Author Topic: Risada's Bestiary  (Read 84367 times)

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Risada

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Risada's Bestiary
« on: March 26, 2009, 01:10:50 AM »
This is the thread where I will post some critters.... and seek for help, since I suck at regulating monster's CR...

Angelic Hierarchy
Angel
Archangel
Principality
Power
Virtue
Dominion
Throne

Cardinal Angels
Uriel (North)
Raphael (East)
Gabriel (West)
Michael (South)

Espers
Belias (Aries)
Chaos (Taurus)
Zalera (Gemini)
Zeromus (Cancer)
Hashmal (Leo)
Ultima (Virgo)
Exodus (Libra)
Cuchulainn (Scorpio)
Shemhazai (Sagittarius)
Adrammelech (Capricorn)
Famfrit (Aquarius)
Mateus (Pisces)
Zodiark (Ophiuchus)

Hindu Mythology
Turdak

Japanese Mythology
Itsumade
Jubokko
Komainu
Nue
Okiku-Mushi
Tsuchigumo
Yomotsu Ikusa
Yomotsu Shikome

Phillipines' Mythology
Manananggal

Book sources:
CArc: Complete Arcane
CChamp: Complete Champion
CDiv: Complete Divine
CMage: Complete Mage
CS: Complete Scoundrel
CW: Complete Warrior
CoR: Champions of Ruin
DotU: Drow of the Underdark
Drac: Draconomicon
DrM: Dragon Magic
FrB: Frostburn
MIC: Magic Item Compendium
MiniHB: Miniatures Handbook
OA: Oriental Adventures
PHB2: Players' Handbook 2
RotD: Races of the Dragon
RHoD: Red Hand of Doom
SpC: Spell Compendium
ToB: Tome of Battle: Book of the 9 Swords

Risada

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Re: Risada's Bestiary
« Reply #1 on: March 26, 2009, 01:14:36 AM »
Starting with the ever-loved Zodiac Beasts/Espers from Final Fantasy series!


Espers

The scions that would become the Espers were created by Ocurria (often referred to as "gods") for varied purposes. While the exact number is never revealed, there are at least 24 scions, with each zodiac sign having a light and dark representative.

Time passed, and eventually, being proud of her power and status and believing herself to be more powerful than her creators, the highest ranking Esper, Ultima, rose up against the gods. Rallying all the scions of darkness, they attacked the very gods that had created them. However, even with the combined force of 12 Espers, they were defeated, and banished to the darkest reaches of the world. A thirteenth scion, Zodiark, was also bound by the Ocurria for fear of his power. Unlike his brethren, he is not known to have harboured rebellious desire.
 (taken from here)

All espers share the folowing traits:
-immunity to all mind-affecting effects (including all fear effects), ability damage, ability drain, energy drain, death effects, poison, polymorph effects;
-immunity to the following conditions: dazed, exhausted, nauseated, paralyzed, sickened, staggered, stunned;
-espers have full hit points for its hit dice;



Belias, the Gigas
Large Outsider (Fire)
HD 8d8 + 40 (104 HP)
Speed 40 ft. (8 squares)
Init: 3
AC 19; touch 12; flat-footed 16
(-1 size, +3 Dex, +7 natural)
BAB +8; Grp +18
Attack +1 large adamantine flaming battleaxe +15 melee
(2d6+7, 19-20/x3, +1d6 fire)
Full-Attack +1 large adamantine flaming battleaxe +15/+10 melee (2d6+7, 19-20/x3, +1d6 fire) or 2 slams +13 melee (1d8+6 +1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/-, darkvision 60 ft, essence of fire
Saves Fort +11 Ref +9 Will +8
Abilities Str 22, Dex 16, Con 20, Int 10, Wis 14, Cha 14
Skills: Intimidate +13, Concentration +16, Spot +13, Listen +13, Spellcraft +11, Knowledge (arcana) + 11, Balance +14, Climb + 11, Jump +12
Feats: Ability Focus (widened greater fireburst) (B), Improved critical (battleaxe), Power Attack, Weapon Focus (battleaxe)
Challenge Rating 8?
Treasure none
Alignment: N

Scion of darkness and guardian of the Holy Realm, made by the Ocurria in opposition to Loghrif the Transcendent, scion of light. Called the Gigas for his appearance: man and monster fused as one. Considered a mistake upon his making, and receiving not his intended role, the Gigas challenged his masters and lost.

