BOBDOBS
Wizard 20/Cleric 20
Medium-Size Outsider
Divine Rank: 17
Hit Dice: 820 hp - 20d8+240 (outsider) plus 20d4+140 (Wiz) plus
20d8+140 (Clr)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 79 (+17 divine, +8 Dex, +30 natural, +14 deflection)
Attacks*: Pipe (as Staff) of Boccob +69/+64/+59/+54 melee; or spell
+64 melee touch or +65 ranged touch
*Always receives a 20 on attack rolls; roll die to check for
critical hit.
Damage*: Staff of Bobdobs 1d6+12; or by spell *Always does maximum
damage (staff 18 points).
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Turn undead 12/day, domain powers, salient divine
abilities, spelllike abilities.
Special Qualities: Divine immunities, DR 52/+4, fire resistance 37,
spontaneous casting of divine spells, understand, speak, and read
all languages and speak directly to all beings within 17 miles,
remote communication, godly realm, teleport without error at will,
plane shift at will, familiar (owls), SR 69, divine aura (17 miles,
DC 36).
Saves*: *Always receives a 20 on saves.
Abilities: Str 24, Dex 27, Con 28, Int 50, Wis 29, Cha 29.
Skills*: Alchemy +100, Appraise +70, Bluff +49, Concentration +89,
Diplomacy +83, Disguise +82, Gather Information +69,
Hide +71, Intimidate +28, Knowledge (arcana) +127, Knowledge
(architecture and engineering) +80, Knowledge (geography) +80,
Knowledge (history) +100, Knowledge (local) +80, Knowledge (nature)
+87, Knowledge (nobility and royalty) +80, Knowledge (religion)
+100, Knowledge (the planes) +100, Knowledge (undead) +100, Listen
+56, Profession (apothecary) 89, Profession (scribe)
+89, Scry +100, Search +80, Sense Motive +59, Spellcraft +127, Spot
+71. *Always receives a 20 on checks.
Feats: Alertness, Brew Potion, Combat Casting, Craft Magic Arms and
Armor, Craft Rod, Craft Staff, Craft Wand, Craft
Wondrous Item, Empower Spell, Enlarge Spell, Eschew Materials,
Extend Spell, Forge Ring, Greater Spell Penetration,
Heighten Spell, Improved Initiative, Iron Will, Maximize Spell,
Quicken Spell, Reach Spell, Sacred Spell, Scribe Scroll, Silent
Spell, Spell Penetration, Still Spell.
Divine Immunities: Ability damage, ability drain, acid, cold, death
effects, disease, disintegration, electricity, energy drain,
mindaffecting effects, paralysis, poison, sleep, stunning,
transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Reality, Alter Size, Arcane Mastery,
Area Divine Shield, Automatic Metamagic (quicken
wizard spells), Automatic Metamagic (silent wizard spells),
Automatic Metamagic (still wizard spells), Avatar, Control Creatures
(any creature that can cast a spell or use a spell-like ability),
Craft Artifact, Create Greater Object, Create Object, Divine Blast,
Divine Creation, Divine Shield, Divine Skill Focus (Knowledge
[arcana]), Divine Skill Focus (Spellcraft), Divine Spellcasting,
Increased Spell Resistance, Instant Counterspell, See Magic,
Spontaneous Wizard Spells.
Spell-Like Abilities: Bobdobs uses these abilities as a 27th-level
caster, except for divination spells, which he uses as a 28th-level
caster. The save DCs are 36 + spell level. Antimagic field, change
self, clairaudience/clairvoyance, confusion, detect secret
doors, detect thoughts, discern location, dispel magic, divination,
false vision, find the path, foresight, identify, imbue with spell
ability, invisibility, legend lore, mislead, Mordenkainen’s
disjunction, nondetection, Nystul’s undetectable aura, polymorph any
object, protection from spells, screen, spell resistance, spell
turning, time stop, true seeing.
Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level.
Wizard Spells/Day (Levels 0–21): 4/9/9/9/9/8/8/ DC = 30 + spell
level.
Possessions: The Staff of Boccob combines the features of a staff
of the magi, a staff of power, and a +5 defending quarterstaff.
Caster Level: 25th; Weight: 5 lb.
Senses: Boccob can see, hear, touch, and smell at a distance of
seventeen miles. As a standard action, he can perceive anything
within seventeen miles of his worshipers, holy sites, objects, or
any location where one of his titles or name was spoken in the last
hour. He can extend his senses to up to twenty locations at once.
He can block the sensing power of deities of his rank or lower at up
to two remote locations at once for 17 hours.
Portfolio Sense: Boccob senses all magic use (spellcasting, item
use, spell-like ability use, or magic item creation) seventeen weeks
before it happens and retains the sensation for seventeen weeks
after the event occurs. He has a similar ability to sense the
discovery, recording, or sharing of any spell or bit of arcane
knowledge. He likewise senses any prophecy or prediction of the
future.
