<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ungrath’s Background</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Time as a villain</div><div class="spoiler_body"><div class="floatright">(https://orig00.deviantart.net/486e/f/2016/061/4/5/451c2b22089530beed318f8bb08ba864-d9tpj2u.jpg)</div>Sharalal Verine was an elf. On the mortal plane she lived the Fey Wilds were close. If you took a hike from the village to the boats at the shores you would be bound to run into a piexie or even spot a kelpie in the waters. Strange and whimsy ruled those lands, not mortal law. Every now and then adventurers might try to fight back the Fey Courts and free a portion of the realm, but they were short moments to the lifespan of the Courts. However, in those strange shores Sharalal thrived. Like so many she was of both the Fey and mortal. <br/><br/>She was the person to charm and befriend fey and mortal alike with her words and ideas. They all flocked to follow her. She always had a new idea to keep even the most hectic of Fey with her. Always another mad chase of impulse. Always another treasure or glory to attain. Always she needed more - more friends to keep with her. Very early on Sharalal began to cause ripples in the convoluted webs helf by greater Fey. She gained influence, though the power of rule was never really her goal. All she wanted was enjoy her friends and fly towards horizon on an airship. <br/><br/>Fly she did, to many horizons. Sharalal robbed them of treasure and whatever stroke her fancy. One airship grew to three. With the beginnings of a formidable power behind her those ripples of old had grown deep. Deep enough for the attention of one ancient defeated fae looking for his chance to climb back up on a seat of power. A young pirate captain favored by his kind and rising the steps of life towards heights as of yet unknown was a perfect tool. Or so it should have been. As she fell for the figure of an old mentor and father she never had time to know, he fell for her eccentric spirit. It became less about using her for his goals, and more about him trying to sculpt her into the greatest she could be. Little by little the old raids of fun and greed got left in the yesterday as the fey guided her of glory and riches beyond her dreams.<br/><br/>The Dread Fey Fleet’s captain’s rise to cosmic power was a dance of passion and greed of two intertwined, both feeding each other. Only sky was the limit, until it wasn’t. There were realms beyond the home plane to pillage and loot. They set sail for the greater out-there. Sharalal found her kin - like minded individuals whose desire for power could not be contained by a single plane or mortal morals. The Dread Fey Fleet fought many a battle alongside the overlords. Where others brought in magic, foresight, or might, she provided a massive navy. <br/><br/>It had to end of course, such was the fate of the overlords. Hers came with the being little by little chipped apart, and once it began to fall nothing could salvage the death spiral. Fey do not stay and linger with mortals they know to be lost cases. New friends left first, then the old. Sharalal’s ships became unmanned ghost vessels and ruins. Lastly to go was of course the one who had lifted her up to the skies. His magic held aloft her mighty capital ship, and when he said goodbye she plummeted down with it. Sharalal cursed her fate as waves dragged her down into some unnamed sea and light faded from her sight. Of course the loss of power was among her regrets, but most she would have just wanted to be once more with her mischievous Fey friends.</div></div><br/><br/>Ungrath awoke in the dark. She could not see nor hear. Around her hummed only the cold crushing depths of the Abyss. As a lowly Yugoloth spawn she was a tiny creature having to lug a skull on her back and slip inside in order to hide. She was very hungry and angry, forced to live in fear of larger creatures. However, there were others like her - tiny little creatures all scurrying about and moaning in their misery and world hatred. They plotted for power and had great plans to overthrow a slightly bigger abomination slightly deeper in the sea. As tiny as she was Ungrath’s words held a certain strange charisma to them, allowing her to make friends and quickly establish her position on top of the other tiny tentacles. She had found companions. Together they would rule the underseas, once Ungrath ate them all and absorbed their powers. Perhaps they could have aided her in life, but this way Ungrath was certain she would always be with them.<br/><br/>She quickly became a creature of some renown amongst Echinoloths and other lesser tentacled masses lurking the deeper crevices of the Abyss. They told of a twisted creature with power and hunger for more, as well as a taste for allies’ flesh. Somehow nothing ever seemed to quite sate her taste though. Not many were willing to stay by her side willingly, only those who she forced by brute strength or charmed with magic. There was a limit however to the might she could rise on her own, a secret she could not uncover no matter how hard Ungrath searched. She had to find a way out of the depths. There was something on the surface of the Grey Wastes that she had to find. Something, though she did not know where or what.