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

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Anastasia

Awakened Shocker Lizard

This nameless creature was awakened by a depraved druid, who eventually traded him to a Mercane. The Mercane sold him to a mortal, who eventually fell to a band of yugoloths in the Blood War, who in turn were captured by a unit under the Broken Saint's command. Detecting the intellect in the creature, Biler took him as an amusing pet and another line of defense.

Shocker Lizard 10//Fighter 10

Size/Type: Small Magical Beast
Hit Dice: 10d10+30+10 (100 hp)
Initiative: +12
Speed: 40ft, swim 20ft, climb 20ft
Armor Class: 29 (+8 dex, +9 natural, +1 dodge, +1 size)
Base Attack/CMB/CMD: +10/+10/29
Attack: Bite+18 (1d6+1)
Full Attack: Bite+18 (1d6+1)
Space/Reach: 5ft/5ft
Special Attacks: Stunning shock, lethal shock.
Special Qualities: Darkvision 60ft, electricity sense, immunity to electricity, low-light vision.
Saves: Fort +10, Ref +17, Will +5
Abilities: Str 12, Dex 26, Con 16, Int 5, Wis 14, Cha 10   
Skills: Hide+37, Listen+17, Move Silently+33, Spot+20
Feats: Ability Focus(Stunning Shock)(1), Improved Initiative(F1), Toughness(F2), Skill Focus(Hide)(3), Dodge(F4), Skill Focus(Move Silently)(6), Mobility(F6), Spring Attack(F8), Skill Focus(Spot)(9), Weapon Finesse(F10)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Stunning Shock (Su)

Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 10d8 points of nonlethal damage to living opponents (Reflex DC 20 half). The save DC is Constitution-based.

Lethal Shock (Su)

Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half.

Electricity Sense (Ex)

Shocker lizards automatically detect any electrical discharges within 100 feet.


Gear: [spoiler]

[Neck]Stealth collar: Grants a +10 enhancement bonus to hide and move silently. 2/day the wearer can use invisibility, as the spell, caster level 5th.
<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

Arkaalun

Arkaalun is a contract killer, tidying up problems for Biler. He is a stealthy brute, lacking refinement or any cares save for the simple code of honor all astral stalkers observe. He rarely speaks, save to hammer out contracts and when needed for pursuit of his prey. He cares for nothing but the hunt, and will slaughter any who interrupt it.

Astral Stalker 23//Rogue 10/Mortal Hunter 13

Size/Type: Medium Outsider
Hit Dice: 10d8+13d10+207 (347 hp)
Initiative: +8
Speed: 70ft, climb 40ft
Armor Class: 38 (+8 dex, +10 deflection, +10 natural)
Base Attack/CMB/CMD: +23/+33/61
Attack: Claw+33 (1d8+10 plus 8d6 sneak attack 19-20 x2) or throat dart+31 (1d6+10 plus 8d6 sneak attack and poison)
Full Attack: 2 claws+33/+28/+23/+18 (1d8+10 plus 8d6 sneak attack 19-20 x2) or 2 throat darts+31 (1d6+10 plus 8d6 sneak attack and poison)
Space/Reach: 5ft/5ft
Special Attacks: Poison, sneak attack+8d6, throat dart, mortal hunting+8, smite mortal 5/day, mortalbane shout, condemn mortals.
Special Qualities: Camouflage, damage reduction 15/epic, darkvision 120ft, elusive prey, improved evasion, scent, swift tracker, unearthly grace, trapfinding, penetrating strike, improved uncanny dodge, facade, detect mortals, change shape, dark gift, spurn mortal magic, claws of the overfiend.
Saves: Fort +36, Ref +33, Will +30
Abilities: Str 31, Dex 27, Con 29, Int 12, Wis 16, Cha 30
Skills: Appraise+27, Hide+29, Jump+52, Knowledge(dungeoneering)+27, Knowledge(geography)+27, Knowledge(planes)+27, Listen+29, Move Silently+29, Spot+29, Survival+44, Swim+36, Tumble+34, Use Rope+34 
Feats: Improved Critical(Claws)(B), Track(B), Alertness(1), Mortalbane(3), Rapidstrike(Claws)(6), Power Attack(9), Staggering Strike(12), Extra Smiting(15), Improved Rapidstrike(Claws)(18)
Epic Feats: Archfiend's Gift(21)
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Poison (Ex)

Injury; Fortitude DC 30; initial damage paralysis 1d4 rounds; secondary damage none. The save DC is Constitution-based.

Throat Dart (Ex):

An astral stalker's throat dart has a range of 150 feet with no range increment.

Camouflage (Ex)

An astral stalker can usethe Hide skill in any sort of natural terrain, even if the terrain does not grant cover or concealment.

Elusive Prey (Ex)

An astral stalker is difficult to track. Anyone trying to trackone takes a -10 penalty on Survival checks.

Evasion (Ex)

An astral stalker can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex sav-ng throw against an attack that normally deals half damage on a successful save, it instead takes no damage.

Swift Tracker (Ex)

An astral stalker can move at its normal speed while following tracks without taking the normal –5penalty. It takes only a –10 penalty(instead of the normal –20 penalty) when moving at up to twice normal speed while tracking.

Unearthly Grace (Su)

An astral stalker adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.


Mortal Hunter powers:
Spoiler: ShowHide


Arkaalun casts as a 10th level mortal hunter (caster level 13th.)

1: Detect Good, Protection from Good.
2: See Invisibility, Wither Limb.
3: Flesh Ripper, Vile Lance.
4: Morality Undone.

Detect Mortals (Su)

A 1st level mortal hunter can use detect mortals at will. This ability duplicates the effect of detect undead, except that mortals are detected. Caster level equals the mortal hunter's hit dice.

Mortal Hunting (Ex)

A mortal hunter gains a bonus against mortals due to its extensive study of them and training in the proper combat techniques. The mortal hunter gains a +1 bonus on attack and damage rolls against mortals and the same bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against mortals. At 3rd, 5th, 7th and 9th level, the mortal hunter's bonus associated with mortals goes up by +1. This bonus stacks with a ranger's favored enemy bonus.

Change Shape (Su)

A 2nd level mortal hunter gains the ability to change into the shape of any small, medium or large humanoid. This works as the change shape special quality.

