Lady Clementine, female human Wiz15:
CR 15; Medium humanoid; HD 15d4; hp 42; Init +2; Speed 30 feet; AC 18 (+2 Dex, +2 armor, +4 deflection), touch 16, flat-footed 16; BAB +7/+2; Grapple +7; Attack +8 melee (1d4+1, critical 19–20/×2, +2 dagger); Full Attack +8 melee (1d4+1, critical 19–20/×2, +2 dagger); SA Spells; AL LN; SV Fort +7, Ref +7, Will +11; Str 9, Dex 15, Con 11, Int 18, Wis 14, Cha 14
Skills and Feats: Concentration +14, Decipher Script +14, Gather Information +6, Knowledge (arcana) + 22, Knowledge (architecture) +15, Knowledge (local) +17, Knowledge (the planes) +18, Listen +5, Spellcraft +24, Spot +5, Use Magic Device +4; Alertness, Augment Summoning, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Great Fortitude, Greater Spell Penetration, Heighten Spell, Magical Aptitude, Scribe Scroll, Spell Penetration

Possessions: +2 bracers of armor, +4 ring of protection, wand of fireball (5d6, 10 charges), dust of disappearance, mask of the skull, +2 dagger Spells Prepared (4/5/5/5/5/4/3/2/1; save DC 14 + spell level): 0—arcane mark, flare, mending, read magic; 1st—hold portal, magic missile (2), shield, unseen servant; 2nd—detect thoughts, invisibility, locate object, protection from arrows, shatter; 3rd— fireball, fly, haste, lightning bolt; 4th—arcane eye, dimensional anchor, polymorph, scrying; 5th—break enchantment, mind
fog, Mord’s faithful hound, symbol of pain; 6th—disintegrate, legend lore, mass suggestion; 7th—greater arcane sight, mass hold person; 8th—summon monster VIII
Clementine Spellbook: 0—arcane mark, detect poison, detect magic, flare, mending, message, open/close, read magic; 1st— alarm, comprehend languages, disguise self, hold portal, identify, mage armor, magic missile (2), shield, Ten’s floating disk, unseen servant; 2nd—arcane lock, detect thoughts, invisibility, knock, locate object, misdirection, obscure object, protection from arrows, shatter, summon monster II; 3rd—clairvoyance,
dispel magic, explosive runes, fireball, fly, haste, illusory script, lightning bolt, nondetection, ray of exhaustion, secret page; 4th—arcane eye, detect scrying, dimensional anchor, lesser geas, locate creature, polymorph, rainbow pattern, remove curse, scrying; 5th—break enchantment, dismissal, Leo's secret chest, lesser planar binding, mind fog, Mord’s faithful hound, symbol of pain; 6th—analyze dweomer, disintegrate, greater dispel
magic, guards and wards, legend lore, mass suggestion, Mord's lucubration; 7th—banishment, greater arcane sight, greater scrying, mass hold person, summon monster VII; 8th— dimensional lock, discern location, greater prying eyes, summon monster VIII


Zivier Hothe, female half-fiend (Tormentor) Ftr12: CR 15; Large outsider (chaotic, evil); HD 12d10+12; hp 83; Init +5; Speed 30 feet; AC 18 (+1 Dex, +1 natural, +3 armor, +3 shield), touch 11, flat-footed 17; BAB +12/+7/+2; Grapple +17; Attack +19 (2d6+8, critical 19–20/×2, large longsword); Full Attack +19/+14/+9 melee (2d6+8, critical 19–20/×2, large
longsword); Space/Reach 10 feet/10 feet (Face/Reach 5 feet × 5 feet/10 feet); SQ Immune to poison, DR 10/magic (or 10/+1), resistance to acid 10, cold 10, electricity 10, fire 10; AL CE; SV Fort +11, Ref +7, Will +9; Str 20, Dex 12, Con 13, Int 19,Wis 12, Cha 16
Skills and Feats: Climb +19, Hide +7, Intimidate +18, Jump +14, Knowledge (arcana) +6, Knowledge (religion) +7, Listen +4, Move Silently +6, Open Lock +7, Ride +13, Spot +7; Blind-Fight, Combat Expertise, Combat Reflexes, Improved Disarm, Improved Initiative, Improved Sunder,
Iron Will, Persuasive, Power Attack, Quick Draw,Weapon Focus (longsword),Weapon Specialization (longsword)
Possessions: +1 lawful outsider bane large longsword, +2 leather armor, +1 shield, cloak of resistance +2, ring of feather falling Smite Lawful (Su): Once per day, Toth can make an attack that inflicts an extra 14 points of damage against a lawful foe.
Spell-Like Abilities: At will—polymorph (self only); 3/day—darkness, poison; 1/day—blasphemy, contagion, desecrate, unholy blight. Caster level 12th. Saving throw DC 13 + spell level. Save DCs are Charisma based


