| Ryze Kuja |
Here's a couple variations of Bone Devil with Giant x2 +9 to +20HD, and some Adv x3 templates. +9HD makes him Gargantuan, but +10-20HD makes him Colossal, and this is before adding any inquisitor levels. If you don't like these, I can cook up some others for you.
CR18
Giant x2 Bone Devil +10 HD
XP: 153,600
LE Colossal outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +19
Aura fear aura (5 ft., DC 19, 1d6 rounds)DEFENSE
AC 24, touch 4, flat-footed 22 (+2 Dex, +20 natural, -8 size)
HP 330 (20d10+220)
Fort +23, Ref +14, Will +10
DR 10/good; Immune fire, poison; SR 20; Resist acid 10, cold 10OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee bite +26 (4d6+14), 2 claws +26 (2d8+14), sting +26 (9d4+14 plus poison)
Space 30 ft., Reach 25 ft.
Spell-Like Abilities (CL 22nd)
Constant-Fly
At will-Dimensional Anchor, Greater Teleport (self plus 50 lbs. of objects only), Invisibility (self only), Major Image (DC 17), Wall of Ice
3/day-Quickened Invisibility (self only)
1/day-Summon (level 4, 1 bone devil, 35%)STATISTICS
Str 39, Dex 15, Con 32, Int 16, Wis 15, Cha 18
Base Atk +20; CMB +42; CMD 54
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +27, Craft +7, Diplomacy +27, Fly +19, Intimidate +27, Knowledge (planes) +26, Perception +25, Sense Motive +25, Spellcraft +26, Stealth +13
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.ECOLOGY
Environment any (Hell)
Organization solitary, pair, or inquisition (3-10)
Treasure standardSPECIAL ABILITIES
Poison (Ex) Sting-injury; save Fort DC 20; frequency 1/ round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.
Merging the most horrifying features of carrion-fed insect and withered cadaver, this bony devil moves in unsettling lurches.
The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves-mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell's fifth layer, bone devils-also known as osyluths-enforce infernal order and the will of the archdevils. Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell's laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils-regardless of standing-and take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives. These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters. In battle, an osyluth uses quickened invisibility after each attack to confuse foes. Many osyluths carry twisted and eerie bone weapons, but these tools are more for torture and intimidation than actual combat. Osyluths tower over lesser devils at 9 feet tall-though their tails and fearsome but useless wings make them appear much larger-and weigh upward of 400 pounds.
CR18
Augmented Giant x2 Bone Devil +10 HD
XP: 153,600
LE Colossal outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +19
Aura fear aura (5 ft., DC 19, 1d6 rounds)DEFENSE
AC 24, touch 4, flat-footed 22 (+2 Dex, +20 natural, -8 size)
HP 370 (20d10+260)
Fort +25, Ref +14, Will +10
DR 10/good; Immune fire, poison; SR 20; Resist acid 10, cold 10OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee bite +28 (4d6+16), 2 claws +28 (2d8+16), sting +28 (9d4+16 plus poison)
Space 30 ft., Reach 25 ft.
Spell-Like Abilities (CL 22nd)
Constant-Fly
At will-Dimensional Anchor, Greater Teleport (self plus 50 lbs. of objects only), Invisibility (self only), Major Image (DC 17), Wall of Ice
3/day-Quickened Invisibility (self only)
1/day-Summon (level 4, 1 bone devil, 35%)STATISTICS
Str 43, Dex 15, Con 36, Int 16, Wis 15, Cha 18
Base Atk +20; CMB +44; CMD 56
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +27, Craft +7, Diplomacy +27, Fly +19, Intimidate +27, Knowledge (planes) +26, Perception +25, Sense Motive +25, Spellcraft +26, Stealth +13
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.ECOLOGY
Environment any (Hell)
Organization solitary, pair, or inquisition (3-10)
Treasure standardSPECIAL ABILITIES
Poison (Ex) Sting-injury; save Fort DC 20; frequency 1/ round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.
