more Stat Blocks for my Pathfinder/Ravenloft campaign
Posted: Thu Feb 21, 2013 9:23 pm
I love storytelling. Unfortunately I'm not much of a writer. For the most part I've fallen back on obsessing over RPGs. I love DMing and roleplaying as they are both a way for me to satisfy some of my creative impulses. On my notebook computer, I have hundreds of fleshed out characters for various 3.5 campaigns [just wasting space], and now I've started creating Pathfinder characters [to waste a bit more]. I know I'm not alone in this endeavor. I enjoy fishing for stats on here and on the net. I only adapt stats further where I find it necessary. This post is for myself, other STAT-MONSTERS, and/or other fans of Pathfinder/Ravenloft campaigns.
I'll start with two vampires I couldn't resist converting to Pathfinder. Thank you to all the Ravenloft writers, game designers, and stat-makers whose work I based the following stats off.
COUNT STRAHD VON ZAROVICH, Darklord of Barovia, CR 25/MR 8 (XP 1,640,000)
Male human mythic vampire necromancer 16
CE Medium undead (augmented humanoid, mythic)
Init +10; Senses blindsight 30 ft. (16 rounds/day), darkvision 60 ft.; Perception +33
DEFENSE
AC 40, touch 20, flat-footed 34 (+5 Dex, +14 natural, +1 dodge, +6 armor, +4 deflection)
hp 296 (16d6+240); fast healing 5
Fort +14, Ref +17, Will +17
Defensive Abilities channel resistance +15, overcome weaknesses; DR 10/epic and silver; Immune undead traits; Resist cold 10, electricity 10, fire 20
Weaknesses vampire weaknesses
OFFENSE
Spd 30 ft.
Melee +4 bastard sword +21/+16 (1d10+16/17-20 plus energy bleed); scabrous claws +16 (1d6+12 plus 1d6 bleed and energy bleed); slam +16 (1d4+12 plus energy bleed)
Ranged +2 composite longbow +16/+11 (1d8+6/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks blood drain, channel negative energy (8/day, DC 23), children of the eclipse, children of the night, closing the borders, create mythic spawn, create spawn, energy bleed, dominate, mastermind, mist shapes, mythic power (8/day, 1d10)
Arcane School Spell-Like Abilities (CL 6th; concentration +25)
12/day—grave touch (8 rounds)
Necromancer Spells Prepared (CL 16th; concentration +25)
8th—horrid wilting (DC 28), polar ray, maze, quickened dimension door
7th—caustic eruption (DC 26), extended true seeing, finger of death (DC 27), forcecage (DC 26), spell turning
6th—circle of death M (DC 26), control weather M, major curse (DC 26), maximized fireball M (DC 25), transformation
5th—echolocation, cloudkill, magic jar (DC 25), passwall, quickened true strike, sending, teleport
4th—animate dead M, detect scying M, dimensional anchor, extended howling agony (DC 24), fear (DC 24), fleshworm infestation (DC 23), lesser globe of invulnerability
3rd—clairaudience/clairvoyance, dispel magic M, excruciating deformation (DC 22), lightning bolt (2, DC 22), tongues, vampiric touch (DC 23)
2nd—arrow eruption, command undead (DC 22), detect thoughts (DC 21), fox’s cunning, scorching ray, unshakable chill (DC 22), warding weapon
1st—corrosive touch (DC 20), interrogation (DC 21), magic missile M (2), mirror strike, peacebond (DC 20), ray of enfeeblement (DC 21), unseen servant
4 0—arcane mark, detect magic, mage hand, read magic
Opposition Schools enchantment, illusion
STATISTICS
Str 26, Dex 22, Con —, Int 28, Wis 17, Cha 20
Base Atk +8; CMB +16; CMD 32
Feats Alertness M, Command Undead, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Construct, Craft Wand, Craft Wondrous Item, Dodge, Exotic Weapon Proficiency (bastard sword), Extend Spell, Improved Critical (bastard sword), Improved Initiative, Lightning Reflexes M, Maximize Spell, Mythic Spells M (animate dead, circle of death, control weather, detect scying, dispel magic, fireball, glyph of warding, magic missile), Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Toughness M, Weapon Focus (bastard sword)
Skills Acrobatics +8, Appraise +14, Bluff +16, Climb +8, Craft (alchemy) +22, Diplomacy +12, Fly +21 [+24 within 1 mile of familiar], Handle Animal +16, Intimidate +21, Knowledge (arcana) +28, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (nobility) +20, Knowledge (planes) +20, Knowledge (religion) +20, Linguistics +13, Perception +33, Perform (dance) +10, Perform (keyboard) +10, Perform (oratory) +10, Ride +16, Sense Motive +25, Spellcraft +28, Stealth +30; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Balok, Darkonese, Draconic, Dwarven, Elven, Goblin, High Mordentish, Infernal, Low Mordentish, Luktar, Vaasi
SQ change shape (dire bat or wolf, beast shape II), detect disruption, gaseous form, on dark wings, master of the realm, shadowless, sinkhole of evil, spider climb
Gear amulet o proof against detection and location, +4 bastard sword, bracelets of armor +6, +2 composite longbow (Str 18), cloak of resistance +4, crystal ball, gloves of dexterity +2, ring of major energy resistance (fire), ring of protection +4, rod of absorption
SPECIAL ABILITIES
Blood Drain (Su) Strahd can suck blood from a grappled opponent; if he establishes or maintains a pin, he drains blood, dealing 1d4 points of Constitution damage. Strahd heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of 312 temporary hit points) each round he drains blood.
Children of the Eclipse (Su) Once per day Strahd can call forth 2d10 Strahd skeletons, 2d6 ghouls, 1d10 Strahd zombies, 1d6+1 shadows, or 1d6 wraiths or mohrgs. Additionally, Strahd can use his children of the night ability once per hour. These creatures arrive in 1d6 rounds and serve for 1 hour.
Children of the Night (Su) Once per day, Stahd can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, 2d6 wolves or worgs as a standard action. These creatures arrive in 2d6 rounds and serve Strahd for up to 1 hour.
