Sakathan (CR 15/MR 6)

This tall, green-scaled humanoid is crowned with a spired diadem of gold and emeralds. Its glittering red eyes are full of menace. Golden bracers encircle its wrists and it hefts a massive trident in its clawed hands.

Sakathan (CR 15/MR 6)
XP 25,600
LE Medium undead (augmented humanoid, extraplanar, mythic, reptilian, shapechanger)
Init +11MF; Senses darkvision 60 ft., mistsightMA; Perception +32

Defense

AC 31, touch 13, flat-footed 28 (+2 Dex, +1 dodge, +18 natural)
hp 237 (14d8+146); fast healing 5
Fort +10, Ref +8, Will +14
Defensive Abilities channel resistance +4; DR 10/epic, magic, and silver; Immune undead traits; Resist cold 10, electricity 10; SR 29
Weaknesses infernal regalia, stygian weaknesses, vulnerability to fire

Offense

Speed 30 ft., swim 20 ft.
Melee +1 Large mythic bane trident +20/+15 (2d6+13/17–20/x3 plus energy drain), bite +13 (1d6+4 plus blood drain and energy drain)
Space 5 ft.; Reach 5 ft. (10 ft. with Large trident)
Special Attacks create spawn, disjoining criticalMA, dominate (DC 25), energy drain (2 levels, DC 25), gaze of dominionMA, lizard king, mythic power (6/day, surge +1d8), power drainMMA, scaly servants, skewering trident

Spell-Like Abilities (CL 14th; concentration +20)
Constant—detect scrying
At will—scrying (on spawn only), sending (to spawn only)
1/day—command (DC 19), magic fang, or protection from good; align weapon (evil only) or animal trance (DC 20); greater magic fang, magic circle against good, or suggestion (DC 21); poison (DC 22) or unholy blight (DC 22); animal growth (reptiles only) or dispel good

Sorcerer Spells Known (CL 10th; concentration +18)
5th (4/day)—animal growth (reptiles only), cloudkillMS (DC 23), dispel good (DC 23)
4th (7/day)—charm monster (DC 22), dimension doorMS, poison (DC 22), unholy blight (DC 22)
3rd (8/day)—dispel magicMS, greater magic fang, haste, magic circle against good, stinking cloudMS (DC 21), suggestion (DC 21)
2nd (8/day)—align weapon (evil only), animal trance (DC 20), arcane lock, detect thoughts (DC 20), mirror image, see invisibility
1st (8/day)—command (DC 19), mage armorMS, magic fang, magic missile, protection from good, ray of enfeeblement (DC 19), shield, vanishAPG
0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 18), mage hand, prestidigitation (DC 18), ray of frost, read magic, touch of fatigue (DC 18)

Statistics

Str 26, Dex 15, Con —, Int 14, Wis 20, Cha 27
Base Atk +10; CMB +18; CMD 31
Feats AlertnessB, Combat Casting, Combat ReflexesB, DodgeB, Empower Spell, Eschew MaterialsB, Improved Critical (trident), Improved InitiativeB,MF, Lingering PerformanceAPG, Lightning ReflexesB, Mythic Spell LoreMF, Power AttackMF, Quicken Spell, ToughnessB, Weapon Focus (trident)
Skills Bluff +20, Climb +12, Diplomacy +12, Disguise +12, Fly +15, Intimidate +22, Knowledge (arcana) +10, Knowledge (nature) +10, Knowledge (religion) +10, Perception +34, Sense Motive +22, Spellcraft +10, Stealth +24, Swim +17; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Draconic, Infernal
SQ change shape (Tiny, Small, Medium, or Large reptilian animal or reptilian humanoid; alter self, beast shape II), divine source, gaseous form, secret scrier

Ecology

Environment any swamps or underground (Hell or Material Plane)
Organization solitary, harem (1 plus 1d4 spawn), or cult (1 plus 1d4 spawn plus 10–60 human or lizardfolk cultists, including a 5th–10th level cleric or oracle)
Treasure double (Large trident, other treasure)

Special Abilities

Blood Drain (Ex) A sakathan can suck blood from a grappled opponent. If it establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The sakathan heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Create Spawn (Su) A sakathan can create spawn out of reptilian humanoids it slays with blood drain or energy drain. The victim rises from death as a sakathan spawn (see below) in 1d4 days, under the control of the sakathan that created it, and remains enslaved until its master’s destruction. A sakathan may use scrying or sending at will as spell-like abilities, targeting its spawn. A sakathan may have enslaved spawn totaling no more than three times its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A sakathan may free an enslaved spawn in order to enslave a new spawn, but once freed, a spawn cannot be enslaved again.

