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Angelana Xortheral

Drow High-Priestess of Nerull

Angelana Xortheral

Author: dungeoncrawlers

NPC in: The Seven Secrets

Race: Drow

Level: 40

Game System: D&D (3.5)

Is Public?: Yes

Is Visible?: Yes


Description

Female Drow Elf, High-Priestess of Nerull, and Servant of Xaxoth

Features: Height: 4’ 6”, Weight: 95 Pounds, Hair: White, Skin: Pale, Eyes: Grey, Age: 210 Years

20th Level Fighter/20th Level Cleric (Death/Evil/Trickery) (40th) High Priestess of Nerull, Aligned Lawful Evil

Stats: Strength: 17 (+3), Intelligence: 28 (+9), Wisdom: 28 (+9), Dexterity: 18/24 (+7), Constitution: 12 (Nil), Charisma: 18 (+4)

Special Abilities: Immune to Magic Sleep Effects, +2 Save vs. Enchantment Spells or Effects, Low-Light Vision, Hidden Portal Sixth Sense (Per Players Guide page 16)

Information: Hit Points: 320, Armor Class: 48, Initiative: +8, Base Attack Bonus: +20/+15/+10/+5

Saving Throws: Fortitude: +36, Reflex: +22, Will: +30

Attack (Double-Bladed Sword): +30/+26/+25/+21/+20/+16/+15/+11 (19-20×2), or +30/+26/+25/+21/+20/+16/Device Use, or +30/+26/+25/+21/+20/+16/Spell Cast

Damage (Double-Bladed Sword) Slashing: 1d8+8/1d8 +3/1d8+8/1d8+3/1d8+8/1d8+3/ 1d8+8/1d8+3

Skills: Climb(43), Jump(43), Ride(43), Swim(43), Intimidate(43), Listen(45), Search(23), Spot(23), Spellcraft(43), Concentration(43), Heal(43), Knowledge Religion(43), Diplomacy(43), Gather Information(21), Perform String Instruments (12)

Feats: Leadership, Iron Will, Improved Critical, Improved Counterspell, Endurance, Diehard, Exotic Weapon Proficiency (Two-Weapon Sword), Two-Weapon Fighting, Two-Weapon Defense, Improved Two Weapon Fighting, Greater Two-Weapon Fighting

Fighter Bonus Feats: Weapon Focus (Two-Bladed Sword), Weapon Specialization (Two-Bladed Sword), Greater Weapon Focus (Two-Bladed Sword), Greater Weapon Specialization (Two-Bladed Sword), Great Fortitude, Improved Initiative, Blind Fight, Cleave, Great Cleave, Quick Draw


Spells:

0th (5+1/+9): Create Water(1)(P215), Detect Magic(1)(P219), Detect Poison(1)(P219), Guidance(1)(P238), Inflict Minor Wounds(1 Point)(6)(P244), Light(2)(P248), Resistance(1)(P272)

1st (5+1/+9): Bane(1)(P203), Cause Fear(3)(P208), Command(5)(P211), Deathwatch(3), Inflict Light Wounds(6 Points)(6)(P244) (P217), Doom(2)(P225), Summon Monster I(1) – Fiendish Dire Rat (1)(P285) (See Preset Monsters In Notes Below)

2nd (5+1/+9): Augury(1)(P202), Bear’s Endurance(2)(P203), Bull’s Strength (2)(P207), Darkness(9)(P216), Summon Monster II – Fiendish Wolf (1)(P286) (See Preset Monsters In Notes Below)

3rd (5+1/+9): Animate Dead(5)(P198), Bestow Curse(3)(P203), Dispel Magic(3)(P223), Speak with Dead(2)(P281), Stone Shape(1)(P284), Summon Monster IIIHell Hound (1)(P286) (See Preset Monsters In Notes Below)

4th (5+1/+9): Air Walk(2)(P196), Control Water(2)(P214), Death Ward(1)(P217), Dimensional Anchor(2)(P221), Divine Power(4)(P224), Inflict Critical Wounds(4d8+20)(3)(P244), Summon Monster IV – Fiendish Dire Wolf (1)(P286) (See Preset Monsters In Notes Below)

5th (5+1/+9): Greater Command(5)(P211), Dispel Good(2)(P222), Inflict Light Wounds Mass(6 Points)(2)(P244), Scrying(1)(P274), Slay Living(3)(P280), Summon Monster V – Bearded Devil (1)(P286) (See Preset Monsters In Notes Below)

