Tuesday, February 12, 2019

Odric, Lunarch Marshal

Odric, Lunarch Marshal
XP: 6,400 CR 9
Male human marshal 5/mythic exemplar 4
LG Medium humanoid (human)
Init +4; Senses Perception +3
Aura varies; see text
AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
HP 67 (9d10+18)
Fort +7, Ref +6, Will +7
Speed 20 ft.
Melee +7 lance +8/+3 (ld8+2/x3) or Melee mwk longsword +8/+3 (ld8+1/19-20)
Special Attacks Mounted Combat, Spirited Charge; Special Actions Charisma boost 1/day, grant move action 1/day, inspire courage
Str 12, Dex 10, Con 14, Int 12, Wis 10, Cha 18
Base Atk +6; CMB +7; CMD 17
Feats Improved Initiative, Lightning Reflexes, Mounted Combat, Ride-By Attack, Skill Focus (Diplomacy), Spirited Charge
Skills Bluff +15, Diplomacy +25, Intimidate +17, Knowledge (history) +8, Knowledge (nobility) +8, Knowledge (religion) +2, Perception +3, Ride +8, Sense Motive +10, Survival +2
Languages Common, Dwarven
SQ major auras (motivate attack, motivate urgency), minor auras (accurate strike, master of tactics, over the top), paragon's path (Reikhardt)
Gear +2 breastplate, masterwork heavy steel shield, +7 lance, masterwork longsword, cloak of Charisma +2, heavy warhorse
Auras (Ex) Odric can have one minor aura and one major aura active at all times. Raising a new aura is a swift action. Each aura affects every ally within 60 feet with an Intelligence of 3 or higher who understands Odric's language. These auras function as though he were 6th level. Accurate Strike (Minor): Add Odric's Charisma modifier to rolls made to confirm critical hits. Master of Tactics (Minor): Add Odric's Charisma modifier to damage rolls when flanking. THE MARSHAL'S AURAS Players familiar with Miniatures Handbook should recognize the effects from the mythic exemplar's list of minor and major auras. The benefits of these abilities do not stack with those provided by similar auras, but neither do such effects count against the number of auras a marshal can use at once.  Motivate Attack (Major): Grants allies a +1 bonus on attack rolls. Motivate Urgency (Major): Grants allies a +5-foot bonus to base land speed. Over the Top (Minor): Add Odric's Charisma modifier to damage rolls when charging. 
Charisma Boost (Ex) Once per day as a swift action, Odric can increase his Charisma by 4 for up to 4 rounds. 
Grant Move Action (Ex) Once per day as a standard action, Odric can grant an immediate move action to all allies within 30 feet. 
Inspire Courage (Ex) Once per day as a swift action, Odric can inspire courage as a 4th-level bard. He can maintain this effect for up to 4 rounds. 
HEAVY WARHORSE 
CR 2 N Large animal I Init +1; Senses low-light vision, scent; Listen +5, Spot +4 Languages — AC 19, touch 10, flat-footed 18 (-1 size, +1 Dex, +5 armor, +4 natural) hp 30 (4 HD) Fort+7, Ref+5, Will+2 Speed 35 ft. in chain barding (7 squares), base speed 50 ft.; Run Melee 2 hooves +6 each (ld6+4) and bite +1 (ld4+2) 
Base Atk +3; Grp +11 Abilities Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 
Feats Endurance, Run Skills Listen+5, Spot+4Sir 
Odric is a master tactician who lives on the plane of Innistrad. He lost a son to a werewolf. Church commander
Odric was the commander of the Gavony Riders and a recipient of the Moonsilver Accommodation. Odric is a battlefield man, better suited to combat maneuvers than negotiating the politics of the Avacynian Church. One of his duties as a Church commander was chasing and capture the mad scientist Ludevic's Abomination, which had been spotted near Estwald. After the events of the Avacyn restoration that involved the breaking of the Helvault and the Siege of Thraben, he ordered his lieutenant Grete to triple the escort of the transport detachment of the prisoner Gisa Cecani to Thraben.
Meeting Garruk While investigating the death of the mayor's son in Torbach, supposedly by a werewolf, he found the planeswalker Garruk, cursed and weakened. Odric, Grete and their men captured Garruk, but when Odric was determined to kill the planeswalker, Grete begged for Garruk's life in Avacyn's name. Odric then drugged the planeswalker, tied him up and moved him to Thraben where the Church of Avacyn would decide his destiny.
Lunarch Marshall
After Lunarch Mikaeus died during the siege of Thraben, and his successor was killed in the early days of Avacyn's madness, a Lunarch Council was established, made up of senior bishops of the church with a few cathar leaders in advisory positions. As Marshall, Odric showed tremendous initiative in organizing the Lunarch Council to deal with Avacyn's madness. He earned a seat on the council as a representative of the cathars, without an actual vote on council matters. 
