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Started by Anastasia, August 10, 2011, 09:31:43 PM

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Anastasia

I made the Hounds of Winter late in Balmuria 2, anticipating possible adventures in the Amaryl Ranges at later levels. This never happened, so I recycled them for Balmuria 3. The fire and ice wolf used them as a chassis. They're basically advanced and upgraded frost wolves. The original flavor text is below.

Hounds of Winter are Frost Wolves touched by Auril. As the divine returned to the world, Auril reached out to the winter wolves. With her touch she made many of them loyal to her - and not Malar. Hounds of Winter tend to control packs of normal Winter Wolves, or form packs around an alpha, advanced Hound of Winter.

Hounds of Winter favor anything that adds extra damage dice, such as scout and rogue.


Hounds of Winter

Size/Type: Large Magical Beast (Cold)
Hit Dice: 12d10+48 (118 hp)
Initiative: +6
Speed: 50ft
Armor Class: 22 (+2 dex, +10 natural)
Base Attack/CMB/CMD: +12/+23/35
Attack: Bite+20 (1d10+10 plus 2d6 cold)
Full Attack: Bite+20/+15 (1d10+10 plus 2d6 cold)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon, freezing bite, trip.
Special Qualities: Darkvision 60ft, immunity to cold, low-light vision, scent, vulnerability to fire.
Saves: Fort +12, Ref +10, Will +6
Abilities: Str 24, Dex 15, Con 19, Int 10, Wis 14, Cha 11
Skills: 15+ability modifier.
Feats: Track(1), Improved Initiative(3), Rapidstrike(Bite)(6), Weapon Focus(Bite)(9), Quicken Breath(12)
Epic Feats: -
Alignment: Neutral Evil.

Breath Weapon (Su)

15-foot cone, once every 1d4 rounds, damage 8d6 cold, Reflex DC 20 half. The save DC is Constitution-based.

Freezing Bite (Su)

A Hound of Winter deals an extra 2d6 points of cold damage every time it bites an opponent.

Trip (Ex)

A winter wolf that hits with a bite attack can attempt to trip the opponent as a free action without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.

Skills

Winter wolves have a +1 racial bonus on Listen, Move Silently, and Spot checks. Winter wolves have a +2 racial bonus on Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide checks in areas of snow and ice. A winter wolf has a +4 racial bonus on Survival checks when tracking by scent.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Back in Balmuria 1, I wasn't happy with how ghaeles were statted out. I remade them to my taste and have imported and tweaked them for Balmuria 3. This should be considered the default setup for a ghaele, this supercedes the ghaele in the SRD.

Ghaele

Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 13d8+39+13 (106 HP)
Initiative: +9
Speed: 50 ft, fly 150 ft. (perfect)
Armor Class: 29 (+5 Dex, +14 natural)
Base Attack/CMB/CMD: +13/+16/31
Attack: Greatsword+18 (2d6+7 plus 2d6 holy 19-20) or Light Ray+18 touch (2d12)
Full Attack: Greatsword+18/+13/+8 or 2 Light Rays+18.
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, gaze.
Special Qualities: Alternate form, damage reduction 10/evil and cold iron, darkvision 60 ft, immunity to electricity and petrification, low-light vision, resistance to cold 10 and acid 10, spell resistance 26, tongues.
Saves: Fort +11, Ref +13, Will +13
Abilities: Str 16, Dex 20, Con 16, Int 16, Wis 20, Cha 19
Skills: Concentration+19, Diplomacy+20, Escape Artist+21, Handle Animal+20, Hide+20, Knowledge(planes)+19, Knowledge(religion)+19, Listen+21, Perform(Any two)+20, Move Silently+21, Ride+21, Spellcraft+19, Spot+21, Survival+21
Feats: Improved Initiative(1), Combat Expertise(3), Improved Disarm(6), Improved Trip(9), Toughness(12)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities (Sp)

At will—aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day—chain lightning, prismatic spray, wall of force. Caster level 13th. The save DCs are Charisma-based.

Spells

Ghaeles in humanoid form can cast divine spells as 13th level clerics. A ghaele has access to two of the following domains: Air, Animal, Chaos, Good or Plant(Plus any others from it's deity). The save DCs are wisdom based.

Gaze (Su)

In humanoid form, fear gaze, DC 20 will negates. Failure effects as a fear spell for 2d10 rounds. The save DC is charisma based.

Alternate Form (Su)

A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.

A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.

Light Ray (Ex)

A ghaele in globe form can project light rays with a range of 300 feet that deal 2d12 damage. This attack overcomes damage reduction of any type.

Protective Aura (Su)

Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the ghaele. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals ghaele's HD). (The defensive benefits from the circle are not included in a ghaele's statistics block.)

Tongues (Su)

Ghaeles can speak with any creature that has a language, as though using a tongues spell (caster level 13th). This ability is always active.


Gear: [spoiler]

[Weapon]Greatsword+2, holy. Readied.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#17
The Fairy Dragon is a cousin of the Faerie Dragon from the Draconomicon. Much weaker than their kin, they serve as mounts to the rare, elite smaller sized fey. This is also for a set of substitution levels I'm working on.

Fairy Dragon

Size/Type: Medium Dragon
Hit Dice: 3d12+3 (28 hp)
Initiative: +8
Speed: 30ft, fly 70ft (perfect), swim 30ft
Armor Class: 17 (+4 dex, +2 natural, +1 dodge)
Base Attack/CMB/CMD: +3/+4/19
Attack: Bite+7 (1d6+1)
Full Attack: Bite+7 (1d6+1 and 2 claws+2 (1d4)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon.
Special Qualities: Darkvision 60ft, immunity to sleep and paralysis, low-light vision, water breathing.
Saves: Fort +4, Ref +7, Will +5
Abilities: Str 13, Dex 18, Con 12, Int 6, Wis 14, Cha 16
Skills: Bluff+9, Hide+10, Listen+8, Move Silently+10, Sense Motive+8, Spot+8, Survival+8, Swim+15
Feats: Weapon Finesse(B), Improved Initiative(1), Dodge(3)
Epic Feats: -
Alignment: Chaotic Good

Racial powers: [spoiler]

Breath Weapon (Su)

A fairy dragon has one type of breath weapon, a 20-foot cone of euphoria gas. Any creature within the area of the gas must succeed on a DC 12 Will save or become dazed for 1d3 rounds. The save DC is constitution based.

