Sunday, January 27, 2019

Ilandeth Silverspear

Ilandeth Silverspear
CR 12 XP: 19,200
Male moon elf ranger 3 (Erastil)/sorcerer 4/Kyonin (Evereskan) tomb guardian 5
CG Medium humanoid (elf)
Init +5; Senses Perception +15
AC 15, touch 15, flat-footed 10 (+5 Dex)
HP 57 (3d8+9d6+12)
Fort +6, Ref +13, Will +10
Defensive Abilities Will +12 against enchantment spells and effects
Speed 40 ft.
Melee +11/+6 melee (1d10+4/19-20, +1 glassteel bastard sword)
Ranged +14/+9 ranged (1d8+4/x3, +1 seeking composite longbow [Str +2]) or +12/+12/+7 ranged (1d8+4/x3, +1 seeking composite longbow [Str +2] with Rapid Shot)
Special Attacks Spells
Spells Known (CL 12nd)
  0th-Caltrops, Detect Magic, Electric Jolt, Flare (DC 15), Light, Message, Read Magic, Silent Portal
  1st-Arrow Mind, Magic Missile, Persistent Blade, Ray of Enfeeblement, Shield
  2nd-Mirror Image, Scorching Ray, See Invisibility, Wraithstrike
  3rd-Dispel Magic, Fly, Lightning Bolt (DC 18)
  4th-Dimension Door, Greater Invisibility
Str 14, Dex 20, Con 12, Int 13, Wis 15, Cha 20
Base Atk +0; CMB +2; CMD 17
Feats Alertness, Endurance, Legendary Tracker, Manyshot, Point-Blank Shot, Practiced Spellcaster, Precise Shot, Rapid Shot
Skills Bluff +5, Climb +3, Craft (alchemy) +10, Craft (bows) +8, Disable Device +5, Escape Artist +6, Handle Animal +6, Heal +3, Intimidate +5, Knowledge (arcana) +1, Knowledge (dungeoneering) +3, Knowledge (gather information) +6, Knowledge (nature) +3, Linguistics +11, Perception +15, Profession (guide) +4, Ride +7, Sense Motive +4, Sleight of Hand +5, Stealth +12, Survival +7, Swim +2
Languages Common, Draconic, Elven
SQ Combat style (archery), devoted pursuit, dodge bonus +2, elf traits, hawk familiar, familiar benefits (+3 to Spot in bright light, Alertness, empathic link, share spells), favored enemy (human +2), silent guardian, swift tracking, wild empathy
Gear Tomb-Guard mail (+1 twilight elven chain of nimbleness), Sure Fire (+1 seeking composite longbow [Str +2]), Emerald Shard (+1 glassteel bastard sword), Ilanden’s cloak (cloak of Charisma +2), Bracer’s of Blinding Strike, Sandals of the Light Step, ring of protection +2, gloves of flame, Quiver of Mielikki
Devoted Pursuit (Ex) While pursuing a robber of an Evereskan tomb, Ilandeth retains his bonuses on Gather Information, Hide, Move Silently, and Survival checks from the sacred duty ability even while outside of Evereska. Ilandeth also retains the bonuses from that ability on attacks and damage rolls, but these apply only to attacks against the tomb robber.
Elven Traits (Ex) Immune to magic sleep effects, able to detect secret or concealed doors, +2 racial bonus on Listen, Search, and Spot checks.
Alertness (Ex) Ivelliol grants its master Alertness if it is within 5 feet.
Empathic Link (Su) Ilandeth can communicate empathically with Ivelliol at up to 1 mile. He has the same connection to an item or a place that Ivelliol does.
Share Spells (Su) Ilandeth may have any spell he casts on himself also affect Ivelliol if the latter is within 5 feet at the time. He may also cast a spell with the target of “You” on Ivelliol.
Sacred Duty (Su) Ilandeth gains a +2 sacred bonus on Gather Information, Hide, Move Silently, and Survival checks made inside the region of Evereska. While inside an Evereskan tomb, Ilandeth gains a +2 sacred bonus on attack rolls and a +5 sacred bonus on damage rolls.
Silent Guardian (Ex) Ilandeth can attune himself to the looks and sounds of his surroundings, which takes 10 minutes of concentration. As long as he remains within 100 feet of the spot where he first attuned himself, he gains a +4 bonus to Hide, Listen, Move Silently, and Spot checks.
Swift Tracking (Ex) Ilandeth no longer takes a -5 penalty on Survival checks for tracking at his normal speed. Also, he only takes a -10 (instead of -20) penalty when moving up to twice his normal speed while tracking.
Sorcerer Spells Known (Ex) (6/8/7/7/5 per day; caster level 12th, chooses spells as 9th; 10% spell failure)
Familiar: Ilandeth’s familiar is a hawk named Ivelliol. The familiar uses the better of its own and Ilandeth’s base save bonuses. The creature’s abilities and characteristics are summarized below:
Familiar Benefits: Ilandeth gains special benefits from having a familiar. This creature grants Ilandeth a +3 bonus on Spot checks in bright light (included in the above statistics).
Ivelliol: Hawk familiar;
CR -; Tiny magical beast (augmented animal);
HD 12;
hp 28;
Init +3; Spd 10 ft., fly 60 ft. (good);
AC 19, touch 15, flat-footed 16;
Base Atk +8; Grp -2; Atk +12 melee (1d4-2, talons);
Full Atk +12/+7 melee (1d4-2, talons);
Space/Reach 2-1/2 ft./0 ft.;
SQ deliver touch spells, improved evasion, low-light vision, share spells;
AL CG;
SV Fort +8, Ref +12, Will +10;
Str 6, Dex 18, Con 10, Int 7, Wis 14, Cha 6.
Skills and Feats: Listen +8, Spot +20; Weapon Finesse.
Deliver Touch Spells (Su): Ivelliol can deliver touch spells for Ilanden (see Familiars, page 52 of the Player’s Handbook).
Improved Evasion (Ex): If Ivelliol is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw and half damage if the saving throw fails.
Sources Used: PHB, MM, DMG, Magic Item Compendium, Player's Guide to Faerûn, Spell Compendium, Champions of Valor.