Belias is a 12 feet tall muscular humanoid with brown skin, with hoofs and his head resemble that of a ram, with a similar but smaller body attached to his chest. Red fur cover most of his body. Belias carries an axe.

Belias represents the Zodiac sign of Aries.

Combat
Belias tends to start combat by engaging his opponents in melee combat through a charge. Belias is fond of using his fireball SLA frequently during the combat as a way to both damage his opponents and heal himself. After he has lost around half of his hit points he uses his widened greater fireburst SLA to deal a large amount of damage so he can proceed to finish them off.

Essence of Fire (Ex): Belias has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure. Additionally, whenever Belias is subject to an effect would deal fire damage, he heals a number of hit points equal to half the amount of damage he would take instead. Finally, Belias's natural attacks are considered to be magical for the purposes of damage reduction and deal an additional 1d6 points of fire damage.

Spell-like abilities: 3/day: fireball (DC 15), 1/day: widened greater fireburst SpC (DC 19). Caster level 8th. Saves are Charisma-based.
-------

EDIT: added some small fluff. and checked for some minor mistakes.

bhu

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Re: Risada's Bestiary
« Reply #2 on: March 26, 2009, 08:55:31 AM »
I'll give it a peek this weekend if I get time off. 

Risada

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Re: Risada's Bestiary
« Reply #3 on: March 27, 2009, 10:51:48 AM »


Mateus, the Corrupt
Large Outsider (Cold)
HD 10d8 +40 (120 HP)
Speed 40 ft. (8 squares)
Init: 4
AC 23; touch 12; flat-footed 20
(-1 size, +3 Dex, +11 natural)
BAB +10; Grp +17
Attack +1 large frost returning trident +13 melee (2d6+5; 20/x2; +1d6 cold) or +1 large frost returning trident +14 ranged (2d6+5; 20/x2; +1d6 cold) or claw +12 melee (1d10+3, 20/x2, +1d6 cold)
Full-Attack +1 large frost returning trident +13/+8 melee (2d6+5; 20/x2; +1d6 cold) or 2 claws+12 melee (1d10+3, 20/x2, +1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks spells, ice servants
Special Qualities DR 5/-, darkvision 60 ft., essence of ice, greater spellcasting affinity, resistance to acid and eletricity 10, spell resistance 18
Saves Fort +11 Ref +11 Will +11
Abilities Str 16, Dex 19, Con 18, Int 18, Wis 18, Cha 22
Skills Appraise+17, Bluff+19, Concentration+17, Diplomacy + 19, Knowledge(arcana)+17, Knowledge(nature) +17, Knowledge(the planes)+17, Listen+17, Sense Motive+17, Spellcraft+17, Spot+17, Use Magic Device+17  
Feats Cold FocusFrB, Greater Cold FocusFrB, Iron Will (B), Law DevotionCChamp, Sudden EmpowerMiniHB
Challenge Rating 10?
Treasure none
Alignment LE

Scion of darkness ruling and protecting those who live in the underworld, in opposition to Lahabrea the Abyssal Celebrant and scion of light. In the course of his rule, he submitted to avarice, and the darkness took his heart, transforming him until he was both evil and corrupt. Then in his cowardice did he bind a Goddess of Ice, and using her as a living shield, he challenged the gods. Defeated before their might, he fell screaming into the depths of hell, there to be imprisoned for eternity.