6th (4+1/+9): Animate Objects(2)(P199), Blade Barrier(1)(P205), Create Undead(10)(P215), Summon Monster VI – Chain Devil (1)(P287) (See Preset Monsters In Notes Below)

7th (4+1/+9): Blasphemy(5)(P205), Cure Serious Wounds(3d8)(5)(P216), Regenerate(1)(P270), Symbol of Weakness(2)(P291), Symbol of Stunning(1)(P291), Summon Monster VIIBone Devil (1)(P287) (See Preset Monsters In Notes Below)

8th (4+1/+9): Cloak of Chaos(3)(P210), Create Greater Undead(10)(P215), Discern Location(1)(P222), Summon Monster VIIIHellcat (1)(P288) (See Preset Monsters In Notes Below)

9th (4+1/+9): Astral Projection(2)(P201), Energy Drain(2d4 Negative Levels)(2)(P226), Gate(2)(P234), Mass Heal(150 Points)(3)(P239), Implosion(2)(P243), Soul Bind(1)(P281), Storm of Vengeance(1)(P285), True Resurrection(1)(P296), Summon Monster IX – Colossal Fiendish Monstrous Spider (1)(P288)(See Preset Monsters In Notes Below)


COMBAT: An able fighter, she is not afraid to be in the fray of battle, however she is rarely seen without a party of cohorts of undead servants: (10) 3rd Level, (10) 5th Level, (5) 10th Level and (2) 15th Level (See Notes Below on Undead Cohorts).

Exhausted: If all options (including possible uses of spells and/or magical items) are believed to be exhausted, and she believes she is going to loose the battle, she will simply fight to the death in melee combat, refusing to surrender. If allowed to speak before she is fell, she will shout praises to Nerull, and express her undying love for Xaxoth.


Equipment

(! = Equipped, M = Magic Item Compendium, E = Epic Level Handbook, D = Dungeon Master’s Guide, S = Spell Compendium)