Kallious Solinnodel

Kallious Solinnodel
CR 12 XP: 19,200
Male Moon elf fighter 6/blade dancer 4/tempest 2
N Medium humanoid (elf)
Init +6; Senses Perception +2
AC 17, touch 17, flat-footed 10 (+6 Dex)
HP 78 (12d10+12)
Fort +14, Ref +13, Will +6
Defensive Abilities Will +8 against enchantment
Speed 30 ft.
Ranged +19/+14 ranged (1d8+4/x3 +1 composite longbow [Str +3])
Special Attacks ambidexterity
Spells Prepared (CL 10th)
  0th-Daze (DC 11), Detect Magic, Light
Str 16, Dex 23, Con 12, Int 12, Wis 14, Cha 14
Base Atk +12; CMB +15; CMD 31
Feats Combat Expertise, Dodge, Improved Two-Weapon Fighting, Magical Aptitude, Mobility, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Slimblade)
Skills Acrobatics +10, Climb +8, Craft (armor) +3, Craft (weapons) +3, Handle Animal +5, Intimidate +7, Ride +8, Sleight of Hand +8, Stealth +15, Swim +6
Languages Common , Dwarven, Elven, Orc
SQ blade dance +2, blade finesse, elven traits, uncanny dodge
Gear +1 keen slimblade, +3 mithril chain shirt, ring of protection+1, vest of resistance+1, cloak of elven kind, boots of elven kind, standard adventuring gear, masterwork silver dagger, +1 composite greatbow [Str +3] with 20 arrows, gloves of Dexterity +2, spell component pouch, 693 gp.
Other Gear Spellbook: Spells prepared
Ambidexterity (Ex) Kallious's attack penalties for fighting with two weapons is lessened to -1 (if his offhand weapon is a light weapon).
Blade Dance (Ex) Kallious weaves his blades in such fashion as to make physical melee attacks difficult to penetrate, granting him a +2 bonus to his armor class. This ability offers no protection from missile weapons or spells.
Blade Finesse (Ex) Kallious gains the ability to fight with any blade as if he had the feat Weapon Finesse for the weapon. This ability extends to blades that normally would be restricted from the Weapon Finesse feat.
Elven Traits (Ex) Kallious is immune to sleep spells and effects, +2 on saves against enchantment spells and effects, +2 bonus on Listen, Search, and Spot checks, can detect secret or concealed doors.
Uncanny Dodge (Ex) Kallious retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Kallious is a stoic elf, priding himself on his battle prowess and knowledge of war. Trained in the arts of dual-wielding weapons, he's considered a paragon by his peers. His stern demeanor is often softened by his mate, a bladesinger named Larissa Steeleaf. Together, the two of them often go out into the more dangerous parts of the forest on patrol or for a secluded interlude.