Mateus's current appearance is that of a blue-skinned woman with various parts of her body resembling those of a fish, in a dark tone. Mateus's real appearance has been long forgotten; after he possessed the ice goddess to use her as a living shield against his masters, it would seem that both of them couldn't get separated anymore.

Mateus represents the Zodiac sign of Pisces.

Combat
Mateus usually starts by using his ice servants ability to summon 3 bearded devils, followed by casting slow on his opponents. While his ice servants are on the field, Mateus play as support for them, providing battlefield control and debuffing his opponents. When his ice servants are defeated, Mateus takes an offensive approach and start using spells like orb of cold and icelance.
When Mateus reaches around half his total hit points, he uses its Law Devotion feat to get some AC bonus, changing the bonus to attack rols only when using icelance or other spell that requires an attack roll. After that, he casts a sudden empowered cone of cold, and then proceeds to finish off those who survived.

Essence of Ice (Ex): Mateus has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure. Additionally, whenever Mateus would be damaged by cold damage, Mateus heals a number of hit points equal to half the damage it would take. Finally, Mateus's natural attacks are considered to be magical for the purposes of damage reduction and deal an extra 1d6 points of cold damage.

Greater Spellcasting Affinity (Ex): Mateus can use spells and spell-like abilities without provoking attacks of opportunity. Additionally, Mateus can ignore any focus or components required to cast his spells. Finally, Mateus can ignore any harmful effects done to him from spells cast by himself (such as hit point damage).

Ice Servants (Sp): this ability functions like the conjure ice beast VIFrostburn spell, except this ability is activated as a swift action, this ability always summon its max number of creatures, the creatures summoned have max hit points for its hit dice and +4 bonus to caster level against dispelling. This ability is usable once per day.

Spells: 10th level sorcerer casting (6/8/8/7/6/4, DC 16+ spell level or 18+ spell level if it's a spell with the cold descriptor)
0: arcane mark, caltropsSpC, daze, detect magic, ghost sound, mage hand, read magic, resistance, sonic snapSpC
1st: blockadeCScoundrel, distract assailantSpC, grease, magic missile, nerveskitterSpC
2nd: fog cloud, ice knifeSpC, ray of iceSpC, scintillating scalesSpC
3rd: hailstonesSpC, icelanceSpC, slow
4th: orb of coldSpC, wall of ice
5th: cone of cold

Risada

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Re: Risada's Bestiary
« Reply #4 on: March 31, 2009, 10:47:29 AM »


Adrammelech, the Wroth
Large Outsider
HD 12d8+84 (180 HP)
Speed 40 ft. (8 squares); fly speed 60 ft (good)
Init: 10
AC 30; touch 16; flat-footed 23
(-1 size, +7 Dex, +14 Natural)
BAB +12; Grp +24
Attack claw +19 melee (2d8+8, 20/x2, +1d8 eletricity)
Full-Attack 2 claws +19 melee (2d8+8, 20/x2, +1d8 eletricity) and 2 wings +19 melee (2d6+4, 20/x2, +1d8 eletricity)
Space 10 ft.; Reach 10 ft.
Special Attacks perfect defense, raging lightning, spell-like abilities
Special Qualities DR 5/-, darkvision 60 ft, essence of lightning, resistance to acid, cold and fire 10, spell resistance 23
Saves Fort +15 Ref +14 Will +11
Abilities Str 26, Dex 24, Con 24, Int 14, Wis 16, Cha 20
Skills Bluff +20, Concentration +22, Intimidate +20, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +18, Sense Motive +18, Spot +18, Tumble +22, Spellcraft +17
Feats Ability Focus (raging lightning), Combat Reflexes, Improved Initiative (B), Improved Multiattack, Multiattack, Robilar's GambitPHB2
Challenge Rating 12?
Treasure none
Alignment LE

Emperor among the scions, able to reduce to nothing aught he strikes with a single vengeful blow of his fist, created in opposition to Deudalephon the Benevolent, scion of light.
Though he was made by the gods to quell the fiends that raged in the world, his immense strength and fearsome visage drew the fiends to his side, and turned him against his creators.
Adrammelech led a fiendish horde against the gods, but in the end, he was defeated.


