TEXT: 1
  
  2
  CREDITS
  Author: Todd Stewart, Nicolas Logue, Clinton J. Boomer, and Alistair Rigg
  Art: James Krause, Keith Seymour, Steve Wood, and Tanyaporn Sangsnit
  Layout and Design: Rick Hershey
  Legendary Games Team Members: Clinton Boomer, Matt Goodall, Jim Groves, Tim Hitchcock, Jonathan Keith, Nicolas 
  Logue, Jason Nelson, Tom Phillips, Alistair Rigg, Neil Spicer, Todd Stewart, Russ Taylor, Greg Vaughan, and Clark Peterson
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Founder: Clark Peterson
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff, and to all the authors of the amazing Wrath of the 
  Righteous Adventure Path!
  ABOUT LEGENDARY GAMES
  Legendary Games is an all-star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc., and 
  coordinated by Jason Nelson. Legendary Games uses a cooperative, team-based approach to bring you, the Paizo fan, the best 
  expansion material for your game. We are gamers and storytellers first, and we believe that passion shows in our products. So 
  check us out, and Make Your Game Legendary!
  Join the Legendary Games team online at www.makeyourgamelegendary.com
  Visit us on Facebook and follow us on Twitter @LegendaryGamesJ.
  Unrighteous Villains. Copyright 2014, Legendary Games; All rights reserved.
  This product is compliant with the Open Gaming License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world's 
  oldest fantasy roleplaying game. The OGL can be found in the Legal page at the end of this product.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG  
  for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo 
  are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
  compatibility  for more information on the compatibility license.
  Unrighteous 
  Villains
  Unrighteous 
  Villains
  
  3
  This product contains monsters. Complete monsters. I 
  don’t mean just the fact that they are not human, although 
  certainly many of them are the fiendish spawn of the 
  deepest pits of the lower planes. I mean ALL of them 
  are completely rotten, vile, awful, vicious, conniving, 
  underhanded, perverse, depraved, double-dealing, back-
  stabbing, lying, cheating rat-bastard scum. These aren’t 
  monsters just because they’re hungry and want to eat 
  the heroes; they want to destroy every noble thought 
  and impulse they ever had, to pollute the springs of 
  righteousness that bring hope and joy, leaving nothing 
  but desolate wells of wickedness in their wake. These 
  villains are the stuff of nightmares, borne from the fervid 
  imaginings of a quartet of talented authors and designers 
  and rendered in disturbing detail by our amazing artists. 
  Some of these villains are borne out of perverted passion 
  and odious obsession, from a paladin fallen far below 
  the pale for sake of shame, despair, gluttony, and lust, 
  to a quiet voice clinging to the shadow of innocents and 
  their innocence. Some are capricious, from a gun-fighting 
  seductress to a faux-ascetic wanderer-cum-master of the 
  martial arts. Still others are devious and calculating, calling 
  down false angels that mock the heavens, plotting their 
  return to greater power, or turning individual lives or entire 
  families into their private playgrounds. As fodder for simple 
  encounters, they offer challenges from CR 9 to 16, but more 
  importantly each provides a story and motivation that 
  provides a foundation for entire adventures and arcs that 
  can span a campaign. Every one presents a different face 
  of chaos and evil, but each offers a wealth of possibilities 
  to enrich a game where the corrupting draw of the nether 
  realms threatens to pull every hero into the figurative (if 
  not literal) abyss. 
  Welcome to Adventure PAth Plug-Ins
  hey, WhAt’s WIth the Adventure PAth Plug-In?
  WhAt you WIll FInd InsIde unrIghteous vIllAIns
  This product is a part of our line of support materials for 
  extended Adventure Path-style campaign play for use with Paizo’s 
  Pathfinder Roleplaying Game. When you see the “Adventure Path 
  Plug-In” logo at the top of a Legendary Games product, you can 
  expect it is designed to fit directly with the themes of a particular 
  Adventure Path campaign. The all-star team of designers here at 
  Legendary Games is committed to bringing you—the busy GM or 
  player—the absolute best third party support for your Pathfinder 
  campaign. To deliver on that commitment, we’ve assembled the 
  best of the best of current gaming authors, designers and layout 
  experts so that you can feel comfortable that Legendary Games 
  products will be the most creative, rules-legal and well-designed 
  content you can find. Though Adventure Path Plug-Ins all share a 
  theme with a specific Adventure Path campaign, they are designed 
  to be easily incorporated into your home game regardless of what 
  campaign you may be running. 
  You will see us use phrases such as “Righteous Crusade 
  Adventure Path” instead of the title of the 13th adventure path 
  published by Paizo Publishing, LLC, covering issues #73 to 78. 
  Or, you may see us use names such as the “Demon Lands,” the 
  “Crusader Stronghold,” the “Goddess of Valor,” or the “God of 
  Nature” instead of the proper names of specific characters or 
  places from those adventures or gods from the world setting. 
  While we can create compatible products under the Open Game 
  License, we still have to be respectful of certain content Paizo 
  owns. Because we want to be very respectful of their content 
  and work in partnership with them, we use these “replacement 
  phrases.” Plus, this helps the product have a more general appeal 
  to those who may be running a home campaign that fits the same 
  themes. In any event, we are 100% confident you know what we 
  are talking about and will have no problem making the required 
  connection. So, enjoy these pregenerated characters for use in your 
  “Righteous Crusade Adventure Path,” helping to tame the “Demon 
  Lands.” See, that wasn’t so hard, was it?
  sPecIAl electronIc FeAtures
  We’ve hyperlinked this product internally from the Table of 
  Contents and externally with links to the official Pathfinder 
  Reference Document as well as d20PFSRD. If it is in the core 
  rulebook, we generally didn’t link to it unless the rule is an 
  obscure one. The point is not to supersede the game books, but 
  rather to help support you, the player, in accessing the rules, 
  especially those from newer books or that you may not have 
  memorized. Where appropriate, some links are also marked with a 
  superscript to indicate the hardcover rulebook source for the rules 
  in question, as follows:
  APG = Pathfinder Roleplaying Game Advanced Player’s Guide
  UC = Pathfinder Roleplaying Game Ultimate Combat
  UM = Pathfinder Roleplaying Game Ultimate Magic
  
  4
  Unrighteous 
  Villains
  Unrighteous 
  Villains
  CR 11
  count ulus vonKAvAl 
  24
  CR 15/MR 6
  dAsnIKynlIn 
  26
  CR 13
  Koyo-shojAxus 
  8
  CR 13
  lIlevyrrIn 
  10
  CR 10
  mAlcAedIx 
  13
  CR 16
  mons’verIx 
  20
  CR 15
  ser merIdrAnd PAllIsArd  
  16
  CR 11
  the Bound horror                                                     5
  contents
  
  5
  the Bound horror
  Teraccg p nmvczy   
   
   
  (The Bound Horror) 
   
              CR 11
  XP 12,800
  Male quasit-bound unique demon sorcerer 10
  CE Tiny outsider (chaotic, demon, evil, extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 
  natural)
  hp 64 (3d10+10d6+13); fast healing 2
  Fort +5, Ref +9, Will +11
  Defensive Abilities bound form, unusual anatomy; 
  DR 5/good or cold iron; Immune electricity, poison, 
  polymorph; Resist acid 10, cold 10, fire 10
  OFFENSE
  Speed 20 ft., fly 50 ft. (perfect)
  Melee bite +13 (1d4−2) and 2 claws +13 (1d3−2 plus 
  poison)
  Space 2.5 ft.; Reach 0 ft. (5 ft. for melee touch attacks)
  Special Attacks acidic ray, long limbs
  Quasit Spell-Like Abilities (CL 6th; concentration +8)
  Constant—nondetection, true seeing
  At will—detect good, detect magic, invisibility (self only), 
   telekinesis
  1/day—cause fear (30 ft. radius, DC 13)
  1/week—commune (six questions), plane shift (DC 17)
  Sorcerer Spell-Like Abilities (CL 20th; concentration 
  +22; +13 ranged touch)
  5/day—acidic ray (30 ft., 1d6+10 acid, 5/day)
  Sorcerer Spells Known (CL 20th; concentration +22)
  5th (3/day)—baleful polymorph (DC 17)
  4th (5/day)—black tentacles, dimension door, phantasmal 
   killer (DC 16)
  3rd (6/day)—fireball (DC 15), slow (DC 15), suggestion 
   (DC 15), tongues
  2nd (7/day)—detect thoughts (DC 14), hideous laughter 
   (DC 14), knock, scorching ray, see invisibility
  1st (7/day)—charm person (DC 13), color spray (DC 13), 
   enlarge person (DC 13), grease (DC 13), magic 
   missile, ray of enfeeblement (DC 13)
  0 (at will)—arcane mark, bleed (DC 12), detect magic, 
   light, mage hand, mending, prestidigitation (DC 12), 
   read magic, touch of fatigue (DC 12)
  Bloodline aberrant
  TACTICS
  Before Combat The Bound Horror uses its invisibility 
  spell-like ability and casts see invisibility.
  During Combat The Bound Horror uses its Flyby Attack 
  feat to target enemies with its spells and then return to 
  cover.
  Morale The Bound Horror follows the wishes of its mortal 
  master.
  STATISTICS
  Str 6, Dex 16, Con 13, Int 17, Wis 12, Cha 15
  Base Atk +8; CMB +9; CMD 17
  Feats Eschew MaterialsB, Flyby Attack, Greater Spell 
  Penetration, Improved Initiative, Magical Aptitude, 
  Silent SpellB, Spell Penetration, Weapon Finesse
  Skills Bluff +28, Fly +21, Intimidate +18, Knowledge 
  (arcana) +27, Knowledge (history) +19, Knowledge 
  (planes) +29, Knowledge (religion) +17, Linguistics +19, 
  Perception +8, Spellcraft +31, Stealth +17, Use Magic 
  Device +29
  Languages Abyssal, Celestial, Common, Draconic; 
  telepathy (touch)
  SQ bloodline arcana (aberrant), constrained power, 
  immortal regeneration
  SPECIAL ABILITIES
  Bloodline Arcana (Aberrant) Whenever the Bound 
  Horror casts a spell of the polymorph subschool, 
  increase the duration of the spell by 50% (minimum 1 
  round).
  Constrained Power (Ex): Teraccg p nmvczy is 
  denied much of its actual power, but gains nondetection, 
  plane shift, telekinesis, and true seeing as spell-like 
  abilities. In addition, it is treated as a 20th level sorcerer 
  when determining caster level and caster level based 
  effects. It is limited in the usage of its spells, such that it 
  cannot cast them at full effect unless specifically asked 
  or commanded by the mortal to which it is bound (a 
  free action on its master’s turn, as long as the orders 
  are not too complex). If the Bound Horror casts spells 
  on its own, it cannot cast spells above 3rd level and its 
  caster level is reduced to 6th. Its spell-like abilities are 
  not bound by this restriction. The Bound Horror gains a 
  +10 competence bonus to all Intelligence and Charisma-
  based skill checks.
  Immortal Regeneration (Su): If killed, Teraccg p 
  nmvczy reappears within 1d12 hours next to its 
  mortal owner, fully healed and without any previously 
  gained conditions or effects. Only with the death of the 
  
  6
  mortal to whom it is bound, a banishment or the use of a 
  wish is its tether to its bound mortals severed.
  Poison (Ex) Claw – injury; save Fortitude DC 13; frequency 
  1/round for 6 rounds; effect 1d2 Dexterity; cure 2 
  consecutive saves.
  Unusual Anatomy (Ex) The Bound Horror has a 25% 
  chance to ignore any critical hit or sneak attack scored 
  against it.
  “I want to hurt you. I want to see you suffer. I want 
  to watch your loved ones burn alive with the crackling 
  of flames drowned out by screams and begging and 
  prayers spoken far too late. But alas, my mistress will 
  not allow it. In fact, she says that I must obey you, 
  pitiful mortal wretches that you are. So… what would 
  you have of me?” 
   
