Graveknight

Ven'atorix's page

134 posts. Alias of bigrig107.


Full Name

Ven'atorix, the Frozen Tyrant

Race

Armor Image Graveknight

Classes/Levels

Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Size

Medium

Special Abilities

A lot.

Languages

Common, Necril, Infernal, Celestial, telepathy 100 feet.

Strength 40
Dexterity 7
Intelligence 12
Wisdom 14
Charisma 34

About Ven'atorix

Ven'atorix:
Ven'atorix, LE Graveknight undead (augmented)
Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Init- +17, roll three times, always act in surprise

Senses: darkvision 60 feet, see in darkness, true seeing, arcane sight, deathwatch, goz mask,

Aura- Sacrilegious Aura: 30 feet, (DC 32) + Desecrate; Frightful Gaze: 30 feet, Will DC 32, paralyzed in fear, 1 round. (mind-affecting fear effect); Aura of Cowardice: 10 feet, enemies take -4 saves vs. fear, lose fear immunity; Aura of Despair: 10 feet, enemies take -2 on saves, doesn't stack with Cowardice.

==Defense==
AC 50 (+14 armor, +11 Cha, +5 deflection, +8 natural, +2 luck) 40 ff, 28 touch (20% miss chance- constant)

hp 420 (12d10+20+240+40)
Fort- +41 Ref- +35 Will- +36 channel resist- +4 (+6- figment, +4- glamer, +2- fear)
CMD: 66

Contingency: Upon destruction, Plane Shift armor and all equipment to permanent Lesser Demiplane.

DR: 10/magic, 5/chaotic; Immune: undead traits, fire, cold, electricity, blinding, dazzling; Resist: acid 10; SR: 33

==Offense==
Speed- 60 ft. (80 with great Longstrider), 30 fly ft. (40 with great Longstrider (clumsy)
BAB- +20/+15/+10/+5
CMB- +35

"Despair" 2H: +43/+38/+33/+28 (2d8+28+5d6 cold/17-20/x2 plus 1d10 cold)
"Despair" 2H PA: +43/+32/27/22 (2d8+46+5d6 cold/17-20/x2 plus 1d10 cold)
"Despair" 1H: +43/+38/+33/+28 (2d8+20+5d6 cold/17-20/x2 plus 1d10 cold)
"Despair" 1H PA: +37/+32/27/22 (2d8+40+5d6 cold/17-20/x2 plus 1d10 cold)

"Hopelessness": +41/+36/+31/+26 (2d6+26+5d6 cold/19-20/x3 plus 1d10 cold)
"Hopelessness" PA: +41/+30/+25/+20 (2d6+44+5d6 cold/19-20/x3 plus 1d10 cold)

"Misery": +42/+37/+32/+27(1d4+22+5d6 cold+1d6 cold/x2 plus 1d10 cold)
"Misery" PA: +36/+31/+26/+21 (1d4+34+5d6 cold+1d6 cold/x2 plus 1d10 cold)

==Abilities==

=Graveknight=
-Sacrilegious Aura- 30 feet, functions as desecrate; any attempt to summon positive energy, concentration check DC 32.
-Rejuvenation- 1d10 days after death, armor reforms body.
-Channel Destruction- any weapon wielded- +5d6 cold damage
-Devastating Blast- 3/day, 30 foot cone, 12d6 cold, DC 32.
-Undead Mastery- standard, control undead, Will DC 32, 100 HD total.
-Phantom Mount- 1/hour, skeletal phantom steed, CL=HD (20)
-Racial +8- Intimidate/Perception/Ride
-Bonus Feats- Improved Initiative, Mounted Combat, Ride-By Attack, and Toughness.

=Oracle=
-Curse (tongues)- speak only Infernal or Celestial in combat, speak and understand any language.
-Surprising Charge- 3/day, move up to speed as immediate action.
-War Sight- always act during surprise round, roll init three times, take highest.
-Weapon Mastery (bastard sword)- Weapon Focus, Improved Critical, Greater Weapon Focus.
-Weapon Mastery (lance)- Weapon Focus, Improved Critical, Greater Weapon Focus.

