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The Halls of the Vanquished

Started by Anastasia, October 01, 2010, 05:28:30 PM

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Anastasia

Bearded Devil Corporal

Bearded Devil 6//Fighter 1/Survivor 5

Dolarnin has been granted an Ash Elemental brigade as servants as he hunts outcast devils. He attacks first and asks questions only under duress. He is a hard fought survivor of dozens of Blood War engagements; if he proves mentally nimble enough to bring home results here he's due for promotion and he knows it.

The prerequisite for survivor is really stupid. I ignored them for this.


Size/Type: Medium Outsider (Evil, Devil, Lawful)
Hit Dice: 1d10+3+5d8+15 (47 hp)
Initiative: +6
Speed: 40 ft.
Armor Class: 24 (+2 Dex, +7 natural, +5 armor)
Base Attack/Grapple: +6/+8
Attack:  Brand of Bel+9 (2d6+3 and infernal wound) or Blood Fury+8 (1d8+2 x3)
Full Attack:  Brand of Bel+9/+4 (2d6+3 and infernal wound) or Blood Fury+8/+3 (1d8+2 x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Infernal wound, beard, battle frenzy, summon devil
Special Qualities: Damage reduction 5/-, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 17, telepathy 100 ft, improved uncanny dodge,  improved evasion,
Saves: Fort +10, Ref +9, Will +7
Abilities: Str 15, Dex 15, Con 17, Int 10, Wis 10, Cha 10
Skills: 9+ability modifier.
Feats: Improved Initiative(1), Power Attack(F1), Weapon Focus (greatsword)(3), Brand of the Nine Hells(Bel)(6)
Epic Feats: -
Alignment: Lawful Vile.

Infernal Wound (Su)

2 bleeding damage per round, DC 16 heal check or caster level check on a healing spell.

Battle Frenzy (Ex)

+2 hit/damage, +18 hp, +2 fort, +2 morale to will saves, -2 AC.

Summon Devil (Sp)

Once per day a bearded devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bearded devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Gear:

Brand of Bel: Masterwork greatsword. Deals an extra 1d6 damage to good aligned foes and an extra 2d6 damage to demons.
Blood Fury: Longbow+1, magebane.
Devil's Armor: Masterwork Breastplate.
<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

Aluth, the Red Wind.

Half Elf Fighter 4//Ranger 4

Size/Type: Medium Humanoid(Elf)
Hit Dice: 4d10+12 (38 hp)
Initiative: +7
Speed: 30ft
Armor Class: 17 (+3 dex, +4 armor)
Base Attack/CMB/CMD: +4/+6/19
Attack: Masterwork Longbow+9 (1d8+4 x3) or Longsword+6 (1d8+2 19-20)
Full Attack: Masterwork Longbow+9 or Masterwork Longbow+7/+7 (1d8+4 x3) or Longsword+6 (1d8+2 19-20)
Space/Reach: 5ft/5ft
Special Attacks: Favored Enemy(+ 2 humans), spells.
Special Qualities: Immunity to sleep, low light vision, animal companion
Saves: Fort +7, Ref +7, Will +2 (+2 vs enchantment)
Abilities: Str 14, Dex 17, Con 16, Int 12, Wis 12, Cha 10  
Skills:  7+ability modifier.  (+2 gather information and diplomacy, +1 spot, listen and search.)
Feats: Improved Initiative(1), Weapon Focus(Longbow(F1), Track(R1), Point Blank Shot(F2), Rapid Shot(R2), Precise Shot(3), Endurance(R3), Weapon Specialization(Longbow)(F4)
Epic Feats: -
Alignment: Neutral Evil(Neutral tendencies).

Spells

Aluth casts as a 4th level ranger.

1: Arrowmind, Summon Nature's Ally 1.

Gear:

Masterwork Longbow, longsword, chain shirt.
<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


Yuhn, the Blue Magister.