Demon, Paigoel

Demon, Paigoel
CR 13 XP: 25,600
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +1; Senses all-around vision, darkvision 60 ft., true seeing, telepathy 100 ft.; Perception +16
AC 22, touch 10, flat-footed 21 (-1 size, +12 natural, +1 Dex)
HP 114 (12d10+48)
Fort +11, Ref +9, Will +9
Defensive Abilities whirling blades; DR 10/good; Immune electricity, poison; SR 23; Resist acid 10, cold 10, fire 10
Speed 40 ft.
Melee 10 weapons +16 melee (2d6+5 or by weapon)
Space 10 ft., Reach 10 ft.
Special Attacks Hail of darts, potent charge
During Combat Paigoels used to be adventurers, so they know many of the classic dungeoneering tricks and how to counter them. They don’t let on that they can see invisible creatures, for instance, allowing sneaky characters to get close before lashing out. Some paigoels even pick the pockets of enemy rogues to prove that they’ve still got it. When combat gets down and dirty, paigoels use their hail of darts in corridors where possible and then close to let their ten arms finish the opposition.
A paigoel can wield a different weapon in each of its ten hands. For the sake of ease, average damage is provided above. GMs who want more precision should detail the weaponry carried and determine damage by weapon. A paigoel’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 21, Dex 13, Con 16, Int 14, Wis 12, Cha 11
Base Atk +12; CMB +18; CMD 29
Feats Cleave, Great Cleave, Improved Bull Rush, Improved Grapple, Improved Sunder, Power Attack
Skills Acrobatics +20, Appraise +17, Bluff +15, Climb +26, Diplomacy +0, Intimidate +17, Knowledge (dungeoneering) +17, Perception +16, Sense Motive +16, Sleight of Hand +18, Survival +1
  Racial Modifiers +4 to Climb
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
Environment The Abyss
Organization solitary, pair or patrol (4-6)
Treasure double standard
 Hail of Darts (Su) TAs a standard action, a paigoel can project a hail of darts from its outstretched palms in a line 30 feet long and 5 feet wide. Those caught in the hail take 10d6 points of damage (Reflex DC 19 half). The save DC is Constitution-based.
Multiweapon Mastery (Ex) A paigoel never takes penalties to its attack roll when fighting with multiple weapons.
Potent Charge (Ex) A paigoel can take advantage of its many arms for extra attacks when charging. If a paigoel executes a successful charge, it can make up to three attacks that round instead of the usual one.
Whirling Blades (Ex) The paigoel can use its multiple arms to defend and attack. As a full-round action it can choose to grant itself a +5 deflection bonus to AC but then can only make 5 melee attacks in that round. This bonus to AC lasts until the paigoel’s next turn.
All-Around Vision (Ex) A paigoel can see in every direction, providing a +4 racial bonus on Peception checks. A paigoel can’t be flanked.
True Seeing (Su) A paigoel has a permanent true seeing ability as the spell (caster level 12th).
This creature’s ebony skin stretches over the impressive muscles beneath. It appears as a mass of five creatures fused back-to-back and is now a single monstrosity with ten eyes, ten arms, and ten legs.
The personal layer of Anarazel, the Guardian of a Thousand Terrors, is known as the Caves of Chaos. Within endless miles of corridors and galleries, Anarazel has secreted treasures beyond mortal comprehension and set deadly traps and monstrous creatures to guard them. Among his favorite guardians are the fierce fiends known as paigoels.
Paigoels are near and dear to Anarazel’s avaricious heart because they are made from the souls of his most dedicated worshipers. Those who give praise to the Guardian of a Thousand Terrors know that if they die seeking treasure in the deep dark of a dungeon, they’ll be given a new demonic shape when their souls arrive in the Caves of Chaos. What very few know, however, is that when an entire adventuring party is wiped out in some tomb of horror, the souls of the slain are fused together to create a paigoel.
With eyes facing in every direction, Paigoels cannot be surprised. Anarazel uses paigoels to guard precious artifacts in the Caves of Chaos, and he sometimes sends them to haunt the deepest levels of famous dungeons in the Material Plane.
Source; The Book of Fiends

