
LittleMissNaga |

PCs are soon to do a thing where they'll be delving into a semi-open-ended gauntlet of 16 tombs. They're like mini-dungeons that can be tackled in any order. They're going to have to do them all eventually to progress with their goal (unless they get really clever), and if they're clever they'll find the hints about which ones have the toughest guardians and save those for last. They might ultimately go in any order though, so I need them all ready.
I've got most of them. This last one, I still need the main guardian. There's a theme of announcing the glories of the guardian's boss and inspiring people with his name in this one, so I figure the guardian ought to be a bard. He's evil, but will be leading a unit of bound angels who're forced to obey his commands (mostly choral angels).
He needs to be CR 14.
I've already used a (mummified) dragon in one of the other tombs, so we probably shouldn't do another dragon. There's likewise been plenty of daemons, demons, devils, divs, elementals, kytons, and qlippoth guarding the other tombs, so no more of those.
On the one hand, it'd make sense for the leader to also be angelic. On the other, it'd be funny if he was something the angels hated being forced to work for.

Nixitur |

Maybe an Efreeti? It has a decent Charisma score of 15, the Deceitful feat and very good Bluff and Intimidate bonuses, so the flavor fits. It's CR 8 and six levels of Bard could make it a decent challenge. I think it'd be funny if the angels got bound to it through someone's poorly worded wish. However, it's fire-themed and Lawful Evil, so it might be a bit too close to a devil to be all that interesting.
A Marid isn't evil (it's CN), but this particular example might have fallen a bit. It has a Charisma of 16, a high Diplomacy bonus, CR 9 and "many marids become dancers, storytellers, performers, or other types of artists", so it fits the idea of a powerful Bard quite well. It's water-themed, so maybe a nice change. And again, it can grant wishes, though much more rarely.

LittleMissNaga |

Oh, genies are already used up. I mentally tagged them under 'elementals' and didn't consider that that would be confusing.
The fallen celestial is a neat idea. Will definitely give it thought.
This person's boss is a mummy lord (so, basically a desert lich in pyjamas), so a lich lieutenant might be stepping on some thematic toes.
Are Rakshasas super long-lived? That'd definitely be cool, but I didn't know they had long lifespans.

Dosgamer |

I created an advanced, giant gibbering mouther arcane duelist bard for a campaign that never got to that part. I designed it to be CR 17, but you could always adjust the bard levels to suit your taste. The thought of a gibbering mouther bard was just too fun to pass up. He turned out to be a pretty nasty beastie, too (on paper). Enjoy!

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How about a Veiled Master? Make its perform skill Oration for some extremely erudite monologues about the comparative stupidity of the mouth-breathing races? With their outlook, I'd expect them to believe that all outsiders should be subserviant to them. It would be extra painful for it to demand the angels treat everything it opines as indisputable fact.
You could look for a protean who happens to like swan feathers and togas, despite otherwise looking and acting nothing like an angel.
Other than that, I've got nothing.

SmiloDan RPG Superstar 2012 Top 32 |

Like the David, I was going to suggest lillend (it's the only monster I know of with bard casting already cooked in).
I also like the idea of a construct made up of old church bells and chimes, with some player piano and/or pipe organ added on. It also reminds me of the Fiddlehead from the Cheri Priest novel of the same name.
If you go with naga or rakshasa, replace their sorcerer spellcasting levels with bard spellcasting levels, and then add additional actual levels of bard for zest.
Also, check to see if a level of bard is worth a level of CR. It might be yes if it has minions to buff, and not quite worth it without minions. So a level in bard might be worth +1/2, +2/3, or +3/4 CR depending on the encounter and the rest of the set up.

EvilMinion |
If his job is just to tout the glories of his long dead master, or what have you, you might also consider evangelist cleric as an option.
Guardian-wise, you can have anything that lives long enough... just with class levels.
Or if you want to go off the reservation... You could make it an intelligent magic item... perhaps a dancing sword =)

Bainess Starkewinter |

How about a mind flair or illithid. This one is from Pathfinder :Homebrew Mindflare,the CR 11 so you could add ranks of Bard if you wished, and since they control slaves as part of their society having angel slaves could work. Plus, should scare the piss out of them.the They fit well in deep dark dungeons, and they usually make my players hands sweat.

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I think some type of fey creature would fit your theme nicely. They may even have decorated the tomb with images and traps from the first world.
An alternative may be a construct or golem of some type. Bard levels would not add a whole heck of a lot to them mechanically for a fight, but then again, do you really need "bard" levels, or just skills that bards have?

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I'd go for an oni instead of a rakshasa. Rakshasa tend to be behind-the-scenes players, running thieves' guilds and such. Oni on the other hands are corrupted kami that grew jealous of the pleasures of the flesh. An oni could certainly be an attention-hungry bard. They're also shapeshifters that can look less dangerous than they really are. An oni bard could pretend to be a typical not-so-scary-in-melee bard and then suddenly unpack inhuman strength and fighting skill.
Arcane Duelist might be a good archetype, and [url=http://paizo.com/pathfinderRPG/prd/bestiary/oni.html#oni-ogre-mage]ogre mage[/ur] as base creature. With seven levels of bard that gets you to CR 14, and CL 7 lets you prebuff Resist Fire 20 and Resist Acid 20, to protect its regeneration a bit.

