Karizmodus the Carver


Savage Tide Adventure Path


So this guy is one of Demogorgon's lieutenants, mentioned in Into the Maw's sidebar on Gaping Maw locations.

"Horrowrend Pinnacles, a wretched edifice ruled by a giggling slobbering babau named Karizmodus the Carver"

I decided to write up stats for (and find some place to employ) all of Demogorgon's named help, even those that don't appear officially in the adventure path. I did him using the rules for nascent demon lords and a fairly simple build, just double HD and 20 rogue levels.

The only houserule things are that he uses the Athletics skill (a skill in my game that combines the features of Climb, Jump and Swim, and is based on Str), that his katars simply improved his claw attacks by one size category and that the wounding enchantment deals bleed damage equal to the weapon enhancement in my game. Enjoy, use, critique, whatever.

Spoiler:
Karizmodus the Carver (CR 25)
Advanced babau rogue 20 – nascent demon lord
XP 1,638,400
CE Medium Outsider (Chaotic, Demon, Evil)
Init
+13; Senses Darkvision, see invisibility; Perception +50
Aura unholy aura (DC 26)
Languages Abyssal, Celestial, Common, Draconic; telepathy 300 ft.
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AC 44, touch 23, flat-footed 44, combat 65
(+11 armor, +4 deflection, +9 Dex, +10 natural)
hp 620 (14d10 + 20d8 + 442); DR 20/epic, good and cold iron
Immune death effects, electricity, mind-affecting, poison
Resist acid 30, cold 30, fire 30; SR 36
Defense improved uncanny dodge, protective slime, uncanny dodge
Fort +32, Ref +34, Will +21; improved evasion
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Speed 30 ft.
Melee 2 claws +48 (1d8 + 19 plus 6 bleed /19-20/x4) and
bite +42 (1d6 + 13)
Space 5 ft.; Reach 5 ft.
Base Atk +29; Combat +42 (+46 disarm, trip)
Atk Options combat expertise (-8, +8), greater disarm, greater trip, greater vital strike, power attack (-8, +16), sneak attack +14d6 (2 Str damage plus master strike DC 24)
Special Actions hunter's surprise, redirect attack, spring attack
Combat Gear boots of speed, poison (black lotus extract (x5), dragon bile (x5), purple worm poison (x5))
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Rogue Abilities
At will – crippling strike, improved evasion, lasting poison, opportunist, surprise attack, swift poison
1/day – hunter's surprise, positioning attack, redirect attack, resiliency

Spell-like Abilities (Caster level 20th)
Constant – see invisibility
At will – darkness, dispel magic, greater teleport
1/day - summon (level 9, any 1 CR 19 or lower demon 100%)
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Abilities Str 36, Dex 28, Con 36, Int 19, Wis 21, Cha 27
SQ trap finding, trap sense +6
Feats Combat Expertise, Combat Reflexes, Dodge, Greater Disarm, Greater Trip, Greater Vital Strike, Improved Critical (claw), Improved Disarm, Improved Initiative, Improved Trip, Improved Vital Strike, Iron Will, Mobility, Power Attack, Skill Focus (Stealth), Spring Attack, Vital Strike
Skills Acrobatics +46, Athletics +47, Bluff +45, Disable Device +40, Escape Artist +46, Intimidate +45, Knowledge (planes) +27, Perception +50, Sense Motive +41, Sleight of Hand +46, Stealth +40, Use Magic Device +31; Racial +8 Perception, +8 Stealth
Possessions Combat gear plus +6 katar of wounding, +5 corrupted celestial breastplate, ring of ineffable evil
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Protective Slime (Su) A layer of acidic slime coats Karizmodus's skin. Any creature that strikes him with a natural attack or unarmed strike takes 2d8 points of acid damage from this slime if it fails a DC 40 Reflex save. A creature that strikes him with a melee weapon must make a DC 40 Reflex save or the weapon takes 2d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition.

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