Water Breathing (Ex)

A fairy dragon can breath water as easily as air.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

This supercedes the paeliryon from the FC2. The FC2 one had a few mistakes, ineligible feats and incorrect hit points. These are fixed and the overall monster is tweaked to my tastes and its precise role in Hell. They're still inferior to pt fiends all in all, but not so much now as to be obviously inferior to that caste.

Individual paeliryons focus on classes that let them accomplish their duties better. Many are spymasters and take rogue, sorcerer or beguiler levels. Ones with unusual responsibilities adapt and take classes well suited to those duties. Few embrace martial combat, despite having a potent claw attack.


Paeliryon

Size/Type: Large Outsider (Evil, Lawful)
Hit Dice: 18d8+162+18 (213 hp)
Initiative: +13
Speed: 40ft, fly 100ft (average)
Armor Class: 36 (-1 size, +9 dex, +18 natural)
Base Attack/CMB/CMD: +18/+26/45
Attack: Claw+24 (1d8+7 plus 1d4 cha 18-20 x3)
Full Attack: 2 claws+24 (1d8+7 18-20 plus 1d4 cha x3) and bite+19 (1d10+3)
Space/Reach: 10ft/10ft (20ft with claws)
Special Attacks: Spell-like abilities, deform, augmented critical, belittle, intoxicating perfume, summon devils.
Special Qualities: Damage reduction 15/silver and good, immunity to fire and poison, resistance to acid and cold 10, spell resistance x, see in darkness, telepathy 100ft, retractable claws.
Saves: Fort +20, Ref +20, Will +17
Abilities: Str 25, Dex 28, Con 28, Int 26, Wis 23, Cha 29
Skills: Appraise+29, Bluff+30, Concentration+30, Decipher Script+29, Diplomacy+30, Disguise+30, Forgery+29, Gather Information+30, Hide+26, Intimidate+30, Knowledge(arcana)+29, Knowledge(local: hell)+29, Knowledge(nobility and royalty)+29, Knowledge(planes)+29, Listen+27, Move Silently+30, Sense Motive+27, Spot+27, Survival+27, Use Rope+30
Feats: Improved Initiative(1), Mortalbane(3), Toughness(6), Ability Focus(Belittle)(9), Empower Spell-Like Ability(Enervation)(12), Violate Spell-Like Ability(Enervation)(15), Quicken Spell-Like Ability(Greater Invisibility)(18)
Epic Feats: -
Alignment: Lawful Evil

Racial powers: [spoiler]

Spell-like abilities

Always active-see invisibility, tongues. At will-charm monster, clairaudience/clairvoyance, desecrate, detect good, detect chaos, greater dispel magic, greater invisibility, greater mirror image, greater teleport (self+50 pounds only), hold monster, major image, mind blank, suggestion. 3/day-antilife shell, blasphemy, enervation, greater command, greater prying eyes, meteor swarm. Caster level 18th. The save DCs are charisma based.

Deform (Ex)

Creatures hit by a paeliryon's claw attack take 1d4 points of Charisma damage.

Augmented Critical (Ex)

A paeliryon's claws threaten a critical hit on a natural 18–20, dealing triple damage on a successful critical hit.

Belittle (Su)

As a standard action, a paeliryon can unleash a torrent of epitaphs and insults. All nondevils within a 60-foot cone must succeed on a DC 30 Will save or be stunned for 1 round and become shaken for 2d4 rounds thereafter. The save DC is Charisma based.

A creature that successfully saves cannot be affected again by that same paeliryon's belittle ability for 24 hours.

Intoxicating Perfume (Su)

As the mind fog spell, but the effect is centered on the paeliryon; at will; DC 28; caster level 18th. The save DC is Charisma-based. A creature that successfully saves cannot be affected  by a paeliryon's intoxicating perfume for 24 hours. Baatezu are immune to this ability. The paeliryon can lower or raise this ability as a free action.

Retractable Claws (Ex)

As a free action, a paeliryon can extend or retract its claws. When they are extended, the paeliryon's reach with its claw attacks increases by 10 feet.

Summon Baatezu (Sp)

Twice times per day, a paeliryon can summon four lemures, two bone devils or bearded devils, or one erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell (CL 18th).
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

The cornugons on patrol outside. There were other builds of them - Marshal Cornugons for example - stuck inside, but they never saw play. Notes below.

- Fighter since I wanted them to mostly be augmented cornugons rather than anything else. It also synergizes well with what they do. I considered duskblade or paladin of tyranny, but the former was too much added mechanics and the latter didn't feel right to me for flavor.

- +6 profane to AC is from law devotion. It was added as they'd most likely have it up the entire battle.

- Masterwork Greatsword should be greatsword+2, never updated the name. Whatever, it's mechanically correct.

- Feats are well picked but mostly just boosters. It's what you'd expect on a devil warrior.


Gathgorian's servants.

Cornugon 18//Fighter 18

Size/Type: Large Outsider (Evil, Lawful)
Hit Dice: 18d10+126+18 (239 hp)
Initiative: +7
Speed: 20ft, fly 50ft (average)
Armor Class: 42 (-1 size, +7 dex, +19 natural, +6 profane, +1 ws)
Base Attack/CMB/CMD: +18/+33/57
Attack: Masterwork Greatsword+35 (3d6+26 plus 1 vile plus 1d6 hellfire and stun 17-20 x2) or Slashing Flurry+30/+25 (3d6+26 plus 1 vile 1d6 hellfire and stun 17-20 x2)
Full Attack: Masterwork Greatsword+35/+30/+25/+20 (3d6+26 plus 1 vile 1d6 hellfire and stun 17-20 x2) and bite+28 (2d8+5) and tail+28 (2d6+5 plus infernal wound) or Slashing Flurry+30/+30/+25/+20/+15 (3d6+26 plus 1 vile 1d6 hellfire and stun 17-20 x2) and bite+28 (2d8+5) and tail+28 (2d6+5 plus infernal wound)
Space/Reach: 10ft/10ft
Special Attacks: Fear aura, infernal wound, spell-like abilities, stun, summon devil
Special Qualities: Damage reduction 15/good and silver, darkvision 60ft, immunity to fire and poison, resistance to acid and cold 10, regeneration 6, see in darkness, spell resistance 31, telepathy 100ft
Saves: Fort +18, Ref +21, Will +20
Abilities: Str 32, Dex 25, Con 25, Int 14, Wis 18, Cha 22
Skills: 21+ability modifier.
Feats: Mindsight(1), Weapon Focus(Greatsword)(F1), Toughness(F2), Multiattack(3), Power Attack(F4), Ability Focus(Stun)(6), Weapon Specialization(Greatsword)(F6), Improved Critical(Greatsword)(F8), Iron Will(9), Melee Weapon Mastery(F10), Law Devotion(12), Greater Weapon Focus(Greatsword)(F12), Greater Weapon Specialization(Greatsword)(F14), Vile Martial Strike(Greatsword)(15), Slashing Flurry(F16), Quicken Spell-Like Ability(Fireball)(18), Weapon Supremacy(F18)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will—dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 pounds of objects only); persistent image (DC 21) 3/day—fireball (DC 19), lightning bolt (DC 19). Caster level 18th. The save DCs are Charisma-based.

