Eltab, Lord of the Hidden Layer (CR 28)
Large Outsider (Chaotic, Extraplanar, and Evil)
Alignment: Chaotic evil
Initiative: +12 (+8 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., true seeing, Listen +35, and Spot +35~
Languages: Telepathy 100 ft.
AC: 43 (-1 size, +8 Dex, +6 insight, +20 natural), touch 23, flat-footed 35
Hit Dice: 35d8+385 (542 hp); DR: 20/cold iron and good
Fort +30, Ref +27, Will +26
Speed: 40 ft., fly 40 ft. (good), burrow 20 ft.
Space: 10 ft./10 ft.
Base Attack +28; Grapple +45
Attack: Gore +40 melee or +5 keen shock greatsword +45 melee
Full Attack: Gore +40 melee and 2 claws +38 melee or +5 keen shock greatsword +46/+41/+36/+31/+26/+21 melee
Damage: Gore 1d8+13, claws 1d6+13, +5 keen shock greatsword 3d6+18/15-20
Special Attacks/Actions: Death gaze, fear, spell-like abilities, summon demon
Abilities: Str 37, Dex 27, Con 33, Int 28, Wis 24, Cha 28
Special Qualities: fast healing 5, immunity to electricity and poison, item master, resistance to acid 10, cold 10, and fire 10, SR 39
Feats: Cleave; Combat Reflexes; Dark Speech; Great Cleave; Improved Bull Rush; Improved Critical (greatsword); Improved Initiative; Improved Overrun; Multiattack; Power Attack; Vile Martial Strike (greatsword); Weapon Focus (greatsword)
Skills: Bluff +37, Climb +41, Concentration +40, Diplomacy +39, Escape Artist +36, Gather Information +37, Hide +36, Intimidate +46, Jump +43, Knowledge (arcana) +47, Knowledge (history) +47, Knowledge (religion) +47, Knowledge (the planes) +47, Listen +35, Move Silently +36, Search +37, Sense Motive +35, Spellcraft +49, Spot +35~, Swim +41, and Tumble +38
Climate/Terrain: A chaotic, evil-aligned plane or any land or underground
Organization: Solitary or Eltab plus 1d4 glabrezu and 1d2 succubi
Treasure/Possessions: Quadruple standard
Champions of Ruin
Eltab's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Death Gaze (Su): Death, 30 feet, Fortitude DC 39. The save is Charisma-based.
Fear (Su): Eltab radiates afear effect (Will DC 39 negates) at will. The save is Charisma-based.
Spell-Like Abilities: At will - bestow greater curse (DC 27), blasphemy, call lightning (DC 22), deeper darkness, desecrate, detect good, detect law, detect thoughts (DC 21), greater dispelling, read magic, suggestion (DC 22), telekinesis, teleport without error, tongues (self only), unhallow, unholy aura, unholy blight (DC 23), wall of thorns; 1/day - despair (DC 28), symbol of fear (DC 25), shapechange, utterdark. Caster level 20th.
Item Master (Ex): Although not an actual spellcaster, Eltab can use any magic item, even spell completion magic items such as wands and scrolls.
True Seeing (Su): Balors have a continuous true seeing ability, as the spell (caster level 20th).
Summon Demon (Sp): Once per day Eltab can automatically summon 1d8 succubi, 1d6 glabrezu, or 1 balor. This ability is the equivalent of a 9th-level spell.
Possessions: Moaning Crown of Ndulu, Stormsplitter (+5 keen shock greatsword).
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 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.
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).