<div class="floatright">(http://th02.deviantart.net/fs70/PRE/f/2014/148/5/d/guldan_by_nikolaiostertag-d7k49ht.jpg)</div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Vholdran, the seer of Abyss</div><div class="spoiler_body"><strong>Size/Type:</strong> Large outsider (extraplanar, chaotic, evil, obyrith)<br/><strong>Hit Dice:</strong> 16d8+176 (304 hp); Regeneration 15<br/><strong>Resist:</strong> 10 Cold and Fire, SR 29<br/><strong>Immunity:</strong> Acid, Electricity, Poison, Mind-Affecting<br/><strong>Languages:</strong> Common, Giant, Abyssal, Infernal, Goblin, Orc, Elven, Draconic, Celestial, Ignan, Auran, Terran, Aqua, Undercommon, Dwarven, Slaadi<br/><strong>Initiative:</strong> +10<br/><strong>Speed:</strong> 40 ft, 40'ft flight (good)<br/><strong>Armor Class:</strong> 33 (+6 Dex, -1 size, +10 natural armor, +2 Insight, +6 armor), touch 17, flat-footed 33<br/><strong>Base Attack/Grapple:</strong> +16/+40<br/><strong>Attack:</strong> +37 Fel Fire Staff (1d8+24+2d6 unholy+3d6 surge+brutal surge) or +37 Gauntlets of Destruction (1d6+24 20/x2) or +22 ranged touch spell<br/><strong>Full Attack:</strong> +37/+32/+27/+22 fel fire staff or gauntlets of destruction (+4 hit&amp;dmg if have cast magic weapon, greater on either one)<br/><strong>Space/Reach:</strong> 10 ft./10 ft.<br/><strong>Special Attacks:</strong> Spell-Alike Abilities, Divine spellcasting, Hidden Spell, Seer's Sight<br/><strong>Special Qualities:</strong> DR 20/Magic, Good and Cold Iron, Telepathy 100'ft, True Seeing (constant), Gaze of Madness, Change Shape, Darkvision 60'ft, Low-Light Vision, Uncanny Dodge, Improved Uncanny Dodge, Scry Bonus, Prescient Sense, Trap Sense+2, Divination Enchantment, Knowledge is Power, Lore, Enhanced Attributes, Prodigy (Int), Enigma Aura, Cloak of Mystery, Abyssal Prophet, Weakness to Magical Fire<br/><strong>Spell-Like Abilities</strong> (CL 16th, DC 23+spell level, +3 w/divinations)<br/>   At will--astral projection, darkness, word of chaos, desecrate, detect good, detect law, greater dispel magic, greater teleport, plane shift, <br/>   telekinesis, unhallow, cloak of chaos, chaos hammer, invisibility, mage armor (greater), alter fortune<br/>   3/day--symbol of insanity, contact other plane, commune with planes (same as commune with nature but works only in planar environment)<br/>   1/day--charm person, cone of cold, gaseous form, sleep, vision, arcane sight (greater)<br/>   1/week--divination<br/><strong>Spellcasting (divine)</strong> (CL 16th, DC 23+spell level, +3 w/divinations)<br/>   8--(3 prepared)<br/>   7--(4 prepared)<br/>   6--(6 prepared)<br/>   5--(6 prepared)<br/>   4--(6 prepared)<br/>   3--(7 prepared)<br/>   2--(8 prepared)<br/>   1--(8 prepared)<br/>   0--(6 prepared) <br/><strong>Saves:</strong> Fort +24, Ref +21, Will +22 (10 base, +3 MoL, stats, +2 insight to reflex from foresight)<br/><strong>Abilities:</strong> Str 36, Dex 22, Con 32, Int 26, Wis 28, Cha 28<br/><strong>Skills:</strong> Appraise +18, Bluff +40, Diplomacy +25, Concentration +30, Decipher Script +18, Disguise +18, Gather Information +25, Heal +15, Intimidate +25, Knowledge [Arcana] +31, Knowledge [Architecture] +20, Knowledge [History] +20, Knowledge [Geography] +20, Knowledge [Local] +20, Knowledge [Planes] +34, Knowledge [Religion] +20, Knowledge [Nobility] +20, Knowledge [Dungeoneering] +20, Knowledge [Nature] +20, Listen +21, Sense Motive +26, Search +21, Speak Language (8 ranks), Spellcraft +31, Sleight of Hand +15, Spot +21, Survival +10<br/><em>Skill Tricks:</em> Never Outnumbered, Collector of Stories, Conceal Spellcasting, False Theurgy, Magical Appraisal, Spot the Weak Point, Swift Concentration, Social Recovery<br/><strong>Feats (8):</strong> Improved Initiative (b), Mindsight (retrained from Multiattack) (b), Dark Speech (b), Skill Focus [Knowledge: Planes], Spell Focus [Divination], Greater Spell Focus [Divination], Insightful Divination, Arcane Mastery, Summon Elemental [reserve], Leadership, Improved Cohort<br/><strong>Environment:</strong> A chaotic evil-aligned plane<br/><strong>Organization:</strong> Solitary<br/><strong>Challenge Rating:</strong> 16<br/><strong>Alignment:</strong> Chaotic Evil<br/><strong>Treasure:</strong> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Staff of Fel Fire (86,380gp)</div><div class="spoiler_body">Staff of Fel Fire is unique domain staff which embraces fire domain spells but corrupts them all to evil aligned (automatically apply corrupt spell metamagic feat for them). The staff also counts as <em>+1 Brutal Unholy Surge large darkwood staff</em> when used in combat. Staff also holds three charges (+4 one charge, +6 two charges) which allow increase caster level to overcome spell resistance on foes and also allows three times per day extend spells of 6th level or lower.<br/><br/>Spells in staff;<br/><br/>1: Nothing<br/>2: Corrupt Burning Hands<br/>3: Corrupt Produce Flame<br/>4: Corrupt Resist Energy (cold or fire)<br/>5: Corrupt Firewall<br/>6: Corrupt Fireshield<br/>7: Corrupt Fire Seeds<br/>8: Corrupt Firestorm<br/>9: Corrupt Incendiary Cloud<br/>10: Corrupt Elemental Swarm<br/><br/>(item math; 50,380gp for a +5 weapon, 27,000 (36,000gp) fire domain staff properties (with slight change), 3,500gp (7,000gp) tomebound eye of boccob, 5,500gp (11,000gp) metamagic rod; extend<br/></div></div>, Robe of Mysterious Conjuration (10,000gp), Prayer Bead (bless, healing, karma) (9,600gp), Gauntlets of Destruction (14,610gp, +1 cold iron gauntlets), Hood of Persuasion (4,500gp), Ring of Counterspells (4,000gp), wand of true casting 50/50 (750gp), 160gp<br/><br/><em>Before you stands a 8'ft tall green skinned ogre with milky white eyes and wearing dark purple robes and wearing necklace of skulls made from medium humanoids (elves, humans, dwarves, orcs etc). He carries a fel wood carved burning staff (http://i86.photobucket.com/albums/k81/wolfman2299/magic%20staff/Necromancer_Staff_by_stonewurks_zps5f541d8b.jpg) in one hand besides him.</em><br/><br/><strong>Regeneration:</strong> Vholdran restores 15 non-lethal damage per round and all damage he receives is non-lethal. Even if limbs are severed they can be attached back if place bloodied stump back in place or they regrow back. In case of loss of major part (like head) it needs connect to body in 1 minute or else Vholdran dies. Only fire overcomes this regeneration and does lethal damage.<br/><br/><strong>Divine Spellcasting:</strong> Vholdran has divine spellcasting like a cleric equal to his HD and he has access to Oracle Domain power (+2 CL to divinations) and domain spell list. In addition he has three other domain spell access but not powers of the domains; Destiny, Dream and Mind.<br/><br/><strong>Gaze of Madness (Sp):</strong> Anyone who fall under Vholdran's gaze in 30'ft are targeted by madness which lurks inside his pervasive corrupted mind (this replaces normal form of madness). Diverting your gaze away from his eyes is no defense against his gaze and target must roll a will save DC 31 or be affected by the gaze. Anyone who succeeds on the will save are unaffected by it and cannot be affected again in 24 hours. Those who fail, are struck with a vision of their own demise and are so convinced on the truth of the vision (even if it's false) that they loose all hope and suffer -5 to all rolls and with 10% chance per day their madness makes them perform suicide as means to escape the horrible fate which awaits them. However this madness provides twisted hope as well; as if they perform a unquestionably chaotic evil deed, their demise does not come to pass. So person can remove their own madness in doing such deed and they receive +5 bonus to all rolls while performing the deed itself. Once done, their alignment shifts to chaotic evil and madness no longer lurks in them. Chaotic evil outsiders are immune to the gaze's effect.<br/><br/><strong>Change Shape (Su):</strong> Vholdran can take shape of any small, medium or large humanoid or giant.<br/><br/><strong>Uncanny Dodge+Improved Uncanny Dodge:</strong> Vholdran cannot loose dexterity bonus to his AC nor he cannot be flanked unless by 10th level rogues.<br/><br/><strong>Scry Bonus:</strong> Gain +1 to save DC with divinations, stacks with spell focus.