                                         
   
   
   
   
  - Teraccg p nmvczy 
  Outwardly, the entity known as Teraccg p nmvczy 
  appears fairly mundane: a quasit with broken, singed wings, 
  a mottled green and violet hide, a pair of golden spectacles, 
  and a tendency to glare at his would-be masters and snicker 
  at some unvoiced joke. It is not a quasit. No pronunciation 
  of this creature’s name exists that does not induce physical 
  agony in mortals. It roughly translates as “I am nothing, 
  but I am one of many, and by the will of the 1st Majestrix 
  of the Lake of Screaming Flesh, this sliver of me 
  suffers.”
  A fragment of a much greater demon, 
  Teraccg p nmvczy, long ago ran afoul of a 
  rival archfiend who forcibly loans its services to 
  mortals that draw its attention. Denied its freedom 
  and original power, Teraccg p nmvczy refuses to discuss 
  the particulars of its past and what could roughly be 
  described as its imprisonment and diminishment. But 
  by its own admission, it only desires to help those 
  it follows: those who find themselves bound to it 
  whether they desire its presence or not.
  Mortals typically encounter him after killing 
  a large number of demons or cultists loyal 
  to a specific demon lord. In response, like an 
  unexpected and unasked for reward –it- arrives. It 
  comes when they least expect it, even within a properly 
  warded or protected location where such things shouldn’t 
  happen. The ambient light dims, animals whine or panic, 
  and a soft susurrus of whispers and distant agonized 
  screams fills the air for a split second and then vanishes, 
  leaving only a small, smiling quasit in the center of a patch 
  of burned ground. It smirks and bows, and thanks its 
  newfound friends on behalf of its Abyssal master. Whether 
  these mortals want it or not, they’ve just been gifted it. 
  Getting rid of it isn’t as easy as just leaving it behind or 
  killing it outright.
  
  7
  Beneath its constant complaints and insults, unvoiced 
  thoughts and plans forever grind away on the blood-soaked 
  gears of its mind. It perpetually seeks to bring misery to its 
  mortal masters, despite being bound to them and unable 
  to harm them directly. However it can, it will make them 
  suffer, and its advice must be taken with extreme caution. 
  “Remove this rune and mark the third in the sequence with 
  an additional symbol as I sketched in the dust.” Such advice 
  might be true, or it might trap them with no hope of rescue, 
  or summon hostile guardians. “Two days journey from here 
  you’ll come across a portal. I can provide you with the key, 
  and it will transport you inside the wizard’s tower with him 
  none the wiser. Would I lie about such things bound as I 
  am?” In reality, the portal might empty into the Abyss or 
  somewhere equally dangerous. If it does nothing directly – 
  if all the danger occurs as a result of its erstwhile masters’ 
  actions- the fiend has done nothing to violate its bindings.
  In the end, mortals gifted/cursed with Teraccg p nmvczy 
  find themselves with a powerful, exceedingly knowledgeable 
  creature that grudgingly obeys direct orders, but loathes 
  and despises them. It refuses under most circumstances to 
  define its capabilities except when doing so would serve its 
  true Abyssal master or satisfy its own malicious whimsy. 
  It is a risky asset, an unwilling ally, and a leash or anchor 
  stone.
  ADVENTURE HOOKS
  • Like an unwanted, unwelcome birthday present, 
  the Bound Horror simply appears in the middle of the 
  PCs camp at daybreak, staring at them with frustrated 
  disdain. It makes no attempt to defend itself if 
  attacked, but reappears the next morning in precisely 
  the same manner, and keeps doing so until allowed 
  to explain that it’s there on behalf of an unnamed 
  Abyssal lord to aid them as they approach a nearby 
  city recently fallen to cultists of Baphomet. “You don’t 
  have a choice, because -I- don’t have a choice.” Disdainful 
  and aloof, it doesn’t win any friends, but it does prove 
  immensely helpful in providing knowledge and if 
  asked, direct aid with its spellcasting abilities. But is 
  it actually there to help, with the PCs beneficiaries to 
  the internecine wars of Abyssal politics? Or does it 
  intend to betray them at some key moment?
  • A town has been under assault by the risen dead 
  for a fortnight as punishment for failing to pay a 
  local necromancer his monthly protection-tribute. 
  The town offers the PCs tribute and more if they 
  can stop the mad wizard, but as they near his tower, 
  the undead fall to the ground, their animating force 
  snuffed like a candle. Inside the tower they find the 
  necromancer dead, his throat torn out, with what 
  they initially think is his blood-faced quasit familiar 
  sitting, bored, atop his corpse. “Now that I have your 
  attention, perhaps you’ll hear me out.” The “quasit” 
  explains its unique nature and offers its services in 
  exchange for the PCs helping to release it from its 
  corporeal prison, whatever that might take.
  • A group of adventurers in the catacombs beneath 
  a large city discover a box sealed within the tomb 
  of a high priest of an unknown deity. One of the 
  adventurers opens the box and releases the Bound 
  Horror. Sealed away for centuries, it offers one of 
  the adventurers –a man who spent a decade in the 
  city dungeons for a crime he did not commit– the 
  moon and stars in exchange for specifically giving it 
  permission to destroy the city above. Thinking it a jest 
  from such a minor fiend he laughing agrees, having 
  no love lost for the city or its rulers, but realizes his 
  mistake when the Bound Horror vanishes and begins 
  to lay waste to the city, screaming curses at mortals 
  long dead and its rivals in the Abyss. The fools that 
  unleashed it claim that it was only a quasit. Clearly 
  however that is not the case.
  
  8
  Koyo-shojAxus
  KOYO-SHOjAxUS 
   
   
  CR 13
  XP 25,600
  Male babau monk (martial artist UC) 7
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +3; Senses darkvision 60 ft., see invisibility; 
  Perception +29
  DEFENSE
  AC 29, touch 21, flat-footed 25 (+3 Dex, +2 deflection, +1 
  dodge, +5 monk, +8 natural)
  hp 160 (7d10+7d8+91)
  Fort +16, Ref +13, Will +11
  Defensive Abilities evasion, physical resistance, 
  protective slime; DR 10/cold iron or good; Immune 
  electricity, fatigue, poison; Resist acid 10, cold 10, fire 
  10; SR 17
  OFFENSE
  Speed 50 ft.
  Melee unarmed strike +21/+16/+11 (1d8+9), bite +19 
  (1d6+5), 2 claws +19 (1d6+5)
  Ranged mwk cold iron shuriken +16/+11/+6 (1d2+8)
  Special Attacks flurry of blows, 
  sneak attack +2d6, stunning 
  fist (8/day, DC 22)
  Spell-Like Abilities (CL 7th; 
  concentration +9)
     Constant—see invisibility
     At will—darkness, dispel 
  magic, greater teleport (self 
  plus 50 lbs. of objects 
  only)
     1/day—summon (level 
  3, 1 babau at 40%)
  TACTICS
  Before Combat Koyo-shojaxus uses his Nightmare 
  Weaver feat to debilitate his enemies.
  During Combat Koyo-shojaxus uses his exploit weakness 
  ability whenever possible to enhance his attacks, and 
  prefers to fight in areas of magical darkness, employing 
  a combination of grapples and stunning fists to swiftly 
  take his opponents down.
  Morale Koyo-shojaxus teleports to safety if reduced 
  to less than 40 hp, or if it becomes obvious that his 
  opponents are too powerful for him.
  STATISTICS
  Str 26, Dex 17, Con 22, Int 14, Wis 19, Cha 14
  Base Atk +12; CMB +22 (+27 grapple); CMD 41 (43 vs. 
  grapple)
  Feats Combat Reflexes, Dodge, Greater Grapple, Improved 
  Grapple, Improved Unarmed Strike, Multiattack, 
  Nightmare FistUC, Nightmare Weaver UC, Power Attack, 
  Rapid Grappler UC, Stunning Fist, Stunning Pin UC
  Skills Acrobatics +20 (+28 jump, +22 in magical 
  darkness), Bluff +19, Climb +22, Heal +7, Intimidate +19 
  (+21 in magical darkness), Perception +29, Sense Motive 
  +21, Stealth +28; Racial Modifiers +8 Perception, +8 
  Stealth
  Languages Abyssal, Celestial, Common; telepathy 100 ft.
  SQ exploit weakness, fast movement, high jump, 
  maneuver training, pain points
  Combat Gear adamantine headband of unshakeable 
  resolve; Other Gear babau leather bandoliers (2), mwk 
  cold iron shuriken (50), babau leather armbands of the 
  brawler, babau leather belt of incredible dexterity +2, cruel 
  adamantine amulet of mighty fists +1, mithral ring of 
  protection +2
  SPECIAL ABILITIES
  Protective Slime (Su) A layer of acidic slime coats a 
  babau’s skin. Any creature that strikes a babau with a 
  natural attack or unarmed strike takes 1d8 points of 
  acid damage from this slime if it fails a DC 18 Reflex 
  save. A creature that strikes a babau with a melee 
  weapon must make a DC 18 Reflex save or the weapon 
  takes 1d8 points of acid damage; if this damage 
  penetrates the weapon’s hardness, the weapon gains the 
  broken condition. Ammunition that strikes a babau is 
  automatically destroyed after it inflicts its damage.
  
