Baron Corm
2007-04-08, 10:18 PM
yeah, so I'm creating this campaign world which mainly uses the Greyhawk pantheon, but after looking through the BoVD a couple times, I've decided to create my own archfiend of sorts. the stats for it will likely never be used, but I thought it would be prudent to explain the ways in which he is greater than Asmodeus. also reading the statistics of god-like creatures is always fun, and the cult information is helpful to anyone who would want to be in it. a prestige class or two revering Nib will probably follow. please tell me what you think~
Nib Eilu'bar
Medium-size Outsider (Chaotic, Evil, Incorporeal)
Hit Dice: 40d8+540 (720 hp)
Speed: fly 40 ft. (perfect)
Initiative: +15
Armor Class: 44 (+11 Dex, +15 insight, +18 deflection); touch 44; flat-footed 33
Attacks: 2 claws +51 melee touch
Damage: Claw 2d8 vile plus 1d8 vile Wisdom drain
Face/Reach: 5 ft./40 ft.
Special Attacks: Engulf, split, spell-like abilities
Special Qualities: Darkness enhancement, DR 20/+8, outsider traits, tanar'ri traits, SR 50, see invisibility, summon tanar'ri, shadowform, improved grab, pounce, rake, flesh-ripping claws, immunities, light powerlessness, regeneration 40, incorporeal traits, soul drain, shadowspeed, shadowreach, blindsight 5280 ft
Saves: Fort +35 Ref +35 Will +39
Abilities: Str -, Dex 32, Con 33, Int 33, Wis 40, Cha 32
Skills: Intimidate +56, Hide +64, Bluff +54, Concentration +54, Disguise +56, Knowledge (the planes) +54, Knowledge (arcana) +29, Listen +58, Search +29, Sense Motive +58, Spellcraft +33, Knowledge (religion) +29, Knowledge (local) +29, Gather Information +40
Feats: Improved Initiative, Flyby Attack, Combat Reflexes, Dark Speech, Expertise, Great Fortitude, Lightning Reflexes, Iron Will, Empower Spell-Like Ability, Maximize Spell-Like Ability, Dodge, Mobility, Spring Attack, Boost Spell-Like Ability, Quicken Spell-Like Ability, Violate Spell-Like Ability, Darkstalker
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 33
Treasure: Quadruple standard
Alignment: Chaotic Evil
Advancement: -
Nib Eilu'bar, also known as "The Black Incarnate", or simply "The Black", was the original Evil from which all evil spawned. He was deemed too vile by Ao to be given a divine rank, and was cast down to the Abyss almost as soon as he came into being. The Abyss soon became a chaotic place of infinite evil layers. One of the first beings created by Nib was Asmodeus, who in turn created many other lesser demons. Asmodeus was different from Nib in that he had the desire to rule; Nib was effectively omnipotent and thus simply went around sowing destruction. A distinction between demons and devils eventually came into being when Asmodeus took his children and went to the Nine Hells, which Ao created for him. Ao saw the value in having two sects of evil creatures constantly battling each other, instead of working together to destroy the Material Plane.
Nib, by choice, is known by very few. Among the devils, only Asmodeus knows for certain that he exists. Nib sometimes fights in the Blood Wars in disguise, slaying large numbers of devils at once. Devils fear The Black Incarnate, but most consider him a myth, because that is what Asmodeus wants them to consider him. A few scattered cults of mortals pay homage to Nib, though devils who consort with them tend to write them off as fools. Many demons, on the other hand, serve under The Black, and thus know him to be a real being.
Nib, in his true form, resembles a shadow demon (of any shape or size he wishes) with unusually large and spiraled horns and gigantic, tattered wings. He appears to be covered in blood and scars, though how anyone gets this impression is unclear as his entire form is blacker than night. He currently has a well-hidden palace on the 888th layer of the Abyss. He also frequents the Material Plane quite often in disguise, spreading chaos and malice.
Combat
Nib has little to fear from his opponents, though he is still ever cautious and tends to attack from a position of surprise with his high Hide skill and silent movement granted by his incorporeal subtype. If he cannot destroy them with a single pounce and perhaps a few follow-up attacks, he will split and then proceed to use his various spell-like abilities in combination with his claw attacks. Nib tends to use his special version of utterdark as soon as possible to take advantage of his Darkness Enhancement and shadow jump abilities, and then follow up with mage’s disjunction if the opponent has strong magical items or buffs. Against many foes, especially many weak foes, he will begin battle instead with his engulf attack. He has never had to shadow jump to escape, but he does not overestimate himself and will do it if he has to.
