Deskayv
From Monsterbook
This towering being is indigo-scaled with two large horns, bat-like wings, and powerful clawed hands and feet. Four glowing green eyes glare at you while it's impossibly-long, anaconda-like tongue thrashes about from it's mouth.
DESKAYV (CR 21)
- Always E Large outsider (evil, extraplanar, overfiend)
- Init +7; Senses scent, true seeing; Listen +29, Spot +29
- Languages: abyssal, celestial, draconic, infernal (telepathy)
- AC 34, touch 25, flat-footed 27
- (-1 Size, +7 Dex, +9 natural, +9 profane) profane shield
- hp 207 (18 HD); regenerate 5/good, DR 15/epic and good
- Immune: fire, electricity, poison
- Resist acid 20, cold 20; SR 30
- Fort +18, Ref +18, Will +19
- Speed 30 ft., fly 120 ft. (average)
- Melee tongue +29 (2d6+19), 2 claws +24 (1d6+5), gore +24 (1d8+5)
- Power Attack 10: tongue +19 (2d6+39), 2 claws +14 (1d6+15), gore +14 (1d8+15)
- Space 10 ft.; Reach 10 ft. (tongue 20 ft.)
- Base Atk +18; Grp +31, +43 with tongue
- Atk Options awesome blow, power attack
- Special Actions acid spray, madness gaze, summon fiends
- Spell-Like Abilities (CL 16)
- At will--greater call lightning, greater dispel magic, hold monster, invisibility, scry
- 3/day--blasphemy, dominate monster, greater teleport, plane shift
- 1/day--implosion, soul bind, storm of vengeance, etherealness
- Contingent--anti-life shell (when living being tries to approach within 10 ft.)
- Abilities Str 28 (36 w/ tongue), Dex 25, Con 24, Int 23, Wis 22, Cha 27
- SQ outsider traits, overfiend traits
- Feats alertness, awesome blow, cleave, combat reflexes, improved natural weapon (tongue), multiattack, power attack
- Skills Bluff 21 (+29), Concentration 21 (+28), Hide 21 (+24), Intimidate 21 (+29), Knowledge (planes) 21 (+27), Knowledge (religion) 11 (+17), Knowledge (any other) 10 (+16), Listen 21 (+29), Move Silently 21 (+28), Search 21 (+27), Sense Motive 21 (+27), Spot 21 (+29).
- Advancement 19-24 HD (Large), 25-36 HD (Huge)
True Seeing (Su): A deskayv is under a constant true seeing effect.
Profane Shield (Su): The aura of evil surrounding a deskayv gives it a constant +9 profane bonus to it's AC (bonus = 1/2 HD). Also any non-overfiend striking the deskayv in melee with a non-reach weapon takes 6d6 points of unholy damage (damage dice = 1/3 HD). A protection from evil effect reduces this damage by half.
Regeneration (Ex): Deskayvs take normal damage from good-aligned weapons and from spells with the good descriptor.
Unholy Tongue (Su): The deskayv has an enormous tongue with a 20 ft. reach. Attacks with its tongue are treated as if from a huge creature (it has a +8 strength bonus, +4 bonus to grapple checks, and a damage bonus as if it were a two-handed weapon). Any creature it strikes in melee must succeed on a Fort save (DC 26) or be nauseated for 1d4 rounds. The save DC is consitution-based.
Acid Spray (Su): Every 1d4 rounds the deskayv can spray a 60 ft. line of acid from it's tongue. The line can originate from any space within reach of the tongue. The acid inflicts 10d6 points of damage, although a Reflex save (DC 26) reduces the damage by half. Any creature killed by the deskayv's acid is completely dissolved leaving behind no body. The save DC is constitution-based.
Madness Gaze (Su): 30 ft. range, Will save (DC 27) or confused as the spell, except the target gets a saving throw at the start of each turn. The save DC is charisma-based.
Summon Fiend (Sp): Once per day a deskayv may automatically summon 2d4 fiends of CR 7 or less, 1d3 fiends of CR 8 to 14, or one fiend of CR 15 or higher (but not an overfiend). This ability is equivalent to a 9th-level spell.
The deskayv is a malevolent fiend. It does not spend time amassing power or influence for itself, as it would rather torture and punish those that offend it. Deskayv's are feared less for their raw power than for their insatiable thirst for revenge. It is not uncommon for a deskayv to capture a human paladin and torture her for 10 years before finally killing her and soul binding her so that she may never be resurrected. All of the deskayv's weapons and natural weapons are considered epic and evil for purposes of overcoming damage reduction.
Strategies and Tactics
A deskayv will never enter a straight up fight unless it is fighting a much weaker foe. Against a large group of combatants it will usually fight just long enough to decide who will be the mark of his vengeance for later, before plane shifting or teleporting away and planning a horrific return. If somehow a group can corner a deskayv somewhere that it cannot plane shift, teleport, turn ethereal or just fly away, it will use the following tactics.
Long range: Summon fiends immediately, usually 2d4 babau or kytons to engage the party at a distance. If they remain at a distance then use acid spray at will and cast greater call lightning. Storm of vengeance requires too much concentration for it to use in combat, unless its foes are somehow trapped in their position.
Close range: If the fight begins at this range then summon a balor or pit fiend first. Use dominate monster against the heaviest armored opponent. Followed by implosion targeting any rogues and arcane casters first.
Melee range: The first foe that attempts to get within 10 ft. of the deskayv will trigger it's contingent anti-life shell. The deskayv takes full advantage of its 20 ft. reach with its tongue. If a foe gets past it's anti-life shell, it will use awesome blow to knock them away. If too many foes have a protection from evil effect, then it will cast defensively an area-effect greater dispel magic, or a targeted dispel magic if only one foe is emanating a magic circle of protection.
Adventure Hooks
A great paladin champion has been kidnapped by a deskayv. Only after battling through the infernal realms to rescue her is it discovered that she has since become a blackguard and is the deskayv's consort.
A magic merchant that the PCs have dealt with in the past disappears for several weeks. When he returns, he explains that a giant fiend kidnapped him, tortured him, then questioned him at length about one of the PCs. His religion, his family, his magical gear, his allies, his enemies...
A temple dedicated to a good deity is the current target of a deskayv's malice. Each morning one of the congregation is found dead on the altar in a more and more gruesome fashion.
Ecology
Deskayvs desire nothing more than inflicting great horrors upon the forces of good. As such, they spend little time in the pursuit of personal wealth or power, being single-minded in inventing new methods of physical, emotional, and psychological torture. They do not have lairs, instead roaming the infernal realms, listening for stories of champions of good from fiends that have been banished back to their own plane. Then it will search for those champions with the sole goal of causing it great pain. The average deskayv stands 14 ft. tall and weighs 900 pounds.
Deskayv Lore
Knowledge (Planes)
DC 15: This creature is obviously of fiendish origin. This result reveals all outsider traits.
DC 25: This creature is one of the most physically powerful of all the fiends of the lower planes. This result reveals all overfiend traits.
DC 28: It's tongue is incredibly powerful and spews acid as formidable as a black dragons.
DC 33: This fiend has an incredibly long memory and may spend a mortal's entire lifespan exacting revenge against him.
DC 38: It is infused with profane energies and can be harmed by epic holy weapons.