Tiefling Wizard 4//Cleric of Jergal 4

Size/Type: Medium Outsider(Native)
Hit Dice: 4d8+20+4 (48 hp)
Initiative: +3
Speed: 30ft
Armor Class: 23 (+3 dex, +4 armor, +4 shield, +2 deflection) (20% ranged miss; DC 14 sanctuary if not attacked yet)
Base Attack/CMB/CMD: +3/+3/18
Attack: Ceremonial Scythe+3 (2d4 x4)
Full Attack: Ceremonial Scythe+3 (2d4 x4)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, blasphemous incantation.
Special Qualities: Darkvision 60ft, resistance to electricity, cold and fire 5.
Saves: Fort +9, Ref +4, Will +7
Abilities: Str 11, Dex 16, Con 20, Int 16, Wis 17, Cha 12   
Skills:  7+ability modifier. (+2 bluff and hide)
Feats: Scribe Scroll(W1), Ability Focus(Blasphemous Incantation(1), Toughness(3)
Epic Feats: -
Alignment: Lawful Evil

Gear:
Ceremonial Scythe

Spell-like abilities

1/day: Darkness. Caster level 4th.

Blasphemous incantation:

4/day, DC 17, 30ft sicken for 2 rounds.

Spells

Yuhn casts as a 4th level wizard

0: Who cares?
1: Mage Armor, Magic Missile, Orb of Acid Lesser, Shield.
2: Blindness/Deafness, Daze, Minor Image.

Yuhn casts as a 4th level cleric with access to the Fate and Suffering Domains

0: Who cares?
1: (True Strike), Bless, Entropic Shield, Sanctuary, Shield of Faith.
2: (Bear's Endurance), Hold Personx3
<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 isn't a defeated enemy but oh well.

Anyway, I was playing with Cor's idea of a Belldandy-esque celestial wish granter. This is the result. It's somewhat raw and unpolished, I don't plan to further work on it anytime soon so I'm not worried. It's basic MO is to stay invisible and use it's nondetection to observe mortals, intervening when needed. It's a fine concept, but one that I feel is less the role of a particular caste of angels as much as a more general task within the choirs. Honestly, you could give a celestial miracle 1/day that it can only use on mortals and it would work fine.

If/when I do work on it again, I'll polish grant desires and it's SLA list, as well as rejigger it's balance. It feels a little weak to me as far as combat goes.


Wishbringer Angel

Size/Type: Medium Outsider (Good, Angel)
Hit Dice: 7d8+14+7 (57 hp)
Initiative: +2
Speed: 40ft, fly 80ft (good)
Armor Class: 23 (+10 natural, +2 dex, +1 dodge)
Base Attack/CMB/CMD: +7/+10/23
Attack: Slam+10 (1d8+3)
Full Attack: 2 slams+10 (1d8+3)
Space/Reach: 5ft/5ft
Special Attacks: Grant desires, spell-like abilities.
Special Qualities: Darkvision 60ft, low-light vision, immunity to acid, cold and petrification, resistance to electricity and fire 10, protective aura, tongues, spell resistance 20, damage reduction 5/evil.
Saves: Fort +7, Ref +7, Will +10 (+4 vs poison, +4 vs evil)
Abilities: Str 16, Dex 15, Con 15, Int 16, Wis 20, Cha 20   
Skills: 10+ability modifier.
Feats: Words of Creation(1), Dodge(3), Toughness(6)
Epic Feats: -
Alignment: Neutral Good

Spell-like abilities:

Always active-nondetection. 3/day-cure serious wounds, dispel magic, greater invisibility, panacea, remove curse, restoration, resurrection, true creation. Caster level 7th. The save DCs are charisma based.