Wisdom Drain (Su)
Nib causes 1d8 points of Wisdom drain each time he hits with his claw attack. On each such successful attack, he heals 5 hit points. If he already has full hit points, the excess is gained as temporary hit points which last for 1 hour. Any creature whose Wisdom is drained must instantly make a Will save or be affected as though by an insanity spell. The Wisdom drain and the insanity can only be restored by magic in a holy place, as with normal vile damage.
Improved Grab (Ex)
If Nib hits an opponent with both claw attacks, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +51). If he hits with both claws, he can also rake in the same round. Nib has the option to conduct the grapple normally, or simply use his claws to hold the opponent (-20 penalty on the grapple check, but Nib is not considered grappled). In either case, each successful grapple check he makes during successive rounds automatically deals damage from both claws.
Pounce (Ex)
If Nib dives or leaps upon a foe during the first round of combat, he can make a full attack (including a rake attempt, see below) even though he has moved.
Rake (Ex)
On any round that Nib has to hold onto an opponent (see Improved Grab, above), he can make two rake attacks (+51 melee touch) with his hind legs for 2d8 points of vile damage each, plus 1d8 points of vile Wisdom drain. Nib can also attempt to rake when he pounces on an opponent.
Spell-Like Abilities
At will: utterdark*, detect thoughts, tongues (self only), unhallow, discern location, find the path, rusting grasp**, energy drain, screen, bestow greater curse, dimensional anchor, mass hold monster, cure critical wounds***, mirror image, suggestion, major image, greater restoration****, power word (any), mindrape, liquid pain*****, detect good, forbidden speech, black bag, greater dispel magic, plane shift, blasphemy
8/day: disintegrate, shades, mage’s disjunction
3/day: wish, true seeing, eternity of torture, despoil
Caster level 20th; save DC 25 + spell level
*Nib's version of utterdark acts also as a damning darkness and a wretched blight to those who enter it
**Nib's version of rusting grasp functions against any fleshless being that he couldn't otherwise touch when incorporeal
***Nib's version of cure critical wounds only heals vile damage taken from his own claw attack. He need not be in a holy place to heal this damage. When the target is himself, it functions as normal (still healing vile damage, though).
****Nib's version of greater restoration only heals Wisdom drain and insanity from his own claw attack. He need not be in a holy place to restore his target's Wisdom or sanity. When the target is himself, it functions as normal (still restoring vile effects, though).
*****Nib’s version of liquid pain has a casting time of 1 round, and is stored within himself. He is able to extract the stored liquid pain from himself at any time. He may not use this spell-like ability on the same creature more than once in a 24 hour period.
Soul Drain (Su)
When Nib kills a creature with a soul, he may cast soul bind on it as a free action, with himself as the arcane focus. Each soul that Nib traps in this way grants him temporary hit points equal to (5 x HD). He only counts the highest hit die creature he has trapped for determining how many temporary hit points he actually has. These temporary hit points do not disappear unless Nib releases the creature's soul. Nib typically has at least 100 temporary hit points; this is reflected in his above value. Nib receives a +10 bonus on caster level checks to overcome spell resistance because he always uses a soul as a material component.
Darkness Enhancement (Ex)
Nib gains power from being within total darkness. He gains a +8 enhancement bonus to AC, attack rolls, damage rolls, saves, and skill and ability checks in such conditions.
Flesh-Ripping Claws (Su)
When Nib's claws touch flesh, they become corporeal, allowing him to claw, rake, and even grapple with opponents, yet still ignore their armor. Nib's claw and rake attacks are thus made as touch attacks. Fleshless creatures, such as certain constructs, are immune to Nib's attacks. Corporeal foes attempting to grapple Nib can only attempt to escape; they can't deal damage or pin in a grapple. All damage Nib's claws deal is vile damage.