Rebel After the Lunarch Council was exposed to be controlled by the Skirsdag, Odric and Grete fled the Church and joined Thalia as part of the Order of Saint Traft.  While Thalia and Grete went to war, Odric remained behind, his spirit broken by his forced betrayal
Odric, Master Tactician
XP: 9,600                                                                           CR 10
Male human fighter 11
LN Medium humanoid (human)
Init +1; Senses Perception +10
AC 24, touch 14, flat-footed 22 (+10 armor, +1 deflection, +1 dodge, +1 Dex)
HP 82 (11d10+22)
Fort +2, Ref +1, Will +0
Defensive Abilities bravery +3; Wil +8 vs. fear
Speed 30 ft.
Melee +1 glaive +19/+14/+9 (1d10+9) or armor spikes +15/+10/+5 (1d6+4)
Ranged composite longbow +13/+8/+3 (1d8+5/x3)
Special Attacks weapon training (polearms +2, bows +1)
Str 18, Dex 12, Con 14, Int 14, Wis 10, Cha 10
Base Atk +11; CMB +15; CMD 28
Feats Combat Expertise, Combat Reflexes, Disruptive, Dodge, Improved Vital Strike, Lunge, Mobility, Spellbreaker, Spring Attack, Vital Strike, Weapon Focus (Glaive), Weapon Specialization (Glaive), Whirlwind Attack
Skills Diplomacy +5, Handle Animal +5, Intimidate +13, Knowledge (dungeoneering) +6, Knowledge (engineering) +10, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nobility) +4, Perception +10, Profession (soldier) +14, Ride +9, Sense Motive +5, Survival +4
Languages Common, Goblin, Orc
SQ armor training 3
Gear potion of cure light wounds, potion of expeditious retreat
Other Gear +1 full plate with cold iron armor spikes, +1 glaive, composite longbow (+4 Str) with 20 arrows, belt of giant strength +2, cloak of resistance +2, ring of protection +1, heavy horse (combat trained) with chain shirt barding and military saddle
Odric, Lunarch Marshal can provide access to trustworthy mercenary troops. A character with Leadership gains a +2 bonus to Leadership for recruiting followers for 1 month. Other PCs can hire mercenaries at a 20% discount.
Odric, Lunarch Marshal is the master of the battlefield, expert and veteran soldiers who conceive and execute tactical plans and inspire their troops on to victory. Odric, Lunarch Marshal commands from a rearward vantage point, but when needed, may dive into the fray with sword in hand to turn the tide through sheer puissance. Odric, Lunarch Marshals can be used as arena champions, masters of fighting schools, or elite warriors trained to fight with or against spellcasters. Odric, Lunarch Marshal is usually accompanied by a knight adjutant, with a lance of four cavalry as bodyguards and messengers (CR 12).

Nightshade Assassin

Nysska, Nightshade Assassin
CR 19 XP: 204,800
Female exodite rogue 8/fighter 2/assassin 10
NE Medium humanoid (exodite)
Init +10; Senses darkvision 120 ft.; Perception +23
AC 29, touch 21, flat-footed 19 (+8 armor, +1 deflection, +10 Dex)
HP 352 (18d8+2d10+180); fast healing 10
Fort +21, Ref +28, Will +12
Defensive Abilities Will +17 versus poison, +13 versus fear; Evasion, Improved Uncanny Dodge
Speed 120 ft.
Melee Bladestaff +30/+25/+20 Melee (1d6+10+1d6 cold/1d6+10+1d6 cold/1d6+10+1d6 cold 17-20) or Bladestaff +28/+28/+23/+23/+18/+18 Melee (all attacks deal 1d6+10+1d6 cold, 17-20)
Ranged Orb +25 ranged touch (10d6+38 force damage + 4 dexterity damage plus 1 round paralysis, 120 ft range)
Special Attacks Death Attack, Shadow Jump 200 feet, Shadow Orb, Sneak attack +9d6, stealth attack
Spells Prepared (CL 12nd) 
  6th-Shadow Walk
  5th-Overland Flight, Teleport, Wall of Force
  4th-Dimension Door, Greater Invisibility, Solid Fog, Stoneskin
  3rd-Dispel Magic, Gaseous Form, Haste, Heroism, Nondetection
  2nd-Glitterdust (DC 15), Invisibility, Mirror Image, Misdirection, See Invisibility, Web
  1st-Charm Person, Feather Fall, Grease (DC 14), Identify, Obscuring Mist, Shield
Before Combat Nysska buffs up with greater invisibility, nondetection, overland flight, stoneskin, and usually shield. Sometimes she will use her scroll of summon monster to soften up a foe, while herself remaining hidden.
During Combat Nysska’s stealth attack in combination with Shatter Defenses is horrifying, and she knows it. She is nearly impossible to capture or grapple thanks to her ring of freedom of movement. She uses her assorted movement-based abilities in combination with invisibility and stealth to run circles around her opponents, launching devastating surgical strikes. Her scroll of time stop gets used if the fight is looking difficult. As a parting gift against a more powerful opponent, Nysska will use mage’s disjunction. 