Divine Source (Su) A sakathan can grant divine spells to those who follow its cause, worshiping it as a deity. They provide the Evil and Scalykind domains and the Devil subdomain to their cultists, though they cannot grant spells above 6th level. A sakathan can use one domain spell of each level per day as a spell-like ability.

Dominate (Su) A sakathan can crush a humanoid opponent’s will as a standard action. Anyone the sakathan targets must succeed on a Will save or fall instantly under its influence, as dominate person (caster level 14th). The ability has a range of 30 feet.

Energy Drain (Su) A creature bitten by a sakathan or struck by its trident gains two negative levels. This ability only triggers once per round, regardless of the number of attacks the sakathan makes.

Gaseous Form (Su) A sakathan can assume gaseous form at will (caster level 14th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If reduced to 0 hit points in combat, a sakathan assumes gaseous form and can attempt to escape. It must reach its sarcophagus within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a sakathan forced into gaseous form has no effect. Once at rest, the sakathan’s body reforms but it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Gaze of Dominion (Su) Creatures meeting a sakathan’s gaze are fascinated for 1d6 minutes, 30 feet, Will DC 23 negates. The save DC is Charisma-based. Creatures fascinated by its gaze take a -4 penalty on saving throws against its dominate ability and do not regard this as an attack for the purpose of breaking the fascinate effect. Reptilian humanoids and animals are dominated rather than fascinated on a failed save.

Infernal Regalia (Su) A sakathan’s crown and bracers mark the bonding of its ancient curse but also help it focus and channel its mythic power. A sakathan’s infernal regalia can be removed only by a devil of CR 14 or higher, or with a remove curse spell cast by a devil-worshiping divine spellcaster (DC 30 caster level check). The infernal regalia can be destroyed by a sunder combat maneuver (hardness 10, hp 30) but reform 13 hours after being destroyed.

If a sakathan’s bracers are removed or destroyed, it cannot use its energy drain or power drain through its trident (though it can use these abilities through its bite). If its crown is removed or destroyed, it cannot use its secret scrier ability, and the save DC of its gaze of dominion is reduced by 4. When interacting with devils, a sakathan’s regalia serve as a mark of justice that triggers if a sakathan attacks a devil or a divine spellcaster that worships a devil. The regalia suppress a sakathan’s immunity to mind-affecting effects used by devils or divine spellcasters that worship devils, and when interacting with such creatures a sakathan is affected as mind fog (no save).

Lizard King (Ex) A sakathan has the inspire courage +2 and inspire competence +3 abilities of a 7th-level bard and can begin a performance as a move action. Reptilian animals and reptilian humanoids gain double the normal bonuses from this ability, and a sakathan can communicate with such creatures as though they shared a common language.

Power Drain (Su) When a sakathan confirms a critical hit against a mythic creature, it drains 1 use of the target’s mythic power, transferring that mythic power to the sakathan. If already at its maximum number of uses of mythic power, this additional mythic power must be spent before the end of the sakathan’s next turn or it is lost. In addition, if the target fails a DC 25 Will save it loses the ability to expend its mythic power for 1d4 rounds. The save DC is Charisma-based.

Scaly Servants (Su) Once per day, a sakathan can call forth 1d2+1 fiendish giant frilled lizards, 1d4+1 fiendish venomous snake swarms, 1d8+1 fiendish monitor lizards, or 1d12+1 fiendish lizardfolk warriors. These creatures arrive in 2d6 rounds and serve the sakathan for 1 hour.

Secret Scrier (Su) A sakathan gains constant detect scrying, and when a creature attempts to scry on it the sakathan can expend one use of its mythic power as an immediate action to discover the scrier’s true name and location, as discern location. If the sakathan expends two uses of its mythic power, it is also able to scry on the creature scrying it, as greater scrying (DC 24 Will negates), and each round the sakathan continues scrying a creature scrying it, it can probe the target’s mind, asking questions as if using speak with dead to question a corpse (DC 21 Will negates). If the target saves against this questioning, it can attempt a second Will save to realize that it is being scried upon. If the target is a non-mythic creature, the sakathan adds its mythic rank to the save DC.

Skewering Trident (Ex) Sakathans are masters of the trident. They can use Large tridents without penalty, and the trident’s critical threat range and critical multiplier are increased to 19-20/x3 in their hands. A sakathan wielding a Large trident may use it interchangeably as a reach weapon or against adjacent foes without penalty.

