Queen Of Chaos (CR 57)
AC: 31 (-2 size, +1 Dex, +22 natural)), touch 9, flat-footed 30
Hit Dice: 46d8+552 (759 hp); DR: 30/silver
Fort +37, Ref +26, Will +36
Speed: 20 ft.
Space: 20 ft./10 ft. (60 ft. with primary tentacles)
Base Attack -; Grapple -
Attack: +5 chaotic trident +59 melee, 2 tentacle slaps +52 melee, bite +52 melee
Damage: +5 chaotic trident 1d8+14 and 2d6 chaotic damage to lawful creatures, tentacle 2d4+4, bite 2d6+4
Special Attacks/Actions: Spell-like abilities, spells, improved grab, constrict, crush, noxious cloud, chaos gate, summon demons
Abilities: Str 29, Dex 13, Con 34, Int 32, Wis 32, Cha 32
Special Qualities: SR 30, regeneration 10, demon qualities, empathic link
Feats: Alertness; Blind-fight; Cleave; Combat Casting; Dodge; Great Cleave; Improved Initiative; Multiattack; Power Attack; Weapon Focus (trident, tentacle, bite)
Skills: Balance +46, Bluff +60, Concentration +61, Diplomacy +60, Gather Information +60, Intimidate +60, Knowledge (Rod of Seven Parts) +60, Knowledge (arcana) +60, Knowledge (planes) +60, Knowledge (religion) +60, Listen +60, Move Silently +50, Search +60, Sense Motive +56, Spellcraft +60, Spot +60, and Survival +60
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (2-4 lycosidilith spider-demons and 1 raklupis spider-demon)
Treasure/Possessions: Double standard
Spell-Like Abilities: At will -- blasphemy, chain lightning, clairvoyance/clairaudience, deeper darkness, desecrate, detect good, detect law, detect magic, fear, greater dispelling, major image, magic circle against law, magic missile, mass charm, pyrotechnics, read magic, see invisible, slow, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, ventriloquism; 3/day -- polymorph any object; 1/day -- circle of death. These abilities are as the spells cast by a 20th-level sorcerer (save DC 21 + spell level).
Spells: The Queen can cast divine spells from the Chaos domain as a 20th-level cleric (save DC 21 + spell level).
Improved Grab (Ex): To use this ability, the Queen must hit an opponent with a tentacle attack. If she gets a hold, she can constrict.
Constrict (Ex): The Queen deals 2d4+9 points of damage with a successful grapple check against Large or smaller creatures. She may pass a trapped creature to the tentacles on her lower body in order to free up her primary tentacles. This is a free action. A foe still takes constriction damage each round regardless of which tentacle holds it. An attack with a +3 or greater slashing weapon that deals at least 15 points of damage severs a tentacle (AC 25).
Tear (Ex): A beak hidden among her tentacles automatically bites a trapped opponent for 2d6+4 points of damage each round.
Noxious Cloud (Su): Affected as by deeper darkness and stinking cloud, cone, 30 feet, every hour; Fortitude save (DC 35).
Crush (Ex): The Queen may place a constricted opponent under her massive lower body as a standard action. A trapped opponent takes 2d6+9 points of crushing damage per round. A creature may escape by making an Escape Artist check or Strength check with a DC of 29.
Empathic Link (Su): The Queen has a sixth sense concerning the Rod of Seven Parts and can sense its precise location when a creature begins assembling the pieces or when the wielder uses one of the Rod's powers. This ability is not inhibited by distance or plane, though she can only detect the Rod if it is on Limbo, the Material Plane, or the current plane in which she is traveling.
Chaos Gate (Su): Three times per hour, when the Queen detects the Rod being used, she can create a gate within 30 feet of her. The other end opens on Limbo or the Material Plane 30-120 feet away from the current wielder of the Rod. For each piece of the Rod that has been assembled, subtract 10 feet from the distance the gate appears in front of the wielder. Through this gate, the Queen will send a pack or troupe of spider-demons to slay the wielder and retrieve the Rod.
Any creature, save the Queen, a demon, or a creature native to Limbo, that steps through the gate (on either side) has a 25% chance of being swept to a random outer plane of existence. Objects and magical effects cannot pass through the chaos gate unless worn or carried.
Summon Demons (Sp): Three times per day the Queen can automatically summon 1d3 raklupis spider-demons, 1d6 lycosidilith or phisarazu spider-demons, or 2d4 spithriku spider-demons, or 2d8 kakkuu spider-demons.
Chaotic Trident: Her trident deals +2d6 points of chaotic damage to any lawful creature it hits. Any lawful creature touching it gains one negative level, so long as the trident is in hand. The Queen, if she hurls this weapon, can retrieve it as a free action using the rope attached to it (the other end is attached to her wrist). The rope (hardness 5, 20 hp) is 75% resistant to magical fire and 100% resistant to normal fire.
Regeneration (Ex): The Queen of Chaos takes normal damage from holy and blessed weapons of at least +3 enchantment. If she loses a tentacle or body part, the lost portion regrows in 4d12 hours.
Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20.
Telepathy (Su): The Queen of Chaos can communicate telepathically with any creature within 100 feet that has a language.
The Queen of Chaos was first mentioned in the Dungeon Master's Guide (Gary Gygax, 1979) and was fully detailed in the Rod of Seven Parts boxed set (Skip Williams, 1996).
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).