Amiel
2009-07-27, 09:16 AM
http://fc04.deviantart.com/fs48/f/2009/212/c/d/Ereshkigal_by_kometani.jpg
By kometani (http://kometani.deviantart.com)
Daemon, Irae
Mercenary of Wrath
Large Outsider (Daemon, Evil, Extraplanar)
Hit Dice: 13d8+130 (188 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 29 (-1 size, +1 Dex, +19 natural), touch 10, flat-footed 28
Base Attack/Grapple: +13/+27
Attack: +3 wounding glaive +25 melee (2d8+18 + 1 Con/19-20)
Full Attack: +3 wounding glaive +25/+20/+15 melee (2d8+18 + 1 Con/19-20) or 2 claws +22 melee (1d6+10 plus curse) and bite +20 melee (1d8+5 plus curse)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rotting words, spell-like abilities, spells
Special Qualities: Consuming anger, damage reduction 10/good, darkvision 60 ft., immunity to acid, cold, poison and petrification, resistance to electricity 10 and fire 10, see in darkness, spell resistance 26, telepathy
Saves: Fort +18, Ref +9, Will +12
Abilities: Str 31, Dex 13, Con 31, Int 18, Wis 18, Cha 16
Skills: Yes
Feats: Cleave, Improved Initiative, Improved Sunder, Multiattack, Power Attack
Environment: The Wastes of Despair
Organization: Solitary
Challenge Rating: 13
Treasure: No coins; no goods; no items
Alignment: Always neutral evil
Advancement: 14-26 HD (Large); 27-39 HD (Huge)
Level Adjustment: —
The irae, the mercenaries of wrath, epitomise senseless hate and insatiable anger; the sin of wrath. They are the bubbling tar that poisons love and friendship. They are the intoxicating, cloying incense that festers contempt and boundless rage. Screams of torment are their fruit and the choking gasps of the dying are their wine.
Their very presence incites uncontrollable hate; there is nothing that exists that is not foe. To all, all are enemies; of vilest sort, the cruelest nature and must be extinguished.
The irae marshal across the Lower Realities, the Depths Below, for the eternal Blood Conflict, the planes-spanning war to determine and define Evil across Creation. Mercenaries through and through, loyalty is only to the highest bidder and even then, it is not unheard of for them to turn if offered a better price. To an irae, none are allies, all must be exterminated with excessive force.
Unfortunates accuse them of being traitors, the irae simply consider this as another method of renegotiation. Either way, others simply do not survive long enough to be anything other than a cursory and fleeting distraction.
The irae are also cannibals. Dismissing the idea that the consumption of the dead grants any beneficial effects, the irae consume to rob victims of any hope of resurrection or revival, to savor the sweet poison of lingering fear and pain, to consume the remaining vestiges of the opponent's soul. It is the ultimate act of defilement, the vilest act of hate.
An irae appears as a handsome humanoid of either gender; with ghostly pale skin criss-crossed with scars and fresh wounds. Their hair appears wind tossed and is an oily black; nauseating to smell. Their eyes are entirely blood-red with no pupils or irises, and when angered turn a complete black, unsettling and horrifying.
Their outermost front teeth end in fangs, eternally dripping blood and their tongues are as a serpents.
Increasingly, whispers and rumors assert this is not their true form, that what they look like are tremendous wingless serpents whose wounds bleed a choking bile, with slavering maws that drink in light, leaving only oblivion.
Consuming Anger (Su): A choking miasma of hateful rage envelops the irae. As long as this aura is in effect, an irae is always assumed to be raging (this has not be factored into the statistic block above) and is never fatigued. A remove curse or break enchantment is able to remove and dispel this rage but the irae may restore it as a free action on its next turn.
Additionally, the irae may project a magic circle against good centred on it out to a radius of 20 ft. The irae may change this to a magic circle against chaos or magic circle against law as a standard action if it so wishes.
Additionally, foes within 20 ft of the daemon must succeed on a DC Will 20 Will save or start violently attacking all within sight, their attitude changing to hostile. This attitude can only be changed with a successful DC 20 Diplomacy check at -3 penalty. A creature that successfully saves cannot be affected again by the same irae's aura for 24 hours. The Save DC is Charisma-based.
