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Mystra, the Lady of Mysteries

by Jaerom Darkwind
Update to proper stat block pending

Love magic for itself, not just as a ready weapon to reshape the Realms to your will. Play with magic
and learn how best to wield it, but remember always that magic is an Art, the Gift of the Lady, and
that those who can wield it are privileged in the extreme. Conduct yourself with dignity and with
forethought while being mindful of this.

Seek always both to learn new magic and to create new magic, but experimenting to learn to craft
something oneself is better than merely buying scrolls or hiring tutors. Exult more in creation than in
hurling spells, and ensure that your creations are shared with others and so outlive you. Those serve
the Lady best and are most favored in her eyes will serve her beyond death as beings who have
become one with magic and live on in it forever.

Mystra
The Lady of Mysteries, the Muse, the Mother of All Magic, Our Lady of Spells
Greater Deity
Symbol: A circle of nine stars, with a red mist rising toward (or flowing from) its center or a
circle of seven blue-white stars, or (older) a single blue-white star
Home Plane: Dweomerheart (Elysium)
Alignment: Neutral Good
Aliases: Midnight, Mystryl, the Hidden One (Rashemen)
Superior: None (Ao)
Allies: Corellon Larethian, Deneir, Kelemvor, Milil, Oghma, Selne
Foes: Cyric, Bane, Shar, Talos
Servants: Azuth; Savras and Velsharoon (indirectly); Dornal Silverhand (the Watcher); Elminster
Aumar, Khelben Arunsun (the Blackstaff), Anastra Sylun Silverhand, Endu Alustriel
Silverhand, Ambara Dove Falconhand, Ethena Astorma Silverhand (Storm), Anamanu Laeral
Silverhand, Alassra Shentrantra Silverhand (the Simbul), Ersseae Qilu Veladorn, Noumea
Drathchuld, Alvaerele Tasundrym, Symrustar Auglamyr, Embrae Aloevan of Ardeep, Oluevaera
Estelda (the Srinshee); Talatha Vaerovree of Innarlith (the Magister)
Servitor Creatures: Agathinons (in natural and magical object forms); devas; maruts; light
aasimon; einheriar (former magic-users); hope, faith, and courage incarnates; radiant mephits;
guardinals (all sorts); hollyphants; gem and metallic dragons (including steel and mercury);
pseudodragons; selkies; bluejays; sparrowhawks; white cats, dogs, donkeys, horses, pegasi,
unicorns, and mules (all with blue or mismatched eyes)
Manifestations: A blue-white, pulsing glow on items, beings, or place; a slender, graceful,
disembodied human female hand outlined in blue-white motes of light that points, gestures,
writes, or inscribes lines on stone with one finger, or unleashes spells
Signs of Favour: Blue and clear gemstones of all sorts; rainbow tourmaline; amarathas; rogue
stones; beljurils; small creatures composed of translucent magical force to demonstrate
approval or disapproval, or send aid
Worshipers: Arcane spellcasters, elves, half-elves
Cleric Alignments: CG, LG, NG (existing LE and LN clerics still receive spells)
Speciality Priests: Dweomerkeepers
Holy Days: Gods Day, 15 Marpenoth
Portfolio: Magic, spells, the Weave
Domains: Good, Illusion, Knowledge, Magic, Rune, Spell
Favored Weapon: Seven whirling stars (shuriken)

Ariel Manx
Wizard 15/Archmage 5/Spellfire Channeler 10/Spellfire Hierophant 30
Medium Outsider (Augmented Humanoid, Extraplanar, Good, Human)
Divine Rank: 18
Hit Dice: 60d4 + 720 (960 hp)
Initiative: 31 (Dex)
Speed: 60 ft. (12 squares), fly 200 ft. (good; 40 squares)
Armor Class: 87 (+15 deflection, +11 Dex, +18 divine, +33 natural), touch 54, flat-footed 76
Base Attack/Grapple: +30/73
Attack: 86 spellfire blast (6/energy level, max 384)
Full Attack: 86/84/82/80/78/76 spellfire blast (6/spellfire energy level, maximum 384); or
spell 73/68 melee touch, or spell 79/74 ranged touch
Space/Reach: 5 ft./5 ft.
Special Abilities: Alter reality, cooperative metamagic, corona of fire, deflect arrows, drain
charged item, drain permanent item, domain powers, flight, haste, mastery of counterspelling,
mastery of elements, mastery of shaping, metamagic effect 38/day, seize concentration,
snatch spell, spellfire, spell-like abilities
Special Qualities: DR 30/epic and cold iron, divine aura (DC 43), divine immunities, familiar,
SR 100, natural spellfire (+10), sonic resistance 20, spellcasting savant (+15)
Saves: Fort 71, Ref 69, Will 76
Abilities: Str 21, Dex 32, Con 36, Int 45, Wis 22, Cha 40
Skills: Bluff 91, Concentration 116, Craft (alchemy) 126, Craft (blacksmithing) 84, Craft
(bookbinding) 126, Craft (calligraphy) 126, Craft (gemcutting) 84, Craft (metalworking) 84,
Craft (woodcarving) 84, Decipher Script 126, Diplomacy 91, Forgery 126, Hide 80, Intimidate
123, Knowledge (arcana) 126, Knowledge (history) 126, Knowledge (the planes) 126, Knowledge
(religion) 126, Listen 75, Move Silently 80, Search 84, Sense Motive 75, Sleight of Hand 80,
Spellcraft 141, Spot 75, Use Magic Device 123
Feats: Augment Spell, Chain Spell, Deflect Arrows, Empower Spell, Endurance, Eschew
Materials, Fortify Spell, Heighten Spell, Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus
(spellcraft), Spellcasting Prodigy (wizard), Spellfire Wielder, Spell Focus (all), Split Ray, Twin
Spell, Weapon Focus (spellfire)
Epic Feats: Enhance Spell, Epic Counterspell, Epic Skill Focus (spellcraft), Epic Spellcasting,
Epic Spellfire Wielder x6, Epic Weapon Focus (spellfire), Exceptional Deflection, Ignore
Material Components, Improved Cooperative Metamagic, Improved Snatch Spell, Infinite
Deflection, Intensify Spell, Multispell x2, Persistent Spell, Reflect Arrows
Salient Divine Abilities: Arcane Mastery, Automatic Metamagic (empower spell, quicken spell),
Corona of Fire, Deny Weave, Divine Shield 19/day (180), Divine Spellcasting, Divine Item Drain,
Divine Spellfire Absorption, Divine Spellfire Blast, Divine Spellfire Burst, Divine Spellfire
Storage, Divine Weapon Focus (spellfire), Improved Spell Resistance, Instant Counterspell, Lady
of Mysteries, Mistress of the Weave, Mother of All Magic, Searing Spellfire, See Magic, Silver
Fire, Spontaneous Arcane Spells, True Silver Fire
Environment: Dweomerheart
Organization: Unique
Challenge Rating: 65
Treasure: None
Alignment: Neutral Good
Advancement:

Alter Reality (Su): Mystra exerts a considerable measure of control over reality itself, and her
presence can command the very essence of the world around her. This warping of reality
manifests in a number of ways.

Mystra can use wish with regard to her portfolio, save for the replication of spells. This ability
costs her no XP, and requires a standard action to implement. When she attempts to alter
reality in opposition to another deitys altering, she must succeed at an opposed rank check.
Mystra can also use alter reality to cast any cure spell at will as a standard action. She can
apply metamagic feats to the spells if desired, but doing so requires her to forego using alter
reality for 1 round for each level the feat would normally add to the equivalent spell.
As a free action, Mystra can assume any size from Fine to Colossal. She also can change the size
of up to 100 pounds of objects she touches. This ability allows Mystra to assume any
proportions from the size of a grain of sand up to as much as 1,600 feet tall. A radical change
in size can have great impact on Mystras combat ability. Her Strength, Armor Class, attack
bonus, and damage dealt with weapons changes according to the size the deity assumes. Her
Strength score can never be reduced to less than 1 through this ability. Also note that use of
this divine ability does not affect all of Mystras characteristics.

Arcane Fire (Su): Mystra can change arcane spell energy into arcane fire, manifesting it as a
bolt of raw magical energy. The bolt is a ranged touch attack with a range of 600 feet that
deals 30 points of damage plus 6 points of damage per level of the spell used to create the
effect (maximum 180 from a 25th-level spell).

Corona of Fire (Su): By expending 18 spellfire energy levels, Mystra can manifest a corona of
fire, which appears as a halo of spellfire around her person, igniting as a sunburst spell and
then providing light equal to a daylight spell. The corona of fire increases her damage
reduction to 40/epic and cold iron and automatically vaporizes all non-epic weapons that strike
her (after inflicting damage, if any). Magic weapons may attempt a Will save (DC 83) to avoid
being destroyed. The corona of fire increases Mystras spell resistance to 110. Maintaining the
corona of fire requires expending 18 spellfire energy levels each round, which is not considered
an action. The corona of fire does not interfere with Mystras actions, including using other
spellfire abilities.

Deny Weave (Di): Mystra has the power to deny any creature, mortal or divine, the ability to
access the Weave. Should she choose to do so, an affected creature cannot employ any spell,
spell-like ability, or supernatural ability for as long as she blocks its access to the Weave.
Should she so choose, she can also bar a creature from using only some of these abilities, or
make their use conditional on her consent. Denying a creature in this fashion is a free action.
Note that this ability has no effect on a creature that draws on the Shadow Weave, and since
the Weave only exists in Torils crystal sphere, this ability does not affect creatures outside of
Realmspace (though Mystra has similar control within her realm of Dweomerheart).

Deflect Arrows (Su): Mystra has the Deflect Arrows, Infinite Deflection, Exceptional Deflection,
and Reflect Arrows feats, but rather than using a hand, a single spellfire level is expended to
deflect each attack. If Mystra has no spellfire energy levels available, she cannot use this
ability.

Divine Immunities: Mystra is immune to polymorphing, petrification, or any other attack that
alters her form. Mystras own shape-altering powers function normally on himself. She is not
subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting
effects (charms, compulsions, phantasms, patterns, and morale effects). She is also immune to
disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to
these, Mystra is immune to effects that imprison or banish her. Such effects include
banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind,
temporal stasis, trap the soul, and turning and rebuking. These immunities are ignored on a
successful opposed rank check (remember that a check must be made for each attempt to
breach an immunity).

Domain Powers: Mystra uses scrolls, wands, and other devices with spell completion or spell
trigger activation as a 69th-level wizard. She casts divination, Good, and illusion spells at +1
caster level. All Knowledge skills are considered class skills for her, and she gains a +2 bonus to
Concentration and Spellcraft checks.

Drain Charged Item (Sp): As a swift action, Mystra can drain up to fifteen charges from a
touched charged item and convert the energy into a like number of stored spellfire energy
levels. A fully drained item has no magical properties. A creature may attempt a Will save (DC
83) to prevent one of its held or carried items from being drained.

Drain Permanent Item (Sp): Mystra can drain power from a permanent magic item by touch as
a swift action. If the item is held or worn, she must make a melee touch attack to touch it,
which provokes an attack of opportunity from the defender is Mystra is within range. Mystra
can only drain items with a caster level of 80th or less (unless the item draws upon the Weave,
in which case success is automatic). A success means the items properties are suppressed (as if
affected by dispel magic) for 24 hours and Mystra gains spellfire energy levels equal to the
items caster level. A creature may attempt a Will save (DC 83) to prevent one of its held or
carried from being drained. An item with all its permanent abilities drained for the day is still a
magic item (for the purposes of making saving throws when damaged, and so on).

Flight (Su): As a swift action, Mystra can expend spellfire energy to fly, as the spell, with a
speed of 120 ft. Each spellfire energy level expended allows her to fly for 1 minute. When
flying, she leaves a visible trail of light that fades after one round.

Haste (Su): As a swift action, Mystra can expend spellfire energy to haste herself, as the spell.
Each spellfire energy level expended accelerates Mystras actions for 1 minute, and she
sparkles with light for the duration of the effect.

Immortality: Mystra is naturally immortal and cannot die from natural causes. She does not
age, and she does not need to eat, sleep, or breathe. The only way for Mystra to die is through
special circumstances, such as by being slain in magical or physical combat. Also note that
Mystra is not subject to death from massive damage. Mystra risks permanent destruction only if
slain in Elysium and provided the attacker succeeds at a rank check. Otherwise, she reforms
within Dweomerheart after sixty years.

Lady of Mysteries (Di): In some mystical fashion, the Weave is literally an part of Mystras
body; it is contained within her even as it covers all of Toril. The bulk of Mystras abilities stem
directly from this connection, and her powers draw on the Weave regardless of her location.
Because of this, all of her supernatural abilities, spell-like abilities, and spells function
normally in dead magic, enhanced magic, impeded magic, limited magic, and wild magic areas
and planes. Even in the domains of other deities, Mystras Weave allows her to use her abilities
unhindered. The only exception to this is the Rings of the Spire, which are powerful enough
even to limit Mystras ability to call on the Weave.

However, this connection to the Weave also carries certain drawbacks. The Weave is an
unnatural occurrence outside of Toril (and Dweomerheart), and it inevitably comes into
conflict with the natural magical sources of other planes. If Mystra remains too long on another
plane, this magical conflict escalates to the point that it begins shredding the fabric of reality.
Planar breaches (see Planar Handbook, p 152, for details) and reality maelstrom effects begin
appearing randomly within 1800 feet of Mystra, and increase in size and frequency until she
flees.

Metamagic Effect (Su): Mystra can attempt to apply a metamagic feat she possesses to a
persistent spell effect that is already in place. For example, she could use Extend Spell to
extend the duration of a wall of force or Maximize Spell to maximize the damage dealt by a
cloudkill. To use this ability, Mystra must be adjacent to or within the spell effect and make a
successful Spellcraft check (DC 18 + [3 x modified spell level]). Modified spell level is the
level of the spell slot that the spell would occupy if it were prepared with the metamagic feat
applied. Any spell level increases from metamagic feats that the caster applied also count
toward the modified spell level. A modified spell level can be above 9th level. Mystra may use
this ability up to 28 times per day. Using this ability is a full-round action that provokes attacks
of opportunity.

Mastery of Counterspelling: When Mystra counterspells a spell, it is turned back upon the
caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by
spell turning, then it is merely counterspelled.

Mastery of Elements: Mystra can alter an arcane spell when cast so that it utilizes a different
element from the one it normally uses. This ability can only alter a spell with the acid, cold,
fire, electricity, or sonic descriptor. The spells casting time is unaffected. Mystra decides
whether to alter the spells energy type and chooses the new energy type when she begins
casting.

Mastery of Shaping: Mystra can alter area and effect spells that use one of the following
shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces
within the spells area or effect that are not subject to the spell. The minimum dimension for
these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of
5 feet instead of 10 feet.

Mistress of the Weave (Di): Mystra possesses the cooperative metamagic, seize concentration,
and snatch spell abilities. She has an effective class level of 18 when using these abilities. She
automatically succeeds all opposed rolls required by these abilities if the opposing caster uses
the Weave, and she may apply up to 18 levels of metamagic with her cooperative metamagic
ability. In addition, she need not be adjacent to her targets when using these powers, but need
only be able to sense them, directly or through remote sensing (the same applies to her
metamagic effect and mastery of counterspelling abilities).

Mystras power is derived in large part from the Weave she watches over. For this reason, there
are special restrictions that apply to it (see Other Divine Powers, below). Unlike most deities of
Toril, Mystras dependency on worship is very small. Even were she to lose a large part of her
worship base, her power and position wouldnt suffer significantly.

Mother of All Magic (Di): Mystra gains a +9 bonus to the saving throw DCs of her spells. This
bonus stacks with the bonuses granted by Spell Focus and similar feats. She can cast spells
spontaneously from any spell list as if they were wizard spells. Finally, she uses the totality of
her Hit Dice in place of her caster level for all purposes.

Natural Spellfire (Ex): For the purpose of determining the effects and parameters of all of her
spellfire abilities, Mystra treats her Constitution score as 10 points higher than its actual value.

Spellfire (Su): Any number of times per round, Mystra can absorb a spell or spell-like ability
directed at her (either targeted at her, or one which includes her in its area of effect) even if
she has not readied an action to do so. She can do so even when flat-footed, and such actions
never affect her later actions for the round. Mystra can also absorb arcane energy effects such
as arcane fire, silver fire, and spellfire. If the caster draws upon the Weave, this absorption is
automatic; otherwise, the caster may attempt a caster level check (DC 94) to prevent his spell
from being absorbed. Mystra gains one level of spellfire energy for every spell level she absorbs
(or every die of damage from non-spell effects). She can store up to 420 spellfire energy levels
with no ill effects, and her maximum capacity is 700. She always has at least 420 levels in
storage when she enters battle (though her power is such that she has no trouble resisting the
debilitating effects of storing more than that).

Mystra can also store spellfire energy levels in deep reserve. These energy levels dont count as
part of her normal storage capacity, but they also cant be used to power spellfire effects
without first calling them out of reserve. Spellfire energy levels in reserve dont detect as
magical. Placing any number of stored spellfire energy levels in reserve requires a full-round
action, as does calling any number out of reserve into normal storage capacity. Mystra can hold
up to 540 spellfire energy levels in reserve, and typically maintains her deep reserve
completely full. If needed, Mystra can channel a silver fire blast to completely recharge her
deep reserve.

As a standard action, Mystra may expend stored spellfire energy levels as a beam of intense,
blue-white energy. This beam is 5 feet wide and can be made to extend as far as 1600 feet if
desired, dealing 6 points of spellfire damage per level (maximum 384 damage from 64 levels,
Reflex DC 83 half), or healing 5 points of damage per level with a range of 45 feet (maximum
320 from 64 levels). Spellfire damage is half fire damage and half raw magical power; however,
it overcomes fire resistance automatically, and even creatures immune to fire damage take
half of the fire damage on a failed save. Spellfire healing is not positive energy, so it does not
injure undead. Mystra can release six blasts of spellfire as a full-attack action. Each blast after
the first suffers a cumulative 2 penalty to attack rolls (0 for the first blast, 2 for the second
blast, 4 for the third blast, and so on).

Thirty-six rounds per day, Mystra can substitute spellfire bursts for normal spellfire blasts. The
range remains the same, but instead of requiring a touch attack, the spellfire energy explodes
in 45-foot-radius bursts at the target points, dealing appropriate damage to all creatures in the
area. Each affected creature may attempt a Reflex save (DC 83) to halve the damage. Mystra
can substitute bursts for as many blasts as she would normally fire in a round.

Finally, as a standard action Mystra can release spellfire energy in all directions as a 180-foot-
radius spread, dealing 6 points of spellfire damage per level expended to all creatures in the
area (maximum 384 damage from 64 levels, Reflex DC 83 half).

Mystras spellfire blast (or burst) destroy any wall of force, prismatic wall, or prismatic sphere
it hits (all layers in a prismatic effect are destroyed). The blast itself is unaffected and can
strike a target behind the wall of force or prismatic effect. Only a divine shield can stop it.

Silver Fire (Di): Mystras body is formed of silver fire, the distilled essence of the Weave. She
can manifest this energy as a powerful aura and can release it as a destructive beam. The aura
can simulate any magic item worth up to 3,600,000 gp, changeable as a swift action. If the
item being simulated has a limited effect or number of uses per day (such as a rod of
quickening), she cannot exceed that limit, no matter how many times her aura simulates the
item. If the item being simulated stores spells or effects (such as a ring of spell storing), all
such charges or stored spells are lost when Mystra changes her silver fire auras power.

Every 1d4 rounds, Mystra can unleash from within her body a beautiful beam of silver-white
flame. This beam is 5 feet wide and can be made to extend as far as 360 feet if desired,
breaking through barriers as a divine blast would and dealing 241 damage (Reflex DC 73 half).
Mystra can also elect to use less power, dealing as little as 18 damage. The beam can be
narrowed to a ray attack and used with laser precisionMystra could fire a thin beam from her
fingertip (or eyes), have it turn around a corner, and sear a single leg off a spider without
otherwise damaging the creature. It could likewise cut the lock from a metal door or neatly
separate a pane of glass from its frame. Any nonliving object touched by the beam must make
a Fort save (DC 73) to avoid being destroyed. Alternately, the silver fire can be unleashed in an
180 ft. cone, dealing no damage but permanently restoring dead magic zones within the cone
to normal and dispelling (as a superb dispelling spell) any antimagic effects that contact the
cone.

Mystra often uses her aura to provide her with a +60 competence bonus to Spellcraft, a +12
bonus to her caster level, or a +10 luck bonus to all saving throws and her armor class. No
bonus from silver fire is included in the above stats. Consider her to have the item creation
tables in the DUNGEON MASTERs Guide and the Epic Level Handbook memorized for the
purpose of determining what effects she can create with her aura.

Spell-Like Abilities: At willaid[i], analyze dweomer[/i], antimagic field, anyspell, blade


barrier, break enchantment, clairaudience/clairvoyance, cloak of righteousness, detect gold,
detect secret doors, detect thoughts, discern location, dispel evil, dispel magic, displacement,
divination, Drawmijs instant summons, erase, explosive runes, find the path, foresight, glyph
of warding, greater anyspell, greater glyph of warding, holy aura, holy smite, holy star, holy
word, identify, imbue with spell ability, legend lore, lesser planar binding, limited wish,
locate corpse, mage armor, magic circle against evil, minor image, mislead, Mystras lingering
touch, Mystras miasma, Mystras unraveling, persistent image, phantasmal killer, protection
from evil, protection from spells, project image, Rarys mnemonic enhancer, screen, secret
page[/i], silence, silent image, spellmantle, spell phylactery, spell resistance, spell shield,
spell turning, summon monster IX (good creatures only), teleportation circle, Teroles
translator, transcribe symbol, true seeing, weird. Caster level 78th; save DC 53 + spell level.

Spellcasting Savant (Ex): For the purpose of determining her Knowledge (arcana), Spellcraft,
and Use Magic Device bonuses; her number of bonus spells per day; and the saving throw DCs of
spells she can cast; Mystra treats her Intelligence and Charisma scores as 15 points higher than
their actual values.

Wizard Spells Per Day: 11/11/10/10/10/9/8/8/8/8/5/5/5/5/4/4/4/4/3/3/3/3/2/2/2/2. 60th


caster level (61st on Divination, Good, and Illusion spells). Base DC = 43 + spell level. 12 epic
wizard spells, up to Spellcraft DC 141. Can cast arcane and divine spells from any spell list as
wizard spells. All spells cast as free actions, and three quickened spells may be cast per round;
all spells are also empowered.

Epic Spells: 6 epic spells per day, up to Spellcraft DC 141. Mystra has full access to the heal
and life seeds, and having inherited her epic spell knowledge from her predecessor, should be
considered to know almost any spell she needs up to DC 107.

Possessions: None.

Other Divine Powers


Mystra automatically gets the best result possible on all die rolls she makes. Calculate success,
failure, or other effects accordingly. When a roll of 20 would grant automatic success (as on an
attack roll or saving throw), a d20 should still be rolled and used to check for automatic
success. Certain rolls (such as miss chances and rank checks) should still be rolled by the DM
(Mystra does not automatically succeed).

Automatic Actions: Mystra can use Concentration, Knowledge (arcana), Knowledge (history),
Knowledge (the planes), Knowledge (religion), Spellcraft, and Use Magic Device as immediate
actions if the DC for the task is 30 or lower. Mystra can also drain charged and permanent
magic items as swift actions. Mystra can perform up to twenty swift actions each round, though
she can only cast three swift-action spells each round.

Create Magic Items: Mystra can create any kind of magic item (including epic items and
artifacts), without needing the requisite item creation feats.

Portfolio Sense: Mystra senses the use of any spell, spell-like ability, or magical item function
that draws on the Weave (or her own power), as well as the creation of any spell or magic item
regardless of power source, eighteen tendays before it happens and retains the sensation for
eighteen tendays after the event occurs. Her portfolio sense also applies within 5 feet of those
who bear her Silver Fire, wherever they may be (though her Chosen can block this sensing if
they desire).
Senses: Mystra can see (using normal vision or low-light vision), hear, touch, and smell at a
distance of eighteen miles. Due to her See Magic ability, she also has greater arcane sight
within this range. As a standard action, she can perceive anything within eighteen miles of her
worshipers, holy sites, objects, or any location where one of her titles or name was spoken in
the last hour. She can extend her senses to up to twenty locations at once. She can also block
the sensing power of deities of less than 19 divine ranks at up to two remote locations at once
for 18 hours.
____________________________________
Boccob, the Lord of all Magics
by Jaerom Darkwind
Pending update to a proper stat block.

"Seek balance above good, evil, law, or chaos. Fight to push back the encroachment of good just as
you would the oppression of evil. Magic is the most important thing on Oerth, and it must be
preserved so that the balance can be preserved.

"Balance above morality, knowledge above all."

Boccob
The Uncaring, Lord of All Magics, the Archmage of the Deities
Greater Deity
Symbol: An eye balanced on a pedestal inside a pentagon
Home Plane: The Divided Unity of Concordant Opposition
Alignment: Neutral
Aliases: None
Superior: None
Allies: Wee Jas, Istus, Lendor, Cyndor, Delleb, Zuoken (all distant)
Foes: Tharizdun
Servants: Zagyg the Mad; Burning Eye
Servitor Creatures: Crystalmists, golems, greyhawk dragons, huge elementals (any type),
invisible stalkers, jann genies, pseudodragons, will o'wisps, and wizshades; disenchanters,
hakeashars, laraken, and nishruu to punish offenders
Manifestations: A nimbus of flickering, purple light which envelops a magical item or a
spellcaster in an effect similar to faerie fire; often accompanied by helpful spells
Signs of Favor: Unique flowers or roses of unusual hue, dweornite gems and other magical
jewels
Worshipers: Arcane spellcasters, philosophers, oracles, sages
Cleric Alignments: CN, LN, N, NE, NG
Speciality Priests: Arcanologists
Holy Days: Great Discovery (date?), important celestial conjunctions, Last Rite of the Prophet
Portfolio: Magic, knowledge, foresight, nonintervention, balance
Domains: Balance, Fate, Knowledge, Magic, Oracle, Spell
Favored Weapon: Staff of the Archmagi (Quarterstaff)

Wizard 20/Loremaster 35/Archmage 5


Medium Outsider (Extraplanar)
Divine Rank: 17
Hit Dice: 20d4 + 5d4 + 35d4 + 600 (840 hp)
Initiative: +7 (Dex)
Speed: 60 ft. (12 squares)
AC: 80 (+9 deflection, +7 Dex, +17 divine, +5 luck, +32 natural), touch 48, flat-footed 59
Base Attack/Grapple: 30/72
Attacks: Staff of the archmagi 78 melee (6 + 11); or arcane fire 74 ranged touch (170 +
10/spell level); or spell 72 melee touch, or 74 ranged touch
Full Attack: Staff of the archmagi 78/73 melee (6 + 11); or arcane fire 74/69 ranged touch
(170 + 10/spell level); or spell 72/67 melee touch, or 74/69 ranged touch
Space/Reach: 5 ft./5 ft.
Special Abilities: Alter reality, applied lore, arcane fire, arcane geometry, arcane shield,
familiar, forbidden knowledge, gauge weakness, lore, mastery of counterspelling, mastery of
elements, mastery of shaping, metamagic effect, seize concentration, snatch spell, spell-like
abilities
Special Qualities: Cold immunity, divine aura (DC 36), divine immunities, DR 30/epic and
mythril, epic spell artisan, fire immunity, sonic resistance 37, spell power +3, SR 99, uncanny
dodge
Saves: Fort 72, Ref 73, Will 89
Abilities: Str 21, Dex 25, Con 30, Int 58, Wis 45, Cha 28
Skills: Bluff 109, Concentration 112, Craft (alchemy) 124, Craft (bookbinding) 124, Craft
(calligraphy) 124, Craft (gemcutting) 124, Decipher Script 124, Diplomacy 109, Forgery 124,
Gather Information 109, Heal 117, Intimidate 109, Knowledge (arcana) 136, Knowledge
(architecture and engineering) 124, Knowledge (dungeoneering) 124, Knowledge (geography)
124, Knowledge (history) 124, Knowledge (nature) 124, Knowledge (nobility and royalty) 124,
Knowledge (the planes) 124, Knowledge (psionics) 124, Knowledge (religion) 124, Profession
(apothecary) 117, Profession (herbalist) 117, Profession (librarian) 117, Search 124, Sense
Motive 117, Spellcraft 178, Use Magic Device 109
Feats: Attune Gem, Augment Spell, Brew Potion, Craft Construct, Craft Contingent Spell, Craft
Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Empower
Spell, Etch Rune, Forge Ring, Fortify Spell, Greater Spell Focus (all), Heighten Spell, Maximize
Spell, Quicken Spell, Scribe Scroll, Skill Focus (knowledge [arcana], spellcraft), Spellcasting
Prodigy (wizard), Spell Focus (all), Spell Mastery (all), Twin Spell
Epic Feats: Advanced Metamagic, Attune Epic Gem, Brew Epic Potion, Craft Epic Magic Arms
and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wand, Craft Epic Wondrous Item,
Enhance Effect, Enhance Spell x2, Epic Counterspell, Epic Skill Focus (spellcraft), Epic
Spellcasting, Epic Spell Focus (all), Etch Epic Rune, Forge Epic Ring, Improved Heighten Spell,
Increased Snatch Spell, Master Staff, Multispell x4, Scribe Epic Scroll
Salient Divine Abilities: Arcane Mastery, Archmage of the Deities, Automatic Metamagic
(quicken spell), Clear Sight, Control Magic, Craft Artifact, Create Object, Disc of Concordant
Opposition, Divine Creation, Divine Recall (magic), Divine Skill Focus (spellcraft), Divine
Spellcasting, Energy Storm (negative, positive), Increased Spell Resistance, Instant
Counterspell, Know Death, Know Secrets, Lord of all Magicks, Planar Might, See Magic,
Spontaneous Arcane Spells, True Knowledge
Environment: The Library of Lore
Organization: Unique
Challenge Rating: 62
Treasure: Listed items
Alignment: Neutral
Advancement: --

Boccob speaks all languages, and can communicate with any living creature. His natural
weapons are treated as epic and mythril for the purpose of overcoming damage reduction.

Alter Reality: Boccob exerts a considerable measure of control over reality itself, and his
presence can command the very essence of the world around him. This warping of reality
manifests in a number of ways.

Boccob can use wish with regard to his portfolio. This ability costs no experience points, and
requires a standard action to implement. When he attempts to alter reality in opposition to
another deitys altering, he must succeed at an opposed rank check. Boccob can also use alter
reality to cast any cure or inflict spell at will as a standard action. He can apply metamagic
feats to the spells if desired, but doing so requires him to forego using alter reality for 1 round
for each level the feat would normally add to the equivalent spell.

As a free action, Boccob can assume any size from Fine to Colossal. He also can change the size
of up to 100 pounds of objects it touches. Boccobs familiar can change size with him if Boccob
touches it, but its weight counts against this weight limit. This ability allows Boccob to assume
any proportions from the size of a grain of sand up to as much as 1,600 feet tall. A radical
change in size can have great impact on his combat ability. His Strength, Armor Class, attack
bonus, and damage dealt with weapons changes according to the size he assumes. Boccobs
Strength score can never be reduced to less than 1 through this ability. Also note that use of
this divine ability does not affect all of Boccobs characteristics.

Applied Lore (Ex): Boccob may make a Lore check to analyze any single foe that he can see
(even via a scrying effect). The DC for this check is equal to 10 + the opponents CR, and the
analysis takes at least three rounds. Afterwards, he gains a +4 insight bonus to attack and
damage rolls against that opponent, a +4 insight bonus to AC against attacks made by that
opponent, and a +4 insight bonus to saving throws against effects created by that opponent.

Arcane Fire (Su): Boccob can channel arcane spell energy into arcane fire, manifesting it as a
bolt of raw magical energy. The bolt is a ranged touch attack with long range (1080 feet) that
deals 170 points of damage plus 10 points of damage per level of the spell used to create the
effect (maximum 420 damage from a 25th-level spell), and breaks through barriers as a divine
blast would.

Arcane Geometry (Ex): Boccob employs an obscure system for recording the details of arcane
spells through the use of complex geometrical figures. This notation is far more efficient and
drastically reduces the time and expense of maintaining spellbooks. Spells require only a single
page in his spellbooks (which he still maintains despite his Arcane Mastery), and one hour per
spell level to scribe. In addition, Boccob need only pay half the normal cost to scribe epic
spells onto tablets.

Geometrical notation is difficult for most spellcasters to decipher and use. The Spellcraft DC to
decipher or prepare spells from spellbook using this notation is increased by 10 for all but
geometers and others familiar with the style. Copying spells from such a spellbook takes twice
as much time and resources as normal.

Arcane Shield (Su): Boccob can channel arcane spell energy into a barrier that absorbs
incoming attacks. The shield collapses after it absorbs a number of points of damage equal to
17 x the level of the spell used to create the effect (maximum 425 damage from a 25th-level
spell). This barrier is otherwise identical to a divine shield. Boccob can only have one arcane
shield at a time.

Archmage of the Deities (Di): Boccob possesses an effective archmage level of 17. He has
mastered the following high arcana: arcane fire, arcane shield, greater arcane fire, greater
arcane shield, mastery of counterspelling, mastery of elements, mastery of shaping, spell
power +3, true mastery of counterspelling, true mastery of elements, true mastery of shaping.

Control Magic (Di): Boccobs control over magic is unmatched. He possesses the Snatch Spell
and Seize Concentration abilities, and gains Improved Snatch Spell as a bonus feat.

Disc of Concordant Opposition (Di): Twenty times per day, Boccob can weave positive and
negative energy into a disc of pure destructive force and hurl it at his foes. The disc is fifteen
feet across, and if Boccob aims it at a specific creature, he may make a ranged touch attack to
strike the target with it. A successful attack means that the target is affected by a disintegrate
effect (DC 46) and gains no save against the discs damage.
The disc of concordant opposition deals 204 damage (Reflex DC 46 partial) to the target and to
all adjacent creatures. Any creature reduced to 0 or fewer hit points by the disc is entirely
disintegrated, leaving behind only a trace of fine dust. A disintegrated creatures equipment is
unaffected. Half the damage from this effect comes from positive energy, half from negative
energy. Unlike the negative energy from an inflict wounds spell, the disc of concordant
opposition does not cure undead (nor does its positive energy component cure living creatures).

When used against an object, the disc simply disintegrates as much as one 15-foot cube of non-
living matter. Thus, the spell disintegrates only part of a very large object or structure
targeted. The disc destroys any magical effect it comes in contact with, including a wall of
force, prismatic wall, or prismatic sphere (all layers in a prismatic effect are destroyed). A
divine shield can stop the disc, but is subject to its damage.

A creature that makes a successful Reflex save is partially affected, taking only half damage. If
this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Divine Immunities: Boccob is immune to polymorphing, petrifaction, or any other attack that
alters her form. Boccob's own shape-altering powers function normally on himself. He is not
subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting
effects (charms, compulsions, phantasms, patterns, and morale effects). He is also immune to
disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to
these, Boccob is immune to effects that imprison or banish him. Such effects include
banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind,
temporal stasis, trap the soul, and turning and rebuking. These immunities are ignored on a
successful opposed rank check (remember that a check must be made for each attempt to
breach an immunity).

Domain Powers: Boccob uses scrolls, wands, and other devices with spell completion or spell
trigger activation as an 88th-level wizard, and casts divination spells at +3 caster level. 17
times per day, he can add his Wisdom modifier (+17) to his Armor Class for 60 rounds (6
minutes). Boccob possesses the uncanny dodge ability.

Epic Spell Artisan: Boccob can develop epic spells with less expense in time and resources.
When determining the cost of raw materials for researching an epic spell, he multiples the
Spellcraft DC by 7,000 gp instead of the usual 9,000 gp and reduces the development time and
XP cost accordingly.

Like all deities, he is considered to have a pool of 30,000 XP to spend each week, and he can
use this pool to research spells up to DC 107 without expending any of his own life force.

Forbidden Knowledge (Ex): Boccob has had horrible supernatural experiences and studied
forbidden tomes, learning truly dark secrets that have challenged everything he thought he
knew. But in time he has learned to accept and adapt to his discoveries, and regained his
mental equilibrium. He gains a +4 bonus on all Will saves made to resist effects that induce
insanity, magical or otherwise. In addition, he adds Forbidden Lore to the topics covered by his
Lore ability.

