<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Anasil, The Betrayer of Life</div><div class="spoiler_body"><strong>Anasil</strong><br/><div class="floatleft">(https://orig00.deviantart.net/f1f4/f/2015/121/2/e/nymph_by_jowiel-d8rpmf8.jpg)</div><strong>Size/Type:</strong>  Medium (Outsider, Evil, Yugoloth)<br/><strong>Hit Dice:</strong>    16d8+160 (288 hp); Fast Healing 5<br/><strong>Immunities:</strong> Acid, Poison<br/><strong>Resist:</strong> Cold 10, Fire 10, Electricity 10<br/><strong>Initiative:</strong> +10<br/><strong>Speed:</strong>    30 ft. (6 squares), Swim 20'<br/><strong>Armor Class:</strong>    51 (+10 Dex, +15 Deflection, +5 Natural Armor, +11 Armor), touch 35, flat-footed 41<br/><strong>Base Attack/Grapple:</strong> +16/+24<br/><strong>Attack:</strong> Laevateinn +30; 1d8+14 17-20/x2<br/><strong>Full Attack:</strong> Laevateinn +30/25/20/15; 1d8+14 17-20/x2<br/><strong>Space/Reach:</strong> 5 ft./5 ft.<br/><strong>Special Attacks:</strong><br/><em>Blinding Beauty (Su)</em> - This ability affects all humanoids within 30' of Anasil. Those who look directly at her must succeed at a DC 37 Fortitude Save or be blinded permanently as though by the blindess spell. This ability may be suppressed or resumed as a free action.<br/><br/><em>Stunning Glance (Su)</em> - As a standard action Anasil can stun a creature within 30' with a look. The creature must succeed on a DC 37 Fortitude save or be stunned for 2d4 rounds.<br/><br/><em>Soul Ensnarement</em> - Anasil's terrible beauty is such that if her full attention is focused on a single creature even their soul may forget how to live. Anasil may forgo the chance to stun and inside kill her target if it fails the save, this counts as a death effect. If a creature targeted by this attack is immune to death effects it is instead slowed as per the spell for 2d4 rounds. Any creature that makes it's save is immune to this ability for 24 hours.<br/><br/><em>Plague of Undead (Sp)</em> - Anasil's Plague of Undead can be used to summon undead, including conjuring undead from the Summon Undead V spell list up to a maximum of x4 her hit die. Undead summoned are permanent until destroyed or dismissed and the spell cannot be cast again until no undead created by the spell remain. The undead summoned by the spell gain the benefits of the corpsecrafter line of feats.<br/><br/><strong>Special Qualities:</strong> <br/><br/><em>Unearthly Grace (Su)</em> - Anasil adds her Charisma modifier as a bonus on all saving throws and as a deflection bonus to Armor Class.<br/><br/><em>Wild Empathy (Ex)</em> - Works as per druid's wild empathy class feature except with a +6 racial bonus.<br/><br/><em>Enhanced Attributes (Ex)</em> - The Save DCs for special attacks, spells, and spell-like abilities are increased by 4.<br/><br/><em>Fast Healing (Ex)</em> - Anasil regains 5 hp per round.<br/><br/><em>The Eternal Cycle of Life and Death (Su)</em> - The experience of walking through the doors of death and crawling through horrors of beyond have given her insight into the realms of the soul itself. Paranoid of the journey and corrupted by the bleak nature of her plane, she has learned to manipulate and ride the flow of souls in extreme circumstances. Any creature she skill will have its soul absorbed and stored within her unholy body. If slain, she automatically releases a number of Hit Dice of souls equal to double her own in order to be transported back to her home plane where she will revive in 1d4+1 rounds.<br/><br/><em>The Queen of the Damned (Su)</em> - Undead within 60' gain Turn Resistance and a Bonus to Saving throws equal to her Charisma bonus against effects that specifically target Undead; This bonus does not apply to abilities or spells used by Anasil. In addition there is no limit to the number of undead she can control and any undead she creates or animates gains +2 hit points per hit die. This protection is disabled if her deflection is disabled using Smite Evil as detailed below.<br/><br/><em>Summon Yugoloth (Sp)</em> - Once per day, she  may summon 1 Ultroloth or 1d4+1 Nycaloths. This ability functions as a 9th Level Spell.<br/><br/><em>Astral Projection (Su)</em> - Anasil may use astral projection as the spell, at a caster level equal to their Hit Dice, when within the astral projection room of an iron fortress or a similar locale built into their own personal domains.<br/><br/><em>Arcane Reabsorption</em> - Whenever a targeted spell you cast fails to penetrate a creature's spell resistance or is countered by another spellcaster, you can immediately attempt to reabsorb the arcane energy you just spent as an immediate action. The spell can have no effect at all in order to use this ability. By making a Spellcraft check (DC 20 + [spell level × 3]), you regain the spell as if it was never cast (or regain the spell slot if you cast spells spontaneously). Attempting this taxes your body. Regardless of the success of the check, you take 1 point of nonlethal damage per spell level you attempt to reabsorb. This damage is internal and bypasses damage reduction and resistances you possess.<br/><br/><em>Divine Familiar</em> - Should Anasil summon a familiar it gains the fiendish template. In addition Mystic Theurge levels stack with sorcerer for the purposes of familiar abilities.<br/><br/><em>Spell Power</em> - Anasil's caster level is increased by one for spell effects, spell penetration, and caster level checks.<br/><br/><em>Dual Spell</em> - At 4th level you learn able cast a combined divine and arcane spell which you morph together into single spell. You get Twin Spell metamagic feat applied freely to any spells once per day which levels do not go above your 1/2 mystic theurge levels (at 4th level means you can cast 2th level or lower spells combined this way). Also you must use a arcane and a divine spell in the combination, spells which you added to other spell list either as arcane or divine count as part of the list which they were adopted in (example mystic theurge sorcerer with cleric levels added lesser orb of acid as 1st level cleric spell and then uses ray of enfeeblement and lesser orb of acid together with Dual Spell because lesser orb of acid is divine spell for him). You get additional uses of dual spells at 7th and 10th level.<br/><br/><em>Abjurant Armor (Su)</em> - Any abjuration spell that Anasil casts that grants her an armor or shield bonus to AC is increased by 5<br/><br/><em>Extended Abjuration (Su)</em> - All abjuration spells Anasil casts count as though the Extend Spell feat had been applied to them but without any change to level or casting time.<br/><br/><em>Swift Abjuration (Su)</em> - Anasil may cast any abjuration spell of 3rd level or lower as though Quicken Spell feat had been applied to them (without any change in level).<br/><br/><em>Arcane Boost (Su)</em> - Anasil may spend a swift action to expend a spell slot to grant herself one of the following as an insight bonus for 1 round: Bonus on attack rolls equal to spell level; bonus on weapon damage rolls equal to twice spell level; bonus to AC equal to spell level; bonus on saving throws equal to spell level; or resistance to acid, cold, electricity, fire, and sonic equal to 5 x spell level.