Saturday, February 16, 2019

Celestial Hunter my players avoid this

Celestial Hunters 
Donatello, Chapel Geist 
XP: 25,600 CR 13
Human ghost paladin of Iomedae 7/Paraclete 5
LG Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft., detect evil; Perception +12
Aura courage (10 ft.) Aura of good,
AC 25, touch 15, flat-footed 22 (+4 dodge, +3 Dex, +10 armor, -2 deflection)
HP 108 (7d10+5d10+42)
Fort +13, Ref +12, Will +16
Defensive Abilities channel resistance +4, divine grace +4, incorporeal; Immune ability drain, death effects, disease, energy drain, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep, stun
Speed 30 ft., fly 30 ft. (perfect)
Melee +1 ghost touch greatsword +11/+6 (2d6+4/19–20x2)
Special Attacks corrupting touch, smite evil (3/day, +4 attack and AC, +7 damage)
Str 16, Dex 16, Con -, Int 10, Wis 10, Cha 19
Base Atk +12; CMB +15; CMD 30t
Feats Improved Initiative, In Harm's Way, Iron Will, Power Attack, Toughness, Weapon Focus (Greatsword)
Skills Diplomacy +8, Handle Animal +8, Heal +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +12, Ride +7, Sleight of Hand +7, Stealth +11
  Racial Modifiers +8 Perception and Stealth
Languages Common
SQ aura of good, channel positive energy (DC 15, 4d6), divine bond (weapon +1), incorporeal, lay on hands (3d6, 5/day), mercies (fatigued, dazed), undead traits
Gear +1 ghost touch greatsword, armor of life, ghost shackles
Treasure Ghost Shackles CL 5th Slot — Price 10,000gp Weight 5 lbs.
Aura moderate necromancy These rune-carved manacles are enchanted to bind the ectoplasm of ghostly creatures. While they have no enhancement bonus, the ghost shackles can be used as an improvised weapon that inflicts full damage against incorporeal creatures. In addition, once per day a creature can make a touch attack against an incorporeal creature with the ghost shackles. If the attack hits, the target is entangled, and if the wielder holds onto the ghost shackles the incorporeal creature is anchored to the spot, unable to move. If the wielder drops the ghost shackles, the creature may move but retains the entangled condition; the ghost shackles move with the creature but remain solid, preventing it from moving through or into solid objects or creatures. A creature bound by ghost shackles may attempt a DC 14 Reflex save as a full-round action to escape.
Construction Requirements Cost 5,000gp Craft Wondrous Item, halt undead
ARMOR OF LIFE PRICE 50,650 GP Slot armor; CL 15th; Weight 50 lbs.
Aura strong abjuration and necromancy
This pure-white +1 deathless UE undead defiantUE ghost touch full plate is inscribed with funerary litanies that ward away the dead. A wearer able to channel positive energy can spend a swift action to channel energy into the armor, causing it to glow as bright as a torch for 1 round per 1d6 points of positive energy delivered by her channel energy ability. If the armor of life remains aglow, undead creatures that strike the wearer with a natural weapon, touch attack (including spells delivered by touch), or unarmed strike takes 1d6 points of positive energy damage with each successful attack. Each such discharge of positive energy also reduces the remaining duration of the armor’s glow by 1 round. The wearer can channel positive energy into the armor multiple times. The duration of the effect stacks, but it does not increase the damage dealt to undead that strike the wearer.
CONSTRUCTION REQUIREMENTS COST 26,150 GP Craft Magic Arms & Armor, death ward, etherealness, cure critical wounds, summon monster I
Smite Evil (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds +4 to her attack rolls and adds +4 to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +14 damage. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a +4 deflection bonus to his AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the undead martyr has been destroyed.
Rejuvenation (Su) As long as any of the three sacred flames yet burn in Valtaerna, these ghosts will be restored in 2d4 days.
Aura of Good (Ex) The power of a paraclete’s aura of good (see the detect evil spell) is equal to his character level. An antipaladin who uses smite good against a paraclete deals 2 points of damage per antipaladin level on her first successful attack.
Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Protector (Ex) At 2nd level, a paraclete adds one/half her class level on to the number of attacks of opportunity she can make each round; however, these attacks of opportunity can only be used in conjunction with her Bodyguard feat to improve the AC of her allies, or with her martyr’s retribution class feature. When using Bodyguard, a paraclete can improve the AC of any ally within her reach; she does not need to threaten the creature attacking that ally. If the attacker has the evil subtype, a paraclete also adds one-half her class level to the AC bonus she grants to an ally when using her Bodyguard feat.
In Harm's Way (Ex) At 2nd level, a paraclete gains In Harm’s as a bonus feat.
Martyr's Retribution (Ex) When a paraclete uses In Harm’s Way to Way APG intercept an attack made by a creature she threatens, after resolving that attack she can make an attack of opportunity against that attacker.
Saving Grace (Ex) At 3rd level, a paraclete gains a +1 sacred bonus on all saving throws, and once per day when an effect or attack by an evil creature would result in you gaining a harmful condition or affliction (such as paralyzed, stunned, etc.), as an immediate action you can delay the onset of that condition until the end of your next turn, as if you had the Heroic Defiance APG feat. Every 3 levels after 3rd, your sacred bonus on saving throws increases by 1 and you gain one additional daily use of this ability.
Aura of Courage (Su) At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Sacred Patron (Su) At 5th level, a paraclete gains a blessing from the holy entities that grant her powers. She may choose to gain imbue a celestial spirit into her weapon or to gain a special mount, as a paladin’s divine bond, treating her paladin level as her paraclete level + 3. Alternatively, she may choose to gain a celestial familiar that not only serves as a companion but also whispers new magical secrets in the paraclete’s ear. This familiar is like a witch’s familiar, treating her witch level as her paraclete level +3, but the familiar also gains the celestial simple template. This celestial familiar does not store the paraclete’s spells; however, if her familiar is within 30 feet a paraclete adds the patron spells from her familiar to her list of spells known. Patron spells can be cast as if the paraclete had the Eschew Materials feat, but she must have spell slots available of the appropriate level to cast a patron spell (using the spell’s level on the witch spell list in cases where the spell appears at different levels on different class lists). Her patron spells are considered divine spells. A paraclete selecting a familiar can choose from the following witch patrons: boundaries, devotion, endurance, healing, light, peace, strength, vengeance, wisdom.
Spell-Like Abilities (CL 7th; concentration +11) At Will—detect evil Paladin Spells Prepared (CL 4th; concentration +8)2nd—eagle’s splendor1st—bless weapon, divine favor
Michelangelo, Iomedae's Justice 
CR 14                        XP: 38,400
