About Saren Valasorn
(Statistics include effects of active Shard of Gluttony [with penalty] combined with active Shard of Sloth, as well as Profane Gift and Profane Pact.)
Human Void Elementalist 6/Magaambyan Arcanist 10/Loremaster 3; AL NG
While within his demiplane, Saren calls a Lilitu demon and Succubus demon into specially prepared calling diagrams with planar binding spells. Once secured, they are targeted with persistent dominate monster spells to remain compliant for the duration required to create simulacrums of each. Upon the successful creation of the simulacrums, both called demons are promptly destroyed. The simulacrum of the Lilitu demon is instructed to provide Saren with it's Profane Pact ability (providing Saren with a +4 Profane bonus to Intelligence), while the simulacrum of the Succubus demon is instructed to provide him with it's Profane Gift ability (providing Saren with a +2 Profane bonus to Constitution). Following their compliance, both are rendered into unconscious statues using flesh to stone spells, and carefully hidden within the demiplane.
If expecting trouble or preparing to assault enemies, he casts blood money to create material components for a limited wish, using that spell to create the effects of arcane concordance. Choosing the Extend Spell feature, he goes on to cast the following spells over the next 20 rounds: persistent shapechange, greater angelic aspect, spell turning, greater heroism, death ward, echolocation, communal stoneskin, telepathic bond (to his companions), freedom of movement, strongjaw, barkskin, bull's strength, cat's grace, mirror image, resist energy x4 (acid, cold, electricity, and fire), see invisibility, and shield. He then proceeds to cast the following spells without the benefit of arcane concordance: aroden's spellbane (2) (choosing immunity to antimagic field, dispel magic, greater dispel magic, mage's disjunction, siphon magic, source severance, spell scourge, and wall of suppression), mind blank, life bubble, overland flight, greater magic fang x4 (bite, claw, tail slap, wings), ant haul, and mage armor.
Both Saren's coastal island fortress and personal demiplane are littered with 9th level simulacrums of himself, and heavily warded by dozens of symbol spells, greater gylphs of warding, and numerous guards and wards.
During Combat If taken unaware or hard pressed at any time, Saren will use an immediate action to erect an emergency force sphere to purchase time to assess the situation, buff, or retreat. If he intends to fight, he will cast a quickened mage's disjunction to destroy his foe's spells and magic items followed by an extended time stop, either using that time to buff himself or assault his foes. His standard spell strategy while using time stop is to cast persistent stinking cloud upon as many foes as possible, followed by persistent cloudkill upon as many foes as possible, followed by persistent haunting mists upon as many foes as possible, followed by empowered blade barrier directly upon as many foes as possible, followed by dazing hungry darkness upon as many foes as possible, followed by empowered wall of lava adjacent to as many foes as possible, followed by sealing as many foes as possible within a persistent prismatic sphere to contend with those spells, followed by readying an action to cast persistent tar pool the moment time stop ends. If facing spell casters or others capable of teleportation effects, Saren also casts dimensional lock upon as many foes as possible to prevent them from easy escape from his death trap.
If not taken by surprise, he is far more methodical and conserving of his magics. His preferred forms using shapechange are that of a gorgon, huge green dragon (or other color as situation may warrant), and ratling. As a gorgon, Saren liberally employs his breath weapon to quickly end his foes with petrification (Fort save, DC 37 roll twice and keep the lowest saving throw to resist). As a dragon, Saren prefers to rend his foes with magically enhanced claw and jaw. Saren typically only assumes the form of a ratling when acute armor class, initiative, or mundane stealth scores may be required, such as to get the drop on another spellcaster.
Against a single powerful foe, Saren is likely to use his standard action to employ his reveal weakness class feature (-10 penalty to saving throws and AC for 1 round), followed by a quickened polymorph any object or trap the soul.
Against multiple enemies he assesses to be a true threat to his life, he opens with a persistent mage's disjunction in order to destroy their buffs and magical equipment, and follows up with a quickened antilife shell if the enemies he faces are of proper race to be affected by it or a quickened greater invisibility if they are outsiders or the like.
Morale Bearing God-like intellect, Saren can often instantly ascertain when a situation has turned against him. Not one to waste resources, he will flee any encounter he does not believe himself likely to prevail in. That said, he is borderline arrogant of his capability, and is likely to engage any group of enemies who is not obviously overwhelming before attempting flight.
Venture-Captain Protege (Protege of Venture-Captain Solail. This tutelage manifests in a +2 bonus to Intelligence at character creation.)