Dark Gift (Su)

By the unholy power within the mortal hunter, its spell-like abilities are harder to resist. The save DCs of all of its spells and spell-like abilities gain a +2 profane bonus when used against mortals.

Smite Mortals (Su)

Once per day at 4th level and twice per day at 8th level, a mortal hunter may attempt to smite mortals. This works as the paladin ability of the same name, except that it only affects mortals. The mortal hunter adds his charisma bonus to the attack roll and his mortal hunter level to the damage roll. If the mortal hunter possess smite good from another class, such as blackguard, those class levels stack with mortal hunter to determine the total bonus damage.

Spurn Mortal Magic (Su)

A 5th level mortal hunter applies its Charisma modifier (if positive) as an additional bonus on all saving throws against spells and spell-like abilities used by mortals.

Claws of the Overfiend (Ex)

At 6th level, a mortal hunter's natural weapons become more effective. They are treated as one size category larger to determine damage. This stacks with the improved natural attack feat.

Mortalbane Shout (Su)

An 8th level mortal hunter can, once per day, give a shout that stuns for 1d4 rounds all mortals within 50 feet who fail a Fortitude save (DC 10 + charisma modifier + 1/2 hit dice).

Condemn Mortal (Su)

At 10th level, a mortal hunter's victims risk being dragged down to the Lower Planes if slain by the mortal hunter. Any mortal slain (reduced to -10 or less hit points or otherwise killed, but not petrified, affected by trap the soul or similar circumstances) by the mortal hunter must immediately make a Will save (DC 10 + charisma modifier + 1/2 hit dice) or have its soul plunge into the Lower Plane the mortal hunter originates from. Such a mortal soul becomes the property of the mortal hunter or his superior.

A mortal lost to this fate cannot be raised or resurrected by any means, even a wish or miracle. They can only be freed by a proper quest into the Lower Planes to free the soul from whomever owns it. If successfully freed, the mortal soul immediately travels to its normal afterlife and can thereafter be resurrected as normal.

A mortal hunter can choose to deactivate or activate this power as a free action.


Gear: [spoiler]

[Ring 1]Pact-Ring of the Hunt: Grants a +15 competence bonus to survival checks and increases the benefits of mortal hunting by 1.
[Feet]Boots of the Long Hunt: Grants a +20ft enhancement bonus to all modes of movement. Grants immunity to fatigue and exhaustion.
<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

Telastryiryn, Great Wyrm Green Dragon

Green Dragon 38//Ranger 10/Horizon Walker 28

Active spells: Greater Mage Armor, Bite of the Werebear, Mind Blank, Superior Resistance, Greater Anticipate Teleport, Shield, Telastryiryn's Aquatic Crown.

Size/Type: Gargantuan Dragon (Air)
Hit Dice: 38d12+456+38+152 (1,102 hp)
Initiative: +12
Speed: 40ft, swim 200ft, fly 200ft (clumsy)
Armor Class: 68 (-4 size, +48 natural, +6 armor, +4 dex, +4 shield)
Base Attack/CMB/CMD: +38/+56/70
Attack: Bite+58 (4d8+34 plus 4d6 on crit 19-20 x3)
Full Attack: Bite+58 (4d8+34 plus 4d6 on crit 19-20 x3) and 2 claws+57 (2d8+22) and 2 wings+57 (2d6+22) and tail slap+57 (2d8+46)
Space/Reach: 15ft/15ft (30ft with bite)
Special Attacks: Spell-like abilities, breath weapon(24d6, DC 37), frightful presence (DC 35), favored enemy(outsider:fire+6, outsider:good+2, outsider: chaotic+2).
Special Qualities: Immunity to acid, water breathing, damage reduction 20/epic, spell resistance 30, wild empathy, woodland stride, swift tracker, evasion, terrain mastery(aquatic, plains, marsh, forest, underground, fiery, cold, shifting, aligned, weightless)+3, resistance to fire and cold 20.
Saves: Fort +39, Ref +28, Will +32
Abilities: Str 57, Dex 18, Con 35, Int 22, Wis 23, Cha 22
Skills: 41+ability modifier.
Feats: Improved Initiative(1), Track(R1), Power Attack(R2), Swim-by Attack(3), Endurance(R3), Cleave(R4), Improved Natural Attack(Bite)(6), Improved Sunder(R6), Toughness(R8), Improved Critical(Bite)(9), Weapon Focus(Bite)(12), Quicken Breath(15), Clinging Breath(18), Multiattack(24), Improved Multiattack(27),
Epic Feats: Superior Initiative(21), Epic Toughness(HW14), Armor Skin(HW18), Overwhelming Critical(Bite)(30), Armor Skin(HW22), Great Ability(Strength)(33), Pulverize(36), Epic Toughness(HW26)
Alignment: Lawful Evil

Telastryiryn's Aquatic Crown
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This mighty spell bestows a crown of black water atop the targets head. This crown takes up space equal to a helm, hat or headband. If this body slot is already filled, the spell fizzles.

The target of this spell gains many blessings of the water. He gains the fluid grace of water, gaining a +8 enhancement bonus to dexterity. He is gifted with the ability to breathe water, a swim speed equal to the targets land speed, the ability to move through water freely and not be impeded by it (such as by a freedom of movement spell affecting water only) and immunity to crushing pressure and bitter cold of the deep depths of the ocean (but not other sources of crushing or cold damage, such as a cone of cold).
<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

Telastryiryn's Predators.