Justice Archon paladin of Iomedae 8
LG Medium outsider (archon, extraplanar, good, lawful)
Init +1; Senses darkvision 60 ft., low-light vision, detect evil; Perception +9
Aura Aura of good, aura of courage, aura of resolve, magic circle against evil (10 ft.), menace (20 ft., DC 17)
AC 23, touch 11, flat-footed 22 (+10 armor, +1 Dex, +2 natural)
HP 95 (10d8+50)
Fort +21, Ref +13, Will +13
Defensive Abilities Fort +23 against poison; DR 10/evil; Immune disease, electricity, fear, petrification; SR 20
Speed 20 ft., fly 40 ft. (good)
Melee +2 axiomatic brilliant energy greatsword +22/+17/+12 (2d6+9/19-20)
Special Attacks lay on hands 12 points/day, teleport (self plus 50 lb. of objects only), turn undead 6/day (+5, 2d6+4, 1st). smite evil 3/day, divine grace, divine health, mercy, divine bone,
Spell-Like Abilities (CL 6th) At will aid, continual flame, detect evil
Spells Prepared (CL 2nd)
  1st-Divine Favor
Before Combat A justice archon does not attack without provocation, but its highly tuned sense of justice and retribution often causes it to become incensed at the mere sight of an evil being or even the suspicion of an evil act. If it is unsure of who was +2. responsible for the wrongdoing, a justice archon uses its detect evil ability to locate evil creatures and charges headlong into battle with dreadful cries of vengeance, laying into the nearest opponent with its greatsword. It uses the weapon’s normal damage until it can discover the nature of its opponent’s melee attack (generally as a result of being hit), then uses its justice strike if that is more effective. If the opponent provides a serious challenge, the justice archon teleports away to bring reinforcements or to strike again when it has some other advantage.
When a justice archon champion decides violence is justified, it makes sure of its overwhelming superiority. In addition to casting aid on itself, it casts divine favor before joining battle. A justice archon champion usually leads a large group of other archons, generally six to eight justice archons, several squads of hound archons, or a squad of sword archons (Book of Exalted Deeds 160).
Turning evil against itself is the highest form of justice.
—Credo of the archons
Morale Natives of Celestia, justice archons always begin existence lawful good. When in the throes of righteous fury, though, they might lash out at all who oppose them, and doing this too often can lead a justice archon to change alignment.
Str 21, Dex 12, Con 24, Int 10, Wis 11, Cha 17
Base Atk +14; CMB +19; CMD 30
Feats Improved Toughness, Iron Will, Lightning Reflexes, Weapon Focus (greatsword)
Skills Diplomacy +14, Intimidate +12, Knowledge (planes) +9, Knowledge (religion) +5, Perception +9, Sense Motive +9, Spellcraft +16, Stealth +5, Survival +0
Languages Celestial, Draconic, Infernal, tongues
SQ archon traits
Gear +2 full plate armor, +2 axiomatic brilliant energy greatsword, amulet of natural armor +2
Environment Justice archons are native to the Seven Mounting Heavens of Celestia. They inhabit Empyrea, the City of Tempered Souls, on Celestia’s fifth layer Mertion, where reflections of their golden wings flash in its crystal clear waters. A few justice archons choose voluntary exile from the shining realm of Celestia. These champions remain on the Material Plane to maintain eternal watch on infernal portals that border the Lower Planes, guarding against incursions by fiends.
Treasure A justice archon has standard treasure for its Challenge Rating, mostly in the form of magic weapons and armor. It also might wear protective items and use potions to improve its combat abilities. Remaining possessions usually serve to enhance the archon’s glorious and imposing appearance. Justice archons favor golden necklaces, torcs, circlets, and other such jewelry, as well as gold enhancements to armor and clothing.
Tongues (Su) As the tongues spell; continuous; caster level 14th.
Magic Circle against Evil (Su) As the magic circle against evil spell; continuous; caster level 14th.
Justice Strike (Su) A justice archon that hits with a melee attack can choose to use this special ability instead of dealing normal weapon damage. Justice strike deals the damage of the struck opponent’s primary melee attack. This damage includes effects that apply automatically on a hit, such as energy damage or poison, but not those from optional effects or feats, such as Power Attack.
Teleport (Su) As the teleport spell; at will; caster level 14th.
Aura of Good (Ex) The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
Divine Grace (Su) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands (Su) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Aura of Courage (Su) At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex) At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su) • At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. At 3rd level, the paladin can select from the following initial mercies: Shaken: The target is no longer shaken; At 6th level, a paladin adds the following mercies to the list of those that can be selected: Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’schoice). Source PZO9446
Channel Positive Energy (Su) When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Spells (Ex) Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Divine Bond (Sp) Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the paladin’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6. A Medium paladin can select a yak or zebra as a bonded mount. A Small paladin can select a capybara, eohippus, reindeer, or wolfdog as a bonded mount. Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level. At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a paladin’s mount gains spell resistance equal to the paladin’s level + 11. Should the paladin’s mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
The justice archon Michelangelo always deals swift judgment and harsh justice to wrongdoers. Over the years, his impetuous decisions have slowly but steadily drawn him off the path of righteousness. Admonished by superiors and accused of falling from grace, Michelangelo fled the heavens, convinced of his moral superiority over “handwringing layabouts that hide in Celestia while evil does its foul works.” Now unwittingly lawful neutral, Michelangelo travels the Material Plane with two like-minded hound archons, judging crimes and punishing “criminals” at will. Michelangelo’s hound archon allies impersonate mortals to root out the malefactors in a community. When they find someone they think has broken a law (by their sense of what is lawful), they report to Michelangelo, and he and they return to destroy the individual.
A typical justice archon stands about 6 feet tall and weighs 190 pounds. It looks like a beautiful humanoid, usually an elf or human, with gleaming golden eyes, skin, and hair. Justice archons favor full plate armor and two-handed weapons, usually greatswords but occasionally greataxes or glaives. Justice archons have no gender, though one might resemble a male or female humanoid.
Archons are celestials from the plane of Celestia. They guard that plane and all who are good or innocent, fighting fiends wherever they find such creatures. Although glorious to behold and created from the essence of good, archons are terrifying enemies of any they see as evil.