Immunities (Su)
Nib is immune to fire, cold, and electricity as well as mind-affecting effects, poison, sleep, paralysis, stunning, and disease. He is not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Nib is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Split (Su)
As a full-round action, Nib can split into eight creatures with 20 HD (each with half of his current hit points), dispelling all negative effects from him that he wishes dispelled. Each creature has the same abilities as the original Nib (except split), and any souls he may have absorbed are shared among them. All creatures get the full temporary hit points from the highest hit dice creature he has absorbed. Remaining uses per day of spell like abilities are shared among them as well. The eight Nibs may rejoin as a full-round action. This rejoining brings Nib back to full health and treats him as if he had a full night's rest, including refreshing his spell-like abilities. He may split and rejoin as many times as he wants, but may only gain the benefit of this healing and rejuvenation once per day (on the occasion of his choosing). On rejoining, he may choose to be greater teleported to any place within a shadow, as his shadow jump ability.
When Nib’s copies rejoin, the remaining hp of the healthiest two are combined to determine his current hit points. If only one is left alive, it automatically becomes the normal 40 HD Nib (with the ability to split as the normal Nib), with current hit points equaling the current hit points it had. It may not choose to be fully healed or greater teleported when changed back in this manner.
Light Powerlessness (Ex)
Nib is drained when subjected to the effects of any spell with the [light] or [fire] descriptors when it is cast by a creature at least four levels higher than he. Within such light, he takes a -2 penalty to AC, attack rolls, damage rolls, saves, and skill and ability checks. He also tries to flee from or destroy the source of the light as best he can.
Hide in Plain Sight (Su)
Nib can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, Nib can hide himself from view in the open without anything to actually hide behind. He does not, however, cast a shadow, and therefore cannot hide in his own.
Shadowspeed (Ex)
Once every 2d4 rounds, Nib may fly at up to ten times his speed. Three times per day, Nib may cast one of his spell-like abilities as an immediate action.
Uncanny Dodge (Ex)
Nib 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.)
Shadow Jump (Su)
Nib can use the spell greater teleport as long as he begins and ends in a shadow.
Improved Uncanny Dodge (Ex)
Nib cannot be flanked. This defense denies rogues the ability to use flank attacks to sneak attack Nib. The exception to this defense is that a rogue at least four levels higher than Nib can flank him (and thus sneak attack him, if the rogue has bypassed his immunity to critical hits).
Improved Evasion (Ex)
Nib takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, he takes only half damage even if he fails his saving throw.
Shadowform (Su)
Nib can veil himself at will without having to concentrate. In addition, he may take on any height or weight he chooses (up to colossal size and down to fine size) at will, and may become corporeal (at will) in order to perform his engulf attack or for any other purpose he desires. Nib's corporeal form is seemingly liquid, though viscous and still opaque. He loses his incorporeal subtype and traits, but none of his immunities or anything else. His deflection bonus to AC becomes a natural armor bonus, and he must make regular attacks instead of touch attacks. He may become incorporeal again at will as an immediate action.
Shadowreach (Su)
Nib has a reach of 40 ft. no matter what size he currently is.
Drown (Ex)
A character who needs air to breathe and becomes engulfed within Nib's vile shadowstuff must make a Constitution check (DC 10) every round in order to hold his or her breath. Each round, the DC increases by 1. Upon failing a check, the character falls unconcious (0 hp). The next round, he or she drops to -1 hp and is dying. The round after that, the character drowns and dies.
Engulf (Ex)
Nib can attempt to surround a number of creatures as a standard action as long as he is corporeal. He may surround a single creature of any size, or two colossal creatures, or four gargantuan creatures, etc. Each target can make either an attack of opportunity or a Reflex save (DC 50) to avoid being engulfed. A successful saving throw indicates that the target has been pushed back or aside (target's choice) as Nib descends on the spot where he was (or the creatures who failed their saving throws). An engulfed creature is subject to Nib's soul drain (if it dies) and drown attacks and is considered to be grappled and trapped within his body. Nib cannot make a claw attack during a round in which he attempts to engulf, but each engulfed creature takes automatic claw damage in that round and every round thereafter that it remains trapped.
See Invisibility (Su)
Invisible objects and creatures are always visible to Nib, as if he always had the see invisibility spell active.
Tanar'ri Traits
Nib can communicate telepathically with any creature within 100 feet that has a language. In addition, he can see perfectly in darkness of any kind, even that created by a deeper darkness spell. He has acid resistance 20.
Summon Tanar'ri (Sp)
Once per day Nib can automatically summon 2d4 shadow demons or 1d2 balors.
Regeneration (Ex)
Nib takes normal damage from holy and blessed weapons of at least +8 enchantment when he is affected by light powerlessness or is in normal daylight.