Closing the Borders (Su) When Strahd wishes to close his domain, a thick fog rises from the ground to surround Barovia. This fog has the same properties as the choking vapors that shroud the Village of Barovia. The ring of fog that surrounds the Village of Barovia and Castle Ravenloft is a lethal poison, one that infuses itself around a creature’s organs and lays dormant until an unfortunate soul attempts to escape the village. Any living creature that steps beyond the fog’s outer edge immediately suffers from frothing fits, suffering 1d4 points of temporary Constitution damage per hour until it dies (no saving throw). Lost Constitution returns only when the creature returns to within the ring. A Vistani with Knowledge (alchemy) skill can make an elixir (DC 25) that renders a creature immune to the fog’s effects for 10 minutes, long enough to pass through. The Vistani never allow giorgio to learn the elixir’s formula, and they deny their services to any travelers without hesitation if Strahd instructs them to do so. Strahd can dissipate the fog if he wishes, but he never does.
Create Spawn (Su) Strahd can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is of the humanoid type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of Strahd, and remains enslaved until his destruction. Strahd may have enslaved spawn totaling no more than 32 HD; any spawn he creates that would exceed this limit become free-willed undead. Strahd may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Create Mythic Spawn (Su) Whenever Strahd uses his create spawn ability he can create a vampire spawn, vampire, or expend two uses of mythic power to create a mythic vampire. Additionally, Strahd can expend one use of mythic power whenever he creates any type of vampire to hasten the transformation, causing the victim to rise as undead in 1 hour instead of 1d4 days.
Dominate (Su) Strahd can crush a humanoid opponent’s will as a standard action. Anyone Strahd targets must succeed on a Will save DC 23 or fall instantly under his influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Energy Bleed (Su) A creature hit by Strahd’s slam attack or other natural weapon, or by a melee weapon wielded by him, gains two negative levels. This ability triggers for every attack Strahd successfully makes.
Gaseous Form (Su) As a standard action, Strahd can assume gaseous form at will (caster level 5th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If reduced to 0 hit points in combat, Strahd assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (Strahd can normally travel up to 9 miles in 2 hours.) Additional damage dealt to Strahd after he is forced into gaseous form has no effect. Once at rest, Strahd is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Grave Touch (Sp) As a standard action, Strahd can make a melee touch attack that causes a living creature to become shaken for 8 rounds. If Strahd touches a shaken creature with this ability, it becomes frightened for 1 round if it has fewer than 16 Hit Dice. Stahd can use this ability 12/day.
Master of the Realm (Su) Strahd may open or close the two main gates on the Old Svalich Road as a free action from anywhere in his domain. He has similar power over the gates and doors of Castle Ravenloft, where he also senses the entry of any creature with an Intelligence of at least 3. From anywhere in his domain and without concentrating, Strahd may control his horse-drawn carriage as if he were driving it. He can sense the presence of any creature with an Intelligence of at least 3 that comes within 30 feet of the carriage and can also sense when such a creature enters the carriage.
Mastermind (Su) As a standard action, Stahd can see, hear, and speak through the body of a single creature it has dominated. Strahd can use this ability indefinitely, so long as he and the creature under his control remain on the same plane. While Strahd is communicating through another creature he can’t move, but he is still aware of his surroundings and may end his telepathic communication as a free action. Additionally, by expending one use of mythic power, Strahd can make use of the spell telekinesis (CL 25).
Mist Shapes (Su) Strahd can summon and sculpt mist into realistic shapes as per the spell major image. A shape created in this way lasts for as long as Strahd can see and concentrate upon it. In areas of particularly dense mist—typically outside and at night—Strahd can use this ability as mirage arcana.
On Dark Wings (Su) As an immediate action, Strahd can expend one use of mythic power to gain a fly speed of 30 feet with perfect maneuverability. Upon using this power, Strahd chooses whether to manifest bat-like wings or to float unnaturally. If he manifests wings, he gains a +8 racial bonus to Intimidate checks. If he chooses to float, he instead gains a +8 racial bonus to Stealth checks. The ability to fly and associated bonuses last for 1 hour.
Overcome Weaknesses (Su) Strahd can survive exposure to direct sunlight. Every time Strahd begins his turn in an area of direct sunlight he is nauseated, takes 10 points of damage, and loses his fast healing ability for that round. Strahd has also lost the following vampire weaknesses: garlic, mirrors and holy symbols, invitation.
Life Sight (Su) Strahd gains blindsight to a range of 30 feet for 16 rounds per day. This ability only allows Strahd to detect living creatures and undead creatures. This sight also tells Strahd whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability.
Scabrous Claws (Su) As an immediate action, Strahd can expend one use of mythic power to extend claws of congealed, razor-sharp blood. This transforms his slam attack into a claw attack that deals damage as a creature one size category larger and deals 1d6 points of bleed damage. This attack can still drain energy and is treated as a magic weapon. These claws last for 1 hour.
Shadowless (Ex) Strahd casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) Strahd can climb sheer surfaces as though under the effects of a spider climb spell.
Vampire Weaknesses (Su) Each round of immersion in running water inflicts damage on Strahd equal to one third of his maximum hit points—If Strahd is reduced to 0 hit points in this manner he is destroyed. Driving a wooden stake through Strahd’s heart while he is helpless instantly slays him (this is a full-round action). However, he returns to life if the stake is removed, unless his head is also severed and anointed with holy water.
STRAHD’S FAMILIAR
Carrion bat
CE Small magical beast
Init +9; Senses blindsense 40 ft.; Perception +20
DEFENSE
AC 27, touch 16, flat-footed 22 (+1 size, +5 Dex, +11 natural)
hp 148 (16)
Fort +5, Ref +5, Will +10
Special Defenses improved evasion; SR 21
OFFENSE
Speed 5 ft., fly 50 ft. (good)
Melee 2 claws +8 (1d2-1), bite +8 (1d3-1)
Special Attacks shriek (DC 16)
STATISTICS
Str 8, Dex 20, Con 13, Int 13, Wis 13, Cha 7
Base Atk +8; CMB +12; CMD 22
Feats Flyby Attack, Improved Initiative
Skills Fly +27, Perception +20, Stealth +22; Racial Modifiers +4 Perception when using blindsense
SQ deliver touch spells, empathic link, scry on familiar, share spells, speak with bats, speak with master
SPECIAL ABILITIES
Shriek (Ex) A piercing blast from this nocturnal hunter forces the victim to make a DC 16 Fortitude save or be paralyzed for 6 rounds. The carrion bat may make this sonic attack once every round.
DUKE NHAROV GUNDAR, Darklord of Gundarak, CR 21/MR 7 (XP 409,600)
Male human mythic vampire fighter 13
CE Medium undead (augmented humanoid, mythic)
Init +12; Senses darkvision 60 ft.; Perception +15
DEFENSE
AC 42, touch 33, flat-footed 33 (+8 Dex, +14 natural, +1 dodge, +7 armor, +2 shield)
hp 266 (13d10+169); fast healing 5
Fort +11, Ref +14, Will +6; +3 vs. fear
Defensive Abilities bravery +3, channel resistance +14, overcome weaknesses; DR 10/epic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
OFFENSE
Spd 40 ft.