Hackock,male half-elf Ftr7/Rog7: CR 14; Medium humanoid; HD 7d10+14 + 7d6+14; hp 85; Init +7; Speed 30 feet; AC 18 (+3 Dex, +5 armor), touch 13, flat-footed 15; BAB +12/+7/+2; Grapple +13; Attack +16 melee(1d8+5, critical 19–20/×2, longsword) or +16 ranged (1d8+1, +1 seeking light crossbow); Full Attack +16/+11/+6 melee (1d8+5, critical 19–20/×2, longsword), or +16/+11/+6 ranged(1d8+1, +1 seeking light crossbow); SA +4d6 sneak attack;
SQ Evasion; AL CN; SV Fort +9, Ref +10, Will +4; Str 13, Dex 16, Con 14, Int 12, Wis 11, Cha 12

Skills and Feats: Climb +11, Diplomacy +3, Disable Device +9, Forgery +6, Gather Information +10, Hide +13, Intimidate +11, Jump +11, Listen +3, Move Silently +13, Profession (sailor) +11, Search +10, Spot +3, Swim +8; Awareness, Combat Reflexes, Dodge, Improved Initiative, Point Blank Shot, Quick Draw, Rapid Reload (light crossbow),Weapon Focus
(longsword),Weapon Specialization (longsword)
Possessions: Blade of slumbering wounds†, +1 silent moves leather coat,
+1 seeking light crossbow, +1 bolts (24), +1 icy burst bolts (2), potions of
bull’s strength and cat’s grace, gold ring (125 gp), 99 gp
Blade of Slumbering Wounds: This +2 longsword has a tapering blade and a pommel covered in strange, ancient symbols. Five times per day, it forces a foe it strikes in combat to make a Fortitude save (DC 15) or fall asleep, as if affected by a sleep spell, regardless of Hit Dice. Further, if a blow from the sword puts a foe into the dying category (generally between –1 and –9 hp), the foe automatically and immediately stabilizes.
In other words, the wounds from the blade never bleed. Lastly, the wielder of the blade of slumbering wounds can steal sleep from a slumbering creature within 100 feet with a clear line of sight. This unique ability awakens the
sleeping creature and makes it impossible for the creature to get any more sleep or useful rest for 24 hours. The creature can make a Will save against this effect (DC 15) with no penalties because of sleeping. The only exception
are creatures whom the sword itself put to sleep—they get no Will save at all. Each such theft is enough to fill a single bottle of sleep† (see page 194).
Moderate enchantment; caster level 4th; Craft Arms and Armor, sleep, cure minor wounds; 25,315 gp


Es-Xar-el, terrorite demon (planar warden): CR 16; Large outsider (evil); HD 15d8+150; hp 195; Init +8; Speed 40 feet, fly 30 feet (poor); AC 33 (–1 size, +8 Dex, +14 natural, +2 deflection), touch 17, flat-footed 23; BAB +15; Grapple +30; Attack +25 melee (1d8+11, claw); Full Attack +25 melee (1d8+11, 2 claws), +22 melee (1d10+5 bite plus 1d4 Constitution), +22 melee (2d6+5, slam); SA Burning shadow, animate shadows, darkfire ball, Constitution drain, constriction, spell-like abilities, summon tanar’ri;
SQ DR 10/holy (or 10/+3), SR 28, tanar’ri traits, darkvision 60 feet, fast healing 5; AL CE; SV Fort +17, Ref +17, Will +15; Str 33, Dex 26, Con 27, Int 27,Wis 19, Cha 28