Dire Shark 18//Half Dragon 3/Half Water Elemental 3/Multiheaded Creature 4 (4 heads)/Poisonous 1/Horrid 1

Size/Type: Huge Dragon (Water)
Hit Dice: 18d10+198 (319 hp)
Initiative: +6
Speed: Swim 60ft
Armor Class: 34 (-2 size, +2 dex, +23 natural, +1 dodge)
Base Attack/CMB/CMD: +18/+31/44 (+8 racial to improved grab)
Attack: 4 bites+32 (4d8+16 plus 4d6 acid plus poison (DC 34, 1d4/1d4 int) plus improved grab)
Full Attack: 4 bites+32 (4d8+16 plus 4d6 acid plus poison (DC 34, 1d4/1d4 int) plus improved grab)
Space/Reach: 15ft/15ft
Special Attacks: Improved grab, swallow whole, breath weapon(DC 32, 24d8 acid 1d4 rounds), spell-like abilities
Special Qualities: Keen scent, darkvision 60ft, immunity to acid, water, disease, sleep and paralysis,
Saves: Fort +22, Ref +13, Will +13
Abilities: Str 43, Dex 15, Con 33, Int 5, Wis 14, Cha 14
Skills: 21+ability modifier.
Feats: Improved Initiative(B), Combat Reflexes(B), Improved Natural Attack(all)(B), Dodge(1), Mobility(3), Spring Attack(6), Ability Focus(Breath Weapon(9), Ability Focus(Poison)(12), Virulent Poison(15), Dragon Breath(18)
Epic Feats: -
Alignment: Neutral Evil

Spell-like abilities

1/day-Acid fog, cone of cold, control water, elemental swarm, fog cloud, horrid wilting, ice storm, obscuring mist, water breathing. Caster level 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

Telastryiryn's Avengers.

Elder Water Elemental 24//Barbarian 24

Size/Type: Huge Elemental (Water)
Hit Dice: 24d12+240 (402 hp)
Initiative: +6
Speed: 40ft, swim 120ft
Armor Class: 19 (-2 size, -4 rage, +6 dex, +9 natural)
Base Attack/CMB/CMD: +24/+35/51
Attack: Slam+38 (2d10+23)
Full Attack: 2 slams+38/+33/+28/+23 (2d10+23)
Space/Reach: 15ft/15ft
Special Attacks: Water mastery, drench, vortex, rage 7/day.
Special Qualities: Damage reduction infinite/-, darkvision 60ft, elemental traits, improved uncanny dodge, trap sense+8, greater rage, tireless rage, mighty rage, terrifying rage(DC 37)
Saves: Fort +25, Ref +16, Will +21 (+4 vs enchantment, does not fail fort on a 1)
Abilities: Str 40, Dex 22, Con 31, Int 10, Wis 11, Cha 11
Skills: 27+ability modifier.
Feats: Power Attack(1), Instantaneous Rage(3), Reckless Rage(6), Endurance(9), Steadfast Determination(12), Rapidstrike(15), Improved Rapidstrike(18)
Epic Feats: Great Ability(Strength)(21), Pulverize(24), Terrifying Rage(B24)
Alignment: Neutral
<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

Living Filth

Size/Type: Large Outsider (Water, Earth)
Hit Dice: 22d8+220+22 (334 hp)
Initiative: +4
Speed: 20ft, swim 120ft, burrow 20ft
Armor Class: 40 (-1 size, +30 natural, +1 dodge)
Base Attack/CMB/CMD: +22/+32/43
Attack: Slam+30 (2d8+9 plus disease 19-20 x2)
Full Attack: 2 slams+30 (2d8+9 plus disease 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Diseased strike.
Special Qualities: Damage reduction 15/adamantine and epic, immunity to disease, poison, sleep, paralysis, stunning, critical hits, flanking, aura of filth.
Saves: Fort +22, Ref +12, Will +13
Abilities: Str 28, Dex 10, Con 30, Int 2, Wis 12, Cha 11   
Skills: 25+ability modifier.
Feats: Improved Initiative(1), Ability Focus(Aura of Filth)(3), Ability Focus(Diseased Strike)(6), Dodge(9), Improved Critical(Slam)(12), Toughness(15), Power Attack(18)
Epic Feats: Epic Ability Focus(Aura of Filth)(21)
Alignment: Neutral

Racial powers: [spoiler]

Aura of Filth (Ex)

Living Filth is surrounded by a 30ft aura of putrid scents and hovering filth of the foulest odors. Any creature that enters this area immediately contracts Filth Rot (see below); a DC 45 Fortitude save reduces the onset time to one day, otherwise the onset time is immediate. The save DC is Constitution based and includes a +8 racial modifier.

Diseased Strike (Ex)

The slam attack of a Living Filth carries dozens of potentially toxic diseases. Any opponent struck by the Living Filth's slam attack must make a DC 41 Fortitude save or immediately contract a disease. If the target does not already suffer from it, Filth Rot is bestowed first, followed by a randomly rolled disease from the table below. Note that individual Living Filths may have their own particular diseases. The DC for each disease becomes 39 (unless higher), the infection type becomes injury and the onset time becomes immediate. A target is affected by Diseased Strike each time they are struck by the Living Filth.

The save DC is Constitution based and includes a +8 racial modifier.

1: Blinding Sickness
2: Cackle Fever
3: Demon Fever
4: Devil Chills
5: Filth Fever
6: Mindfire
7: Mummy Rot
8: Red Ache
9: Shakes
10: Slimy Doom

New Disease: Filth Rot

DC 39; immediate onset; 1d6 ability damage to all ability scores and foulness.

Creatures who battle against a Living Filth run the risk of being infected with Filth Rot. This disease liquefies the body into a mixture of pus, blood and black sludge. The odor  of a body afflicted with Filth Rot is overwhelming; any creature who comes within 15ft is nauseated (DC 39 will save reduces to sickened) for as long as they stay within 15ft of the victim and 10 minutes thereafter. A Living Filth is immune to this effect.

Filth Rot can be cured by four successful saving throws in a row or by a remove disease spell.
<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

Frost Piranha Swarm

Size/Type: Tiny Animal (Aquatic, Cold, Swarm)
Hit Dice: 16d8+48+16 (125 hp)
Initiative: +9
Speed: Swim 50ft
Armor Class: 20 (+2 size, +5 dex, +3 natural)
Base Attack/CMB/CMD: +12/+10/25
Attack: -
Full Attack: -
Space/Reach: -
Special Attacks: Swarm(8d6+8d6 cold), entombment.
Special Qualities: Swarm traits, immunity to cold, vulnerability to fire.
Saves: Fort +15, Ref +17, Will +8
Abilities: Str 6, Dex 21, Con 17, Int 1, Wis 12, Cha 2
Skills: 19+ability modifier.
Feats: Toughness(1), Alertness(3), Great Fortitude(6), Lightning Reflexes(9), Iron Will(12), Improved Initiative(15)
Epic Feats: -
Alignment: Neutral

Entombment (Ex)

Any creature damaged by the Frost Piranha Swarm must make a DC 21 Reflex save or be trapped in newly formed ice for one round. The creature is treated as paralyzed during this time and is unable to act. The save DC is Constitution based.
<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

Harkin, ruler of the Weeping Sea.