A glorious but menacing angel dives toward you. She is a radiant warrior clad in bright full plate, wielding a greatsword that crackles with divine power.
Justice archons consider themselves the purest champions of justice in Celestia. Decisive and self--righteous, their desire to act swiftly on behalf of justice sometimes leads them astray.
Justice archons outshine other archons in zealous devotion to what is good and right. They willingly bring succor to the injured and the abused, but their passion lies more in exacting retribution against those responsible for such mistreatment. Justice archons are at the forefront of war parties that hunt down fi ends, and they frequently come to the aid of clerics who pray for assistance against evil. They harbor a special enmity toward yugoloths. They despise beings that do not cleave to a philosophy but exist only to cause as much misery as possible.
If justice archons have a weakness, it is that their lust for vengeance can cloud their sense of right and wrong. High priests with ambitions toward great temporal power have exploited this tendency by directing the archons’ fury against “evil” rulers. Should a justice archon learn it has been so manipulated, though, its revenge against the true villain is swift, violent, and horrifying. In its fury, it might destroy all who surround the object of vengeance, whether they share guilt or not.
Justice archons consider themselves the purest champions of justice in Celestia. Throne archons (Book of Exalted Deeds 162) are the judges of the heavens, but their cold deliberation and resentment of being called to the Material Plane make them too distant in the eyes of the justice archons. The summons to defeat evil and injustice, wherever it might be found, is too loud to ignore, and justice archons eagerly answer. Cooler-headed celestials recognize the usefulness of such zealotry, but many believe the justice archons are too easily aroused—and thus too prone to act rashly and harm the blameless who get between them and their prey. These other celestials encourage justice archons to engage in raids against the Lower Planes, in which no innocents are at risk.
A justice archon can be summoned using summon monster VII or a higher-level summon monster spell. Treat the justice archon as if it were on the 7th-level list on the Summon Monster table (PH 287). When a justice archon is called by one of the planar ally spells, it demands only half the usual payment if asked to fight fiends, and no payment if yugoloths are the enemy. A justice archon might continue to fight remaining yugoloths, even if it has accomplished the letter of a bargain struck with its caller.
Knowledge (the Planes)
DC Result
16 This is a justice archon, a zealous native of Celestia. Such archons frequently lead squads of other archons or earthly champions of good against evil enemies of great power. This result reveals all outsider and archon traits.
21 Justice archons can strike an enemy for the damage it deals, including additional damage from energy or poison. They are resistant to magic and ignore some of the damage dealt by non-evil weapons.
26 Justice archons hate yugoloths. A justice archon that answers a planar ally spell usually agrees to fight yugoloths for no payment. However, justice archons can be impetuous in their pursuit of justice, and they are quick to judge.
Raphael, Slayer of Evil 
CR 14 XP: 38,400
Male catfolk rogue 2/paladin 4/shadowbane inquisitor 2/slayer 6
LG Medium humanoid (catfolk)
Init +1; Senses low-light vision, detect evil; Perception +13
Aura aura of good, aura of courage
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
HP 89 (2d6+12d10+16)
Fort +7, Ref +13, Will +6
Speed 20 ft.
Melee +1 greatsword +19/+14/+9 (2d6+7/19-20) or 2 claws +17 (1d4+4)
Special Attacks smite 1/day, smite evil 1/day, sneak attack +1d6, turn undead 5/day (+4, 2d6+3, 1st)
Spells Prepared (CL 2nd)
  1st-Bless Weapon
Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 16
Base Atk +13; CMB +17; CMD 28
Feats Black Cat, Cleave, Devoted Inquisitor, Great Cleave, Power Attack, Stealthy, Weapon Focus (Greatsword)
Skills Diplomacy +5, Disable Device +4, Knowledge (gather information) +11, Knowledge (religion) +9, Perception +13, Sense Motive +13, Stealth +13, Survival +2
  Racial Modifiers Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Languages Common, Catfolk
SQ absolute conviction, divine grace, divine health, evasion, lay on hands 8/day, pierce shadows, sacred stealth, trapfinding
Gear +2 full plate, +1 greatsword, cloak of resistance +1, scroll of bless weapon, 2 scrolls of iron silence†, scroll of lesser restoration.
Smite Evil (Su) Once per day, Raphael can attempt to smite evil with one normal melee attack. He adds 2 to his attack roll and deals an extra 4 points of damage.
Sneak Attack (Ex) At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC(whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.
Absolute Conviction (Ex) Raphael does not lose any shadowbane inquisitor class abilities if he changes alignment.
Aura of Courage (Ex) Immune to fear, and each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects.
Detect Evil (Sp) Raphael can use detect evil at will.
Divine Health (Ex) Immunity to disease.
Evasion (Ex) If Raphael exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw.
Pierce Shadows (Su) Raphael can spend one of his daily uses of his turn undead ability to brightly illuminate an area with a 30-foot radius centered on himself. This radiance lasts for 20 minutes.
Sacred Stealth (Su) Raphael can lose a prepared divine spell from memory to gain a +4 sacred bonus on Steatlh checks for a number of minutes equal to 2 plus the level of spell given up in this manner.
Trapfinding (Ex) Raphael can find, disarm, or bypass traps with a DC of 20 or higher. He can use the Search skill to find, and the Disable Device skill to disarm, magic traps (DC 25 + the level of the spell used to create it). If his Disable Device result exceeds the trap’s DC by 10 or more, he discovers how to bypass the trap without triggering or disarming it.
Studied Target (Ex) A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action.
Track (Ex) A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Slayer Talent (Ex) As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk (*) add effects to a slayer’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made. A complete listing of slayer talents can be found here: Slayer Talents
Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Catfolk (Ex) Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
 In general, catfolk are lithe and slender, standing midway between dwarves and humans in stature. While clearly humanoid, they possess many feline features, including a coat of soft fine fur, slit pupils, and a sleek, slender tail. Their ears are pointed, but unlike those of elves, are more rounded and catlike. They manipulate objects as easily as any other humanoid, but their fingers terminate in small, sharp, retractable claws. These claws are typically not powerful enough to be used as weapons, but some members of the species—either by quirk of birth or from years of honing—can use them with deadly effect. Feline whiskers are not uncommon, but not universal, and hair and eye color vary greatly.