Adrammelech is a 12 feet tall winged demon in a humanoid-like body with the head resembling that of a goat and hooves for his feet, and his hands powerful claws. All his green body is covered in golden tattoos. Adrammelech's wings, altough may look like underdeveloped, function normally.

Adrammelech represents the Zodiac sign of Capricorn.

Combat
Adrammelech likes to engage his opponents in melee range for most of the time while making use of his Robilar's Gambit feat, only stopping sometimes to use his chain lightning to soften his opponents. Adrammelech uses his lightning leap to maneuver through the battlefield, hoping to reach a better position so he can attack a better or easier target.
When his hit points are reduced to half his total hit points, Adrammelech uses his Perfect Defense ability on the beginning of the next round. At the round after the Perfect Defense, he uses his Raging Lightning and keep fighting in melee range, now making use of his pounce ability.

Essence of Lightning (Ex): Adrammelech is immune to eletricity damage. Additionally, whenever Adrammelech would take eletricity damage, he heals a number of hit points equal to half the damage he would take. Finally, Adrammelech's natural weapons are considered to be magical for the purposes of damage reduction and deal an additional 1d8 points of electricity damage.

Perfect Defense (Ex): once per day as an immediate action, Adrammelech becomes immune to anything that affects him until the end of the round.

Raging Lightning (Su): as a standard action once per day, Adrammelech releases a pulse of eletricity, dealing 15d8 points of eletricity damage to all creatures within 60 ft from Adrammelech. Each affected creature can make a Reflex save for half damage (DC 23). Additionally, Adrammelech becomes berserk, gaining a +3 enhancement bonus on all attack and damage rolls, his DR increases to 10/-, he gains the pounce ability and fast healing 3. This effect lasts for 5 minutes. This is equivalent to a spell of 6th level. The DC is Charisma-based.

Spell-like abilities: 3/day: chain lightning (DC 21), 2/day: lightning leapCMage (DC 20). Caster level 12. Saves are Charisma-based.
-----------------------------------------------------------------------------------

After I finished this guy, I started thinking about adding some ToB stuff to some of these guys.... what do you guys think about it? I was thinking one or two stances and some strikes/boost...

bhu

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Re: Risada's Bestiary
« Reply #5 on: April 01, 2009, 09:33:44 AM »
Okay Im gonna look at these and give my thoughts I swear.  I just need some time.


Minor nitpick: You forgot the Size Penalty for attack rolls for Belias.
« Last Edit: April 01, 2009, 09:35:28 AM by bhu »

Risada

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Re: Risada's Bestiary
« Reply #6 on: April 01, 2009, 10:52:20 AM »
Minor nitpick: You forgot the Size Penalty for attack rolls for Belias.

*goes to check*

...are you sure?

I count this: 8(BAB) +6(Str) +1(weapon enhancement) +1(Weapon Focus) -1 (size) = 15
and this for the slams: 8(BAB) +6(Str) -1(size) = 13

Am I doing this wrong?  :twitch

bhu

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Re: Risada's Bestiary
« Reply #7 on: April 02, 2009, 05:58:32 AM »
Nevah Mind.  Missed the Feats.  This is what happens when i look at stuff at 6 am... :banghead

Midnight_v

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Re: Risada's Bestiary
« Reply #8 on: April 03, 2009, 01:43:19 AM »
I saw this at a glance and though i saw Risada's bestiality  :lmao Damn. Good times.
\\\"Disentegrate.\\\" \\\"Gust of wind.\\\" \\\"Now Can we PLEASE resume saving the world?\\\"

Risada

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Re: Risada's Bestiary
« Reply #9 on: April 03, 2009, 09:02:04 AM »
I saw this at a glance and though i saw Risada's bestiality  :lmao Damn. Good times.

What?  ???
I shouldn't even ask, but..... what good times?

