Fortinbro
2013-10-21, 12:36 PM
In my setting Lucifer is the ruler of the nine hells and has a world-wide secret church known as The Dark Cardinals. The mortal leader of that church is called The Black Pope and this is what they become after death:
Size/Type: Large Outsider (Devil, Extraplanar, Evil, Lawful)
Hit Dice: 18d8+144 (225 hp)
Initiative: +16
Speed: 40 ft. (8 squares)
Armor Class: 41 (46) (+8 Dex, +23 natural)(+5 damned protection), touch 17, flat-footed 32
Base Attack/Grapple: +14/+22
Attack: Trident of lucifer's law +25 (1d8+8 + 2d6 profane) or vision of doom +21 (3d6+ 14 vile)
Full Attack: 3 Trident attacks +25 melee (1d8+8 + 2d6 profane) and 2 vision of doom +21 (3d6+ 14 vile)
Space/Reach: 10ft./10ft.
Special Attacks: lucifer's resentment,distorting dispersion,from blood which grows, spell-like abilities, summon devil
Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 32, telepathy 100 ft.
Saves: Fort +21, Ref +21, Will +23
Abilities: Str 26, Dex 27, Con 27, Int 26, Wis 26, Cha 37
Skills: Balance +10, Bluff +34, Climb +29, Concentration +29, Diplomacy +33, Disguise +29 (+31 acting), Hide +25, Intimidate +15, Jump +40, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +29, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking), Tumble +22
Feats: Improved Initiative, Malign Spell Focus, Arcane Mastery, Iron Will, Lightning Reflexes, Great Fortitude, Quicken Spell-Like Ability: Magic Weapon Greater Mass , Maximize Spell-Like Ability: Scorching Ray
Environment: A lawful evil-aligned plane
Organization: Solitary, pair, or congregation (1 scourge cardinal, 1 pit fiend, 2–5 horned devils, and 2–5 barbed devils)
Challenge Rating: 20
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement:
Level Adjustment: —
COMBAT
Vision of Doom(Su): Using the anguish of those forever bound to torment for all time in the nine hells, a Scourge Cardinal can as a free action each round temporally connect one not yet bound to hell to one of these souls, causing excruciating pain that wounds deeper then physical pain. This can be done out to 60 feet to anyone for 3d6+Cha vile damage (see book of vile darkness for vile damage) a chaotic being gets no save, a neutral dc 34 will for half, lawful 29 dc for half. Dc is Cha based
Lucifer's Resentment (Su): Once every 1d4+2 rounds a scourge cardinal may attempt to make a melee touch attack as a standard action, if it hits the target must make a dc 35 will save or gain 2 soul chain levels(counts as negative levels that cannot be removed normally). So long as they stay with in 80 feet of the cardinal every round they take an additional 1 soul chain levels. The spiritual chains attempt to keep their victims near, they can only move at half normal speed. You cannot be affected by the same cardinal's soul chains more then once a day. The save DC is Constitution-based.
From Blood That Grows(Su): For every two soul chain levels the cardinal has inflicted all devils within 80ft gain a +1profane bonus to attacks, damage, saves, skills, and gain additional fast healing equal to soul chain levels.
Distorting Dispertion (Ex): A cardinal often caries souls to their proper domain after death, he may only benefit personally from 5 such souls at any time and needs 24 hours to bind a new one. So long as they stay in him he gains a +1 damned protection bonus. However he may release them as a full round action at which point they fly out on hellfire chains to distract and make vulnerable the cardinal's foes in hopes of reprieve from their suffering. For each released all nondevils within 60 feet take a -1 to all saves and AC. Soul counts as a ghost from MM 1 with100 health, they take 1/4damage from aoe's but all count as being within the 60 foot radius.
Spell-Like Abilities: At will—blasphemy (DC30), create undead, greater dispel magic, greater teleport, invisibility, magic circle against good, mass hold monster (DC31), persistent image (DC 28), power word stun, ray of enfeeblement,scorching ray;3/day—disintegrate (DC31), magic weapon greater mass, bestow curse, maze, force cage, greater shadow evocation, 1/ day prismatic wall, finger of death, heightened, empowered, maximized enervation Caster level 18th. The save DCs are Charisma-based.
Twice per year a scourge cardinal can use miracle as the spell (caster level 20th).
