Nightmare Bat

Dimmuborgir's page

49 posts. Alias of Rakshasa.


Full Name

Dimmuborgir

Race

Eidolon (Serpent Base)

Classes/Levels

15HD Eidolon/ Level 5 Fighter

Gender

Male

Size

Huge

Age

?

Special Abilities

Outsider: An outsider is at least partially composed of the essence

Alignment

Chaotic Evil

Deity

Megalomaniac

Location

Abyssal Plane of Oboctus

Languages

Abyssal, Celestial, Draconic, Infernal, Goblin, Terran,

Occupation

Sole Lord & Ruler of The Abyssal Plane of Oboctus

Strength 40
Dexterity 24
Constitution 24
Intelligence 14
Wisdom 14
Charisma 10

About Dimmuborgir

Physical Description: Flying through the roiling clouds of Oboctus a slender shadowy figure rolls onto its side. A sense of fear rolls over you numbing your extremities and halting you breathing as the thing takes notice of you. It fires down towards the horizon and lands with enough force to make the earth tremble beneath your feet a cloud of dust forming at the point of impact.

Slowly the silhouette starts to take shape as it approaches. Walking...no...slithering closer in an upright position, your mind pains as the form seems to move erratically towards you. As soon as you think you can just make out a description of what it is you are witnessing the creature disappears. Looking for some explanation you gaze at your shadow cast on the ground before you.

Suddenly it is enveloped by a larger one and you grow cold with fear. Turning, your eyes can not hope to piece together the form of this abomination...the body of an enormous snake partially covered in gleaming chain, a bright red sash with gold embroidery of a heroes parade. Two sets of limbs extend from its upper body one ending in a set of powerful pinchers. The head that of a tortured bird of prey with two forward sweeping horns crowning it's head lowers slightly to gaze at you...

Defenses:

Defense________________________________________________________
Init: +7; Senses: Darkvision 60 ft., Perception +30
AC: 42 ,Touch 15, Flat-footed 29 (+6 Armor, +6 Dex, +21 Natural,
+1 Dodge, –2 size)
HP: 270 (20d10+145)
Fort: +17,Ref: +17, Will: +12
Immune Acid, Death effects, Disease, Poison; Resist Cold 10,
Electricity 10, Fire 10; SR 31

Offenses:

Offense_________________________________________________________
Speed: 20 ft., Climb 20 ft., Fly (Perfect) 60 ft.
Melee: 1 bite +34 (2d6+16), 2 Pinchers +32 (2d6+8),
2 Slams +34 (3d8+16), Gore +34 (2d6+16), Tail Slap +32 (2d6+8)
Space: 20 ft.; Reach: 10 ft.

Domain & Domain Abilities:

Healing Domain
Granted Powers: Your touch staves off pain and death,
and your healing magic is particularly vital and potent.

Rebuke Death (Sp): You can touch a living creature as a
standard action, healing it for 1d4 points of damage plus
1 for every two cleric levels you possess. You can only use
this ability on a creature that is below 0 hit points. You can
use this ability a number of times per day equal to 3 + your
Wisdom modifier.(5/Day)

Healer’s Blessing(Su): At 6th level, all of your cure spells
are treated as if they were empowered, increasing the
amount of damage healed by half (+50%). This does not
apply to damage dealt to undead with a cure spell. This
does not stack with the Empower Spell metamagic feat.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate
wounds, 3rd—cure serious wounds, 4th—cure critical wounds,
5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass
cure critical wounds

Liberation Domain
Granted Powers: You are a spirit of freedom and a
staunch foe against all who would enslave and oppress.

Liberation(Su): You have the ability to ignore impediments
to your mobility. For a number of rounds per day equal
to your cleric level, you can move normally regardless
of magical effects that impede movement, as if you
were affected by freedom of movement. This effect occurs
automatically as soon as it applies. These rounds do not
need to be consecutive.

Freedom’s Call(Su): At 8th level, you can emit a 30-foot
aura of freedom for a number of rounds per day equal to
your cleric level. Allies within this aura are not affected by
the confused, grappled, frightened, panicked, paralyzed,
pinned, or shaken conditions. This aura only suppresses
these effects, and they return once a creature leaves the
aura or when the aura ends, if applicable. These rounds do
not need to be consecutive.