Eurynomus, the Corpse Eater

Eurynomus, the Corpse Eater
CR 13 XP: 25,600
CE Huge ooze (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft.; Perception +21
AC 24, touch 8, flat-footed 24 (-2 size, +16 natural)
HP 136 (16d10+48)
Fort +13, Ref +10, Will +12
DR 10/good; Immune electricity and poison; SR 24; Resist acid 10, cold 10, and fire 10
Speed 40 ft.
Melee 2 claws +21 (2d6+7), tail slap +16 (2d6+7)
Space 15 ft., Reach 15 ft.
Special Attacks Breath weapon, greater bull rush, spell-like abilities, toothy maw 3d6+3
Spell-Like Abilities (CL 16th) At will—greater teleport (self plus 50 pounds of objects only); 1/day—desecrate, plane shift (DC 18). The save DC is Charisma-based.
During Combat Eurynomus loves to muscle his enemies around, so he usually charges at the first good opportunity and uses his greater bull rush ability to fling back and hopefully knock down the toughest-looking opponent. Then it’s time for the toothy maw to do its work. When faced with a multitude of foes, Eurynomus starts with his breath weapon to even the odds. Eurynomus’s natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Str 24, Dex 10, Con 17, Int 14, Wis 15, Cha 13
Base Atk +16; CMB +25; CMD 35
Feats Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack
Skills Acrobatics +19, Climb +26, Diplomacy +3, Intimidate +20, Knowledge (planes) +21, Perception +21, Sense Motive +21, Survival +2, Swim +26
Languages Eurynomus speaks Abyssal, Common, Draconic, Dwarven, and Elven; telepathy 100 ft.
Environment The Abyss
Organization Unique or with ghoul pack (1–4 ghasts, 2–12 ghouls)
Treasure standard
Breath Weapon (Su) Once every 1d4 rounds, Eurynomus can spew forth a cloud of foul corrosive gas from the depths of his bowels. 40-foot cone, damage 10d6 acid, Reflex DC 21 half. The save DC is Constitution-based.
Greater Bull Rush (Ex) Eurynomus receives a +8 bonus on Strength checks when making bull rush attacks. Such is the force of his impact that if his Strength check result exceeds that of his opponent by more than 5, the opponent is knocked prone in addition to being pushed back.
Toothy Maw (Ex) The vile maw in Eurynomus’ distended stomach chomps at nearby opponents in combat. If Eurynomus hits a single opponent with both his claw attacks, he can make one additional bite attack against that opponent with a +17 attack bonus that deals 3d6+3 damage.
With cloven hooves, a barbed tail, tall twisted horns, and wicked claws, this great fiend is an imposing sight. Where its belly would be, a second face licks its lips, its maw looking like it could swallow a person whole.
Eurynomus is a primal demon lord who owes allegiance to no power or prince. He and his followers rule no territory and fight for no cause. On a plane obsessed with souls, Eurynomus’s taste runs to something else: flesh.
Known as the Corpse Eater, Eurynomus has a voracious appetite for flesh of all sorts. Nothing gives him more pleasure than sucking the meat off the bones of a freshly killed victim, a passion he shares with the ghouls that follow him. He is such a glutton, so the story goes, that he grew a second mouth in his belly so he could eat faster. Whatever the truth of its origin, his horrific lower maw is legendary. It never speaks, moving only to eat or to lick its lips in anticipation of its next feeding.
The Corpse Eater does what he must to feed his addiction. He sometimes hires himself out to demon princes, though in truth he isn’t a very reliable mercenary. He often visits the Material Plane to feed, and he especially enjoys traveling to worlds at war. Blasted battle-scapes, filled with the wounded and the dying, are places of beauty to Eurynomus.
Men crying out for their mothers before the oblivion of death are like invitations to dinner for the Corpse Eater and his followers.
In some lands graced by visits from Eurynomus, funerary customs changed quickly. Several churches have taken to cremating corpses instead of burying them, to better protect the honored dead from desecration.
Source: The Book of Fiends

