Fiends Of The Cosmos
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Spheres Bestiary: Fiends of the Cosmos
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Note: Exchanging Fiendish Defenses

GMs may wish to customize the fiends used in their games by tweaking their immunities and energy resistances. Perhaps it’s more fitting for a certain setting that devils are repelled by fire or demons do not sleep. A good way of managing these changes is to assign a value to each immunity or energy resistance that a creature possesses (these values will henceforth be referred to as “immunity points”). The GM may exchange resistances or immunities for others worth an equal number of immunity points, as detailed below.
Defensive Ability IP Value
Resistance 10 to one energy type (acid, cold, electricity, fire, or sonic) 1
Resistance 20 to one energy type (acid, cold, electricity, fire, or sonic) 2
Immunity to one energy type (acid, cold, electricity, fire, or sonic) 3
Immunity to fear 1
Immunity to charm effects 1
Immunity to disease 1
Immunity to poison 1
Immunity to death effects 2
Immunity to pain effects 1
Immunity to nonlethal damage 1
Immunity to sleep effects 1
Immunity to mind-affecting effects 3
Immunity to curse effects 1

Creatures

Abyss-Born Tyrant - CR 23

Cambion troubadour 16/gifted 9
XP 819,200
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +29M, amazing initiative; Senses darkvision 60 ft.; Perception +26

Defense
AC 37 touch 31, flat-footed 30 (+9 armor, +5 deflection, +7 Dex, +6 natural)
hp 296 (3d10+16d8+204)
Fort +21, Ref +23, Will +22
Defensive Abilities: hard to kill, immortal, inscrutable, mythic saving throws, performer’s synergy +4, recuperation, unspeakable name, unstoppable, Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 13

Offense
Speed 30 ft.
Melee +5 adamantine greatsword +28/+23/+18 (+32/+27/+22 in Raging Demon or Valiant Knight) (2d6+17/17-20)
Ranged ghost strike +22 touch
Special Attacks channel power, class mimic, force of will, mirror dodge, mythic power (21/day, surge +1d10), mythic sphere mastery (berserker, fate), sadistic strike, sinfrenzy

Magic
Caster Level 10 (14 for death and fate); MSB +18, MSD 29, Concentration +29
Tradition Classical Arcanist (Charged Spells, Somatic Casting x2, Verbal Casting); CAM Cha
Spell Points 47
Conjuration SphereTalents Call Planar Creature, Drawback Caller
Death SphereTalents Cryptic Strike, Greater Undead, Mass Death Magic, Permanent Undead, Soul Drain, Soul Trap, Sustained Necromancy; (dominion) Master’s Presence; (ghost strike) Curse, Greater Curse
• Cryptic Strike; standard action, make a weapon attack, creatures hit with attack are also hit with ghost strike.
• ghost strike medium (240 ft.), DC 28; apply the effects of one (ghost strike), Mass Death Magic 1 sp, affect all targets in close (60 ft.) cone, Soul Drain may have ghost strike not count as a death effect for the purpose of affecting targets
◊ Curse (ghost strike); -9 penalty to ability score, -5 penalty to d20 attack rolls/saving throws/skill checks, or 60% chance to not act, Greater Curse removal DC increased by 5, may inflict more powerful effects
◊ Exhausting (ghost strike); fatigued for 1 minute or exhausted for 14 minutes (1 sp), Fortitude negates. On a successful save the target is still fatigued for 1 round.
• reanimate, touch; raise one corpse as undead for concentration, 14 hours with 1 sp, up to 28 HD, Greater Undead spend an hour and 3 sp to create undead of CR 7 or lower, Mass Death Magic spend 1 sp to reanimate multiple creatures at once, Master’s Presence telepathically communicate with and perceive through undead, Permanent Undead spend 2 sp to make reanimate instantaneous
• Soul Trap; spend 3 spell points to trap soul of creature that died in last 14 rounds
Fate SphereTalents Echoing Word; (word) Freedom, Harm
• consecration, close (60 ft.), DC 28
◊ Serendipity (consecration); +2 luck bonus, concentration, 14 rounds with 1 sp
• word, close range (60 ft.), DC 28; (effects of a (word) talent), Echoing Word; 1 sp, apply (word) to up to 7 additional targets
◊ Freedom (word); target is freed from physical bondage; concentration or (1 sp) 14 rounds
◊ Hallow (word); 1 sp, 14 minutes, provide protections against opposite alignment
◊ Harm (word); target takes +7 damage whenever they take damage; concentration or (1 sp) 14 rounds
Life SphereTalents Deeper Healing, Self-Renewal; Drawbacks Regenerate
• cure, 1 sp, touch (self only), DC 26; heal 4d8+10 hp
• invigorate, touch (self only), DC 26; grant 10 temp hp, lasts for 1 hour
• restore, touch (self only), DC 26; (mind; remove dazzled, shaken, staggered and lessen frightened to shaken, panicked to frightened) or (body; remove battered, fatigued and lessen exhaustion to fatigued and lessen nauseated to sickened) or (soul; heal 1d4 ability damage), 1 sp
• Self-Renewal; spend 1 additional sp to use cure or restore on self as swift action
War SphereTalents Call To Arms; (totem) Totem Of Enemies
• rally, immediate action within totem area, free action 1/round, 1 target, DC 26
◊ Commanding Aid; aid another using +21 bonus
• totem, personal, area 75 ft., DC 26; concentration or 10 minutes (1 sp) Call to Arms may create totem as move action, swift action with 1 sp
◊ Totem Of Enemies; 1 sp, creatures of specific alignment end take -2 penalty on attack rolls and saving throws
◊ Totem Of War; +4 circumstance bonus to damage rolls

Combat
Martial Tradition Grey Veteran (Berserker x2, Equipment x2) PAM Cha
Berserker SphereTalents Beat Down; (exertion) Heavy Swing
• berserking, free action, take -2 penalty to AC to gain 18 temp hp
• brutal strike (special attack action, hit targets are battered for 12 rounds; expend martial focus +30 damage) Heavy Swing creature struck by brutal strike must save or be staggered/dazed for 4 rounds, DC 28
Equipment SphereTalents Unarmored Training; (discipline) Duelist Training
• Unarmored Training; +9 armor bonus, applies against touch
Gladiator SphereTalents Master Of Fear
• boast (immediate action after critical hit, reduce enemy to 0, or successful combat maneuver, apply (boast) in 60-ft. radius)
◊ Prowess (boast); roll twice on next attack roll
• strike fear (standard action, expend martial focus, demoralize 30-ft. radius; apply (demoralization) to enemies shaken), Master Of Fear (may use strike fear as a standard action w/o expending martial focus); (demoralize) additional effects vs. feared targets
Warleader SphereTalents Armies Of The Dead, Triumph; (shout) Disarming Roar, Frightful Roar
◊ Armies of the Dead; undead affected by your abilities, may influence with Diplomacy
◊ Triumph; on a successful attack action, shout as swift action, or free with martial focus
• shout (standard action, 55-ft. radius, 5 rounds; apply (shout) effects)
◊ Disarming Roar (shout); spend martial focus, enemies must make Will save or lose martial focus, DC 30
◊ Fierce Shout (shout); allies deal +10 damage on first attack each turn
◊ Frightful Roar (shout); enemies must make Will save or become shaken, DC 30
• tactic (begin as move action, maintain or switch as swift action; 60-ft. radius, grant (tactic) benefits to allies)
◊ Aggressive Flanking (tactic); allies flank if they threaten

Statistics
Str 26, Dex 24, Con 26, Int 20, Wis 18, Cha 32
Base Atk +15; CMB +23; CMD 45
Feats Dual PathM (Spheremaster), Great FocusM, Improved InitiativeM, Improved Vital Strike, Muscular Reflexes, Mystic Focus, Power AttackM, Quicken Spell, Spell Attack, Sphere Virtuoso, Vital StrikeM
Skills Acrobatics +19, Bluff +33, Diplomacy +33, Disguise +33, Intimidate +33, Knowledge (arcana) +31, Knowledge (local) +22, Knowledge (religion) +21, Knowledge (planes) +31, Perception +26, Sense Motive +26 Spellcraft +27, Stealth +29, Use Magic Device +31
Languages Abyssal, Common, Draconic, Dwarven, Necril, Orc, Undercommon
SQ divine source x2 (chaos, death, evil, trickery), exceptional resources, expert change, flexible truth, great renown, greater actor, greater lies, hearsay +4, master actor, master of disguise +9, method acting, mythic magic talents, mythic method acting, personas (5), quick change 4/day, rapid change, renown, true disguise, true intent
Combat Gear +5 adamantine greatsword, aegis ring +5, belt of physical perfection +6, cape of resistance +5, headband of mental perfection +6, necklace of natural armor +5, ring of the tyrant (+4 Death and Fate implement)
Exceptional Resources (Ex): The abyss-born tyrant’s ability scores are calculated using a 20 point buy and he possesses wealth as an 18th-level PC. This increases his CR by 1.
Sadistic Strike (Su): Cambions excel at causing pain and anguish. Cambions always treat any weapons with which they attack (including natural weapons and spells with attack rolls) as if they had the Improved Critical feat for the weapons.
Sinfrenzy (Su): Every cambion carries an excessive capacity for one of the seven classical sins, determined at the moment of the cambion’s birth and depending on the nature of his humanoid parent’s greatest sin. Once per day for a number of rounds equal to his Hit Dice, a cambion can embrace his sin and enter a frenzied state as a free action. While a cambion is in this frenzy, his land speed increases by 10 feet and he gains a +1 bonus on Reflex saves and attack rolls. These bonuses do not stack with those granted by haste or similar effects, but due to his class levels the abyss-born tyrant also increases the save DCs of all of his sphere abilities by 1 while in a sinfrenzy.