=Cleric=
-Channel Energy- 30 feet, 3d6 negative, DC 28, 15/day (8d6, DC 33 vs. chaotic outsiders).
-Protection (Defense) Domain- +3 resistance bonus- saves, 1/day, 11 rounds, 20 foot aura, +2 deflection AC/CMD. 1- shield
-War (Tactics) Domain- 5/day, allow ally to roll init twice. 1- magic weapon

=Antipaladin=
-Aura of Evil
-Detect Good- at-will, or one target as move action. .
-Smite Good- 4/day- swift action, +12 attack (Charisma)/+10 damage (level)/+12 deflection AC (Charisma) (on outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin: damage on first attack= +20).
-Unholy Resilience- +Cha to saves
-Touch of Corruption- 17/day- 5d6 damage (+10 if used on self)
-Plague Bringer- immune to disease, can still carry it.
-Cruelties- Fort DC 27, inflict staggered, frightened, or shaken with touch of corruption.
-Channel Negative Energy- uses two touch of corruptions, DC 33, 5d6, 30 feet.
-Spells
-Fiendish Boon- weapon, 2/day, standard action, +2 enhancement- or anarchic, flaming, flaming burst, keen, speed, unholy, vicious, vorpal, and wounding.

=Hellknight Signifier=
-Aura of Law
-Catechesis- signifier levels stack for effects of domain and mystery powers/effects. Gain Alignment Channel (Chaos), and stack cleric levels for chaotic outsiders.
-Order- Godclaw
-Signifier Mask- +2 competence bonus- Sense Motive
-Signifier Armor Training 2
-Assiduous Gazes- as swift action, focus power on single creature, object, or 5-ft square. Use each 5 rds/day.
-Elucidation- see active spells on target.
-Morality- see if target is evil/good/chaotic/lawful, as Detect with 3 rounds.
-Discern Lies- 3+Cha mod/day (15).
-Infernal Resilience- immune to poison, DR 5/chaotic.
-Diabolic Harbinger- while wearing mask, telepathy 100 ft., see in darkness, immune to blinding/dazzling, +2 Charisma skills- lawful creatures (+4- lawful outsiders).

=Hellknight=
-Aura of Law
-Detect Chaos- at-will, or one target as move action.
-Order- Godclaw.
-Smite Chaos- 4/day- swift action, +12 attack (Charisma)/+10 damage (level)/+12 deflection AC (Charisma) (against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey. damage bonus= +20),
-Discern Lies- 15/day.
-Hellknight Armor 3- reduce armor penalty by 3, increase Max Dex by 3, move at full speed.
-Disciplines- use each 3/day.
-Pentamic Faith- Travel domain.
-increase speed by 10 feet.
-Agile Feet- 5/round, free action, ignore difficult terrain, 1 round.
-Dimensional Hop- move action teleport, 100 feet/day.
-Fearsomeness- when using Intimidate to shaken, frightened instead.
-Onslaught- free action, +10 feet speed, +4 Strength, 1 round.
-Force of Will- +6- figment, +4- glamer, +2- fear
-Lawbringer- attacks treated as lawful
-Infernal Armor- +2 Charisma checks- nongood lawful creatures
-Hell's Knight- grant axiomatic, icy burst, or unholy to wielded weapon.

==Equipment==
-Belt- +6 Strength
-Tome- +5 Strength (used)
-Headband- +6 Charisma + phylactery of negative channeling
-Tome- +5 Charisma
-Ring- revelation (lesser) (sidestep secret) + ring of force shield + revelation (lesser) (weapon mastery)
-Ring- deflection +5 AC + ring of invisibility
-"Despair": +4, cruel, impact, conductive, adamantine bastard sword
-"Hopelessness": +2 impact adamantine lance
-"Misery": masterwork spiked gauntlet
-+5 mithral celestial hellknight plate
-Locked gauntlet
-Gauntlets of the Weaponmaster- store/switch ten weapons as swift in gauntlets, 3/day- greater heroism (only affects undead)
-Amulet- +4 natural AC
-Juggernaut's pauldrons (+4 CMD, on command- Enlarge Person, 3/day- immediate action upon slaying enemy, gain Deadly Juggernaut for one minute) + cloak- minor displacement + charlatan's cape (dimension door 3/day, ethereal jaunt 1/day)
-Signifier's Mask: Crown of conquest (+4 competence on Intimidate, confirm critical hit- prayer (CL 5th) + jingasa of the fortunate soldier + goz mask
-True sight goggles + deathwatch eyes
-Boots of Speed (Haste as free action, 10 rds/day) + boots striding/springing (+10 feet, +5 jump) + boots jaunt boots (3/day, 15-foot step)
-Bead of Karma- 1/day, 10 minutes, +4 CL to spells.
-Contingency focus
-Permanent Lesser Demiplane (filed with water, darkness
-Permanent Arcane Sight (CL 20)
-Permanent Telepathic Bond (Veratha, skeletal champion)
-Permanent Telepathic Bond (Kelvhan, devourer)
-Permanent Mage's Private Sanctum (on Lesser Demiplane)
-Veratha, bloody skeletal champion ancient white dragon
-Bloody adult white dragon skeletons (2)
-Kelvhan, devourer
-17,370 gp