Fear Aura (Su)

A horned devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 25 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same horned devil's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Stun (Su)

Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 32 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of the horned devil, not of the spiked chain.

Infernal Wound (Su)

The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 26 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil's tail must succeed on a DC 26 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Summon Devil (Sp)

Once per day a horned devil can attempt to summon 2d10 lemures or 1d6 bearded devils with a 100% chance of success, 1d8 barbed devils with a 65% chance of success, or another horned devil with a 50% chance of success. This ability is the equivalent of a 7th-level spell.

Regeneration (Ex)

A horned devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.


Gear:

Greatsword+2, hellfire.
Blood War Medal: Grants a +2 morale bonus to attack and damage roll versus demons. If you do not have spell resistance, you gain spell resistance 18 against spells and spell like abilities from demons. If you do have spell resistance, you gain a +2 bonus to it against spells and spell like abilities from demons.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

I thought that baton would be nice if you recruited a Marshal like Jaela wants. Alas. They dropped nice things. Other unseen bad guys won't be posted, since I'll recycle them.

Cornugon War Leaders.

Cornugon 18//Marshal 18

Size/Type: Large Outsider (Evil, Lawful)
Hit Dice: 18d8+126+18 (221 hp)
Initiative: +7
Speed: 20ft, fly 50ft (average)
Armor Class: 35 (-1 size, +7 dex, +19 natural)
Base Attack/CMB/CMD: +18/+33/50
Attack: Masterwork Greatsword+31 (3d6+16 and stun 19-20 x2)
Full Attack: Masterwork Greatsword+31/+26/+21/+16 (3d6+16 and stun 19-20 x2) and bite+28 (2d8+5) and tail+28 (2d6+5 plus infernal wound)
Space/Reach: 10ft/10ft
Special Attacks: Fear aura, infernal wound, spell-like abilities, stun, summon devil, auras
Special Qualities: Damage reduction 15/good and silver, darkvision 60ft, immunity to fire and poison, resistance to acid and cold 10, regeneration 6, see in darkness, spell resistance 31, telepathy 100ft, grand move action.
Saves: Fort +18, Ref +21, Will +17
Abilities: Str 32, Dex 25, Con 25, Int 14, Wis 18, Cha 28
Skills: 21+ability modifier.
Feats: Power Attack(1), Skill Focus(Diplomacy)(M1), Weapon Focus(Greatsword)(3), Multiattack(6), Iron Will(9), Ability Focus(Stun)(12), Toughness(15), Mindsight(18)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will—dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 pounds of objects only); persistent image (DC 21) 3/day—fireball (DC 19), lightning bolt (DC 19). Caster level 18th. The save DCs are Charisma-based.

Fear Aura (Su)

A horned devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 28 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same horned devil's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Stun (Su)

Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 32 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of the horned devil, not of the spiked chain.

Infernal Wound (Su)

The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 26 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil's tail must succeed on a DC 26 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Summon Devil (Sp)

Once per day a horned devil can attempt to summon 2d10 lemures or 1d6 bearded devils with a 100% chance of success, 1d8 barbed devils with a 65% chance of success, or another horned devil with a 50% chance of success. This ability is the equivalent of a 7th-level spell.

Regeneration (Ex)

A horned devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.


Marshal powers:
Spoiler: ShowHide


For practical purposes, the normal aura combination is motivate dexterity and motivate attack for +9 dex(init) checks and +4 attack rolls. These are not included in the stat blocks.

Minor auras known: Accurate Strike, Art of War, Determined Caster, Force of Will, Motivate Dexterity, Motivate Strength, Over the Top.
Major auras known: Motivate Ardor, Motivate Attack, Motivate Urgency, Resilient Troops.


Gear:

Masterwork greatsword
Cloak of Charisma+6
Marshal's Baton: Grants a +1 bonus to the benefit from the marshal's major auras.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#21
Basic orthons. They are mildly revised to fix a few mistakes in the original, such as an invalid feat choice and not listing the size modifier to armor class, and applying the normal house rules.

Orthons

Size/Type: Large Outsider (Lawful, Evil)
Hit Dice: 7d8+56 (89 hp)
Initiative: +1
Speed: 20ft
Armor Class: 24 (-1 size, +1 dex, +8 armor, +6 natural)
Base Attack/CMB/CMD: +7/+14/25
Attack: Hellspear+14 (2d6+9 19-20 x3) or hellfire crossbow+8 ranged touch (2d6 19-20 x2)
Full Attack: Hellspear+14/+9 (2d6+9 19-20  x3) or Hellstroke+14/+14 (2d6+9 x3) or Hellfire Crossbow+8 ranged touch (2d6 19-20 x2)
Space/Reach: 10ft/10ft (20ft with hellspear)
Special Attacks: Dimensional interference, spell-like abilities, formation fighting, maggot burst.
Special Qualities: Immunity to fire and poison, resistance to acid and cold 10, see in darkness, telepathy 100ft, damage reduction 5/silver or good, stability, spell resistance 18.
Saves: Fort +13, Ref +6, Will +9
Abilities: Str 22, Dex 13, Con 26, Int 8, Wis 15, Cha 11 
Skills: Balance+11, Climb+16, Concentration+18, Intimidate+10, Jump+16, Listen+12, Search+9, Spot+12, Swim+16, Survival+12, Use Rope+11
Feats: Iron Will(1), Weapon Focus(Hellspear)(3), Weapon Focus(Hellfire Crossbow)(6)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-greater teleport, see invisibility. Caster level 7th.

Hell Stroke (Ex)

An orthon's intense training and familiarity with its hellspear allows it to make a special attack with that weapon. When using a full attack action, an orthon can choose to make an extra attack at its highest attack bonus against an opponent adjacent to the target of its first attack. The orthon makes its first attack as normal, and then decides if it wants to use its hell stroke ability. If it uses this option, it cannot make any of the extra attacks from its full attack action. Otherwise, it takes them as normal. Note that the second attack granted by this ability must be against a different target. The second target must be within the orthon's reach.