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Re: Risada's Bestiary
« Reply #10 on: April 03, 2009, 01:21:13 PM »
I saw this at a glance and though i saw Risada's bestiality  :lmao Damn. Good times.

What?  ???
I shouldn't even ask, but..... what good times?

:drunk   :beathorse  :puppy   :puke

 :thought
Yeah... Uhm. best not to ask.  :nonono
\\\"Disentegrate.\\\" \\\"Gust of wind.\\\" \\\"Now Can we PLEASE resume saving the world?\\\"

Risada

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Re: Risada's Bestiary
« Reply #11 on: April 04, 2009, 01:57:02 PM »


Zalera, the Death Seraph
Large Undead
HD 12d12 (144 HP)
Speed 30 ft. (6 squares)
Init: 5
AC 27; touch 14; flat-footed 22
(-1 size, +5 dex, +13 natural)
BAB +6; Grp +15
Attack touch of death +10 melee or ranged
Full-Attack touch of death +10 melee or ranged
Space 10 ft.; Reach 10 ft.
Special Attacks servants of darkness, spell-like abilities, touch of death
Special Qualities DR 5/-, essence of death, fast healing 10, resistance to acid, cold, eletricity and fire 15, spell resistance 23, spellcasting affinity
Saves Fort +6 Ref +11 Will +14
Abilities Str 21, Dex 21, Con -, Int 22, Wis 22, Cha 26
Skills Bluff +23, Concentration +15, Intimidate +23, Knowledge (arcana) +21, Knowledge (religion) +21, Knowledge (the planes) +21, Listen +21, Sense Motive +21, Spellcraft +21, Use Magic Device +23
Feats Ability Focus (fleshshiver), Ability Focus (slow), Eyes in the back of your headCW, Great Fortitude, Improved Initiative (B), Lightning Reflexes
Challenge Rating 12?
Treasure none
Alignment CE

Heretic scion who wrapped the world in dark energies, seeking to take the souls of all living things unto himself. Created in opposition to Emet-Selch, Angel of Truth, and scion of light.
Originally tasked with the judging of men upon their deaths, his soul was tainted by the curses of those who raged against the heavens, and seizing one of the gods' servants, a shamaness, as a hostage, he rebelled against his creators. Even now, in defeat, he clutches the shamaness to him in his right arm, and with the aid of her death-wail does he summon the soul of darkness to do his bidding.


Zalera looks like a 10 feet tall man, apparently wearing a dreadful armor and a skull-shaped mask. Attached to his right arm lies a shamaness from which he draws power over the dead, while his left is a claw that channels evil energy.

Zalera represents the Zodiac sign of Gemini.

Combat

Zalera starts combat by using his servants of darkness ability and follow up with his slow spell-like ability. During the time his skeletons are on the battlefield, Zalera plays as support for them, by using mostly his touch of death, and using his spell-like abilities to disable his foes. When needed, he will use his mass inflict serious wounds at least once to heal his skeletons, but Zalera can also use it offensively if his opponents are living.
When the skeletons are defeated, Zalera takes on a more offensive approach, by using his fleshshiver and reach slay living spell-like abilities, in order to quickly finish them off.

Essence of Death (Ex): Zalera is immune to the effects of turning and rebuking. Additionally, as long as there is at least one monster summoned by the servants of darkness ability within 60 ft from Zalera, his damage reduction increases to 10/-. Finally, Zalera is constantly under the effect similar to the negative energy auraSpC spell (CL 15), except the aura's area is 60 ft.

Servants of Darkness (Sp): as a swift action once per day, Zalera can summon 3 Ettin Skeletons or 3 Chimera Skeletons to fight for him. These skeletons are the same as their MM entry, except that they have a +12 profane bonus to Strength and a +6 profane bonus to their Armor Class, as well as immunity to turning and rebuking undead. This is the equivalent of a 7th level spell. This is a conjuration (summoning) effect.