<br/><br/><strong>Prescient Sense:</strong> Whenever faced with reflex save where you would get half of dmg or reduced effect, instead suffer no damage nor effect at all. Works like evasion expect can be done with any armor.<br/><br/><strong>Trap Sense+2:</strong> Gain +2 bonus to AC and reflex saves against traps.<br/><br/><strong>Divination Enchantment:</strong> Can re-roll with divination spell results with spells like augury and divination.<br/><br/><strong>Knowledge is Power:</strong> Thanks stealing secrets from <em>Paragnostic Assembly</em> society and digging into deeper abyssal secrets he has gained handful useful secrets.<br/><ul class="bbc_list"><li>Call of Worlds: Creatures called with summoning (conjuration) gain fast healing 5 for duration of the summoning.</li><li>Discern Weakness [Evil Outsiders, Good Outsiders]: Thanks studies to weaknesses of outsiders of evil and good Vholdran gains +1 spell save DC added to all spells which target such creatures.</li><li>Manifest Ethos [Evil]: When Vholdran cast offensive spells against good creatures, half of the damage dealt is from a divine source and cannot be resisted normally.</li><li>Penetrating Insight: Vholdran gains +1 to CL to overcome spell resistance or dispel other creatures spells.</li></ul><br/><strong>Lore (Ex):</strong> Vholdran can roll a lore check (+23 modifier) and get knowledge as if using bardic knowledge about any subject (or even very obscure ones).<br/><br/><strong>Enhanced Attributes:</strong> All spells, spell-alike or supernatural abilities get +4 to their save DC.<br/><br/><strong>Prodigy:</strong> Vholdran is natural prodigy in intelligence, so he gets +2 bonus to Int and also +4 to any checks (including skills) with intelligence.<br/><br/><strong>Enigma Aura (Su):</strong> Vholdran is capable shrouding his presence from minds of others, so with free action (once per day) he activates a aura which lasts one minute. During it creatures in 120'ft have 50% chance to be unable to attack Vholdran because they do not notice he is there at all.<br/><br/><strong>Hidden Spell (Su):</strong> Once per day as swift action when Vholdran casts a spell against a flat-footed foe, the foe receives -4 penalty to all saves against all spells and spell-alike abilities he casts during that turn.<br/><br/><strong>Cloak of Mystery (Su):</strong> Vholdran's true name, deeds and origins have been erased entirely from the cosmos, expect from Dagon who is only one who knows his true identity. All divinations cast against Vholdran or gain information about him fail automatically. Vholdran becomes aware of this attempt and he gets name, appearance and location of the caster who tried gain information from him.<br/><br/><strong>Judas Priest (Sp)</strong> Having recovered memories of his previous life as Alexander Brightrune, False Prophet, Vholdran has regained some measure of the silver tongue and magical misdirection he employed in his previous life.  He is under a constant glibness effect, as the spell at a caster level equal to his HD, save that the bonus to his Bluff checks is at a +10, but that bonus applies to all uses of the Bluff skill.  If successfully dispelled, this effect is instead only suppressed for 1d4 rounds. Vholdran's Fiendish Aspects gain a similar ability, but gain only a +5 bonus to all Bluff checks and use the Aspect's HD to determine caster level.<br/><br/><strong>Abyssal Prophet (Sp):</strong> Thanks countless vision trips to Abyss and it's secrets and opening his mind even further in his ascension, he has gained prophetic powers. His eyes are milky white (appears blind) but he can see just fine. He gets often <em>augury</em> spell effect in regards decisions (decided by GM where it applies) along with small vision regarding decision or task what he is going to take. Also if he needs divine on specific matter he can once per week do meditation which works like <em>divination</em> spell. Also he is under constant <em>foresight</em> spell.<br/><br/>In addition his divination spells and spell-alike abilities are more potent; he can target divinations on foes who either naturally or by spell/item are immune to divinations (or immune mind-affecting as some divinations are). Abyss itself help on his divinations and so only spell resistance and save against spell (or interference of a god) hinder his divinations. However abyss holds no influence to forces which are direct opposite to it, so lawful good outsiders/gods or people are immune to this power (but can be targeted with divinations normally none the less).<br/><br/><strong>Abyssal Gaze of the Seer (Su):</strong> Vholdran's can conjure three burning green fire eye spheres, conjuring each sphere is a full round action but once created he can move each eye 40'ft as free action before he takes his own turns (each eye has 40'ft good flight speed). He can see, commune (telepathically) and attack through these eyes (both with spells and physical attacks), however the eyes do not block line of effect, sight and foes can stand even same squares as eyes do (but it renders them vulnerable for his melee attacks). If he moves further than 1 mile away from these eyes, the eyes disappear and they reform back to besides him. Foes cannot destroy eyes (as they are not physical) and they cannot harm Vholdran through them but they can be dispelled (as a 8th level spell with CL of Vholdran's HD), however doing so results the eye returning besides Vholdran himself. Also foes can ready action to attack when Vholdran makes his attack through a eye (he needs place hand/weapon through the eye to able physically attack a foe).<br/><br/><strong>Weakness to Magical Fire:</strong> Besides only means to overcome Vholdran's regeneration 15, magical fire spell damage is considered to be <em>vile</em> damage to him, meaning even if he receives lethal damage from the fire he cannot heal it away with any magic nor fast healing or other method at all. He must remain 1 day in unhallowed ground before he can heal the fire damage away. Natural hazard or alchemy created fire damage is not considered vile damage but it overcomes his regeneration.<br/><br/><strong>True Seeing (Su):</strong> Vholdran is under constant true seeing effect, this effect cannot be dispelled.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Demon Prince Upgrades</div><div class="spoiler_body"><strong>Vholdran</strong><br/>Legendary Monster (+2 CR) Vecna-Blooded (+1 CR) Ogre Magi (+5 CR) Prodigy (+0 CR) Divine Oracle 6/Paragnostic Apostle 5 (+6 CR) Demon Prince (+2 CR) = 16 CR/16 HD<br/><strong>Additional Spell-Like Abilities</strong><br/>   At-will - <em>Mage Armor (greater), Alter Fortune</em><br/>   3/day - <em>Symbol of Pain, Contact Other Plane, commune with planes (same as commune with nature but works only in planar environment)</em><br/>   1/day - <em>Vision, Arcane Sight</em><br/><strong>Additional Weaknesses</strong><br/><em>Weakness to Magical Fires (Ex)</em> Besides only means to overcome Vholdran's regeneration 15, magical fire spell damage is considered to be <em>vile</em> damage to him, meaning even if he receives lethal damage from the fire he cannot heal it away with any magic nor fast healing or other method at all. He must remain 1 day in unhallowed ground before he can heal the fire damage away. Natural hazard or alchemy created fire damage is not considered vile damage but it overcomes his regeneration.<br/><br/><strong>Abyssal Gaze of the Seer (Su):</strong> Vholdran's can conjure three burning green fire eye spheres, conjuring each sphere is a full round action but once created he can move each eye 40'ft as free action before he takes his own turns (each eye has 40'ft good flight speed). He can see, commune (telepathically) and attack through these eyes (both with spells and physical attacks), however the eyes do not block line of effect, sight and foes can stand even same squares as eyes do (but it renders them vulnerable for his melee attacks). If he moves further than 1 mile away from these eyes, the eyes disappear and they reform back to besides him. Foes cannot destroy eyes (as they are not physical) and they cannot harm Vholdran through them but they can be dispelled (CL is Vholdran's HD), however doing so results the eye returning besides Vholdran himself. Also foes can ready action to attack when Vholdran makes his attack through a eye (he needs place hand/weapon through the eye to able physically attack a foe). The eyes cannot enter anti-magic field nor exists in there (anti-magic field removes them for good and need conjured again).