Friday, February 15, 2019

Sable Company Elite Marine

Sable Company Elite Marine
CR 6                                                                                                                    XP: 2,400
Male human ranger 6
LG Medium humanoid (human)
Init +3; Senses Perception +10
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 39 (6d10+6)
Fort +6, Ref +8, Will +3
Speed 30 ft.
Melee mwk longsword +9/+4 (1d8+2/19-20)
Ranged +1 composite shortbow +10/+5 (1d6+3/x3)
Special Attacks favored enemy (humanoid [goblinoid]) +4, favored enemy (humanoid [human]) +2
Spells Prepared (CL 3rd)
  1st-—Magic Fang, Speak With Animals
Before Combat If able, a hippogriff-mounted marine casts magic fang on his mount before engaging in combat.
During Combat A Sable Company elite marine fights from atop his mount when possible, combining his hippogriff attacks with his own shortbow attacks. He focuses on favored enemies first, unless an obviously greater threat presents itself.
Morale When protecting innocents or defending a fallen comrade, a Sable Company marine fights to the death. Otherwise, he withdraws if reduced to less than half his hit points. If a fellow marine goes down, he attempts to pull that marine to safety as soon as possible, as long as other comrades are still up.
Str 14, Dex 16, Con 12, Int 8, Wis 13, Cha 10
Base Atk +6; CMB +8; CMD 21
Feats Endurance, Legendary Tracker, Manyshot, Mounted Archery, Mounted Combat, Rapid Shot, Sable Company Marine, Weapon Focus (shortbow)
Skills Climb +11, Handle Animal +9, Perception +10, Profession (sailor) +10, Ride +14, Swim +11
Languages Common
SQ animal companion (hippogriff), wild empathy +8
Gear potion of cure light wounds (4)
Other Gear +1 composite shortbow (Str +2), 40 arrows, mwk longsword, +1 studded leather armor
Sable Company Riding Hippogriff
CR 3                                                                                                               XP: 800
N Large magical beast (augmented)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +9
AC 19, touch 13, flat-footed 16 (+3 Dex, +1 dodge, +6 natural, -1 size)
HP 42 (5d10+15)
Fort +8, Ref +8, Will +2
Speed 50 ft., fly 100 ft. (average)
Melee bite +8 (1d8+4), 2 claws +8 (1d4+4)
Space 10 ft., Reach 5 ft.
During Combat The riding hippogriff makes swooping attacks, always trying to stay out of reach of groundbased targets.
Tricks A riding hippogriff knows the tricks attack, come, defend, down, guard, heel, seek, and stay.
Morale A riding hippogriff flees if its rider is incapacitated or killed while mounted. If the riding hippogriff has no rider, it fights to defend itself but flees back to Korvosa’s aerie on the Great Tower as soon as possible.
Str 19, Dex 16, Con 16, Int 2, Wis 13, Cha 8
Base Atk +5; CMB +10; CMD 24
Feats Dodge, Wingover
Skills Fly +6, Perception +9
  Racial Modifiers +4 Perception
Environment  temperate hills or plains
Organization solitary, pair, or flight (7-12)
Treasure none
This large, brown, horse-like creature has a hawk's wings, talons, and hooked beak.
The hippogriff bears the wings, forelegs, and head of a great raptor bird and the tail and body of a magnificent horse. As horses are a preferred meal for griffons, sages claim some flesh-warping wizard with an ironic sense of humor long ago created this unfortunate fusion of horse and hawk as a joke.  A hippogriff 's feathers bear coloration similar to those of a hawk or an eagle; however, some breeders have managed to produce specimens with stark white or coal black feathers. A hippogriff 's torso and hind end are most often bay, chestnut, or gray, with some coats bearing pinto or even palomino coloration. Hippogriffs measure 11 feet long and weigh upward of 1,500 pounds.  Territorial, hippogriffs fiercely protect the lands under their domain. Hippogriffs must also watch the skies for other predators, as they are a preferred meal of griffons, wyverns, and young dragons. Hippogriffs nest in sweeping grasslands, rugged hills, and flowing prairies. Exceptionally hardy hippogriffs make their home nestled into niches on canyon walls, from which they comb the rocky deserts for coyotes, deer, and the occasional humanoid. Hippogriffs prefer mammalian prey, yet they graze after every meal of flesh to aid their digestion. Their dietary habits can be dangerous to both ranchers and their livestock, so ranching communities often set bounties on them. Victims of these hunts are often taxidermied, and preserved hippogriffs frequently decorate frontier taverns and remote outposts.  Far easier to train than griffons, yet easily as intelligent as horses, hippogriffs are trained as mounts by some elite companies of mounted soldiers, patrolling the skies and swooping down on unsuspecting enemies. Although they are magical beasts, if captured young, hippogriffs can be trained using Handle Animal as if they were animals. An adult hippogriff is more difficult to train, and attempts to do so follow the normal rules for training magical beasts using the skill. A hippogriff saddle must be specially crafted so as to not impact the movement of the creature's wings-these saddles are always exotic saddles.  Hippogriffs lay eggs rather than birthing live young- as a general rule, a hippogriff nest only contains one egg at a time. A hippogriff 's egg is worth 200 gp, but a healthy young hippogriff is worth 500 gp. A fully trained hippogriff mount can command prices of up to 5,000 gp or more. A hippogriff can carry 198 pounds as a light load, 399 pounds as a medium load, and 600 pounds as a heavy load.
Sable Company Marine
You graduated from the elite hippogriff-riding school of the Endrin Military Academy. Not only can you ride a hippogriff with great skill, but you may also bond with one.
Prerequisite: Ride 6 ranks, ranger level 4th.
Benefit: You gain a hippogriff as your animal companion. You gain a +2 bonus on Ride checks made while riding your hippogriff animal companion. Whenever you are within 20 feet of your hippogriff,
it gains a +2 bonus on saving throws made against fear effects.

