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Kishar

Imix, Prince of Elemental Evil, Lord of Fire

Originally Posted by

Knight Otu of the En-world forums.

On this Thread

Imix, Prince of Elemental Evil, Lord of Fire
Gargantuan Elemental (Evil, Fire)
Hit Dice: 48d8+480 (864 hp)
Initiative: +26 (+18 Dexterity, +8 Superior Initiative)
Speed: 50 ft.
AC: 54 (-4 size, +18 Dexterity, +20 natural, +5 deflection, +5 insight)
Attacks: +4 colossal fiery blast greatsword +53/+48/+43/+38 melee; or slam +51/+46/+41/+36 melee
Damage: +4 colossal fiery blast greatsword 4d8+25 plus 3d6 fire (6d6 on critical) (17-20/*2); slam 4d6+21 and 4d6 fire
Face/Reach: 20 ft. by 20 ft./15 ft.
Special Attacks: Burn, summon fire creatures, spell-like abilities, turn/rebuke elementals, natural extension
Special Qualities: Darkvision 60 ft., damage reduction 45/+7, SR 40, template infusion, elemental, fire subtype, unaging, unique
Saves: Fort +36, Ref +44, Will +30
Abilities: Strength 38, Dexterity 47, Constitution 30, Intelligence 22, Wisdom 19, Charisma 19
Skills: Concentration +24, Hide +10, Intimidate +18, Knowledge (The planes) +20, Listen +34, Spot +34
Feats: Cleave, Combat Reflexes, Dodge, Improved Critical (Greatsword), Improved Initiative, Martial Weapon Proficiency (Greatsword), Mobility, Power Attack, Spring Attack, Weapon Finesse (Slam), Weapon Focus (Greatsword) (b), Whirlwind Attack (b)
Epic Feats: Epic Weapon Focus (Greatsword) (b), Improved Whirlwind Attack (b), Superior Initiative (b)
CR: 30
Alignment: Neutral evil
As the Fire Prince of Elemental Evil, Imix rules over a vast amount of fire creatures, from fire elementals, salamanders over fire giants to red dragons. He rises to 50 ft. high when standing, an enourmous, humanoid mass of red and white flames with white-hot eyes. He wields a greatsword of seemingly impossible size, burning like he does. He loves battle and destruction, and loves swinging his sword at enemies, sometimes to the point that he ignores his other powers, arrogantly believing that he doesn’t need them. He has a great enmity with Olhydra.
In addition to being the evil Lord of Fire, he also acts as a conduit for the divine power that is the true being behind the Elder Elemental Eye, allowing it to grant access to the Fire domain normally barred to clerics of that being.
Spell-like Abilities: At will - Burning hands, delayed blast fireball, elemental swarm (fire elementals only), fireball, fire seeds, fire shield, fire storm, flame bolt*, incendiary cloud, meteor swarm, produce flame, pyrotechnics, resist elements, wall of fire. These abilities are as the spells cast by a 48th level sorcerer. Save DCs are 14 plus spell level.
* This spell is from Relics and Rituals. Feel free to replace it by a different 1st level Sor/Wiz spell.
Burn (Ex): Those hit by Imix’s slam attack must succeed at a Ref save (DC 44) or catch fire. The flame burns for 2d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting Imix with natural weapons or unarmed attacks take fire damage, and also catch fire unless they succeed at a Ref save. Burning creaturs take the maximum fire damage each turn, normally 6 points of fire damage.
Natural Extension: Imix’s greatsword is practically an extension of himself. He can use it to penetrate damage reduction up to +7, like he could with his slams.
Turn/Rebuke Elemental Creatures (Su): Imix can either turn or destroy any creature with the water subtype, or rebuke or command creatures with the fire subtype as a sixth level cleric turns or rebukes undead. He can use this ability seven times per day.
Summon Fire Creatures (Sp): Four times per day, Imix can automatically summon up to 27 small fire elementals, 27 azers, 27 magmins, 18 flamebrothers, 18 fire mephits, 13 medium fire elementals, 13 hell hounds, seven average salamanders, six large fire elementals, five efreet, three huge fire elementals, three noble salamanders, two greater fire elementals, or two elder fire elementals or any other combination of fire creatures that adds up to a total of 54 HD, as long as no creature summoned has more than 36 HD. Summoned creatures remain for 1 hour.
He could also summon 13 pyres, nine forge wights, five storm kins or three firewrack dragons. These creatures are from the Creature Collection I.
He could also summon 13 shinen-gaki or 13 fire toads. These creatures are from Oriental Adventures.
He could also summon ten Moetechi no Kansen, six Fushiki no Oni, three Chi no Oni (or a single one if it is truly unique) or three Taki-bi no Oni. These creatures are from Creatures of Rokugan.
He could also summon 27 firenewts, 27 giant striders or 13 firenewts mounted on giant striders. These creatures are from Monsters of Faerun.
He could also summon 54 firetongue frogs or 10 harginns. These monsters are from Dragon Magazine # 285.
He could also summon 27 fire snakes, 13 fire drakes, nine phantom stalkers, seven magma oozes, six firefiends, five fire lizards, or two elemental fire dragons. These creatures are from the Tome of Horrors.
He could also summon 27 small pyre elementals, 27 hearth fiends, 13 medium pyre elementals, six large pyre elementals, three huge pyre elementals, two greater pyre elementals, or two elder pyre elementals. These creatures are from Denizens of Darkness.
Imix may also summon creatures that have a template applied that he could apply with his template infusion ability. However, he may not summon a creature that became a fire creature solely by the templates. Any CR increases are treated as HD increases for the purpose of the number of creatures summonable.
Template Infusion (Su): Imix may apply any template that is linked to evil, fire or fire elementals to any creature that could qualify for it, requiring a day (8 hours of work) for each +1 increase in the creature’s CR. He may not apply such a template if that would increase the creature’s CR by more than 3, nor may he apply multiple templates if that would increase the creature’s CR by more than 3.
Planar Ruler Abilities: As a planar ruler, Imix has several abilities not normally possessed by other creatures. Aside from those abilities already mentioned above, these are: Maximum hit points for its Hit Dice, all good saves and 5 bonus feats (Whirlwind attack, Improved Whirlwind Attack, Superior Initiative, Weapon Focus (Greatsword) and Epic Weapon Focus (Greatsword).