Skills and Feats: Climb +29, Concentration +26, Diplomacy +11, Jump +31, Knowledge (arcana) +26, Knowledge (local) +23, Knowledge (the planes) +26, Knowledge (religion) +26, Listen +22, Search +26, Sense Motive +22, Sneak +26, Spellcraft +28, Spot +22, Tumble +28, Survival +22; Cleave, Great Cleave, Iron Will, Multiattack, Power Attack,
Quicken Spell-Like Ability (darkfire ball), Track
Possessions: +2 ring of protection
Burning Shadow (Su): If it touches a living creature, Xar-el’s shadow inflicts 3d6 points of damage as it “burns” the creature’s spirit (though this is not fire-based damage). Unless in total darkness or in the very center of a daylight spell (or surrounded by a number of powerful lights, such as those generated by daylight spells), he can make a touch attack against a foe within 15 feet to maneuver his shadow to fall upon him. Xar-el can use this ability once per round as a free action. If he is flanked, the touch attack automatically succeeds.
Animate Shadows (Su): As a standard action three times per day, Xar-el can animate all creatures’ shadows within 30 feet as described in “The Shadow Plague,” page 89 (no save).
Darkfire Ball(Sp): Three times each day, Xar-el can create a fireball of black energy that operates like a normal fireball cast by a 15th-level caster, except that the damage is unholy (thus all demons are immune to it). The darkfire ball inflicts 10d6 points of damage in a 20-foot-radius spread (Reflex save, DC 22, for half). The save DC is Charisma based.
Constitution Drain (Su): The bite of a terrorite demon has been described as quite similar to that of a vampire. Those bitten suffer 1d4 points of temporary Constitution damage and must make a Fortitude saving throw (DC 25) or one of the points becomes a permanent drain rather than damage. The save DC is Constitution based.
Spell-Like Abilities: At will—detect good, detect magic, detect thoughts, dispel magic, gaseous form, greater teleport (self plus 50 lbs. of objects only), locate object, Mel’s acid arrow, see invisibility, shatter, unhallow, vampiric touch; 3/day—lightning bolt, nondetection; 1/day—blasphemy, disintegrate, greater teleport (no limitation), unholy aura, wall of force. Caster level 15th. Saving throw DC 19 + spell level. Save DCs are Charisma based.

Tanar’ri Traits: A demon possesses the following traits:

• Immunity to electricity and poison
• Resistance to acid 10, cold 10, and fire 10
• Telepathy
Summon Tanar’ri(Sp): Once per day, the terrorite can summon 1d2 vrocks or one hezrou with a 50 percent chance of success. This ability is the equivalent of a 3rd-level spell.


Tychur, male human Ftr16: CR 16; Medium humanoid; HD 16d10+64; hp 157; Init +6; Speed 20 feet; AC 22 (+2 Dex, +10 armor), touch 12, flat-footed 20, armor check penalty –5); BAB +16; Grapple +20; Attack +25 melee (1d8+11, critical 19–20/×2, greatsword) or +20 ranged (1d8+6, critical 20/×x3, longbow); Full Attack +25/+20/+15/+10 melee (1d8+11, critical 19–20/×2, greatsword) or +20/+15/+10/+5 ranged (1d8+6, critical 20/×3, longbow); AL N; SV Fort +14, Ref +7, Will +7; Str 20, Dex 15, Con 18, Int 10, Wis 15, Cha 12

Skills and Feats: Climb +12, Handle Animal +10, Jump +5, Knowledge (the planes) +2, Listen +4, Ride +17, Spot +3; Cleave, Dodge, Far Shot, Greater Weapon Focus (greatsword), Improved Initiative, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Quick Draw, Ride-By Attack, Spirited Charge, Weapon Focus (greatsword),Weapon Specialization (greatsword)

Possessions: Dragondoom†, gauntlets of ogre power, +2 fire resistant plate armor, +2 dragonbane greatsword, +1 mighty longbow (+4), +2 arrows (12), arrows of greater dragonslaying (2), potions of protection from energy (acid, electricity, and cold), warhorse (with saddle and plate barding), 100 gp

Dragondoom: This artifact is a black gem about half the size of a man’s fist. As a standard action, the wielder can force a dragon within 30 feet to make a Will save (DC 25). Failure banishes the dragon from this plane, casting it into another random plane and barring it from ever returning until the Dragondoom is destroyed.


