Okay here's the first draft of her statistics. Still need to select a couple bonus feats from the skymage class. Need to finish up her special demonic powers and the spell like abilites from demon lord template.<br/><br/>Stats do not yet include magical equipment.<br/><br/>Story will follow in a bit.<br/><br/><div class="floatright">(https://i.imgur.com/fVIhnAx.jpg)</div><br/><span class="bbc_size" style="font-size: 11pt;"><strong>Cha'Rukia</strong></span><br/>Kocrachon (http://www.realmshelps.net/monsters/block/Kocrachon%7Calpha%7CK%7COutsider) (6HD, CR4), Monster of Legend (http://www.realmshelps.net/monsters/templates/monsterlegend.shtml) (CR2), Worm that Walks (https://elliquiy.com/forums/index.php?topic=283008.msg13947602#msg13947602) (CR3), Unseelie Fey (http://www.realmshelps.net/monsters/templates/unseeliefey.shtml) (CR0), Cloistered Cleric 2, Zhentarim Skymage 5, Prestige Paladin (Slaughter) 3 (10HD, CR5), Demon Lord (CR 2) (Outsider, Evil, Baatezu, ...)<br/><br/><strong>Additional Spell-Like Abilities</strong><br/>At-will -<em>two spell-like abilities of third level or below</em><br/>3/day -<em>two spell-like abilities of fifth level or below, Symbol of Insanity (http://www.d20srd.org/srd/spells/symbolOfInsanity.htm)</em><br/>1/day -<em>two spell-like abilities of seventh level or below</em><br/><br/><strong>Additional Weaknesses</strong><br/><em>Overconfidence (Ex)</em>Lowers Cha'Rukia's armor to 40 before applying equipment.<br/><br/><em>Light Powerlessness (Ex):</em>Cha'Rukia is drained in bright light (such as sunlight). Within such light, she takes a<strong>-x</strong>penalty to AC, attack rolls, damage rolls, saves, and skill and ability checks.<br/><br/><strong>Gnawing field of Maddening Darkness (Su):</strong>or<strong>Cha'Rukia's playground (Su):</strong>Cha'Rukia's is able to surround herself with the madness of the far realm, creating a zone of maddening darkness centered around her with a radius of<strong>100ft to 1mile</strong>. Within the field, she is able to 'summon' forth creatures stored inside her dark menagerie and place them anywhere inside the zone, deploying them like setting up a game board. The summoned entities appear as amorphous, shadowy mockeries of their true form, while their real bodies are stored safely within her Shadow Menagerie.<br/><br/>Potential effects (not all of them mind you):<br/>Replace all natural weapons with bite attacks of the appropriate size of the monster.<br/>Creatures get half-farspawn template<br/>creatures gain some darkness related template...<br/><br/>Additionally, if Cha'Rukia summons in monsters by spells or spell-like abilities inside this zone, they also gain from the above benefits.<br/><br/><strong>Shadow Menagerie (Su):</strong>A pocket of extradimensional space. The entrance is located within Cha'Rukia's shadow and is able to stretch to allow entry to creatures of any size. Creatures inside are safe and cannot be attacked from outside sources. Cha'Rukia is aware of every creature inside the Shadow Menagerie and can talk to them telepathically.<br/><br/>Effects like an antimagic field cannot destroy the shadow menagerie, but they can temporarily close off the gate until the effect has passed. Cha'Rukia can open or close the shadow portal as a<strong>... action</strong>.<br/><br/><strong>Gargantua:</strong>From all her adorable playthings, Cha'Rukia cherishes her pet Gargantua the most.<br/>First, this power basically allows Cha'Rukia to gain the greatest benefit from both the Skymage and Paladin Mount special ability. She can apply the benefits from the Paladin special mount to her flying mount. The bonus HD gained from the Paladin special Mount ability do not count against the Skymage HD limitation.<br/>Second, her bond with Gargantua is so great, should it ever get slain, it is simple reborn inside her Shadow Menagerie after<strong>X time</strong><br/>Additionally, her pet gains the benefits from the half-farspawn template.