Skills
Nib receives a +10 racial bonus on Hide checks
The Goals of Nib Eilu’bar
Nib is very nearly an abstract concept representing evil. His main desire is to spread evil throughout areas lacking in it. He is kept in check by the fact that he does not wish to draw major attention to himself, because he knows that Ao would correct any unbalance in the world if it got out of hand, and replace him with another.
Nib is wary that Asmodeus has nearly approached him in power, and sometimes fights in the Blood Wars against the devils or destroys one of Asmodeus’s personal armies just to show Asmodeus that he is still the real Prince of Darkness. Nib does not ever consort with the major players of the Abyss or the Nine Hells, so when Asmodeus’s forces take a blow, there is often great speculation as to what is going on. Without Nib’s influence, the forces of the Abyss and the Nine Hells alike would quickly be crushed under Asmodeus’s heel, with the other planes soon to follow. Levistus is still alive because Nib wishes him to be, and Mephistopheles may openly defy Asmodeus because Nib allows it.
The Cult of Nib Eilu’bar
As Nib does not wish his existence to ever become a fact, the number of mortals who worship him is a very small number. Those who do put faith in the existence of a Prime Evil are typically either zealots or cynics. Nib grants dark powers to those he deems worthy, but at any given time that will amount to only one or two creatures.
Temples dedicated to The Black are always covered with unhallow spells, each bestowing a different form of the darkness spell to a specific area. A screen spell is cast on the entire temple to ensure that authorities do not interfere with the unholy acts which take place inside. These spells might be provided by Nib himself if he senses enough devotion to him concentrated among creatures who are too lowly to cast the spells themselves. Those who falsely believe him to be a lord of undead creatures might fill the temple with undead shadows, though they will never be worthy of his attention. The altar in a properly equipped temple is hewed from a dark material such as obsidian, and is covered with blood and chipped off areas. Sacrifices to The Black Incarnate are always done with more strength than is needed in order to purposely maim the altar with slash marks.
Priests of Nib’s cult wear black at all times; the cult leader wearing the darkest black he can find. Initiates or members of lower rank are forced to wear a lighter grey color. Nib’s cultists never wield bludgeoning or non-lethal weapons; they go for jagged bastard swords or twisted kukris in order to draw copious amounts of blood, and picks or scythes to cause the most pain possible. Nib's favored weapon is the heavy pick. Clerics affiliated with Nib generally have access to the Darkness, Demonic, Evil, and Pain domains. Nib's personal symbol is a single black curl with exactly eight loops. Any symbol representing evil could also represent Nib.
Nib Eilu'bar
Medium-size Outsider (Chaotic, Evil, Incorporeal)
Hit Dice: 40d8+540 (720 hp)
Speed: fly 40 ft. (perfect)
Initiative: +15
Armor Class: 44 (+11 Dex, +15 insight, +18 deflection); touch 44; flat-footed 33
Attacks: 2 claws +51 melee touch
Damage: Claw 2d8 vile plus 1d8 vile Wisdom drain
Face/Reach: 5 ft./40 ft.
Special Attacks: Engulf, split, spell-like abilities
Special Qualities: Darkness enhancement, DR 20/+8, outsider traits, tanar'ri traits, SR 50, see invisibility, summon tanar'ri, shadowform, improved grab, pounce, rake, flesh-ripping claws, immunities, light powerlessness, regeneration 40, incorporeal traits, soul drain, shadowspeed, shadowreach, blindsight 5280 ft
Saves: Fort +35 Ref +35 Will +39
Abilities: Str -, Dex 32, Con 33, Int 33, Wis 40, Cha 32
Skills: Intimidate +56, Hide +64, Bluff +54, Concentration +54, Disguise +56, Knowledge (the planes) +54, Knowledge (arcana) +29, Listen +58, Search +29, Sense Motive +58, Spellcraft +33, Knowledge (religion) +29, Knowledge (local) +29, Gather Information +40
Feats: Improved Initiative, Flyby Attack, Combat Reflexes, Dark Speech, Expertise, Great Fortitude, Lightning Reflexes, Iron Will, Empower Spell-Like Ability, Maximize Spell-Like Ability, Dodge, Mobility, Spring Attack, Boost Spell-Like Ability, Quicken Spell-Like Ability, Violate Spell-Like Ability, Darkstalker
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 33
Treasure: Quadruple standard
Alignment: Chaotic Evil
Advancement: -
Nib Eilu'bar, also known as "The Black Incarnate", or simply "The Black", was the original Evil from which all evil spawned. He was deemed too vile by Ao to be given a divine rank, and was cast down to the Abyss almost as soon as he came into being. The Abyss soon became a chaotic place of infinite evil layers. One of the first beings created by Nib was Asmodeus, who in turn created many other lesser demons. Asmodeus was different from Nib in that he had the desire to rule; Nib was effectively omnipotent and thus simply went around sowing destruction. A distinction between demons and devils eventually came into being when Asmodeus took his children and went to the Nine Hells, which Ao created for him. Ao saw the value in having two sects of evil creatures constantly battling each other, instead of working together to destroy the Material Plane.
