Maerok
2007-04-28, 08:10 PM
(Mood art)
http://www.jaestudio.com/AbyssalGroupshot.jpg
The Ankubusa are power incarnate as these ancient, and generally forgotten, scourges are formed from the sheer malevolence and power of existence. Their mere presence is disruptive to existence itself and many are forced to remain on their home planes among the infinite layers of the Abyss in order to preserve what they intend to rule; their power seeps out and incites ruin among the mortal planes. Even without asserting their supernatural might, the ground itself will buckle at their step, and even the stoutest of warriors would slay themselves before considering combat with these concentrated beings of demonic power.
There are only a few Ankubusa, but every so often they will form from the pure intensity of the Blood Wars or the concentration of great evils. Slaying an Ankubusa will inevitably lead to the formation of a new Ankubusa somewhere in the Abyss as their immense power will eventually work its way back to some distant layer of the Abyss where it will coalesce into a new creature. In essence, they never truly die. The resulting demon is independent of its prior life as if through reincarnation, but still maintains its HD and number of class levels, which may be rearranged in a new manner.
Ankubusa are a terrible sight to behold, and luckily the chances are nearly impossible that someone will ever see one. But when the time comes, expect nothing but destruction. They do not like to sully themselves with anything but the most important of battles or the most troublesome of enemies.
Within their layer in the Abyss, Ankubusa are pretty much gods, capable of shifting their layer around by will alone. They will adopt a single layer or two of the Abyss and shape it to their preferences while amassing a horde of demons to carry out its agenda. Outside of their domains, this doesn't change much.
Among demon lords and other obyrith, the Ankubusa will occasionally form alliances but they prefer brutality over diplomacy any day. They are rather indifferent to the Blood War, honoring no innate allegiance to Tanar'ri other than to those that serve them, but they do despise devils who they consider to be lesser beings and can occasionally be found in battles that will prove to shift the scales.
As far as classes, Ankubusa will pursue only the most powerful of practices. They generally despise following the ways of the lesser beings but may become Clerics to their own power (usually of Destruction, Evil, Chaos, Pride, or Strength), Sorcerors, or look to a prestige class. Magics are seen as a great boon.
Each Ankubusa is a unique character, a veritable lord of the Abyss, and shouldn't be treated as a random encounter.
These behemoths are 60 feet tall, weighing in at hundreds of tons. They speak Abyssal as well as employing telepathy.
Ankubusa
Gargantuan Outsider (Chaotic, Evil, Extraplanar, Obyrith)
HD 30d8+450 (585 hp)
Speed 80 ft.; fly 160 ft. (perfect)
Init +15
AC: 21; touch 13; flat-footed 14
(+7 dex, +8 natural; -4 size)
BAB/grp +21/+57
Attack +6 unholy power, fiery blast trident +44 melee (4d6+20; 17-20/x3)
Full-Attack +6 unholy power, fiery blast trident +44/+39/+34/+29 melee (4d6+20; 17-20/x3)
Space 20 ft.; Reach 20 ft.
Special Attacks Spell-like abilities; fast healing 10; hellspike; ruinous aura; tempest wings
Special Qualities Demon Traits; DR 25/cold iron and good; resistance to acid, cold, electricity, and fire 20; Blindsight 60 ft.; immunity to poison; SR 40; telepathy 200 ft.; true seeing (CL 20); regeneration 15; demon commander; plane-locked; grant wish; eternal name
Saves Fort +31 Ref +24 Will +27
Abilities Str 51, Dex 25, Con 39, Int 30, Wis 30, Cha 32
Skills Bluff +44, Climb +53, Concentration +47, Diplomacy +44, Gather Information +44, Intimidate +60*, Jump +53, Knowledge (the planes) +43, Knowledge (history) +43, Knowledge (arcana) +43, Knowledge (religion) +43, Listen +43, Ride +40, Search +43, Sense Motive +43, Spellcraft +43, Spot +43, Tumble +40.
Feats Power Attack, Improved Bullrush, Awesome Blow (10d4 feet), Improved Initiative, Cleave, Great Cleave, Improved Sunder, Epic Prowess, Superior Initiative, Epic Toughness, Dire Charge
Environment Abyss
Organization Squadron (One Ankubusa, 2d4 Balors, and 3d6 hezrous)
Challenge Rating 36
Treasure Double
Alignment Chaotic Evil
Advancement 31-40 HD (Gargantuan), 41-50 HD (Colossal), 51+ (Colossal+)
Any weapon or natural attack the Ankubusa uses is treated as evil, chaotic, and epic for the purposes of overcoming damage reduction. Against objects, its attacks ignore hardness.