<br/><em>Source:</em> This is based on <em>Hex Windows</em> ability by Sharns from Forgotten Realms (found in monsters of faerun). The change is mostly the appearance, movement speed (20'ft increased to 40'ft which is same as Vholdran's natural flight speed) and distance from 100'ft to 1 mile (so eyes can function as 'watch posts' and fit for demon prince than rare aberration species ability). But all other details are the same as Sharn Hex Windows (added the dispel details as Sharn one lacked as dispel magic needs roll CL check vs mine so I mentioned how it's calculated).<br/><br/><strong>Abyssal Prophet (Sp):</strong> Thanks countless vision trips to Abyss and it's secrets and opening his mind even further in his ascension, he has gained prophetic powers. His eyes are milky white (appears blind) but he can see just fine. He gets often <em>augury</em> spell effect in regards decisions (decided by GM where it applies) along with small vision regarding decision or task what he is going to take. Also if he needs divine on specific matter he can once per week do meditation which works like <em>divination</em> spell. Also he is under constant <em>foresight</em> spell.<br/><br/>In addition his divination spells and spell-alike abilities are more potent; he can target divinations on foes who either naturally or by spell/item are immune to divinations (or immune mind-affecting as some divinations are). In short his divinations can be only foiled by spell resistance, successful saving throw (or by divine powers of a god), nothing else.<br/><em>Source:</em> Simply the prophet special quality in DMG II, originally part my template setup but seer's sight was moved to special attack I used the freed special ability slot to get prophet qualities I wanted (but basically Vholdran had such abilities even before becoming demon prince in background wise). The piercing of divinations/immunities is similar what some other demon prince/archdevils have, so I took it as part of this ability and so this ability counts as two special abilities than just one.<br/><br/><strong>Gaze of Madness (Sp):</strong> Anyone who fall under Vholdran's gaze in 30'ft are targeted by mad visions which lurks inside his pervasive corrupted mind (this replaces normal form of madness). Diverting your gaze (or being blind) away from his eyes is no defense against his gaze and target must roll a will save DC 31 or be affected by the gaze. Anyone who succeeds on the will save are shaken <em>permanently</em> until they spend a single day away from abyss (immunity to fear applies here). Those who fail, are struck with a vision of their own demise/dark fate and are so convinced on the truth of the vision that they loose all hope and suffer -5 to all rolls and with 10% chance per day their madness makes them perform suicide as means to escape the horrible fate which awaits them. However this madness provides hope; as if they perform a unredeemable chaotic evil deed, their demise does not come to pass. So person can remove their own madness in doing such deed and they receive +5 bonus to all rolls while performing the deed. Once done, their alignment shifts to chaotic evil and madness no longer lurks in them. Chaotic evil outsiders are immune to the gaze's effect.<br/><em>Source:</em> None specific, albeit Dagon's ability inflicted almost to his charisma modifier amount penalties and considering I have destiny domain as one sources of divine spell, in there is bestow curse (greater) so I sort created similar serious debuf but based on roughly half (rounded up) charisma modifier total for all rolls along with small chance how it can be fatal (drive folks to suicide). Break condition from this curse/madness is doing a deed which changes your alignment to chaotic evil. The truth of the vision Vholdran gaze gives is up to GM but my own suggestion would be it should be 'self manifesting' prophecy (meaning knowledge of existence of the vision drives to make it to become true where ignorance would had led it not be happening).<br/><br/><strong>True Seeing(Su):</strong> Vholdran is under constant true seeing effect, this effect cannot be dispelled.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Vholdran's Background</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Time as villain</div><div class="spoiler_body"><div class="floatright">(http://i50.tinypic.com/119v7uw.jpg)</div>In mortal life Vholdran was born as human man named as Alexander Brightrune, a academic scholar from long forgotten mortal plane where gods were highest authority and power which was respected as was the clergy. He was man of logic, science and one who attempted prove that not all were god's creation (which was true) despite the heavily religious society frowned upon his research and went uproar when he proved the existence of demons which had no origin in gods anyway and that gods originated from plane of chaos (abyss) before they reformed and identified themselves as lawful divine entities and thus explains why demons hate so much gods who wrecked their homeplane! Albeit it was truth with not taking sides with anyone, the idea that gods are less than abyss (or born from it) was viewed unfavorably. Only reason why he was not burned on as heretic was because he was close to largest kingdom king, since kids, as his father and king's father were comrades in arms and they had played together as kids. Albeit king cringed on discoveries, he understood his friend intended only research the truth but he warned truth is not what people want to hear in their country.<br/><br/>Alexander would had remained unremarkable in cosmic scale if not for one incident; where his only child, a son, was killed in mysterious circumstances. His wife had passed away in illness several years ago and he was still wrecked by it and so his son was all what he had left from her. But he now was dead as well, so far cause was indicated to be accident by falling from a bridge into river. However Alexander knew his son was strong swimmer and so all did not add up to him, so he studied and performed autopsy on his son's corpse (doing autopsy on corpse is heretical deed and taboo but he had done so in secret for years). He found out his son had been poisoned and there was fine injection point at son's chest where poison entered and stopped his heart! He was murdered!<br/><br/>Alexander carried out secretly investigation with aid of some king's knights he figured out the truth; mastermind behind the deed was none other than high priest of the church! A blessed seer who spoke to population about visions of god and about future! Motive; simply high priest hated Alexander so much he killed his son, source of last of his joy and pride, as self-declared divine punishment for his crime seeking the truth and he had got 'vision' from god as approval for said deed....the evidence for high priest involvement was thin and considering him being beloved figure he could not be put on court for murder. Alexander's soul then turned to darkness, cursing gods and divinity for taking his beloved son (and now blaming loosing his wife who died on illness yet priests declared her to be 'incurable'!). He started practice dark magics, tracking forbidden knowledge with scholar's keen mind and resources of academy and king behind him (albeit he did not inform king what for he needed his resources besides on note of 'research'). Becoming obsessed for knowledge, magic and power for revenge! He became ur-priest, a false priest who stole from divinity their magic! Thanks his new powers he became highly respected man and he started become a prophet who told prophecies of glory and fame for nobles who then happily gave him coin, more so when his visions came true despite high priest denying him having visionary powers!