Grant Desires (Su)

The main mission of a Wishbringer Angel is to reward the just and alleviate the pain of evil from the righteous. To that end they travel Creation, always looking for places where the powers of Good should intervene.  When it finds such a place and chooses to intercede, several things may happen. For things that the Wishbringer Angel can solve with it's spell-like abilities, it uses them first and foremost. If it's an evil that needs to be opposed, the Wishbringer Angel will attempt to confront it if it believes it can triumph, or rally the forces of good otherwise. If neither of these are sufficient or appropriate, it may petition it's lords directly for divine intercession. If the angel's superior approves of the intervention, treat this as a miracle spell with a caster level of 20. This renders such aid to the limits of the miracle spell, though the exact manner of the aid is at the discretion of the granting powers. If the power declines to intercede, nothing happens. Wishbringer Angels are trained to use this power wisely, though the ultimate choice of intercession remains with higher powers.
<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

Fey Hounds

Wolf 2//Half Fey 2

Size/Type: Medium Fey
Hit Dice: 2d6+2+2 (13 hp)
Initiative: +3
Speed: 50 ft
Armor Class: 15 (+3Dex, +2 natural)
Base Attack/CMB/CMD: +1/+2/15 (+4 on trip)
Attack: Bite +2 melee (1d6+1)
Full Attack: Bite +2 melee (1d6+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Trip
Special Qualities: Low-light vision, scent, immunity to enchantment, damage reduction 5/cold iron.
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 13, Dex 17, Con 13, Int 2, Wis 14, Cha 10
Skills: 5+ability modifier.
Feats: Track(B), Improved Trip(B), Toughness(1)
Epic Feats: -
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

Midnight Chaser

Awakened Dire Bat 6//Ninja 6

Size/Type: Large Magical Beast (Augmented Animal)
Hit Dice: 6d8+18 (46 hp)
Initiative: +6
Speed: 20 ft, fly 40 ft (perfect)
Armor Class: 23 (-1 size, +6 Dex, +5 natural, +2 wis, +1 ninja)
Base Attack/CMB/CMD: +4/+11/30
Attack: Bite +6 melee (2d6+4)
Full Attack: Bite +6 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ki power 5/day(Invisible, Dodge), sudden strike+3d6, poison use
Special Qualities: Blindsense 40 ft, trapfinding, great leap, acrobatics.
Saves: Fort +7, Ref +10, Will +8
Abilities: Str 17, Dex 22, Con 17, Int 7, Wis 14, Cha 8
Skills: 9+ability modifier.
Feats: Improved Flier(1), Flyby Attack(3), Improved Natural Attack(6)
Epic Feats: -
Alignment: Neutral Evil
<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

She is what she is. She got evil brand as a bonus feat due to being a complete bitch and being worthy of it.

Senaril

Nymph 7//Ranger 7

Size/Type: Medium Fey
Hit Dice: 7d8+7+7 (47 hp)
Initiative: +3
Speed: 40ft, swim 20ft
Armor Class: 19 (+3 dex, +5 deflection, +1 dodge)
Base Attack/CMB/CMD: +7/+7/25
Attack: Battleaxe+13 (1d8+1 plus 1 con x3)
Full Attack: Masterwork Battleaxe+11/+6 (1d8+1 plus 1 con x3) and Masterwork Shortsword+11/+6 (1d6+1 plus 1 con 19-20)
Space/Reach: 5ft/5ft
Special Attacks: Blinding beauty, spells, spell-like abilities, stunning glance, favored enemies(Humanoid(Elves)+4, Outsiders(Good)+2),
Special Qualities: Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy, animal companion, woodland stride.
Saves: Fort +11, Ref +13, Will +13
Abilities: Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 21
Skills: 10+ability modifier.
Feats: Evil Brand(B), Charming the Blade(1), Track(R1), Two-Weapon Fighting(R2), Toughness(3), Endurance(R3), Dodge(6), Improved Two-Weapon Fighting(R6)
Epic Feats: -
Alignment: Chaotic Vile

Racial powers:
Spoiler: ShowHide

Blinding Beauty (Su)

This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.

The save DC is Charisma-based.

Spell-Like Abilities

1/day—dimension door. Caster level 7th.