Planar Ruler Abilities: Maximized Hit Points, Outsider Saves (Fort, Will) (2 abilities), Template Infusion +3 (4 abilities), Domain Access (Fire) (11 abilities), bonus feat (Whirlwind Attack, Improved Whirlwind Attack, Superior Initiative, Weapon Focus (Greatsword), Epic Weapon Focus(greatsword)) (5 abilities), Summon Fire Creatures, Natural Extension (Greatsword), Increased DR (by 20/+2) (2 abilities), Increased Summoning HD +6 (2 abilities), Extra Summoning *3, Increase Intelligence by 8 (4 abilities), Increase Dexterity by 10 (5 abilities), +8 natural armor bonus (2 abilities), Extend Burn, Maximize Burn, Templated Summoning, Extra Spell-like Abilities*2

Read more: http://www.enworld.org/forum/showthread.php?32837-Princes-of-Elemental-Evil&s=68bbda5e2d9981ea0d80fb0ce2322a72#ixzz3nAfwvlxG

Lahamu and Lahmu

Lahar

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Nabu

Namtar

Nergal

Ogrèmoch, Prince of Elemental Evil, Lord of Earth

Originally Posted by

Knight Otu of the En-world forums.

On this Thread

Ogrèmoch, Prince of Elemental Evil, Lord of Earth
Gargantuan Elemental (Earth, Evil)
Hit Dice: 48d8+672 (1056 hp)
Initiative: +3 (-1 Dexterity, +4 Improved Initiative)
Speed: 20 ft.
AC: 62 (-4 size, -1 Dexterity, +47 natural, +5 deflection, +5 insight)
Attacks: Slams +59/+54/+49/+44 melee
Damage: Slam 4d6+36
Face/Reach: 20 ft. by 20 ft./15 ft.
Special Attacks: Earth mastery, push, summon earth creatures, spell-like abilities, turn/rebuke elementals
Special Qualities: Darkvision 60 ft., damage reduction 45/+7, SR 40, template infusion, elemental, unaging, unique, fire resistance 30, acid resistance 20, cold resistance 5, electricity resistance 5
Saves: Fort +40, Ref +25, Will +30
Abilities: Strength 59, Dexterity 8, Constitution 39, Intelligence 22, Wisdom 19, Charisma 19
Skills: Concentration +28, Intimidate +18, Knowledge (The planes) +20, Listen +34, Spot +34
Feats: Cleave, Great Cleave, Impropved Critical (slam), Improved Initiative, Power Attack, Sunder, Weapon Focus (slam)
Epic Feats: Devastating Critical (slam), Epic Weapon Focus (slam), Overwhelming Critical (slam)
CR: 30
Alignment: Neutral evil
Ogrèmoch, ruling over earth elementals, Xorns and similar earth-based creatures as the Evil Lord of Earth, looks like an bipedal humanoid statue standing about 45 feet tall, unfinished especially at the hands and feet. His eyes are deep, inset, and dark and his mouth is the same. He has no apparent nose or ears. Ogrèmoch makes his lair in a great flat-topped mountain on the Plane of Earth. He mostly smashes his opposition with his mighty fists, which can kill even powerful enemies in one strike. Rarely does he have to utilize his other abilities.
In addition to being the evil Lord of Earth, he also acts as a conduit for the divine power that is the true being behind the Elder Elemental Eye, allowing it to grant access to the Earth domain normally barred to clerics of that being.
Earth Mastery (Ex): Ogrèmoch gains a +1 attack and damage bonus if both he and his foe touch the ground. If an opponent is airborne or waterborne, he suffers a -4 penalty to attack and damage.
