So my flash drive with ALL my notes and as of yet posted drafts (including 3 new DLs I was polishing) died with no practical way of recovering the data, that combined with my group switching game systems, and the usual problem of trying to maintain a regular schedule pretty much killed my motivation for stating any more DLs. Recently I decided to give it another go.
I cannot promise any regular updates, but I still dream of having a full list of killable Demon Lords. For now here are some quick, dirty, and unrefined stats for one big arse bug.
Aldinach Dirty draft:
Aldinach CR 27
XP
CE Colossal outsider (chaotic, demon, evil, extraplanar)
Init +; Senses detect good, detect law, true seeing, Blindsight 120ft; Tremersense 300ft, Perception +
Aura unholy aura (20 ft, DC )
DEFENSE
AC , touch , flat-footed (-8 Size, +5 deflection, +6 Dex, +5 natural, +10 profane)
hp (32d10+); regeneration 30 (deific or mythic)
Fort +33, Ref +24, Will +22
Defensive Abilities Abyssal resurrection, freedom of movement; DR 20/cold iron, epic, and lawful; Immune ability damage and drain, charm and compulsion effects, death effects, electricity, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR
OFFENSE
Speed ft, Borrow .
Melee 2 Claw ( d+ plus grab), 1 Sting + ()
Space , Reach,
Special Attacks:
Spell-Like Abilities (CL th, )
Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC ),
At will—astral projection, blasphemy (DC ), chaos hammer (DC ), deeper darkness, desecrate, greater dispel magic, telekinesis (DC ), unhallow, dispel magic, entropic shield, destruction (DC ), ray of enfeeblement (DC ), confusion (DC ),
3/day—
*Aldinach can use the mythic version of this ability in her realm.
STATISTICS
Str 47, Dex 23, Con 40, Int 22, Wis 31, Cha 33
Base Atk +32; CMB +58; CMD 74
Feats
Aura of Thirst (Su): Aldinach emits an aura that dehydrates any that enter it. Any living creature within 60 feet of Aldinach must make a DC () Constitution check or suffer 4d6 non-lethal damage per round, at the start of their turn.
Lord of Scorpions (Su): Aldinach can control all scorpions and scorpion swarms within range of her telepathy (300 ft).
Six Venoms (Su): Aldinach's stinger can release one of six venoms, each of which affects a different stat, she can change between these venoms as a swift action. Each venom affects one stat with damage and drain. Aldinach's venom ignores poison resistance and immunity.
Poison (Ex) Sting—injury; save Fort DC ; frequency 1/round for 6 rounds; effect 2d4 stat damage and 4d8 health damage; cure 6 saves. The save DC is Constitution-based
Retributive Sting (Ex) When Aldinach takes damage from a melee attack critical hit, she can, as an immediate action, make a Sting attack against the creature that made the critical hit.
I would have LOVED to have given each risen runelord a bespoke stat block with their own spells and items and a better variance in level, but... 96 pages is 96 pages.
Is is it to much to hope that, with your no doubt busy schedule, we might see some blog posts going over the bare bone features for such stat blocks? Not full right ups of course (you are too busy for that), base stats lines, character levels, gear list, and unique abilities, would all be brilliant in and of itself. Everything else GMs can easily fill in.
Angothane the 2nd Runelord of Wrath, Atharend 2nd Runelord of Gluttony, and Jurah 4th Runelord of Envy could be a fun thematic choices, they were all killed by Xanderghul.
if the wonderful critter you spent weeks building goes down in 3 rounds. .. just look at your players faces, if they are happy and say, 'oooh tough' you did a good job.
Your job isn't to steamroll them.
I always aim for my players enjoyment, I just tend to agonize over wondering if my players will enjoy what I am stating. My goal with this monster is to be "worth the effort" of finding it, if that makes any sense.
you have to consider that most simple tactical combats last only 3-5 rounds. So much for fast heal, regen, and DR 5 or less...
Now an aura that inflicts -2 or more to hit, forcing foes to roll d20 twice and take worse, displacement, and fogs/mists with miss chances really can affect damage per round.
I have little experience as a GM or playing a high level character, so I have little idea how a fight at this CR level would play out.
I am playing around with giving the scorpion Int 4-7, a bonus on saves vs mind effecting, and some spell-like abilities (summon natures ally for the scorpion army!), but am unsure how this could effect CR.
I am not sure if the encounter should happen in the desert, or in a ruined temple of Selket. Tactics at this point up in the air.
So I have few ideas one what Selket's blessing could be
1. Protection from venom/poison
2. Protection of the soul (bonus vs effect to trap or harm the soul such as Level drain, soul trap, magic jar, ect).
3. A venomous/poison attack.
4. A bonus to natural armor.
5. Blind-sense
Just noticed that my stats have "Regeneration 5 (acid)," I do not have any idea why. It is not from the base creature, and I do not remember any reason to add it.
A pyramid on the back of a giant tortoise sounds epic.
Most recent draft, mostly math and spelling fixes.
GIANT GOLDEN SCORPION CR 11
XP 12,800
N Large vermin, Advanced,
Init +2; Senses dark-vision 60 ft., tremor-sense 60 ft.;
Perception +14
DEFENSE
AC 26, touch 12, flat-footed 18 (+9 Natural armor, –1 size, Dex +3, +5 sacred bonus)
hp 165 (15d8+70)
Regeneration 5 (acid)
Fort +19, Ref +12, Will +12
Immune mind-affecting effects; SR 26,
OFFENSE
Speed 50 ft. 30 Burrow.
Melee 2 claws +17 (1d6+7 plus grab), sting +17 (1d6+7 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+6)
STATISTICS
Str 24, Dex 16, Con 20, Int -, Wis 14, Cha 6
Base Atk +11; CMB +15 (+19 grapple); CMD 27 (37 vs. trip)
Skills Climb +15, Perception +14, Stealth +15; Racial Modifiers +4
Climb, +4 Perception, +4 Stealth
ECOLOGY
Languages: Ancient Osirion
Environment warm or temperate deserts, forests, plains, or
underground
Organization solitary
Treasure Special: 7,000 gp in gold can be harvested from the beast's shell
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 24; frequency 1/round for
6 rounds; effect 1d3 Strength damage; cure 2 save. The save DC
is Constitution-based and includes a +2 racial bonus.
Golden Armor
Blessed by the forgotten gods of Osirion, the Golden Scorpion is a vessel of their might.
The Golden Scorpion has SR of 11+HD. Worshipers of the old Osirion gods get a +4 on checks to overcome
The Golden Scorpion has a +5 sacred bonus to AC and Saves.
my point is are you creating a martial challenge (just another critter to fight) or something with a theme and connection to the setting that has some dramatic meaning. Both are useful and used in PF1.
I am not really sure. Initially I was just looking at a way to spice up a basic beast hunt quest, but I would like there to be something for the players to really dig into if they want.
You are correct about the AC.
You are correct about the SR
Your math for Fortitude is correct.
I forgot about Charisma.
I forgot about ability increases from HD.
You are correct about the BAB.
I forgot about the racial bonus to poison DC.
Admittedly I put the above draft together somewhere around 3AM, so I am not surprised at my slip ups. Thank you.
Admittedly I have not put much thought into the lore. This encounter started as a my attempt at spicing up a "hunt the beast quest." I used 100 years because it sounded good. I was thinking it would not die of old age, it most be slain. I figured you found and challenged it. There probably would have been some form of ritual back when the old faith was strong, but I am not yet sure if it would be needed, or something the faith cooked up, because religion.
I could do a scaling CR, the base creature was CR3 so making it higher or lower is just a matter of math and charts.
Robot's force field is healing temporary HP, I am not sure how to port that over. DR is a good idea.
I like your Idea about the SR
Intelligent & sentient is something to think on.
Speed is from base creature, but I like the burrow idea.
Paladin/Holly class abilities is something to look at.
Looking at base creature claws and sting were stated as primary attacks, for some reason.
Constrict is in the base stats, it grabs you in its claws, and squeezes. I like the jumping idea though.
Breath weapon is an interesting idea.
I like the poison idea. Extra danger, and could also be used as an extra reward for canny PCs.
Language, up in the air. Would be entirely reliant on making it intelligent & sentient.
Why are the claw attacks at reduced To Hit and only half STR damage? Should be same as sting, usually.
Bestiary 1 labels claw attack as secondary natural attacks and stinger as primary, so claw get a -5 to hit and half strength.
I grok do u wrote:
You have language: Ancient Osirion; does it actually speak or does it just understand? Perhaps it requires a formal challenge in Ancient Osirion before a proper combat begins with the blessings rewarded.
The language was something left over from an earlier draft. I had thought the advanced template would increase Intelligence by +4 like the rest of the stats, but upon rereading realized that it would stay the same. I like your idea, and will consider it.
So I made this as a fun little quest excursion and am hoping to get some input, any and all is appreciated.