<br/><br/><br/><span class="bbc_size" style="font-size: 11pt;"><strong>Cha'Rukia</strong></span><br/><strong>Size/Type:</strong>Medium<br/><strong>Hit Dice:</strong>16d8+208 (336 hp)<br/><strong>Damage Reduction:</strong>20/magic and good and cold iron<br/><strong>Immunities:</strong>Fire, Poison, Not subject to critical hits or flanking<br/><strong>Resistances:</strong>Cold 10, Electricity 10 and Acid 10, SR 29<br/><strong>Initiative:</strong>+17<br/><strong>Senses:</strong>Blindsight 100ft<br/><strong>Speed:</strong>30 ft., burrow 15ft., fly 60 ft. (average)<br/><strong>Armor Class:</strong>44 (+13 Dex, +11 natural, +10 insight), touch 33, flat-footed 31<br/><strong>Base Attack/Grapple:</strong>+16/+27<br/><strong>Attack:</strong>Bite +27 (1d6+11, Disease DC 14), Claws +27 (1d4+11)<br/><strong>Full Attack:</strong>Bite +9 melee and 2 claws +4 melee<br/><strong>Space/Reach:</strong>5 ft./5 ft.<br/><strong>Special Attacks:</strong>Disease, Spells, Spell-like Abilities, Winter Chill, Worm Smite<br/><strong>Special Qualities:</strong>Baatezu traits, Blindsight 100ft, Damage reduction, Discorporate, Frightful Presence, Immunities, Iron Vulnerability, Sadism, Spell Resistance 29<br/><strong>Spell-Like Abilities:</strong>CL 16; DC 30+Spell Level<br/>At-will - Animate Death, Blasphemy (http://www.d20srd.org/srd/spells/blasphemy.htm) (7th), Cure Moderate Wounds,  Desecrate (http://www.d20srd.org/srd/spells/desecrate.htm) (2nd), Detect Good (http://www.d20srd.org/srd/spells/detectGood.htm) (1st), Detect Magic (http://www.d20srd.org/srd/spells/detectMagic.htm) (0), Greater Dispel Magic (http://www.d20srd.org/srd/spells/dispelMagicGreater.htm) (6th), Greater Teleport (http://www.d20srd.org/srd/spells/teleportGreater.htm) (7th), magic circle against good, liquid pain, major image,  Plane Shift (http://www.d20srd.org/srd/spells/planeShift.htm) (7th), sorrow, suggestion,Telekinesis (http://www.d20srd.org/srd/spells/telekinesis.htm) (5th), Unhallow (http://www.d20srd.org/srd/spells/unhallow.htm) (5th), Unholy Aura (http://www.d20srd.org/srd/spells/unholyAura.htm) (8th), Unholy Blight (http://www.d20srd.org/srd/spells/unholyBlight.htm) (4th), wave of grief, wither limb, wrack<br/>3/day - any one symbol, giant vermin, infestation of maggots(SpC), insect plague, summon swarm (centipedes only)<br/><strong>Spellcasting (Cleric 15):</strong>CL 14, DC 30+spell level<br/>Spell Slots: 6/8+1/7+1/6+1/6+1/5+1/4+1/3+1<br/>Spells Usually Prepared<br/>7th -<br/>6th -<br/>5th -<br/>4th -<br/>3rd -<br/>2nd -<br/>1st -<br/>0th -<br/><strong>Saves:</strong>Fort +42, Ref +42, Will +38<br/><strong>Abilities:</strong>Str 32 (+11), Dex 36 (+13), Con 36 (+13), Int 30 (+10), Wis 29 (+9), Cha 43 (+16)<br/><strong>Skills:</strong>Balance 28, Bluff 35, Concentration 32, Diplomacy 39, Disguise 18, Gather Information 16, Handle Animal 38, Heal 28, Hide 42, Intimidate 37, Knowledge (Arcana) 15, Knowledge (Religion) 29, Listen 40, Move Silently 42, Ride 34, Search 29, Sense Motive 28, Spellcraft 29, Spot 30, Survival 28<br/><strong>Feats:</strong>Combat Casting, Dark Speech, Divine metamagic (persistent), Extend Spell, Enlarge Spell, Improved Initiative, Iron Will, leadership, Mounted Combat, Persistant spell, Skill Focus (), Spell Focus (), Trickery devotion, Unholy Mount, (two more feats from skymage)<br/><strong>Environment:</strong>An evil-aligned plane<br/><strong>Organization:</strong>Solitary<br/><strong>Challenge Rating:</strong>16<br/><strong>Alignment:</strong>Evil<br/><strong>Treasure:</strong><br/><br/>Description here<br/><br/><strong>Combat</strong><br/><br/><strong>Disease (Ex):</strong>Any creature hit by the kocrachon's bite attack must succeed at a Fortitude save (DC 14) or contract devil chills. The incubation period is 1d4 days, and the disease deals 1d6 points of Strength damage. The victim must make three successful Fortitude saving throws in a row to recover (see Disease).