Vepar

This creature appears as a giant-sized merman with coppery-brown skin and silver scales. Its long black hair is braided and it carries a menacing-looking trident.
 

Vepar (CR 21)

Large Outsider (Aquatic, Chaotic, Demon, Evil, Extraplanar)
Alignment: Chaotic Evil
Initiative: +12
Senses: Darkvision 60 feet; Perception +45
Aura: unholy aura (DC 27)
  Speed: 20 feet, Swim 60 feet
Space: 10 feet
 

Defense

Armor Class: 37, touch 26, flat-footed 29 (+8 Dex, +11 natural, -1 size, +9 profane)
Hit Points: 363 (22d10+242)
Saving Throws: Fort +26, Ref +21, Will +15
Damage Reduction: 15/cold iron and good
Immunity: electricity, poison
Energy Resistance: acid 10, cold 10, fire 10
Spell Resistance: 32
 

Offense

Melee: +2 trident +35/+30/+25/+20 (2d6+13/19-20) or 2 claws +33 (1d8+11 plus hypothermic touch)
Reach: 10 feet
  Spell-Like Abilities (CL 20th):

Statistics

StrDexConIntWisCha
33 (+11) 26 (+8) 33 (+11) 27 (+8) 27 (+8) 29 (+9)
Base Attack Bonus: +22
CMB +34
CMD 61 (can't be tripped)
  Feats: Alertness, Blind-Fight, Cleave, Deceitful, Great Fortitude, Improved Critical (Trident), Improved Initiative, Quicken Spell-Like Ability (Ice Storm), Weapon Focus (claw), Weapon Focus (Trident)
  Skills: Bluff +38, Diplomacy +31, Disguise +35, Escape Artist +30, Intimidate +31, Knowledge (arcana) +30, Knowledge (geography) +30, Knowledge (planes) +33, Knowledge (religion) +30, Perception +45, Sense Motive +37, Stealth +29, Survival +30, Swim +22, Use Magical Device +31 Languages: Abyssal, Aquan, Celestial, Common, Draconic, Infernal, Undercommon; telepathy 100 ft.
  Special Qualities: Amphibious

 

Special Abilities

Hypothermic Touch (Ex)

Those hit by Vepar's claw attack must make a successful DC 32 Fortitude save or be overcome with bone-numbing cold that deals 1d8 points of Dexterity damage. A successful save reduces the ability score damage by half. The save DC is Constitution-based.

Demonbrand

: Vepar's unique weapon is a Large +2 trident that can cast magic missiles seven times per day as a swift action (CL 15th). Additionally, the wielder can cast waves of fatigue once per day (CL 15th).
 

Ecology

Environment: Any
Organization: solitary or troupe (Vepar plus 2-5 shrroths)
Treasure: double standard

  Vepar is an Abyssal duke in the service of Dagon, Prince of the Sea. He leads 29 battalions of shrroths in service to his master. He is a brooding particularly mortals (whose very existence he disdains). His loyalty to Dagon is questionable at best, for behind the scenes, Vepar is quietly amassing an army of demons to one day lead against his current lord. But for now, he waits and serves.
  Vepar's citadel, Leviathan's Reach, is built into an underwater mountain range that sits several miles below the surface of his watery Abyssal home. The citadel is guarded by scores of aquatic demons, fiendish merfolk, and fiendish tritons, as well as several hundred sahuagin led by a fiendish sahuagin 15th-level sorcerer named Anaunon. Most visitors (those that can actually reach it) avoid this place.
  Vepar resembles a 12-foot tall merman. His upper torso is copperybrown while his lower torso and fins are silver and scaled. Vepar's hair is long and black, and he usually wears it tied back or braided. His eyes, usually blue in color, burn with a silvery fire when he is angered or excited. Under his hair, two small copper horns can be seen just above his eyes. Vepar's hands end in wicked claws with silvery nails.
  Vepar relies on his trident, spell-like abilities, and ability to deal ability damage when combating foes. Before entering combat, he often raises a storm (using control weather or control winds) to herald his coming, though he is just as likely to attack from ambush or surprise as he is to \"announce\" his arrival. He enters combat with unholy aura active and follows it closely with ice storm.
  Copyright Notice Author Scott Greene.

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