Aspect of Orcus (CR 9)

Large Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Chaotic evil
Initiative: +3(Dex); Senses: darkvision 60 ft., see invisibility always active (as spell caster level 9th), Listen +14, and Spot +14
Languages: Abyssal, Celestial, Draconic; telepathy 100 ft.


AC: 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Hit Dice: 9d8+63 (103 hp); DR: 10/cold iron and good
Fort +14, Ref +9, Will +9
Speed: 20 ft. and Fly 40 ft. (poor)
Space: 10 ft.; Reach 10 ft.
Base Attack +9; Grapple +19
Attack: Melee: Wand of Orcus +16/+11 (2d6+10/19–20)
Damage:
Special Attacks:
Attack Options: Cleave, Power Attack
Abilities: Str 23, Dex 16, Con 25, Int 20, Wis 17, Cha 16
Special Qualities: Immune: electricity and poison; Resist: acid 10, cold 10, fire 10, tanarri traits, unholy weapons
Feats: Cleave, Improved Critical (heavy mace), Power Attack, Weapon Focus (heavy mace)
Skills: +5 on other planes), +7 following tracks on other planes, Concentration +18, Craft (alchemy) +14, Diplomacy +5, Escape Artist +14, Intimidate +14, Knowledge (arcana) +16, Knowledge (religion) +16, Knowledge (the planes) +16, Knowledge (undead) +16, Listen +14, Search +16, Sense Motive +14, Spellcraft +18, Spot +14, Survival +3 (+5 following tracks, and Use Rope +3 (+5 bindings)
Advancement:
Climate/Terrain: The Abyss
Organization:
Treasure/Possessions: Aspects of Orcus carry only one thing at all times: their wands of Orcus. These are powerful but dangerous treasures that corrupt those who try to wield them.

Source: Web enhancement

This creature's 15-foot-tall bulk is obviously demonic, Its head is that of a horned ram, and its legs end in cloven hooves. Batlike wings complete the demonic visage. It wields a mighty rod of obsidian and black iron, topped with a skull.

An aspect of Orcus, like other tanar'ri, can speak telepathically to any creature within 100 feet that has a language. It also speaks Abyssal, Celestial, and Draconic.

Combat

An aspect of Orcus loves to wade into melee. It wields a weaker version of Orcus's famous wand, choosing carefully which enemy deserves its death strike.

An aspect of Orcus's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

See Invisibility (Su): An aspect of Orcus has a continuous see invisibility ability, as the spell (caster level 9th).

Possessions: The aspect's wand of Orcus acts as a +1 morningstar. Additionally once per day an aspect of Orcus can use it to make a death strike attack. The aspect must decide before attacking whether to use the death strike, and if the attack misses, that use of the ability is wasted. Any living creature struck by the wand when the aspect is making a death strike must succeed on a DC 17 Fortitude save or die.

About Aspects

All tremble when the deities and archfiends send manifestations of their personal power onto the battlefield.

While the gods usually send creatures from the Outer Planes to assist their clerics, sometimes a patron will send some small portion of its own power instead. These living embodiments of the gods' life force carry on crusades for good or evil.

An aspect looks like the archfiend or deity from which springs (known as the aspect's "original"). It is only a pale shadow of the original archfiend or deity. Still, a pale shadow of such mighty being is formidable indeed.

An aspect is the embodiment of a small portion of an archfiend's or deity's life force. The original's power is so great that this shred of life force is actually able to take shape as a living creature (or an undead creature, as in the case of aspect of Vecna).

Rarely, aspects arise spontaneously on the planes where the originals reside, rather like naturally occurring echoes of original's powerful presence. More often, aspects are called forth by magic of some kind. In any case, they are short-lived, usually fading back into nonexistence within a day. The life force manifested as the aspect returns to the original, dissipates, or lurks in the area, ready to manifest as an aspect again if the conditions are right.

While aspects are spiritual rather than biological in origin, they manifest as actual living (or undead) creatures. They have consciousness, intelligence, and will. They are notoriously single-minded and unwilling to communicate. They may help mortals, but only because they want to - not because they're asked.

Aspects are usually as big as giants, although they are sometimes scaled more like humans. It is very rare for them to be larger than large or smaller than Medium. In the case of archfiends, aspects are the same size as or smaller than the original. In the case of deities, an aspect appears in a size that reflects the deity's power. (Deities can alter their size at will, so one can't really compare an aspect to the original's "actual" size.)

If the original has a signature weapon or other possession, the aspect may have a similar weapon (albeit a much weaker version, just as the aspect is a weaker version of the original). Such a weapon or other item loses its magical properties when separated from its aspect.

Aspects disdain mortals. They do not bother commanding troops, even those that would follow them loyally and they aren't inclined to even listen to the orders of any but the best commanders. Still, they're known to find common cause with like- minded warbands and to fight alongside them.

Unlike avatars, aspects are not extensions of the original. The original can't see through the aspect's eyes and doesn't know what the aspect learns. Destroying an aspect sometimes weakens the original by dissipating the aspect's life force and preventing it from being reabsorbed into the original, but beyond that, hurting the aspect does not harm the original.

Calling Aspects

Characters can sometimes use the planar ally or planar binding spell to call an aspect. In the case of the more powerful aspects, greater planar ally or greater planar binding is necessary.

An aspect is a deity's or archfiend's power coalesced into a single point. Typically, this power can't coalesce into two nearby points. Thus, aspects of a specific original are almost always found alone. Sometimes spellcasters or creatures wielding powerful magic items can force two aspects of the same original into the same area. These aspects are likely to attack each other, even if they're good-aligned. The proximity of another aspect of the same deity apparently causes an aspect great distress.

Vile servants of archfiends and evil deities sometimes call forth aspects of their unholy masters to take part in unspeakable rituals. The less said about these rites, the better.