Melee +3 alchemical silver saber +31/+26/+21 (1d8+19/17-20 plus energy bleed); scabrous claws +26 (1d6+18 plus 1d6 bleed and energy bleed); slam +26 (1d4+18 plus energy bleed)
Space 5 ft.; Reach 5 ft.
Special Attacks blood drain, children of the eclipse, children of the night, create spawn, energy bleed, dominate, mastermind, mist shapes, mythic power (7/day, 1d10), weapon training (blades +3, natural +2, spears +1)
STATISTICS
Str 33, Dex 26, Con —, Int 15, Wis 14, Cha 17
Base Atk +13; CMB +24; CMD 42
Feats Alertness, Bleeding Critical, Catch-Off Guard, Cleave, Combat Reflexes M, Critical Focus, Dodge M, Great Cleave, Improved Critical (saber), Improved Initiative, Intimidating Prowess, Lightning Reflexes, Mounted Combat, Pin Down, Power Attack M (-4/+12 or +18), Ride-By Attack, Weapon Focus (saber), Weapon Specialization (saber), Spirited Charge, Toughness M, Trample
Skills Acrobatics +8 [+17 when jumping], Appraise +5, Bluff +11, Climb +18, Diplomacy +8, Disguise +5, Fly +13, Handle Animal +16, Intimidate +28, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Perception +15, Ride +16, Sense Motive +15, Stealth +26, Survival +10; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Luktar, Balok
SQ armor training 3, change shape (dire bat or wolf, beast shape II), detect disruption, gaseous form, on dark wings, shadowless, sinkhole of evil, spider climb
Gear +3 alchemical silver sawtooth saber, belt of giant strength +4, boots of striding and springing, cloak of elvenkind, +3 mithral shirt, ring of force shield
SPECIAL ABILITIES
Blood Drain (Su) Nharov can suck blood from a grappled opponent; if he establishes or maintains a pin, he drains blood, dealing 1d4 points of Constitution damage. Nharov heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of 266 temporary hit points) each round he drains blood.
Children of the Eclipse (Su) Once per day Nharov can call forth 2d6 ghouls, 1d6+1 shadows, or 1d6 wraiths or mohrgs. Additionally, Nharov can use his children of the night ability once per hour. These creatures arrive in 1d6 rounds and serve for 1 hour.
Children of the Night (Su) Once per day, Nharov can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve Gundar for up to 1 hour.
Closing the Borders (Su) When Gundar wants to seal his domain, the Mists of Ravenloft rise from the soil at the borders. Anyone who walks into them finds themselves hopelessly lost, with all routes leading back to Gundarak.
Create Spawn (Su) Nharov can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is of the humanoid type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of Nharov, and remains enslaved until his destruction. Nharov may have enslaved spawn totaling no more than 26 HD; any spawn he creates that would exceed this limit become free-willed undead. Nharov may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) Nharov can crush a humanoid opponent’s will as a standard action. Anyone Nharov targets must succeed on a Will save DC 19 or fall instantly under his influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Energy Bleed (Su) A creature hit by Nharov’s slam attack or other natural weapon, or by a melee weapon wielded by him, gains two negative levels. This ability triggers for every attack Nharov successfully makes.
Gaseous Form (Su) As a standard action, Nharov can assume gaseous form at will (caster level 5th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If reduced to 0 hit points in combat, Nharov assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (Nharov can normally travel up to 9 miles in 2 hours.) Additional damage dealt to Nharov after he is forced into gaseous form has no effect. Once at rest, Nharov is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Mastermind (Su) As a standard action, Nharov can see, hear, and speak through the body of a single creature it has dominated. Nharov can use this ability indefinitely, so long as he and the creature under his control remain on the same plane. While Nharov is communicating through another creature he can’t move, but he is still aware of his surroundings and may end his telepathic communication as a free action. Additionally, by expending one use of mythic power, Nharov can make use of the spell telekinesis (CL 21).
Mist Shapes (Su) Nharov can summon and sculpt mist into realistic shapes as per the spell major image. A shape created in this way lasts for as long as Strahd can see and concentrate upon it. In areas of particularly dense mist—typically outside and at night— Nharov can use this ability as mirage arcana.
On Dark Wings (Su) As an immediate action, Nharov can expend one use of mythic power to gain a fly speed of 30 feet with perfect maneuverability. Upon using this power, Nharov chooses whether to manifest bat-like wings or to float unnaturally. If he manifests wings, he gains a +7 racial bonus to Intimidate checks. If he chooses to float, he instead gains a +7 racial bonus to Stealth checks. The ability to fly and associated bonuses last for 1 hour.
Overcome Weaknesses (Su) Nharov can survive exposure to direct sunlight. Every time Nharov begins his turn in an area of direct sunlight he is nauseated, takes 10 points of damage, and loses his fast healing ability for that round. Nharov has also lost the following vampire weaknesses: garlic, mirrors and holy symbols.
Scabrous Claws (Su) As an immediate action, Nharov can expend one use of mythic power to extend claws of congealed, razor-sharp blood. This transforms his slam attack into a claw attack that deals damage as a creature one size category larger and deals 1d6 points of bleed damage. This attack can still drain energy and is treated as a magic weapon. These claws last for 1 hour.
Shadowless (Ex) Nharov casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) Nharov can climb sheer surfaces as though under the effects of a spider climb spell.
Weaknesses (Su) Nharov cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Each round of immersion in running water inflicts damage on Nharov equal to one third of his maximum hit points—If Nharov is reduced to 0 hit points in this manner he is destroyed. Driving a stake crafted from the wood of a bloodrose plant through Nharov’s heart while he is helpless instantly slays him (this is a full-round action). However, he returns to life if the stake is removed, unless his head is also severed and anointed with holy water.
Then there is the Death Knight who was embroiled with the former two at one time. I already posted him in his own thread but I figured I should include him here too.
LORD LOREN SOTH, The Death Knight, The Black Rose, Darklord of Sithicus, CR 20 (XP 307,200)
Male human unique graveknight antipaladin 17
LE Medium undead (augmented humanoid)
Init +6; Senses darkvision 60 ft.; Perception +11
Aura sacrilegious aura (30 ft., DC 23); aura of guilt (100 ft.)