Dimensional Interference (Su)

At will, as a swift action, an orthon can emit a 20-foot-radius field that disrupts extradimensional movement. All creatures within the area are prevented from using any spell or spell-like ability that provides such movement, as if affected by a dimensional anchor spell. Each use of the field lasts for 4 rounds. There is no save against this ability.

Formation Fighting (Ex)

If a square adjacent to an orthon is occupied by another orthon, both gain a +2 bonus on attack rolls, damage rolls, and saving throws so long as they remain adjacent. Bonuses gained from multiple orthons stack

Maggot Burst (Ex)

The maggots that crawl from an orthon's body are voracious eaters. They devour the blood and pus that seeps from the wounds where the orthon's armor was attached to its body. When an orthon is slain, the maggots burst from its body in search of a new meal. Luckily, they cannot survive away from their original host for long. When an orthon takes a critical hit, or if it is  slain, maggots surge from its body. All creatures other than baatezu within 10 feet of the orthon take 2d6 points of damage as the maggots swarm over the area, gnawing and biting all in their path.

Stability (Ex)

Orthons gain a +4 bonus to CMD against trip and bull rush attempts.


Gear:
Spoiler: ShowHide


Hellspear

This weapon is unique to orthons. It is a longspear with a variety of sharp blades projecting along its shaft, making it useful against distant and close opponents. This exotic weapon has reach but, unlike most other reach weapons, it is also usable against opponents within its wielder's normal reach. It is a masterwork cold iron weapon. Orthons treat Hellspears as martial weapons instead of exotic weapons.

Hellfire Crossbow

Built from brass and bone, this crossbow lacks a drawstring. Instead, any devil that carries it can use a move action to focus the crossbow on a single target and let loose a stream of pure hellfire as a ranged touch attack. This energy appears as flame, but it has no energy type (and thus ignores resistances and immunities). A hellfire crossbow has a maximum range of 400 feet and no range increment. This weapon functions only in the hands of a baatezu. Other creatures are unable to focus the energy needed to spawn the bolt of energy from it.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#22
12 HD orthons, the base of what I used to make the defending orthons. The upgrade is minor, with only a few mechanical tweaks to accompany the higher HD total. They'd probably deserve better gear at this level, but I didn't bother since this was just a step forward.

Size/Type: Large Outsider (Lawful, Evil)
Hit Dice: 12d8+96+12 (164 hp)
Initiative: +1
Speed: 20ft
Armor Class: 27 (-1 size, +1 dex, +8 armor, +9 natural)
Base Attack/CMB/CMD: +12/+19/30
Attack: Hellspear+21 (2d6+12 17-20 x3) or hellfire crossbow+13 ranged touch (2d6 19-20 x2)
Full Attack: Hellspear+21/+16/+11 (2d6+12 17-20 x3) or Hellstroke+21/+21 (2d6+12 17-20 x3) or Hellfire Crossbow+13 ranged touch (2d6 19-20 x2)
Space/Reach: 10ft/10ft (20ft with hellspear)
Special Attacks: Dimensional interference, spell-like abilities, formation fighting, maggot burst.
Special Qualities: Immunity to fire and poison, resistance to acid and cold 10, see in darkness, telepathy 100ft, damage reduction 10/silver and good, stability, spell resistance 23.
Saves: Fort +16, Ref +9, Will +13
Abilities: Str 26, Dex 13, Con 26, Int 8, Wis 16, Cha 11 
Skills: Balance+16, Climb+23, Concentration+23, Intimidate+15, Jump+23, Listen+18, Search+14, Spot+18, Swim+23, Survival+18, Use Rope+16
Feats: Iron Will(1), Weapon Focus(Hellspear)(3), Weapon Focus(Hellfire Crossbow)(6), Improved Critical(Hellspear)(9), Toughness(12)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-greater teleport, see invisibility. Caster level 7th.

Hell Stroke (Ex)

An orthon's intense training and familiarity with its hellspear allows it to make a special attack with that weapon. When using a full attack action, an orthon can choose to make an extra attack at its highest attack bonus against an opponent adjacent to the target of its first attack. The orthon makes its first attack as normal, and then decides if it wants to use its hell stroke ability. If it uses this option, it cannot make any of the extra attacks from its full attack action. Otherwise, it takes them as normal. Note that the second attack granted by this ability must be against a different target. The second target must be within the orthon's reach.

Dimensional Interference (Su)

At will, as a swift action, an orthon can emit a 20-foot-radius field that disrupts extradimensional movement. All creatures within the area are prevented from using any spell or spell-like ability that provides such movement, as if affected by a dimensional anchor spell. Each use of the field lasts for 4 rounds. There is no save against this ability.

Formation Fighting (Ex)

If a square adjacent to an orthon is occupied by another orthon, both gain a +2 bonus on attack rolls, damage rolls, and saving throws so long as they remain adjacent. Bonuses gained from multiple orthons stack

Maggot Burst (Ex)

The maggots that crawl from an orthon's body are voracious eaters. They devour the blood and pus that seeps from the wounds where the orthon's armor was attached to its body. When an orthon is slain, the maggots burst from its body in search of a new meal. Luckily, they cannot survive away from their original host for long. When an orthon takes a critical hit, or if it is  slain, maggots surge from its body. All creatures other than baatezu within 10 feet of the orthon take 2d6 points of damage as the maggots swarm over the area, gnawing and biting all in their path.

Stability (Ex)

Orthons gain a +4 bonus to CMD against trip and bull rush attempts.


Gear:
Spoiler: ShowHide


Hellspear

This weapon is unique to orthons. It is a longspear with a variety of sharp blades projecting along its shaft, making it useful against distant and close opponents. This exotic weapon has reach but, unlike most other reach weapons, it is also usable against opponents within its wielder's normal reach. It is a masterwork cold iron weapon. Orthons treat Hellspears as martial weapons instead of exotic weapons.

Hellfire Crossbow

Built from brass and bone, this crossbow lacks a drawstring. Instead, any devil that carries it can use a move action to focus the crossbow on a single target and let loose a stream of pure hellfire as a ranged touch attack. This energy appears as flame, but it has no energy type (and thus ignores resistances and immunities). A hellfire crossbow has a maximum range of 400 feet and no range increment. This weapon functions only in the hands of a baatezu. Other creatures are unable to focus the energy needed to spawn the bolt of energy from it.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Solars have always been heads and shoulders above pit fiends and balors in the fluff, but the SRD version doesn't really reflect this. I made this revision back in Balmuria 1 and updated it for Balmuria 3. The changes are minimal. As only a few steps removed from deities, solars are flush with power and usually unique. The feats I chose are general to allow it to do a bit of everything, I figure most specialize more.