Hellspike (Su): Ankubusa are capable of creating powerful tridents at will, but only one may exist for an Ankubusa at one time. These Hellspikes are treated as unholy power, fiery blast, +6 tridents; they gain a modified critical: 17-20/x3. If it leaves the Ankubusa's hand, it will dissolve into nothing or reform in the demon's hand. If thrown, it will resist any attempt to move it until the Ankubusa draws it from its landing spot or reforms it. It can be thrown for up to 80 feet.
Spell-like Abilities (Sp): At will - black blade of disaster, cloak of chaos, mass inflict critical wounds, destruction, blasphemy, word of chaos, summon monster IX (chaotic or evil only), telekinesis, unholy aura, fire storm. 3/day - plane shift (flawless, self only). Caster level 30. (DC equal to 36+spell level)
Regeneration (Ex): Divine or good damage deals damage as normal. The Ankubusa may reattach limbs instantly.
Ruinous Aura (Su): While on a plane where the Ankubusa would be extraplanar, its Ruinous Aura takes effect. All objects within 50 feet lose half their hardness and take 1d10 damage each round. Natural vegetation dies off within this zone. Any enemy within this area takes 3d6 vile damage each round and becomes nauseated. When a creature first encounters an Ankubusa and enters this hellish field, it must also attempt a DC 36 Will save, or be afflicted with ruin. While afflicted, any damage the creature suffers becomes vile damage and must succeed on a new Fortitude save or become staggered; damage that was already vile is doubled (receiving 6d6 per round while in the field, as previously mentioned). If the save succeeds, the creature cannot be affected again for 24 hours. Chaotic evil outsiders are immune. This effect lasts for one year and one day and may only removed by greater restoration, heal, limited wish, miracle, or wish.
Demon Commander (Su): An Ankubusa has infallible mental control over creatures with demon traits as long as they are within the range of its telepathy. They become extensions of the emperor's will, but the Ankubusa cannot use its abilities through the demons. Ankubusa are immune to other Ankubusas' control. Divine magic of enemies cast anywhere within the aura is subject to its spell resistance no matter what the target or effect.
Plane-locked (Su): Ankubusa cannot travel to other planes except through their plane shift spell-like ability nor can they benefit from any sort of teleportation magic. They are too powerful to fit through mortal spells of planar travel as well as extradimensional space. Very rarely do Ankubusa leave their plane; they prefer to have their prey sent directly to them. In order to guide an important battle, they will make their appearance, however. They are immune to summoning magic such as planar ally.
Tempest Wings (Ex): When the Ankubusa begins its flight from on the ground, all creatures within 40 feet and of a size smaller than the demon are pushed away as if they had been bullrushed (use one bullrush check against all the creatures).
Grant Wish (Su): Once per week, the Ankubusa may grant one wish (as per wish) to any mortal creature seeking its assistance. This favor comes at the price of being in debt to a demon emperor.
Eternal Name (Su): If true names are power, then the true name of an Ankubusa is endless. This renders them immune to true name effects as if it had been forgotten or removed permanently. Entire demonic verses and hymns are contained within the eternal names of the Ankubusa. In most cases, their names are listed for the first thirty or so letters and amended by an ellipsis. Such as "Segarimokuparikesujettharelkendentaise..."
*The Ankubusa adds its grapple modifier to its Intimidate checks. They flaunt their power with nearly unsurpassed skill.
Combat
As power incarnate, Ankubusa will resort to close combat augmented by their supernatural abilities. While every one is different in its ideologies, they will almost always follow the innate aggression and power they contain. They will Power Attack for about 10 to 20 and adjust this number if the enemy proves to be difficult to strike. Sunder, bullrush, and charge are also very high on their to do list.
Round 1: Buffing spells/abilities and troop orders.
Round 2: Close the distance with a charge and full attack, if possible. Put the enemy into the range of the Ruinous Aura. If the enemy is far away, it will throw its hellspike and immediately reform it.
Round 3: Should be reasonably close, having moved probably 160 feet with a charge. Let loose with a charge or throw the hellspike again.