<br/><br/>Thus, she turned to seek advice from a Night Hag coven for advice. As she had eaten all her friends Ungrath had little to bargain with aside from her servitude. For two hundred years she was to do the bidding of the Coven, it was agreed. Ungrath was sealed in the cauldron. Years they toiled tirelessly on the magic, their efforts motivated by the telepathic screams of pain haunting the vicinity of the cauldron. However, on the final year when Ungrath began to take form from the embryotic soup boiling within flashes of her powers began to manifest. The Night Hags did not predict their magnitude. Mighty aura of pressure crushed a Night Hag as they sacrificed Fey to empower Ungrath’s natural enchantment abilities. The remaining Hags managed to get the aura under control, but at a cost. The sacrifice was ruined and they had to keep fueling Ungrath more Fey lest the ritual would fail.<br/><br/>Years later she emerged as an Altraloth, her new form enlarged and bloated by powerful magics. A hideous blob of partially asymmetric gargantuan mass with tentacles and claws sticking out every which way. As if as mockery by the Gods themselves a slender humanoid figure of pale ghostly shade had formed to replace her monstrous face. Her first memory of the two hundred year servitude was not of frustration. After all, she had gained power far greater than that two centuries of eating could have granted her. Moreover when the night hags brought her a trio of screaming naiads she finally remembered what had been missing in her life. She played with them all night long, only taking them limb at a time, breaking them apart with illusions and teeth. These were the friends she had been missing. Although memories of her past life might never return pieces of herself began locking in place. Fey filled one large hole in her, but still something missed. Sometimes Ungrath would pause her task, only to stare towards the same spot in the horizon of the wastes. When she asked the Hags they told her there was nothing but ruins that way.<br/><br/>Towards the end of her servitude the Hags began to realize what monster they had awoken. She would consume them the moment the contract fell apart. In an effort to ascertain their own survival the court used Ungrath to collect many other Yugoloths and artifacts to boost the Night Hag’s life force. Ungrath was forced to help in creation of other Altraloths whose sole purpose was to protect the Hags from her. They created many a powerful imitation, but none in the same scale of power as a well fed Ungrath. When the moment came and the Hags expected for Ungrath to come eat them she didn’t.<br/><br/>Although power and hunger were her primary motivations there still slept something else, a calling for something greater. Ungrath found herself floating over the steps to a strange castle, tentacles kissing the ground below her. Somewhere in a flash of daydream given to her by the seer she had already seen the gnarled features of an ugly blinded obyrith before entering.<br/><br/><strong>Ungrath motivation</strong><br/>Ungrath is primarily motivated by the strange calling to join the court of the overlords reborn as well as by her insatiable hunger for Fey. She loves to capture and torment them and securing a steady supply of Fey is very important to her. Now that she has freed herself from the rule of the Night Hags Ungrath seeks to find a layer of the Abyss with deep oceans where she could settle and find a way to make connection into the Feywild and mortal planes for her minions to go hunt.</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ungrath, the Hunger of Depths</div><div class="spoiler_body"><div class="floatright">(https://i.imgur.com/AX6jKBs.jpg)</div><span class="bbc_size" style="font-size: larger;"><strong>Ungrah</strong></span><br/><br/><strong>Size/Type:</strong> Huge/Outsider   <br/><strong>Hit Dice:</strong>    16d8+224 (352 hp)<br/><strong>Initiative:</strong>    +13<br/><strong>Speed:</strong>       10 ft. (2 squares), swim 60 ft, flight 60 ft (good maneuverability).<br/><strong>Armor Class:</strong>    40 (-2 size, +8 Dex, +7+5 Natural, +4 armor, +8 Wis), touch 24, flat-footed 32<br/><strong>Base Attack/Grapple:</strong>    +16/+44<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Natural attack tables</div><div class="spoiler_body"><strong>Colossal:</strong> Tentacles 2d8+str, Bite 4d6+1.5*str, Unarmed Strike 2d6+str, Claws 2d8+str, Tail 4d6+str<br/>Fully buffed attack modifier +46, alpha strike average damage if all hit~574<br/><br/><strong>Gargantuan:</strong> Tentacles 2d6, Bite 2d8, Unarmed Strike 1d8, Claws 2d6, Tail 2d8<br/>Fully buffed attack modifier +49<br/></div></div><strong>Attack:</strong>    Tentacle +34 melee (2d4+20 plus slime) <br/><strong>Full Attack:</strong>    4 tentacles +35 melee (2d4+20 plus slime, plus 1 vile) 1 unarmed strike +35 melee (2d4+20 plus slime, plus 1 vile)<br/><strong>Space/Reach:</strong>    15 ft./20* ft. (Increased by a feat)<br/><strong>Special