Push (Ex): Ogrèmoch can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to Ogremoch’s opposed Strength Checks.
Spell-like Abilities: At will - detect snares and pits, earthquake, elemental swarm (earth elementals only), flesh to stone, iron body, magic stone, meld into stone, move earth, soften earth and stone, spike stones, stone shape, stoneskin, stone tell, wall of stone. These abilities are as the spells cast by a 48th level sorcerer. Save DCs are 14 plus spell level.
Summon Earth Creatures (Sp): Four times per day, Ogrèmoch can automatically summon up to 27 small earth elementals, 18 earth mephits, 18 minor xorns, 13 medium earth elementals, 13 gargoyles, seven average xorns, six large earth elementals, three huge earth elementals, three elder xorns, two greater earth elementals, or two elder earth elementals or any other combination of earth creatures that adds up to a total of 54 HD, as long as no creature summoned has more than 36 HD. Summoned creatures remain for 1 hour.
He could also summon up to six dao. These earth genies are from the Manual of the Planes.
He could also summon up to nine crysmals. These elemental creatures are from the Psionic’s Handbook.
He could also summon up to seven toichi no kansen or three jimen no oni. These creatures are from Creatures of Rokugan.
He could also summon nine shard spiders. These creatures are from Creature Collection II.
He could also summon ten chaggrins, six tralusks or four rukarazylls. These creatures are from Dragon # 285.
He could also summon 27 mudmen, 13 four-armed gargoyles, 13 green guardian gargoyles, 13 sandlings, 13 sandmen, nine margoyles, none khargras, four salt drakes or two elemental earth dragons. These creatures are from the Tome of Horrors.
He could also summon 27 small grave elementals, 13 medium grave elementals, six large grave elementals, three huge grave elementals, two greater grave elementals, or two elder grave elementals. These creatures are from Denizens of Darkness.
Ogrèmoch may also summon creatures that have a template applied that he could apply with his template infusion ability. However, he may not summon a creature that became a earth creature solely by the templates. Any CR increases are treated as HD increases for the purpose of the number of creatures summonable.
Turn/Rebuke Elemental Creatures (Su): Ogrèmoch can either turn or destroy any creature with the air subtype, or rebuke or command creatures with the earth subtype as a sixth level cleric turns or rebukes undead. He can use this ability seven times per day.
Template Infusion (Su): Ogrèmoch may apply any template that is linked to evil, earth or earth elementals to any creature that could qualify for it, requiring a day (8 hours of work) for each +1 increase in the creature’s CR. He may not apply such a template if that would increase the creature’s CR by more than 3, nor may he apply multiple templates if that would increase the creature’s CR by more than 3.
Planar Ruler Abilities: As a planar ruler, Ogrèmoch has several abilities not normally possessed by other creatures. Aside from those abilities already mentioned above, these are: Maximum hit points for its Hit Dice and all good saves.