Every century or so, the deities of ancient Osirion would imbue a creature with increased might and protection to serve as a challenge for mortals. Those that succeed at slaying the beast not only receive the golden hide of the beast, but permanent blessings from the gods. Though the deities of ancient Osirion may have fallen out of main stream worship, they still uphold this tradition. This century Selket choose the beast, and now the Golden Scorpion wanders Osirion's deserts waiting for a challenger
-
GIANT GOLDEN SCORPION CR 11
XP 12,800
N Large vermin, Advanced,
Init +2; Senses dark-vision 60 ft., tremor-sense 60 ft.;
Perception +14
DEFENSE
AC 24, touch 11, flat-footed 18 (+9 armor, –1 size, +5 sacred bonus)
hp 165 (15d8+70)
Regeneration 5 (acid)
Fort +20, Ref +12, Will +12
Immune mind-affecting effects; SR 27,
OFFENSE
Speed 50 ft. 30 Burrow.
Melee 2 claws +9 (1d6+3 plus grab), sting +12 (1d6+6 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+6)
STATISTICS
Str 23, Dex 14, Con 20, Int -, Wis 14, Cha 2
Base Atk +8; CMB +14 (+18 grapple); CMD 26 (36 vs. trip)
Skills Climb +14, Perception +14, Stealth +14; Racial Modifiers +4
Climb, +4 Perception, +4 Stealth
ECOLOGY
Languages: Ancient Osirion
Environment warm or temperate deserts, forests, plains, or
underground
Organization solitary
Treasure Special: 7,000 gp in gold can be harvested from the beat's shell
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 22; frequency 1/round for
6 rounds; effect 1d3 Strength damage; cure 2 save. The save DC
is Constitution-based and includes a +2 racial bonus.
Golden Armor
Blessed by the forgotten gods of Osirion, the Golden Scorpion is a vessel of their might.
The Golden Scorpion has SR of 11+HD.
The Golden Scorpion has a +5 sacred bonus to AC and Saves.
Divine Blessing
Those that can slay the Golden Scorpion receive two blessings from the forgotten gods of Osirion. One from the deity that choose the beast, and one from a deity that most favors the mindset and tactics of the character involved with its slaying. (GM should work with their players to determine which Osirion god of old best aligns with their character)
My creativity ran out on what kind of blessings to give.
Still alive. Thoughts, opinions, and critiques, are all welcome.
Flauros Draft #3
Flauros:
Flauros
CR 28
XP 4,915,200 CE Gargantuan outsider (chaotic, demon, evil, extraplanar, Fire)
Init +19; Senses darkvision 60 ft., detect good, detect law, true seeing; Perception +56
Aura frightful presence (120 ft., DC 38), unholy aura (DC 30)
DEFENSE
AC 46, touch 19, flat-footed 25 (+4 deflection, +9 Dex, +15 natural, +12 profane, -4 size)
hp 660 (33d10+495); regeneration 30 (See text)
Fort +33, Ref +29, Will +21
Defensive Abilities Abyssal resurrection, freedom of movement;
DR 20/cold iron, epic, and good;
Immune ability damage, ability drain, charm effects, compulsion effects, Fire, death effects, electricity, energy drain, petrification, and poison;
Resist acid 30, cold 30;
SR 39
Weaknesses: cold
OFFENSE
Speed 60 ft.,
Melee
+5 Burning, Flaming Burst, Anarchic, Thawing Spear +48/+43/+38/+33, Bite +38 (2d8+7), Tale Slap +38 (2d8+7)
Space 20 ft.; Reach 20 ft
Special Attacks
Spell-Like Abilities (CL 28th; concentration +)
Constant—detect good, detect law, freedom of movement, speak with animals (aquatic animals only), true seeing, unholy aura (DC )
At will—astral projection, blasphemy* (DC ), Contagious Flame, desecrate*, greater dispel magic, greater teleport, shapechange, telekinesis* (DC ), unhallow, unholy blight* (DC ), Volcanic Storm (DC 26), Pyrotechnic Eruption (DC 26),
3/day—Fire Storm 8L (DC ), Wall of Lava 8L (DC 30), insanity (DC ), Incendiary Cloud (DC ), summon demons,
1/day—Meteor Swarm (DC ), Time Stop, Symbol of Strife (DC ),
STATISTICS
Str 39, Dex 29, Con 40, Int 35, Wis 29, Cha 34
Base Atk +33; CMB +51; CMD 74
Feats Combat Expertise, Combat Reflexes, Craft Wondrous Item, Craft Magic Arms and Armor, Craft Construct, Critical Focus, Improved Critical (Spear), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (Spear), Two-Handed Thrower,
Skills
Acrobatics +29, Appraise +45, Bluff +48, Climb +34, Cr: Armor & Weapons +48, Diplomacy +32, Disable Device +29, Escape Artist +20, Heal +30, Kn: Arcane +45, Kn: Engineering +48, Kn: History +32, Kn: Local +32, Kn Planes +35, Kn: Religion +32, Perception +56, Pr: Blacksmith +46, Sense Motive +46, Spellcraft +48, Stealth +32, Swim +34, Use Magic Device +45
Racial Modifiers +10 Perception and Initiative
Languages Abyssal, Celestial, Common, Ignan, telepathy 300 ft.
SQ compression, demon lord traits
ECOLOGY Environment (Abyss)
Organization solitary (unique)
Treasure triple (plus Eshaharu)
SPECIAL ABILITIES
Regeneration (Ex) Only cold damage dealt by an epic weapon, cold damage dealt by a mythic spell, or damage from a creature of equal or greater power (such as a demon lord or a deity) interrupts Flauros's regeneration.
Magma Breath (Su) Once every 1d4 rounds as a swift action, Flauros can breathe a 60 foot-radius cone of lava doing 18d10 fire damage, the magma clings to those it damages, dealing half damage each round thereafter for 1d4 rounds. After this magma cools, it crumbles to dust. Reflex 40 to half damage and does not take the continuing damage.
Smoke Sight (Su) Flauros can see through fire, fog, and smoke without penalty.
Pyroportation (Su) Flauros can move effortlessly through fiery areas, including lava, superheated metal, and volcanic ash. This effectively grants him the earth glide ability of a magma elemental (Pathfinder RPG Bestiary 2 118); allows him to ignore difficult terrain; and grants him a burrow, climb, and swim speed equal to his base speed while in these areas. With rare exceptions, this ability functions in all parts of his realm the Bloodpyre Fields.
Searing Presence (Su) Flauros's flesh burns with such heat as sear the very air around him. Flauros is surrounded by an aura of intense heat. All creatures within 15 feet take 4d6 points of fire damage at the beginning of Flauros's turn and all creatures striking Flauros with unarmed and/or natural attacks take 6d6 fire damage.
Molten Mastery (Su): Flauros's will shapes lava and molten materials. Flauros as a move action can effect lava as per Transmute Mud to Rock and Transmute Rock to Mud. As a full round action Flauros can use this ability to create an obsidian spear that functions as a +2 flaming burst adamantine spear, the weapon becomes a none magical normal obsidian spear 2 rounds after leaving Flauros's possession.
Eshaharu: Eshaharu is a large jagged spear that is hot to the touch. This spear is made of obsodoan, but is razor sharp and as hard as adamantine (and possesses all the qualities of that material). It is a +5 Burning, Flaming Burst, Anarchic, Thawing, capable of turning into a long reaching lash of magma. Once per hour as a full round action Eshaharu can be turned into a 60ft lash of lava, making a touch attack against all foes in a straight line, roll an attack vs touch AC of each target, those hit take 10d10 points of fire damage (this damage counts as divine and is not subject to fire resistance or immunity). If Eshaharu is ever lost or destroyed Flauros can recreate it using his Molten Mastery ability.
Obsidian Spear (Ex) At will as a free action, Flauros can create a spear of jagged volcanic glass that functions as a +2 flaming burst adamantine spear. One round after it leaves the his grasp, the weapon shatters into common obsidian.
f I remember correctly, the Veins of Creation were created from the second biggest piece of the Star Stone, and the first ones to use it became "hero-gods" with some of them ascending to full divinity later on. So I would say yes to Mythic. Just my 2 cents, and I could be wrong, it has been while sense I read about it.
Eshaharu: Eshaharu is a large jagged spear that is hot to the touch. This spear is made of obsidian, but is razor sharp and as hard as adamantine (and possesses all the qualities of that material). It is a +5 Burning, Flaming Burst, Anarchic, Thawing, capable of turning into a long reaching lash of magma. Once per hour as a full round action Eshaharu can be turned into a 60ft lash of lava, making a touch attack against all foes in a straight line, roll an attack vs touch AC of each target, those hit take 10d10 points of fire damage (this damage counts as profane and is not subject to fire resistance or immunity). If Eshaharu is ever lost or destroyed Flauros can recreate it using his Molten Mastery ability.