Attacks:</strong> Enslave, psionics, slime, Deadly Touch, Smite Good, Raging Blood, Deliberating Aura, Smite Good<br/><strong>Special Qualities:</strong> Aquatic subtype, darkvision 60 ft., mucus cloud, telepathy 300ft, mindsight 300ft, DR 20/magic and good, Spell Resistance 29, immune to enchantment spells and effects; acid; poison, Fast healing 5, Resistance to cold 10, electricity 10, and fire 10, Enhanced Attributes (Ex)<br/><strong>Spell like abilities:</strong> DC: 10 + Spell level + Cha(+12)+4<br/>At will--blasphemy, desecrate, detect magic, greater dispel magic, greater teleport, plane shift, telekinesis, unhallow, unholy aura, unholy blight, Charm person, Detect Good, <em>Enlarge Self (3rd level), Bite of The Wererat (3rd level)</em>, hypnotic pattern (DC 30), illusory wall (DC 30), mirage arcana (DC 31), persistent image (DC 31), programmed image (DC 32), project image (DC 33), veil (DC 32).<br/>3/day--Symbol of Persuasion, Magic Fang Greater (affected by extend spell 5th level), Beckoning Call (affected by Chain Spell metamagic 5th level)<br/>1/day--sleep, suggestion, emotion, lesser geas, hold monster, Mass invisibility, Suggestion; Mass, Rapture of the Deep (7th level), Giant Size (http://dnd.arkalseif.info/spells/complete-arcane--55/giant-size--550/index.html) (7th level)<br/>1/week--<br/><strong>Martial Maneuvers Known (Readied 4)</strong> (IL 9th, DC)<br/>-Pearl of Black Doubt (stance)<br/>-Shifting Defense (stance)<br/>-Action Before Thought<br/>-Feigned Opening<br/>-Mirrored Pursuit<br/>-Overwhelming Mountain Strike<br/>-Burning Brand<br/>-Counter Charge<br/>-Comet Throw<br/><strong>Meldshaping</strong> (DC: 10+essentia+Cha), Essentia capacity 3, Chakra Binds 1 (totem)<br/>Soulmelds 4:<br/>-Wormtail Belt <br/>-Ankegh Breastplate (shaped)<br/>-Girallon Arms (shaped &amp; bound to toem)<br/>-Dragon Tail (shaped)<br/><strong>Saves:</strong>    Fort +39, Ref +33, Will +37<br/><strong>Abilities:</strong>    Str 50, Dex 26, Con 38, Int 16, Wis 25, Cha 34<br/><strong>Skills:</strong> Bluff +31, Concentration +33, Diplomacy +38, Disguise +33, Intimidate +33, Knowledge Arcana +7, Knowledge Nature +7, knowledge Religion +5, Knowledge Planes +8, Listen +26, Sense Motive +26, Spellcraft +7, Spot + 26, Swim +46, Use Rope +27<br/><strong>Languages</strong> Aboleth, Abyssal, Aquan, Sylvan, Elven<br/><strong>Feats:</strong>    Skill Focus (Diplomacy), Improved Initiative, Multiattack, Improved Multiattack(1), Combat Reflexes(3), Vile natural attack(5), Mindsight(7), Improved Grapple(9), Improved Unarmed Strike(11), Scorpion's Grasp(13), Extended Reach(15), Dark Speech, Force of Personality(weakness), Power Attack(weakness)<br/><strong>Environment:</strong>    Somewhere very very deep<br/><strong>Organization:</strong>    Solitary<br/><strong>Challenge Rating:</strong>    16<br/><strong>Alignment:</strong> Chaotic Evil<br/><strong>Treasure:</strong>    <br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Anchoral Chain of the Abyss</div><div class="spoiler_body"><strong>Anchoral Chain of the Abyss</strong><br/>The Anchoral Chain of the Abyss is a huge spool of enormous rugged black chain links with two dark spikes jutting out from each link. Algae, barnacles, sea squirts and small mussels grow on its surface. It is a roughly 100 ft long bundle of thick Admantine chain rusted black for having laid so long in the Abyss. It was probably used to bind something down there in the bottom of some forgotten chasm before Ungrath stole and claimed it. She has since been using the chain as a weapon and it has soaked in her vile magical essence, growing further in power.<br/><br/>The Anchoral Chain of the Abyss function as a 100 ft loop of endless adamantine chain with +6 to all use rope checks. It constantly dribbles water whenever removed from the sea. In addition the chain doubles as magically enhanced hue adamantite spiked chain weapon of +1 with Shattermantle, Wrecker, Aptitude, Psychokinesis and Sudden Stunning weapon enhancements. The Chain also has Spellblade which protects the wielder against Greater Dispel Magic and Bestow Curse Greater.<br/><br/>Cost: 97050 gp (76100 gp, 10000 gp, 10800 gp, 150 gp)<br/>76100 gp: Huge Adamantite spiked chain +5 (Enhancement bonus +1, Shattermantle, Wrecker, Aptitude, Psychokinesis) and Spellblade (Greater  Dispel Magic, Bestow Greater Curse), Sudden Stunning.<br/>10000 gp: Spool of endless Adamantite chain. Chain cut off from the spool disappears like with spool of endless rope.<br/>10800 gp: +6 to use rope.<br/>150 gp: Everfull mug</div></div><br/>Adamantine dagger, Token of Daily Polymorph (1/day polymorph, word activate), 3 Collars of Inescapable Location (function as Amulet of Inescapable Location), Bag of Holding type IV, 2548 gp in gems, pearls, and jewelry objects (most of them have barnacles or blood on them), Fiendslayer crystal; lesser, Truedeath crystal; lesser<br/><br/><strong>Combat</strong><br/><br/><strong>AC Bonus:</strong><br/>Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.<br/><br/><strong>Auras (Ex)</strong> <br/>The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.