Knifer, androgynous half-fiend Sor10: CR 12; Medium outsider (evil); HD 10d4+10; hp 33; Init +3; Speed 30 feet; AC 17 (+3 Dex, +3 deflection, +1 natural), touch 16, flatfooted 14; BAB +5; Grapple +8; Attack +9 melee (1d6+4, critical 20/×2, quarterstaff); Full Attack +9 melee (1d6+4, critical 20/×2, quarterstaff); SA Smite good, spells, spelllike
abilities; SQ Darkvision 60 feet, immunity to poison, acid resistance 10, cold resistance 5, electricity resistance 10, fire resistance 5, DR 5/magic (or 5/+1); AL LE; SV Fort +4, Ref +6, Will +8; Str 16, Dex 16, Con 12, Int 17,Wis 13, Cha 17
Skills and Feats: Balance +2, Bluff +10, Concentration +10, Knowledge (arcana) +10, Spellcraft +10, Sense Motive +3, Use Magic Device +10; Deflect Arrows, Improved Unarmed Strike, Snatch Arrows Possessions: +1 unholy quarterstaff, +3 ring of protection, ring of shooting stars (10 charges)
Spell-Like Abilities: 3/day—darkness, poison; 1/day— contagion, desecrate, unholy blight. Caster level 10th. Saving throw DC 13 + spell level. Save DCs are Charisma based. Spells Known (6/7/7/7/5/3; save DC 13 + spell level): 0— dancing lights, detect magic, disrupt undead, ghost sound, light, mage hand, mending, read magic, touch of fatigue; 1st—alarm,
burning hands, mage armor, protection from good, sleep; 2nd—bull’s strength, hypnotic pattern, invisibility, rope trick; 3rd—deep slumber, dispel magic, fireball; 4th—dimension door, fire shield; 5th—dominate person


Hell Judge Grazk,male red minister: CR 12; Medium humanoid; HD 15d8; hp 70; Init +1; Speed 50 feet; AC 21 (+1 Dex, +10 natural), touch 11, flat-footed 20; BAB +8; Grapple +10; Attack +11 melee (1d6+3, critical 20/×2, staff); Full Attack +11 melee (1d6+3, critical 20/×2, staff); SA Heavenly judgment; SQ Infernal traits, spell-like abilities; AL LE; SV Fort +15, Ref +16, Will +21; Str 15, Dex 14, Con 10, Int 17,Wis 19, Cha 14
Skills and Feats: Bluff +11, Disguise +5, Forgery +4, Intimidate +7, Listen +4, Sense Motive +6, Spot +20; Alertness, Disarm, Persuasive, Skill Focus (Spot),Weapon Finesse (staff),Weapon Focus (staff) Spell-Like Abilities: At will—charm person, discern lies; 6/day—charm monster; 3/day—suggestion (verbal components only); 2/day—detect good, detect magic, speak with
dead. Caster level 13th. Saving throw DC 12 + spell level. Save DCs are Charisma based.

Heavenly Judgment: Hell Judges bestow punishment in the Hall of Judgment in the First Court. Thanks to their speak with dead ability, victims can either cooperate while living or cooperate when dead.

Infernal Traits: Red ministers are immune to fire, poison, and electricity, and have resistance to acid 20 and cold 20. They can see in darkness perfectly, even that caused by deeper darkness spells, and they can communicate telepathically with any intelligent creature.


High Priest Qualenodic,male human Clr12 (infernal powers): CR 12; Medium humanoid; HD 12d8+12; hp 81; Init +0; Speed 20 feet; AC 19 (+9 armor), touch 10, flat-footed 19; BAB +9/+4; Grapple +9; Attack +12 melee (1d10+3, critical 19–20/×2, +2 heavy flail); Full Attack + 12/+7 melee (1d10+3, critical 19–20/×2, +2 heavy flail); SA Spells; AL LE; SV Fort +9, Ref +6, Will +15; Str 11, Dex 10, Con 13, Int 12, Wis 20, Cha 16
Skills and Feats:Concentration +12, Diplomacy +10, Intimidate +6, Knowledge (arcana) +6, Knowledge (the planes) +7, Spellcraft +12; Combat Reflexes, Diehard, Iron Will, Lightning Reflexes, Martial Weapon Proficiency (heavy flail),Weapon Focus(heavy flail)