<br/><br/><em>Martial Arcanist (Su)</em> - Anasil can use her BAB bonus for her Caster Level for arcane spells<br/><br/><em>Damage Reduction:</em> Anasil possesses DR 20/magic and good.<br/><br/><em>Spell Resistance:</em> An Archfiend's spell resistance is equal to its CR +13.<br/><br/><em>Darkvision 60':</em> Anasil can see up to 60' in the dark.<br/><br/><em>Low-Light Vision:</em> Anasil can twice times as far as a normal human in low light conditions.<br/><br/><em>Telepathy 300'</em><br/><br/><em>Does not need to eat or sleep</em><br/><br/><strong>Spell-Like Abilities:</strong><br/>CL 16<br/>At-Will - Animate Dead, Blasphemy (DC 36), Command Undead (DC 31), Desecrate, Detect Good, Detect Magic, Greater Dispel Magic, Greater Teleport, Plague of Undead, Plane Shift (DC 36), Telekinesis (DC 34), Unhallow, Unholy Aura (DC 37), Unholy Blight (DC 33)<br/>3/day - Cloudkill (DC 34), Slay Living (DC 34), Symbol of Death (DC 37)<br/>1/day - Create Undead, Animate Dread Warrior<br/><br/>1/day - Dimension Door, CL 7<br/><br/><strong>Spellcasting (Druid 11)</strong><br/>CL 12; DC 22+SL<br/><br/>Most Common Spell List<br/>6th - (2 prepared) - Energy Immunity x2<br/>5th - (3 prepared) - Death Ward, Heart of Fire x2<br/>4th - (5 prepared) - Blindsight Greater, Heart of Earth x2, Resistance Greater, Sheltered Vitality<br/>3rd - (6 prepared) - Attune Form, Barkskin x2, Heart of Water x2, Junglerazer<br/>2nd - (6 prepared) - Heart of Air x2, Master Air x2, Bite of the Wererat x2<br/>1st - (7 prepared) - Fairie Fire x2, Pass without Trace, Sandblast x4<br/>0th - (6 prepared) - Read Magic x6<br/><br/><strong>Spellcasting (Sorcerer 12)</strong><br/>CL 17; DC 29+Spell Level<br/>Spell Slots: 6/10/10/10/9/8/6<br/><br/>Spells Known 9/5+1/5+1/4/3/2/1<br/><br/>6th - Fleshshiver<br/>5th - Cone of Cold, Shadow Evocation<br/>4th - Enervation, Greater Invisibility, Shadow Conjuration<br/>3rd - Greater Mage Armor, Fireball, Orb of Fire, Vampiric Touch<br/>2nd - Combust, Curse of Impending Blades, Glitterdust, Scorching Ray, See Invisibility, Stay the Hand<br/>1st - Charm Person, Grease, Ray of Enfeeblement, Resurgence, Shield, True Casting<br/>0th - Amanuensis, Arcane Mark, Light, Mending, Message, Open/Close, Prestidigitation, Silent Portal, Touch of Fatigue<br/><br/><strong>Saves:</strong> Fort +38, Ref +38, Will +37 (10 base, +3 MoL, +Cha, +Stat)<br/><strong>Abilities:</strong>    Str 26 (+8), Dex 30 (+10), Con 30 (+10), Int 18 (+4) , Wis 26 (+8), Cha 40 (+15)<br/><strong>Skills:</strong> Bluff +39, Concentration +29, Diplomacy +43, Disguise +39(41), Gather Information +39, Knowledge (Arcana) +23, Knowledge (Nature) +14, Knowledge (Planes) + 13, Listen +27, Sense Motive +27, Spellcraft +25(27), Spot +27, Swim +16, Use Magic Device +39(41)<br/><br/>Anasil may always take 10 on a swim check even if distracted or endangered. In addition she can take the run action while swimming provided it is in a straight line.<br/><strong>Feats:</strong> Combat Casting, Corpse Crafter, Dark Speech, Destructive Retribution, Easy Metamagic (Empower Spell), Eschew Materials, Energy Substitution (Cold), Empower Spell, Hardened Flesh, Lord of the Uttercold, Nimble Bones, Rapid Metamagic<br/><strong>Environment:</strong> Gehenna<br/><strong>Organization:</strong> Solitary<br/><strong>Challenge Rating:</strong> 16<br/><strong>Alignment:</strong> NE<br/><strong>Treasure:</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Laevateinn</div><div class="spoiler_body">Laevateinn is a +6 Keen Shadow Striking (http://archive.wizards.com/default.asp?x=dnd/ex/20060303a&amp;page=7) Adamantine Longsword<br/><br/>Anasil's deadly blade is a focus of a singular effort. To create a weapon that can slice through the concept of life itself. Delving into the arts of the beyond this weapon is still a work in progress but has culminated in something effective enough to combat her enemies so far. When she evades magic it appears as though she simply slices through the spells with the sword, severing the strands of magic from reality as it passes through them.<br/><br/>Having absorbed an ancient shadow demon, the blade itself now speaks with the old beings voice.<br/><br/>Int 10, Wis 16, Cha 18, CE Alignment. Can speak, read, and write languages it knows (Abyssal). 100' telepathy. Vision and darkvision to 120'<br/><br/>Possesses a special power <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Death creates no wasted harvesting; The Eternal Graveyard</div><div class="spoiler_body">This shadowblade melds with Anasil's deadly embrace, pulling the corpse of anyone who has their soul devoured by her. She can retrieve this corpses from the well of darkness whenever she wishes.</div></div><br/>In addition the special purpose of this weapon is send souls into Well of Darkness, the inescapable prison to various powerful entities. As part of this it allows create demiplane of shadows (same as Brymril did capture Anansil) where blade gains property send demon souls to the well upon connecting with them (will save is DC 20 + chosen mental stat). Against undead the blade attempts sever their souls, functioning like disruption weapon on critical or sneak attack (save DC is same as sending soul to well of darkness). The method to trigger this greater purpose power is by agreement by between you and blade (need basically solid motivation for the deed).<br/></div></div>, <br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Well of Souls (99 800 gp)</div><div class="spoiler_body"><em>This set of bracers is made of the pale violet obdurium metal. They are smooth save for the inset gems flush with the metal. On the left bracer the gemstone is a pure white radiant pearl and on the left a pitch black onyx; Each gem is carved with intricate magical runes too small to fully make out by the naked eye.<br/><br/>The Well of Souls is formed by the former phylactery of the Lich Struckhec bisected into two parts. He still, somehow, survives despite being devoured in part by Anasil through the fel magics that the powerful caster had lain on his body over centuries. The Lich Lord is now further cemented between the realms of life and death with Anasil and her bracers serving as both his phylactery and prison. The dark necromancer now somewhat begrudgingly leads his aid to Anasil, not wanting to fully give up on his grasp of life, and seeks now to gain the use of a body at the very least. He does, at least slightly acknowledge, that his current phylactery is at least more durable than the last even if he hasn't figured out how to manifest a real form outside of it.<br/><br/>Struckhec has no exterior senses of his own currently but instead is able to borrow Anasil's sight and senses to selectively see and feel what she does at the current.</em><br/><br/>The Well of Souls is an intelligent set of bracers that acts as a runestaff with an Int 32, Wis 30, Cha 30 with speech and telepathy. Struckhec has numerous languages and skills although he does not share his knowledge yet, keeping it secret and safe as he can although as time passes more and more of his strength seems to cycle between the wielder and himself. Ever paranoid the hyper-awareness and planning the Lich is capable of lets him tap into Anasil's own senses to keep her aware enough to evade danger when she needs to, granting her the use of Evasion.