<br/><br/>Projecting an aura is a swift action (see Chapter 2: Magic). The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.<br/><br/>Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.<br/><br/>Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.<br/><br/>All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.<br/><br/><em>Minor Auras known:</em><br/>-Force of Will: Bonus on Will saves.<br/><em>Major Aura known:</em><br/>-Motivate Attack<br/><br/><strong>Aura of Evil (Ex)</strong><br/>The power of a paladin of slaughter’s aura of evil (see the detect evil spell) is equal to her paladin of slaughter level, just as with the aura of a cleric of an evil deity.<br/><br/><strong>Astral Projection (Su)</strong><br/>Any Archfiend 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/><strong>Deadly Touch (Su)</strong><br/>Beginning at 2nd level, a paladin of slaughter can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level × her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin’s Cha modifier+4) to halve the damage dealt. Alternatively, a paladin of slaughter can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin’s lay on hands ability.<br/><br/><strong>Divine Grace (Su)</strong><br/>At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.<br/><br/><strong>Discipline Focus (Ex) (natural attack tentacle?):</strong><br/>Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline.<br/><br/><strong>Enslave (Su)</strong><br/>Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 30 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.<br/><br/><strong>Fast Healing (Ex)</strong><br/>A monster of legend regains lost hit points at the rate of 5 per round.<br/><br/><strong>Psionics (Sp)</strong><br/>At will—hypnotic pattern (DC 30), illusory wall (DC 30), mirage arcana (DC 31), persistent image (DC 31), programmed image (DC 32), project image (DC 33), veil (DC 32). Effective caster level 16th. The save DCs are Charisma-based.<br/><br/><strong>Raging Blood (Su)</strong><br/>Choose whether the monster of legend has acid, fire, or electricity in its blood. Each time damage is dealt to the creature with a piercing or slashing attack, its blood sprays outward in a 5-foot cone, dealing 1d4 points of acid damage to all within range (no saving throw). A monster of legend is not harmed by its own blood.<br/><br/><strong>Enhanced Attributes (Ex): </strong><br/>The save DC for each of the monster of legend's special attacks, spells, and spell-like abilities increases by +4.<br/><br/><strong>Slime (Ex)</strong><br/>A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 36 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is constitution based.<br/><br/>A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.<br/><br/><strong>Smite Good (Su)</strong><br/>Once per day, a paladin of slaughter may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin’s ability to smite evil, including increased daily uses as the paladin of slaughter gains class levels.<br/><br/><strong>Totem’s Protection:</strong><br/>At 3rd level you gain +4 bonus on saving throws against the supernatural abilities of magical beasts.<br/><br/><strong>Mucus Cloud (Ex)</strong><br/>An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 36 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.<br/><br/><strong>Wild Empathy (Ex):</strong><br/>As the druid class ability. You gain +4 on wild empathy checks made to influence reactions of magical beasts of the same kind as beast associated with the soulmeld bound to your chakra.<br/><br/><strong>Quick to Act (Ex):</strong><br/>You gain a +1 bonus on initiative checks.</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ungrath’s Altraloth Upgrades</div><div class="spoiler_body"><span class="bbc_size" style="font-size: larger;"><strong>Ungrah</strong></span><br/>Aboleth (HD 8 CR 7), Monster of Legend (CR+2), Prodigy (Strength CR+0) Half-Fey (CR+1), Paladin of Slaughter (HD 2 CR 1), (Totemist HD 4 CR 2), Swordsage (HD 2 CR 1), (Yogoloth)<br/><strong>Additional Spell-Like Abilities</strong><br/>   At-will - <em>Enlarge Self (3rd level), Bite of The Wererat (3rd level)</em><br/>   3/day - <em> Magic Fang Greater (affected by extend spell 5th level), Beckoning Call (affected by Chain Spell metamagic 5th level), Symbol of Persuasion</em><br/>   1/day - <em>Rapture of the Deep (7th level), Giant Size (http://dnd.arkalseif.info/spells/complete-arcane--55/giant-size--550/index.html) (7th level)</em><br/><br/><strong>Summon (type) (Sp):</strong> Once per day, an Ungrath may summon other creatures that share a type or subtype with her. 1 Half-Fiend Kraken (HD 20, Huge) or 1d6+2 Echinoloth. This ability functions as a 9th-level spell.<br/><br/><strong><em>Fey Hunger(Ex)</em></strong><br/>Ungrah’s magically infused body is sustained by the fresh flesh of Fey and Fae related creatures (elves will do in a pinch). She needs to consume half her HD worth of Fey creatures per day. No other sustenance nourishes her. However, Ungrah’s body can gorge on an excess of Fey, storing up to her HD worth of Fey HD and thus able to stave off the consequences for a while. <br/><br/>Once hungry Ungrah will not starve normally, but rather takes one unresisted temporary negative level per day of hunger until only 5 HD remain, and suffers as follows: <br/>-Day 1: Lose access to Demon Lord template granted special attack.