Morale If she’s been told to kill you, she’ll get it done.
Str 22, Dex 30, Con 26, Int 26, Wis 14, Cha 20
Base Atk +15; CMB +21; CMD 42
Feats Arcane Strike, Combat Reflexes, Dazzling Display, Defensive Combat Training, Double Slice, Greater Two-Weapon Fighting, Improved Two-Weapon Feint, Magical Aptitude, Shatter Defenses, Toughness, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Bladestaff)
Skills Acrobatics +33, Bluff +18, Climb +19, Diplomacy +28, Disable Device +28, Disguise +23, Intimidate +23, Knowledge (gather information) +23, Knowledge (local) +21, Perception +23, Stealth +33, Use Magic Device +32
Languages Common, Elven, Infernal, First One languages
SQ Hidden Weapons
Gear bracers of armor +8, keen blackfrost bladestaff of quickness +4,  belt of physical might +6, cloak of resistance +5, headband of mental prowess +4, ring of chameleon power, ring of freedom of movement,  scroll of disjunction, scroll of polymorph any object, scroll of summon monster IX, scroll of time stop, Baneviper Venom, wand of cure critical wounds
Blackfrost Bladestaff (Ex) Blackfrost is a special variety of frost enchantment. If the bladestaff deals more than 3 damage with the added cold effect, it also deals 2 points of dexterity damage.
Bleeding Attack (Ex) Nysska’s sneak attacks cause 9 points of bleeding damage at the beginning of a struck target’s turn. This damage can be stopped through healing or a DC 15 heal check as a standard action.
Angel of Death (Su) Once per day on making a successful death attack, Nysska can cause her target’s body to crumble into dust, preventing any revival that requires physical remains to succeed.
Combat Trick (Ex) Nysska gains Defensive Combat Training as a bonus feat.
Evasion (Ex) Nysska takes no damage on a successful reflex save.
Death Attack (Ex) Nysska may make a death attack as a normal assassin (after studying an opponent for 3 rounds, successfully landing a sneak attack forces a DC 28 Fortitude save or the opponent may be paralyzed or killed at her choice. Paralysis lasts for 1d6 rounds, +1 per assassin level.
Hidden Weapons (Ex) Nysska adds her assassin level to any skill check to conceal weapons with sleight of hand.
Hide in Plain Sight (Su) So long as Nysska is within 20 feet of shadow, she may use stealth as if she were unobserved. She is more skilled with shadow than most assassins.
Killing Touch (Ex) When Nysska lands a critical hit, apply double sneak attack damage to the strike, regardless of the opponent’s immunity or position.
Fast Stealth (Ex) Nysska may move at her full movement when using stealth.
Finesse Rogue (Ex) Nysska has weapon finesse as a bonus feat.
Poison Use (Ex) Nysska can use poisons without fear of poisoning herself.
Quiet Death (Ex) When using her death attack ability, Nysska may make a stealth check opposed by surrounding people’s perception checks to avoid detection. The observers will not notice the target is dead at first, allowing time for an escape.
Shadow Jump (Sp) Exodites can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. An Exodite can jump up to a total of 10 feet per level each day in this way. At higher levels, this amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. Nysska may make this movement as a free action on her turn, and once again every round as a free immediate action when not on her turn.
Shadow Orb (Su) Nysska gains the ability to manifest a small orb of shadow. Manifesting the Orb is a free, immediate action, after which it remains until dismissed (dismissal is a move action). While active, all attacks against Nysska have a 30% miss chance. If this miss chance causes any melee attack to miss, the orb has struck the attacker, which results in 10d6+8 force damage. At mid level, the Shadow orb can move farther away from Nysska, allowing it to make, 1/round as a swift action, a ranged touch attack against a single target within 120 feet. If struck, this target is paralyzed for 1 round. At high level, the shadow orb energizes any area of darkness around Nysska. So long as she remains within the shadows while her orb is active, Nysska has Fast Healing 10.
Sneak Attack (Ex) Nysska has 9d6 dice of sneak attack.
Stealth Attack (Ex) Whenever Nysska uses her shadow jump ability in a round, all subsequent attacks she makes in that round gain a +8 circumstance bonus to hit and automatically count as half dice sneak attacks, regardless of the opponent’s immunity or position. If the attacks would qualify as regular sneak attacks, then they deal full dice as per normal. Each successful hit also deals 2 points of constitution damage, and forces a DC 28 fortitude save or else the target becomes shaken for 1 round.
Swift Death (Ex) 1/day, Nysska may make a death attack against an opponent without studying them for 3 rounds beforehand.
Trapfinding (Ex) Nysska gains a +2 bonus to perception checks made to detect traps.
True Death (Su) Anyone slain by Nysska’s death attack becomes more difficult to bring back from the dead. Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC 25 or the spell fails and the material component is wasted. Casting remove curse the round before attempting to bring the creature back from the dead negates this chance. The DC of the remove curse is 20.