<br/><br/>As a runestaff the spells it grants access to are currently Snake's Swiftness, Mass Snake's Swiftness, Haste, Mass Resist Energy, Mass Mage Armor, Mass Curse of Impending Blades, Necrotic Awareness, Necrotic Cyst, Necrotic Scrying, Necrotic Bloat, Necrotic Domination, Necrotic Burst, and Necrotic Eruption.<br/><br/>In addition to this, the damned lich lord extends his own knowledge forward, aiding in the wielder with the ability to create the effect of the Black Lore of Moil (see below), although instead of runebones Struckhec has his own price in exchange for his lending of aid, all in the service of eventually getting even a temporary body outside of the phylactery to touch the world once again. In addition, so long as the item is worn it allows the user to cast as though they possessed the Mother Cyst feat.<br/><br/>The Black Lore of Moil functions as per the feat but it does not allow the creation or use of runebones as normal. Instead, Anasil must spend an hour working in an alchemy laboratory refining her own soul energy to reproduce the effect. Each hour of work lets Anasil convert up to ten hit dice of soul energy into Moil Energy at a one soul to four moil dice ratio she can expend when using the Black Lore of Moil feat. When the energy is expended, the soul power is sucked into the phylactery where only Struckhec has access to. The Lich Lord will often encourage the creation and use of this power as much as possible although he will not say if the energy he absorbs is what is being used to keep him from death or if it is being saved for some other foul purpose.<br/><br/>Struckhec has a dual purpose for his ambitions: One is to keep Anasil safe if only because she is now effectively his phylactery and two is he wants to get a body of his own.<br/><br/>Costs 99800 (32 Int - 4400, 30 Wis - 4000, 30 Cha - 4000, Evasion - 25000, Speech - 3000, Telepathy - 5000, Mother Cyst - 10000, Black Lore of Moil - 10000, Runestaff Spells - 34400)<br/></div></div>, Glove of Storing (10 000), Bag of Holding Type IV (10 000), Necklace of Adaptation (9 000), 1200 gp<br/><br/><em>Blindingly beautiful, even Anasil's tail swirling around lends itself to her unearthly grace. The image burning into those watching her, often the last thing they see, slowly twists in their minds turning the heart wrenching desire into unmitigated horror as the twisted nature of the once good creature sears into a persons mental landscape.</em><br/><br/><strong>Combat</strong><br/>Statistics above include Greater Mage Armor. She begins most combats casting a quickened shield spell and using stunning glance to disable enemy spellcasters or the most threatening thing she can see.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Demon Lord Upgrades</div><div class="spoiler_body"><strong>Anasil</strong><br/>Nymph (CR 7, 6HD), Archfiend (CR +2), Monster of Legend (CR +2), Prodigy (CR +0), Sorcerer 1, Abjurant Champion 5, Mystic Theurge 4 (Classes CR 5, HD 10), (Yugoloth)<br/><strong>Additional Spell-Like Abilities</strong><br/>   At-will - <em>Animate Dead, Command Undead, Plague of Undead</em><br/>   3/day - <em>Cloudkill, Slay Living, Symbol of Death</em><br/>   1/day - <em>Create Undead, Animate Dread Warrior</em><br/><strong>Additional Weaknesses</strong><br/><br/><strong>Special ability name</strong> List two special qualities and one special attack gained from archfiend template<br/><br/><strong>Soul Ensnarement (Su)</strong> - Anasil's terrible beauty is such that if her full attention is focused on a single creature even their soul may forget how to live. If a creature is currently stunned by her Nymph's Stunning Glance ability, Anasil may spend a full round action to force that creature to save again or die. This ability only works on creatures with souls.<br/><br/><strong>The Eternal Cycle of Life and Death (Su)</strong> - The experience of walking through the doors of death and crawling through horrors of beyond have given her insight into the realms of the soul itself. Paranoid of the journey and corrupted by the bleak nature of her plane, she has learned to manipulate and ride the flow of souls in extreme circumstances. Any creature she skill will have its soul absorbed and stored within her unholy body. If slain, she automatically releases a number of Hit Dice of souls equal to double her own in order to be transported back to her home plane where she will revive in 1d4+1 rounds.<br/><br/><strong>The Queen of the Damned (Su)</strong> - Undead within 60' gain Turn Resistance and a Bonus to Saving throws equal to her Charisma bonus against effects that specifically target Undead; This bonus does not apply to abilities or spells used by Anasil. In addition there is no limit to the number of undead she can control and any undead she creates or animates gains +2 hit points per hit die. This protection is disabled if her deflection is disabled using Smite Evil as detailed above.<br/><br/><strong>Summon Yugoloth (Sp)</strong> - Once per day, she  may summon 1 Ultroloth or 1d4+1 Nycaloths. This ability functions as a 9th Level Spell.<br/><br/><strong>Plague of Undead (Sp)</strong> - Anasil's Plague of Undead can be used to summon undead, including conjuring undead from the Summon Undead V spell list up to a maximum of x4 her hit die. Undead summoned are permanent until destroyed or dismissed and the spell cannot be cast again until no undead created by the spell remain. The undead summoned by the spell gain the benefits of the corpsecrafter line of feats.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Life: Fall from Purity</div><div class="spoiler_body">Most of Anasil's life was calm and relatively uninteresting as most nymphs were, save for the occasional dalliance with a mortal. It would have remained that way, just another creature living life as a footnote in the annals of history, if it weren't for happenstance. Unlike the other fey, Anasil had attracted the attention of the schemes of a Baernaloth. It didn't select her for anything specific; She had no traits any more unique to her than any other nymph, either for good or ill, but as happens to any in a terrible accident the search for any specific meaning is ultimately fruitless.<br/><br/>It was a slow scheme, the ultimate ends of which as still not known, but it began with the assistance of his Night Hag followers. Enacting their dark rituals, Anasil was slowly tormented by visions of death and decay, of twisted depredations, and the eventual eternal silence of the grave for all things on her world. Life beginning and ending, not as a beautiful part of nature, but as a horrid mockery leaving the immortals alone until nothing remained but the dust and ash of the Grey Wastes stretching for eternity. They were subtle dreams, half remembered and slow building over the course of decades, until finally as she walked through the woods she came upon a fallen deer.