Solar

Size/Type: Large Outsider (Good)
Hit Dice: 22d8+220 (396 HP)
Initiative: +18
Speed: 50 ft, fly 150 ft (good)
Armor Class: 46 (-1 size, +7 dex, +21 natural, +8 armor)
Base Attack/CMB/CMD: +22/+32/49
Attack: Greatsword+35 (3d6+18) or Longbow+33 (2d6+12 and bane) or slam+30 (2d8+13)
Full Attack: Greatsword+35/+30/+25/+20 (3d6+18 19-20 x2) or Longbow+31/+31/+26/+21/+16 (2d8+13 x3)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells.
Special Qualities: Damage reduction 15/epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 15, resistance to electricity and fire 20, spell resistance 35, tongues.
Saves: Fort +24, Ref +23, Will +25  (+4 vs poison, +4 resistance vs evil)
Abilities: Str 28, Dex 31, Con 32, Int 29, Wis 34, Cha 29
Skills: 25+ability modifier.
Feats: Words of Creation(B), Improved Initiative(1), Improved Sunder(3), Power Attack(6), Point Blank Shot(9), Precise Shot(12), Rapid Shot(15), Purify Spell(18)
Epic Feats: Superior Initiative(21)
Alignment: Always good (any).

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.

Spell-Like Abilities:

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will—aid animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility (self only), lesser restoration, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster vii, speak with dead, waves of fatigue; 3/day—blade barrier, earthquake, heal, mass charm monster, permanency, resurrection*, waves of exhaustion; 1/day—greater restoration, power word blind, power word stun, prismatic spray, miracle. Caster level 22nd, DC 19+spell level. The save DCs are Charisma-based. Any of the solar's always active abilities may be dispelled, but the solar can reactive them as a free action on it's turn.

Spells

Solars can cast divine spells as 20th level clerics. A solar has access to two of the following domains, as well as any approriate to it's deity or plane of service: Air, Destruction, Good or War. The save DCs are Wisdom-based. A solar that continues to advance it's hit dice gains a casting level except for every tenth hit die. (10, 20, 30, ect.)

Change Shape (Su)

A solar can assume the form of any small or medium humanoid.


Gear:
Spoiler: ShowHide


+5 dancing greatsword.
+3 longbow. Any non-celestial who draws this bow finds it to be a longbow+3 without any other benefit. Any celestial who draws the bow finds that it perfectly matches their strength score. Any arrow fires from it counts as a bane weapon against it's target.
+3 breastplate. This golden breastplate has a maximum dexterity bonus of 7 and no armor check penalty.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

I used the Fallen template from Gates of Hell to construct the base of the fallen solar Ithea and Muirfinn did battle with. I treat it as a zero LA template, as it largely weakens the fallen angel, particularly in spellcasting.

The fallen solar you battled took pure cleric levels on the other side of its gestalt to compensate. While there isn't anything wrong with this RAW, I feel this violates the spirit of the fallen template. I had a good sit down and think about it, and decided this was a case where making it work mechanically was worth fudging it. No big overall. Incidentally, the fallen solar you fought had epic spell capacity and a few level 10 spells. He didn't get a chance to cast them the way the battle went, and Ithea dropping an enervation on him didn't hurt, either. Be glad.


Fallen Solar

Size/Type: Large Outsider (Evil)
Hit Dice: 22d8+220 (396 HP)
Initiative: +18
Speed: 50 ft, fly 150 ft (good)
Armor Class: 46 (-1 size, +7 dex, +21 natural, +8 armor)
Base Attack/CMB/CMD: +22/+32/49
Attack: -
Full Attack: -
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells.
Special Qualities: Damage reduction 15/epic and evil, darkvision 120ft, low light vision, regeneration 15, spell resistance 35, immunity to poison and fire, magic circle against good, telepathy 100ft, cursed,
Saves: Fort +24, Ref +23, Will +24  (+4 vs petrification, +2 resistance vs good)
Abilities: Str 30, Dex 31, Con 32, Int 29, Wis 32, Cha 29
Skills: 25+ability modifier.
Feats: Words of Creation(B), Improved Initiative(1), Improved Sunder(3), Power Attack(6), Point Blank Shot(9), Precise Shot(12), Rapid Shot(15), Corrupt Spell(18)
Epic Feats: Superior Initiative(21)
Alignment: Always evil (any).

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

A fallen solar takes normal damage from epic good-aligned weapons, and from spells or effects with the good descriptor.

Spell-Like Abilities:

Always active-detect good. At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, greater teleport, imprisonment, invisibility (self only), power word stun, resist energy, summon monster vii, speak with dead, unholy blight, waves of fatigue; 3/day—blade barrier, earthquake, mass charm monster, permanency, waves of exhaustion; 1/day—power word blind, power word stun, prismatic spray, miracle. Caster level 22nd, DC 19+spell level. The save DCs are Charisma-based. Any of the solar's always active abilities may be dispelled, but the solar can reactive them as a free action on it's turn.

Spells

Fallen solars can cast divine spells as 13th level clerics with a caster level of 20. A solar has access to two of the following domains, as well as any appropriate to it's deity or plane of service: Destruction, Evil, Trickery or War. The save DCs are Wisdom-based. A solar that continues to advance it's hit dice gains a casting level except for every tenth hit die. (10, 20, 30, ect.)

Change Shape (Su)

A fallen solar can assume the form of any small or medium humanoid.

Magic Circle against Good (Su)

A magic circle against good always surrounds a fallen (caster level equals the fallen's Hit Dice).

Cursed (Ex)

Fallen have betrayed all they once stood for and have an unsettling nature about them. A fallen suffers a –2 penalty on Diplomacy checks when interacting with good creatures, but gains a +2 bonus on all Intimidate checks.


Gear:
Spoiler: ShowHide


-

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

The Hellfire Engine from the FC2 is a great idea for a monster. I really like how it works and the seed idea is responsively good. My complaints are minimal otherwise, so I reworked it to my particular style to squeeze more power out of it with less hit dice bloat.