Baneviper Venom (Ex) Venom from the baneviper, a horrible serpent from the boiling lava pits of Gehenna. On a successful strike, the target must make a DC 25 fortitude save or take an additional 6d8 fire damage and become paralyzed for 1 round as their blood ignites. Baneviper venom wears off after 5 successful strikes. A successful save halves the fire damage and prevents the paralysis. If a target is killed by a weapon envenomated with baneviper venom, their body is reduced to caustic elemental ash and they cannot be raised short of a wish.

Nefarox, Overlord of Grixis

Nefarox, Overlord of Grixis
CR 28 XP: 4,915,200
CE Colossal outsider (Chaotic, Demon, Extraplanar, Evil)
Init -1; Senses telepathy; Perception +51
AC 37, touch 1, flat-footed 37 (-8 size, +36 natural, -1 Dex)
HP 888 (48d8+672); fast healing 20
Fort +40, Ref +25, Will +26
Defensive Abilities demon traits; DR 15/epic; Immune disease, electricity, fire and poison; SR 34; Resist acid 10, cold 10, and fire 10
Speed 80 ft.
Melee 2 slams +87 (2d8+38), bite +63(4d6+28, crit 19-20 +1d6), 2 gores +81 (4d6+38)
Space 100 ft., Reach 100 ft.
Special Attacks Breath weapon, roar, swallow whole, tattoos, trample (2d8+28)
Before Combat On the battlefield, Nefarox just grabs and eat whatever they can, regardless of whether the victim is friend or foe. Inside of its mouth are always vrocks that pick at the livers of the entrapped celestials, caught in the demon’s teeth. Occasionally, they take to wing, to rain their own brand of destruction below. Nefarox attacks are considered chaotic, epic and evil for purposes of overcoming damage reduction.
During Combat A demon’s natural weapons, as well as any weapon it wields, is treated as chaotic and evil for the purpose of resolving damage reduction
Str 48, Dex 8, Con 38, Int 5, Wis 11, Cha 10
Base Atk +48; CMB +75; CMD 84
Feats Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (Bite), Improved Sunder, Overwhelming Critical, Power Attack, Snatch, Weapon Focus (Bite, Slam)
Skills Acrobatics +70, Climb +70, Perception +51
Languages Abyssal, Celestial, and Draconic, telepathy
Environment the Abyss
Organization Solitary plus 6-10 vrocks, Pair, Troop (3-6)
Treasure None
Breath Weapon (Su) These walking mountains unleash a cloud of venomous poison functioning as a storm of vengeance lasting for 10 rounds. The Nefarox use their breath weapon once every 1d12 rounds. This ability functions as the spell cast by a 20th-level caster.
Roar (Ex) Once every 1d4 rounds, Nefarox may release a deafening roar, affecting all non-evil living creatures within 240 feet. All legitimate targets in the area must attempt Will saves (DC 34) or become panicked. Nefarox’s roar also deafens targets within 30 feet who fail their save. The save DC is Charisma-based.
Swallow Whole (Ex) If Nefarox achieves a pin against a size Gargantuan creature or smaller with its snatch attack, it may swallow the victim whole, by making a successful grapple check. Once inside Nefarox, the opponent takes 4d6+19 points of acid damage and 2d6 points of fire damage from the demon’s digestive process. Three successful grapple checks allow the swallowed creature to Climb out of the stomach, and return to Nefarox’s maw, where another successful grapple check is required to break free. Swallowed victims cannot cut their way out of Nefarox’s stomach, as its stomach muscles immediately close any wounds made. Nefarox’s maw can hold 2 Gargantuan creatures, 8 Large creatures, 32 Medium creatures or 128 Small or smaller opponents. These are in addition to the vrock who lurk there as well.
Tattos (Sp) Blasphemous tattoos cover the whole of Nefarox’s body. Every round as a free action, one of the tattoos flares, as per blasphemy cast by a 20th-level caster. 
Trample (Ex) Nefarox deasl the indicated damage on trample attacks, essentially anytime they move through occupied squares. Targets of this attack may attempt attacks of opportunity, but at a -4 penalty. If they opt not to take the attack of opportunity, they may attempt a Reflex save (DC 53) and take half the indicated damage.
Summon (Sp) Demons share the ability to summon others of their kind, typically another of their type or a small number of less powerful demons.
Emerging from the mists of the battlefield is a 300-foot tall demon bleeding violet ichor from innumerable rents in its ebon flesh. Its great shaggy head sports 666 eyes and 666 horns. From its maw, a hole so dark and so rancid that the smell of it is contagion, emerge flights of vrocks swarming around its rows of teeth, feasting on the rotting celestial flesh caught therein. Over all of its body are blasphemous runes, inverted holy symbols of the good gods, which flash with life every time the giant demon moves.