<br/><br/>It wasn't a completely uncommon sight. It was simply a prey animal that had been hunted and eaten by another forest beast with only the leavings of some meat and bones left for the scavengers. It is the simple things that make people finally snap. Staring at the fallen creature and bile rising in her throat, she took the corpse with her into the depths of the woods. Dragging it down into her lair she began something that had never been done. She used druidic magic to raise the dead in the defiance of nature. It was a long process full of starts and stops with much trial and error as the plantlife around her twisted and warped with a gentle slow flow of corruptive energy fed into her by the observing Night Hags.<br/><br/>How much time she spent creating the eternal she did not know, to the outside world they were simply unaware. The large forest rarely had visitors to the extreme depths and with the slow decrease of game in the area people simply moved on with the thrum of industry and farming taking over with only a minor strain for a generation as villages adjusted. It was a slow lull that they should have heeded.<br/><br/>The villages at the edges of the forest began to vanish one by one leaving behind empty buildings, a few signs of struggle, but no bodies and little to indicate what was happening until it was too late. Undead poured from the forest made up of beasts, elves, humans, dwarves, and the corrupted remains of animated treants somehow lumbering along with sickening sap oozing with negative energy. Anasil knew she had to stop the extinction of the world. She would make the world into immortals.<br/><br/>Mind broken, the Baernaloth and his consorts watched with glee as the suffering of her world exploded like it had never seen before. Driven and relentless, every army, every town, and every band sent against her broke upon the ranks of the dead. There was no pity in her forces, no fear, no mercy, no need for supply lines, no sleep, no food, and no ending. No bargain could be struck with her nor was there any magical or political concession to make her pause. The damned couldn't be terrified or routed, wounds would not make them retreat, only utter destruction of clashing armies on scales unheard of were possible and each carrion field simply added more to her ranks.<br/><br/>Kingdom's united and fought, betrayed each other and broke plans when one discounted a threat or someone vied for position, but ultimately the world blackened and broke under her relentless troops until it only a few bastions remained. Terrified and desperate in a world consumed by the dead, the champions risked everything and opened a gate to the positive energy plane the likes of which had never been seen.<br/><br/>The crash of energy flowed through the world full of life and abundance, exploding with the essence of existence across billions of the dead. The explosion of negative energy from their demise was immense. The planet itself shattered leaving only fragments of rock still floating in the void, some with atmosphere and some without, white and black lightning battling in the center of it all holding the fragments near each other in an eternal war. If anything survived Anasil did not know.<br/><br/>Her body and soul were shoved through the planes, floating until she found an anchor with others. The other overlords might not have all shared her ideals but ultimately she saw the only path ahead. It wasn't just mortals that had to receive her caress but the gods themselves. They had started the endless cycle and she would claim one of the thrones of beyond to create her own playground. She provided armies, unyielding armies, to the group with her experimentation.<br/><br/>Prophecies and hearsay she discounted, the ally she had once who warned her of such things was dim in her memory now. Alexander's name stripped from her mind with the fall of their group by the forces of the heroes who had come to break their reign of terror in its entirety. It was in the final battle that she fell, her body completely destroyed and soul tossed along the astral winds.<br/><br/>It was just as planned. The Baernaloth finally moved as the corrupt fey spirit floated between planes unclaimed by all. Just as corrupted fey spirits had created the Night Hags at first, it was time for their new grand experiment to begin.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Death: The Torment of Creation and Rise</div><div class="spoiler_body">Anasil's soul was guided through the astral winds by a Baernaloth and the coven that formed his consorts, dragged down into the Grey Wastes to continue as scheme as dark as it was mad. Creating the original Yugoloth's had been successful, even twisting them into Altraloth variants had proved a great amusement to the mysterious creature. What it had not tried, successfully yet at least, was to use the same twisted magic that formed the Yugoloth's and created Altraloth's from them on a fey soul that had the same taint as the original spirits that formed the Night Hags. This time the experiment would succeed.<br/><br/>Profane rights and rituals alongside horrors words could not express, the twisted magic went to work on Anasil's soul. The seeds of creation placed in her depths melded with the evil of the place. The essence of those damned to the place that would fade into larvae were funneled into the cauldron, pouring the stolen desires and rage into the pot to leave Anasil's soul to stew.<br/><br/>The creation that emerged wasn't far from her original form, save for the demonic tail and pitiless eyes. Phase two completed, the Baernaloth tossed the newly seeded and still weak Altraloth into Gehenna with the rest of the Yugoloths to see just how she would fair. Anasil fled most of the others, bullied and tormented as she tried to avoid notice in the ever shifting ranks of the mercenary race.<br/><br/>She might have remained in the minor position or been destroyed in the dark place if it wasn't for fate, or those manipulating it, stepping in. She was summoned back into the material plane by a wizard on the path of the lich by the name of Struckhec. He had bargained and worked his way through the ranks of the damned to find a creature he thought would sympathize with his desire for eternity, the creature formed by the corrupted Nymph and what was once an Overlord as he aspired to be, unfortunately having been misled into thinking she was a Devil. Struckhec had been harried on all sides by adventurers, his keep assailed and his armies broken with even the location of his phylactery discovered. Holding the gem he had inscribed with his arcane rituals and a contract to keep the thing safe in the outer planes and to ensure his safe return when he was destroyed in exchange for arcane knowledge and continued payments in gold.<br/><br/>Surprisingly Anasil kept the contract with Struckhec for quite some time, lending the lich the edge he needed to keep returning over and over with no hero able to find and put an end to the foul creature. The gold he poured into her coffers was spent nearly as soon as arrived each time, protection payments and securing a relatively safe location in Gehenna expensive and hard to afford otherwise when one wasn't viewed as especially threatening as Anasil was at the time.