Friday, April 29, 2011

PM5; Goramas the Iron Baron

Name: Goramas, the Iron Baron
Race: Ogre Mage/Native Outsider
Classes: Giant 5, Fighter 4, Disciple of Dispater 10, Exotic Weapon Master 2
Alignment: LE
Sect: Dispater
Goramas stands 14 feet tall, and weighs roughly 1,400 lbs. Thick bands of muscle cling to his frame, and when he moves it is with a deceptively lazy grace. His massive wings are covered in black feathers, and his beard ends in a decidedly devilish point. His bearing is decidedly regal, and it is seldom indeed that he reveals any hint of emotion. Lesser devils who served him for a long time learned to make themselves scarce whenever there was a subtle thinning of his lips.

CR: 26

STR 34 [40] +15
DEX 20 +5
CON 22 [28] +9
INT 22 +6
WIS 16 +3
CHA 23 +6

Speed 70 ft/Fly 70 ft. (good)
Initiative 5
BAB 18 (-1 for size taken into effect)
Grapple 37 (+4 for size taken into effect)
Space/Reach 10 ft/10 ft

AC 41 (-1 size, +5 Dex, +7 natural, +10 magic chain shirt, +6 magic buckler, +4 ring of heavy fortification)
Touch 19, Flat Footed 36

SR 32

HP 337

Fort 20
Ref 14 [15]
Will 12

[-1 to hit due to buckler, +1 to attack due to haste]
Eisengorge [+5 Wounding/Marrowcrushing bastard sword]
41/41/36/31/26, 2d8+39 and 2 points of Constitution damage, 13-20x2 (Con damage is not multiplied on a crit)

Claw(x3) 1d6+15, Bite 1d8+7

Buckler of the Lost
As a swift action, the wearer of this buckler can turn it on a foe within melee range in a manner similar to a gaze attack. If the target sees and comprehends the intricate maze drawn within the central circle, they must make a DC 24 Will save or be banished to an extradimensional facsimile of Dis. The winding streets seem to turn back on themselves on and on, with no doors visible on any of the buildings. All the while, fiendish figures leer from the corner of the target's eye, but always vanish if faced directly. Each round on its turn, the target may attempt a DC 22 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape after 10 minutes, they appear where they had been when the Buckler of the Lost took effect. If that area is filled with a solid object, the subject appears in the nearest open space. Spells and Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape the Buckler of the Lost, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this ability.

Ring of Epic Rulership -
The wearer can command the obedience and fealty of creatures within 360 feet when he or she activates the device (a standard action). Creatures totaling 900 Hit Dice can be ruled, but creatures with Intelligence scores of 17 or higher are entitled to a Will saving throw  (DC 29) to negate the effect. Ruled creatures obey the ring wearer as if he or she were their absolute sovereign. Still, if the ring wearer gives a command that is contrary to the nature of the creatures commanded, the magic is broken. The ring can be used for 1,500 total minutes (941 minutes left) before crumbling to dust. This duration need not be continuous.

Class/Racial/Extraordinary/Supernatural abilities

DR 10/Magic

Smite Good - Once per day, Goramas may make a normal melee attack to deal 21 extra points of damage to a good foe. If the attack misses, the smite attempt is wasted.

Bite 1d8 (Natural weapons treated as magic for overcoming DR)
Claw 1d6 (Natural weapons treated as magic for overcoming DR)

Regeneration 5 (fire and acid do normal damage)

Resistance 10 to acid, cold, electricity, and fire

SR = 10+level

Immunity to poison

Low-light vision,

Darkvision 90 feet

Change Shape (Su)
An ogre mage can assume the form of any Small, Medium, or Large humanoid or giant.

Device Lore (Ex)- A disciple of Dispater can find traps made mostly of metal just as a rogue can. Furthermore he gains a +2 competency bonus on Disable Device checks against devices made mostly of metal.

Iron Hews (Su) Once per day per point of Constitution bonus, a 2nd level disciple of Dispater may add a +3 divine bonus on attacks made that round.

Rusting Grasp (Sp) Once per day, a 3rd level disciple of Dispater can produce an effect identical to that of the Rusting Grasp spell cast by a 15th level caster.
Range: Touch
Target:     One nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature
Duration: See text
Saving Throw: None
Spell Resistance: No
Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.
You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.
Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed.
Note: Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.
Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.