<br/>-Day 3: All innate healing and regeneration abilities are slowed down and are per hour instead of per turn.<br/>-Day 5: Innate healing and regeneration abilities are slowed down by one day. Base flight, walk, and swim speed are halved. <br/>-When Ungrah has only 5 HD remaining she has a 75% chance to enter forced slumber. Ungrah can test again every day to see if she wakes up.<br/><br/>Ungrah can recover from her starved form by consuming her daily portion Fey, but after being so hungry it takes one day to digest and recover.<br/><br/><strong><em>Depths Dried (Ex)</em></strong><br/>Damage or spells that deal with deccidation, such as horrid wilting, bypass all of Ungrath’s spell and damage resistances.<br/><br/><strong>Heart of the Depths (Su)</strong><br/>Deeper within Ungrath's aura she carries the heart of the Abyssal depths. This aura is 60 ft and centered on Ungrath but works only underwater. The water pressure causes damage to creatures not accustomed to deep underwater environments (whales, krakens, aboleth, etc.) Fort DC 10+1/2HD+con for (1/2HD)d6 damage upon entering the zone and on every subsequent turn that the creature remains within the zone. In addition Heart of the Depths extends a supernatural effect that prevents magical freedom of movement from shielding creatures against the effects of Stolen Sea.<br/><br/><strong>The Stolen Sea (Su)</strong><br/>Ungrath drags a piece of an Abyssal layer's ocean around her. Sounds are slightly dulled around her as if under the sea. The 100 ft area centered around Ungrath is treated as underwater and Aquatic terrain for all intents and purposes. Edge of the aura counts as the surface of the water. Ungrath herself is unhindered by the Aquatic terrain.<br/><br/><strong>Deep Luminescence (Su):</strong><br/>As a free action, Ungrath can ignite a series of small iridescent lights on her body, producing brilliant patterns of dancing, shimmering light. When this ability is activated, the 5-foot square in the front section of her body is illuminated, with shadowy illumination stretching for an additional 5-foot radius. However, the effect also suppresses other light in a 60 ft radius, covering it in magical darkness (the illuminated area remains visible even through the darkness). When activated this ability increases the DC of Ungrath's enchantment spell-like abilities by 3 and allows them to function on creatures otherwise immune to them. However, Deep Luminescence does not affect constructs, undead, or mindless creatures.</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ungrath’s friends and enemies</div><div class="spoiler_body">Ungrath has had time to anger great many Fey for consuming so many of them. Fey courts both fear and hate her, though have not thus far been able to lay a proper ambush for her since she appears and disappears in the vast depths of seas and large lakes only. <br/><br/>The Night Hags all fear her as they fear any Altraloth whose contract has expired. Ungrath has an unsteady relationship with her former Hags, neither side really knows where their relationship stands and whether they should simply try kill each other to save themselves later trouble.</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Plot Powers and other random upgrades</div><div class="spoiler_body"><strong>Change Shape:</strong> <br/>Able to take physical form of person who you were before. As you take said form, you registers on divinations as said person in species/alignment wise (not even as outsider). You retain stats, immunities, resistance and other passive abilities and powers and any class feature mimicking power (example taken spell casting as special attack as Archfiend). However your spell-alike abilities (from base monster, templates and archfiend template) and any other special attacks or mobility is suppressed while in the alternative form. But this form can fool everyone and they cannot see through it unless they got divine ranks (are gods basically) or other Archfiends.<br/><br/><strong>Sinking Galley:</strong><br/>Ungrath gains ability to conjure a massive pirate ship of her own design at-will. Statically ship can hold 200 soldiers, 80 crew members and has two ballistas on both sides in front, single catapult in back deck and on each side six gunpowder cannons and can hold 160 tons of cargo. Ship functions entirely without crew (replaced by haunting spirits of Ungrath's mortal life crew members) and all ship's weapons can be automated to be controlled by the ship which has same BAB+Dex mod for attacks as Ungrath herself has (each weapon can be fired once as full round action in Ungrath's part where as single weapon system can be operated as free action Ungrath's part). Weapons individually roll 1d4 for reload time and ship holds infinite amount of ammunition. Ship can travel on waters of Abyss, Hades, hell and Nilfeim. Also through these cursed waters it can plane shift to any plane where is water. Ship also can submerge and form air sustaining bubble around it (but it provides no vision to surroundings so other senses need used for that).