<br/><br/>Struckhec himself might have one day been an overlord himself if not for one key mistake; Thinking that Anasil cared for his cause or the contract she had signed would prove his downfall. A group of holy warriors and good adventurers forming a party known as the Silver Strung Bow finally agreed to do what had to be done to end the threat of Struckhec once and for all. They summoned Anasil to bargain. Her terms for ending Struckhec were simple, the holy sword of the kingdom they came from had to be dipped in the River of Blood and returned to her. The tale of that task itself is one for the history books but that book is not Anasil's story.<br/><br/>They struck the bargain and completed it, handing her the corrupted blade, and she in turn took the gem of Struckhec in hand and broke it in the dark plane. It was then that her ascension truly began. The soul of the great lich freed was visible to her sight and she grasped hold of the thing, cradling it and wrapping it gently in her hands before devouring it whole. The ripple of power that flowed through her twisted the nearby terrain and sent a pulse, albeit tiny, through the fabric of reality. Somewhere, the Baernaloth smiled as the lich soul melded with the seed it had planted to grow what it had started.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Eternity: The Horror of Gehenna</div><div class="spoiler_body">The rise of Anasil after she had obtained her strength is bloody but relatively uninteresting in the grand scheme of things. The mercenaries of Gehenna were always a violent and fractious bunch. Only one thing set her apart, something that even the Ultraloth's feared and made devil, demon, angel, or undead quake at the prospect of risking a loss to her sword and spells. She hungered.<br/><br/>Outsiders melded body and soul into one but at least they returned to the depths of their home plane if destroyed elsewhere. Those who had come to hear of Anasil avoided or plotted against her once her innate strength became known. Those who fought her in any realm never returned. Holy or profane, mortal or immortal, ghost, vampire, or lich, she devoured the souls of those who fell to her and slowly bathed in the power of the dead to expand her own.<br/><br/>Her sights would aim back to the heavens and expanses of hell again as her strength mustered. Now, she would devour the gods themselves. Stepping on this path towards the iron fortress from a vision, her path was set. Somewhere in the multiverse, a Baernaloth smiled.<br/></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Enemies</div><div class="spoiler_body">Anasil is specifically considered a target by a number of enemies: The Cult of Struckhec, who hope to force her to release his soul for his resurrection; The Silver Strung Bow, the adventuring group and their decedents who bear the blame for her creation; and any survivors of Bochi for the atrocities she committed there that eventually broke the world.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Aspects</div><div class="spoiler_body"><strong>Aspect of Anasil</strong><br/><strong>Size/Type: Medium Outsider(Evil, Extraplanar, Yugoloth) </strong>    <br/><strong>Hit Dice:</strong>    8d8+48 (112 hp); Fast Healing 5<br/><strong>Initiative:</strong> +6<br/><strong>Speed:</strong>    30 ft. (6 squares)<br/><strong>Armor Class:</strong>    24 (+6 Dex, +6 Deflection, +2 Armor), touch 22, flat-footed 18<br/><strong>Special Defenses:</strong> Immune to Acid, Poison; Resist 10 Cold, Fire, Electricity; DR 10/Good<br/><strong>Base Attack/Grapple:</strong> +8/+13<br/><strong>Attack:</strong> +15 Elven Curveblade; 1d10+8; 18-20/x2<br/><strong>Full Attack:</strong> +15/+10 Elven Curveblade; 1d10+8; 18-20/x2<br/><strong>Space/Reach:</strong>    5 ft./5 ft.<br/><strong>Special Attacks:</strong> <br/><em>Summon Yugoloth (Sp):</em> Once per day an aspect can attempt to summon 1d3 Mezzoloths with a 50% chance of success.<br/><br/><br/><strong>Special Qualities:</strong> Telepathy 100'<br/><br/><em>Feast of Souls:</em> Any creature slain by an Aspect of Anasil has it's soul stolen as if killed by Anasil herself. These souls are instantly transferred to Anasil herself if she still exists. If Anasil is destroyed but an aspect remains any Aspect that gathers souls equal to Anasil's Hit Dice releases the gathered souls to return Anasil to life.<br/><br/><strong>Saves:</strong>    Fort +12, Ref +12, Will +11<br/><strong>Abilities:</strong>    Str 20 (+5), Dex 23 (+6), Con 23 (+6), Int 14 (+2), Wis 20 (+5), Cha 30 (+10)<br/><strong>Skills:</strong> Bluff +21, Concentration +17 or Diplomacy +25, Disguise +21(23), Gather Information +21, Knowledge (Arcana) +13, Knowledge (Nature) +13, Listen +16, Sense Motive +16, Spellcraft +13, Spot +16<br/><strong>Feats:</strong> Weapon Finesse, and 3 feats that vary per aspect<br/><strong>Environment:</strong>    Gehenna<br/><strong>Organization:</strong>    Solitary<br/><strong>Challenge Rating:</strong> 7<br/><strong>Alignment:</strong> NE<br/><strong>Treasure:</strong> +1 Adamantine Elven Curveblade, Bracers of Armor +2<br/><br/><strong>Spell-Like Abilities<strong><br/>CL 8<br/>At-Will - Summon Undead V<br/><br/>Undead summoned by Summon V are permanent until dismissed or destroyed and prevent the use of the spell from being cast again until such an event. Undead created from this spell gain the benefits of corpsecrafter feats possessed by the caster.<br/><br/></strong></strong><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Traitor</div><div class="spoiler_body"><em>The Traitor of Life appears as a pale gaunt nymph with a serpentine tale and redstained fingertips</em><br/><br/><strong>Spell-Like Abilities:</strong><br/>CL 8<br/>At-Will: Animate Dead, Command Undead (DC 23), Desecrate<br/>1/day: Create Undead<br/><br/><strong>Feats:</strong> Combat Casting, Corpse Crafter, Destructive Retribution<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Corrupter</div><div class="spoiler_body"><em>The Corrupter appear as a normal nymph save for its red hued eyes</em><br/><br/><strong>Alter Form (Su):</strong> The corrupter can appear as any small or medium sized humanoid creature.<br/><br/><strong>Feats:</strong> Power Attack, Negotiator, Skill Focus (Gather Information)<br/>This raises the above skills as follows: Diplomacy +2, Gather Information +3, Sense Motive +2<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Butcher</div><div class="spoiler_body"><em>The Butcher appears as a nymph save for the serpentine tail and a mouth full of sharp shark-like teeth pulled into a manic grin</em><br/><br/><strong>Pounce:</strong> The Butcher can make a full attack action on a charge.<br/><br/><strong>Feats:</strong> Power Attack, Improved Critical (Elven Curveblade), Cleave<br/><br/>Note: The improved Critical Feat raises the Butcher's Crit range to 15-20 with the Weapon<br/></div></div><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stronghold Spaces</div><div class="spoiler_body">Anasil's Domain - The beginning of the end.<br/><br/>All places below are under the effect of a Chamber of Comfort and Desecrated Shrine effects. The desecration in all rooms eventually link back to the throne room which is the seat of Anasil's influence in the domain.