Domain Spells: 1st—remove fear, 2nd—remove paralysis,
3rd—remove curse, 4th—freedom of movement, 5th—break
enchantment, 6th—greater dispel magic, 7th—refuge, 8th—
mind blank

Statistics:

Statistics________________________________________________________
Str:40, Dex:24, Con:24, Int:14, Wis:14, Cha:10
Base Atk: +20; CMB: +38 CMD: 54
Feats: (x3)Extra Evolutions, Fly-By Attack, Wing Over, Improved Natural Attack (Slam), Dodge, Mobility, Spring Attack, Wind Stance, Multi-Attack, Vital Strike,
Improved Vital Strike, Greater Vital Strike, Greater Teleport - Self +50lbs.

Skills:

Skills________________________________________________________
Acrobatics(Dex)(10)+22
Knowledge(Int)(Planes)(10)+15
Fly(Dex)(15)(-4)+18
Heal (Wis)(10)+15
Perception(Wis)(20)+25
Sense Motive(Int)(15)+20
Stealth (Dex)(14)(-8)+16
Climb (Str)(10)+28
Spellcraft(Int)(20)+25
Survival(Wis)(15)+20
Swim(Str)(10)+28

Basics:

Basics____________________________________________________
Languages: Abyssal, Celestial, Draconic, Infernal, Goblin, Terran,
Aquan, Auran, Ignan, Giant; Telepathy 100 ft.
SQ: Edilon Abilities, Multi-Attack, Devotion, Evasion, Darkvision,
Improved Evasion, 29 Evolution Points (+3 Extra Evolution Feats) Bravery +2, Weapon Training (Natural Attack)

Gear:
+2 Chain Shirt (4,400gp), Sash of the Champion (4,000gp), x20 Potions of True Strike, x20 Potions of Shield, x2 Potions of Blink ~ 150gp

Special Abilities:

Special Abilities__________________________________________

Outsider: An outsider is at least partially composed of the essence
(but not necessarily the material) of some plane other than the
Material Plane. An outsider has the following traits.
• Unlike most living creatures, an outsider does not have a
dual nature—its soul and body form one unit.
When an outsider is slain, no soul is set loose. Spells that restore
souls to their bodies, such as raise dead, reincarnate, and
resurrection, don’t work on an outsider. It takes a different
magical effect, such as limited wish, wish, miracle, or true
resurrection, to restore it to life. An outsider with the
native subtype can be raised, reincarnated, or resurrected
just as other living creatures can be.
• Outsiders breathe, but do not need to eat or sleep
(although they can do so if they wish). Native outsiders
breathe, eat, and sleep.

Demon Subtype:Demons are chaotic evil outsiders
from the Abyss. Demons have the following traits.
• Immunity to electricity and poison.
• Resistance to acid 10, cold 10, and fire 10.
• 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.
• Telepathy.
• Except where otherwise noted, demons speak Abyssal,
Celestial, and Draconic.

Evolutions:

Evolutions_______________________________________________

(-)Bite (Ex): An eidolon’s maw is full of razor-sharp teeth,
giving it a bite attack. This attack is a primary attack. The
bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).
If the eidolon already has a bite attack, this evolution allows
it to deal 1-1/2 times its Strength modifier on damage rolls
made with its bite.

(-)Climb (Ex): An eidolon becomes a skilled climber, gaining
a climb speed equal to its base speed. This evolution can
be selected more than once. Each additional time it is
selected, increase the eidolon’s climb speed by 20 feet.

(1)Pincers (Ex): An eidolon grows a large pincers at the end
of one pair of its limbs, giving it two pincer attacks. These
attacks are secondary attacks. The pincers deal 1d6 points
of damage (1d8 if Large, 2d6 if Huge). Eidolons with the
grab evolution linked to pincers gain a +2 bonus on CMB
checks made to grapple. The eidolon must have the limbs
(arms) evolution to take this evolution. Alternatively, the
eidolon can replace the claws from its base form with
pincers (this still costs 1 evolution point). This evolution
can be selected more than once, but the eidolon must
possess an equal number of the limbs evolution.

(2)Slam (Ex): An eidolon can deliver a devastating slam
attack. This attack is a primary attack. The slam deals
1d8 points of damage (2d6 if Large, 2d8 if Huge). The
eidolon must have the limbs (arms) evolution to take this
evolution. Alternatively, the eidolon can replace the claws
from its base form with this slam attack (this still costs
1 evolution point). This evolution can be selected more
than once, but the eidolon must possess an equal number
of the limbs evolution.

(-)Tail (Ex): An eidolon grows a long, powerful tail. This
grants it a +2 racial bonus on Acrobatics checks made to
balance on a surface. This evolution can be selected more
than once.

