Oloma, Queen of Demons

This stat block took me a while to make. It’s for Oloma, after she claimed the title of Queen of the Demons, and her new role as a powerful NPC in my Greyhawk game.

DEMON LORD, OLOMA

This eerily beautiful human looking woman has delicate dragonfly wings and a long tail that sways back and forth.

Artwork by Wayne Reynolds, Copyright Wizards of the Coast, altered (badly) by me with Photoshop

CR 30/MR 10
XP 9,830,400
Female demon lord sorcerer 20/archmage 10
(Pathfinder Campaign Setting: Demons Revisited 54, Pathfinder RPG Mythic Adventures 14)
CE Medium outsider (chaotic, demon, evil, extraplanar, mythic)
Init +22; Senses darkvision 60 ft.; detect good, detect law, true seeing; Perception +60
Aura demonic command (120 ft.), frightful presence (180 ft. DC 45), unholy aura (DC 35)

DEFENSE
AC 60, touch 31, flat-footed 48 ( +13 armor, +5 deflection, +12 Dex, +1 dodge, +10 natural, +13 profane, +6 shield)
hp 861 (37d10 +501); regeneration 30 (epic and good or deific)
Fort +36, Ref +28, Will +38
Defensive Abilities abyssal resurrection, enduring armor, freedom of movement, hard to kill, mythic saving throws, unstoppable; DR 20/cold iron, epic, and good; Immune ability damage, ability drain, charm effects, compulsion effects, death effects, electricity, energy drain, petrification, and poison; Resist acid 30, cold 30, fire 30; SR 43

OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee Sea Wyvern’s Tooth +44/+39/+34/+29 (1d4 +36 plus 2d6 against good creatures); 2 +5 claws +43 (1d4 +36 plus 1d6 Con drain), +5 bite +43 (1d6 +36)
Space 5 ft.; Reach 5 ft.
Special Attacks arcane metamastery, archmage arcana (wild magic), channel power, energy conversion, force of will, mythic power (23/day, surge +1d12), mythic spellcasting, rend (2 claws, 1d6+16), summon demon, symbol
Spell-Like Abilities (CL 32nd; concentration +49)
Constant – detect good, detect law, freedom of movementgreater magic fang, true seeingunholy aura (DC 35)
At will – astral projection, blasphemy (DC 34), contagion (DC 30), desecrate, quickened greater dispel magicgreater teleport, plane shift (DC 32), shapechange, telekinesis, unhallow, unholy blight (DC 31)
3/day – charm monster (DC 28), darkness, gateheal, poison (DC 31), symbol of persuasion (DC 33)
1/day – destruction (DC 34), detect thoughts (DC 26), dominate monster (DC 33), dominate person (DC 29), ethereal jaunt, gate, summon monster IX
Sorcerer Spells Known (CL 20th; concentration +37, automatically succeeds at all 8th level spells and below)
9th (9/day) – mage’s disjunction (DC 36), time stopMwail of the banshee (DC 36), wishB, M
8th (9/day) – horrid wilting (DC 35), greater planar binding (DC 38), moment of prescience, power word stunB, M (DC 35), trap the soul (DC 35)
7th (9/day) – forcecage (DC 34), greater teleportB, prismatic spray (DC 34), reverse gravityM (DC 34)
6th (9/day) – chain lightningM (DC 33), circle of death (DC 33), contingency, planar binding (DC 36), true seeingB
5th (10/day) – cone of cold (DC 32), dismissal (DC 32), overland flightB, permanency, wall of forceM
4th (10/day) – bestow curse (DC 31), black tentaclesM, dimension doorB, dimensional anchor, greater invisibility, ice storm
3rd (10/day) – clairaudience/clairvoyance, dispel magicB, M, fireball (DC 30), gaseous form, tongues
2nd (10/day) – invisibilityB, rope trick, scare (DC 29), spider climbM, touch of idiocy, web (DC 32)
1st (11/day) – alarm, burning hands (DC 28), identifyB, magic missileM, shield, true strike
0 (at will) – acid splash, arcane mark, detect magic, detect poison, disrupt undead, mage hand, message, prestidigitation, read magic
Bloodline Arcane; mythic spell