Gauge Weakness (Ex): Boccob may make a Lore check to analyze any single foe that he can
see (even via a scrying effect). The DC for this check is equal to 10 + the opponents CR, and
the analysis takes at least three rounds. He gains intimate knowledge of the opponents special
attacks, qualities, and vulnerabilities. For example, if he makes a successful check against the
Tarrasque, he would know of its vulnerability to wish magic.

Lord of All Magicks (Di): Boccob gains a +4 bonus to all spell DCs. He can also cast spells from
any spell list (arcane or divine) as wizard spells.
Lore (Ex): Boccob knows legends and information regarding various topics, just as a bard does.
He never fails a lore check, no matter how obscure the knowledge involved. Boccob can use
legend lore and analyze dweomer as immediate actions.

Mastery of Counterspelling (Ex): When Boccob counters another's spell, instead of simply
negating its effect, he can choose from among the following options:
. . Aid: Boccob can boost the effectiveness of an allys spell by applying one metamagic feat
from the following list: Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell, or Widen
Spell. To use this option, he must expend a spell slot whose spell level equals or exceeds that
of the allys spell with the desired metamagic feat applied.
. . Manipulate: Boccob can seize control of the spells range, area, or targets (as appropriate),
and reshape these factors as he chooses. For example, he could cause an enemy wizards
fireball to explode at her feet, or he could cause her haste spell to target his allies within the
area she has specified. Only one property of the spell, chosen from among those that the
caster can normally designate, can be manipulated in this manner. For example, Boccob could
not choose the targets of a sleep spell because the targets affected are determined by the
spell itself, not the caster.
. . Turn: Boccob can counter the spell as normal, but it is turned back upon the caster as if it
were fully affected by a spell turning spell. If the spell cannot be affected by spell turning,
then it is merely counterspelled.

Mastery of Elements (Ex): When Boccob casts a spell that deals elemental damage, the
elemental damage is of the type that is most effective against the target. It acquires the
appropriate elemental subtype. If a creature is equally vulnerable to multiple elements,
Boccob chooses which element the spell uses. Alternately, Boccob may choose a specific type
of elemental damage (acid, cold, electricity, fire, or sonic) for the spell to deal to all targets.

Mastery of Shaping (Ex): Boccob can alter area and effect spells that use one of the following
shapes: burst, cone, cylinder, emanation, or spread. He may create spaces within the spells
area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-
foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of
10 feet. Boccob can also alter an area effect spell by changing the shape of the area. The new
area must be chosen from the following list: cylinder (10-foot radius, 30 feet high), 40-foot
cone, four 10-foot cubes, or a ball (20-foot radius spread). The spell works normally in all
respects except for its shape. Boccob can increase the spells area, range, and duration (ass
applicable) by 50%. Finally, his spell effects can be delayed up to 3 rounds. Mastery of shaping
is considered a metamagic effect that does not increase the spell level of affected spells for
the purpose of interacting with Boccob's other abilities.

Metamagic Effect (Ex): Boccob can attempt to apply a metamagic feat he possesses to a
persistent spell effect that is already in place. To use this ability, he must be adjacent to or
within the spell effect and make a successful Spellcraft check (DC 18 + [3 x modified spell
level]). Boccob may use this ability up to 27 times per day. Using this ability is a full-round
action that provokes attacks of opportunity.

Planar Might (Di): Each day, Boccob can join with the massive energy of the Cosmos for up to
17 minutes (170 rounds, which need not be continuous). This connection transfigures Boccob
and greatly augments his power. While in this state, he is immune to critical hits, is a native on
any plane he visits, and can use his greater teleport and planeshift spell-like abilities as swift
actions.

In addition, using his exceptional knowledge Boccob can draw off excess energy from the
Cosmos itself to increase his spell DCs, effective caster level, or enhance any attack roll, saving
throw, skill check, or ability check. Alternately, he can increase the effective level of a spell
slot, either to apply metamagic feats without increasing its actual level, or to increase the
power of his arcane fire and arcnae shields.

Drawing off excess energy from the Cosmos is dangerous, and it deals Boccob 10 points of
backlash damage for each +1 bonus applied to a single roll, each +1 caster level or DC on a
single spell, or each virtual spell level.

Spell-Like Abilities: At willantimagic field, anyspell, arcane sight, augury, banishment,


break enchantment, bestow curse, Boccob's rolling cloud, calm emotions,
clairaudience/clairvoyance, clarity of mind, commune, detect secret doors, detect thoughts,
discern location, disk of concordant opposition, dismissal, dispel magic, divination, find the
path, foresight, geas/quest, greater anyspell, greater arcane sight, greater scrying, greater
teleport, identify, imbue with spell-like ability, legend lore, limited wish, mage armor, magic
aura, mark of justice, mass sanctuary, moment of prescience, Mordenkainens disjunction,
planeshift, protection from spells, Rarys mnemonic enhancer, Rarys telepathic bond, scrying,
silence, spell resistance, spell turning, true seeing, true strike, vision, weighed in the balance,
word of balance. Caster level 77th; save DC 46 + spell level.

Wizard Spells Per Day: 16/16/15/15/15/15/13/12/12/12/4/4/4/6/5/5/5/5/4/4/4/4/3/3/3/3.


73rd caster level (76th on Divination spells). Base DC = 40 + spell level. Can cast arcane and
divine spells from any spell list as wizard spells.

Boccobs non-epic metamagic feats may be applied twice to the same spell (if applicable), and
have level increases as follows: Augment Spell (varies), Empower Spell (+2), Fortify Spell
(varies), Heighten Spell (varies), Quicken Spell (automatic), Twin Spell (+4). Five quickened
spells may be cast per round.

Epic Spells: 6 epic spells per day, up to Spellcraft DC 218. Boccob has full access to the heal
and life seeds, and should be considered to know any spell he needs up to DC 107. He also
knows alternate versions of most of his spells that allow him to sacrifice up to 20,000 XP to
mitigate the DC down to this level.

Possessions: Amulet of the archmagi, purple robe of the archmagi, ring of the archmagi, staff
of the archmagi. In addition, Boccob's spellbooks detail every spell every devised, and his
Library of Lore includes vaults that contain a copy of every magic item ever created by
mortals. He also possesses one of the largest mundane libraries in the Cosmos, including every
alchemal and scientific formula ever tested.

Other Divine Powers


Boccob automatically gets the best result possible on all die rolls he makes. Calculate success,
failure, or other effects accordingly. When a roll of 20 would grant automatic success (as on an
attack roll or saving throw), a d20 should still be rolled and used to check for automatic
success. Certain rolls (such as miss chances and rank checks) should still be rolled by the DM
(Boccob does not automatically succeed).

Boccob is immortal. The only way for him to die is through special circumstances, usually by
being slain in magical or physical combat. Boccob risks permanent destruction only if slain on
the Concordant Opposition and provided the attacker succeeds at a rank check. Otherwise, he
reforms within the Library of Lore after sixty years.

Automatic Actions: Boccob can use Craft (alchemy), Craft (bookbinding), Craft (calligraphy),
Craft (gemcutting), Decipher Script, Forgery, Knowledge (arcana), Knowledge (architecture and
engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (history),
Knowledge (nature), Knowledge (nobility and royalty), Knowledge (the planes), or Knowledge
(religion) as an immediate action if the DC for the task is 30 or lower, or Spellcraft if the DC is
47 or lower. He can also use analyze dweomer and legend lore as immediate actions. Boccob
can perform up to twenty swift actions each round.

Create Magic Items: Boccob can create any kind of magic item, and need expend only half of
the normal time and resources when doing so.

Portfolio Sense: Boccob senses any working of the Art (that is, any spell, spell-like ability, or
magic item effect) seventeen weeks before it happens and retains the sensation seventeen
weeks after the event occurs. He has the similar ability to sense the discovery, recording, or
sharing of any spell or bit of arcane knowledge.

Senses: Boccob can see (using normal vision or low-light vision), hear, touch, and smell at a
distance of seventeen miles. As a standard action, he can perceive anything within seventeen
miles of his worshipers, holy sites, objects, or any location where one of his titles or name was
spoken in the last hour. He can extend his senses to up to twenty locations at once. He can
block the sensing power of deities of less than 18 divine ranks at up to two remote locations at
once for 17 hours.

____________________

Amulet of the Archmagi: This major artifact can absorb spells as a rod of absorption, except
that it has no limit to how many spell levels it can absorb. As a standard action, the wearer
may draw a number of spell levels equal to her Intelligence modifier from the amulet and use
them to restore an equal number of her expended spell levels (as a Rarys mnemonic enhancer
spell). A deity can do so as a swift action.

Purple Robe of the Archmagi: This heavy purple robe is covered in stylized arcane runes
stitched in gold. Its wearer, if an arcane spellcaster, gains the following powers:

o +10 insight bonus on Knowledge (arcana) and Spellcraft checks.


o +10 bonus to arcane caster level.
o +10 bonus to arcane spell DCs.

If the robe is donned by any non-neutral character, she immediately gains five negative levels.
While these negative levels never result in lost levels, they remain as long as the garment is
worn and cannot be overcome in any way (including restoration spells).

Ring of the Archmagi: This major artifact functions as a ring of wizardry, except that it
doubles the wearers arcane spells per day of all levels that she can cast. It also grants the
wearer a +40 competence bonus on Spellcraft checks made during epic spellcasting.

Staff of the Archmagi: A long silver staff, shod in gold, capped with a massive diamond, and
inscribed with sigils and runes of all types, this potent artifact contains many spell powers and
other functions. Some of its powers use charges, while others dont. The following powers do
not use charges:

o Continual flame
o Enlarge person (Fortitude DC 15 negates)
o Greater enhance eldritch flow (constant)
o Hold portal
o Light
o Mage hand
o Magic missile
o Unseen servant
o Stinking cloud
o Summon swarm

The following powers drain 1 charge per usage:

o Cloudkill
o Cone of cold
o Dispel magic
o Fireball (heightened to 5th level, 10d6 damage)
o Globe of invulnerability
o Hold monster
o Ice storm
o Invisibility
o Knock
o Levitate
o Lightning bolt (heightened to 5th level, 10d6 damage)
o Minor Creation
o Passwall
o Pyrotechnics
o Ray of enfeeblement (heightened to 5th level)
o Summon monster VI
o Wall of fire
o Wall of force (in a 10-ft.-diameter hemisphere around the caster only)
o Web

These powers drain 2 charges per usage:

o Chain lightning (maximized)


o Meteor swarm
o Monster summoning IX
o Plane shift
o Prismatic sphere
o Prismatic spray (extended)
o Sunburst (empowered)
o Telekinesis (400 lb. maximum weight)

The staff of the archmagi gives the wielder spell resistance 23. If this is willingly lowered,
however, the staff can also be used to absorb arcane spell energy directed at its wielder, as a
rod of absorption does. Unlike the rod, this staff converts spell levels into charges rather than
retaining them as spell energy usable by a spellcaster. If the staff absorbs enough spell levels
to exceed its limit of 170 charges, it explodes as if a retributive strike had been performed (see
below).

The wielder of the staff of the archmagi gains a +5 luck bonus to AC and saving throws. The
staff is also a +6 quarterstaff of greater spell storing (9th-level spells), and its wielder may use
it to smite opponents. If 1 charge is expended (as a free action), the staff causes double
damage (x3 on a critical hit) for 1 round.

Retributive Strike: The staff of the archmagi can be broken for a retributive strike. Such an
act must be purposeful and declared by the wielder. All charges in the staff are released in a
30-foot spread. All within 10 feet of the broken staff take hit points of damage equal to 8 times
the number of charges in the staff, those between 11 feet and 20 feet away take points equal
to 6 times the number of charges, and those 21 feet to 30 feet distant take 4 times the number
of charges. A Reflex save reduces damage by half.
The character breaking the staff has a 50% chance (0150 on d%) of traveling to another plane
of existence, but if she does not (51100), the explosive release of spell energy destroys her.
Only specific items, including the staff of the magi and the staff of power are capable of a
retributive strike.
--------------------------
Here is the Initiate of Boccob feat I created, along with the two Boccob-specific spells from Dragon
338:

INITIATE OF BOCCOB [INITIATE]


You have been initiated into the greatest secrets of Boccob's church.
. . Prerequisites: Cleric level 3rd, deity Boccob.
. . Benefit: You gain a +2 insight bonus on Knowledge (arcana) and Spellcraft checks.
. . In addition, you may add the following spells to your cleric list:
Level
3rd. . . . Anyspell: You can read and prepare up to a 2nd-level arcane spell from a scroll or
spellbook in a 3rd-level spell slot.
. . . . . . . . Arcane Sight: Magical auras become visible to you.
4th. . . . Boccob's Rolling Cloud: Cone-shaped cloud deals 1d6 damage per level.
5th. . . . Disk of Concordant Opposition: Destructive force deals 1d6 damage per level, and
possibly disintegration.
6th. . . . Anyspell, Greater: As anysepll, but you can read and prepare any arcane spell up to
5th-level in a 6th-level spell slot.
7th. . . . Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures
and objects.
. . Special: The anyspell and greater anyspell spells also appear on the Spell domain list. With this
feat, you can cast them as regular cleric spells, not just domain spells.

Boccobs Rolling Cloud


Evocation [Electricity, Fire]
Level: Initiate of Boccob 4, Sor/Wiz 3 (Boccob)
Components: V, S, M/DF
Casting time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half (see text)
Spell Resistance: Yes

A shimmering 10-foot-tall cloud made of gold, red, violet, and blue energy springs into existence,
resembling rolling fire and lightning. The cloud appears in front of you and sweeps outward to the
extent of the range.

Creatures struck by the cloud take 1d6 points of damage per level (maximum 10d6). The damage is
one-quarter electricity, one-quarter fire, one-quarter negative energy, and one-quarter positive
energy. Unlike the negative energy from an inflict wounds spell, this spell does not cure undead (nor
does its positive energy component cure living creatures).

A creature that fails its save is struck full-force by the cloud and must make a Fortitude save or be
dazed for one round. Creatures immune to stunning are immune to this aspect of the spell.

This spell can be made permanent with a permanency spell (minimum caster level 11th; 1,500 XP), in
which case it creates a straight cloud 5 ft. wide, 10 ft. tall, and up to 25 ft. + 5 ft./2 levels long and
deals 2d6 points of damage +1 point per caster level to any creature that contacts it. A creature that
passes through the wall must succeed at a Fortitude save or be dazed one round.
Arcane Material Component: Four stones, one for each of the colors of the cloud.

Disk of Concordant Opposition


Conjuration (Creation)
Level: Initiate of Boccob 5
Components: V, S, M/DF
Casting time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Disk of energy
Duration: Instantaneous
Saving Throw: Fortitude half (object)
Spell Resistance: Yes

You hurl a hand-size disk of interwoven positive and negative energy, a lesser form of Boccobs own
power with this name. You must make a successful ranged touch attack to hit. Any creature struck by
the disk takes 1d6 points of damage per caster level (to a maximum of 15d6). Any creature reduced to
0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A
disintegrated creatures equipment in unaffected.

When used against an object, the disk simply disintegrates as much as one 5-foot cube on non-living
matter. Thus, the spell disintegrates only part of a very large object or structure targeted. The disk
affects even object constructed entirely of force, such as Bigbys interposing hand or a wall of force,
as long as the disks caster level equals or exceeds the caster level of the target force effect, but not
magical effects such as a globe of invulnerability or an antimagic field.

Half the damage from this spell comes from positive energy, half from negative energy. Unlike the
negative energy from an inflict wounds spell, this spell does not cure undead (nor does its positive
energy component cure living creatures).

A creature or object that makes a successful Fortitude save is partially affected, taking only half
damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely
disintegrated.

Only the first creature or object struck can be affected; that is, the disk affects only one target per
casting.

Arcane Material Component: A small iron and electrum wheel with a rod rising from the center of one
side.
____________________________________
Velsharoon, Lord of the Forsaken Crypt
by Palindrome
Originally posted by The Black Hand of Bane:
Velsharoon
The Vaunted, Archmage of Necromancy, Lord of the Forsaken Crypt
Demigod
Symbol: A crowned laughing lich skull on a solid black hexagon
Home Plane: Dweomerheart
Alignment: Neutral Evil
Portfolio: Necromancy, Necromancers, evil liches, undeath
Worshipers: Liches, necromancers, seekers of immorality though undeath, Cult of the Dragon
Cleric Alignments: CN, LN, NE
Domains: Death, Evil, Magic, Undeath
Favored Weapon: "Skull Staff of the Necromancer (quarterstaff)
Velsharoon
Necromancer 25/Red Wizard of Thay 10/Archmage 5
Medium Undead
Divine Rank: 5
Hit Dice: 40d12 plus 280 (760 hp)
Initiative: +6 (+6 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 59 (+6 Dex, +5 divine, +20 natural, +7 deflection +6 armor, +5 profane), touch 33, flat-
footed 53
Base Att/Grapple: +25/+31
Attack: Skull Staff of the Necromancer +35 melee (1d6+15+2d6 unholy/20) or coldfire+31 ranged (3d6
fire or cold); or spell +31 melee touch or +31 ranged touch.
Full Attack: Skull Staff of the Necromancer +35/+30 melee (1d6+15+2d6 unholy/20) or coldfire
+31/+26 (3d6 fire or cold); or by spell.
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain powers, fear aura (DC 37), deadly touch (DC 37), deadly gaze (DC 37), rebuke
undead 18/day, salient divine abilities, spell-like abilities, spells
Special Qualities: divine aura (50 ft., DC 22), divine immunities, DR 15/epic and mithril and
bludgeoning, sonic resistance 11, godly realm (500 ft outer plane, 500 ft. Material Plane), greater
teleport at will, remote communication, necromancer, SR 57, turn resistance +4, undead traits,
understand, speak, and read all languages and speak directly to all beings within 5 miles. +4 to save vs.
necromancy spells, scribe tattoo, greater circle leader, fast healing 25
Saves: Fort +27, Ref +33, Will +47
Abilities: Str 22, Dex 22, Con --, Int 46, Wis 38, Cha 24
Skills: Bluff +50, Concentration+58, Craft (alchemy) +66, Decipher Script +51, Diplomacy +38 Hide +21,
Intimidate +54, Knowledge (arcane) +66, Knowledge (history) +66, Knowledge (nobility) +66, Knowledge
(the planes) +66, Listen +40, Move Silently +21, Search +61, Sense Motive +36, Spellcraft +72, Spot +44
Feats: Chain Spell, Craft Staff(B), Discipline, Empower Spell(B), Maximize Spell(B), Quicken Spell,
Scribe Scroll(B), Skill Focus (spellcraft), Spell Focus (necromancy), Spell Focus (evocation), Tattoo
Focus, Twin Spell(B)
Epic Feats: Enhance Spell, Epic Spell Focus (necromancy), Epic Spellcasting(B), Improved
Metamagic(X2), Intensify Spell, Undead Mastery, Zone of Animation
Environment: Dweomerheart
Organization: Unique
Challenge Rating: 37
Treasure: Skull Staff of the Necromancer, Necroshroud
Alignment: Neutral Evil
Advancement: --
Level Adjustment: --

- Divine Immunities: Ability damage, ability drain, acid, death effects, disease, disintegration, energy
drain, fire, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment,
banishment, turning or rebuking.
- Divine Power: Velsharoon is a living embodiment of power, and ancient divine magics flow through
his veins. As such, mortal items are of virtually no use to him, being so much weaker than his own
innate powers. Velsharoon gains no benefit from a deflection, enhancement, resistance, insight, sacred
or profane bonus that is less than +5. Note that this only applies to bonuses that affect Velsharoon
himself; weaponry and armor is unaffected by this.
- Salient Divine Abilities: Arcane Mastery, Call Creature (undead), Control Creature (undead), Divine
Spellcasting, Hand of Death (DC: 32), Master of Necromancy (unique salient divine ability)
- Alter Reality: Velsharoon can use the limited wish spell with regard to her portfolio, save for the
replication of other spells. This ability costs Velsharoon no XP, and requires a standard action to
implement. As a free action 5/day, for one round at a time, Velsharoon may add +7 to his effective
spellcaster level.
- Domain Powers: Death Touch (45d6) 1/day, cast evil spells at +1 caster level. Gains extra turning as
a bonus feat
- Spell-Like Abilities: Velsharoon uses these abilities as a 45th-level caster, except. The save DCs are
32 + spell level. animate dead, antimagic field, blasphemy, cause fear, control undead, create greater
undead, create undead, death knell, death ward, desecrate, destruction, detect undead, dispel good,
dispel magic, energy drain, identify, imbue with spell ability, inflict mass light wounds, magic circle
against good, mordenkainens disjunction, nystuls magic aura, protection from good, protection from
spells, slay living, spell resistance, spell turning, summon monster IX, unholy aura, unholy blight, wail
of the banshee

- Fear Aura (Su): Velsharoon is shrouded in a dreadful aura of death and evil. Any creature of less than
5 HD that looks at him must succeed at a Will save or be affected as though by a fear spell (caster level
45th; save DC 37).
Dark Arcana: Velsharoon can lose any prepared spell spell in order to cast any Necromancy spell of
the same spell level or lower. He has the ability to use animate dead at will as a spell like ability.
Forbidden Lore: Velsharoon may make a special forbidden lore check with a bonus of 60 to see
whether he knows some relevant information about necromancers, undead creatures, legendary items
or unholy places.

A successful forbidden lore check will not reveal the powers of a magic item but may give a hint as to
its general function. The lich may not take 10 or take 20 on this check; this sort of knowledge is
essentially random.

DC Type of Knowledge
10 How to distinguish between a zombie and a ghoul
20 The life and unlife of a powerful or legendary undead creature
30 The powers of an obscure type of undead, such as a deathbringer or famine spirit

Velsharoon may also find out the True Name of a particularly noteworthy undead creature; this require
a check against a DC of 10 + twice the being's HD
Nether Arcana: Velsharoon adds his rank to the save DCs of all Necromancy spells he casts. This stacks
with the bonus from Epic Spell Focus. He gains the ability to use create undead at will as a spell like
ability
- Undead Traits: Velsharoon has darkvision, and is not subject to critical hits or subdual damage. He is
immune to cold, electricity, polymorph, and mind-affecting attacks.
-Arcane Reach (Su): Velsharoon can use touch spells with a range of up to 30 feet
-Mastery of Counterspelling (Su): When Velsharoon counters a spell it is turned back upon the caster
as if it were fully affected by a spell turning spell
-Master of Shaping (Su): Velsharoon can alter area and effect spells that use burst, cone, cylinder,
emanation, or spread shapes. The alteration consists of creating spaces within the spells area or effect
that is not subject to the spell. The minimum dimension for these spaces is a 5-foot cube.
-Mastery of Elements(Su): Velsharoon can alter an arcane spell when cast so it utilizes a different
element from the one it normally uses. This ability can alter a spell with acid, cold, fire, electricity, or
sonic descriptor. Velsharoon will normally use his powerful divinations to see his enemies weakness
then exploit them with this ability

- Spells: As a 40th level necromancer, his high arcana allows him to cast his spells at 41st level ability,
he casts necromancy spells as a 48th level caster
- Wizard Spells/Day (Levels 0-18 ): 4/9/9/8/8/7/7/5/6/7/4/3/3/3/3/2/2/2/2; base DC = 29 + spell
level, or 41 + spell level for Necromancy spells. Prohibited schools: Abjuration, Enchantment and
Illusion

- Master of Necromancy (unique salient divine ability): As god of Necromancy, Velsharoon possesses
great power over the undead. He can rebuke/control undead as a 40th level cleric up to 14 times per
day. A zone of desecration in a 400 ft radius also surrounds him. Velsharoon also has no limit to the
number of undead creatures he can control at a time

Possessions: Velsharoon carries the Skull Staff of the Necromancer, a +4 unholy quarterstaff it also
functions as a rod of restless death and staff of necromancy. (Caster Level: 40th, Weight: 4 lb.)
Velsharoon also wears The Necroshroud, a robe that is instilled with the energy of darkness. It provides
a +6 armor bonus to AC and a +6 resistance bonus to saves. It gives the wearer a +2 bonus to spell
power and caster level for the casting of necromancy spells, as well as the ability to rebuke undead 4
additional times per day (abilities in above stats)

Other Divine Powers


- As a demipower deity, Velsharoon treats a 1 on an attack roll or saving throw normally and not as an
automatic failure. He is immortal.
- Senses: Velsharoon can hear, touch, and smell at a distance of five miles. As a standard action, he
can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one
of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at
once. He can block the sensing power of deities of his rank or lower at up to two remote locations at
once for up to five hours.
- Portfolio Sense: Velsharoon is aware of any creation or an undead creature as long as the event
affects at least five hundred people. He is similarly aware whenever an evil lich or necromancer takes
a large scale action.
- Automatic Actions: Velsharoon can use any Knowledge skill or Spellcraft as a free action if the DC for
the task is 15 or lower. He can perform up to five such free actions each round.
- Create Magic Items: Velsharoon can create any type of magic item that uses negative energy or
affects undead as long as the items market price does not exceed 4,500 gp.
____________________________________
Afflux, The Bloodseeker
by Palindrome
AFFLUX
The Bloodseeker
Lesser Deity
Symbol: A drop of blood bound with two golden chains on top of a golden, four-pointed amulet
Home Plane: College of Mortification, (Porphatys, Carceri)
Alignment: Neutral evil
Aliases: The Bloodspiller, The Unsatisfied Questioner
Superior: None
Allies: Nerull
Foes: Oceanus
Servants: Currently unknown
Servitor Creatures: Blood amniotes, crimson deaths, gloom hags, mohrgs, night hags, nightwings,
spectres
Manifestations: Wounds that refuse to heal, objects spontaneously bleeding, sudden attacks of pain
Signs of Favor: objects spontaneously bleeding, slashing noises, or noises as of blades being sharpened
on stones
Worshipers: Necromancers, torturers, unscrupulous scholars
Cleric Alignments: LE, NE
Speciality Priests: No
Holy Days: None
Portfolio: Necromantic experimentation, execution, torment, pain
Domains: Deathbound, Evil, Knowledge, Undeath
Favored Weapon: Scalpel (short sword)

Afflux
Wizard 22/Blood Magus 10/Assassin 19
Medium Outsider (Evil, Extraplanar)
Divine Rank: 7
Hit Dice: 22d4 (wizard) plus 10d4 (blood magus) plus 19d6 (assassin) plus 520 (762 hp)
Initiative: +19 (+11 Dex, +8 Superior Initiative)
Speed: 90 ft.
Armor Class: 69 (+22 natural, +7 divine, +10 deflection, +12 Dex, +8 armor), touch 39, flat-footed 69
Base Attack/Grapple: +25/+34
Attack: Scalpel or unarmed strike +75 or +52 melee touch or +49 ranged touch
Full Attack: Scalpel +49/+44 melee (1d6 plus +1 (vile) plus +12 and Will save DC 15 or cursed/19-20/x2
plus +2 (vile)) or unarmed strike +41 melee (1d3 plus +9) or +52 melee touch or +49 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: awaken blood, bloodseeking spell, bloodwalk, death attack (Fort save DC 38 or die),
death knell, salient divine abilities, sneak attack +10d6, spell-like abilities, spells, stunning fist 12/day
(Fort save DC 44)
Special Qualities: blood component, blood draught, divine aura (700 feet, DC 28), divine immunities,
DR 20/epic and adamantine, durable casting, godly realm (1 mile outer plane, 700 ft. Material Plane),
greater teleport at will, hide in plain sight, infusion, plane shift at will, remote communication,
resistance (cold) 27, scarification, speak, and read all languages and speak directly to all beings with 7
miles, SR 67, staunch, thicker than water
Saves: Fort +38 Ref +39 Will +42
Abilities: Str 28 Dex 33 Con 30 Int 35 Wis 29 Cha 32
Skills: Appraise (+23 potions, weapons, +21 metalwork), Balance +20, Bluff +58, Craft (alchemy,
weaponsmithing) +69, Craft (metalworking) +23, Concentration +33, Diplomacy +72, Disable Device
+19, Disguise +48 (+52 observed in character), Escape Artist +58 (+62 rope bonds), Gather Information
+48, Hide +45, Intimidate +77, Jump +20, Knowledge (arcana) +74, Knowledge (history) +39, Knowledge
(nature) +21, Knowledge (nobility and royalty) +49, Move Silently +24, Search +45, Sense Motive +71,
Sleight of Hand +37, Spellcraft +80 (+84 spells on scrolls), Spot +51, Survival +26 (+30 find/follow
tracks), Tumble +33, Use Magic Device +68 (+74 scrolls), Use Rope +45 (+49 bindings)
Feats: Craft Magic Arms and Armor (B), Craft Wondrous Item, Delay Spell, Empower Spell, Extend Spell
(B), Extra Turning (B), Death Blow, Heighten Spell (B), Improved Critical (scalpel), Improved Initiative,
Improved Unarmed Strike, Quicken Spell (B), Reach Spell, Spell Focus (all), Stunning Fist, Violate Spell,
Weapon Focus (scalpel), Weapon Finesse (scalpel)
Epic Feats: Craft Epic Magic Arms and Armor, Craft Epic Wondrous Item, Epic Spellcasting, Improved
Death Attack (B), Improved Heighten Spell, Improved Metamagic(x2), Superior Initiative (B)
Salient Divine Abilities: Divine Inspiration (dread), Divine Spellcasting, Exsanguination (Unique Salient
Divine Ability), Hand of Death (Fort save DC 38 or die), Extra Domain (Undeath), Irresistible Blows
(Scalpel, Fort DC 27 or stunned for 1d10 rounds), Power of Truth, Vivisection (Unique Salient Divine
Ability)
Environment: College of Mortification, Porphatys, Carceri
Organization: Afflux and Students (Corpse Monk/Assassins)
Challenge Rating: 45
Treasure: Coat of Blood, Scalpel of Afflux
Alignment: Neutral Evil
Advancement: --
Level Adjustment:

Alter Reality (Su): Afflux exerts a considerable measure of control over reality itself, and his presence
can command the very essence of the world around him. This warping of reality manifested in a
number of ways. Afflux can use limited wish when doing so could help him to acquire information
through the study of blood, torment his victims, or create or manipulate dead flesh. Note that in the
situation where Afflux and another deity both try to Alter Reality in opposition to each other, an
opposed rank check may be necessary to determine how reality is actually altered.
- Afflux can use alter reality to cast any inflict spell at will as a standard action; Afflux can apply
metamagic feats to the spells if desired, but doing so requires him to forego using alter reality for 1
round for each level the feat would normally add to the equivalent spell.
- As a free action, Afflux can assume any size from Tiny to Gargantuan. Afflux can also change the size
of up to 100 pounds of objects he touches. This ability allows Afflux to assume any proportions from
the size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great
impact on Affluxs combat ability. Afflux's Strength, Armor Class, attack bonus, and damage dealt with
weapons changes according to the size the deity assumes. Afflux's Strength score can never be reduced
to less than 1 through this ability. Also note that use of this divine ability does not affect all of Afflux's
characteristics.
- Divine Immunities: Ability damage, ability drain, acid, banishment, binding, death effects,
dimensional anchor, disease, disintegration, dismissal, fire, energy drain, imprisonment, mind-
affecting effects, paralysis, poison, repulsion, sleep, soul bind, stunning, temporal stasis,
transmutation, trap the soul, and turning and rebuking.
- Divine Power: Afflux is a living embodiment of power, and ancient divine magic flows through his
veins. As such, mortal items are of virtually no use to him, being so much weaker than his own innate
powers. Afflux gains no benefit from a deflection, enhancement, resistance, insight, sacred or profane
bonus that is less than +7. Note that this only applies to bonuses that affect Afflux himself; weaponry
and armor is unaffected by this.
- Domain Powers: limit for controlling undead with spells is three times caster level instead of two
times caster level; casts Evil spells at +1 caster level; treats all knowledge skills as class skills and casts
Divinations at +1 caster level; gains Extra Turning as a free feat.
- Spell-Like Abilities: At will: animate dead, avascular mass, avasculate, awaken undead, blade of
pain and fear, blasphemy, chill of the grave, circle of death, clairaudience/clairvoyance, create
undead, create greater undead, death ward, desecrate, detect secret doors, detect thoughts, detect
undead, discern location, dispel good, divination, energy drain, fangs of the vampire king, find the
path, foresight, legend lore, magic circle against good, protection from good, revive undead, summon
monster IX (evil creatures only), true seeing, unholy aura, unholy blight, wail of the banshee, wither
limb. Afflux uses these abilities as an 63rd level caster, except for evil spells, which he uses as a 64th-
level caster. The save DCs are 38 + spell level.

Exsanguination (Unique Salient Divine Ability): Afflux has a unique level of control over the flow of
blood, not only within his own body, but within the bodies of other living creatures. Seven times a day
Afflux may choose to exsanguinate his living, non-outsider victims. On a successful grapple check, he
contacts a piece of their exposed flesh with his own and then proceeds to suck their blood out directly
through their skin. Each round that Afflux has attached himself in this manner, Affluxs victims must
make a Fort save DC 38 or else take 1d6 points of Constitution damage until dead. Victims that are
completely drained of blood through Affluxs Exsanguination are reanimated 1d4 rounds later as corpse
creatures under Affluxs eternal control unless they are destroyed before their animation takes place.
Otherwise they are condemned to permanent undead servitude to the Bloodseeker. If the grapple is
broken before Afflux has the chance to completely exsanguinate a victim, then they still hemorrhage
blood through the bizarre wound that Afflux has created, but they can be healed either through a Heal
check DC 23, or through the use of a heal spell cast at 21st level or higher.

Vivisection (Unique Salient Divine Ability): Afflux the Bloodseeker may acquire information about the
living by dissecting and injuring them. As a result, Afflux may dissect both the living and the dead in
order to acquire more information about them. Affluxs Vivisection may take the following forms:

Experimental Procedure: If Afflux uses a full round action to damage a victim with a weapon that he is
currently wielding, if he manages to deal more than 28 hp of damage to them within that round, then
they must make a Will save DC 38 or else the pain from blood loss makes them vulnerable to Affluxs
baleful influence, and they may be commanded by Afflux to either surrender information to him which
they then forget as if they had been affected by modify memory, or become vulnerable to Affluxs
suggestions to undertake various courses of actions that he chooses as if he had made a suggestion to
them.

Internal Bleeding: Afflux may injure his victims in such a manner as to create internal wounds which,
while not immediately fatal, will invariably kill them unless they are healed within a number of rounds
that Afflux sets at the time when he makes the wound but may be up to 7 rounds after the initial
attack, and his victims must make a Fort save DC 38 in order to avoid impending death. Typically when
Afflux does this, he informs his victims precisely what he has done to them so he can study
telepathically the sensations that the knowledge of their own certain death causes in their minds, or
he uses this in order to extort information from them.

World in a Drop of Of Blood: If Afflux drains off enough of a victims blood (corresponding to one-
fourth to one-half of their original Constitution score, either through Exsanguination or through magic),
he acquires the ability to remember it and keep track of a previous victims comings and goings
effortlessly through their blood. As a result, Afflux may use the spell discern location upon such a being
continuously, enabling him to constantly know their precise location unless blocked as through the
description of the spell. Furthermore seven times a day Afflux may compel a being into a course of
action of Affluxs choosing by giving them a telepathic command. Should they follow it then there are
no negative consequences. However, should they fail to follow Affluxs instructions, then he may cause
their blood to coagulate in their veins, causing them horrible pain as the spell wrack and inflicting 7d6
points of damage per round, half of which is vile, until they concede to Affluxs demands.

Assassin Spells (Sp): (1st-4th level): 6/6/6/6 Afflux casts his Assassin spells at 19th level and at 26th
level for the purposes of spell penetration. Saving throws against Affluxs Assassin spells are DC 22 +
spell level. The saving throw DCs are Intelligence-based.

Assassin Spells Known: 1st level: addiction, angry ache, black bag, true strike. 2nd level: cats grace,
pass without trace, spider climb, undetectable alignment. 3rd level: deeper darkness, masochism,
nondetection, sadism. 4th level: dimension door, freedom of movement, heart ripper, poison.

Awaken Blood (Su): Afflux can bestow momentary consciousness on an opponents blood. If he hits a
foe with a melee touch attack the opponents blood tries to get free of its confinement-all at once.
The pressure disrupts the victims tissues, dealing 10d10 points of damage. This ability is usable only
once per day, but Afflux can try to use it again later in the day if his previous attempt failed. The
effect is instantaneous. Constructs, elementals, oozes, plants, undead, and any creatures without
blood or a similar substance within their bodies are immune to the effect.