Saturday, January 26, 2019

Demon, Alastor

Demon, Alastor
CR 14 XP: 38,400
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., true seeing; Perception +15
AC 28, touch 10, flat-footed 27 (-1 size, +18 natural, +1 Dex)
HP 104 (11d10+44)
Fort +11, Ref +8, Will +9
DR 15/cold iron and good; Immune electricity and poison; SR 22; Resist acid 10, cold 10, and fire 10
Speed 40 ft.
Melee Vengeful scythe +19/+14/+9 melee (2d6+11/19–20/x4 plus 2d6 against lawful plus 2d6 against good) or 2 claws +25 (1d6+14)
Space 10 ft., Reach 10 ft.
Special Attacks Pronounce sentence, spell-like abilities, summon demons, vengeful scythe
Spell-Like Abilities (CL 11th) At will—arcane eye, chaos hammer (DC 16), deeper darkness, desecrate, detect good, detect magic, dimensional anchor, dispel good (DC 17), greater teleport (self plus 50 pounds of objects only), lesser geas (DC 16), locate creature, magic circle against good (DC 15), polymorph (self only), produce flame, scrying (DC 16), unholy blight (DC 16). Caster level 11th. The save DCs are Charisma-based.
During Combat Alastors spend a great deal of time hunting down potential victims, either at the behest of the Magistrate Cabal or for their own amusement. Once a victim has been chosen, they prefer to use greater teleport to take the quarry by surprise. All encounters begin with an alastor pronouncing sentence. (Though the purpose of this ability is to exact vengeance upon the enemies of the nalfeshnee in the Magistrate Cabal, alastors prefer to use it against all of their victims.) Thereafter, it attacks with its spell-like abilities and vengeful scythe.
An alastor’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 24, Dex 13, Con 18, Int 12, Wis 15, Cha 15
Base Atk +11; CMB +19; CMD 30
Feats Improved Critical (scythe), Improved Initiative, Supernatural Tracker, Weapon Focus (scythe)
Skills Diplomacy +4, Disguise +16, Intimidate +16, Knowledge (gather information) +24, Knowledge (planes) +15, Linguistics +18, Perception +15, Sense Motive +24, Spellcraft +15, Survival +16
  Racial Modifiers +8 racial bonus on Knowledge (Gather Information) and Sense Motive checks.
Languages Alastors speak Abyssal and Common.; telepathy 100 ft.,
Environment The Abyss
Organization Solitary, posse (2–5 alastors), or court (1 nalfeshnee and 2–5 alastors)
Treasure Standard coins; double goods; no items
Pronounce Sentence (Su) Once every 3 rounds, an alastor may point at a single enemy and pronounce sentence upon it by uttering the word “guilty” in Abyssal. The target must immediately make a Will save (DC 17). This is a sonic, mind-affecting effect. If the save is successful, the creature cannot be affected again by that alastor’s pronounce sentence ability for one day. Those who fail immediately drop anything in hand and kneel upon the ground, presenting their necks for a killing blow. A kneeling opponent is considered helpless. The effect lasts 2d4 rounds or until dispelled. The save DC is Charisma-based.
Vengeful Scythe (Ex) An alastor’s weapon is a +1 anarchic, unholy scythe. Further, it ignores the damage reduction of even the most powerful demons (which is one of the reasons even balors fear an alastor on the prowl). The scythe disappears when the alastor dies or if separated from its owner for more than 24 hours. An alastor whose scythe has vanished can magically summon a new one as a full-round action.
True Seeing (Su) Alastors continuously use this ability, as the spell (caster level 11th).
Standing as tall as an ogre but possessing the lithe, muscular frame of an athletic human, this creature has dull mustard-yellow skin and wields a great scythe. Spiky bone ridges cluster at its elbows, shoulders, and on the back of its lizard-like head, out of which shine bright red eyes.;
Many planar travelers make the mistake of assuming that, because the Abyss is chaotic, the demons who dwell within it have no laws. A consortium of nalfeshnee known as the Magistrate Cabal give the lie to such mistaken impressions, and alastors are their servants
From a layer called Black Regulus, these thirteen masked nalfeshnee debate and draft laws that govern the behavior of demons, souls, and visitors from the Material Plane alike.
They then sit in judgment of violators (who most often are tried in absentia), sentencing many to horrific tortures or gruesome death. To the casual observer (and even some dedicated scholars), the body of law created by the Magistrate Cabal is contradictory at best, changing on what appears to be the whim of the nalfeshnee. The laws defer to the demon princes, never seeking to limit their power or influence. Everyone else would ignore the Cabal’s rulings like the mad ramblings they are save for one factor: the alastors.
If the nalfeshnee serve as the legislators and judges in this bizarre legal charade, alastors serve as the executioners. The Cabal dispatches alastors from their lair, entrusting the creatures with carrying out whatever sentence it has decreed (almost always that of death). After an alastor has pronounced sentence, its chosen victim can either fight or run away. In the court of the Abyss, there are no appeals.
Armed with magic scythes that ignore the natural protections of demons, alastors strike fear into the desiccated hearts of all but the hardiest demons. Alastors especially hate those who would bring goodness or just law to the Abyss, and they attempt to destroy such interlopers regardless of the decrees of their masters.
In addition to the massive scythes carried by all alastors, the more dramatic executioner demons deck themselves in voluminous robes and carry hourglasses, gavels, and other symbols of judgment.
Source: The Book of Fiends