Merging the most horrifying features of carrion-fed insect and withered cadaver, this bony devil moves in unsettling lurches.
The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves-mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell's fifth layer, bone devils-also known as osyluths-enforce infernal order and the will of the archdevils. Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell's laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils-regardless of standing-and take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives. These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters. In battle, an osyluth uses quickened invisibility after each attack to confuse foes. Many osyluths carry twisted and eerie bone weapons, but these tools are more for torture and intimidation than actual combat. Osyluths tower over lesser devils at 9 feet tall-though their tails and fearsome but useless wings make them appear much larger-and weigh upward of 400 pounds.
CR19
Augmented Giant x2 Bone Devil +9 HD (Adv +3)
XP: 204,800
LE Gargantuan outsider (devil, evil, extraplanar, lawful)
Init +13; Senses darkvision 60 ft., see in darkness; Perception +36
Aura fear aura (5 ft., DC 19, 1d6 rounds)DEFENSE
AC 38, touch 15, flat-footed 29 (+9 Dex, +23 natural, -4 size)
HP 427 (19d10+323)
Fort +28, Ref +20, Will +16
DR 10/good; Immune fire, poison; SR 20; Resist acid 10, cold 10OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee bite +33 (2d8+18), 2 claws +33 (2d6+18), sting +33 (7d4+18 plus poison)
Space 20 ft., Reach 20 ft.
Spell-Like Abilities (CL 21st)
Constant-Fly
At will-Dimensional Anchor, Greater Teleport (self plus 50 lbs. of objects only), Invisibility (self only), Major Image (DC 17), Wall of Ice
3/day-Quickened Invisibility (self only)
1/day-Summon (level 4, 1 bone devil, 35%)STATISTICS
Str 47, Dex 29, Con 44, Int 28, Wis 27, Cha 30
Base Atk +19; CMB +41; CMD 60
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +32, Craft +13, Diplomacy +32, Fly +27, Intimidate +32, Knowledge (planes) +31, Perception +36, Sense Motive +30, Spellcraft +31, Stealth +23
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.ECOLOGY
Environment any (Hell)
Organization solitary, pair, or inquisition (3-10)
Treasure standardSPECIAL ABILITIES
Poison (Ex) Sting-injury; save Fort DC 20; frequency 1/ round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.
Merging the most horrifying features of carrion-fed insect and withered cadaver, this bony devil moves in unsettling lurches.
The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves-mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell's fifth layer, bone devils-also known as osyluths-enforce infernal order and the will of the archdevils. Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell's laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils-regardless of standing-and take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives. These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters. In battle, an osyluth uses quickened invisibility after each attack to confuse foes. Many osyluths carry twisted and eerie bone weapons, but these tools are more for torture and intimidation than actual combat. Osyluths tower over lesser devils at 9 feet tall-though their tails and fearsome but useless wings make them appear much larger-and weigh upward of 400 pounds.
CR 21
Giant x2 Bone Devil +10 HD (Adv +3)
XP: 409,600
LE Colossal outsider (devil, evil, extraplanar, lawful)
Init +12; Senses darkvision 60 ft., see in darkness; Perception +37
Aura fear aura (5 ft., DC 19, 1d6 rounds)DEFENSE
AC 36, touch 10, flat-footed 28 (+8 Dex, +26 natural, -8 size)
HP 450 (20d10+340)
Fort +29, Ref +20, Will +16
DR 10/good; Immune fire, poison; SR 20; Resist acid 10, cold 10OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee bite +32 (4d6+20), 2 claws +32 (2d8+20), sting +32 (9d4+20 plus poison)
Space 30 ft., Reach 25 ft.