Spells

A nymph casts divine spells as a 7th-level druid.
Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level)

0: Who cares?
1: Entanglex2, Lesser Vigorx3
2:  Resist Energyx2, Creeping Coldx2
3: Call Lightningx2, Wind Wall
4: Bite of the Wereboar

Stunning Glance (Su)

As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 18 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su)

A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Wild Empathy (Ex)

This power works like the druid's wild empathy class feature, except that a nymph has a +6 racial bonus on the check.

Skills

A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.

Evil Brand

The power of Senaril's evil brand empowers her Creeping Cold spell. It may target as many creatures within thirty feet as she likes, and continues dealing 3d6 cold damage every round after the third until Senaril is slain, she leaves the area or a dispel magic ends the effect.


Ranger powers:
Spoiler: ShowHide


Casts as a 7th level ranger.

1: Longstriderx2

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.


Gear:
Spoiler: ShowHide


Battleaxe+1, wounding
Shortsword+1, wounding
Cloak of Charisma+2


Charming the Blade [General]
Prerequisite: Fey
Benefit: When using melee weapons made for a creature of your size, you may use your charisma modifier instead of your strength modifier  on attack rolls.
<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

Yeah, the monk's belt came from him. In the night and the frantic battle, no one noticed a magical belt around the thing's waist. Ah well.

It was a mild mistake to have him just stay there in the first round, but keeping distance was a fair tactic. It's a shame he didn't get to shine.


Luthor, Giant Crocodile animal companion

Giant Crocodile 7 with the Unseelie Fey template.

Size/Type: Huge Fey
Hit Dice: 7d8+21 (62 hp)
Initiative: +6
Speed: 20 ft, swim 30 ft, fly 40ft (good)
Armor Class: 21 (-2 size, +2 dex, +7 natural, +1 monk, +1 wis) (+2 deflection on any except animals, fey or magical beasts.)
Base Attack/CMB/CMD: +5/+21/33
Attack: Bite +10 melee (3d6+10) or tail slap +10 melee (2d10+10)
Full Attack: Bite +10 melee (3d6+10) or tail slap +10 melee (2d10+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision, summer caress, damage reduction 5/cold iron, iron vulnerability(+1d6),
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 25, Dex 14, Con 17, Int 1, Wis 12, Cha 4
Skills:
Feats: Improved Initiative(1), Improved Flight(3), Flyby Attack(6)

Gear:

Monk's Belt
<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

Not a bad idea, should've used an average xorn. Ah well.

Minor Xorn, in thrall of Senaril.

Xorn 3//Fighter 3

Size/Type: Small Outsider (Earth)
Hit Dice: 3d10+6+3 (33 hp)
Initiative: +0
Speed: 20 ft, burrow 20 ft
Armor Class: 25 (+1 size, +12 natural+ 1 dodge, +1 deflection)
Base Attack/CMB/CMD: +3/+1/13
Attack: Bite +6 melee (2d8+2) (Mage slayer, creatures within it's reach cannot cast defensively. They are aware of this.)
Full Attack: Bite +6 melee (2d8+2) and 3 claws +4 melee (1d3+1)
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft.
Saves: Fort +5, Ref +3, Will +4
Abilities: Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills: 6+ability modifier.
Feats: Multiattack(1), Dodge(F1), Toughness(F2), Mage Slayer(3)
Epic Feats: -
Alignment: Neutral

Gear: Ring of protection+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

I wanted to have a lot more fun with his gimmick, but I was busy, distracted and tired when he came up. Ah well x2.