Kalesta, Demon, Marilith

Kalesta, Demon, Marilith
CR 39 XP: 209,715,200
Female marilith ranger 7
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +17; Senses darkvision 60 ft., true seeing; Perception +47
Aura unholy aura (DC 25)
AC 45, touch 30, flat-footed 28 (+4 deflection, +17 Dex, +15 natural, -1 size)
HP 440 (16d10+7d10+314); Fast Healing 23
Fort +41, Ref +45, Will +32
DR 15/adamantine; 10/cold iron and epic and good; Immune electricity, fire, and poison; SR 73; Resist acid 20 cold 10; Weaknesses Vulnerability To Cold,
Speed 120 ft.
Melee longsword +38/+33/+28/+23/+18 (2d6+21/17-20), longsword +34 (2d6+21/17-20), s dagger +38 (1d6+10/19-20), flame tongue +38 (2d6+10/19-20), hammer of thunderbolts +38 (4d8+10/x3), slam +38 (1d8+10), tail slap +38 (4d6+10) or s dagger +43 (1d6+21/19-20), flame tongue +43 (2d6+21/19-20), hammer of thunderbolts +43 (4d8+21/x3), slam +43 (1d8+21), tail slap +38 (4d6+10)
Ranged assassin's dagger (large/thrown) +66/+61/+56/+51 (1d6+48/19-20)
Space 10 ft., Reach 10 ft.
Special Attacks constrict (tail slap, 2d6+10 plus crushing coils), infuse weapon, multiweapon mastery
Spell-Like Abilities (CL 16th)
   Constant-True Seeing, Unholy Aura (DC 25)
   At will-Greater Teleport (self plus 50 lbs. of objects only), Project Image (DC 24), Telekinesis (DC 22)
   3/day-Blade Barrier (DC 23), Fly
   1/day-Summon (level 5, 1 marilith 20%, 1 nalfeshnee at 35%, or 1d4 hezrous at 60%)
Spells Prepared (CL 7th)
  1st-Entangle (DC 22)
Str 52, Dex 45, Con 44, Int 33, Wis 33, Cha 39
Base Atk +23; CMB +45 (+28 grapple); CMD 76 (can't be tripped)
Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Improved Critical (longsword), Improved Disarm, Power Attack, Weapon Focus (longsword)
Skills Acrobatics +36, Appraise +20, Bluff +42, Climb +39, Craft (weapons) +20, Diplomacy +46, Disguise +23, Escape Artist +24, Fly +31, Heal +20, Intimidate +44, Knowledge (engineering) +27, Knowledge (gather information) +23, Linguistics +45, Perception +47, Sense Motive +39, Stealth +43, Survival +32, Swim +41, Use Magic Device +33
  Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Gear amulet of epic natural armor +6; helm of comprehend languages and read magic; assassin's dagger (large); flame tongue (large); greataxe (large); sun blade (short) (large); gloves of epic dexterity +10; hammer of thunderbolts; ring of meld into stone; ring of protection +8; celestial armor (large); belt of epic strength +8; cloak of displacement, major; outfit (entertainer's/large); ring of ironskin; longspear (epic might) (large); longsword (large); longsword (large)
Environment any (Abyss)
Organization solitary, pair, or platoon (1 marilith, 1-3 glabrezus, and 3-14 babaus)
Treasure double (6 mwk longswords, other treasure)
Crushing Coils (Ex) A creature that takes damage from a marilith's constrict attack must succeed on a DC 25 Fortitude save or lose consciousness for 1d8 rounds. The save DC is Strength-based.
Infuse Weapon (Su) Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and strikes as if it were a chaotic and evil cold iron weapon (in addition to retaining the qualities of its actual composition).
Multiweapon Mastery (Ex) A marilith never takes penalties to her attack roll when fighting with multiple weapons.
Constrict (Ex) A marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.
Darkvision (Ex) Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Fast Healing (Ex) You regain 23 hit points per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts.
Improved Grab (Ex) To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
Summon Demon (Ex) Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing (Su) Mariliths continuously use this ability, as the spell (caster level 16th).
Vulnerability To Cold (Ex) You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the save is a success or failure
This snake-bodied fiend has a six-armed woman's torso, pointed ears, and glittering, otherworldly eyes.
The leaders of Abyssal hordes and queens of Abyssal nations, the dreaded mariliths serve demon lords as governesses, advisors, and even lovers, yet their brilliance as tacticians makes them most sought after as generals and commanders of armies. The most powerful mariliths serve no one, and instead command ravenous fiendish legions. A marilith is 6 to 9 feet tall and measures 20 feet from head to tail tip. It weighs 4,000 pounds. Only the most arrogant and proud evil souls, typically those of cruel kings, sadistic generals, and exceptionally violent warlords, can trigger the manifestation of a marilith.