Personas
[Base Persona] The Wasteland Magician
Trope Mentor (via. Performer’s Synergy); Trope Benefit caster level 18, +4 all saving throws

[Persona 1] The Old Man (vigilante persona)
CE male human, old and ragged wearing a tattered grey robe
Trope Cunning Servant, Mentor, Villain; Trope Benefit full caster level, fear aura -4, inspiration 13/day (+1d4)
Quirks Aura of Compulsion, Big Bad, Channel Energy 12/day (8d6, DC 29), Greater Channeling, Skillful Channeling (Command Undead), The Don, Underworld Inspiration

[Persona 2] The Raging Demon
CE demon, hulking unclothed horror with a scarred crimson hide
Trope: Hero, Monster, Villain; Trope Benefit full base attack bonus, bite 1d6/19-20/x3, darkvision +60 ft., fear aura -4, scent
Quirks Big Bad, Complete Monster, Cruelty, Martial Prowess (Bloody Counter), Martial Prowess (Greater Vital Strike), Resolute +5, See in Darkness

[Persona 3] The Shadow
CN male human, A grinning youth in a black leather tunic
Trope Cunning Servant, Fool, Scoundrel; Trope Benefits Fumble, inspiration 13/day (+1d6), sneak attack +5d6
Quirks Black Widow, Greater Insight, Hopeless Bumbler, Inspired Intelligence, Rogue Talent (Duplicitous), Rogue Talent (Stolen Blood), Underworld Inspiration

[Persona 4] The Valiant Knight
LN male half-elf, a handsome bearded man of noble bearing and costume
Trope Hero, Mentor, Scoundrel; Trope Benefits full base attack bonus, full caster level, sneak attack +5d6
Quirks Greater Paragon, Martial Prowess (Greater Vital Strike), Paragon +4, Resolute +5, Rogue Talent (Cunning (Fortitude) +11), Rogue Talent (Cunning (Reflex) +11), Rogue Talent (Cunning (Will) +11)

[Persona 5] The “Wise” Mage
CG male human, a grinning robed wizard with a well-groomed beard
Trope Fool, Lover, Mentor; Trope Benefits bardic performance 26 rounds/day (inspire courage +3), full caster level, Fumble
Quirks Greater Fumble, Greater Karma, Hopeless Bumbler, Inspire Greatness, Inspire Heroics, Oblivious, The Heart

Known by as many names as there are stars in the sky, the Abyss-Born Tyrant has woven himself deep into the tapestry of history. The Tyrant has played the roles of king, soldier, scholar, and even god, whatever was necessary to ensure his continued power and survival. Even without his legions of demonic followers at his back, the Tyrant is a force to be reckoned with, utilizing centuries of experience and a bevy of ancient secrets to expand his power further. His ultimate ambitions are a secret he hides jealously.

The Abyss-Born Tyrant tends to prefer the Raging Demon or Valiant Knight personas in combat, relying upon his mighty greatsword in conjunction with Brutal Strike and Cryptic Strike. Rarely does the Tyrant fight alone, rather surrounding himself with an entourage of demonic and undead minions whom he can order around. Powerful as he may be, the Tyrant is not stupid enough to risk himself and will often utilize the magic of the Old Man or “Wise” Mage personas when on defense.

Angel, Astral Deva - CR 14

XP 38,400
NE Medium outsider (angel, extraplanar, evil)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +26
Aura protective aura

Defense
AC 29, touch 14, flat-footed 25 (+4 Dex, +15 natural; +4 deflection vs. good)
hp 157 (15d10+75)
Fort +14, Ref +13, Will +9; +4 vs. poison, +4 resistance vs. good
Defensive Abilities uncanny dodge; DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 25

Offense
Speed 50 ft., fly 100 ft. (good)
Melee +2 unholy light flail +25/+20/+15 (1d8+14/×2 plus stun) or slam +23 (1d8+12)

Magic
Caster Level 15; MSB +15, MSD 26, Concentration +21
Tradition Planar Emissary (Verbal Casting, Witchmarked); CAM Cha
Spell Points 26
Destruction SphereTalents Admixture; (blast shape) Explosive Orb; (blast type) Smiting Blast
• destructive blast, close range ray (60 ft.), 7d6 damage, 1 sp 15d6 damage, DC 23; use with (blast shape), inflict a (blast type), Admixture increase casting time or spend 1 sp to apply 2 (blast type) talents or admixture feat
◊ (blast shape)
- Explosive Orb (blast shape); 5-ft. burst or (1 sp) 25-ft. burst (Reflex halves)
◊ (blast type)
- Smiting Blast (blast type); 1 sp, deal profane damage (full damage to incorporeal targets, damage treated as if good-aligned)
Divination Sphere
• divine, medium (250 ft.), DC 23; (gain information about magic auras within 250 ft.)
◊ Alternate Divinations
- Destruction (Divine Hostility); divine when creature is damaged
- Fate (Divine Alignment); divine for evil/good/law/ chaos
- Fate (Divine Fate); divine color aura based on comparative alignment
- Fate (Divine Loyalties); divine priorities of creature
- Life (Divine Life); divine wounds and vitality
- Warp (Divine Warp); divine portals/rifts or recent teleportation
• sense, personal, DC 23; (gain a sense for 7 hours)
◊ Read Magic (sense); decipher and read magical writings, 1 sp
Fate SphereTalents (word) Align Object, Enmity, Villainy
• consecration, close (60 ft.), DC 23
◊ Serendipity (consecration); +2 luck bonus, concentration, 15 rounds with 1 sp
• word, close (60 ft.), DC 23; apply a (word) effect
◊ Align Object (word); apply alignment to object/ weapon, deal additional 2d6 damage to opposite-aligned targets, 15 minutes with 1 sp
◊ Enmity (word) [curse]; 1 sp, alignment-based debuff: dazed 1 round (4 steps), blind 1 round (3 steps), staggered 1 round (2 steps), sickened 1 minute (1 step)
◊ Hallow (word); provide protections against opposite alignment, 15 minutes with 1 sp
◊ Villainy (word) [curse]; allies may use smite abilities on target, 1 sp to grant free use or +6 bonus to attack/damage, 15 minutes with 1 sp
Illusion SphereTalents Focused Imagination, Lingering Illusion; (glamer) Suppression; Drawbacks Personal Illusion
• figment, personal; 1 sp, create an illusion with vision for concentration +2 rounds, DC 23 Will save to disbelieve, Lingering Illusion; increase duration to 150 minutes, 1 sp
• glamer, personal; create an illusion attached to a creature
- Illusionary Disguise; create an illusion as though using a disguise kit
◊ Suppression (glamer); (sight, invisibility) may hide while observed, +15 circumstance bonus to Stealth when observed
• trick, personal; standard action, simple illusions - persist 15 minutes or until dismissed, DC 23 Will save to disbelieve
Life SphereTalents Deeper Healing; (cure) Restore Health, Restore Senses, Restore Spirit
• cure, touch, DC 23; cure 4d8+60 hit points, 1 sp
• invigorate touch, DC 23; 15 temporary hp
• restore, touch, DC 23; (mind; remove confused, dazed, dazzled, frightened, panicked, shaken, staggered, all sensory loss) or (body; remove battered, exhausted, fatigued, nauseated, sickened) or (soul; heal all ability damage, all ability drain in 1 score, and 4 negative levels), 1 sp
◊ Restore Health (cure); when restoring body, completely remove exhausted and nauseated; may attempt magic skill check vs. disease and poisons
Warp SphereTalents Emergency Teleport, Planeshift, Quick Teleport
• teleport, touch, teleport close (60 ft., or medium (250 ft.) 1 sp, Quick Teleport spend 1 sp to teleport as move action
◊ Emergency Teleport; teleport as an immediate action (35 ft.), 1 sp; if avoiding an attack, gain evasion and +7 dodge bonus to AC and Reflex vs. attack.
◊ Planeshift; travel to alternate plane of existence, 2 sp

Statistics
Str 26, Dex 19, Con 21, Int 18, Wis 18, Cha 23
Base Atk +15; CMB +23; CMD 37
Feats Alertness, Auspicious Admixture, Counterspell, Ecumenism, Improved Initiative, Improved Counterspell, Incarnate Magic, Power Attack, Walk The Planar RoadsB
Skills Acrobatics +19, Craft (any one) +22, Diplomacy +24, Fly +26, Intimidate +24, Knowledge (planes) +22, Knowledge (religion) +22, Perception +26, Sense Motive +26, Stealth +22
Languages Abyssal, Draconic, Infernal; truespeech

Special Abilities
Protective Aura (Su): Against attacks made or effects created by creatures of an alignment directly opposed to the angel, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as divine pressure and stricture consecrate effects, both with a radius of 20 feet (caster level equals angel’s Hit Dice). The angel may change the effects applied by these consecrations or renew them as a standard action
Stun (Su): If an astral deva strikes an opponent twice in one round with its melee weapon, that creature must succeed at a DC 25 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Angels are the emissaries employed by the gods, a role mortals most often associate with the virtuous celestials. Neutral and even evil deities often feel the need to make their will known, however, and feel that angels fulfill valuable duties effectively. Evil angels most often peruse the courts of evil deities, helping to strike agreements and compacts between their malevolent masters.

Daemon, Thanadaemon Warlord - CR 13

XP 25,600
NE Medium outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +21

Defense
AC 26, touch 13, flat-footed 23 (+3 Dex, +13 natural)
hp 172 (15d10+90)
Fort +11, Ref +12, Will +12
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 24

Offense
Speed 30 ft.
Melee +2 bastard sword +22/+17/+12 (1d10+7 plus energy drain) and claw +15 (1d4+5 plus energy drain) or 2 claws +20 (1d4+5 plus energy drain)
Special Attacks draining weapon, energy drain (1 level, DC 21), fear gaze

Magic
Caster Level 11; MSB +11, MSD 22, Concentration +15
Tradition Natural; CAM Cha
Spell Points 15
Death SphereTalents Cryptic Strike, Mass Death Magic; (ghost strike) Drain; Drawbacks Necromantic Limit (ghost strike)
• Cryptic Strike; standard action, make a weapon attack, creatures hit with attack are also hit with ghost strike.
• ghost strike, medium (210 ft.), DC 19; apply the effect of one (ghost strike); Mass Death Magic 1 sp, affect all targets in close (50 ft.) cone
◊ Drain (ghost strike); 1d3 temp negative levels
◊ Exhausting Strike (ghost strike); fatigued for 11 rounds or (1 sp) exhausted for 16 minutes (Fort save reduces to fatigued for 1 round)
Destruction SphereTalents Admixture; (blast shape) Blast Salvo, Energy Strike, Energy Wall
• destructive blast, close range ray (50 ft.), 6d6 damage, 1 sp 11d6 damage, DC 19; use with (blast shape), inflict a (blast type), Admixture increase casting time or spend 1 sp to apply 2 (blast type) talents or admixture feat
◊ (blast shape)
- Blast Salvo (blast shape); fire 2 or (1 sp) 4 blasts, dividing dice between them
- Energy Strike (blast shape); standard action, make a weapon attack, creatures hit with attack are also hit with destructive blast.
- Energy Wall (blast shape); create 5-ft. cube wall, or (1 sp) create 20-ft. high by 220-ft. wide in a line, or hemisphere of 25 ft.; Reflex negates
Illusion SphereTalents Lingering Illusion; (glamer) Suppression; Drawbacks Personal Illusion
• figment, personal; 1 sp, create an illusion with vision for concentration, DC 19 Will save to disbelieve, Lingering Illusion; increase duration to 11 minutes, 1 sp
• glamer, personal; create an illusion attached to a creature
- Illusionary Disguise; create an illusion as though using a disguise kit
◊ Suppression (glamer); (sight, invisibility) may hide while observed, +11 circumstance bonus to Stealth when observed
• trick, personal; standard action, simple illusions - persist 11 minutes or until dismissed, DC 19 Will save to disbelieve
Life SphereTalents Revitalize, Soul Consumption, Taste Of Victory; Drawbacks Glorious, Regenerate, Slow Recovery
• Taste Of Victory; when you deal damage, spend 1 sp to use life sphere ability as swift action Glorious; may only use life sphere abilities when Taste of Victory is triggered
• cure, 1 sp, touch (self only), DC 19; fast healing for 11 minutes per caster level
• invigorate touch (self only), DC 19; grant 11 temp hp, lasts for 1 hour
• restore, touch (self only), DC 19; (mind; remove dazzled, shaken, staggered and lessen frightened to shaken, panicked to frightened) or (body; remove battered, fatigued and lessen exhaustion to fatigued, sickened and lessen nauseated to sickened) or (soul; heal 1d4 ability damage), 1 sp
Mind Sphere - Talents Expanded Charm, Mass Charm; (charm) Fear; Drawbacks Hypnotic Gaze
• charm, close (50 ft.), target 1 creature, DC 19; Expanded Charm; use charm on any type of creature, Mass Charm; 1 sp, affect up to 4 additional targets, Hypnotic Gaze; charms require target to see your eyes
◊ Fear (charm)
- lesser charm, shaken for 11 rounds
- greater charm, 1 sp, frightened for 11 rounds, shaken for 11 rounds on successful save
◊ Suggestion (charm)
- lesser charm, plant very simple request
- greater charm, 1 sp, plant basic request or very simple request at -2 save penalty
• Charming Strike; standard action, make a weapon attack, creatures hit with attack are also hit with charm.
Warp SphereTalents Distant Teleport, Quick Teleport; Drawbacks Personal Warp
• teleport, personal, teleport self and heavy load close range (50 ft.); 1 sp, increase range to long (840 ft.), Quick Teleport spend 1 sp to teleport as move action