Planar Ruler Abilities: Maximized Hit Points, Outsider Saves (Ref, Will) (2 abilities), Template Infusion +3 (4 abilities), Domain Access (Earth) (11 abilities), Summon Earth Creatures, Increased DR (by 20/+2) (2 abilities), Increased Summoning HD +6 (2 abilities), Extra Summoning *3, Increase Intelligence by 8 (4 abilities), Increase Strength by 6 (3 abilities), Increase Constitution by 6 (3 abilities), +24 natural armor bonus (6 abilities), Templated Summoning, Extra Spell-like Abilities*2, Fire Resistance 30, Acid Resistance 20, Cold and Electricity 5 (3 abilities)

Sultan of Brass City

Originally Posted by

RAGNAROKISCOMING2007 of the En-world forums.

On this Thread

Sultan of Brass City
Medium Outsider (Evil, Extraplanr)
HD: 70d8 + 700 + 160 (1,420 hp)
Initiative: +20
Speed: 60 ft., fly 90 ft.
AC: 75 (+18 deflection, +12 Dexterity, +35 natural) touch 40, flat-footed 63
BAB/ Grapple: +70/+81
Attack: +8 fiery blast, keen, speed, large falchion, Brass Blade +93 melee (2d6 + 32 + 3d6 fire/14-20/x2)
Full attack: +8 fiery blast, keen, speed, large falchion, Brass Blade +93/+93/+88/+83/+78melee (2d6 + 32 + 3d6 fire/14-20/x2)
Space/reach: 5 ft./5 ft.
Special attacks: Burning Brass Skin, Burning Gaze, Spell-Like Abilities, Summon Efreeti
Special qualities: Aura of the Sultan, Brass Skin, Darkvision 120 ft., DR30/ greater epic and adamantine, DR 15/-, Fast Healing 20, Immunity to fire, Energy Resistance to acid, cold, and electricity 35, SR 69, Sultan of Fire, telepathy 100 ft.
Saves: Fort +53, Ref +55, Will +53
Abilities: Strength 32, Dexterity 35, Constitution 31, Intelligence 32, Wisdom 30, Charisma 47
Skills: Appraise +84, Bluff +91, Concentration +83, Diplomacy +91, Escape Artist +85, Heal +83, Intimidate +91, Knowledge (arcana) +84, Knowledge (the planes) +84, Listen +85, Move Silently +85, Search +84, Sense Motive +83, Spellcraft +86, Spot +85, Survival +83, Swim +84(86 in magma), Tumble +85, Use Magic Device +93
Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Dodge, Forge Ring, Great Fortitude, Greater Weapon Focus (falchion), Greater Weapon Specialization (falchion), Improved Critical (falchion), Improved Disarm, Improved Feint, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Spring Attack, Weapon Focus (falchion), Weapon Specialization (falchion)
Epic Feats: Craft Epic Magic Arms and Armor, Epic Fortitude, Epic Reflexes, Epic Toughness (x8 ), Epic Weapon Focus (falchion), Epic Weapon Specialization (falchion)Epic Willpower, Craft Epic Wondrous Item, Forge Epic Ring, Superior Initiative
Environment: Elemental Plane of Fire
Organization: Solitary(unique) or Group ( 1 Efreet (sorcerer 25) and 6 Efreeti (fighter20))
CR: 49
Treasure: Quintuple Standard and Brass Blade, Crown of the Sultan, Ring of Solomon
Alignment: Lawful Evil

You see a pleasantly plump man with a curly white beard, moustache and hair. He barely stands 5 ½ feet tall. He is dressed in white sultan’s clothing and has a tan. Upon closer inspection, however, you realize it isn’t a tan at all. In fact it is metallic brass in color. His eyes are red, while his irises are golden. A brass crown, encrusted with many rubies, sits atop his head. On his left pinky, rest a simple brass ring. Clutched in his right is a brass falchion, dotted with rubies along the back of the blade. This is The Sultan of Brass City.

Solomon was a real-life sultan. He conquered many lands, killing many, and spanning his empire across the Mortal Coil. One day, his reign of terror came to an abrupt halt.

He met up against, a now forgotten, army, which specialized in fire. Solomon had never seen humans control fire so gracefully. They disintegrated his men before his very eyes. Solomon ran into hiding as his vast empire crumbled around him. He slowly gained an attraction to fire, as it was powerful and could destroy anything. He saw fire as a way of gaining his empire back with ease.