Pit Fiend 20//Paladin of Tyranny 10/Dark Marshal of Bel 10

Size/Type: Large Outsider (Evil, Lawful)
Hit Dice: 20d10+200 (400 hp)
Initiative: +5
Speed: 40ft, fly 60ft (average)
Armor Class: 51 (-1 size, +1 dex, +23 natural, +13 armor, +5 deflection)
Base Attack/CMB/CMD: +20/+36/52
Attack: Oppressor+41 (3d10+29 plus 1 vile plus 1 charisma x4 (x7 vs demons))
Full Attack: Oppressor+41/+36/+31/+26 (3d10+29 plus 1 vile plus 1 charisma x4 (x7 vs demons)) and 2 wings+33 (2d6+8) and bite+33 (4d6+8 plus poison plus disease) and tail slap+33 (2d8+8)
Space/Reach: 10ft/10ft
Special Attacks: Constrict 2d8+32, fear aura(DC 32), improved grab, spell-like abilities, summon devil, smite good 3/day, rebuke undead 15/day(5d6; DC 26), dark smite 3/day.
Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft, immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 6, see in darkness, spell resistance 34, telepathy 100 ft, aura of evil, detect good, divine grace, deadly touch (120 hp), aura of despair, divine health, paladin of death, infernal rally, greater warcry, greater blood oath.
Saves: Fort +38, Ref +36, Will +41
Abilities: Str 42, Dex 20, Con 30, Int 20, Wis 26, Cha 32 
Skills: 23+ability modifier.
Feats: Weapon Focus(Fullhammer)(1), Exotic Weapon Proficiency(Fullhammer)(3), Power Attack(P4), Evil Brand(6), Cleave(P8), Vile Martial Strike(9), Multiattack(12), Brand of Bel(15), Mark of Avernus(18)
Epic Feats: -
Alignment: Lawful Vile

Racial powers:
Spoiler: ShowHide


Constrict (Ex)

Harkin deals 2d8+32 points of damage with a successful grapple check.

Disease (Su)

A creature struck by a pit fiend's bite attack must succeed on a DC 30 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.

Fear Aura (Su)

A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 32 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 pit fiend's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Improved Grab (Ex)

To use this ability, a pit fiend must hit with its tail slap 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 constrict.

Poison (Ex)

Injury, Fortitude DC 30, initial damage 1d6 Con, secondary 2d6 Con. The save DC is Constitution-based.

Spell-Like Abilities

At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, unholy aura (DC 26); 1/day—meteor swarm (DC 27). Caster level 18th. The save DCs are Charisma-based.

Once per year a pit fiend can use wish as the spell (caster level 20th).

Summon Devil (Sp)

Twice per day a pit fiend can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.

Regeneration (Ex)

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


Dark Marshal of Bel powers:
Spoiler: ShowHide


Dark Smite (Ex)

A 1st level Dark marshal can make a Dark Smite 1/day, adding his Charisma modifier (minimum +1) to his attack, and his class level to damage as vile damage. A Dark smite can be used simultaneously with other types of smite attacks, with attack bonuses overlapping and damage bonuses stacking. Dark Smite works on any creature (unless said creature is not affected by Vile damage). In the event that a creature is unaffected by Dark Smite or the dark marshal fails to hit, that use of the attack is used up for the day. A dark marshal gains one additional use of Dark Smite per day at 5th level, and another at 9th level.


Infernal Rally (Ex)

See book, requires tables and a lot of references.

Warcry (Ex)

A 3rd level dark marshal can utter a Warcry 1/day as a free action. All troops within 30 feet under his command (and including the dark marshal) are affected as if by a rage spell, gaining a +2 morale bonus to Strength and Constitution, and a +1 morale bonus on Will saves. The effects of the Warcry last for 3 rounds plus the dark marshal's charisma modifier. At 6th level,  the dark marshal can use a Warcry 2/day, and at 9th level this increases to 3/day. This is a mind-influencing effect that can also affect the dark marshal. Lemures and nupperibos benefit from Warcry. 
       
A Warcry can be used to activate the effects of an Infernal Rally. The bonuses stack.

Blood Oath (Su)

A 5th level dark marshal is able to make a Blood Oath against an enemy that he has met in battle. As a full round action, he wounds himself while making the Oath, taking Constitution damage of up to his class level. Thereafter, he gains a morale bonus to attacks, damage, armor class, and saves against the individual whom he has sworn to defeat, equal to the amount  of Constitution damage that he took. A dark marshal can only have one Blood Oath at a time. He cannot end the Oath without fulfilling it. He cannot heal the Constitution damage until such time as the Oath is fulfilled. Once a Blood Oath is fulfilled, he must wait 24 hours before making a new Oath.

Improved Blood Oath (Su)

At 7th level, a dark marshal's Blood Oath becomes an Improved Blood Oath. He is still only able to have one Oath in effect at any one time, but the bonus granted for his sacrifice is equal to twice the Constitution damage taken. Furthermore, he can automatically sense the focus of his Oath when within 90 feet as if by using blindsense.

Greater Warcry (Ex)

An 8th level dark marshal's Warcry stirs his allies to even greater feats of might. All allies within 30 feet gain a +4 morale bonus to Strength and Constitution, and a +2 morale bonus on Will saves. Greater Warcry otherwise functions as per the Warcry ability.

Greater Blood Oath (Su)

At 10th level, a dark marshal's Blood Oath becomes a Greater Blood Oath. He is still only able to have one Oath in effect at any one time, but the bonus granted for his sacrifice is now equal to three times the Constitution damage taken at the time of making the Oath. By concentrating for three rounds, the dark marshal can sense which direction his foe can be found in. Distance is irrelevant, but the ability does not work across planes.


Gear:
Spoiler: ShowHide


Oppression

Large Hellforge Fullhammer+5, humiliating.

Impregnable Defense

Fullplate+5, grants a +5 deflection bonus to armor class and a +5 resistance bonus to saving throws. The wearer automatically passes any stabilization checks when dying, and while dying they gain fast healing 9.


Basic strategy

- Be buffed up if possible, favoring defense when appropriate. Harkin has confidence in his smiting ability to carry his offense.