Nib, by choice, is known by very few. Among the devils, only Asmodeus knows for certain that he exists. Nib sometimes fights in the Blood Wars in disguise, slaying large numbers of devils at once. Devils fear The Black Incarnate, but most consider him a myth, because that is what Asmodeus wants them to consider him. A few scattered cults of mortals pay homage to Nib, though devils who consort with them tend to write them off as fools. Many demons, on the other hand, serve under The Black, and thus know him to be a real being.
Nib, in his true form, resembles a shadow demon (of any shape or size he wishes) with unusually large and spiraled horns and gigantic, tattered wings. He appears to be covered in blood and scars, though how anyone gets this impression is unclear as his entire form is blacker than night. He currently has a well-hidden palace on the 888th layer of the Abyss. He also frequents the Material Plane quite often in disguise, spreading chaos and malice.
Combat
Nib has little to fear from his opponents, though he is still ever cautious and tends to attack from a position of surprise with his high Hide skill and silent movement granted by his incorporeal subtype. If he cannot destroy them with a single pounce and perhaps a few follow-up attacks, he will split and then proceed to use his various spell-like abilities in combination with his claw attacks. Nib tends to use his special version of utterdark as soon as possible to take advantage of his Darkness Enhancement and shadow jump abilities, and then follow up with mage’s disjunction if the opponent has strong magical items or buffs. Against many foes, especially many weak foes, he will begin battle instead with his engulf attack. He has never had to shadow jump to escape, but he does not overestimate himself and will do it if he has to.
Wisdom Drain (Su)
Nib causes 1d8 points of Wisdom drain each time he hits with his claw attack. On each such successful attack, he heals 5 hit points. If he already has full hit points, the excess is gained as temporary hit points which last for 1 hour. Any creature whose Wisdom is drained must instantly make a Will save or be affected as though by an insanity spell. The Wisdom drain and the insanity can only be restored by magic in a holy place, as with normal vile damage.
Improved Grab (Ex)
If Nib hits an opponent with both claw attacks, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +51). If he hits with both claws, he can also rake in the same round. Nib has the option to conduct the grapple normally, or simply use his claws to hold the opponent (-20 penalty on the grapple check, but Nib is not considered grappled). In either case, each successful grapple check he makes during successive rounds automatically deals damage from both claws.
Pounce (Ex)
If Nib dives or leaps upon a foe during the first round of combat, he can make a full attack (including a rake attempt, see below) even though he has moved.
Rake (Ex)
On any round that Nib has to hold onto an opponent (see Improved Grab, above), he can make two rake attacks (+51 melee touch) with his hind legs for 2d8 points of vile damage each, plus 1d8 points of vile Wisdom drain. Nib can also attempt to rake when he pounces on an opponent.
Spell-Like Abilities
At will: utterdark*, detect thoughts, tongues (self only), unhallow, discern location, find the path, rusting grasp**, energy drain, screen, bestow greater curse, dimensional anchor, mass hold monster, cure critical wounds***, mirror image, suggestion, major image, greater restoration****, power word (any), mindrape, liquid pain*****, detect good, forbidden speech, black bag, greater dispel magic, plane shift, blasphemy
8/day: disintegrate, shades, mage’s disjunction
3/day: wish, true seeing, eternity of torture, despoil
Caster level 20th; save DC 25 + spell level
*Nib's version of utterdark acts also as a damning darkness and a wretched blight to those who enter it
**Nib's version of rusting grasp functions against any fleshless being that he couldn't otherwise touch when incorporeal
***Nib's version of cure critical wounds only heals vile damage taken from his own claw attack. He need not be in a holy place to heal this damage. When the target is himself, it functions as normal (still healing vile damage, though).