<br/><br/>But the fact was that he created prophecies, created event with mastermind manner and create image he had predicted events when in truth he had orchestrated them! Even bad events! Eventually he saw vision of great disaster coming to kingdom and high priest denied it, in end those who followed his vision advice for survival (including the king) survived the disaster (in form of undead plaque which he unleashed with dark divine power) which he orchestrated while his enemies perished. King trusting him elected him as high priest (high priest had perished during the plaque), unawares he had become false prophet serving only his own needs. <br/><br/>He continued years manipulating and scheming, increasing his political influence and soon he replaced monarchy with himself as ruling figure in his plane, leading his people on planes beyond as relentless fanatic zealot army (following false ideals and false god visions) which he wielded to gain more and more personal power! He teamed up with some fellow villains which his own information network and divinations had foretold they either would be his greatest allies or foes, preferring first option over the other. Overtime his divine magic, especially divination, became key for the council of overlords plan their operations and conquests and they one by one took demiplanes and some key planar locations under their united control and started be cosmic threat to all good and just across the planes. His own goal remaining in do deificide, erase existence of gods from universe and sense of true divinity while wielding army of divine inspired zealots.<br/><br/>But then he got a <em>genuine</em> vision (instead one which he made up), a vision from darkness and evil (abyss) showing downfall of the overlords....he warned them but they all were confident them able change their destinies. He was hopeful but not fool, so he secured a special artifact called a <em>soul casket</em>, a device which stores part of the soul of the donor and overtime imbuing said soul will grant original owner of the soul piece great powers, however it was long process and needed secure a planar plane on specific magical line (to said spot he build greatest fort overlords had and placed soul casket in there). But most importantly it allows store piece of soul when it would otherwise be vaporized, undone or otherwise erased. Allowing restore what was removed. As Alexander was confronted and then defeated, he faced his defeat in the way how high priest would had wanted see him to die; on flames. He was burned alive by a divine magic wielder, death not coming slowly as priestess who did it wanted make him suffer all sins he had done! Branding on his flesh over and over again with flames before in great inferno burn the body! Because of his defiance on gods, destiny and not having gods, his soul descended to chaotic plans of abyss, world which he had studied much and led his life by selfish desire since his revenge when he lost all faith for good and just and in humanity itself. His soul was absorbed in oldest corners of abyss, reformed anew as monstrous brute with odd insights.....</div></div><br/><div class="floatright">(https://vignette.wikia.nocookie.net/wowwiki/images/4/4b/Gul%27dan.png/revision/latest?cb=20151215010800)</div>Vholdran was born from ooze of abyss, like most demons (tana'ri). He evolved from a nameless predatory worm into a hulking green malicious brute with keen intellect and mind, full of vigor and energy! Taking everything he wanted with brute force and brutish magic powers as well, albeit for brute he had unusual keen mind. But one day he started plagued by visions of abyss, which seemed guide and advice him and alert from danger. rapidly his vigorous body withered and crumbled, in appearance alone but none the less unsettling manner. Then realize he had ceased to be tana'ri and transformed into obyrith?! He started deceive demons with his frail appearance which disguised his brutish might which he still had and worked as seer, but thanks his vision he learned that source of these visionary powers (and source of transformation) come from Dagon, one obyriths of the abyss and one ancient beings. He was driven to confront Dagon, whom he felt odd connection towards somehow. As he confronted him, demanding what their odd connection was Dagon revealed that connection existed because of a pact (a bargain struck) which was forged before Vholdran ever even emerged from abyssal slimes. A pact which secures Vholdran with protection against anyone finding out who he truly is, expect by Dagon who is aware of who and what Vholdran is but was not anyway bound nor obligated to tell. This intrigued Vholdran but Dagon refused reveal further details. With this Vholdran started seriously study, research and seek discover who he was before he became creature known as Vholdran? It meant studying history and needed resources to do so.<br/><br/>As part of his journey he joined Paragnostic Assembly, under alias as elf scholar with handsome visage called Rey'tharun Windwalker (https://i.pinimg.com/736x/55/a0/4b/55a04b828e3b2e23a15c64bc45d651e8--elf-fantasy-male-fantasy-man.jpg). He befriend many people in the assembly and was renowned as scholar, educator and then part of deepest ranks in organization. But despite he learned much, he learned nothing about his origin which eluded himself. But then he got tempting over by cell led by Vecna priestess, Morgana (https://pre00.deviantart.net/df32/th/pre/i/2011/276/6/1/demon_priestess_by_thebastardson-d4bouj0.jpg); she told she can reveal a clue how Vholdran can discover who he was if he betrays assembly by allowing Vecna's cultists plunder and rob their vaults of knowledge from tomes and various artifacts. Vholdran did not hesitate, he betrayed his friends and associates and let cultists in and they plundered the vaults thoroughly. The priestess told she sensed a 'echo' of Vholdran's soul in a layer in Hades, a part of him which hides in there in ancient castle somehow. That much her god of secrets had told and shown.<br/><br/>Vholdran pessimistic on entire thing (he did not trust gods despite he used divine magic), he traveled to Hades and found the castle the woman spoke. He entered the castle and it felt oddly familiar to him....then he found a round table (https://vignette.wikia.nocookie.net/kingarthur/images/e/e7/King_Arthur_and_his_Knights_of_the_Round_Table.jpg/revision/latest/scale-to-width-down/310?cb=20170409012245), made from unknown black material which felt and appeared made from mixture of stone and metal. A carved symbols in dark speech in table's edges and symbol in table's surface and there were chairs evenly around the table, chairs which were majestic like thrones and had unique carvings and symbols in them. One chair called for him....as he moved take seat the chair expanded to his new natural bulk and once he did he felt surge of power radiate from the table upon him and then.....he learned of <em>everything</em>! Who he was, him being one famous villains which deeds even today several centuries since defeat are spread across the cosmos! With his visionary powers he learned fast the others, other overlords, had reincarnated as well as fiends. Cackling darkly he started channel his powers on table, use it call, lure, the other overlords towards the castle in form of visions and dreams or overall instinct. Time for rebirth of overlords is at hand.....as ambitions which he had as mortal man, he held them still even as fiendish entity as innate desire than something he learned to crave in mortal life.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Vholdran's enemies and allies</div><div class="spoiler_body">Vholdran has <em>Paragnostic Assembly</em> (detailed in Complete Champion) which considers him top wanted targets to be captured alive/killed off if possible. They hunted actively but Vholdran hid to heat calm down but his active nemesis is his former close (read; intimate) friend; Archmage Alactra (http://coolvibe.com/wp-content/uploads/2011/06/Elven_Magician_Armor_3rd_Grade-992x991.jpg). Besides this he had made and broke alliances as tana'ri/obyrith over the long centuries but overall since becoming overfiend since becoming obyrith only few fiends are worth to mentioned as enemies. Dagon himself is only one who knew about Alexander/Vholdran's masterplan and knows who he (and other) Archfiends are. He has no binding oath to refuse sharing information, but problem overall is nobody else knows about it besides Vholdran and Dagon. More so Dagon needs bribed to tell any information at all even if he happens to know about it and price of obyrith services can be heavy indeed.