Nefarox is the demonic Lord of Grixis. He became the head of the shard after Malfegor's death. Nefarox is large enough to be a layer of the Abyss unto itself. As creatures of mind-boggling size, they represent the worst threat posed by this chaotic plane. No one knows if there are others and how many exist, how and what they eat, or what drives these foul creatures. What sages and demonologists do know is that Nefarox sleep, awaiting the end of the world, for when the last days come to mortals, Nefarox shall awake and devour the universe. Thankfully, they remain asleep, as they have for countless millennia.
Occasionally, when the need is most dire, a group of 6 balors descends to the darkest pit known in the Abyss and awakens just one of the sleepers.
Source: Originally from the Book of Fiends Designed By Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb, MTG Magic 2013 cd 103

Orzhov Euthanist

Turin Deathstalker, Orzhov Euthanist
CR 17 XP: 102,400
Male human fighter 4/rogue 5/assassin 8
LE Medium humanoid (human)
Init +4; Senses darkvision 60 ft. (goggles of night); Perception +15
AC 21, touch 16, flat-footed 17 (+5 armor, +2 deflection, +4 Dex)
HP 114 (13d8+4d10+34)
Fort +9, Ref +15, Will +4
Immune extra damage from critical hits or sneak attacks (+1 heavy fortification mithral shirt); Resist +2 against poison
Speed 40 ft.
Melee +3 goblin bane orc bane short sword +22 (1d6+9/19-20), dagger of venom +19 (1d4+6/19-20)
Ranged +1 composite longbow [+6 Strength bonus] +18/+13/+8 (1d8+7/x3)
Special Attacks Atk Options Combat Reflexes, Spring Attack, Whirlwind Attack, death attack (DC 20), sneak attack +7d6
Spells Known (CL 8th) 
  4th (1/day)-Dimension Door, Freedom of Movement, Greater Invisibility
  3rd (3/day)-Deep Slumber (DC 15), Deeper Darkness, False Life, Nondetection
  2nd (4/day)-Cats Grace, Pass Without Trace, Spider Climb, Undetectable Alignment
  1st (4/day)-Detect Poison, Disguise Self, Feather Fall, True Strike
Str 23, Dex 19, Con 14, Int 14, Wis 10, Cha 16
Base Atk +13; CMB +19; CMD 35
Feats Combat Reflexes, Dodge, Improved Two-Weapon Fighting, Mobility, Spring Attack, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (short sword), Whirlwind Attack
Skills Acrobatics +25, Climb +13, Disable Device +8, Disguise +10, Intimidate +9, Knowledge (gather information) +12, Perception +15, Stealth +19
SQ hide in plain sight, poison use
Gear 5 arrows of dwarf slaying, 5 arrows of elf slaying, 5 arrows of giant slaying, 10 arrows of goblin slaying, 5 arrows of human slaying, 10 arrows of orc slaying, 3 potions of cure serious wounds, 2 potions of gaseous form, 2 potions of haste, dagger of venom, carpet of flying, cloak of invisibility (as ring of invisibility), 4 doses of purple worm poison (injury, Fort DC 24, 1d6 Str/2d6 Str), 4 doses of deathblade poison (injury, Fort DC 20, 1d6 Con/2d6 Con)
Other Gear +1 heavy fortification mithral shirt, +3 goblin bane orc bane short sword, +1 composite longbow [+6 Strength bonus], 10 adamantine arrows, 10 cold iron arrows, ring of protection +2, ring of regeneration, belt of giant strength +6, boots of striding and springing, gloves of dexterity +4, goggles of night, mwk thieves’ tools
Source: Greyhawk: Folk, Feuds, and Factions.

Rakdos Cackler

Daemon, Coulrodaemon, Rakdos Cackler
CR 9    XP: 6,400
NE Medium outsider (daemon, evil, extraplanar)
Init +7; Senses all around vision, darkvision 60 ft., deathwatch detect good; Perception +24
Aura pratfall aura (20 ft.)
AC 25, touch 18, flat-footed 18 (+1 dodge, +7 natural, +7 Dex)
HP 114 (12d10+48)
Fort +12, Ref +15, Will +13
Defensive Abilities freedom of movement; DR 10/good or silver; Immune acid, death effects, disease, poison; SR 20; Resist cold 10, electricity 10, fire 10
Speed 40 ft.