TACTICS
Before Combat Spend 1 mythic power (mp) to Extend time stop (with arcane metamastery)
During Combat Round 1: Blasphemy (Will DC 34, SR yes, CL 32), free action Frightful Presence (Will DC 45), fail means shaken 5d6 rounds (fear effect), quickened maximized mythic magic missile (8th level, 45 hp, 50 if within 30′). Round 2: Summon Demon – Balor, plus swift action to spend 1 mp on Arcane Mastery (Maximize Spell) (10 rounds). Round 3: Spend 1 mp to Channel Power into wail of the banshee (300 hp, DC 37 Fort negates), plus spend 1 mp to Channel Power into swift action quickened mythic magic missile, plus 2 mp augmented for 135 hp damage (150 if within 30′) against spellcaster. Round 4: destruction spellcaster or low fortitude type (like a rogue). mage’s disjunction centered on fighter-types
Morale 

STATISTICS
Str 33, Dex 34, Con 34, Int 30, Wis 35, Cha 44
Base Atk +37; CMB +43; CMD 60 (70 vs. trip attacks)
Feats Blind-fight, Blood of the Witch Queen, Combat Reflexes, Craft Wondrous Item, CrafterM, Dodge, Empower Spell, Eschew Materials, Extend Spell, Extra Path Ability(Mythic Spellcasting), Extra Path Ability(Arcane Metamastery), Flyby Attack, Greater Spell Penetration, Improved Critical (punching dagger), Improved Familiar, Iron WillM, Maximize Spell, Point Blank Shot, Power Attack, Quicken Spell, Quicken Spell-Like Ability (greater dispel magic), Skill Focus (Knowledge: Arcana), Soul-Powered Magic, Spell Focus (Conjuration), Spell PenetrationM, Still Spell, Toughness, Weapon Focus (punching dagger)
Skills Acrobatics +29, Appraise +20, Bluff +57, Climb +11, Craft (Alchemy) +33, Craft (Metalworking) +30, Craft (Tattoo) +33, Diplomacy +54, Disable Device +23, Escape Artist +23, Fly +56, Intimidate +54, Knowledge (Arcana) +56, Knowledge (Local) +17, Knowledge (the Planes) +50, Knowledge (Religion) +50, Linguistics +17, Profession (Sailor) +48, Sense Motive +52, Sleight of Hand +27, Spellcraft +50, Stealth +52, Swim +26; Racial Modifiers +8 Perception
Languages Abyssal, Ancient Suloise, Aquan, Celestial, Common, Draconic, Elven, Goblin, Infernal, Keoish, Olman, Protean; telepathy 300 ft.
SQ amazing initiative (+10), arcane apotheosis, arcane bond (familiar), bloodline arcana, bloodline intensity, bloodline powers, competent caster, contingency, deep understanding, demon lord traits, energy conversion, immortal, impeccable balance, item master, legendary hero, mythic spellpower, recuperation, sanctum, school power (conjuration), true archmage, wealthy

ECOLOGY
Environment any (Abyss)
Organization solitary (unique)
Treasure triple (Sea Wyvern’s Tooth, other treasure)

SPECIAL ABILITIES
Abyssal Resurrection (Ex): A demon lord rules an Abyssal realm, a vast world that not only serves as its home but provides it with power. If a demon lord is slain, its body rapidly melts into corruption (leaving behind any gear it held or carried), its soul returns to a hidden location within its realm, and it is immediately restored to life (as true resurrection) at that location. Once this occurs, a demon lord can’t use this ability again until a full year has passed. A demon lord realizes it is vulnerable during this time and usually doesn’t risk further battles for the remainder of that year, relying on the defenses of its realm and its legions of minions to protect it. A demon lord that is slain again during this year or is killed by unusual methods (such as by a true deity or an artifact created for this purpose) is slain forever—its remains appearing somewhere deep in the Abyss among other dead demon lords from the ages. A demon lord who does not control a domain does not gain this ability.
Aura of Demonic Command (Su): As Queen of Demons, Oloma exudes an aura of demonic command to a radius of 120 feet. With a few exceptions, no demons within this area can take any action without Oloma’s permission. She reflexively grants permission to act on the demon’s turn. An affected demon in this area must make a DC 54 Will save whenever it attempts to take any action that Oloma does not permit. Success indicates that it may take the action, while failure means that the demon not only loses that action but also takes 2d6 points of Charisma damage as Oloma’s wrath tears into its mind. Demons within the area, of which Oloma is not aware, may act as they will, as can any demon with the Demonic Obedience feat keyed to any other demon lord (although Oloma automatically recognizes rival Demonic Obediences as soon as they enter her aura of demonic command). Demon lords are not affected by Oloma’s aura of Demonic Control. The save DC is Charisma-based.
Contingency:
Impeccable Balance (Ex): Oloma automatically succeeds at all Acrobatics checks to walk along narrow ledges. Her Acrobatics checks never take a penalty because of obstructed, slippery, sloped, or unsteady surfaces, and she can move at full speed across such surfaces with no penalty. She also has a +10 bonus to CMD against trip attacks.
Item Master (Ex): Oloma can use any magic item, even spell completion items such as wands or scrolls. She can also create any magic item or construct as though she had the necessary feats and prerequisite spells or other requirements.
Sea Wyvern’s Tooth is a unique punching dagger attached to a gauntlet. The blade is made of adamantine and the gauntlet is made of mithral. It is a +5 adamantine ghost touch unholy wounding punching dagger that also provides the benefit of a +5 mithral buckler.
Summon Demon (Sp): Oloma can summon demons to her side to serve her, using a variant of most demon’s summon demon spell-like ability. She can summon any number of demons with this ability as a standard action, as long as all the demons summoned are of the same type – if Oloma wishes to summon a succubus and a nalfeshnee, she’ll need to use this ability two separate times. She can summon up to 30 Hit Dice of demons per day with this ability. Although she can summon any type of demon, she cannot summon unique demons or demon lords using this ability. This ability is the equivalent of a 9th-level spell (CL 20th).
Symbol (Sp): Oloma can cast any symbol spell once per day as a spell-like ability.
Wealthy (Ex): Oloma has the gear of a 20th-level PC.