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Vholdran's Fiendish Aspects (Prophet, Mystic, Messenger and Insidious Adviser)</div><div class="spoiler_body"><strong>Aspect of Vholdran</strong><br/><strong>Size/Type:</strong>  Large outsider (extraplanar, chaotic, evil, obyrith)<br/><strong>Hit Dice:</strong> 8d8+56 (120 hp); Fast Healing 5<br/><strong>Resist:</strong> 10 Acid, Cold, Electricity and Fire, SR 20<br/><strong>Immunity:</strong> Poison, Mind-Affecting<br/><strong>Languages:</strong> Common, Giant, Abyssal, Infernal, Goblin, Orc, Elven, Draconic, Celestial, Ignan, Auran, Terran, Aqua, Undercommon, Dwarven, Slaadi<br/><strong>Initiative:</strong> +5<br/><strong>Speed:</strong> 40 ft, 40'ft flight (good)<br/><strong>Armor Class:</strong> 24 (+3 Dex, -1 size, +10 natural armor, +2 armor), touch 13, flat-footed 21<br/><strong>Base Attack/Grapple:</strong> +8/+20<br/><strong>Attack:</strong> +17 Fel Fire Staff (1d8+9 + 2d6 unholy) or +17 masterwork cold iron gauntlet or +11 ranged touch spell<br/><strong>Full Attack:</strong> +17/+12 fel Fire Staff or +17/+12 masterwork cold iron gauntlet<br/><strong>Space/Reach:</strong> 10 ft./10 ft.<br/><strong>Special Attacks:</strong> Varies (see in below)<br/><strong>Special Qualities:</strong> Varies (see in below), DR 10/cold iron&amp;good, Telepathy 100'ft, True Seeing (constant), Gaze of Madness, Darkvision 60'ft, Low-Light Vision<br/><strong>Saves:</strong> Fort +13, Ref +11, Will +11<br/><strong>Abilities:</strong> Str 26, Dex 17, Con 24, Int 20, Wis 21, Cha 21<br/><strong>Skills:</strong> Appraise +10, Bluff +21, Diplomacy +16, Concentration +12, Decipher Script +6, Disguise +10, Gather Information +10, Heal +10, Intimidate +16, Knowledge [Arcana] +15, Knowledge [architecture] +10, Knowledge [History] +10, Knowledge [Geography] +10, Knowledge [Local] +10, Knowledge [Planes] +15, Knowledge [Religion] +10, Knowledge [Nobility] +10, Knowledge [Dungeoneering] +10, Knowledge [Nature] +10, Listen +10, Sense Motive +10, Search +10, Speak Language (8 ranks), Spellcraft +15, Sleight of Hand +13, Spot +10<br/><em>Skill Tricks:</em> Collector of Stories, Social Recovery, Never Outnumbered<br/><strong>Feats:</strong> Dark Speech, Mindsight, Varies (see in below)<br/><strong>Environment:</strong> A chaotic evil-aligned plane<br/><strong>Organization:</strong> Solitary<br/><strong>Challenge Rating:</strong> 7<br/><strong>Alignment:</strong> Chaotic Evil<br/><strong>Treasure:</strong> +1 darkwood unholy large staff (8,380gp), masterwork cold iron gauntlets 320gp, leather robes (masterwork leather armor) (310gp), 390gp in gems<br/><br/><em>Before you stands a 8'ft tall green skinned ogre with milky white eyes and wearing dark purple robes and wearing necklace of skulls made from medium humanoids (elves, humans, dwarves, orcs etc). He carries a fel wood carved burning staff in one hand besides him.</em><br/><br/><strong>Gaze of Madness(Sp):</strong> When foes reach 30'ft from aspect of Vholdran, they need roll will save DC 19 or else affected by <em>Vision of Entropy</em> spell. Every round foe remains in 30'ft from aspect must repeat the save and once they leave the 30'ft radius the aura's effect lingers 8 rounds as echo from the effect.<br/><br/><strong>True Seeing (Su):</strong> Vholdran is under constant true seeing effect, this effect cannot be dispelled.<br/><br/><strong>Judas Priest (Sp)</strong> Having recovered memories of his previous life as Alexander Brightrune, False Prophet, Vholdran has regained some measure of the silver tongue and magical misdirection he employed in his previous life.  He is under a constant glibness effect, as the spell at a caster level equal to his HD, save that the bonus to his Bluff checks is at a +5, but that bonus applies to all uses of the Bluff skill.  If successfully dispelled, this effect is instead only suppressed for 1d4 rounds.<br/><br/>There are four aspects of Vholdran and they each embrace a part of him and thus they have different set of abilities or special attacks with each. Details for each one is listed in below;<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Prophet</div><div class="spoiler_body">Prophet embraces Vholdran's prowess as a seer, so 'Prophet' holds following special qualities; Abyssal Prophet and Spell-Alike Abilities. Feats of choice are Spell Focus (Divination) and Insightful Divination (because later feat and his at-will ability he has +3 insight bonus to initiative and can anytime spend it to get +3 insight bonus to any save).<br/><br/><strong>Abyssal Prophet (Sp):</strong> Thanks countless vision trips to Abyss and it's secrets and opening his mind even further in his ascension, aspect of Vholdran has gained prophetic powers. His eyes are milky white (appears blind) but he can see just fine. He gets often <em>augury</em> spell effect in regards decisions (decided by GM where it applies) along with small vision regarding decision or task what he is going to take. Also if he needs divine on specific matter he can once per week do meditation which works like <em>divination</em> spell. Also he is under constant <em>foresight</em> spell. (because foresight he has +2 insight bonus to reflex saves and AC)<br/><br/><strong>Spell-Like Abilities</strong> (CL 8th, DC 15+spell level, +1 w/divinations)<br/>   At will--Divine Insight<br/>   3/day--Scrying<br/>   1/week--Divination<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mystic</div><div class="spoiler_body">Mystic embraces Vholdran's offensive prowess with magic and is sort of enforcer type aspect. Mystic has following special qualities; Abyssal Gaze of the Seer and spell-alike abilities. Feats of choice are improved initiative and arcane mastery.<br/><br/><strong>Abyssal Gaze of the Seer (Su):</strong> Aspect of Vholdran can conjure one burning green fire eye sphere, conjuring sphere is a full round action but once created he can move eye 40'ft as free action before he takes his own turn actions (eye has 40'ft good flight speed). He can see, commune (telepathically) and attack through this eyes (both with spells, spell-alike and physical attacks), however the eyes do not block line of effect nor sight and foes can stand even same squares as eye do (but it renders them vulnerable for his melee attacks). If he moves further than 1 mile away from this eye, the eye disappear and it reforms back to besides him. Foes cannot destroy eye (as it's not physical) and they cannot harm Aspect through them but it can be dispelled (with CL of Aspect's HD), however doing so results the eye returning besides Aspect himself. Also foes can ready action to attack when Aspect makes his attack through a eye (he needs place hand/weapon through the eye to able physically attack a foe or cast somatic spell).<br/><br/><strong>Spell-Like Abilities</strong> (CL 8th, DC 15+spell level)<br/>   At will--Corrupt Produce Flame<br/>   3/day--Corrupt Firewall<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Messenger</div><div class="spoiler_body">Messenger embraces Vholdran's aspect as cunning speaker and skills in social interaction and also deception. Messenger has following special qualities; Change Shape, Cloak of Mystery. Feats of choice are Communicator and Impervious Command.<br/><br/><strong>Change Shape (Su):</strong> Aspect of Vholdran can take shape of any small, medium or large humanoid or giant, limited to 8 HD or less.<br/><br/><strong>Cloak of Mystery (Su):</strong> Aspect's true name, deeds and origins have been erased entirely from the cosmos, expect from Dagon (and true Vholdran) who is only one who knows his true identity. All divinations cast against Vholdran or gain information about him fail automatically. Vholdran becomes aware of this attempt and he gets name, appearance and location of the caster who tried gain information from him.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Insidious Adviser</div><div class="spoiler_body">Adviser aspect presents Vholdran's nature as scholarly adviser and mentor to those who seek knowledge but as saying goes; knowledge is power and power corrupts and thus knowledge corrupts. Adviser has following special qualities; Lore and Prodigy. Feats of choice are knowledge devotion and skill focus (knowledge:planes).<br/><br/><strong>Lore(Ex):</strong> Aspect can roll a special knowledge check with +12 bonus which functions like bardic knowledge.