Iron Power (Ex) When using iron or steel weapons, add a +2 insight bonus to attack and damage rolls, as well as tripling the threat range of any iron or steel weapon. This stacks with the improved critical feat, but not the keen weapon ability.

Summon Erinyes (Sp) A  Disciple of Dispater can summon 1d4 erinyes once per day

Greater Iron Hews (Su) Once per day per point of Constitution bonus, Goramas may add a +6 divine bonus on damage from attacks made that round. While this bonus does not stack with the iron hews ability, the abilities are separate.

Ironskin (Sp) Once per day, Goramas can produce an effect identical to that of the stoneskin spell cast by a 15th level caster upon himself only.
Range:  Touch
Target:     Creature touched
Duration: 10 min./level or until discharged
Saving Throw:     Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.

Iron Body (Sp) Once per day, Goramas can produce an effect identical to that of an iron body spell cast by an 18th level caster.
Range:  Personal
Target:     You
Duration: 1 min./level (D)
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters. 1d8 for Large), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.

Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.

Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.
An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.

Exotic Weapon Stunts
Uncanny Blow - When wielding a one-handed exotic weapon in both hands, add x2 your str modifier instead of x1.5
Exotic Sunder - When wielding a one-handed or two-handed exotic weapon, deal an extra 1d6 points of damage.

Power Attack
Combat Expertise
Exotic Weapon Proficiency: bastard sword
Weapon Focus: bastard sword
Weapon Specialization: bastard sword
Improved Sunder
Brand of the Nine Hells - Dispater (In keeping with your lord's paranoia, gain a pair of eyes in the back of your head. You cannot be flanked, nor can you be caught flat footed)
Mark of Dis (When you move [and only when you move], the square in which you start your movement is not considered threatened. In addition, once per round, as an immediate action, you can choose to gain a +4 bonus to AC or on a single save.)
Devil Touched Feats -2
Devil's Favor (+2 bonus on attack, save, or check 1/day per devil-touched feat you have)
Devil's Flesh (Gain bonus to natural armor/Intimidate equal to 1/2 the number of Devil Touched feats you have. Diplomacy with good creatures suffers by an amount equal to the amount of natural armor gained by this feat)


Bluff - Ranks (20) + (cha ) + misc ()= 26
Concentration - Ranks (10) + (con ) + misc ()= 16
Craft - Ranks (15) + (int) + misc ()= 21
Diplomacy - Ranks (10) + (cha) + misc ()= 16 (15 to good characters)
Disable Device - Ranks (14) + (int) + misc ()= 20
Hide - Ranks (20) + (dex) + misc (-6)= 19
Intimidate - Ranks (20) + (cha)+ misc (1)= 27
[religion] - Ranks (11) + (int) + misc ()= 17
Listen - Ranks (20) + (wis) + misc ()= 23
Search - Ranks (20) + (int) + misc ()= 18
Sense Motive - Ranks (11) + (wis) + misc ()= 14
Spellcraft - Ranks (11) + (int) + misc ()= 17
Spot - Ranks (20) + (wis) + misc ()= 23

Languages: Common, Giant, Dwarven, Goblin, Infernal, Orc.

Buckler of the Lost
+6 Chain Shirt
Girdle of Giant's Strength +6
Torq of Constitution +6
Bracers of Haste (Permanent Haste)
Cloak of Perfect Displacement (Permanent 50% miss chance)
Boots of Greater Teleportation (3/day, Greater Teleportation)
Monocle of True Sight (Permanent True Seeing)
+4 Ring of Greater Fortification (Immune to critical hits and sneak attacks)
Ring of Epic Rulership -
Gauntlets of Gate (Once a day, open a Gate as a full round action)
Farseer Orb - A magical crystal that allows the holder to scry on anyone they've ever heard the name of as though they had a lock of that person's hair. Activation is a full-round action with limitless duration, Will DC 28 negates scrying attempt. The holder of the Farseer Orb can freely communicate with the subject of the scrying via telepathy, as well being able to produce the effects of detect good/evil/law/chaos.

Spell-like abilities: Caster level 21. The save DCs are Charisma-based.

At will:-

Range: Touch
Target:     Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.
Darkness counters or dispels any light spell of equal or lower spell level.

