Dispater, Lord Of The Second (CR 26)
AC: 45 (+3 Dex, +7 shield, +25 natural), touch 13, flat-footed 42
Hit Dice: 34d8+442 (595 hp); DR: 20/epic
Fort +32, Ref +22, Will +26
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +34; Grapple +30
Attack: +6 heavy mace +55 melee
Full Attack: +6 heavy mace +55 melee
Damage: +6 heavy mace 1d8+20 plus 1 vile
Special Attacks/Actions: Fear aura, flesh to iron, rust, spell-like abilities
Abilities: Str 39, Dex 16, Con 37, Int 31, Wis 24, Cha 31
Special Qualities: Baatezu traits, outsider traits, regeneration 8, SR 38, summon baatezu
Feats: Cleave; Dark Speech; Great Cleave; Improved Initiative; Power Attack; Quicken Spell-Like Ability (x2); Weapon Focus (heavy mace); Vile Martial Strike (heavy mace)
Skills: Appraise +44, Bluff +44, Climb +48, Concentration +47, Craft (alchemy) +44, Craft (armorsmithing) +44, Craft (weaponsmithing) +44, Diplomacy -44, Disable Device +44, Intimidate +50, Knowledge (arcana) +44, Knowledge (architecture and engineering) +44, Listen +41, Move Silently +37, Open Lock +37, Search +44, and Spellcraft +44
Climate/Terrain: Any land and underground
Treasure/Possessions: Quadruple standard
Book of Vile Darkness
Fear Aura (Su): As a free action, Dispater can create an aura of fear in a 20-foot radius. It otherwise functions as the fear spell (caster level 15th, save DC 37). If the save is successful, that creature cannot be affected again by the aura for 24 hours. Other baatezu are immune to the aura.
Flesh to Iron (Su): If Dispater makes a successful touch attack with his hand rather than his mace, he can cause flesh to turn to iron. The subject touched can attempt a Fortitude saving throw (DC 40) to resist the effect. This is in every way like petrification, except that the victim becomes iron, not stone.
Rust (Su): If Dispater makes a successful touch attack with his hand rather than his mace, he can cause any metal he touches to corrode, falling to pieces and becoming useless immediately The size of the object is immaterial -- a full suit of armor rusts away as quickly as a sword. Non- magical metal objects (including creatures turned to iron by Dispater's flesh to iron ability) get no saving throw against this effect. Magic armor, a magic weapon, or any other magic item made of metal must succeed at a Reflex save (DC 40) or be dissolved.
A metal weapon that deals damage to Dispater also corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.
Spell-like Abilities: At will -- animate dead, blasphemy, call nightmare, charm monster, create undead, desecrate, detect good, detect magic, greater dispelling, locate creature, locate object, magic circle against good, major image, pyrotechnics, stop heart, suggestion, teleport without error, true seeing, unholy aura, unhallow, wall of deadly chains, wall of iron, wave of grief, wrack; 1/day -- imprisonment, iron body, symbol (any), wish. Caster level 20th; save DC 20 + spell level.
Baatezu Traits: Dispater 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. Dispater is immune to fire and poison, and he has acid resistance 20 and cold resistance 20.
Regeneration (Ex): Disparer takes normal damage from holy and blessed weapons of at least +5 enhancement.
Outsider Traits: Dispater cannot be raised or resurrected.
Summon Baatezu (Sp): Twice per day Dispater can automatically summon 5 osyluths or barbazu, 3 erinyes, cornugons, or gelugons, or 1 pit fiend.
Possessions: Dispater's rod is a minor artifact, a +6 heavy mace that acts as a rod of rulership and can smite good three times per day (dealing an additional +20 damage to a good being). Dispater often carries a +5 large iron shield.
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 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).