Double Bladed Sword + 4 w Icy Blast (This sword has opposing dual blades crafted of strange blue crystalline material, and a solid platinum handle and hilt in the shape of two succubus embracing, at will the blades can be retracted/expanded into the handle) !
+ 8 Meteoric Iron Full Plate w/ Fire warding (Crafted from black meteoric iron this feminine suit of full plate armor displays a random myriad of bright blue metallic swirls that seem to be part of the material itself) !
Xaxoth’s Token (A small black-diamond pendant etched with the symbol of Nerull. This special pendant has Contingent True Resurrection cast upon it with 3 charges ) This item acts as her symbol of Nerull !
Large Shield + 3 (Mithril Shield covered in tanned human flesh, emblazoned with the unholy symbol of Nerull) – Worn on Back !
Boots of Swiftness + 6 (E144) !
Ring of Epic Protection + 8 Natural Armor !
Bracers of Epic Armor + 12 (E144) !
Cloak of Epic Resistance + 10 (E145) !
Ring of Energy Resistance, Minor (D232) !
Bag of Holding IV (D248) !
Amulet of Wordtwisting (Grants +2 Insite, +2 Deplomacy, +2 Intimidate, +1 Sense Motive Bonuses, Constant Effect) (M71) !
Rod of Restless Dath (E139)
Runestaff of the Architect (Casts Move Earth 3x/day, Stone Shape 3x/day, Wall of Stone 3x/day, Wood Shape 3x/day for expending a prepared arcane spell or slot of the same or higher level) (M176)
Runestaff of Ethereal Action (Acts as a +1 Ghost Touch Quarterstaff, Casts Blink 3x/day, Ethereal Jaunt 3x/day for expending a prepared arcane spell or slot of the same or higher level)(M178)
Tome of Clear Thought + 3 (D268)
Manual of Bodily Health + 2 (D261)
Manual of Quickness in Action + 4 (D262)
Anstruth Harp (+2 Perform, Control Water 1x/day, Mass Cure Light Wounds 1x/day, Mind Fog 1x/day)(M150)
Storm Gauntlets (+1 Spiked Gauntlets, Resistance to Electricity 5, 4 Charges/day (Use 1 Charge: Shocking Grasp, Use 2 Charges: Lightning Bolt (Reflect DC 14 half), Use 4 Charges: Electric Spheres (act as flaming spheres, except electricity, DC: 13))(M139)
Runestaff of Eyes (Arcane Eye 3x/day, Remove Blindness/Deafness 3x/day, See Invisibility 3x/day for expending a prepared arcane spell or slot of the same or higher level)(M178)
Eternal wand of Repair Serious Damage (S173)
Tentacle Rod (3 Attacks against 1 Target, +12 Attack Bonus, 6 Points of Bludgeoning Damage, If all three hit same target becomes slowed as the slow spell (DC 14 Negates)(M61)
Manual of Gainful Exercise + 1 (D262)
Necklace of Adaptation (D263)
Sword of Mighty Thews (+1 Dragonbane Greatsword for CG, NG, CN Alignments)(M60)
Glove of Endless Javelins (+1 Javelin made of Pure Force appears in hand)(M194)
Runestaff of Frost (Cone of Cold 3x/day, Ice Storm 3x/day, Wall of Ice 3x/day for expending a prepared arcane spell or slot of the same or higher level)(M180)
Tome of Clear Thought + 1 (D268)
Stunshot Sling (+1 Sling, 3x/day 1-Round Stun DC Fortitude Equal to Attack Roll Result)(M60)
Gauntlets of the Bloodlord (+1 Spiked Gauntlets for LE, LN, NE Alignments, +Relic Power)(M101)
Skull Plaque (Undead Creatures take a -2 Penalty on Attack Rolls against the wearer, Death Knell 1x/day, Detect Undead 1x/day)(M136)
Ring of Protection + 2 (D232)
Scroll of Revivify (D) (S176)
Iron Ward Diamond, Lesser (Provides 3/0 Until it has Prevented a Total of 30 Damage)(M26)
Bag of Tricks, tan (D248)
Conduit Rod (+20 to Existing Energy Resistance for 1 Round)(M155)
Gauntlets of Weaponry Arcane (Held Weapon Overcomes Damage Reduction)(M104)
Talisman of Undead Mastery (Increases Turning Ability)(M188)
Ring of Water Breathing (Breath Under Water) (M128)
Enemy Spirit Pouch – Humans (+1 on Attacks against Humans, +2 if Ranger Favored Enemy) (M97)
Pearl of Breath Crisis (Will DC 14 or Breathing Requires Standard Action each Round, If Target Chooses Not To Breath DC 14 Fortitude or begin to Suffocate)(M168)
Dragon’s Draught, Blue (1 Use, 12d8 Electricity Breath Weapon, DC 25, Dragonblood only)(M157)
Potions: (4)Keen Edge Oils, (4)Rage Potions, (2)Nondetection Potions, Protection from Fire Potion, Protection from Cold Potion, Protection from Energy Potion, Protection from Sonic Potion, (4)Magic Vestment +5 Oil, (2)Displacement Potions, (3) Cure Serious Wounds(3d8) Potions
Gp: 140,000
Pp: 14,000
Gems: 79 Black Pearls (500GP each), 29 Black Star Sapphires (1000GP each), 23 Black Diamonds (5000GP each)
Treasure Items: Black Diamond Altar to Nerull (80,000 GP) – Crafted from solid black diamond, this small altar is used for prayer and sacrifice, Meteoric Iron Athame (10,000GP)
Non-Magical Equipment: Translucent Black Silk Dark Priestess Outfit (Worn Beneath her Armor), Leather Haversack (Small Backpack), 50’ Silk Rope, 3 Empty Glass Vials, Signet Ring (Crafted from blackened gold and depicting a skull with embedded ruby-chip eyes), Spyglass, Steel Mirror, (2) Soap, Feminine Makeup & Perfumes (Disguise Kit), (3) Dried Halfling-Flesh Jerky (Field Rations), Wineskin filled w/ High-Elf Blood-wine, and an Everburning Torch

Notes on Equipment/Treasure: Many of the items stored in her bag of holding are items she looted from the ruins of New Tu’Banor after Xaxoth’s dark army over-ran the city. While she may not be able/trained to use them all, they are all valued possessions to her as tokens of her master’s victory. Anyone who investigates (Knowledge Arcane DC 15) closely enough will determine that the runestaves all originated from New Tu’Banor magic shops (observed from a small enchanters/crafters mark placed on them).


Undead Cohorts: (Ordered from Lesser to Greater Hit-die)

Human Warrior Skeletons Description -> Humanoid Skeletons wearing miss-matched suits of rusted armor and decaying vestments, these creatures advance surprisingly quickly wielding battle-worn scimitars.

