Thorzeghazul

fiend (devil) · CR 22 · from Book of Beasts I
Thorzeghazul
StatisticValue
Size/TypeHuge Outsider (Evil, Extraplanar, Lawful)
Hit Dice21d8+189 (283 hp)
Initiative+12
Speed20 ft. (4 squares), fly 50 ft. (average)
Armor Class39 (-2 size, +8 Dex, +19 natural, +4 deflection), touch 20, flat-footed 31
Base Attack/Grapple+21/+41
Attack+2 huge unholy spiked chain +34 (2d6+14 plus stun) or claw +31 melee (2d6+12) or tail +31 (2d6+6 plus infernal wound)
Full Attack+2 huge unholy spiked chain +34/+29/+24/+19 (2d6+20 plus stun) and bite +29 (2d8+6) and tail +29 (2d6+6 plus infernal wound); or 2 claws +31 melee (2d6+12) and bite +29 (2d8+6) and tail +29 (2d6+6 plus infernal wound)
Space/Reach15 ft./15 ft. (20 ft. with spiked chain)
Special AttacksAura of despair, fear aura, infernal wound, spell-like abilities, stun, summon devil
Special QualitiesDamage 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 31, telepathy 100 ft., detect good, greater scrying 5/day, plane shift, true name
SavesFort +21, Ref +22, Will +16
AbilitiesStr 35, Dex 27, Con 29, Int 16, Wis 18, Cha 26
SkillsBluff +30, Climb +41, Concentration +32, Diplomacy +16, Disguise +12 (+6 acting), Hide +30, Intimidate +34, Knowledge (planes) +15, Listen +28, Move Silently +30, Search +27, Sense Motive +24, Speak Language +4, Spot +28, Survival +4 (+6 following tracks)
FeatsCleave, Improved Sunder, Improved Initiative, Iron Will, LeadershipB, Multiattack, Power Attack, Weapon Focus (spiked chain)
EnvironmentA lawful evil-aligned plane
OrganizationPair (with cohort), or mob (with cohort and 20–40 followers)
Challenge Rating24
TreasureStandard coins; double goods; standard items
AlignmentLawful evil
AdvancementBy character class
Level Adjustment―

Description

Archfiend Horned Devil (Cornugon)

This towering creature presents a fearsome aspect, with a massive, powerful frame as big as a giant, and a vaguely humanoid form covered in scales. It possesses bat-like wings and a slashing, serpentine tail. The form is surrounded by an unsettling, shadowy nimbus.

Thornzeghazul is an awe-inspiring figure, standing over 16 feet tall and weighing about 5,000 pounds. His monstrous, intimidating form is constantly surrounded by a dark nimbus in which unsettling figures and shapes seem to shift and move about. A glance at his hard, penetrating gaze can send even the toughest, most battle-hardened veteran into the depths of utmost despair.

Thornzeghazul speaks abyssal, celestial, draconic, infernal, orcish, and undercommon. His cohort is a cauchemar nightmare.

Gear: +2 huge unholy spiked chain, dagger of venom, +1 ring of greater energy resistance (electricity), cloak of etherealness, earth elemental gem, amulet of proof against detection and location, 3 potions of cure serious wounds, 2 potions of haste.

Combat

Thornzeghazul is a bold, fearless fighter. He has never been known to retreat, even against overwhelming odds. He relishes fighting with his wicked spiked chains, usually singling out the enemy leader to shred and destroy.

Thornzeghazul’s natural weapons, as well as any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will―dispel chaos (DC 23), dispel good (DC 23), magic circle against good, greater teleport (self plus 50 pounds of objects only), persistent image. 3/day―fireball (DC 21), lightning bolt (DC 21). 1/day―acid fog (DC 24), confusion (DC 22), finger of death (DC 25), hold monster (DC 23), maze. Caster level 21st. The save DCs are Charisma-based.

Aura of Despair (Su): Thornzeghazul is constantly shrouded in a blood-red, infernal aura of evil. Creatures of less than 10 HD in a 60-foot radius that look at the archfiend must succeed on a DC 22 Will save or be affected as though by a crushing despair spell (caster level 21st.) A creature that successfully saves cannot be affected again by the same archfiend's aura for 24 hours.

Detect Good (Sp): At will, Thornzeghazul can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Greater Scrying (Su): Thornzeghazul can use a greater scrying ability, as the spell, four times per day.

Plane Shift (Su): This ability affects only Thornzeghazul and it can be used once per day. It is otherwise identical to the spell (caster level 21st.)

Fear Aura (Su): Thornzeghazul can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 28 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by the same horned devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Stun (Su): Whenever Thornzeghazul hits with a spiked chain attack, the opponent must succeed on a DC 32 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of the horned devil, not of the spiked chain.