Enslaved Babau

Babau 7//Battle Dancer 7

Size/Type: Medium Outsider (Chaotic, Evil)
Hit Dice: 7d8+35 (70 hp)
Initiative: +1
Speed: 40 ft
Armor Class: 23 (+1 Dex, +8 natural, +3 charisma, +1 battle dancer)
Base Attack/Grapple: +7/+12/27
Attack: Claw +13 melee (3d6+5)
Full Attack: 2 claws +13 melee (3d6+5) and bite +10 melee (2d6+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Sneak attack +2d6, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft, immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft, dance of reckless bravery, dance of the vexing snake, dancer's strike.
Saves: Fort +10, Ref +6, Will +6
Abilities: Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16
Skills: 10+ability modifier.
Feats: Multiattack(1), Weapon Focus(Claws)(3), Improved Natural Attack(Claws)(6)
Epic Feats: -
Alignment: Chaotic Evil

Dance of Reckless Bravery (Su)

Grants +4 to saves vs fear to allies within 30ft for 8 rounds. Can only be used when threatened by an enemy, move action to use.

Dance of the Vexing Snake (Su)

Can use full move with tumble.

Dancer's Strike (Su)

Attacks count as magic.

Gear: Unicorn Pendant. 1/day: Cure moderate wounds(2d8+10) AND Neutralize Poison. Both are swift actions. Also boosts paladin lay on hands but irrelevant for him.
<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

#25
No, you guys aren't baby killers. Cor was curious about potential familiars with Exalted Familiar, so here you are.

Cherub

Cherubs replace Mustevals in the cosmology, as angels replace the Guardinals. Cherubim are small, innocent creatures that appear as tiny humanesque babies, though the exact racial features sometimes vary. Creatures of peace and harmony, they like nothing more when people get along and loathe discord. They instinctively dislike and pity evil, though they lack the means to vanquish evil themselves. Angels of higher station see them as children to be cherished, protected and nurtured. Woe to he who harms a cherub around a greater angel.

Cherubim get along well with Lantern Archons, who tend to get along with the friendly spirits. Courre eladrin also get along with them well, often playing small pranks on cherubim.

Most cherubim take peaceful classes, such as Healer. A few who lose their innocence may take more martially focused classes, though these cherubim tend to promote soon into forms more suiting them.

Finally, do note that cherum and kerub are different things, and there's certain overlap here with the term. This isn't likely to come up with you guys unless you get really high level.


Size/Type: Small Outsider (Good, Angel)
Hit Dice: 2d8+4 (16 hp)
Initiative: +6
Speed: 10ft, fly 60ft (good)
Armor Class: 18 (+2 dex, +1 size, +5 natural)
Base Attack/CMB/CMD: +2/+0/12
Attack: Slam+1 (1d3-2)
Full Attack: Slam+1 (1d3-2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60ft, low light vision, immunity to acid, cold and petrification, resistance to electricity and fire 10, protective aura, tongues.
Saves: Fort +5, Ref +5, Will +5 (+4 vs poison)
Abilities: Str 6, Dex 15, Con 14, Int 7, Wis 14, Cha 15  
Skills: Concentration+7, Diplomacy+7, Escape Artist+7, Hide+11, Knowledge(Planes)+3, Knowledge(Religion)+3, Listen+11, Move Silently+7, Spot+11, Use Rope+7  
Feats: Improved Initiative(1)
Epic Feats: -
Alignment: Always any good.

Spell-like abilities

At will-Detect evil, detect poison. 1/day-calm emotions, elation*. The save DCs are charisma based.

*From the BoED

Skills

Cherubim have a +4 racial bonus to spot and listen checks.
<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

You aren't pixie killers either, no matter how much Wayland may have wished. Cor linked me to these and was wondering how they'd look in Balmuria. He's hunting for familiars, you see. Be very very quiet, he's hunting familiars!

Aerie

Size/Type: Tiny Fey
Hit Dice: 1d6 (6 hp)
Initiative: +9
Speed: 20ft, fly 60ft (perfect)
Armor Class: 18 (+2 size, +5 dex, +1 dodge)
Base Attack/CMB/CMD: +0/-12/3
Attack: Rapier+7 (1d3-4 18-20 x2)
Full Attack: Rapier+7 (1d3-4 18-20 x2)
Space/Reach: 2.5ft/0ft
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron, adaptable, low light vision, spell resistance 16
Saves: Fort +0, Ref +7, Will +2
Abilities: Str 2, Dex 21, Con 10, Int 14, Wis 11, Cha 15 
Skills: Concentration+4, Craft(any two)+6,  Escape Artist+9,  Handle Animal+6, Heal+4, Hide+17, Knowledge(Nature)+6,  Listen+6, Move Silently+9, Perform(Dance)+6, Spot+6
Feats: Weapon Finesse(B), Dodge(B), Improved Initiative(1)
Epic Feats: -
Alignment: Usually neutral good.