DEFENSE
AC 27, touch 11, flat-footed 26 (+1 Dex, +4 natural, +12 armor); +5 vs. smite target
hp 203 (17d10+102)
Fort +22, Ref +10, Will +18
DR 10/magic and good; Immune cold, fire, electricity, undead traits; SR 30
Defensive Abilities channel resistance +7, plague bringer, rejuvenation, turn immunity, unholy resilience
OFFENSE
Spd 20 ft.
Melee +3 bastard sword +29/+24/+19/+14 (1d10+11 [one-handed] or 1d10+15 [two-handed]/17-20 plus 4d6 fire) or slam +25 (1d4+12 plus 4d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks channel destruction (4d6 fire), channel negative energy (8/day, 9d6), closing the borders, cruelties (DC 23; blinded, frightened, shaken, staggered, stunned), devastating blast (3/day, 30-foot cone of fire, 10d6, DC 23 half), smite the guilty 6/day (+5 attack and AC, +17 damage), touch of corruption (13/day, 8d6), undead mastery (DC 23, 85 HD)
Spell-Like Abilities (CL 17th; concentration +21)
At will—detect innocence, fear (DC 19), shadow step
1/hour—phantom steed
1/day—detect magic, greater create undead, power word kill, symbol of weakness (DC 22), wall of ice
Spells Prepared (CL 14th; concentration +18)
4th—resounding blow, slay living (DC 19)
3rd—animate dead, dispel magic, litany of sight
2nd—bull’s strength, eagle’s splendor, hold person (DC 17), silence
1st—bane (DC 16), curse water, disguise self, litany of sloth (DC 16), protection from good, read magic
STATISTICS
Str 26, Dex 14, Con —, Int 12, Wis 16, Cha 20
Base Atk +17; CMB +25; CMD 37
Feats Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Furious Focus, Great Cleave, Great Fortitude, Improved Critical (bastard sword), Improved Initiative, Leadership, Mounted Combat, Power Attack (-5/+10 or +15), Ride-by Attack, Toughness, Weapon Focus (bastard sword)
Skills Bluff +20, Diplomacy +10, Handle Animal +10, Intimidate +24, Knowledge (arcana) +6, Knowledge (nobility) +9, Knowledge (religion) +9, Linguistics +2, Ride +13, Perception +11, Sense Motive +8, Spellcraft +6, Stealth +7; Racial Modifiers +8 Intimidate, +8 Perception, +8 Ride
Languages Sithican, Balok, Solamnic
SQ aura, detect disruption, fiendish boon +5 (17 minutes), phantom mount, ruinous revivification (fire), sinkhole of evil
Gear +3 bastard sword, +3 full plate
SPECIAL ABILITIES
Aura of Guilt (Su) Soth’s auras from his antipaladin class levels have been replaced by a powerful aura of guilt. All enemies within 100 feet of Soth take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. The penalty to saves rises to -4 against fear and compulsion effects. Creatures that are normally immune to fear lose that immunity within the aura. Any attack made against an enemy within the aura of guilt is treated as evil-aligned for the purposes of overcoming damage reduction. Soth can expend two uses of his smite the guilty ability to grant that ability to all allies within 10 feet, using his bonuses. Allies must use this smite the guilty ability by the start of Soth’s next turn and the bonuses last for 1 minute. Using this ability is a free action. This ability functions only while Soth is conscious.
Channel Destruction (Su) Soth’s weapons are shrouded in destructive energy, and deal an additional +4d6 fire damage.
Channel Negative Energy (Su) Soth has can channel negative energy like an evil cleric. Using this ability consumes two uses of his touch of corruption ability.
Closing the Borders (Su) On Krynn, Soth was compelled to remember his sins each night in song. In Sithicus, he can seal the borders by repeating this dismal ballad. As he sings, he is joined by the voices of other sinners. The sound, rising from the borders, is so horrid that no mortal can withstand it. All must return to Sithicus or become hopelessly mad.
Devastating Blast (Su) Soth may unleash a 30-foot cone of destructive force. This blast deals 10d6 fire damage, but creatures within the area may make a DC23 Reflex save for half damage.
Rejuvenation (Su) One day after Soth is destroyed his armor begins to rebuild the undead horror’s body. This process takes 1d10 days—if his body is destroyed before that time passes the armor merely starts the process anew. After this time has elapsed, Soth wakens fully healed.
Sacrilegious Aura (Ex) Soth constantly exudes an aura of intense evil and negative energy, which functions as the spell desecrate. In addition, this miasma of fell energies hinders the channelling of positive energy. Any creature that attempts to summon positive energy in this area must make a DC 23 Concentration check. If the character fails, the effect is blocked, its number of uses of that ability being reduced by 1 or the spell being lost.
Smite the Guilty (Su) Six times per day, Soth can call out to the dark powers to crush a creature tainted with sin. As a swift action, Soth chooses one target within sight to smite. If this target is a non-innocent (has committed an act worthy of a powers check, regardless of the success or failure of that check), Soth adds a +5 bonus on his attack rolls and adds a +17 bonus on all damage rolls made against the target of his smite. If the target of smite the guilty is an outsider, a dragon, or a creature with levels of cleric, paladin, or antipaladin, the bonus to damage on the first successful attack increases to 34 points of damage. Regardless of the target, smite the guilty attacks automatically bypass any DR the creature might possess. In addition, while smite the guilty is in effect, Soth gains a +5 deflection bonus to his AC against attacks made by the target of the smite. If Soth targets an innocent, the smite is wasted with no effect. The smite the guilty effect remains until the target of the smite is dead or the next time Soth rests and regains his uses of this ability.
Touch of Corruption (Su) Soth surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. As a touch attack, he can cause 8d6 points of damage. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, Soth can use this power to heal undead creatures. Soth can add an effect to his touch of corruption whenever it deals damage to one target. This choice is made when the touch is used. The target receives a DC 23 Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty.
Blinded: The target is blinded for 17 rounds.
Frightened: The target is frightened for 8 rounds.
Shaken: The target is shaken for 17 rounds.
Staggered: The target is staggered for 8 rounds.
Stunned: The target is stunned for 4 rounds.
Turn Immunity (Ex) Soth cannot be turned, but he can be banished with a holy word spell as if he were an evil outsider, which sends him to Nedragaard Keep. While within the walls of his keep, Soth can neither be turned nor banished.