- If Harkin believes his foe will charge on and allow him to counter, he'll hold his action. If not, he'll approach - in a charge if need be - and use a smite good+dark smite+power attack to try and land a decisive blow right away. If a battle has him hanging back instead, he'll rely on his SLAs, but he prefers not to. Warcry is used more as a trump card, but if the circumstances call for pure melee, he'll use it.

- If against an opponent with good normal armor class, he'll attempt to use deadly touch to deliver some pain instead.

- If pressed, he'll use mark of avernus to escape via greater teleport. If this is not possible, he'll use it for an extra attack or SLA,
<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

Harkin support 1: 9 hd barbazu

Barbazu 9//Fighter 5/Tactical Soldier 4

Size/Type: Medium Outsider (Evil, Lawful)
Hit Dice: 9d8+45+9 (98 hp)
Initiative: +8
Speed: 40ft
Armor Class: 24 (+4 dex, +9 natural, +1 dodge)
Base Attack/CMB/CMD: +9/+13/28
Attack: Masterwork cold iron glaive+14 (1d10+6 plus infernal wound)
Full Attack: Masterwork cold iron glaive+14/+9 (1d10+6 plus infernal wound)
Space/Reach: 5ft/5ft
Special Attacks: Infernal wound, beard, battle frenzy, summon devil
Special Qualities: Damage reduction 5/silver or 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, flanker, interpose, defensive shield.
Saves: Fort +11, Ref +10, Will +7
Abilities: Str 19, Dex 19, Con 21, Int 6, Wis 12, Cha 10   
Skills: 12+ability modifier.
Feats: Improved Initiative(1), Power Attack(F1), Combat Reflexes(F2), Cleave(3), Toughness(F4), Dodge(6), Sidestep(TS2), Improved Sunder(9)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will— greater teleport (self plus 50 pounds of objects only). Caster level 9th.

Infernal Wound (Su)

The damage a bearded devil deals with its glaive 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 19 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 bearded devil's glaive must succeed on a DC 19 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 infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.

Beard (Ex)

If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+4 points of damage and must succeed on a DC 19 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.

Battle Frenzy (Ex)

Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian's rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 9 rounds, and the bearded devil suffers no ill effects afterward.

Summon Devil (Sp)

Once per day a bearded devil can attempt to summon 2d10 lemures with a 70% chance of success, or another bearded devil with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.


Gear:
Spoiler: ShowHide


Masterwork cold iron glaive
Potion of cure serious wounds
<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

Harkin support 3: Narzugons.

Narzugon 13//Knight 13

Size/Type: Medium Outsider (Evil, Lawful)
Hit Dice: 13d8+78 (140 hp)
Initiative: +3
Speed: 20ft
Armor Class: 34 (+7 natural, +1 dex, +9 armor, +6 shield, +1 dodge)
Base Attack/CMB/CMD: +13/+21/41
Attack: Cold Iron Heavy Lance+22 (1d10+13 19-20 x3) or Cold Iron Heavy Pick+22 (2d4+9 x4)
Full Attack: Cold Iron Heavy Lance+22/+17/+12 (1d10+13 19-20 x3) or Cold Iron Heavy Pick+22/+17/+12 (2d4+9 x4)
Space/Reach: 5ft/5ft
Special Attacks: Baleful gaze, deadly charge, fell trample, spell-like abilities, summon devils, unhorse, knight's challenge, fighting challenge+3, test of mettle, call to battle, daunting challenge.
Special Qualities: Bonded mount, damage reduction 10/good and silver, darkvision 60 ft, immunity to fire and poison, acid resistance 10, see in darkness, spell resistance 22, telepathy 100 ft, knight's code, shield block+2, bulwark of defense, armor mastery(heavy), vigilant defender, shield ally.
Saves: Fort +14, Ref +13, Will +10
Abilities: Str 26, Dex 17, Con 23, Int 15, Wis 15, Cha 20
Skills: 16+ability modifier.
Feats: Trample(B), Spirited Charge(B), Dodge(1), Mounted Combat(K2), Ride-By Attack(3), Shield Specialization(K5), Power Attack(6), Improved Bull Rush(9), Shield Ward(K10), Improved Critical(Heavy Lance)(12)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Baleful Gaze (Su)

The unmasked narzugon is a reflection of one's own sadness and inner fear. All creatures within 30 feet of the devil are affected by phantasmal nightmare (caster level 13th, DC 21). This is a gaze attack.  The save DC is Charisma based. 

Bonded Mount (Su)

Similar to its antithesis, the paladin, a narzugon may form a supernatural bond with a mount (typically a nightmare).  Forming this bond takes 1 hour. Should a narzugon's bonded mount die, it must wait 24 hours before bonding another. A narzugon's bonded mount receives the same bonuses that a paladin's mount would, using the narzugon's Hit Dice in place of paladin level. 

Deadly Charge (Ex)

Twice a day a narzugon may make a deadly charge if mounted. On such a charge attack, the narzugon deals triple damage with a melee weapon, or quadruple damage with a lance. An advanced narzugon makes one additional deadly charge per day for every 5 additional Hit Dice it possesses; thus a 15 HD narzugon could make 3 deadly charges per day.

Fell Trample (Ex)

A narzugons may make mounted overrun attempts against as many foes as they are able to, resolving each attempt separately.  The narzugon's mount receives a hoof attack against each successfully overrun foe.

Spell-like Abilities

At will - desecrate, doom, greater teleport (self plus mount plus 50 pounds only), hold person, produce flame, suggestion; 3/day - charm person, major image, order's wrath, unholy blight.   Caster level 13th, DC 15 + spell level.   

Summon Devils (Sp)

Once per day, a narzugon may attempt to summon 1d6 bearded devils or another narzugon with a 50% chance. This ability is the equivalent of a 5th level spell.

Unhorse (Ex)

If a narzugon successfully strikes a mounted opponent during a mounted charge, he may make a free bull rush attempt against the foe.  If the narzugon wins, the foe is pushed backwards, but their mount remains in place.


Knight powers:
Spoiler: ShowHide


Knight's Challenge

Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes.

You can use this ability a number of times per day equal to 1/2 your class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability.

Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.

Fighting Challenge (Ex)

As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect.

If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight's challenge ability for the day because of the blow to your ego and confidence from this defeat.

The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any).