Infernal Wound (Su): The damage Thornzeghazul deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 29 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by Thornzeghazul’s tail must succeed on a DC 29 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Summon Devil (Sp): Once per day Thornzeghazul can attempt to summon 2d10 lemures or 1d6 bearded devils with a 70% chance of success; 1d6 barbed devils with a 55% chance of success, or a horned devil with a 40% chance of success. This ability is the equivalent of a 6th-level spell.

Regeneration (Ex): Thornzeghazul takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

True Name (Su): Thornzeghazul has a true name which holds special power over the creature. An archfiend is unable to resist a spell or spell-like effect cast by a creature that knows the true name of the archfiend, and the DC for any Will save against the spell is increased by +10. The greater power that bestowed the archfiend template upon Thornzeghazul always knows his true name.

Creating an Archfiend

"Archfiend" is an acquired template that can be added to any evil-aligned outsider that has advanced by more than 5 Hit Dice (referred to hereafter as the base creature).

An archfiend uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type and size are unchanged. Do not recalculate Hit Dice or base attack bonus.

Armor Class: The creature gains a +1 deflection bonus to AC per five Hit Dice (maximum +5 at 25 HD) or the deflection bonus of the base creature, whichever it is better.

Special Attacks: An archfiend has all the special attacks of the base creature and gains those described below.

Spell-Like Abilities: An archfiend with an Intelligence or Wisdom score of 8 or higher has a choice of spell-like abilities depending on its Hit Dice, as indicated on the table below. The abilities are cumulative; an archfiend with 10 HD can use bestow curse, confusion, and hold monster. An ability is usable once per day. Use the caster level for the spell-like abilities of the the base creature, or the creature's Hit Dice, whichever is greater. The save DCs are Charisma-based.

HDAbilities
6–7Confusion
8Bestow curse
9–10Hold monster
11Private sanctum
12–13Eyebite
14Acid fog
15–16Finger of death
17Power word blind
18–19Discern location
20Maze
21–22Destruction
23Time stop
24–25Fear, chain lightning
26Contagion, symbol of weakness
27–28Baleful polymorph, insanity
29Magic jar, demand
30–31Circle of death, horrid wilting
32+Disintegrate, dominate monster

Improved Summoning (Sp): If the base creature has a chance to summon evil outsiders as a spell-like ability, the chance for success improves by +20%.

Special Qualities: An archfiend has all the special qualities of the base creature and gains those described below.

Aura of Despair (Su): Archfiends are constantly shrouded in a blood-red, infernal aura of evil. Creatures of less than 10 HD in a 60-foot radius that look at the archfiend must succeed on a Will save or be affected as though by a crushing despair spell (caster level equal to Hit Dice.) The save DC is equal to 14 + Charisma bonus. A creature that successfully saves cannot be affected again by the same archfiend's aura for 24 hours.

Damage Reduction (Su): If the base creature has damage reduction, increase the amount of reduction by +5. Otherwise the creature gains damage reduction 10/good.

Detect Good (Sp): At will, an archfiend can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Greater Scrying (Su): An archfiend can use a greater scrying ability, as the spell, once per day for every five Hit Dice (caster level 14th.)

Plane Shift (Su): This ability affects only the archfiend and it can be used once per day. It is otherwise identical to the spell (caster level equals 14th or the creature's HD, whichever is greater.)

Spell Resistance (Su): Spell resistance equal to creature's HD + 10 (maximum 35) or the spell resistance of the base creature, whichever is better.

True Name (Su): An archfiend has a true name which holds special power over the creature. An archfiend is unable to resist a spell or spell-like effect cast by a creature that knows the true name of the archfiend, and the DC for any Will save against the spell is increased by +10. The greater power that bestowed the archfiend template upon the creature always knows its true name.

Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Cha +4.

Feats: Gains Leadership as a bonus feat. Otherwise same as the base creature.

Challenge Rating: HD 9 or less, as base creature +2; HD 10–15, as base creature +3; HD 16 or more, as base creature +4.

Advancement: By character class.

Level Adjustment: Same as base creature +7.

Also in this section of the source

Archlumine

By Robert J. Hall

Among the many marvelous inhabitants of the dimensional planes of good, there are those who embody the purest virtues of their kind. These paragons of all that is decent and righteous have excelled in their struggles against evil, and thus have been rewarded with positions of greater responsibility. Such impressive representatives of their type are blessed with significantly improved abilities by a divine patron of the plane, allowing these creatures to pursue their cause with even greater efficacy.

An archlumine is a good-aligned outsider that has attained a remarkable record of achievement while displaying a virtue beyond reproach. They are heroic figures, and many a good-natured creature would willingly sacrifice themselves in order to further the illustrious purpose of the blessed archlumine. The potent powers of an archlumine are the bane of all but the darkest of evil opponents, and they have dedicated their lives to the elimination of all that is vile and despicable. Archlumine always have a loyal following of good creatures to serve and protect their noble lord.

Archlumine Ghaele

This example uses a ghaele that has been advanced to 18 HD as the base creature.

All 820 monsters in the Netbook Bestiary