Mephistopheles, Lord Of The Eighth (CR 29)
AC: 47 (-1 size, +9 Dex, +9 insight, +20 natural), touch 27, flat-footed 38
Hit Dice: 38d8+342 (513 hp); DR: 20/epic good
Fort +30, Ref +30, Will +32
Speed: 40 ft., fly 100 ft. (average)
Space: 5 ft./10 ft., 15 ft. with ranseur
Base Attack +38; Grapple +38
Attack: Huge +5 ranseur +50 melee
Full Attack: Huge +5 ranseur +50 melee
Damage: Huge +5 ranseur 2d6+17 plus 1d6 fire or 1d6 cold/x3
Special Attacks/Actions: Spell-like abilities, spells
Abilities: Str 27, Dex 29, Con 28, Int 29, Wis 33, Cha 30
Special Qualities: Baatezu traits, flames of hell, outsider traits, regeneration 10, SR 43, summon baatezu
Feats: Craft Wondrous Item; Dark Speech; Empower Spell; Improved Initiative; Malign Spell Focus; Power Attack; Scribe Scroll; Spell Focus (Evocation); Spell Penetration; Violate Spell
Skills: Balance +30, Bluff +48, Concentration +47, Craft (alchemy) +28, Diplomacy +56, Forgery +28, Gather Information +29, Hide +43, Intimidate +52, Jump +29, Knowledge (arcana) +47, Knowledge (history) +28, Knowledge (the planes) +47, Listen +49, Move Silently +47, Search +47, Sense Motive +49, Spellcraft +47, and Tumble +30
Climate/Terrain: Any land and underground
Treasure/Possessions: Quadruple standard
Book of Vile Darkness
Flames of Hell: Mephistopheles is continually swathed in dark flames. As such, his touch deals 2d6 points of unholy damage. Furthermore, anyone within 5 feet of the archdevil takes damage from the flames if Mephistopheles desires it.
Spell-Like Abilities: At will -- animate dead, blasphemy, charm monster, create greater undead, desecrate, detect good, detect magic, devils ego, fireball, fiendish quickening, geas/quest, greater dispelling, hellfire, hellfire storm, magic circle against good, locate creature, locate object, major image, restoration, resurrection, scrying, suggestion, teleport without error, true seeing, unholy aura, unholy blight, unhallow, wall of fire, wall of ice; 1/day -- meteor swarm, symbol (any), wish. Caster level 20th; save DC 20 + spell level.
Spells: Mephistopheles casts spells as a 15th-level wizard specialized in the Evocation school. His laboratories in Mephistar have spellbooks with every arcane spell in them, so he can prepare whatever spells he likes, except those from his prohibited schools (Illusion and Enchantment).
Spells Prepared (5/8/7/7/7/7/5/4/3; save DC 19 + spell level, or 21 + spell level for Evocation spells and evil spells, or 23 + spell level for evil Evocation spells): 0 -- arcane mark, mage hand (2), no light, slash tongue; 1st -- black bag, mage armor (2), magic missile (3), shield (2); 2nd -- bull's strength, cats grace, endurance, unheavened (2), web (2); 3rd -- violated darkbolt (2), haste (2), empowered magic missile (2), slow; 4th -- arcane eye, damning darkness, detect scrying, empowered violated magic missile, empowered Melf's acid arrow, Otiluke's resilient sphere, psychic poison; 5th -- cone of cold, call nightmare, violated fire shield, violated ice storm, empowered lightning bolt, sending, wall of force; 6th -- violated cone of cold, chain lightning, disintegrate, eyebite, empowered violated lightning bolt; 7th -- empowered cone of cold, forcecage, gutwrench, whirlwind of teeth; 8th--violated delayed blast fireball, horrid wilting, prismatic wall.
Baatezu Traits: Mephistopheles 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. Mephistopheles is immune to fire and poison, and he has acid resistance 20 and cold resist- ance 20.
Outsider Traits: Mephistopheles cannot be raised or resurrected.
Regeneration (Ex): Mephistopheles takes normal damage from holy and blessed weapons of at least +4 enhancement.
Summon Baatezu (Sp): Twice per day Mephistopheles can automatically summon 1d4+1 gelugons or 1d3 pit fiends.
Possessions: Mephistopheles wields a Huge +5 ranseur that is either a flaming burst or icy burst weapon, at his whim. Furthermore, this weapon allows the wielder to focus hellfire and hellfire storm spell-like abilities so that they deal an additional 1d6 points of damage.
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).
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.
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).