha 29
Base Atk +27; CMB +41; CMD 68
Feats Bleeding Critical, Cleave, Combat Expertise, Combat Reflexes, Critical Focus, Flyby Attack, Great Cleave, Greater Vital Strike, Improved Initiative, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Skills Acrobatics +35, Bluff +39, Diplomacy +39, Fly +40, Intimidate +39, Knowledge (arcana) +38, Knowledge (nobility) +35, Knowledge (planes) +38, Knowledge (religion) +38, Perception +38, Sense Motive +38, Stealth +34, Survival +35, Use Magic Device +36
Languages Abyssal, Celestial, Common, Draconic, Infernal, telepathy 100 ft.; telepathy 100 ft.
Environment any (Abyss)
Organization (unique)
Treasure Isclaadra’s Staff of Mist (Artifact, Minor)
Aura strong varies; CL 20th Slot none; Price —; Weight 5 lb.
DESCRIPTION
Isclaadra’s staff of mist is a powerful magic artifact, allowing the holder to enter gaseous form at will, and summon forth one of three types of mist (each once per day as standard action):
• Mist of magic absorption: This mist can be streamed forth from the staff up to a distance of 100 ft. before it expands. Once it blossoms into a cloud, it eats magic in an area 50 ft. in diameter acting as an antimagic field while they are in the mist. The holder of the staff can cause the mist to creep in any direction, but it has a move of only 10 ft. Its duration is 10 rounds
• Mist of confusion: The range, size, move, and duration of the Mist of Confusion are all identical to those of the Mist of Magic Absorption. Its effect is that of a confusion spell.
• Mist of striking: The Mist of Striking is a thin ribbon of vapor that extends from the staff up to a length of 100 ft. It attacks with a +20 bonus to hit, inflicting 2d6 points of force damage. Other than by a successful dispel magic check against a 20th-level caster, the Mist of Striking cannot be destroyed, although it disappears after 10 rounds.
DESTRUCTION
The staff can be destroyed only on its home plane of existence by freezing it in magical ice upon ground that has been consecrated for the purpose of destroying the artifact.
This demon prince is a tall, human-like figure with the horns and legs of a goat, and massive bat wings.
Isclaadra is one of the weakest of the demon lords, and he is uncharacteristically subtle when compared to his peers. His province is mists of all kinds, especially those that creep between the planes, doing his bidding like faithful dogs. Isclaadra rules his realm in the underworld from a vast fortress of shifting material, some places solid, some places ooze, and some places built entirely of mist. The bizarre confluence of different substances changes, so that a vast hall of mist might solidify within a few hours, and then later soften into dripping ooze. Nothing is permanent or predictable within the Palace of Mists.
Isclaadra seldom makes alliances with other demon lords, preferring to play them off against each other with hints of information, vague promises, and subtle misdirection. He is unusually tolerant of lesser beings, for a demon-prince, knowing that information can come from many sources.
His symbol is a horned demon-face in the middle of a cloud of mist. Clerics of Isclaadra have access to the Air, Darkness, Trickery, and Weather domains. —Author: Matt Finch