Undead Mastery (Su) As a standard action, Lord Soth can attempt to bend any undead creature within 50 feet to his will. The targeted undead must make a successful DC 23 Will save or fall under Soth’s control. This control is permanent for unintelligent undead, while undead with Intelligence scores are allowed an additional save every day to break free. A creature that successfully saves cannot be affected again by undead mastery for 24 hours. Soth can control 85 Hit Dice worth of undead. If he exceeds this number, he loses control over some of his minions, as per the spell animate dead.
I'll start with two vampires I couldn't resist converting to Pathfinder. Thank you to all the Ravenloft writers, game designers, and stat-makers whose work I based the following stats off.
COUNT STRAHD VON ZAROVICH, Darklord of Barovia, CR 25/MR 8 (XP 1,640,000)
Male human mythic vampire necromancer 16
CE Medium undead (augmented humanoid, mythic)
Init +10; Senses blindsight 30 ft. (16 rounds/day), darkvision 60 ft.; Perception +33
DEFENSE
AC 40, touch 20, flat-footed 34 (+5 Dex, +14 natural, +1 dodge, +6 armor, +4 deflection)
hp 296 (16d6+240); fast healing 5
Fort +14, Ref +17, Will +17
Defensive Abilities channel resistance +15, overcome weaknesses; DR 10/epic and silver; Immune undead traits; Resist cold 10, electricity 10, fire 20
Weaknesses vampire weaknesses
OFFENSE
Spd 30 ft.
Melee +4 bastard sword +21/+16 (1d10+16/17-20 plus energy bleed); scabrous claws +16 (1d6+12 plus 1d6 bleed and energy bleed); slam +16 (1d4+12 plus energy bleed)
Ranged +2 composite longbow +16/+11 (1d8+6/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks blood drain, channel negative energy (8/day, DC 23), children of the eclipse, children of the night, closing the borders, create mythic spawn, create spawn, energy bleed, dominate, mastermind, mist shapes, mythic power (8/day, 1d10)
Arcane School Spell-Like Abilities (CL 6th; concentration +25)
12/day—grave touch (8 rounds)
Necromancer Spells Prepared (CL 16th; concentration +25)
8th—horrid wilting (DC 28), polar ray, maze, quickened dimension door
7th—caustic eruption (DC 26), extended true seeing, finger of death (DC 27), forcecage (DC 26), spell turning
6th—circle of death M (DC 26), control weather M, major curse (DC 26), maximized fireball M (DC 25), transformation
5th—echolocation, cloudkill, magic jar (DC 25), passwall, quickened true strike, sending, teleport
4th—animate dead M, detect scying M, dimensional anchor, extended howling agony (DC 24), fear (DC 24), fleshworm infestation (DC 23), lesser globe of invulnerability
3rd—clairaudience/clairvoyance, dispel magic M, excruciating deformation (DC 22), lightning bolt (2, DC 22), tongues, vampiric touch (DC 23)
2nd—arrow eruption, command undead (DC 22), detect thoughts (DC 21), fox’s cunning, scorching ray, unshakable chill (DC 22), warding weapon
1st—corrosive touch (DC 20), interrogation (DC 21), magic missile M (2), mirror strike, peacebond (DC 20), ray of enfeeblement (DC 21), unseen servant
4 0—arcane mark, detect magic, mage hand, read magic
Opposition Schools enchantment, illusion
STATISTICS
Str 26, Dex 22, Con —, Int 28, Wis 17, Cha 20
Base Atk +8; CMB +16; CMD 32
Feats Alertness M, Command Undead, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Construct, Craft Wand, Craft Wondrous Item, Dodge, Exotic Weapon Proficiency (bastard sword), Extend Spell, Improved Critical (bastard sword), Improved Initiative, Lightning Reflexes M, Maximize Spell, Mythic Spells M (animate dead, circle of death, control weather, detect scying, dispel magic, fireball, glyph of warding, magic missile), Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Toughness M, Weapon Focus (bastard sword)
Skills Acrobatics +8, Appraise +14, Bluff +16, Climb +8, Craft (alchemy) +22, Diplomacy +12, Fly +21 [+24 within 1 mile of familiar], Handle Animal +16, Intimidate +21, Knowledge (arcana) +28, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (nobility) +20, Knowledge (planes) +20, Knowledge (religion) +20, Linguistics +13, Perception +33, Perform (dance) +10, Perform (keyboard) +10, Perform (oratory) +10, Ride +16, Sense Motive +25, Spellcraft +28, Stealth +30; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Balok, Darkonese, Draconic, Dwarven, Elven, Goblin, High Mordentish, Infernal, Low Mordentish, Luktar, Vaasi
SQ change shape (dire bat or wolf, beast shape II), detect disruption, gaseous form, on dark wings, master of the realm, shadowless, sinkhole of evil, spider climb
Gear amulet o proof against detection and location, +4 bastard sword, bracelets of armor +6, +2 composite longbow (Str 18), cloak of resistance +4, crystal ball, gloves of dexterity +2, ring of major energy resistance (fire), ring of protection +4, rod of absorption
SPECIAL ABILITIES
Blood Drain (Su) Strahd can suck blood from a grappled opponent; if he establishes or maintains a pin, he drains blood, dealing 1d4 points of Constitution damage. Strahd heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of 312 temporary hit points) each round he drains blood.
Children of the Eclipse (Su) Once per day Strahd can call forth 2d10 Strahd skeletons, 2d6 ghouls, 1d10 Strahd zombies, 1d6+1 shadows, or 1d6 wraiths or mohrgs. Additionally, Strahd can use his children of the night ability once per hour. These creatures arrive in 1d6 rounds and serve for 1 hour.
Children of the Night (Su) Once per day, Stahd can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, 2d6 wolves or worgs as a standard action. These creatures arrive in 2d6 rounds and serve Strahd for up to 1 hour.
Closing the Borders (Su) When Strahd wishes to close his domain, a thick fog rises from the ground to surround Barovia. This fog has the same properties as the choking vapors that shroud the Village of Barovia. The ring of fog that surrounds the Village of Barovia and Castle Ravenloft is a lethal poison, one that infuses itself around a creature’s organs and lays dormant until an unfortunate soul attempts to escape the village. Any living creature that steps beyond the fog’s outer edge immediately suffers from frothing fits, suffering 1d4 points of temporary Constitution damage per hour until it dies (no saving throw). Lost Constitution returns only when the creature returns to within the ring. A Vistani with Knowledge (alchemy) skill can make an elixir (DC 25) that renders a creature immune to the fog’s effects for 10 minutes, long enough to pass through. The Vistani never allow giorgio to learn the elixir’s formula, and they deny their services to any travelers without hesitation if Strahd instructs them to do so. Strahd can dissipate the fog if he wishes, but he never does.