Melee 2 slams +15 (1d4+3 plus corrupt luck)
Ranged 3 mocking skulls +19 touch (1d6+7 and corrupt luck)
Special Attacks corrupt luck, mocking skulls
Spell-Like Abilities (CL 12th, concentration +23) Constant—deathwatch, detect good, freedom of movement At will—grease (DC 18), greater teleport (self plus 50 lbs. of objects only), stumble gap APG (DC 18) 3/day—bestow curse (DC 21), command (DC 18), confusion (DC 21), disguise self, invisibility 1/day — summon (level 3, 1 coulrodaemon only, 35%)
During Combat
d8 roll Combat Maneuver
1         bull rush (away from the coulrodaemon)
2         dirty trick
3         disarm (if no item is being wielded, treat as trip)
4         drag (towards the coulrodaemon)
5         grapple
6         reposition (into a random adjacent square)
7         sunder (determine random wielded or worn item; if the target has no items, treat as trip)
8         trip
Str 16, Dex 24, Con 19, Int 16, Wis 21, Cha 25
Base Atk +12; CMB +15; CMD 33
Skills Acrobatics +22, Bluff +22, Disguise +22, Intimidate +22, Knowledge (planes) +18, Perception +24, Sense Motive +20, Sleight of Hand +22, Stealth +22, Use Magic Device +22
  Racial Modifiers Perception +4
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
Environment any (Abaddon)
Organization solitary or wake (2–10)
Treasure standard
Corrupt Luck (Su) A creature hit by a coulrodaemon’s slam or mocking skull takes a -1 penalty to its attack rolls, saving throws, ability checks, and skill checks for 10 minutes (DC 23 Will negates). This penalty stacks with multiple failed saves, up to a maximum penalty of equal to the coulrodaemon’s Charisma bonus. The save DC is Charisma-based. In addition, when a coulrodaemon hits a target with a mocking skull, if the target is using any effect that provides it with a luck bonus or that specifically grants it good luck or fortune, such as the touch of luck domain power or a witch’s fortune hex, the coulrodaemon can attempt a caster level check (DC 11 + the caster level of the effect or the Hit Dice of the creature providing the effect, if it is a supernatural effect) to suppress that luck bonus or ability for as long as the penalty remains. If the target is using multiple luck effects, roll randomly to determine which effect is affected,
Mocking Skulls (Su) A coulrodaemon constantly juggles a set of translucent, intangible skulls that cackle and jeer. It uses these skulls to make ranged touch attacks against targets within 100 feet (no range increment), dealing 1d6 points of damage on a successful hit. A coulrodaemon adds its Charisma modifier as a bonus to the damage it deals with the skulls, and they are treated as magical weapons with the ghost touch, returning, and seeking abilities. These skulls are empathically connected to the coulrodaemon, granting it all-around vision and a +4 racial bonus on Perception checks. In addition, it may send out one or more of these skulls as spies, as if they were prying eyes. Any skulls that are not present at the coulrodaemon’s location cannot be used to make attacks, and each missing skull reduces its bonus on Perception checks by 2 (minimum 0), though it retains its all-around vision as long as at least one skull is present.
Pratfall Aura (Su) The area surrounding a coulrodaemon is infused with a miasma of awful luck and self-inflicted damage. Any creature not benefiting from a luck bonus (or other effect that specifically grants good luck, such as the touch of luck domain power or a witch’s fortune hex) must roll twice and take the worse result on all attack rolls, saving throws, ability checks, and skill checks. Creatures cannot take 10 while within its aura, and a natural 1 automatically fails even on ability checks and skill checks. A creature failing a check to perform a physical action, such as an attack, Reflex saves Acrobatics or Stealth check, takes 1d6 points of damage and as a free action the coulrodaemon can attempt a combat maneuver check against the creature, determining the type of combat maneuver on the following table. While using this ability is a free action, a coulrodaemon can attempt only one combat maneuver against a creature each round. A coulrodaemon is immune to its own pratfall aura but not the aura of other coulrodaemons, so they are careful to keep their distance from one another when multiple coulrodaemons are present.
 This wiry black-and-white clad humanoid figure has very pale skin and mournful skeletal features. Its head floats slightly above its severed neck rather than being connected to its body, and it juggles a set of balls that resemble spectral skulls. A typical coulrodaemon stands about 6 feet tall and weighs 130 pounds.
Coulrodaemons are the embodiments of death by black comedy. Not the most physically powerful of daemons, coulrodaemons prefer to defeat their foes through sabotage and humiliation. The coulrodaemons’ abilities can turn a straight up fight into a slapstick tableau of painful and dangerous blunders. They make extensive use of their corrupt luck ability to wear down dangerous foes. Coulrodaemons resemble pale, gaunt humanoids whose skull-like heads are not attached to their necks and are deceptively strong and hardy despite their wiry frames.
Ecology
Coulrodaemons form from evil souls who died in ironic, embarrassing, or darkly humorous ways. When an evil mortal dies in such an exquisitely humiliating way that the burn survives death itself, the soul is primed to be reborn as one of Abaddon’s bleak comedians. Coulrodaemons share in the misanthropy of all daemonkind, in their case leavened with vicious black humor. While the creatures have an aptitude for stealth and dislike straightforward melee combat, a clean kill from the shadows bores them. If they can take their time when hunting, coulrodaemons enjoy using their stealth and subterfuge abilities to soften their victims up with a little psychological sabotage in the form of dangerous “pranks.” They may stalk a particular victim but keep that victim just out of range of their pratfall aura, so the victim becomes an apparent harbinger of bad luck that is really caused by the hidden coulrodaemon. Against victims who are aware of them, coulrodaemons try to stay out of melee until their strongest opponents have been rendered humorously ineffectual by corrupt luck and their spell-like abilities. They take more pride in setting up an enemy for self-destruction via self-inflicted damage than in dealing the killing blows themselves.