Additional Rounds: Alternate between melee attacks, especially attacks of opportunity, and spells. They will fight aggressively, only to retreat when the opponent is too resilient or has an absolute advantage. Though they are aware of the rebirth, Ankubusa grow particularly attached to their power. In case of being swarmed, take off and knock them all back with wings or a bullrush.
http://www.jaestudio.com/AbyssalGroupshot.jpg
The Ankubusa are power incarnate as these ancient, and generally forgotten, scourges are formed from the sheer malevolence and power of existence. Their mere presence is disruptive to existence itself and many are forced to remain on their home planes among the infinite layers of the Abyss in order to preserve what they intend to rule; their power seeps out and incites ruin among the mortal planes. Even without asserting their supernatural might, the ground itself will buckle at their step, and even the stoutest of warriors would slay themselves before considering combat with these concentrated beings of demonic power.
There are only a few Ankubusa, but every so often they will form from the pure intensity of the Blood Wars or the concentration of great evils. Slaying an Ankubusa will inevitably lead to the formation of a new Ankubusa somewhere in the Abyss as their immense power will eventually work its way back to some distant layer of the Abyss where it will coalesce into a new creature. In essence, they never truly die. The resulting demon is independent of its prior life as if through reincarnation, but still maintains its HD and number of class levels, which may be rearranged in a new manner.
Ankubusa are a terrible sight to behold, and luckily the chances are nearly impossible that someone will ever see one. But when the time comes, expect nothing but destruction. They do not like to sully themselves with anything but the most important of battles or the most troublesome of enemies.
Within their layer in the Abyss, Ankubusa are pretty much gods, capable of shifting their layer around by will alone. They will adopt a single layer or two of the Abyss and shape it to their preferences while amassing a horde of demons to carry out its agenda. Outside of their domains, this doesn't change much.
Among demon lords and other obyrith, the Ankubusa will occasionally form alliances but they prefer brutality over diplomacy any day. They are rather indifferent to the Blood War, honoring no innate allegiance to Tanar'ri other than to those that serve them, but they do despise devils who they consider to be lesser beings and can occasionally be found in battles that will prove to shift the scales.
As far as classes, Ankubusa will pursue only the most powerful of practices. They generally despise following the ways of the lesser beings but may become Clerics to their own power (usually of Destruction, Evil, Chaos, Pride, or Strength), Sorcerors, or look to a prestige class. Magics are seen as a great boon.
Each Ankubusa is a unique character, a veritable lord of the Abyss, and shouldn't be treated as a random encounter.
These behemoths are 60 feet tall, weighing in at hundreds of tons. They speak Abyssal as well as employing telepathy.
Ankubusa
Gargantuan Outsider (Chaotic, Evil, Extraplanar, Obyrith)
HD 30d8+450 (585 hp)
Speed 80 ft.; fly 160 ft. (perfect)
Init +15
AC: 21; touch 13; flat-footed 14
(+7 dex, +8 natural; -4 size)
BAB/grp +21/+57
Attack +6 unholy power, fiery blast trident +44 melee (4d6+20; 17-20/x3)
Full-Attack +6 unholy power, fiery blast trident +44/+39/+34/+29 melee (4d6+20; 17-20/x3)
Space 20 ft.; Reach 20 ft.
Special Attacks Spell-like abilities; fast healing 10; hellspike; ruinous aura; tempest wings
Special Qualities Demon Traits; DR 25/cold iron and good; resistance to acid, cold, electricity, and fire 20; Blindsight 60 ft.; immunity to poison; SR 40; telepathy 200 ft.; true seeing (CL 20); regeneration 15; demon commander; plane-locked; grant wish; eternal name
Saves Fort +31 Ref +24 Will +27
Abilities Str 51, Dex 25, Con 39, Int 30, Wis 30, Cha 32
Skills Bluff +44, Climb +53, Concentration +47, Diplomacy +44, Gather Information +44, Intimidate +60*, Jump +53, Knowledge (the planes) +43, Knowledge (history) +43, Knowledge (arcana) +43, Knowledge (religion) +43, Listen +43, Ride +40, Search +43, Sense Motive +43, Spellcraft +43, Spot +43, Tumble +40.
Feats Power Attack, Improved Bullrush, Awesome Blow (10d4 feet), Improved Initiative, Cleave, Great Cleave, Improved Sunder, Epic Prowess, Superior Initiative, Epic Toughness, Dire Charge
Environment Abyss
Organization Squadron (One Ankubusa, 2d4 Balors, and 3d6 hezrous)
Challenge Rating 36
Treasure Double
Alignment Chaotic Evil
Advancement 31-40 HD (Gargantuan), 41-50 HD (Colossal), 51+ (Colossal+)
Any weapon or natural attack the Ankubusa uses is treated as evil, chaotic, and epic for the purposes of overcoming damage reduction. Against objects, its attacks ignore hardness.