<br/><br/><strong>Prodigy(Ex):</strong> Aspect is prodigy in intelligence and so gets +4 to all intelligence checks, including skills (all int related skills get +4 bonus).</div></div><br/><br/><strong>Combat</strong><br/>Aspects of Vholdran combat tactics wary depending on which aspect your fighting;<br/><br/><em>Prophet:</em> Prophet is never caught off guard and so he prepares his minions and tactics according what his visions reveal to him. But if he's alone he would avoid conflict than actively seek it but if cornered he uses his fel fire staff to beat his enemies into submission and let his gaze of madness do work for him. If pressured he will fly away from his foes to recover and dig information from his foes to better prepare and even contact enemies if any of those foes and use enemies against them.<br/><br/><em>Mystic:</em> Mystic would seek control his enemies with using corrupt firewall to separate close combatants from casters and then fly over to attack casters with his staff or fire from above with his corrupt produce flame. He uses abyssal gaze of the seer to spy mostly but he can use the eye as proxy to attack foes who are unfamiliar with powers of his eye or place it center of corrupt firewalls as he can attack through eye and eye is not harmed by the flames. Or use eye as means get close or expand radius of his gaze of madness.<br/><br/><em>Messenger:</em> If messenger ends up into a fight, it means something has gone wrong badly. But if cornered he fights with fel fire staff and flies away if situation turns bad like prophet would. Messenger amongst the other Vholdran's aspects makes frequent use of dark speech (even if all are capable of it) and also uses Impervious Command to demoralize his foes.<br/><br/><em>Insidious Adviser:</em> Adviser would use knowledge devotion to get insight bonus on his foes and then engage them if cornered, but overall same as messenger something has gone wrong if adviser is fighting.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Alactra the Fallen</div><div class="spoiler_body"><div class="floatright">(https://elliquiy.com/elluiki/images/0/08/Succubus2.png)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Elf Form</div><div class="spoiler_body">(https://elliquiy.com/elluiki/images/1/1a/Gonzoman_Elf_1.jpg)</div></div></div><strong>Alactra the Fallen, CR 12.5</strong><br/>Lesser Planetouched Fey'ri (CR 1) Half-Rakshasa (+1) Arcane-Blooded (+1) Monster of Legend (+2) Prodigy (+0) Divine Magician Cloistered Cleric 1/Warlock 4/Eldritch Disciple 10 (+7.5)<br/><strong>Size/Type:</strong>    Medium Outsider (Native, Augmented Humanoid, Planetouched)<br/><strong>Hit Dice:</strong>    5d6+10d8+120 (230 hp + 15 temp hp from divinely-persisted <em>divine power</em>)<br/><strong>Initiative:</strong>    +4<br/><strong>Speed:</strong>    40 ft. (8 squares)/40 ft. fly (Poor)<br/><strong>Armor Class:</strong>    32 (+1 Dex, +11 natural, +11 armor, -1 size), touch 10, flat-footed 31 (20% miss chance from armor, auto-deflects ranged touch attacks thanks to divinely-persisted <em>ray deflection</em>, -6 vs attacks of opportunity from Brash flaw)<br/><strong>Base Attack/Grapple:</strong>    +15/+31<br/><strong>Attack:</strong>    +18 Eldritch blast 8d6 or +26 claw 1d4+6<br/><strong>Full Attack:</strong>    +18 Eldritch blast or +26/+21/+16 eldritch glaive 8d6 or +26/+26 claws 1d4+6 Str (eldritch glaive attacks unable to strike within 10 ft.)<br/><strong>Space/Reach:</strong>    10 ft./10 ft. (20 ft. with eldritch glaive)<br/><strong>Special Attacks:</strong>    Eldritch blast, eldritch spellweave, gift of the divine patron, invocations, magic blood (acid), rebuke undead (4/25), spell-like abilities, spells<br/><br/><em>Spell-Like Abilities</em> Caster level 15th, save DCs are (16 + spell level)<br/>At-will - <em>alter self, detect magic, empathy</em><br/>3/day - <em>disguise self</em><br/>1/day - <em>charm person, darkness</em><br/><br/><em>Invocations</em> As 14th-level Warlock, save DCs are (16 + invocation level)<br/>Least - <em>baleful utterance, dark one's own luck, eldritch glaive, see the unseen</em><br/>Lesser - <em>flee the scene, walk unseen</em><br/>Greater - <em>chilling tentacles, vitriolic blast</em><br/><br/><em>Spellcasting</em> As 15th-level Cleric with the Trickery Domain and the Protection, Strength and War Domains added to spell list, alongside nine Wizard spells (<em>true strike, scintillating scales</em> SpC<em>, curse of impending blades, mass</em> SpC<em>, ray deflection</em> SpC<em>, graymantle</em> SpC<em>, rary's interplanar telepathic bond</em> SpC<em>, otiluke's greater dispelling screen</em> CArc<em>, moment of prescience</em>)<br/>Save DCs are (14 + spell level), spells marked with * are part of Alactra's morning buff routine<br/>0th, 6 - <em>amanuensis</em> (SpC)<em>, detect magic, detect magic, light, read magic, read magic</em><br/>1st, 5+1 - <em>endure elements*, true strike, true strike, true strike, true strike</em> + <em>disguise self</em><br/>2nd, 5+1 - <em>divine insight*, divine insight, divine insight, divine insight, divine insight</em> (SpC) + <em>invisibility</em><br/>3rd, 5+1 - <em>knight's move, knight's move, knight's move, knight's move, knight's move</em> (SpC) + <em>nondetection</em><br/>4th, 4+1 - <em>divine power*, freedom of movement</em>, extended <em>magic vestment*, ray deflection*</em> (SpC) + <em>confusion</em><br/>5th, 4+1 - extended <em>death ward</em>, extended <em>divine power</em>, extended <em>freedom of movement, righteous might*</em> + <em>false vision</em><br/>6th, 3+1 - <em>harm, harm, superior resistance*</em> (SpC) + <em>mislead</em><br/>7th, 2+1 - extended <em>rary's interplanar telepathic bond</em>, extended <em>rary's interplanar telepathic bond</em> (SpC) + <em>screen</em><br/>8th, 1+1 - <em>mind blank*</em> + <em>screen</em> (one spell must be prepared as 7th level or lower due to Magical Overload flaw, can only be converted to 7th-level <em>inflict</em> spell)<br/><br/><strong>Special Qualities:</strong>    Damage reduction 10/magic or 9/good or 5/piercing or 1/cold iron, darkvision 60 ft, deceive item, elven blood, immune to acid, magic <em>sleep</em> spells and effects, and mind-affecting effects, low-light vision, prodigy (intelligence), reflective hide, resistance to fire 10, timeless body<br/><strong>Saves:</strong>    Fort +21(+27), Ref +17(+23), Will +22(+28) (+2 vs enchantment spells and effects, +6 Reflex from <em>dark one's own luck</em> invocation)<br/><strong>Abilities:</strong>    Str 24(34) (+12), Dex 18 (+4), Con 24(26) (+8), Int 16 (+3), Wis 19 (+4), Cha 18(22) (+6)<br/><strong>Skills:</strong>    Bluff +8(+21), Concentration +8(+16), Diplomacy +4(+10), Disguise +8(+14), Knowledge (Arcana) +14(+25), Knowledge (Nature) +14(+25), Knowledge (Religion) +16(+27), Knowledge (The Planes) +14(+25), Spellcraft +14(+25), Use Magic Device +4(+10)<br/>(disguise spell-like abilities provide +10 circumstance bonus to Disguise checks, can expend <em>divine insight</em> for +15 to single skill check, as needed, commonly reserved for Knowledge Devotion)<br/><em>Skill Tricks:</em> Collector of Stories - +5 on Knowledge checks to identify creatures (including Knowledge Devotion)<br/><strong>Feats:</strong>    Combat Reflexes(F), Southern Magician (http://realmshelps.net/charbuild/feat/Southern_Magician)(F), Extra Turning(B), Iron Will(B), Knowledge Devotion (http://www.realmshelps.net/charbuild/feat/Knowledge_Devotion)(B), Tomb-Tainted Soul (http://www.realmshelps.net/charbuild/feat/Tomb-tainted_Soul)(B), Extend Spell(1), Persistent Spell(3), Divine Metamagic (Persistent Spell)(5), Travel Devotion (http://www.realmshelps.net/charbuild/feat/Travel_Devotion)(7), Reserves of Strength (http://dnd.arkalseif.info/feats/dragonlance-campaign-setting--98/reserves-strength--3617/index.html) (Alter Self SLA only)(9), Extra Turning(11), Extra Turning(13), Extra Turning(15)<br/>Flaws: Brash (http://www.realmshelps.net/charbuild/feat/Brash), Magical Overload (http://www.realmshelps.net/charbuild/feat/Magical_Overload)<br/><strong>Alignment:</strong>    Chaotic Evil<br/><strong>Treasure:</strong>    50 gp<br/>+1 Gleaming (http://www.d20srd.org/srd/psionic/items/armorAndShields.htm#gleaming) Glamered Restful (http://www.realmshelps.net/magic/armor/Restful) Psychoactive Skin of Ectoplasmic Armor (body slot) -22,200<br/>   -Least Armor Crystal of Aquatic Action -250<br/>Lesser Chasuble of Fell Power (+1d6 Eldritch Blast) -8,000<br/>Gloves of Eldritch Admixture (http://aaronwiki.us/index.php?title=Gloves_of_Eldritch_Admixture) (3 charges/day, bonus energy damage to Eldritch Blast -2,500<br/>+4 Headband of Charisma -16,000<br/><del>Mask</del> Veil of Lies (+5 Bluff, continuous <em>undetectable alignment</em>, 3/day <em>disguise self</em>) -4,500<br/>Ring of Sustenance -2,500<br/>Otyugh Hole -3,000<br/><br/><strong>Combat</strong><br/><br/>Alactra primarily fights using her <em>eldritch glaive</em>, making use of the <em>vitriolic blast</em> invocation to overcome spell resistance when necessary, while keeping her Eldritch Blast in reserve as a backup ranged option.  