****Nib's version of greater restoration only heals Wisdom drain and insanity from his own claw attack. He need not be in a holy place to restore his target's Wisdom or sanity. When the target is himself, it functions as normal (still restoring vile effects, though).
*****Nib’s version of liquid pain has a casting time of 1 round, and is stored within himself. He is able to extract the stored liquid pain from himself at any time. He may not use this spell-like ability on the same creature more than once in a 24 hour period.
Soul Drain (Su)
When Nib kills a creature with a soul, he may cast soul bind on it as a free action, with himself as the arcane focus. Each soul that Nib traps in this way grants him temporary hit points equal to (5 x HD). He only counts the highest hit die creature he has trapped for determining how many temporary hit points he actually has. These temporary hit points do not disappear unless Nib releases the creature's soul. Nib typically has at least 100 temporary hit points; this is reflected in his above value. Nib receives a +10 bonus on caster level checks to overcome spell resistance because he always uses a soul as a material component.
Darkness Enhancement (Ex)
Nib gains power from being within total darkness. He gains a +8 enhancement bonus to AC, attack rolls, damage rolls, saves, and skill and ability checks in such conditions.
Flesh-Ripping Claws (Su)
When Nib's claws touch flesh, they become corporeal, allowing him to claw, rake, and even grapple with opponents, yet still ignore their armor. Nib's claw and rake attacks are thus made as touch attacks. Fleshless creatures, such as certain constructs, are immune to Nib's attacks. Corporeal foes attempting to grapple Nib can only attempt to escape; they can't deal damage or pin in a grapple. All damage Nib's claws deal is vile damage.
Immunities (Su)
Nib is immune to fire, cold, and electricity as well as mind-affecting effects, poison, sleep, paralysis, stunning, and disease. He is not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Nib is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Split (Su)
As a full-round action, Nib can split into eight creatures with 20 HD (each with half of his current hit points), dispelling all negative effects from him that he wishes dispelled. Each creature has the same abilities as the original Nib (except split), and any souls he may have absorbed are shared among them. All creatures get the full temporary hit points from the highest hit dice creature he has absorbed. Remaining uses per day of spell like abilities are shared among them as well. The eight Nibs may rejoin as a full-round action. This rejoining brings Nib back to full health and treats him as if he had a full night's rest, including refreshing his spell-like abilities. He may split and rejoin as many times as he wants, but may only gain the benefit of this healing and rejuvenation once per day (on the occasion of his choosing). On rejoining, he may choose to be greater teleported to any place within a shadow, as his shadow jump ability.
When Nib’s copies rejoin, the remaining hp of the healthiest two are combined to determine his current hit points. If only one is left alive, it automatically becomes the normal 40 HD Nib (with the ability to split as the normal Nib), with current hit points equaling the current hit points it had. It may not choose to be fully healed or greater teleported when changed back in this manner.
Light Powerlessness (Ex)
Nib is drained when subjected to the effects of any spell with the [light] or [fire] descriptors when it is cast by a creature at least four levels higher than he. Within such light, he takes a -2 penalty to AC, attack rolls, damage rolls, saves, and skill and ability checks. He also tries to flee from or destroy the source of the light as best he can.
Hide in Plain Sight (Su)
Nib can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, Nib can hide himself from view in the open without anything to actually hide behind. He does not, however, cast a shadow, and therefore cannot hide in his own.
Shadowspeed (Ex)
Once every 2d4 rounds, Nib may fly at up to ten times his speed. Three times per day, Nib may cast one of his spell-like abilities as an immediate action.
Uncanny Dodge (Ex)
Nib 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.)
Shadow Jump (Su)
Nib can use the spell greater teleport as long as he begins and ends in a shadow.
Improved Uncanny Dodge (Ex)
Nib cannot be flanked. This defense denies rogues the ability to use flank attacks to sneak attack Nib. The exception to this defense is that a rogue at least four levels higher than Nib can flank him (and thus sneak attack him, if the rogue has bypassed his immunity to critical hits).
Improved Evasion (Ex)
Nib takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, he takes only half damage even if he fails his saving throw.
Shadowform (Su)
Nib can veil himself at will without having to concentrate. In addition, he may take on any height or weight he chooses (up to colossal size and down to fine size) at will, and may become corporeal (at will) in order to perform his engulf attack or for any other purpose he desires. Nib's corporeal form is seemingly liquid, though viscous and still opaque. He loses his incorporeal subtype and traits, but none of his immunities or anything else. His deflection bonus to AC becomes a natural armor bonus, and he must make regular attacks instead of touch attacks. He may become incorporeal again at will as an immediate action.