Statistics
Str 21, Dex 16, Con 23, Int 17, Wis 17, Cha 18
Base Atk +15; CMB +20; CMD 34
Feats Extra Magic Talent x2, Ghostly Admixture, Improved Initiative, Mind Wrack, Power Attack, Spell Attack, Sphere Virtuoso
Skills Acrobatics +21, Bluff +22, Diplomacy +22, Disguise +22, Intimidate +22, Knowledge (planes) +21, Perception +21, Sense Motive +21, Stealth +14, Survival +10
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.

Special Abilities
Draining Weapon (Su): A thanadaemon’s energy drain attack functions through any melee weapon it wields.

In a multiverse where immortals war eternally, the agents of death must sometimes take a more direct role. Enemy to demons, devils, and celestials alike, thanadaemon warlords excel at slaying their fellow outsiders and ensuring the final death of their souls. Many have become notorious across the planes as mercenaries, pledging their blades to whatever devil, demon, or mortal offers them the most valuable reward.

Thanadaemon Warlords are more than capable of fighting at range with their destructive blast, but prefer to engage enemies up close, teleporting in to unleash ghost strikes, destructive blasts, and Fear charms through their blades. Thanadaemon Warlords often focus on a single target above all others, healing themself as they exterminate their target.

Demon, Gallu - CR 19

XP 204,800
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +36
Aura havoc (30 ft.)

Defense
AC 33, touch 17, flat-footed 29 (+8 armor, +3 deflection +4 Dex, +8 natural)
hp 332 (19d10+228); fast healing 10
Fort +27, Ref +16, Will +21
Defensive Abilities evasion; DR 15/cold iron and good; Immune bleed, electricity, poison; Resist acid 10, cold 10, fire 10; SR 30

Offense
Speed 50 ft., fly 50 ft. (good)
Melee +4 silver wounding falchion +34/+29/+24/+19 (2d4+20/15– 20), or +1 cold iron vorpal greataxe +31/+26/+21/+26 (1d12+17/x3), 2 bites +25 (1d8+5), gore +25 (1d6+5)
Melee dual attack +4 silver wounding falchion +30 (2d4+15) or +1 cold iron vorpal greataxe +27 (1d12+12), 2 bites +26 (1d8+11), gore +26 (1d6+11)
Ranged +5 flaming composite longbow +28/+23/+18 (1d8+16/x3)
Special Attacks rain of blood

Magic
Caster Level 14; MSB +14, MSD 25, Concentration +20
Tradition Natural; CAM Cha
Spell Points 21
Divination Sphere - Talents (sense) Ghost Sight, True Seeing, Unhooded Sight
• divine, medium (240 ft.), DC 24; (gain information about magic auras within 240 ft.)
◊ Alternate Divinations
- Protection (Divine Protection) divine highest/ lowest AC and saving throws
• sense, personal, DC 24; (gain a sense for 18 hours)
◊ Ghost Sight (sense); +14 to Perception to notice invisible targets
◊ Read Magic (sense); decipher and read magical writings, 1 sp
◊ True Seeing (sense); see things as they actually are, 2 sp
◊ Unhooded Sight (sense); +7 to saves and checks to disbelieve illusions
Protection Sphere - Talents (aegis) Resistance; (ward) Quantum Lock
• aegis touch, DC 24; apply the effects of one (aegis) for 14 hours, 1 sp;
◊ Deflection (aegis); +3 deflection AC
◊ Resistance (aegis); +4 resistance bonus to saving throws
• ward personal, DC 24; create ward with radius of up to 80 ft., concentration or 14 rounds, 1 sp
◊ Barrier (ward); barrier with 14 hp, Break DC 22
◊ Quantum Lock (ward); magic skill check to suppress time and warp effects in ward, force magic skill check from those attempting such effects

Combat
Tradition Demonic Nightmare (Equipment x2, Berserker x2); PAM Cha
Athletics SpherePackages run; Talents Skillful Charge
• Skillful Charge; may make an attack action at the end of a charge
Berserker Sphere - Talents Beat Down, Bloody Counter, Savage; (exertion) Heavy Swing
• berserking, free action, take -2 penalty to AC to gain 22 temp hp
• brutal strike (special attack action, hit targets are battered for 8 rounds; expend martial focus +38 damage) Heavy Swing creature struck by brutal strike must save or be staggered/dazed for 5 rounds, DC 26
• Bloody Counter; may allow attack to strike you to use brutal strike as immediate action
• Savage; regain martial focus as immediate action when you reduce creature to 0 or fewer hit points Dual Wielding Sphere - Talents Balanced Blows, Mercurial Flow, Multi-Limbed Combat
• dual attack, attack action, attack with light or one-handed weapon in main hand, additional attack with light or one-handed weapon in off-hand, -1 to both attack rolls Multi-Limbed Combat; may make additional attacks with other weapons, -1 penalty on attack rolls for each additional attack
Equipment Sphere - Talents Armor Expert, Armor Training

Statistics
Str 33, Dex 18, Con 34, Int 18, Wis 23, Cha 25
Base Atk +19; CMB +30; CMD 47
Feats Critical Focus, Great Focus, Improved Critical (falchion or greataxe), Improved Initiative, Improved Transformation, Lightning Reflexes, Power Attack, Transformation, Two Minds
Skills Bluff +29, Disguise +29, Fly +30, Intimidate +37, Knowledge (engineering) +26, Knowledge (history) +26, Knowledge (planes) +26, Perception +36, Ride +26, Sense Motive +28; Racial Modifiers +8 Intimidate, +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ Concealed Transformation

Special Abilities
Arms of the Pit (Su): A gallu gains the summon equipment and bound equipment ability of an armorist whose class level equals its racial Hit Die (typically 19th level). Most gallu wear a +1 anti-ballistic bolstering moderate fortification chain shirt and carry a +1 cold iron vorpal greataxe, a +5 flaming composite longbow, and a +4 silver wounding falchion. These armaments are included in the gallu’s statblock. The gallu is considered to have the arms of the outer planes, dancing, group summons, and improved materials arsenal tricks for the purpose of determining what abilities it may apply to its equipment.
Aura of Havoc (Su): A gallu’s presence wreaks havoc, infusing battlefields with elements of chaos and entropy that disrupt careful coordination and tactical plotting by manipulating fate and chance. This aura extends to a 30-foot radius around the gallu. The aid another action can never grant bonuses in this area, nor does flanking grant bonuses to hit in the affected area (although flanked foes remain susceptible to sneak attack damage). A creature summoned into this area by any creature other than a demon must succeed at a DC 26 Will save to avoid being confused for 1d4 rounds. Creatures with the lawful subtype or who have sworn an Oath of Loyalty to a lawful being must succeed at a DC 26 Will save each round they begin their turn in this aura to avoid being nauseated for 1 round. Demons ignore the effects of a gallu’s aura of havoc. The save DCs are Charisma-based.
Concealed Transformation (Su): A gallu gains a +8 racial bonus to Disguise checks to appear human while in its base form. When transformed using the Transformation feat, it retains all of its other abilities (as per the Anthropomorphic Transformation talent) and gains the following traits: Bite Attack, Extra Head (cannot be flanked), and Evasion. These abilities are factored into the gallu’s statblock above, as they rarely fight in their base form.
Protection Talents: A gallu begins every day by casting both Deflection and Resitance aegis on itself. These effects are factored into its stat block.
Rain of Blood (Su): As a standard action once per minute, a gallu can command the wounds of all creatures within 30 feet to erupt into a gory deluge of blood; any wounded creature in the area of effect immediately takes 3d6 points of damage from the rain of blood and must succeed at a DC 31 Fortitude saving throw. Failure indicates that the damage becomes bleed damage and the affected creature becomes staggered from the pain as long as the bleed damage continues. Creatures that are immune to bleed damage are immune to this ability’s effects. The save DCs are Constitution-based.

Even the gods themselves cannot rule unquestioned. The gallu are bestial demons who have mastered the arts of combat and infiltration, using these gifts to hunt down and destroy any being who believes their domain of the multiverse to be supreme. Ages of fighting mighty heroes and demigods have refined the gallu’s forms and magics to a deadly perfection. Employing their great speed and ability to negate teleportation, gallu charge into battle and savage their enemies with their blades and bites. Their aura of havoc helps them to sow disarray among their foes and their rain of blood causes trouble for injured spellcasters.

