Aerophobos, The Doom In The Darkness
4HD Shadow Creature Sylph Monster of Legend Nightmare Spinner 3/Shadowcraft Mage 5/Shadowcrafter 3/Shadow Adept 1 Size/Type:
Small Outsider (Chaotic, Evil, Ta'nar'ri)Hit Dice:
16d8+128-1 (199 hp)Initiative:
45 ft. (9 squares), Fly 135 ft.Armor Class:
36 (+8 Dex, +1 size, +17 natural), touch 19, flat-footed 28Base Attack/Grapple:
Runestaff of Cosmic Magic +24 melee (1d6+10/x2)Full Attack:
Runestaff of Cosmic Magic +24/+19/+14/+9 melee (1d6+10/x2)Space/Reach:
5 ft./5 ft.Special Attacks:
Embodiment of Terror, Frightful Presence, Inspire Fear, Nightmare Phantasm, Spells, Spell-Like Abilities, Spirit Chill, Summon Elemental, Wild EmpathySpecial Qualities:
Anathema to the Light, Bonus Spells, Cloak of Shadows, DR 20/Cold Iron, Epic, and Good, Enhanced Shadow Magic, Extended Illusion, Evasion, Fast Healing 2, Flesh of Living Shadow, Immunities, Innate Magic, Reflective Skin, Resist Acid 10, Resist Fire 10, Resist Cold 15, See In Darkness, Shadow Blend, Shadow Illusion, Shadow Feats, Shadow Mien, Spell Resistance 29, Telepathy 300ft., Tenacious Illusions, Unnatural AuraSaves:
Fort +23, Ref +23, Will +21Abilities:
Str 22 (+6), Dex 26 (+8), Con 27 (+8), Int 20 (+5), Wis 22 (+6), Cha 35/41, (+12/+15)Skills:
Bluff +31, Concentration +27, Disguise +33, Hide +29, Intimidate +33, Knowledge: Arcana +24, Knowledge: The Planes +24, Listen +27, Move Silently +27, Sense Motive +27, Spellcraft +24, Spot +27, Use Magic Device +31Feats:
Spell Focus (Illusion), Fel Frighten Spell, Practical Metamagic (Fel Frighten Spell), Rapid Metamagic, Arcane Thesis (Silent Image), Heighten Spell, Residual Metamagic, Shadow Weave Magic, Improved Initiative(B), Multiattack(B), Greater Spell Focus (Illusion) (B), Dark Speech (B), Tenacious Magic (B), Insidious Magic (B), Pernicious Magic (B)Environment:
A chaotic evil-aligned planeOrganization:
Chaotic Evil Treasure:
This jet-black darkwood staff is lined with dozens of magical runes, from large to indescribably tiny, and carries within it a staggering amount of malleable magical energy. It provides Aerophobos with a continuous +6 enhancement bonus to Charisma, and can be wielded as a +1 Quarterstaff of Warning. In addition, it functions as a runestaff with the following attuned spells, each of which can be cast out of one of Aerophobos's own spell slots as per a normal runestaff 3/day unless otherwise indicated. Each listed spell indicates its printed source, and if found on a non-Sorcerer arcane spell list, the list in question. Aerophobos can automatically succeed on the required Use Magic Device checks to emulate those classes to activate his staff.