Oloma is the demon lord of naval combat, piracy, sailors, and tattooing. As an ascended mortal, Oloma was part of a planar conspiracy to destroy Demogorgon, the Prince of Demons. Her success led to her rulership of the Abyss, but she is still settling in to the role. What type of ruler she will become is yet to be seen, but she is making overtures throughout the Lower Planes.

The Queen of Demons is rapidly adjusting to her new life. Her demonic heritage has made the transition easy for her, and she is reveling in her newfound power.

Oloma’s Cult

Oloma is worshiped by pirates, sailors, whores, and tattooists. Her worship is not widely known, due to her recent ascendance, but the few pirates who do call upon her name are spreading her worship in various ports around the Azure and Pearl Seas, and the Vohoun Ocean. A number of monsters that worshipped Demogorgon have begun to venerate her as his destroyer, believing that if she was strong enough to defeat the Prince of Demons she is worthy of their devotion.

Oloma’s symbol is two mandrill skulls. Her favored weapon is the punching dagger. She grants access to the domains of Chaos, Evil, Magic, and Water and to the subdomains of Arcane, Corruption, Demon, and Ocean.

Bloodline powers and mythic abilities are listed here for ease of reference, (even though they’re not usually put in stat blocks):

Amazing Initiative (Ex): Oloma gains a bonus on initiative checks equal to her mythic tier (+10). In addition, as a free action on her turn, she can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. She can’t gain an extra action in this way more than once per round.
Arcane Apotheosis (Ex): Oloma can add any metamagic feat that she knows to her spells without increasing their casting time, although she must still expend higher-level spell slots. Whenever she uses magic items that require charges, she can instead expend spell slots to power the item. For every three levels of spell slots that she expends, she consumes one less charge when using a magic item that expends charges. (Bloodline power)
Arcane Bond: Oloma has chosen a quasit named Hesha as her familiar.
Arcane Metamastery (Su): As a swift action, Oloma can expend one use of mythic power and pick any one metamagic feat she knows that increases the slot level of the spell by 0, 1, 2, or 3 levels. For the next 10 rounds, she can apply this metamagic feat to any arcane spell she casts without increasing the spell slot used or casting time. She can also use this ability on an arcane spell she casts from a scroll, staff, or wand. Oloma can’t have more than one use of this ability active at a time. If she uses this ability again, any previous use immediately ends (though this doesn’t affect spells already cast). She has selected this ability 3 times.
Blood of the Witch Queen: Oloma is distantly related to the Witch Queen, Iggwilv. She gains a +2 circumstance bonus on all Charisma-based checks opposed by demons, including the Charisma check required when casting a planar binding on a demon. In addition, she gains a +2 circumstance bonus on Will saving throws made against any effect directed at her by a demon.
Bloodline Arcana: Whenever Oloma applies a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Bloodline Intensity (Su): Oloma selected an additional bloodline feat (Still Spell). She can also cast each of her bloodline spells once per day without them counting toward the number of spells she can cast per day.
Channel Power (Su): Oloma has the ability to channel raw arcane power into a spell. She can also expend one use of mythic power when casting an arcane spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –2 penalty. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection.
Competent Caster (Ex): Oloma automatically succeeds at concentration checks to cast arcane spells. This ability doesn’t apply to spells of 9th level.
Deep Understanding (Ex): Oloma automatically identifies any arcane spell cast within 60 feet of her if it’s on the sorcerer class’s spell list. Whenever she attempts to identify a non-artifact magic item using detect magic, she automatically learns its properties and command words in the first round of the spell (no Spellcraft roll needed), but can’t automatically determine whether it’s cursed.
Enduring Armor (Su): Oloma is protected by armor made of force. This armor grants her an armor bonus to AC equal to 3 + her mythic rank. This ability is an abjuration effect with a spell level equal to her mythic rank. If this armor is dispelled or otherwise ended, she can reactivate it as a swift action.
Energy Conversion (Su): Whenever Oloma casts a spell with the acid, cold, electricity, or fire descriptor, she can expend one use of mythic power to switch the energy type to a different one of those energy types. If the spell normally has its original energy type as a descriptor, it loses that descriptor and gains the new type as a descriptor. All other effects of the spell remain the same.