Having boosted her martial prowess and defenses with divinely-persisted divine magic, she typically begins a fight by expending her morning casting of <em>divine insight</em> in order to gain as high a bonus as possible from the Knowledge Devotion feat, and then uses Travel Devotion to move as a swift action, positioning herself optimally to threaten as many foes as possible with her <em>eldritch glaive</em>'s 20 ft reach.  She will cast <em>harm</em> to heal herself in mid-combat if she drops to 80 hit points or below, and will use <em>knight's move</em> to flank with allies, as needed.  She will also use her <em>chilling tentacles</em> invocation for battlefield control as needed, will <em>walk unseen</em> in order to catch opponents flatfooted if they prove to have high touch ACs, will further boost her chances to hit with <em>true strike</em> if needed, and will ultimately <em>flee the scene</em> if her chances for victory look slim.<br/><br/><strong>Eldritch Spellweave (Su):</strong> Alactra can apply an eldritch essence invocation she knows to any divine spell that affects a target or that requires a melee or ranged touch attack.  The spell's level must be at least as high as the level of the eldritch essence (for example, she can apply <em>hellrime blast</em> only to a spell of 4th level or higher).  If the essence requires a saving throw, use the normal save DC for that essence. If an eldritch essence invocation changes the damage of the spell, it can be applied only to a spell that deals damage (she can't add <em>brimstone blast</em> to <em>dimensional anchor</em>, for example).<br/>   Using this ability increases the spell's casting time to 1 full-round action.  A spell that has a normal casting time of 1 full round or longer takes an extra full-round action to cast.<br/>   If the spell has more than one target or allows more than one attack, she must choose one target to be affected by the invocation; all other targets take only the normal effect of the spell.<br/>   She can use this ability 9 times per day (3 + her Cha mod).<br/><br/><strong>Gifts of the Divine Patron (Su);</strong> Alactra has been granted sacred gifts of power from her divine patron, Vholdran.  She can spend one of her rebuke undead attempts as a swift action to activate the chosen power.<br/>   <em>Corrupting Blast:</em> In place of applying an eldritch essence invocation to her <em>eldritch blast</em>, Alactra can change it into a corrupting blast.  In addition to its normal effect, the blast applies a -5 penalty on the target's next Will save.  If the target doesn't attempt a Will save before the end of her next turn, the effect fades.<br/>   <em>Damage Reduction:</em> Alactra temporarily gains damage reduction 15/cold iron.  This damage reduction stacks with the damage reduction granted by her Warlock class levels.  The effect lasts for 9 rounds (3 + her Cha mod).<br/>   <em>Protective Aura:</em> Alactra surrounds herself with a <em>magic circle against law</em> centered on herself.  This effect lasts for 9 rounds (3 + her Cha mod).<br/>   <em>Wild Frenzy:</em> Alactra gains a +2 bonus on attack rolls and damage rolls with melee weapons and <em>eldritch blasts</em>, along with temporary hit points equal to twice her class level.  This effect lasts for 9 rounds (3 + her Cha mod).<br/><br/><strong>Magic Blood (Su):</strong> Alactra's blood, in addition to keeping her alive, is quite volatile and dangerous when exposed to the air.  Whenever a creature strikes her with a piercing or slashing melee weapon, it must immediately make a Reflex save (DC 25) or take 1d6 points of acid damage.  Creatures using reach weapons are not subject to this damage.  The saving throw DC is Constitution-based.<br/><br/><strong>Deceive Item (Ex):</strong> Alactra has the ability to more easily commandeer magic items made for the use of other characters.  When making a Use Magic Device check, Alactra can take 10 even if distracted or threatened.<br/><br/><strong>Elven Blood:</strong> For all special abilities and effects, Alactra is considered an elf when it is beneficial to her to do so.  For example, Alactra can use or create elven weapons and magic items with racially specific elven powers as though she was an elf.<br/><br/><strong>Prodigy (Ex):</strong> Alactra is extraordinarily intelligent.  She gains a +2 bonus to her Intelligence score and an additional +4 bonus on any of her check modifiers that are based on that ability (including ability checks and skill checks), improving those modifiers by a total of +5.<br/><br/><strong>Reflective Hide (Su):</strong> Alactra is protected by a permanent, unlimited <em>spell turning</em> effect that can turn up to 10 levels of spells per round.<br/><br/><strong>Timeless Body (Ex):</strong> The abyssal power of Vholdran infuses Alactra with eternal vigor.  She no longer ages.<br/><br/><strong>Skills:</strong> Alactra has a +2 racial bonus to Bluff, Hide, Listen, Search and Spot</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Vholdran Cultists</div><div class="spoiler_body">Thanks enigmatic status, Vholdran haven't not attracted any followers yet despite him having quite charismatic persona and personal power. He has worked quite excellent way to keep himself on low profile from the big players in Abyss and universe at large. Something which is great deal useful as diviner especially and as someone who digs and knows lots of dark and powerful secrets.<br/><br/>Overall though his leadership score is <strong>28</strong> (16 level/HD + 9 Cha + 1 special power + 2 stronghold), with potential of -1 penalty both for cruelty and causing death of followers.<br/><br/>But default number of followers would go (according epic leadership which is given default parameters to regular leadership without cost);<br/><br/>1st: 220(160)<br/>2th: 22 (16)<br/>3th: 11(8)<br/>4th: 6(4)<br/>5th: 3(2)<br/>6th: 2(2)<br/>7th: 1(1)<br/><br/>These followers include absolute loyal cultists as various obyrith/demons matching CR of the level (so instead 2th level barbarians from CR 0 race you could have quasits instead). Associated class levels count 1 CR per level.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">(first draft of cohort, Alactra)</div><div class="spoiler_body"><strong>Archmage Alactra</strong><div class="floatright">(https://pre00.deviantart.net/09b1/th/pre/f/2016/254/e/1/morgana_league_of_legends_by_chubymi-dah8s6d.jpg)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Elf form</div><div class="spoiler_body">(https://elohub.com/images/champions/morgana/blackthorn_morgana_skin.jpg)</div></div></div><br/>Wizard (elf ACF wizard) 4/Sorcerer (divine sorcerer ACF) 1/Ultimate Magus 10<br/><em>Female ashnir prodigy (Cha) draconic fey'ri</em><br/><strong>Size/Type:</strong> Medium native outsider (dragonblooded)<br/><strong>Hit Dice:</strong> 15d4+30 (90 hp, +30 temporal)<br/><strong>Resist:</strong> Fire 30, ASR 19 (spell-resistance but only vs arcane)<br/><strong>Immunity:</strong> Magic sleep spells and effects, critical hits, sneak attacks<br/><strong>Initiative:</strong> +8<br/><strong>Speed:</strong> 40 ft. (8 squares) or 50'ft. (10 squares) flight (poor)<br/><strong>Armor Class:</strong>    22 (+3 Dex, +1 natural, +8 armor), touch 13, flat-footed 19<br/><strong>Base Attack/Grapple:</strong> +7/+7<br/><strong>Attack:</strong> Elven Thinblade +15 (1d6+1, 18/x2), Claw +3 (1d3), Ray spells +6 (ranged touch)<br/><strong>Full Attack:</strong> Elven Thinblade +15/+10/+5 (1d6+1)<br/><strong>Space/Reach:</strong> 5 ft./5 ft.