| Joey Virtue |
Temple of the Beast
The Temple of the Beast is Guarded by an Advanced Demonic Knight and Advanced Shadow Demons. The Demonic Knights name is Drogan he is here because this place still holds one of Lamashtu’s most prized relics and she doesn’t want any one to find it. Drogan has been here since the fall of Xin Shallast and he hates everything because he feels he has been cursed to stay here and guard this worthless place. He will talk to the PCs to get any useful information out of them before killing them. Karzoug has contacted him and is offering him help in getting unbound to Lamashtu’s relic in return for aiding him that’s why he has a Sihedron Ring
Advanced Elite Demonic Knight
Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 21d8+168 (294)
Initiative: +3
Speed: 20 ft. (4 squares); base 30 ft. without armor
Armor Class: 33 (+3 Dex, +11 Armor (+3 Mithral Full plate of Light Fortification), +6 Natural, +3 Deflection), touch 13, flat-footed 26
Base Attack/Grapple: +21/+30
Attack: +2 Unholy Anarchic Great Sword +33 Melee (2d6+16) 17-20 x2 or Slam +30 Melee (1d6+9)
Full Attack: +2 Unholy Anarchic Great Sword +33 +28 +23(x2) +19 (2d6+16) or 2 Slams +30 Melee (1d6+9)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath of Unlife, Create Spawn, Fear, Spelllike Abilities, Summon Demons
Special Qualities: Damage reduction 10/cold iron and magic, Darkvision 60 ft., outsider traits, SR 31, Shadow Step, Shadow Blend, Light Fortification
Saves: Fort +23, Ref +18, Will +19
Abilities: Str 28, Dex 16, Con 26, Int 16, Wis 18, Cha 20
Skills: Bluff +24, Climb +21*, Concentration +24, Diplomacy +24, Hide +21* Intimidate +24, Knowledge (the planes) +24, Listen +24, Move Silently +21*, Search +24, Spellcraft +24, Spot +24
Feats: Blind-Fight, Cleave, Power Attack, Improved Critical Great Sword, Weapon Focus Great Sword, Rapid Strike Great Sword,( Select a melee weapon that you are proficient with and that you wield with the Weapon Focus feat. Once per day per level, as part of a full attack action, you can use this weapon to make one additional attack, with a base attack bonus of one-half your highest normal base attack bonus.), Full Opportunity (Whenever you make an attack of opportunity, you can use the full attack action to make all of your attacks.)
CR 16
Items: Sihedron Ring, +2 Unholy Anarchic Great Sword, +3 Mithral Full plate of Light Fortification
Special Abilities
Spell-Like Abilities: At will—Detect Magic, See Invisibility, Wall of Ice (DC 19); 2/day—dispel magic; 1/day—Fireball (DC 18), Symbol of Pain (DC20), Symbol of Fear (DC 21). Caster level 20th. The save DCs are Charisma-based.
Fear (Su): A demonic knight generates fear with but a word. Those within 30 feet that hear the knight speak must succeed on a DC 25 Will save or flee in terror for 2d4 rounds. A creature that makes a successful save is immune to the fear effect of that demonic knight for one day. The save DC is Charisma-based.
Breath of Unlife (Su): Once every 1d4 rounds, a demonic knight can exhale a blast of negative energy in a 10-foot cone. Creatures in the area must succeed on a DC 28 Reflex save or take 2d4 points of Strength damage. A creature reduced to Strength 0 by a demonic knight dies. The save DC is Constitution-based.
Create Spawn (Su): Any humanoid slain by a demonic knight’s Breath of Unlife becomes a Advanced Elite Shadow Demon (see that entry) in 2d4 rounds. Spawn are under the command of the Demonic Knight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Summon Demons (Sp): Once per day, a demonic knight can attempt to summon 1d4 Shadow Demons, 2 Babaus, or 1 Vrock or Hezrou with a 50% chance of success. This ability is the equivalent of a 4th-level spell.
Shadow Blend (Su): During any conditions other than full daylight, he can disappear into the shadows, giving him total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability; a daylight spell, however, will.
Shadow Step (Su): He has the Ability to travel between shadows as if by the means of Dimension Door at will. The limitation is that the magical transport must begin and end in an area with at least some shadow
Advance Elite Shadow Demon
Medium Outsider (Chaotic, Evil, Extraplanar, Incorporeal)
Hit Dice: 11d8+77 (140 hp)
Initiative: +15
Speed: Fly 40 ft. (perfect) (8 squares)
21 (+7 Dex, +4 Deflection), Touch 21, Flatfooted 14
Base Attack/Grapple: +11/—
Attack: Incorporeal claw +18 Melee (1d8)
2 Incorporeal Claws +18 Melee (1d8) and Incorporeal Bite +13 Melee (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Rake 1d8, Spell-like Abilities
Special Qualities: Darkvision 60 ft., Immunity to Poison and Electricity, Incorporeal Traits, Leap, Outsider Traits, Resistance to Acid 10, Cold 10, and Fire 10, Quick Sprint, Shadow Blend, Sunlight Powerlessness, Telepathy 100 ft.
Saves: Fort +14, Ref +14, Will +10
Abilities: Str —, Dex 22, Con 22, Int 14, Wis 16, Cha 19
Bluff +17, Hide +21, Intimidate +17, Jump +25, Knowledge (Local) +17, Knowledge (The Planes) +17, Listen +17, Search +17, Sense Motive +17, Spot +17, Survival +17 (+19 on other planes, +19 following tracks)
Feats: Blind-Fight, Improved Initiative, Improved Natural Attack, Greater Initiative (+4 Init Stacks with Improved Initiative)
Challenge Rating: 10
Special Abilities
Pounce (Ex): If a Shadow Demon charges a foe, it can make a full attack, including two rakes.
Rake (Ex): A shadow demon that charges, can rake with its hind-claws (+18 melee) for 1d8 points of damage each.
Spell-like Abilities: 1/Day—Deeper Darkness, Fear (DC 18); 1/Week—Magic Jar (DC 19). Caster level 10th. The save DCs are Charisma-based.
Leap (Ex): The incorporeal wings of a shadow demon grant it a +20 racial bonus on Jump checks. This bonus is already included in the statistics block.
Quick Sprint (Ex): Once per minute, a Shadow Demon may rapidly beat its incorporeal wings. This allows it to move at six times its normal speed (240 feet) for one round.
Shadow Blend (Su): During any conditions other than full daylight, a shadow demon can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability; a daylight spell, however, will.
Sunlight Powerlessness (Su): Shadow Demons are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A shadow demon caught in sunlight cannot attack and can take only a single move or attack action.
So what do you guys think I need help with what the Relic will be so help me out
| Joey Virtue |
Well I have been thinking about this since no on here helped me (which is odd) but what i was thinking of him protecting is
The Key of Shemhazai
The Key that Lamashtu locked up the Empyreal Lord Shemhazai So if the the PCs want to have an epic adventure of freeing him from his prison could be alot of fun
GeraintElberion
|
My view of the prison Lamashtu would use is perhaps a living cage, all thick, wet, humid flesh, dripping with putresence.
The 'door' could be thick, sharp teeth. and the key... An adamantine chainmail glove (like a hardcore falconer's glove) which has some kind of knock function. And to open the door you have to 'feed' the beast (perhaps an angel's corpse, how do our heroes fake that? quandraries, quandraries...)
Anything to do with Lamashtu should be seriously warped, she's a demon lord gone divine.