DEMON LORD, OLOMA
This eerily beautiful human looking woman has delicate dragonfly wings and a long tail that sways back and forth.
Oloma, Queen of Demons CR 33
XP 26,214,400
CE Medium outsider (chaotic, demon, evil, extraplanar, mythic)
Init +15; Senses alertness, darkvision 60 ft.; detect good, detect law, true seeing; Perception +62
Aura demonic command (120 ft.), frightful presence (180 ft. DC 45), unholy aura (DC 35)
DEFENSE
AC 60, touch 45, flat-footed 47 (+5 deflection,+13 Dex, +9 natural, +17 profane, +6 shield)
hp 814 (37d10 +444), regeneration 30 (deific or mythic)
Fort +32, Ref +33, Will +32; +2 Will vs. demons
Defensive Abilities Abyssal resurrection, freedom of movement; DR 20/cold iron, epic, and good; Immune ability damage, ability drain, charm effects, compulsion effects, death effects, energy drain, petrification, and poison; Resist acid 30, cold 30,
fire 30; SR 44
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee Sea Wyvern’s Tooth +53/+48/+43/+38 (1d6 +15, plus 2d6 vs. good); 2 claws +52 (1d6 +15 plus 1d6 Con drain), tail slap +45 (1d6 +5 plus energy drain)
Space 5 ft.; Reach 5 ft.
Special Attacks gaze, rend (2 claws, 1d6+15), sneak attack +1d6, summon demon, symbol
Spell-Like Abilities (CL 25th; concentration +42)
Constant – detect good, detect law, freedom of movement, greater magic fang, tongues, true seeing, unholy aura (DC 35),
At will – astral projection, blasphemy (DC 34), desecrate, greater dispel magic, greater teleport, plane shift, shapechange, telekinesis, unhallow, unholy blight (DC 31)
3/day – charm monster (DC 31), darkness, gate, heal, symbol of persuasion (DC 33)
1/day – detect thoughts (DC 29), dominate monster (DC 36), dominate person (DC 32), ethereal jaunt, summon monster IX, weird (DC 36)
Sorcerer Spells Known (CL 20th; concentration +37)
9th (9/day) – mage’s disjunction (DC 36), soul bind (DC 36), wail of the banshee (DC 36), wish
8th (9/day) – horrid wilting (DC 35), greater planar binding (DC 38), moment of prescience, power word stun (DC 35), trap the soul (DC 38)
7th (9/day) – forcecage (DC 34), greater teleport, plane shift (DC 37), reverse gravity (DC 34)
6th (9/day) – chain lightning (DC 33), circle of death (DC 33), greater dispel magic, planar binding (DC 36), true seeing
5th (10/day) – cone of cold (DC 32), dismissal (DC 32), overland flight, permanency, wall of force
4th (10/day) – bestow curse (DC 31), black tentacles, dimension door, dimensional anchor, greater invisibility, ice storm
3rd (10/day) – clairaudience/clairvoyance, dispel magic, fireball (DC 30), gaseous form, tongues
2nd (10/day) – invisibility, rope trick, scare (DC 29), spider climb, touch of idiocy, web (DC 32)
1st (11/day) – alarm, burning hands (DC 28), identify, magic missile, shield, true strike
0 (at will) – acid splash, arcane mark, detect magic, detect poison, disrupt undead, mage hand, message, prestidigitation, read magic
Bloodline Arcane
STATISTICS
Str 30, Dex 36, Con 24, Int 30, Wis 24, Cha 44
Base Atk +37; CMB +47; CMD 70
Feats Blood of the Witch Queen, Combat CastingB, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Demon Mastery, Empower Spell, Eschew MaterialsB, Flyby Attack, Greater Spell Penetration, Improved Familiar, Improved Natural Attack (claws), Iron WillB, Maximize Spell, Multiattack, Point Blank Shot, Precise Shot, Quicken Spell, Quicken Spell-Like Ability (greater dispel magic), Quicken Spell-Like Ability (weird), Soul-Powered Magic, Spell Focus (Conjuration)B, Spell Penetration
Skills Acrobatics +20, Appraise +20, Bluff +57, Climb +14, Craft (Alchemy) +21, Craft (Tattoo) +30, Diplomacy +57, Disable Device +19, Escape Artist +17, Fly +29, Intimidate +47, Knowledge (Arcana) +52, Knowledge (Local, Sea Princes) +16, Knowledge (the Planes) +49, Knowledge (Religion) +49, Linguistics +17, Profession (Sailor) +33, Sense Motive +54, Sleight of Hand +18, Spellcraft +57, Stealth +53, Swim +14; Racial Modifiers +8 Perception
Languages Abyssal, Ancient Suloise, Celestial, Common, Draconic, Elven, Infernal, Keoish, Olman; telepathy 300 ft., tongues
SQ arcane apotheosis, arcane bond (familiar), bloodline arcana, bloodline powers, demon lord traits, item master, new arcana, school power (conjuration), scry on familiar 1/day), trapfinding
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.
Arcane Apotheosis (Ex) Oloma can add any metamagic feats 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.
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 42 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 Fiendish Obedience feat keyed to any other demon lord (although Oloma automatically recognizes rival Fiendish 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.
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.
Energy Drain (Su) Any living creature struck by Oloma’s tail slap gains 1d6 negative levels. For each negative level bestowed, Oloma heals 5 points of damage. If the amount of healing is more than the damage she has taken, she gains any excess as temporary hit points. A DC 45 Fortitude save is necessary to remove a negative level. The save DC is Charisma-based.
Gaze (Su) Any creature within 30 feet of the demon lord must make a successful DC 45 Will saving throw each round at the beginning of its turn. The save DC is Charisma-based. Oloma can actively target foes with her hypnotic gaze, in which case a standard action is required to activate it. Those who succumb to this gaze are affected as though by a hypnotism spell.
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.
New Arcana (Ex) Oloma added one 4th, 6th, and 8th level spell to her list of spells known.
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.
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.
Hesha
Male quasit
CE Tiny outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 26, touch 16, flat-footed 22 (+4 Dex, +10 natural, +2 size)
hp 407 (37d10); fast healing 2
Fort +22, Ref +26, Will +23; improved evasion
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 25
OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee 2 claws +41 (1d3–1 plus poison), bite +41 (1d4–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
Spell-Like Abilities (CL 6th, concentration +6)
At will—detect good, detect magic, invisibility (self only)
1/day—cause fear (30-foot radius, DC 11)
1/week—commune (six questions)
STATISTICS
Str 8, Dex 17, Con 11, Int 18, Wis 12, Cha 11
Base Atk +37; CMB +43; CMD 52
Feats Improved Initiative, Weapon Finesse
Skills Bluff +37, Fly +20, Intimidate +37, Knowledge (planes) +41, Stealth +41
Languages Abyssal, Common; telepathy (touch)
SQ change shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph), empathic link, share spells
SPECIAL ABILITIES
Poison (Ex) Claw—injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves. The DC includes a +2 racial bonus.
ECOLOGY
Environment any (Abyss)
Organization always with Oloma
Treasure standard
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.