  9
  The sweetest sound in all the many worlds is perhaps 
  also the most simple: “Please, don’t hurt me.”  
  By far, above all other glories and triumphs, to be begged 
  through hard tears for a soft mercy that will never come is 
  victory: total and complete. Victory is life ... easily as great 
  as the base thrills of lies, of hurting people or of tearing 
  beauty down, yet far grander in its scope. Victory over your 
  foes, over your chosen prey or even over your horrified allies 
  is the only real poetry; the brutal lightning-storm which 
  rushes through your blood as victory draws near is eclipsed 
  only by the quiet, perfect stillness after the thunderclap of 
  your utter dominance and success. To know that you are 
  being challenged is to know that you are growing stronger 
  with each breath; to breathe in the unwilling air of the 
  cosmos after such a victory—from the roots of distant 
  mountains to the treetops of ancient forests—is to soar on 
  wings of black sky and burning heaven. Without challenge, 
  there is no victory. Without victory, there is no joy. Without 
  joy, even an eternity of existence is empty.
  Koyo-shojaxus is a wanderer, an artist, and a scholar 
  of pain, hunting endlessly after ever-greater foes, prey, 
  paradoxes, and challenges. He desires little more than to see 
  all creation submit, weeping, before him, and he is an active 
  antagonist toward all who live. Those who cross his crooked 
  path are invariably challenged to single combat, a game of 
  riddles, or another test of mettle; those who cannot best 
  him—and many thousands have failed—are left broken in 
  his red wake.
  From what deep well of insight does such excellent 
  martial & mental skill as his spring? None, including him, 
  can say; he has no teacher but the world, no master but 
  the call of his heart, no book of instruction except the field 
  of battle. If, in time, he comes to understand the sublime 
  mystery of his gifts, he intends to build a dojo of terror, 
  hate and disharmony in which he will instruct others 
  -- willing or not -- as to his way of burning anguish and 
  victory in all things. For now, the demon Koyo-shojaxus 
  knows & practices only this wisdom: on occasion, when a 
  man has read many maps and walked many miles, a new 
  map is produced into the world. So it is with life-or-death 
  combat.
  Although he wanders the world making trouble, bringing 
  inauspicious signs and picking fights, it is the height of 
  foolishness to imagine that Koyo-shojaxus is a brave or 
  honorable combatant; his desire for victory -- by any and 
  all means necessary -- triumphs over the entirety of other 
  concerns, and he will flee a fight at the slightest proof 
  that he is over-matched. It is simple enough to goad the 
  arrogant demon into conflict, for there are no matters or 
  disagreements so petty that he will not kill over them ... but 
  there is nothing for which he would willingly die.
  ADVENTURE HOOKS
  • The demon has taken great offense at some 
  slight, real or imagined, committed by the members 
  of an arcane academy in a large town the PCs are 
  using as a base, home or way-point. At irregular and 
  unpredictable intervals, at any time of the night or 
  day, he arrives as close to the tower as he can via 
  greater teleport and proceeds to randomly attack all 
  passerby, focusing his anger (and his at-will dispel 
  magic effects) on spell-casters and vanishing again 
  when brought to 40 hit-points. If left unopposed, the 
  babau marches directly at the warded doors of the 
  academy and attempts to bring them down, tackling 
  and killing all those who oppose him.
  • A long-standing rivalry between two (or more) 
  competitive fighting-schools, war-colleges or 
  gladiatorial-stables has piqued the interest of the 
  demon, and he has begun challenging -- and then 
  murdering -- both former and current members 
  of the groups in an attempt to prove once and for 
  all which produces the superior combatants. Not 
  wishing for the coalitions to join forces against 
  him and thus spoil the elegant experiment, he is 
  actively framing others for their deaths ... although 
  his methods are crude and haphazard, at best. If a 
  cunning detective eventually uncovers his duplicity, 
  the demon intends to simply kill the investigator.
  • The demon has, as a simultaneous test of his 
  own power & an act of enlightening poetry, declared 
  himself the sole ruler over some mountain pass, 
  ancient bridge or woodland highway; he refuses to 
  allow allow any soul to use the road unless they can 
  best him. Taking great joy in challenging all those 
  who seek to use “his” pathway, the demon has begun 
  to allow some rare individuals to face him in games 
  other than outright combat, including tests as 
  diverse -- and random -- as riddles, archery, paper-
  folding, chess or even kite-flying. In this way, via 
  infrequent survivors, word of the demon’s presence 
  has spread to the cities and villages once linked by 
  the rural road.
  
  10
  lIlevyrrIn
  LILEVYRRIN  
  CR 13
  XP 12,800
  Female succubus gunslinger (mysterious stranger UC) 5
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +9; Senses darkvision 60 ft., detect good; Perception 
  +26
  DEFENSE
  AC 27, touch 16, flat-footed 21 (+4 armor, +6 Dex, +7 
  natural)
  hp 149 (13d10+78)
  Fort +12, Ref +17, Will +10
  DR 10/good or cold iron; Immune electricity, fire, poison; 
  Resist acid 10, cold 10, fire 10; SR 23
  OFFENSE
  Speed 30 ft., fly 50 ft. (average)
  Melee 2 claws +13 (1d6)
  Ranged +1 unholy glamered revolver UC +19/+14/+9 
  (1d8+1/19-20/×4), +1 anarchic glamered revolver UC +19 
  (1d8+1/19-20/×4)
  Special Attacks energy drain, grit (13), profane gift
  Spell-Like Abilities (CL 12th; concentration +25)
  Constant—detect good, tongues
  At will—charm monster (DC 26), detect thoughts (DC 25), 
  ethereal jaunt (self plus 50 lbs. of objects only), greater 
  teleport (self plus 50 lbs. of objects only), suggestion (DC 
  25), vampiric touch
  1/day—dominate person (DC 27), summon (level 3, 1 babau 
  50%)
  TACTICS
  Before Combat Lilevyrrin attempts to summon a babau 
  to aid her.
  During Combat Lilevyrrin uses Acrobatics and flight 
  to stay at range, employing Deadly Aim and focused 
  aim while full attacking with her revolvers. She uses 
  dominate person on anyone who is proving difficult to 
  keep at bay.
  Morale Lilevyrrin teleports away if reduced to less than 
  30 hp.
  STATISTICS
  Str 11, Dex 25, Con 22, Int 20, Wis 14, Cha 36
  Base Atk +13; CMB +13; CMD 30
  Feats Deadly Aim, Gunsmithing, Improved Critical 
  (revolver), Point-Blank Shot, Precise Shot, Quick Draw, 
  Rapid Reload, Rapid Shot, Two-weapon Fighting
  Skills Acrobatics +23, Bluff +30, Craft (alchemy) +9, 
  Diplomacy +30, Disguise +30, Fly +19, Intimidate 
  +30, Knowledge (local) +21, Knowledge (planes) +9, 
  Perception +26, Perform (dance) +17, Perform (sing) 
  +17, Profession (barmaid) +10, Profession (gambler) 
  +10, Ride +11, Sense Motive +18, Sleight of Hand +23, 
  Stealth +23; Racial Modifiers +8 Bluff, +8 Perception
  Languages Abyssal, Celestial, Common, Draconic, Giant, 
  Viking; tongues, telepathy 100 ft.
  SQ change shape (alter self, Small or Medium humanoid), 
  deeds (deadeye, focused aim, gunslinger initiative, 
  gunslinger’s dodge, pistol-whip, utility shot), gunsmith, 
  lucky, stranger’s fortune, wealthy
  Combat Gear oil of silence (4); Other Gear +2 angelskin 
  leather armor, +1 anarchic glamered revolver, +1 glamered 
  unholy revolver, metal cartridges (72), belt of incredible 
  dexterity +4, hat of persuasion (as circlet), endless 
  bandolier, headband of alluring charisma +4, ring of mind 
  shielding, mithral and platinum star-shaped brooch (500 
  gp), set of mithral spurs (400 gp), mithral and diamond 
  bull-skull belt buckle (1000 gp), mwk cheating gambler’s 
  kit, 10 gp.
  SPECIAL ABILITIES
  Energy Drain (Su) Lilevyrrin drains energy from a 
  mortal she lures into an act of passion, such as a kiss. An 
  unwilling victim must be grappled before Lilevyrrin can 
  use this ability. The succubus’s kiss bestows one negative 
  level. The kiss also has the effect of a suggestion spell, 
  asking the victim to accept another act of passion from 
  Lilevyrrin. The victim must succeed on a DC 29 Will save 
  to negate the suggestion. The DC is 29 for the Fortitude 
  save to remove a negative level. These save DCs are 
  Charisma-based.
  Profane Gift (Su) Once per day as a full-round action, 
  Lilevyrrin may grant a profane gift to a willing 
  humanoid creature by touching it for 1 full round. The 
  target gains a +2 profane bonus to an ability score of 
  his choice. A single creature may have no more than 
  one profane gift from a succubus at a time. As long as 
  the profane gift persists, Lilevyrrin can communicate 
  telepathically with the target across any distance (and 
  may use her suggestion spell-like ability through it). 
  A profane gift is removed by dispel evil or dispel chaos. 
  Lilevyrrin can remove it as well as a free action (causing 
  2d6 Charisma drain to the victim, no save).
  Wealthy Lilevyrrin has more equipment than an NPC of 
  her level would normally have, increasing her CR by 1.
  
  11
  She’s a screaming sandstorm out of a clear blue sky, a 
  brutal stampede in a blind desert canyon, and a gore-soaked 
  wind, blowing hot and low from a nameless frontier ghost 
  town.
  Lilevyrrin is a drifter and a killer with a 
  thousand different faces, wandering the open 
  plains with a wicked grin, a taste for trouble, and an 
  itchy trigger-finger; where she goes, blood runs, coins 
  spin, powder burns, ... and men die. All aces and 
  eights, she’s the dead man’s hand, the royal flush, 
  the Joker, the wildcard and the Queen of Hearts 
  all rolled into one. With hair and eyes like spun 
  sunlight, spilled whiskey, ripe cherries, or woven 
  ink as the mood strikes her, she’s a feral beast 
  wrapped in smooth skin like perfect porcelain, 
  creamy bronze, supple mocha, or flawless mahogany. 
  By the turning of the cards, the succubus has been 
  called Lil, Lilly, Lillian, Lilli-Anna, Ann, Eve, Eva, 
  Ms. Everett, Evelyn, Erin and—on more than one 
  occasion—a coltish, lovely young lad by the name of 
  Aaron.
  In the guise of a sly schoolmarm, flirtatious barmaid, 
  eager farmer’s daughter, lonely prospector’s wife, 
  exotic foreign dancer, or even a buxom ranch-hand, 
  the demoness draws bad-hearted hucksters, grifters, 
  and regulators to her side with seductive skill, all while 
  luring lawmen, travelers, trappers, and townsfolk alike to 
  taste of her temptation. After weaving an elaborate web of 
  intrigue, jealousy, corruption, and revenge within a small 
  community, in the blink of an eye or the spin of bottle—
  faster than the hand or heart can rightly follow—Lilevyrrin 
  transforms from shy and sweet to something savage, 
  obscene, and grotesque.
  Although it would be beyond foolish to call such a wild-
  hearted girl a “scholar” of the mortal world, the realms of 
  the living are Lilevyrrin’s single point of focus and most 
  burning obsession; she despises the Abyss, and delights 
  in the resources and imagination promised by the ‘real’. 
  Beyond all other things, new gadgets, toys, processes, and 
  the transformation of society fascinate her: she longs for 
  those time when human society spreads across the world 
  to claw at ever newer frontiers so she can slip between the 
  