If you are capable of issuing a knight's challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active.

At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.

Test of Mettle (Ex)

Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.

As a swift action, you can expend one use of your knight's challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area.

An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.

If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's challenge ability in this manner per day.

The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Call to Battle (Ex)

Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on its name.

As a swift action, you can expend one use of your knight's challenge ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects your talent to inspire your allies in the face of a daunting foe.

For example, Lidda fails her save against a lich's fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately shrugs off the effect of the fear spell.

Daunting Challenge (Ex)

Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes.

As a swift action, you can expend one use of your knight's challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become shaken.

Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day.

The Knight's Code

You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, and win renown across the land. The stories that arise from your deeds are just as important to you as the deeds themselves. A good knight hopes that her example encourages others to lead righteous lives. A neutral knight wishes to uphold the cause of his liege (if he has one) and win glory. An evil knight seeks to win acclaim across the land and increase her own personal power.

The knight's code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.

    A knight does not gain a bonus on attack rolls when flanking. You still confer the benefit of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).
    A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
    A knight never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage.

If you violate any part of this code, you lose one use of your knight's challenge ability for the day. If your knight's challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a -2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.

While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the knight's path.

Shield Block (Ex)

Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. You gain a +1 bonus to your shield bonus to armor class. This is active at all times.

This shield bonus increases to +2 at 11th level and +3 at 20th level.

Bulwark of Defense (Ex)

When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.

Armor Mastery (Ex)

Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.

Vigilant Defender (Ex)

Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

Shield Ally (Ex)

Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.


Gear: [spoiler]

Cold Iron Heavy Lance+1
Cold Iron Heavy Pick+1
Spiked Full Plate Armor+1
Heavy Steel Shield+1
<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

Harkin support extra: 33 HD awakened Hellfire Engine.

Size/Type: Huge Construct (Evil, Lawful)
Hit Dice: 33d10+40+33+66 (467 hp)
Initiative: +0
Speed: 20ft
Armor Class: 38 (-2 size, +30 natural)
Base Attack/CMB/CMD: +24/+36/46
Attack: Slam+37 (2d6+15 plus 9d6 hellfire)
Full Attack: 2 slams+37 (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, resistance to cold 40, see in darkness, telepathy 100ft.
Saves: Fort +12, Ref +12, Will +12
Abilities: Str 40, Dex 10, Con -, Int 11, Wis 11, Cha 6
Skills: 6 total
Feats: Toughness(B), Ability Focus(Breath Weapon)(1), Great Fortitude(3), Lightning Reflexes(6), Iron Will(9), Power Attack(12), Suppress Weakness(15), Overcome Weakness(18)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Breath Weapon)(21), Energy Resistance(Cold)(24), Energy Resistance(Cold)(27), Energy Resistance(Cold)(30), Energy Resistance(Cold)(33)
Alignment: Lawful Evil

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 41 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 35 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.

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

Gathgorian, Command Sergeant Major of the Pits.

Gathgorian now has the Duke of Hell template, but that isn't represented in this sheet. He's straight forward an an absolute menace on the battlefield. He's technically too strong to be a Duke of Hell; a creature of his power would usually not be promoted in this manner. Even if he was, he would be made an Archduke and possibly exiled from Hell. The political situation being what it is, Gathgorian gained the position - for now. Should he succeed in his position and secure Lifasa, he may well be further promoted at a rapid pace (by Hell's standards) to Archduke. His personality is not well suited to the intrigues of Hell's courtiers, something Taelfagn finds an inavoidable risk, while Marshal Dagos is banking on it...

Cornugon 45//Paragon 12/Fighter 10/Prosecutor 23

Size/Type: Huge Outsider (Evil, Lawful, Devil)
Hit Dice: 12d8+33d10+450+540 (1,416 hp)
Initiative: +18
Speed: 60ft, fly 100ft (average)
Armor Class: 71 (-2 size, +25 natural, +15 luck, +10 dex, +9 armor, +4 deflection) (Plus slow)
Base Attack/CMB/CMD: +45/+65/100
Attack: Chaos Breaker+70 (4d6+39 plus 30 vs chaos and daze and deafen plus 3d6 axiomatic and 1 negative level (6d6 and two negative levels on a critical hit) plus stun 17-20 x2)
Full Attack: Chaos Breaker+70/+65/+60/+55 (4d6+39 plus 30 vs chaos and daze and deafen plus 3d6 axiomatic and 1 negative level (6d6 and two negative levels on a critical hit) plus stun 17-20 x2) and bite+61 (3d8+18 plus 30 vs chaos and daze and deafen) and tail+61/+56/+51/+46 (4d6+18 and infernal wound plus 30 vs chaos and daze and deafen)
Space/Reach: 15ft/15ft
Special Attacks: Fear aura, infernal wound, spell like abilities, stun, summon devil, castigate chaos 6/day, blade of order's wrath+30 (daze, deafen), judge, jury and executioner, judgment,
Special Qualities: Damage reduction 30/epic, silver and good, darkvision 120ft, immunity to fire and poison, resistance to acid and cold 30, regeneration 15, fast healing 58, see in darkness, spell resistance 59, telepathy 300ft, reveal chaos, shield of law,
Saves: Fort +43, Ref +42, Will +38
Abilities: Str 47, Dex 31, Con 31, Int 20, Wis 24, Cha 28
Skills:  48+modifier.
Feats: Mechanus Soldier(1), Spurn Disorder(3), Multiattack(6), Greater Multiattack(9), Rapidstrike(Tail)(12), Improved Initiative(F1),  Improved Critical(Greatsword(F2), Improved Rapidstrike(Tail)(15), Power Attack(F4), Improved Natural Weapon(Tail)(18), Improved Sunder(F6), Improved Bull Rush(F8), Awesome Blow(F10), Quicken Spell-Like Ability(Gathgorian's Fireball)(30)
Epic Feats: Order Incarnate(21), Great Ability(Strength)(24), Pulverize(27), Dire Charge(P5), Blinding Speed(P10), Epic Quicken Spell-Like Ability(Gathgorian's Fireball)(33), Multiaction(36), Epic Reputation(P15), Penetrate Damage Reduction(Cold Iron)(39), Superior Initiative(42), Fast Healing(P20), Demonslayer(45)
Alignment: Axiomatic Vile

Spell-Like Abilities

At will-chain lightning, dispel chaos, dispel good, gathgorian's fireball, magic circle against chaos, magic circle against good, greater teleport, persistent image. Caster level 48th. The save DCs are charisma based. All of Gathgorian's spell-like abilities are automatically empowered and extended.