Force of Will (Ex): Oloma can exert her will to force events to unfold as she would like. As an immediate action, she can expend one use of mythic power to reroll a d20 roll she just made, or force any non-mythic creature to reroll a d20 roll it just made. She can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
Hard to Kill (Ex): Whenever Oloma is below 0 hit points, she automatically stabilizes without needing to attempt a Constitution check. If she has an ability that allows her to act while below 0 hit points, she still loses hit points for taking actions, as specified by that ability. Bleed damage still causes her to lose hit points when below 0 hit points. In addition, she won’t die until her total number of negative hit points is equal to or greater than double her Constitution score (48).
Immortal (Su): (superceded by Abyssal Resurrection).
Legendary Hero (Su): Oloma regains uses of her mythic power at the rate of one use per hour, in addition to completely refreshing her uses each day.
Mythic Spell Penetration: Oloma add her tier to caster level checks to overcome spell resistance.
Mythic Spellcasting (Ex): Oloma has learned a number of mythic spells equal to her tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, she must be able to cast the non-mythic version or have it on her list of spells known. Every time she gains a new tier, she can select an additional mythic spell.
Mythic Spellpower (Sp): Oloma has a pool of magical power she can draw upon for casting mythic spells (see Mythic Adventures Chapter 3). Up to twice per day, she can use this power to cast a mythic spell without expending any uses of mythic power.
New Arcana (Ex): Oloma added one 4th, 6th, and 8th level spell to her list of spells known. (Bloodline power)
Recuperation (Ex): Oloma is restored to full hit points after 8 hours of rest so long as she isn’t dead. In addition, by expending one use of mythic power and resting for 1 hour, she can regain a number of hit points equal to half her full hit points (up to a maximum of her full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as spells per day). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Sanctum (Su): Oloma has access to her own personal extradimensional sanctum. By concentrating for 1 minute without interruption, she can conjure the door to her own personal sanctum, similar to mage’s magnificent mansion, but with the following differences. The sanctum takes up a space equal to six 20-foot cubes per tier, shapeable when she first created it as if it were a spell whose area or effect is shapeable. The sanctum is permanent and persistent, so she can store objects within the sanctum and retrieve them on future visits. The sanctum includes one unseen servant per tier. When she conjures the sanctum’s door, she decides which creatures can see and use it (to all other creatures it’s invisible and impermeable). The door remains until she dismisses it—a standard action with unlimited range as long as she is on the same plane as the door. If Oloma dismisses the door while she is outside the sanctum, all creatures other than her familiar are immediately shunted outside. Conjuring the door automatically dismisses any other active door. As a full-round action, her familiar can enter or leave the sanctum from any square adjacent to her, without using the conjured door.
School Power (Ex): Oloma chose Conjuration as her school power, and the DC for her spells from that school increase by +2. This bonus stacks with the bonus granted by Spell Focus. (Bloodline power)
True Archmage (Ex): Whenever Oloma casts an arcane spell that targets one or more non-mythic creatures, each of those creatures must roll any saving throws against the spell twice and take the lower result. She gains spell resistance equal to 15 + her highest arcane caster level, but only against arcane spells. Once per round when her spell resistance protects her from a spell cast by an enemy mythic creature, she regains one use of mythic power.
Unstoppable (Ex): Oloma can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting her: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. She can use this ability at the start of her turn even if a condition would prevent her from acting.
Wild Arcana (Su): As a swift action, Oloma can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on the sorcerer spell list and must be of a level that she can cast. It doesn’t need to be on her list of spells known. When casting a spell in this way, she treats her caster level as 2 levels higher for the purpose of any effect dependent on level. She can apply any metamagic feat she knows to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell she can cast.