  12
  cracks to work ever-greater mischief. The succubus treats 
  her time amongst humans as one grand, never-ending 
  party: a raucous place full of strangers to talk to, drinks to 
  imbibe, dances to be spun, and tales to be told. And, when it 
  gets boring, she simply burns the place to the ground with 
  a giggle.
  Killing, for her, has grown almost too easy; she revels, 
  these days, mostly by placing a whisper of gold in the ear of 
  a butcher, a bottle in the hand of a drunk, or a loaded gun 
  in the hand of a child. Gangs, cults, and covens spring up 
  around her, and Lilevyrrin prefers the company of angry, 
  selfish, lonely men; her greatest joy is riling them up, egging 
  them on to bigger scores, more daring deeds, and crueler 
  delights until she has run her desperados to the end of the 
  rope... and into a final shoot-out.
  ADVENTURE HOOKS
  • The demoness has discovered the existence of 
  a hidden gold-mine, rare wood preserve, long-buried 
  treasure-trove or other incalculably valuable piece 
  of property somewhere near an isolated village or 
  on the far outskirts of a frontier territory; knowing 
  that the secrecy of the place is its greatest defense, 
  she has begun subtly sharing word of its existence -- 
  under a variety of guises -- amongst hungry outlaws, 
  optimistic travelers and and starving farmers alike. 
  Hoping to destabilize the region into mob violence 
  and possibly a small war, she is not above poisoning 
  a well or framing a prominent local for murder to get 
  blood running ... although she would prefer not to 
  get her hands dirty until the last possible minute.
  •  The complex, centuries-old relationship 
  between the demoness and a certain glabrezu 
  has once again soured. The two are a back-biting, 
  contemptuous pair united primarily by a seething 
  admixture of mutual obsession, loathing, jealousy, 
  lust and professional -- and artistic -- rivalry, 
  leading to an ever-escalating arms-race of cruelty, 
  vindictiveness and sabotage; their spats are 
  tempestuous and their reunions obscene. Now that 
  the two are once again at each others’ throats, each 
  will gleefully attempt to tear down anything they 
  think the other holds precious or dear: the demoness 
  will recruit any allies she can to smash the big-city 
  web of treachery spun by her one-time lover ... just 
  as he does the same to her.
  •  Teaching the delicate arts of the gunsmith to 
  dim-witted cultists, thuggish swordsmen, small-
  minded slavers and bloodthirsty tribes of gnoll 
  raiders is a task at times grueling, time-consuming 
  and deadly boring ... but the results are sometimes 
  a delight. The demoness has taken her hobby on the 
  road, heading to the ugliest possible places on the 
  map and putting firearms in the hands of the worst 
  folk she can scrape up from the bottom of the barrel. 
  With a new-found spring in her step, she hopes to 
  establish a bright, cruel new era of heavily-armed 
  brigands opposed only by folk carrying ever bigger, 
  faster and deadlier guns.
  
  13
  mAlcAedIx
  MALCAEDIx 
  CR 10
  xP 9,600
  Female shadow demon rogue 6
  CE Medium outsider (chaotic, demon, evil, extraplanar, 
  incorporeal)
  Init +10; Senses darkvision 60 ft.; Perception +27
  DEFENSE
  AC 22, touch 22, flat-footed 16 (+6 deflection, +6 Dex)
  hp 91 (7d10+6d8+32)
  Fort +8, Ref +18 (+20 vs. traps), Will +12
  Defensive Abilities evasion, incorporeal, trap sense +2, 
  uncanny dodge; DR 10/cold iron or good; Immune cold, 
  electricity, poison; Resist acid 10, fire 10; SR 17
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 40ft. (perfect); sprint
  Melee 2 claws +17 touch (1d6 plus 1d6 cold), bite +17 
  touch (1d8 plus 1d6 cold)
  Special Attacks pounce, sneak attack +3d6
  Spell-Like Abilities (CL 10th)
  At will—deeper darkness, fear (DC 20), greater teleport (self 
  only), telekinesis (DC 21)
  3/day—shadow conjuration (DC 20), shadow evocation (DC 
  21)
  1/day—magic jar (DC 21), summon (level 3, 1 shadow 
  demon 50%)
  TACTICS
  Before Combat Malcaedix casts deeper darkness to control 
  the battlefield.
  During Combat Malcaedix uses her shadow blend and 
  deeper darkness abilities to enable her sneak attacks. She 
  casts fear and telekinesis to keep strong melee warrior 
  at bay.
  Morale Malcaedix teleports away if reduced to less than 
  30 hp.
  STATISTICS
  Str —, Dex 23 Con 15, Int 16, Wis 16, Cha 23
  Base Atk +11; CMB +17; CMD 27
  Feats Blind-Fight, Combat Reflexes, Great Fortitude, 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Penetrating Possession (see sidebar)
  Skills Acrobatics +22, Bluff +22, Diplomacy +15, Disable 
  Device +22, Fly +30, Knowledge (arcana) +9, Knowledge 
  (dungeoneering) +12, Knowledge (local) +13, Knowledge 
  (planes) +13, Perception +27 (+30 to find traps), Sense 
  Motive +19, Sleight of Hand +16, Stealth +22, Use Magic 
  Device +15; Racial Modifiers +8 Perception
  Languages Abyssal, Common, Haleet; telepathy 100 ft.
  SQ shadow blend, rogue talents (honeyed words, surprise 
  attack, trap spotter), trapfinding +3
  SPECIAL ABILITIES
  Sprint (Ex): Once per minute, a shadow demon can 
  increase its fly speed to 240 feet for 1 round.
  Shadow Blend (Su): During any conditions other 
  than bright light, a shadow demon can disappear into 
  the shadows as a move-equivalent action, effectively 
  becoming invisible. Artificial illumination or light spells 
  of 2nd level or lower do not negate this ability.
  Sunlight Powerlessness (Ex): A shadow demon is 
  utterly powerless in bright light or natural sunlight 
  and flees from it. A shadow demon caught in such 
  light cannot attack and can only take a single move or 
  attack action. A shadow demon that is possessing a 
  creature using magic jar is not harmed by sunlight, but 
  if it is struck by a sunbeam or sunray while possessing 
  a creature, the shadow demon is driven out of its host 
  automatically.
  Penetrating Possession 
  Your ability to possess foes can bypass magical 
  protections. 
  Prerequisite: Magic jar as a known spell or 
  spell-like ability, Cha 21 
  Benefit: The first time you attempt to possess 
  a host under the effect of protection from evil or 
  any similar spell, you have a chance to dispel that 
  spell as if you had cast dispel magic on the spell.
  
  14
  “I’m the best friend you never knew you had.”                  
   
   
  – Malcaedix, shadow demon rogue
  Few demons are known for their subtlety, much less 
  their willingness to suppress their darkest and most 
  wanton desires. Most demons harm or destroy everything 
  around them, but the shadow demon Malcaedix is much 
  more selective. Capable of finding malign purchase within 
  intelligent mortal flesh, she uses her position to benefit her 
  host, choosing the most devastatingly clever times to take 
  control and unleash her fury.
  Malcaedix acts much as she exists, hiding in darkness and 
  fading in and out of view. While she is courting a victim, she 
  often lurks in nearby shadows or even the shadow of the 
  mortal to whom she attaches like a malevolent symbiote. 
  Far more dexterous and skilled than most of her own kind, 
  she has gained rogue class levels of her own over centuries 
  of hiding within talented mortals and observing them 
  closely.
  Typically she selects a single mortal and follows them 
  for years at a time, putting her talents to direct use only 
  rarely. For months or even years she simply watches as 
  
  15
  they go about their lives, softly whispering to them from 
  time to time like a warped and beguiling conscience. The 
  skilled temptress does her best to convince her victims that 
  the voice in their head is just that, a voice in their head, 
  inspired entirely from within.
  Malcaedix is not necessarily malign to her mortal hosts, 
  and she even cares for them in her own twisted way. She 
  seizes control should a favored host be threatened, and 
  willingly uses her formidable skills to their advantage. 
  In these cases the mortal usually wakes up surrounded 
  by the bloody corpses of his or her attackers or 
  somewhere unfamiliar but safe, having avoided a trap 
  or an overwhelming ambush, with no knowledge of how 
  they survived. Many assume that faced with dire need, a 
  separate personality surfaced and did what had to be done, 
  efficient, skilled, and completely without mercy. Others 
  tell themselves that they must have some divine savior or 
  protector.  Few are willing to probe deeper into their own 
  minds to discover the truth, especially after seeing the 
  brutal results of their own unexplained survival.
  Malcaedix doesn’t always wait for these opportunities 
  to arise. Should she be tempted by the chance to wear her 
  sleeping victim’s flesh and commit acts of vice she eagerly 
  does so, often leaving her mortal entirely ignorant of the 
  night’s bloody festivities except for perhaps an errant 
  bruise, aching muscles, and a feeling of exhaustion despite 
  what was presumably a lengthy sleep. Most hosts never 
  become aware of Malcaedix, thinking their actions their 
  own or the result of some mental illness or instability.
  Should her host begin to suspect the truth, eventually 
  Malcaedix reveals herself. If they object to her presence, 
  she murders them outright or compels them to suicide 
  the moment they let down their guard. But not all object. 
  Already evil themselves or twisted by her long whispered 
  influence, some of them embrace her presence knowingly, 
  allowing her to augment their skills in a terrible partnership 
  of possessor and willing host.
  ADVENTURE HOOKS
  • As the PCs enter a small village, they come across 
  a young woman with a tale of lost treasure in tunnels 
  below a barrow mound only several days travel away. 
  She would recover it herself, but at the site, she was 
  the only survivor of an attack by a group of demons 
  that apparently served as guardians. Her too-good-
  to-be-true story is compelling and the riches equally 
  so, that is, until one of her former companions shows 
  back up, having survived and claiming that she -rather 
  than any guardian demons- was responsible for slaying 
  the others and attempting to murder him as well, an 
  act she had apparently done multiple times before. He 
  draws a blade and in return she smiles, as within her 
  shadow, Malcaedix stirs.
  •   A contingent of royal soldiers stands watch at the 
  border of a village, enforcing quarantine due to strange 
  reports of an outbreak of spontaneous, mindless 
  violence. At random it seems as if the infected 
  townsfolk fly into savage attacks, and they suspect that 
  blood from the infected is spreading some necromantic 
  plague. In reality the shadow demon Malcaedix is 
  simply having fun: each day using her magic jar 
  ability to possess a new host and trying to cause as 
  much bloodshed while riding the unfortunate before 
  they’re put down by their own townsfolk or the guards 
  outside. She also wants to draw in mercenaries and 
  adventurers like the PCs, with the hopes of latching 
  onto one of them as a literal second shadow, finding a 
  skilled and like-minded partner since the death of her 
  last – incidentally at her own hand.
  •  Mila Orendievna the bandit queen exacted tribute 
  and fear from the local population of a dozen towns 
  and villages, always evading any attempt to hunt her 
  down and possessed of bizarre, many say supernatural 
  luck. At least that was until she fell from a rooftop and 
  snapped her neck. Some say she was pushed. Others 
  say she had been in an argument with someone that 
  wasn’t there. But in any event the town is selling her 
  possessions, including a ring she wore: an artifact she 
  claimed made her invincible. The ring is non-magical, 
  but inscribed with the refrain in Common, “Wear me 
  always mortal and I in turn dwell within you, shield you, 
  and protect you forever more.” A line in Abyssal follows 
  with the snide addition: “Till I tire of you or find a 
  better host.” It has no powers at all, but Malcaedix 
  preferentially preys upon those willing to take the ring 
  for whatever it takes to gain it. The PCs being the most 
  skilled potential clients of her unique abilities, she uses 
  her magic jar ability to possess the first person to wear 
  the ring and then forces them to kill themselves after 
  pointing at the PCs and demanding, “Wear me!”
  