Human Warrior Skeleton (10) – Hp: (12, 12, 12, 12, 12, 12, 12, 12, 12, 12), Initiative: +5, Speed: 30ft, Armor Class: 14, Touch 11, Flat-Footed: 14, Base Attack/Grapple: +0/+1, Attack: Scimitar +1 melee (1d6+1/18-20) or claw +1 melee (1d4+1), Space/Reach: 5ft/5ft, Special Qualities: Damage reduction 5/Bludgeoning, Dark-Vision 60 ft, immunity to cold, undead traits, Saves: Fort +0, Ref +1, Will +2, Abilities: Strength: 13, Dexterity: 13, Constitution: Nil Intelligence: Nil, Wisdom: 10, Charisma: 1, Feats: Improved Initiative, CR: 2 (Monster Manual page 225) Equipment: Scimitar

Troll Skeletons Description -> This animated troll skeletons stand nearly ten feet tall, and move with a menacing stride. Boasting nasty, razor sharp bone claws they don’t appear to be a pleasant adversary.

Troll Skeleton (10) – Hp: (39, 45, 50, 27, 39, 20, 60, 42, 37, 70) Initiative: +7, Speed 30ft, Armor Class: 14, touch 12, flat-footed 11, Base Attack/Grapple: +3/+13, Full Attack: 2 Claws +8 Melee (1d6+6) and Bite +3 Melee (1d6+3), Space/Reach: 10ft/10ft, Special Qualities: Damage Reduction 5/bludgeoning, Dark-Vision 60ft, Immunity to Cold, Undead Traits, Saves: Fort +2, Ref +5, Will +5, Abilities: Strength: 23, Dexterity: 16, Constitution: Nil, Intelligence: Nil, Wisdom: 10, Charisma: 1, Feats: Improved Initiative, CR: 3 (Monster Manual page 225)

Devourers Description -> This tall, skeletal creature has strands of mummified flesh hanging from its bones. Imprisoned within the creature’s rib cage is a tiny figure, clearly in agony.

Devourer (5) – Hp: (78, 98, 60, 78, 86) Initiative: +4, Speed: 30ft, AC: 24, Touch: 9, Flat-Footed 24, Base Attack/Grapple: +6/+19, Attack: Claw +15 Melee (1d6+9), Full Attack: 2 Claws + 15 melee (1d6+9), Full Attack: 2 Claws + 15 melee (1d6+9), Space/Reach: 10 ft/10ft, Special Attacks: Energy Drain, Trap Essence, Spell-like Abilities, Spell Resistance 21, Undead Traits, Saves: Fort +4, Ref +4, Will +11, Skills: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot: +18, Survival +3 (+5 following tracks), Feats: Blind Fighting, Combat Casting, Combat Expertise, Improved Initiative, Weapons Focus (Claw), CR: 11 (Monster Manual page 58)

Death Bringers Description -> These creatures are hulking brutes of a humanoids. They have waxy gray skin and bald heads with no external ears. Their lips and eyelids appear to have been sewn shut with blue thread, and they wear banded mail and wield two wickedly spiked heavy flails.

Death Bringer (2) – Hp: (195, 221), Initiative: +2, Speed: 40ft, Ac: 32, Touch: 10, Flat-Footed: 31, Attacks: Heavy Flail +16/+11/+6 Melee and Heavy Flail +16, Melee, or 2 Slams + 19 melee, Damage: Heavy Flail 1d10+5/17-20, Heavy Flail 1d10+2/17-20, Slams 1d8+5, Face/Reach: 5ft by 5ft/10ft., Special Attacks: Greater Dispelling, Negative Burst, Trample 2d4+7, Special Qualities: Undead Traits, Saves: Fort +10, Ref +12, Will +19, Abilities: Strength: 20, Dexterity: 15, Constitution: Nil, Intelligence: 13, Wisdom: 14, Charisma: 7, Skills: Intimidate +22, Listen +25, Move Silently +20, Spot +25, Feats: Ambidexterity, Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (Heavy Flail), Power Attack, Two-Weapon Fighting, Weapon Focus (Heavy Flail), CR: 17 (Monster Manual II page 55) Equipment: Banded Mail, (2) Heavy Flails


Preset Monsters for Monster Summoning I-IX:

(In Ascending Order of Spell Level)

Fiendish Dire Rat Description -> This black rat is twice the size of any normal rat. It has billowy black fur, and gleaming white fangs. It stares from beady red eyes and snarls mincingly.