Demon, Succubus - CR 7

XP 3,200
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +21

Defense
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 84 (8d10+40)
Fort +7, Ref +9, Will +8
DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18

Offense
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +11 (1d6+1)
Special Attacks energy drain, profane gift

Magic
Caster Level 6; MSB +6, MSD 17, Concentration +14
Tradition Natural; CAM Cha
Spell Points 14
Alteration Sphere - Talents Lingering Transformation, Perfect Imitation, Permanent Transformation; Drawbacks Lycanthropic
• shapeshift, touch (self only), DC 21; 2 traits, concentration + 2 rounds or 60 minutes (1 sp), Perfect Imitation; +10 on Disguise checks when using shapeshift, may mimic specific creatures and their equipment, Permanent Transformation; spend 2 sp to make shapeshift permanent
• Perfect Imitation; potential traits:
◊ Camouflage: +5 circumstance bonus to Stealth checks
◊ Vocal Mimicry: +10/+15 circumstance bonus to Disguise checks to mimic voice
Divination Sphere - Talents (sense) Logos
• divine, long (1120 ft.), DC 29; (gain information about magic auras within 1120 ft.)
◊ Alternate Divinations
- Alteration (Divine Shapechanger); divine altered or shapeshifter subtype
- Fate (Divine Alignment); divine for evil/good/law/chaos
- Fate (Divine Fate); divine color aura based on comparative alignment
- Fate (Divine Loyalties); divine priorities of creature
- Mind (Divine Cares Given); divine interest in subject
- Mind (Divine Charm); divine charms and compulsions
• sense, personal, DC 29; (gain a sense for 18 hours)
◊ Logos (sense); understand all languages, 1 sp, may spend 1 additional sp to be understood in all languages
◊ Read Magic (sense); decipher and read magical writings, 1 sp
Fate Sphere - Talents (word) Malice, Metaphysical Cloak, Villainy
• consecration, close (60 ft.), DC 21
◊ Serendipity (consecration); +1 luck bonus, concentration, 6 rounds with 1 sp
• word, close (60 ft.), DC 21; apply a (word) effect
◊ Malice (word) [curse]; designate victim for attacker to gain +1 attack and damage roll bonus for each successive hit for 8 rounds, may change victim as swift action, 6 minutes with 1 sp
◊ Metaphysical Cloak (word); target is considered CE, CN, TN, or NE, concentration, 6 hours with 1 sp
◊ Hallow (word); provide protections against opposite alignment, 6 minutes with 1 sp
◊ Villainy (word) [curse]; allies may use smite abilities on target, 1 sp to grant free use or +3 bonus to attack/ damage, 6 minutes with 1 sp
Mind Sphere - Talents Expanded Charm, Powerful Charm; (charm) Enthrall, Fascinate, Read Mind
• charm, close (40 ft.), DC 21; place a (charm) on a target; a lesser charm may only target each creature 1/day; Expanded Charm; use charm on any type of creature, Powerful Charm; use Powerful Charm effects
◊ Enthrall (charm);
- lesser charm target 1 step friendlier for 6 minutes
- greater charm, 1 sp target becomes ‘friendly’ for 6 minutes
- powerful charm, 2 sp same as greater charm but 6 hours
◊ Fascinate (charm);
- lesser charm, target takes -3 penalty to Perception checks for 6 minutes
- greater charm, 1 sp, target is fascinated for 6 rounds, not broken out by immediate danger
- powerful charm, 2 sp, same as greater charm but 6 minutes, -4 penalty on new saves to escape
◊ Read Mind (charm);
- lesser charm, detect creature’s emotional state
- greater charm, 1 sp, read surface thoughts for duration of concentration
- powerful charm, 2 sp, pull 25-word specific answer from creature’s mind
◊ Suggestion (charm);
- lesser charm, plant very simple request - greater charm, 1 sp, plant basic request or very simple request at -2 save penalty
- powerful charm, 2 sp, plant request that target obeys if not fatal/against nature, basic request at -2 save penalty or very simple request at -4 save penalty

Statistics
Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27
Base Atk +8; CMB +11; CMD 22
Feats Agile Maneuvers, Combat Reflexes, Dirty Fighting, Weapon Finesse
Skills Bluff +27, Diplomacy +19, Disguise +19, Escape Artist +11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +14; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.

Special Abilities
Energy Drain (Su): A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus 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 the succubus. The victim must succeed at a DC 22 Will save to negate the suggestion. The DC is 22 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, a succubus 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, the succubus 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 break enchantment or similar effects. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

Few demons could rival the notoriety of the succubus, the shapeshifter which utilizes carnal pleasures and delusions of power to sap the resolve of mortals and drive them towards evil. The dark-haired temptress is but one of countless forms these creatures take; succubi cater to every variety of mortal life and so assume bodies of every conceivable gender and species. It is unknown if succubi obtain pleasure from their ventures, but most will say that this sort of satisfaction is not a priority for them. Succubi rarely fight alone, relying upon charmed followers to do most of their fighting. They prefer to grapple unsuspecting or flanked targets while slowly draining their life.

Devil, Contract (Phistophilus) - CR 10

XP 9,600
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +11; Senses darkvision 60 ft., see in darkness; Perception +22

Defense
AC 24, touch 17, flat-footed 17 (+7 Dex, +7 natural)
hp 136 (13d10+65)
Fort +9, Ref +15, Will +14
DR 10/good; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10; SR 21

Offense
Speed 30 ft.
Melee binding contract (whip) +20/+15/+10 (1d4+7 plus bleed and grab), gore +11 (2d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with binding contract)
Special Attacks binding contract, bleed (1d6), constrict (2d8+4)

Magic
Caster Level 13; MSB +13, MSD 24, Concentration +20
Tradition Planar Dealmaker (Center Of Power, Diagram Magic, Easy Focus, Magical Signs, Rigorous Concentration); CAM Int
Spell Points 27
Divination Sphere - Talents Greater Divine; (divine) Discern Location, Dowsing, Greater Scrying, Scrying, Viewing
• divine, long (920 ft.), DC 23; (gain information about magic auras within 920 ft.)
◊ Alternate Divinations
- Fate (Divine Alignment); divine for evil/good/law/ chaos
- Fate (Divine Fate); divine color aura based on comparative alignment
- Fate (Divine Loyalties); divine priorities of creature
- Warp (Divine Warp); divine portals/rifts or recent teleportation
◊ Discern Location; 3 sp, discern location of creature or object at any range
◊ Dowsing; 1 sp, discern location of creature or object within range
◊ Scrying; 2 sp, observe creature or object over any distance, bonus or penalty on Will save based on familiarity; Greater Scrying; may freely move sensor up to 150 ft. per round, spend 1 sp to reduce concentration action by 1 step
◊ Viewing; 1 sp, transfer point of view anywhere within range
• sense, personal, DC 23; (gain a sense for 13 hours)
◊ Read Magic (sense); decipher and read magical writings, 1 sp
Fate Sphere - Talents (word) Atonement, Bargain, Elude Fate, Oathbind
• consecration, close (55 ft.), DC 23
◊ Serendipity (consecration); +2 luck bonus, concentration, 13 rounds with 1 sp
• word, close (55 ft.), DC 23; apply a (word) effect
◊ Atonement (word); 2 sp, allow target to change alignment or atone for actions
◊ Bargain (word); immediate action, delay damage and effects by up to 6 rounds
◊ Elude Fate (word); 3 sp, protect target from specific doom for up to 13 hours
◊ Hallow (word); provide protections against opposite alignment, 15 minutes with 1 sp
• Oathbind [curse]; cause a creature which swears an oath to die if they ever break the oath
Warp SphereTalents Distant Teleport, Mass Teleport, Planeshift, True Teleport, Universal Teleport, Unseeing Teleport; (space) Extradimensional Storage x2, Extradimensional Torpor
• teleport, touch, close range (55 ft.); 1 sp, increase range to long (920 ft.), Mass Teleport 1 sp, affect up to 6 additional targets, True Teleport; 2 sp, teleport any range, Unseeing Teleport may teleport to locations you cannot perceive
• Extradimensional Storage; extradimensional space stores 325 lbs. of nonliving material, may withdraw as move action
• Extradimensional Torpor; extradimensional space may store up to 9 creatures, spend 1 sp to put creature into space in state of torpor (bonus or penalty to save based on hit points), DC 23

Statistics
Str 17, Dex 25, Con 20, Int 24, Wis 23, Cha 22
Base Atk +13; CMB +16; CMD 33
Feats Capture Spell, Contingency, Craft Apparatus, Craft Implement Of Power, Craft Marvelous Item, Craft Ritual, Craft Spell Engine, Ecumenism, Forge Charm, Improved Initiative, Incarnate Magic, Skill Focus (Spellcraft), Smith Magical Weapons And Armor, Versatile Crafter
Skills Bluff +22, Diplomacy +22, Disguise +8, Knowledge (arcana) +23, Knowledge (nobility) +23, Knowledge (planes) +23, Knowledge (religion) +20, Linguistics +20, Perception +22, Profession (scribe) +19, Sense Motive +22, Sleight of Hand +20, Spellcraft +29, Use Magic Device +22
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon; telepathy 100 ft., tongues
SQ infernal contract, infernal investment

Special Abilities
Binding Contract (Su): All contract devils carry numerous lengthy contracts draped over their horns or within their numerous carrying cases. They can wield these contracts like whips, but deal lethal damage regardless of the armor bonus of their target. A contract devil modifies attack and damage rolls when using a binding contract by its Intelligence modifier, not its Strength modifier (this equates to a +7 bonus for most contract devils). Wounds created by a binding contract resemble horrifically deep paper cuts and cause 1d6 points of bleed damage. A contract devil can use its binding contract to disarm and trip foes as if the contract were a whip. If it is itself disarmed of the contract, the devil can rearm itself with a new contract as an immediate action.
Constrict (Ex): A contract devil can constrict an opponent grappled by its binding contract, dealing 2d8+4 points of piercing damage.
Infernal Contract (Su): As a full-round action, a contract devil can produce an infernal contract for a single living mortal creature. This contract allows the contract devil to bestow any number of Oaths (and corresponding Oath boons) upon a mortal who signs it (a full-round action). The mortal must sign its true name to the document of its own free will. The Oaths sworn and Oath boons gained must be made clear by the contract. For every Oath that a creature signs as part of any infernal contract, they are held to that oath by an Oathbind effect from the Fate sphere (this oathbind ignores any immunities or resistances the target may possess to the effect).
Infernal Investment (Su): As a subclause of all infernal contracts, any creature carrying an item crafted by a contract devil or who has sworn an Oath of Loyalty to the contract devil or its superiors (including those who have forsworn their Oath) automatically fails their saving throws against the contract devil’s Divination sphere effects.

Contract devils are the accountants, bursars, and lawyers of the multiverse, keepers of covenants and agreements in every form. Mortals, archfiends, and even gods call upon their expertise in ledgers whenever a deal must be set down as permanently and effectively as possible. This insight into arrangements and wordplay even allows a contract devil to bargain with magic itself, producing a variety of items which represent special favors and privileges allocated by the multiverse. Contract devils are quick to depart combat but may employ their binding contracts to severely wound targets, taking bleeding foes hostage to negotiate with their fellows.

Note: Deals with the Devil

As a player and a GM, it may be tempting to create unique mechanics for players selling their souls or striking bargains with fiendish powers in exchange for unique abilities, forbidden knowledge, or fiendish baubles. Pathfinder has already attempted this through their Infernal Contract mechanic, but such integrations are ultimately unnecessary in an environment such as Spheres where players are given a great deal of control over how their character operates. Characters wishing to reflect some sort of fiendish bargain with their character’s abilities may consider the following options, among others.

Classes: Several classes have inbuilt changes or risks integrated into their class feature that could be constructed as a fiend’s influence taking hold. A shifter’s distorted form may stem from a connection to some lower plane or a thaumaturge’s forbidden knowledge could take the form of dark speech of incredible power. A summoner’s eidolon may be an agent set from some horrific realm to watch over the character.

Casting Traditions: Fiendish power often takes a toll on its users, a toll which may be reflected through drawbacks such as Addictive Casting, Draining Casting, Unsettling Casting, or Painful Magic. One’s fiendish taint may also be a more constant presence that can be reflected through the Innate Curse or Witchmarked drawbacks. On the opposite end, boons such as Draw Magic, Overwhelming Power, and Sanguine Empowerment can represent the corruptive and captivating might offered by fiendish magic.