The sites of a coulrodaemon’s depredations are marked by confusion and chaos: shattered weapons, broken tools, self-inflicted injuries, and burning embarrassment combined with confusion over how everything managed to go so wrong so fast. Coulrodaemons leave bizarre and deadly accidents in their wake, to a degree that leaves investigators after the fact wondering how such a chain reaction of improbable calamities could possibly have taken place. Skilled workers bungle routine tasks in hazardous ways, graceful fighters trip over their own feet, fail safes fail, machinery jams, and any efforts at correcting the problems lead to further mishaps.
Habitat and Society
Despite the indiscriminate effects of their pratfall aura (when they don’t bother to turn it off), coulrodaemons are social creatures. Because of their specialized interests, they don’t have much to do with the agendas of the Four Horsemen, but they appreciate the exquisitely vicious manipulations of erodaemons and the sabotage skills of temerdaemons. They can also be found serving daemonic nobility as entertainers, spies, or saboteurs; or working as ringmasters in Abaddon’s arenas. Coulrodaemons don’t often frequent Abaddon’s soul-processing centers because they make the workers nervous. Particularly nihilistic conjurers and cultists sometimes try to summon coulrodaemons, which generally ends badly for the casters involved unless they have some protection against the daemon’s pratfall aura. Like all daemonkind, coulrodaemons dislike mortals on principle, but they will consent to bargain with them if called. Their favored offerings are magic items that grant luck bonuses or the skull of a hero who died in an act of unsuccessful self-sacrifice.  Unbound coulrodaemons on the Material Plane gravitate to cosmopolitan urban areas of predominantly neutral or evil alignment. While they enjoy bringing low champions of good when the opportunity presents itself, they prefer to set up their lairs far away from interfering paladins. Because of the effects of their aura, the lairs of coulrodaemons are the sites of frequent improbable accidents and quickly gain a reputation for being cursed.

Restoration Angel

Angel, Medic Malakim, "Restoration Angel” 
CR 11                                                                                                        XP: 12,800
NG Medium outsider (Angel, Extraplanar, Good)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +16
Aura protective aura (CL 11th)
AC 25, touch 15, flat-footed 20 (+10 natural, +4 Dex)
HP 105 (10d10+50)
Fort +12, Ref +13, Will +16
Defensive Abilities AC +4 deflection vs. evil; Fort +16 against poison), Will +15 resistance vs. evil; DR 10/evil; Immune acid, and petrification; SR 22; Resist cold 10, electricity 10 and fire 10
Speed 40 ft., fly 80 ft. (good)
Melee +2 flaming longsword +19/+14/+9 (1d8+7 plus 1d6 fire/19-20x2 plus 2d6 fire), 2 wings +22 (1d8+12)
Spell-Like Abilities (CL 11th, DC 15 + spell level, concentration +16) At will – aid, continual flame, discern lies, dispel evil, dispel magic, plane shift, remove curse, remove disease, remove fear 7/day – restoration, cure serious wounds , invisibility, see invisibility 3/day – heal
Str 20, Dex 18, Con 20, Int 16, Wis 24, Cha 25
Base Atk +11; CMB +16; CMD 30
Feats Acrobatic, Combat Expertise, Dodge, Improved Initiative, Lightning Reflexes, Weapon Focus (Longsword)
Skills Acrobatics +16, Bluff +16, Diplomacy +14, Fly +16, Heal +16, Knowledge (religion) +12, Linguistics +12, Perception +16, Sense Motive +16
Languages Celestial, Draconic, Infernal; truespeech
SQ Angelic traits (Third Choir), change shape (alter self; CL 11th)
Environment The Upper Realms
Organization Solitary, pair, or squad (3-5)
Treasure Standard (+2 flaming longsword)
Angelic Traits (Third Choir) (Su) Angels of the Third Choir often serve the Powers of the Upper Realms as messengers to mortals within the Mortal Coil. They can also be found among the rank and file of celestial armies. Third Choir angels possess the following traits unless otherwise noted: Darkvision 60 feet and low-light vision. • Immunity to acid, and petrification. Resistance to cold 10, electricity 10 and fire 10. +4 racial bonus on saves against poison.
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 angel. 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 equals angel’s HD). The defensive benefits from the circle are not included in an angel’s statistics block.
Truespeech (Su) All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.
Change Shape (Sp) Malakim can alter self as the spell as a standard action using its Hit Dice for to determine the spell level.
Lay on Hands (Su) Functions the same as with the paladin using the angel’s HD to determine its level of power. Thus, it can perform this technique 10 times a day, healing up to 5d6 hit points
A beautiful human-like being, at least 6 feet tall, descends from the skies above. It wears a pristine-white tunic held together by a simple golden belt. White feathery wings sprout from its back allowing it to continuously hover in the air above you.  Within its right hand, it wields a shiny longsword ablaze with fire.