Fiendish Dire Rat – Hp: 5, Initiative: +3, Speed: 40ft/climb 20ft, Armor Class: 15, Touch: 14, Flat-Footed: 11, Base Attack/Grapple: +0/-4, Attack: Bite +4 Melee (1d4 plus disease), Full Attack: Bites +4 Melee, Space/Reach: 5ft/5ft, Special Attacks: Desease, Smite Good, Special Qualities: Dark-Vision 60 ft, Resistance to Codl 5 and Fire 5, Scent, Spell Resistance 6, Saves: Fort +3, Ref +5, Will +3, Abilities: Strength: 10, Dexterity: 17, Constitution: 12, Intelligence: 3, Wisdom: 12, Charisma: 4, Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11, Feats: Alertness, Weapon Finesse, CR: 1 (Monster Manual page 107)

Fiendish Wolf Description -> This agile black wolf appears to be more aggressive than most normal wolves. It has dark, matted fur and wide and wild crimson eyes.

Fiendish Wolf – Hp: 13, Initiative: +2, Speed: 50ft, Armor Class: 14, Base Attack/Grapple: +1/+2, Attack: Bite +3 Melee (1d6+1), Full Attack: Bite +3 Melee, Space/Reach: 5ft/5ft, Special Attacks: Trip, Smite Good, Special Qualities: Low-Light Vision, Dark-Vision 60 ft, Resistance to Cold 5, Fire 5, Saves: Fort +5, Ref +5, Will +1, Abilities: Strength: 13, Dexterity: 15, Constitution: 15, Intelligence: 3, Wisdom: 12, Charisma: 6, Skills: Hide+2, Listen +3, Move Silently +3, Spot +3, Survival +1, Feats: Track, Weapon Focus (Bite), CR: 2

Hell Hound Description -> The creature resembles a big, powerfully built dog with short, rust-red fur; its markings, teeth, and tongue are sooty black. It has red glowing eyes.

Hell Hound – Hp: 22, Initiative: +5, Speed: 40ft, Armor Class: 16, Touch: 11, Flat-Footed: 15, Base Attack/Grapple: +4/+5, Attack: Bite +5 Melee (1d8+1 plus 1d6 Fire), Full Attack: Bite +5 Melee, Space/Reach: 5ft/5ft, Special Attacks: Breath Weapon, Fiery Bite, Special Qualities: Dark-Vision 60ft, Immunity to Fire, Scent, Vulnerability to Cold, Saves: Fort +5, Ref +5, Will +5, Abilities: Strength: 13, Dexterity: 13, Constitution: 13, Intelligence: 6, Wisdom: 10, Charisma: 6, Skills: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7, Feats: Improved Initiative, Run, Track, CR: 3 (Monster Manual page 151)

Fiendish Dire Wolf Description -> This immense black wolf seems as big as a horse. It has fiery eyes and a thick coat of fur. It bares a salivating mouth filled with gnarled incisors as it growls in a deep guttural tone.

Fiendish Dire Wolf – Hp: 45, Initiative: +2, Speed: 50ft, Armor Class: 14, Base Attack/Grapple: +4/+5, Attack: Bite +11 Melee (1d8+10), Space/Reach: 10ft/5ft, Attack: Bite +11 Melee (1d8+10), Full Attack: Bite +11 Melee, Space/Reach: 10ft/5ft, Special Attacks: Trip, Special Attacks: Smith Good, Special Qualities: Resistance to Cold 5, Fire 5, Damage Reduction 5/Magic, Dark Vision 60ft, Low-Light Vision, Scent, Saves: Fort +8, Ref +7, Will +6, Abilities: Strength: 25, Dexterity: 15, Constitution: 17, Intelligence: 3, Wisdom: 12, Charisma: 10, Skills: Hide +0, Listen +9, Move Silently +4, Spot +9, Survival +2, Feats: Alertness, Run, Track, Weapon Focus (Bite), CR: 3 (Monster Manual page 65 for Base, page 108 for Fiendish)

Bearded Devil Description -> The first thing that stands out about this creature is the massive saw-toothed glaive it carries. The creature’s pointed ears and moist, scaly skin mark it as an outsider. It has a long tail, clawed hands and feet, and a snaky, disgusting beard.