==Feats==
Weapon Focus (bastard sword) (oracle)
Improved Crit (bastard sword) (oracle)
Greater Weapon Focus (bastard sword) (oracle)
Weapon Focus (lance) (oracle)
Improved Crit (lance)(oracle)
Greater Weapon Focus (lance) (oracle)
Improved Init (graveknight)
Mounted Combat (graveknight)
Ride-by-Attack (graveknight)
Toughness (graveknight)
Alignment Channel (chaos) (signifier)
Power Attack (gm bonus)- -6/+12 or +18

1-Noble Scion (war)- Cha to init
3-Innocent Blood- +4 Intimidate, upon slaying enemy, +1 attack/CL checks, 1 min. Shaken creatures take twice normal penalty towards attacks/spells/abilities.
5-Furious Focus- first two-handed attack each round doesn't take PA penalty
7-Warrior Priest- +1 init, +2 concentration
9-Quicken Spell- +4 levels
11-Channel Smite- add channel damage to a melee attack
13-Dreadful Carnage- reduce enemy to 0 hp, Intimidate check to demoralize all enemies w/in 30 feet that can see.
15-Signature Skill (intimidate)- Skill Unlock
17-Extend Spell- +1 level, x2 duration
19-Cornugon Smash- damage opponent with a Power Attack, Intimidate as a free action

==Traits==
Magical Knack- (oracle)- +2 CL
Fate's Favored- luck bonus, +1

Trackables:
HP- 420/420
Undead Mastery- 51/100 HD
Devastating Blast- 0/3
Animate Dead- 26/80 HD
Surprising Charge- 0/3
Channel Energy (cleric)- 1/15
Defense Domain- 0/1
Tactics Domain- 0/5
Smite Good- 0/4
Touch of Corruption- 0/17
Fiendish Boon- 0/2
Elucidation (gaze)- 0/5
Morality (gaze)- 0/5
Discern Lies- 0/30
Smite Chaos- 0/4
Agile Feet- 0/5
Dimensional Hop- 0/100 feet
Onslaught- 0/3

Spells:
==Spells==

=SLA=
constant- nondetection (Caster Level Check- DC 35)
at-will- invisibility (CL 3), enlarge person (CL 5),
3/day- greater heroism (CL 10) 1/3, dimension door (CL 3) 0/3, deadly juggernaut (1 minute, immediate upon killing enemy) 0/3
1/day- ethereal jaunt (CL 3) 0/1, fly (CL 8) 0/1,
1/day- (CL 20) faerie fire 0/1, obscure object 0/1, sanctuary 0/1 (DC 23)

Oracle: (CL 20)

Known-
0- (DC 22) mending, create water, purify food and drink, spark, vigor, bleed, detect poison, light, virtue
1- (DC 23) inflict light, divine favor, liberating command, obscuring mist, clarion call, sanctuary
2- (DC 24) inflict moderate, resist energy, silence, enemy's heart, hold person, instant weapon, fog cloud
3- (DC 25) inflict serious, deeper darkness, dispel magic, animate dead, deadly juggernaut, magic vestment
4- (DC 26) inflict critical, blessing of fervor, greater magic weapon, divine power, freedom of movement, wall of fire
5- (DC 27) mass inflict light, plane shift, greater command, flame strike, greater contagion, righteous might
6- (DC 28) mass inflict moderate, harm, source severance, greater dispel magic, mass bull's strength
7- (DC 29) mass inflict serious, destruction, dictum, spell scourge, control weather
8- (DC 30) mass inflict critical, create greater undead, fire storm, stormbolts, earthquake
9- (DC 31) energy drain, miracle, storm of vengeance

Per Day-
9-1- 0/9
9-2- 1/9
9-3- 0/9
9-4- 2/9
8-5- 0/8
8-6- 1/8
8-7- 0/8
8-8- 0/8
5-9- 0/5