Hellfire Engine

Size/Type: Huge Construct (Evil, Lawful)
Hit Dice: 27d10+40+27+52 (389 hp)
Initiative: +0
Speed: 20ft
Armor Class: 38 (-2 size, +30 natural)
Base Attack/CMB/CMD: +20/+32/42
Attack: Slam+33 (2d6+15 plus 9d6 hellfire)
Full Attack: 2 slams+33 (2d6+15 plus 9d6 hellfire)
Space/Reach: 15ft/15ft
Special Attacks: Breath weapon, death throes, hellfire slams.
Special Qualities: Epic construct, cold iron body, construct traits, hellfire shield, steam burst, damage reduction 30/adamantine, epic and good, immunity to fire, resistance to acid and electricity 20, vulnerability to cold, see in darkness, telepathic.
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 40, Dex 10, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: Toughness(B)
Epic Feats: Epic Toughness(B)
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Breath Weapon (Su)

Once every 1d4 rounds, the Hellfire Engine can breathe a 60ft cone of hellfire. This deals 20d10 points of hellfire damage to all creatures within the range, with a DC 32 reflex save to halve. The save DC is constitution based and includes a +9 racial bonus.

Death Throes (Ex)

When destroyed, a Hellfire Engine explodes in a 60ft radius burst that deals 20d10 points of hellfire damage to everything in the area (Reflex DC 32 half). The save DC is Constitution-based and includes a +9 racial bonus.

Hellfire Slams (Su)

A Hellfire Engine deals an extra 9d6 points of hellfire damage with its slam attacks.

Cold Iron Body (Su)

A Hellfire Engine is constructed wholly of cold iron, allowing its slam attacks to count as cold iron to bypass damage reduction.

Hellfire Shield (Su)

A Hellfire Engine emits massive amounts of heat. Any creature that touches or strikes the Hellfire Engine in melee takes 9d6 points of hellfire damage. Any weapons used also take this damage. A weapon reduced to zero hit points by this ability is melted and ruined. Weapons that deal cold damage, such as weapons with the frost enchantment, do not take this damage. A creature or object can only be affected by Hellfire Shield once per round.

Telepathic (Ex)

While Hellfire Engines lack any intelligence, they respond to telepathic commands by devils. This is restricted to general commands, such as attack, breathe hellfire, hold position or so forth.

Steam Burst (Ex)

Cold damage to the Hellfire Engine causes a spectacular burst of steam as super-heated air and magic are cooled. Whenever the Hellfire Engine takes cold damage, it emits a cloud of steam in a radius, equivalent to an obscuring mist spell. The exact size of the radius is equal to the amount of cold damage the Hellfire Engine took, rounded down to the nearest 5ft. For example, a Hellfire Engine that takes 13 points of cold damage emits a 10ft radius of steam. This mist lasts for 1 round and is immediately dispelled by a moderate wind or stronger. However, fire damage does not cause the steam to burn away.

Epic Construct (Ex)

An epic construct gains Toughness and Epic Toughness as bonus feats. It gets maximum hit points per hit die.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Hoary Hunters. The flavor is unchanged from the ELH so I won't rehash it here. Most of the changes are relatively minor or style ones, as well as cleaning up a few leftovers from 3.0. Almost all of them gestalt with ranger, so a ranger Hoary Hunter will be posted soon. Favored enemies and track dovetail beautifully well with a Hoary Hunter.

Yes, I'm aware Discern Location is banned. I allowed it in this case since it matches the flavor of what they're supposed to do. Rather than rehashing that, I chose to just admit it's the same thing and not worry about it. DM fudging is a go. This doesn't mean it's not banned anymore, just that I'm making a special exception here.

If you saw the ELH stat block or the paste I made into #elysium, you may have noticed that the soul binding on a critical hit went away in the final draft. It's too close to instant death for my tastes. If anything, it's instant death is worse than usual, as it kills you and captures your soul. Ew. Now they have to kill you with the blade, but the improved critical hit feats make sure it has dangerous crits at least.

As a side note, Soul Bind doesn't mesh with the flavor of how long the soul stays in the body. According to Complete Divine, it lingers one to two rounds. It works for up to a round/level after death, which implies it can yank a soul back from passing on. Considering the Well of Souls and other flavor aspects, it would suggest that Soul Bind needs to be revised to reflect this. It's admittedly not a priority, unless Soul Bind was on any of your radars.


Hoary Hunter

Size/Type: Medium Fey (Cold)
Hit Dice: 40d6+520 (713 hp)
Initiative: +19
Speed: 30ft
Armor Class: 62 (+11 dex, +12 shield, +30 natural)
Base Attack/CMB/CMD: +20/+34/67
Attack: Misty Embrace+45 (1d8+24+3d6 cold (6d6 cold on crit) plus 4d6 on crit 17-20 x3) or Cold Moon+31 (5d6+5d6 cold or 20d10+40d10 cold)
Full Attack: Misty Embrace+45/+40/+35/+30 (1d8+24+3d6 cold (6d6 cold on crit) plus 4d6 on crit 17-20 x3) Cold Moon+31 (5d6+5d6 cold or 20d10+40d10 cold)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities,
Special Qualities: Immunity to cold, vulnerability to fire, low light vision, spell resistance 52, damage reduction 25/epic and cold iron, inexorable hunt, contingent resurrection.
Saves: Fort +25, Ref +29, Will +24
Abilities: Str 38, Dex 33, Con 36, Int 21, Wis 23, Cha 26
Skills: 43+ability modifier.
Feats: Improved Initiative(1), Mounted Combat(3), Ride By Attack(6), Improved Critical(Longsword(9), Power Attack(12), Spirited Charge(15), Quicken Spell-Like Ability(Freezing Fog)(18), Weapon Focus(Longsword)(24),
Epic Feats: Superior Initiative(21), Overwhelming Critical(27), Devastating Critical(30), Penetrate Damage Reduction(Silver)(33), Penetrate Damage Reduction(Adamantine)(36), Dire Charge(39)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will—true strike, freezing fog, fog cloud, greater plane shift, mass hold monster; 3/day—dimensional anchor, dominate monster, heal mount(applies to hoary hunter's mount), superb dispelling. Caster level 40th. The save DCs are charisma based.

Inexorable Hunt (Su)

A Hoary Hunter able to inexorably track its chosen quarry across Creation. Once the Hoary Hunter appears on a cold, moonlit night, it knows exactly where its prey is and how to reach him. This functions as a Discern Location spell and is active at all times as a free action.