Blood Component (Su): Afflux can substitute a drop of his own blood for a spells material
components, if any, and in so doing increase the spells power. The pinprick or minor knife cut to draw
the requisite blood is a free action (just like using material components) that becomes a normal part of
casting the spell. Using this ability deals 1 point of damage to the blood magus but raises the spells
caster level by 1. Damage reduction doesnt apply to the damage.

If a spell has a costly material component (greater than 1 gp), the component must still be provided. If
a spell has no material component, Afflux can still use this ability to enhance a spell if he desires.

Blood Draught (Ex): Afflux may store spells up to 3rd level in his own blood. Effectively, he gains the
Brew Potion feat (see page 89 of the Players Handbook) using an alternative medium. All rules, XP
costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions.

Once brewed, a blood draught remains in circulation within Affluxs body. Afflux can store 20
draughts in his blood at once, but if he is ever slain, they are all immediately ruined. Blood draughts
are never accidentally lost through major blood loss or by a blood-draining attack.

To consume a draught, Afflux pricks his skin, automatically bringing forth the desired effect. This is a
standard action that provokes attacks of opportunity, like drinking a potion. Antoher indivudla can
partake of a blood draught (if he or she has a strong stomach) by drinking 1 ounce of Affluxs blood as a
full-round action. Afflux must have an open wound to share the effects of a blood draught with another
creature; if he lacks one, the creature can inflict a wound that deals 1 point of damage to Afflux as
part of the action to consume the draught. Afflux cannot store his blood in a container to share at a
later time, and the blood draught must be drawn fresh from his body, or it loses potency within 1
round.

Bloodseeking Spell (Su): Afflux can imbue his spells with the ability to draw blood from his targets. To
use this ability, Afflux must inflict a wound on himself; this is a free action that deals 3 points of
damage and becomes a normal part of casting the spell. Damage reduction doesnt apply to this
damage.

A bloodseeking spell deals an extra 1d6 points of damage to each target that takes damage from the
spell. This extra damage applies only to spells that deal hit point damage, not to spells that deal ability
damage, ability drain, or other kinds of damage. Constructs, elementals, oozes, plants, undead, and
any creatures without blood or a similar substance within their bodies are immune to the effect.

Bloodwalk (Su): Once a day as a standard action that does not provoke attacks of opportunity, Afflux
can seamlessly enter any living creature (except an elemental, ooze, plant, undead, or other creature
without blood or a similar fluid) whose size equals or exceeds his own and pass any distance to another
living creature on the same plane in a single round, regarldess of the distance separating the two.
Afflux merely designates a direction and a distance and the bloodwalk ability transports him to a
destination creature as close as possible to the desired location. He cant specify a named individual as
the endpoint unless he has previously obtained a sample of that creatures blood and has it preserved
in a vial that he carries.

The entry and destination creatures need not be familiar to Afflux. Afflux cannot use himself as an
entry creature. If the intended entry creature is unwilling, he must make a successful melee touch
attack to enter (a missed touch attack does not use up the ability for that day). When exiting a
creature, Afflux chooses an adjacent square in which to appear. Entering and exiting a creature is
painless unless Afflux wishes otherwise, which Afflux almost invariably does.

If Afflux desires, he can attempt to make a bloody exit from the destination creature. He bursts forth
explosively from the creatures body, dealing 10d6 points of damage unless the creature makes a Fort
save DC 30. When he makes a bloody exist, Afflux must succeed on a DC 15 Fort save or be stunned for
1 round from the shock of his expulsion.

Death Knell (Sp): Afflux may cast death knell as the spell once a day (caster level 17th).

Durable Casting (Ex): For the purpose of making a Concentration check to cast, concentrate on, or
direct a spell when he might be distracted by damage, Afflux subtracts 10 from any hit point damage
dealt to him by an attack that strikes him during the action, or whenever he is subject to a source of
continuous damage. Afflux still takes all the damage dealt to him, but the damage is less likely to
affect his ability to cast, concentrate on, or direct spells successfully.

Necromancer Spells (Sp) (0th-12th level): 4/7/7/7/7/6/6/6/6/5/5/5/5 Afflux casts his Necromancer
spells as a 33rd level Wizard and at 40th level for the purposes of spell penetration. Saving throws
against Affluxs Wizard spells are DC 23 + spell level. The saving throw DCs are Intelligence-based, and
Afflux may cast seven epic spells/day with a maximal Spellcraft DC of 90.

Typical Spells Prepared: 0th level: preserve organ, read magic, slash tongue(x2). 1st level: bestow
wound, expeditious retreat, ray of enfeeblement(x2), stupor, suspend disease. 2nd level: command
undead(x2), darkness(x2), knock, touch of idiocy, wither limb. 3rd level: curse of the putrid husk(x2),
nondetection, reality blind, slow, extended spectral hand, extended wither limb. 4th level:
dimensional anchor, enervation(x2), liquid pain(x2), empowered vampiric touch, wall of deadly chains
5th level: extended burning blood, extendeddimensional anchor, imprison possessor, soul shackles(x2),
extended wrack. 6th level: disintegrate(x2), ectoplasmic enhancement, eyebite, greater dispel
magic(x2). 7th level: death by thorns, forcecage, ghostform, project image, extended shadow walk,
whirlwind of teeth. 8th level: blackfire(x2), quickened dispel magic (greater), flensing, horrid
wilting(x2) 9th level: violated horrid wilting(x2), mindrape, soul bind, time stop, wish. 10th level:
delayed energy drain, empowered energy drain(x2), quickened flensing, empowered, violated horrid
wilting. 11th level: heightened (to 11th level) bestow greater curse(x2), quickened energy drain,
quickened hold monster (mass), quickened time stop. 12th level: heightened (to 12th level) bestow
greater curse, heightened (to 10th level), quickened energy drain, heightened (to 11th level),
empowered horrid wilting, heightened (to 12th level) mindrape, heightened (to 12th level) rotting
curse of ur-festra. epic spells known: Affluxs arcane jailor, crimson cloud, epic counterspelling, lure
of loquacity, momento mori, soul dominion, soul scry

Scarification (Ex): Afflux can inscribe spells on his own skin for later use. This process involves deeply
scratching the skin (which deals no damage but often leaves fresh scars). The scratches remain fresh
until the inscribed spell is cast, at which time the wound heals normally. Effectively, Afflux gains the
Scribe Scroll feat (see page 99 of The Players Handbook) using an alternative medium.

All rules, XP costs, and expenses that apply to Scribe Scroll also apply to this ability. Likewise,
reading a scar follows the same rules as reading a scroll, but only Afflux can decipher his own scars.
Afflux can only have six of these scars at any given time.

Stanch (Ex): Afflux automatically becomes stable when his hit points drop below 0. He still dies if he
reaches 10 hp or lower.

Thicker Than Water (Su): Affluxs vital fluids are partially under his control. When Afflux is injured,
his blood withdraws from the wound, avoiding some damage that he would otherwise take. This ability
gives him DR 1/bludgeoning.

Other Divine Powers:


- As a lesser deity, Afflux treats a 1 on a roll naturally and not as an automatic failure. He is immortal.
- Senses: Afflux can see (using normal vision or low-light vision), hear, touch, and smell at a distance
of 7 miles. As a standard action, he can perceive anything within 7 miles of his worshipers, holy sites,
objects, or any location where one of his titles or name was spoken in the last hour. He can extend his
senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at
up to two remote locations at once for 7 hours.
- Portfolio Sense: Afflux senses any act of mass torture, dissection, or interrogation in which the blood
of 500 individuals or more is spilled.
- Automatic Actions: Afflux can use any skill that aids him in killing mortals, extracting information
from them painfully, or aids him in his studies of the dead and death such as Sense Motive, Knowledge
(arcana), or Knowledge (nature), if the DC for the task is 20 or lower. He can perform up to ten such
free actions each round.
- Create Magic Items: Afflux can create any kind of magic item that can be used to torture others,
inflicts pain, or results in death if it is worth less than 30,000 gp.

-Possessions: Afflux is armed with his Scalpel. The Scalpel of Afflux is a +5 cursespewing, vile, and
wounding short sword made from an alloy the color of fresh blood. Affluxs Scalpel glows red and
makes dripping noises whenever it is within 30 feet of a being that has 10 hp or less; Afflux may dismiss
or restart either the glowing and the dripping powers of the Scalpel as a swift action.

Afflux also wears the Coat of Blood. Affluxs Coat of Blood is made from the blood of hundreds of
different wizards and other spellcasters that he has killed and treated with magical anticoagulation
procedures that he has specially devised in such a way as to ensure that it never clots. The Coat of
Blood allows him to sense the blood of all creatures within 70 feet of him, providing him effectively
with 70 feet blindsight. Finally, The Coat of Blood provides Afflux with a +8 armor bonus to his AC. If
any being besides Afflux attempts to wear the Coat of Blood, that being must make a Fort save DC 38
or else their eyes turn bloodshot at first, and then transform into a corrosive acid, causing the victim
to be affected as the spell seething eyebane, except that the blindness or the robe cannot be removed
except by Afflux.
Avatars:
The Avatar of Afflux appears as a six-foot tall man wearing the Coat of Blood with a completely
hairless head, pale skin, and eyes that are so utterly bloodshot that they appear to be completely red,
with the exception of the pupils. Affluxs Avatar continually exudes blood from its scalp which drips
down its face and leaves a readily visible trail as it crosses the landscape. Afflux sends his Avatar to
The Mortal Coil on two different occasions; either to acquire necromantic information for the deity
proper, or in response to one of his worshippers calling for it through the creation of a tithe of
samples of blood for it to sample and in this manner acquire more information and power.

Affluxs Avatar
Medium Outsider (Evil, Extraplanar)
Divine Rank: 0
Hit Dice: 10d4 (wizard) plus 8d4 (blood magus) plus 8d6 (assassin) plus 208 (328 hp)
Initiative: +18 (+10 Dex, +8 Superior Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 49 (+15 natural, +9 deflection, +9 Dex, +8 armor), touch 27, flat-footed 49
Base Attack/Grapple: +23/+30
Attack: +34 melee ghost touch, vile +3 short sword or unarmed strike +30 melee or +30 melee touch or
+32 ranged touch

Full Attack: +34/+29 melee ghost touch, vile +3 short sword (1d6 plus +1 (vile) plus +10/19-20/x2 plus
+2 (vile)) or unarmed strike +30 melee (1d4 plus +7) or +30 melee touch or +32 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: bloodseeking spell, death attack (Fort save DC 28 or die), death knell 1/day, domain
powers, salient divine abilities, sneak attack (+4d6 damage), spell-like abilities, spells, stunning fist
(6/day, Fort save DC 40)
Special Qualities: blood component, blood draught, divine aura (800 feet, DC 19), divine immunities,
DR 10/epic, durable casting, greater teleport at will, hide in plain sight, homunculus, improved
uncanny dodge, plane shift at will, poison use, resistance (cold) 20, +4 save against poison,
scarification, SR 45, stanch, thicker than water, uncanny dodge
Saves: Fort +21 Ref +21 Will +20
Abilities: Str 24 Dex 28 Con 26 Int 30 Wis 24 Cha 28
Skills: Balance +11, Bluff +31, Concentration +13, Craft (alchemy, weaponsmithing) +21, Diplomacy
+26, Disable Device +4, Disguise +20 (+22 observed in character), Escape Artist +26 (+28 escape
bindings), Gather Information +24, Hide +24, Intimidate +40, Knowledge (arcana) +37, Knowledge
(history) +18, Knowledge (nobility and royalty) +25, Move Silently +16, Search +15, Sense Motive +33,
Sleight of Hand +23, Spellcraft +39 (+43 scrolls), Spot +13, Survival +11 (+13 find/follow tracks),
Tumble +12, Use Magic Device +36 (+40 spells on scrolls), Use Rope +18 (+20 bindings)
Feats: Empower Spell, Extend Spell (B), Heighten Spell (B), Improved Critical (scalpel), Improved
Initiative, Improved Unarmed Strike, Reach Spell, Stunning Fist, Scribe Scroll (B), Violate Spell, Weapon
Focus (short sword)
Epic Feats: Superior Initiative
Environment: Carceri
Organization: Solitary (unique)
Challenge Rating: 26
Treasure: Coat of Blood, ghost touch, vile +3 short sword
Alignment: Neutral evil
Advancement: --
Level Adjustment:

- Divine Immunities: Ability damage, ability drain, mind-affecting effects.


- Domain Powers: limit for controlling undead with spells is three times caster level instead of two
times caster level; casts Evil spells at +1 caster level; treats all knowledge skills as class skills and casts
Divinations at +1 caster level
- Salient Divine Abilities: Exsanguination, Hand of Death
- Spell-Like Abilities: 3/day: animate dead, avascular mass, avasculate, awaken undead, blade of pain
and fear, blasphemy, chill of the grave, clairaudience/clairvoyance, desecrate, detect secret doors,
detect thoughts, discern location, dispel good, divination, fangs of the vampire king, find the path,
foresight, legend lore, magic circle against good, protection from good, revive undead, summon
monster IX (evil creatures only), true seeing, unholy aura, unholy blight, wail of the banshee, wither
limb. Affluxs Avatar uses these abilities as a 26th level caster, except for evil spells and divinations,
which he uses as a 28th-level caster. The save DCs are 19 + spell level.

Assassin Spells (Sp): (1st-4th level): 5/5/5/2 Affluxs Avatar casts his Assassin spells at 8th level.
Saving throws against Affluxs Assassin spells are DC 20 + spell level. The saving throw DCs are
Intelligence-based.

Assassin Spells Known: 1st level: addiction, black bag, jump, true strike. 2nd level: cats grace, pass
without trace, spider climb, undetectable alignment. 3rd level: deeper darkness, masochism,
nondetection, sadism. 4th level: dimension door, heart ripper, poison.

Awaken Blood (Su): Affluxs Avatar can bestow momentary consciousness on an opponents blood. If he
hits a foe with a melee touch attack the opponents blood tries to get free of its confinement-all at
once. The pressure disrupts the victims tissues, dealing 10d10 points of damage. This ability is usable
only once per day, but Afflux can try to use it again later in the day if his previous attempt failed. The
effect is instantaneous. Constructs, elementals, oozes, plants, undead, and any creatures without
blood or a similar substance within their bodies are immune to the effect.

Blood Component (Su): Affluxs Avatar can substitute a drop of his own blood for a spells material
components, if any, and in so doing increase the spells power. The pinprick or minor knife cut to draw
the requisite blood is a free action (just like using material components) that becomes a normal part of
casting the spell. Using this ability deals 1 point of damage to the blood magus but raises the spells
caster level by 1. Damage reduction doesnt apply to the damage.

If a spell has a costly material component (greater than 1 gp), the component must still be provided. If
a spell has no material component, Affluxs Avatar can still use this ability to enhance a spell if he
desires.

Bloodseeking Spell (Su): Affluxs Avatar can imbue his spells with the ability to draw blood from his
targets. To use this ability, Afflux must inflict a wound on himself; this is a free action that deals 3
points of damage and becomes a normal part of casting the spell. Damage reduction doesnt apply to
this damage.

A bloodseeking spell deals an extra 1d6 points of damage to each target that takes damage from the
spell. This extra damage applies only to spells that deal hit point damage, not to spells that deal ability
damage, ability drain, or other kinds of damage. Constructs, elementals, oozes, plants, undead, and
any creatures without blood or a similar substance within their bodies are immune to the effect.

Necromancer Spells (Sp) (0th-9th level): 4/4/4/4/4/4/4/3/2/1 Affluxs Avatar casts his Necromancer
spells as a 17th level Wizard. Saving throws against Affluxs Avatars Wizard spells are DC 20 + spell
level. The saving throw DCs are Intelligence-based.

Affluxs Arcane Jailor


Conjuration [Teleportation]
Spellcraft DC: 89
Components: V, S
Casting Time: 1 standard action
Range: 300 ft.
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 801,000 gp; 17 days; 32,040 XP. Seeds: transport (DC 27) Factors: interplanar travel (+4
DC), unwilling creature (+4 DC), cast 10 levels higher (+20 DC), add +10 to saving throw DC (+20 DC), 1-
action casting (+20 DC), change from touch to target (+4 DC). Mitigating Factors: 5d6 backlash (-5 DC),
burn 500 XP (-5 DC).

If Affluxs victims have any idea precisely what kinds of horrors await them under the sharpened blades
and spells of The Bloodseeker, their natural (and quite wise) response is to flee. As a result, Afflux has
devised Affluxs arcane jailor. This spell forces one target of Affluxs choosing to make a Will save or
else be teleported to a destination of Affluxs choosing, which is typically a prepared cell within the
College of Mortification for Affluxs future experimentation. The saving throw against Affluxs arcane
jailor is DC 30 + spellcasting modifier, and it is cast 10 levels higher for the purposes of penetrating
spell resistance.

Crimson Cloud
Conjuration [Summoning]
Spellcraft DC: 88
Components: V, S, Ritual
Casting Time: 7 minutes
Range: 75 ft.
Effect: 2 summoned crimson deaths
Duration: 40 rounds
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 801,000 gp; 17 days; 32,040 XP. Seed: summon (DC 27) Factors: change type from
outsider to undead (+10), CR 14 creature (+26 DC), increase duration 100% (+2 DC), 1 additional
creature (x2). Mitigating Factors: add 6 minutes casting time (-12 DC), two additional casters
contributing 7th level spells (-26 DC).

Upon the completed casting of this spell, two fully advanced Crimson Deaths arrive, ready to attack
Affluxs enemies to the best of their abilities. The Crimson Deaths remain for the next 40 rounds unless
they are slain first, and then return to wherever they were originally called from.
____________________________________
Falazure, The Night Dragon
by Palindrome
Falazure
The Night Dragon
Lesser Cosmic Entity
Symbol: a bleached white draconic skull
Home Plane: The Mausoleum of Pain (Minethys, Carceri)
Alignment: Neutral Evil
Aliases: The Shadowed One
Superior: None
Allies: Tiamat (tentative)
Foes: Bahamut, Chronepsis, Orcus, Tamara, Tiamat
Servants: Sammaster (deceased?)
Servitor Creatures: bone dragons, corpse dragons, deep dragons, dracoliches, liches, shadow dragons
Manifestations: Coins or gems in a dragon's hoard showing a draconic skull, draconic shadows either
looming over beings, or appearing superimposed over their normal shadow
Signs of Favor: appearance of ravens, shadows, vultures, black sapphires in hoards
Worshipers: evil dragons, The Cult of the Dragon, necromancers, undead
Cleric Alignments: NE, CE, LE
Speciality Priests: TBD
Holy Days: TBD
Portfolio: decay, energy draining, exhaustion, undead dragons
Domains: Darkness, Evil, Suffering, Undeath
Favored Weapon: claw (scimitar)

Falazure
Colossal+ Dragon (Evil, Extraplanar)
Cosmic Rank: 8
Hit Dice: 58d12 +986 (1682 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 180 ft. (36 squares), burrow 140 ft.
Armor Class: 82 (-8 size, +58 natural, +8 cosmic, +14 deflection), touch 24, flat-footed 82
Base Attack/Grapple: +58/+104
Attack: bite +82 or melee touch +81 or ranged touch +50
Full Attack: bite +82 (6d6 +23/19-20/x2 +1d6 (overwhelming critical) and Fort save DC 62 or die) and 2
claws +77 (3d8 +11 and Fort save DC 53 or 3 negative levels) and 2 wings +77 (3d6 +11) and tail slap +77
(3d8 +34) or crush (6d6 +34) or tail sweep 3d6 +34 or melee touch +81 or ranged touch +50
Space/Reach: 30 ft./20 ft.
Special Attacks: breath weapon (Ref DC 53 or 14 negative levels), crush, salient cosmic abilities,
spells, spell-like abilities
Special Qualities: cosmic aura (800 feet, DC 32), cosmic immunities, DR 30/epic and adamantine,
cosmic realm (1 mile outer plane, 800 ft. Material Plane), greater teleport at will, keen senses,
greater plane shift at will (only between/within the Realms Beyond), remote communication,
resistance (electricity) 28, speak, and read all languages and speak directly to all beings with 8 miles,
spurn the divine, SR 69
Saves: Fort +57, Ref +39, Will +53
Abilities: Str 57, Dex 10, Con 46, Int 39, Wis 39, Cha 38
Skills: Appraise +44, Bluff +52, Climb +38, Concentration +64, Diplomacy +93, Gather Information +58
Hide +38, Intimidate +87, Knowledge (arcana) +83, Knowledge (dungeoneering) +83, Knowledge
(religion) +83, Knowledge (the planes [Minethys]) +76, Knowledge (the planes) +83, Listen +83,
Intimidate +83, Search +83, Sense Motive +83, Spellcraft +90 (+96 scrolls), Spot +83, Survival +51 (+57
underground environments, extraplanar), Use Magic Device +83 (+89 spells on scrolls)
Feats: Blind Fight (B), Chain Spell, Cleave, Clinging Breath, Corrupt Spell, Enlarge Breath, Extra Spell,
Extra Turning (B), Fell Drain, Heighten Spell, Great Cleave, Improved Critical (bite), Improved
Initiative, Maximize Spell, Power Attack, Spell Drain, Weapon Focus (bite)
Epic Feats: Devastating Critical (bite), Epic Spellcasting, Negative Energy Burst, Overwhelming Critical
(bite), Undead Mastery
Salient Cosmic Abilities: Automatic Metamagic (Fell Drain Sorcerer Spells), Bleak Shadow (Unique
Salient Cosmic Ability), Divine Spellcasting, Eldritch Knowledge, Hand of Death, Know Death, Life and
Death (Fort save DC 42 or die, otherwise 8d8 damage), Life Drain (80 ft. radius, Will save DC 42 or die,
otherwise 2 negative levels), Touched by Oblivion (Unique Salient Cosmic Ability), Undead Qualities
Environment: Mausoleum of Pain (Minethys, Carceri)
Organization: Solitary (Unique) or Troupe (Falazure and 1d4 Great Wyrm Dracoliches)
Challenge Rating: 47
Treasure: Hoard (Triple Standard)
Alignment: Neutral Evil
Advancement: --
Level Adjustment:

Alter Reality (Su): Falazure exerts a considerable measure of control over reality itself, and his
presence can command the very essence of the world around him. This warping of reality manifests in
a number of ways. Falazure can use limited wish when doing so could help him to 'encourage' dragons
to take up undeath, particularly dracolichdom, to promote decay, or to help others to steal life for
their own vile gains. Note that in the situation where Falazure and a deity both try to Alter Reality in
opposition to each other, an opposed rank check may be necessary to determine how reality is actually
altered.
- Falazure can use alter reality to cast any inflict spell at will as a standard action; Falazure can apply
metamagic feats to the spells if desired, but doing so requires him to forego using alter reality for 1
round for each level the feat would normally add to the equivalent spell.
- As a free action, Falazure can assume any size from Tiny to Gargantuan. Falazure can also change the
size of up to 100 pounds of objects he touches. This ability allows Falazure to assume any proportions
from the size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great
impact on Falazures combat ability. Falazure's Strength, Armor Class, attack bonus, and damage dealt
with weapons changes according to the size the entity assumes. Falazure's Strength score can never be
reduced to less than 1 through this ability. Also note that use of this cosmic ability does not affect all
of Falazure's characteristics.
Cosmic Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration,
energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, temporal stasis,
transmutation, trap the soul, and turning and rebuking.
-Domain Powers: Gains Blind-Fight as a free feat; casts evil spells at +1 level; may make a pain touch
8/day that inflicts a -2 penalty to Strength and Dexterity; Extra Turning as a free feat
-Spurn The Divine: As a cosmic entity, Falazure is resistant to the power of the gods. This resistance
takes effect in a number of ways:
- Against area divine shields and divine shields, Falazure can make an opposed rank check to breach
the effect; Falazure can breach the shield for one round's worth of actions.
- Falazure also warps the power of the gods dramatically. If Falazure has at least half as many cosmic
ranks as a god's divine ranks, a god must confront Falazure personally. In such a circumstance, distance
for the purpose of divine blasts, sensory powers, and similar divine powers is changed to 100 feet per
point of divine rank instead of miles.
- Finally, Falazure is also difficult for gods to track. If a deity that deals with Falazure possesses divine
rank 16 or higher, then their divine sensing powers and portfolio awareness functions at half power,
decreasing range, duration, and effective divine rank by half. If a deity that deals with Falazure
possesses anywhere between divine rank 8 and divine rank 15, then their divine sensing powers and
portfolio awareness functions at quarter power. If a deity that deals with Falazure possesses divine
rank 8 or lower, then their divine sensing powers and portfolio awareness are incapable of functioning
at all with regards to sensing him.
- Spell-Like Abilities: At will: animate dead, bane, bear's endurance, bestow curse, black tentacles,
blasphemy, circle of death, control undead, create greater undead, create undead, damning darkness,
darkbolt, darkvision, deeper darkness, death ward, desecrate, detect undead, dispel good, energy
drain, enervation, eyebite, feeblemind, harm, horrid wilting, magic circle against good, protection
from good, screen, shadow walk, summon monster IX (evil creatures only), symbol of pain, unholy
aura, unholy blight, utterdark, wall of force. 3/day: mirror image, nondetection. Falazure uses these
abilities as a 64th level caster, except for evil spells, which he uses as a 65th-level caster. The save
DCs are 42 + spell level.

Bleak Shadow (Unique Salient Cosmic Ability): Falazure's shadow itself is a weapon against his foes,
and allows him to better inflict undeath upon Creation, as well as to defend himself against those who
would attempt to stop him in the following ways:

First, Falazure's shadow (which is treated as extending around him in an 80 ft. radius) absorbs light and
is unnaturally difficult for light to penetrate. Those who attempt to cast or manifest a spell or power
that creates light must succeed upon a rank check against Falazure, and all beings within range must
make a Fort save DC 42 or else find their darkvision halved when within the area affected as well.
Leaving the Bleak Shadow enables the restoration of normal sight as soon as the area has been left.
When Falazure uses his ability to blend into shadows or create shadows, both magical and psionic
sources of light are incapable of dispelling the darkness except upon a successful rank check against
him.

Most notably of all, once a round as a standard action, Falazure may attempt to infect a being within
the radius of the Bleak Shadow with shadow rot: a hideous disease that is an incarnation of Falazure's
desire to destroy the living and replace it with undeath. Living creatures that are affected by the
shadow rot must make a Fort save DC 42 or else take points of 2d8 points of Con damage per day. If
they fail the save on 1, then 1 point of the Con damage is drain. Unlike a normal disease this is a
consequence of Falazure's own cosmic power, and so cannot be treated except through making a
successful rank check against Falazure in addition to normal means of disease removal. As the shadow
rot affects most of its victims, their flesh sloughs off until there is nothing remaining but a Corpse
creature should they ever reach Con 0.

However, if the shadow rot infects dragons, they suffer a far worse fate. No dragon that falls to the
shadow rot can be brought back to life except with a successful rank check against Falazure.
Furthermore, evil dragons that succumb to the shadow rot arise as dracoliches that are controlled by
Falazure as the spell dominate monster, although Falazure or his Avatar must be on the same plane as
them in order to control a victim.

Breath Weapon (Su): Once every 1d4 rounds Falazure may breathe a black, billowing cloud of darkness
that inflicts 14 negative levels upon any living creature caught within it. A Ref save 53 halves the
number of levels lost. Falazure may also choose the following:

By waiting one additional round, Falazure may cause his breath to cling to targets, dealing an
additional 7 negative levels for the next round.
By waiting one additional round, Falazure may enlarge his breath weapon into a 105 ft. long cone.

Create Shadows (Su): Three times a day, Falazure can conjure a mass of leaping shadows with a radius
of 100 yards and a duration of 1 hour. All normal and magical light sources are negated within this
radius. All characters and creatures gain a +4 bonus on their Hide checks within the shadows, and can
hide even if directly observed. Shadow dragons and other creatures with ties to the Plane of Shadow
gain total concealment within the shadows (50% miss chance), though they can move and attack
normally. Their attacks gain a +2 bonus and deny their opponents any Dexterity bonus to AC, because
they are considered invisible.

Crush (Ex): Falazure may crush creatures that are Huge or smaller and affects as many creatures as
can fit under his body. Creatures in the affected area must succeed on a Ref save DC 53 or be pinned,
automatically taking 8d6 plus +40 bludgeoning damage during the next round unless the dragon moves
off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned
opponents take damage from the crush each round if they dont escape.

Keen Senses (Ex): Falazure sees four times as well as a human in low-light conditions and twice as well
in normal light.

Shadow Blend (Su): During any conditions other than full daylight, Falazure can disappear into the
shadows, giving him nine tenths concealment. Artificial illumination, even a light or continual flame
spell, does not negate this ability. Falazure's ability to blend into shadows as been modified as
described in the Bleak Shadows salient cosmic ability.

Sorcerer Spells (Sp): Falazure casts his sorcerer spells at 29th level and at 37th level for the purposes
of caster level checks. The saving throws against Falazures spells is DC 24 + spell level. The saving
throws are Charisma-based. Falazure may cast 6 epic spells/day with a maximal Spellcraft DC of 100.

Spells/day (0th-14th level) 6/10/10/9/9/9/9/8/8/8/5/5/5/5/4 Spells known: 9 0th level: acid splash,
read magic, touch of fatigue, mage hand, arcane mark, no light, slash tongue, prestidigitation, ghost
sound. 1st level: angry ache, chill touch, divine favor, nightshield, obscuring mist, ray of
enfeeblement, rot of ages, spirit worm, true casting, true strike. 2nd level: greater alarm, baleful
transposition, blindness/deafness, command undead, invisibility, phantasmal assailants, portal alarm,
silence, slow consumption, wither limb. 3rd level: curse of the putrid husk, dread word, eyes of the
zombie, lightning bolt, protection from energy, slow, spark of life, spell vulnerability. 4th level:
blinding breath, dimensional anchor, grim revenge, greater invisibility, ray deflection, scrying,
wingbind, wrack. 5th level: cyclonic blast, greymantle, hold monster, night's caress, reciprocal gyre,
shadowfade, soul shackles, telekinesis. 6th level: greater dispel magic, false sending, fleshshiver,
heartfreeze, legend lore, subvert planar essence. 7th level: greater consumptive field, energy ebb,
finger of death, glorious master of the elements, greater harm, plague, wretched blight 8th level:
bestow greater curse, blackfire, mass make manifest, polar ray, superior invisibility, touch of the
graveborn.. 9th level: burst of glacial wrath, miracle, reaving dispel, shapechange, time stop, weird.
epic spells known: animus blizzard, epic dispel magic, miasma of hatred, momento mori, shadow play

Tail Sweep (Ex): Falazure may sweep with his tail as a standard action, which affects a half-circle with
a radius of 40 feet extending from an intersection on the edge of the dragons space in any direction.
Creatures within the swept area are affected if they are Large or smaller, and must make a Ref save
DC 53 or take 4d6 plus +40 points of damage.

Touched By Oblivion (Unique Salient Divine Ability): Falazure's own transformation that brought
about his own rule of the shadow dragons and formation of the dracoliches, has both infused him with
the power of the Reality of Oblivion in a manner analogous to his connection the Plane of Shadows.
This provides Falazure with the following benefits:

Each successful claw attack by Falazure inflicts three negative levels (Fort save DC 42 to remove one
day later). Furthermore, the taint of undeath is so strong within Falazure's claws that it threatens to
overwhelm the sanity of all that are successfully struck by them. Beings struck by one of Falazure's
claws during a round must make a Will save DC 42 or else be overcome by thoughts of their own
mortality, causing them to be held permanently should they fail the save. Being struck by Falazure's
second claw must make an additional Will save at the same DC or else flee in terror until Falazure is
not within sensory range as visions of their own slow, rotting death come to overwhelm them. Beings
struck by both claws within the same round and fail both saves must make a Will save at the same DC
or else are driven permanently insane. While both the paralysis and terror induced by the Touch of
Oblivion can be removed through normal means, the insanity is far more pernicious, and requires a
rank check against Falazure in order to be removed.

Falazure has gained the ability to rebuke undead as a 58th level evil cleric 17/day. Falazure's roll for
rebuking undead is 1d20 +14, and Falazure's roll for dispelling turning is 2d6 +72. Falazure may control
up to 580 HD of undead creatures simultaneously, and he may spend one of his rebuking attempts to
inflict one negative level upon living creatures that would be rebuked otherwise, and two negative
levels on creatures that would be commanded (Fort save DC 57 to remove a day later).

Finally, Falazure's ability to drain life through negative energy is greatly augmented. Falazure may use
his Spell Drain feat in conjunction with his breath weapon as well as his claws, allowing him to drain up
to 14 levels of spells with each successful blast against his foe or foes.

-Possessions: Although Falazure is not known to possess any single magical item of surpassing power,
Falazure, like all dragons of his vast age and stature, has accumulated a massive hoard within the
Mausoleum of Pain. Many of the items possessed by Falazure are associated either with undeath, or
with controlling the undead.

Other Divine Powers:


- Falazure is immortal, and Falazure is not considered to be permanently dead unless he is killed in The
Mausoleum of Pain and provided that the attacker makes a successful rank check. Otherwise, Falazure
reforms after 58 years. If Falazure is slain on one of the worlds upon which he is venerated, Falazure is
not destroyed nor his activities restricted on the planes or on other worlds; however he is banished
from that world and loses jurisdiction in said world. Falazure may attempt to exert influence on that
sphere again after 58 years if sufficient worship is available or a suitable ritual is performed.
- Senses: Falazure can see (using normal vision or low-light vision), hear, touch, and smell at a
distance of eight miles. As a standard action, he can perceive anything within eight miles of his
worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last
hour. He can extend his senses to up to five locations at once. He can block the sensing power of
deities or cosmic entities of his rank or lower at up to two remote locations at once for 8 hours.
- Portfolio Sense: Falazure senses any instance in which a dragon accepts dracolichdom, becomes
undead, or instances of energy draining or diseases related to Oblivion's power which affect 500 or
more individuals.
- Automatic Actions: Falazure can use Bluff, Intimidate, Knowledge (arcana), Knowledge (religion), or
Spellcraft when doing so furthers the creation of dracoliches, or convinces dragons to take up undeath
as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each
round.
- Create Magic Items: Falazure can create any kind of magic item worth less than 30,000 gp if it can be
used to help create a phylactery for dracoliches, or helps to destroy life and replace it with undeath.

Avatars:
Falazures Avatar has appeared in a wide array of differing forms whenever it has been allowed
entrance to The Mortal Coil. Typically, it appears as a vast black dragon whose ebon, light-absorbing
hide is so dark as to barely be visible, and whose head possesses completely empty eyesockets. Upon
other occasions, Falazure's Avatar instead appears similar to a deep dragon in terms of the sleekness of
his body form, but with entirely black scales and with the unique and deeply disturbing feature that if
any light shines upon his head, the flesh and meat of it appears to be completely absent, although this
does not influence his ability to speak Draconic in any way. Upon other occasions, Falazure's Avatar has
appeared as a skeletal dragon whose skull shape is analogous to a black dragon's, and whose wingbones
are broken and vestigial, as if they had been ripped off by some great force and never grown back.

When an Avatar of Falazure manages to sneak in to The Mortal Coil, it typically 'encourages' dragons to
choose dracolichdom through either draining their life away if Falazure is angered with them, or by
giving them hints (naturally paid for by wealth and future undeath) as to how they may augment their
own power through necromancy and other foul magicks.