Aura of Diabolical Victory (Su)

Gathgorian can radiate a 30ft radius fear aura as a free action. A creature in the area must succeed on a DC 41 Will save or be affected as though by a fear spell (caster level 45th). A creature who successfully saves against this aura cannot be affected again by the fear power of this aura for 24 hours. Any time Gathgorian drops an opponent in battle, all allies who see this gain a +1 morale bonus to attack rolls, armor class and saving throws. Likewise, all enemies within sight must succeed on a DC 41 will save or suffer a -1 morale penalty to attack rolls, armor class and saving throws. This ability stacks with itself, to a maximum of +9 or -9. The save DC is charisma based. Other devils are immune to the fear aspect of this ability.

Stun (Su)

Whenever a horned devil hits with a greatsword attack, the opponent must succeed on a DC 55 Fortitude save or be stunned for 3d4 rounds. The save DC is Strength-based. This ability is a function of the horned devil, not of the greatsword.

Infernal Wound (Su)

The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 9 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 42 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 42 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)

Three times per day, Gathgorian can automatically summon 45 hit dice worth of devils. He prefers to summon cornugons. He cannot summon pit fiends or higher ranked devils.

Regeneration (Ex)

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

Chaos Breaker: Huge Greatsword+9, axiomatic power and ghost touch. Grants a +9 bonus to the save DCs of Gathgorian's Prosecutor abilities.
Armor of Malphas: Grants a +9 armor bonus without any ACF, ACP or maximum dexterity modifier, nor does it slow movement. Grants Gathgorian a constant greater anticipate teleport effect on himself (caster level 21st). A gift from Duke Malphas for protecting him during one of Zquujaj's attacks.

Gathgorian's Fireball
Evocation [Evil, Lawful]
Level: Sor/Wiz 10
Components: V, S, Devil.
Casting Time: 1 standard action.
Range: Long (400ft + 40ft/level)
Area: 40ft spread.
Duration: Instantaneous.
Saving Throw: Reflex half.
Spell Resistance: Yes.

This spell functions as fireball and resembles it at first glance. However, the fires are composed of pure lawful and evil energies, granting them great power against the opposite alignments. This spell deals 1d6 points of fire damage per caster level, to a maximum of 25d6. Any targets that are chaotic, good or chaotic good in alignment suffer a -3 penalty to the saving throw. In addition, Gathgorian's Fireball ignores any fire resistance or immunity these creatures possess.
<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 Father

Size/Type: Gargantuan Outsider (Evil, Chaotic, Abomination)
Hit Dice: 40d8+800 (1,120 hp)
Initiative: +11
Speed: 120ft, fly 320ft (perfect)
Armor Class: 61 (-4 size, +35 natural, +11 dex, +9 deflection)
Base Attack/CMB/CMD: +45/+64/94
Attack: Devour+76 (30d10 plus conversion plus consumption 18-20 x6)
Full Attack: Devour+76 (30d10 plus conversion plus consumption 18-20 x6)
Space/Reach: 15ft/15ft
Special Attacks: Devour flesh, augmented critical, conversion, consumption, biting defense, aura of madness, dominate creature.
Special Qualities: Damage reduction 35/special, abomination traits, spell resistance 55, immunity to electricity, cold and sonic, resistance to fire 50, vulnerability to acid, true seeing, telepathy 500ft, regeneration 45, cursed.
Saves: Fort +47, Ref +38, Will +36
Abilities: Str 40, Dex 32, Con 50, Int 22, Wis 29, Cha 28   
Skills: Bluff+52, Concentration+63, Diplomacy+52, Gather Information+52, Heal+52, Intimidate+52, Knowledge(nature)+49, Knowledge(religion)+49, Listen+52, Perform(oratory)+55, Search+49, Sense Motive+52, Spellcraft+49, Spot+52, Survival+52, Swim+58, Use Magic Device+52, Use Rope+54
Feats: Ability Focus(Conversion)(1), Ability Focus(Aura of Madness)(3), Corrupt Spell(6), Quicken Spell(9), Twin Spell(12), Empower Spell(15), Skill Focus(Perform(Oratory))(18)
Epic Feats: Automatic Metamagic(Quicken Spell)(21), Automatic Metamagic(Quicken Spell)(24), Automatic Metamagic(Quicken Spell)(27), Automatic Metamagic(Corrupt Spell)(30), Automatic Metamagic(Corrupt Spell)(33), Automatic Metamagic(Corrupt Spell)(36), Automatic Metamagic(Twin Spell)(39)
Alignment: Chaotic Vile

Spells

The Father casts as a 20th level cleric with access to the Chaos, Evil and Hunger domains. The Father may cast and prepare spells from the Hunger domain as if they were on his cleric spell list. The save DCs are 19 + spell level.

Devour Flesh (Su)

The Father's all consuming hunger for flesh allows him to unerringly strike living beings. The Father gains a +20 insight bonus to attack rolls against living creatures and ignores concealment and cover, including total.

Augmented Critical (Ex)

The Father's devour attack threatens a critical hit on a roll of 18 to 20 and inflicts sextuple damage on a successful critical hit.

Conversion (Su)

Living creatures damaged by the Father's devour attack must make a DC 52 fortitude save or be swiftly transformed into one of Father's Blessed Children. This takes place each round, mouths forming over the victim's body. This inflicts 6 points of constitution drain each round on the victim's turn. On reaching zero constitution, the victim is transformed into Father's Blessed Child. This constitution damage bypasses immunity, natural, magical and supernatural, though creatures of divine rank zero or greater are not subject to this ability. Victims who are damaged by Father's clerical magic or who fail a save against it also must save against the effects of conversion, though the constitution drain is only 1 point per round. The save DC is Constitution based.

Consumption (Ex)

Living creatures slain by the Father's devour attack are consumed in both body and soul. Such creatures cannot be resurrected, save by a greater deity with access to the Gift of Life salient divine ability. Whenever the Father consumes a living creature with this ability, he heals 10 hit points per hit die of the consumed creature.