9th Time Stop 1/day (PHB) = 16,200
8th Mind Blank 1/day (PHB) = 6400
7th Death By Thorns (Corrupt, BoVD) = 9800
6th Anticipate Teleportation 1/day (Spell Compendium) = 3600
4th - Restoration (Knight of the Weave, Champions of Valor ) = 3200
4th - Greater Bestow Curse (Demonologist, Book of Vile Darkness) = 3200
4th - Cure Critical Wounds (Bard, PHB) = 3200
3rd - Death Ward (Dread Necromancer, Heroes of Horror) = 1800
3rd - Greater Dispel Magic (Trapsmith, Dungeonscape) = 1800
3rd - Touch of Juiblex (Corrupt, BoVD) = 1800
3rd - Cure Serious Wounds (Bard, PHB) = 1800
2nd - Arcane Eye (Trapsmith, Dungeonscape)= 800
2nd - Resilient Sphere (Trapsmith, Dungeonscape) = 800
2nd- Resist Energy (PHB) = 800
1st - Lesser Restoration (Knight of the Weave, Champions of Valor) = 200
1st - Haste (Trapsmith, Dungeonscape) = 200
1st- Seething Eyebane (Corrupt, BoVD) = 200
1st - Cure Light Wounds (Bard, PHB) = 200
Combines a Blood Claw Choker (Magic Item Compendium) and an Amulet of Fearsome Might = 11,000
Amulet of Fearsome Might (Dragon Magazine, Issue 332, Page 70). Doubles the radius of the wearer’s innate frightful presence, and increases the DC to save against it by +2. In addition, any spells (or spell-like abilities) with the [Fear] descriptor cast by the wearer have their DC increased by +2. It doesn’t stack (explicitly) with the feats Spell Focus or Greater Spell Focus. This item has a CL of 7, costs 11,100 g.p, weighs 1 lb. and takes up the throat slot.
1x Wand of Magic Missile (CL 1st)
Combat tactics and abilities here.
Embodiment of Terror (Unique) (Ex):
Aerophobos does not simply live fear, or project fear - he is fear, and forcing others to experience that fear is one of his most potent defenses. Any spells or abilities he possesses with the [Fear] descriptor or otherwise called out as being fear effects have their save DCs increased by 2 (stacking with Spell Focus), and such effects are potent enough to affect even targets otherwise immune to fear, though they still receive any saving throw to resist the effect. Only a target whose Hit Dice exceeds his Caster Level by 4 or more is immune to Embodiment of Terror.Frightful Presence:
When Aerophobos makes a threatening, echoing whisper, it inspires terror in all creatures within 40 feet that have 16 or fewer Hit Dice. Each potentially affected opponent must succeed at a DC38/41 Will save or become shaken—a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to that monster of legend’s frightful presence for 24 hours.Inspire Fear (Su):
15 times per day, Aerophobos can create a mind-affecting fear effect that makes a living creature within 30ft. ill at ease. The target becomes shaken for 3 rounds, or 2 rounds if they succeed on a DC31 Will Save. Multiple uses of this ability on the same creature don't stack.Nightmare Phantasm (Su):
Up to 15 times per day when Aerophonos casts a figment or glamer spell, he can choose to weave a thread of nightmare phantasm into it as a free action. The spell gains the phantasm descriptor. Each time any enemy attempts a Will save to disbelieve the affected illusion spell, a tiny portion of the spell transforms into a phantasm effect that targets that enemy. The enemy becomes shaken for 1 round (no save). This ability has no other effect on the original spell's duration or effectiveness. No creature can be affected by this nightmare phantasm ability more than once in a 24-hour period. This is a mind-affecting fear effect.Spells:
Aerophobos casts spells as a 19th level sorcerer. Save DC is equal to 25+Spell Level, with an additional +6 if the spell has the [Fear] descriptor, +3 to all Illusion spells, and +1 to all Enchantment or Necromancy spells. Illusions, Enchantments, and Necromancy spells receive a +1 bonus on checks vs. spell resistance. Evocations and Transmutations suffer a -1 penalty to caster level for all purposes.