Contingent Resurrection (Su)

A Hoary Hunter slain on the hunt vanishes, only to reappear one round later in its native fey realms, fully restored. This ability functions once per day. Unlike outsiders slain on another plane, Hoary Hunters may return to the plane they were slain on immediately. A Hoary Hunter slain in an anti-magic field or dead magic area does not resurrect and stays dead. Otherwise, a Hoary Hunter can only be slain by being defeated on the hunt and then in its home realm in the same night.


Gear: [spoiler]

Misty Embrace

Each Hoary Hunter carries a misty longsword with them. This longsword appears to be nothing more than the same ghostly frost that composes the Hunter, though it is as hard as steel. Each one of these blades functions as a cold iron longsword+10, icy blast and ghost touch. Whenever the Hoary Hunter slays his opponent with this blade, they must make a DC 45 will save or be entrapped within this sword's diamond pommel stone. This functions as the spell Soul Bind.

Cold Moon

Hoary Hunters carry a crescent shaped shield with them, one that resembles nothing more than misty moonlight held into one form. These shields are heavy steel shields+10. Unlike normal shields, these shields apply to touch armor class, including attacks from incorporeal sources. Further, these shields may be thrown as a full round action. Cold Moon has a range increment of 200ft and is treated as having the returning special quality. When thrown in this way, Cold Moon proves to be sharp, able to cut as well as a keen razor.

On a successful hit on a creature that is not his prey, this attack deals 5d6 points of slashing damage and 5d6 points of cold damage. On a successful hit on his prey, Cold Moon slices through the victim and causes blossoms of ice to explode out from them. This deals 20d10 points of slashing damage and 40d10 points of cold damage. If the prey survives this terrible blow, they must make a DC 45 will save or be slowed for 1 hour.

The Hoary Hunter loses his shield bonus to armor class on any round that he throws Cold Moon, regaining it at the beginning of his next turn. Generally, Hoary Hunters will only use this on non-prey that they cannot attack directly, or against prey that they believe can withstand the blow. Killing prey with Cold Moon causes the prey's soul to escape and is treated as a failure for the Hoary Hunter, so they use this ability with great care.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#27
Hoary Hunter gestalted with Ranger. Hoary Hunter Rangers focus on improving their favored enemy rank against one enemy in particular. This particular one has chosen elves. They use the mounted warrior alternate combat style, but otherwise they're by the book. Incidentally, the epic ranger casting is a mockup. Haven't gotten around to doing ranger epic spells yet, though I need to since Crystal will reach epic ranger casting.

The marked improvement in combat capacity from basic Hoary Hunter shows how bad fey HD for any sort of warrior build. It encourages massive HD bloat; were I designing for standard D&D, I'd houserule fey HD to be 3/4ths base attack bonus. In any case, Hoary Hunters hit at +89 for 1d8+48+3d6 (+6d6 and +4d6 on crit) 17-20 x3 against favored enemies, as well as getting 2-1 PA with a one handed weapon. They really excel at killing prey. Having allies who aren't the same favored enemy type as you is a good way to give a Hoary Hunter a bad day, as is finding a way to shut down that attack. Of course, that requires to know that one's coming after you.

I suppose Hoary Hunters fall into the stereotypical villain trap of being weak to the power of friendship?


Hoary Hunter Ranger

Hoary Hunter 40//Ranger 40

Size/Type: Medium Fey (Cold)
Hit Dice: 40d8+520 (753 hp)
Initiative: +24
Speed: 40ft
Armor Class: 62 (+11 dex, +12 shield, +30 natural)
Base Attack/CMB/CMD: +40/+54/87
Attack: Misty Embrace+65 (1d8+24+3d6 cold (6d6 cold on crit) plus 4d6 on crit 17-20 x3) or Cold Moon+51 (5d6+5d6 cold or 20d10+40d10 cold)
Full Attack: Misty Embrace+65/+60/+55/+50 (1d8+24+3d6 cold (6d6 cold on crit) plus 4d6 on crit 17-20 x3) Cold Moon+51 (5d6+5d6 cold or 20d10+40d10 cold)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, favored enemy(humanoid(elf)+24, humanoid(human)+8, animal+8, fey+8, plant+8, construct+8, dragon+8, humanoid(dwarf)+8), spells.
Special Qualities: Immunity to cold, vulnerability to fire, low light vision, spell resistance 52, damage reduction 25/epic and cold iron, inexorable hunt, contingent resurrection, wild empathy, animal companion, woodland stride, swift tracker, evasion, camouflage, hide in plain sight.
Saves: Fort +31, Ref +34, Will +27
Abilities: Str 38, Dex 33, Con 36, Int 21, Wis 23, Cha 26
Skills: 43+ability modifier.
Feats: Improved Initiative(1), Track(R1), Ride By Attack(R2), Mounted Combat(3), Endurance(R3), Tactical Advantage(Humanoid(Elf))(6), Spirited Charge(R6), Improved Critical(Longsword(9), Trample(R11), Power Attack(12), Favored Power Attack(15), Quicken Spell-Like Ability(Freezing Fog)(18), Weapon Focus(Longsword)(24)
Epic Feats: Superior Initiative(21), Bane of Enemies(R23), Epic Spell Capacity(R26), Overwhelming Critical(27), Legendary Rider(R29), Devastating Critical(30), Improved Favored Enemy(R32), Penetrate Damage Reduction(Silver)(33), Improved Favored Enemy(R35), Penetrate Damage Reduction(Adamantine)(36), Improved Favored Enemy(R38), Dire Charge(39)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will—true strike, freezing fog, fog cloud, greater plane shift, mass hold monster; 3/day—dimensional anchor, dominate monster, heal mount(applies to hoary hunter's mount), superb dispelling. Caster level 40th. The save DCs are charisma based.

Inexorable Hunt (Su)

A Hoary Hunter able to inexorably track its chosen quarry across Creation. Once the Hoary Hunter appears on a cold, moonlit night, it knows exactly where its prey is and how to reach him. This functions as a Discern Location spell and is active at all times as a free action.

Contingent Resurrection (Su)

A Hoary Hunter slain on the hunt vanishes, only to reappear one round later in its native fey realms, fully restored. This ability functions once per day. Unlike outsiders slain on another plane, Hoary Hunters may return to the plane they were slain on immediately. A Hoary Hunter slain in an anti-magic field or dead magic area does not resurrect and stays dead. Otherwise, a Hoary Hunter can only be slain by being defeated on the hunt and then in its home realm in the same night.