Solomon swore to gain his empire back. Only this time it would be undefeatable. To do this he enlisted the help of fire elementals, by way of a summon spell. He saw their control over fire much greater than a human could have. Using his new found army of elementals, he quickly took vengeance against the army that defeated him long ago. His empire quickly grew once again. But there was one thing that Solomon overlooked. The fire elementals were not under his full control. They already had leaders, the Fire Archomentals, Imix and Zamaan-Rul. Slowly, the fire elementals returned home to serve their masters, and Solomon’s empire crumbled once more, as he had no army, and therefore no power.

Solomon had to find a powerful race, that had control over fire, to call his own. That’s when he set his eyes on the Efreeti. He knew he couldn’t just rush into the Elemental Plane of Fire and take over. Instead he spent many years creating way to control of them through magic. After ten years he created the Ring of Solomon. Using this artifact, he had the power to force many Efreeti to bow before his feet. Only strong willed Efreeti stood against Solomon.

They met on the battlefield, where the Brass City sits to this day, and fought. The opposing Efreeti received help from unlikely allies, the Djinni. The Djinni helped out only because they saw Solomon as a greater threat in the near future. The combined forces of Efreeti and Djinni, however, could not stop Solomon. Solomon’s army, though filled with the weakest of Efreeti, greatly outnumbered them. It wasn’t even a day before the opposing Efreeti and Djinni were wiped out. The Djinni retreated back to their homeworld and began building up their defenses. The surviving Efreeti were forced to swear allegiance to Solomon. This however was not enough for Solomon. He wanted more. He forced the Efreeti to give up all their treasure. Solomon was disappointed with what he received. He received piles upon piles on brass jewelry, weaponry, and coins.

Just then, he had an idea. Instead of returning to the Mortal Coil, he would make his home here. He forced the Efreeti to melt their prized brass treasure and create the Brass City. It was at this point he abandoned his name, and replaced it with a title, The Sultan of Brass City.

Years later, as the opposing Efreeti were eventually killed, the Efreeti grew to like The Sultan, not knowing of what he did long ago. Only few know what happened so long ago, but dare not to speak of it out loud.

The Sultan stands 5 ½ ft. tall and weighs 250 pounds.


Combat: The Sultan loves to sit on his throne while his Efreeti do all the work. He’ll occasionally use his spell-like abilities to even the battlefield. He also keeps his Aura of the Sultan active to give his fiery minions a better chance of surviving the encounter. The Sultan is no slouch, when forced into melee combat. He can overwhelm even the greatest of fighters in melee combat, using his Brass Blade.

Aura of the Sultan (Su): The Sultan radiates a brilliant brass aura. This aura has a range of 300 ft. and various effects.
Any Efreeti or fire type creature (that serve The Sultan) in this aura gains the following bonuses for as long as they stay within range.
- Fast Healing equal to double their Constitution modifiers. If they already have fast healing, use which ever is higher.
- SR equal to 15 + CR.
- Any spell-like abilities, with the fire descriptor, cast by the efreeti is empowered.
*Any non-efreeti takes 5d6 points of fire damage per round. Reflex save DC 63 halves damage. The DC is Charisma-based.


Brass Skin: The Sultan’s skin has magically turned brass over the years he has stayed in the Brass City. He gains the following traits.
- DR 15/-
- Immunity to fire
- Burning Brass Skin (see below)
- SR equal to 20 + CR

Burning Brass Skin (Ex): The Sultan’s skin is superheated and deals 3d6 points of damage if he touches a creature. Grappled creatures take 10d6 points of fire damage per round. Any flammable material catches on fire. He may choose whether his skin burns or not.

Burning Gaze (Su): The Sultan’s gaze is destructive. Anyone who meets The Sultan’s gaze, is also met by an intense wave of heat that deals 10d6 points of fire damage. Reflex save DC 63 halves damage. The targeted creature must also succeed of Fortitude save DC 63 or catch on fire, as their skin bursts into flames. If unsuccessful, the targeted creature takes 2d6 points of Constitution damage for 3 rounds. If targeted creature’s Constitution score reaches 0, they disintegrate into brass ashes. Those who die this way cannot be raised unless there is at least a handful of ashes left and the raiser uses a miracle or wish spell. The DC is Charisma-based.

*The Sultan can choose whether the targeted creature is affected or not.