Spellcasting Affinity (Ex): Zalera can use spells and spell-like abilities without provoking attacks of opportunity.

Touch of Death (Su): as a standard action, Zalera can channel negative energy through his left claw as either a melee or ranged touch attack up to 30 ft, dealing 10d6 points of negative energy damage to the affected creature, and the affected creature is dazed for 1 round. A successful Fortitude save (DC 24) halves the damage and negates the dazed condition.

Spell-like abilities: 3/day: slow (DC 23), hold monster (DC 23), mass inflict serious wounds (DC 25), reach slay living (DC 23), widened stinking cloud (DC 21) 2/day: fleshshiverSpC (DC 26). Caster level 12th. Saves are Charisma-based.

-----------------------------------------------------------------
Finally done!

bkdubs123

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Re: Risada's Bestiary
« Reply #12 on: April 06, 2009, 04:33:48 PM »
Keep writing these! I'm following!

bhu

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Re: Risada's Bestiary
« Reply #13 on: April 07, 2009, 08:15:44 AM »
Dread Necromancer is Arcane, and it has most of the summon/create deadish spells.  What exactly do you want it to do?

Risada

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Re: Risada's Bestiary
« Reply #14 on: April 07, 2009, 10:31:35 AM »
Dread Necromancer is Arcane, and it has most of the summon/create deadish spells.  What exactly do you want it to do?

Ingame Zalera does 2 things: debuffs things and OHKO things (emphasis on OHKO stuff).

I am thinking on giving him one or two Save or Die and 2 or 3 Save or Suck...

For the SoD, I thought about finger of death, but it's a 8th level spell.... even as a SLA it would be too much for a 12HD creep...
For the SoS, I've been browsing for some nice AoE sleep effect but the only one I found was deep slumber, together with slow or other similar effect and another SLA (I was thinking castigate from SpC so he has some nuking power)...

bhu

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Re: Risada's Bestiary
« Reply #15 on: April 08, 2009, 07:43:45 AM »
OHKO?

Risada

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Re: Risada's Bestiary
« Reply #16 on: April 08, 2009, 08:42:46 AM »
OHKO?

One Hit Knockout.... Save or Die.... you know.... spells that kill instantly?  ;)

bhu

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Re: Risada's Bestiary
« Reply #17 on: April 08, 2009, 08:54:15 AM »
Well for 6th level spells there's Circle of Death (meh), or Opalescent Glare (but it only works on Evil).

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Re: Risada's Bestiary
« Reply #18 on: April 08, 2009, 09:39:38 AM »
Zalera finally finished!

Increased his fast healing to 10 and gave him some SLAs...

Risada

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Re: Risada's Bestiary
« Reply #19 on: April 10, 2009, 08:18:56 PM »


Shemhazai, the Whisperer
Medium Outsider
HD 14d8+84 (196 HP)
Speed 50 ft. (10 squares)
Init: 9
AC 34; touch 19; flat-footed 25
(+9 Dex, +15 natural)
BAB +14; Grp +20
Attack spirit arrow +26 ranged (2d6+14, 17-20/x2)
Full-Attack spirit arrow +26/+21/+16 ranged (2d6+14, 17-20/x2)
Space 5 ft.; Reach 60 ft.
Special Attacks spells, spirit arrow
Special Qualities DR 10/-, darkvision 60 ft., greater spellcasting affinity, fast healing 8, mana surge, resistance to acid, cold, eletricity and fire 10, shifting soul, spell resistance 26
Saves Fort +15 Ref +18 Will +14
Abilities Str 23, Dex 28, Con 23, Int 20, Wis 22, Cha 26
Skills Balance +16, Bluff +29, Diplomacy +20, Intimidate +27, Jump +25, Knowledge (arcana) +22, Knowledge (the planes) +22, Knowledge (nature) +22, Listen +23, Sense Motive +23, Spellcraft +24, Spot +23, Survival +15, Tumble +28, Use Magic Device +11
Feats Arcane StrikeCW, Empower Spell, Metamagic VigorCMage, Rapid Shot (B), Sculpt SpellCArc, Versatile SpellcasterRotD
Challenge Rating 14?
Treasure None
Alignment NE

Scion that is both horse and woman, wielding utter control over the souls that wander the underworld, in opposition to Igeyorlm the Martyr, scion of light. Though she once served the gods as a guardian, when Ultima announced her rebellion, Shemhazai went to her, whispering of her masters' hidden weaknesses. She then descended upon the land without leave of her masters, and taught men of destruction and evil. For this was she stricken down and bound.