(-)Tail Slap (Ex): An eidolon can use its tail to bash
nearby foes, granting it a tail slap attack. This attack is a
secondary attack. The tail slap deals 1d6 points of damage
(1d8 if Large, 2d6 if Huge). The eidolon must possess the
tail evolution to take this evolution. This evolution can be
selected more than once, but the eidolon must possess an
equal number of the tail evolution.

(6)Flight (Ex or Su): An eidolon grows large wings, like those
of a bat, bird, insect, or dragon, gaining the ability to f ly.
The eidolon gains a f ly speed equal to its base speed. The
eidolon’s maneuverability depends on it size. Medium or
smaller eidolons have good maneuverability. Large eidolons
have average maneuverability, while Huge eidolons have
poor maneuverability. For 2 additional evolution points,
the eidolon f lies by means of magic. It loses its wings, but
its maneuverability increases to perfect. Flying via magic
means makes this a supernatural ability. The eidolon’s fly
speed can be increased by spending additional evolution
points, gaining a 20-foot increase to f ly speed for each
additional point spent. The summoner must be at least 5th
level before selecting this evolution.

(2)Gore (Ex): An eidolon grows a number of horns on its
head, giving it a gore attack. This attack is a primary
attack. The gore deals 1d6 points of damage (1d8 if Large,
2d6 if Huge).

(4)Limbs (Ex): An eidolon grows an additional pair of
limbs. These limbs can take one of two forms. They can
be made into legs, complete with feet. Each pair of legs
increases the eidolon’s base speed by 10 feet. Alternatively,
they can be made into arms, complete with hands. The
eidolon does not gain any additional natural attacks for
an additional pair of arms, but it can take other evolutions
that add additional attacks (such as claws or a slam).
Arms that have hands can be used to wield weapons, if
the eidolon is proficient. This evolution can be selected
more than once.

(10)Large (Ex): An eidolon grows in size, becoming Large.
The eidolon gains a +8 bonus to Strength, a +4 bonus
to Constitution, and a +2 bonus to its natural armor. It
takes a –2 penalty to its Dexterity. This size change also
gives the creature a –1 size penalty to its AC and on attack
rolls, a +1 bonus to its CMB and CMD, a –2 penalty on
Fly skill checks, and a –4 penalty on Stealth skill checks.
If the eidolon has the biped base form, it also gains 10-
foot reach. Any reach evolutions the eidolon possesses are
added to this total. The eidolon must be Medium to take
this evolution. The summoner must be at least 8th level
before selecting this evolution.
If 6 additional evolution points are spent, the eidolon
instead becomes Huge. The eidolon gains a +16 bonus to
Strength, a +8 bonus to Constitution, and a +5 bonus to its
natural armor. It takes a –4 penalty to its Dexterity. This
size change also give the creature a –2 size penalty to its AC
and attack rolls, a +2 bonus to its CMB and CMD, 10-foot
reach, a –4 penalty on Fly skill checks, and a –8 penalty on
Stealth skill checks. If the eidolon has the biped base form,
its reach increases to 15 feet (10 feet for all other base forms).
Any reach evolutions the eidolon possesses are added to this
total. These bonuses and penalties replace, and do not stack
with, those gained from becoming Large. The summoner
must be at least 13th level before selecting this option.

(4)Spell Resistance (Ex): An eidolon is protected against
magic, gaining spell resistance. The eidolon’s spell
resistance is equal to 11 + the summoner’s level. This spell
resistance does not apply to spells cast by the summoner.
The summoner must be at least 9th level before selecting
this evolution.

Realm:
Dimmuborgir claims the skies of Oboctus as his realm, and he cringes as he gazes at all that flows beneath him. Dimmuborgir sees his physicality and his actions as chaos in it's purest form. As he soars tirelessly through the firmament gazing down at the terrestrial humus he spies the gorges filled with inhabitants, imprisoned by their abyssal overlords, he retches at the sight of the Carnival of Pigs as creatures and beings are kept prisoner below the surface and bartered as chattel...but most of all...as he peers into the opened rotunda of the Palace of Dust, he sense the creature that is imprisoned within...he can sense it's anguish...and the calm, persistent hatred that is building within it. It is Law that binds these things in their places...so many of by diabolical brethren have forgotten what it is to be birthed from the womb of the abyss, made from pure chaos. Even the Nabasu of this realm is tethered to machinations of this diversion, rarely taking to the skies. It is what gives us our strength! Unfettered! Unrestrained! Unyielding! Chaos! Dimmuborgir wishes only to emancipate the disease of Law that has plauged this realm and see Chaos ....Liberated!!!!