Talents: Fiends, just like any creature, may have a vast array of abilities with distinct thematics. A character may employ Smiting Blast to scorch their foes, twist themselves in strange ways with Aberrant Body, uncover dangerous secrets with Augury, or distort destiny with Tug Fate. The Conjuration sphere is filled with vectors for fiendish power, as a character might bind permanent fiendish companions or invoke a variety of fiends using Call Planar Creature. Fiendish power has taken an infinite variety of forms across folklore, so talents will rarely interfere with a character’s thematic.

Oaths: If a character actively serves some sort of fiendish master, they could swear an Oath of Loyalty to reflect the increased power stemming from their agreement. Oaths against Mercy or Oaths of Offerings, Ritual, and Secrecy are also particularly fitting for the servants of foul extraplanar patrons.

Feats: Damnation Feats are an obvious place to start, but numerous other skill-boosting feats such as Deceitful or magical feats such as Basic Magic Training could be themed as fiendish knowledge put to use. Soulfire may also be utilized to represent the toll fiendish power takes on one’s form.

Equipment and Crafting Traditions

Items crafted by fiends may be corrupting, avaricious, or otherwise spiteful. They may have drawbacks such as Clingy, Heretical, Oath-Bound or Sacrificing. It may have properties like Binding or User-Bound that restrict its use for specific purposes. Users may be rewarded with boons like Cheap, Holy Relic, or Self-Contained.

It is not necessary to codify the fate of a character’s soul into their mechanics. Whether or not a character is damned to a certain unsavory afterlife has no impact on how strong, intelligent, or capable they are in life. As a result, players should not be able to exchange their soul for increased powers that possess no mechanical opportunity cost. Souls may be part of an agreement to obtain any of the above abilities, but the time and energy spent on sealing this deal should be reflected by the character taking a feat or talent or spending their expected wealth on associated items. If a character strikes a bargain for power, the GM may give them an opportunity to redesign their character, perhaps exchanging feats, casting tradition, or even entire class levels to reflect their new loyalties or patron.

Outside of the context of rebuilding their character, it may be possible for characters to exchange favors with fiends, performing tasks for these extraplanar evils in exchange for their assistance. For example, a devil might save the character’s life while requiring them to murder an enemy of the devil at some point in the future. Should they renege, the character may incur the wrath of the fiend and perhaps its allies (fiends may have Aristeia feats or Contingencies set to activate when fighting a creature who has broken a deal with them). Fiends should usually be wise to the ways of mortals and as such get the better end of any deal.

Devil, Imp - CR 2

XP 600
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., see in darkness; Perception +7

Defense
AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
hp 16 (3d10); fast healing 2
Fort +1, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

Offense
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

Magic
Caster Level 2; MSB +2, MSD 13, Concentration +4
Tradition Natural; CAM Int
Spell Points 4
Alteration Sphere - Talents Animalistic Transformation, Avian Transformation; Drawbacks Beast Soul, Lycanthropic
• shapeshift, touch (self-only), DC 13; 1 trait, concentration or 2 minutes (1 sp), Beast Soul; cannot assume blank transformation
◊ Animalistic Transformation; may assume animalistic form, potential traits:
- 40-ft. land speed
- Scent: gain scent
- Hoof attacks: 2 hooves that deal 1d3 damage, secondary attacks
- Sprint: once per minute increase speed by 15 ft.
- Sticky Tongue: tongue limb with reach of 10 ft., spend 1 sp to make 15-ft. primary natural attack (grab)
◊ Avian Transformation; may assume avian form, potential traits:
- Talon attacks: 2 talons that deal 1d3 damage, primary attacks that only work when airborne
- Wings: Wings with 30 ft. glide speed
- Wing attacks: 2 wing attacks that deal 1d3 damage, secondary attacks
- Hover: can hover midair
- Improved Maneuverability: flight maneuverability increases by 1 step
- Wingover: turn 180 degrees while flying
Divination Sphere - Talents (divine) Augury, Witness The City
• divine, medium (120 ft.), DC 13; (gain information about magic auras within 120 ft.)
◊ Alternate Divinations
- Alteration (Divine Shapechanger); divine altered or shapeshifter subtype
- Fate (Divine Alignment); divine for evil/good/law/ chaos
- Fate (Divine Fate); divine color aura based on comparative alignment
- Fate (Divine Loyalties); divine priorities of creature
- Illusion (Divine Illusion); divine to gain Will save and Perception check against illusions in area
◊ Augury; 1 sp, 72% chance to receive interpretation of weal or woe on specific action
◊ Witness The City; 1 sp, attempt Diplomacy or Perception check as if you had spent 1d4 hours gathering information
• sense, personal, DC 13; (gain a sense for 2 hours)
◊ Read Magic (sense); decipher and read magical writings, 1 sp
Fate Sphere - Talents (motif) The Devil
• consecration, close (30 ft.), DC 13
◊ Serendipity (consecration); +1 luck bonus, concentration, 2 rounds with 1 sp
• motif, touch, 1 sp, DC 13; apply a (motif) for 2 hours or until discharged
◊ The Devil (motif); 1/round learn enemy’s CR, discharge for +2 AC and attack rolls for 2 rounds
• word, close (30 ft.), DC 13; apply a (word) effect
◊ Hallow (word); provide protections against opposite alignment, 15 minutes with 1 sp
Illusion Sphere - Talents (glamer) Suppression
• figment, close (30 ft.); 1 sp, create an illusion with vision up to a Medium-sized cube (5 ft.), DC 17 Will save to disbelieve
• glamer, close (30 ft.); create an illusion attached to a creature
- Illusionary Disguise; create an illusion as though using a disguise kit
◊ Suppression (glamer); (sight, invisibility) may hide while observed, +2 circumstance bonus to Stealth when observed, no armor check penalty to Stealth
• trick, close (30 ft.); standard action, simple illusions - persist 7 minutes or until dismissed, DC 17 Will save to disbelieve

Statistics
Str 10, Dex 17, Con 10, Int 14, Wis 12, Cha 13
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Spell Dabbler, Weapon Finesse
Skills Acrobatics +9, Bluff +7, Diplomacy +7, Fly +21, Knowledge (arcana) +8, Knowledge (planes) +8, Perception +7, Spellcraft +8
Languages Common, Infernal

Special Abilities
Poison (Ex): Sting—injury; save Fort DC 13; frequency 1/ round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Imps are subtle agents of evil, small devils who spread malice through whispered words and spilled secrets. It is said that mighty devils begin as Imps to teach them of guile, Hell depriving them of physical and magical power so that they might learn to use their infernal abilities intelligently. The ambition of these minor devils makes them particularly attractive as familiars; most conjurers find that eager partners compliment their own methodical leanings. Imps generally avoid combat, but are quick to employ their poisonous stinger and Illusions to stop a foe from fighting back.

Distortion Lord - CR 20

Denizen of Leng shifter (beastlord) 12
XP 307,200
CE Medium outsider (chaotic, evil, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +31

Defense
AC 36, touch 25, flat-footed 26 (+5 deflection, +10 Dex, +11 natural)
hp 310 (10d10+12d8+198); planar fast healing 5
Fort +29, Ref +30, Will +18
Defensive Abilities adaptation, no breath, unusual anatomy; Immune disease, poison; Resist acid 12, cold 30, electricity 30, fire 12, sonic 12; SR 19

Offense
Speed 40 ft., fly 30 ft. (perfect)
Melee +3 whip +32/+27/+22 (1d3+16), bite +27 (1d6+11 plus 1d6 Dexterity drain), claw +27 (1d4+11)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks enhanced attacks (chaotic, cold iron, silver), extended transformation, hunter’s call (DC 27), shape weapon +3, sneak attack +5d6, steal language

Magic
CL 16 (19 for Alteration and Mind spheres), MSB +19, MSD 30, Concentration +30
Tradition Natural; CAM Cha
Spell Points 30
Alteration Sphere - Talents Animal Mind, Fusion, Lingering Transformation, Mass Alteration, Permanent Transformation, Ranged Alteration, Retain Ability, Tentacles, Transforming Strike, Twisted Shapeshift; (body) Aberrant Body, Outsider Body, Protean Mastery; (transformation) Avian Transformation, Object Transformation; Drawbacks Unnatural Transformation
• shapeshift, touch or close (70 ft.) (cannot target self), DC 30; 4 traits, concentration + 2 rounds or 190 minutes (1 sp), Mass Alteration; 1 sp, affect up to 9 additional targets, Permanent Transformation; spend 2 sp to make shapeshift permanent, Retain Ability; may keep base form abilities at cost of one trait per ability, Twisted Shapeshift; may deal 9d6 damage with shapeshift, Unnatural Transformation; shapeshift never grants Disguise bonus, can be removed by silver
◊ Aberrant Body; potential traits:
- Acid Spit: ranged touch attack that deals 9d6 damage, 9 damage for 9 rounds
- Gibbering: creatures within 30 ft. take -5 penalty on concentration checks
- Many Eyes: cannot be flanked
- Mucus: create cloud out to 20 ft., creatures must make Fort save or be unable to breathe air and able to breathe water for 19 rounds, may remove as standard action
- Roper Strands: ranged touch attack that deals 1d4 Str damage per round, Fort save negates, may take multiple times for multiple attacks
◊ Animal Mind; potential traits:
- Bestial Mind: target must make Will save or have Intelligence reduced to 2, treated as animal
◊ Avian Transformation; may assume avian form, potential traits:
- Talon attacks: 2 talons that deal 1d4 damage, primary attacks that only work when airborne
- Wings: Wings with 80 ft. fly speed (good)
- Wing attacks: 2 wing attacks that deal 1d4 damage, secondary attacks
- Hover: can hover midair
- Improved Maneuverability: flight maneuverability increases by 2 steps
- Wingover: turn 180 degrees while flying
◊ Object Transformation; may assume object form, potential traits
- Construct Plating: DR 5/adamantine
- Freeze: take 20 on Stealth, hide in plain sight as object
- Luminescence: shine light
- Material Weapons: natural attacks are cold iron, silver, and adamantine
- Spell Resistance: 1 sp, SR 29
◊ Outsider Body; potential traits:
- Anarchic Form: DR 5/lawful
- Axiomatic Form: DR 5/chaotic
- Celestial Form: DR 5/evil
- Fiendish Form: DR 5/good
- Angel Body: target and all creatures within 20 ft. gain +2 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks and effects that originate from evil creatures.
- Daemon Body: natural attack inflicts fleshweep disease (injury; onset immediate; frequency 1/day; effect 1 Con damage and 1d3 Dex damage; cure 2 consecutive saves).
- Inevitable Body: Target counts as both its own creature type and a construct, +5 racial bonus to all Fortitude saves, except against effects that also work on objects.
- Protean Body: (Requires chaotic subtype) The target becomes supernaturally resistant to blockage. The target gains a +5 racial bonus to all saving throws vs. paralysis and the entangled or stunned conditions, +5 racial bonus to Escape Artist checks and combat maneuver checks made to escape a grapple or pin.
◊ Protean Mastery; potential traits:
- Belated Shift: 1 sp to leave one trait unassigned, can assign as swift action or immediate action for 1 sp
- Close Wounds: end bleed as swift action
- Lycanthropic Hide: DR 5/silver
- Shift Organs: 50% chance to ignore critical hits/ precision damage
◊ Retain Ability; potential traits:
- Catmera Form: 1 sp, transform target into hybrid of original and new form, retaining abilities
◊ Tentacles; potential traits:
- Constrict: gain constrict (1d6+Str mod)
- Grab: one natural attack gains grab
- Tentacle: tentacle attack that deals 1d4 damage, secondary
◊ Twisted Shapeshift; potential traits:
- Flesh Pocket: pocket that gives +20 bonus to concealing items
- Seal Eyes: target is blinded
- Twist Legs: reduce movement speed by 25 ft.
- Vocal Theft: target cannot speak
- Wrench Stomach: target is sickened, 1 sp to nauseate
• Fusion; 1 sp, merge 2 adjacent creatures into singular entity
• Transforming Strike; standard action, make a weapon attack, creatures hit with attack are also hit with shapeshift.
Creation Sphere - Talents Distant Creation, Fabricate, Fleshcraft, Forge; Drawbacks Material Focus (flesh), Material Mimic
• alter, touch or ranged touch (65 ft.), destroy or repair target object or living creature (1d4+8)
• create, 1 sp, create object of flesh within close (65 ft.) range, max size Gargantuan, concentration or 16 minutes (1 sp), Divided Creation; create multiple smaller objects in place of a single large object, Material Mimic; must be touching material of same type you are creating
• Forge; 1 sp, reshape flesh Fabricate; 1 additional sp for detailed reshaping Fleshcraft; may reshape body in various ways
◊ Remove or restore limb
◊ Remove or restore sense
◊ Attack body to deal 2d6 Con damage
◊ Permanently reshape target’s appearance
Mind Sphere - Talents Charming Strike, Expanded Charm, Insanity, Powerful Charm; (charm) Confusion
• charm, medium (290 ft.), DC 30; place a (charm) on a target; a lesser charm may only target each creature 1/day, Expanded Charm; use charm on any type of creature, Mass Charm; 1 sp, affect up to 9 additional targets, Powerful Charm; use Powerful Charm effects
◊ Confusion (charm)
- lesser charm, confused for 1 round
- greater charm, 1 sp, confused for 18 minutes
- powerful charm, 2 sp, confused for 18 minutes, -2 penalty to caster level and -4 to mental ability scores
- Insanity; spend 1 sp to make effect instantaneous
◊ Suggestion (charm)
- lesser charm, plant very simple request
- greater charm, 1 sp, plant basic request or very simple request at -2 save penalty
- powerful charm, 2 sp, plant request that target obeys if not fatal/against nature, basic request at -2 save penalty or very simple request at -4 save penalty
• Charming Strike; standard action, make a weapon attack, creatures hit with attack are also hit with charm.
Warp SphereTalents Distortion Aura, Mass Teleport, Quick Teleport, Unwilling Teleport; (space) Manifest Zone
• teleport, close (65 ft.), move target up to close range (65 ft.); 1 sp, increase range to medium (260 ft.), DC 29; Mass Teleport 1 sp, affect up to 9 additional targets
• Manifest Planar Zone (space); create 4 10-ft. cubes of area with altered planar traits Distortion Aura; may create zone as 25-ft. aura around yourself
- The Phrenetic Expository (mildly evil-aligned, strongly chaos-aligned, no gravity, enhanced transmutation, erratic time)
• Warping Strike; standard action, make a weapon attack, creatures hit with attack are also hit with teleport.