Spell-Like Abilities: CL 70th; DC 28 + spell level
Always active- detect magic, detect snares and pits, discern lies, mind blank, read and comprehend language, see invisibility, tongues, true seeing
at will— aid, animate objects, commune, continual flame, cure serious wounds, dimensional anchor, eagle’s splendor, fire storm, fireball, flaming ray, flaming sphere, greater dispel magic, greater teleport (self plus 200 lbs only), imprisonment, incendiary cloud, invisibility (self only), lesser restoration, orb of fire, polymorph (self only), pyrotechnic, remove curse, remove disease, remove fear, resist energy, scorching ray, unholy blight, wall of fire, waves of fatigue
6/day— elemental swarm(fire), gate, heal, mass charm monster, meteor swarm, permanency, resurrection, waves of exhaustion
3/day— disintegrate, gate, greater restoration, power word blind, power word kill, power word stun, prismatic sphere, wish.

Sultan of Fire: The Sultan possesses the following traits.
-Divine Rank 0
-Is healed by fire damage.
-All fire damage dealt by The Sultan ignores fire resistance and immunity.
- Any non-epic weapon striking The Sultan is automatically melted and destroyed.
- The Sultan spell-like abilities that deal fire damage are empowered, enlarged, maximized, and widened.

Summon Efreeti (Sp): 5/day The Sultan can summon 3d8 efreeti.

Summon Fire Creatures (Sp): 3/day The Sultan can summon 70HD of creatures with the fire subtype.

Possessions: Aside from the Ring of Solomon, The Sultan created two more powerful items.

Brass Blade: This sword appears as a falchion made of brass with rubies encrusted along the back of the blade. It functions as a +8 fiery blast, keen, speed, large falchion.

Crown of the Sultan: This crown is made of brass and encrusted with many rubies. This crown was created so that an Efreet would never strike him again. If they do, they instantly die unless they succeed on a Fortitude save DC63. If successful the crown immediately creates a barrier that provides The Sultan with DR 30/- against attacking Efreeti only. Efreeti slain by this crown cannot be raised unless The Sultan wills it so.

Ring of Solomon: Solomon created this ring to gain control over the Efreeti. Whenever Solomon raises his hand, to flash his ring, an Efreet must make a Will save DC 63 or bow before his presence. If unsuccessful, the Efreet becomes a permanent fanatic follower. If successful, the Efreet cannot be affected again until 24 hours have passed. The DC is Charisma-based.

Tiamat * ~ (New)

Yan-C-Bin, Prince of Elemental Evil, Lord of Air

Originally Posted by

Knight Otu of the En-world forums.