  16
  ser merIdrAnd PAllIsArd 
  SER MERIDRAND PALLISARD  
  CR 15
  XP 51,200
  Male human (Talladan) antipaladin 9/inquisitor 
  (infiltrator) of the Locust 1/low templar 5
  CE Medium humanoid (human)
  Init +5, seize the initiative; Senses Perception +11
  Aura cowardice (10 ft.), despair (10 ft.)
  DEFENSE
  AC 26, touch 10, flat-footed 26 (+0 Dex, +13 armor, +3 
  natural)
  hp 146 (14d10+1d8+60)
  Fort +20, Ref +10, Will +16; +1 vs. effects that detect lies 
  or that reveal or force the truth, +2 vs. the abilities of 
  chaotic evil outsiders
  Defensive Abilities live to fight another day, path of 
  darkness (evil); DR 3/—; Immune disease
  OFFENSE
  Speed 20 ft.
  Melee fallen axe +24/+19/+14 (1d12+12/19-20/×3)
  Special Attacks channel negative energy (5d6, DC 19, 
  4/day), crusader, dirty fighting, smite good 3/day (+5 
  attack and AC, +13 damage), sneak attack +1d6
  Antipaladin Spell-Like Abilities (CL 9th; concentration 
  +14)
   At will—detect good
  Antipaladin Spells Prepared (CL 6th; concentration 
  +11)
   2nd (2/day)—darkness, silence (DC 17)
   1st (4/day)—disguise self, linebreaker, litany of sloth UC, 
  protection from good
  Inquisitor Spells Known (CL 1st; concentration +2)
   1st (2/day)—detect demon, protection from evil
   0 (at will)—create water, guidance, light, stabilize
  Domain tactics
  TACTICS
  Before Combat Every day that one is available to him, 
  Meridrand consumes the body of a human to gain 
  the benefits of his demon hunger implant. He casts 
  linebreaker and protection from good on himself while 
  using his fiendish boon to make his fallen axe unholy and 
  activating his boots of speed before combat begins. These 
  effects are not included in his stats.
  During Combat Meridrand targets identifiable 
  worshippers of the Goddess of Valor with his smite good 
  ability before others. As early as possible in combat, 
  he uses his judgement ability. He uses Charge Through 
  to quickly get close to enemy spellcasters and employs 
  Power Attack unless most of his attacks miss.
  Morale Meridrand has no wish to die and seeks to escape 
  if reduced to less than 30 hp.
  STATISTICS
  Str 22, Dex 10, Con 18, Int 14, Wis 13, Cha 20
  Base Atk +14; CMB +22 (+26 overrun); CMD 30 (32 vs. 
  overrun)
  Feats Adept ChampionUC, Charge Through, Greater 
  Overrun, Improved Critical (greatsword), Improved 
  Overrun, Mounted Combat, Noble Scion (War), Power 
  Attack, Weapon Focus (greatsword)
  Skills Bluff +26, Diplomacy +23 (+25 vs. Chaotic/
  Evil subtypes), Disguise +14, Heal +5, Intimidate +9, 
  Knowledge (nobility) +9, Knowledge (planes) +14, 
  Knowledge (religion) +6, Perception +11, Ride +7, Sense 
  Motive +24, Use Magic Device +20
  Languages Common, Viking
  SQ aura of evil, change shape (alter self, Small or Medium 
  humanoid), cruelties (dazed, poisoned, shaken), 
  fiendish boon (weapon +2, 2/day), flag of convenience, 
  forbidden lore, guileful lore, judgement 1/day, 
  misdirection (Lawful Good), necessary lies, profane gift 
  of transformation (+2 Cha), touch of corruption (4d6, 9/
  day), unholy resilience, wealthy
  Combat Gear boots of speed; Other Gear fallen axe (see 
  below), +1 holy cold iron greatsword, mwk cold iron dagger, 
  +4 adamantine full plate of command, amulet of natural 
  armor +3, belt of physical might +4 (Str/Con), bracers of the 
  avenging knight, cloak of the diplomat, earring of mental 
  superiority +2 (as headband, uses headband slot), demon 
  hunger (see below), holy symbol of Goddess of Valor, 
  unholy symbol of the Locust, waterskin, belt pouch.
  SPECIAL ABILITIES
  Profane Gift of Transformation (Su) Meridrand 
  currently benefits from a +2 profane bonus to his 
  Charisma as a result of his succubus lover’s profane gift 
  of transformation. As long as this profane gift persists, 
  Meridrand can communicate telepathically with her 
  across any distance (and she may use her suggestion 
  spell-like ability through it). The succubus’s profane gift 
  also allows Merdirand to use her change shape ability. 
  While using this ability, the succubus can also use detect 
  thoughts on Meridrand, and his saving throws against 
  this or her suggestion ability take a –4 penalty. This 
  profane gift is removed by dispel evil or dispel chaos. The 
  succubus can remove it as well as a free action (causing 
  2d6 Charisma drain to Meridrand, no save).
  
  17
  Wealthy Ser Meridrand has more equipment than an NPC 
  of his level would normally have, increasing his CR by 1.
  DEMON HUNGER
  Aura strong transmutation (evil); CL 15th
  Slot none; Price 25,000 gp; Weight 25 lbs
  DESCRIPTION
  This large gray sac of digestive fluid and folded length of 
  reddish-gray bowel can be implanted only if the recipient’s 
  own stomach and intestines are first removed—removing 
  these organs deals 2d4 points of Constitution damage and 
  1 point of Constitution bleed to the recipient, and at the 
  beginning of its next turn the recipient is reduced to –1 
  hit points and begins dying. Implanting the demon hunger 
  requires a successful DC 20 Heal check made as a full-round 
  action, and causes it to graft itself into the recipient’s 
  abdomen and halt the Constitution bleed. Once in place, 
  the demon hunger fortifies the recipient but fills it with a 
  yearning to devour human flesh—the recipient gains a +4 
  profane bonus on saving throws against effects that result 
  from ingestion, such as ingested poisons, or that cause the 
  nauseated or sickened conditions. In addition, once per day, 
  the recipient can entirely consume the body of a human 
  over the course of 10 minutes, causing the recipient’s body 
  to bloat. The recipient gains 75 lbs of weight, a +4 profane 
  bonus to Constitution, and a −2 penalty to Dexterity. These 
  effects last for 24 hours. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, bear’s endurance, 
  beast shape II, remove sickness; Cost 12,500 gp
  FALLEN AxE
  Aura strong evocation; CL 15th
  Slot none; Price 64,340 gp; Weight 12 lbs
  DESCRIPTION
  This +1 fervent cold iron greataxe of Goddess of Valor 
  becomes a +3 heretical cold iron greataxe of the Goddess of 
  Valor in the hands of an antipaladin who may also use the 
  fallen axe to deliver a coup de grace as a standard action.
  An antipaladin who is carrying a holy weapon benefits 
  from any feats associated with the holy weapon’s type 
  when wielding the fallen axe. For example, an antipaladin 
  with Weapon Focus (greatsword) who is carrying a holy 
  greatsword can wield a fallen axe as though he had Weapon 
  Focus (greataxe). In addition, if the antipaladin expends 
  one use of her touch of corruption ability while touching 
  both weapons she can choose to suppress one of her 
  antipaladin abilities in exchange for the use of a paladin 
  ability for 1 hour as follows: aura of evil for aura of good; 
  touch of corruption for lay on hands; aura of cowardice for 
  aura of courage, or channel negative energy for channel 
  positive energy.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, align 
  weapon, death knell, weapon of awe, creator must be evil; 
  Cost 32,340 gp
  Meridrand is a stinking pus-ridden sore on the face of 
  the Crusade against the Demonlands. His past deeds, and 
  one-time glory have blinded most of his loyal followers 
  and even a few of his superiors to his current downfall and 
  new dark nature. In the last great push of the Crusade, 
  Meridrand single-handedly defeated a clutch of vrocks that 
  had swooped down upon the vanguard, seeking to murder 
  Meridrand’s commander, Lucaris Sovin.
  Afterward, Meridrand became Lucaris’ sworn brother, 
  entrusted with missions and secrets of the Crusade at the 
  highest level. Meridrand proved worthy of this trust… at 
  first. Then he met Lucaris’ daughter, Jonnelle, a maid whose 
  fierce spirit ignited a fire deep in Meridrand’s heart. Striving 
  to prove himself a shining exemplar of the holy way, and an 
  honorable suitor, he courted her in a chaste fashion for a 
  few weeks before returning to the front.
  Months later, when Jonnelle’s belly began to grow, her 
  father was furious. He assumed Meridrand had overstepped 
  his suit, and dishonored his daughter. Jonnelle did nothing 
  to disabuse her father of this view, though in truth a 
  rapscallion of a bard had planted the seed in her belly, after 
  disarming her with his songs and charms. Lucaris called 
  Meridrand back from the front without explanation, and 
  summoned the paladin before him. Before Meridrand could 
  even speak a greeting, Lucaris demanded his sworn brother 
  make right by his daughter by marrying her immediately. 
  Meridrand’s heart shattered when Jonnelle appeared, 
  in tears, her belly swollen. Poised on the edge of a soul-
  slicing knife, Meridrand quieted his mind, and decided. He 
  took the blame and married Jonnelle to save her from her 
  father’s wrath.
  At first he was proud of himself, but at his wedding 
  feast the odd jibe or two from those members of Lucaris’ 
  household who knew the truth of Jonnelle’s impregnator, 
  bore deep into Meridrand’s heart and mind. That night as 
  he lay with his bride, he could not perform, and he made 
  arrangements to ship out to the front again in the morning, 
  preferring to be as far from his tainted wife as possible. 
  The distance did not save his soul’s torment. He dreamed 
  about her with some faceless bard every night, cuckolding 
  