Searing Presence (Su) Flauros's flesh burns with such heat as sear the very air around him. Flauros is surrounded by an aura of intense heat. All creatures within 15 feet take 4d6 points of fire damage at the beginning of Flauros's turn and all creatures striking Flauros with unarmed and/or natural attacks take 6d6 damage.
Molten Mastery (Su): Flauros's will shapes lava and molten materials. Flauros as a move action can effect lava as per Transmute Mud to Rock and Transmute Rock to Mud. As a full round action Flauros can use this ability to create an obsidian spear that functions as a +2 flaming burst adamantine spear, the weapon becomes a none magical normal obsidian spear 2 rounds after leaving Flauros's possession.
Unfinished early draft
Eshaharu: Eshaharu is a large jagged spear that is hot to the touch. This spear is made of obsodoan, but is razor sharp and as hard as adamantine (and possesses all the qualities of that material). It is a +5 Burning, Flaming Burst, Anarchic, Thawing, capable of turning into a long reaching lash of magma. Once per hour as a full round action Eshaharu can be turned into a 60ft lash of lava, making a touch attack against
This last one I am hitting a wall on, any suggestions is apricated.
Flauros
CR 28
XP 4,915,200 CE Gargantuan outsider (chaotic, demon, evil, extraplanar, Fire)
Init +19; Senses darkvision 60 ft., detect good, detect law, true seeing; Perception +56
Aura frightful presence (120 ft., DC 36), unholy aura (DC 28)
DEFENSE
AC 46, touch 19, flat-footed 25 (+4 deflection, +9 Dex, +15 natural, +12 profane, -4 size)
hp 660 (33d10+495); regeneration 30 (See text)
Fort +33, Ref +27, Will +21
Defensive Abilities Abyssal resurrection, freedom of movement;
DR 20/cold iron, epic, and good;
Immune ability damage, ability drain, charm effects, compulsion effects, Fire, death effects, electricity, energy drain, petrification, and poison;
Resist acid 30, cold 30;
SR 39
Weaknesses: cold
OFFENSE
Speed 60 ft.,
Melee
Space 20 ft.; Reach 20 ft
Special Attacks
Spell-Like Abilities (CL 28th; concentration +)
Constant—detect good, detect law, freedom of movement, speak with animals (aquatic animals only), true seeing, unholy aura (DC )
At will—astral projection, blasphemy* (DC ), desecrate*, greater dispel magic, greater teleport, shapechange, telekinesis* (DC ), unhallow, unholy blight* (DC )
3/day—Fire Storm 8L (DC ), Wall of Lava 8L (DC ), insanity (DC ), summon demons, (DC ), (DC )
1/day—
STATISTICS
Str 39, Dex 29, Con 40, Int 35, Wis 29, Cha 34
Base Atk +33; CMB +; CMD
Feats 17 Combat Expertise, Combat Reflexes, Craft Wondrous Item, Critical Focus, Improved Critical (Spear), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (Spear)
Skills
Acrobatics +29, Appraise +45, Bluff +48, Climb +34, Cr: Armor & Weapons +48, Diplomacy +32, Disable Device +29, Escape Artist +20, Heal +30, Kn: Arcane +45, Kn: Engineering +48, Kn: History +32, Kn: Local +32, Kn Planes +35, Kn: Religion +32, Perception +56, Pr: Blacksmith +46, Sense Motive +46, Spellcraft +48, Stealth +32, Swim +34, Use Magic Device +45
Racial Modifiers +10 Perception and Initiative
Languages Abyssal, Celestial, Common, Ignan, telepathy 300 ft.
SQ compression, demon lord traits
ECOLOGY Environment (Abyss)
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Regeneration (Ex) Only cold damage dealt by an epic weapon, cold damage dealt by a mythic spell, or damage from a creature of equal or greater power (such as a demon lord or a deity) interrupts Flauros's regeneration.
Magma Breath (Su) Once every 1d4 rounds as a swift action, Flauros can breathe a 60 foot-radius cone of lava doing 18d10 fire damage (reflex 40 half), but the magma clings to those it damages, dealing half damage each round thereafter for 1d4 rounds. After this magma cools, it crumbles to dust.
Smoke Sight (Su) Flauros can see through fire, fog, and smoke without penalty.
Pyroportation (Su) Flauros can move effortlessly through fiery areas, including lava, superheated metal, and volcanic ash. This effectively grants him the earth glide ability of a magma elemental (Pathfinder RPG Bestiary 2 118); allows him to ignore difficult terrain; and grants him a burrow, climb, and swim speed equal to his base speed while in these areas. With rare exceptions, this ability functions in all parts of his realm the Bloodpyre Fields.
Still alive, just banging my head against a brick called writer's block, if anyone wants to through out any suggestions I do take all advice to heart.
I just realized I made a mistake on the previous stats. Demon Lords have a plus 10 on perception not a plus 8, and have a plus 10 on Initiative checks.
So the dilemma is whether to remove them from the Abyss and combine them into one bigger, but still finite layer, or remove them both and create a smaller, finite analog of Bytopia?
I think that is something for you and your Paladin to discuss, but as I understand it, both are viable. Quintessence can be terrifyingly mutable. It will take time mind you, but it can be molded into virtually anything.
I'd be further interested in your source that says the Rasping Rifts are a limited in size layer.
I do not have a specific source that says it is not, I can only point to what is said in general about the realms of other demon lords. All of the DLs that have been flushed out are stated as having colossal, but finite realms. Even lamashtu, a straight up FULL DEITY, has a finite realm and she is LEAGUES beyond Deskari in power and influence. Sorry if I cannot give a direct answer, that is the best I got, and short of a big wig from Pazio itself, you might not be able to get a "yes or no" answer. The Rasping Rifts tend to be only mentioned in passing when the books bring it up.
Something to keep in mind, your Paladin will have to fight off rivals for the claim, LOTS of other demons are going to want to take the realms, and the territory of the abyss will only bow to those with the will to dominate it. The Rasping Rifts and Ivory Labyrinth are finite, but the realms of demon lords can be big enough to equal the size of multiple planets. The Ivory Labyrinth was originally a part of hell, so it is within the lore to "steal," transfer, and change parts of other planes. As to how the realms will look like or interact, if the Paladin is TRUELY the master, then he can remake the very geography and appearance of both realms turning them into what ever he wants them to be. Not sure if this helps, just my 2 copper.
Bit of writers block on making anything else. I still got Demon Lords and Nascent demon lords I want to try stating, and I am not yet satisficed with some of the Special Abilities I have put down for the ones I have stated up. If anyone wants to through out any suggestions I do take all advice to heart.
Nurgle's Sun Mace
This is a +5 Brilliant Energy, Igniting, large heavy mace. The fire damage done by this weapon is 4d6 and unlike normal brilliant energy weapons, this weapon is made of pure sunlight and can harm undead creatures normally. Against undead foes that are particularly vulnerable to sunlight, the weapon also functions as a disrupting weapon Any creature struck by this weapon must succeed at a Fortitude saving throw (DC = 40) or be permanently blinded. Foes slain by this weapon rise 1 round later as a Sunbaked Zombie under its users control (Pathfinder #80: Empty Graves pg. 88). As a standard action, Nurgal can call to his hand from any distance, even across planar boundaries.
Destruction
If this mace is quenched in the mixed blood of Nurgal and Nergal under the light of a full moon, the head of the mace is extinguished and the mace is destroyed.
Something to keep in mind is that the video game made a LOT of changes to the source material, so look at the based AP so as to have a better idea of what your PCs may recognize from the VG.
Conacer wrote:
would a 20th lvl sorcerer made demon lord be a good replacement for Areelu Vorlesh? The quirk with this is similar to Demogorgon they would have more action economy. During the savage tide former pc had simulacrum made (simulacrum was being pimped out at a brothel). The abyss infused the simulacrum to become the second head of the pc. Two bodies two motivations and one shared hp pool. Are the mythic rules strong enough that i should hand out mythic levels to the pc demon lord to make the encounter more even?
Areelu Vorlesh in both the AP and VG have a VERY specific backstory explaining her part in the World Wound. Replacing her with someone else from a previses adventure, would require a LOT of leg work. It could be fun if you do, but it will be difficult. A level 20 sorcerer with double HP will be beefy, and extra actions are always a treat, but Mythic rules can be VERY one sided depending on build. Consider this, how does this creature compare to Areelu Vorlesh herself, and the surprise boss fight that comes after her?
Burning Light (Su): Nurgal's body glows with a smoldering heat. Nurgal radiates oppressive heat and light in a 20-foot radius. Any creature that starts its turn within this area take 2d6 points of fire damage and must succeed at a DC 30 Fortitude save or become fatigued. In addition light levels within 50 feet of Nurgal increase by one step (supernatural darkness becomes normal darkness). This does not count as a light effect for the purpose of light and darkness effects; is not hindered by any type of magical darkness, and its effect is applied after all light and darkness effects. In areas of bright light, Burning Light causes sighted creatures to become dazzled for as long as they remain in the aura.