Antipaladin: (CL 7)
1- (2+3)(DC 22) demand offering, command (x2), savage maw (x2)
2- (1+3)(DC 23) invisibility (x2), blindness/deafness, miasmal dread
3- (0+3)(DC 24) extended invisibility, contagion, burst of speed

Skills:
==Skills== ACP- 0
Acrobatics- -2 (-2 Dex)
Bluff- +12 (12 cha)
Climb- +15 (15 str
Diplomacy- +20 (5 rank, 12 cha, 3 class)
Disguise- +12 (12 cha)
Fly- -8 (2 ranks, -2 dex, -8 speed)
Heal- +2 (2 wis)
Intimidate- +53 (20 rank, 12 cha, 3 class, 8 racial, 6 feat, 4 competence)
Knowledge (planes)- +10 (6 rank, 1 int, 3 class)
Knowledge (religion)- +10 (6 rank, 1 int, 3 class)
Perception- +30 (17 rank, 2 wis, 3 class, 8 racial)
Ride- +15 (8 racial, 6 rank, 3 class, -2 dex)
Sense Motive- +2 (2 wis)
Spellcraft- +9 (5 rank, 1 int, 3 class)
Survival- +2 (2 wis)
Swim- +15 (15 str)
UMD- +20 (8 ranks, 12 Cha)
Languages- Infernal and Celestial (during combat), understand/speak all languages, telepathy 100 feet.

Background:
Ven'atorix, born in 4558 in the Chelish city of Westcrown, came from a line of diabolism that pre-dates House Thrune. This had a great influence on his physical appearance, as he was born with magnificent infernal wings.
However, the people of Westcrown felt very different, and discriminated against him, often violently.
He was driven to the edge of rage many times, setting the stage for the rest of his life.

This all changed in 4575, when the Path of Grace was believed to have murdered several members of higher society, and Daidian Ruel (the man who would eventually become the first Hellknight) gathered a group to help investigate the murders.
Ven'atorix fell into the routine of the eventual Hellknights quite easily, his new weapons and armor giving him a sense of power over his former tormentors, which he used to lord over them.

After the Path of Grace had been caught, and all executed, the Order of the Rack was formed, with Ven'atorix joining it.

He spent the next chapter of his life serving in the Order, up until 4622, when he left the Order of the Rack in order to join the First Mendevian Crusade.
Ven, however, was unprepared for the true horrors of the first demons, and sought out the Inheritor in her wisdom to protect himself against those monstrous creatures which so often he found himself facing.
Iomadae did, indeed, give him the strength he needed to continue his fight, and turned him into quite the formidable opponent for many of the demons there.

After eight years of service, the First Crusade was finally drawn to a close as the demons were believed to have been pushed back.
At this point, Ven rejoined his brethren in the Order of the Rack, and continued his service among them.

Eight years after the end of the First Crusade, the demons reorganized and attacked the crusaders that stayed back to help rebuild.
This attack was much more coherent, and when the church of Iomadae called the Second Crusade Ven traveled to Mendev almost immediately.

This term of service was different, however, as his fight against several different new types of specialized demons and their demonic generals left him exhausted and stuck behind enemy lines.
With the crusaders under his control trapped in an abandoned chapel, he called upon Iomadae's strength to reinforce their position so that some may survive to report on the demons' movements.
When She did not answer, due to some unknown interference, he was driven mad with rage. The demons arrived, and he engaged them in battle, weakened but resolved to live.
This is when Asmodeus' dark words first fell upon his ears, as he promised survival and power in return for his soul and those of the crusaders with him.
Ven'atorix, in a moment of weakness, accepted, and felt his power surge stronger than he had ever been before.

This new found power allowed him to easily slay the demons that were there, which Ven found...delightful. He reveled in the blood and gore as the other crusaders watched on in horror at the man's slaughter.
When he was done, and he was surrounded by the bodies of the fallen, his former troops sensed something new about him: he had fallen so far.
They immediately took up arms against him, in order to restrain him for trial upon arrival in Kenabres. This did not set well with the new Ven, who took his blade to every last one of the soldiers arrayed against them, with their souls being drawn down to Hell by the will of Asmodeus.

When the next wave of demons arrived and Ven heard the laughs of Asmodeus and felt his power drain once again, Ven'atorix knew he had been tricked into sacrificing himself and every soul with him that day.
He once again drew his sword and engaged the new demons on the field of ice that had once been a reflecting pool for the temples' inhabitants.
The biting cold brought on a dull edge to Ven's wounds, which allowed him to push on further, every blow pushing him towards continuing his life.
He fought with every ounce of his strength, lashing out in his new found rage at the unending hordes of demons.