Kavan the Grim

Kavan the Grim

CR 7                                                                                                                 XP: 3,200
Male vampire (human barbarian 5
CE Medium undead (augmented humanoid)
Init +8; Senses darkvision 60 ft.; Perception +22
AC 25, touch 15, flat-footed 20 (+6 natural, +4 armor, +4 Dex)
HP 42 (5d12+10); fast healing 5;
Fort +4, Ref +7, Will +5
Immune sunlight; undead immunities; Resist cold 10, electricity 10; +4 turn resistance; Weaknesses vampire aversions, vampire vulnerabilities (except sunlight)
Speed 45 ft., climb 20 ft.
Melee +1 bastard sword +15 (1d10+10/19-20), slam +9 (1d6+9 plus energy drain) or slam +14 (1d6+9 plus energy drain)
Special Attacks blood drain 1d4 Con, gaseous form; Atk Options Combat Reflexes, energy drain, magic strike,rage 5/day (3 rounds)
Before Combat When not raging, Kavan has the following changed statistics: AC 24, touch 14, flat-footed 20 Will +3 Melee +1 bastard sword +13 (1d10+8) and slam +7 (1d6+3 plus energy drain) Grp +12 Special Actions alternate form (doesn’t use), children of the night (doesn’t use), dominate (Will DC 14) Abilities Str 24 Skills Bluff +10, Hide +15, Jump +18, Move Silently +15, Search +10, Sense Motive +10, Survival +10
Str 28, Dex 18, Con -, Int 14, Wis 15, Cha 14
Base Atk +5; CMB +14; CMD 28
Feats Alertness, Combat Reflexes, Dash, Dodge, Exotic Weapon Proficiency (Bastard Sword), Extra Rage, Improved Initiative, Lightning Reflexes
Skills Acrobatics +20, Intimidate +10, Perception +22, Sense Motive +12, Survival +10
Languages Common, Giant
SQ create spawn
Gear potion of resist fire 10
Other Gear masterwork chain shirt, +1 bastard sword, gauntlets of ogre power
Fast Healing (Ex) If reduced to 0 hp in combat, Kavan automatically and immediately assumes gaseous form and makes his way toward an empty crypt in area K84, which he must reach within 2 hours or be utterly destroyed.
Vampire Vulnerabilities (Ex) Kavan suffers no ill effects from sunlight.
Energy Drain (Su) Living creatures hit by Kavan’s slam attack gain two negative levels. At the same time, Kavan gains 10 temporary hit points. If you are using the taint rules in Heroes of Horror, Kavan’s energy drain also increases the target’s depravity score by 2 points or its corruption and depravity scores by 1 point each (because of his Touch of Taint feat).
Magic Strike (Su) If Kavan hits with his slam attack, the attack is treated as magic for the purpose of overcoming damage reduction.
Blood Drain (Ex) If you are using the taint rules in Heroes of Horror, Kavan’s blood drain also increases the target’s corruption score by 2 points (because of his Touch of Taint feat).
Gaseous Form (Su) Kavan’s Armor Class in gaseous form is 14, touch 14, flat-footed 10.
Alternate Form (Su) Although Kavan can change to other forms as any other vampires can, he never does so.
Children of the Night (Su) Kavan revels in his own power and never uses this ability