Curse (Su): A creature struck by a irae's bite or claw attack must succeed on a DC 26 Fortitude save or be infected with a vile curse known as faceless hate. The save DC is Constitution-based.
Rotting Words (Ex): An irae does not normally speak, preferring to resolutely remain mute. 3/day, however, it may pronounce such horrific words of spiteful hate that its words of wrath causes a creature to bleed from every orifice. A foe must be able to hear the irae speak though not necessary understand what is being said; it is the intent rather than the meaning that drives this power.
All within 30 feet of the irae hear a terrible chorus of whispered anguish that causes the very air to rot and stagnate, and must succeed on a DC 26 Fortitude save or permanently lose 1 Con score and 1 Wis score.
See in Darkness (Su): The irae can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Spell-Like Abilities: At will - blasphemy, confusion, desecrate, dispel good, dispel magic, greater teleport, invisibility (self only), mirror image, plane shift, reverse gravity, unholy aura, unholy blight, unhallow; 3/day - blade barrier, flame strike, power word stun, waves of fatigue, waves of hate; 1/day - destruction, implosion, waves of exhaustion. Caster level 13th. The save DCs are Charisma-based.
Spells: Irae can cast divine spells as 13th-level clerics. An irae has access to two of the following domains: Evil, Destruction, Hate, War or Wrath. The save DCs are Wisdom-based.
Typical Cleric Spells per Day: 6/7/7/6/6/4/3/2; save DC = 14 + spell level.
0 - cure minor wounds, detect magic, detect poison, inflict minor wounds (x3); 1st - bane, cause fear, entropic shield, doom, inflict light wounds, protection from good; 2nd - align weapon, bull's strength, death knell, inflict moderate wounds, shatter, silence, undetectable alignment; 3rd - animate dead, bestow curse, contagion, deeper darkness, inflict serious wounds, invisibility purge; 4th - dismissal, divine power, freedom of movement, poison, inflict critical wounds, spell immunity; 5th - insect plague, mass inflict light wounds, slay living, symbol of pain; 6th - create undead, harm, mass inflict moderate wounds; 7th - destruction, mass inflict serious wounds.
By kometani (http://kometani.deviantart.com)
Daemon, Irae
Mercenary of Wrath
Large Outsider (Daemon, Evil, Extraplanar)
Hit Dice: 13d8+130 (188 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 29 (-1 size, +1 Dex, +19 natural), touch 10, flat-footed 28
Base Attack/Grapple: +13/+27
Attack: +3 wounding glaive +25 melee (2d8+18 + 1 Con/19-20)
Full Attack: +3 wounding glaive +25/+20/+15 melee (2d8+18 + 1 Con/19-20) or 2 claws +22 melee (1d6+10 plus curse) and bite +20 melee (1d8+5 plus curse)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rotting words, spell-like abilities, spells
Special Qualities: Consuming anger, damage reduction 10/good, darkvision 60 ft., immunity to acid, cold, poison and petrification, resistance to electricity 10 and fire 10, see in darkness, spell resistance 26, telepathy
Saves: Fort +18, Ref +9, Will +12
Abilities: Str 31, Dex 13, Con 31, Int 18, Wis 18, Cha 16
Skills: Yes
Feats: Cleave, Improved Initiative, Improved Sunder, Multiattack, Power Attack
Environment: The Wastes of Despair
Organization: Solitary
Challenge Rating: 13
Treasure: No coins; no goods; no items
Alignment: Always neutral evil
Advancement: 14-26 HD (Large); 27-39 HD (Huge)
Level Adjustment: —
The irae, the mercenaries of wrath, epitomise senseless hate and insatiable anger; the sin of wrath. They are the bubbling tar that poisons love and friendship. They are the intoxicating, cloying incense that festers contempt and boundless rage. Screams of torment are their fruit and the choking gasps of the dying are their wine.
Their very presence incites uncontrollable hate; there is nothing that exists that is not foe. To all, all are enemies; of vilest sort, the cruelest nature and must be extinguished.