Lathiira |

I keep thinking of the bound celestials and then think an erinyes with bard levels could be fun. She stays back, shoots people, inspires her troops so to speak. Professes the glories of her 'master'...who of course served Asmodeus. Having some fallen celestials with her that either resent her for a role in their fall or seek to become like her adds a nice touch to it too.

lemeres |

This person's boss is a mummy lord (so, basically a desert lich in pyjamas), so a lich lieutenant might be stepping on some thematic toes.
How about a worm that walks?
It is similar to lich (and mummy lord, by extention), but it replaces 'long, carefully planned rituals designed to transcend mortality' with 'being a crazy bugger that got gutted and left in a ditch, and by chance he managed to pull something together at the last minute'.
Why use this? It could be loyal herald that cried his lord's glories until the last moment, even while he was being torn to pieces (by his lord's new minions? By the local lords that wanted to seal away the mummy lord during his ritual? etc.- whatever works for you). In any case, it is a mad, driven individual that could have followed your mummy lord through the eons through sheer force of will and madness, rather than careful planning.
Thematically, you can reskin the worm part to be scarabs (since this seems somewhat egyptian themed).

Lady-J |
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caiger Cthulhu
drunk template x20 +5 bard levels
CR 14
XP 38,400
CE Colossal aberration (chaotic, evil, Great Old One)
Init -24; Senses darkvision 60 ft., true seeing; Perception +12
Aura unspeakable presence (300 ft., DC 40)
DEFENSE
AC 49, touch 29, flat-footed 44 (+12 deflection, +5 Dex, +10 insight, +20 natural, –8 size)
hp 922 (41d8+738); fast healing 30
Fort -8, Ref -8, Will -2
Defensive Abilities freedom of movement, immortality, insanity (DC 40), non-euclidean; DR 20/epic and lawful; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, and petrification; Resist acid 30, electricity 30, fire 30, sonic 30; SR41
DEFENSE
Speed 60 ft., fly 200 ft. (average), swim 60 ft.
Melee 2 claws +2 (4d6-16/19–20 plus grab), 4 tentacles +2 (2d10-5/19–20 plus grab)
Space 40 ft.; Reach 40 ft.
Special Attacks cleaving claws, constrict (3d6-16), dreams of madness, Mythic Power (10/day, Surge +1d12), powerful blows (tentacle), tentacles, trample (2d8-9, DC 51)
Spell-Like Abilities (CL 30th; concentration +42)
Constant—freedom of movement, true seeing
At will—astral projection, control weatherM, dreamM, greater dispel magic, greater teleport, insanity (DC 29), nightmareM (DC 29), sendingM
3/day—antipathy (DC 30), demand (DC 30), quickened feeblemind, gate, weird (DC 31)
1/day—implosion (DC 31), summon (level 9, 2d4 star-spawn of Cthulhu 100%), symbol of insanity (DC 30), wish M
STATISTICS
Str 56, Dex 21, Con 46, Int 31, Wis 36, Cha 34
Base Atk +30; CMB +61 (+63 bull rush, +65 grapple or sunder); CMD 100 (102 vs. bull rush or sunder)
Feats Ability Focus (nightmare), Awesome Blow, Combat Reflexes, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Greater Vital Strike, Hover, Improved Bull Rush, Improved Critical (claw), Improved Critical (tentacle), Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (feeblemind), Staggering Critical, Vital Strike
Skills Fly -3, Knowledge (arcana) +9, Knowledge (dungeoneering, engineering, geography, history, nature, planes, religion) +6, Perception +12, Sense Motive +9, Spellcraft +9, Swim +30, Use Magic Device +8
Languages Aklo; telepathy 300 ft.
SQ compression, greater starflight, otherworldly insight
SPECIAL ABILITIES
5th level bard stuff
Cleaving Claws (Ex)
A single attack from one of Cthulhu’s claws can target all creatures in a 10-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the claw.
Dreams of Madness (Su)
When Cthulhu uses his nightmare spell-like ability on a creature with one or more ranks in a Craft or Perform skill, he also afflicts the creature with maddening dreams. In addition to the effect of nightmare, the target must succeed at a DC 40 Will save or contract a random insanity. This is a mind-affecting effect. A creature that already has an insanity is immune to this ability. The save DC is Charisma-based.
Greater Starflight (Su)
Cthulhu can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes Cthulhu 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM’s discretion).
Immortality (Ex)
If Cthulhu is killed, his body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to his reach. This cloud blocks vision as obscuring mist, but can’t be dispersed by any amount of wind. Any creature in this area must succeed at a DC 45 Fortitude save or be nauseated for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. Cthulhu returns to life after 2d6 rounds, manifesting from the cloud and restored to life via true resurrection, but is staggered for 2d6 rounds (nothing can remove this staggered effect). If slain again while he is staggered from this effect, Cthulhu reverts to vapor form again and his essence fades away after 2d6 rounds, returning to his tomb in R’lyeh until he is released again. The save DC is Constitution-based.
Non-Euclidean (Ex)
Cthulhu does not exist wholly in the physical world, and space and time strain against his presence. This grants Cthulhu a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+12). His apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. True seeing can defeat this miss chance, but any creature that looks upon Cthulhu while under the effects of true seeing must succeed at a DC 40 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based.
Tentacles (Ex)
Cthulhu’s tentacles are a primary attack.
Party Presence (Su)
Failing a DC 40 Will save against Cthulhu’s Party presence causes the victim to immediately feel an unnatural urge to party. mind effecting effect. The save DC is Charisma-based.
the angels in the fight are just super drunk frat boys who just partied to hard with chthulu