Combat
Equipment Sphere - Talents Finesse Fighting x2, Whip Fiend; (discipline) Bounty Hunter’s Tools
• Whip Fiend; whip deals lethal damage, threatens all squares within 10 ft., use whip on unattended objects within 15 ft.

Statistics
Str 18, Dex 30, Con 29, Int 26, Wis 23, Cha 32
Base Atk +19; CMB +23; CMD 48
Feats Cursed Form, Extra Magic Talent x7, Multiattack, Quicken Spell, Sphere Virtuoso
Skills Bluff +36, Diplomacy +36, Disguise +36, Intimidate +36, Knowledge (arcana) +33, Knowledge (dungeoneering) +33, Knowledge (history) +21, Knowledge (local) +33, Knowledge (religion) +21, Knowledge (planes) +33, Perception +31, Sense Motive +31, Spellcraft +33, Stealth +32; Racial Modifiers +4 Disguise when disguised as a Medium humanoid
Languages Aboleth, Abyssal, Aklo, Common, Dwarven, Goblin, Infernal, Orc, Undercommon; boundless communication
SQ accommodating form (outsider body), beastlord, flight, perfect flight
Oath Boons Bonus Talent, Enhanced Abilities, Inhuman Resilience, Shielded Form

Special Abilities
Dexterity Drain (Su): The otherworldly teeth and tongue of a denizen of Leng deal 1d6 points of Dexterity drain with a bite. Constructs, elementals, and other creatures that do not possess flesh are immune to this effect. A successful DC 19 Fortitude save reduces the Dexterity drain to 1 point. The save DC is Constitution-based.
Planar Fast Healing (Su): A denizen of Leng maintains a connection to Leng at all times, and when away from Leng, it has fast healing 5. It loses this ability on Leng or in areas where planar connections do not function. If killed, a denizen’s body dissolves into nothingness in 1d4 rounds, leaving behind its equipment. A slain denizen reforms in Leng, similar to a slain summoned creature; it can only be permanently killed if its fast healing is negated.
Unusual Anatomy (Ex): A denizen’s internal anatomy varies from individual to individual, and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit.

Watching the material world from afar, a distortion lord performs twisted experiments upon environments and sapient beings alike. These plots often play out over centuries or even millennia, with the distortion lord only crossing into this world to begin new endeavors or end those it deems unsuccessful. Distortion lords rely primarily on their Alteration and Mind sphere effects to cripple their foes, but they are more than capable of brutalizing more resilient quarries with their Distortion Aura and whip attacks.

Elemental Cyst - CR 18

XP 153,600
CE Huge outsider (chaotic, elemental, evil)
Init +6 Senses blindsight 60 ft., darkvision 60 ft., see in darkness; Perception +30

Defense
AC 34 touch 24, flat-footed 28 (+10 deflection, +6 Dex, +10 natural, -2 size)
hp 279 (18d10+180) regeneration 10 (good or lawful weapons or spells)
Fort +21, Ref +12, Will +21
Defensive Abilities element bleed, DR 15/good or lawful
Immune elemental traits, force Resist acid 20, cold 20, electricity 20, fire 20

Offense
Speed 60 ft., burrow 60 ft., fly 100 ft., (perfect), swim 60 ft., earth glide
Melee 4 tentacles +27 (1d8+11 plus burn and grab)
Ranged destructive blast +26
Space 15 ft.; Reach 15 ft.
Special Attacks burn (3d10, DC 29), constrict (1d8+16 plus 9d6 cold, electricity, and fire damage), element lord