Count Strahd von Zarovich

Count Strahd von Zarovich




CR 15                                                                                                            XP: 51,200
Male human vampire necromancer 10
LE Medium undead (augmented humanoid)
Init +7; Senses darkvision 60 ft.; Perception +13
AC 14, touch 14, flat-footed 10 (+3 Dex)
HP 65 (10d6+30); fast healing 5
Fort +6, Ref +11, Will +13
DR 10/silver and magic; Immune sunlight; undead immunities; Resist acid 10, cold 10, electricity 10, fire 10, positive energy 10, sonic 10; +4 turn resistance; ring of counterspells (dispel magic), nondetection; Weaknesses vampire vulnerabilities (except sunlight)
Speed 30 ft., climb 20 ft.
Melee 2 slams +9 (1d6+4 plus energy drain)
Special Attacks alternate form, blood drain 1d4 Con, children of the night 1/night, dominate (Will DC 18), gaseous form; Atk Options Combat Reflexes, energy drain, magic strike
Spells Prepared (CL 10th)
  5th-Cloudkill (DC 20), Fell Draining Lightning Bolt (DC 18; creatures that take damage also gain one negative level), Mind Fog (DC 20), Waves of Fatigue
  4th-Dimension Door, Enervation (+8 ranged touch), Fear (DC 19), Enervated Scorching Ray (+8 ranged touch, +50% damage to living creatures, half damage to unliving), Scrying (DC 19)
  3rd-Deep Slumber (DC 18), Fireball (DC 18), Haste, Fell Draining Magic Missile (creatures that take damage also gain one negative level), Ray of Exhaustion (+8 ranged touch, DC 18)
  2nd-Blindness/Deafness (DC 17), False Life, Fog Cloud, Scorching Ray (+8 ranged touch), See Invisibility, Spectral Hand
  1st-Chill Touch (+9 melee touch, DC 16), Expeditious Retreat, Mage Armor (2), Magic Missile, Ray of Enfeeblement (+8 ranged touch), True Strike
  0th-Detect Magic (2), Ghost Sound (DC 15), Message, Touch of Fatigue (+9 melee touch, DC 15)
During Combat When in dire bat form, Strahd has the following changed statistics:
Dire Bat Form CR 15
LE Large undead (augmented humanoid)
AC 26, touch 15, flat-footed 20
Ref +11
Speed 20 ft. (4 squares), fly 40 ft. (good)
Melee bite +7 (1d8+4 plus energy drain)
Grp +12
Abilities Str 17, Dex 22
Skills Disguise +3 (+13 to mimic dire bat), Hide +12, Move Silently +20
When in dire wolf form, Strahd has the following changed statistics:
Dire Wolf Form CR 15
LE Large undead (augmented humanoid)
AC 20, touch 11, flat-footed 18
Ref +7
Speed 50 ft. (10 squares)
Melee bite +11 (1d8+10 plus energy drain)
Grp +16
Atk Options trip +11
Abilities Str 25, Dex 15
Skills Disguise +3 (+13 to mimic dire wolf), Hide +8, Move Silently +16
Trip (Ex) In dire wolf form, Strahd can attempt to trip an opponent he hits with a bite attack.
Str 18, Dex 16, Con -, Int 20, Wis 17, Cha 16
Base Atk +5; CMB +9; CMD 22
Feats Alertness, Combat Casting, Combat Reflexes, Dodge, Enervate Spell, Fell Drain, Improved Energy Drain, Improved Initiative, Lightning Reflexes, Positive Energy Resistance, Scribe Scroll
Skills Bluff +17, Diplomacy +7, Disguise +3, Knowledge (arcana, religion) +18, Linguistics +16, Perception +13, Sense Motive +17, Spellcraft +20, Stealth +13
Languages Common, Draconic, Elven, Giant, Infernal
SQ create spawn, forest sign, mountain sign, swamp sign
Gear bead of force, lesser Silent metamagic rod, ring of counterspells
Other Gear ring of protection +2, cloak of resistance +3
Treasure The Dayheart: This massive crystal, fed by dreadful energies, grants vampires linked to it immunity from the effects of sunlight. The Dayheart occupies the highest part of one of the castle’s spires.
DAYHEART
The Dayheart is a singular in-dungeon feature that grants vampires linked to it immunity to the effects of sunlight.
Description: This item appears as a nearly 10-foot-diameter heart carved of crystal.
When any living creature moves to within 20 feet of it, it flares ruby red, then begins to pulse redly like the last, fluttering beats of a heart spiked with some hellish drug.
The Dayheart possesses a magically enhanced hardness of 30 as long as the hellheart locket remains whole (the hellheart locket is in Khyristrix’s possession) and 200 hit points. If the hellheart locket is destroyed, the Dayheart’s hardness drops to 5.
Activation: The main effect of the Dayheart is always active,
Effect: The Dayheart provides immunity to linked vampires from daylight.
Aura/Caster Level: Strong conjuration. CL 20th.
Construction: Unique.
Weight: Immovable.
Price: Priceless
STRAHD’S SPELLBOOKS
More than simply a treasure to be won by skilled or lucky PCs, Strahd’s spellbooks represent a wealth of additional tactical options for the vampiric genius. The following lists additional spells that Strahd knows in addition to those he has prepared. Feel free to substitute different prepared spells to account for the party’s capabilities and weaknesses. If you have access to sources other than the Player’s Handbook, particularly Spell Compendium, you can substitute spells from those books for others in Strahd’s repertoire.
5th—cone of cold, hold monster, magic jar, prying eyes, teleport, wall of force.
4th—animate dead, arcane eye, bestow curse, confusion, contagion, detect scrying, Otiluke’s resilient sphere, solid fog.
3rd—clairaudience/clairvoyance, gentle repose, hold person, slow, stinking cloud, vampiric touch, wind wall.
2nd—bull’s strength, cat’s grace, command undead, darkness, detect thoughts, glitterdust, gust of wind, Melf’s acid arrow, see invisibility, Tasha’s hideous laughter, touch of idiocy, web.
1st—burning hands, cause fear, charm person, comprehend languages, identify, obscuring mist, shocking grasp, sleep, unseen servant.
0—all except abjuration and illusion.
Fast Healing (Ex) If reduced to 0 hp in combat, Strahd automatically and immediately assumes gaseous form and makes his way toward his crypt (area K86).
Vampire Vulnerabilities (Ex) As long as the Dayheart remains intact, Strahd suffers no ill effects from sunlight.
Energy Drain (Su) Living creatures hit by Strahd’s slam attack gain two negative levels. At the same time, Strahd gains 10 temporary hit points and a +2 bonus on skill checks, ability checks, attack rolls, and saving throws for 1 hour. (This bonus derives from his Improved Energy Drain feat.) Whenever a spellcaster opponent loses a prepared spell due to energy drain, Strahd gains the ability to cast that spell once (as if he had prepared it). The spell’s effect is treated as if the original spellcaster had cast it. The spell remains in Strahd’s mind for up to 1 hour, and he can keep up to three stolen spells at a time. This ability has no effect on spellcasters who don’t prepare spells or on characters who have no spells prepared. (This ability comes from his Spell Drain feat.) If you are using the taint rules in Heroes of Horror, Strahd’s energy drain also increases the target’s depravity score by 2 points or its corruption and depravity scores by 1 point each (because of his Touch of Taint feat).
Magic Strike (Su) If Strahd hits with his slam attack, the attack is treated as magic for the purpose of overcoming damage reduction.
Animal Form (Su) In animal form, Strahd cannot use his equipment or cast spells, nor can he use his dominate ability.
Blood Drain (Ex) If you are using the taint rules in Heroes of Horror, Strahd’s blood drain also increases the target’s corruption score by 2 points (because of his Touch of Taint feat).
Gaseous Form (Su) Strahd’s Armor Class in gaseous form is 15 (19 with mage armor active), touch 15, flat-footed 12
Forest Sign (Su) As a result of his connection to the forests of Barovia, Strahd benefits from a constant nondetection effect on himself and his gear, as the spell (caster level check DC 19). If Strahd’s connection to the Forest Fane is severed, Strahd loses this benefit and his CR is reduced by 1
Strahd calls himself the “first vampire,” but the claim seems unlikely. The details of his story are set down in the Tome of Strahd. Strahd is a tall man, standing just over 6 feet. His body is lean and hard, and his gaunt face has strong features and prominent cheekbones. His eyes are dark and hypnotic, like deep pools with subtle reflections of red light, but when he is enraged they burn like red-hot coals. His skin is usually pale, but it becomes flushed with each feeding and retains that healthy-looking color for several hours. His elongated and thin fingers have long, sharp nails. His fangs are not obvious unless he wants them to be noticed—he can speak and even yawn without revealing his true nature. When he attacks, however, the fangs lengthen to protrude from his mouth.
Strahd prefers to wear black with touches of white and red. His clothing style is the tailored, layered look common to the nobility.
SPECIAL STRENGTHS AND WEAKNESSES
Strahd differs from standard vampires in a few key respects. He enjoys an unnatural connection with the land of Barovia (see below), which has given him three significant defensive abilities: force armor, energy resistance, and a constant nondetection effect. Strahd has no aversion to garlic or mirrors.
Though he can be turned, characters cannot keep him at bay simply by presenting a holy symbol. He can enter any building in Barovia, whether he is invited or not. Finally, the artifact known as the Dayheart (see below) grants Strahd immunity to the destructive effects of sunlight. In addition to the standard alternate forms assumed by vampires, Strahd can take the shape of a batlike humanoid (“werebat” form) and a bestial humanoid with wolfi sh characteristics (feral form). These special forms appear in Strahd’s statistics block for encounters in which he assumes them. The Wilderness Fanes: In the countryside of Barovia stand ancient sites of worship. Strahd appropriated three such wilderness fanes located near his castle—one in the Svalich Woods, one in the swamp to the east, and one high in the mountains. Performing dark rituals at each once-sanctified altar, Strahd bound himself to the land and the land to him, gaining great powers in the bargain. Stripping him of those powers requires visiting each fane and performing specific rituals to sever his connection to the land.