Create Spawn (Su) Strahd can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is of the humanoid type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of Strahd, and remains enslaved until his destruction. Strahd may have enslaved spawn totaling no more than 32 HD; any spawn he creates that would exceed this limit become free-willed undead. Strahd may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Create Mythic Spawn (Su) Whenever Strahd uses his create spawn ability he can create a vampire spawn, vampire, or expend two uses of mythic power to create a mythic vampire. Additionally, Strahd can expend one use of mythic power whenever he creates any type of vampire to hasten the transformation, causing the victim to rise as undead in 1 hour instead of 1d4 days.
Dominate (Su) Strahd can crush a humanoid opponent’s will as a standard action. Anyone Strahd targets must succeed on a Will save DC 23 or fall instantly under his influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Energy Bleed (Su) A creature hit by Strahd’s slam attack or other natural weapon, or by a melee weapon wielded by him, gains two negative levels. This ability triggers for every attack Strahd successfully makes.
Gaseous Form (Su) As a standard action, Strahd can assume gaseous form at will (caster level 5th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If reduced to 0 hit points in combat, Strahd assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (Strahd can normally travel up to 9 miles in 2 hours.) Additional damage dealt to Strahd after he is forced into gaseous form has no effect. Once at rest, Strahd is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Grave Touch (Sp) As a standard action, Strahd can make a melee touch attack that causes a living creature to become shaken for 8 rounds. If Strahd touches a shaken creature with this ability, it becomes frightened for 1 round if it has fewer than 16 Hit Dice. Stahd can use this ability 12/day.
Master of the Realm (Su) Strahd may open or close the two main gates on the Old Svalich Road as a free action from anywhere in his domain. He has similar power over the gates and doors of Castle Ravenloft, where he also senses the entry of any creature with an Intelligence of at least 3. From anywhere in his domain and without concentrating, Strahd may control his horse-drawn carriage as if he were driving it. He can sense the presence of any creature with an Intelligence of at least 3 that comes within 30 feet of the carriage and can also sense when such a creature enters the carriage.
Mastermind (Su) As a standard action, Stahd can see, hear, and speak through the body of a single creature it has dominated. Strahd can use this ability indefinitely, so long as he and the creature under his control remain on the same plane. While Strahd is communicating through another creature he can’t move, but he is still aware of his surroundings and may end his telepathic communication as a free action. Additionally, by expending one use of mythic power, Strahd can make use of the spell telekinesis (CL 25).
Mist Shapes (Su) Strahd can summon and sculpt mist into realistic shapes as per the spell major image. A shape created in this way lasts for as long as Strahd can see and concentrate upon it. In areas of particularly dense mist—typically outside and at night—Strahd can use this ability as mirage arcana.
On Dark Wings (Su) As an immediate action, Strahd can expend one use of mythic power to gain a fly speed of 30 feet with perfect maneuverability. Upon using this power, Strahd chooses whether to manifest bat-like wings or to float unnaturally. If he manifests wings, he gains a +8 racial bonus to Intimidate checks. If he chooses to float, he instead gains a +8 racial bonus to Stealth checks. The ability to fly and associated bonuses last for 1 hour.
Overcome Weaknesses (Su) Strahd can survive exposure to direct sunlight. Every time Strahd begins his turn in an area of direct sunlight he is nauseated, takes 10 points of damage, and loses his fast healing ability for that round. Strahd has also lost the following vampire weaknesses: garlic, mirrors and holy symbols, invitation.
Life Sight (Su) Strahd gains blindsight to a range of 30 feet for 16 rounds per day. This ability only allows Strahd to detect living creatures and undead creatures. This sight also tells Strahd whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability.
Scabrous Claws (Su) As an immediate action, Strahd can expend one use of mythic power to extend claws of congealed, razor-sharp blood. This transforms his slam attack into a claw attack that deals damage as a creature one size category larger and deals 1d6 points of bleed damage. This attack can still drain energy and is treated as a magic weapon. These claws last for 1 hour.
Shadowless (Ex) Strahd casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) Strahd can climb sheer surfaces as though under the effects of a spider climb spell.
Vampire Weaknesses (Su) Each round of immersion in running water inflicts damage on Strahd equal to one third of his maximum hit points—If Strahd is reduced to 0 hit points in this manner he is destroyed. Driving a wooden stake through Strahd’s heart while he is helpless instantly slays him (this is a full-round action). However, he returns to life if the stake is removed, unless his head is also severed and anointed with holy water.
STRAHD’S FAMILIAR
Carrion bat
CE Small magical beast
Init +9; Senses blindsense 40 ft.; Perception +20
DEFENSE
AC 27, touch 16, flat-footed 22 (+1 size, +5 Dex, +11 natural)
hp 148 (16)
Fort +5, Ref +5, Will +10
Special Defenses improved evasion; SR 21
OFFENSE
Speed 5 ft., fly 50 ft. (good)
Melee 2 claws +8 (1d2-1), bite +8 (1d3-1)
Special Attacks shriek (DC 16)
STATISTICS
Str 8, Dex 20, Con 13, Int 13, Wis 13, Cha 7
Base Atk +8; CMB +12; CMD 22
Feats Flyby Attack, Improved Initiative
Skills Fly +27, Perception +20, Stealth +22; Racial Modifiers +4 Perception when using blindsense
SQ deliver touch spells, empathic link, scry on familiar, share spells, speak with bats, speak with master
SPECIAL ABILITIES
Shriek (Ex) A piercing blast from this nocturnal hunter forces the victim to make a DC 16 Fortitude save or be paralyzed for 6 rounds. The carrion bat may make this sonic attack once every round.
DUKE NHAROV GUNDAR, Darklord of Gundarak, CR 21/MR 7 (XP 409,600)
Male human mythic vampire fighter 13
CE Medium undead (augmented humanoid, mythic)
Init +12; Senses darkvision 60 ft.; Perception +15
DEFENSE
AC 42, touch 33, flat-footed 33 (+8 Dex, +14 natural, +1 dodge, +7 armor, +2 shield)
hp 266 (13d10+169); fast healing 5
Fort +11, Ref +14, Will +6; +3 vs. fear
Defensive Abilities bravery +3, channel resistance +14, overcome weaknesses; DR 10/epic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
OFFENSE
Spd 40 ft.