Magic
Caster Level 18; MSB +18, MSD 29, Concentration +27
Tradition Natural; CAM Cha
Spell Points 28
Dark Sphere - Talents Clinging Darkness; (blot, darkness) Creeping Lethargy, Looming Darkness; (meld) Clearsight
• blot, may create darkness effect as a blot
• darkness, long (1120 ft.), DC 29; 55-ft. radius becomes dim light, concentration, 18 min. with 1 sp
◊ Clinging Darkness; center darkness on creature or item, causing it to move with them
◊ Creeping Lethargy (darkness); creatures must make Will save or be staggered, those staggered must save or fall asleep for 18 rounds, 1 sp
◊ Looming Darkness (darkness); creatures must make Will save or take -4 penalty to saving throws, 1 sp
• meld, touch, DC 29; 18 hours with 1 sp
◊ Clearsight (meld); target gains immunity to negative effects of your darkness
◊ Darkvision (meld); 60 ft. darkvision or increase existing darkvision by 30 ft.
Destruction Sphere - Talents Admixture, Cascade Failure, Clinging Blast, Epicenter, Greater Admixture, Penetrating Blast; (blast shape) Calamity, Energy Aura, Energy Wall, Explosive Orb, Mutable Blast, Sculpt Blast; (blast type) Air Blast, Fire Blast, Frost Blast, Paradigm Blast, Smiting Blast, Stone Blast
• destructive blast, long range ray (1120 ft.), 9d6 damage, 1 sp 18d6 damage, DC 29; use with (blast shape), inflict a (blast type), Admixture; increase casting time or spend 1 sp to apply 2 (blast type) talents or admixture feat, Greater Admixture; 1 sp, apply third (blast type) when using Admixture, Cascade Failure; target damaged by destructive blast take -1 penalty on saving throws, Clinging Blast; 1 sp, damage from destructive blast treated as continuous, Epicenter; immune to damage from own destructive blast, Penetrating Blast; ignore 18 energy resistance, treat immunity as resistance 40
◊ (blast shape)
- Energy Aura (blast shape); 1 sp, 10-ft. aura, 18 damage, Ref negates
- Energy Wall (blast shape); 5-ft. cube or (1 sp) 20-ft. tall, 180-ft. long wall or 90-ft. radius hemisphere, 18 rounds
- Explosive Orb (blast shape); 5-ft. burst or (1 sp) 25-ft. burst (Reflex halves) Calamity; 2 sp, 70-ft. burst
- Mutable Blast (blast shape); 1 sp, 23 coterminous 5-ft. cubes
- Sculpt Blast (blast shape); 25-ft. Burst centered on self, close range cone (70 ft.), medium range line (280 ft.); Reflex half, Calamity; 2 sp, 70-ft. burst centered on self, 280-ft. cone, or 1120-ft. line
◊ (blast type)
- Air Blast (blast type); deal nonlethal bludgeoning damage, bull rush targets +28
- Fire Blast (blast type); deal fire damage, struck targets on fire for 1d6 damage per round
- Frost Blast (blast type); deal cold damage, struck targets staggered for 1 round
- Paradigm Blast (blast type); 1 sp, deal anarchic damage (full damage to incorporeal targets, damage treated as if chaos-aligned)
- Smiting Blast (blast type); 1 sp, deal profane damage (full damage to incorporeal targets, damage treated as if evil-aligned)
- Stone Blast (blast type); deal piercing, slashing, and bludgeoning damage, ignore SR and magic negation effects
Divination Sphere - Talents Greater Divine; (sense) Ghost Sight, True Seeing, Unhooded Sight
• divine, long (1120 ft.), DC 29; (gain information about magic auras within 1120 ft.)
◊ Alternate Divinations
- Dark (Divine Dark); divine light level of area
- Dark (Divine Shadow): divine presence of shadow creatures
- Destruction (Divine Hostility); divine when creature is damaged
- Mind (Divine Cares Given); divine interest in subject
- Mind (Divine Charm); divine charms and compulsions
- Nature (Divine Elements); divine location and scope of air, earth, fire, water, or animals
• sense, personal, DC 29; (gain a sense for 18 hours)
◊ Ghost Sight (sense); +18 to Perception to notice invisible targets
◊ Read Magic (sense); decipher and read magical writings, 1 sp
◊ True Seeing (sense); see things as they actually are, 2 sp
◊ Unhooded Sight (sense); +9 to saves and checks to disbelieve illusions
Mind Sphere - Talents Expanded Charm, Mass Charm, Powerful Charm; (charm) Confusion, Insanity; (cloud) Zeitgeist; Drawbacks Empath
• charm, long (1120 ft.), DC 29; place a (charm) on a target; a lesser charm may only target each creature 1/day, Expanded Charm; use charm on any type of creature, Mass Charm; 1 sp, affect up to 9 additional targets, Powerful Charm; use Powerful Charm effects
◊ Confusion (charm);
- lesser charm, confused for 1 round
- greater charm, 1 sp, confused for 18 minutes
- powerful charm, 2 sp, confused for 18 minutes, -2 penalty to caster level and -4 to mental ability scores
- Insanity; spend 1 sp to make effect instantaneous
• cloud, create 100-ft. radius or 10-ft. wide and 190-ft. long cloud, affecting creatures
◊ Zeitgeist (cloud); apply charm to community based on sp spent, creatures with 3 or fewer hit dice are affected, those with 4 or more gain +4 bonus on saves
Nature Sphere - Talents Deep Nature, Ranged Geomancy x2, Expanded Geomancing x3; (geomancing), Create Nature, Cyclone, Earthquake, Hazardous Terrain, Manipulate Nature, Nature Lord, Tsunami, Wildfire; (spirit) Destroy Element, Wreathe Of Elements
• geomancing, long range (1120 ft.), DC 29; create effects based on packages
◊ (air) package
- Air Geyser (launch Colossal target 110 ft. into the air, 230 ft. with 1 sp)
- Breeze (concentration +2 rounds, create a breeze granting a +5 bonus vs. heat and clouds, vapors, and gas)
- Create Air (instantaneous, 1 sp, create 9 5-ft. cubes of breathable air)
- Cyclone; 2 sp concentration +2 rounds or 3 sp 18 minutes, create cyclone, medium creatures must make Ref save or be picked up, move 60 ft. per round)
- Gust Of Wind (concentration +2 rounds, longrange line, severity 6 wind, 1 sp, increase severity to 7)
- Purify Air (instantaneous, convert non-breathable or polluted air into breathable air with 25-ft. radius)
◊ (earth) package
- Bury (concentration +2 rounds, targets in 30-ft. burst become entangled and buried, Ref negates)
- Dust Storm (concentration +2 rounds, dust storm grants 20% concealment in 30-ft. radius)
- Earthquake; 3 sp, 80-ft. radius, creatures cannot move or attack, attempt DC 29 concentration check, other effects based on terrain
- Forge Earth (1 sp, raise or lower up to 20 ft. in 25-ft. radius)
- Granulate (instantaneous, 1 sp or target stone in area (destroys 4 inches), create sand over 25-ft. radius)
- Tremor (1 sp, 30 ft., Ref save or fall prone), Hazardous Terrain; create spikes that last 18 rounds, +18 touch, 18 damage
◊ (fire) package
- Affect Fire (concentration +2 rounds, increase or decrease fire by 4 sizes, max Colossal+ (40-ft. square, 7d6), Wildfire; 3 sp, affect all targets in 3300 ft., 7d6 fire damage and catch fire, Ref half)
- Create Fire (concentration +2 rounds, create Huge fire (4d6), may be done as part of other geomancing ability)
- Manipulate Lava (instantaneous or concentration, use freeze or vortex with lava, +1 sp)
- Move Fire (concentration +2 rounds, move fire up to 180 ft.)
◊ (water) package
- Create Water (create 9 5-ft. cubes of water)
- Fog (concentration +2 rounds or 18 minutes, 1 sp, fog that blocks sight in 30-ft. radius)
- Freeze (1 sp, freeze 23 5-ft. squares of water, create slick ice, or cover 2 medium creatures with 18 inches of ice, Ref negates), Hazardous Terrain; create spikes that last 18 rounds, +18 touch, 18 damage
- Tsunami; 2 sp concentration +2 rounds, 230-ft. wide, 46-ft. tall tsunami, 8d6 damage and +37 vs. CMD to carry along with wave (Fort half)
- Vortex (concentration +2 rounds, create 30-ft. vortex, 1d8+9 bludgeoning damage, Ref negates)
- Wave (instantaneous, create wave that travels 85 ft., 30 ft. onto land, may half length to double width multiple times, bull rush +28)
◊ Destroy Element; 1 sp, touch or ranged touch (1120 ft.), DC 29
- (air) Suffocation (Fort save or staggered and unable to breathe for 1d4+9 rounds)
- (earth) Shatter (break 190-lb. object, stone creature for 9d6, crystalline creature for 18d6 (Fort half)
- (fire) Ash Strike (cone of ash which reveals invisible creatures, Fort save or blinded for 1d4 round)
- (water) Dehydration (18d6 nonlethal damage and sickened, Fort half)
◊ Wreathe Of Elements; immediate action or free action with 1 sp, use wreathe
- (air) +28 vs. CMD, push target back 5 ft.
- (earth) 18 temp hp vs. one attack
- (fire) 18 fire damage (Ref half)
- (water) +28 vs. CMD, knock target prone

Statistics
Str 32, Dex 23, Con 30, Int 25, Wis 28, Cha 31
Base Atk +18; CMB +31 (+35 grapple); CMD 47
Feats Fear And Flame, Frozen To The Bone, Incarnate Magic, Mental AuraB, Mind Wrack, Primal Blast, Quicken Spell, Sphere Virtuoso, Supernatural Elements, Umbral Admixture
Skills Acrobatics +32, Escape Artist +32, Fly +35, Intimidate +31, Knowledge (arcana) +28, Knowledge (planes) +28, Perception +30, Sense Motive +30, Spellcraft +28, Stealth +24, Swim +40
Languages Aklo, Aquan, Auran, Ignan, Terran
SQ tenacious grapple

Special Abilities
Body of Elemental Evil (Su): The elemental cyst gains a deflection bonus to AC equal to its Charisma modifier.
Element Bleed (Su): A creature that strikes an elemental cyst with a melee weapon, an unarmed strike, or a natural weapon takes 3d6 points of cold, electricity, and fire damage. Melee weapons with reach do not endanger a user in this way. When an elemental cyst is dealt at least 50 damage by an attack, it may summon an elder air, earth, fire, or water elemental within close range as an immediate action. It may use this ability a number of times per day equal to its Charisma modifier (usually 10).
Element Lord (Su): Creatures with the elemental subtype take a -4 penalty on saving throws against the elemental cyst’s abilities.
Tenacious Grapple (Ex): An elemental cyst does not gain the grappled condition if it grapples a foe with its tentacles.

Genie, Afarit - CR 10

XP 9,600
LE Large outsider (extraplanar, fire)
Init +7; Senses darkvision 60 ft.; Perception +17

Defense
AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size)
hp 114 (12d10+48)
Fort +8, Ref +11, Will +10
Immune fire; Weakness Vulnerability to cold

Offense
Speed 20 ft., fly 40 ft. (perfect)
Melee 2 slams +17 (1d8+6 plus 1d6 fire) or mwk falchion +18/+13/+8 (2d6+9/18–20)
Space 10 ft.; Reach 10 ft.
Special Attacks heat (1d6 fire)

Magic
Caster Level 12; MSB +12, MSD 23, Concentration +15
Tradition Primordial Essence (Skilled Casting, Vulnerable Spellcaster); CAM Cha
Spell Points 20
Alteration Sphere - Talents Elemental Purity, Retain Ability, Size Change, Transforming Strike; (transformation) Animalistic Transformation, Elemental Transformation
• shapeshift, touch, DC 19; 3 traits, concentration or 12 minutes (1 sp), Retain Ability; may keep base form abilities at cost of one trait per ability
◊ Animalistic Transformation; may assume animalistic form, potential traits:
- 80-ft. land speed
- Scent: gain scent
- Hoof attacks: 2 hooves that deal 1d4 damage, secondary attacks
- Sprint: once per minute increase speed by 40 ft.
- Sticky Tongue: tongue limb with reach of 10 ft., spend 1 sp to make 25-ft. primary natural attack (grab)
◊ Elemental Transformation; may assume elemental form, potential traits:
- Air Mastery: airborne attackers take -2 penalty on attack and damage rolls
- Burn: attacks gain Burn 2d6
- Earth Mastery: +2 bonus on attack and damage rolls against grounded targets
- Elemental Empowerment: first attack each round deals 12 points of elemental damage
- Elemental Movement: 100 ft. fly speed (perfect), 100 ft. burrow speed with earth glide, 100 ft. land speed, or 100 ft. swim speed and +6 bonus to Swim checks, may instead add half of these speeds to existing speed
- Elemental Resistance: resist 12 to a single energy type
- Water Mastery: +2 bonus on attack and damage rolls against waterborne targets
- Whirlwind: transform into Vortex or Whirlwind, max Huge size
◊ Retain Ability; potential traits:
- Catmera Form: 1 sp, transform target into hybrid of original and new form, retaining abilities
◊ Size Change; potential traits:
- Size Change: change size by 3 sizes, max Huge or min Tiny
• Transforming Strike; standard action, make a weapon attack, creatures hit with attack are also hit with shapeshift.
Death Sphere - Talents Possession, Project Spirit; Drawbacks Necromantic Limit (reanimate)
• Project Spirit; 1 sp, allow spirit to exit body in ethereal form for up to 12 rounds, Possession; spend 1 sp when projecting spirit to try to possess adjacent creature as fullround action, DC 19
• reanimate, touch; raise one corpse as undead for concentration, 12 minutes with 1 sp, up to 24 HD,
Illusion Sphere - Talents (glamer) Suppression
• figment, close (55 ft.); 1 sp, create an illusion with vision up to a Colossal-sized cube (30 ft.), DC 19 Will save to disbelieve
• glamer, close (55 ft.); create an illusion attached to a creature
- Illusionary Disguise; create an illusion as though using a disguise kit
◊ Suppression (glamer); (sight, invisibility) may hide while observed, +12 circumstance bonus to Stealth when observed, no armor check penalty to Stealth
• trick, close (55 ft.); standard action, simple illusions - persist 7 minutes or until dismissed, DC 19 Will save to disbelieve
Warp SphereTalents Distant Teleport, Planeshift, Quick Teleport, True Teleport, Unseeing Teleport, Unwilling Teleport, Warping Strike
• teleport, touch, move target up to close range (55 ft.); 1 sp, increase range to long (880 ft.), DC 19; Quick Teleport spend 1 sp to teleport as move action, True Teleport; 2 sp, teleport any range, Unseeing Teleport may teleport to locations you cannot perceive
• Planeshift; travel to alternate plane of existence, 2 sp
• Warping Strike; standard action, make a weapon attack, creatures hit with attack are also hit with teleport.