<br/><br/>Standing in the gateway of the Ancient Castle, Anasil's domain is as much a mixture of joy and horror as the nymph turned fiend is herself. The outer walls are defenses as horrifying as they are insidious. The spires of magically treated bone line it, a twisted mockery of life and daring all who wish to cease living to enter past their embrace. The bone overlays a thick layer of magically reinforced Obdurium with a wall of force sitting at its core if only to mock those who would go through the laborious process of attempting to break the stalwart walls surrounding Anasil's garden.<br/><br/>Outside the walls the bombardments from her weaponry ring out on the any who would oppose her leading some invaders to seek to escape it and victory by breaching the walls. Inside, however, there is no room that holds respite against <em>The Final Embrace</em>.<br/><br/><strong>Gatehouse</strong> - The gatehouse to enter is set of living wood doors laced with bone opening up into a wide corridor leading to the garden. A portcullis of reinforced Obdurium can drop on the opposite side of the doors leaving any stuck inside to be blasted by the inner defenses of the caste. The entryway manned by Anasil's undead servants.<br/><br/><strong>Guard Post 1 and 2</strong> - The guardhouses flank either side of the gatehouse providing murderholes to fire against those attempting to breech the gate and as a storage point for the undead troops inside to pour into the garden to fight off any invaders that make it that far. Each guardhouse is inscribed with sigils turning each into a Chamber of the Unliving.<br/><br/><strong>Barbican</strong> - The barbican sitting above the gatehouse leaves Anasil's undead servitors slits to pour down whatever foul necromantic concotions and poisons that they have prepared (ofttimes vast amounts stored in portable holes to be opened and poured out below), cast spells or arrows into the choked corridor below, and give a good view if the Warding Bell needs to be rung. The barbican is inscribed with the same sigils of the posts, turning each into a chamber of the unliving. The warding bell itself triggers the Guards and Wards on the Gatehouse, Courtyard, and Common Area beyond. In addition it triggers the walls anti-siege augments, dropping prismatic walls across the outer walls, horizontally across the air above the garden with walls of force directly behind the prismatic screens to keep air bound foes out, and dropping a pair in front of the portcullis and behind the gatehouse door to trap anything inside the gatehouse between the paired barriers.<br/><br/><strong>Courtyard, Luxury</strong> - Past the gatehouse is the open air courtyard and garden. The smoothly cut flagstones are warm and pleasant to the feet, unusual in that they conform easily and give slightly to those without shoes while remaining firm to those with them to keep for a fine comfortable walk regardless of those who travel across the surface.<br/><br/>The centerpiece of the garden is a massive fountain, enchanted as an everful basin, topped with a crystaline statue of Anasil herself. The fountain water flows upwards into her outstretched hands, disppearing and vanishing into her body endlessly like the rivers of souls she devours to satiate her hunger for life and knowledge.<br/><br/>Throughout the area are crystallized soul statues molded into elegant poses although the horrified remnants of their trapped minds can be seen through the eyes if one looks close enough. Each stands in the centerpiece of a small circular rock garden with vegetation between each giving greenery between the lifeless areas.<br/><br/>Near the entryway into the citadel itself is a small pad of buttons and levers, each able to trigger different programmed illusions into the sky just above the garden itself. The first two are simple, either a sunny day or night that is best paired with an archfiend using the Control Weather provided by Methu to get the proper ambiance. The rest of the buttons are more complicated with several knobs and switches to set off different colors of illusionary fireworks into the sky. There are two programmable toggles for those wishing to pre-set particular shows and trigger than at the appropriate points.<br/><br/><strong>Common Area, Fancy</strong> - The entryway into the citadel opens into this room, murals of florid wilderness and undeath carved into the walls. The floor appears to be polished stone and the center walkway is home to a thick plush furred rug for visitors to walk, sit, or rest on. There are comfortable padded and backed benches lining the walls along with small tables beside them to hold refreshments or books if needed while those seeking entrance wait. During times of siege troops pour into this room on the way out and to stymie attackers by simply choking the path with their corpses if need be. There is only one door leading further inward in the common room and it heads into Anasil's Throne Room.<br/><br/><strong>Throne Room, Luxury</strong> - Anasil's throne room isn't only luxurious but enchanted as a Hall of Speech and Secure Chamber just to ensure it's appropriate for receiving truly important visitors or hammering home just what any fools who dare invade the fortress have gotten themselves into. The artistry and color on the walls are created with perspective in mind, giving the feeling of an endless forest all around.<br/><br/>Her throne is a livingwood and mythril inlaid bone carved comfortable and padded chair raised upwards on a dais made dragon bones with each color and metal represented layer by layer noted with decorations of scales and gems. Emeralds, rubies, diamonds, and other gemstones adorn the throne itself.<br/><br/>Past throne to either side lead doorways towards other sections of the castle. The one on the right when a person enters leads towards the central area of the fortress and other archfiend domains while the left leads to Anasil's more personal areas.<br/><br/>Through the left her personal section is divided into three areas by a branching hallway towards one for her work, for entertaining guests, and a solid door leading into her bedroom suite. The walls past the throne room into her personal spaces are formed of carved and decorated stone while the floors are a warm wood with sections covered by furred rugs.<br/><br/><strong>Bedroom Suite, Luxury</strong> - Entering into the bedroom suites there are three obvious doors, one of frosted glass (leading to the bathroom), one of darkened leather (leading to her bondage room), and a sliding paper door leading to her closet. Inside the closet are rows and rows of boots and clothing ranging from casual to fancy with a few sets of what might be termed fetish gear intermingled throughout the area.<br/><br/>There is a large rich oak writing desk, smooth and cool to the touch, with an ink pot that magically restocks itself, an animated self sharpening writing quill, and whatever books or papers Anasil had been working on but had yet to put away. In the corner of the room there are a set of plush padded self cleaning reclining chairs. One of the chairs glows to those who might detect magic, an animated object with arms and reclining section able to part the surface of it to grasp and bind whoever is sitting there, maneuvering them or holding them into various positions while keeping them in place with a dimensional lock.