Falazures Avatar
Colossal+ Dragon (Evil, Extraplanar)
Divine Rank: 0
Hit Dice: 29d12 +464 (812 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 180 ft. (36 squares), burrow 140 ft.
Armor Class: 44 (-8 size, +31 natural, +11 deflection), touch 13, flat-footed 44
Base Attack/Grapple: +29/+65
Attack: bite +42 or melee touch +41 or ranged touch +21
Full Attack: bite +42 (6d6 +20/19-20/x2 +1d6 (overwhelming critical) and Fort save DC 44 or die) and 2
claws +36 (3d8 +10 and Fort save DC 35 or 3 negative levels) and 2 wings +36 (3d6 +10) and tail slap +36
(3d8 +10) or crush (6d6 +30) or tail sweep 3d6 +30 or melee touch +36 or ranged touch +21
Space/Reach: 30 ft./20 ft.
Special Attacks: breath weapon (Ref save DC 40, 5 negative levels), domain powers, spells, spell-like
abilities
Special Qualities: blindsense 60 ft., cosmic aura (80 feet, DC 21), cosmic immunities, darkvision 120
ft., DR 20/epic, frightful presence (Will save DC 35), greater teleport at will, immunities (paralysis,
sleep), resistance (electricity) 20, SR 46
Saves: Fort +32, Ref +16, Will +27
Abilities: Str 51, Dex 10, Con 42, Int 33, Wis 33, Cha 32
Skills: Appraise +21, Bluff +26, Climb +29, Concentration +31, Diplomacy +46, Gather Information +16,
Hide +10, Intimidate +40, Knowledge (arcana) +43, Knowledge (dungeoneering) +27, Knowledge
(religion) +37, Knowledge (the planes) +43, Listen +39, Intimidate +45, Search +39, Sense Motive +39,
Speak Language (Abyssal, Common, Draconic, Undercommon), Spellcraft +47 (+51 scrolls), Spot +34,
Survival +21 (+25 find/follow tracks, +23 underground, +25 extraplanar), Use Magic Device +38 (+42
spells on scrolls)
Feats: Blind-Fight (B), Cleave, Corrupt Spell, Enlarge Breath, Extra Turning (B), Great Cleave,
Improved Critical, Improved Initiative, Power Attack, Weapon Focus (bite)
Epic Feats: Devastating Critical (bite), Overwhelming Critical (bite)
Environment: The Mortal Coil
Organization: Solitary (unique)
Challenge Rating: 22
Treasure: Triple Standard
Alignment: Neutral Evil
Advancement: --
Level Adjustment:

- Divine Immunities: Ability damage, ability drain, mind-affecting effects.


- Domain Powers: Gains Blind-Fight as a free feat; casts evil spells at +1 level; may make a pain touch
3/day that inflicts a -2 penalty to Strength and Dexterity; Extra Turning as a free feat
- Salient Divine Abilities: Touch of Oblivion, Undead Qualities
- Spell-Like Abilities: 3/day: animate dead, bane, bear's endurance, bestow curse, black tentacles,
blasphemy, circle of death, control undead, create greater undead, create undead, damning darkness,
darkbolt, darkvision, deeper darkness, death ward, desecrate, detect undead, dispel good, energy
drain, enervation, eyebite, feeblemind, harm, horrid wilting, magic circle against good, mirror image,
nondetection, protection from good, screen, shadow walk, summon monster IX (evil creatures only),
symbol of pain, unholy aura, unholy blight, utterdark, wall of force. 2/day: dimension door.
Falazures Avatar uses these abilities as a 29th level caster, except for evil spells, which he uses as a
30th-level caster. The save DCs are 21 + spell level.

Breath Weapon (Su): Once every 1d4 rounds Falazure's Avatar may breathe a black, billowing cloud of
darkness that inflicts 5 negative levels upon any living creature caught within it. A Ref save 40 halves
the number of levels lost.

Crush (Ex): Falazure's Avatar may crush creatures that are Huge or smaller and affects as many
creatures as can fit under his body. Creatures in the affected area must succeed on a Ref save DC 40 or
be pinned, automatically taking 8d6 plus +30 bludgeoning damage during the next round unless the
dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack.
Pinned opponents take damage from the crush each round if they dont escape.

Keen Senses (Ex): Falazure's Avatar sees four times as well as a human in low-light conditions and
twice as well in normal light.

Shadow Blend (Su): During any conditions other than full daylight, Falazure's Avatar can disappear into
the shadows, giving him nine tenths concealment. Artificial illumination, even a light or continual
flame spell, does not negate this ability. A daylight spell, however, will.

Sorcerer Spells (Sp): Falazure's Avatar casts his sorcerer spells at 11th level. The saving throws against
Falazures Avatar's spells is DC 21 + spell level. The saving throws are Charisma-based.

Spells/day (0th-5th level) 6/9/9/9/8/6 Spells known: 0th level: acid splash, read magic, touch of
fatigue, mage hand, arcane mark, no light, slash tongue, prestidigitation, ghost sound. 1st level:
divine favor, nightshield, rot of ages, spirit worm, true casting. 2nd level: blindness/deafness,
command undead, phantasmal assailants, silence, slow consumption. 3rd level: dread word, eyes of
the zombie, lightning bolt, spark of life. 4th level: blinding breath, grim revenge, wrack. 5th level:
hold monster, night's caress.
____________________________________
Hecate, Queen of Night
by Palindrome
HECATE
Queen of Night, Goddess of the Crossroads, Goddess of Witchcraft
Intermediate Olympian Deity
Symbol: Three torches joined into a Y formation at their bases
Home Plane: The Underworld or Aeaea (Pluton, Third Gloom of the Grey Wastes of Despair)
Alignment: Neutral evil
Aliases: None.
Superior: Zeus.
Allies: Persephone, Hades.
Foes: Gigantes
Servants: Mistress Thorne (Proxy), Circe (Proxy)
Servitor Creatures: Hell Hounds, Human/humanoid Witches, Will O Wisps.
Manifestations: Baying hounds, rays of moonlight emerging from cracks in the ground.
Signs of Favor: Potions glowing white, rays of moonlight.
Worshipers: Travelers, witches, wizardesses, sorceresses
Cleric Alignments: TN, NE, LE, CE
Speciality Priests: No.
Holy Days: Full moon nights.
Portfolio: Darkness, magic, poison, protection of children, witchcraft, trickery
Domains: Evil, Knowledge, Magic, Night, Travel, Trickery
Favored Weapon: Torch (flaming burst morningstar or quarterstaff)

Hecate
Rogue 15/Poisoner 10/Witch 35
Medium Outsider (Evil, Extraplanar)
Divine Rank: 15
Hit Dice: 35d4 (witch) plus 15d6 (rogue) plus 10d6 (poisoner) plus 780 (1050 hp)
Initiative: +22 (+14 Dex +8 Superior Initiative * always goes first except upon successful rank check)
Speed: 60 ft.
Armor Class: 84 (+30 natural, +14 Dex, +15 divine, +15 deflection), touch 52, flat-footed 84
Base Attack/Grapple: +34/+44
Attack: +67 Torch of Hecate or melee touch +44 or ranged touch +48
Full Attack: +63/+58/+53/+48 Torch of Hecate (primary) (1d8 plus +3d6 (unholy) and 1 negative level
(Fort save DC 23) plus +1d6 (fire) plus +17/19-20/x2 plus +6d6 (unholy) plus 2 negative levels (Fort save
DC 23) plus +2d10 (fire)) or +60/+55 Torch of Hecate (secondary) (1d8 plus +1d6 (fire) plus +14/19-
20/x2 plus +2d10 (fire)) or +60/+55 Torch of Hecate (tertiary) (1d8 plus +1d6 (fire) plus +14/19-20/x2
plus +2d10 (fire)) or melee touch +44 or thrown potion +48 or spell +48
Space/Reach: 5 ft./5 ft.
Special Attacks: crippling strike, domain powers, poisoners art, poison breath, poison gaze, poison
touch, salient divine abilities, sneak attack +16d6 (for two rounds), spells, spell-like abilities
Special Qualities: detect poison at will, divine aura (15,000 feet, DC 40), divine immunities, DR
35/epic and mithral, evasion, godly realm (10 miles outer plane, 1500 ft. Material Plane), greater
teleport at will, improved evasion, improved uncanny dodge, plane shift at will, quick hands, remote
communication, resistance (electricity) 35, speak, and read all languages and speak directly to all
beings with 15 miles, SR 97, trapfinding, trap sense +5, uncanny dodge
Saves: Fort +54 Ref +62 Will +54
Abilities: Str 30 Dex 37 Con 36 Int 34 Wis 36 Cha 40
Skills: Balance +58, Bluff +72, Concentration +54, Craft (alchemy) +49, Craft (poisonmaking,
weaponmaking) +62, Decipher Script +52, Diplomacy +79, Disable Device +30, Disguise +62 (+66
observed in character), Escape Artist +56, Hide +54, Intimidate +81, Jump +24, Knowledge (arcana)
+82, Knowledge (dungeoneering) +62, Knowledge (geography) +52, Knowledge (nature) +61, Knowledge
(the planes) +72, Knowledge (religion) +42, Listen +76, Move Silently +83, Profession (herbalist) +83,
Search +82, Sense Motive +73, Sleight of Hand +68, Spellcraft +131 (+125 spells on scrolls), Spot +63,
Survival +58 (+62 avoid getting lost/natural hazards, aboveground, extraplanar, underground, +64
find/follow tracks), Tumble +58, Use Magic Device +65 (+75 scrolls)
Feats: Arcane Preparation, Blind-Fight (free), Brew Potion, Craft Magic Arms and Armor, Empower
Spell, Eschew Material Components (B), Extend Spell (B), Greater Multiweapon Fighting, Greater Spell
Focus (Enchantment), Heighten Spell, Improved Initiative, Maximize Spell, Multiweapon Fighting,
Quicken Spell, Reach Spell, Silent Spell, Spell Focus (Enchantment), Twin Spell, Weapon Focus
(morningstar)
Epic Feats: Augmented Alchemy (B), Brew Epic Potion *, Craft Epic Magic Arms and Armor (B), Epic
Poisoncrafter, Epic Skill Focus (Spellcraft), Epic Spellcasting, Ignore Material Components (B), Improved
Heighten Spell (B), Superior Initiative
Environment: The Underworld or Aeaea (Pluton, Third Gloom of the Grey Wastes of Despair)
Organization: Solitary (Unique)
Challenge Rating: 56
Treasure: Torches of Hecate
Alignment: Neutral Evil
Advancement: --
Level Adjustment:

* New Epic Feat

Alter Reality (Su): Hecate exerts a considerable measure of control over reality itself, and her
presence can command the very essence of the world around her. This warping of reality manifested in
a number of ways. Hecate can use wish when doing so can help her to create or spread poison, or assist
herself or others in using the forms of magic in which she is the most competent. Note that in the
situation where Hecate and another deity both try to Alter Reality in opposition to each other, an
opposed rank check may be necessary to determine how reality is actually altered.
- Hecate can use alter reality to cast any inflict spell at will as a standard action; Hecate can apply
metamagic feats to the spells if desired, but doing so requires her to forego using alter reality for 1
round for each level the feat would normally add to the equivalent spell.
- As a free action, Hecate can assume any size from Fine to Colossal. Hecate can also change the size
of up to 100 pounds of objects she touches. This ability allows Hecate to assume any proportions from
the size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great
impact on Hecates combat ability. Hecate's Strength, Armor Class, attack bonus, and damage dealt
with weapons changes according to the size the deity assumes. Hecate's Strength score can never be
reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all of
Hecate's characteristics.
Divine Immunities: Ability damage, ability drain, cold, fire, death effects, disease, disintegration,
energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment,
banishment.
Domain Powers: casts evil spells at +1 caster level; casts divinations with a +1 level bonus and all
Knowledge skills are class skills; gains low-light vision; can use scrolls and wands as a 17th level
Wizard; may generate a freedom of movement effect for 17 rounds and Survival is a class skill; treats
Bluff, Disguise, and Hide as class skills.
Salient Divine Abilities: Alter Form, Automatic Metamagic (Twin Spell), Call Creatures (15 Hell
Hounds/day, 15 HD), Cthonic Ritual (Unique Salient Divine Ability), Divine Dodge (65% miss probability),
Divine Skill Focus (Spellcraft), Divine Sneak Attack, Divine Spellcasting, Divine Spell Focus
(Enchantment), Eldritch Knowledge, Extra Domain (Night), Extra Domain (Trickery), Instant
Counterspell, Increased Spell Resistance, Supreme Eldritch Knowledge, Tri Via (Unique Salient Divine
Ability), Triune (Unique Salient Divine Ability), Under Moonlit Skies (Unique Salient Divine Ability)
Spell-like abilities (Sp): At will: antimagic field, astral projection, blanket of night, blasphemy,
clairaudience/clairvoyance, confusion, create undead, darkness, darkness beyond darkness, desecrate,
detect secret doors, detect thoughts, dimension door, discern location, disguise self, disjunction,
dispel good, dispel magic, divination, false vision, find the path, fly, foresight, greater teleport,
identify, imbue with spell ability, invisibility, legend lore, locate object, longstrider, magic aura,
mislead, moon lightning, nightmare, nondetection, phase door, polymorph any object, protection
from good, protection from spells, shadow walk, sleep, spell resistance, spell turning, summon
monster IX (evil creatures only), superior invisibility, teleport, time stop, true seeing, unholy aura,
unholy blight. Hecate casts her spell-like abilities at 75th level, except for evil spells and divinations
which she casts at 76th level. Saving throws against Hecates spell like abilities are DC 50 + spell level.
The saving throw DCs are Charisma-based.
Possessions: Torches of Hecate

Other Divine Powers:


- Hecate is immortal, and Hecate is not considered to be permanently dead unless she is killed in Aeaea
or The Underworld and provided that the attacker makes a successful rank check. Otherwise, Hecate
reforms after 60 years. If Hecate is slain on one of the worlds upon which she is venerated, Hecate is
not destroyed nor her activities restricted on the planes or on other worlds; however she is banished
from that world and loses jurisdiction in said world. Hecate may attempt to exert influence on that
sphere again after 60 years if sufficient worship is available or a suitable ritual is performed.
- Senses: Hecate can see (using normal vision or darkvision), hear, touch, and smell at a distance of 15
miles. As a standard action, she can perceive anything within 15 miles of her worshippers, holy sites,
objects, or any location where one of her titles or name was spoken in the last hour. She can extend
her senses to up to five locations at once. She can block the sensing power of deities of her rank or
lower at up to two remote locations at once for 15 hours.
- Portfolio Sense: Hecate senses whenever any mortal travels at night, uses a three-way junction,
creates potions, the endangering of any children, or the casting of spells by witches.
- Automatic Actions: Hecate may perform 10 free actions per round related to her portfolio (such as
counterspelling or attempting to trick her enemies) if the DC for these acts is lower than 25.
- Create Magic Items: Hecate can create any potion, poison, or magical item likely to be used by
witches or travellers as long as the items market price does not exceed 200,000 gp.

Cthonic Ritual (Unique Salient Divine Ability): Hecate's mastery of ritual magic, both in terms of
spellcasting and the preparation of potions through ritual, is nearly unparalleled, granting Hecate the
following benefits:

By choosing to cast any spell as a ritualised version of itself taking at least one full round in order to
cast, Hecate may choose to add a +3 bonus to either caster level or save DC with each additional round
of time spent casting, and a maximal bonus of +15 to either the saving throw DC or the level at which
the spell is cast can be granted.
Hecate may choose to add up to +15 bonus to the save DC of a potion or epic poison through taking
an additional day in order to prepare it. Each day of additional preparation time corresponds to a +3
bonus to the save DC of the potion in question. Hecate may only add this bonus to either a single
potion or epic poison once, and may not alter such afterwards.

Hecate may not mix bonuses to both the caster level of her spells or the save DC's during the same
ritual.

Triune (Unique Salient Divine Ability): Hecate possesses three separate heads and is incapable of
being flanked, caught flat-footed, or otherwise taken unaware except by a character who possesses the
Improved Uncanny Dodge class ability and is at least four levels higher that Hecate's total HD.
Additionally her divided consciousness grants her an additional standard action per round that may only
be used to cast a spell, activate a spell-like ability, or maintain concentration on an existing spell or
spell-like ability.

Tri Via (Unique Salient Divine Ability): As the patron goddess of nocturnal travellers and junctions,
Hecate possesses a unique ability to reach various locations. Hecate may teleport herself as a free
action from any junction or crossroads in which three roads are joined to a second junction of similar
structure within the range of her divine senses. Hecate is capable of taking a full round of actions after
invoking Tri Via. Blocking Hecate's ability to move herself through Tri Via is exceptionally difficult, and
requires both a successful rank check as well as an epic spell based on either the transport or ward
seeds to block her otherwise, along with a successful caster level check (CL 75th). However, if the
junction itself is damaged by obstructing or destroying one of the roads, even symbolically, or adding
an additional pathway then Hecates Salient Divine Ability is also blocked.

Under Moonlit Skies (Unique Salient Divine Ability): Hecate is invisible as the spell superior
invisibility to all living creatures with the following exceptions:
Hecate can be seen with a successful rank check agianst her.
Hecate can always be seen under the light of the new moon.
Undead creatures and canines (whether natural or polymorphed into canine beings, or beings with
canine aspects) may see her normally regardless of the state of the moon.

Possessions: Hecate has access to an incredibly wide array of magical items that have been gifts from
her worshippers, other Olympian deities in exchange for her aid, or in the case of the Eye of Gruumsh,
acquired through incredibly complex machinations on her part. However, whenever Hecate is in a
situation where combat is inevitable or she is travelling through Aeaea, Hecate always wields her
signature Torches, each in a different arm. The primary Torch of Hecate is a +7 brilliant energy,
unholy power, flaming burst morningstar, while the secondary and tertiary Torches of Hecate are +4
brilliant energy, flaming burst morningstars respectively.

Detect Poison (Sp): Hecate can detect poison at will as the spell.

Poison Touch (Ex): By concentrating for three rounds Hecate can produce a dose of poison that she
can apply with a melee touch attack. (Fort DC 20 or else take 2d4 Str or Dex damage, 1d4 Con damage,
or 1d6 Int, Wis, or Cha damage, both initial and secondary).

Poisoners Art (Ex): Hecate can choose to delay the onset of any poison she creates up to 10 minutes
or shorten the duration between initial and secondary damage to 5 rounds.

Poisonous Breath (Ex): Hecate may deliver her poison to any foe within 5 feet by breathing towards
them.

Poison Gaze (Ex): Hecate may poison any creature within 30 feet of her as a gaze attack. The Fort
save in order to resist being poisoned is DC 33.

Poison Immunity (Ex): Hecate is immune to all forms of poison.

Quick Hands (Ex): Hecate recieves a +4 bonus on Sleight of Hand checks to plant poison without being
seen.

Witch Spells(Sp) (0th-15th level): 6/10/10/10/9/9/9/9/8/8/3/3/2/2/2/2 Hecate casts spells as a 35th


level Witch and at 50th level for the purposes of Spell Penetration. Saving throws against Hecates
Witch spells are DC 25 + spell level, except for Enchantments which have saving throws of 34 + spell
level, and all of Hecates spells are twinned. The saving throw DCs are Charisma-based. Hecate may
cast 6 epic spells/day with a maximal Spellcraft DC of 141, and Hecate has access to all spells on the
Witch spell list due to the Salient Divine Ability Supreme Eldritch Knowledge.

Typical Witch Spells Known: 0th level: arcane mark, dancing lights, daze, detect magic, flare, ghost
sound, mending, read magic, resistance. 1st level: animate rope, entangle(x2), feather fall,
goodberry, pass without trace, silent image(x2), unseen servant, ventriloquism 2nd level: calm
emotion, detect thoughts(x2), fog cloud, hideous laughter, resist energy, spider climb, touch of
idiocy(x2), web 3rd level: bestow curse(x2), cure moderate wounds, glyph of warding, haste(x2), plant
growth, pyrotechnics, sleet storm, speak with plants 4th level: call lightning, control water,
quickened entangle(x2), hallucinatory terrain, modify memory, neutralize poison, remove disease,
shadow conjuration 5th level: break enchantment, control winds, major creation, mind fog(x2),
mirage arcana, permanency, maximized touch of idiocy(x2) 6th level: animate objects, bears
endurance (mass), bulls strength (mass), call lightning storm(x2), contingency, heroes feast, legend
lore, wall of stone 7th level: extended cloudkill, control weather(x2), invisibility (mass), maximized
poison(x2), project image, sequester, vision 8th level: bestow greater curse, discern location, horrid
wilting, moment of prescience(x2), planar binding (greater), quickened poison, summon natures ally
VIII 9th level: heightened baleful polymorph, dominate monster, shambler, summon natures ally IX,
quickened transmute rock to mud, weird, wish(x2) 10th level: quickened flesh to stone, heightened
maze, quickened suggestion (mass). 11th level: quickened bestow greater curse, quickened charm
monster (mass)(x2). 12th level: quickened hold monster (mass), maximized horrid wilting 13th level:
heightened (to 9th level), quickened horrid wilting, heightened imprisonment 14th level: heightened
(to 11th level), quickened dominate monster, heightened hold monster (mass). 15th level: maximized,
quickened time stop(x2) epic spells known: cloak of deception, eclipse, future sight, Hecates field of
illusions, ill omen, let go of me, mass frog, soul dominion, soul scry, spell worm, verdigris

Avatars: Hecates Avatar typically appears cloaked in illusions. However, when she chooses to appear
in her true form, she is a truly alarming-looking being with three separate female human bodies all
joined at the back in a form akin to a triangle. The joined bodies of Hecates Avatar have the heads of
a horse, a serpent, and a human being, and when she speaks, all of her heads do so in unison with a
disturbingly flat tone of voice. Hecates Avatar typically wears a toga or gown that glows luminescent
white and flickers with the orange glow of her Torches.

Hecates Avatar
Rogue 7/Poisoner 5/Witch 18
Divine Rank: 0
Hit Dice: 7d6 (rogue) plus 5d6 (poisoner) plus 18d4 (witch) plus 300 (444 hp)
Initiative: +19 (+11 Dex, +8 Improved Initiative)
Speed: 60 ft.
Armor Class: 48 (+15 natural, +11 Dex, +12 deflection), touch 33, flat-footed 48
Base Attack/Grapple: +16/+23
Attack: +25Torch of Hecate or +23 melee touch or +27 ranged touch
Full Attack: +21/+16/+11 Torch of Hecate (primary) (1d8 plus +2d6 (unholy) plus +1d6 (fire) plus
+14/20/x2 plus +2d10 (fire)) or +18/+13/+8 Torch of Hecate (secondary) (1d8 plus +1d6 (fire) plus
+11/20/x2 plus +2d10 (fire)) or +18/+13/+8 Torch of Hecate (tertiary) (1d8 plus +1d6 (fire) plus
+11/20/x2 plus +2d10 (fire)) or +23 melee touch or +27 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: poisoners art, poison touch, sneak attack +7d6
Special Qualities: detect poison at will, divine aura (1500 ft., Will DC 22), divine immunities, DR
20/epic, evasion, greater teleport at will, plane shift at will, quick hands, resistance (electricity) 20,
+4 save throw against poison, SR 47, trapfinding, trap sense +2, uncanny dodge
Saves: Fort +15 Ref +14 Will +11
Abilities: Str 25 Dex 32 Con 30 Int 26 Wis 30 Cha 34
Skills: Balance +19, Bluff +18, Concentration +15, Craft (alchemy) +17, Craft (poisonmaking,
weaponmaking) +14, Decipher Script +34, Diplomacy +33, Disguise +19 (+21 observed in character),
Disable Device +7, Escape Artist +19, Intimidate +38, Jump +14, Knowledge (arcana) +35, Knowledge
(dungeoneering) +15, Knowledge (geography) +15, Knowledge (nature) +27, Knowledge (the planes)
+38, Listen +21, Move Silently +25, Profession (herbalist) +20, Search +33, Sense Motive +18, Sleight of
Hand +22, Spellcraft +45 (+47 spells on scrolls), Spot +20, Survival +22 (+24 aboveground, avoid getting
lost/natural hazards, underground, +26 extraplanar, find/follow tracks), Tumble +25, Use Magic Device
+24 (+28 scrolls)
Feats: Arcane Preparation, Blind-Fight (free), Eschew Material Components (B), Greater Multiweapon
Fighting, Heighten Spell, Improved Initiative, Multiweapon Fighting, Reach Spell, Silent Spell, Twin
Spell, Weapon Focus (morningstar)
Epic Feats: Superior Initiative
Challenge Rating: 29
Treasure: Torches

- Divine Immunities: Ability damage, ability drain, mind-affecting effects.


-Domain Powers: casts evil spells at +1 caster level; casts divinations with a +1 level bonus and all
Knowledge skills are class skills; gains low-light vision, can use scrolls and wands as a 17th level
Wizard; may generate a freedom of movement effect for 17 rounds and Survival is a class skill; treats
Bluff, Disguise, and Hide as class skills.
- Salient Divine Abilities: Extra Domain (Night), Extra Domain (Trickery), Triune
- Spell-Like Abilities: 3/day: antimagic field, astral projection, blanket of night, blasphemy,
clairaudience/clairvoyance, confusion, create undead, darkness, darkness beyond darkness, desecrate,
detect secret doors, detect thoughts, dimension door, discern location, disguise self, disjunction,
dispel good, dispel magic, divination, false vision, find the path, fly, foresight, greater teleport,
identify, imbue with spell ability, invisibility, legend lore, locate object, longstrider, magic aura,
mislead, moon lightning, nightmare, nondetection, phase door, polymorph any object, protection
from good, protection from spells, shadow walk, sleep, spell resistance, spell turning, summon
monster IX (evil creatures only), superior invisibility, teleport, time stop, true seeing, unholy aura,
unholy blight. Hecates Avatar casts her spell-like abilities at 30th level. Saving throws against
Hecates Avatars spell-like abilities is DC 22 + spell level. The saving throw DCs are Charisma-based.

Witch Spells(Sp) (0th-9th level): 6/9/9/9/9/8/8/8/6/4 Hecates Avatar casts spells as a 18th level
Witch. Saving throws against Hecates Avatars Witch spells are DC 22 + spell level. The saving throw
DCs are Charisma-based.

Witch Spells Known: 0th level: arcane mark, dancing lights, daze, detect magic, flare, ghost sound,
mending, read magic, resistance. 1st level: charm person, doom, identify, sleep, ventriloquism 2nd
level: blindness/deafness, detect thoughts, invisibility, minor image, speak with animals. 3rd level: 4
bestow curse, contagion, create food and water, suggestion. 4th level: charm monster, emotion,
polymorph other, remove curse. 5th level: attraction, feeblemind, mirage arcana, nightmare. 6th
level: baleful polymorph, geas, project image. 7th level: creeping doom, insanity, transport via
plants. 8th level: horrid wilting, trap the soul. 9th level: wail of the banshee

Detect Poison (Sp): Hecates Avatar can detect poison at will as the spell.

Poison Touch (Ex): By concentrating for three rounds Hecates Avatar can produce a dose of poison
that she can apply with a melee touch attack. (Fort DC 18 or else take 1d4 Str or Dex damage, 1d2 Con
damage, or 1d3 Int, Wis, or Cha damage, both initial and secondary).

Poisoners Art (Ex): Hecates Avatar can choose to delay the onset of any poison she creates up to 10
minutes or shorten the duration between initial and secondary damage to 5 rounds.

Quick Hands (Ex): Hecates Avatar recieves a +4 bonus on Sleight of Hand checks to plant poison
without being seen.

Save Bonus Against Poison (Ex): Hecates Avatar receives a +4 bonus to her saving throws against
poison.

BREW EPIC POTION [EPIC] [ITEM CREATION]


Prerequisites: Augmented Alchemy, Brew Potion, Craft (alchemy) +24, ability to cast 9th level arcane
or divine spells
Benefit: You can create a potion of any 9th-level or lower spell that you know and that targets one or
more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level,
which must be sufficient to cast the spell in question and no higher than your own level. The base price
of a potion is its spell level x its caster level x 50 gp. To brew a potion, you must spend 1/25 of this
base price in XP and use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell.
Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a
commensurate cost. In addition to the costs derived from the base price, you must expend the material
component or pay the XP when creating the potion.
Normal: You can create potions only of 3rd level or lower spells.
____________________________________
Nuitari, the Devouring Dark
by Jaerom Darkwind
Serve magic and serve me. Magic is power; keep it secret and keep it safe.

Nuitari
The Devouring Dark, the Black Hand, the Ungod
Intermediate Deity
Symbol black circle or sphere; the black moon
Home Plane the Mortal Coil (the moon Nuitari)
Alignment lawful evil
Aliases Nightreaver (Mithas), Darkness (Elian)
Superior none (formerly Takhisis)
Allies Lunitari, Solinari
Foes
Servants wizards of the Black Robes
Servitor Creatures
Manifestations
Signs of Favor
Worshippers evil wizards and sorcerers
Cleric Alignments none (does not grant divine spells)
Specialty Priests arcane devotees
Holy Days High Sanction of Nuitari, the Night of the Eye
Portfolio arcane knowledge, enchantment, evil magic, necromancy
Domains Death, Domination, Evil, Magic, Necromancy
Favored Weapon Staff of Nuitari (+1 spellstoring quarterstaff)

Cousin of Lunitari and Solinari, Nuitari is the devouring darkness, the patron of the Black Robe Wizards
of High Sorcery. Nuitaris primary ambition, like that of his cousins, is to spread magicpreferably
black magicthroughout the world. Nuitari also works to bring more mages to the Order of the Black
Robes.

There is no clerical order devoted to the worship of Nuitari. Rather, he is the patron of the Order of
the Black Robes, instructing them in the ways of magic. Black Robe followers of Nuitari are taught that
magic is secretive, and that its power is to be coveted. Those who use magic to gain power are often
seduced by Nuitari, who promises them that they will gain powerful magic much faster if they worship
him, rather than the careful Solinari or the cautious Lunitari.

Black Robes do not observe holy days for Nuitari, although they look forward to the High Sanction of his
black moon every 8 days. At that time, their power is at its height. Like all other mages, Nuitaris
followers eagerly await the Night of the Eye, for the magical power of Krynn is at its height on this
night and the Black Robes are able to cast their spells at the zenith of their power. Nuitaris black
moon is but a hole in the stars for those who do not worship him. For his followers, the moons black
radiance is brighter than that of the silver or red moons.

Nuitari is the son of Sargonnas and Takhisis, and the twin brother of the goddess of the sea, Zeboim.
Nuitari detests Sargonnas, who dislikes magic and those who wield it. Nuitari distrusts his mother,
Takhisis, whom he suspected of trying to subvert his followers, convincing them to worship her.
Nuitaris mages are opposed to the goals pursued by the followers of Solinari, but they will put such
differences aside and work together if the very existence of magic is threatened.
NUITARI (CR 57)
Male Wizard 25/Black Robe 30/Archmage 5
LE Medium Outsider (Extraplanar, Evil, Lawful)
Init 30; Senses 15-mile-radius; Listen +94, Spot +94; See Magic; remote sensing (10 locations),
portfolio sense
Aura divine aura (DC 52); Languages can communicate with any living creature; Dark Speech
__________________________________________________________________________________
______________

AC 82, touch 52, flat-footed 72 (+17 deflection, +10 Dex, +15 divine, +30 natural)
hp 790 (60d4 + 540); DR 25/epic and silver
Immune ability damage, ability drain, antimagic, banishment, cold, death effects, disease,
disintegration, energy drain, fire, imprisonment, mind-affecting effects, paralysis, poison,
sleep, stunning, transmutation, and turning
Resist acid 35, SR 77
Fort +44 Ref +45 Will +57
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______________

Speed 60 ft. (12 squares)


Melee Staff of Nuitari +56/+51 melee (1d6 + 13) or
spell +50/+45 melee touch
Ranged Arcane fire +55/+50 ranged touch (15d10 + 10/spell level) or
spell +55/+50 ranged touch
Base Atk +30; Grp +55
Atk Options arcane fire, spells, spell-like abilities
Special Actions alter reality, domain powers, magic of radiance, magic of sustenance,
metamagic effect, true mastery of counterspelling, true mastery of elements, true mastery of
shaping
Combat Gear Staff of Nuitari
Spell-like Abilities CL 75th; at willanimate dead, antimagic field, blasphemy (DC 59), cause
fear (DC 53), command (DC 53), create greater undead, create undead, death knell (DC 54),
death ward, desecrate, destruction (DC 59), detect undead, dispel good (DC 57), dispel magic,
dominate person (DC 56), energy drain (DC 61), enthrall (DC 54), geas/quest (DC 57), greater
command (DC 57), halt undead (DC 55), identify, imbue with spell ability, mages disjunction
(DC 61), magic aura, magic circle against good, mass suggestion (DC 59), monstrous thrall (DC
61), protection from good, protection from spells, slay living (DC 57), spell resistance, spell
turning, suggestion (DC 55), summon monster IX (evil creatures only), true domination (DC 60),
unholy aura (DC 60), unholy blight (DC 56), wail of the banshee (DC 61)
Arcane Spells 14/14/13/13/13/12/11/9/11/9/8/7/8/7/8/8/7/7/7/7/6/6/6/6; 61st CL (62nd
on black magic, Evil); base DC = 33 + spell level, 40 + spell level on black magic, 41 + spell
level on enchantment (charm) and enchantment (compulsion) spells; Spontaneous Arcane Spells
Epic Spells Prepared 6 arcane, up to Spellcraft DC 148; Spontaneous Arcane Spells
__________________________________________________________________________________
______________

Divine Rank 15
Abilities Str 21, Dex 31, Con 28, Int 54, Wis 33, Cha 45
SQ arcane focus (black magic), arcane research +15, divine immunities, familiar, moon magic,
spell power +1, tower resources
Feats Augment Spell, Charmer, Commanding, Cooperative Spell, Corrupt Spell, Craft Magic
Arms and Armor, Craft Ring, Craft Staff, Craft Wondrous Item, Dark Speech, Enervate Spell,
Fell Animate, Fell Drain, Fortify Spell, Greater Spell Focus (black magic), Heighten Spell,
Persuasive, Potent Enchantment, Quicken Spell, Scribe Scroll, Skill Focus (spellcraft), Song of
the Dead, Spellcasting Prodigy (black robe), Spell Focus (all), Spell Mastery (all), Spell
Penetration
Epic Feats Craft Epic Arms and Armor, Craft Epic Ring, Craft Epic Staff, Craft Epic Wondrous
Item, Epic Counterspell, Epic Skill Focus (spellcraft), Epic Spellcasting, Epic Spell Focus (black
magic), Focused Penetration (black magic), Multispell x4, Scribe Epic Scroll
Salient Divine Abilities Arcane Mastery, Automatic Metamagic (quicken spell), Black Magic,
Craft Artifact, Divine Archmage, Divine Black Robe, Divine Inspiration, Divine Spell Focus (black
magic), Divine Spellcasting, Instant Counterspell, Magic of Betrayal, Magic of Darkness, Magic
of Fear, Magic of Hunger, Magic of Pain, See Magic, Spontaneous Arcane Spells, Undead Mastery
Skills Bluff 117, Concentration 109, Craft (alchemy) 120, Craft (bookbinding) 120, Craft
(calligraphy) 120, Decipher Script 120, Diplomacy 115, Forgery 120, Gather Information 115,
Intimidate 117, Knowledge (arcana) 135, Knowledge (geography) 120, Knowledge (history) 120,
Knowledge (nature) 120, Knowledge (nobility and royalty) 120, Knowledge (the planes) 120,
Knowledge (psionics) 120, Knowledge (religion) 120, Listen 109, Search 120, Sense Motive 109,
Spot 109, Spellcraft 148, Use Magic Device 115
Possessions Staff of Nuitari, black robe of Nuitari
Spellbook Arcane Mastery; all arcane spells, all divine spells of enchantment and necromancy
schools
Epic Spells Known most spells up to DC 148; enchantment and necromancy spells can make full
use of the heal and life seeds
__________________________________________________________________________________
______________

Nuitaris natural weapons are treated as epic and silver for the purpose of overcoming damage
reduction.

Alter Reality: Nuitari exerts a considerable measure of control over reality itself, and his
presence can command the very essence of the world around him. This warping of reality
manifests in a number of ways.

Nuitari can use wish with regard to his portfolio. This ability costs no experience points, and
requires a standard action to implement. In effect, Nuitari can duplicate practically any spell
effect, so long as the effect fits within his sphere of influence. When he attempts to alter
reality in opposition to another deitys altering, he must succeed at an opposed rank check.
Nuitari can also use alter reality to cast any cure spell at will as a standard action. He can
apply metamagic feats to the spells if desired, but doing so requires him to forego using alter
reality for 1 round for each level the feat would normally add to the equivalent spell.

As a free action, Nuitari can assume any size from Fine to Colossal. He also can change the size
of up to 100 pounds of objects he touches. His familiar can change size with him if Nuitari
touches it, but its weight counts against this weight limit. This ability allows Nuitari to assume
any proportions from the size of a grain of sand up to as much as 1,600 feet tall. A radical
change in size can have great impact on his combat ability. His Strength, Armor Class, attack
bonus, and damage dealt with weapons changes according to the size he assumes. Nuitaris
Strength score can never be reduced to less than 1 through this ability. Also note that use of
this divine ability does not affect all of Nuitaris characteristics.