Spell-like abilities

At will-Dancing lights, detect good, detect evil, detect magic, electric jolt, faerie fire. 1/day-detect thoughts, dispel magic, glitterdust. The save DCs are charisma based.

Adaptable (Su)

An aerie can live virtually anywhere, due to a constant endure elements effect on itself.

Skills

Aerie have a +2 racial bonus to listen, search and spot checks. Aeries may use their dexterity bonus instead of their strength bonus on climb, jump and swim checks.
<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

Senaril's shadow goons. The unique shadow with her had a different stat block. The shadow that killed Orval and Shadow Orval used this set.

Senaril's servant shadows.

Shadow 4//Fighter 4

Size/Type: Medium Undead (Incorporeal)
Hit Dice: 4d12+4 (35 hp)
Initiative: +2
Speed: Fly 40ft (good)
Armor Class: 14 (+2 dex, +1 deflection, +1 dodge) 50% miss chance.
Base Attack/CMB/CMD: +4/+4/18
Attack: Incorporeal Touch+7 (1d6*1.5 str)
Full Attack: Incorporeal Touch+7 (1d6*1.5 str)
Space/Reach: 5ft/5ft
Special Attacks: Create spawn, strength damage.
Special Qualities: Darkvision 60ft, incorporeal traits, undead traits.
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 0, Dex 14, Con 0, Int 6, Wis 12, Cha 13 
Skills: 7+ability modifier.
Feats: Empowered Ability Damage(1), Toughness(F1), Weapon Focus(Touch)(F2), Lifesense(3), Dodge(F4)
Epic Feats: -
Alignment: Neutral Evil.
<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 did the Faces of Loss on a random burst of inspiration. It's nice to keep my high/epic level design skills honed. I'd put them at CR 15 or so. I didn't intend for you guys to ever fight one, so don't worry.

Faces of Loss are shadows that have gained Shar's favor. They are touched by the Lady of Loss, gaining profane powers to terrorize the living. They are assassins and shock troops, used to eliminate mortal threats, aid powerful servants of Shar and protect holy sites of the Sharran faith. Unlike normal shadows, Faces of Loss are intelligent and malicious killers. They favor surprise attacks, slaughtering foes in one swoop and passing into solid matter to prevent counter attacks. They then watch former enemies rise as greater shadows under it's command, while many of it's enemies cannot even lift a finger to oppose the Face of Loss.

Faces of Loss often gestalt as fighters and rogues.  A handful explore other options, such as swashbuckler or blackguard. They favor classes with good base attack bonus advancement over other features. Faces of Loss are never wizards, sorcerers, clerics or other casters. The only exception is favored souls, a few extremely vile shadows have become favored souls of Shar.


Faces of Loss, 18 HD Greater Shadow.

Size/Type: Medium Undead (Incorporeal)
Hit Dice: 18d12+72 (193 hp)
Initiative: +7
Speed: Fly 80ft (perfect)
Armor Class: 28 (+7 dex, +4 deflection, +1 dodge, +6 profane) 50% miss chance.
Base Attack/CMB/CMD: +9/+9/39
Attack: Incorporeal Touch+16 (1d8*1.5 strength drain)
Full Attack: Incorporeal Touch+16 (1d8*1.5 strength drain)
Space/Reach: 5ft/5ft
Special Attacks: Create spawn, face of loss, strength drain.
Special Qualities: Darkvision 60ft, incorporeal traits, resistance to positive energy 10, shadow jump, shar's favor, undead traits, unholy toughness.
Saves: Fort +6, Ref +13, Will +14
Abilities: Str 0, Dex 25, Con 0, Int 12, Wis 16, Cha 19   
Skills: 21+ability modifier.
Feats: Empowered Ability Damage(1), Lifesense(3), Flyby Attack(6), Toughness(9), Ability Focus(Face of Loss)(12), Positive Energy Resistance(15), Dodge(18)
Epic Feats: -
Alignment: Neutral Vile.