9th (6/day)- Wish, Shapechange
8th (8/day) - Greater Arcane Fusion (CM), Greater Celerity (PHB2), Veil of Undeath (SpC)
7th (9/day) - Arcane Spellsurge (DrM), Limited Wish, Avasculate (SpC)
6th (9/day) - Imperious Glare, Fiendish Quickening (BoVD), Aura of Terror (SpC)
5th (9/day) - Arcane Fusion (CM), Spiritwall (SpC), Persistent Image, Greymantle (SpC)
4th (9/day) - Assay Spell Resistance (SpC), Wings of Flurry (RotD), Greater Mirror Image (PHB2), Dimensional Anchor
3rd (10/day) - Heart of Water (CM), Mass Snake's Swiftness (SpC), Spell Vulnerability (SpC), Dolorous Blow (SpC)
2nd (10/day) - Wings of Cover (RotD), Create Magic Tattoo (SpC), Resist Energy, Shadow Mask (SpC), Ray of Stupidity (SpC)
1st (10/day) - Nerveskitter, Magic Missile, Silent Image, True Casting (CM), Ebon Eyes (SpC)Spell-Like Abilities (CL16th):
At-Will - astral projection, blasphemy, blacklight, desecrate, detect good, detect law, fear, greater dispel magic, greater invisibility (self only), greater teleport, plane shift, polymorph (self only), telekinesis, unhallow, unholy aura, unholy blight
3/day - armor of darkness, spiritwall, symbol of fear
1/day - permanent image, simulacrumSpirit Chill (Su):
Creatures affected by one of Aerophobos's fear effects take nonlethal damage as well, depending on the potency of the fear created. Any creature that is shaken takes ld6 points of nonlethal damage. A creature that becomes frightened takes 2d6 points of nonlethal damage, while a creature that becomes panicked takes 3d6 points of nonlethal damage.Summon Elemental (Sp):
Once per day, Aerophobos can summon an advanced (32HD) elder air, earth, fire, or water elemental with the Demonically Fused Elemental
template applied to it. This is the equivalent of a 9th level spell.Wild Empathy:
Aerophobos can attempt to improve the attitude of an animal, as if making a diplomacy check. This requires the same amount of time as needed to use Diplomacy on a humanoid, but Aerophobos rolls 1d20+26 to determine the check result, including the penalty from his Unnatural Aura. He may attempt to use this ability on a Magical Beast with an Intelligence score of 1 or 2 at a -2 penalty.
Anathema to the Light )Unique) (Ex): Just as Aerophobos is burned by the touch of light, his magic is similarly infused with shadow and suffers when exposed to light. All of his spells and spell-like abilities are considered to have the [Darkness] descriptor for the purpose of being countered or dispelled by a [Light] spell of equal or higher level. This is an exception to the usual rule that spell-like abilities cannot be countered as they are cast.
When exposed directly to natural sunlight or cast in natural sunlight, not merely a Daylight spell, all of Aerophobos's spells suffer a -4 penalty to their caster level, and all opponents receive a +4 circumstance bonus on saving throws versus those spells.
Bonus Spells (Ex): Aerophobos gains one extra spell slot of each level, that can only be used to cast an Illusion spell.
Cloak of Shadow (Su): As a free action, Aerophobos can wrap his body in shifting shadows, granting him a 40% miss chance against all attacks directed at him until he dismisses the effect. Any creature capable of seeing through magical darkness can ignore this miss chance, as can any creature under the effects of True Seeing. While this effect is active, Aerophobos can make Hide checks as if he had concealment. Cloak of shadow doesn’t function in daylight, and it is the equivalent of a 3rd-level [darkness] effect for the purpose of interacting with light spells.
Enhanced Shadow Magic (Su): The strength of the effects created byAerophobos's shadow conjuration, shadow evocation, greater shadow conjuration, greater shadow evocation, and shades spells increases by 30%. That is, these spells are an additional 30% likely to affect disbelieving creatures and deal 30% more damage.This bonus also applies to figment spells transformed into shadow spells via the shadow illusion power (see above).This ability combines the effects of Enhanced Shadow Conjuration, Enhanced Shadow Evocation, and Powerful Shadow Magic into one ability for ease of reading, and is already included in Shadow Illusion below.
Evasion (Ex): Whenever Aerophobos makes a successful Reflex save against an attack that deals half damage on a successful save, he instead takes no damage. This ability can only be used when he is wearing light or no armor, and when he is not helpless.
Extended Illusion (Ex): The duration of any illusion spell or spell-like ability Aerophobos uses is doubled, as if affected by Extend Spell. This does not change the casting time or spell level, and stacks with the actual Extend Spell feat if it is applied.