Home Plane: Pandemonium
Alignment: Neutral
Portfolio:
Worshipers:
Cleric Alignments: CN, NE, NE, N
Favored Weapon: Pipe Club (s a Morningstar)
Clergy and Temples:
Bobosobs clerics like quilt like garments. They are made of patches
of other whole garments. It is important that the clerics of this
god never pay for their clothes. They make their own from the cast
off of others. They mostly maintain a low profile in most civilized
lands. In savage areas, members of the priesthood are known as
madmen and geniuses They love to "decorate" beautiful things and to
worshop Hermits.
In the countryside, Bobdoobs followers build squat, unsightly
fortresses in places where battles, ambushes or massacres have
occurred. In urban areas, Erythnul’s temples are usually hidden in
seedy sections of cities, preferably on sites where horrible crimes
have happened.
Special Attacks: Domain powers, salient divine abilities, spell-like
abilities, sneak attack +5d6, crippling strike.
Special Qualities: Divine immunities, DR 50/+4, fire resistance 35,
understand, speak, and read all languages and speak directlyto all
beings within 15 miles, remote communication, godly realm, teleport
without error at will, plane shift at will, familiar (boars), traps,
uncanny dodge (cannot be flanked, +1 against traps), SR 47, divine
aura (1,500 ft., DC 33).
Saves: Fort +58, Ref +58, Will +54.
Abilities: Str 42, Dex 33, Con 33, Int 24, Wis 24, Cha 29.
Skills*: Balance +28, Bluff +47, Climb +47, Concentration +79,
Diplomacy +28, Disable Device +37, Disguise +62, Gather Information
+39, Hide +64, Intimidate +81, Jump +49, Knowledge (arcana) +52,
Listen +80, Move Silently +64, Open Lock +64, Pick Pocket +66, Scry
+35, Search +60, Sense Motive +38, Spellcraft +62, Spot +75, Swim
+47, Tumble +51, Use Magic Device +47.
*Always receives a 20 on checks.
Feats: Blind-Fight, Cleave, Combat Reflexes, Craft Magic Arms and
Armor, Craft Wand, Dodge, Empower Spell, Enlarge Spell, Expertise,
Great Cleave, Improved Critical (morningstar), Improved Disarm,
Improved Initiative, Improved Trip, Improved Unarmed Strike,
Maximize Spell, Mobility, Power Attack, Quick Draw, Scribe Scroll,
Spring Attack, Stunning Fist, Sunder, Weapon Focus (morningstar),
Weapon Specialization (morningstar), Whirlwind Attack.
Divine Immunities: Ability damage, ability drain, acid, cold, death
effects, disease, disintegration, electricity, energy drain,
mind-affecting effects, paralysis, poison, sleep, stunning,
transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Reality, Alter Size, Avatar,
Battlesense, Divine Blast, Divine Celerity, Divine Inspiration
(rage), Divine Shield, Divine Weapon Focus (morningstar), Divine
Weapon Specialization (morningstar),
Extra Domain (Trickery), Frightful Presence, Hand of Death, Manifold
Rage†, Mass Divine Blast, Supreme Initiative, Wave of Chaos, Wound
Enemy. †Unique
ability, described below.
Domain Powers: Cast chaos spells at +1 caster level; cast evil
spells at +1 caster level.
Spell-Like Abilities: a 26th-level caster. The save DCs are 34 +
spell level. Animate objects, blade barrier, blasphemy, change self,
chaos hammer, cloak of chaos, confusion, create undead, desecrate,
dispel good, dispel law, divine power,
false vision, flame strike, invisibility, magic circle against good,
magic circle against law, magic vestment, magic weapon, mislead,
nondetection, polymorph any object, power word blind, power word
kill, power word, stun, protection from good, protection from law,
screen, shatter, spiritual weapon, summon monster IX (as chaos or
evil spell only), time stop, unholy aura, unholy blight, word of
chaos.
Sorcerer Spells Known (6/9/8/8/7/5; base DC = 19 + spell level):
0—arcane mark, dancing lights, detect magic, ghost sound, light,
mage hand, open/close, prestidigitation, read magic;
1st—chill touch, expeditious retreat, true strike, unseen servant,
ventriloquism;
2nd—blindness/deafness, minor image, mirror image, see invisibility;
3rd—dispel magic, fly, haste;
4th—emotion, phantasmal killer;
5th—telekinesis.
Manifold Rage (unique salient divine ability): Up to fifteen times
per day, Erythnul can work himself into a frenzied rage similar to
the Divine Rage salient divine ability (this power replaces the
barbarian rage ability for Erythnul). Once used, the power lasts 1
hour. While raging, Erythnul gains a +5 bonus on attack rolls,
weapon damage, and Will saves, and a +10 bonus to Strength and
Constitution. He also receives 100 temporary hit points. While
raging, Erythnul suffers a –5 penalty to Armor Class and cannot use
skills or abilities that require patience and concentration