<br/><br/>Aspects can conjure smaller ship (only cannons in flanks and 80 tons of cargo and half of soldier and crew capacity) which cannot submerge, plane shift and needs actual crew to run and ammunition is not unlimited. Conjured ships remain existing until dismissed and cargo if any will then fall into whatever waters or space the ship was on. despite conjured nature the ship cannot be dispelled and it's always same ship whenever it appears and any damage it sustained before dismissal has disappeared when it's summoned again.</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ungrath’s Aspects</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Lure</div><div class="spoiler_body">The Lure is the beautiful aspect of Ungrath. She is the face in the depths that beckons for you to dive. She is more slender than rest of the aspects of Ungrath and her humanoid part more alluring, but her tentacles are no less deadly. Lure is also the helpful aspect of Ungrath, able to provide support to the rest and other allies she makes.<br/><br/><strong>Special Abilities/Qualities</strong><br/><br/><strong>Spell like abilities:</strong> DC: 10 + Spell level + Cha(+8)<br/>At will--Charm person<br/>3/day--Charm Monster<br/><br/><strong>Auras (Ex)</strong> <br/>Projecting an aura is a swift action (see Chapter 2: Magic). The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.<br/><br/>Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.<br/><br/>All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.<br/><br/><em>Minor Auras known:</em><br/>-Force of Will: Bonus on Will saves.<br/>-Demand Fortitude: Bonus on Fortitude saves.<br/><em>Major Aura known:</em><br/>-Motivate Attack<br/><br/><strong>Feat:</strong> Skill Focus (Diplomacy)</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Lull</div><div class="spoiler_body">The Lull is perhaps the most evil of Ungrath’s aspects. She is the one who toys with those caught in her tendrils or beneath the depths. She keeps things alive in places they should not survive. In practice she can enslave lesser creatures to serve her and the other aspects in their plots.<br/><br/><strong>Special Abilities/Qualities</strong><br/><br/><strong>Enslave (Su)</strong><br/>Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 22 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.<br/><br/><strong>Mucus Cloud (Ex)</strong><br/>An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 23 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.<br/><br/><strong>Feat:</strong> Multiattack</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Dark</div><div class="spoiler_body">The Dark is the hidden aspect of Ungrath. Though she walks boldly beyond the depths there is a deep part of her that desire for their comforting silence. The Depths is slow to act and relies mainly on lying in the shadows and waiting for when it is needed. When urged to action it is capable of wielding powerful illusions.<br/><br/><strong>Special Abilities/Qualities</strong><br/><strong>Spell like abilities:</strong> DC: 10 + Spell level + Cha(+8)+4<br/>At will--hypnotic pattern<br/>3/day Mirage Arcana<br/><br/><strong>Enhanced Attributes (Ex): </strong><br/>The save DC for each of the monster of legend's special attacks, spells, and spell-like abilities increases by +4.<br/><br/><br/><strong>Feat:</strong> Multiattack</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Depths</div><div class="spoiler_body">The Depths embody a crushing despairing aspect of Ungrath. They are her worldhate and desire to strange everything. The feminine body portion of this aspect is hideously twisted and lacks all beauty and charm. The Depths are the aspect that mainly aids other aspects when something must be killed. However, the Depth are also able to turn into a humanoid body and effectively playing the part of an elf captain with gifts to shape her Incarnum.<br/><br/><strong>Special Abilities/Qualities</strong><br/><strong>Meldshaping</strong> (DC: 10+essentia+Cha), Essentia capacity 1, Chakra Binds 1 (totem)<br/>Soulmelds 2:<br/>-Ankegh Breastplate (shaped)<br/>-Girallon Arms (shaped &amp; bound to toem)<br/><br/><strong>Change Shape:</strong><br/>Able to take physical form of person who you were before. As you take said form, you registers on divinations as said person in species/alignment wise (not even as outsider). You retain stats, immunities, resistance and other passive abilities and powers and any class feature mimicking power (example taken spell casting as special attack as Archfiend). However your spell-alike abilities (from base monster, templates and archfiend template) and any other special attacks or mobility is suppressed while in the alternative form. But this form can fool everyone and they cannot see through it unless they got divine ranks (are gods basically) or other Archfiends.