Arcane Fire (Su): Nuitari can channel arcane spell energy into arcane fire, manifesting it as a
bolt of raw magical energy. The bolt is a ranged touch attack with long range (1000 feet) that
deals 15d10 points of damage plus 1d10 points of damage per level of the spell used to create
the effect (maximum 38d10 damage from a 23rd-level spell), and breaks through barriers as a
divine blast would.

Arcane Shield (Su): Nuitari can channel arcane spell energy into a barrier that absorbs
incoming attacks. The shield collapses after it absorbs a number of points of damage equal to
15 x the level of the spell used to create the effect (maximum 345 damage from a 23rd-level
spell). This barrier is otherwise identical to a divine shield. Nuitari can only have one arcane
shield at a time.

Black Magic (Di): As the original and greatest Black Robed wizard, Nuitari considers the two
schools of black magic to be one. He may select black magic as the focus for any school-based
ability or feat, and apply the benefits separately to both enchantment and necromancy. He has
specialized in black magic as a wizard and gains one additional enchantment spell and one
additional necromancy spell per level. He has Greater Spell Focus, Epic Spell Focus, and Divine
Spell Focus (black magic), and applies the caster level increases to both enchantment and
necromancy spells.

This ability requires him to sacrifice all four schools of the other Orders of High Sorcery as
restricted schools (abjuration, divination, illusion, and transmutation).

Divine Archmage (Di): Nuitari possesses an effective archmage level of 15. He has mastered
the following high arcana: arcane fire, arcane shield, greater arcane fire, greater arcane
shield, mastery of counterspelling, mastery of elements, mastery of shaping, metamagic
effect, spell power +1, true mastery of counterspelling, true mastery of elements, true
mastery of shaping.

Divine Black Robe (Di): Nuitari can cast one additional enchantment spell and one additional
necromancy spell per level. He reduces the cost for enhancing his black magic spells with
metamagic by 3 spell levels (minimum +0). In addition, his black magic spells are so intense
that they are capable of damaging creatures normally unharmed by or resistant to their
effects. Nuitaris black magic spells completely ignore any resistance to their effects a
creature possesses, bypassing this resistance and affecting the target as if it did not possess
any resistance at all. The creature is still entitled to whatever other defenses the spell allows
(such as saving throws and spell resistance).

Creature normally immune to the spell effects can be affected by Nuitaris black magic as well.
If a black magic spell normally allows a save for half or partial effects, the creature is
unaffected on a successful save and only suffers half or partial effects on a failed save.
Creatures with physiological immunities to black magic (such as a mindless creatures immunity
to mind-affecting effects) can tell that Nuitaris spells are more powerful than normal, but
they remain unaffected by the attack. Creatures with a special vulnerability to black magic
suffer twice the spells normal effects (as applicable).

Divine Immunities: Nuitari is immune to polymorphing, petrification, or any other attack that
alters his form. Nuitaris own shape-altering powers function normally on himself. He is not
subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting
effects (charms, compulsions, phantasms, patterns, and morale effects). He is also immune to
disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to
these, Nuitari is immune to effects that imprison or banish him. Such effects include
banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind,
temporal stasis, trap the soul, and turning and rebuking. These immunities are ignored on a
successful opposed rank check (remember that a check must be made for each attempt to
breach an immunity).

Domain Powers: Nuitari uses scrolls, wands, and other devices with spell completion or spell
trigger activation as a 68th-level wizard, and casts evil spells at +1 caster level. In addition, he
can rebuke, command, or bolster undead as an evil cleric. This is a supernatural ability, and he
can use it 20 times per day. Finally, fifteen times per day Nuitari create a supernatural death
effect with a melee touch attack. This attack deals 15d6 points of damage, and instantly kills
an opponent if it reduces it to 0 hit points or below (no save).
Immortality: Nuitari is naturally immortal and cannot die from natural causes. He does not
age, and he does not need to eat, sleep, or breathe. The only way for Nuitari to die is through
special circumstances, such as by being slain in magical or physical combat. Also note that
Nuitari is not subject to death from massive damage.

Magic of Betrayal (Di): Nuitari may cause any of his necromancy spells to be empowered,
enlarged, extended, and widened. The spell functions as though he has applied the appropriate
metamagic feats, but does not use a higher-level spell slot. When he does so, a backlash of
negative energy deals 2d6 points of damage to a single living ally within 30 feet (Nuitaris
choice); this ally may not be an undead creature, who would benefit from the negative energy.
The ally is allowed a Will save (DC 62) for half damage.

Magic of Darkness (Di): Nuitari can imbue his damaging spells with negative energy. Half of the
damage dealt by such a spell is negative energy damage, and is therefore not subject to being
reduced by protection from energy or similar magic (although death ward negates it). The
remainder of the damage is dealt as normal for the spell. Undead are healed by negative
energy, so damage dealt to undead creatures simply averages out to nothing for a spell
modified in this way. (Assume that the healing takes place first, granting the undead creature
temporary hit points above its maximum if necessary, with equivalent damage then dealt to
leave the creature right back there it started.)

Magic of Fear (Di): Nuitari can make his spells more intimidating. After casting any spell with a
casting time of at least one standard action, at his option foes within a 30-foot-radius burst
must make Will saves (DC 52). Foes within the burst, but not the spells immediate target,
become shaken for 3d6 rounds if they fail their saves. Creatures targeted by the spell become
panicked for 3d6 rounds if they fail their saves. Foes who make successful saving throws are
unaffected by this ability for one day.

Magic of Hunger (Di): Nuitari may draw even further on his own resources to increase the
scope of his magic. He can cast extra spells of any spell level he could normally cast at the cost
of 1 point of Constitution damage per two spell levels (minimum 1). Nuitaris immunity to
ability damage does not apply to this ability.

Magic of Pain (Di): Nuitari can alter any spell that deals hit point damage to inflict pain beyond
the spells normal effects. Any creature damaged by such a spell must make successful
Fortitude save (DC 52) or become nauseated for the duration of the spell plus one additional
round due to the lingering pain the spell inflicts. As a price for this wracking pain, Nuitari
himself takes 1d6 points of damage when the spell is cast.

Mastery of Counterspelling (Ex): When Nuitari counters another's spell, instead of simply
negating its effect, he can choose from among the following options:
. . Aid: Nuitari can boost the effectiveness of an allys spell by applying one metamagic feat
from the following list: Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell, or Widen
Spell. To use this option, he must expend a spell slot whose spell level equals or exceeds that
of the allys spell with the desired metamagic feat applied.
. . Manipulate: Nuitari can seize control of the spells range, area, or targets (as appropriate),
and reshape these factors as he chooses. For example, he could cause an enemy wizards
fireball to explode at her feet, or he could cause her haste spell to target his allies within the
area she has specified. Only one property of the spell, chosen from among those that the
caster can normally designate, can be manipulated in this manner. For example, Nuitari could
not choose the targets of a sleep spell because the targets affected are determined by the
spell itself, not the caster.
. . Turn: Nuitari can counter the spell as normal, but it is turned back upon the caster as if it
were fully affected by a spell turning spell. If the spell cannot be affected by spell turning,
then it is merely counterspelled.
Mastery of Elements (Ex): When Nuitari casts a spell that deals elemental damage, the
elemental damage is of the type that is most effective against the target. It acquires the
appropriate elemental subtype. If a creature is equally vulnerable to multiple elements, Nuitari
chooses which element the spell uses. Such a spell can deal different types of damage to
different creatures. Alternately, Nuitari may choose a specific type of elemental damage (acid,
cold, electricity, fire, or sonic) for the spell to deal to all targets.

Mastery of Shaping (Ex): Nuitari can alter area and effect spells that use one of the following
shapes: burst, cone, cylinder, emanation, or spread. He may create spaces within the spells
area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-
foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of
10 feet. Nuitari can also alter an area effect spell by changing the shape of the area. The new
area must be chosen from the following list: cylinder (10-foot radius, 30 feet high), 40-foot
cone, four 10-foot cubes, or a ball (20-foot radius spread). The spell works normally in all
respects except for its shape. Finally, Nuitari can increase the spells area, range, or duration
by 50%.

Metamagic Effect (Ex): Nuitari can attempt to apply a metamagic feat he possesses to a
persistent spell effect that is already in place. To use this ability, he must be adjacent to or
within the spell effect and make a successful Spellcraft check (DC 18 + [3 x modified spell
level]. Nuitari may use this ability up to 27 times per day. Using this ability is a full-round
action that provokes attacks of opportunity.

Moon Magic: Nuitari and his cousins have invested sizable portions of their power into the
moons that bear their names, in order to grant magic to their followers. Because of this, their
arcane power fluctuates slightly based on the phases of the moons. When Nuitari is at High
Sanction, the devouring dark casts spells at +2 caster level and with saving throw DCs against
his spells increased by +2. When it is at Low Sanction, he casts spells at 2 caster level and with
saving throw DCs against his spells decreased by 2. During the waxing and waning periods
around the quarter moon, Nuitari casts spells at his normal caster level and DC.

The alignment of two or all three moons has an even greater effect on the power of the gods of
magic, as their arcane energies interact and synergize. When Nuitari and another moon are in
conjunction, both Nuitari and his respective cousin cast spells at +2 caster level and with saving
throw DCs for their spells increased by +2. When all three moons come into alignment, the
three cousins all cast spells at +4 caster levels and with saving throw DCs for their spells
increased by +4. These bonuses stack with any bonus or penalty in place for the phase of the
moons. Every 504 days (exactly 1 1/2 years), a time known as the Night of the Eye, all three
moons come into conjunction at High Sanction, granting +6 bonuses to all three deities. This is
the height of arcane magic on Krynn.

Order Secrets (Su): Nuitari knows all of the secrets of the Order of the Black Robed Wizards of
High Sorcery. They are but lesser forms of his own Salient Divine Abilities.

Wizard Spells Per Day: 14/14/13/13/13/12/11/9/11/9/8/7/8/7/8/8/7/7/7/7/6/6/6/6. 61st


caster level (62nd on enchantment, Evil, and necromancy spells). Base DC = 33 + spell level, 42
+ spell level for enchantment and necromancy spells, 43 + spell level for enchantment (charm)
and enchantment (compulsion) spells. All spells cast as swift actions; may cast five such spells
per round. Specialized schools: black magic (enchantment, necromancy); restricted schools:
red magic (illusion, transmutation), white magic (abjuration and divination). Can cast
enchantment and necromancy spells from any spell list (arcane or divine) as wizard spells.

Nuitaris metamagic feats have level adjustment as follows: Augment Spell (varies),
Cooperative Spell (+0), Corrupt Spell (+1), Enervate Spell (+1), Fell Animate (+3), Fell Drain
(+2), Fortify Spell (varies), Heighten Spell (varies), Quicken Spell (automatic), Song of the Dead
(+1). Enchantment and necromancy spells that are enhanced with metamagic are further
lowered by 3 (including spells affected by Song of the Dead).
__________________________________________________________________________________
______________

Nuitari always get a result of 20 on any check, provided he needs to make a check at all.
Calculate success, failure, or other effects accordingly.
Automatic Actions Bluff, Concentration, Diplomacy, Intimidate, Knowledge (arcana),
Knowledge (history), Knowledge (nobility and royalty), Knowledge (the planes), Knowledge
(religion), Sense Motive, Spellcraft; DC 25; 10 swift actions/round (5 spells).
Create Magic Items up to 200,000 gp.
____________________________________
Nerull, The Reaper
by Palindrome
NERULL
Foe of all Good
Greater Deity of Oerth
Symbol: A crimson skull with a sickle below it
Home Plane: The Hidden Temple in Necromanteion (Agathys, Carceri)
Alignment: Neutral evil.
Aliases: Bringer of Darkness, Hater of Life, King of All Gloom, The Reaper, The Reaper of Flesh
Superior: None.
Allies: Incabulos
Foes: Hieroneous, Pholtus, Rao, St. Cuthbert
Servants: Kyuss (proxy-now ascended)
Servitor Creatures: atropal scions, bone creatures, crimson death mists, deathbringers, eyes of fear
and flame, gehreleths, huecuva, liches, mohrg, nightwalkers, nightwings, shadows, skeletons, spectres,
umbral creatures, vargouilles, winterwights, wraiths (dread and ordinary)
Manifestations: Clouds of impenetrable darkness, flesh appearing to wither, hands of bone rising from
graves
Signs of Favor: None
Worshipers: Assassins, grave robbers, cultists, humanoids, necromancers, thieves
Cleric Alignments: CE, NE
Speciality Priests: Yes
Holy Days: Funerals, natural disasters
Portfolio: Death, darkness, murder, evil, covert activity
Domains: Darkness, Death, Evil, Trickery
Favored Weapon: "Lifecutter (scythe)

Nerull
Cleric 11/Rogue 15/Necromancer 20/True Necromancer 14
Medium Outsider (Evil, Extraplanar)
Divine Rank: 17
Hit Dice: 11d12 (cleric) plus 15d12 (rogue) plus 15d12 (necromancer) plus 14d12 (true necromancer)
plus 480 (1140 hp)
Initiative: +16 (+16 Dex)
Speed: 60 ft., fly 60 ft. (perfect)
Armor Class: 88 (+32 natural, +16 Dex, +17 divine, +13 deflection), touch 56, flat-footed 88
Base Attack/Grapple: +35/+51
Attacks: Lifecutter +82 melee or +68 unarmed strike or +68 melee touch or +69 ranged touch Full
Attack: Lifecutter +82/+77/+72/+67 melee (2d4 plus +42 plus 1 negative level plus +3d6 (unholy) plus 1
negative level (Fort DC 23) and Fort save DC 45 or die/19-20/x4 plus 2 negative levels plus +12d6
(unholy) plus 4 negative levels (Fort DC 23)) or +68 unarmed strike (1d4 plus +16 plus Fort DC 48 or 2d8
Con drain and withering) or +68 melee touch or +69 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: energy drain 1/day, horrid wilting 1/day, major desecration, salient divine abilities,
sneak attack +8d6, spells, spell-like abilities, turn undead and outsiders 17/day, zone of desecration
(140 ft. radius)
Special Qualities: Divine aura (17,000 ft., DC 40), divine immunities, DR 30/epic and mithril, evasion,
godly realm (100 miles outer plane, 1700 ft. Material Plane), greater teleport at will, improved
evasion, improved uncanny dodge, necromantic prowess, opportunist, plane shift at will, remote
communication, resistance (fire) 37, speak, and read all languages and speak directly to all beings with
17 miles, SR 79, trap sense +5
Saves: Fort +47 Ref +63 Will +62
Abilities: Str 42, Dex 43, Con -, Int 44, Wis 41, Cha 37
Skills: Appraise +57, Bluff +73, Concentration +80, Craft (alchemy, weaponsmithing, poisonmaking)
+57, Decipher Script +87, Diplomacy +42, Disguise +63, Forgery +57, Gather Information +51, Hide +96,
Intimidate +99, Knowledge (arcana, local-Oerth, religion, the planes) +97, Listen +93, Move Silently
+96, Search +57, Sense Motive +45, Speak Languages (Abyssal, Celestial, Common, Draconic, Infernal),
Spellcraft +105, Spot +95, Survival +45 (+49 extraplanar, +47 find/follow tracks), Use Magic Device +93
(+101 use scrolls)
Feats: Blind-Fight (B), Cleave, Dark Speech, Empower Spell (B), Eschew Material Components, Greater
Spell Focus (Necromancy), Heighten Spell, Improved Critical (scythe), Improved Unarmed Strike, Power
Attack, Quicken Spell (B), Scribe Scroll (B), Silent Spell (B), Spell Focus (Necromancy), Still Spell (B),
Spell Mastery, Violate Spell, Weapon Focus (scythe)
Epic Feats: Enhance Spell, Epic Spellcasting, Ignore Material Components, Improved Heighten Spell,
Improved Metamagic, Multispell, Planar Turning, Undead Mastery, Zone of Animation
Salient Divine Abilities: Annihilating Strike (Fort save 45 or die), Arcane Mastery, Automatic Metamagic
(Quicken Spell), Automatic Metamagic (Silent Spell), Automatic Metamagic (Violate Spell), Banestrike
(good outsiders), Divine Blast (16/day, 17 miles, 33d12 damage), Divine Spell Focus (Necromancy),
Divine Spellcasting, Divine Weapon Focus (scythe), Divine Weapon Specialization (scythe), Dust to Dust
(Unique Salient Divine Ability), Ebon Tendrils (Unique Salient Divine Ability), Energy Storm (170 feet, 17
points negative energy, 17 points unholy damage), Frightful Presence (speak, Will DC 50), Hand of
Death (Fort save DC 50), Irresistible Blows (Fort save DC 27), Life and Death, Life Drain (Will save DC
50), Mass Life and Death, Strength of Bones (Unique Salient Divine Ability), Supreme Initiative, Undead
Qualities.
Environment: The Hidden Temple, Necromanteion (Agathys, Carceri)
Organization: Unique (Solitary)
Challenge Rating: 62
Treasure: Black Robes of The Reaper, Lifecutter
Alignment: Neutral Evil
Advancement: --
Level Adjustment: --

Alter Reality (Su): Nerull exerts a considerable measure of control over reality itself, and his presence
can command the very essence of the world around him. This warping of reality manifested in a
number of ways. Nerull can use wish when doing so can help him to slaughter the living, or to trick the
living into situations leading to their imminent death or undeath. Note that in the situation where
Nerull and another deity both try to Alter Reality in opposition to each other, an opposed rank check
may be necessary to determine how reality is actually altered.
- Nerull can use alter reality to cast any inflict spell at will as a standard action; Nerull can apply
metamagic feats to the spells if desired, but doing so requires him to forego using alter reality for 1
round for each level the feat would normally add to the equivalent spell.
- As a free action, Nerull can assume any size from Fine to Colossal. Nerull can also change the size of
up to 100 pounds of objects he touches. This ability allows Nerull to assume any proportions from the
size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great impact
on Nerulls combat ability. Nerull's Strength, Armor Class, attack bonus, and damage dealt with
weapons changes according to the size the deity assumes. Nerull's Strength score can never be reduced
to less than 1 through this ability. Also note that use of this divine ability does not affect all of Nerull's
characteristics.
Divine Immunities: Ability damage, ability drain, banishment, binding, cold, death effects,
dimensional anchor, disease, disintegration, dismissal, electricity, energy drain, imprisonment, mind-
affecting effects, paralysis, poison, repulsion, sleep, soul bind, stunning, temporal stasis,
transmutation, trap the soul, and turning and rebuking.
Domain Powers: May use a death touch 17/day as a melee touch attack to kill a creature with 150 hp
or fewer; Casts evil spells at +1 caster level; Bluff, Disguise, and Hide are class skills; Blind-Fight as a
free feat.
Spell-like abilities: At will: animate dead, black tentacles, blasphemy, cause fear, confusion, create
greater undead, create undead, damning darkness, darkbolt, darkvision, death knell, death ward,
deeper darkness, desecrate, destruction, disguise self, dispel good, false vision, invisibility, magic
circle against good, mislead, nondetection, polymorph any object, protection from good, screen,
shadow walk, slay living, summon monster IX (evil creatures only), time stop, utterdark, unholy aura,
unholy blight, wail of the banshee, wall of force. Cast at 77th level, except for Evil spells which are
cast at 78th level, and necromantic spell-like abilities which are cast at 81st level. Saving throws are
DC 50 + spell level. The saving throws are Charisma-based.
Possessions: Lifecutter, a +9 ghost touch, souldrinking, unholy power, adamantine scythe of greater
cleaving and the Black Robes of the Reaper

Cleric spells (0-15th level) (Sp): 6/9+1/9+1/9+1/8+1/8+1/7+1/7+1/6+1/6+1/5/5/5/5/4/4. Nerull


casts his Clerical spells at 25th level and at 42nd level for the purposes of spell penetration, and he
rebukes undead and outsiders as a 42nd level Cleric. Nerulls roll for rebuking is 1d20 plus +33, and his
roll for dispelling turning is 2d8 plus +38. Nerulls limit for controlling undead is 250 HD, and Nerull
may expend one turning attempt in order to animate up to 1d20 plus +33 HD of corpses as either
skeletons or zombies due to the epic feat Zone of Animation. Saving throws against Nerulls clerical
spells are DC 25 + spell level, and Nerull has access to the Death and Evil domains. The saving throw
DCs are Wisdom-based.

Typical Clerical Spells Prepared: 0th level: detect magic(x2), preserve organ(x2), read magic(x2). 1st
level: angry ache, curse water, deathwatch(x2), entropic shield(x3), obscuring mist, sorrow,
protection from good *. 2nd level: augury, curse of ill fortune, extended deathwatch, resist energy,
silence(x2), wave of grief, wither limb(x2), death knell *. 3rd level: defile snow and ice(x2), helping
hand, invisibility purge extended silence(x2), speak with dead(x2), unliving weapon, animate dead *.
4th level: doomtide, imbue with spell ability, lower spell resistance, poison(x2), sending, empowered
unliving weapon(x2), unholy blight *. 5th level: charnel fire(x2), false sending, morality undone,
subvert planar essence, true seeing, wall of stone(x2), slay living *. 6th level: antilife shell,
banishment, blade barrier(x2), dispel magic (greater)(x2), snare astral traveller, create undead *. 7th
level: consumptive field, (greater) fiendish clarity, harm(x2), imprison soul, wretched blight(x2),
destruction *. 8th level: antimagic field, extended consumptive field (greater)(x2), discern location,
empowered wretched blight(x2), unholy aura *. 9th level: energy drain(x2), extended evil weather,
gate(x2), heightened (to 9th level) shivering touch, summon monster IX (evil creatures only) *. 10th
level: heightened (to 10th level) chain of eyes, empowered, heightened (to 9th level) loves pain(x2),
heightened (to 10th level) lower spell resistance(x2). 11th level: 5 heightened (to 11th level) harm,
extended, heightened (to 10th level) lower spell resistance(x2), heightened (to 11th level) subvert
planar essence, heightened (to 11th level) thousand needles. 12th level: heightened (to 12th level)
death by thorns(x2), heightened (to 12th level) inflict critical wounds (mass)(x2), empowered,
enhanced wretched blight. 13th level: heightened (to 13th level) imprison soul(x2), heightened (to
13th level) lower spell resistance, heightened (to 13th level) soul bind, heightened (to 13th level)
wretched blight. 14th level: heightened (to 14th level) inflict serious wounds (mass), heightened (to
14th level) morality undone, enhanced, heightened (to 11th level) wretched blight. 15th level:
heightened (to 15th level) harm(x2), heightened (to 15th level) inflict critical wounds (mass),
heightened (to 15th level) subvert planar essence.

* Domain spell
Dust To Dust (Unique Salient Divine Ability): Any living being that Nerull touches must make a Fort
save DC 48 or else take 2d8 Con drain as their flesh blackens, crumbles, and turns to dust where Nerull
has touched them and are affected as the spell wither limb. This attack even affects corporeal beings
normally immune to ability drain unless they succeed at a rank check against Nerull. Damage inflicted
by the horrific touch of Nerull may only be healed by a diety who succeeds at a rank check against
Nerull.

If a living being is killed through Nerulls touch, they may only be resurrected by a deity using an
appropriate SDA, such as gift of life, and furthermore that diety must succeed at a rank check against
Nerull. Nerull may channel this SDA through any weapon that he wields.

Ebon Tendrils (Unique Salient Divine Ability): 17 times a day Nerull may create a hideous, throbbing
cloud of utter darkness that sends out 17 wildly lashing tendrils of foulness, each 20 feet long. Any
creature hit by the tendrils risks being grappled and takes 8d8 vile damage and 9d8 acid damage per
round that they are grappled, in addition to 1d6 plus +9 grappling damage. However, a far worse fate
shall befall them if they are dragged into the central mass of the cloud, as any living being that
touches it must make a Fort save DC 50 or else be instantly and permanently annihilated. Each tendril
has a base attack bonus of +77 and a Strength score of 29, and will attack a single target independently
of the other 16.

Nerull may command his Ebon Tendrils telepathically, and a cluster of Ebon Tendrils that Nerull
generates lasts 17 rounds before dissipating.

Energy Drain (Sp): Nerull can cast energy drain 1/day at 81th level.

Horrid Wilting (Sp): Nerull can cast horrid wilting 1/day at 81th level.

Necromancer spells (0-17th level) (Sp): 6/9/8/8/8/8/7/7/7/7/5/5/5/5/4/4/4/4. Nerull casts his spells
at 34th level and 51st level for the purposes of spell penetration, and spells from the school of
Necromancy at 38th level and 55th level for the purposes of spell penetration. Saving throws against
Nerulls spells are DC 27 + spell level, or DC 35 + spell level for Necromancy spells. The saving throw
DCs are Intelligence-based. Nerull may cast 6 epic spells/day with a maximal Spellcraft DC of 125. All
of Nerulls spells are quickened, silenced, and violated. Nerulls prohibited schools are Divination and
Evocation.

Typical Necromancer Spells Prepared: 0th level: no light, preserve organ(x2), read magic(x3). 1st
level: death grimace, expeditious retreat(x2), obscuring mist(x2), ray of enfeeblement(x3) *,
ventriloquism. 2nd level: blindness/deafness, mirror image(x2), spectral hand, touch of idiocy(x2),
whirling blade(x2). 3rd level: blood snow(x2) *, evil eye(x2), haste, reality blind, vampiric touch(x2) *.
4th level: dimensional anchor(x2), grim revenge(x2) *, empowered vampiric touch(x2) *, wrack(x2) *.
5th level: cloudkill(x2), mirage arcana, nights caress *, spiritwall *, summon undead V(x2), extended
wrack *. 6th level: bulls strength (mass), ectoplasmic enhancement(x2), greater dispel magic(x2)
stilled summon undead V(x2). 7th level: empowered disintegrate(x2), mass invisibility, project image,
spell turning, teleport (greater)(x2). 8th level: bestow greater curse, blackfire *, gutwrench *, horrid
wilting *, extended project image, steal life *, stilled teleport (greater). 9th level: absorption,
disjunction, energy drain *, shapechange, superior invisibility, weird, wish. 10th level: empowered
energy drain *, stilled shapechange, empowered sphere of ultimate destruction(x2) 11th level:
heightened (to 11th level) cloudkill, heightened (to 11th level) energy drain, * enhanced horrid
wilting(x2) *, heightened (to 11th level) weird. 12th level: heightened (to 12th level) bestow greater
curse(x2), heightened (to 12th level) blackfire *, extended, heightened (to 11th level) energy ebb(x2) *
13th level: heightened (to 13th level) bestow greater curse, heightened (to 13th level) gutwrench *,
heightened (to 12th level), stilled heartfreeze, empowered, enhanced horrid wilting(x2) * 14th level:
heightened (to 14th level) energy ebb(x2) *, heightened (to 14th level) hold monster (mass)(x2). 15th
level: heightened blackfire *, empowered, heightened (to 14th level) energy drain(x2) *, heightened
(to 15th level) souls treasure lost. 16th level: empowered, enhanced, heightened (to 11th level)
horrid wilting(x2) *, heightened (to 16th level) gutwrench *, heightened (to 16th level) weird. 17th
level: empowered, heightened (to 16th level) energy drain(x2) *, heightened steal life *, heightened
(to 17th level) heartfreeze. epic spells known: Agathys curse, animus blizzard, epic dimension door,
epic dispel magic, greater ruin, momento mori, primal darkness, shadow army, wings of night, word
of death.

* Necromantic spell.

Necromantic Prowess (Ex): When Nerull rebukes undead, casts a necromancy spell, or uses a spell-like
ability that mimics a necromantic spell, he does so with a +4 bonus to effective caster level.

Strength of Bones (Unique Salient Divine Ability): Due to his status at the boundaries of death and
life itself, Nerull receives an unusual benefit, receiving his Divine Rank/HD bonus hit points in a
manner vaguely similar to the benefits of advanced lichdom.

Possessions: Nerull always carries Lifecutter, an infamous and dreaded weapon which is both the
symbol of Nerulls foul power, as well as a symbol of the fate which befalls all which get in his way by
failing to be dead... an error which he rapidly corrects. Lifecutter has the following powers:

Exists simultaneously in the coterminous astral and ethereal planes. As a result, Lifecutter may both
strike creatures that are ethereal as well as sever the silver cord of an astrally projecting creature,
killing them.

Three times a day Lifecutter may inflict 10d6 damage not only upon Nerulls victim, but also the loved
ones of Nerulls victims as the corrupt spell loves pain.

If a creature struck by Lifecutter is dependent on the positive or negative energy planes for its
continued existence, then should it die as a result of the damage Nerull gains 5 temporary hp for every
HD of the dead creature; these hp last for one hour before disappearing.

Lifecutter is treated as a +9 ghost touch, souldrinking, unholy power adamantine scythe of greater
cleaving. The staff of the scythe is made of sablewood, and the curved blade is made of a red force
effect which only Nerull may create from the staff.

Nerull also wears the Black Robes of the Reaper, which provide him with the following benefits:

Allows him to turn ethereal with all his possessions at will as the spell etherealness.
Allows him to fly with perfect maneuverability at a rate equivalent to his land speed.

Anyone who attempts to wear the Black Robes of the Reaper without Nerulls permission (which is
naturally never forthcoming, assuming that anyone could actually remove them) must make a Fort save
DC 60 or else face a horrible curse. Their flesh rots off of their bones even while they live, draining
four negative levels per round. Should a wearer die from the damage, they are automatically animated
as a bone creature forever enslaved to Nerull. Nerulls robes will actually animate in order to better
entangle anyone who puts them on, helping to ensure their death. His robes provide him with no AC
benefit.

Other Divine Powers:


Nerull is immortal, and Nerull is not considered to be permanently dead unless he is killed in
Necromanteion and provided that the attacker makes a successful rank check. Otherwise, Nerull
reforms within Necromanteion after 60 years. If Nerull is slain upon Oerth, he loses jurisdiction on that
world and seems to die. Nerull may reform after 60 years if sufficient worship is available or a suitable
ritual is performed.
- Senses: Nerull can see (using normal vision or darkvision), hear, touch, and smell at a distance of 17
miles. As a standard action, he can perceive anything within 17 miles of his worshippers, holy sites,
objects, or any location where one of his titles or name was spoken in the last hour. He can extend her
senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at
up to two remote locations at once for 17 hours.
- Portfolio Sense: Nerull is aware of any event involving death, murder, darkness, or covert activity
regardless of the number of people involved up to 17 weeks in the past and 17 weeks in the future.
- Automatic Actions: Nerull can use Disguise, Hide, Intimidate, Knowledge (religion), or Move Silently
as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions
each round.
- Create Magic Items: Nerull can craft any magical item that kills people, creates darkness, or helps to
spread evil, including artifacts. Nerull is additionally believed to have been responsible for the creation
of several infamous cursed items.

Avatars:
- The typical avatar of Nerull appears as a black-robed monstrosity with glowing green teeth and claws,
greenish-black hair, and a skeletonized body with bones the color of coagulating blood. Should
someone escape from Nerull on one of his nightly missions of death, he will typically appear in the
form of a hunted persons dead loved ones. Any avatar of Nerull will always carry Lifecutter.

Nerulls Avatar
Cleric 6/Rogue 4/Necromancer 14/True Necromancer 6
Divine Rank: 0
Hit Dice: 6d12 (cleric) plus 4d12 (rogue) plus 14d12 (necromancer) plus 6d12 (true necromancer) (360
hp)
Initiative: +12 (+12 Dex)
Speed: 60 ft., fly 60 ft. (perfect)
Armor Class: 47 (+15 natural +12 Dex, +10 deflection), touch 32, flat-footed 47
Base Attack/Grapple: +12/+23
Attack: Lifecutter +38 melee or +24 unarmed strike or +24 melee touch or +24 ranged touch
Full Attack: Lifecutter +38/+33/+28/+23 melee (2d4 plus +21 plus 1 negative level plus +3d6 (unholy)
plus 1 negative level (Fort DC 23)/19-20/x4 plus 2 negative levels plus +12d6 (unholy) plus 4 negative
levels (Fort DC 23)) or +24 unarmed strike (1d4 plus +11 plus Fort DC 33 or 2d8 Con drain and withering)
or +24 melee touch or +24 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: create undead 1/day, domain powers, sneak attack +2d6, spells, spell-like abilities,
zone of desecration (60 ft. radius)
Special Qualities: divine aura (1700 ft., Will DC 20), divine immunities, DR 10/epic, evasion, greater
teleport at will, necromantic prowess, plane shift at will, resistance (fire) 5, SR 47, trapfinding, trap
sense +1, uncanny dodge
Saves: Fort +15 Ref +12 Will +17
Abilities: Str 33, Dex 34, Con -, Int 38, Wis 36, Cha 31
Skills: Appraise +40, Bluff +38, Concentration +33, Craft (alchemy, weaponsmithing, poisonmaking)
+34, Decipher Script +34, Diplomacy +18, Disguise +35, Forgery +34, Gather Information +35, Hide +45,
Intimidate +47, Knowledge (arcana, local-Oerth, religion, the planes) +47, Listen +42, Move Silently
+45, Search +35, Sense Motive +28, Speak Languages (Abyssal, Celestial, Common, Draconic, Infernal),
Spellcraft +51, Spot +42, Survival +28 (+32 extraplanar, find/follow tracks), Use Magic Device +43 (+45
use scrolls)
Feats: Blind-Fight (B), Cleave, Dark Speech, Eschew Material Components, Greater Spell Focus
(Necromancy), Improved Critical (scythe), Improved Unarmed Strike, Power Attack, Quicken Spell (B),
Scribe Scroll (B), Silent Spell (B), Spell Focus (Necromancy), Still Spell (B), Violate Spell, Weapon Focus
(scythe)
Salient Divine Abilities: Banestrike (good outsiders), Divine Weapon Focus, Dust to Dust, Hand of Death
(Fort save DC 30 or die), Undead Qualities
Challenge Rating: 30
Treasure: Lifecutter, Black Robes of the Reaper
Divine Immunities: Ability damage, ability drain, mind-affecting effects.
Domain Powers: Gains Blind-fight as a bonus feat; casts evil spells at +1 level; may make a death touch
1/day that kills creatures with fewer than 9d6 hp as a melee touch attack; adds Bluff, Hide, and
Disguise to his cleric class skills.
Spell-like abilities: 3/day: animate dead, black tentacles, blasphemy, cause fear, confusion, create
greater undead, create undead, damning darkness, darkbolt, darkvision, death knell, death ward,
deeper darkness, desecrate, destruction, disguise self, dispel good, false vision, invisibility, magic
circle against good, mislead, nondetection, polymorph any object, protection from good, screen,
shadow walk, slay living, summon monster IX (evil creatures only), time stop, utterdark, unholy aura,
unholy blight, wail of the banshee, wall of force. Cast at 30th level. Saving throws are DC 20 + spell
level. The saving throws are Charisma-based.

Cleric spells (Sp) (0th-5th level): 6/8+1/7+1/6+1/5+1/4+1 Nerulls Avatar casts his Clerical spells at
9th level and he rebukes undead as a 12th level Cleric. Nerulls Avatars roll for rebuking undead is
1d20 plus +18, and his roll to dispel turning is 2d8 plus +24. Saving throws against Nerulls Avatars
Clerical spells is DC 23 + spell level. The saving throw DCs are Wisdom-based.

Necromancer Spells (Sp) (0th-9th level): 4/8/8/7/7/7/7/5/4/3 Nerulls Avatar casts his Necromancer
spells at 17th level and his Necromancy spells at 19th level. Saving throws against his spells is DC 24 +
spell level, except for Necromancy spells which have a saving throw DC of 26 + spell level. The saving
throw DCs are Intelligence-based.

Agathys Curse
[Transmutation]
Spellcraft DC: 105
Components: None
Casting Time: 1 minute
Range: 300 ft.
Target: One creature
Duration: Permanent
Saving Throw: Yes
Spell Resistance: Yes
To Develop: 945,000 gp; 19 days; 37,800 XP. Seed: transform (DC 21) Factors: add +20 to the saving
throw DC (+40 DC), add +10 to the caster level check to beat dispel effect (+20 DC), add +10 to the
caster level (+20 DC), no verbal or somatic components (+4 DC)

Necromanteion is filled with the souls of Nerulls petitioners, condemned out of Nerulls own spite to
spend eternity buried in ice while still alive. Through Agathys Curse, Nerull may replicate the same
punishment upon any being in the proper circumstances. This epic spell must be cast in a location with
enough ice for a being to fit in as a piece of the wall, and it alters them in such a manner as to keep
them alive, even while their body is permanently trapped so that Nerull may enjoy their torment. The
saving throw against Agathys Curse is 40 + spellcasting modifier and Agathys Curse is cast 10 levels
higher both in terms of caster level and in order to avoid dispelling (which Nerull has never done).