Flesh of Living Shadow (Ex): Aerophobos has taken the essence of shadow and darkness into his bodily form, partially transmuting him into a being of living shadow. He retains his corporeal form, but is extremely sensitive to certain forms of light. Any weapon with the Brilliant Energy quality automatically bypasses his Damage Reduction, in addition to its normal effects. Additionally, any weapon capable of giving off light as a torch (approximately 30% of magic weapons, by default) functions as a Bane weapon versus Aerophobos, gaining an additional +2 enhancement and +2d6 bonus damage. This does not stack with the Bane (Outsiders) enhancement, but does apply to Brilliant Energy weapons in addition to the effects above.
Immunities (Ex): Aerophobos is immune to electricity damage, fear effects, and poison.
Innate Magic (Unique) (Ex): Aerophobos's sorcerous abilities have become a part of his very being, to a truly fundamental level. He casts his sorcerer spells as if they were spell-like abilities, requiring no verbal, somatic, or other components. Extremely powerful spells may have certain limitations on what components can be ignored.
Reflective Skin (Su): Aerophobos is permanently protected by a constant Spell Turning effect.
See In Darkness (Su): Aerophobos can see perfectly in any kind of normal or magical darkness.
Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Shadow Illusion (Su): Aerophobos is able to infuse some of his figments (see the list
below) with material from the Plane of Shadow, making them partially real. The subschool of these spells changes from figment to shadow. Aerophobos can use the altered spell to mimic any sorcerer or wizard conjuration (summoning), conjuration (creation), or evocation spell at least one level lower than the illusion spell. The altered spell functions identically to the shadow conjuration or shadow evocation spell, except that the spell’s strength equals 10% per level of the figment spell used, plus an additional 30%. For example, if Aerophobos uses silent image to create an acid splash, it would deal 40% of the normal damage to a creature that succeeds on its Will save to disbelieve the shadow. If he used programmed image to mimic summon monster V, the creature would have 80% of the hit points of a normal creature of its kind, and its damage would be 80% normal against a creature that succeeds on its Will save to disbelieve. A shadowcraft mage can apply shadow illusion to any of the following figment spells: silent image, minor image, major image, persistent image, and programmed image.
Shadow Feats: Aerophobos receives the Insidious Magic, Pernicious Magic, and Tenacious Magic feats as bonus feats. Collectively, these increase the DC to dispel any spell he casts to 15+caster level, gives him a +4 bonus to defeat spell resistance, and forces enemies attempting to detect the auras or effects of his spells via a divination spell, spell-like ability, or magic item to succeed on a caster level check with a DC of 11+his caster level (see Tenacious Illusions, below). This check may be made only once for each divination spell or ability used, regardless of the number of spell effects are operating in the area. These effects do not apply to spells of the Evocation or Transmutation schools, or against other creatures with the Shadow Weave Magic feat.
Shadow Mein (Su): Aerophobos gains a +2 bonus to Disguise and Hide checks (included above).
Tenacious Illusions: The deep-rooted connections Aerophobos has with darkness and the magic of shadows infuses all of his illusions, infusing them with a sort of semi-reality that resists hostile divination effects. This modifies the effects of his Tenacious Magic feat, increasing the DC to 13+his caster level when the spell or ability in question is an illusion, and even effects that would automatically bypass illusions (such as See Invisibility or True Seeing) must check to overcome the effect. If they fail, they are subject to the spell as normal, including any regular saves to disbelieve or resist. This ability can affect other creatures with the Shadow Weave Magic feat.
Unnatural Aura: Aerophobos possesses an aura of unnatural power that disturbs and unnerves natural creatures. This gives him a -2 penalty on skill checks or Wild Empathy checks against creatures of the animal and vermin type, but also gives him a +2 bonus to Intimidate checks and increases the save DCs of any fear effects he creates by 2. These bonuses and penalties have been included in abilities listed above.