On this Thread

Yan-C-Bin, Prince of Elemental Evil, Lord of Air
Gargantuan Elemental (Air, Evil)
Hit Dice: 48d8+480 (864 hp)
Initiative: +28 (+20 Dexterity, +8 Superior Initiative)
Speed: fly 100 ft. (perfect)
AC: (-4 size, +Dexterity, +natural, +5 deflection, +5 insight)
Attacks: Slams +55/+50/+45/+40 melee
Damage: Slam 4d6+21
Face/Reach: 20 ft. by 20 ft./15 ft.
Special Attacks: Air mastery, whirlwind, summon air creatures, spell-like abilities, turn/rebuke elementals
Special Qualities: Darkvision 60 ft., damage reduction 45/+7, SR 40, template infusion, elemental, unaging, unique, electricity resistance 60
Saves: Fort +36, Ref +46, Will +30
Abilities: Strength 38, Dexterity 51, Constitution 30, Intelligence 22, Wisdom 19, Charisma 19
Skills: Concentration +24, Intimidate +18, Knowledge (The planes) +20, Listen +34, Spot +34
Feats: Cleave, Dodge, Flyby Attack, Improved Initiative, Mobility, Power Attack, Weapon Finesse (slam), Weapon Focus (slam)
Epic Feats: Superior Initiative, Epic Weapon Focus (slam)
CR: 30
Alignment: Neutral evil
Yan-C-Bin appears as a 55-foot tall air elemental, often seen in his destructive whirlwind form. Being the Prince of Evil Air, he rules of air elementals, arrowhawks and many winged or flying beasts. Reputedly, some vrocks are serving him. He makes his home in a large airy palace on the Plane of Air.
In addition to being the evil Lord of Air, he also acts as a conduit for the divine power that is the true being behind the Elder Elemental Eye, allowing it to grant access to the Air domain normally barred to clerics of that being.
Air Matery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against Yan-C-Bin.
Spell-like Abilities: At will - Air Walk, Chain Lightning, Control Weather, Control Winds, Elemental Swarm (air elementals only), Feather Fall, Fly, Fog Cloud, Gaseous Form, Lightning Bolt, Obscuring Mist, Stinking Could, Storm of Vengeance, Whirlwind, Wind Wall; 1/day - Pacify Storm*. These abilities are as the spells cast by a 48th level sorcerer. Save DCs are 14 plus spell level. (+4)
* This spell is from Seas of Blood. Feel free to replace it by any other 4th-level cleric spell, or a 2nd-level cleric spell usable once per our, or a 1st level spell usable at will.
Vortex (Su): Yan-C-Bin can transform himself into a whirlwind once every 10 minutes and remain in that form for up to 72 rounds. In this form, he can move through the air or along a surface at his fly speed.
The whirlwind is 10 feet wide at the base, up to 60 feet wide at the top, and up to 120 feet high. Yan-C-Bin controls the exact height, but it must be at least 10 feet.
Creatures of Huge size or smaller might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 48) when it comes into contact with the whirlwind or take 16 points of damage. It must also succeed at a second Reflex save or picked up bodily and held suspended in the powerful winds, automatically taking damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage, but can leave if the save is successful.
Yan-C-Bin can eject any carried creatures whenever he wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on Yan-C-Bin and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 48) to cast a spell.
Turn/Rebuke Elemental Creatures (Su): Yan-C-Bin can either turn or destroy any creature with the earth subtype, or rebuke or command creatures with the air subtype as a sixth level cleric turns or rebukes undead. He can use this ability seven times per day.
Summon Air Creatures (Sp): Four times per day, Yan-C-Bin can automatically summon up to 27 small air elementals, 18 air mephits, 18 juveline arrowhawks, 13 medium air elementals, seven adult arrowhawks, seven belkers, six large air elementals, six invisible stalkers, six will-o’-wisps, three huge air elementals, three elder arrowhawks, two greater air elementals, or two elder air elementals or any other combination of water creatures that adds up to a total of 54 HD, as long as no creature summoned has more than 36 HD. Summoned creatures remain for 1 hour.
He could also summon up to 13 yosuchi no kansen or five kaze no oni. These creatures are from Creatures of Rokugan.
He could also summon up to 27 thunder kites, 13 bane clouds, 1 windriders, five cloudstings. These creatures are from Creature Collection II.
He could also summon 27 small mist elementals, 13 medium mist elementals, six large mist elementals, three huge mist elementals, two greater mist elementals, or two elder mist elementals. These creatures are from Denizens of Darkness.
He could also summon ten ildriss’ or six breathdrinkers. These creatures are from Dragon # 285.
He could also summon nine wind walkers, six mihstu, three aerial servants or two elemental air dragons. These creatures are from the Tome of Horrors.
Yan-C-Bin may also summon creatures that have a template applied that he could apply with his template infusion ability. However, he may not summon a creature that became a water creature solely by the templates. Any CR increases are treated as HD increases for the purpose of the number of creatures summonable.
Template Infusion (Su): Yan-C-Bin may apply any template that is linked to evil, air or air elementals to any creature that could qualify for it, requiring a day (8 hours of work) for each +1 increase in the creature’s CR. He may not apply such a template if that would increase the creature’s CR by more than 3, nor may he apply multiple templates if that would increase the creature’s CR by more than 3.
Planar Ruler Abilities: As a planar ruler, Yan-C-Bin has several abilities not normally possessed by other creatures. Aside from those abilities already mentioned above, these are: Maximum hit points for its Hit Dice, all good saves and

Planar Ruler Abilities: Maximized Hit Points, Outsider Saves (Fort, Will) (2 abilities), Template Infusion +3 (4 abilities), Domain Access (Air) (11 abilities), Summon Air Creatures, Increased DR (by 20/+2) (2 abilities), Increased Summoning HD +6 (2 abilities), Extra Summoning *3, Increase Intelligence by 8 (4 abilities), Templated Summoning, Extra Spell-like Abilities*2, Maximize Whirlwind, Enlarge Whirlwind (height) *2, Enlarge Whirlwind (width) *2, Extend Whirlwind *2, Increase Dexterity by 10 (5 abilities), Electricity resistance 60 (3 abilities)

Read more: http://www.enworld.org/forum/showthread.php?32837-Princes-of-Elemental-Evil&s=68bbda5e2d9981ea0d80fb0ce2322a72#ixzz3nAeqXPE4

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