Melee +3 alchemical silver saber +31/+26/+21 (1d8+19/17-20 plus energy bleed); scabrous claws +26 (1d6+18 plus 1d6 bleed and energy bleed); slam +26 (1d4+18 plus energy bleed)
Space 5 ft.; Reach 5 ft.
Special Attacks blood drain, children of the eclipse, children of the night, create spawn, energy bleed, dominate, mastermind, mist shapes, mythic power (7/day, 1d10), weapon training (blades +3, natural +2, spears +1)
STATISTICS
Str 33, Dex 26, Con —, Int 15, Wis 14, Cha 17
Base Atk +13; CMB +24; CMD 42
Feats Alertness, Bleeding Critical, Catch-Off Guard, Cleave, Combat Reflexes M, Critical Focus, Dodge M, Great Cleave, Improved Critical (saber), Improved Initiative, Intimidating Prowess, Lightning Reflexes, Mounted Combat, Pin Down, Power Attack M (-4/+12 or +18), Ride-By Attack, Weapon Focus (saber), Weapon Specialization (saber), Spirited Charge, Toughness M, Trample
Skills Acrobatics +8 [+17 when jumping], Appraise +5, Bluff +11, Climb +18, Diplomacy +8, Disguise +5, Fly +13, Handle Animal +16, Intimidate +28, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Perception +15, Ride +16, Sense Motive +15, Stealth +26, Survival +10; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Luktar, Balok
SQ armor training 3, change shape (dire bat or wolf, beast shape II), detect disruption, gaseous form, on dark wings, shadowless, sinkhole of evil, spider climb
Gear +3 alchemical silver sawtooth saber, belt of giant strength +4, boots of striding and springing, cloak of elvenkind, +3 mithral shirt, ring of force shield
SPECIAL ABILITIES
Blood Drain (Su) Nharov can suck blood from a grappled opponent; if he establishes or maintains a pin, he drains blood, dealing 1d4 points of Constitution damage. Nharov heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of 266 temporary hit points) each round he drains blood.
Children of the Eclipse (Su) Once per day Nharov can call forth 2d6 ghouls, 1d6+1 shadows, or 1d6 wraiths or mohrgs. Additionally, Nharov can use his children of the night ability once per hour. These creatures arrive in 1d6 rounds and serve for 1 hour.
Children of the Night (Su) Once per day, Nharov can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve Gundar for up to 1 hour.
Closing the Borders (Su) When Gundar wants to seal his domain, the Mists of Ravenloft rise from the soil at the borders. Anyone who walks into them finds themselves hopelessly lost, with all routes leading back to Gundarak.
Create Spawn (Su) Nharov can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is of the humanoid type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of Nharov, and remains enslaved until his destruction. Nharov may have enslaved spawn totaling no more than 26 HD; any spawn he creates that would exceed this limit become free-willed undead. Nharov may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) Nharov can crush a humanoid opponent’s will as a standard action. Anyone Nharov targets must succeed on a Will save DC 19 or fall instantly under his influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Energy Bleed (Su) A creature hit by Nharov’s slam attack or other natural weapon, or by a melee weapon wielded by him, gains two negative levels. This ability triggers for every attack Nharov successfully makes.
Gaseous Form (Su) As a standard action, Nharov can assume gaseous form at will (caster level 5th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If reduced to 0 hit points in combat, Nharov assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (Nharov can normally travel up to 9 miles in 2 hours.) Additional damage dealt to Nharov after he is forced into gaseous form has no effect. Once at rest, Nharov is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Mastermind (Su) As a standard action, Nharov can see, hear, and speak through the body of a single creature it has dominated. Nharov can use this ability indefinitely, so long as he and the creature under his control remain on the same plane. While Nharov is communicating through another creature he can’t move, but he is still aware of his surroundings and may end his telepathic communication as a free action. Additionally, by expending one use of mythic power, Nharov can make use of the spell telekinesis (CL 21).
Mist Shapes (Su) Nharov can summon and sculpt mist into realistic shapes as per the spell major image. A shape created in this way lasts for as long as Strahd can see and concentrate upon it. In areas of particularly dense mist—typically outside and at night— Nharov can use this ability as mirage arcana.
On Dark Wings (Su) As an immediate action, Nharov can expend one use of mythic power to gain a fly speed of 30 feet with perfect maneuverability. Upon using this power, Nharov chooses whether to manifest bat-like wings or to float unnaturally. If he manifests wings, he gains a +7 racial bonus to Intimidate checks. If he chooses to float, he instead gains a +7 racial bonus to Stealth checks. The ability to fly and associated bonuses last for 1 hour.
Overcome Weaknesses (Su) Nharov can survive exposure to direct sunlight. Every time Nharov begins his turn in an area of direct sunlight he is nauseated, takes 10 points of damage, and loses his fast healing ability for that round. Nharov has also lost the following vampire weaknesses: garlic, mirrors and holy symbols.
Scabrous Claws (Su) As an immediate action, Nharov can expend one use of mythic power to extend claws of congealed, razor-sharp blood. This transforms his slam attack into a claw attack that deals damage as a creature one size category larger and deals 1d6 points of bleed damage. This attack can still drain energy and is treated as a magic weapon. These claws last for 1 hour.
Shadowless (Ex) Nharov casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) Nharov can climb sheer surfaces as though under the effects of a spider climb spell.
Weaknesses (Su) Nharov cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Each round of immersion in running water inflicts damage on Nharov equal to one third of his maximum hit points—If Nharov is reduced to 0 hit points in this manner he is destroyed. Driving a stake crafted from the wood of a bloodrose plant through Nharov’s heart while he is helpless instantly slays him (this is a full-round action). However, he returns to life if the stake is removed, unless his head is also severed and anointed with holy water.
Then there is the Death Knight who was embroiled with the former two at one time. I already posted him in his own thread but I figured I should include him here too.
LORD LOREN SOTH, The Death Knight, The Black Rose, Darklord of Sithicus, CR 20 (XP 307,200)
Male human unique graveknight antipaladin 17
LE Medium undead (augmented humanoid)
Init +6; Senses darkvision 60 ft.; Perception +11
Aura sacrilegious aura (30 ft., DC 23); aura of guilt (100 ft.)
DEFENSE
AC 27, touch 11, flat-footed 26 (+1 Dex, +4 natural, +12 armor); +5 vs. smite target
hp 203 (17d10+102)
Fort +22, Ref +10, Will +18
DR 10/magic and good; Immune cold, fire, electricity, undead traits; SR 30
Defensive Abilities channel resistance +7, plague bringer, rejuvenation, turn immunity, unholy resilience
OFFENSE
Spd 20 ft.