Thursday, February 14, 2019

Devil, Bareilan (Child Skinner)

Devil, Bareilan (Child Skinner)
CR 12                                                                                                          XP: 19,200
LE Huge outsider (devil, evil, extraplanar, lawful)
Init +0; Senses See in Darkness 60 ft., Telepathy 100 ft.; Perception +2
Aura Pedophiliac Lure (100 ft., Will DC 20, children become fascinated and approach the Child Skinner)
AC 28, touch 10, flat-footed 28 (-2 size, +2 deflection, +18 natural)
HP 152 (16d10+64)
Fort +14, Ref +5, Will +12
Immune fire, poison; Resist acid 10, cold 10
Speed 40 ft.
Melee four +17 slams (1d8+2 bludgeoning, 19-20/x2 plus grab)
Ranged two +14 binding needles (1d4+2 piercing, 20/x3 plus drag 1d4 x 5 ft. Fort DC 20 negates, 100 ft maximum range, no range increment)
Space 15 ft.
Spell-Like Abilities CL 10th) At Will – Deeper Darkness Enthrall (DC 14) 1x/day – Desecrate Summon (5th level, 1d2 Eyrines 80% or 1d4+1 Bearded Devils 40%)
Str 17, Dex 11, Con 19, Int 13, Wis 14, Cha 14
Base Atk +16; CMB +21; CMD 33
Languages Celestial, Draconic, Infernal, Telepathy 100 ft.
SQ Binding Needle, Child Killer, The Needle Heals
Environment any (extraplanar- Hell) prefers urban environments where children congregate- schools, playgrounds, youth hostels, kibbutz, factories staffed by child laborers, ect.
Organization always solitary
Treasure standard
Binding Needle (Su) The Child Skinner can toss the black needle that it uses to stitch children’s corpses to its own bloated body. A creature struck by the Binding Needle must succeed at a DC 20 FORT Save or be pulled 1d4x5 ft. (1d4 squares) towards the Child Skinner’s space. If the FORT Save fails, the Child Skinner can pull the target another 1d4x5 ft towards it as a free action, once per round. The target gains the grappled condition, but the Child Skinner does not. The Binding Needle’s cord has Hardness 4 and 12 HP and is AC 14.
Killer of Children (Su) Once per round, as a swift action, the Child Skinner can kill an adjacent child without the need of an attack roll nor damage roll. The child merely drops to -1 HP and begins dying.
The Needle Heals (Su) As a full round action, the Child Skinner’s many hands can go to work skinning and stitching the flesh of a murdered child to its own. This requires the corpse of a Small or Medium sized child of any humanoid or monstrous humanoid race, slain within the previous hour to be adjacent to the Child Skinner. The Child Skinner receives the benefit of a Heal spell cast by a 20th level cleric when this action is complete.
Pedophilia Lure (Su) All children of humanoid and monstrous humanoid races who merely come within 100 ft. of the Child Skinner must succeed at a DC 20 WILL Save or become fascinated. While fascinated, the children move at their normal speed and attempt to remain adjacent to the Child Skinner at all times. Even acts of violence against the fascinated children by the Child Skinner or its allies do not break the effect. However, fascinated children receive a new save to end the effect if any adult creature inflicts HP damage on the Child Skinner. If an adult confirms a critical hit against the Child Skinner, the fascination effect ends for all children affected. A child who saves against this effect becomes immune to the Pedophiliac Lure for 24 hours.
The Child Skinner is a horrible, flayed brute standing more than 13 feet tall. The Child Skinner’s obese, sagging form is decorated with the empty skins of hundreds of human and Elven boys, the oldest perhaps a decade old, stitched crudely and haphazardly to the demon’s body. These flayed hides form additional arms, which the monster uses with cruel efficiency in battle. The Child Skinner is asymmetrical- three of its leather arms on one side of the body, and only one on the opposite shoulder.
Reports From The Field
“Child Skinners are outcasts even among Hell’s hierarchy. Unconcerned with power and the expansion of diabolic power, Child Skinners are the tortured, transfigured souls of child abusers and rapists. Become devilish, they continue their depredations, ignoring the summons of their Pit Fiend masters and only reluctantly cooperating with other devils.”
-The Lesser Horrors of the Outer Planes, Volume II
“Over the past decade, nearly five hundred of human street urchins have vanished in the Steamworks Ward, and possibly five times that number of goblin and kobold urchins. While the Civic Guards have raised no cry, I have, time and again! Now, I propose an expedition beneath the abandoned cotton-works at Five Angel Point. One of my best informants tells me there is something down there, of monstrous aspect, but with a sweet woman’s voice.”
-Preacher Zuun Hexagrus, rabble rouser and reformer
“GUARDS RAID THE GOLD FROG CARNIVAL! MASSACRE ENSUES!
Over 100 children dead! Mayor blame demons! Clerics overwhelmed by carnage and temples in
shambles!”
-Headline of the of the New Whiteplume Courier
Source: The Complete Nemesis Bestiary pg 25

Devil, Amon (Duke of Hell)

Devil, Amon (Duke of Hell)
CR 25                                                                                                           XP: 1,638,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +12; Senses darkvision 60 ft., detect good, detect magic, see invisibility, see in darkness;; Perception +44
AC 44, touch 24, flat-footed 36 (-1 size, +20 natural, +7 deflection, +8 Dex)
HP 462 (28d12+280); regeneration 10 (good, silver)
Fort +12, Ref +8, Will +9
DR 20/good and silver; Immune fire, poison; SR 36; Resist acid 10, cold 10
Speed 60 ft.
Melee Huge +4 axiomatic thundering heavy mace +45/+40/+35/+30 (3d6+30/19–20), bite +35 (2d6+6)
Space 10 ft., Reach 10 ft.
Special Attacks fear gaze (30 ft., Will DC 31, affected by fear spell)
During Combat Amon begins combat with his fear gaze. Unaffected creatures are subjected to a barrage of spell-like abilities and physical attacks with his mace. If combat is going against him, he summons his wolf companions or other devils to aid him or cover his escape.
Str 36, Dex 27, Con 31, Int 26, Wis 25, Cha 25
Base Atk +28; CMB +42; CMD 67
Feats Alertness, Blind-Fight, Cleave, Critical Focus (heavy mace), Great Cleave, Great Fortitude, Improved Critical (heavy mace), Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Quicken Spell-Like Ability (fireball), Vital Strike, Weapon Focus (heavy mace)
Skills Acrobatics +39, Bluff +38, Climb +41, Diplomacy +38, Escape Artist +36, Intimidate +37, Knowledge (arcana, religion) +36, Knowledge (local, planes) +39, Perception +44, Sense Motive +44, Stealth +35, Survival +35
Languages Abyssal, Celestial, Common, Draconic, Goblin, Ignan, Infernal; telepathy 100 ft.
SQ control wolves
Gear Craver
Environment any (Hell)
Organization solitary or troupe (Amon plus one 18-HD winter wolf, 4–8 bone devils, and 3–7 dire wolves or 5–12 wolves)
Treasure Craver: Amon’s unique oversized weapon is a Huge +4 axiomatic thundering heavy mace. In Duke Amon’s hands it deals double his Strength bonus to damage in addition to its +4 enhancement bonus when he uses it two-handed (+30 total). He is able to use the oversized weapon without penalty.
Control Wolves (Su) Amon can control up to 40 HD of wolves, worgs, winter wolves, or dire wolves to a range of 1 mile. This is otherwise similar to a control undead spell cast by a 20th-level sorcerer and does not count against his 40 HD summoning limit (unless Amon summoned the creatures).
Fear Gaze (Su) A creature that successfully saves against Amon’s fear gaze cannot be affected again for one day. The save DC is Charisma-based.
This wolf-headed humanoid stands at least 9 or 10 feet tall. His fur is brownish-black and his eyes and teeth are yellow. His great clawed hands are brownish in color and covered in shaggy fur.
Amon stands 9 feet tall and weighs about 600 pounds.
Amon is a vassal in service to Geryon, commanding no less than 3 legions of bone devils. He is completely loyal to the Great Serpent and never questions his post. On more than one occasion an arch-devil has tried to dupe Amon into betraying his lord, but such attempts always fail.
Amon’s iron citadel Harrowcourt sits high on a flat-topped mountain within the domain of Hell’s fifth plane. It is a great, dark place filled with devils, wolves, and creatures far worse.
Credit
Amon originally appeared in Dragon #75 (© TSR/Wizards of the Coast, 1983) and later in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission.
Copyright Notice Author Scott Greene, based on original material by Gary Gygax