  18
  him, and bringing shame to his once great name. Soon his 
  honorable sacrifice at the nuptial altar became his undoing 
  instead. He began to 
  volunteer for more and 
  more dangerous missions 
  behind enemy lines and grew 
  withdrawn, leaving his loyal 
  followers and allies confused.
  It wasn’t long before he found himself on a smoldering 
  plain with a supple young succubus, who seduced him and 
  drew him deeper into his downward spiral. The ensuing loss 
  of his holy powers actually drove Meridrand further into 
  the embrace of the Abyss than to recoil from it; he cared 
  little for anything but rutting with his demoness. And 
  when his lieutenant, a young cleric of Goddess of Valor 
  named Athol, arrived with a unit of crusaders to rescue 
  him, he turned on them and defeated them with his new 
  
  19
  “wife” and her demonic allies at his side. The crusaders not 
  slain in battle were captured and then sacrificed, one after 
  another, as Meridrand revoked his oaths to Goddess of 
  Valor and, with the guidance of his succubus lover, replaced 
  them with devotions to her lord. As his final sacrificial 
  victim, Athol himself, died at his feet, Meridrand’s 
  damnation was assured and he arose an antipaladin of the 
  Locust, the plague-bringer and world-breaker who heralds 
  the apocalypse.
  Now, many months after his fall, Meridrand has begun 
  his transformation into a demon and yet, with newfound 
  powers, he continues to be able to pass as his former self, 
  leading units of his crusader follows into the Worldwound 
  to “search for his lost cohort, and the succubus who 
  captured him”. His bloated form stretches the leather straps 
  of his platemail near to bursting and his flapping fatty 
  jowls overflow his gorget, and make his black goatee seem 
  ridiculous. His once glorious locks of midnight-black hair 
  now hang limply around his head and shoulders, always wet 
  with the sheen of unhealthy sweat. He retains thick hews of 
  muscle beneath his recent layers of blubber, but the fallen 
  paladin has let himself fall to sloth, drink and indolence. He 
  no longer wears a helm—his sweaty brow and wine-infused 
  red cheeks would stifle beneath the steel.
  Meridrand still wears his gleaming milk-white bladed 
  greatsword upon his back, its ornate hilt visible over his 
  right shoulder. He hasn’t drawn it in over a year—its 
  touch burns his hands, and pulls deeply-buried shameful 
  memories to the surface of his mind. He now prefers to 
  wield an executioner’s axe of black iron, a gift from his new 
  lover, always close to hand.
  ADVENTURE HOOKS
  • The PCs are summoned by a deeply troubled 
  Commander Lucaris Sovin and asked to quietly 
  investigate why Ser Meridrand Pallisard is spending 
  so much time away from his young pregnant bride, 
  Sovin’s daughter, Jonnelle. Commander Sovin shares 
  his growing concerns about rumors suggesting that 
  it was not the paladin who overstepped his suit with 
  Jonnelle, but her dalliance with a bard that led to her 
  current, delicate condition. The Commander wishes to 
  know if Ser Meridrand wed her to protect her honor so 
  that he can take steps to repair the damage his hasty 
  conclusions caused to his relationship with the paladin. 
  The PCs are asked to accompany Ser Meridrand on his 
  next mission into the Demon Lands and to subtly, and 
  sensitively, learn the truth of it.
  •  Silas, the young son of one of the PC’s family 
  friends, has picked up a sword and joined the crusade 
  under the banner of Ser Meridrand Pallisard, a well-
  known paladin of the Goddess of Valor. Despite his 
  lack of experience, nothing can dissuade Silas from 
  heading into the Demon Lands with his comrades to 
  help Ser Meridrand search for his lost friend Athol and 
  the succubus who captured him. The family friend begs 
  the PCs to join Pallisard’s unit and help keep Silas safe 
  on his first mission. Perhaps after an experience of the 
  Demon Lands, he will reconsider taking over the family 
  farm... 
  •  A young investigator named Ollish approaches the 
  PCs with her belief that a demon is hidden amongst 
  the crusaders stationed in the Spire barracks. She 
  believes that it has been preying on the young women 
  of the area, mainly barmaids, dancers, and prostitutes. 
  Its victims, she says, have all disappeared without a 
  trace but she cannot convince the crusader sergeants of 
  her suspicions—she has no proof and the comings and 
  goings of the working women are difficult to track. She 
  thinks the problem has arisen since the captain of the 
  barracks, Ser Meridrand Pallisard has spent so much 
  time in the Demon Lands searching for a lost friend. If 
  the paladin can’t be persuaded to help, perhaps the PCs 
  can?
  
  20
  mons’verIx
  MONS’VERIx 
  CR 16
  XP 76,800
  Male glabrezu summoner 7
  CE Huge outsider (chaotic, demon, evil, extraplanar)
  Init +4; Senses darkvision 60 ft., true seeing; 
  Perception +34
  DEFENSE
  AC 28, touch 8, flat-footed 28 (+20 natural, −2 size)
  hp 313 (12d10+7d8+216)
  Fort +21, Ref +8, Will +17
  DR 10/good; Immune electricity, poison; Resist acid 10, 
  cold 10, fire 10; SR 24 
  OFFENSE
  Speed 40 ft.
  Melee 2 pincers +24 (2d8+9/19-20), 2 claws +24 (1d6+9), 
  bite +24 (1d8+9)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rend (2 pincers, 2d8+13)
  Spell-Like Abilities (CL 14th; concentration +21)
  Constant – true seeing
  At will—chaos hammer (DC 22), confusion (DC 21), dispel 
  magic, greater teleport (self plus 50 lbs of objects only), 
  mirror image, reverse gravity (DC 24), unholy blight (DC 
  22), veil (self or eidolon only)
  10/day—summon monster IV
  1/day—power word stun, summon (level 4, 1 glabrezu 20% 
  or 1d2 vrocks 50%)
  1/month—wish (granted to a mortal humanoid only)
  Summoner Spells Known (CL 7th; concentration +14)
  3rd (3/day)—greater invisibility, nondetection
  2nd (5/day)—invisibility, lesser evolution surge (DC 19), 
  misdirection (DC 19), summon eidolon
  1st (6/day)—daze monster (DC 18), magic mouth, unfetter, 
  unseen servant, ventriloquism (DC 18)
  0 (at will)—arcane mark, detect magic, light, mending, 
  message, read magic
  TACTICS
  Before Combat Mons’verix uses veil and Bluff to appear 
  as an innocent, or invisibility to stay out of sight, for as 
  long as possible.
  During Combat When identified as a threat, or if his 
  eidolon is exposed as evil, Mons’verix uses reverse gravity 
  to control the battlefield and power word stun to disable 
  enemy spellcasters, dispelling their magical defenses or 
  countermeasures before ripping his enemies apart under 
  the cover of greater invisibility.
  Morale Mons’verix teleports to safety if reduced to less 
  then 50 hp. He never forgets the defeat and stalks those 
  who caused him to retreat thereafter, waiting for time to 
  exact his revenge.
  STATISTICS
  Str 29, Dex 11, Con 33, Int 20, Wis 18, Cha 25
  Base Atk +17; CMB +28; CMD 38
  Feats Augment Summoning, Destructive Dispel, Dispel 
  Synergy, Extra Evolution, Improved Critical (pincer), 
  Improved Initiative, Persuasive, Power Attack, Quicken 
  Spell-like Ability (dispel magic), Spell Focus (conjuration)
  Skills Bluff +37, Diplomacy +24, Intimidate +24, 
  Knowledge (arcana) +15, Knowledge (history) +20, 
  Knowledge (local) +20, Knowledge (planes) +15, 
  Knowledge (religion) +15, Linguistics +15, Perception 
  +34, Sense Motive +26, Spellcraft +20, Stealth +10, 
  Use Magic Device +29; Racial Modifiers +8 Bluff, +8 
  Perception
  Languages Abyssal, Celestial, Common, Draconic, 
  Dwarven, Elven, Gnome, Goblin, Halfling, Haleet, 
  Infernal, Orc; telepathy 100 ft.
  SQ bond senses, eidolon, life link, maker’s call, share 
  spells, shield ally
  Combat Gear amulet of proof against detection and location, 
  ring gates, silent metamagic rod, wand of cure moderate 
  wounds (caster level 3rd, 41 charges).
  MONS’VERIx’S ANGEL
  Female eidolon (biped)
  CE Medium outsider (chaotic, evil, extraplanar)
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 25, touch 13, flat-footed 23 (+2 armor, +1 deflection, 
  +2 Dex, +10 natural)
  hp 39 (6d10+6)
  Fort +8, Ref +6, Will +7; +4 morale bonus vs. enchantment 
  spells and effects
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft., fly 30 ft. (good)
  Melee 2 claws +11 (1d4+5 plus 1d6 fire) and 2 wing 
  buffets +9 (1d4+3 plus 1d6 fire)
  Spell-Like Abilities
  3/day—cure light wounds (CL 4th)
  1/day—dancing lights (CL 6th)
  TACTICS
  Before Combat The angel maintains its guise as a celestial 
  creature for as long as it can, brandishing its illusory 
  
  21
  
  22
  greatsword dramatically and using Bluff and Diplomacy 
  to persuade doubters.
  During Combat The angel uses flight to maneuver around 
  foes, attacking creatures caught in its master’s reverse 
  gravity field or that have been stunned or otherwise left 
  vulnerable to counter-attack. 
  Morale The angel follows Mons’verix’s orders and fights to 
  the death or retreats at his telepathic command.
  STATISTICS
  Str 19, Dex 15, Con 13, Int 9, Wis 10, Cha 12
  Base Atk +6; CMB +10; CMD +22
  Feats Deceitful, Multiattack, Skill Focus (Bluff)
  Skills Bluff +23, Diplomacy +18, Disguise +7, Fly +10, 
  Knowledge (planes) +6, Knowledge (religion) +6, 
  Linguistics +3, Perception +7 
  Languages Abyssal, Celestial, Common, Draconic
  SQ devotion, evolutions (base magic, claws, flight, 
  improved natural armor, limbs (arms), limbs (legs), 
  minor magic (2), skilled (Bluff, Diplomacy), wing buffet)
  Gear amulet of mighty fists (+1 flaming), bracers of armor 
  +2, cloak of resistance +2, headband of vast intelligence 
  +2 (Diplomacy), ring gates, ring of mind shielding, ring of 
  protection +1
  “Even the righteous must bow to pragmatism and 
  know that what must be done, must be done, and in 
  the end all will be forgiven.”  
   