Possessions: +2 half-plate, +2 heavy flail, figurine of wondrous power (goat of travail), potion of cure moderate wounds, potion of neutralize poison, 345 gp

Spells (evil, war; 6/8/6/6/5/5/3; save DC 15 + spell level): 0—cure minor wounds (2), light (2), resistance (2); 1st—cure light wounds (2), detect good, divine favor, doom, magic weapon, sanctuary, shield of faith; 2nd—align weapon, cure moderate wounds, darkness, desecrate, death knell, hold person; 3rd—animate dead, bestow curse, blindness, dispel magic, magic vestment, wind wall; 4th—dimensional anchor, divination, poison, spell immunity, unholy blight; 5th— command (greater), dispel good, slay living (2), symbol of pain; 6th—antilife shell, blade barrier, summon monster VI


Ulkisair,male glabrezu demon: CR 17; Huge outsider (chaotic, evil); HD 12d8+120; hp 188; Init +0; Speed 40 feet;  AC 27 (–2 size, +19 natural), touch 8, flat-footed 27; BAB +12 Grapple +30; Attack pincers +20 melee (2d8+10); Full Attack 2 pincers +20 melee (2d8+10) and 2 claws +18 melee (1d6+5) and bite +18 melee (1d8+5); Space/Reach 15 feet/15 feet (Face/Reach 5 feet × 10 feet/15 feet); SA Spell-like abilities, improved grab; summon tanar’ri; SQ Darkvision 60 feet, DR 10/good (or 20/+2), acid resistance 10, cold resistance 10, fire resistance 10, telepathy 100 feet, true seeing, immune to poison, immune to electricity; SR 21; AL CE; SV Fort +18, Ref +8, Will +11; Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20
Skills and Feats: Bluff +22, Concentration +25, Diplomacy +9, Disguise +5
(+7 acting), Intimidate +24, Knowledge (the Maze) +18, Listen* +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot* +26, Survival +3 (+5 following tracks); Cleave, Great Cleave, Multiattack,
Persuasive, Power Attack

Possessions:Gold rings (3) (500 gp each) and golden bracelets (2) (750 gp each)

Improved Grab (Ex): To use this ability, a glabrezu must hit a Medium or
smaller opponent with a pincer attack. It can then attempt to start a grapple
as a free action without provoking an attack of opportunity.

Spell-Like Abilities: At will—chaos hammer (DC 19), confusion (DC 19), dispel magic, mirror image, reverse gravity (DC 22), greater teleport (self plus 50 lbs. of objects only), unholy blight (DC 19); 1/day—power word stun. Caster level 14th. The save DCs are Charisma based.

Once per month, a glabrezu can fulfill a wish for a mortal humanoid. The demon can use this ability to offer a mortal whatever he or she desires—but unless the wish is used to create pain and suffering in the world, the glabrezu demands either terrible evil acts or great sacrifice as compensation.
Summon Tanar’ri(Sp): Once per day a glabrezu can attempt to summon
4d10 dretches or 1d2 vrocks with a 50 percent chance of success, or
another glabrezu with a 20 percent chance of success. This ability is the
equivalent of a 4th-level spell.
* Skills: Glabrezu have a +8 racial bonus on Listen and Spot checks.
True Seeing (Su): Glabrezu continuously use true seeing as the spell (caster level 14th).
 