<br/><br/><strong>Feat:</strong> Multiattack</div></div><br/><br/><strong>Aspect of Ungrath</strong><br/><strong>Size/Type:</strong>  Huge outsider (extraplanar, evil, yugoloth)<br/><strong>Hit Dice:</strong> 8d8+72 (136 hp); Fast Healing 5, Varies (see the aspects)<br/><strong>Resist:</strong> 10  acid 10 and cold 10<br/><strong>Immunity:</strong> Poison, Acid<br/><strong>Languages:</strong> Aboleth, Abyssal, Aquan, Sylvan, Elven <br/><strong>Initiative:</strong> +5<br/><strong>Speed:</strong> 10 ft, 60'ft swim, 60’ft flight (good)<br/><strong>Armor Class:</strong> 24 (+3 Dex, -2 size, +13 natural armor), touch 11, flat-footed 21<br/><strong>Base Attack/Grapple:</strong> +8/+30<br/><strong>Attack:</strong> Tentacle +20 melee (1d6+14 +1 vile) Varies (see the aspects)<br/><strong>Full Attack:</strong> 4 tentacles +20 melee (1d6+14 +1 vile) Varies (see the aspects)<br/><strong>Space/Reach:</strong> 15 ft./10 ft.<br/><strong>Special Attacks:</strong> Varies (see the aspects)<br/><strong>Special Qualities:</strong> Varies (see the aspects), DR 10/good, Telepathy 300'ft, Mindsight 300’ft, Darkvision 60’ft<br/><strong>Saves:</strong> Fort +15, Ref +11, Will +10<br/><strong>Abilities:</strong> Str 38, Dex 20, Con 29, Int 12, Wis 18, Cha 26<br/><strong>Skills: </strong>Bluff +18, Concentration +19, Diplomacy +3, Disguise +20, Knowledge Planes +5, Listen +15, Spellcraft +5, Spot +15, Sense Motive +5, Swim +29, Use Rope +16,<br/><strong>Feats:</strong> Dark Speech (1), Mindsight (3), Vile Natural Attack (5), Varies (see the aspects)<br/><strong>Environment:</strong> Somewhere Very Deep<br/><strong>Organization:</strong> Solitary<br/><strong>Challenge Rating:</strong> 7<br/><strong>Alignment:</strong> Chaotic Evil<br/><strong>Treasure:</strong> Varies<br/><br/><strong>Summon (type) (Sp):</strong> Once per day, an Ungrath’s Aspects may summon mezzoloth or 1d3 canoloths with a 40% chance of success.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Upgrade plans and notes for GM</div><div class="spoiler_body"><strong>Character mechanics concept:</strong> Ungrath's core concept is based roughly on angler fish, though exaggerated to Demon Lord proportions. She has illusions and enchantment effects to lure the prey close or to walk among them unseen and ambush them! Sometimes they are also used to just fuck around with puny creatures and mess with others. In combat she is supposed to be a huge hard to kill blob that controls the area around her with a fearsome amount of tentacles and other natural attacks that are hard to avoid, hit hard, and grapple the opponent. Anything that makes her better at either of these directly or indirectly would be great.<br/><br/><strong>Current weaknesses:</strong> - Ungrath has several weaknesses. Some of them could perhaps be amended later or during the game with upgrades, but a few might as well be left there to facilitate group play instead of having her be better off as a solo actor. Such group play weaknesses are highlighted with a *<br/>-Ungrath has somewhat weak spell variety.*<br/>-She cannot really deal with incorporeal opponents or ranged opponents that are very fast.<br/>-Reliant on saves against magic. Ungrath does not have many immunities.* (would rather have her get a save against everything than to make her immune against all the fun magic effects there are)<br/>-Limited vision powers. She cannot see enemies concealed by magic too easily. (Fixed by a single lvl 6 wizard spell)<br/>-Limited knowledge skills. Ungrath reacts to things with gut instinct and though that is enhanced by pirate luck she may struggle against complex magics such as combination of antimagic zones with wall of force or prismatic walls.*<br/>-Partially reliant on magical and supernatural effects. Dispel and antimagic things make Ungrath much less formidable very quickly. <br/>-Her stealth relies entirely on glamer/illusion and social stealth. Ungrath is too large to be sneaky sneaky.*<br/><br/><strong>Planning to obtain:</strong><br/><strong>-Amulet of Mighty fists +5</strong>: Additional properties that would be fun: Anchoring or Greater Anchoring, Morphing (if this works on unarmed attacks o.O), Seeking, <br/>-1 level of Lion Totem Barbarian to get Pounce<br/>-More swim and flight speed<br/>-More size<br/>-Get some magic items: (Titan Grip gloves or some such) <br/>-Access to following spells/magic effects through item, ally, etc. Wraithstrike (wiz/sor 2), Ghost touch weapon/armor to turn nat armor and armor into ghost touch armor, Greater Magic tatto (wiz 2), Bite of the Werebear, Greater Heroism (wiz 6), Mind Blank (wiz 8), Sheltered Vitality (cleric 3, druid 4)<br/><br/><strong>Possible templates to acquire</strong><br/>Greenbound Creature CR+2 (http://www.realmshelps.net/monsters/templates/greenbound.shtml) - Ungrath gets some kelp growing on her :P<br/>Wendigo CR+2 (http://www.realmshelps.net/monsters/templates/wendigo.shtml) - Some fun Su abilities and decent upgrades all in all. <br/><br/><strong>Ungrath IC ideas</strong><br/>-Spread an upgraded version of Aboleth curse that makes people need to visit the water. A demonic and contagious version. Could be considered Ungrath's mark or blessing of the Depths among twisted cultists.<br/><br/>-Make a bunch of evil pirates worship Ungrath and sacrifice fey souls to her for her favor. She'll be a pirate demon/deity/thingy 8D!