Melee +3 bastard sword +29/+24/+19/+14 (1d10+11 [one-handed] or 1d10+15 [two-handed]/17-20 plus 4d6 fire) or slam +25 (1d4+12 plus 4d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks channel destruction (4d6 fire), channel negative energy (8/day, 9d6), closing the borders, cruelties (DC 23; blinded, frightened, shaken, staggered, stunned), devastating blast (3/day, 30-foot cone of fire, 10d6, DC 23 half), smite the guilty 6/day (+5 attack and AC, +17 damage), touch of corruption (13/day, 8d6), undead mastery (DC 23, 85 HD)
Spell-Like Abilities (CL 17th; concentration +21)
At will—detect innocence, fear (DC 19), shadow step
1/hour—phantom steed
1/day—detect magic, greater create undead, power word kill, symbol of weakness (DC 22), wall of ice
Spells Prepared (CL 14th; concentration +18)
4th—resounding blow, slay living (DC 19)
3rd—animate dead, dispel magic, litany of sight
2nd—bull’s strength, eagle’s splendor, hold person (DC 17), silence
1st—bane (DC 16), curse water, disguise self, litany of sloth (DC 16), protection from good, read magic
STATISTICS
Str 26, Dex 14, Con —, Int 12, Wis 16, Cha 20
Base Atk +17; CMB +25; CMD 37
Feats Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Furious Focus, Great Cleave, Great Fortitude, Improved Critical (bastard sword), Improved Initiative, Leadership, Mounted Combat, Power Attack (-5/+10 or +15), Ride-by Attack, Toughness, Weapon Focus (bastard sword)
Skills Bluff +20, Diplomacy +10, Handle Animal +10, Intimidate +24, Knowledge (arcana) +6, Knowledge (nobility) +9, Knowledge (religion) +9, Linguistics +2, Ride +13, Perception +11, Sense Motive +8, Spellcraft +6, Stealth +7; Racial Modifiers +8 Intimidate, +8 Perception, +8 Ride
Languages Sithican, Balok, Solamnic
SQ aura, detect disruption, fiendish boon +5 (17 minutes), phantom mount, ruinous revivification (fire), sinkhole of evil
Gear +3 bastard sword, +3 full plate
SPECIAL ABILITIES
Aura of Guilt (Su) Soth’s auras from his antipaladin class levels have been replaced by a powerful aura of guilt. All enemies within 100 feet of Soth take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. The penalty to saves rises to -4 against fear and compulsion effects. Creatures that are normally immune to fear lose that immunity within the aura. Any attack made against an enemy within the aura of guilt is treated as evil-aligned for the purposes of overcoming damage reduction. Soth can expend two uses of his smite the guilty ability to grant that ability to all allies within 10 feet, using his bonuses. Allies must use this smite the guilty ability by the start of Soth’s next turn and the bonuses last for 1 minute. Using this ability is a free action. This ability functions only while Soth is conscious.
Channel Destruction (Su) Soth’s weapons are shrouded in destructive energy, and deal an additional +4d6 fire damage.
Channel Negative Energy (Su) Soth has can channel negative energy like an evil cleric. Using this ability consumes two uses of his touch of corruption ability.
Closing the Borders (Su) On Krynn, Soth was compelled to remember his sins each night in song. In Sithicus, he can seal the borders by repeating this dismal ballad. As he sings, he is joined by the voices of other sinners. The sound, rising from the borders, is so horrid that no mortal can withstand it. All must return to Sithicus or become hopelessly mad.
Devastating Blast (Su) Soth may unleash a 30-foot cone of destructive force. This blast deals 10d6 fire damage, but creatures within the area may make a DC23 Reflex save for half damage.
Rejuvenation (Su) One day after Soth is destroyed his armor begins to rebuild the undead horror’s body. This process takes 1d10 days—if his body is destroyed before that time passes the armor merely starts the process anew. After this time has elapsed, Soth wakens fully healed.
Sacrilegious Aura (Ex) Soth constantly exudes an aura of intense evil and negative energy, which functions as the spell desecrate. In addition, this miasma of fell energies hinders the channelling of positive energy. Any creature that attempts to summon positive energy in this area must make a DC 23 Concentration check. If the character fails, the effect is blocked, its number of uses of that ability being reduced by 1 or the spell being lost.
Smite the Guilty (Su) Six times per day, Soth can call out to the dark powers to crush a creature tainted with sin. As a swift action, Soth chooses one target within sight to smite. If this target is a non-innocent (has committed an act worthy of a powers check, regardless of the success or failure of that check), Soth adds a +5 bonus on his attack rolls and adds a +17 bonus on all damage rolls made against the target of his smite. If the target of smite the guilty is an outsider, a dragon, or a creature with levels of cleric, paladin, or antipaladin, the bonus to damage on the first successful attack increases to 34 points of damage. Regardless of the target, smite the guilty attacks automatically bypass any DR the creature might possess. In addition, while smite the guilty is in effect, Soth gains a +5 deflection bonus to his AC against attacks made by the target of the smite. If Soth targets an innocent, the smite is wasted with no effect. The smite the guilty effect remains until the target of the smite is dead or the next time Soth rests and regains his uses of this ability.
Touch of Corruption (Su) Soth surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. As a touch attack, he can cause 8d6 points of damage. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, Soth can use this power to heal undead creatures. Soth can add an effect to his touch of corruption whenever it deals damage to one target. This choice is made when the touch is used. The target receives a DC 23 Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty.
Blinded: The target is blinded for 17 rounds.
Frightened: The target is frightened for 8 rounds.
Shaken: The target is shaken for 17 rounds.
Staggered: The target is staggered for 8 rounds.
Stunned: The target is stunned for 4 rounds.
Turn Immunity (Ex) Soth cannot be turned, but he can be banished with a holy word spell as if he were an evil outsider, which sends him to Nedragaard Keep. While within the walls of his keep, Soth can neither be turned nor banished.
Undead Mastery (Su) As a standard action, Lord Soth can attempt to bend any undead creature within 50 feet to his will. The targeted undead must make a successful DC 23 Will save or fall under Soth’s control. This control is permanent for unintelligent undead, while undead with Intelligence scores are allowed an additional save every day to break free. A creature that successfully saves cannot be affected again by undead mastery for 24 hours. Soth can control 85 Hit Dice worth of undead. If he exceeds this number, he loses control over some of his minions, as per the spell animate dead.