Shemhazai is a 6 feet tall woman with red skin, wearing a cloak. Her hands resembles crossbows, and her feet are hooves. Shemhazai carries on her back what looks like a grey horse.

Shemhazai represents the Zodiac sign of Sagittarius.

Combat

Shemhazai is under the effects of the following spells before combat (cast by herself): ferocity of the sanguine rage, greater resistance, haste, protection from good and scintillating scales.

Shemhazai starts combat by using her spirit arrows powered up by her Arcane Strike feat against her opponents in a round, while using spells such as mass curse of the impending blades and crushing despair to weaken her opponents every other round, following with damaging spells. If facing annoying spellcasters, Shemhazai uses spells such as arcane turmoil and greater dispel magic in an attempt to cripple them, as well as spiritwall.
When her hit points are reduced to half or lower, Shemhazai starts going more offensive, and use her more powerful spells, including radiant assault, and thanks to her mana surge ability, Shemhazai can apply her metamagic feats at no cost.

Greater Spellcasting Affinity (Ex): Shemhazai can use spells and spell-like abilities without provoking attacks of opportunity. Additionally, Shemhazai can ignore any focus or components required to cast her spells. Finally, Shemhazai can ignore any harmful effects done to her from spells cast by herself (such as hit point damage).

Mana Surge (Ex): Shemhazai can cast a spell as a free action once every other round. Additionally, all metamagic feats' level adjustment is decreased by 2 (to a minimum of 0), and her spells' casting time is unaffected by the use of metamagic feats. This ability is active only when Shemhazai's hit points are at half or less.

Shifting Soul (Ex): whenever Shemhazai takes acid, cold, eletricity or fire damage, she gains immunity to that energy type. If Shemhazai is damaged by another energy type, she loses the current immunity and becomes immune to this new energy type.

Spirit Arrow (Ex): Shemhazai's natural attacks are considered to be arrows fired from a +3 collisionMIC forceMIC large composite longbow, except that they have a range of 60 ft. (no increment), its threat range is 17-20, its critical modifier is x2, each arrow applies all of Shemhazai's Strength modifier to the damage, and these attacks doesn't provoke attacks of opportunity. Additionally, any creature struck by a spirit arrow must succeed on a Fortitude saving throw (DC 21) or be unable to recover hit points and ability damage for 1 minute. This effect can only be removed by an ability or spell that remove a curse (such as remove curse spell).
Shemhazai can use her spirit arrows to make attacks of opportunity within 60 ft.

Spells: 14th level sorcerer casting (6/8/8/8/7/7/6/4, DC 18+ spell level)
0: acid splash, arcane mark, detect magic, flare, ghost sound, mage hand, message, resistance, sonic snapSpC
1st: magic missile, protection from good, ray of enfeeblement, ray of flameSpC, sonic blastSpC
2nd: arcane turmoilCMage, glitterdust, rainbow beamSpC, scintillating scalesSpC, shadow spraySpC
3rd: ferocity of the sanguine rageDrM, haste, mass curse of impending bladesSpC, sound lanceSpC
4th: crushing despair, enervation, greater resistanceSpC, orb of fireSpC
5th: cyclonic blastSpC, lesser spell matrixSpC, spiritwallSpC
6th: acid stormSpC, greater dispel magic
7th: radiant assaultSpC
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EDIT: Added spiritwall to Shemhazai's spell list...