Summon Devil (Sp): Twice per day a scourge cardinal 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 scourge cardinal takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
Size/Type: Large Outsider (Devil, Extraplanar, Evil, Lawful)
Hit Dice: 18d8+144 (225 hp)
Initiative: +16
Speed: 40 ft. (8 squares)
Armor Class: 41 (46) (+8 Dex, +23 natural)(+5 damned protection), touch 17, flat-footed 32
Base Attack/Grapple: +14/+22
Attack: Trident of lucifer's law +25 (1d8+8 + 2d6 profane) or vision of doom +21 (3d6+ 14 vile)
Full Attack: 3 Trident attacks +25 melee (1d8+8 + 2d6 profane) and 2 vision of doom +21 (3d6+ 14 vile)
Space/Reach: 10ft./10ft.
Special Attacks: lucifer's resentment,distorting dispersion,from blood which grows, spell-like abilities, summon devil
Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 32, telepathy 100 ft.
Saves: Fort +21, Ref +21, Will +23
Abilities: Str 26, Dex 27, Con 27, Int 26, Wis 26, Cha 37
Skills: Balance +10, Bluff +34, Climb +29, Concentration +29, Diplomacy +33, Disguise +29 (+31 acting), Hide +25, Intimidate +15, Jump +40, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +29, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking), Tumble +22
Feats: Improved Initiative, Malign Spell Focus, Arcane Mastery, Iron Will, Lightning Reflexes, Great Fortitude, Quicken Spell-Like Ability: Magic Weapon Greater Mass , Maximize Spell-Like Ability: Scorching Ray
Environment: A lawful evil-aligned plane
Organization: Solitary, pair, or congregation (1 scourge cardinal, 1 pit fiend, 2–5 horned devils, and 2–5 barbed devils)
Challenge Rating: 20
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement:
Level Adjustment: —
COMBAT
Vision of Doom(Su): Using the anguish of those forever bound to torment for all time in the nine hells, a Scourge Cardinal can as a free action each round temporally connect one not yet bound to hell to one of these souls, causing excruciating pain that wounds deeper then physical pain. This can be done out to 60 feet to anyone for 3d6+Cha vile damage (see book of vile darkness for vile damage) a chaotic being gets no save, a neutral dc 34 will for half, lawful 29 dc for half. Dc is Cha based
Lucifer's Resentment (Su): Once every 1d4+2 rounds a scourge cardinal may attempt to make a melee touch attack as a standard action, if it hits the target must make a dc 35 will save or gain 2 soul chain levels(counts as negative levels that cannot be removed normally). So long as they stay with in 80 feet of the cardinal every round they take an additional 1 soul chain levels. The spiritual chains attempt to keep their victims near, they can only move at half normal speed. You cannot be affected by the same cardinal's soul chains more then once a day. The save DC is Constitution-based.
From Blood That Grows(Su): For every two soul chain levels the cardinal has inflicted all devils within 80ft gain a +1profane bonus to attacks, damage, saves, skills, and gain additional fast healing equal to soul chain levels.
Distorting Dispertion (Ex): A cardinal often caries souls to their proper domain after death, he may only benefit personally from 5 such souls at any time and needs 24 hours to bind a new one. So long as they stay in him he gains a +1 damned protection bonus. However he may release them as a full round action at which point they fly out on hellfire chains to distract and make vulnerable the cardinal's foes in hopes of reprieve from their suffering. For each released all nondevils within 60 feet take a -1 to all saves and AC. Soul counts as a ghost from MM 1 with100 health, they take 1/4damage from aoe's but all count as being within the 60 foot radius.
Spell-Like Abilities: At will—blasphemy (DC30), create undead, greater dispel magic, greater teleport, invisibility, magic circle against good, mass hold monster (DC31), persistent image (DC 28), power word stun, ray of enfeeblement,scorching ray;3/day—disintegrate (DC31), magic weapon greater mass, bestow curse, maze, force cage, greater shadow evocation, 1/ day prismatic wall, finger of death, heightened, empowered, maximized enervation Caster level 18th. The save DCs are Charisma-based.
Twice per year a scourge cardinal can use miracle as the spell (caster level 20th).
Summon Devil (Sp): Twice per day a scourge cardinal 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 scourge cardinal takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.