<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ungrath's Domain (20space)</div><div class="spoiler_body"><strong>Sunken Tavern</strong> - 6 space:<br/>Right after you enter Ungrath's place you step up some stairs and come here. There's tables, seats, some demonic bardic instruments on a small stage, and a counter with variety of souls, bloods, and other vitae bottled there. All is illuminated by gently bobbing lights of bottled angler fishes with human faces. It's a sunken tavern with the wooden surfaces and such rotting off, with poisonous algae on them, demonic barnacles (they have snappy little mouths), fiendish clams (even snappier!), and generally signs of being sunk just littering whole space. However, hints of former glamour are present in the metal frames of paintings and mirrors covered by patina and in the elaborate design of the furniture and crystal-ware. It's a very glamorous sunken tavern! And indeed Ungrath will have drenched the place with all manner of glamour to make it seem so. To someone who cannot pierce her illusion (DC 32 Will) it will look, feel, and smell as if the tavern is straight out of the back of her former capital ship. Gold painting on the richest dark woods cut straight from the feywilds, clean tables, and beautiful chandeliers.<br/><br/>OOC: The bar is under Forbiddance against Good creatures and Unhallow with following effects: aid, bane, bless, death ward, detect magic, detect good, dimensional anchor, discern lies, dispel magic, invisibility purge, protection from energy, remove fear, resist energy, tongues, and zone of truth. The spells apply their effects to Ungrath's allies and enemies respectively. She has marked her fellow archfiends and their minions as allies. Everyone else is an enemy unless she designates them as prisoner.<br/><br/>-In the tavern are many everfull mugs disguised as glamorous gold and crystal goblets. They produce all manner of alcohols and drinks on demand. On the shelf behind the bar counter are more exotic drinks that magic cannot reproduce though the shelf is thus far mostly empty. The shelf is guarded by a wall of force and a set of enchantments that make stealing from it difficult.<br/><br/><strong>Ungrath's Lair - 14 space: </strong><br/>What's more beyond those rotting (or gold painted depending on what you look) pillars that frame the tavern there is water. Huge transparent wall of force panels make windows on all sides - walls and the ceiling. Beyond them bubbles a stranger world. There, you can see a sort of warp design of the Castle combine with whatever forgotten depths Ungrath herself rose from: A sunken canyon or a ravine. The tavern lies at the very bottom of the huge cave. Out there it's dark so it's hard to see, but there are remains of a ship, huge cages, chests, and such. In addition smaller crevices and holes all around where Ungrath might hide her loot. For those again who are taken in by glamour there would be illusions of beautiful fey-like mermaids and merboys swimming in the water, cooing any onlookers and playing friendly. tricks on them (DC 33 Will illusions).<br/><br/>OOC: So first a big sunken tavern with air in it and then proper underwater cave of enormous proportions around/above it. Forbiddance does not cover the bar itself, but only the underwater portion unless the bar becomes flooded. Ungrath can control the walls of force that block water flow and pressure at will and flood it when she so pleases. These cursed waters crush with force of the ocean depths and bestow a greater curse upon those who enter that cause them to experience abandonment and solitude and feel as if they have been betrayed (curse gnaws at the target's willpower). Once the curse finally settles in another greater curse begins to twist those feelings and weave them into the target's physical form, slowly warping them into hideous aquatic demons. The area is also unhallowed and covered by the full range of Ungrath's unhallow buffs and debuffs. However, in the water these buffs affect Ungrath only and debuffs affect everyone.<br/><br/>In her lair are also several oddities:<br/>-A spring that leaks black water which gives its drinker regeneration and affects them with restoration.<br/>-There some magical chains in the water that affect the imprisoned as if they had been touched by transformation of the deeps spell. The shackles themselves are magically and Dark Speech reinforced adamantite dimensional and antimagic shackles.</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Changelog</div><div class="spoiler_body">18.2.2018 - Changelog added<br/>20.2.2018 - Corrected skill points, Ungrath had too little<br/>22.2.2018 - Ungrath had one minor aura too many. She was also missing languages.<br/>24.2.2018 - Prodigy template added. Also added the at will spells all archfiends get.<br/>25.2.2018 - Added Plot Powers granted by GM. HP was also incorrect.<br/>27.2.2018 - Edited deep slumber.<br/>13.3.2018 - Added Ungrath's Domain in the castle<br/>23.3.2018 - Anchoral chain, attack, and ability changed as well as a weakness feat (Approved by GM)</div></div>