The malakim (Malak for singular) are usually referred to as common angels as they are the most numerous of the angelic race. Malakim serve as messengers of good-aligned Powers, as well as soldiers within celestial armies. They are known throughout the Cosmos for their healing abilities as well as their combat prowess. As they are the most concerned with mortal affairs, they appear commonly within the Mortal Coil assisting mortals they have taking a liking to. Even against orders, malakim can’t help but to interfere with mortals in any kind of danger that threatens the latter’s existence. Scholars theorize that their strong attachment to mortals is due to the malakim’s past lives as mortals themselves. Their genuinely good-natured attachment to mortals has proven to be their downfall time and time again. The Great Fall is a prime example of this; though the number of fallen angels has decreased drastically since that terrible event.

Rhys the Redeemed

Rhys the Redeemed
CR 8                                                                                       XP: 4,800
Male elf ranger 9
N Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +16
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
HP 67 (9d10+18)
Fort +9, Ref +11, Will +6
Defensive Abilities Will +8 vs. enchantments; evasion; Immune sleep
Speed 30 ft.
Melee mwk short sword +10/+5 (1d6/19–20)
Ranged +1 underwater light crossbow +14/+9 (1d8+1/19–20)
Special Attacks combat style (crossbow APG), favored enemies (aberrations +4, humans +2)
Spells Prepared (CL 6th; concentration +8) 
  2nd-—Barkskin, Cats Grace
  1st-—Animal Messenger, Longshot UC, Longstrider
Before Combat If he anticipates trouble, Rhys casts barkskin, cat’s grace, and longstrider. When preparing to fight underwater, Rhys also quaffs his potion of touch of the sea.
During Combat Rhys prefers to snipe at his foes from afar, using Improved Precise Shot to ignore the effects of cover and concealment. Rhys hates aberrations more than anything and always targets them first.
Morale When reduced to 20 hit points or fewer, Rhys attempts to flee; his sworn duty to serve the Mordant Spire is far more important than any individual fight. 
Str 10, Dex 18, Con 14, Int 14, Wis 14, Cha 8
Base Atk +9; CMB +9; CMD 23
Feats Deadly Aim, Endurance, Focused Shot, Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Reload, Skill Focus (swim)
Skills Acrobatics +10, Climb +9, Knowledge (dungeoneering, geography, nature) +11, Perception +16, Spellcraft +11, Stealth +16, Survival +14, Swim +15
  Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Aboleth, Azlanti, Common, Elven 
SQ elven magic, favored terrain (underground +2, water +4), hunter’s bond (companions), swift tracker, track +4, wild empathy +8, woodland stride 
Gear potion of touch of the sea
Other Gear +1 mithral chain shirt, +1 underwater light crossbow ARG with 20 bolts, mwk short sword, belt of mighty constitution +2, cloak of resistance +1, pouch of pearls (worth 218 gp)
Sworn to protect the secrets of ancient Azlant, Rhys the Exiled has little sympathy for the colonists with whom he is imprisoned. However, to defeat a far greater threat, he must accept the PCs’ and the colonists’ help.
Rhys was born some 150 years ago on the southernmost island in the Ironbound Archipelago, where the Mordant Spire twists into the sky. By the time Rhys came of age, he had become adept at tracking and hunting marine animals. Given his talents, it was no surprise his superiors chose him to be trained as a ranger and inducted to the elves’ sea patrol, which guards the Mordant Spire and the ruins of Azlant against treasure hunters and even more sinister enemies such as the alghollthus. 
The Mordant Spire has remained largely unchanged for thousands of years. The island’s elven inhabitants live in a closed, self-sufficient society that fosters xenophobia toward all who venture into and threaten their domain. The ancestors of the masked elves were enemies of the ancient Azlanti, and though the empire was destroyed over 10,000 years ago, the elves still consider humanity to be reckless in its use of powerful and ancient magic.
Rhys, too, was indoctrinated to distrust the “bastards of Azlant,” as many Spire elves call humankind, and as a result, he is openly contemptuous of humans. While talking to humans, he avoids eye contact and is likely to talk about them in third person as though they weren’t present, or he might speak only Azlanti to them, feigning disappointment when they don’t understand what he says. Rhys’s prior encounters with humans primarily involved chasing off and sometimes sinking the ships of greedy treasure hunters and vicious pirates who sailed too close to the ruins, and these experiences only reinforced his low opinion of humans. However, there is one thing that Rhys and his fellow Mordant Spire elves hate even more than humans: the alghollthus and their aberrant creations that still dwell in the inky depths of the ocean and the fetid marshes of forgotten islands dotting the region where the mighty empire of Azlant once stood. 
Rhys prefers to wear dark, muted colors that help him blend in to his surroundings both in aquatic environments and on the rocky islands of the Steaming Sea. The tall elf is deeply tanned, his long hair is black, and his eyes are a cool shade of blue. Most of his equipment is of elven make, though his belt once belonged to an Azlanti noble who died during Earthfall, and the fine, enchanted piece of gear has been a family heirloom of the Codali family for millennia.