Spell-Like Abilities (CL 22nd)
Constant-Fly
At will-Dimensional Anchor, Greater Teleport (self plus 50 lbs. of objects only), Invisibility (self only), Major Image (DC 17), Wall of Ice
3/day-Quickened Invisibility (self only)
1/day-Summon (level 4, 1 bone devil, 35%)STATISTICS
Str 51, Dex 27, Con 44, Int 28, Wis 27, Cha 30
Base Atk +20; CMB +48; CMD 66
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +33, Craft +13, Diplomacy +33, Fly +25, Intimidate +33, Knowledge (planes) +32, Perception +37, Sense Motive +31, Spellcraft +32, Stealth +19
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.ECOLOGY
Environment any (Hell)
Organization solitary, pair, or inquisition (3-10)
Treasure standardSPECIAL ABILITIES
Poison (Ex) Sting-injury; save Fort DC 20; frequency 1/ round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.
Merging the most horrifying features of carrion-fed insect and withered cadaver, this bony devil moves in unsettling lurches.
The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves-mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell's fifth layer, bone devils-also known as osyluths-enforce infernal order and the will of the archdevils. Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell's laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils-regardless of standing-and take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives. These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters. In battle, an osyluth uses quickened invisibility after each attack to confuse foes. Many osyluths carry twisted and eerie bone weapons, but these tools are more for torture and intimidation than actual combat. Osyluths tower over lesser devils at 9 feet tall-though their tails and fearsome but useless wings make them appear much larger-and weigh upward of 400 pounds.
CR25
Augmented Giant x2 Bone Devil +20 HD (Adv +3)
XP: 1,638,400
LE Colossal outsider (devil, evil, extraplanar, lawful)
Init +12; Senses darkvision 60 ft., see in darkness; Perception +47
Aura fear aura (5 ft., DC 19, 1d6 rounds)DEFENSE
AC 36, touch 10, flat-footed 28 (+8 Dex, +26 natural, -8 size)
HP 735 (30d10+570)
Fort +36, Ref +25, Will +20
DR 10/good; Immune fire, poison; SR 20; Resist acid 10, cold 10OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee bite +46 (4d6+24), 2 claws +46 (2d8+24), sting +46 (9d4+24 plus poison)
Space 30 ft., Reach 25 ft.
Spell-Like Abilities (CL 32nd)
Constant-Fly
At will-Dimensional Anchor, Greater Teleport (self plus 50 lbs. of objects only), Invisibility (self only), Major Image (DC 17), Wall of Ice
3/day-Quickened Invisibility (self only)
1/day-Summon (level 4, 1 bone devil, 35%)STATISTICS
Str 58, Dex 27, Con 48, Int 28, Wis 27, Cha 30
Base Atk +30; CMB +62; CMD 80
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +43, Craft +13, Diplomacy +43, Fly +35, Intimidate +43, Knowledge (planes) +42, Perception +47, Sense Motive +41, Spellcraft +42, Stealth +29
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.ECOLOGY
Environment any (Hell)
Organization solitary, pair, or inquisition (3-10)
Treasure standardSPECIAL ABILITIES
Poison (Ex) Sting-injury; save Fort DC 20; frequency 1/ round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.
Merging the most horrifying features of carrion-fed insect and withered cadaver, this bony devil moves in unsettling lurches.
The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves-mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell's fifth layer, bone devils-also known as osyluths-enforce infernal order and the will of the archdevils. Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell's laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils-regardless of standing-and take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives. These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters. In battle, an osyluth uses quickened invisibility after each attack to confuse foes. Many osyluths carry twisted and eerie bone weapons, but these tools are more for torture and intimidation than actual combat. Osyluths tower over lesser devils at 9 feet tall-though their tails and fearsome but useless wings make them appear much larger-and weigh upward of 400 pounds.
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Personally, I'd recommend going with the 1st guy titled Giant x2 Bone Devil +10 HD as CR18, and then add your inquisitor levels on top of that. That's like the bare-bones minimum template-adding to get him to Colossal.
| roguerouge |
Thanks! That's a lot of effort you went through there. I'll see what I can use. What do you think the kaiju subtype would do? Would it be equivalent?
He'll have 16 levels of inquisitor, so I don't really need to add on a lot of templates. (The inquisitor levels are already there because he's a known returning antagonist. If I lowered them, players would ask why he can't cast __ like last time.)