Statistics
Str 23, Dex 17, Con 18, Int 12, Wis 14, Cha 16
Base Atk +12; CMB +19; CMD 32
Feats Combat Casting, Combat Reflexes, Extra Magic Talent, Flyby Attack, Improved Initiative, Incarnate Magic
Skills Bluff +18, Craft (any one) +16, Disguise +5, Fly +13, Intimidate +18, Perception +17, Sense Motive +17, Spellcraft +16, Stealth +8
Languages Auran, Aquan, Common, Ignan, Terran; telepathy 100 ft.
SQ wonders of the ages

Special Abilities
Heat (Ex): An afarit’s body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples.
Wonders of the Ages (Su): A number of times per day equal to their Charisma modifier (usually 3), an afarit may exchange one of their magic talents for another magic talent that they meet the prerequisites for as a full-round action.

Ancient beings of wind and flame, afarits have long served powerful mages as couriers, warriors, and servants. Many of these beings resent their servitude and tend to look down on mortals, humiliating or slaughtering any reckless enough to cross the outsider. Like a desert storm, an afarit constantly moves at incredible speeds, often using their Alteration abilities to transform into massive elementals or reduce their opponents to bestial forms. Their pride as warriors usually stops afarits from employing their teleportation or possession abilities in combat, but survival may mean sacrificing their pride.

Passage, Dastard - CR 8

XP 4,800
NE Medium outsider (native, passage)
Init +10; Senses darkvision 60 ft.; Perception +15

Defense
AC 22, touch 22, flat-footed 16 (+6 armor, +6 dex)
hp 94 (9d10+45) fast healing 5
Fort +11, Ref +12, Will +5
Immune illusions, mind-affecting effects; Resist electricity 10, fire 10, sonic 10

Offense
Speed 30 ft.
Melee +2 cruel dagger +17 (1d4+6/19-20) or shadowmark +15 (5d6)
Ranged shadowmark +15 (5d6)
Special Attacks create reality, mark of scheming, shadowstuff 9/day, shadowmark 5d6/-2, you haven’t seen the last of me

Magic
Caster Level 6 (9 for Illusion, and Mind); MSB +9, MSD 20, Concentration +14
Divination Sphere - Talents Greater Divine; (vision) Scrying, Viewing
• divine, long (760 ft.), DC 18; (gain information about magic auras within 920 ft.)
◊ Alternate Divinations
- Illusion (Divine Illusion); divine to gain Will save and Perception check against illusions in area
- Mind (Divine Cares Given); divine interest in subject
- Mind (Divine Charm); divine charms and compulsions
- Warp (Divine Warp); divine portals/rifts or recent teleportation
◊ Scrying; 2 sp, observe creature or object over any distance, bonus or penalty on Will save based on familiarity
◊ Viewing; 1 sp, transfer point of view anywhere within range
Illusion Sphere - Talents Lingering Illusion, Masques x2; (sensory) Illusory sound
• figment, personal; 1 sp, create an illusion with sound and vision for concentration, DC 19 Will save to disbelieve, Lingering Illusion; increase duration to 9 minutes, 1 sp
• glamer, personal; create an illusion attached to a creature, Masques glamers grant +4 enhancement bonus to Bluff, Diplomacy, Intimidate, and Perform
- Illusionary Disguise; create an illusion as though using a disguise kit
• trick, personal; standard action, simple illusions - persist 9 minutes or until dismissed, DC 19 Will save to disbelieve
Mind Sphere - Talents Expanded Charm, Mass Charm; (charm) Enthrall, Vision
• charm, close (45 ft.), DC 19; place a (charm) on a target; a lesser charm may only target each creature 1/day, Expanded Charm; use charm on any type of creature, Mass Charm; 1 sp, affect up to 4 additional targets
◊ Enthrall (charm)
- lesser charm target 1 step friendlier for 9 minutes
- greater charm target becomes ‘friendly’ for 9 minutes
◊ Suggestion (charm)
- lesser charm, plant very simple request
- greater charm, 1 sp, plant basic request or very simple request at -2 save penalty
◊ Vision (charm)
- lesser charm, alter perception of a single sense in relation to single entity
- greater charm, 1 sp, alter perception of all 5 senses in relation to single entity
Warp SphereTalents Mass Teleport, Swap Placement, Unseeing Teleport, Unwilling Teleport
• teleport, touch, move target up to close range (45 ft.); 1 sp, increase range to medium (190 ft.), DC 19; Mass Teleport 1 sp, affect up to 4 additional targets, Swap Placement may teleport into other creatures’ locations, swap their location, Unseeing Teleport may teleport to locations you cannot perceive

Combat
Martial Tradition (Equipment x2, Fencing x1, Scoundrel x1); PAM Cha
Equipment Sphere - Talents Finesse Fighting x2, Unarmored Training
• Unarmored Training; +6 armor bonus, applies against touch
Fencing Sphere - Talents Expert Feint, Fast Feint, Focusing Feint; (exploit) Belt Cutter
• Expert Feint; a feinted creature loses their Dexterity bonus to AC until the beginning of your next turn, Focusing Feint; regain martial focus as a swift action when you successfully feint
• Fast Feint; may feint as a move action; may expend martial focus after feinting a creature to move up to your speed w/o provoking attacks of opportunity
• fatal thrust (deal +2d6 precision damage vs. flat-footed, flanked, or Dexterity-denied foes with attack actions or AoO, apply one (exploit))
◊ Belt Cutter; attempt a steal combat maneuver against target as a free action
Gladiator Sphere - Talents Derision, Master Of Fear; (boast) Menace; (demoralization) Cow Enemy, Frightful, Piercing Fear, Spectacle
• Derision; may boast as immediate action when a creature misses you
• boast (immediate action after critical hit, reduce enemy to 0, or successful combat maneuver, apply (boast) in 30-ft. radius)
◊ Menace (boast); creature must succeed on Will save to move closer to you, DC 19
◊ Prowess (boast); roll twice on next attack roll
strike fear (standard action, expend martial focus, demoralize 30-ft. radius; apply (demoralization) to enemies shaken), Master Of Fear (may use strike fear as a standard action w/o expending martial focus); (demoralize) additional effects vs. feared targets
Scoundrel Sphere - **Perception DC 24; Talents Cut And Run; (trick) Fancy Footwork
• Cut And Run; as long as you have martial focus, move up to 15 ft. as free action when you succeed at dirty trick or steal
• Fancy Footwork (trick); attempt free reposition combat maneuver when you succeed at dirty trick or steal
• marked target (swift action, melee touch attack, inflict battered and -3 Perception penalty)
Trap Sphere - Talents Dirty Traps, Sneaky Trapper; (snare) Net [trap statistics] AC 24, hp 45, hardness 9, Perception DC 24, area 2 5-ft. squares, DC 19 Reflex
• Dirty Traps; spend martial focus to place trap as immediate action when you succeed at a dirty trick or steal combat maneuver
• Sneaky Trapper; may perform Sleight of Hand (DC 11 + observer’s modifier) to play trap without it being noticed; use highest Perception modifier if multiple observers
• dart (full-round action [standard action while maintaining focus], ranged attack, 45-ft. line, 5d6; or ranged touch w/o base damage using alchemical item or formulae)
◊ Net (dart); Reflex save or become entangled. You may forgo damage to resolve this attack against touch AC. Lasts until the creature succeeds on a Strength or Escape Artist check (DC 19) or destroys the trap via damage.
• snare (full-round action [standard while maintaining focus], Reflex or trigger); (snare) DC 19
◊ Net (snare); entangled and unable to move from the triggering square until it succeeds on a Strength or Escape Artist check (DC 19) or destroys the trap via damage.
◊ Tripwire (snare); Reflex save or knocked prone

Statistics
Str 15, Dex 23, Con 20, Int 15, Wis 14, Cha 20
Base Atk +9; CMB +11 (+15 dirty trick or steal); CMD 27
Feats Dirty Fighting, Great Focus, Improved Initiative, Skill Focus (Bluff), Spell Trap
Skills Acrobatics +18, Bluff +20, Craft (traps) +14, Disguise +17, Intimidate +17, Knowledge (local) +15, Knowledge (planes) +15, Perception +15, Sense Motive +15, Sleight of Hand +18, Spellcraft +15, Stealth +18
Languages Common, Drow Sign, Sylvan, Undercommon; telepathy 100 ft.
SQ covert (a specific type of humanoid)

Special Abilities
Covert (Ex): Every passage appears to be a specific race and gains a +10 bonus to Disguise checks to appear as a member of that race. In addition, passages do not detect as outsiders when targeted by effects that discern creature type (such as the divine unnaturals divine), instead appearing as a creature type of their choice. Passages automatically succeed at Perception checks made to pierce the disguises of other passages.
False Reality: Passages gain the Illusion and Mind spheres as bonus spheres and use their Hit Die as their caster levels for these spheres. However, they cannot select talents from the Alteration, Conjuration, Creation, Destruction, Fate, or Nature spheres (this does not stop them from mimicking abilities of these spheres with abilities such as create reality).
Mark of Scheming (Su): Creatures affected by the dastard’s shadowmark take a -5 penalty on Will saves to resist a dastard’s scrying attempts. The dastard treats any space within 50 feet of a marked target as a teleport beacon which they can teleport to.
Mastery of Tales (Ex): Passages are immune to illusion effects and mind-affecting effects and can perceive through any illusion.
Murder Most Foul (Su): A dastard draws power from dramatically heinous acts, often resulting in complicated death traps. Whenever a dastard kills a conscious intelligent creature using a coup de grace (performed either by the dastard themself, a creature conjured by the dastard, or a trap of the dastard’s creation), the dastard gains a +2 morale bonus on all d20 rolls for 24 hours.
Shadow Shaper (Su): Passages gain the shadowmark, shadowstuff, and create reality class features of a fey adept whose level equals the passage's Hit Die. A passage may choose to make a shadowmark permanent, although permanent shadowmarks do not deal damage and only apply penalties to saving throws against the abilities of passages. These shadowmarks can be removed by the break enchantment spell or similar effects. A passage may maintain a number of permanent shadowmarks up to their Charisma modifier.
Telepathy: This telepathy is rarely used to communicate with mortals, but is employed liberally to communicate with other passages to coordinate their actions.
You Haven’t Seen the Last of Me! (Su): Whenever a dastard would be reduced to 0 or fewer hit points, they may spend an additional spell point to create an illusion as an immediate action. These illusions may include the dastard rocketing into the horizon while loudly cursing those who defeated it or a building collapsing to conceal the dastard’s remains. If no creature recognizes the effect as an illusion for 1 round, the dastard is teleported away to a safe location of the dastard’s choosing as per True Teleport where the dastard slowly recovers.

Dastard passages serve as agents of mayhem and uncertainty, committing horrendous acts to create tension. Many take forms that reflect a culture’s anathemas of dishonor and vileness, priding themselves on their ability to arouse disdain with their mere presence. They often work to drive heroes to action by putting innocents in danger or engaging in petty sadism to provoke a rise out of mortals. Most will brag incessantly and put up a flashy fight, but almost all of them are willing to humiliate themselves in order to survive or escape. Rarely does a dastard fight fair, relying upon feints and intimidation to inhibit a foe’s ability to fight back.


Spheres of Power by Drop Dead Studios
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