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Demon Ardat the Unavowed

Ardat the Unavowed
Ardat the Unavowed – AI Generated Artwork – NightCafe Creator

Ardat the Unavowed is a demon lord appearing as a 12-foot tall, three-headed harpy, with raven-black wings and feathers.

Relationships

Baphomet sought Ardat when he wanted to enlist the aid of a cabal of half-fiend harpies known as the Soul Sirens; when he betrayed them, Ardat became one of his enemies.

Realm

Ardat is a nomadic demon lord, and has no realm of her own, drifting from realm to realm in search of victims.

Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.

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Ardat the Unavowed
Large outsider (Chaotic, Cosmic, Evil, Mazza’im)
Hit Dice32d8 + 352 (608 hp)
Initiative+28
Speed40 ft., Fly 160 ft. (good)
Armor Class50 (+10 deflection, +14 Dexterity, +7 insight, +10 natural, -1 size), touch 40, flat-footed 50
Base Attack/Grapple+32/+46
Attack3 bites +41 melee (3d6 + 10) or shortbow +50 ranged (1d8 + 15 and poison /x3)
Full Attack3 bites +41 (3d6 + 10) and 2 claws +39 melee (2d6 + 5) or shortbow +50+45/+40/+35 ranged (1d8 + 15 and poison /x3)
Space/Reach10 ft. /10 ft.
Special AttacksCaptivating song, poison, shriek, sneak attack, spell-like abilities, summon demons, sunder enchantment
Special QualitiesDamage reduction 20/epic, good and cold iron, Darkvision, immunity to electricity, sonic, mind affecting and poison, improved evasion, improved uncanny dodge, resistance to acid 20, cold 20 and fire 20, Spell Resistance 33, telepathy 500 ft., triple headed, uncanny dodge
SavesFort +33, Ref +40, Will +29
AbilitiesStrength 30, Dexterity 38, Constitution 32, Intelligence 22, Wisdom 24, Charisma 30
SkillsBluff +45, Diplomacy +53, Hide +45, Intimidate +49, Knowledge (nature) +45, Knowledge (the planes) +41, Listen +42, move silently +49, Perform (oratory) +45, Perform (sing) +45, Search +45, Sense Motive +42, Spot +46, Survival +42 (+46 above ground, +46 on other planes, +46 tracking)
FeatsAbility Focus (shriek), Combat Reflexes, Dark Speech, Far Shot, Flyby Attack, Improved Initiative, Multiattack, Point Blank Shot, Telling Blow, Track
Epic FeatsEpic Ability Focus (shriek), Epic Reflexes, Superior Initiative
Climate/TerrainThe Infinite Layers of the Abyss
OrganizationSolitary (unique)
Challenge Rating25
TreasureTriple Standard
AlignmentChaotic Evil

Captivating Song (Ex): When Ardat sings, all creatures (other than harpies) within a 600-foot spread must succeed on a Will save (DC 36) or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by Ardat’s song for 24 hours. The save DC is Charisma-based.

A captivated victim walks toward Ardat, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of Ardat stands there and offers no resistance to her attacks. The effect continues for as long as she sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

If all of Ardat’s heads sing together, the Will save to resist captivation is 40.

Poison (Ex): Injury; DC 30; 2d6 Dexterity/2d6 Dexterity

Shriek (Su): Each of Ardat’s three heads can unleash a bloodchilling shriek as its action. Once a head shrieks, it may not do so again for 1d4 rounds. Each shriek affects all creatures in a 60-foot radius spread. Ardat’s left headed shriek deals 1d6 points of Intelligence drain, her right head deals 1d6 points of Wisdom drain and her central head deals 1d6 points of Charisma drain.

A successful Will save (DC 42) negates the ability drain but leaves the targets shaken for 1d4 rounds. A creature drained to 0 points in an ability score by this attack is instead left with a score of 1 and is driven permanently insane, such that he sees his allies as enemies and does everything in his power to murder them. The insanity can be cured by greater restoration, miracle or wish.

Spell-like Abilities:

Caster level 25th

Summon Demons (Sp): 3/day, Ardat can summon 2d8 succubi or 2d6 vrocks.

Sunder Enchantment (Su): Ardat’s touch functions as a break enchantment spell (Caster level 32nd), sundering enchantments, transmutations and curses. If the creature that placed the effect that is broken is within 60 feet of Ardat when she sunders that creature’s effect, it suffers 20d6 points of nonlethal damage and is stunned for 1d4 rounds as the backlash of magic strikes. A successful Fortitude save (DC 36) halves the damage and negates the stunning.

Triple Headed: Ardat has three heads, the left is a beautiful woman, the right is a twisted crone and the middle head is a monstrous fang jawed harpy. Each of these heads can perform a standard or move action per round. This can be a bite attack or the use of a special attack. A spell-like ability can only be activated once per round. It requires all three heads to make a full attack, but Ardat can move in the same round that she takes a full attack action.

Possessions: Ardat wields a +5 mighty (+10) composite shortbow of distance.

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