<br/><br/>The four-poster <em>Bed of Regeneration</em> is far too large for a single person, covered in magically reinforced silken sheets and smooth linens, it is quite soft and is also animated with a self cleaning enchantment. The bed can make itself, tuck in its occupants, or bind an occupant inside it with its own reinforced sheets. The regeneration effect is more often prized to remove fatigue and soreness from the person who is bound by the sheets, ready to enjoy repeatedly without end or at least have a wonderful nights sleep.<br/><br/>Along the walls there are 4 large spider climbing animated mirrors capable of reflecting like a normal mirror or displaying several different styles of artwork. They can, on command, hold in memory an image of anything reflected into them for display later. When they are not used for displaying art they are usually located above the bed on the ceiling.<br/><br/><strong>Bath, Luxury</strong> - The floor of the bathroom is a smooth colored marble tile mosaic looking like a sandy beach. The walls themselves are painted with perspective in mind showing off an ocean view and an illusion can be activated to make the painted waves move, add in the sounds of the crashing water, and imbue the air with a light salty scent. The heat may, likewise, be controlled by the ever-burning flame in the room.<br/><br/>The large tub, big enough for three people to bathe in or more if less personal space is required, is an animated object enchanted to be able to create water in itself as needed or vibrate to form either jets of water in different spots or send bubbles up through the entire place. It can easily maintain it's own heat using the ever-burning flame in the room, moving over and pulling itself away as needed. Several ceramic sections jut out from the sides with indentations for holding drinks or plates should food be needed during a longer relaxing bath.<br/><br/>Along the edge of the wall is an intricately carved wooden cabinet holding a number of thick towels, bathrobes, selections of incense, bath salts, and other toiletries. Nearby is a large gilt-framed, three fold, full length mirror next to a large polished marble well-stocked grooming desk.<br/><br/>Along the edges of the walls are a number of stuffed chairs and silks for relaxing or viewing anyone bathing or dressing if the bathroom becomes a group affair. Near the chairs there is a trio of everful basin's although two of them are not quite standard. One basin has water as normal but the other two appear to refill themselves with wine and beer for those seeking to refresh themselves in the <br/><br/>There are upholstered leather chairs in the area with holes cut out in them that serve as chamber-pots if needed. Beneath each hole is a bag of devouring for keeping the area clean although it is removable and the sides contain restraints for holding an individual in place there for punishment. While Anasil herself has never bothered with such a thing she has extended the option towards Echinda should one of her pets need discipline.<br/><br/><strong>Bondage Dungeon</strong> - This particular room is an odd one, filled with a pillory, full-sized cross-x restraints, a cage, barrel and pony horses, swings, toys, and even a spinning wheel feathers or other items could be attached to the area is stuffed full of equipment. Each item can be shrunk or enlarged by command word for storage or play and many of the toys are animated allowing vibration or for a bound prisoner to be fucked, whipped, or spanked for hours on end by the magical equipment.<br/><br/><strong>Tavern, Luxury</strong> - For those not invited into her personal bedroom they may be invited head down the hallway towards her tavern. The array of libations is, as would be expected, otherworldly. Bottles of drink line the bar behind the wall and food is available to order. The tavern itself has only one other door in it, heading to the kitchen and storage area to keep the place stocked. The bar is marble-topped and polished, each chair soft and upholstered with a dark red leather. The tables are covered with fine linen and the place settings are pristine.<br/><br/>The artwork changes based on the mood of the viewer in the room, twisting itself to look pleasant to any who view it although for those under the effects of a mindblank or similar effect typically only see sets of mirrors along the walls. The tavern itself can seat up to 20 people although some of the tables are often removed to make room for musicians or actors to entertain those dining and drinking or to make room for dancing.<br/><br/><strong>Kitchen, Luxury</strong> - This massive kitchen includes two full-sized stoves, each with  griddle, stove-top, and large oven An open fireplace allows the roasting of foods of any kind up and and including a full pig. The scullery has two marble basins and an extra everful basin has been added to provide an unlimited amount of water for the area. Fully staffed the area can handle meals for up to a hundred people although it typically only does so when there is need for a garden party. Through the kitchen is the entrance to the storage area.<br/><br/><strong>Storage, Luxury </strong>- This marble-floored room is covered in well-built shelves and cabinets. There is a soft overstuffed leather chair in the center to lounge in while the clerk or other servants retrieve whatever is needed from the massive area. This particular storage area has had several additional items added to it in order to better serve Anasil's needs while she researches. It has several everful basins for differing types of alcohols, an everful larder, and is enchanted to be a Pantry of Preservation to serve as an additional storage place for meat, corpses, or other magical components to be used.<br/><br/>Away from the tavern and bedroom, the last few rooms each are disconnected from each other and simply linked in the hallway itself.<br/><br/><strong>Library, Luxury</strong> - Floor-to-ceiling glass-fronted cabinets with top-hinged doors keep the books here in pristine condition. Each is enchanted with a version of the gentle repose spell and several mending enchantments to ensure every book inside it always returns undamaged. There is a single cabinet that does not include the mending enchantment on it, however, in case the damage to a particular book has made it a collectors item.<br/><br/>Animated ladders slide on wheels and rails for safety and convenience with only the name of the cabinet needed to send it moving along to the right area and the ladder rungs will elevate and lower the occupant to whatever height is needed.<br/><br/>Once book has been acquired there are two private study carrels and a number of smaller tables there. Nearby there is also a single larger table for a researcher to spread out texts and large maps when needed. At the edge of the large table are several tiny carved animated scrimshaw skeletons made out of the bones of former liches, each now capable of walking itself where needed to deliver bookmarks or hold the edges of large maps or other texts down.