<br/><br/><strong>Spell-Like Abilities:</strong>At will -- animate dead, cure moderate wounds, desecrate, detect good, detect magic, dispel magic, magic circle against good, liquid pain, major image, sorrow, suggestion, teleport without error (self plus 50 pounds of gear only) wave of grief, wither limb, wrack; 1/day -- blasphemy. Caster level 12th; save DC 13 + spell level.<br/><br/><strong>Outsider Traits:</strong>A devil has darkvision (60-foot range). It cannot be raised or resurrected.<br/><br/><strong>Baatezu Traits:</strong>A kocrachon can communicate telepathically with any creature within 100 feet that has a language. In addition, it can see perfectly in darkness of any kind, even that created by a deeper darkness spell. A kocrachon is immune to fire and poison, and it has acid resistance 20 and cold resistance 20.<br/><br/><strong>Sadism:</strong>For every 10 points of damage a kocrachon deals in a round, it gains a +1 luck bonus on attack rolls, saving throws, and skill checks during the next round.<br/><br/><strong>Summon Baatezu (Sp):</strong>Twice per day a kocrachon can attempt to summon 1 kocrachon, with a 40% chance of success. Summoned creatures automatically return whence they came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour. Most baatezu do not use their summon ability lightly, since it leaves them beholden to the summoned creatures. In general, they use it only when necessary to gain victory or to save their own lives.<br/><br/><strong>Worm-Smite (Ex):</strong>Once every 5 rounds, a worm that walks can make a touch attack to deliver a worm-smite. A creature struck by this attack must succeed on a Reflex save (DC 10 + ½ the worm’s HD + the worm’s Con modifier) or become covered in ravenous worms. On the worm that walks' next turn and every turn thereafter, the target takes 1d8 points of slashing damage per 2 HD as the worms consume the target's flesh and burrow into its organs. The worms remain until destroyed or removed—or until the target is slain, indicating the worms have devoured their victim.<br/><br/>A target can use a full-round action to attempt to remove the hungry worms. Escaping requires a Reflex save (DC 10 + ½ the worm’s HD + the worm’s Con modifier). Rolling on the ground—and thus crushing the worms—provides a +2 circumstance bonus on the save. Dealing at least 20 points of fire damage destroys the worms, but deals the same amount of damage to the victim as well. Conjuration (teleportation) spells or spell-like effects can also extricate the target from the worm-smite.<br/><br/>Constructs, elementals, oozes and creatures of the incorporeal subtype are immune to this ability.<br/><br/><strong>Spell-Like Abilities:</strong>3/day— giant vermin, infestation of maggots(SpC), insect plague, summon swarm (centipedes only). Caster level equal to HD.<br/><br/><strong>Blindsight (Ex):</strong>Worms that walk have blindsight 100 ft.<br/><br/><strong>Spell Resistance (Ex):</strong>A worm that walks has spell resistance equal to its Challenge Rating +9.<br/><br/><strong>Frightful Presence (Su):</strong>A worm that walks inspires terror whenever it uses its worm-smite ability. All creatures witnessing the attack must make a Will save (DC 10 + ½ the worm’s HD + the worm’s Cha modifier) or become shaken, remaining so as long as they remain within 60 feet of the worm that walks. A creature that saves against the frightful presence becomes immune to the worm that walks' frightful presence for 24 hours.<br/><br/><strong>Discorporate (Ex):</strong>As an immediate action, a worm that walks can discorporate, collapsing into a pile of slithering vermin. For each hit point the worm that walks possessed prior to discorporating, it generates 1 Fine worm (AC 20, 1 hp each). In the round in which it uses this ability, the worms fall to the ground, filling its space. Unless each worm is destroyed within 1 round, the writhing worms burrow into the earth or slither away. So long as any component vermin survives, the worm that walks can, within 24 hours, breed and create a new body to house its malicious essence.<br/><br/><strong>Immunities (Ex):</strong>A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.