Blazing Archon

Angel, Ariel, Blazing Archon, Lion of the Righteous Gods
CR 33 XP: 26,214,400
Male angel paladin of Sarenrae 20
LG Large humanoid (angel, extraplanar, good, lawful)
Init +5; Senses detect evil, discern lies; Perception +30
Aura of courage
AC 48, touch 18, flat-footed 42 (-1 size, +10 armor, +17 natural, +3 deflection, +3 shield, +5 Dex)
HP 500 (20d10+20d10+280); fast healing 12
Fort +37, Ref +34, Will +34
DR 20/epic and evil; Immune Kerubim Qualities; SR 46
Speed 70 ft., fly 120 ft. (perfect)
Melee +46/+41/+36/+31 melee (2d6+16+ 2d6 (fiend bane) + 1d6 (fire) + 2d6 (holy)/17-20/x2+2d6 (fiend bane) + 1d10 (fire) + 2d6 (holy) + death (vorpal) (Heaven’s Roar, +5 fiend-bane longsword), or +34/+29/+24/+19 ranged (ranged attack or spell)
Space 10 ft., Reach 10 ft.
Special Attacks Celestial song, holy beacon, spell-like abilities, stun (mace only), Heavenly Breeze, Roar of the Heavens, smite evil 6/day (+7 to attack, +20 to damage), spells
Spell-Like Abilities (CL 27th) At will · aid, castigate, continual flame, dispel evil, dispel magic, flame strike, greater invisibility, hallow, holy aura, holy smite, holy word, lesser restoration, mirage arcana, polymorph, remove curse, remove disease, remove fear, silence, true seeing 7/day - cure light wounds, see invisibility 6/day - blade barrier, clairaudience/clairvoyance, cure serious wounds 3/day -heal, resurrection, righteous wrath of the faithful, symbol of death, symbol of fear, symbol of insanity, symbol of pain, symbol of persuasion, symbol of strife, symbol of stunning, symbol of weakness 1/day -true resurrection 1/week - miracle
During Combat Although Ariel is not afraid of getting into a fight, he is reluctant to do so, always seeking another way to resolve conflicts. In such situations, Ariel will bring his tremendous diplomacy to bear, encouraging would-be assailants from doing something they will regret. The only time Ariel is not likely to try to talk his way out of violence is when he encounters Fiends or powerful, evil clerics (10th level) or undead (9th level).
When Ariel does see that fighting is inevitable, he immediately surrounds himself with his protective aura and then casts true seeing. He will often cast holy aura if time permits before diving into battle, smashing with his shield and slashing with his sword. Once in the midst of melee combat, Ariel will issue his Roar of the Heavens, seeking to damage or destroy as many evil beings as possible. Ariel does not use spells frequently during combat, believing that there is no honor in fighting from a distance. Only in the gravest of circumstances will Ariel use his Holy Beacon.
Str 32, Dex 20, Con 24, Int 18, Wis 20, Cha 24
Base Atk +30; CMB +42; CMD 60
Feats Alertness, Cleave, Dodge, Extra Smiting, Flyby Attack, Great Cleave, Great Fortitude, Improved Critical (Longsword), Improved Disarm, Power Attack, Quick Draw, Spring Attack, Weapon Focus (Longsword)
Skills Craft (armor) +19, Craft (weapons) +19, Diplomacy +52, Escape Artist +28, Handle Animal +27, Intimidate +27, Knowledge (arcana) +9, Knowledge (planes) +27, Knowledge (religion) +27, Knowledge (war) +24, Linguistics +49, Perception +30, Ride +27, Sense Motive +49, Spellcraft +11, Stealth +25
SQ holy touch, uncanny dodge, divine grace, lay on hands (140 hp), remove disease (5 per week), special mount, turn undead 10/day (cleric 17),
Gear Ariel always carries his sword, Heaven's Roar, a beautiful sword that has a blade resembling a shaft of light with a hilt of gold. A gift from the Virtues of the Seven Mounting Heavens of Celestia, Ariel continues to carry the sword despite his banishment from the Heavens. Ariel also always wears an elaborate +5 breastplate of freedom, weightless armor that does not impose any skill or Dexterity penalties, and a +2 small steel shield. Ariel likely has access to other treasure, although it is probably hidden in his unknown base of operations.
Environment Wanders the Outer and Prime Material Planes
Organization Unique (Solitary), or Ariel and Sky Talon (advanced celestial dire lion)
Treasure Triple coins, six times goods, triple standard items (Heaven's Roar)
Kerubim Qualities (Ex) Ariel is immune to acid, cold, and petrifaction; he possesses electricity resistance 10 and fire resistance 10 and receives a +4 save against poisons. He may communicate as if under the effects of the tongues spell. As a free action during his turn, Ariel may generate a protective aura which acts as a double strength magic circle against evil and as a globe of invulnerability, both cast as a 20th level sorcerer; the aura can be dispelled, but Ariel can create it again as a free action on his turn.
Holy Touch (Ex) Ariel's touch can enchant any weapon (only weapons tainted with evil, intelligent weapons, or artifacts are unaffected). All weapons acquire the flame-burst enhancement. Certain types of weapons receive additional benefits. Any slashing weapon functions as a +2 holy vorpal weapon. Any piercing weapon functions as a +6 holy weapon of the appropriate bane type. Any bludgeoning weapon functions as a +5 holy disrupting weapon. Once Ariel sets the weapon down, it loses the enhancement.
Celestial Song (Su) Once per day as a full round action, Ariel can sing a Celestial Song. All mortal beings within 30 feet of Ariel receive a Will save DC 27. Those that fail are subject to one of two effects determined by Ariel. Ariel can opt to calm emotions (which he casts as a 20th level sorcerer) or he can induce awe. When inducing awe, all good beings within the radius that fail, find themselves unable to take any offensive action against Ariel, although they may defend themselves or attack other creatures. Neutral creatures are slowed, as they struggle not to gape at the Celestial in awe. Evil creatures behave as if affected by fear.