<br/><strong>Special Attacks:</strong> Spell-Alike Abilities, Augmented Casting (5th level or below) 8/day, Claws 1d3<br/><strong>Special Qualities:</strong> Elven Blood, Darkvision 60'ft, Low-Light Vision, Magic is Life, Arcane Prodigy, Extended Lifespan, Arcane Resistance, DR 10/Cold Iron, Arcane Spell Power+4, Expanded Spell Knowledge, Familiar (red dragon), Divine Companion, Generalist Wizardry<br/><strong>Spell-Like Abilities (CL 15th with 3/day ones and otherwise CL 41th, DC 14+spell level)</strong><br/>   At will--Alter Self, Arcane Mark<br/>   1/day--Unseen Servant*, Heart of Air*, Heart of Water*, Hearth of Earth*, Heart of Fire*<br/>   3/day--Cause Fear, Charm Person, Darkness, Detect Thoughts, Suggestion, Summon Monster V (evil creatures only), Teleport (self only +50lb), <br/>   Unholy Blight<br/>Spellcasting (arcane, sorcerer) (CL 21th, DC 14+spell level)<br/>   5--Undying Vigor of the Dragonlords, Channeled Sound Blast; 3/day<br/>   4--Vortex of Teeth, Globe of Invulnerability (Lesser), Primal Senses*; 6/day<br/>   3--Ferocity of Sanguine Rage, Primal Instinct*, Nondetection, Tenancious Dispelling; 6/day<br/>   2--Primal Hunter*, Wraithstrike, Web, Wings of Cover, Create magic Tattoo; 6/day<br/>   1--Path of Frost, Magic Missile, Mage Hand (greater), Power Word: Pain, Burning Rage; 6/day<br/>   0--Amanuensis, Detect Magic, Read/Write Magic, Prestidigitation, Caltrops, Sonic Snap, Mending, Message; 6/day<br/>Spellcasting (arcane, wizard) (CL 17th, DC 14+spell level)<br/>   6--Imbue Familiar With Spell Ability*<br/>   5--Mailed Might of the Magelords*, Dimension Door (greater), Solid Fog<br/>   4--Mirror Image (greater)x2, Black Tentacles, Ruin Delver's Fortune<br/>   3--Wind Wall, Fireball, Curse of Impending Blades (Mass), Blink, Enhance Familiar<br/>   2--Attentive Alarmx2, Luminous Swarm, Torrent of Tears, Augment Familiar<br/>   1--Vigilant Slumber, Endure Elements, Ventriloquism, Persistent Blade, Serene Visage<br/>   0--Ghost Sound, Detect Poison, Open/Close, Light <br/>*= These spells are active 24/7, unless otherwise noted, thus spells effects included in stats<br/><strong>Saves:</strong> Fort +6, Ref +7, Will +13; +2 will save vs enchantments, +4 save vs poisons&amp;paralysis, +1 saves vs good sources<br/><strong>Abilities:</strong> Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 19<br/><strong>Skills:</strong>  Appraise +4, Balance +8, Bluff +15, Diplomacy +10, Craft (painting) +8, Climb +5, Concentration +23, Decipher Script +11, Disguise +8, Escape Artist +8, Gather Information +8, Heal +0, Jump +18, Intimidate +12, Knowledge [Arcana] +20, Knowledge [History] +5, Knowledge [Planes] +5, Knowledge [Religion] +5, Knowledge [Nobility] +5, Hide +5, Listen +3, Sense Motive +0, Search +13, Speak Language (0 ranks), Spellcraft +20, Spot +9, Survival +10, Swim +15, Use Magic Devices +20<br/><strong>Feats (8+2+2):</strong> Scribe Scroll (b), Magic In Blood, Fiendish Heritage, Invisible Spell, Practiced Spellcaster (Sorcerer), Fiendish Legacy, Rapid Metamagic, Fiendish Presence, Dragon Familiar (red), Fell Weaken (b), Quicken Spell (b), Extend Spell (f), Persistent Spell (f)<br/><strong>Flaws:</strong> Elven Pride Of Arms (http://eberronunlimited.wikidot.com/flaw:elven-pride-of-arms), Haunted (http://eberronunlimited.wikidot.com/flaw:haunted)<br/><strong>Environment:</strong> An evil-aligned plane<br/><strong>Organization:</strong> Solitary<br/><strong>Challenge Rating:</strong> 15<br/><strong>Alignment:</strong> Chaotic Evil<br/><strong>Spells in Spellbook:</strong> <em>Cantrip:</em> All, <em>1st:</em> Magic Missile, Vigilant Slumber, Endure Elements, Ventriloquism, Appraising Touch, Burning Hands, Wall of Smoke, Nightshield, Shock and Awe, Persistent Blade, Serene Visage, Identify, Floating Disk, <em>2st:</em> Create magic Tattoo, Attentive Alarm, Fog Cloud, Luminous Swarm, Torrent of Tears, Augment Familiar, <em>3st:</em> Nondetection, Curse of Impending Blades (Mass), Wind Wall, Enhance Familiar, Fireball, Blink, Avoid Planar Effects, <em>4st:</em> Force Missile, Black Tentacles, Solid Fog, Otiluke's Suppressing Field, Mirror Image (greater), Ruin Delver's Fortune <em>5st:</em> Cone of Cold, Mailed Might of the Magelords, Dimension Door (greater), Teleport, Sending, Persistent Image, <em>6st:</em> Anticipate Teleportation (Greater), Imbue Familiar With Spell Ability<br/><strong>Treasure:</strong> Blessed Tome (12,500gp), Circlet of Rapid Casting (15,000gp), +1 Skillfull Feycrafted Elven Thinblade (19,900gp)+Crystal of Returning (lesser, 1,000gp), Wand of True Casting (750gp), Dress Steady Spellcasting (2,500gp), Healing Belt (750gp), Spellsink Scarab (2,000gp), Ring of Sustenance (2,500gp), Boots of Agile Leaping (600gp), Artificer's Monocle (1,500gp)<br/><br/><em>Before you stands in six and two inches tall alluring beautiful elf with dark crimson dress and raven black hair down to her shoulders and brilliant dark purple glowing eyes. However her beauty is marred with pair of draconic horns along with raven black feathered wings and haunting fiendish laughter which seems echo around her and shadows flickering and taking monstrous and fiendish forms. Nor her smile, with two sharp canines, are anyway comforting as she smiles while holding a dark steel elegant rapier (https://i.pinimg.com/736x/03/d6/98/03d6986d987b7aec4ed0cda53fee7c1d--fantasy-sword-fantasy-dragon.jpg) in her hand with bloodlust gleaming in her eyes.</em> <br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Red Dragon Familiar details</div><div class="spoiler_body"><strong>'Sparky'</strong><br/><strong>Size/Type:</strong> Medium Dragon   <br/><strong>Hit Dice:</strong> 7d12+14 (59 + 30 temporal) (or half of mistress HP whichever is higher)<br/><strong>Resist:</strong> SR 20<br/><strong>Immunity:</strong> Fire, Magic sleep effects, Paralysis effects<br/><strong>Initiative:</strong> +9<br/><strong>Speed:</strong> 50 ft. (8 squares), fly 160 ft. (poor) (30 squares)<br/><strong>Armor Class:</strong>    24 (+0 Dex, +14 natural), touch 10, flat-footed 16<br/><strong>Base Attack/Grapple:</strong> +7/+10<br/><strong>Attack:</strong> Breath Attack 2d10 (DC 15, 30'ft cone) or +10 Bite (1d8+4, 20/x2), +10 Claws (1d6+3,  20/x2), +10 Wings (1d4+3,  20/x2)<br/><strong>Full Attack:</strong> Breath Attack 2d10 (DC 15, 30'ft cone) or +10 Bite (1d8+4,  20/x2), +5 two Claws (1d6+3,  20/x2), +5 two Wings (1d4+3,  20/x2)<br/><strong>Space/Reach:</strong> 5 ft./5 ft.<br/><strong>Special Attacks:</strong> Breath Attack<br/><strong>Special Qualities:</strong> Vulnerability to Cold, Darkvision out to 60 feet, Low-Light vision, Alertness, improved evasion, share spells, empathic link, Deliver Touch Spells, Speak With Master, Spell Resistance, Scry (on familiar)<br/><strong>Saves:</strong> Fort +7, Ref +5, Will +5<br/><strong>Abilities:</strong> Str 17, Dex 10, Con 15, Int 13, Wis 11, Cha 10<br/><strong>Skills:</strong> Appraise +5, Bluff +5, Diplomacy +5, Escape Artist +10, Intimidate +12, Knowledge (arcana) +5, Jump +20, Listen +10, Spot +10, Search +5, Sense Motive +5, Spellcraft+5<br/><strong>Skill Tricks:</strong> Never Outnumbered<br/><strong>Feats:</strong> Ability Focus (Breath Attack), Improved Initiative, Power Attack, Wingover<br/><strong>Alignment:</strong> Chaotic Evil    <br/><br/><strong>Combat</strong><br/>Sparky usually uses aerial mobility to breath fire upon foes before entering close combat to claw and bite on his foes until they die or he is seriously weakened. But he gains much more versatile combatant in form of sharing spells with his mistress and also gaining spells from his mistress. Working effectively cooperation with his mistress to cast spells either buff himself or cast spells to distract foes so mistress can strike them.<br/></div></div><br/><br/><strong>Combat</strong><br/>Archmage Alactra as name indicates uses magic first most but thanks highly enchanted thinblade she can engage close combat and she usually does while under effects of <em>Ferocity of Sanguine Rage</em> along with <em>Burning Rage</em> and if need be use <em>Wraithstrike</em> to able injure or use either <em>Wings of Cover</em> or <em>Deflect</em> to defend herself against attacks. Usually she also has <em>Globe of Invulnerability (Lesser)</em> active</div></div>