rferries
2017-10-16, 05:48 AM
Weaker than the Archangel (http://www.giantitp.com/forums/showthread.php?534337-Archangel-(revised-Solar)&p=22323272#post22323272), just as Evil is weaker than Good :smallcool:. Unlike the archangel however, it likes to build up a force of demons, undead, and mortal minions to protect it (a la Diablo).
https://i.imgur.com/99MzJsd.jpg?1
https://i.imgur.com/XISVOeH.jpg?1
ARCHDEMONMEDIUM OUTSIDER (Extraplanar, Chaotic, Evil, Incorporeal)
Hit Dice: 21d8+168 (262 hp)
Initiative: +12
Speed: 50 ft. (10 squares), fly 250 ft. (perfect)
Armor Class: 34 (+8 Dex, +8 deflection, +8 natural), touch 26, flat-footed 26
Base Attack/Grapple: +21/+29
Attack: +5 trident +34 melee (1d8+17/19-20/x2)
Full Attack: +5 trident +34/+29/+24/+19 melee (1d8+17/19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of horror, black magic bargain, incarnation of slaughter, rebuke evil 13/day, spells
Special Qualities: Damage reduction 10/epic and good and lawful, darkvision 60 ft., incorporeal traits, regeneration 10, resistance to acid 20, cold 20, electricity 20, fire 20, and sonic 20, spell resistance 31, telepathy 100 ft., true seeing, unholy grace
Saves: Fort +28, Ref +28, Will +28
Abilities: Str 26, Dex 26, Con 26, Int 26, Wis 26, Cha 26
Skills: Bluff +32, Concentration +32, Craft (any one) +32, Diplomacy +36, Disguise +32 (+34 acting), Hide +32, Intimidate +34, Listen +32, Knowledge (religion plus any two) +32, Perform (any one) +32, Sense Motive +32, Spellcraft +32 (+34 scrolls), Spot +32, Use Magic Device +32 (+34 scrolls)
Feats: Cleave, Empower Spell, Eschew MaterialsB, Flyby Attack, Improved Critical (trident), Improved Initiative, Leadership, Power Attack
Epic Feats: Epic Leadership, Legendary CommanderB, PolyglotB
Environment: A chaotic evil-aligned plane
Organization: Solitary (plus cohort), pair, or cult (1 archdemon plus cohort plus 3-6 demons and various undead)
Challenge Rating: 21
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -
A sudden wind extinguishes the candles, and darkness fills the hall. The pentagram of blood bursts into flames, and a creature of terrible and irresistible power strides forth from the inferno.
Archdemons were once mighty angels, cast down after their great Rebellion and desire to be worshipped as gods themselves. Now creatures of unsurpassed evil, they seek only to corrupt mortals and plan for another war against the heavens.
Archdemons speak all languages via their Polyglot feat, and furthermore possess telepathy.
Combat Abilities
An archdemon relishes combat against worthy opponents, though they always offer a black magic bargain when possible. They enter the fray quickly, viewing their spells as a last resort.
An archdemon's natural weapons, as well as any weapons it wields, are treated as epic, chaos-aligned and evil-aligned for the purpose of overcoming damage reduction.
Aura of Horror (Su)
Any non-extraplanar creature within 100 feet of an archdemon must succeed on a Will save (DC 28) each round or take 1d8 points of Wisdom damage and become shaken for 2d4 rounds (stacking as normal for fear up to the panicked condition). A creature reduced to 0 Wisdom in this way instantly regains all their lost Wisdom but is driven permanently insane (if good-aligned) or is permanently dominated by the archdemon (if nongood-aligned). Caster level 21st for these effects. The save DC is Charisma-based.
Black Magic Bargain (Su)
An archdemon may offer black magic bargains (http://www.giantitp.com/forums/showthread.php?525121-Black-Magic-Bargain-(spell)) to non-extraplanar creatures at will, as the spell (caster level 21st). An archdemon's cohort and followers (from the Leadership feat) are all creatures it has current bargains with, or whom now serve the archdemon after death. Permanently slaying an archdemon frees all of its followers, living or dead... though malevolent souls may choose to return to the Material Plane and cause havoc.
Incarnation of Slaughter (Su)
An archdemon's natural weapons, as well as any weapons it wields, are treated as being anarchic , ghost touch, and unholy weapons. (These benefits are not reflected in the statistics block). They retain their natural armour bonus and may choose to grapple opponents (and otherwise manipulate objects) as though they were not incorporeal.
Rebuke Evil (Su)
As the cleric rebuke undead class feature (including the +2 synergy bonus from Knowledge (religion)), save that an archdemon may also use it to rebuke evil outsiders and any creatures with CR 20 or less do not count towards the limit of Hit Dice it can command with this ability.
Regeneration (Su)
An archdemon's regeneration is overcome by epic weapons that are both good and lawful, or by any [Good] or [Lawful] spell.
Spells
An archdemon casts spells as a 21st-level sorcerer (spells per day: 6/8/8/8/8/7/7/7/7/6, save DC 18 + spell level), and can also cast spells from the cleric spell list. Archdemons gain the granted powers of the Chaos, Death, Evil, and Trickery domains, and all spells from those domains are added to their spells known. The cleric spells and domain spells are considered arcane spells for a archdemon, meaning that the creature does not need a divine focus to cast them. Finally, an archdemon also adds gate, greater planar binding, limited wish and wish to their spells known.
True Seeing (Su)
An archdemon benefits from a constant true seeing effect, as the spell (caster level 24th).
Unholy Grace (Su)
An archdemon adds its Charisma modifier as a bonus on all its saving throws. (The statistics block already reflects these bonuses).
Feats
An archdemon always possesses the Epic Leadership feat, granting it a 20th-level cohort (typically a mortal spellcaster openly or subversively leading a cult devoted to the archdemon). They also possess legions of followers through the Legendary Commander feat, typically cult members, minor demons, and intelligent minor undead.
https://i.imgur.com/99MzJsd.jpg?1
https://i.imgur.com/XISVOeH.jpg?1
ARCHDEMONMEDIUM OUTSIDER (Extraplanar, Chaotic, Evil, Incorporeal)
Hit Dice: 21d8+168 (262 hp)
Initiative: +12
Speed: 50 ft. (10 squares), fly 250 ft. (perfect)
Armor Class: 34 (+8 Dex, +8 deflection, +8 natural), touch 26, flat-footed 26
Base Attack/Grapple: +21/+29
Attack: +5 trident +34 melee (1d8+17/19-20/x2)
Full Attack: +5 trident +34/+29/+24/+19 melee (1d8+17/19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of horror, black magic bargain, incarnation of slaughter, rebuke evil 13/day, spells
Special Qualities: Damage reduction 10/epic and good and lawful, darkvision 60 ft., incorporeal traits, regeneration 10, resistance to acid 20, cold 20, electricity 20, fire 20, and sonic 20, spell resistance 31, telepathy 100 ft., true seeing, unholy grace
Saves: Fort +28, Ref +28, Will +28
Abilities: Str 26, Dex 26, Con 26, Int 26, Wis 26, Cha 26
Skills: Bluff +32, Concentration +32, Craft (any one) +32, Diplomacy +36, Disguise +32 (+34 acting), Hide +32, Intimidate +34, Listen +32, Knowledge (religion plus any two) +32, Perform (any one) +32, Sense Motive +32, Spellcraft +32 (+34 scrolls), Spot +32, Use Magic Device +32 (+34 scrolls)
Feats: Cleave, Empower Spell, Eschew MaterialsB, Flyby Attack, Improved Critical (trident), Improved Initiative, Leadership, Power Attack
Epic Feats: Epic Leadership, Legendary CommanderB, PolyglotB
Environment: A chaotic evil-aligned plane
Organization: Solitary (plus cohort), pair, or cult (1 archdemon plus cohort plus 3-6 demons and various undead)
Challenge Rating: 21
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -
A sudden wind extinguishes the candles, and darkness fills the hall. The pentagram of blood bursts into flames, and a creature of terrible and irresistible power strides forth from the inferno.
Archdemons were once mighty angels, cast down after their great Rebellion and desire to be worshipped as gods themselves. Now creatures of unsurpassed evil, they seek only to corrupt mortals and plan for another war against the heavens.
Archdemons speak all languages via their Polyglot feat, and furthermore possess telepathy.
Combat Abilities
An archdemon relishes combat against worthy opponents, though they always offer a black magic bargain when possible. They enter the fray quickly, viewing their spells as a last resort.
An archdemon's natural weapons, as well as any weapons it wields, are treated as epic, chaos-aligned and evil-aligned for the purpose of overcoming damage reduction.
Aura of Horror (Su)
Any non-extraplanar creature within 100 feet of an archdemon must succeed on a Will save (DC 28) each round or take 1d8 points of Wisdom damage and become shaken for 2d4 rounds (stacking as normal for fear up to the panicked condition). A creature reduced to 0 Wisdom in this way instantly regains all their lost Wisdom but is driven permanently insane (if good-aligned) or is permanently dominated by the archdemon (if nongood-aligned). Caster level 21st for these effects. The save DC is Charisma-based.
Black Magic Bargain (Su)
An archdemon may offer black magic bargains (http://www.giantitp.com/forums/showthread.php?525121-Black-Magic-Bargain-(spell)) to non-extraplanar creatures at will, as the spell (caster level 21st). An archdemon's cohort and followers (from the Leadership feat) are all creatures it has current bargains with, or whom now serve the archdemon after death. Permanently slaying an archdemon frees all of its followers, living or dead... though malevolent souls may choose to return to the Material Plane and cause havoc.
Incarnation of Slaughter (Su)
An archdemon's natural weapons, as well as any weapons it wields, are treated as being anarchic , ghost touch, and unholy weapons. (These benefits are not reflected in the statistics block). They retain their natural armour bonus and may choose to grapple opponents (and otherwise manipulate objects) as though they were not incorporeal.
Rebuke Evil (Su)
As the cleric rebuke undead class feature (including the +2 synergy bonus from Knowledge (religion)), save that an archdemon may also use it to rebuke evil outsiders and any creatures with CR 20 or less do not count towards the limit of Hit Dice it can command with this ability.
Regeneration (Su)
An archdemon's regeneration is overcome by epic weapons that are both good and lawful, or by any [Good] or [Lawful] spell.
Spells
An archdemon casts spells as a 21st-level sorcerer (spells per day: 6/8/8/8/8/7/7/7/7/6, save DC 18 + spell level), and can also cast spells from the cleric spell list. Archdemons gain the granted powers of the Chaos, Death, Evil, and Trickery domains, and all spells from those domains are added to their spells known. The cleric spells and domain spells are considered arcane spells for a archdemon, meaning that the creature does not need a divine focus to cast them. Finally, an archdemon also adds gate, greater planar binding, limited wish and wish to their spells known.
True Seeing (Su)
An archdemon benefits from a constant true seeing effect, as the spell (caster level 24th).
Unholy Grace (Su)
An archdemon adds its Charisma modifier as a bonus on all its saving throws. (The statistics block already reflects these bonuses).
Feats
An archdemon always possesses the Epic Leadership feat, granting it a 20th-level cohort (typically a mortal spellcaster openly or subversively leading a cult devoted to the archdemon). They also possess legions of followers through the Legendary Commander feat, typically cult members, minor demons, and intelligent minor undead.