Monday, January 28, 2019

Death of the Endless

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

Angel of the Dawn

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

Valdrake ‘The Black’ Alandrith

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

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