<br/><br/>The library has books on several subjects, with some general and others very in depth specializations, specifically being Alchemy, Arcana, Necromancy, The Planes, Ritual Magic, and Spellcraft as the current occupants of her library. The library is also enchanted as a Room of Reading for the study of magical texts.<br/><br/><strong>Alchemical Laboratory, Fancy</strong> - This room contains all sorts of alchemical equipment, every tool one might hope for and a wide selection of ingredients. The walls of the room are covered in animated blackboards capable of taking diction and erasing themselves as commanded. The floor is made of magically reinforced animated tile, reforming itself to contain spills and provide stable footing for anyone walking in the room. Numerous basins provide water sources and chemicals for use. In addition the room is enchanted as a Hall of Hope and Room of Reading. A set of spectacles sits on a rack at the front of the room, unable to leave it and enchanted to enhance the skill of anyone wearing them for use in alchemy, granting a +30 competence bonus for alchemy checks to the wearer.<br/><br/><strong>Magical Labratory, Fancy</strong> - This room is built in the same way as the laboratory, save for no spectacles and sections for magical experiments rather than purely alchemical ones. There is a large open area in the middle ready for the tiles to reform and accept in engravings for magic circle traps although Anasil has yet to put a permanent one in the floor as of yet.<br/><br/><strong>Breaking Chamber</strong> - This room was modified from a normal Prison cell. Anasil, however, has little use to store prisoners in the normal manner and melded it into her new experiments. There are no cages, bars, or guards needed for this room and a bed of Restoration sits on one corner near a set of dimensionally locking anti-magic reinforced shackles.<br/><br/>Prisoners escaping captivity and/or torture had a trouble desire to seek revenge and hide due to the fear involved, something Anasil had little patience to deal with, and this lead to a handful of odd ideas and theories. After devouring several succubi and studying materials for a time, she posited a chance to not only make a prison the prisoners wanted to go back to (rendering them dangerous for good people to rescue and negating escape attempts) but to also distill a new fluid. Liquid Joy and Pain were interesting fluids but could other sensations be distilled down into their barest essence?<br/><br/>This line of thought lead to the Breaking Chamber. A dozen shackles hang from the ceiling each enchanted with same horrifying mixture of magic. Anyone bound in the shackles are subjected instantly to a paired set of spells. The first spell is Eternity of Torture, a horrifying sentence holding a creature sustained agelessly without the need for food, drink, or air until the magic was broken. Terrifying but standard and not stopping the fear and rescue issues if the enchantment broke. The second spell mixed in was a twisted form of the Masochism spell turning agony into pleasure on Anasil's attempt to distill pure pleasure after delving through several succubus souls. She posited that any being thrust into an infinitely lasting orgasm and unable to end it would eventually break and be unable to resist returning to the prison, betraying anyone on the way, just for the taste of pleasure that had been given before.<br/><br/>The center of this particular room is a drain leading to a bag of devouring to soak up the fluids of those held in the shackles although it can be covered and an offer was extended to Echidna in the case where she had unruly creatures needing to be punished. There was always the chance to be forced to clean the floors with their tongues.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Granted Domains</div><div class="spoiler_body">Those who worship Anasil may pull from the following Domains<br/>Deathbound, Death, Evil, Necromancy, Undeath<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Corpses</div><div class="spoiler_body">Astral Deva x?<br/>Trumpet Archon x?<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Minions</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Trumpet Archon</div><div class="spoiler_body"><strong>Size/Type</strong>: Medium Undead (Archon, Extraplanar, Evil)<br/><strong>Hit Dice:</strong> 12d12+60 (138 hp)<br/><strong>Initiative:</strong> +11<br/><strong>Speed:</strong> 50' (10 squares), fly 90ft. (good)<br/><strong>Armor Class:</strong> 29 (+3 Dex, +16 natural), touch 13, flat-footed 26<br/><strong>Base Attack/Grapple:</strong> +6/+15<br/><strong>Attack:</strong> +4 Greatbow +13 ranged (1d10+13/x3) 120'<br/><strong>Full Attack:</strong> +4 Greatbow +13/+8 ranged (1d10+13/x3) 120'<br/><strong>Space/Reach:</strong> 5 ft./5 ft.<br/><strong>Attacks:</strong> Spell-like abilities, spells, trumpet[/b]<br/><strong>Qualities:</strong> Aura of menace, damage reduction 10/evil, darkvision 60 ft. immunity to electricity and petrification, magic circle against good, spell resistance 29, teleport, tongues, Undead Immunities<br/><strong>Saves:</strong> Fort 4, Ref 7, Will 11<br/><strong>Abilities:</strong> Str 28, Dex 17, Con --, Int 10, Wis 16, Cha 12<br/><strong>Skills:</strong>Concentration +16, Diplomacy +18, Escape Artist +18, Handle Animal +16, Knowledge (any one) + 15, Listen +18, Move Silently +18, Perform (wind instruments) +16, Ride +20, Sense Motive +18, Spot +22, Use Rope +3 (+5 with bindings)<br/><strong>Feats:</strong> Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Power Attack<br/><br/><strong>Combat</strong><br/>The trumpet archon's natural weapons as well as any weapons it wields are treated as evil aligned for the purpose of overcoming damage reduction<br/><br/><strong>Spell Like:</strong> At will-Detect Good, Continual Flame, Message. CL 12<br/><strong>Aura of menace:</strong> Will 19 Negates<br/><strong>Spells:</strong> As 14th level cleric with access to two of Anasil's domains (typically Deathbound and Necromancy)<br/><br/>Typical non-domain cleric spells prepared (6/6+1/6+1/5+1/4+1/3+1/3+1/2+1;DC 13+spell level<br/><br/>0-create water, detect magic, light, purify food and drink, read magic, resistance<br/>1-Bless (2), Chill of the Grave*, Divine Favor (2), Resurgence (2)<br/>2-Blade of Pain and Fear*, Inflict Moderate Wounds (3), Protection from Positive Energy, Remove Paralysis, Shatter<br/>3-Aid Mass, Align Weapon Mass, Conviction Mass, Fangs of the Vampire King*, Prayer, Resist Energy Mass<br/>4-Divine Power, Freedom of Movement, Iron Bones, Shield of Faith Mass, Wither Limb*<br/>5-Divine Agility, Plane Shift, Righteous Wrath of the Faithful, Slay Living*<br/>6-Create Undead*, Dispel Magic Greater, Harm, Inflict Moderate Wounds Mass<br/>7-Avasculate*, Inflict Serious Wounds Mass, Planeshift Greater<br/><br/>* indicates a domain spell<br/><strong>Trumpet:</strong> The trumpet produces a music of utter clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe. All creature except archons within 100' of the blast must make a DC 17 fort save or be paralyzed for 1d4 rounds. The trumpet can also be commanded to become a +4 Greatbow as a free action. If the trumpet is every stolen it turns into a hunk of useless metal until the owner can recover it.<br/></div></div></div></div>