Bearded Devil (Barbazu)- Hp:45, Initiative: +6, Speed: 40ft, Armor Class: 19, Touch: 12, Flat-Footed: 17, Base Attack/Grapple: +6/+8, Attack: Glaive +9/+4 Melee (1d10+3 plus infernal wound) or 2 claws +8 Melee (1d6+2), Full Attack: Glaive +9/+4 Melee or Claw +8 Melee, Space/Reach: 5ft/5ft, Special Attacks: Infernal Wound, Beard, Battle Frenzy, Summon Baatezu, Special Qualities: Damage Reduction 5/Silver or Good, Dark-Vision 60ft, Immunity to Fire and Poison, Resistance to Acid 10 and Cold 10, See in Darkness, Spell Resistance 17, Telepathy 100ft, Saves: Fort +8, Ref +7, Will +5, Abilities: Strength: 15, Dexterity: 15, Constitution: 17, Intelligence: 6, Wisdom: 10, Charisma: 10, Skills: Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +8, Feats: Improved Initiative, Power Attack, Weapon Focus (glaive), CR: 5 (Monster Manual page 52)

Chain Devil Description -> The clank and rattle of chains announces the arrival of this creature. It appears human in shape and size, but chains wrap it like a shroud, every length ending in a hook or blade or heavy ball. The chains seem to slither and slide over the creature’s form, almost as if they were alive.

Chain Devil (Kyton) – Hp: 52, Initiative: +6, Speed 30ft, Armor Class: 20, Touch: 12, Flat-Footed: 18, Base Attack/Grapple: +8/+10, Attack: Chain +11 Melee (2d4+2/19-20), Full Attack: 2 Chains + 11 Melee, Space/Reach: 5ft/5ft (10ft with Chains), Special Attacks: Dancing Chains, Unnerving Gaze, Special Qualities: Damage reduction 5/Silver or Good, Immunity to Cold, Regeneration 2, Spell Resistance 18, Saves: Fort +8, Ref: +8, Will: +6, Abilities: Strength: 15, Dexterity: 15, Constitution: 15, Intelligence: 6, Wisdom: 10, Charisma: 12, Skills: Climb +13, Craft Blacksmithing +17, Escape Artist +13, Intimidate +12, Listen +13, Spot +13, Use Rope(+2/+4 with Bindings), Feats: Alertness, Improved Critical (Chain), Improved Initiative, Weapon Focus (Chain), CR: 6 (Monster Manual page 53)

Bone Devil Description -> This tall creature looks skeletal and wretched, almost a husk of a humanoid form, with dried skin stretched so tight as to outline and emphasize every bone. It has a fearsome, skull-like head and a tail like a scorpion’s, and a foul odor of decay hangs in the air around it

Bone Devil (Osyluth) – Hp: 95, Initiative: +9, Speed: 40ft, Armor Class: 25, Touch: 14, Flat-Footed: 20, Base Attack/Grapple: +10/+19, Attack: Bite +14 Melee (1d8+5), Full Attack: Bite +14 Melee (1d8+5) and 2 Claws +12 Melee (1d4+2) and Sting +12 Melee (3d4+2 Plus Poison), Space/Reach: 10ft/10ft, Special Attacks: Spell-Like Abilities, Fear Aura, Poison, Summon Baatezu, Saves: Fort +12, Ref +12, Will +11, Abilities: Strength: 21, Dexterity: 21, Constitution: 21, Intelligence: 14, Wisdom: 14, Charisma: 14, Skills: Bluff +!5, Concentration +18, Diplomacy +6, Disguise +2 (+4 Acting), Hide +14, Intimidate +17, Knowledge (All) +15, Listen +17, Moe Silently +18, Search +15, Sense Motive +15, Spot +17, Survival +2 (+4 Following Tracks), Feats: Alertness, Improved Initiative, Iron Will, Multiattack, CR: 9 (Monster Manual page 52)

Hellcat Description -> Silently with grace and power, a creature emerges. It has the shape of an enormous lion, but its form consists of blinding light and fiery sparks, as though its body were made of energy and not flesh and bone.