Stygian Weaknesses (Ex) Sakathans cannot tolerate the odor of roses and will not enter an area where roses are growing or that is strongly scented with them. Similarly, they recoil from mirrors and strongly presented holy symbols; these things don’t harm the sakathan; they merely force it to remain at least 5 feet away and cannot touch or make melee attacks against the creature presenting the mirror or holy symbol (which requires a standard action). After 1 round, a sakathan can overcome its revulsion and act normally each round if it succeeds on a DC 25 Will save.

Reducing a sakathan to 0 hit points incapacitates it but does not destroy it (see gaseous form). However, sakathans have vulnerability to fire and avoid it whenever possible. Direct sunlight staggers a sakathan on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Driving a silver blade through a helpless sakathan’s heart (a full-round action) instantly slays it; however, it returns to life if the blade is removed unless the head is also severed and anointed with holy water and the head and body burned separately.


Sakathans were once ancient kings of the lizardfolk race on a now-forgotten Material Plane who bargained with the infernal powers and found themselves bound by corrupted wishcraft into a dreadful blood pact and cursed with a twisted form of vampirism. They typically stand 6 to 7 feet tall and weigh 200 to 300 pounds.

Ecology
Sakathans subsist on blood alone, though they sometimes go through the ritual of consuming food and drink. Accustomed to a position of authority, sakathans rarely hunt for themselves, instead delegating their cultists to bring them choice sacrifices, which may be slaughtered swiftly or tapped slowly and carefully to prolong their torment. Creatures may even be bled a bit and then released home, usually enslaved to the sakathan’s will and sent to carry messages on its behalf, or to lure others into its clutches.

Habitat and Society
Sakathans were the high noble caste of an ancient lizardfolk empire, but so great was their ambition and their pride that lordship over their kind was not enough to slake their thirst for power. A cabal of sakathans came together to tap into secret spells that promised great power to those who spoke into existence what they wished to be their destiny. The sakathans wished to unleash the divine spark within themselves, to make their strength eternal and authority absolute, so they could drink deeply from the wells of power and revel in the suffering of their enemies. What they meant for a simple affirmation of purpose, however, became so much more when they their prayers answered and their wishes granted by the scaled masters of Stygia, in the heart of Hell. The sakathans were indeed crowned in power and glory, ascending to heights of power undreamed of, overthrowing rulers not part of their cabal and conquering on every hand.

After 13 years enthroned as god-kings adored, however, their Stygian benefactors revealed that their gift was not without cost. Yes, they had become as gods, but their great power was bought with a price. now a hellish hunger awoke within them and the shining sun burned their accursed flesh. The sakathans had bargained poorly for their taste of divinity and were now powerless to protect those who had worshiped them. Forced to kneel at the feet of their infernal patrons, the god-kings were now the slaves of Stygia, leading their hell-forged armies in a bloody onslaught that left their former empires ruined and the survivors consigned to the chained furnaces of Hell.

The sakathans were carried to the infernal realms as well, their hearts corrupted by the infernal divinity burning within them. They now serve as emissaries of the Stygian diabolic hierarchy, agents sent to worlds where devils cannot act openly. Some sakathans gather scaled armies to bring doom upon the enemies of Hell, while others establish insidious cults with themselves as the divine focus, standing in as the apostles of ancient gods now risen again in power while in truth binding their adherents to the hellish divinity that grants the sakathans their strength. These cults sometimes become popular in rural communities, plying the locals with new interpretations of seemingly harmless folkways that lead only to destruction. Lizardfolk spellcasters seeking immortality may attract the attention of the dark powers, who send a sakathan to make their darkest dreams come true. In Hell, sakathans are often surrounded by fiendish lizardfolk, the descendants of their long-ago subjects, or other fiendish reptiles.

Sakathan Spawn
A sakathan can elect to create a sakathan spawn instead of a full-fledged sakathan when using its create spawn ability after slaying a reptilian humanoid with its blood drain or energy drain. A sakathan spawn’s statistics are identical to those of a wight, with the following changes:

  • It retains its natural weapons, natural armor bonus to AC (if better than a wight’s), and swim speed (if any).
  • It gains the blood drain and dominate sakathan special attacks.
  • It gains channel resistance +2, DR 5/silver, resist cold and electricity 10, fast healing 2, and the gaseous form and Stygian weaknesses qualities.
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