   
   
   
   
   
        – Mons’verix the angel,                                
  eidolon of the Glabrezu summoner Mons’verix
  As demons of treachery, glabrezu revel in the temptation 
  of mortals through lies, deceit, and promises of power. 
  Mons’verix is no different in this respect, but his methods 
  are even more devious and rich in irony than his kindred, 
  making open mockery of celestials and of mortal hope. 
  Rather than offering to fulfill his victims’ wildest dreams 
  or exchange simple services, Mons’verix deceives them in 
  such a way that they follow his dictates willingly, zealously 
  even, convinced of their righteousness. Most are never 
  even aware that their actions serve a demon until they have 
  already damned themselves and despoiled the world around 
  them.
  Centuries ago, the glabrezu encountered a mortal 
  spellcaster unlike any other he had known, a summoner. 
  This mortal exposed his manipulations and would have 
  killed him had Mons’verix not managed to escape back to 
  the Abyss. Mons’verix lost years of work and was deprived 
  of savoring the delicious agony of the mortals he’d targeted. 
  For decades, the fiend obsessed over this mortal wizard and 
  his bizarre familiar, but he was unable to find them until 
  the wizard was on his deathbed. The glabrezu learned the 
  unique source of their power as he watched their conjoined 
  souls depart for judgment. Realizing the potential for 
  duplicity inherent in such magic, Mons’verix cackled 
  with delight and pored over his former enemy’s writings, 
  learning the process by which he’d summoned and bound 
  his eidolon.
  To the world’s lament, Mons’verix learned well, 
  summoning a powerful eidolon warped and twisted to 
  match his own fiendish nature. The glabrezu named it after 
  himself, and cackled as he wove its form to resemble that of 
  an astral deva with brilliant white wings that radiate a pure 
  white glow. He focused his powers of illusion and deception, 
  discovering a method to shroud his eidolon’s appearance in 
  an illusory veil, creating shining celestial mail and pristine 
  robes and a great flaming blade graven with sacred runes, 
  all forged of nothing but whispers and lies. For the eidolon 
  of a demon, appearances mean nothing save how they can 
  be used to confound the hopes and prayers of the enemy. 
  Few ever encounter the glabrezu directly. He prefers to 
  remain veiled or invisible, able to observe and savor the 
  irony, deceit, and looming pain as his eidolon plays the part 
  of an angelic herald or savior. The two of them most often 
  target mortals in the midst of a holy war against fiends or 
  rival religions. The angel descends from the sky, surrounded 
  by a brilliant light, butchering the enemies of its targets 
  (be they mortal or fiendish) and healing their wounds. 
  Believing themselves saved by divine intervention, most 
  mortals hurl themselves at the eidolon’s feet, praising it 
  and their own gods. Thus deceived, they never question any 
  subsequent demands it makes. After all, they owe it their 
  lives and surely it saved them for a purpose. They never 
  question when it plants notions of paranoia in their minds, 
  sowing seeds of discord, or instructs them to kill good 
  men or women it identifies as demonic agents. Through 
  
  23
  ADVENTURE HOOKS
  • As the PCs enter the main square of a large city 
  in the midst of a religious crusade, they come across 
  a crowd gathered around a group of men suspected 
  on fairly flimsy evidence of a number of moderate 
  offenses. The men protest their innocence, at which 
  point an invisible Mons’verix, lurking beyond the 
  crowd, summons his “angel” to appear. The glabrezu’s 
  eidolon declares the men guilty and exhorts the 
  authorities to carry out a sentence of death, for in 
  the army of the righteous there can be no impurity! 
  The PCs can intervene, but the crowd clearly believes 
  themselves to be carrying out divinely decreed 
  justice.
  •  A group of well equipped and heavily armed 
  soldiers led by a cleric of a good deity ambushes 
  the PCs. Screaming accusations that the PCs are in 
  thrall to demons, the attackers have every intention 
  of fighting to the death. If any of them survive, or 
  if their corpses are magically interrogated, the PCs 
  find no evidence of magical compulsion or demonic 
  possession. Instead they discover that they had 
  been commanded by the “angel” Mons’verix two 
  days before to hunt down and kill the PCs. Why an 
  “angel” would do such a thing and why is a troubling 
  question with a troubling answer.
  •  Wandering through a demon-plagued stretch 
  of wasteland, the PCs are attacked by a number of 
  demons well beyond their ability to defeat. One 
  round into combat the demons shriek as a bright 
  light flashes and the “angel” appears, commanding 
  them to depart in the name of Mons’verix. Hissing 
  and raging, the demons teleport away, leaving 
  the PCs with an apparent heavenly benefactor. In 
  reality the attacking demons are in collusion with 
  Mons’verix the glabrezu and the entire event has 
  been staged in order for the angel to present the 
  PCs with a request. Having saved them from certain 
  death, why would they distrust the celestial?
  the angel’s honeyed words, Mons’verix slowly corrupts 
  righteous men and women into zealots willing to commit 
  acts of horror in the name of good. After all, why would an 
  angel lie?
  
  24
  count ulus vonKAvAl
  COUNT ULUS VONKAVAL 
   
  CR 11
  XP 12,800
  Male half-elf demon-possessed inquisitor (spellbreakerUC) 
  8/ assassin 3
  CE Medium humanoid (elf, human)
  Init +13; Senses darkvision 60 ft., low-light vision; 
  Perception +20
  DEFENSE
  AC 29, touch 16, flat-footed 23 (+9 armor, +6 Dex, +4 
  natural)
  hp 86 (11d8+33)
  Fort +10, Ref +10, Will +10; +2 vs. arcane enchantments, 
  +1 vs. arcane evocations, +2 vs. enchantments, +5 vs. 
  poison
  Defensive Abilities uncanny dodge; DR 10/cold iron; 
  Immune sleep; Resist electricity 30
  Weaknesses exorcism
  OFFENSE
  Speed 30 ft.
  Melee +1 agile kinslayer elven curve blade +15/+10 
  (1d10+10/15-20)
  Ranged +1 seeking darkwood composite longbow +15/+10 
  (1d8+2/×3)
  Special Attacks death attack (DC 13), greater bane, sneak 
  attack +2d6
  Spell-Like Abilities (CL 8th; concentration +11)
  At will—detect alignment
  8 rounds/day—discern lies
  3/day—contagion, invisibility (self only)
  1/day—summon (level 6, 1 nabasu 100%)
  TACTICS
  Before Combat The Count uses invisibility to enable his 
  sneak attack. 
  During Combat The Count activates his greater bane 
  ability to target accessible spellcasters.
  Morale The Count flees if reduced to less than 20 hp.
  STATISTICS
  Str 13, Dex 22, Con 16, Int 10, Wis 16, Cha 9
  Base Atk +8; CMB +9; CMD 25
  Feats Combat Reflexes, DeceitfulB, DisruptiveB, Improved 
  Critical (elven curve blade), Improved InitiativeB, 
  Intimidating Prowess, Power Attack, Step Up, Weapon 
  Finesse
  Skills Bluff +21, Disguise +9, Intimidate +15, Knowledge 
  (arcana) +11, Knowledge (planes, religion) +4, 
  Perception +20, Sense Motive +23, Spellcraft +11, 
  Stealth +17, Survival +7 (+11 to track); Racial 
  Modifiers +2 Perception
  Languages Common, Elven
  SQ ancestral arms (elven curve blade), aura of evil, 
  domain (spellkiller inquisition), foil casting, poison use, 
  possessed (mythic coloxus demon named Dasnikynlin), 
  strong-willed, track
  Gear celestial armor, +1 agile kinslayer elven curve blade, 
  +1 seeking darkwood composite longbow (+1 Str), bane 
  baldric, belt of incredible dexterity +2, inquisitor’s monocle, 
  deathblade poison (2)
  SPECIAL ABILITIES
  Exorcism (Ex) Certain spells can eject the coloxus 
  demon Dasnikynlin from the Count if they overcome 
  the demon’s SR (26). Dispel evil or dispel chaos can eject 
  Dasnikynlin, but the caster must succeed at a DC 36 
  caster level check. Banishment and dismissal immediately 
  eject Dasnikynlin from the Count if the demon fails to 
  save against the spell. If Dasnikynlin is ejected from the 
  Count’s body, it appears in the nearest open square and 
  is stunned for 1 round. The Count immediately loses the 
  demon-possessed template and is stunned for 1 round.
  Possessed (Su) Count Ulus VonKaval is possessed by a 
  mythic coloxus demon named Dasnikynlin but shows no 
  outward signs of the demon’s presence.
    
  While possessing the Count, Dasnikynlin’s body 
  and abilities are unavailable. The demon cannot be 
  harmed until it leaves or is forcibly ejected. Dasnikynlin 
  shares the Count’s senses and can communicate with 
  him telepathically but can neither read his mind nor 
  control him. However, while the Count remains Chaotic 
  Evil as a result of the possession, his goals have aligned 
  with the demon’s. 
    
  Each day, the Count is allowed a DC 28 Will 
  save to force Dasnikynlin to leave his body unless the 
  demon suppresses this by expending one use of mythic 
  power. Should the Count ever make this save or be 
  killed, the demon is ejected, retakes its original form 
  in an adjacent space, and is stunned for 1 round. The 
  demon may not possess a new target for 24 hours after 
  being ejected from the Count. Dasnikynlin can exit the 
  Count at any time voluntarily as a standard action. If it 
  does so, it appears in the nearest available open space. 
  If Dasnikynlin exits or is ejected from the Count, the 
  Count immediately loses the demon-possessed template 
  and is stunned for 1 round (if he is still alive).
  Pride, above all things, is meat and marrow, breath 
  and bone and blood to those of his type: vanity and self-
  obsession are what construct the slim, stylish forms of 
  the coloxus, from crown to toe ... yet they also serve as a 
  bounteous feast the rapacious demons gleefully consume. 
  For all that the ageless beast called Dasnikynlin is an 
  exemplar and paragon of coloxus-kind, cut precisely from 
  the same elegant cloth as his fellows, his pride takes a 
  unique shape: he is an avid collector. 
  
