Bazim-Gorag the Firebringer (CR 21)
Large Outsider (Chaotic, Evil, and Extraplanar)
Alignment: Chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: all-around vision, darkvision 60 ft., Listen +29, and Spot +29
Languages: Telepathy 100 ft.
AC: 40 (-1 size, +3 Dex, +6 insight, +22 natural), touch 18, flat-footed 37
Hit Dice: 25d8+225 (339 hp); DR: 15/epic and lawful
Fort +25, Ref +17, Will +18
Speed: 30 ft.
Space: 10 ft./10 ft. (15 ft. with glaive)
Base Attack +25; Grapple +40
Attack: +4 flaming burst unholy glaive +46 melee or claw +41 melee
Full Attack: +4 flaming burst unholy glaive +46/+41/+36/+31 melee and 2 bites +36 melee, or 2 claws +41 melee
Damage: +4 flaming burst unholy glaive 2d8+20/19-20/X3 plus 1d6 fire plus 2d10 flaming burst plus 2d6 unholy, bites(2) 2d10+5, claws(2) 2d8+11
Special Attacks/Actions: Incandescent aura, incinerating strike 3/day, spell-like abilities
Abilities: Str 32, Dex 17, Con 28, Int 19, Wis 18, Cha 24
Special Qualities: change shape, double mind, fast healing 10, immunity to fire, petrification, and poison, outsider traits, pernicious fire, resistance to acid 10, cold 10, electricity 10, and sonic 10, SR 30, summon slaad
Feats: Cleave; Great Cleave; Great Fortitude; Improved Critical (glaive); Improved Initiative; Improved Sunder; Leadership; Power Attack; Weapon Focus (glaive)
Skills: Balance +23, Bluff +27, Concentration +29, Diplomacy +33, Disguise +19 (+21 to act in character), Gather Information +27, Hide +24, Intimidate +9, Knowledge (arcana) +24, Knowledge (religion) + 24, Knowledge (the planes) +24, Listen +29, Move Silently +23, Search +26, Sense Motive +29, Spellcraft +26, and Spot +29
Climate/Terrain: The Supreme Throne
Treasure: Double standard, plus Large +4 flaming burst unholy glaive and +4 ring of protection
Champions of Ruin
Change Shape (Su): Bazim-Gorag can shift between his natural form and any humanoid form at will as a standard action. He gains the size, natural weapons, movement modes, and extraordinary special attacks of his new form, but loses those of his original form. He retains all other special attacks and qualities of his original form. Bazim-Gorag retains the ability scores, hit points, and saves of his original form. He remains in one form until he chooses to assume a new one. A change in form cannot be dispelled, but he will revert to his natural form if killed. A true seeing spell reveals his natural form. When he assumes another shape, his magical glaive automatically adjusts in size to suit the new shape. Its base damage adjusts to the new size, but its other enhancements remain the same.
Bazim-Gorag gains a +10 bonus on Disguise checks if he uses this ability to create a disguise. However, when he speaks, his voice often changes in pitch as his two heads (one hidden by magic but there nonetheless) finish each others' sentences.
Incandescent Aura (Su): Bazim-Gorag can wreathe his body in a flaming aura as a free action. Anyone within 20 feet of the slaad lord takes 6d6 points of fire damage per round and must make a DC 31 Reflex save or catch fire. The save DC is Constitution-based.
Incinerating Strike (Su): Three times per day, Bazim-Gorag can declare-an incinerating strike with a melee attack. If the attack hits, he deals 100 points of fire damage (Fortitude save DC 31 for half) in addition to his normal melee damage. Any creature slain by this attack is utterly consumed in fire, as if subjected to a destruction spell. The save DC is Constitution-based.
Spell-Like Abilities: At will - animate objects, chaos hammer (DC 21), cloak of chaos, deeper darkness, detect good, detect law, detect magic, detect thoughts, fear (DC 21), fire storm (DC 25), greater dispelling, invisibility, shatter (DC 19), telekinesis (DC 22), teleport without error, wall of fire, word of chaos (DC 24); 3/day - dispel law (DC 22), divination, hold monster (DC 22), meteor swarm (+27 ranged touch, DC 26), power word stun, true seeing; 1/day - geas/quest, power word kill, vision, weird (DC 26). Caster level 20th.
All-Round Vision (Ex): Bazim-Gorag gains a +4 racial bonus to Search and Spot checks (already included in the statistics), and he cannot be flanked.
Double Mind (Ex): Bazim-Gorag has two brains and two personas. One brain can direct his body while the other engages in a completely unrelated activity, such as conversation or the use of his spell-like abilities. In combat, Bazim-Gorag gains a bonus standard action each turn, which can be used only to perform a mental activity, such as using a spell-like ability or a skill based on a mental ability score.
Bazim-Gorag is treated as two independent creatures for purposes of targeting him with a mind-affecting effect. A spell that affects only one target can affect one of Eazim-Gorag's minds but not both. If one of Bazim-Gorag's minds is incapacitated or affected in some way, Eazim-Gorag loses his bonus action. If Bazim-Gorag is subjected to a mind-affecting effect that can affect two or more creatures at once, each of his to minds saves separately and is affected separately.
As long as one of Bazim-Gorag's minds remains unaffected by a particular effect, the affected mind gains a new saving throw each round, to shake off the effect. If both minds are affected by the same effect, Bazim-Gorag is affected normally.
Pernicious Fire (Su): Bazim-Gorag's spell-like abilities with the fire descriptor are empowered, and thus deal 50% more damage than would normally be indicated.
Summon Slaad (Sp): This ability is currently unavailable to Bazim-Gorag in his binding. If free, Bazim-Gorag can automatically summon 1 death slaad or 1d4+1 blue slaad once per day.
Telepathy (Su): Bazim-Gorag can communicate telepathically with any creature within 100 feet that has a language.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.