Gremethok,male hezrou demon: CR 11; Medium outsider (chaotic, evil); HD 10d8+93; hp 161; Init +0; Speed 30 feet; AC 24 (+14 natural); touch 10, flat-footed 24; BAB +10; Grapple +19; Attack +14 melee (4d4+5, bite); Full Attack +14 melee (4d4+5, bite) and +9 melee (1d8+2, 2 claws);
Space/Reach 10 feet/10 feet (Face/Reach 5 feet × 5 feet/10 feet); SA Spell-like abilities, stench, improved grab, summon tanar’ri; SQ Darkvision 60 feet, DR 10/cold iron or good (or 20/+2), resistance to acid 10, cold 10, fire 10, telepathy 100 feet, immune to poison and electricity; SR 19; AL CE; SV Fort +16, Ref +7, Will +9; Str 21, Dex 10, Con 29, Int 20, Wis 14, Cha 18
Skills and Feats: Climb +18, Concentration +22, Escape Artist +13, Hide +13, Intimidate +17, Listen* +23, Move Silently +13, Search +15, Spellcraft +15, Spot* +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings); Blind-Fight, Cleave, Power Attack, Toughness
Possessions: Necklace with diamonds and rubies (2,500 gp) Improved Grab (Ex): To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Spell-Like Abilities: At will—chaos hammer (DC 18), greater
teleport (self plus 50 lbs. of objects only), unholy blight (DC 18); 3/day—blasphemy (DC 21), gaseous form. Caster level 13th. The save DCs are Charisma based.
Stench (Ex): A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed at a Fortitude save (DC 24) or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures
that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison go unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution based.
Summon Tanar’ri(Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35 percent chance of success. This ability is the equivalent of a 4th-level spell.
* Skills: Hezrous have a +8 racial bonus on Listen and Spot checks.


Cassandra Coven-Keeper, female human Wiz11: CR 11; Medium humanoid; HD 11d4+11; hp 33; Init +3; Speed 30 feet; AC 14 (+3 Dex, +1 deflection), touch 14, flat-footed 11; BAB +5; Grapple +4; Attack +4 melee ; Full Attack +4 melee; SA Spells; AL N; SV Fort +4, Ref +6, Will +10; Str 8, Dex 17, Con 12, Int 18, Wis 16, Cha 13
Skills and Feats: Bluff + 10, Concentration +14, Knowledge (arcana) +17, Knowledge (local) +16, Profession (shopkeeper) +13, Spellcraft +22, Use Magic Device +5; Brew Potion, Craft Wondrous Item, Forge Ring, Lightning Reflexes, Magical Aptitude, Scribe Scroll, Skill Focus (Bluff), Spell Penetration Possessions: +1 ring of protection, +2 gauntlets of dexterity, rope of entanglement, eyes of doom
Spells Prepared (4/5/5/5/4/2/1; save DC 14 + spell level): 0—acid splash, daze, detect magic, flare; 1st—expeditious retreat, mage armor, magic missile (2), shield; 2nd—alter self, arcane lock, obscure object, summon swarm, web; 3rd—dispel magic, lightning bolt, suggestion, vampiric touch; 4th—confusion, fire shield, stoneskin, wall of ice; 5th—cone of cold, dismissal; 6th—repulsion
Coven-Keeper’s Spellbook: 0—acid splash, daze, detect magic, detect poison, flare, mage hand, open/close, resistance; 1st— alarm, expeditious retreat, hold portal, mage armor, magic missile (2), magic weapon, shield, shocking grasp, sleep, true strike, unseen servant; 2nd—alter self, arcane lock, Mel's acid arrow, obscure object, rope trick, summon swarm, web; 3rd— dispel magic, fireball, haste, lightning bolt, protection from
energy, secret page, stinking cloud, suggestion, vampiric touch, wind wall; 4th—confusion, contagion, fire shield, fire trap, phantasmal killer, remove curse, stoneskin, wall of ice; 5th— cone of cold, dismissal, dominate person, magic jar; 6th— acid fog, Otil's freezing sphere, repulsion
 


Dolorator ,male half-fiend (Tormentor) Rgr14: CR 18; Medium outsider (chaotic); HD 14d8+56; hp 131; Init +3; Speed 30 feet; AC 18 (+3 Dex, +4 armor, +1 natural), touch 13, flat-footed 15; BAB +14/+9/+4; Grapple +18; Attack +21 melee (1d8+6, critical 19–20/×2, longsword); Full Attack +19/+14/+9 melee (1d8+6 critical 19–20/×2, longsword) and +19/+14/+9 melee (1d6+3 critical 19–20/×2, short sword); SA Smite lawful, spells, spell-like abilities; SQ Immune to poison, DR 10/magic (or 10/+1), acid resistance 10, cold resistance 10, electricity resistance 10, fire resistance 10, evasion; SR 24; AL CE; SV Fort +9, Ref +7, Will +5; Str 18, Dex 17, Con 18, Int 13, Wis 13, Cha 8
Skills and Feats: Craft (alchemy) +15, Craft (pottery) +12, Handle Animal +15, Hide +17, Knowledge (geography) +17, Knowledge (nature) +17, Listen +3, Move Silently +19, Profession (hunter) +18, Spot +3, Survival +17; Alertness, Blind-Fight, Combat Expertise, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Track, Two-Weapon Defense, Two-Weapon Fighting,Weapon Focus (longsword),Weapon Focus (short sword)