Primal Darkness
[Evocation] [Darkness]
Spellcraft DC: 88
Components: None
Casting Time: 1 action
Range: 180 ft.
Target: Touch
Duration: 20 hours
Saving Throw: None
Spell Resistance: No
To Develop: 792,000 gp; 16 days; 31,680 XP. Seed: darkness (DC 14) Factors: create utter darkness (+6
DC), No verbal or somatic components (+4 DC), increase range by 200% (+4 DC), gain +30 on caster level
check to beat dispel effect (+60 DC).

Under cover of night, Nerull does his worst deeds. Through this epic spell, Nerull may create an area of
nigh-impenetrable darkness within a 180 foot radius of a touched object. Typically, Nerull casts this
epic spell upon Lifecutter in order to ensure that his victims have an ever lower probability of
detecting him before he slaughters them, and primal darkness is cast 30 levels higher in terms of
resisting a dispel effect.

Shadow Army
[Necromancy] [Evil]
Spellcraft DC: 125
Components: V, S, XP
Casting Time: 5 minutes
Range: 80 ft. radius
Targets: All corpses within radius
Duration: Permanent
Saving Throw: No
Spell Resistance: No
To Develop: 1,125,000 gp; 23 days; 45,000 XP. Seed: animate dead (DC 23) Factors: add 96 HD of
shadows to both create and control (+144 DC), change from touch to target (+4 DC), change from
target to area (+10 DC), change area to 20-ft. radius (+2 DC), increase area by 300% (+12 DC).
Mitigating Factors: Create shadows (-8 DC), add additional four minutes of casting time (-8 DC), burn
4,300 XP (-43 DC), 11d6 points of backlash (-11 DC).

Upon the completed casting of this spell, 36 corpses within an 80 foot radius of the caster arise from
their deaths as shadows. These shadows follow Nerull, doing his bidding as long as Nerull wishes and
count against his limit in terms of controlling undead.

Wings of Night
[Conjuration] (Summoning)
Spellcraft DC: 126
Components: V, S, XP
Casting Time: 1 action
Range: 75 ft.
Duration: 20 rounds
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 1,134,000 gp; 23 days; 45,360 XP. Seed: summon (DC 14). Factors: change type from
outsider to undead (+10 DC), increase CR by +16 (+32 DC), 1-action casting (+20 DC), summon two
creatures (x2). Mitigating factors: burn 2,200 XP (-22 DC), 5d6 points backlash damage (-5 DC).

Using this epic spell, Nerull summons two fully advanced Nightwings. The Nightwings that arrive serve
Nerull faithfully for the next 20 rounds before returning whence they came.
____________________________________
Shar, the Lady of Loss
by Phaedros
SHAR
Mistress of the Night, the Lady of Loss, Nightsinger, Dark Goddess, the Unseen Lady, the Dark Traitor,
the Shadowy Seductress
Greater Farunian Deity
Symbol: Black disk with deep purple border
Home Plane: Nieflheim, The Grey Wastes
Alignment: Neutral evil
Aliases: Ibrandul (Calimshan, the Shining South, Waterdeep/Undermountain).
Superior: None (Ao).
Allies: Myrkul (now dead), Talona.
Foes: Amaunator (now dead), Ibrandul (now dead), Lathander, Mystra, Selne, Shaundakul.
Portfolio: Caverns, dark, dungeons, forgetfulness, night, secrets, the Underdark
Worshipers: Anarchists, assassins, avengers, monks (Dark Moon), nihilists, rogues, shadow adepts,
shadowdancers
Cleric Alignments: CE, LE, NE
Domains: Cavern, Darkness, Evil, Knowledge
Favored Weapon: "The Disk of Night" (chakram)

SHAR
Rogue 19, Shadowdancer 10, Sorcerer 5, Shadow Adept 25, Nightcloak 10
Medium Outsider (Extraplanar, Evil)
Divine Rank: 18
Hit Dice: 19d6+171 (Rog) plus 10d8+90 (Shd) plus 5d4+45 (Sor) plus 25d4+225 (Sha) plus 10d8+90 (Ngt)
(1015 hp)
Initiative: +20, always first (+16 Dex, +4 Improved Initiative, Supreme Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 93 (+16 Dex, +18 divine, +33 natural, +16 deflection), touch 60, flat-footed 77
Base Att/Grapple: +39/+65
Attack: Blade of Loss +81 melee (1d6+15/17-20); or Disk of the Night +81 ranged (1d4+15/19-20); or
spell +64 melee touch or +73 ranged touch.
Full Attack: Blade of Loss +79/+74/+69 melee (1d6+15/17-20) and Blade of Loss +79/+74/+69 melee
(1d6+11/17-20); or Disk of the Night +81/+81/+76/+71 ranged (1d4+15/19-20); or spell +64 melee
touch or +73 ranged touch.
Space/Reach: 5 ft./5 ft.
Special Attacks: Crippling strike, domain powers, salient divine abilities, sneak attack +10d6 (60
points), spell-like abilities, spells.
Special Qualities: Darkvision, defensive roll, divine aura (18 miles, DC 44), divine immunities, DR
30/epic and silver, evasion, familiar (bats), fire resistance 38, godly realm (100 miles Outer Plane,
1,800 ft. Material Plane), greater shield of shadows (19 rounds), greater teleport at will, hide in plain
sight, improved evasion, improved uncanny dodge, low-light vision, plane shift at will, remote
communication 18 miles, shadow companion (up to 3, 6 HD each), shadow defense +6, shadow double
(1/day, 19 rounds), shadow illusion 1/day, shadow jump (160 ft.), shadow walk 1/day, slippery mind,
SR 84, summon shadow, trap sense +6, understand, speak, and read all languages and speak directly to
all beings within 18 miles.
Saves: Fort +71, Ref +85, Will +76. (+6 all vs. darkness, enchantment, illusion, or necromancy)
Abilities: Str 26, Dex 42, Con 28, Int 38, Wis 38, Cha 43
Skills: Appraise +50, Balance +101, Bluff +102, Concentration +92, Climb +23 (+25 ropes), Decipher
Script +40, Diplomacy +106, Disable Device +52, Disguise +62 (+70 acting), Escape Artist +82 (+84
ropes), Forgery +60, Gather Information +82, Heal +47, Hide +97, Intimidate +100, Jump +59,
Knowledge (arcana) +95, Knowledge (history) +75, Knowledge (nature) +72, Knowledge (the planes)
+70, Knowledge (religion) +75, Listen +78, Move Silently +97, Perform (dance) +62, Perform (sing) +62,
Profession (herbalist) +54, Search +80, Sense Motive +80, Spellcraft +112, Spot +70, Survival +50 (+54
natural, +54 planar, +56 tracking), Tumble +96, Use Rope +52 (+58 bindings)
Feats: Blind-Fight, Combat Expertise, Combat Reflexes, Delay Spell, Dodge, Empower Spell, Enlarge
Spell, Eschew Materials, Exotic Weapon Proficiency (chakram), Extend Spell, Greater Two-Weapon
Fighting, Heighten Spell, Insidious Magic, Improved Combat Expertise, Improved Initiative, Improved-
Two Weapon Fighting, Mobility, Persistent Spell, Point Blank Shot, Precise Shot, Quick Draw, Pernicious
Magic, Shot On The Run, Shadow Weave Magic, Silent Spell, Still Spell, Tenacious Magic, Two-Weapon
Fighting, Weapon Finesse, Widen Spell
Epic Feats: Improved Heighten Spell, Epic Spellcasting, Multispell (x3)
Salient Divine Abilities: Alter Form, Alter Size (b), Annihilating Strike (Fort DC 36, or destroy up to
18,000 cubic feet of nonliving matter), Automatic Metamagic (quicken sorcerer spells), Automatic
Metamagic (twin sorcerer spells), Avatar (b), Call Creatures (up to 18 creatures with the Shadow Weave
Magic feat, each with up to 18 HD), Clearsight, Deny Shadow Weave*, Divine Blast (19/day, up to 18
miles, 408 points of damage), Divine Dodge (68%), Divine Shield (12/day, stops 180 points of damage),
Divine Spellcasting, Eyes of Shar* (Will DC 50), Hand of Death (Fort DC 54), Kiss of Shar* (Fort DC 60),
Know Secrets (Will DC 44), Lay Curse (Will DC 44, up to 18 creatures/day), Mass Divine Blast (up to 90
targets, no two of which can be more than 18 miles apart, or a cone up to 1,800 ft. long, or a burst or
spread with a radius of up to 900 ft. and a height of up to 180 ft.), Possess Mortal (Will DC 44, up to 20
mortals at once), Song of Shar* (Will DC 84), Shadowcasting*, Shapechange, Supreme Initiative, Touch
of Shar* (Will DC 44), True Shapechange
*Unique abilities, described below.
Environment: The Palace of Loss
Organization: Unique
Challenge Rating: 66
Treasure: Disks of the Night, two Blades of Loss
Alignment: Neutral evil
Advancement: --
Level Adjustment: --

- Alter Reality: Shar can use the wish spell with regard to her portfolio, save for the replication of
other spells. This ability costs Shar no XP, and requires a standard action to implement. She may also
cast any inflict spell at will as a standard action (she may apply metamagic, but doing so requires her
to forego using alter reality for 1 round per increased spell level). As a free action, she can assume any
size between Fine (a grain of sand) to Colossal (1,600 ft. tall). She may also create avatars.
- *Deny Shadow Weave (unique salient divine ability): Shar has the power to deny any creature,
mortal or divine, the ability to access the Shadow Weave. Should she choose to do so, an affected
creature cannot employ any spell or spell-like ability granted through the Shadow Weave for as long as
Shar chooses to block his or her access to it.
- Disk of Night (Su): Any chakram used by Shar is treated as if it were a +2 returning chakram. If it
remains out of Shar's hand for more than 1 round, a chakram reverts to its original abilities. If the
weapon has additional abilities (such as frost), these abilities still apply, and if the weapon has an
enhancement bonus better than +2, the higher of the two bonuses is used.
- Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration,
electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation,
imprisonment, banishment.
- Domain Powers: Stonecunning; cast evil spells at +1 caster level; cast divination spells at +1 caster
level.
- *Eyes of Shar (unique salient divine ability): Shar's eyes are often solid purple with black pupils, and
at other times completely black, reflecting the primal void. She has darkvision and can also see
through all magical darkness (in the same black and white sight darkvision provides), both out to the
maximum distance she could otherwise see. She cannot be blinded by any magical effects. By turning
her glance on others, as a standard action, Shar can make a ranged touch attack to affect anyone
within 60 ft. with harm or heal (as the spells, CL 87th, Will DC 50).
- *Kiss of Shar (unique salient divine ability): Shar's kiss can bring instant death or lifelong servitude
to her cause. If the target is not willing to be kissed, Shar must start successfully grapple the target,
which provokes an attack of opportunity. Anyone kissed by Shar is given the choice of converting to her
aims and views. If they accept, they become forever loyal to her, as though affected by a permanent
charm monster effect. If they resist, they must make a Fortitude save (DC 60) or die. Only miracle,
wish, or the intervention of another deity can remove the charm effect.
- Mind of Shar (Ex): Shar can use the power of her mind to protect herself. She adds her Intelligence
bonus to all saving throws.
- Minion of Shar (Sp): Once per tenday as a standard action, Shar can summon 10 shadows to do her
bidding for 10 rounds. Any shadows these summoned shadows create by draining Strength are under
Shar's control, but vanish along with the original when the duration expires.
- *Shadowcasting (unique salient divine ability): While on Abeir-Toril or within her divine realm, Shar
may cast one spell per round drawn directly from the Shadow Weave. Such spells can be from any spell
list (though she cannot cast light spells), and she may apply her metamagic feats to them (up to a
maximum spell level of 16th). Spells cast in this manner do not draw from Shar's spells per day, and so
can be used even if her spell slots were exhausted. Shar can use either her regular spells or a
shadowcast spell in a round, but not both.
- Shadow Defense (Ex): Shar has resistance to the kinds of spells that are favored by the Shadow
Weave. She gains a +6 profane bonus on saving throws against spells from the schools of enchantment,
illusion, and necromancy, as well as spells with the darkness descriptor.
- Shadow Double (Su): Once per day, Shar can use a standard action to create a double of herself
woven from shadowstuff. The double has the ability scores, base AC, hit points, saves, and attack
bonuses of Shar, but no equipment. (Any apparent clothing or equipment is nonfunctional.) Since it can
use anything Shar can, the double can attack her enemies if given a weapon or item with which to do
so. Alternatively, it can function as the target of a project image spell, duplicating Shar's actions and
functioning as the origin of her spells when it is within her direct line of sight. Mentally commanding
the double is a free action. Using it as the originator of a spell counts as an action of the sort needed
to cast the spell for both Shar and the double. Causing either Shar or the double to leave the plane
they share dismisses the double. The double lasts for 40 rounds. The death of the double does not
affect Shar or vice versa. If Shar dies, the shadow double still lasts until its duration expires.
- Shadow Walk (Sp): Shar can use shadow walk once per day (caster level 25th).
- Shar's Caress (Su): Shar can surrond a held chakram, whip or dagger with Shadow Weave magic,
temporarily giving the weapon the unholy property. This ability lasts for 1 round each time it is used,
and can be invoked as a free action 16/day. Shar must decided to use this ability before the attack is
made, and if the attack misses that use of Shar's Caress is wasted.
- Shield of Shadows (Su): Shar can surround herself with a globe of purple-black force as a standard
action. This shield of shadows functions like a shield spell, granting her a +4 shield bonus to AC and
absorbing magic missiles cast at her. In addition, the shield of shadows provides concealment (20% miss
chance) against melee and ranged attacks. Shar can see and reach through the shield, so it does not
provide cover or concealment to opponents. Shar may use a shield of shadows for up to 40 rounds per
day. This duration need not be consecutive - Shar may break it up into increments as small as 1 round
if she so desires. Creating or dismissing the shield of shadows is a standard action.
- * Song of Shar (unique salient divine ability): Shar's beautiful, haunting singing voice can make those
who hear it stand lost in hopelessness or willingly do as she instructs. Any creature within 18 miles (to a
maximum of 180 creatures at a time) able to hear Shar's song must make a Will save opposed by her
Perform (sing) check result (DC 84). If its saving throw fails, the creature stands quietly and listens to
the mournful song, taking no other actions, for as long as Shar continues to sing and concentrate. While
listening, a target feels an unearthly chill, suffering 3d8 points of profane damage and one negative
level each round (a DC 44 Fortitude save negates the negative level). The creature does not react to
this chill, and potential or even obvious threats to the creature do not break the effect, though taking
any damage (besides the chill effect) or being affected by any otherwise harmful spell will end it.
Every round a creature is affected, it may make another Will save (with a cumulative +5 bonus each
time). If a creature's saving throw ever succeeds, Shar cannot attempt to affect that creature again for
24 hours. This is an enchantment (compulsion), mind-affecting ability, though it can affect creatures
normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will
saves.
- At will, Shar can also choose to instill a mass suggestion effect in anyone fascinated by her song (Will
DC 49 negates). She may also choose to affect those listening with a feeblemind effect (Will DC 49
negates) or a finger of death effect (Fort DC 51 partial). (All of which function as the spells, as cast by
an 87th level sorcerer).
- Spell-Like Abilities: Shar uses these abilities as an 87th-level caster, except for evil spells and
divination spells, which she uses as an 88th-level caster, and evocation spells and transmutation spells
(except spells from those two schools with the darkness descriptor), which she uses as an 86th-level
caster. The save DCs are 54 + spell level, or 55 + spell level for enchantment spells, illusion spells, and
necromancy spells*. Armor of darkness, blacklight, blasphemy, blindness/deafness,
clairaudience/clairvoyance, create undead, darkbolt, darkness, desecrate, detect secret doors, detect
thoughts, discern location, dispel good, divination, earthquake, find the path, foresight,
imprisonment, legend lore, Leomund's secure shelter, magic circle against good, maw of stone, meld
into stone, nightmare, obscuring mist, passwall, power word blind, power word kill, protection from
good, prying eyes, summon monster IX (as evil spell only), true seeing, unholy aura, unholy blight.
*Because she created the Shadow Weave, Shar reaps both the benefits and the penalties of the Shadow
Weave Magic feat for her spell-like abilities as well as her spells.
- Spells: As a 40th level sorcerer, or a 39th level sorcerer when using evocation or transmutation spells
(except those with the darkness descriptor), +58/+57 vs. SR. Shar may cast up to 6 epic arcane spells
per day, up to DC 132.
- Sorcerer Spells Known (6/11/11/10/10/10/10/9/9/9/3/3/3/2/2/2/2; base DC = 27 + spell level, or
28 + spell level for enchantment spells, illusion spells, and necromancy spells; 0 - daze, detect magic,
detect poison, ghost sound, prestidigitation, ray of frost, read magic, resistance, silent portal; 1st -
cause fear, change self, charm person, chill touch, blacklight; 2nd - blur, misdirection, claws of
darkness, shadow mask, shadow spray; 3rd - hold person, lesser shadow tentacle, major image,
vampiric touch; 4th - enervation, fear, improved invisibility, phantasmal killer; 5th - greater shadow
tentacle, nightmare, seeming, Grimwald's graymantle; 6th - mislead, permanent image, programmed
image; 7th - finger of death, shadow walk, vision; 8th - demand, mass charm, sympathy; 9th - energy
drain, wail of the banshee, weird.
- * Touch of Shar (unique salient divine ability): Shar's touch has the ability to bring brief
forgetfulness and solace or a total loss of memory. If she makes a melee touch attack (+64 bonus), she
can choose to remove memories from that creature as far back as she desires, which could range from
a matter of minutes to their entire lifetime. She may also choose only to remove specific memories, if
she is aware of them (such as through her Know Secrets ability). The target is allowed a Will save (Will
DC 44) to negate any of these effects.
- True Lies (Sp): Shar can reach into a creature's mind and modify a subject's memories as the 4th-
level bard spell modify memory. Shar can use this ability 16 times per tenday. The modify memory
works as if cast by a 69th level bard.
- Voice of Ineffable Evil (Sp): Shar can command a creature as per the dominate monster spell 1/day
as though cast by a 69th level sorcerer. This effect lasts one day. Unlike most spell-like abilities, voice
of ineffable evil has a verbal component.
- Possessions: Shar carries disks of the night, +8 keen speed chakrams. Each time they strike a target,
they create an utterdark effect. On a critical hit, the target is permanently blinded (Fort DC 60
negates). Only a deity of equal or higher rank than Shar can remove this blindness. (Caster Level: 69th;
Weight: 6 lbs.) Shar also carries two blades of loss, each +8 keen wounding short swords. Each hit
afflicts the target with a crushing despair effect (Will DC 60), except that the penalties are
cumulative. On a critical hit, the target is affected by soul's treasure lost effectl (Will DC 60 negates).
Only a deity of equal or higher rank than Shar can restore the lost item. (Caster Level: 69th; Weight: 3
lbs.)

Other Divine Powers


- As a greater deity, Shar automatically receives the best possible result on any die roll she makes
(including attack rolls, damage, checks, and saves). She is immortal.
- Senses: Shar can see (using normal vision or darkvision), hear, touch, and smell at a distance of
eighteen miles. As a standard action, she can perceive anything within ninteen miles of her worshipers,
holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can
extend her senses to up to twenty locations at once. She can block the sensing power of deities of her
rank or lower at up to two remote locations at once for 18 hours.
- Portfolio Sense: Shar senses any act of treachery or nihilism that takes place under cover of darkness
eighteen tendays before it happens and retains the sensation for eighteen tendays after the event
occurs.
- Automatic Actions: Shar can use Knowledge (arcana), Knowledge (history), Knowledge (nature),
Knowledge (planes), or Knowledge (religion) as a free action if the DC for the task is 30 or lower. She
can perform up to twenty such free actions each round.
- Create Magic Items: Shar can create any kind of magic item that obscures the truth, such as an
amulet of nondetection, or that creates magical darkness.
Avatars
- Shar's avatars come in two forms: the Nightsinger and the Dark Dancer. The Nightsinger stands a bit
more than 10 feet tall and wears voluminous robes to mask her feminine figure. She wears a mask of
feathers that trail from her face into the dark recesses of her cowled cloak. She does not speak;
instead, she singers her words in a voice filled with sorrow and loss. The Dark Dancer, by contrast,
wears few clothes. She has a dancer's figure, and her costume shows off her jet black skin, which is
marked by fields of starlight. The 7-foot-tall woman dances alluringly, using a mix of erotic gyration
and suggestive stares to convince others to serve her.
- Shar rarely manifests on Farun, but when she does, it is a cause for great celebration among her
cults, who fete her with dark dances, feasts, and erotic exultation.
____________________________________
Kiaransalee, the Revenancer
by Phaedros
KIARANSALEE
Lady of the Dead, the Revenancer, the Vengeful Banshee
Lesser Drow Deity
Symbol: Female drow hand wearing silver rings
Home Plane: The Abyss (The Demonweb Pits)
Alignment: Chaotic evil
Portfolio: Undead, vengeance
Worshipers: Drow, necromancers, undead
Cleric Alignments: CE, CN, NE
Domains: Chaos, Drow, Evil, Retribution, Undeath
Favored Weapon: "Cold Heart" (dagger)

KIARANSALEE
Necromancer 10, Cleric 10, True Necromancer 10, Mystic Theurge 10, Yathrinshee 10
Medium Undead (Chaotic, Evil)
Divine Rank: 6
Hit Dice: 10d12+80 (Nec) plus 10d12+80 (Clr) plus 10d12+80 (Tnc) plus 10d12+80 (Myt) plus 10d12+80
(Yth) (1000 hp)
Initiative: +8 (+8 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 68 (+8 Dex, +10 armor, +6 divine, +21 natural, +8 deflection, +5 profane), touch 37, flat-
footed 60
Base Att/Grapple: +27/+36
Attack: Cold Heart +41 melee (1d4+8/19-20) or deadly touch +36 melee (1d8+8 plus Fort DC 44 or die);
or spell +36 melee touch or +41 ranged touch.
Full Attack: Cold Heart +41/+36/+31 melee (1d4+8/19-20) or deadly touch +36/+31/+26 melee (1d8+8
plus Fort DC 44 or die); or by spell.
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain powers, keening, rebuke undead 19/day, salient divine abilities, spell-like
abilities, spells, threnody.
Special Qualities: Curse of the revenancer, divine aura (600 ft., DC 24), divine immunities, DR 25/epic
and bludgeoning, DR 20/epic and silver, drow traits, familiar (spiders), fire resistance 11, godly realm
(1 mile outer plane, 600 ft. Material Plane), greater teleport at will, lich salient abilities, phylactery,
plane shift at will, rebuke undead, remote communication, necromanctic prowess +3, SR 63, undead
traits, understand, speak, and read all languages and speak directly to all beings within 6 miles, zone
of desecration.
Saves: Fort +41, Ref +49, Will +60.
Abilities: Str 16, Dex 26, Con --, Int 43, Wis 40, Cha 27.
Skills: Appraise +22 (+26 alchemical items, +26 jewelery), Bluff +39, Concentration +64, Craft
(alchemy) +52, Craft (jewelry-making) +52, Diplomacy +33, Disguise +14 (+16 acting), Hide +37,
Intimidate +36, Knowledge (arcana) +75, Knowledge (history) +52, Knowledge (the planes) +54,
Knowledge (religion) +75, Listen +41, Move Silently +34, Search +47, Sense Motive +39, Spellcraft +81,
Spot +41, Survival +21 (+25 tracking, +25 planar)
Feats: Empower Spell, Extra Turning (x2), Forge Ring, Greater Spell Focus (necromancy), Greater Spell
Penetration, Heighten Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (necromancy), Spell
Mastery (animate dead, circle of death, control undead, enervation, fear, finger of death, horrid
wilting, power word kill, soul bind, wail of the banshee), Spell Penetration, Still Spell, Violate Spell.
Epic Feats: Epic Reflexes, Epic Spell Focus (necromancy), Epic Spellcasting, Forge Epic Ring, Improved
Heighten Spell, Negative Energy Burst, Zone of Animation.
Lich Salient Abilities: Bolt of the damned 5/day (5d8 damage, Fort DC 30 half), dark arcana (animate
dead at will), deadly touch (Will DC 44 half, Fort DC 44 or die), fear aura (Will DC 44), improved
command (+25), improved fear aura (up to 37 HD), nether arcana (create undead at will), paralyzing
touch, undead mastery (500 HD), vile arcana (create greater undead at will).
Salient Divine Abilities: Arcane Mastery, Alter Size (b), Avatar (b), Banshee's Laugh* (Will DC 34),
Divine Spellcasting, Divine Spell Focus (necromancy), Extra Domain (drow), Extra Domain (retribution),
Hand of Death (Fort DC 34), Spontaneous Wizard Spells.
*Unique ability, described below.
Environment: The Demonweb Pits
Organization: Unique
Challenge Rating: 50
Treasure: Cold Heart, Mantle of Nightmares, Ring of the Final Rest, Ring of the Lady's Curse, Ring of
the Revenancer
Alignment: Chaotic evil
Advancement: --
Level Adjustment: --

- Alter Reality: Kiaransalee can use the wish spell with regard to her portfolio, save for the replication
of other spells. This ability costs Kiaransalee no XP, and requires a standard action to implement. As a
free action 6/day, for one round at a time, Kiaransalee may add +8 to her effective spellcaster level.
- Banshee's Laugh (unique salient divine ability): Kiaransalee sometimes manifests as a dry, chuckling
laughter tinged with madness coupled with the distinct sensation that someone has stepped on the
grave of every creature hearing her mad chortle. The laughter fills a 60 ft. radius, which can be
centered at any point Kiaransalee can perceive. Those affected must make a Will save (DC 34), or
suffer a -6 penalty to Constitution and Wisdom, as well as be afflicted by a fear spell. With no obvious
threat present, those frightened by the goddess' laughter flee in a random direction. Anyone that saves
against Kiaransalee's laugh can not be affected by it again that day.
- Curse of the Revenancer: Any creature slain by Kiaransalee immediately rises as a zombie under her
control.
- Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration,
electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation,
imprisonment, banishment, turning or rebuking.
- Domain Powers: Cast chaos spells at +1 caster level; Extra Turning and Lightning Reflexes as bonus
feats; cast evil spells at +1 caster level; 1/day may strike for maximum damage against an opponent
that harmed her in combat.
- Drow Traits: Kiaransalee gains a +2 racial bonus on Will saves against enchantment spells or effects.
She has darkvision (120-foot range), and she is entitled to a Search check when within 5 feet of a
secret or concealed door as though actively looking for it. She gains a +2 bonus on Will saves against
spells or spell-like abilities. As a drow, Kiaransalee has light blindness (blinded for 1 round by abrupt
exposure to bright light, -1 penalty on all attack rolls, saves, and checks while operating in bright
light).
- Keening: Kiaransalee can keen one per day. This ability works like the wail of the banshee spell,
except that it affects any number of creatures within a 30-foot-radius spread centered on Kiaransalee.
(Fort DC 28).
- Necromantic Prowess (Ex): Kiaransalee has unsurpassed power over death. When she rebukes
undead, casts necromantic spells (from the school of Necromancy or the domain of Death), or uses
necromantic spell-like abilities, she gains a +3 bonus to her effective caster level.
- Rebuke Undead (Sp): Kiaransalee's cleric, true necromancer, and yathrinshee levels, as well as her
necromantic prowess, stack for the purposes of rebuking undead. She may attempt to rebuke/control
undead as a 58th level cleric. Her Knowledge (religion) ranks also give her a +4 synergy bonus on
rebuke checks.
- Spell-Like Abilities: Kiaransalee uses these abilities as a 56th-level caster, except for chaos spells
and evil spells, which she uses as a 57th-level caster, and necromancy spells, which she uses as a 59th-
level caster. The save DCs are 35 + spell level. Animate dead, animate objects, banishment,
blasphemy, chaos hammer, circle of doom, clairaudience/clairvoyance, cloak of chaos, cloak of dark
power, control undead, create greater undead, create undead, death ward, desecrate, detect undead,
discern lies, discern location, dispel good, dispel law, endurance, energy drain, fire shield, gate,
greater dispelling, greater planar ally, magic circle against good, magic circle against law, mark of
justice, protection from good, protection from law, shatter, shield of faith, speak with dead, spell
turning, spiderform, storm of vengeance, suggestion, summon monster IX (as chaos or evil spell only),
unholy aura, unholy blight, word of chaos.
- As a drow, Kiaransalee also has the ability to use dancing lights, darkness, and faerie fire each 1/day,
caster level 50th.
- Spells: As a 34th level wizard and a 34th level cleric (CLs 42nd with alter reality), +44 vs. spell
resistance (+52 with alter reality). Kiaransalee casts spells from the school of Necromancy or the
domain of Death as a 37th level wizard and a 37th level cleric (CLs 45th with alter reality), +47 vs.
spell resistance (+55 with alter reality). Kiaransalee may cast up to 5 epic arcane spells per day and up
to 5 epic divine spells per day, up to DC 91 (when taking 10).
- Wizard Spells/Day (Levels 0-16): 4/8/8/8/8/7/7/7/7/6/3/3/3/2/2/2/2; base DC = 27 + spell level,
or 31 + spell level for Necromancy spells. Prohibited schools: Abjuration, Evocation.
- Cleric Spells/Day (Levels 0-15): 6/9/9/9/8/8/7/7/6/6/3/3/2/2/2/2; base DC = 26 + spell level, or
30 + spell level for Necromancy spells.
- Threnody: 1/day, Kiaransalee can sing a song of lament that can unnerve opponents who are engaged
in combat with an undead creature. In effect, any undead within 30 feet of Kiaransalee gains a gaze
attack identical to the unnerving gaze of a chain devil. Any creature that meets their eyes must make a
Will save (DC 28) or take a -2 penalty on attack rolls for 1d3 rounds because it sees the faces of
departed loved ones or bitter enemies.
- If an undead creature actually is the animated corpse of a friend or companion of Kiaransalee's
opponent, the save DC increases by 2 and the penalty is doubled (to -4).
- Undead Traits: Kiaransalee has darkvision, and is not subject to critical hits or nonlethal damage.
Negative energy heals her. Kiaransalee's natural attacks are treated as epic and evil for the purposes of
overcoming damage reduction.
- Zone of Desecration: Kiaransalee is continually surrounded by a 100-foot-radius aura of negative
energy. The effect is otherwise identical to that of the desecrate spell.
- Possessions: Kiaransalee carries Cold Heart, a curved +5 acidic blast dagger of venom. (Caster Level:
50th, Weight: 1 lb.) Besides her dagger, Kiaransalee occassionally wears the Mantle of Nightmares, a
cloak of rattling bones that instills fear in the living. It provides a +10 armor bonus to AC and a +10
resistance bonus to saves (reflected in the above statistics). Anyone within 50 ft. that hears the
rattling must make a Will save (DC 42) or become frozen with fear and paralyzed (as by a lich's touch).
The Lady of the Dead also wears silver rings on all her fingers save her thumbs. Most are simply for
show, but among these are the Ring of the Revenancer, a minature skull set upon a silver band. If worn
by a wizard specialized in the school of necromancy, it allows them to cast two extra necromancy
spells per spell level rather than one. She also wears the Ring of the Lady's Curse - 6/day, it can
project a ghostly, floating skull which gives anyone it touches a -4 profane penalty against all spells
from the Necromancy school or the Death domain for one day (Will DC 42 negates), and the Ring of the
Final Rest - 3/day, this ring can be used to make a terrifying attack upon a target standing atop at
least 6 feet of soil. A pair of giant skeletal hands burst forth from the ground to drag the unfortunate
victim into the earth. If the target does not avoid this with a Reflex save (DC 42), the magical hands
pull them 6 feet down and hold them there. The target immediately begins to suffocate. If the wearer
of the ring wishes, she can forcibly expel the target from the earth at any time. Otherwise, they must
make four successful grapple checks in a row (one per round, DC 42) to break free of the bony grip and
climb out, or continue to suffocate until dead.
Other Divine Powers
- As a lesser deity, Kiaransalee may take 10 on any check. Kiaransalee treats a 1 on an attack roll or
saving throw normally and not as an automatic failure. She is immortal.
- Senses: Kiaransalee can see (using normal vision or darkvision), hear, touch, and smell at a distance
of six miles. As a standard action, she can perceive anything within six miles of her worshippers, holy
sites, objects, or any location where one of her titles or name was spoken in the last hour. She can
extend her senses to up to five locations at once. She can block the sensing power of deities of her
rank or lower at up to two remote locations at once for 6 hours.
- Portfolio Sense: Kiaransalee is aware of any use of animate dead, create undead, create greater
undead, or any similiar spell used to create undead when the target is a drow corpse, as long as the
event affects at least five hundred people. She is similarly aware whenever a drow swears an oath of
vengeance if the event is of similiar scope.
- Automatic Actions: Kiaransalee can use Spellcraft or any of her Knowledge skills as a free action if
the DC for the task is 20 or lower. She can perform up to 5 such free actions each round.
- Create Magic Items: Kiaransalee can create any kind of magic item that uses negative energy or
affects undead, as long as the item's market price does not exceed 30,000 gp.