Range:     Personal or touch
Target:     You or a creature or object weighing no more than 100 lb./level
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Darkness (redundant)

Poison (DC 20)
Range:     Touch
Target:     Living creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + ½ your HD + your Wis modifier). [23]

Unholy Aura (DC 24)
Range:  20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.
Second, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures.
Third, the abjuration blocks possession and mental influence, just as protection from good does.
Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).


Charm Person (DC 17)
Range:     Close (25 ft. + 5 ft./2 levels)
Target:     One humanoid creature
Duration: 1 hour/level
Saving Throw:     Will negates
Spell Resistance: Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

Desecrate (DC 18)
Range:  Close (25 ft. + 5 ft./2 levels)
Area:     20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw:     None
Spell Resistance: Yes
This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).
Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).
If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Desecrate counters and dispels consecrate.

Sleep (DC 18)
Range:     Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.

Contagion (DC 19)
Range:      Touch
Target:     Living creature touched
Duration:     Instantaneous
Saving Throw:     Fortitude negates
Spell Resistance:     Yes
The subject contracts a disease (selected from the table below) which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion’s normal save DC for the initial saving throw).
Disease               DC    Damage
Blinding sickness  16     1d4 Str1
Cackle fever        16     1d6 Wis
Filth fever        12     1d3 Dex and 1d3 Con
Mindfire        12     1d4 Int
Red ache        15     1d6 Str
Shakes        13     1d8 Dex
Slimy doom        14     1d4 Con

Unholy Blight (DC 20)
Range:  Medium (100 ft. + 10 ft./level)
Area:     20-ft.-radius spread
Duration: Instantaneous (1d4 rounds); see text
Saving Throw:     Will partial
Spell Resistance: Yes
You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness.
Only good and neutral (not evil) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.
The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage in half again (down to one-quarter) with a successful Will save.

Cone of Cold (DC 20), 15d6
Range:     60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level.

Unhallow (DC 21)
Range: Touch
Area: 40-ft. radius emanating from the touched point
Duration: Instantaneous
Saving Throw:     See text
Spell Resistance: See text
Unhallow makes a particular site, building, or structure an unholy site. This has three major effects.
First, the site or structure is guarded by a magic circle against good effect.
Second, all turning checks made to turn undead take a -4 penalty, and turning checks to rebuke undead gain a +4 profane bonus. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)
Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.
Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.
Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
An area can receive only one unhallow spell (and its associated spell effect) at a time.
Unhallow counters but does not dispel hallow.

Blasphemy (DC 23)
Range: 40 ft.
Area: Nonevil creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw:     None or Will negates; see text
Spell Resistance: Yes
Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.
HD                             Effect
Equal to caster level     Dazed
Up to caster level -1     Weakened, dazed
Up to caster level -5     Paralyzed, weakened, dazed
Up to caster level -10     Killed, paralyzed, weakened, dazed
The effects are cumulative and concurrent.
No saving throw is allowed against these effects.
The creature can take no actions for 1 round, though it defends itself normally.
The creature’s Strength score decreases by 2d6 points for 2d4 rounds.
The creature is paralyzed and helpless for 1d10 minutes.
Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a -4 penalty) to negate.
Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.

Destruction (DC 23)
Range:  Close (25 ft. + 5 ft./2 levels)
Target:     One creature
Duration: Instantaneous
Saving Throw:     Fortitude partial
Spell Resistance: Yes
This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target’s Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.

Horrid Wilting (DC 24) 20d8
Range:  Long (400 ft. + 40 ft./level)
Targets: Living creatures, no two of which can be more than 60 ft. apart
Duration: Instantaneous
Saving Throw:     Fortitude half
Spell Resistance: Yes
This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).

Gaseous Form
Range:     Touch
Target:     Willing corporeal creature touched
Duration: 2 min./level (D)
Saving Throw: None
Spell Resistance: No
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature can’t run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.