Devil, Alastor (Executioner of Hell)

Devil, Alastor (Executioner of Hell)
CR 23                                                                                                                XP: 819,200
LE Large outsider (devil, evil, extraplanar, lawful)
Init +12; Senses darkvision 60 ft., detect good, detect thoughts; Perception +57
Aura fear (20 ft., DC 38)
AC 48, touch 25, flat-footed 40 (-1 size, +23 natural, +8 deflection, +8 Dex)
HP 700 (40d12+440); regeneration 10 (good, silver)
Fort +26, Ref +32, Will +34
DR 20/good and silver; Immune fire, poison; SR 34; Resist fire 10, cold 10
Speed 40 ft., fly 60 ft. (average)
Melee +3 unholy vorpal battleaxe +59/+54/+49/+44 (2d6+19/19–20/x3) or 2 claws +55 (2d6+16), bite +55 (4d6+16 plus poison and disease), 2 wings +53 (2d6+16), tail slap +53 (2d8+24 plus grab)
Space 10 ft., Reach 10 ft.
Special Attacks constrict (2d8+32)
Spell-Like Abilities (CL 20th) Constant—detect good, detect thoughts (DC 20) At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, true seeing, unholy aura (DC 26), wall of fire (DC 22) 3/day—insanity (DC 25), summon (level 9, 4 lemures, bone devils, or bearded devils, or 3 erinyes, horned devils, or ice devils, or 2 pit fiends 100%) 1/day—meteor swarm (DC 27), power word kill 1/week—wish.
During Combat Alastor rarely engages in combat; not because he cannot, but because most such encounters are trivial to him and he becomes bored with it very easily. If pressed into battle, he uses his power word kill ability immediately against his closest opponent. Next, he unleashes a meteor storm, followed by a fireball, before finishing his spell-like abilities with a mass hold monster against as many foes as possible. Next he wades into battle with Grimfang and his array of natural attacks. When he finally becomes bored with the battle, he seeks to quickly end it by calling in other devils to finish off any remaining opponents. Should Alastor be in danger at any time, he uses his greater teleport to escape, remembering his foes for a later time, which he will invariably hunt down with a retinue of pit fiends and kill.
Str 43, Dex 27, Con 33, Int 28, Wis 30, Cha 26
Base Atk +40; CMB +57; CMD 83
Feats Alertness, Awesome Blow, Bleeding Critical, Cleave, Critical Focus (battleaxe), Diehard, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (battleaxe), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Persuasive, Power Attack, Quicken Spell-Like Ability (Power Word Stun, Fireball), Weapon Focus (battleaxe)
Skills Acrobatics +51, Bluff +51, Diplomacy +55, Disguise +51, Fly +49, Intimidate +55, Knowledge (arcana, local, religion) +49, Knowledge (planes) +52, Perception +57, Sense Motive +57, Spellcraft +49, Stealth +47, Survival +50
Languages Abyssal, Common, Celestial, Draconic, Giant, Ignan, Infernal, Terran; telepathy 100 ft.
Gear Grimfang
Environment any (Hell)
Organization solitary or retinue (Alastor plus 1d2 pit fiends)
Treasure Grimfang is a Large +3 unholy vorpal battleaxe. A creature subjected to the vorpal effects of Grimfang can only be returned to life by the casting of a miracle, wish, or a true resurrection spell (the last of which must be cast on consecrated ground).
Poison (Ex) Bite—injury; save Fort DC 41; frequency 1/round for 10 rounds; effect 2d6 Con damage; cure 3 consecutive saves. The save is Constitution-based.
Disease (Su) Devil Chills: Bite—injury; save Fort DC 41; onset immediate; frequency 1/day; effect 1d4 Str; cure 3 consecutive saves. The save DC is Constitution-based.
This entity stands at least 16 feet tall and its body is entirely cloaked in hellish red and yellow flames. Huge bat-like wings spread from its scaled body. Its arms end in clawed hands which hold a tight grip on a wickedly curved battleaxe of iron. Its eyes are black with red pupils and its mouth is filled with rows of fangs
Alastor resembles a pit fiend in appearance and stands 16 feet tall. He weighs roughly 1,000 pounds.
Alastor is thought to be related to, or in fact be, a pit fiend. Legends and stories told by the various rulers of Hell say he is in fact the first pit fiend; the one from which all others were spawned. Alastor has always existed as far as the arch-devils know; none can remember a time before he was there. Though stories say he was thrown down from Heaven when Lucifer and his court were cast down, Lucifer himself has denied such tales.
Alastor serves as Hell’s Executioner. He makes his lair deep within the confines of Asmodeus’s palace on the nethermost circle of Hell. He is loyal to none but Asmodeus, and his loyalty has never been in question. Those who have questioned his loyalty to Hell’s arch ruler usually find themselves on the wrong end of his axe.
Alastor takes great pride in his job and his blade never falters. When tasked with the execution of a traitor, prisoner, or simply someone Asmodeus has grown weary of, Alastor does the job, neat and clean every time. A mortal killed by his hands finds Hell to be a rather pleasant place compared to the eternal torture most endure once they fall to Alastor’s axe.
Copyright Notice Author Scott Greene