Avatars
- Kiaransalee's avatar appears as she does; a sinuous drow female wearing only silver jewelry and black
silk veils.
____________________________________
Eilistraee, the Dark Maiden
by Phaedros
EILISTRAEE
The Dark Maiden, Lady of the Dance, Lady Silverhair
Lesser Drow Deity
Symbol: Nude long-haired female drow dancing with a silver bastard sword in front of a full moon
Home Plane: Arvandor, or the Demonweb Pits
Alignment: Chaotic good
Portfolio: Song, beauty, dance, swordwork, hunting, moonlight
Worshipers: Good-aligned drow, hunters, surface-dwelling elves
Cleric Alignments: CG, CN, NG
Domains: Chaos, Charm, Drow, Elf, Good, Moon, Portal
Favored Weapon: "The Moonsword" (bastard sword)

EILISTRAEE
Bard 30, Fighter 20, Sword Dancer 10
Medium Outsider (Chaotic, Good)
Divine Rank: 7
Hit Dice: 30d6+210 (Brd) plus 20d10+140 (Ftr) plus 10d8+70 (Swd) (880 hp)
Initiative: +25, always first (+17 Dex, +8 Superior Initiative, Supreme Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 71 (+17 Dex, +7 divine, +22 natural, +15 deflection), touch 49, flat-footed 54
Base Att/Grapple: +35/+49
Attack: Moonblade +75 melee (1d10+25/19-20); or spell +49 melee touch or +59 ranged touch.
Full Attack: Moonblade +75/+70/+65 melee (1d10+25/19-20); or by spell.
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities.
Special Qualities: Bardic knowledge +39, 30/day bardic music (countersong, fascinate, inspire
competence +6, inspire courage +10, inspire greatness +6d10/+6/+4, suggestion) range 7 miles, sword
song, moonlights, sword dance, maiden's sword, sword shield, divine aura (700 ft., DC 32), divine
immunities, DR 20/epic and cold iron, drow traits, fire resistance 12, godly realm (1 mile Outer Plane,
700 ft. Material Plane), greater teleport at will, plane shift at will, remote communication 7 miles, SR
69, understand, speak, and read all languages and speak directly to all beings within 7 miles.
Saves: Fort +40, Ref +60, Will +46.
Abilities: Str 24, Dex 45, Con 24, Int 29, Wis 25, Cha 41.
Skills: Appraise +16 (+20 weapons), Balance +75, Bluff +47, Climb +34, Concentration +39, Craft
(weaponsmithing) +56, Decipher Script +36, Diplomacy +63, Disguise +47 (+51 acting), Escape Artist
+49, Gather Information +47, Hide +54, Intimidate +26, Jump +90, Knowledge (arcana) +51, Knowledge
(nature) +38, Knowledge (religion) +51, Listen +46, Move Silently +54, Perform (dance) +82, Perform
+82 (sing), Perform +72 (string instruments), Perform +72 (woodwind instruments), Search +16, Sense
Motive +29, Spellcraft +80 (+84 scrolls), Spot +36, Survival +29 (+31 natural), Swim +34, Tumble +90,
Use Rope +24 (+28 bindings), Use Magic Device +47 (+53 scrolls)
Feats: Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and
Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Create Portal, Daylight Adaption,
Dodge, Exotic Weapon Proficiency (bastard sword), Great Cleave, Improved Combat Expertise,
Improved Critical (bastard sword), Improved Disarm, Improved Initiative, Improved Sunder, Improved
Trip, Mobility, Power Attack, Run, Scribe Scroll, Spring Attack, Weapon Focus (bastard sword), Weapon
Specialization (bastard sword), Whirlwind Attack.
Epic Feats: Epic Inspiration (x2), Epic Reflexes, Epic Skill Focus (Perform [dance]), Epic Skill Focus
(Perform [sing]), Epic Weapon Focus (bastard sword), Epic Weapon Specialization (bastard sword),
Improved Whirlwind Attack, Superior Initiative.
Salient Divine Abilities: Blade Dance*, Divine Bard, Divine Dodge (57%), Divine Weapon Focus (bastard
sword), Extra Domain (Charm), Extra Domain (Elf), Extra Domain (Moon), Extra Domain (Portal),
Supreme Initiative.
*Unique ability, described below.
Environment: Arvandor
Organization: Unique
Challenge Rating: 50
Treasure: Moonsword
Alignment: Chaotic good
Advancement: --
Level Adjustment: --

- Alter Reality: Eilistraee can use the wish spell with regard to her portfolio, save for the replication of
other spells. This ability costs Eilistraee no XP, and requires a standard action to implement. As a free
action 7/day, for one round at a time, Eilistraee may add +15 to her effective spellcaster level.
- Blade Dance (unique salient divine ability): Eilistraee can apply her Dexterity bonus to attacks she
makes with any bastard swords.
- Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration,
electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation,
imprisonment, banishment.
- Domain Powers: Cast chaotic spells at +1 caster level; 7/day increase Cha by +4 for 1 minute; cast
good spells at +1 caster level; 18/day turn or destroy lycanthropes; detect an active or inactive portal
as if it were a normal secret door (DC 20).
- Drow Traits: Eilistraee gains a +2 racial bonus on Will saves against enchantment spells or effects.
She has darkvision (120-foot range), and she is entitled to a Search check when within 5 feet of a
secret or concealed door as though actively looking for it. She gains a +2 bonus on Will saves against
spells or spell-like abilities.
- Moonlights (Su): At will and as a free action Eilistraee can create small lights equal to those produced
by the dancing lights spell. These lights are under the control of Eilistraee but cannot move more than
5 feet from her body. Eilistraee can have up to five lights in existance at a time.
- Sword Dance (Su): Eilistraee's sword may be used as if it had the dancing property. She may use this
ability 10 times per day.
- Sword Shield (Su): At 10th level, as a free action Eilistraee may command her dancing sword to fight
in a defenseive manner, taking a penalty of up to -5 on the sword's attacks in order to add the same
number (up to +5) to her Armor Class as an armor bonus. The changes to the sword's attack rolls and
her Armor Class last until her next action. She can only use this ability on one dancing sword at a time.
- Sword Song (Su): Whenever Eilistraee wields her sword, it sings heroic songs, granting her a +2
morale bonus on attack and damage rolls with the sword. This ability is a sonic, mind-affecting effect,
and can be used for a maximum of 25 rounds per day. If this ability is applied to a dancing sword, the
dancing sword gains the attack and damage bonus, but the saving throw bonus still applies to
Eilistraee.
- Spell-Like Abilities: Eilistraee uses these abilities as a 67th-level caster, except for chaos spells and
good spells, which she uses as a 68th-level caster. The save DCs are 42 + spell level. Aid, analyze
portal, animal shapes, animate objects, antipathy, banishment, blade barrier, calm emotions, cat's
grace, chaos hammer, charm monster, charm person, clairaudience/clairvoyance, cloak of chaos, cloak
of dark power, commune with nature, demand, dimension door, dimensional anchor, discern lies,
dispel evil, dispel law, dominate monster, emotion, etherealness, faerie fire, find the path, gate,
geas/quest, greater dispel magic, greater planar ally, holy aura, holy smite, holy word, insanity,
liveoak, magic circle against evil, magic circle against law, maze, moon path, moonbeam, moonblade,
moonfire, permanent image, protection from evil, protection from law, shatter, snare, spiderform,
suggestion, summon monster I, summon monster IX (as chaos or good spell only), sunburst, teleport,
tree stride, true strike, word of chaos
- As a drow, Eilistraee also has the ability to use dancing lights, darkness, and faerie fire each 1/day,
caster level 60th.
- Spells: As a 40th level bard (55th with alter reality), +47 vs. SR (+62 with alter reality).
- Bard Spells Known: 4/8/8/8/7/7/7; base DC = 25 + spell level); 0-dancing lights, detect magic, ghost
sound, light, prestidigiation, read magic; 1st-expeditious retreat, identify, mage armor, protection
from law, sleep; 2nd-bull's strength, detect thoughts, glitterdust, see invisibility, tongues; 3rd-dispel
magic, haste, keen edge, major image, slow; 4th-dimension door, dismissal, legend lore, modify
memory, rainbow pattern; 5th-dream, false vision, healing circle, mirage arcana, persistant imagine;
6th-mass suggestion, programmed image, project image, veil.
- Possessions: Eilistraee carries the Moonsword, normally a +4 silver bastard sword. If Eilistraee wields
it, it begins to sing loudly and constantly until silenced. It becomes a +7 silver bastard sword, and each
round it's song acts as a repulsion effect (as the spell, Will DC 40) to all undead creatures and all evil
creatures of 5 HD or less within 670 ft. Once per round, at any point during an attack or full attack
action, it can unleash silvery projectiles that act as a magic missile spell, except that it fires 9 of
them, and each deals 1d4+9 damage (undead or evil creatures take double damage). (Caster Level:
60th; Weight: 6 lb.) On the rare occassions Eilistraee desires to wear clothes, she wears deep brown
leather boots (which grant her +25 to Move Silently checks, and allow her to move at normal speed
across any terrain, without leaving any tracks) and a dappled green cloak (which grants her a +25 bonus
to Hide checks, which increases to invisibility (as the improved invisibility spell) within a forested
area. Neither of these items are included in the above statistics. (Caster Levels: 60th; Weight: 1 lb.
each.)

Other Divine Powers


- As a lesser deity, Eilistraee may take 10 on any check. Eilistraee treats a 1 on an attack roll or saving
throw normally and not as an automatic failure. She is immortal.
- Senses: Eilistraee can see (using normal vision or darkvision), hear, touch, and smell at a distance of
six miles. As a standard action, she can perceive anything within 7 miles of her worshippers, holy sites,
objects, or any location where one of her titles or name was spoken in the last hour. She can extend
her senses to up to five locations at once. She can block the sensing power of deities of her rank or
lower at up to two remote locations at once for 7 hours.
- Portfolio Sense: Eilistraee is aware of any threat to good-aligned drow, as long as the event in
question affects at least five hundred such beings. She is similarly aware of any drow who consider
rejecting the worship of the dark deities of the drow pantheon if the event is of similiar scope.
- Automatic Actions: Eilistraee can use Perform or any Dexterity-based skill as a free action if the DC
for the task is 20 or lower. To use a skill as a free action, Eilistraee must have ranks in the skill, or the
skill must be usable untrained. Eilistraee likewise can perform anything that can be accomplished with
a simple Dexterity check as a free action. She cannot do anything as a free action if the task would be
a move action or part of a move action. She can perform up to five such free actions each round.
- Create Magic Items: Eilistraee can create any kind of magic item that relates to swordplay, song,
beauty, hunting, or moonlight, as long as the item's market price does not exceed 30,000 gp.
Avatars
- The typical avatar of Eilistraee appears as an unclad, glossy-skinned female drow, 9 feet in height,
with ankle-length, sweeping hair of glowing silver. Her hair and wandering silvery radiances cloak her
body in a smooth, continuously moving array of beauty.
____________________________________
Vecna, the Whispered One
by Phaedros
"An entity known only as the Serpent speaks directly to Vecna. Others - daring to call themselves
wizards, magicians, and sorcerers - manipulate the tiniest aspects of the Serpent and call it magic.
But Vecna speaks to the Serpent, and the Serpent speaks back."

VECNA
The Maimed Lord, The Whispered One, The Master of All That is Secret and Hidden, The Dying King,
The Chained God, The Failed God, The God of Secrets, The Supreme God of All the Infinite Spaces and
Every Space Between, The Arch-Lich, Lord Whisper, The Lord of Dark Secrets, The One Named in
Whispers, The Darklord of Cavitius, The Ruler of the Rotted Tower, The Master of the Spidered Throne
Lesser Deity of Oerth
Symbol: An eyeball clutched in the palm of a skeletal left hand
Home Plane: The Material Plane (Oerth)
Alignment: Neutral Evil
Portfolio: Secrets, intrigue
Worshipers: Wizards, sorcerers, conspirators
Cleric Alignments: CE, LE, NE
Domains: Evil, Knowledge, Madness, Magic
Favored Weapon: "Afterthought" (dagger)

VECNA
Wizard 30, Loremaster 15, Archmage 5
Medium Undead (Archlich, Augmented Human, Evil, Extraplanar)
Divine Rank: 10
Hit Dice: 30d12+330 (Wiz) plus 15d12+165 (Lor) plus 5d12+55 (Acm) (1150 hp)
Initiative: +4 (+4 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 80 (+4 Dex, +10 divine, +25 natural, +15 armor, +11 deflection, +5 profane), touch 40,
flat-footed 76
Base Att/Grapple: +30/+44
Attack: Afterthought +50 melee (1d4+9 plus 1 Con/19-20); or deadly touch +49 melee (5d8+16 negative
energy [Will DC 55 half] plus death [Fort DC 55 negates]); or spell +44 melee touch or +44 ranged touch
Full Attack: Afterthought +50/+50/+45 melee (1d4+9 plus 1 Con/19-20); or deadly touch +49/+44
melee (5d8+16 negative energy [Will DC 55 half] plus death [Fort DC 55 negates]); or spell +44 melee
touch or +44 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, salient undead abilities, spell-like abilities,
spells.
Special Qualities: Divine aura (1,000 ft., DC 31), divine immunities, DR 25/epic, bludgeoning, good,
and silver, familiar (snakes), fast healing 25, godly realm, greater teleport at will, high arcana (arcane
reach, mastery of counterspelling, mastery of elements, mastery of shaping, spell power), lich
immunities, permanent spells, plane shift at will, remote communication, secrets (applicable
knowledge, lore of true stamina, more newfound arcana, newfound arcana, secrets of inner strength),
SR 107, undead traits, understand, speak, and read all languages and speak directly to all beings within
10 miles
Saves: Fort +43, Ref +45, Will +62
Abilities: Str 19, Dex 18, Con --, Int 50, Wis 38, Cha 32
Skills: Appraise +55 (+57 alchemical items), Bluff +23, Concentration +74, Craft (alchemy) +52,
Decipher Script +61, Diplomacy +23, Disguise +23 (+25 when acting in character), Hide +24, Intimidate
+23, Knowledge (arcana) +95, Knowledge (architecture and engineering) +40, Knowledge
(dungeoneering) +40, Knowledge (geography) +40, Knowledge (history) +85, Knowledge (nature) +40,
Knowledge (nobility and royalty) +37, Knowledge (religion) +85, Knowledge (the planes) +85, Listen
+33, Move Silently +24, Search +59 (+61 to find secret doors), Sense Motive +31, Spellcraft +101, Spot
+33, Survival +23 (+25 to avoid getting lost, +25 in natural environments, +29 on other planes, +25
underground)
Feats: Brew Potion, Craft Magic Arms & Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous
Item, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Forge Ring, Heighten Spell,
Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (all) (b), Still Spell, Violate Spell,
Widen Spell
Epic Feats: Epic Skill Focus (Knowledge [arcana]), Epic Skill Focus (Spellcraft), Epic Spellcasting, Ignore
Material Components, Improved Heighten Spell, Improved Metamagic, Multispell (x2)
Salient Divine Abilities: Arcane Mastery, Craft Artifact, Divine Blast (14/day, 21d12 damage), Divine
Shield (14/day, absorbs 100 damage), Divine Spellcasting, Extra Domain (Madness), Increased Damage
Reduction, Increased Spell Resistance (x2), Know Secrets (Will DC 31), Spontaneous Wizard Spells, True
Knowledge
Salient Undead Abilities: Deadly touch (Will DC 55 half, Fort DC 55 or die), fast healing (25/round;
50/round if within 500 ft. of phylactery), fear aura (60 ft., Will DC 55), forbidden lore (+77), improved
command (+25 HD), improved fear aura (up to 50 HD), paralyzing gaze (Fort DC 55 negates), paralyzing
touch, rebuke undead (as 51st level evil cleric; gains a +6 synergy bonus), undead mastery (510 HD)
Environment: Oerth, Material Plane
Organization: Solitary (unique)
Challenge Rating: 63
Treasure: Afterthought, Robes of the Arch-Lich
Alignment: Neutral Evil
Advancement: --
Level Adjustment: --

- Alter Reality: Vecna may use Alter Size (between tiny and gargantuan sizes) and may create avatars.
He may use the wish spell with regard to his portfolio, save for the replication of other spells. This
ability costs Vecna no XP, and requires a standard action to implement.
- Arcane Reach (Su): Vecna can use spells with a range of touch on a target up to 30 feet away. Vecna
must make a successful ranged touch attack.
- Divine Immunities: Ability damage, ability drain, acid, banishment, death effects, disease,
disintegration, energy drain, fire, imprisonment, mind-affecting effects, paralysis, poison, sonic, sleep,
stunning, transmutation, turning or rebuking.
- Divine Power: Vecna is a living embodiment of power and ancient divine magicks. As such, mortal
items are of virtually no use to him, being so much weaker than his own innate powers. Vecna gains no
benefit from a deflection, enhancement, resistance, insight, sacred or profane bonus that is less than
+10. He gains no benefit from bonuses that would increase his ability scores (save for size
modifications).
- Domain Powers: 10/day, add +25 to a single Wisdom-based skill check or Will save; all Knowledge
skills are class skills; cast divination spells at +1 caster level; cast evil spells at +1 caster level.
- Lich Immunities: Vecna has immunity to cold, electricity, polymorph (though he can use polymorph
effects on himself), and mind-affecting attacks.
- Mastery of Counterspelling: When Vecna counterspells a spell, it is turned back upon the caster as if
it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is
merely counterspelled.
- Mastery of Elements: Vecna can alter an arcane spell when cast so that it utilizes a different element
from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or
sonic descriptor. The spell's casting time is unaffected. Vecna decides whether to alter the spell's
energy type and chooses the new energy type when he begins casting.
- Mastery of Shaping: Vecna can alter area and effect spells that use one of the following shapes:
burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's
area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot
cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
- Permanent Spells: Vecna has used permanency upon the following spells: arcane sight, greater magic
fang +5, read magic, see invisibility.
- Secrets: Vecna has learned newfound arcana (1 bonus 1st-level spell), more newfound arcana (1
bonus 2nd-level spell), applicable knowledge (any one feat), secrets of inner strength (+2 bonus on Will
saves), and the lore of true stamina (+2 bonus on Fortitude saves).
- Spell Power: This ability increases Vecna's effective caster level by +1 (for purposes of determining
level-dependent spell variables such as damage dice or range, and caster level checks only).
- Spell-Like Abilities: Vecna uses these abilities as a 60th-level caster, except for divination spells and
evil spells, which he uses as a 61st-level caster. The save DCs are 42 + spell level. At will - Antimagic
field, bolts of bedevilment, blasphemy, confusion, clairaudience/clairvoyance, create undead,
desecrate, detect secret doors, detect thoughts, discern location, dispel good, dispel magic,
divination, find the path, foresight, identify, imbue with spell ability, insanity, legend lore, lesser
confusion, maddening scream, magic circle against good, Mordenkainen's disjunction, Nystul's
undetectable aura, phantasmal killer, protection from good, protection from spells, rage, spell
resistance, spell turning, summon monster IX (as evil spell only), touch of madness, true seeing,
unholy aura, unholy blight, weird.
- Spells: As a 51st level wizard, or a 52nd level wizard when casting divination or evil spells. Vecna rolls
1d20+16 plus caster level when making spell resistance checks. Vecna may cast up to 5 epic spells per
day, up to DC 111 (when taking 10).
- Wizard Spells/Day (Levels 0-20): 4/4/10/10/9/8/7/7/6/6/7/4/4/4/3/3/3/3/2/2/2/2; base DC = 31
+ spell level.
- Undead Traits: Darkvision, not subject to critical hits or nonlethal damage. Vecna's natural attacks
are treated as epic and evil for the purposes of overcoming damage reduction.
- Possessions: Vecna carries Afterthought, a +6 ghost touch wounding dagger of speed. A spellcaster
struck by this weapon loses prepared spells (or available spell slots) for the day. On any successful hit,
the target loses 1d10 prepared spells or spell slots (beginning with the highest available spell levels;
prepared spells are chosen randomly). The target may make a Will save (DC 46) to halve the effect
(rounded up). (Caster Level: 50th, Weight: 1 lb.) Vecna also wears the Robes of the Arch-Lich, a set of
black robes with a many-pointed, high-backed collar and etched with a web-like pattern. They provide
immunity to web effects, a +15 armor bonus to AC, a +10 resistance bonus to saving throws, and a +6
enhancement bonus on caster level checks made to overcome spell resistance. The robe is suffused
with negative energy, dealing its wearer 1d10 hit points of negative energy damage per round (undead
creatures wearing the robe are instead healed a like amount). Any living creature wearing the robes
suffers from six negative levels, which do not result in actual level loss, but cannot be overcome in any
way while the garment is worn. The appearance of the robes can be changed as though glamered,
often appearing black and dark green, dark blue with golden trim, or tattered but adorned with golden
finery. (Caster Level: 50th, Weight: 1 lb.)

Other Divine Powers


- As a lesser deity, Vecna may take 10 on any check. Vecna treats a 1 on an attack roll or saving throw
normally and not as an automatic failure. He is immortal.
- Senses: Vecna can see (using normal vision or darkvision), hear, touch, and smell at a distance of ten
miles. As a standard action, he can perceive anything within ten miles of his worshippers, holy sites,
objects, or any location where on of his titles or name was spoken in the last hour. He can extend his
senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at
up to two remote locations at once for 10 hours.
- Portfolio Sense: Vecna can sense the discovery, recording, or sharing of any secret that affects at
least five hundred people (such secrets might be political such as a secret alliance, or personal such as
a leader's illness).
- Automatic Actions: Vecna can use any Knowledge skill or Spellcraft as a free action if the DC for the
task is 20 or lower. He may also make lore checks as free actions, and always succeeds regardless of
the DC. He may use analyze dweomer and legend lore as free actions at will. He can perform up to five
such free actions each round.
- Create Magic Items: Vecna can create any kind of magic item.

Avatars
- Vecna's avatars usually appear as skeletal liches, richly dressed in black robes and missing their left
hands. Their left eye sockets are pits of darkness, while their right sockets burn with a pinpoint of
crimson light. They often have long, wispy white hair despite a lack of skin.

Example Avatar of Vecna


Wizard 10, Loremaster 10, Archmage 5
Medium Outsider (Archlich, Augmented Human, Evil, Extraplanar)
Divine Rank: 0
Hit Dice: 10d12+60 (Wiz) plus 10d12+60 (Lor) plus 5d12+30 (Acm) (510 hp)
Initiative: +3 (+3 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 55 (+4 Dex, +15 natural, +15 armor, +6 deflection, +5 profane), touch 25, flat-footed 51
Base Att/Grapple: +13/+16
Attack: +5 wounding dagger of speed +21 melee (1d4+8 plus 1 Con/19-20); or deadly touch +21 melee
(5d8+11 negative energy [Will DC 38 half] plus death [Fort DC 38 negates]); or spell +16 melee touch or
+15 ranged touch
Full Attack: +5 wounding dagger of speed +21/+21/+16 melee (1d4+8 plus 1 Con/19-20); or deadly
touch +21/+16 melee (5d8+11 negative energy [Will DC 38 half] plus death [Fort DC 38 negates]); or
spell +16 melee touch or +15 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, salient undead abilities, spell-like abilities,
spells
Special Qualities: Divine aura (1,000 ft., DC 16), divine immunities, DR 25/epic, bludgeoning, good,
and silver, familiar (snakes), fast healing 25, fire resistance 5, greater teleport at will, high arcana
(arcane reach, mastery of counterspelling, mastery of elements, mastery of shaping, spell power),
permanent spells, plane shift at will, secrets (applicable knowledge, lore of true stamina, more
newfound arcana, newfound arcana, secrets of inner strength), SR 44, turn resistance +11, undead
traits
Saves: Fort +20, Ref +21, Will +36
Abilities: Str 17, Dex 16, Con --, Int 42, Wis 30, Cha 22
Skills: Appraise +41 (+45 alchemical items), Bluff +11, Concentration +34, Craft (alchemy) +44,
Decipher Script +44, Diplomacy +8, Disguise +8 (+10 when acting in character), Hide +11, Intimidate
+21, Knowledge (arcana) +47, Knowledge (architecture and engineering) +44, Knowledge
(dungeoneering) +44, Knowledge (geography) +44, Knowledge (history) +44, Knowledge (nature) +44,
Knowledge (nobility and royalty) +44, Knowledge (religion) +44, Knowledge (the planes) +44, Listen
+18, Move Silently +11, Search +49 (+51 to find secret doors), Sense Motive +30, Spellcraft +51, Spot
+18, Survival +10 (+14 to avoid getting lost, +14 in natural environments, +14 on other planes, +14
underground)
Feats: Empower Spell, Eschew Materials, Heighten Spell, Maximize Spell, Scribe Scroll, Silent Spell,
Skill Focus (Knowledge [arcana]), Skill Focus (Spellcraft), Spell Focus (all) (b), Still Spell, Quicken Spell,
Violate Spell.
Epic Feats: Epic Spellcasting, Improved Metamagic, Multispell
Salient Divine Abilities: Divine Spellcasting, Spontaneous Wizard Spells
Salient Undead Abilities: Deadly touch (Will DC 38 half, Fort DC 38 or die), fast healing (25/round;
50/round if within 500 ft. of phylactery), fear aura (60 ft., Will DC 38), forbidden lore (+46), improved
command (+25), improved fear aura (up to 25 HD), paralyzing gaze (Fort DC 38 negates), paralyzing
touch, rebuke undead (as 26th level evil cleric; gains a +4 synergy bonus), undead mastery (260 HD)
Environment: Oerth, Material Plane
Organization: Solitary (unique)
Challenge Rating: 32
Treasure: +5 wounding dagger of speed, bracers of epic armor +15, cloak of epic resistance +10
Alignment: Neutral Evil
Advancement: --
Level Adjustment: --

- Divine Immunities: Ability damage, ability drain, energy drain, mind-affecting effects,
transmutation.
- Domain Powers: All Knowledge skills are class skills; cast divination spells at +1 caster level; cast evil
spells at +1 caster level.
- Lich Immunities: Vecna has immunity to cold, electricity, polymorph (though he can use polymorph
effects on himself), and mind-affecting attacks.
- Permanent Spells: Vecna's Avatar has used permanency upon the following spells: arcane sight,
greater magic fang +5, read magic, see invisibility.
- Spell-Like Abilities: Vecna uses these abilities as a 25th-level caster, except for divination spells and
evil spells, which he uses as a 26th-level caster. The save DCs are 16 + spell level. 3/day - Antimagic
field, blasphemy, clairaudience/clairvoyance, create undead, desecrate, detect secret doors, detect
thoughts, discern location, dispel good, dispel magic, divination, find the path, foresight, identify,
imbue with spell ability, legend lore, lesser confusion, magic circle against good, Mordenkainen's
disjunction, Nystul's undetectable aura,protection from good, protection from spells, spell resistance,
spell turning, summon monster IX (as evil spell only), true seeing, unholy aura, unholy blight.
- Spells: As a 26th level wizard (27th level when casting divination or evil spells). Vecna's Avatar may
cast up to 2 epic spells per day, up to DC 61 (when taking 10).
- Wizard Spells/Day (Levels 0-16): 4/9/9/8/8/6/6/5/6/6/3/3/3/2/2/2/2; base DC = 27 + spell level.
- Undead Traits: Darkvision, not subject to critical hits or nonlethal damage. Vecna's Avatar's natural
attacks are treated as epic and evil for the purposes of overcoming damage reduction.

The Artifacts of Vecna


- The Eye and Hand of Vecna are the physical remains of Vecna - for centuries, they were all that
remained of the lich after his battle with Kas the Betrayer. The ancient lich-lord continues to project
his will directly into the lives of mortals through these evil artifacts, permitting him to circumvent the
pact among Oerth's gods that limits their direct intervention in mortal affairs.
- Vecna himself is unable to detect these relics (or any being wearing one) through magical means or
his divine senses. However, he does not seem particularly concerned with retrieving them - it is known
that he has reacquired the Eye at least once, but sent it back out into the world to again instigate evil.

The Eye of Vecna


- The Eye of Vecna originally appears to be an ungut black gem. It raidates powerful magic, though the
type of magic cannot be identified by any means.
- If pushed into the empty eye socket of a humanoid being of any type, living or undead, the Eye
immediately grafts itself into place. It transforms into a yellowed eye with a slitted pupil, and starts to
glow with a sinister red light. Once inserted, the Eye is immune to magic and, short of the direct aid of
a deity, it cannot be removed by anyone save its user, who must gouge it out with his bare hands
(harming the user as per a coup-de-grace that deals 6d6 points of damage).
- The Eye grants its wearer constant darkvision, foresight and true seeing (as the spells). Though the
user may not be readily aware of it, the Eye also allows the use of the following spell-like abilities: At
will - clairvoyance; 3/day - eyebite; 1/week - dominate monster, vision. Each such ability counts as a
gaze attack. The save DCs are 25 or 10 + 1/2 wielder's HD + user's Cha modifier, whichever is higher.
Caster Level: 30th (or wielder's HD, if higher); Weight 0 lbs.

The Hand of Vecna


- The Hand of Vecna appears to be a dried, shriveled and blackened left hand with sharp, clawlike
fingernails. It raidates powerful magic, though the type of magic cannot be identified by any means.
- If the Hand is placed against the stump of a left arm from which the hand has been severed it
instantly grafts into place. Once attached, the Hand is immune to magic and, short of the direct aid of
a deity, cannot be removed thereafter without severing the entire arm (harming the user as per a
coup-de-grace that deals 6d6 points of damage), or with the direct aid of a deity. Once attached, the
hand functions normally, although it retains its burnt and withered appearance. It can be concealed by
a glove or gauntlet, but the nails always tear through the covering regardless of how sturdy it may be.
- The wearer is immune to all magic missile effects and inflicts 2d6 points of negative energy damage
to any plants touched by the Hand. The user's left arm (only) gains a +10 profane bonus to Strength.
- The Hand also grants several spell-like abilities. As with the Eye, the user must discover these powers
through trial and error, and each use runs the risk of domination. Unlike most spell-like abilities, these
require somatic components (gesturing with the hand), and some also require successful touch attacks,
as described below. The save DCs are 25 or 10 + 1/2 wielder's HD + user's Cha modifier, whichever is
higher.
- Point index finger: light, at will.
- Point two fingers: hypnotic pattern, 3/day.
- Point three fingers: color spray, 5/day.
- Point four fingers: cone of cold, 3/day.
- Point five fingers: disintegrate, 1/day.
- Touch with one finger: inflict light wounds, at will.
- Touch with two fingers: inflict serious wounds, 5/day.
- Touch with three fingers: remove fear, at will.
- Touch with four fingers: animate dead, 3/day.
- Touch with whole hand: Instant death (to anyone but user), at will. (SR does not apply; a creature
that makes a successful Fortitude save, or is immune to death effects, instead takes 10d12 points of
divine damage).
- Fist: Extinguishes all fire (normal or magical) within a 15 ft. radius, at will.
- Palm out: time stop, 1/day.
- Thumb down: darkness, at will.
- Snap fingers: summon monster IV, 3/day. (Note: Creatures summoned in this manner will obey Vecna
over the summoner).
- Wiggle fingers: audible glamer, 5/day.
- Wave Hand: animate object, 3/day.
Caster Level: 30th (or wielder's HD, if higher); Weight 1/2 lbs.

Resonating Powers of the Eye and Hand of Vecna


- If the same person has both the Eye and the Hand in place, they gain constant detect magic,
comprehend languages, nondetection, and protection from good effects, as well as SR 20 + HD. They
may use detect thoughts at will as a quickened spell-like ability, and 3/day they may lower the
temperature within 10 ft. of them (to freezing, if they desire).

Curse of the Eye and Hand of Vecna


- Users of the artifacts open themselves to domination both by the artifacts and by the evil god
himself. When either artifact is attached to a bearer, they must make a Will save (DC 20) or shift to
Evil in alignment. Whenever a user invokes a spell-like ability from either artifact, they must make a
Will save (DC 20) (with a -5 penalty if they possess both items) to resist domination.
- If the domination is successful, the artifacts assume control of the user, though the character is
unlikely to notice - instead, they will feel that they have finally gained understanding of the true goals
they should follow in life. While dominated, they increasingly take on the attitudes and mannerisms of
Vecna - engaging in intense scholarly research, displaying a violent temper when disagreed with,
avoiding sunlight (though it has no harmful effects), devising and enacting cruelties in the name of
magical investigation, and actively seeking out and destroying any potential threats to or competition
to their own power.
- As the Eye and the Hand can still sense their master and wish to rejoin him, the character will
become obsessed with locating the real Vecna, and the items will force a dominated character to side
with Vecna if any confrontation involving him should occur.
- Once every two days, the character may make another Will save to break free. If successful, he or she
realizes that they were controlled by the item(s), but takes 2 points of Wisdom drain from the mental
exertion. If the character would ever be brought to 0 Wisdom in this manner, they instead irrevocably
believe that they are Vecna - should this occur, the character will eagerly assist any of Vecna's enemies
in the destruction of the true Vecna, believing him to be a disrespectful imposter.
To destroy the artifacts, Vecna himself must be permanently and irrevocably destroyed, then both
artifacts must be cast into the heart of Oerth's sun.
____________________________________
Diirinka, The Deep Lich
by Palindrome
DIIRINKA
The Deep Lich
Intermediate Derro Deity
Symbol: A spiral with black, white, and grey swirls
Home Plane: Hidden Betrayal (Phlegethon, Pandemonium)
Alignment: Chaotic Evil
Aliases: The First Savant
Superior: None.
Allies: None.
Foes: Dalt, Diinkarazan, Fortubo, Ilsensine, Kiaransalee, Jascar, Laduguer, Lolth, Maanzecorian
(Deceased), Norebo, Phaulkon, Pyremius, Syrul, Vhaeraun
Servants: Currently Unknown
Servitor Creatures: Bone creatures (particularly derro), derro, howlers, living walls, skeletons
Manifestations: pinpricks of yellow eyes in the distance, sudden bursts of insanity, sudden bursts of
inspiration, spirals of swirling energy that appear and disappear, horrible, incapacitating pains
Signs of Favor: spiralling waves of energy, sudden bursts of inspiration
Worshipers: Derro
Cleric Alignments: CE, NE, CN
Speciality Priests: No
Holy Days: Raids on the surface world
Portfolio: cruelty, derro, magic, knowledge
Domains: Chaos, Evil, Magic, Trickery
Favored Weapon: Agony (+1 dagger of venom)

Diirinka
Arch-lich Wizard 20/Thanatologist 10/Loremaster 22
Small Undead (Chaotic, Evil, Extraplanar, Undead)
Divine Rank: 13
Hit Dice: 3d12 (outsider) plus 20d12 (wizard) plus 10d12 (thanatologist) plus 22d12 (loremaster) plus
+600 (1260 hp)
Initiative: +17 (+13 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 77 (+1 size, +13 Dex, +13 divine +25 natural, +5 profane, +10 deflection), touch 52, flat-
footed 64
Base Attack/Grapple: +24/+31
Attack: +60 melee Agony or +45 melee touch or +50 ranged touch
Full Attack: +60/+55/+50/+45 melee Agony (1d4 plus +1d6 (wounding) plus 1 negative level (Fort save
DC 23 to remove)/20/x2 plus 2 negative levels (Fort save DC 23 to remove)) or +45 melee touch ((4d8
plus +3d6 (coldfire) +10 (Will DC 54 half damage)) and Fort save DC 47 or die) or +50 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: agonizing gaze (4d8 plus +10), deadly touch, domain powers, greater coldfire (600 ft.,
(spell level + 5) x d12 damage), salient divine abilities, spells, spell-like abilities
Special Qualities: Derro traits, Divine aura (13,000 feet, DC 43), divine immunities, DR 25/epic and
silver and bludgeoning, forbidden lore +68, godly realm (10 miles outer plane, 1300 ft. Material Plane),
greater lore, greater teleport at will, lich traits, lore +30, madness, phylactery, plane shift at will,
remote communication, resistance (fire) 33, speak, and read all languages and speak directly to all
beings with 13 miles, secrets, SR 79, true lore, turn resistance 23, vulnerability to sunlight
Saves: Fort +39 Ref +54 Will +56
Abilities: Str 26, Dex 36, Con -, Int 43, Wis 19, Cha 31
Skills: Bluff +54, Climb +40 (+44 climb rope, knotted rope, rope/wall combination), Concentration +56,
Craft (alchemy, poisonmaking, trapmaking) +79, Decipher Script +84, Diplomacy +46, Gather
Information +55, Heal +27, Hide +51, Intimidate +58, Knowledge (architecture and engineering) +74,
Knowledge (arcana) +95, Knowledge (dungeoneering) +92, Knowledge (history [Suel Imperium]) +54,
Knowledge (local [Pandemonium]) +49, Knowledge (religion) +60, Knowledge (the planes) +56, Listen
+43, Move Silently +52, Profession (alchemist) +54, Search +75 (+79 find secret doors/hidden
compartments), Sense Motive +48, Speak Language (Abyssal, Ancient Suloise, Draconic, Dwarven,
Undercommon), Spellcraft +101 (+107 spells on scrolls), Spot +48, Survival +41 (+45 extraplanar,
find/follow tracks, +47 underground), Use Magic Device +86 (+94 scrolls), Use Rope +51
Feats: Chain Spell, Craft Wand, Craft Wondrous Item, Empower Spell, Enervate Spell, Eschew Material
Components, Greater Spell Focus (Necromancy), Heighten Spell, Improved Initiative, Innate Spell
(flensing), Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge-arcana),
Spell Focus (Necromancy), Spell Mastery (avascular mass, avasculate, cone of cold, dispel magic
(greater), energy drain, energy ebb, enervation, grim revenge, gutwrench, horrid wilting, mindrape,
reaving dispel, vampiric touch, wail of the banshee, wall of force, wrack), Still Spell, Violate Spell,
Weapon Finesse (dagger)
Epic Feats: Automatic Vile Spell(x3), Craft Epic Wondrous Item, Epic Poisoncrafter, Epic Spellcasting,
Improved Heighten Spell, Ignore Material Components, Improved Metamagic(x2), Multispell
- Salient Divine Abilities: Arcane Mastery, Automatic Metamagic (Silent Spell), Call Creatures (derro,
13/day, 13 HD maximum), Dead Bones (Unique Salient Divine Ability), Divine Blast (13/day, 26d12
points of damage, 13 miles), Divine Shield, Divine Skill Focus (Knowledge-arcana), Divine Spellcasting,
Divine Weapon Focus (dagger), Hand of Death (Fort save DC 43 or take 13d6 points of damage), Instant
Counterspell, Know Secrets, See Magic, Divine Spell Focus (Necromancy), Wave of Chaos, Wound Enemy
(Heal check 23 to staunch bleeding)
Salient Lich Abilities: Agonizing Gaze, Coldfire, Forbidden Lore, Greater Coldfire, Deadly Touch,
Improved Command, Paralyzing Gaze, Paralyzing Touch, Rebuke Undead, Turn Immunity
Environment: Hidden Betrayal (Phlegethon, Pandemonium)
Organization: Solitary (unique)
Challenge Rating: 58
Treasure: Agony, Diirinkas Robe, The Extractor
Alignment: Chaotic Evil
Advancement: --
Level Adjustment:

During the height of the Suel Imperium, one of their most depraved and powerful wizards decided that
he would create thralls that were incapable, to an individual, of having any capability for empathy, or
connecting with any source of divine power. In this way he hoped to create the perfect minions for the
purposes of torturing potential prisoners, or accomplishing those taskings that he thought were
beneath him. After centuries of research, cross-breeding humans with dwarves that had been captured
through warfare or purchased through Drow slavers, and magical experimentation carried over
generations, the mage had succeeded. His creations were stunted, bizarre-looking dwarves that were
highly intelligent and dexterous, but were also unusually vulnerable to any suggestions to engage in any
act of cruelty or torture that they were commanded to engage in. At the same time, they bred true
with humans, ensuring that after a certain point their population would be self-sustaining. These
monstrosities he named the derro. With their labor he was responsible for many of the most horrific
magical devices and poisons ever devised during the reign of that foul regime, and catapulted his
family to the apex of power among the Suel.