Range:     Touch
Target:     Willing living creature touched
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level. You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form.
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Summon Monster IX
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast  native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

Barbed Devil (Hamatula) click to see monster
Size/Type:     Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice:     12d8+72 (126 hp)
Initiative:     +6
Speed:     30 ft. (6 squares)
Armor Class:     29 (+6 Dex, +13 natural), touch 16, flat-footed 23
Base Attack/Grapple:     +12/+22
Attack:     Claw +18 melee (2d8+6 plus fear)
Full Attack:     2 claws +18 melee (2d8+6 plus fear)
Space/Reach:     5 ft./5 ft.
Special Attacks:     Fear, improved grab, impale 3d8+9, summon devil
Special Qualities:     Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft.
Saves:     Fort +14, Ref +14, Will +12
Abilities:     Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18
Skills:     Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks)
Feats:     Alertness, Cleave, Improved Grapple, Iron Will, Power Attack
Environment:     A lawful evil-aligned plane
Organization:     Solitary, pair, team (3-5), or squad (6-10)
Challenge Rating:     11
Treasure:     Standard
Alignment:     Always lawful evil
Advancement:     13-24 (Medium); 25-36 HD (Large)
Level Adjustment:     —

A barbed devil is about 7 feet tall and weighs about 300 pounds.

Barbed devils eagerly fight with their claws, trying to impale their opponents. They use hold person to immobilize those who avoid their hug attacks.

A barbed devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Fear (Su)

A creature hit by a barbed devil must succeed on a DC 20 Will save or be affected as though by fear (caster level 9th).

Whether or not the save is successful, that creature cannot be affected by that same barbed devil’s fear ability for 24 hours. The save DC is Charisma-based.
Impale (Ex)

A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
Improved Grab (Ex)

To use this ability, a barbed devil must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body.
Summon Devil (Sp)

Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Barbed Defense (Su)

Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Spell-Like Abilities

At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 16), major image (DC 17), scorching ray (2 rays only). 1/day—order’s wrath (DC 18), unholy blight (DC 18). Caster level 12th. The save DCs are Charisma-based.

Disciple of Dispater - Summon 1d4 Erinyes 1/day
Erinyes click to see monster
Size/Type:     Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice:     9d8+45 (85 hp)
Initiative:     +5
Speed:     30 ft. (6 squares), fly 50 ft. (good)
Armor Class:     23 (+5 Dex, +8 natural), touch 15, flat-footed 18
Base Attack/Grapple:     +9/+14
Attack:     Longsword +14 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15 ranged (1d8+6/×3 plus 1d6 fire) or rope +14 ranged (entangle)
Full Attack:     Longsword +14/+9 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15/+10 ranged (1d8+6/×3 plus 1d6 fire) or rope +14 ranged (entangle)
Space/Reach:     5 ft./5 ft.
Special Attacks:     Entangle, spell-like abilities, summon devil
Special Qualities:     Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft., true seeing
Saves:     Fort +11, Ref +11, Will +10
Abilities:     Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20
Skills:     Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings)
Feats:     DodgeB, MobilityB, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Environment:     A lawful evil-aligned plane
Organization:     Solitary
Challenge Rating:     8
Treasure:     Standard, plus rope and +1 flaming composite longbow (+5 Str bonus)
Alignment:     Always lawful evil
Advancement:     10-18 HD (Medium)
Level Adjustment:     +7

Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. An erinyes stands about 6 feet tall and weighs about 150 pounds.

Erinyes speak Infernal, Celestial, and Draconic.

Erinyes prefer to engage in combat from a distance. They use charm monster to distract or disorganize their opponents, then rain down fiery arrows from above.

An erinyes’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Entangle (Ex)

Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.
Spell-Like Abilities

At will—greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19). Caster level 12th. The save DCs are Charisma-based.
Summon Devil (Sp)

Once per day an erinyes can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.
True Seeing (Su)

Erinyes continuously use true seeing, as the spell (caster level 14th).

The product of a coupling between his ogre mage father and erinyes mother, Goramas was raised on the second layer of Baator, in the labyrinthine city of Dis. His young life was spent learning the politics of Hell, as well as being taught all there was to know about warfare and strategy. As is usually the case with a baatezu parent, his conception was all part of a premeditated plan. A powerful devil can take millennia to rise up from the lowly state of a lemure, and as the hordes of the Abyss are both relentless and theoretically infinite, that is a very long time to wait. Yet in only forty short years, mighty Goramas was outpacing his mother and her fellows on the field of battle.

It was shortly after he was seen strangling a Balor with it's own whip that Dispater realized that he might have created Goramas a bit too well.

Renowned throughout the planes for his paranoia, the Iron Duke decided that having a servant near at hand that came so close to rivaling his own power might put his position in jeopardy. Not so long ago, another layer of Hell had been ruled by a powerful hag instead of a true devil; it did not stretch the imagination too far to think that Goramas may well command enough respect to claim the Iron Throne.