Hellcat (Bezekira) – Hp: 60, Initiative: +9, Speed: 40ft, Armor Class: 21, Touch: 14, Flat-Footed: 16, Base Attack/Grapple: +8/+8, Attack: Claw +13 Melee (1d8+6), Full Attack: 2 Claws + 13 Melee (1d8+6) and Bite +8 Melee (2d8+3), Space/Reach: 10ft/5ft, Special Attacks: Improved Grab, Pounce, Rake 1d8+3, Special Qualities: Damage Reduction 5/Good, Dark-Vision 60 ft, Invisible in Light, Resistance to Fire 10, Scent, Spell Resistance 19, Telepathy 100 ft, Saves: Fort +9, Ref +11, Will +8, Abilities: Strength: 23, Dexterity: 21, Constitution: 17, Intelligence: 10, Wisdom: 14, Charisma: 10, Skills: Balance +16, Climb +17, Hide +13, Jump +21, Listen +17, Move Silently +20, Spot +13, Swim +17, Feats: Dodge, Improved Initiative, Track, CR: 7 (Monster Manual page 54)

Colossal Fiendish Monstrous Spider Description -> This colossal black spider is nearly forty feet tall, and bears two menacing pincers. That clack loudly beneath an array of bright red spherical eyes. It’s two fore-legs rise above the ground, covered in thick, spine-like hairs.

Colossal Fiendish Monstrous Spider – Hp: 208, Initiative: +2, Speed: 30ft, Climb 20ft, Armor Class: 22, Touch: 4, Flat-Footed: 20, Base Attack/Grapple: +24/+50, Attack: Bite +26 Melee (4d6+15 plus Poison), Full Attack: Bite +26 Melee, Space/Reach: 40ft/30ft, Special Attacks: Poison, Web, Special Attacks: Smite Good, Special Qualities: Dark-Vision 60ft, Tremorsense 60 ft, Vermin Traits, Damage Reduction 10/Magic, Resistance to Cold/10, Resistance to Fire/10, Claws and Bites act as Magical Weapons, Saves: Fort +20, Ref +12, Will +10, Abilities: Strength: 31, Dexterity: 15, Constitution: 14, Intelligence: 3, Wisdom: 10, Charisma: 2, Skills: Climb +18, Hide -10, Jump+10, Spot +7, CR: 9 (Monster Manual page 289 for Base, page 108 for Fiendish)


Bio

Description

A light-skinned Drow of unexpected beauty, she stands about four and a half feet tall, with long flowing silvery white hair and icy grey eyes. She wears a suit of pitch black armor covered in random swirls of stark contrasting bright blue. Affixed to her arm in a large flesh shield emblazoned with the unholy symbol of Nerull, and in her other hand is a two-bladed sword with blades of a frost-touched multifaceted blue crystalline material. She walks gracefully, and elegantly, almost as if preened from royalty. Her voice, while deep and seductive, still has a harsh and intimidating tone. She is arrogant and cares for little other than her thirst for power, and desire to serve Nerull, the god of death.

Distinguishing Marks: Down her back from shoulders to buttocks, Angelana has a elegant tattoo of two serpentine dragons intertwined; one of black ink and the other of crimson.

Additional Note: She has an ulterior motive of seducing her master, with whom she serves unquestioningly and without fear. She is the lover of her companion Nilofran Zelthrura, though she mostly toys with his emotions while her true lust remains devout to her lord and master, Xaxoth .

Storyline Notes:

The party was sent to the temple of Malmora Tungonra in the lower draconic nations by Romlynn Everstill (Romlynn the Wise), High Archmage of the Order of White Wizards, on a quest to seek out and defeat Angelana and her counterpart, Nilofran Zelthrura. They were given little information on what the two were attempting to accomplish in the dark place, but it was made obvious it was of the upmost importance to stop them.

This quest however was never completed due to a failed attack on the temple that was interrupted by the return of Xaxoth , who had returned to aide his minions against the party and the Hyborian commanders as they attacked from the Silverveil flying above the structure.

She later escaped to join her master, after he had laid waste to the city of New Tu’Banor. She rejoined with the dark army at the risen city of Ancient Tu’Banor, where she used her unholy power to aide in activation of the ancient spire and the awakening of the great worm (the Vaxpora wormhole).

The party manage to unlock the secret of traveling through the Great Worm before Xaxoth and his minion, but soon after wards they too discover the key to transforming the Tu’Banorian based airships they had captured and follow the party to Vaxpora.

During a prolonged battle in the city of Vaxpora, at the command of her master, Angelana escapes the fighting and locates the Portal to Urrule, where she and her cohort of undead set ready to ambush the party.