  25
  The charming fiend is a collector of many things, to 
  be sure: rare, lovely insects, pinned and posed; sweet 
  treats taken from murder-scenes; mannequins and toys 
  that have touched corpses; the dying words of demon-
  summoners; heartbreaking yet hilarious tragicomic operas; 
  baroque pipe-organs; finely-wrought carriages; medical 
  texts detailing the most invasive and radical of surgeries; 
  dentures, wigs, glass eyes, and false limbs of cunning 
  design; children’s shoes in every style and type, from 
  painted leather to smooth wood; art crafted from human 
  flesh ... and many others. 
  Such a vast collection is catalogued and kept only in 
  Dasnikynlin’s whirling mind, of course; the demon has 
  no need for sagging trophy-cases or dusty shelves, as he 
  meticulously destroys all those things he fancies—after 
  sufficiently appreciating, deconstructing, and memorizing 
  them—so that they might never enter the collection of 
  another. Once his treasures are committed to acid, blades, 
  and flame, they are forever his. Amongst the few things 
  he does not collect are weapons, armor, and instruments 
  of torture; he considers them utterly banal. His greatest 
  collection, however, is a stroke of true, wicked genius: a 
  family.
  Over the centuries, as each successive generation of the 
  wide-spread VonKaval bloodline perishes at the hands of 
  the demon or his schemes, his collection grows; the family 
  has experienced thrilling victories and terrible misfortunes 
  for years, going from Dukes to serfs, from witch-hunters to 
  the hunted ... and back again. Since the involvement of the 
  coloxus, more and more often the VonKavals are finding 
  themselves bound for the Abyss upon their untimely 
  deaths: the most perfect way for Dasnikynlin to show off 
  his collection to envious peers.
  Many of the VonKavals have died by some ironic but 
  direct malfeasance of the demon—pushed from a parapet 
  of their mansion on the birthday of a child, for example—
  while others are undone by more subtle methods: some 
  have been formally executed by the state (or murdered by 
  a jealous rival) after being framed for some grave misdeed, 
  and many others have perished in the misadventurous 
  pursuit of some imagined, lofty goal fabricated entirely by 
  the fiend. In some instances, however, Dasnikynlin has had 
  to take a very active role indeed ...
  Count Ulus VonKaval, witch-hunter and champion of 
  righteousness, is a changed man since the demon finally 
  clawed his way in and took root inside his mind. Gone 
  are the dreams of ridding his family of their curse—now, 
  the swift swordsman hunts the far-flung cousins, great-
  nephews and other extended family that have attempted to 
  escape Dasnikynlin’s cruel grasp.
  ADVENTURE HOOKS
  •  The demon has begun an active, long-term and 
  far-reaching campaign of focused violence, seeking 
  out the most obscure members of the VonKaval family 
  and putting them all to corrupt, ugly and brutal ends. 
  Any PC -- or friendly NPC -- with human or elven 
  blood (and a sufficiently mysterious past) might 
  discover that they are being sought by a handsome, 
  well-mannered swordsman who wishes to know more 
  about their ancestry. The demon takes great care in 
  selecting his victims, confirming their identities and 
  blackening their hearts as best he can before killing 
  them; he leaves as few traces as possible when he 
  strikes, and is happy to frame other members of the 
  VonKaval family for his crimes. 
  •  Distant relations of the VonKaval bloodline 
  are sometimes approached with news that they 
  are the lucky recipients of a great inheritance, and 
  will only know that they were being manipulated 
  all along -- lured to easy choices, small corruptions, 
  petty cruelties and eventual madness -- when their 
  grandchildren die senselessly in some humiliating 
  accident, terrible plague or manufactured war. A 
  penniless peasant may discover that he is secretly the 
  heir to a fortune, a title and a castle when the rugged 
  Count arrives at his door bearing the ill-tidings of 
  a dead relative ... and a sizable deed to lands and 
  estates he hopes will make the grief less hard to bear. 
  The demon considers this simply “planting seeds”: 
  when his current host finally dies, the demon simply 
  snatches up another strong body from his sprawling, 
  poisonous garden.
  •  An avid collector, the demon has discovered that 
  some arcane or occult school holds a collection of 
  lore about fiend-summoning which he simply must 
  possess. Guiding his mortal host-body in the direction 
  of that library has proven easy, as the Count holds 
  spell-casters in great, terrible and wrathful contempt, 
  but accessing the stacks so that the books can be 
  properly enjoyed -- before being utterly annihilated -- 
  has thus proven far more difficult. The demon is now 
  actively recruiting aides to bring the blasphemous 
  books to him, and will reward anyone who can deliver 
  the books; the demon is not above posing as a holy 
  man in oder to get his hands on the books, and he 
  is happy to send fellow “righteous” warriors in the 
  direction of a family of demon-worshiping witches: 
  the VonKavals.
  
  26
  dAsnIKynlIn
  DASNIKYNLIN  
   
  CR 15/MR 6
  XP 51,200
  Male mythic coloxus demon
  CE Medium outsider (chaotic, demon, evil, extraplanar, 
  mythic)
  Init +20/+0MA, MF, dual initiativeMA; Senses darkvision 60 
  ft., scent; Perception +31
  DEFENSE
  AC 33, touch 20, flat-footed 23 (+10 Dex, +13 natural)
  hp 228 (16d10+140)
  Fort +15, Ref +20, Will +9
  Defensive Abilities evasion; DR 10/epic and good; 
  Immune disease, electricity, poison; Resist acid 10, cold 
  10, fire 10; SR 26
  OFFENSE
  Speed 50 ft., fly 100 ft. (good)
  Melee bite +26 (1d6+10 plus siphon), 2 slams +26 
  (1d4+10)
  Special Attacks death attackMA, draining siphonMA, 
  mesmerizing drone, mythic power (6/day, surge +1d8), 
  possess creatureMA, sneak attack +4d6
  Spell-Like Abilities (CL 12th; concentration +20)
  Constant—tongues
  At will—contagion (DC 22), invisibility, suggestion (DC 21)
  3/day—confusion (DC 22), haste, quickened invisibility, 
  mind fog (DC 23)
  1/day—giant vermin, shadow evocation (DC 23)
  TACTICS
  Before Combat If afforded the opportunity, Dasnikynlin 
  either attempts to possess a strong martial character or 
  study an arcane spellcaster in order to deliver his death 
  attack. Otherwise, he casts mythic haste and quickened 
  invisibility.
  During Combat Dasnikynlin uses a combination of 
  his mesmerizing drone and death attack whenever 
  possible. At other times, he focuses full attacks on single 
  characters to put them down.
  Morale Dasnikynlin flees if reduced below 50 hp.
  STATISTICS
  Str 19, Dex 30, Con 20, Int 17, Wis 18, Cha 27
  Base Atk +16; CMB +26; CMD 40
  Feats Agile Maneuvers, Combat Reflexes, DeceitfulMF, 
  Flyby Attack, Hover, Improved InitiativeMF, Quicken 
  Spell-Like Ability (invisibility), Weapon FinesseMF
  Skills Acrobatics +28, Appraise +22, Bluff +29, Diplomacy 
  +14, Disguise +19, Fly +32, Knowledge (arcana) +10, 
  Knowledge (planes) +10, Knowledge (religion) +10, 
  Knowledge (history) +14, Knowledge (nobility) +14, 
  Perception +31, Sense Motive +15, Stealth +28; Racial 
  Modifiers +8 Perception
  Languages Abyssal, Celestial, Common, Elven; telepathy 
  100 ft., tongues
  SQ mythic spell-like abilitiesMA
  SPECIAL ABILITIES
  Death Attack (Ex) A mythic coloxus knows the art of 
  killing or paralyzing a foe with a careful strike. This 
  ability functions as the assassin’s death attack ability 
  with an effective assassin level equal to half the mythic 
  coloxus’ HD. If the mythic coloxus has levels in a class 
  that grants the death attack ability, those levels stack 
  with this ability to determine the DC and duration of its 
  death attack.
  Draining Siphon (Su) Any creature bitten by Dasnikynlin 
  must make a DC 25 Fortitude save or take 1d4 points of 
  Charisma drain and 1 point of Charisma bleed damage. 
  A coloxus heals itself of 5 points of damage for every 
  point of Charisma it drains. The save DC is Constitution-
  based and includes a +2 racial bonus.
  Mesmerizing Drone (Ex) Once per day, when he flutters 
  his wings as a standard action, or as a move action if 
  he expends one use of mythic power, Dasnikynlin can 
  create a mesmerizing display of color and a sound-
  dampening buzzing drone. All creatures within 30 feet 
  that can see him must make a DC 26 Will save or be 
  fascinated for 1d4+1 rounds and then slowed (as the 
  spell) for as long as Dasnikynlin maintains the drone, 
  plus 1 round. Dasnikynlin must take a swift action each 
  round to maintain the effect or the effect ceases at the 
  end of his turn. Additionally, the sound creates a buffer 
  against sonic energy, granting Dasnikynlin immunity 
  to sonic attacks or effects while he continues to drone. 
  The save DC is Charisma-based. Dasnikynlin can use his 
  mesmerizing drone one more time per day by expending 
  one use of mythic power.
  Mythic Spell-Like Abilities (Su) Three times per day 
  Dasnikynlin may cast the mythic spell version of any of 
  its corresponding spell-like abilities. He must expend the 
  same amount of mythic power that would normally be 
  required to cast a mythic spell, treating its mythic rank 
  as its mythic tier for the purpose of qualifying to use 
  augmented versions of mythic spells.
  
  27
  Tenacious Possession (Su) Once per day, as a full-round 
  action, Dasnikynlin can discorporate into a malign 
  presence and target a creature within 15 feet. The 
  creature targeted must succeed at a DC 28 Will save or 
  be possessed. A successful Will save forces Dasnikynlin 
  back into his natural form and stuns him for 1 round. 
  By spending one use of mythic power as part of the 
  full-round action, Dasnikynlin can use this ability an 
  additional time. 
   
  Creatures immune to possession, such as those 
  already under the effects of protection from evil or 
  protection from chaos when targeted by this ability are 
  unaffected unless Dasnikynlin spends one use of mythic 
  power as a free action. 
   
  When Dasnikynlin successfully possesses a target, 
  he enters its space and merges with it. A creature 
  possessed by Dasnikynlin gains the demon-possessed 
  template but gains both bonus feats, rather than just 
  one, and gains epic skill bonuses, rather than profane. 
  While possessing a creature, Dasnikynlin’s body and 
  abilities are unavailable. Once Dasnikynlin merges with 
  his target he cannot be harmed until he leaves or is 
  forcibly removed. While possessing a target, Dasnikynlin 
  shares the senses of his host and can communicate 
  with it telepathically. The demon can exit the possessed 
  creature at any time as a standard action. When it does 
  so, it appears in the nearest available open space.  
   
  Each day, the victim of a possession is allowed 
  a new DC 28 Will save to force the possessing fiend 
  to leave its body unless Dasnikynlin expends one use 
  of mythic power. Should a victim make this save or 
  be killed, Dasnikynlin is ejected, retakes his original 
  form in an adjacent space, and is stunned for 1 round. 
  Dasnikynlin may not possess a new target for 24 hours 
  after being ejected from a victim unless he expends one 
  use of mythic power. Dispel evil or dispel chaos can eject 
  Dasnikynlin, but the caster must succeed at a DC 36 
  caster level check. Banishment and dismissal immediately 
  eject Dasnikynlin from a host if they overcome his SR 
  and he fails to save against the spell. The save DCs are 
  Charisma-based, and include a +2 racial bonus. 
  If Dasnikynlin exits or is ejected from a creature, the 
  creature immediately loses the demon-possessed 
  template and is stunned for 1 round (if it is still alive).
  
  28
  
  29
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  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Unrighteous Villains © 2014, Legendary Games; Authors Todd Stewart, Nicolas Logue, 
  Clinton J. Boomer, and Alistair Rigg.  
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Advanced Bestiary, © 2004, Green Ronin Publishing; Author: Matthew Sernett.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, 
  Erik Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley 
  Schneider, James L. Sutter, Owen Stephens, and Russ Taylor.
  Pathfinder Campaign Setting: Demons Revisited. © 2013, Paizo Publishing, LLC; 
  Author: James Jacobs.
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  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, HalMaclean, 
  Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K 
  Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and 
  Greg A. Vaughan.
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  L. Sutter, and Russ Taylor.
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  Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Righteous Crusade/Unrighteous Villains.pdf