Ranger powers:
Spoiler: ShowHide


Hoary Hunter Ranger casts as a 40th level ranger. The Primal line of spells are cast each day and should be assumed to be in effect.

1: Crabwalk, Primal Hunter, Resist Energyx3
2: Bear's Endurance, Cat's Grace, Cure Light Wounds, Primal Instinct, Swift Haste
3: Cure Moderate Wounds, Darkvision, Neutralize Poison, Primal Senses
4: Commune with Nature, Freedom of Movement, Nondetection, Primal Speed
5: Cure Critical Wounds, Insect Plague, Summon Nature's Ally 5, Transmute Rock to Mud
6: Antilife Shell, Summon Nature's Ally 6x3
7: Heal, Summon Nature's Ally 7x2
8: Control Plants, Earthquake, Phantom Wolf
9: Foresight, Summon Nature's Allyx2


Gear: [spoiler]

Misty Embrace

Each Hoary Hunter carries a misty longsword with them. This longsword appears to be nothing more than the same ghostly frost that composes the Hunter, though it is as hard as steel. Each one of these blades functions as a cold iron longsword+10, icy blast and ghost touch. Whenever the Hoary Hunter slays his opponent with this blade, they must make a DC 45 will save or be entrapped within this sword's diamond pommel stone. This functions as the spell Soul Bind.

Cold Moon

Hoary Hunters carry a crescent shaped shield with them, one that resembles nothing more than misty moonlight held into one form. These shields are heavy steel shields+10. Unlike normal shields, these shields apply to touch armor class, including attacks from incorporeal sources. Further, these shields may be thrown as a full round action. Cold Moon has a range increment of 200ft and is treated as having the returning special quality. When thrown in this way, Cold Moon proves to be sharp, able to cut as well as a keen razor.

On a successful hit on a creature that is not his prey, this attack deals 5d6 points of slashing damage and 5d6 points of cold damage. On a successful hit on his prey, Cold Moon slices through the victim and causes blossoms of ice to explode out from them. This deals 20d10 points of slashing damage and 40d10 points of cold damage. If the prey survives this terrible blow, they must make a DC 45 will save or be slowed for 1 hour.

The Hoary Hunter loses his shield bonus to armor class on any round that he throws Cold Moon, regaining it at the beginning of his next turn. Generally, Hoary Hunters will only use this on non-prey that they cannot attack directly, or against prey that they believe can withstand the blow. Killing prey with Cold Moon causes the prey's soul to escape and is treated as a failure for the Hoary Hunter, so they use this ability with great care.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Revised deathdrinker demon. I tweaked them down in HD and boosted its racial features to compensate. The original was a 27 HD CR 18, so I tweaked that and generally improved it mildly.

Deathdrinker

Size/Type: Huge Outsider (Evil, Chaotic)
Hit Dice: 21d8+336 (444 hp)
Initiative: +10
Speed: 50ft
Armor Class: 35 (-2 size, +2 dex, +15 natural, +10 armor)
Base Attack/CMB/CMD: +21/+35/47
Attack: Adamantine Greatsword+36 (4d6+23 plus bloodfeeding 17-20 x2)
Full Attack: Adamantine Greatsword+36/+31/+26/+21 (4d6+23 plus bloodfeeding 17-20 x2)
Space/Reach: 15ft/15ft
Special Attacks: Spell-like abilities, deathdrink.
Special Qualities: Damage reduction 15/epic, lawful, cold iron and good, darkvision 120ft, resistance to elements 20, immune to negative energy and poison, spell resistance 31, aura of unlife, glory in slaughter, telepathy 100ft.
Saves: Fort +28, Ref +14, Will +28 (Does not fail fort saves on a 1)
Abilities: Str 34, Dex 14, Con 42, Int 10, Wis 11, Cha 11 
Skills: 24+ability modifier.
Feats: Quicken Spell-Like Ability(Greater Teleport)(B), Combat Reflexes(1), Improved Initiative(3), Power Attack(6), Endurance(9), Steadfast Determination(12), Improved Critical(Greatsword)(15), Mage Slayer(18)
Epic Feats: Superior Initiative(21)
Alignment: Chaotic Evil

Racial powers:
Spoiler: ShowHide


Spell-like abilities: Always active-air walk, freedom of movement, true seeing. At will-greater dispel magic, greater teleport. Caster level 21st (17th). The save DCs are charisma based.

Aura of Unlife (Su)

Creatures take 6d6 points of damage at the end of each of the deathdrinker's turns if they are within 60 feet of it. This is a negative energy effect. Undead are instead healed of a like amount of damage.

Glory in Slaughter (Ex)

A deathdrinker gains a +5 morale bonus on attack rolls, damage rolls, and saving throws for 1 minute after it kills a worthy opponent (a creature with at least 10 HD).

Deathdrink (Su)

If a deathdrinker deals enough damage to a creature to kill it, with either its death aura or a melee attack, it instantly heals 1d8 points of damage per HD of the creature it killed.


Gear: [spoiler]

[Weapon]Adamantine Greatsword+5, bloodfeeding. 0/10 capacity.
[Armor]Breastplate+5.

[Neck]Death's Amulet: Grants a +6 enhancement bonus to constitution.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

'cause regular wights weren't bad enough. They gain several nasty traits, including lifesense and improved evasion. As fast as they are strong, they're startlingly fast and deadly opponents.

Dread Wight

Size/Type: Medium Undead
Hit Dice: 14d12+98 (195 hp)
Initiative: +7
Speed: 40ft
Armor Class: 31 (+9 dex, +12 natural)
Base Attack/CMB/CMD: +7/+14/31
Attack: Slam+16 (1d6+5 plus 4 damage plus two negative levels)
Full Attack: 2 slams+16/+11 (1d6+5 plus 4 damage plus two negative levels)
Space/Reach: 5ft/5ft
Special Attacks: Create spawn, energy drain.
Special Qualities: Unholy toughness, undead traits, damage reduction 10/silver, darkvision 60ft, lifesense 60ft, improved evasion.
Saves: Fort +4, Ref +13, Will +13
Abilities: Str 24, Dex 28, Con -, Int 15, Wis 19, Cha 24 
Skills: 17+ability modifier, +8 to move silently.
Feats: Alertness(B), Weapon Finesse(1), Improved Energy Drain(3), Life Drain(6), Spell Drain(9), Rapidstrike(12)
Epic Feats: -
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Create Spawn (Su)

Any humanoid slain by a dread wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Energy Drain (Su)

Living creatures hit by a dread wight's slam attack gain two negative levels. The DC is 24 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?