Hellspike (Su): Ankubusa are capable of creating powerful tridents at will, but only one may exist for an Ankubusa at one time. These Hellspikes are treated as unholy power, fiery blast, +6 tridents; they gain a modified critical: 17-20/x3. If it leaves the Ankubusa's hand, it will dissolve into nothing or reform in the demon's hand. If thrown, it will resist any attempt to move it until the Ankubusa draws it from its landing spot or reforms it. It can be thrown for up to 80 feet.
Spell-like Abilities (Sp): At will - black blade of disaster, cloak of chaos, mass inflict critical wounds, destruction, blasphemy, word of chaos, summon monster IX (chaotic or evil only), telekinesis, unholy aura, fire storm. 3/day - plane shift (flawless, self only). Caster level 30. (DC equal to 36+spell level)
Regeneration (Ex): Divine or good damage deals damage as normal. The Ankubusa may reattach limbs instantly.
Ruinous Aura (Su): While on a plane where the Ankubusa would be extraplanar, its Ruinous Aura takes effect. All objects within 50 feet lose half their hardness and take 1d10 damage each round. Natural vegetation dies off within this zone. Any enemy within this area takes 3d6 vile damage each round and becomes nauseated. When a creature first encounters an Ankubusa and enters this hellish field, it must also attempt a DC 36 Will save, or be afflicted with ruin. While afflicted, any damage the creature suffers becomes vile damage and must succeed on a new Fortitude save or become staggered; damage that was already vile is doubled (receiving 6d6 per round while in the field, as previously mentioned). If the save succeeds, the creature cannot be affected again for 24 hours. Chaotic evil outsiders are immune. This effect lasts for one year and one day and may only removed by greater restoration, heal, limited wish, miracle, or wish.
Demon Commander (Su): An Ankubusa has infallible mental control over creatures with demon traits as long as they are within the range of its telepathy. They become extensions of the emperor's will, but the Ankubusa cannot use its abilities through the demons. Ankubusa are immune to other Ankubusas' control. Divine magic of enemies cast anywhere within the aura is subject to its spell resistance no matter what the target or effect.
Plane-locked (Su): Ankubusa cannot travel to other planes except through their plane shift spell-like ability nor can they benefit from any sort of teleportation magic. They are too powerful to fit through mortal spells of planar travel as well as extradimensional space. Very rarely do Ankubusa leave their plane; they prefer to have their prey sent directly to them. In order to guide an important battle, they will make their appearance, however. They are immune to summoning magic such as planar ally.
Tempest Wings (Ex): When the Ankubusa begins its flight from on the ground, all creatures within 40 feet and of a size smaller than the demon are pushed away as if they had been bullrushed (use one bullrush check against all the creatures).
Grant Wish (Su): Once per week, the Ankubusa may grant one wish (as per wish) to any mortal creature seeking its assistance. This favor comes at the price of being in debt to a demon emperor.
Eternal Name (Su): If true names are power, then the true name of an Ankubusa is endless. This renders them immune to true name effects as if it had been forgotten or removed permanently. Entire demonic verses and hymns are contained within the eternal names of the Ankubusa. In most cases, their names are listed for the first thirty or so letters and amended by an ellipsis. Such as "Segarimokuparikesujettharelkendentaise..."
*The Ankubusa adds its grapple modifier to its Intimidate checks. They flaunt their power with nearly unsurpassed skill.
Combat
As power incarnate, Ankubusa will resort to close combat augmented by their supernatural abilities. While every one is different in its ideologies, they will almost always follow the innate aggression and power they contain. They will Power Attack for about 10 to 20 and adjust this number if the enemy proves to be difficult to strike. Sunder, bullrush, and charge are also very high on their to do list.
Round 1: Buffing spells/abilities and troop orders.
Round 2: Close the distance with a charge and full attack, if possible. Put the enemy into the range of the Ruinous Aura. If the enemy is far away, it will throw its hellspike and immediately reform it.
Round 3: Should be reasonably close, having moved probably 160 feet with a charge. Let loose with a charge or throw the hellspike again.
Additional Rounds: Alternate between melee attacks, especially attacks of opportunity, and spells. They will fight aggressively, only to retreat when the opponent is too resilient or has an absolute advantage. Though they are aware of the rebirth, Ankubusa grow particularly attached to their power. In case of being swarmed, take off and knock them all back with wings or a bullrush.