Princess of the End - CR22 Half-Devil
For my 100th monster, please enjoy the final boss of my four year long dark fantasy campaign, which ended two weeks ago!
Artwork by Kimbears on Twitter (though they’ve since deleted this post), badly edited by me.
My four year long dark fantasy campaign ended just two weeks ago, and happened to approximately coincide with the milestone of the 100th monster I’ve posted here! So I thought it would be fitting to post the monstrously over-designed three-page-long stat block of that campaign’s final boss on this blog. Her impressive magic items and unique powers, especially her legendary actions, increase her CR by +3.
This former human sorcerer was transformed into a powerful half-devil, gaining the powers (and to some degree, the appearance) of a barbed devil, as well as six arms and spined wings.
Personally, I also included six Arcane Cannons in the fight, as well as the Disguised Formian Vizier which was disguising itself as the princess and dominated by her through the use of an artifact. Hard to keep a sorcerer alive without allies on the field, insane infernal powers or not - although she can also summon an ice devil, so that helps.
In battle, she holds her scythe in two hands, uses a mithral buckler with the same hand she uses to hold her phantasmal gem, holds her two metamagic rods in two of her hands, and keeps her sixth and final hand free for spellcasting and claw attacks. As a result, she can only make one of her two claw attacks when the battle begins - but as soon as a metamagic rod is depleted, she drops it, and if she has a chance to stow the phantasmal gem in her bag after she’s done with illusion spells, she does so. Once she’s done either of those two things, she has two hands free and can use both claws if needed.
Although she has incredible destructive powers and a focus on evocation and enchantment spells, this boss tries to start the fight with trickery, using Persistent Image to create a duplicate of herself and Ventriloquism to disguise her verbal spell components so they sound like they’re coming from the illusion. She has a lot of other buff spells and summoning spells, which she casts on herself for as long as this illusion can keep the PCs’ attention away from her.
She can do a lot of useful things with her legendary actions, but if the temporary hit points from False Life have been depleted, she prioritizes replenishing them rather than using any kind of offense or other buffs. Similarly, she uses Inspire Greatness as often as possible, sacrificing only level 1 or 2 spell slots for it and potentially even re-casting it before it’s worn off, in order to regain the temporary hit points from it any time they’ve have been depleted. Because of her low hit points, she relies on her multiple sources of renewable temporary hit points to survive.
She begins the battle with Grand Destiny already cast, and saves it to use on saving throws. She uses her Legendary Resistance against major conditions if Grand Destiny doesn’t do the job.
If a character locks her into melee combat, she uses a legendary action to move away. If for some reason she can’t escape, however, it turns out that Smite Good is astonishingly effective for a sorcerer with three natural attacks plus a weapon, especially if she’s also cast Haste on herself.
Her unique magic item, The Princess’s Red Cape, gives her a health refill and a final phase when the battle is getting grim for her. Activating the cape’s second command word destroys it 2 rounds later, lowering her AC and saving throws by 2.
It’s possible she has some spell with an expensive material component that I forgot to include. Just assume she has enough material components to cast it once.
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Princess of the End - CR 22
Before your eyes, the top half of the princess’s dress is shredded to pieces as she sprouts four additional arms covered in white spines, as well as a pair of similarly spine-covered wings. She shrieks, “Finally! It worked! After so many tries!”
XP 614,400
Unique Half-Fiend Human Sorcerer 17
LE outsider (augmented humanoid, devil, evil, human, lawful, native)
Initiative: +6
Senses darkvision 60 ft., see invisibility; Perception +13
HP: 198/198 (17d6 + 136), 27 temp HP (from maximized false life)
AC: 33, touch 19, flat-footed 26 (+6 Dex, +2 deflection, +1 dodge, +4 mage armor, +4 natural, +6 shield)
Fort +17, Ref +16, Will +17
Defensive Abilities barbed defense, legendary resistance (3/day), heroic legends, take your best shot
DR 10/magic
Immune poison
Resist acid 10, cold 10, fire 30 (10 without Resist Energy), elec 10
Speed: 30 ft., fly 60 ft.