Biting Defense (Ex)

Weapons used to strike the Father are consumed just as readily as flesh. Any weapon that deals damage to the father takes 30d10 points of damage. Creatures that attack the Father with natural weapons are affected as if devoured. Weapons that deal lethal damage to the Father are immune to this ability.

Regeneration (Su)

The Father takes lethal damage from good aligned weapons forged by a smith who is born of neither father or mother.

Aura of Madness (Su)

Creatures that see the true horror of the Father risk being plunged into eternal madness by the unchecked horror he represents. Any creature within 200ft of the Father's true form is driven immediately mad. They are possessed by randomly alternating bouts of catatonia alternating with spells of uncontrollable hunger, where they attempt to eat any living flesh they see, including their own if no other flesh is in sight. A DC 51 will save negates this madness. A Mind Blank spell or greater can prevent this madness as well. Creatures that successfully save or who are protected against madness still take 3d4 points of Wisdom damage. Non-epic magic cannot stop this ability damage, but racial traits, epic magic and the immunities of a deity can. The save DC is Charisma based and includes a +10 racial bonus.

Cursed (Ex)

The Father is an abomination created by the murder of the Pale Mother's child at the hands of Demogorgon. Rejected by both parents, it is cast out of the spiritual realms altogether. The Father may not enter the Outer Planes by any means, even by a wish or miracle spell. Further, the Father is life created from death and malaise. While not undead, he is rejected by the light of life. Positive energy, such as cure spells, deal damage to the Father as if he was undead. The Father can heal only by natural rest, regeneration and consuming his victims.

Unlike other divinities and epic outsiders, the Father does not wound the Prime Material plane. He may enter it at will and his presence never causes a spiritual wound.

Dominate Creature (Su)

As a standard action, the Father may replicate the effects of a dominate monster spell. This works exactly as the spell, except that spell resistance is not allowed and the will save DC is 39.
<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

Also known as Afina's quarry in Magmasoul. Never got a chance to fight due to Afina's error. For what it's worth, the entire brief incident left him confused as all hell.

Telmar, Sundered Sun.

Fallen Solar 22//Fighter 22

Size/Type: Large Outsider (Evil, Lawful)
Hit Dice: 22d8+220+22 (418 hp)
Initiative: +16
Speed: 50 ft, fly 150 ft (good)
Armor Class: 60 (-1 size, +9 dex, +21 natural, +9 deflection, +1 deflection, +10 armor)
Base Attack/CMB/CMD: +22/+32/49
Attack: Greataxe+40 (3d6+25 plus 2d6 magebane plus 1 cha drain vs good 19-20 x3) or Longbow+39 (2d6+15 plus 2d6 magebane plus poison x3)
Full Attack: -
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities.
Special Qualities: Damage reduction 15/epic and good, darkvision 120ft, low light vision, regeneration 30, spell resistance 35, immunity to poison, cold and fire, magic circle against good, telepathy 200ft, cursed, dispelling gaze, mettle.
Saves: Fort +24, Ref +28, Will +25  (+4 vs petrification, +2 resistance vs good)
Abilities: Str 36, Dex 35, Con 32, Int 25, Wis 26, Cha 29
Skills: 25+ability modifier.
Feats: Mindsight(B), Improved Initiative(1), Point Blank Shot(F1), Precise Shot(F2), Fire Devotion(3), Rapid Shot(F4), Manyshot(6), Improved Rapidshot(F6), Power Attack(F8), Dodge(9), Combat Reflexes(F10), Mage Slayer(12), Improved Critical(Greataxe)(F12), Blindfight(F14), Pierce Magical Concealment(15), Toughness(F16), Pierce Magical Protection(18), Mobility(F18), Spring Attack(F20)
Epic Feats: Sundered Sun(B), Magic Bane(21), Sever the Weave(F22)
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-true seeing. Caster level 22nd, DC 19+spell level. The save DCs are Charisma-based.

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.

Dispelling Aura (Su)

Any creature that comes within 90ft of Telmar is subject to a targeted dispel magic effect(+22 modifier). Treat this as greater dispel magic for interacting and dispelling effects.


Gear:
Spoiler: ShowHide


Telmar's Axe: Greataxe+6. Deals 1 point of charisma drain on each successful hit against good aligned mortals and good aligned outsiders.
Telmar's Bow: Longbow+6. Each arrow from this bow poisons with Faithrot, DC 34 fort negates. See below.
Telmar's Armor: Grants a +10 armor bonus to armor class.

Faithrot

Around the Tower of Burnt Ash, great storms of fire rage when the fury of Eblis boils over. During the fiercest of these storms, the flames weep a vile blue ichor that is harvested by the Sundered Suns. This substance is known as Faithrot and can decay the connections of the divine. This poison only affects good aligned creatures with divine casting ability, such as paladins, clerics, planetars and so forth. Other creatures are not negatively effected. In any case, the initial damage and secondary damage is -4 divine caster level/-8 divine caster level. This damage does not wear off and can only be undone by a wish or miracle spell cast by a 21st level spellcaster.
<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

BAD SYALA! BAD!

I wouldn't allow a creature that mimicks such a costly spell, but this creature wasn't made seriously nor was it ever intended to exist.


Living Spell, Syala's Awaken Defender of the Home.

Size/Type: Huge Ooze
Hit Dice: 33d10+165 (495 hp)
Initiative: +3
Speed: 20ft
Armor Class: 21 (-2 size, +10 deflection, +3 dex)
Base Attack/CMB/CMD: +24/+37/60
Attack: Slam+27 (1d8+7 and spell effect)
Full Attack: Slam+27 (1d8+7 and spell effect)
Space/Reach: 10ft/10ft
Special Attacks: Awaken Defender of the Home, engulf.
Special Qualities: Damage reduction 15/epic, spell resistance 43, ooze traits.
Saves: Fort +27, Ref +25, Will +25
Abilities: Str 20, Dex 17, Con 20, Int -, Wis 17, Cha 20
Skills: -
Feats: -
Epic Feats: -
Alignment: Neutral

Awaken Defender of the Home (Su)

An animal or plant struck by the living spell's slam attack awakens and becomes a sentient creature, as described in the spell Awaken Defender of the Home. This is known as 'befriending'; the living spell often goes on befriending sprees over an entire forested area.
<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?