Suddenly faced with the problem of having a servant that was too dangerous to keep close, yet too valuable to discard, Dispater decided it was time to expand his holdings to the Prime Material. Goramas was cast from Hell with the instructions to raise a mighty army and conquer a continent in the name of Dis, that the resources and people of that place might be turned to his master's ends.

Goramas is never caught unawares, having learned the art of paranoia beneath none other than mighty Dispater himself. In the incredibly unlikely event that he's forced into combat (which he now views as beneath him, as he is no longer doing the work of a soldier, but a general), he will do all he can to keep distance between himself and his assailants until he's had the chance to summon a hamatula and his eryinyes vanguard. He'll then continue making liberal use of his spell-like abilities, leading with a Destruction cast on whoever seems most likely to be the party's mage, and then following up with a Horrid Wilting. After that, he prefers to teleport in to the midst of the group to take the fight directly to their spellcasters, bringing them down as quickly and efficiently as possible (likely making use of power attack, though his cautious nature usually keeps him from taking more than a -7 penalty on attack), while flashing the Buckler of the Lost at the melee fighters of the party.

Against other warriors, he prefers to sunder their weapons until they are forced to draw their backup blades, at which point he'll press the advantage. If he takes more than 100 points of damage, he teleports away at the first opportunity, unless the PCs have slain his daughter, in which case he will continue to fight until taking 200 points of damage. If forced to retreat, he will use the Farseer Orb to stalk those who defeated him, then teleport to their location when they are at their most vulnerable. Otherwise, he's quite prepared to wait for his foes to die of old age while he methodically forges a stronghold elsewhere on the Prime Material.

[Note! If you are playing in the Forgotten Realms campaign setting, it is suggested that you consider moving Goramas and his forces in to Hellgate keep. The misleading name of the place would offend him to the point of expunging all of the demons and establishing it as his first stronghold, from which he would methodically extend his iron grip across Faerun. It has become a point of honor for him to teach the mortals that the undirected and senselessly violent spawn of the Abyss are nothing compared to the legions of Hell.]

Eisengorge [+5 Wounding/Marrowcrushing bastard sword]
Int 18, Wis 19, Cha 19, Ego 35

Eisengorge is a weapon forged in the Hells. It is possessed by a Pit Fiend by the same name, a servant of Dis who, many years ago had failed in his duty. In light of his otherwise flawless record, the Pit Fiend was spared the indignation of demotion, instead locked within the magical blade which allows him to continue serving Dispater's interests on a higher level than he otherwise might.

The wielder of Eisengorge is encouraged by the blade to attempt to parlay before combat, so it might have the opportunity to read the thoughts of those it may soon be battling, in the hopes of uncovering some weakness, and also makes frequent use of it's Clairvoyance ability to ensure that it and it's wielder can be properly prepared.

While Eisengorge considers itself a superior mind to whoever it has been bestowed upon, it is loathe to rebel against it's wielder because each time it does so results in another year  added to it's 1000 year sentence (which is still a bargain compared to clawing his way back up through the Infernal ranks from a lemure). This, of course, only applies to agents of Dispater. Should someone else come into possession of the sword, it is encouraged to turn them into thralls of evil. It is Eisengorge's dearest hope that through the ineptitude of a wielder, it may one day fall into the hands of some muscle-bound dimwit of a warrior, that it may use such a person to further it's own interests.

Eisengorge speaks and reads common, abyssal, celestial, infernal, and draconic.
Eisengorge can communicate telepathically with it's wielder, and Read Magic at will.

Detect Thoughts (Will DC 17, Range: 60 ft cone)
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.
1st Round
Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round
Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
3rd Round
Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it

Cure Moderate Wounds on wielder (2d8+3)

Locate Object
You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).
The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it.

Zone of Truth (DC 17, Range: 30 ft, Area: 20-ft radius emanation)
Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.

Clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect. Clairvoyance functions only on the plane of existence you are currently occupying.

As a magical blade, Eisengorge's special purpose is to defend the servants and interests of  Dispater, and to that end can cast Waves of Exhaustion  at will as a Standard action.
Range:     60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw:     No
Spell Resistance: Yes (Caster level 15)
Waves of negative energy cause all living creatures in the spell’s area to become exhausted. An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. This spell has no effect on a creature that is already exhausted.

No comments:

Post a Comment