Melee: +3 flaming scythe +19/+14 (2d4+10/x4 plus 1d6 fire), 2 claws +13 (1d6+2 plus fear), bite +13 (1d4+2) or 2 claws +15 (1d6+5 plus fear), bite +13 (1d4+2)
Touch Spells: Touch +16
Ranged Touch Spells: Touch +17
Special Attacks fear, legendary actions, maximized false life
Half-Fiend Spell-Like Abilities (CL 17; concentration +24)
1/day—Darkness, Desecrate, Unholy Blight, Poison, Contagion, Blasphemy, Unholy Aura, Horrid Wilting, Summon Monster IX (fiends only)
Sorcerer Spells Known (CL 17; concentration +24)
8th (4/day)—Prediction of Failure (DC 25), Stormbolts (DC 26), Sympathy (DC 27)
7th (7/day)—Greater Age Resistance, Mass Demanding Message (DC 26), Mass Hold Person (DC 26), Magic Army (+3)
6th (7/day)—Hellfire Ray (2 rays), Disintegrate (DC 23), Repulsion (DC 25), Geas
5th (7/day)—Damnation Stride (DC 22), Summon Infernal Host (1 magaav or 1d4+1 gaavs), Grand Destiny (already cast), Greater Command (DC 24), Persistent Image (DC 22)
4th (7/day)—Fear (DC 23), Shout (DC 22), Locate Creature, Threefold Aspect (already cast (young adult))
3rd (8/day)—Fireball (DC 21), Haste, Heroism (+3 on self, already cast), Stinking Cloud (DC 20), Major Image (DC 20), Nondetection, Suggestion (DC 22)
2nd (8/day)—Force Wave (CMB +26), Summon Monster II, Resist Energy (+30, already cast (fire)), Scorching Ray (3 rays), See Invisibility (already cast), Hidden Presence (DC 19), Locate Object, Alter Self, False Life (already cast, maximized)
1st (8/day)—Burning Hands (DC 19), Mage Armor (already cast), Alarm, Charm Person (DC 20), Ventriloquism, Expeditious Retreat, Vocal Alteration, Moment of Greatness
0th (at will)—Detect Magic, Message, 7 others
Without mage armor, threefold aspect, heroism, grand destiny, resist energy, and see invisibility, the princess of the end has the following statistics: AC 28, touch 18, flat-footed 22, Resist fire 10, hp 181, Fort 13, Ref 12, Will 15, Dex 20, Con 22, Wis 16, CMB +13, CMD 31 All Skills -3 lower
Str 20, Dex 22, Con 24, Int 15, Wis 14, Cha 25
BAB +8, CMB +16, CMD 32
Feats: Diehard, Dodge, Endurance, Eschew Materials, Greater Spell Focus (enchantment), Heighten Spell, Heroic Defiance, Iron Will, Multiattack, Persuasive, Quicken Spell, Shield Focus, Spell Focus (enchantment), Spell Focus (evocation), Toughness
Skills Bluff +15, Diplomacy +34, Fly +20, Intimidate +34, Knowledge (arcana, planes) +9, Knowledge (history, nobility) +11 (+18 vs. humans), Perception +13, Spellcraft +20
Languages Abyssal, Common, Infernal
SQ heroic echo, imperious bloodline
Gear The Princess’s Red Cape, intermediate metamagic rod of widen spell, intermediate metamagic rod of empower spell, phantasmal gem, +3 flaming scythe, +4 mithral buckler, belt of physical perfection +4, headband of mental superiority +4 (diplomacy, intimidate), amulet of natural armor +3, diamond dust worth 8500 gp, silver crescents worth 500 gp, crushed pearls worth 6000 gp, canine statuettes worth 50 gp, 355 gp
Legendary Actions (Ex)
The princess of the end has three legendary actions per round, which reset at the beginning of her turn. At the end of any other creature’s turn, the princess of the end can use certain abilities by spending legendary actions. The princess of the end can only use a single ability in this way at a time, which may cost one or more legendary actions.