Nurglal's shining Breath Weapon
Once every 1d4 rounds as a swift action, Nurgal can release a beam of energy in a 120 foot line doing 16d10 fire damage and each creature hit is blinded for 1d4 rounds. Any creatures to which sunlight is harmful or unnatural take double damage. This attack ignores fire resistance and treats fire immunity as resistance 30.
It pleases me to know end that a more experienced GM would find these stats suitable for their own game. After seeing your message I went over Abraxas to correct any mistakes, fill in any blanks, and finish any details I may have left undone. I hope it makes for a memorable encounter for you and your players.
Abraxas the (hopefully) full and complete package:
Abraxas
CR30
XP 9,830,400
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +14; Senses detect good, detect law, true seeing, All-round Vision, Dark vision 60; Perception +61
Aura unholy aura (20 ft, DC )
DEFENSE
AC 58, touch 36, flat-footed 55 (+10 deflection, +3 Dex, +5 natural, +14 profane, +11 armor, -1 size, +6 Shield)
hp 684 (36d10+324); regeneration 30 (deific or mythic)
Fort +21, Ref +30, Will +34
Defensive Abilities Abyssal resurrection, freedom of movement; DR 20/cold iron, epic, and lawful; Immune ability damage and drain, charm and compulsion effects, death effects, electricity, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 41
OFFENSE
Speed 50 ft, Swim 50 ft,
Melee: Scorpion whip (1d4+1d6+9+poison) 44\40\35\30\25\20\15\10, 2 Bite +31 (+1d6 plus grab, and poison)
Space 10, Reach 10,
Special Attacks: Final Incantation,
Spell-Like Abilities (CL 30th, Intelligence Based)
Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC ),
Spell-Like Abilities (CL 30th, Intelligence Based; concentration +47)
Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC 35),
At will—L2-Acid Arrow, L9-astral projection, L4-Bestow Curse (DC 31), L7-blasphemy (DC 34), L4-Black Tentacles* (DC 31), L4-Boneshatter (DC 31), Detect Thoughts (DC 29), L6-Chain Lightning* (DC 34), L3-deeper darkness, L8-destruction (DC 35), L2-desecrate, L1-entropic shield, L4-Fleeting Memory (DC 32), L3-greater dispel magic, L2-Spectral Hand, L5-telekinesis (DC 32), L5-unhallow (DC 32), Summon Monster 4 (fiendish snakes and fiendish dire snakes only),
3/day—summon demons, Weird (DC 36), Wail of the Banshee (DC 36), Meteor Swarm* (DC 37), plane shift (to his realm in the Abyss only), Quicken destruction (DC 35),
1/day—Time Stop*, Geas/Quest (DC 32), Hungry Darkness, Wish*, Empower Meteor Swarm* (DC 37),
Wizard Spells Known (CL 20th; concentration +37)
-9th (7)—Dominate Monster (2, DC 37), Maximize Disintegrate (2, DC 33), Transmute Blood To Acid (2, DC 36), Wish,
-8th (7)—Horrid Wilting (2, DC 35), Polar Ray, Incendiary Cloud (2, DC 35), Scintillating Pattern (DC 35), Temporal Stasis (DC 35),
-7th (7)—Banishment (DC 34), Finger of Death (DC 34), Teleport, Greater, Power Word Blind* (2, DC 35), Prismatic Spray* (DC 35),
-6th (7)—Acid Fog, Disintegrate (2, DC 33), Maximize Fireball* (2, DC 31), Maximize Lightning Bolt* (2, DC 31)
-5th (8)—Acidic Spray (DC 32), Baleful Polymorph (2, DC 32) Icy Prison (DC 33), Maximize Scorching Ray* (2),
-4th (8)—Maximize Magic Missile*(3), Overwhelming Grief (DC 32),
-3rd (8)—Excruciating Deformation (2, DC 30), Fireball* (2, DC 31), Howling Agony (DC 30), Lightning Bolt* (2, DC 31), Sands of Time (DC 30),
-2nd (8)—Blood Transcription, Disfiguring Touch* (2, DC 29), Scorching Ray* (3), Web (DC 29),
-1st (9)—Burning Hands (4, DC 29), Magic Missile*(3), Shield (2), Interrogation (DC 28),
-0 (at will)—Arcane Mark, Bleed, Detect Magic, Jolt,
* Abraxas can use the mythic version of this ability in his realm.
STATISTICS
Str 28, Dex 30, Con 29, Int 44, Wis 39, Cha 32
Base Atk +36; CMB +46; CMD 76 (cannot be tripped)
Feats x18 Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Craft Construct, Weapon Focus (Whip), Spell Penetration, Greater Spell Penetration, Skill Focus (Spellcraft), Skill Focus (Kn: Arcane), Quicken Spell-Like Ability (destruction), Empower Spell-Like Ability (Meteor Swarm), Accursed Critical, Eschew Materials, Maximize, Improved Initiative, Spell Focus (Evocation), Spell Focus (Enchantment),
Skills
Acrobatics +30, Appraise +43, Bluff +34, Climb +29, Craft (Alchemy) +56, Craft (Calligraphy) +53, Craft (Construct) +53, Craft (Weapons) +53, Craft (Armor) +53, Diplomacy +50, Disable Device +20, Fly +30, Handle Animal +31, Heal +34, Knowledge (Planes) +56, Knowledge (Arcane) +62, Knowledge (History) +53, Knowledge (Religion) +53, Knowledge (Engineering) +33, Linguistics +53, Perception +61, Sense Motive +53, Sleight of Hand +30, Spellcraft +62, Stealth +49, Survival +34, Swim +29, Use-Magic-Device +50
Racial Modifiers +8 Perception,
Languages Abyssal, Celestial, Common; telepathy 300 ft., tongues
SQ: Crafting Mastery,
ECOLOGY
Environment any (Abyss)
Organization solitary (unique)
Treasure triple (+5, 75%, heavy fortification, Breastplate, Abraxas's Whip and Shield)
Language Mastery (Ex): Abraxas can speak, read, and understand all languages.
Crafting Mastery (Ex): This works in all ways as the Mythic Archmage path ability of the same name (pg. 15 of MA)
Crafting Mastery (Ex): You can craft any magic item
as if you had the necessary item creation feats. If you
actually have the item creation feat needed for a magic
item you’re crafting, whenever you attempt a skill check
to create that item, roll twice and use the higher result,
and you make twice as much progress on the item for any
time spent. This ability does not reduce the item’s cost or
any other requirements.
Poison: injury, save: Fortitude DC 40, Frequency: 1/round for 4 rounds, Effect: 1d6 Dex Drain, Cure: 3 saves
Undersized Weapons (Ex) Although Abraxas is Large, his upper
torso is the same size as that of a Medium humanoid. As a
result, he wields weapons as if they were one size category
smaller than their actual size (Medium).
Poison and Pain (Su): Abraxas's knowledge of that which envenoms and hurts is vast and deadly. Abraxas can sacrificed a prepared spell slot to cast any spell with the poison or pain descriptor of an equal spell level. The DCs off all spells with the poison and pain descriptor increase by +10
Vast Spell Knowledge (Ex): Abraxas knows all wizard spells from Core, Ultimate Magic and all spells with the Pain, Poison, and Evil descriptor and can prepare all known spells them from memory.
Final Incantation (Su): as a full round action Abraxas, once per encounter, can utter the final incantation undoing the very laws of magic itself. When used two things happen, a general effect, and a targeted effect.
-General: The Final Incantation is of such power that it effects all around it when uttered. A 360 ft sphere (10x HD) dead magic zone appears centered on Abraxas's location at time of use for 36 hours (10x HD) and he looses the ability to use his spell-like, spells, and supernatural abilities for a 3d6 rounds. This happens when ever the Final Incantation is uttered regardless of intent.
-Targeted: When Abraxas speaks the Final Incantation it is to unmake the vary essence of magic. Abaraxas chooses one target he is aware of in 120 feet. Magic items, constructs and undead created by feats or spells are destroyed with no save. Artifacts, Mythic constructs and Mythic undead created by feats or spells get a will save DC 60 to avoid destruction, on a success the target is instead stunned for 2d4 rounds. Minor Artifacts get a +5 bonus on their roll, Major Artifacts get a +10, if successful the artifact is suppressed for 2d6 days instead of destroyed. Other targets of this effect loose all magical abilities (spell casting, spell like and supernatural abilities ect), Mythic targets can make a will save DC 60 to avoid this, on a success the target is instead stunned for 2d4 rounds. These abilities cannot be recovered by mortal magic, not even miracle or wish. Creatures like Grave Knights can be permanently destroyed by this.
Abraxas's Scorpion whip Intelligent Major Artifact
Stats Int=20, Wis=17, Cha=15
Aura: mixed, CL=30
Senses=Sight 60, Dark-vision 60, Read Languages, Read Magic,
Languages: Abyssal, Celestial, Common,
Purpose: steal mystical knowledge
Aligbment CE, Ego=22
Personality: Draws out the S in words, not because it has to, it finds it funny. It claims magic has a taste (evocation is spicy, necromancy is sour, transmutation is meaty, divination is fruity, enchantment is sweet, illusion is smoky, conjuration is herbal, abjuration is like eggs). Despite being made by Abraxas it has no true loyalty to its creator, it loyalty is only to those of stronger will then it, and it will not hesitate to take advantage of weakness.
Abraxas's Whip is a +5 Unholy, Deadly Whip that takes the form of a living snake with a handle at its tail. When the whip lands a hit it deals an addition 1d6 Piercing damage and Poison (injury, save: Fortitude DC 15, Frequency: 1/round for 4 rounds, Effect: 1d2 Con, Cure: 2 saves). The whip can siphon magical energy from spellcasting foes it strikes: up to 15 times per day as a swift action as the wielder strike such a foe, they can attempt to drain magic. When a wielder does so, the target must attempt a Will save (DC 25). If the target succeeds, it takes 2d4 points of ability damage to its Intelligence, Wisdom, or Charisma score (whichever is highest). If the target fails, the whip deals 3d6 points of ability drain to this ability score instead, and it absorbs one spell from the target. If the target is a spontaneous caster, one of its highest-level available spell slots is expended, and you regain a spell slot or regain the use of a spell-like ability of an equal or lower level (wielders choice; if the wielder does not have the ability to spontaneously cast spells or spell-like abilities, they receive no benefit from this). If the target is a prepared spellcaster, one of its highest level spells (determined randomly) is lost as if cast, and that spell becomes stored in the whip (as per a major ring of spell storing and can used as such). The whip can store only ten spells at a time in this way; if the wielder drains another spell while the whip already contains 10, the contained spell is replaced by the new spell drained. As a standard action, the whip's chosen wielder can call the whip to their hand from any distance, even across planar boundaries.
It has the fallowing 3 powers
3 times per day Abraxas's Whip can transform into an Advanced Venomous Snake (100HP, poison stays the same as the whip) as per polymorph, if its HP drops to 0 it changes back into whip form.
Overwhelming Poison 3/per day
Fire Snake 3/per day (DC 20)
Destruction
Abraxas's Whip can be destroyed if it is forced or tricked into eating it's own tail
Abraxas's Shield
+5 Animated, Shield. Unlike a normal Animated Shield Abraxas's shield stays animated until commanded to stop by its wielder or its wielder dies.
In case anyone is wondering why I seem to jump from demon lord to demon lord without first finishing one, my creative energies are like the tide, it come and goes. Thoughts, opinions, and critiques, are all welcome.
Nurgal early draft:
CR 29
XP 9,830,400
CE Large outsider (chaotic, demon, evil, extraplanar, Fire)
Init +; Senses darkvision 60 ft., detect good, detect law, see in darkness, true seeing; Perception +58
Aura seductive presence (180 ft., DC 43), unholy aura (DC 33)
DEFENSE
AC , touch , flat-footed (+4 deflection, + Dex, +7 natural, +14 profane)
hp 680 (34d10+); regeneration 30 (deific or mythic)
Fort +34, Ref +28, Will +21
Defensive Abilities Abyssal resurrection, freedom of movement; DR 20/cold iron, epic, and lawful; Immune ability damage and drain, charm and compulsion effects, death effects, electricity, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 44
Weaknesses: vulnerability Cold
OFFENSE
Speed ft.,
Melee
Space 10, Reach 10
Ranged
Special Attacks Breath Weapon: , Burn DC 32
Spell-Like Abilities (CL 29th)
Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC )
At will—astral projection, blasphemy (DC ), desecrate, greater dispel magic, greater teleport telekinesis (DC ), shapechange, unhallow, Searing Light, Chains of Light (DC ), Fear the Sun (DC ),
3/day—summon demons, Horrid Wilting, Sun's Disdain, Mass (DC ), Firebrand,
1/day—Wish*, Sunburst (DC ), time stop,
STATISTICS
Str 47, Dex 28, Con 40, Int 30, Wis 31, Cha 37
Base Atk +34; CMB +54; CMD 74
Feats
Combat Expertise, Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Weapon Focus (Heavy Mace), Greater Weapon Focus (Heavy Mace), Weapon Specialization (Heavy Mace), Greater Weapon Specialization (Heavy Mace), Improved Critical (Heavy Mace), Dodge, Mobility, Spring Attack, Alertness, Shrewd Tactician, Redirect Attack, Improved Initiative
Skills
Acrobatics +43, Appraise +20, Bluff +46, Climb +48, Cr: Weapons and Armor +47, Diplomacy +43, Disable Device +29, Escape Artist +29, Handle Animal +33, Heal +20, Intimidate +50, Kn: Planes +33, Kn: History +43, Kn: Arcane +30, Kn: Religion +30, Kn: Nature +30, Perception +59, Sense Motive +33, Spellcraft +30, Stealth +32, Survival +47, Use Magic Device +50
Racial Modifiers +8 Perception
Languages Abyssal, Azlanti, Celestial, Common, Thassiolon; telepathy 300 ft., tongues
SQ
Environment any (Abyss)
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Light Immunity (Ex): Nurgal is immune to the harmful effects of bright light (including effects that blind or dazzle with light); all effects with the light descriptor; and other light-based attacks such as color spray, prismatic spray, and searing light.
Solar Power (Ex): In sunlight or within the radius of a daylight spell, each of the Nurgal’s speeds
increases by +20 feet, and he gains a +5 morale bonus on attack rolls, checks, and saves.
Heavy Mace Mastery (Ex) Nurgal is exceptionally skilled at fighting with a Heavy Mace. He is treated as a 20th-level fighter for the purposes of fulfilling any feat prerequisites, such as that for Weapon Specialization.
Acceptable Casualties (Su): The most important responsibility of Nurgal's minions is ensuring his survival on the battlefield. Three per day as an immediate action, when he is hit by an attack or affected by a spell or effect, he can transfer its effects to a creature within 60 feet. This creature must be one that is under his control or command or that otherwise considers itself subordinate to Nurgal. He suffer no effects from a transferred effect. If the effect is one that affects multiple creatures (such as horrid wilting or a breath weapon), the recipient of the transfer can suffer its effects twice. Nurgal can decide to transfer the effect or attack after the results of the attack rolls or saving throws have been revealed.
Command of Strife (Sp): As a standard action, Nurgal can begin radiating an aura of blazing light equivalent to that created by daylight. Any creature within 60 feet of him must succeed at a Will save (DC = 30) at the start of his turn or be compelled to attack the nearest conscious creature that round (similar to the “attack nearest creature” result of the confusion spell). Servants of Nurgal are immune to this effect. As a swift action, Nurgal can command a creature affected by his aura to direct its attacks against a creature of his choice within the effect’s 60-foot area; this designation lasts until the target is dead, or the effect ends.
Spell-Like Abilities (CL 30th, Intelligence Based; concentration +47)
Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC ),
At will—L2-Acid Arrow, L9-astral projection, L4-Bestow Curse (DC ), L7-blasphemy (DC ), L4-Black Tentacles* (DC ), L4-Boneshatter (DC ), Detect Thoughts (DC ), L6-Chain Lightning* (DC ), L3-deeper darkness, L8-destruction (DC ), L2-desecrate, L1-entropic shield, L4-Fleeting Memory (DC ), L3-greater dispel magic, L2-Spectral Hand, L5-telekinesis (DC ), L5-unhallow, Summon Monster 4 (fiendish snakes and fiendish dire snakes only),
3/day—summon demons, Weird (DC ), Wail of the Banshee (DC ), Meteor Swarm* (DC ), plane shift, Quicken destruction (DC ), (to his realm in the Abyss only),
1/day—Time Stop*, Geas/Quest (DC ), Hungry Darkness (DC ), Wish*, Empower Meteor Swarm* (DC ),
* Abraxas can use the mythic version of this ability in his realm.
Wizard Spells Known (CL 20th; concentration +37)
-9th (7)—Dominate Monster (2, DC ), Maximize Disintegrate (2, DC ), Transmute Blood To Acid (2, DC ), Wish,
-8th (7)—Horrid Wilting (2, DC ), Polar Ray, Incendiary Cloud (2, DC ), Scintillating Pattern (DC ), Temporal Stasis (DC ),
-7th (7)—Banishment (DC ), Finger of Death(DC ), Teleport, Greater, Power Word Blind* (2, DC ), Prismatic Spray* (DC ),
-6th (7)—Acid Fog, Disintegrate (2, DC ), Maximize Fireball* (2, DC ), Maximize Lightning Bolt* (2, DC )
-5th (8)—Acidic Spray (DC ), Baleful Polymorph (2, DC ) Icy Prison (DC ), Maximize Scorching Ray* (2),
-4th (8)—Maximize Magic Missile*(3), Overwhelming Grief (DC ),
-3rd (8)—Excruciating Deformation (2, DC ), Fireball* (2, DC ), Howling Agony (DC ), Lightning Bolt* (2, DC ), Sands of Time (DC ),
-2nd (8)—Blood Transcription, Disfiguring Touch* (2, DC ), Scorching Ray* (3), Web (DC ),
-1st (9)—Burning Hands (4, DC ), Magic Missile*(3), Shield (2), Interrogation,
-0 (at will)—Arcane Mark, Bleed, Detect Magic, Jolt,
Final Incantation 5th or 6th draft:
Final Incantation (Su): as a full round action Abraxas, once per encounter, can utter the final incantation undoing the very laws of magic itself. When used two things happen, a general effect, and a targeted effect.
-General: The Final Incantation is of such power that it effects all around it when uttered. A 360 ft sphere (10x HD) dead magic zone appears centered on Abraxas's location at time of use for 36 hours (10x HD) and he looses the ability to use his spell-like, spells, and supernatural abilities for a 3d6 rounds. This happens when ever the Final Incantation is uttered regardless of intent.
-Targeted: When Abraxas speaks the Final Incantation it is to unmake the vary essence of magic. Abaraxas chooses one target he is aware of in 120 feet. Magic items, constructs and undead created by feats or spells are destroyed with no save. Artifacts, Mythic constructs and Mythic undead created by feats or spells get a will save DC 60 to avoid destruction, on a success the target is instead stunned for 2d4 rounds. Minor Artifacts get a +5 bonus on their roll, Major Artifacts get a +10, if successful the artifact is suppressed for 2d6 days instead of destroyed. Other targets of this effect loose all magical abilities (spell casting, spell like and supernatural abilities ect), Mythic targets can make a will save DC 60 to avoid this, on a success the target is instead stunned for 2d4 rounds. These abilities cannot be recovered by mortal magic, not even miracle or wish. Creatures like Grave Knights can be permanently destroyed by this.
Abraxas special abilities:
Undersized Weapons (Ex) Although Abraxas is Large, his upper
torso is the same size as that of a Medium humanoid. As a
result, he wields weapons as if they were one size category
smaller than their actual size (Medium).
Poison and Pain (Su): Abraxas's knowledge of that which envenoms and hurts is vast and deadly. Abraxas can sacrificed a prepared spell slot to cast any spell with the poison or pain descriptor of an equal spell level. The DCs off all spells with the poison and pain descriptor increase by +10
Vast Spell Knowledge (Ex): Abraxas knows all wizard spells from Core, Ultimate Magic and all spells with the Pain, Poison, and Evil descriptor and can prepare all known spells them from memory.
A Horror Movie series that makes use of that kind of idea is called the Wishmaster. Something else that could help you out is Book 6 of Legacy of Fire: the Final Wish, which has a chapter on Wish-crafting
one of Eldest at least got stats in kingmaker remake's 1e bestiary
Sadly that is an Avatar, not the full and complete Eldest. In the entry it mentions the actual Eldest in question would be a much more powerful foe in the CR range of 28 to 29. It is better then nothing I suppose. I still would have loved to get full stats for several of the Eldest.
I wish all different fiend demigods had one example of them, because I'd love to be able to figure out how to stat rest of them
I second that. There are sssoooo many evil demigods my play group and I would love to slay. Why tease use with the lore and general CR ranges if they were never going to stat some?
On that note, some stats for the Neutral aliened demigods, Primordial inevitables, protean lords, and psychopomp ushers would have been grand.
Also the hero-gods and Eldest would have been most delightful. On a smaller CR range, I have always been a sucker for Fey in all their forms.
Of the stated Kaiju, Lord Varklops, the Thrice-Headed Fiend. The guy is apocalyptical in a delightful way.
If I was to choose based on what I think has the best story potential, it would be a toss up between Cimurlian Great Bear of the Frozen North or Yorak The Horned Thunder.
Spell-Like Abilities (CL 30th, Intelligence Based)
Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC ),
At will—astral projection, blasphemy (DC ), deeper darkness, desecrate, greater dispel magic, telekinesis (DC ), unhallow, entropic shield, destruction (DC ), Acid Arrow, Bestow Curse (DC ), Wall of Lava, Summon Monster 4 (fiendish snakes and fiendish dire snakes only), Incendiary Cloud (DC ), Fleeting Memory (DC ), Prismatic Spray* (DC ), Power Word Blind* (DC ), Greater Arcane Sight, Hideous Laughter (DC ), Touch of Idiocy (DC ), Scorching Ray*, Magic Missile*, Fireball* (DC ), Lightning Bolt* (DC ), Ice Storm* (DC ), Chain Lightning* (DC ), Freezing Sphere (DC ), Black Tentacles* (DC ), Symbol of Pain (DC ), Debilitating Pain (DC ), Pain Strike, Mass (DC ), Inflict Pain (DC ), Mindshock (DC ), Excruciating Deformation (DC ), Eyebite, Transmute Blood To Acid (DC ), Boneshatter (DC ),
3/day—summon demons, Weird (DC ), Wail of the Banshee (DC ), Meteor Swarm* (DC ), Stormbolts (DC ), Rain of Arrows (DC ), Artificer's Curse (DC ), plane shift (to his realm in the Abyss only),
1/day—Time Stop*, Geas/Quest (DC ), Hungry Darkness (DC ), Wish*, Prismatic Sphere*,
* Abraxas can use the mythic version of this ability in his realm.
Final Incantation complete overhaul:
Final Incantation (Su): as a full round action Abraxas, once per encounter, can utter the final incantation undoing the very laws of magic itself. When used this has general effect, and a targeted effect.
-General: The Final Incantation is of such power that it effects all around it when uttered. A 360 ft sphere dead magic zone appears centered on Abraxas's location at time of use for 36 hours and he looses the ability to use his spell-like and supernatural abilities for a 2d6 rounds. This happens when ever the Final Incantation is uttered regardless of intent.
-Targeted: When Abraxas speaks the Final Incantation it is to unmake the vary essence of magic. Abaraxas chooses one target he is aware of in 120 feet. Magic items, constructs and undead created by feats or spells are destroyed with no save. Artifacts, Mythic constructs and Mythic undead created by feats or spells get a will save DC 60 to avoid destruction, on a success the target is instead stunned for 2d4 rounds. Minor Artifacts get a +5 bonus on their roll, Major Artifacts get a +10, if successful the artifact is suppressed for 2d6 days instead of destroyed. Other targets of this effect loose all magical abilities (spell casting, spell like and supernatural abilities ect), Mythic targets can make a will save DC 60 to avoid this, on a success the target is instead stunned for 2d4 rounds. These abilities cannot be recovered by mortal magic, not even miracle or wish. Creatures like Grave Knights can be permanently destroyed by this.
Abaraxas can also use the Final Incantation to erases all knowledge and lore of a single subject or spell from a worlds minds and records.
Gms are encouraged to think of other creative ways Abraxas can utilized the Final Incantation.
Abraxas
CR30
XP 9,830,400
CE meduim outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses detect good, detect law, true seeing, All-round Vision, Dark vision 60; Perception +61
Aura unholy aura (20 ft, DC )
DEFENSE
AC 50, touch 20, flat-footed 26 (+10 deflection, +10 Dex, +5 natural, +14 profane, +11 armor)
hp 684 (36d10+324); regeneration 30 (deific or mythic)
Fort +21, Ref +30, Will +20
Defensive Abilities Abyssal resurrection, freedom of movement; DR 20/cold iron, epic, and lawful; Immune ability damage and drain, charm and compulsion effects, death effects, electricity, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 41
OFFENSE
Speed 50 ft, Swim 50 ft,
Melee: 36\31\26\21\16\11\6\1 Whip (1d3+1d6+9+poison), 2 Bite +31 (+1d6 plus grab, and poison)
Space 5, Reach 10,
Special Attacks: Final Incantation,
Spell-Like Abilities (CL 30th, Intelligence Based)
Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC ),
At will—astral projection, blasphemy (DC ), deeper darkness, desecrate, greater dispel magic, telekinesis (DC ), unhallow, entropic shield, destruction (DC ), Acid Arrow, Bestow Curse (DC ), Wall of Lava, Summon Monster 4 (fiendish snakes and fiendish dire snakes only), Incendiary Cloud (DC ), Fleeting Memory (DC ), Charm Monster (DC ), Prismatic Spray (DC ), Power Word Blind (DC ), Sign of Wrath (DC ), Suggestion (DC ), Greater Arcane Sight, Hideous Laughter (DC ), Touch of Idiocy (DC ),
3/day—summon demons, Weird (DC ), Wail of the Banshee (DC ), Meteor Swarm (DC ), Stormbolts (DC ), Rain of Arrows (DC ), Artificer's Curse (DC ),
1/day—Time Stop, Geas/Quest (DC ), Hungry Darkness (DC ), Wish, Prismatic Sphere,
STATISTICS
Str 28, Dex 30, Con 29, Int 44, Wis 39, Cha 32
Base Atk +27; CMB +; CMD (cannot be tripped)
Feats Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Eschew Materials, Craft Construct, Weapon Focus (Whip), Spell Penetration, Greater Spell Penetration, Skill Focus (Spellcraft), Skill Focus (Kn: Arcane), Quicken Spell-Like Ability (Burning Ray), Empower Spell-Like Ability (), Quicken Spell-Like Ability (), Empower Spell-Like Ability (), Spell Focus (Evocation), Spell Focus (Enchantment), Accursed Critical,
Skills
Acrobatics +30, Appraise +43, Bluff +34, Climb +29, Craft (Alchemy) +56, Craft (Calligraphy) +53, Craft (Construct) +53, Craft (Weapons) +53, Craft (Armor) +53, Diplomacy +50, Disable Device +20, Fly +30, Handle Animal +31, Heal +34, Knowledge (Planes) +56, Knowledge (Arcane) +62, Knowledge (History) +53, Knowledge (Religion) +53, Knowledge (Engineering) +33, Linguistics +53, Perception +61, Sense Motive +53, Sleight of Hand +30, Spellcraft +62, Stealth +49, Survival +34, Swim +29, Use-Magic-Device +50
Racial Modifiers +8 Perception,
Languages Abyssal, Celestial, Common; telepathy 300 ft., tongues
SQ: Crafting Mastery,
ECOLOGY
Environment any (Abyss)
Organization solitary (unique)
Treasure triple (+5, 75%, heavy fortification, Spellsink, Breastplate, Abraxas's Whip and Shield)
Combat Gear:
Language Mastery (Ex): Abraxas can speak, read, and understand all languages.
I felt unsatisfied with the first version of this ability, so how does this look instead?
Abraxas's Final Incantation Second Draft:
Final Incantation (Su): as a full round action Abraxas can utter the final incantation undoing the very laws of magic itself, he primarily uses this in one of 3 ways. Regardless of how it is used, Abraxas looses the ability to use his spell-like abilities for a 1d6 rounds.
Unmake Area: Abraxas unmakes all magic around him. Abraxas makes a Spellcraft check vs DC 35, if successful all magic in 300 foot radius (10xHD), is unmade creating a dead magic zone for 30 hours (an hour per caster level). Magic items in this zone when it takes effect must make a DC 20 Will save or loose all magical abilities (wielded items can use there wielders will save) magic based constructs must also roll a will save or be destroyed. Artifacts are immune to destruction from effect.
Unmake Individual: Abraxas focus the Final Incantation towards an individual or object. The target rolls a Will save vs Abraxas Caster Level check, none intelligent magic items and mindless magic based constructs receive no save. If a living (non construct) target fails this save they permanently lose all spell casting abilities, these abilities cannot be recovered by mortal magic, not even miracle or wish. If an item fails this save it looses all magic abilities and is destroyed. Artifacts get a +5 bonus on their roll. Creatures like Grave Knights can be permanently destroyed by this method.
Unmake Lore: Abraxas erases all knowledge and lore of a single subject or spell from a worlds minds and records. Abraxas rolls an appropriate Knowledge check vs a DC 40 (Kn: Arcane for a spell, Kn: History for lore on a warlord ect), if successful the specific information is erased from all records and memories of targeted world.
Moon's Claw
Scimitar
Lesser Artifact or just powerful weapon?
Belongs to demon lord of werewolves. Werewolf primarily uses natural attacks, maybe it merges with her alt forms?
1d6, 18-20/x2 Slashing
AURA, CL 27,
Jezelda's weapon is the the Moon's Claw, a +5 Menacing, Gory, Anarchic, mithril scimitar bearing moon and wolf motifs. The scimitar is specially designed to merge with the forms of shape changers. If a wielder of this weapon uses a supernatural/racial ability, spell, spell-like or class feature to change form to something with natural attacks the wielder can add the weapons enchantments and damage type to all natural attacks used by the form. As a standard action, she can call the scimitar to her hand from any distance, even across planar boundaries.
Destruction
If the Moon's Claw is soaked in the freshly spilled blood of a werewolf on the night of new moon for 2 months straight, the blade shatters and is destroyed
Abraxas's whip:
Abraxas's Whip Intelligent Major Artifact
Stats Int=20, Wis=17, Cha=15
Aura: mixed, CL=30
Senses=Sight 60, Dark-vision 60, Read Languages, Read Magic,
Languages: Abyssal, Celestial, Common,
Purpose: steal mystical knowledge
Aligbment CE, Ego=22
Personality: Draws out the S in words, not because it has to, it finds it funny. It claims magic has a taste (evocation is spicy, necromancy is sour, transmutation is meaty, divination is fruity, enchantment is sweet, illusion is smoky, conjuration is herbal, abjuration is like eggs). Despite being made by Abraxas it has no true loyalty to its creator, it loyalty is only to those of stronger will then it, and it will not hesitate to take advantage of weakness.
Abraxas's Whip is a +5 Unholy, Deadly Whip that takes the form of a living snake with a handle at its tail. When the whip lands a hit it deals an addition 1d4 Piercing damage and Poison (injury, save: Fortitude DC 15, Frequency: 1/round for 4 rounds, Effect: 1d2 Con, Cure: 2 saves). The whip can siphon magical energy from spellcasting foes it strikes: up to 15 times per day as a swift action as the wielder strike such a foe, they can attempt to drain magic. When a wielder does so, the target must attempt a Will save (DC 25). If the target succeeds, it takes 2d4 points of ability damage to its Intelligence, Wisdom, or Charisma score (whichever is highest). If the target fails, the whip deals 3d6 points of ability drain to this ability score instead, and it absorbs one spell from the target. If the target is a spontaneous caster, one of its highest-level available spell slots is expended, and you regain a spell slot or regain the use of a spell-like ability of an equal or lower level (wielders choice; if the wielder does not have the ability to spontaneously cast spells or spell-like abilities, they receive no benefit from this). If the target is a prepared spellcaster, one of its highest level spells (determined randomly) is lost as if cast, and that spell becomes stored in the whip (as per a major ring of spell storing). The whip can store only ten spells at a time in this way; if the wielder drains another spell while the whip already contains 10, the contained spell is replaced by the new spell drained. As a standard action, the whip's chosen wielder can call the whip to their hand from any distance, even across planar boundaries.
It has the fallowing 3 powers
3 times per day Abraxas's Whip can transform into an Advanced Venomous Snake (100HP, poison stays the same as the whip) as per polymorph, if its HP drops to 0 it changes back into whip form.
Overwhelming Poison 3/per day
Fire Snake 3/per day (DC 20)
Destruction
Abraxas's Whip can be destroyed
I ran out of ideas at the destruction method for the whip, any suggestions?
I messed up on Yhidothurs's BAB so here is a correction
Base Atk +36; CMB +64; CMD 89 (Cannot be tripped)
Melee Slam +48 (2d8+30), Bite +48 (4d6+30 plus grab)
Yhidothrus special abilities:
Digest Time (Su) Any creature swallowed whole by Yhidothrus must make a DC 30 will save every round they rename swallowed, on a success the character gains 1 temporary negative level, on a failed save the character takes 1d4 permanent negative levels.
Lord of Worms (Su) Yhidothrus, is immune to the damage and special abilities of any worms, leaches, and other similar vermin (including swarms and their effects such as distraction). As a swift action he can command the actions of any worms, leaches, and other similar vermin within 100 ft. An intelligent version of the before mentioned can resist this control with a DC 40 will save.
Jezelda special abilities:
Blessing of True Lycanthropy (Su) Jezelda can bless an afflicted werewolf turning them into a natural born werewolf with all the bonuses that it grants
Pack Tactics (Ex) When Jezelda receives a flanking bonus from a werewolf, wolf, direwolf or worg, she gains a +5 instead of the usual bonus, and gains the Teamwork feats Coordinated Capture, Coordinated Charge, and Coordinated Distraction as bonus feats. All werewolves, wolves, direwolves, and worgs in 50 ft, working with Jezelda, are treated as if they possessed the same teamwork feats as Jezelda for the purpose of determining whether she receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for Jezelda to receive the listed bonus.
I decided to make a larger list of demon lords, because I am a sucker for math and writers block induced headaches.
Abraxas early draft:
Abraxas
CR30
XP 9,830,400
CE Colossal outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses detect good, detect law, true seeing, All-round Vision, Dark vision 60; Perception +61
Aura unholy aura (20 ft, DC )
DEFENSE
AC , touch , flat-footed (+10 deflection, + Dex, +5 natural, +14 profane)
hp (36d10+); regeneration 30 (deific or mythic)
Fort +, Ref +, Will +
Defensive Abilities Abyssal resurrection, freedom of movement; DR 20/cold iron, epic, and lawful; Immune ability damage and drain, charm and compulsion effects, death effects, electricity, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 41
OFFENSE
Speed 50 ft,
Final Incantation (Su) as a full round action Abraxas can utter the final incantation undoing the very laws of magic itself, this can be used in one of four ways. Regardless of how it is used, Abraxas looses the ability to use his spell-like abilities for a 1d6 hours.