Create Spawn (Su)

Any humanoid reduced to Strength 0 by a Face of Loss becomes a greater shadow under the control of its killer 1 round later.

Face of Loss (Su)

The most devastating ability of the Faces of Loss is the ability to appear to others as dear people and friends they have lost. All creatures within 60 feet that view the Face of Loss sees a shadow with a twisted, pained face of a lost loved one, friend or other person of emotional impact. Any creature that sees this must make a DC 29 will save or be consumed with overwhelming feelings of failure and loss. They believe that they failed their friend and cursed them to this eternal unlife. As a result of this, under no circumstances will the victim take any action to harm or oppose the Face of Loss, certain that they will only make it worse. This includes attacking, augmenting or helping allies who are fighting the Face of Loss, turning undead or any other action at the DM's discretion. Those that pass the will save are momentary unsettled, but suffer no other effects.

Creatures attacked by the Face of Loss are allowed a second saving throw against this ability. In addition, any creature who sees the Face of Loss slay a living creature also receive a second saving throw. A victim is allowed as many secondary saves as the Face of Loss provokes, though they may only make one per round. Creatures that have never suffered loss, such as an innocent child or certain celestials, are immune to this ability. Instead of a lost one's face, they only see emptiness in place of the shadow's face. True Seeing does not bypass this ability, but it does grant a +4 circumstance bonus to the will save to resist Face of Loss.

The save DC is charisma based and includes a +4 racial bonus. This is a mind affecting ability.

Shadow Jump (Su)

A Face of Loss can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A Face of Loss can jump up to a total of 160 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Shar's Favor (Ex)

The touch of Shar grants the Faces of Loss Shar's personal protection. This is treated as a +6 profane bonus to armor class and saving throws.

Strength Drain (Su)

The touch of a Face of Loss deals 1d8 points of Strength drain to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

Unholy Toughness (Ex)

A Face of Loss applies it's charisma bonus times it's hit dice as a bonus to hit points, just as a living creature applies it's constitution bonus times it's hit dice as a bonus to 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?

Anastasia

The corrupted troll. Corrupted Creature is a fun template, that is all.

Corrupted Troll, thrall of Senaril.

Troll 6//Corrupted Creature 3/Shadow Creature 2/Fighter 1

Size/Type: Large Abberation
Hit Dice: 5d8+1d10+48+6 (90 hp)
Initiative: +5
Speed: 45ft
Armor Class: 20 (-1 size, +2 dex, +9 natural) (+50% miss chance unless in daylight.)
Base Attack/CMB/CMD: +4/+12/24
Attack: Claw+11 (2d6+8 plus 3 vile)
Full Attack: 2 claws+11 (2d6+8 plus 3 vile) and bite+9 (1d8+4 plus 3 vile)
Space/Reach: 10ft/10ft
Special Attacks: Rend+4d6+12 plus 3 vile, spell-like abilities.
Special Qualities: Darkvision 90ft, low-light vision, scent, regeneration 5, fast healing 3, damage reduction 5/magic, resistance to cold 11, shadow blend.
Saves: Fort +14, Ref +3, Will +2
Abilities: Str 27, Dex 12, Con 27, Int 6, Wis 7, Cha 4 
Skills: 9+ability modifier.
Feats: Multiattack(1), Toughness(3), Improved Natural Attack(Claw)(6), Improved Initiative(F1)
Epic Feats: -
Alignment: Neutral Evil

Spell-like abilities

1/day-Mirror image. Caster level 6th.
<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?