Malkizid, the Branded King (CR 27)
Large Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Lawful evil
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: Listen +45 and Spot +45
Languages: Telepathy 100 ft.
AC: 48 (-1 size, +5 Dex, +7 mithril shirt, +6 insight, +21 natural) touch 20, flat-footed 43
Hit Dice: 33d8+363 (511 hp); DR: 10/magic
Fort +29, Ref +23, Will +27
Speed: 40 ft., fly 120 ft. (good)
Space: 10 ft./10 ft.
Base Attack +33; Grapple +47
Attack: +2 silver unholy bastard sword +45 melee or tail +42 melee
Full Attack: +2 silver unholy bastard sword +51/+46/+41/+36 melee and Claw +43 melee, or tail +48 melee
Damage: +2 silver unholy bastard sword 2d8+12/17-20 plus 2d6 unholy, Claw 2d6+5; tail 2d6+10 2 claws 1d8+5
Special Attacks/Actions: Brand, fear aura, prismatic disruption, spell-like abilities, spells
Abilities: Str 30, Dex 21, Con 32, Int 31, Wis 28, Cha 31
Special Qualities: Baatezu traits, DR 15/good and silver, immune to fire, immunity to poison, regeneration 8, resistance to acid 10 and cold 10, SR 38
Feats: Cleave; Combat Expertise; Combat Reflexes; Dodge; Flyby Attack; Improved Critical (bastard sword); Improved Disarm; Improved Initiative; Leadership; Multiattack; Power Attack; Weapon Focus (bastard sword)
Skills: Balance +23, Bluff +46, Concentration +47, Diplomacy +46, Gather Information +46, Hide +37, Intimidate +46, Knowledge (arcana) +46, Knowledge (history) +46, Knowledge (nature) +28, Knowledge (religion) +46, Knowledge (the planes) +46, Listen +45, Move Silently +41, Search +46, Sense Motive +45, Spellcraft +46, Spot +45, Survival +27, and Tumble +23
Climate/Terrain: The Barrens of Doom and Despair
Treasure: Quadruple standard, plus +3 mithril shirt and +2 silver unholy bastard sword
Champions of Ruin
Baatezu Traits: Malkizid can communicate telepathically with any creature within 100 feet that has a language. In addition, he can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Brand (Su): Malkizid's face is marked by a horrible, weeping brand. Any creature within 30 feet that meets Malkizid's gaze is paralyzed for 1 hour and takes 2d6 points of Wisdom damage (Will DC 36 negates the paralysis and reduces the Wisdom damage to 1 point). Baatezu and yugoloths are affected only if Malkizid uses his brand as a gaze attack. The save DC is Charisma-based.
Fear Aura (Su): As a free action, Malkizid can create an aura of fear in a 20-foot radius. It otherwise functions as a fear spell (caster level 15th, save. DC 36). If the save is successful, that creature cannot be affected again by the aura for 24 hours. Baatezu and yugoloths are immune to the aura.
Prismatic Disruption (Sp): Three times per day, Malkizid can create a prismatic disruption that affects all creatures within 30 feet currently under the effect of a spell or spell-like ability. Malkizid makes a dispel check against each spell or effect on each creature in the area as if casting greater dispelling; Malkizid's dispel check modifier is +24 for these checks, and includes a racial +4 bonus. Creatures using magic items that grant constant bonuses are not affected, but magic items that replicate or grant spell effects and are actively doing so when Malkizid uses this ability are subject to the disruption.
For each spell or effect that is dispelled, one randomly determined ray of a prismatic spray spell strikes the target creature (save DC 29). The save DC is Charisma-based. This ability is the equivalent of a 9th-level spell.
Regeneration (Ex): Malkizid takes normal damage from good-aligned silver weapons, and spells or effects with the good descriptor.
Spell-Like Abilities: At will - aid, animate objects, bestow curse (DC 23), contagion (DC 24), continual flame, dimensional anchor (+37 ranged touch), greater dispel magic, unholy blight (DC 24), imprisonment (DC 29), invisibility (self only), lesser restoration, polymorph (self only), power word stun, resist energy, summon monster VII, teleport (self plus 50 pounds of objects only), waves of fatigue; 3/day - blade barrier (DC 26), earthquake (DC 27), heal, mass charm monster (DC 28), permanency, resurrection, waves of exhaustion; 1/day - greater restoration, power word blind, power word kill, prismatic spray (DC 27), wish. Caster level 25th.
Spells: Malkizid casts divine spells as a 20th-level cleric with access to the domains of Destruction and Evil. While Malkizid no longer serves a deity, he is a servant of the universal forces of evil and woe.
Typical Cleric Spells Prepared (caster level 20th): 0 - detect magic (3), light, mending, read magic; 1st - comprehend languages, deathwatch, divine favor (2), doom (DC 20), obscuring mist, protection from good, protection from chaos, shield of faith; 2nd - align weapon (2), bull's strength, darkness, desecrate, hold person (DC 21), undetectable alignment, zone of truth; 3rd - animate dead, create food and water, deeper darkness, invisibility purge, locate object, magic circle against good, speak with dead, wind wall; 4th - cure critical wounds, death ward, dismissal (DC 23), giant vermin, inflict critical wounds, sending, spell immunity, summon monster IV; 5th - dispel good (+42 melee touch, DC 24), greater command (DC 24), mass inflict light wounds (DC 24), plane shift; scrying, slay living (+42 melee touch, DC 24), true seeing, wall of stone; 6th - banishment (2) (DC 25), create undead, geas/quest, mass cure moderate wounds, symbol of fear (DC 25); 7th - blasphemy (DC 26), destruction (DC 26), disintegrate (+37 ranged touch, DC 26), greater scrying, mass cure serious wounds, repulsion (DC 26); 8th - antimagic field, discern location, fire storm (DC 27), shield of law, summon monster VIII, unholy aura; 9th - energy drain (+37 ranged touch), gate, implosion (DC 28), mass heal, soul bind (DC 28), summon monster IX.
D: Domain spell. Domains: Destruction (smite good 1/day, +4 on attack, extra 20 damage); Evil (cast evil spells V] at +1 caster level).
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
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.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful 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 lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).