However, his own divinations indicated that the Suel Empire would end soon...perhaps within several
hundred years. As a result, it occured to him to move out of its reach, and to lay aside various stores
of information, magical devices, and even some of his most powerful servants so that way once the fall
of the Imperium had completely occured, he could return to these stores and use them to rebuild his
personal power, free from the competitors that had limited him while the Imperium was at its
strongest. He created two final derro with his magics and knowledge. His finest creations, (meaning,
the most efficiently cruel), they were male twins which he named Diirinka and Diinkarazan
immediately before he placed them both in temporal stasis in a well-guarded and well-trapped vault.

Shortly afterwards, the Twin Cataclysms occured. The Suel Imperiums reign ended violently in its
near-uttermost destruction, as well as the destruction of the Baklun. For all of the mages carefully
planning he was never heard from again.

However, one of the side effects of the Twin Cataclysms was that it disrupted the carefully prepared
spells and wards that he had created to hold Diirinka and Diinkarazan in the trove that he had
designed. Using the devices that they were trapped with, they escaped into the Underdark below,
where over the course of millenia, they bred with any humans that they could capture, eventually
bolstering their own population to the point where they could build their first cities and communities.
There are few records of this time, even by derro standards, but it is believed that during this period,
as the ultimate in magical experimentation, Diirinka assembled a version of the Ritual of
Transformation and remade himself into a lich. In this manner he guaranteed eternity for himself in
order to continue his horrific experimentations into the nature of magic and stolen knowledge.

As the derro expanded across the Underdark, it was inevitable that they would encounter the other
races that had made their homes there. One, in particular, caught the attention of Diirinka and
Diinkarazan due to their great power and knowledge: namely survivors of the fall of the Illithid
Hegemony that had come to settle in the Underdark of Oerth during its earliest history, and were
more commonly known as mind-flayers in the Common tongue. Through capturing and torturing
Illithids, Diirinka came to learn of Ilsensine and the Caverns of Thought located in the Concordant
Domain of the Outlands. Boundlessly ambitious for knowledge at any cost, it occured to Diirinka that he
would learn the secrets of the Realms Beyond in the same manner as he had learned practically
everything else: by sucking the knowledge directly out of Ilsensines realm-sized brain.

Many details of how, precisely, Diirinka managed to discover Ilsensines location, as well as survive the
Caverns of Thought remain unknown, but all of the common theories agree upon the importance of a
dread Artifact known in the Common tongue as The Extractor. To this day, nobody is quite certain how
Diirinka built The Extractor, but nobody can doubt its power...particularly if they have encountered
one of its rare, broken survivors. Many scholars claim that Diirinka did not build The Extractor himself,
but rather, that it was an artifact of a much older time and race even than the Suel that was sealed
with him within his prison.

Regardless of its origins, Diirinka actually accomplished what was previously considered to be
impossible. Using the power of The Extractor, and accompanied by his brother who had also achieved
divinity, although at a much slower rate, he stole a tiny fraction of the knowledge stored within
Ilsensines Caverns of Thought and channeled it through himself to all of his brethren. The price,
however, was extremely high. As the stolen knowledge of countless millenia coursed through the derro
using Diirinkas own brain as a conduit, the minds of every single derro to the last individual, already
fragile, snapped and all of them simoultaneously went completely and permanently insane along with
any offspring they might have. This would be the cost of their stolen magic and surreal knowledge.
Ilsensine, outraged by this violation of its demesne, created a second Chosen of Ilsensine and
redirected Lugribossk to pursue the thieves. Chasing both of the derro deities across the Realms
Beyond, Diirinka realized that the only way that he could secure his own escape would be to buy time
for himself. This he accomplished by betraying his own brother, trapping him in a fixed location so the
Chosen would hopefully chase Diinkarazan down while he escaped. Diirinkas treachery turned out to
be successful, and soon afterwards, the Ilsensine-spawned monstrosity, nearly as powerful as Ilsensine
itself, caught up with Diinkaranzan and channeling the power of Ilsensine imprisoned Diinkaranzan in
Layer 586 of The Abyss. This realm would forever be known as The Mad Gods Realm as Diinkarazans
nightmarish screams rapidly rendered the layer completely uninhabitable.

During this time, Diirinka planeshifted to a location in Pandemonium where its peculiar properties
actually protected him from Ilsensines psionic scrying. From this location, he called across the planes
for his derro offspring, willing and otherwise, to come to him, and began the neverending construction
of Hidden Betrayal, which would be his realm from that year onwards to this day.

Diirinka is not worshipped by the derro in a conventional sense, as much as he is obeyed and learned
from (when Diriinka is in the mood for it) as the most knowledgeable of his kind transmitting
knowledge to derro magical scholars known as Savants. Leaders as best the term can be said to apply
to the derro in general, the most powerful derro Savants are masters at defending derro warrens
through extensive networks of interlocking magical and mundane traps, and through the creation of a
wide array of vicious magical items, many of which, unfortunately, have eventually come to be
unleashed upon the surface world either through their capture from derro or through the derro selling
them to other Underdark races.

Diirinka makes his home in Hidden Betrayal on the second layer of Pandemonium, Phlegethon. It is a
densely packed warren of derro that represents the height of their thought as a culture through
Diirinkas inspiration and is equal parts labyrinth, metropolis, and bizarre magical device, build entirely
of pieces of the living and the undead wrapped together in eternal horror. The entire functioning of it,
perhaps only Diirinka comprehends if any being can be said to comprehend it or if it is even
comprehensible. As the derro themselves are with rare exception both insane and homicidal, Hidden
Betrayal is barely habitable even to them due to their delusions of grandeur, unending cruelty, and
paranoia. For any creature larger or other than a derro, it is an enormous deathtrap.

Diirinka has several different phobias and paranoias, even compared to most derro. The sight of
tentacles, or anything that even reminds him of an illithid or illithid-related creature, will trigger a
flurry of his most destructive spells from the memory of the horrors of the Caverns of Thought and the
instability within his own soul. Diirinka also tends to forget at times that he is undead. This becomes
particularly disturbing and often results in the death of any prisoners held in Hidden Betrayal when he
kills them inadvertently with his touch. Additionally, the obsessiveness common to all derro is
particularly strong for Diirinka, and his undead status has rendered him capable of spending months on
a single project or idea doing nothing but working on it without sleep or respite of any sort.

Diirinkas relations with other deities are highly strained, to say the least. Although Laduguer is
another exile from the normal state of existence for dwarves, they have utterly despised each other
since Laduguer first discovered Diirinkas existence, since Laduguer considers Diirinkas insanity
unbecoming and regards Diirinka with the most insulting Duergar word for defective offspring left
out to die. Diirinka, when he is lucid enough to have opinions in any conventional sense of the word, in
turn regards Laduguer as an uninspired, plodding moron. The fact that Diirinka, through the
combination of both insanity and knowledge, actually has a measure of greater power than him is an
additional factor in his loathing. The implacable emnity that Laduguer possesses for Diirinka represents
the lowest amount of hostility any member of the Mordinsamman possesses towards The Deep Lich,
even Abbathor. The rest consider him and his followers to be utterly repellent and worth only quick
and permanent death. Oddly, both Laduguer and Diirinkas respective races manage to get along with
each other better than the deities themselves do, and there are many instances of derro/duergar
cooperation throughout the Underdark particularly against common enemies such as the Illithids or the
Drow, although such relations are naturally extremely tense due to the duergars inflexibility and the
mass insanity of the derro.

In terms of human pantheons, Diirinka is also steadfastly rejected by the evil members of the Suel
pantheon such as Pyremius or Syrul, much less the remaining neutral or good-aligned ones. Fortubo in
particular considered the creation of the first derro to be an abomination and ended his patience with
the Suel Imperiums increasing descent into evil as a result of that particular misdeed. The end result
was that Fortubo instead decided to support only those exiles from the Suel lands that abandoned the
powerlust and destructive magics that would eventually be their undoing. To see two of the derro not
only achieve godhood, but for one of them to actually exceed him in doing so further infuriates him. As
a result, although Fortubo is far less powerful than Diirinka, he will sponsor any clerics or expeditions
into the Underdark or across the Realms Beyond that may result in the destruction of the derro or the
frustration of their schemes, hopefully lessening Diirinkas malign power somewhat. Most other human
deities if they are not evil loathe Diirinka due to the fact that his followers capture theirs for the
purposes of magical experimentation and far more horrific designs.

One of Diirinkas worst enemies, as well as an enemy of the derro in general, is Diinkarazan, more
commonly known as the Mad God. While the brother of the lich-god can only strain the bonds of
Ilsensines prison enough in order to create and free an Avatar once every 50 years, during this brief
window of time it proves phenomenally dangerous, sending waves of destruction and lethal rage
throughout any derro communities that are not protected through Diirinkas wisdom. This lasts until
either the derro themselves can kill it, it has completely annihilated any derro communities it can find
and then disappears when its window ends, or Diirinka finally gets somewhat bored with watching his
own worshippers suffer and decides to send his own Avatar in order to slaughter the troublemaker.

Certain scholars among the rare individuals that have survived visiting The Mad Gods Prison in the
Abyss have speculated that someday, Ilsensines chains will weaken to the point where he can fully
liberate himself. Although such an event would prove disastrous and would no doubt cause thousands of
deaths across Pandemonium and The Mortal Coil as Diinkarazan vented his rage and vengeance, Diirinka
would probably prove the victor, in the process completing the vengeance that Ilsensine initiated.

A bizarre link has also appeared between Diirinka and the doings of the Aboleths, and within recent
years those rare beings that have returned from Hidden Betrayal either through accidentally
discovering it, or travelling there upon the desires of Diirinkas many divine enemies have reported the
proliferation of Aboleth writings, and various Aboleth-related artifacts within Diirinkas realm. One
speculation as to a cause for why this may have occured is that Diirinka may not only have absorbed a
fragment of Ilsensines knowledge, but its awareness of the properties of The Void. If this is true, this
is a possibility that does not bode well for anyone.

Diirinka is approximately 5 feet tall and virtually all of his flesh has sloughed off after millenia of
lichdom, leaving him with only a shock of white hair atop a vestigial and rotting scalp as the only
reminder that he was ever alive. This has also resulted in him having a permanent rictus grin of a smile
although his demeanor is what could only be categorized as grim. His eyes are lethal pinpricks of
distant, yellow light buried within his sockets that only seem to brighten whenever he is devising new
methods of torture or ways of finding information either through spell or device...which, for him, is
practically all the time. Diirinka always wears his smock along with a wide array of exotic spell
components although he has long since evolved past the need for such trinkets from a magical
perspective. Instead, they have intimidation value for him.

Combat: Diirinka never enters combat in a straightforward manner if he even does so at all; instead,
he prefers to maneuver his opponents into as many prepared traps as he is aware of that are specially
designed to be particularly painful, incapacitating, or both. However, if combat is necessary, Diirinka
typically initiates combat by using a quickened teleport in order to get within visual range so he can
inflict his Agonizing Gaze upon them. Keeping them within visual range, Diirinka will have them bound
or incapacitated using magic, and then drag them off to a place where they can be magically tortured
for days on end before finally killing them. If Diirinka is in Hidden Betrayal (which is most of the time),
he will Call several derro Clerics specifically in order to heal his victims so he can extend the duration
of the cycle of agony. Diirinka will only kill a being quickly if he is facing multiple opponents, or his
opponents are of a type that makes his normal methods of torture using spell and blade too
inconvenient to accomplish. In such circumstances, he will use his Divine Blasts combined with greater
coldfire until he has successfully managed to completely annihilate them, or he will use of his favored
tactics, consisting of casting chained, heightened, and quickened gutwrenches in order to send as many
of his opponents internal organs flying towards him as possible simoultaneously, bolstering himself
even while creating an array of dead corpses that he can either animate or use his Dead Bones Salient
Divine Ability to further attack his opponents with. Once his foes have been broken apart, Diirinka
relishes the opportunity to hunt down weaker opponents, and torment them.
Unfortunately for any being unlucky or unfortunate enough to meet Diirinka in combat, not only does
he have access to an incredibly wide array of spells in addition to his grotesque divine powers, but he is
a prodigious item-builder. While Diirinka normally carries a wand of cold, he has also taken to carrying
wands and other magical items enchanted with Corrupt magic, such as wands of heightened seething
eyebane which he can use, but damage the minds and bodies of beings unfortunate enough to find
them even if they survive.

If foes attempt to protect themselves using magic, Diirinka will open combat with a reaving dispel or a
disjunction instead and follow that up with incapacitating spells such as chained, heightened wrack,
chained, heightened seething eyebane, or bestow greater curse in order to keep them alive long
enough for Diirinka to either mindrape them, use the Extractor on them, or torture them slowly and
then add their skeleton to Hidden Betrayal.

Diirinka speaks all languages, and can communicate with any living creature. His natural weapons are
treated as epic and evil for the purpose of overcoming damage reduction.

Alter Reality (Su): Diirinka exerts a considerable measure of control over reality itself, and his
presence can command the very essence of the world around him. This warping of reality manifested in
a number of ways. Diirinka can use wish when doing so can help him to learn more secrets of magic, or
inflict pointless anguish and pain upon others. Note that in the situation where Diirinka and another
deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to
determine how reality is actually altered.
- Diirinka can use alter reality to cast any inflict spell at will as a standard action; Diirinka can apply
metamagic feats to the spells if desired, but doing so requires him to forego using alter reality for 1
round for each level the feat would normally add to the equivalent spell.
- As a free action, Diirinka can assume any size from Fine to Colossal. Diirinka can also change the size
of up to 100 pounds of objects he touches. This ability allows Diirinka to assume any proportions from
the size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great
impact on Diirinkas combat ability. Diirinka's Strength, Armor Class, attack bonus, and damage dealt
with weapons changes according to the size the deity assumes. Diirinka's Strength score can never be
reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all of
Diirinka's characteristics.
- Divine Immunities: Ability damage, ability drain, acid, banishment, binding, death effects,
dimensional anchor, disease, disintegration, dismissal, energy drain, imprisonment, mind-affecting
effects, paralysis, poison, repulsion, sleep, sonic, soul bind, stunning, temporal stasis, transmutation,
trap the soul, and turning and rebuking.
- Divine Power: Diirinka is a living embodiment of power, and ancient divine magic flows through his
veins. As such, mortal items are of virtually no use to her, being so much weaker than his own innate
powers. Diirinka gains no benefit from a deflection, enhancement, resistance, insight, sacred or
profane bonus that is less than +13. Note that this only applies to bonuses that affect Diirinka himself;
weaponry and armor is unaffected by this.
-Domain Powers: Casts chaotic and evil spells at +1 level; may use magic devices as a 55th level
Wizard; Bluff, Disguise, and Hide are class skills.
-Spell-Like Abilities: At will: animate objects, antimagic field, blasphemy, chaos hammer, cloak of
chaos, confusion, create undead, darkness, desecrate, disguise self, disjunction, dispel good, dispel
law, dispel magic, false vision, ghost sound, identify, imbue with spell ability, invisibility, magic aura,
magic circle against good, magic circle against law, mislead, nondetection, polymorph any object,
protection from good, protection from law, protection from spells, screen, shatter, spell resistance,
spell turning, summon monster IX (chaotic and evil monsters only), time stop, unholy aura, unholy
blight, word of chaos. 1/day: daze, sound burst. Diirinka casts his spell-like abilities at 66th level,
except for chaotic and evil spells which are cast at 67th level. Saving throws against Diirinkas spell-
like abilities are DC 43 + spell level.

Dead Bones (Unique Salient Divine Ability): Diirinka has mastered bizarre secrets of necromancy that
allow him to manipulate the bones not only of the dead, but of the living as well. This mastery takes
the following forms:

Architect of Bones: Diirinka may rip the bones out of the corpses of any beings that have died within a
130 foot radius of him. Rendering corpses defiled in such a manner unrecoverable except through the
use a salient divine ability and a successful rank check against Diirinka, these bones are some of
Diirinkas most potent weapons. As a full-round action, he can use these bones to either form a wall of
bones, or to create spears which impale creatures within 20 feet of each corpse affected, dealing 7d6
points of damage per round as the bones writhe within the target, and forcing the victim to either cut
the bones out of them using a Sunder attempt or otherwise free themselves as a full-round action.
Diirinka may also opt to use either of the following effects as a consequence of his power:

Bone Sculptor: Diirinka may disrupt the bones of a living creature, forcing them to make a Fort save DC
43. For the living, this may either cause them the loss of their arms or legs as described in the spell
wither limb, in addition to inflicting horrible pain upon them as described in the spell wrack. However,
for any undead creature that Diirinka manipulates in this manner, he may grant them a natural attack
that does damage with sharpened bones as a creature one size category larger than normal.

Osteoclasm: Thirteen times a day, Diirinka may break all of the bones in a given creature at once,
forcing them to make a Fort save DC 43. Should they succeed at the Fort save then they take 13d6
points of damage. Should they make the Fort save, then as a consequence of their bones being
completely broken, Diirinkas victim is rendered utterly incapable of doing anything but writhing in
pain, and is considered to be held as the spell even while taking a 8 penalty to all saves until healed.

Greater Lore (Ex): Diirinka has the ability to understand magic items, as with the identify spell.

Madness (Ex): Diirinka uses his Charisma modifier on Will saves instead of his Wisdom modifier, and is
immune to confusion and insanity effects. Diirinka cannot be restored to sanity by any means short of a
miracle or wish spell. As a result, Diirinka has a +6 bonus to his Charisma score and a 6 penalty to his
Wisdom score.

Necromantic Defences: Diirinka is completely immune to necromantic effects.

Necromantic Studies: In focusing intensely upon necromancy, Diirinka has neglected his other magical
studies. He gains a +4 bonus to caster level when casting Necromancy spells, but suffers a 4 penalty to
caster level when casting spells of any other school.

Poison Use (Ex): Diirinka is not at risk of poisoning himself when handling poison.

Secrets Discovered: Secret of inner strength, the lore of true stamina, secret knowledge of
avoidance, weapon trick, applicable knowledge

Spell-Like Abilities: At will: darkness, ghost sound. 1/day: daze, sound burst. These spells have been
included in the list above.

True Lore (Ex): Once per day Diirinka can use his knowledge to gain the effect of a legend lore spell or
an analyze dweomer spell.

Wizard Spells (Sp) (0th-16th level): 4/8/8/8/8/7/7/7/7/6/5/5/5/5/4/3/4 Saving throws against


Diirinkas spells is DC 26 + spell level, except for Necromantic spells which have saving throws of DC 34
+ spell level. The saving throw DCs are Intelligence-based. Diirinka casts his Necromantic spells at 56th
level and all other spells at 48th level as a result of his Necromantic Studies, and he casts his
Necromantic spells at 69th level and all other spells at 61st level for the purposes of spell penetration.
Diirinkas first through ninth level spells that do variable dice-dependent damage are all vile, all of his
spells are silenced, and Diirinka may flense an opponent once a round with the spell flensing as an
innate spell (Fort save DC 34). Diirinka casts two quickened spells per round. Finally, Diirinka may cast
6 epic spells/day with a maximal Spellcraft DC of 111.

Typical Spells Prepared: 0th level: preserve organ, read magic(x2), slash tongue 1st level: alarm(x2),
death grimace, expeditious retreat, magic missile, obscuring mist, stupor, ventriloquism 2nd level:
acid arrow, maximized magic missile(x2), sadism, ventriloquism(x2), wither limb(x2) * 3rd level: dread
word(x2), reality blind, maximized touch of idiocy, vampiric touch(x2) *, chained wither limb(x2) *.
4th level: bestow curse *, dimensional anchor(x2), enervation *, grim revenge *, liquid pain(x2), wrack
*. 5th level: chained grim revenge *, hold monster, empowered lightning bolt, empowered orb of cold,
spiritwall *, wall of force, chained wrack *. 6th level: chain lightning, maximized cone of cold, dispel
magic (greater)(x2), false sending, empowered, enervated orb of cold, subvert planar essence 7th
level: avasculate(x2) *, chained, empowered [i]orb of cold, silenced dispel magic (greater), wall of
eyes, quickened wall of force(x2). 8th level: chained avasculate *, avascular mass *, quickened
[i]dispel magic (greater)(x2), energy ebb *, plague of nightmares, heightened (to 6th level), quickened
rotting curse of ur-festra *, heightened seething eyebane, empowered whirlwind of teeth 9th level:
chained blackfire *, empowered horrid wilting *, mindrape, reaving dispel, quickened wall of eyes,
wish. 10th level: 5 empowered energy drain *, maximized energy drain *, enervated horrid wilting *,
quickened horrid wilting * 11th level: empowered, maximized horrid wilting *, quickened mindrape,
quickened reaving dispel(x2), heightened (to 11th level) subvert planar essence. 12th level: chained,
quickened avasculate *, heightened (to 12th level) death by thorns, heightened (to 12th level)
dominate monster, chained, empowered energy drain(x2) *. 13th level: heightened (to 13th level)
energy ebb *, chained, maximized energy drain *, heightened (to 13th level) gutwrench *, heightened
(to 11th level), quickened hold monster (mass), heightened (to 13th level) mindrape. 14th level:
empowered, enervated, maximized horrid wilting(x2) *, chained, heightened (to 13th level) seething
eyebane, heightened (to 12th level), quickened wail of the banshee *. 15th level: empowered,
quickened, violated horrid wilting *, heightened (to 15th level) trap the soul, chained, heightened (to
14th level) wrack *. 16th level: chained, heightened (to 11th level), quickened gutwrench(x2) *,
heightened (to 14th level), quickened mindrape, heightened (to 14th level), quickened wail of the
banshee *. epic spells: animus blast, contingent dispelling, epic dimension door, epic dispel magic,
epic invisibility, flesh rending scream, identify artifact, lure of loquacity, skeletonize, soul scry, ward
against Illithids.

* Necromantic spells.

Diirinka may also rebuke or command undead 13 times a day as a 54th level evil Cleric. Diirinkas roll
for rebuking is 1d20 plus +32 and his roll to dispel turning is 2d6 plus +65. Diirinkas limit for
commanding undead is 27 HD.

-Possessions: Diirinka wears a robe with a white, grey, and black spiral on its front that constantly
shimmers and rotates. All who gaze upon it must make a Will save DC 30 or else become confused as
the spell cast at 48th level. Once every four rounds, Diirinka can use his robe to produce either a
symbol of insanity, a destruction spell, or a symbol of death, all cast at 52nd level with respective
saves of DC 28, 27, and 28. He also carries a +5 fleshgrinding and souldrinking dagger of venom with
vilestar poison named Agony and for particularly interesting victims that he senses, The Extractor.

The Extractor allows him to steal Intelligence, knowledge and spell levels for himself, although Diirinka
receives no further benefits to his Intelligence at this point. A highly modified version of an Illithid
device that works off of magic instead of psionic power, each round The Extractor is attached to the
cranium of a target, they must make a Fort save DC 50 or else take 1d4 Intelligence drain and loses 1d8
spells starting from the highest level possessed and working its way downwards. These spells are
stored in The Extractor along with the stolen intelligence. Anyone who reattaches The Extractor once
properly set may acquire the Intelligence points stored as a profane bonus to their own Intelligence for
an hour as well as cast the stolen spells as if the wielder of the Extractor had prepared them his or
herself. To use The Extractor is extremely difficult, and requires a Use Magic Device check DC 40.
Failing the check results in taking Intelligence damage equal to the number of points by which the
check was failed. Botching the check results in the Extractor getting stuck on the head of the person
who tries to use it, causing them to take 1d4 Intelligence drain each round until they are sucked
completely dry (at which point The Extractor falls off) or The Extractor is destroyed. The Extractor
looks like a vaguely arachnoid construct made of pieces of mithral, with two of the jointed legs
tipped with a variety of sharpened needles in order to penetrate the skull and flesh of its victims for
knowledge and Intelligence theft. It is adjustable in order to fit a wide array of humanoid and
monstrous humanoid head shapes from Small to Huge, or as Ilsensine discovered, in order to attach
directly to a piece of wall or floor.

If The Extractor is used to bring a victim down to 0 Intelligence, then all of the knowledge of the
victim is absorbed into it, putting the victim into a catatonic, nightmare-filled state which cannot be
reversed by mortal magic, and the next being that uses The Extractor absorbs all of the knowledge
stored in this manner, allowing them to use any unique skill possessed by the victim as if they
possessed ranks in it. Even for derro that are already insane, this is disconcerting. For sane mortals
that attempt the same tasking, however, it can be utterly devastating, and doing this forces them to
make a Will save DC 50 or else go permanently insane.

Other Divine Powers:


- As an intermediate deity, Diirinka may take 10 on any die roll that he makes (including attack rolls,
damage, checks, and saves). He is immortal, and the only way for him to die is through special
circumstances, usually by being slain in magical or physical combat, and his phylactery must be
destroyed afterwards. Even then, Diirinka risks permanent destruction only if slain in Hidden Betrayal
and provided the attacker succeeds in a rank check. Otherwise, he reforms within Hidden Betrayal
after 55 years.
- Senses: Diirinka can see (using normal vision or low-light vision), hear, touch, and smell at a distance
of 13 miles. As a standard action, he can perceive anything within 13 miles of his worshipers, holy
sites, objects, or any location where one of his titles or name was spoken in the last hour. He can
extend his senses to up to twenty locations at once. Hee can block the sensing power of deities of his
rank or lower at up to two remote locations at once for 13 hours.
- Portfolio Sense: Diirinka senses any event which affects the derro up to 13 weeks in the past.
- Automatic Actions: Diirinka can use Bluff, Craft (poisonmaking), Sense Motive, or Spellcraft as a free
action if the DC for the task is 30 or lower, or Knowledge (arcana) as a swift action if the DC for the
task is 51 or lower. He can perform up to swift such free actions each round.
- Create Magic Items: Diirinka can create any magical item that can be used to inflict pain, help to
understand a magical effect, or is used by derro if it is worth less than 200,000 gp.

Avatars: Diirinka will send his Avatar in two different circumstances: if Diirinka wishes to have a threat
to the derro dealt with in a direct manner (such as the Avatar of his betrayed sibling), or if he wishes
to acquire a piece of knowledge from one of his worshippers that has attracted his interest...in which
case the Avatar will show up, leave a terrified swath of its own worshippers across a derro city, and
then heightened mindrape one of his own worshippers until he acquires what he was looking for before
disappearing again.

Diirinkas Avatar
Small Undead (Chaotic, Evil, Extraplanar, Undead)
Wizard 8/Thanatologist 7/Loremaster 9
Divine Rank: 0
Hit Dice: 3d12 (derro) plus 7d12 (wizard) plus 8d12 (thanatologist) plus 9d12 (loremaster) plus 240 (600
hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 48 (+1 size, +15 natural, +9 Dex, +8 deflection, +5 profane), touch 33, flat-footed 39
Base Attack/Grapple: +14/+14
Attack: +26 melee +4 unholy dagger or +17 melee touch or +22 ranged touch
Full Attack: +26/+21/+16 melee +4 unholy dagger melee (1d4 plus +8/20/x2 plus +1d6 (unholy)) or +17
melee touch ((4d8 plus +3d6 (coldfire) +8 (Will DC 33 for half damage)) and Fort save DC 33 or die) or
+17 spell (melee touch) or +22 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: agonizing gaze (4d8 plus +8), deadly touch, domain powers, greater coldfire (600 ft.,
(spell level + 5) x d12 damage), salient divine abilities, salient lich abilities, spells, spell-like abilities
Special Qualities: Derro traits, divine aura (1300 feet, DC 18), divine immunities, DR 20/epic and
bludgeoning, forbidden lore +38, greater teleport at will, lich traits, lore +20, madness, plane shift at
will, phylactery, resistance (electricity) 20, secrets, SR 47, vulnerability to sunlight
Saves: Fort +26 Ref +20 Will +16
Abilities: Str 18, Dex 28, Con -, Int 33, Wis 17, Cha 26
Skills: Bluff +13, Climb +6, Concentration +12, Craft (poisonmaking, trapmaking, weaponmaking) +16,
Decipher Script +19, Diplomacy +19, Gather Information +21, Heal +18, Hide +17, Intimidate +9,
Knowledge (architecture and engineering) +23, Knowledge (arcana) +44, Knowledge (dungeoneering)
+38, Knowledge (history-Suel Imperium) +16, Knowledge (local-Pandemonium) +13, Knowledge (the
planes) +22, Listen +15, Move Silently +13, Profession (alchemist) +18, Search +22 (+24 find secret
doors/hidden compartments), Sense Motive +17, Spellcraft +32 (+36 spells on scrolls), Spot +11,
Survival +12 (+14 extraplanar, underground) Use Magic Device +33 (+39 using scrolls), Use Rope +18
Feats: Empower Spell, Enervate Spell, Eschew Material Components, Greater Spell Focus
(Necromancy), Heighten Spell, Scribe Scroll, Skill Focus (Knowledge-arcana), Spell Focus (Necromancy),
Spell Mastery (avasculate, dispel magic (greater), energy drain, energy ebb, enervation, horrid wilting,
mindrape, reaving dispel, wail of the banshee, wall of force, wrack), Quicken Spell, Violate Spell,
Weapon Finesse (dagger)
Epic Feats: Ignore Material Components
Salient Divine Abilities: Arcane Mastery, Divine Spellcasting, Know Secrets
Salient Lich Abilities: Agonizing Gaze, Coldfire, Forbidden Lore, Greater Coldfire, Deadly Touch,
Improved Command, Paralyzing Gaze, Paralyzing Touch, Rebuke Undead, Turn Immunity Environment:
The Underdark (The Mortal Coil)
Organization: Solitary (unique)
Challenge Rating:
Treasure: +4 unholy dagger
Alignment: Chaotic evil
Advancement: --
Level Adjustment:

- Divine Immunities: Ability damage, ability drain, mind-affecting effects.


- Domain Powers: Casts chaotic and evil spells at +1 level; may use magic devices as a 63rd level
Wizard; Bluff, Disguise, and Hide are class skills.
- Spell-Like Abilities: At will: darkness, ghost sound. 3/day: animate objects, antimagic field,
blasphemy, chaos hammer, cloak of chaos, confusion, create undead, desecrate, disguise self,
disjunction, dispel good, dispel law, dispel magic, false vision, identify, imbue with spell ability,
invisibility, magic aura, magic circle against good, magic circle against law, mislead, nondetection,
polymorph any object, protection from good, protection from law, protection from spells, screen,
shatter, spell resistance, spell turning, summon monster IX (chaotic and evil spell only), time stop,
unholy aura, unholy blight, word of chaos. 1/day: daze, sound burst. Diirinkas Avatar casts his spell-
like abilities at 27th level, except for chaotic and evil spells which are cast at 28th level. The saving
throw DCs are DC 18 + spell level and are Charisma-based.

Greater Lore (Ex): Diirinkas Avatar has the ability to understand magic items, as with the identify
spell.

Madness (Ex): Diirinkas Avatar uses his Charisma modifier on Will saves instead of his Wisdom
modifier, and is immune to confusion and insanity effects. Diirinkas Avatar cannot be restored to
sanity by any means short of a miracle or wish spell. As a result, Diirinkas Avatar has a +6 bonus to his
Charisma score and a 6 penalty to his Wisdom score.

Necromantic Defences: Diirinkas Avatar gains a +4 bonus on all saves against necromantic effects.
Necromantic Studies: In focusing intensely upon necromancy, Diirinkas Avatar has neglected his other
magical studies. He gains a +3 bonus to caster level when casting Necromancy spells, but suffers a 3
penalty to caster level when casting spells of any other school.

Poison Use (Ex): Diirinkas Avatar is not at risk of poisoning himself when handling poison.

Secrets Discovered: Secret of inner strength, the lore of true stamina, secret knowledge of
avoidance, applicable knowledge

Spell-Like Abilities: At will: darkness, ghost sound. 1/day: daze, sound burst. These spells have been
included in the list above.

Wizard Spells (Sp) (0th-12th level): 4/7/7/7/6/6/6/6/5/5/5/5/5 Saving throws against Diirinkas
Avatars spells is DC 21 + spell level, except for Necromantic spells which have saving throws of DC 23 +
spell level. The saving throw DCs are Intelligence-based. Diirinkas Avatar casts his Necromantic spells
at 27th level and all other spells at 21st level as a result of his Necromantic Studies. Diirinkas Avatar
additionally rebukes/commands undead as a 27th level Cleric with a rebuking roll of 1d20 plus +8 and a
roll for dispelling turning of 2d6 plus +35.

Contingent Dispelling
Abjuration
Spellcraft DC: 102
Components: V, S
Casting Time: 1 minute
Range: Personal
Effect: Dispel one spell targetted at caster
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 963,000 gp; 20 days; 38,520 XP. Seed: dispel (DC 19). Factors: add +60 to dispel check:
(+60 DC), contingent on specific spell targetted at caster (+25 DC) Mitigating factors: change from
creature, object, or spell to personal (-2 DC).

As a protection against certain classes of spells, Diirinka has devised contingent dispelling. Once this
spell is cast, it remains inactive, occupying one of the casters epic level spell slots until triggered for
that particular day. However, when, or if, the spell trigger is reached, then the dispelling occurs at +60
caster level, protecting Diirinka from all but the most powerful casters.

Epic Invisibility
Illusion (Glamer)
Spellcraft DC: 87
Components: V, S
Casting Time: 1 minute
Range: 300 ft.
Target: Caster and one other being within 30 ft.
Duration: 30 hours
Saving Throw: No (Harmless)
Spell Resistance: No (Harmless)
To Develop: 963,000 gp; 20 days; 38,520 XP. Seed: conceal (DC 17). Factors: invisibility lasts
regardless of subject actions (+4 DC), add additional target (+10 DC), add +20 to caster level check to
avoid dispelling (+40 DC), increase duration by 800% (+16 DC).

This potent epic spell cloaks the caster, as well as one person of their choosing in an extremely
powerful invisibility effect which is treated as cast at 20 levels higher in order to avoid dispelling, lasts
for 30 hours, and continues to protect its recipients regardless of whether they attack targets or not.

Flesh Rending Scream


Evocation [Sonic], Transmutation
Spellcraft DC: 109
Components: V, S
Casting Time: 1 standard action
Range: 300 ft.
Effect:
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 963,000 gp; 20 days; 38,520 XP. Seeds: energy (DC 25). destroy (DC 29) Factors: add
additional 10d6 points of energy damage (+20 DC), add additional 10d6 points of destruction damage
(+20 DC), one action casting (+20 DC). Mitigating factors: burn 500 XP (-5 DC).

Diirinka opens his mouth and unleashes a horrific scream from his mouth which tears the flesh and
meat off of all victims within range, dealing 30d6 points of sonic damage and 30d6 points of untyped
energy damage to all within range. If the target is reduced to 10 hit points or less (or a construct,
object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind
only a trace of fine dust.

Ward Against Illithids


Abjuration
Spellcraft DC: 108
Components: V, S
Casting Time: 4 minutes
Range: Personal
Effect: 10 ft. radius spherical emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes
To Develop: 972,000 gp; 20 days; 38,880 XP. Seed: ward (DC 14). Factors: add +25 against dispel
check (+50 DC), add +25 to caster level (+50 DC). Mitigating factors: increase casting time by 3 minutes
(-6 DC).

This epic spell is one of several that Diirinka devised in order to enable him and Diinkarazan in order to
survive the Caverns of Thought. It creates a ten foot radius sphere around the caster, and is treated as
25 levels higher both for the purposes of spell resistance and resisting dispelling.
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