Possessions: +2 chaotic longsword, +1 chaotic short sword, +4 bracers of armor
Smite Lawful (Su): Once per day, he can make an attack that inflicts an extra 14 points of damage against a lawful foe.
Spell-Like Abilities: At will—polymorph (self only); 3/day—darkness, poison, cloak of chaos*; 1/day—contagion, chaos hammer*, desecrate, unhallow, word of chaos*. Caster level 14th. Saving throw DC 9 + spell level. Save DCs are Charisma based.
Spells (3/1/1; save DC 11 + spell level): 1st—entangle, longstrider, resist energy; 2nd—barkskin; 3rd—cure moderate wounds
* Note: Due to his alignment, some of his abilities are altered from those of the standard half-fiend.


Nemethor, Nightshade, nightcrawler: CR 18; Gargantuan undead; HD 25d12; hp 212; Init +4; Speed 30 feet, burrow 60 feet; AC 35 (–4 size, +29 natural), touch 6, flat-footed 35; BAB +12; Grapple +45; Attack +29 melee (4d6+21/19–20 bite); Full Attack +29 melee (4d6+21/19–20 bite) and +24 melee (2d8+11/19–20 sting plus poison); Space/Reach 20 feet/15 feet (Face/Reach 30×30 feet [coiled]/10 feet); SA Nightshade abilities, improved grab, swallow whole, energy drain, poison, spell-like abilities; SQ Undead, nightshade abilities, tremorsense; AL CE; SV Fort +8, Ref +8, Will +21; Str 45, Dex 10, Con —, Int 20, Wis 20, Cha 18
Skills and Feats: Concentration +32, Diplomacy +6, Hide +16, Knowledge (arcana) +33, Listen +33, Move Silently +28, Search +33, Sense Motive +23, Spellcraft +35, Spot +33, Survival +5 (+7 following tracks); Blind-Fight, Combat Casting, Great Fortitude, Improved Critical (bite), Improved Critical (sting), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (cone of cold).
Energy Drain (Su): Living creatures inside a nightcrawler’s gizzard gain one negative level each round. Removing a negative level requires a Fortitude save (DC 26). The save DC is Charisma based. For each such negative level bestowed, the nightcrawler gains 5 temporary hit points.
Improved Grab (Ex): To use this ability, a nightcrawler must hit with its bite 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 try to swallow the opponent in the following round.
Poison (Ex): Injury, Fortitude save, DC 22, initial and secondary damage 2d6 points of Strength. The save DC is Constitution based.

Spell-Like Abilities: At will—contagion (DC 18), deeper darkness, detect magic, greater dispel magic, haste, invisibility, see invisibility, unholy blight (DC 18); 3/day—cone of cold (DC 19), confusion (DC 18), hold monster (DC 19); 1/day—finger of death (DC 21), mass hold monster (DC 23), plane shift (DC 21). Caster level 25th. The save DCs are Charisma based.
Summon Undead (Su): A nightcrawler can summon undead creatures once per night: 9–16 shadows, 3–6 greater shadows, or 2–4 dread wraiths. The undead arrive in 1d10 rounds and serve for one hour or until released.
Swallow Whole (Ex): A nightcrawler can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 12 points of acid damage per round from the nightcrawler’s gizzard and is subject to the creature’s energy drain. A swallowed creature can cut its way out using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 21). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A nightcrawler’s interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents.