He was eventually slain on the spear of a powerful gelugon commander, and as his body slumped against the ground, the demons reveled in their victory, and begun to pillage the church with its religious treasures.

What they did not see was a crack appearing on the surface of the frozen pool, as the vicious rage that Ven'atorix took with him into death refused to die.
His corpse slid through the crack, where it was completely encased in ice.
Several minutes later, his skin completely removed from his bones, Ven broke through the ice, empowered with the freezing energy that he had fallen victim to.

As he emerged from his first death, the demons took notice of him.
And they were wrought with fear.

Ven started his new unlife by slaying the ice devil that ended his life the first time, and then the rest of the demons that happened to be the focus of his undying rage.

From then on, Ven'atorix, or the Frozen Tyrant as he has come to call himself, wandered Golarion, challenging stronger and stronger opponents in an attempt to temper his combat prowess.

Eventually, his inhuman mind pointed him to even higher goals: taking out the gods themselves, starting with the two that betrayed him to his death.
Asmodeus and Iomadae.

Veratha:
Ancient White Dragon, Bloody Skeletal Champion
CE Huge undead (cold)
Init +5; Senses darkvision 60 ft., dragon senses, snow vision; Perception +32
Aura cold (10 ft., 2d6 cold damage), frightful presence (300 ft., DC 23)

=Defense=
AC 41, touch 9, flat-footed 40 (+32 natural, -2 size, +1 Dex)
HP 218 (23d8+115); fast healing 11
Fort +12, Ref +8, Will +15
Defensive Abilities channel resistance +8; DR 5/bludgeoning; Immune cold, paralysis, sleep, undead traits; SR 26; Weaknesses vulnerability to fire

=Offense=
Speed 30 ft., burrow 30 ft., swim 60 ft.
Melee bite +28 (2d8+18/19-20), 2 claws +27 (2d6+12), 2 wings +22 (1d8+6), tail slap +22 (2d6+18), 2 claws +27 (1d4+12)
Space 15 ft., Reach 10 ft. (15 ft. with bite)
Special Attacks blizzard, breath weapon (50-ft. cone, DC 27, 20d4 cold), crush, freezing fog (3/day, DC 19)
=Spell-Like Abilities= (CL 21st)
At will-fog cloud, gust of wind, wall of ice (DC 17)

=Spells Known= (CL 9th)
4th (4/day)-greater invisibility, dimension door
3rd (7/day)-dispel magic, displacement, fly
2nd (7/day)-invisibility, fog cloud, resist energy, see invisibility
1st (7/day)-alarm, grease (DC 14), magic aura, shield, true strike
0th-acid splash, dancing lights, detect magic, ghost sound, mage hand, message, ray of frost, mending

=Statistics=
Str 35, Dex 12, Con -, Int 16, Wis 19, Cha 20
Base Atk +17; CMB +30; CMD 42 (46 vs. trip)
Feats Alertness, Flyby Attack, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Fly +17, Intimidate +29, Knowledge (arcane) +27, Knowledge (history) +27, Perception +32, Sense Motive +32, Spellcraft +27, Stealth +17, Swim +44
Languages Common, Draconic
SQ icewalking, ice shape, deathless

=Abilities=
Blizzard (Su) An ancient white dragon can use its breath weapon to create a blizzard in the area around it as a standard action. This creates heavy snow conditions in a 50-foot radius for 1 minute, centered on the dragon. This snow slows movement (4 squares of movement per square entered) and limits vision as fog does.
Cold Aura (Su) An adult white dragon radiates an aura of cold. All creatures within 5 feet of the dragon take 1d6 points of cold damage at the beginning of the dragon's turn. An old dragon's aura extends to 10 feet. An ancient dragon's damage increases to 2d6.
Freezing Fog (Sp) An old white dragon can use this ability three times per day. It is similar to an acid fog spell but deals cold damage instead of acid damage. It also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 6th-level spell.
Ice Shape (Su) A young white dragon can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. A white dragon's caster level for this effect is equal to its Hit Dice.
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Snow Vision (Ex) A very young white dragon learns to see perfectly well in snowy conditions. A white dragon does not suffer any penalties to Perception checks while in snow.
Spell-Like Abilities (Sp) A white dragon gains the following spell-like abilities usable at will upon reaching the listed age category. Juvenile-fog cloud; Young adult-gust of wind; Ancient-wall of ice; Great wyrm-control weather.
Deathless (Su) A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Dragon Skeleton minions (x2):
Adult White Dragon, Bloody Skeletons
CE Large undead (cold)
Init +6; Senses darkvision 60 ft., dragon senses, snow vision; Perception +18