Fast Healing (Ex) Ariel takes normal damage from evil weapons of at least +6 enhancement.
Holy Beacon (Su) Ariel may issue a Holy Beacon as a free action once a day. The Beacon extends for nine miles of Ariel's location when issued. All goodly beings within the radius immediately sense that Ariel, a servant of goodness, is in need of assistance and will rush to him with all possible speed. Alerted beings instantly know Ariel's precise location, his current status (health, etc.), any adversaries Ariel is aware of, and the nature/goal of the Beacon. If used in the Planes, there is a 7% chance that one of the Heralds of Holiness, particularly Rafiel, will hear the call regardless of Ariel's location. Ariel has only used his Beacon two or three times over the past 500,000 years, and only when he gets into combat against the forces of the Gray Wastes in neutral territory, like the Outlands. Sure of his own strength and might, Ariel is usually more than capable enough to handle any conflict.
Heavenly Breeze (Ex) Although a powerful warrior, Ariel has dedicated himself to curing all ailments of the body and the soul. 3/day, with a gentle flap of his tremendous, feathered wings, Ariel can issue a Heavenly Breeze. The Breeze has three simultaneous spell-like effects, all performed as if cast by a 20th level sorcerer under the effects of the Empowered Feat. The Breeze will remove disease, cure critical wounds, and grant restoration to all within the 70 foot cone before Ariel. Ariel can determine if a being is granted this boon or not. Although he·s loathed to use this gift in the following manner, Ariel can cause the reverse of the above spells (Contagion, inflict critical wounds, and poison) once a day.
Roar of the Heavens (Su) There are few things Ariel hates, but Fiends and evil are on the list. When faced with a terrible evil or the threat of the denizens of the Depths Below, Ariel can issue his famous Roar of the Heavens. All evil beings within 70 feet of Ariel may perform a Fortitude DC save 27; those that fail are slowed, suffer a -2 circumstance penalty to attacks, damage, and saves, are deafened, and suffer 9d6 points of damage (half of it holy, the other half sonic). Those that manage to save only suffer the damage. Fiends, in addition to suffering from the above effects, also take an additional 24 points of damage, holy and sonic, each round they are within 70 feet of Ariel for seven rounds after the Lion of the Gods issued his Roar. Ariel may issue his roar of the Heavens once every 1d6 rounds.
Spells (Ex) Paladin spells per day: 5/4/4/4. Base DC 15 + spell level. Caster level 20th.
Golden roaring lion head with eagle-like wings appearing from either side. Ariel appears as a tall, beautifully built man with tawny, beige skin, long black and gold hair, and tremendous muscles. A golden breastplate dominates his chest, while his huge, white feathered wings flare from his back. Although his face is like that of a handsome young man, when in combat, it takes on decidedly feline elements not unlike those of a lion.
Ariel, the Lion of the Righteous Gods, was once a powerful Astral Deva who persecuted the Fiends of the Depths Below to a degree beyond that of most other Celestials. Working under the auspices of the fearsome Virtue of Justice, Ariel was given free reign to pursue justice against Fiends and their allies. During the millennia of his many quests, Ariel came to the aid of the Herald of Holiness, Rafiel, forging a deep friendship with the arch-Celestial that would be of great value in the future.The Supreme Virtue of Mount Celestia, growing wary of the regular interference of Celestials in matters related to the Depths Below and the Prime, and fearing another Great Fall, issued a decree that would limit the activities of Heavenly (lawful) Celestials not directly tied to the gods. This edict required that the likes of Ariel withdraw from regular engagements with the forces of Evil in accordance with the Celestial Host. Although the Virtue of Justice had no choice but to accept the decree of his liege, Ariel refused, claiming that allowing the evil of the infernal regions to grow unabated would lead to the eventual collapse of the Prime Material Plane, and eventually the Realms Above. Ariel continued his personal quest, and, for his obstinance, the Supreme Virtue banished him from Mount Celestia.
Since, Ariel has continued to undertake quests in pursuit of justice and healing, ever ready to war with Fiends, particularly disease and lie spreading Yugoloths. Although he laments the decree of Heaven, Ariel is not angered with his former masters and continues to receive aid (covertly) from the Virtue of Justice. He is also always welcome in Elysium, where his longtime friend and current mentor, Rafiel, assists him. Ariel also finds himself called on by various good gods to perform quests, most of them related to aiding powerful mortal servants as they fight against powerful evils, particularly Fiends.
Sky Talon: Ariel is always accompanied by his mount, Sky Talon, a celestial dire lion of tremendous size. To date, Ariel has not shared how he came upon this truly magnificent animal, but the two are inseparable. Sky Talon is never more than a mile from Ariel and can instantly sense when his master and friend requires his aid.
Originally Posted by The Serge of the Dicefreaks forums.