Dibedo Dara: Male elf ranger 3/rogue 4/justiciar 9; CR 16; Medium humanoid; HD 3d8+6 plus 4d6+8 plus 9d10+18; hp 108; Init +4; Spd 30 ft.; AC 25, touch 14, flat-footed 25; Base Atk +15; Grp +25; Atk +23 melee (1d6+7/19-20, +1 merciful short sword) or +20 ranged (1d8+5/x3, +1 merciful composite longbow [+2 Str bonus]); Full Atk +23/+18/+13 melee (1d6+7/19-20, +1 merciful short sword) and +23 melee (1d6+7/19-20, +1 merciful short sword) or +20/+15/+10 ranged (1d8+5/x3, +1 merciful composite longbow [+2 Str bonus]); SA bring 'em back alive, crippling strike, hog-tie, improved hog-tie, nonlethal strike +3d6, sneak attack +2d6; SQ elf traits, evasion, favored enemy (humans +2), street savvy +6, trap sense +1, trapfinding, uncanny dodge, wild empathy +3; AL LG; SV Fort +11, Ref +16, Will +12; Str 20, Dex 19, Con 14, Int 10, Wis 14, Cha 10. Age 180, height 5 ft. 4 in., weight 100 lb.; Patron Deity Corellon Larethian.

Skills and Feats: Climb +13, Disable Device +9, Gather Information +19, Hide +13, Listen +13, Move Silently +14, Open Lock +16, Search +12, Spot +13, Survival +11, Swim +10; Dodge, Endurance, Exotic Weapon Proficiency (manacles), Eyes in the Back of Your Head, Improved Grapple, Mobility, Skill Focus (Gather Information), Track, Weapon Finesse, Weapon Focus (short sword).

Bring 'Em Back Alive (Ex): Whenever Dibedo attacks with a melee weapon, he can deal nonlethal damage with the weapon instead of lethal damage, and he has no penalty on the attack roll while doing so.

Crippling Strike (Ex): Dibedo can make a nonlethal strike against an opponent with such precision that his blow weakens and hampers the opponent. When Dibedo damages an opponent with a nonlethal strike, that character also takes 1 point of Strength damage.

Hog-Tie (Ex): When Dibedo pins an opponent while grappling, he can attempt to hog-tie the opponent (in addition to his other options; see If You're Pinning an Opponent on page 156 of the Player's Handbook). Dibedo must have a rope, chain, or manacles in one hand to use this ability.

Improved Hog-Tie (Ex): Dibedo can make a hog-tie attempt without first pinning his opponent. Whenever a grapple is established, Dibedo can use an attack action to make a hog-tie attempt.

Nonlethal Strike (Ex): Dibedo can make nonlethal strikes. Any time Dibedo uses the bring 'em back alive ability and his target would be denied her Dexterity bonus to Armor Class (whether she actually has a Dexterity bonus or not) or when Dibedo flanks the target, his attack deals an extra +3d6 points of nonlethal damage.

Elf Traits: Dibedo is immune to sleep spells and effects. He gets a +2 racial bonus on saves against enchantment spells and effects and a +2 racial bonus on Listen, Search, and Spot checks (already figured into the statistics above). He has low-light vision and familiarity with the longsword, rapier, longbow (including composite), and short bow (including composite). When he passes within 5 feet of a secret door he can make a Search check as if he were looking for the door.

Evasion (Ex): Against an attack that allows a Reflex save for half damage, Dibedo takes no damage on a successful save and full damage on a failed save.

Favored Enemy: Dibedo gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. He gets the same bonus on weapon damage rolls against humans.

Street Savvy (Ex): Dibedo gains a +6 circumstance bonus on Gather Information checks he attempts while in pursuit of a criminal.

Trap Sense (Ex): Dibedo has a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Trapfinding: Dibedo can use the Search skill to find traps with Search DCs higher than 20.

Uncanny Dodge (Ex): Dibedo can react to danger before his senses would normally allow him to even be aware of it. He retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker. He still loses any Dexterity bonus to AC if immobilized.

Wild Empathy (Ex): Dibedo can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person. His bonus on the check is +3. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. The ranger and the animal must study each other for 1 minute. This ability can also be used to influence a magical beast with an Intelligence score of 1 or 2, but the ranger takes a -4 penalty on the check.

Languages: Common, Elven.

Possessions: +5 mithral shirt, two +1 merciful short swords, +1 merciful composite longbow (+5 Str bonus), 40 arrows, cloak of resistance +2, boots of speed, amulet of natural armor +2, backpack (5 days of trail rations, bedroll, masterwork manacles, masterwork thieves' tools, small steel mirror, vial of antitoxin, waterskin,6 potions of cure moderate wounds, 2 potions of shield of faith +5, 15 gp), belt pouch (flint and steel, 5 tindertwigs), traveler's outfit.


 


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