=Defense=
AC 30, touch 11, flat-footed 28 (+2 Dex, +19 natural, -1 size)
HP 84 (13d8+26); fast healing 6
Fort +6, Ref +6, Will +6
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits

=Offense=
Speed 30 ft., burrow 30 ft., swim 60 ft.
Melee bite +15 (2d6+10), 2 claws +15 (1d8+7), 2 wings +10 (1d6+3), tail slap +10 (1d8+10), 2 claws +15 (1d4+7)
Space 10 ft., Reach 5 ft. (10 ft. with bite)

=Statistics=
Str 25, Dex 14, Con -, Int -, Wis 10, Cha 14
Base Atk +9; CMB +17; CMD 29 (33 vs. trip)
Feats Improved Initiative
SQ deathless

=Abilities=
Deathless (Su) A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Kelvhan and Kyrenic:
NE Large undead (extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +20

=Defense=
AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, -1 size)
HP 133 (14d8+70)
Fort +9, Ref +7, Will +12
Defensive Abilities spell deflection, undead traits; SR 22

=Offense=
Speed 30 ft., fly 20 ft. (perfect)
Melee 2 claws +18 (1d8+9 plus energy drain)
Space 10 ft., Reach 10 ft.
Special Attacks devour soul, energy drain (1 level, DC 20)
Spell-Like Abilities (CL 18th)
At will-animate dead, bestow curse (DC 19), confusion (DC 19), control undead (DC 22), death knell (DC 17), ghoul touch (DC 17), inflict serious wounds (DC 18), lesser planar ally, ray of enfeeblement, spectral hand, suggestion (DC 18), true seeing, vampiric touch (DC 18)

=Statistics=
Str 28, Dex 16, Con -, Int 19, Wis 16, Cha 21
Base Atk +10; CMB 20; CMD 33
Feats Blind-Fight, Cleave, Combat Casting, Combat Expertise, Improved Initiative, Improved Sunder, Power Attack
Skills Bluff +19, Diplomacy +14, Fly +19, Intimidate +19, Knowledge (arcana) +21, Knowledge (planes) +18, Perception +20, Sense Motive +17, Spellcraft +21, Stealth +6
Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.

=Abilities=
Devour Soul (Su) By making a touch attack as a standard action, a devourer can deal 12d6+18 points of damage as if using a slay living spell. A DC 22 Fortitude save reduces this damage to 3d6+18. The soul of a creature slain by this attack becomes trapped within the devourer's chest. The creature cannot be brought back to life until the devourer's destruction (or a spell deflection-see below) releases its soul. A devourer can hold only one soul at a time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A devourer must expend essence points when it uses a spell-like ability equal to the spell's level (for sake of ease, spell levels for its spell-like abilities are included in its stats to the left in superscript). At the start of an encounter, a devourer generally has 3d4+3 essence points available. The trapped essence gains one permanent negative level for every 5 points of essence drained-these negative levels remain if the creature is brought back to life (but they do not stack with any negative levels imparted by being brought back to life). A soul that is completely consumed may only be restored to life by a miracle or wish. The save DC is Charisma-based.
Spell Deflection (Su) If any of the following spells are cast at the devourer and overcome its spell resistance, they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. While none of these effects harms the soul, the caster makes a DC 25 caster level check when a spell is deflected-success indicates that the trapped soul is released from its prison and the creature whose body it belonged to can now be restored to life as normal.

Human+:
Humanoid (human)
Medium
+2 Strength, +2 Charisma, -2 Intelligence
Fast- 40 foot speed
Flight- 30 feet (clumsy)
Protector- constant- nondetection, 1/day- faerie fire, obscure object, sanctuary
Frightful Gaze- 30 feet, Will DC 32- paralyzed in fear, 1 round.
Weapon Familiarity- spiked chain and bastard sword.

Undead Traits:
-No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
-Darkvision 60 feet.
-Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
-Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
-Not subject to nonlethal damage, ability drain, or energy drain. -Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
-Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
-Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
-Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
-Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
-Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.