The irae marshal across the Lower Realities, the Depths Below, for the eternal Blood Conflict, the planes-spanning war to determine and define Evil across Creation. Mercenaries through and through, loyalty is only to the highest bidder and even then, it is not unheard of for them to turn if offered a better price. To an irae, none are allies, all must be exterminated with excessive force.
Unfortunates accuse them of being traitors, the irae simply consider this as another method of renegotiation. Either way, others simply do not survive long enough to be anything other than a cursory and fleeting distraction.
The irae are also cannibals. Dismissing the idea that the consumption of the dead grants any beneficial effects, the irae consume to rob victims of any hope of resurrection or revival, to savor the sweet poison of lingering fear and pain, to consume the remaining vestiges of the opponent's soul. It is the ultimate act of defilement, the vilest act of hate.
An irae appears as a handsome humanoid of either gender; with ghostly pale skin criss-crossed with scars and fresh wounds. Their hair appears wind tossed and is an oily black; nauseating to smell. Their eyes are entirely blood-red with no pupils or irises, and when angered turn a complete black, unsettling and horrifying.
Their outermost front teeth end in fangs, eternally dripping blood and their tongues are as a serpents.
Increasingly, whispers and rumors assert this is not their true form, that what they look like are tremendous wingless serpents whose wounds bleed a choking bile, with slavering maws that drink in light, leaving only oblivion.
Consuming Anger (Su): A choking miasma of hateful rage envelops the irae. As long as this aura is in effect, an irae is always assumed to be raging (this has not be factored into the statistic block above) and is never fatigued. A remove curse or break enchantment is able to remove and dispel this rage but the irae may restore it as a free action on its next turn.
Additionally, the irae may project a magic circle against good centred on it out to a radius of 20 ft. The irae may change this to a magic circle against chaos or magic circle against law as a standard action if it so wishes.
Additionally, foes within 20 ft of the daemon must succeed on a DC Will 20 Will save or start violently attacking all within sight, their attitude changing to hostile. This attitude can only be changed with a successful DC 20 Diplomacy check at -3 penalty. A creature that successfully saves cannot be affected again by the same irae's aura for 24 hours. The Save DC is Charisma-based.
Curse (Su): A creature struck by a irae's bite or claw attack must succeed on a DC 26 Fortitude save or be infected with a vile curse known as faceless hate. The save DC is Constitution-based.
Rotting Words (Ex): An irae does not normally speak, preferring to resolutely remain mute. 3/day, however, it may pronounce such horrific words of spiteful hate that its words of wrath causes a creature to bleed from every orifice. A foe must be able to hear the irae speak though not necessary understand what is being said; it is the intent rather than the meaning that drives this power.
All within 30 feet of the irae hear a terrible chorus of whispered anguish that causes the very air to rot and stagnate, and must succeed on a DC 26 Fortitude save or permanently lose 1 Con score and 1 Wis score.
See in Darkness (Su): The irae can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Spell-Like Abilities: At will - blasphemy, confusion, desecrate, dispel good, dispel magic, greater teleport, invisibility (self only), mirror image, plane shift, reverse gravity, unholy aura, unholy blight, unhallow; 3/day - blade barrier, flame strike, power word stun, waves of fatigue, waves of hate; 1/day - destruction, implosion, waves of exhaustion. Caster level 13th. The save DCs are Charisma-based.
Spells: Irae can cast divine spells as 13th-level clerics. An irae has access to two of the following domains: Evil, Destruction, Hate, War or Wrath. The save DCs are Wisdom-based.
Typical Cleric Spells per Day: 6/7/7/6/6/4/3/2; save DC = 14 + spell level.
0 - cure minor wounds, detect magic, detect poison, inflict minor wounds (x3); 1st - bane, cause fear, entropic shield, doom, inflict light wounds, protection from good; 2nd - align weapon, bull's strength, death knell, inflict moderate wounds, shatter, silence, undetectable alignment; 3rd - animate dead, bestow curse, contagion, deeper darkness, inflict serious wounds, invisibility purge; 4th - dismissal, divine power, freedom of movement, poison, inflict critical wounds, spell immunity; 5th - insect plague, mass inflict light wounds, slay living, symbol of pain; 6th - create undead, harm, mass inflict moderate wounds; 7th - destruction, mass inflict serious wounds.