Dispel: Abraxas briefly unmakes all magic around him. Abraxas makes a Spellcraft check vs DC 35, if he succeeds all ongoing magic effects in a 120 foot sphere are dispelled, and the area becomes a Magic Dead zone for 2d10 minutes.
Destruction: Abraxas unmakes a single item. The item gets a Will save vs Abraxas's caster level check at a –15 penalty to avoid being permanently destroyed. Even artifacts are subject to final incantation.
Strip: Abraxas unmakes a the very magical abilities of a single creature. Targeted creature makes a will save vs Spellcraft. On a success the character losses all spontaneous and prepared spell slots until there next long rest. On a failure the character permanently looses all spell casting capabilities, only divine intervention can restore a characters spell casting capabilities.
Remove: Abraxas removes all knowledge of a spell from a world. Abraxas makes a DC 40 Knowledge Arcane check, if he succeeds a single spell or piece of mystical lore is erased from the minds and recordings of an entire world.
Language Mastery (Ex) Abraxas can speak, read, and understand all languages.
Andirifkhu early draft:
Andirifkhu CR26
XP 2,457,600
CE medium outsider (chaotic, demon, evil, extraplanar)
Init +13; Senses darkvision 60 ft., detect good, detect law, true seeing, all round vision; Perception +
Aura frightful presence (120 ft., DC ), unholy aura (DC )
DEFENSE AC , touch , flat-footed (+7 deflection, + Dex, +5 natural, +10 profane)
hp (31d10+); regeneration 30 (deific or mythic)
Fort +45, Ref +30, Will +19
Defensive Abilities Abyssal resurrection, freedom of movement,
DR 20/cold iron, epic, and good;
Immune ability damage, ability drain, charm effects, compulsion effects, death effects, electricity, energy drain, petrification, and poison;
Resist acid 30, fire 30;
SR 37
OFFENSE Speed ft.,
Melee: 44\39\34\29\24\19\14, Hair +44 (2d4+13, Reach, Disarm)
44\39\34\29\24\19\14\12\7\3 (with Multi-weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, I think?)
Space ft.; Reach ft.
Special Attacks
Spell-Like Abilities (CL 26th; concentration +)
Constant—air walk, detect good, detect law, freedom of movement, true seeing, unholy aura (DC )
At will—astral projection, blasphemy* (DC ), desecrate*, greater dispel magic, greater teleport, telekinesis* (DC ), shapechange, unhallow, unholy blight* (DC ), Pace Wall,
3/day—
1/day—
STATISTICS
Str 28, Dex 37, Con 30, Int 32, Wis 29, Cha 29
Base Atk +31; CMB +43 (+10 grappling); CMD 65
Feats Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Combat Expertise, Weapon Focus (kukris), Bleeding Critical, Multi-weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Dazzling Display, Brutal Coup de Grace, Quick Draw, Two-Weapon Defense, Improved Dirty Trick, Double Slice,
Skills
Acrobatics +22, Bluff +32, Climb +27, Craft Traps +45, Diplomacy +29, Disable Device +46, Escape Artist +46, Heal +19, Intimidate +40, Knowledge (Planes) +34, Knowledge (Engineering) +45, Knowledge (Religion) +31, Knowledge (History) +31, Knowledge (Dungeoneering) +42, Linguistics +31, Perception +51, Sense Motive +32, Slight of Hand +32, Spellcraft +45, Stealth +35, Survival +29, Swim +19, Use Magic Device +40,
Racial Modifiers +8 Perception,
Languages Abyssal, Celestial, Common,; telepathy 300 ft.
SQ demon lord traits, quickness
ECOLOGY Environment (Abyss)
Organization solitary (unique)
Treasure triple ()
Sneak attack (ex) This ability functions just like the rogue ability of the same name, allowing Andirifkhu to deal an additional +10d6 points of damage when attacking a flat-footed or flanked foe. if Andirifkhu takes levels in a class that grants sneak attack damage (such as a rogue) it stacks with this ability. If Andirifkhu deals nonlethal damage this way to a creature that is unaware of her presence, the creature is unaware it has been attacked or has taken damage (instead experiencing a sense of unexplained weariness or weakness).
Mistress of Blades (ex) Andirifkhu counts all light one-handed slashing weapons under her Weapon Focus feat.
Lethal Locks (Su) Andirifkhu can use her long crimson hair as a secondary natural attack that does Slashing damage.
Trap Mistress (Su) Andirifkhu can craft any mechanical trap in half the normal amount of time, If she uses her hair in the creation of the trap, she can increase the Save DC, Perception to notice DC, and Disable Device DC by 10.
Agile Blade Work (ex) Andirifkhu can use her Dexterity Modifier in place of her Strength Modifier for attack rolls and damage rolls when using light one-handed weapons.
Shivaska CR26
XP 2,457,600
CE medium outsider (chaotic, demon, evil, extraplanar)
Init +12; Senses darkvision 60 ft., detect good, detect law, true seeing, all round vision; Perception +52
Aura frightful presence (120 ft., DC ), unholy aura (DC )
DEFENSE AC 44, touch 29, flat-footed 22 (+7 deflection, +12 Dex, +5 natural, +10 profane)
hp 465 (31d10+155); regeneration 30 (deific or mythic)
Fort +20, Ref +29, Will +27
Defensive Abilities Abyssal resurrection, freedom of movement,
DR 20/cold iron, epic, and good;
Immune ability damage, ability drain, charm effects, compulsion effects, death effects, electricity, energy drain, petrification, and poison;
Resist acid 30, fire 30;
SR 37
OFFENSE Speed ft.,
Melee: 1 Bite +43 (1d8+12), 4 Claw +43 (1d6+12), 12 chains +41 (2d4+6 plus Grab)
Space 10 ft.; Reach 15 ft.
Special Attacks constrict (1d4+3), grab, strangle
Spell-Like Abilities (CL 26th; concentration +)
Constant—air walk, detect good, detect law, freedom of movement, true seeing, unholy aura (DC )
At will—astral projection, blasphemy* (DC ), desecrate*, greater dispel magic, greater teleport, telekinesis* (DC ), shapechange, unhallow, unholy blight* (DC ), feeblemind (DC ),
3/day—time stop, mind blank, black tentacles (DC ), veil, stoneskin,
1/day—shapechange, Uncanny Reminder (DC ), Temporal Stasis
STATISTICS
Str 35, Dex 34, Con 30, Int 31, Wis 31, Cha 29
Base Atk +31; CMB +43 (+10 grappling); CMD 65 (70 vs trip)
Feats Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Improved Natural Attack (Bite), Multiattack, Improved Natural Attack (Claw), Improved Unarmed Strike, Improved Grapple, Greater Grapple, Body Shield,
Skills
Acrobatics +32, Bluff +43, Climb +35, Craft (Clockwork) +44, Diplomacy +17, Escape Artist +46, Heal +40, Intimidate +32, Knowledge (Planes) +33, Knowledge (Engineering) +43, Knowledge (Religion) +30, Knowledge (Local) +30, Knowledge (History) +30, Knowledge (Dungeoneering) +41, Perception +52, Sense Motive +33, Spellcraft +31, Stealth +46, Survival +30, Swim +22, Use Magic Device +40,
Racial Modifiers +8 Perception,
Languages Abyssal, Celestial, Common, Undercommon; telepathy 300 ft.
SQ demon lord traits, quickness
ECOLOGY Environment (Abyss)
Organization solitary (unique)
Treasure triple
Imprisonment (Su) Any foe grappled by Shivaska's chains for 10 rounds and and fails a DC25 Will save is transported, across planes if necessary, to a small cell deep inside Shivaska’s clockwork lair in the Abyss.
Supernatural Chains (Su) The 12 chains coming from Shivaska's back are +5 Ghost Touch Spiked chains that cannot be disarmed, and are used as secondary natural attacks.
Strangle (Ex) Much like the chokers she currently resembles Shivaska has an unerring talent for seizing her victims by the neck. A creature that is grappled by Shivaska cannot speak or cast spells with verbal components.
Quickness (Su) Like a choker Shivaska is supernaturally quick. She can take an extra move action during her turn each round.
I don't do much in the way of Crunch theory or application; I'm a Flavor guy.
Funny enough I am the same way.
W E Ray wrote:
I became interested in this Thread four weeks ago when I posted -- and I check in periodically to see which Demon Lords you have stat-blocks for. It's potentially an invaluable Thread for me in the future
I really apricate your kind words, I was starting to think there was no interest in any of the stats I posted.
I realized recently that I did not give the appropriate class modifiers from Outsider bonuses.