Shadowreach (Su)
Nib has a reach of 40 ft. no matter what size he currently is.
Drown (Ex)
A character who needs air to breathe and becomes engulfed within Nib's vile shadowstuff must make a Constitution check (DC 10) every round in order to hold his or her breath. Each round, the DC increases by 1. Upon failing a check, the character falls unconcious (0 hp). The next round, he or she drops to -1 hp and is dying. The round after that, the character drowns and dies.
Engulf (Ex)
Nib can attempt to surround a number of creatures as a standard action as long as he is corporeal. He may surround a single creature of any size, or two colossal creatures, or four gargantuan creatures, etc. Each target can make either an attack of opportunity or a Reflex save (DC 50) to avoid being engulfed. A successful saving throw indicates that the target has been pushed back or aside (target's choice) as Nib descends on the spot where he was (or the creatures who failed their saving throws). An engulfed creature is subject to Nib's soul drain (if it dies) and drown attacks and is considered to be grappled and trapped within his body. Nib cannot make a claw attack during a round in which he attempts to engulf, but each engulfed creature takes automatic claw damage in that round and every round thereafter that it remains trapped.
See Invisibility (Su)
Invisible objects and creatures are always visible to Nib, as if he always had the see invisibility spell active.
Tanar'ri Traits
Nib can communicate telepathically with any creature within 100 feet that has a language. In addition, he can see perfectly in darkness of any kind, even that created by a deeper darkness spell. He has acid resistance 20.
Summon Tanar'ri (Sp)
Once per day Nib can automatically summon 2d4 shadow demons or 1d2 balors.
Regeneration (Ex)
Nib takes normal damage from holy and blessed weapons of at least +8 enchantment when he is affected by light powerlessness or is in normal daylight.
Skills
Nib receives a +10 racial bonus on Hide checks
The Goals of Nib Eilu’bar
Nib is very nearly an abstract concept representing evil. His main desire is to spread evil throughout areas lacking in it. He is kept in check by the fact that he does not wish to draw major attention to himself, because he knows that Ao would correct any unbalance in the world if it got out of hand, and replace him with another.
Nib is wary that Asmodeus has nearly approached him in power, and sometimes fights in the Blood Wars against the devils or destroys one of Asmodeus’s personal armies just to show Asmodeus that he is still the real Prince of Darkness. Nib does not ever consort with the major players of the Abyss or the Nine Hells, so when Asmodeus’s forces take a blow, there is often great speculation as to what is going on. Without Nib’s influence, the forces of the Abyss and the Nine Hells alike would quickly be crushed under Asmodeus’s heel, with the other planes soon to follow. Levistus is still alive because Nib wishes him to be, and Mephistopheles may openly defy Asmodeus because Nib allows it.
The Cult of Nib Eilu’bar
As Nib does not wish his existence to ever become a fact, the number of mortals who worship him is a very small number. Those who do put faith in the existence of a Prime Evil are typically either zealots or cynics. Nib grants dark powers to those he deems worthy, but at any given time that will amount to only one or two creatures.
Temples dedicated to The Black are always covered with unhallow spells, each bestowing a different form of the darkness spell to a specific area. A screen spell is cast on the entire temple to ensure that authorities do not interfere with the unholy acts which take place inside. These spells might be provided by Nib himself if he senses enough devotion to him concentrated among creatures who are too lowly to cast the spells themselves. Those who falsely believe him to be a lord of undead creatures might fill the temple with undead shadows, though they will never be worthy of his attention. The altar in a properly equipped temple is hewed from a dark material such as obsidian, and is covered with blood and chipped off areas. Sacrifices to The Black Incarnate are always done with more strength than is needed in order to purposely maim the altar with slash marks.
Priests of Nib’s cult wear black at all times; the cult leader wearing the darkest black he can find. Initiates or members of lower rank are forced to wear a lighter grey color. Nib’s cultists never wield bludgeoning or non-lethal weapons; they go for jagged bastard swords or twisted kukris in order to draw copious amounts of blood, and picks or scythes to cause the most pain possible. Nib's favored weapon is the heavy pick. Clerics affiliated with Nib generally have access to the Darkness, Demonic, Evil, and Pain domains. Nib's personal symbol is a single black curl with exactly eight loops. Any symbol representing evil could also represent Nib.