<br/><br/><strong>Winter Chill (Su): </strong>An unseelie fey with winter chill has a presence that disquiets nonfey. The more beautiful the creature is, the more uncomfortable other beings feel. Living, nonfey creatures within 5 feet of her feel uneasy and suffer a morale penalty on saves equal to the unseelie fey's Charisma bonus (minimum 1)<br/><br/><strong>Iron Vulnerability (Ex):</strong>The mere touch of iron (including steel) deals point of damage to the unseelie fey. A hit with an iron or steel weapon deals an additional +1d6 points of damage. Unseelie fey with more than 12 Hit Dice gain damage reduction, which protects them from most of this vulnerability. When an unseelie fey of 12 or more Hit Dice is hit with or touched by an iron weapon, calculate damage including the bonus for iron vulnerability (1 point for a touch or normal damage +1d6 for a successful attack) and then apply the creature's damage reduction.<br/><br/><strong>Aura (Ex):</strong>A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.<br/><br/><strong>Domeins:</strong><br/>- Charm Domein (http://www.dandwiki.com/wiki/SRD:Charm_Domain)<br/>- Trickery Domein (http://www.dandwiki.com/wiki/SRD:Trickery_Domain)<br/>- Knowledge Domein (http://www.dandwiki.com/wiki/SRD:Knowledge_Domain)<br/><br/><strong>Spontaneous Casting:</strong>An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).<br/><br/>This choice also determines whether the cleric turns or commands undead.<br/><br/><strong>Chaotic, Evil, Good, and Lawful Spells:</strong>A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.<br/><br/><strong>Turn or Rebuke Undead (Su):</strong>Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).<br/><br/>A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.<br/><br/>A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.<br/><br/><strong>Bonus Languages:</strong>A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.<br/><br/><strong>Aura of Evil (Ex):</strong>The power of a paladin of slaughter’s aura of evil (see the detect evil spell) is equal to her paladin of slaughter level, just as with the aura of a cleric of an evil deity.<br/><br/><strong>Detect Good (Sp):</strong>At will, a paladin of slaughter can use detect good, as the spell.<br/><br/><strong>Divine Grace (Su):</strong>At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.<br/><br/><strong>Smite Good (Su):</strong>Once per day, a paladin of slaughter may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin’s ability to smite evil, including increased daily uses as the paladin of slaughter gains class levels.<br/><br/><strong>Deadly Touch (Su):</strong>Beginning at 2nd level, a paladin of slaughter can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level × her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin’s Cha modifier) to halve the damage dealt. Alternatively, a paladin of slaughter can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin’s lay on hands ability.<br/><br/><strong>Debilitating Aura (Su):</strong>Beginning at 3rd level, a paladin of slaughter radiates a malign aura that causes enemies within 10 feet of her to take a –1 penalty to Armor Class. This ability otherwise functions identically to the paladin’s aura of courage class feature.<br/><br/><strong>Rebuke Undead (Su):</strong>A paladin of slaughter rebukes undead rather than turning undead.<br/><br/><strong>Divine Health (Ex):</strong>Gains immunity to all diseases, including supernatural and magical diseases.<br/><br/><strong>Special Mount (Sp):</strong><br/><br/><hr/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cha'Rukia's Past</div><div class="spoiler_body"><div class="floatright">(https://i.imgur.com/CvToFBL.png)</div>  In her previous life my char was some evil aquatic mermaid creature from the darkest depths. (or something like a wastrilith or myrmixicus demon). A truenamer who worked as a cartographer and holder of knowledge, working together with the pirate Sharalal Verine and help guide her fleet. <br/></div></div>