The princess of the end can use the following abilities by spending the listed number of legendary actions:
1 action—Melee attack
1 action—Attempt to escape from grapple
1 actions—Disengage and fly up to fly speed
3 actions—Maximized False Life (see text)
1-3 actions—Cast a Sorcerer spell of the same spell level as the number of legendary actions spent
Maximized False Life (Sp)
When the princess of the end casts Maximized False Life as a legendary action, she can maximize the effect of a False Life spell she casts as if with Maximize Spell metamagic, without increasing the spell level or casting time, and without knowing the Maximize Spell feat. Maximized False Life only uses a 4th level spell slot instead of 5th when cast in this way.
Legendary Resistance (Ex)
Three times per day, when subjected to an effect which allows for a saving throw, the princess of the end can choose to automatically succeed on the saving throw roll. Alternately, when subjected to an effect which allows for spell resistance, she can spend a use of Legendary Resistance to ignore the effect.
Six Arms (Ex)
The princess of the end has six arms. She can make claw attacks with any of her six hands that are free, but can only make two claw attacks per round. She can use a manufactured weapon in each hand, but takes stacking penalties as if using two-weapon fighting for each weapon beyond the first.
Smite Good (Su)
Once per day, as a swift action, the princess of the end can smite good as an antipaladin of the same level as her hit dice. The smite persists until the target is dead or the princess rests. The princess of the end gains +7 attack, +7 AC, and +17 damage against a specific good-aligned target, and bypasses any DR her target possesses. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with the Aura or Aura of Good class feature (such as cleric, paladin, or warpriest) the bonus damage is doubled for her first successful attack. The attack and AC bonuses are based on her Charisma.
Imperious Bloodline Arcana (Su)
Whenever the princess of the end casts a harmful spell, she gain a bonus equal to the spell’s level on Intimidate checks made against any creature adversely affected by that spell until the end of her next turn. Adversely affected typically means damage, but it can also mean debilitating effects or conditions.
Take Your Best Shot (Su)
If the princess of the end is targeted by a harmful spell, spell-like ability, or supernatural ability and suffers no or reduced harm from it, whether because of a successful saving throw, spell resistance, the attack missing, or some other protection, as an immediate action she can make an Intimidate check to demoralize the creature that produced the effect, but only if the creature that used the harmful effect is within 30 feet and can clearly see and hear her.
Heroic Echo (Su)
Morale and competence bonuses cast on the princess of the end are +1 point more effective. If the bonus affects multiple targets, she can spend an immediate action to grant them all this +1 extra bonus. This affects the Heroism and Grand Destiny spells that she begins having already cast on herself.
Heroic Defiance (Ex)
Once per day as an immediate action, the princess of the end can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on), including permanent and instantaneous conditions. Activating this ability delays the onset of the condition until the end of the princess of the end’s next turn, after which time the condition takes its normal effect. This ability has no effect on hit point damage or ability damage.
Barbed Defense (Su)
A creature that strikes the princess of the end with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+5 points of piercing damage from her barbs. Melee weapons with reach do not endanger a user in this way.
Fear (Su)
The princess of the end's fear attack affects any creature she damages with her claws. A DC 24 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Impale (Ex)
The princess of the end deals 3d8+7 points of piercing damage to a grabbed opponent with a successful grapple check, and each round she maintains the grapple (at the end of the grappled creature's turn), if she uses at least two hands to do so. She can grapple an enemy with two hands while still using the others for attacking, spellcasting, and her shield.
Heroic Legends (Su)
The princess of the end may inspire greatness or inspire heroics as a bard of her sorcerer level by sacrificing a spell slot as a swift or move action. The effect lasts a number of rounds equal to twice the sacrificed spell’s level. These performances are mind-affecting abilities and rely on audible and visual components.
Inspire Greatness (Su)
The princess of the end can use her performance to inspire greatness in herself or up to 3 willing allies within 30 feet, granting extra fighting capability. To inspire greatness, all of the targets must be able to see and hear the princess. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), 23 temp HP, a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent.
The princess of the end can inspire tremendous heroism in herself or a single ally within 30 feet. To inspire heroics, all of the targets must be able to see and hear the princess. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC.