Garzugrond

In its horrifically fiendish true form, this pitch-black scaled humanoid stands at least fifteen feet tall. Vast dragon-like wings enfold it, but are unable to hide the tearing claws, the hellish maw, the wicked tail, or the eyes from which gleam the promise of eternal damnation.

UNIQUE INFERNAL CR 28
LE Large Outsider (Evil, Lawful, Extraplanar);
Templates Dark, Shadow;
Init +7; Senses darkvision 1000 ft., detect chaos, detect good, detect law, see invisibility, true seeing, see in darkness, blindsight 500 ft., superior low-light vision, Mindsight, Listen +43, Spot +43; Languages Common, Celestial, Infernal, Abyssal plus any 4, telepathy 1000 ft.

DEFENSE
AC 50, touch 16, flatfooted 50 (+7 Dex, -1 size, +34 natural);
hp 840 (40d8+520);
Fort +37, Ref +31, Will +32 (with +2 luck);
SR 39 (base CR + 12);  DR 15/good and epic;
Defensive Abilities Evasion, Regeneration 15, Fast Healing 15, Learned Spell Immunity, Touch of the Divine, Uncanny Dodge;
Resist acid 20, cold 30, electricity 20, fire 30, sonic 10;
Immune ability damage, ability drain, death effects, death by massive damage, disintegration, energy drain, involuntary mind-affecting effects, involuntary polymorph effects, petrification;

OFFENSE
Speed 135 ft., fly 375 ft. (perfect);
Space 10 ft.; Reach 10 ft.;
Base Atk +40; Grp +64;
Melee unarmed strike +60/+55/+50/+45 (4d6+6d6+30),
2 claws +60/+55/+50 (6d6+10), bite +60 (4d8+10),
2 wings +60 (2d6+10), tail slap +60 (4d8+10);
Special Attacks Epic Lawful Evil Strike, Reaving Strikes, Rend, Pounce, Spell Suck, Improved Grab, Summon Fiend;
Infernal Spell-like Abilities (CL 27th, Cha-based DC 20 + spell level)
Constant—blood wind, blur, cloak of khyber, deep breath, detect chaos, detect good, detect law, detect magic, freedom of movement, greater invisibility, read magic, see invisibility, shadow phase, true seeing, unholy aura; At will—blasphemy, blur, brain spider, chain dispel, darkness, deeper darkness, desecrate, flame strike, greater invisibility, magic circle against good, persistent image, rapture of the deep, resurgence, shadow phase, silence, solid fog, telekinesis, greater teleport (self only), unholy aura, unholy blight, unhallow; 3/day—mass charm monster, control undead, dominate monster, freedom of movement, mage's disjunction, mass hold monster, limited wish, greater magic fang, plague of undead, regenerate, wail of doom; 1/day—hellball (epic spell);

STATISTICS
Str 50, Dex 25, Con 36, Int 22, Wis 26, Cha 31;
Feats Mindsight, Darkstalker, Rapidstrike, Improved Rapidstrike, Improved Unarmed Strike, Superior Unarmed Strike, Multiattack, Knowledge Devotion, Improved Natural Weapon (Claws), Improved Natural Weapon (Unarmed Strike), Beast Strike, Hammer Fist, Versatile Unarmed Strike, Power Attack, Improved Multiattack, Combat Reflexes, Robilar's Gambit, Karmic Strike, Brutal Throw, Improved Combat Reflexes, Greater Combat Reflexes;
Skill Ranks Appraise 15 ranks, Balance 15 ranks, Bluff 25 ranks, Concentration 43 ranks, Decipher Script 5 rank, Escape Artist 15 ranks, Handle Animal 5 ranks, Heal 5 ranks, Hide 25 ranks, Gather Information 5 ranks, Knowledge (arcana, dungeoneering, local, nature, planes, religion) 25 ranks, Knowledge (any 5 others) 5 ranks, Move Silently 25 ranks, Spellcraft 40 ranks, Listen 35 ranks, Search 25 ranks, Sense Motive 35 ranks, Spot 35 ranks, Survival 15 ranks, Tumble 19 ranks, Use Magic Device 40 ranks;
Synergy +3 Balance, +4 Disguise (to act), +13 Diplomacy, +4 Gather Information, +4 Intimidate, +3 Jump, +4 Survival;
Racial +8 Hide, +12 Move Silently;
SQ Change Shape, Hide in Plain Sight, Nondetection, Shadow Blend

ABILITIES
Change Shape (Su): An infernal can assume the form of any Small or Medium humanoid.
Improved Grab (Ex): If an infernal hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Infernals can use this ability on Large and smaller creatures. The infernal has the option to conduct the grapple normally, or simply use its claw to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals standard claw damage, in addition to automatic spell suck damage.
Spell Suck (Su): If an infernal bites a foe, the foe loses one of its highest-level prepared spells or one of the spell slots for this day that it has not used. The victim chooses the prepared spell to lose. If the victim has no prepared spells or unused spell slots (either because it has exhausted its spellcasting for the day or because the victim is not a spellcaster), the bite instead deals 2 points of temporary Intelligence damage.
Learned Spell Immunity (Su): If an infernal is affected by a spell cast by a particular spellcaster, the infernal thereafter becomes immune to that spell when cast by that spellcaster, as if its spell resistance were infinite against it.
Evasion (Ex): This shadow creature gains Evasion, as per the rogue's class feature.
Hide in Plain Sight (Ex): A dark creature can use the hide skill even while observed, except in natural daylight or the area of a daylight spell or similar effect.
Epic Lawful Evil Strike (Su): This infernal's natural weapons, unarmed strikes and any weapons in wields in melee are considered lawful, evil and epic for the purpose of overcoming damage reduction.
Nondetection (Su): Infernals possess a continuous nondetection ability, as if each of them had cast the spell upon itself as a sorcerer with an effective caster level equal to their Hit Dice.
Pounce (Ex): If an infernal charges, it can make a full attack.
Reaving Strikes (Ex): An infernal's natural weapons and unarmed strikes overcome all forms of damage reduction based on a metallic material.
Rend (Ex): If an infernal hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 12d6+30 points of damage.
Regeneration (Ex): This infernal takes normal damage from good or chaotic weapons.
See in Darkness (Su): Infernals can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Summon Fiend (Sp): An infernal can summon four balors or four pit fiends per day (lawful infernals summon pit fiends, and chaotic infernals summon balors).
Touch of the Divine (Ex): An infernal has maximum hit points for its Hit Dice.
Uncanny Dodge (Ex): This particular shadow creature gains Uncanny Dodge, as per the rogue's class feature. 

NOTES
Note The typical infernal has Str 43 and Con 28.
Note In some cases where this creature would have been entitled to an epic feat, two non-epic feats were chosen to replace it.
Note The entry for the infernal (ELH 164) is modified to include a Challenge Rating of 27 along with the Change Shape, Nondetection, Pounce, Reaving Strikes, Rend, See in Darkness and Touch of the Divine abilities. It includes resistance to acid 20, cold 30, electricity 20, fire 30 and sonic 10, as well as Spell Resistance 39. The modified entry also reflects a Charisma score of 31.
Note The entry for the infernal is modified to include a revised and amended repertoire of spell-like abilities at a caster level of 27th. Some spell-like abilities without a use limit and/or possessing a long duration were updated to constant spell-like abilities. A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.
Drafted for the campaign purposes.

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