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Demon, Cresil the Impure

Cresil the Impure

Originally from The Book of Fiends

Designed By Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb

Cresil rules a great trash heap on his own layer in the Abyss, seemingly a great ziggurat of writhing souls, vermin and trash. Piercing screams emanate from the pile as searching centipedes, spiders and worms find new and interesting places to spawn in the bodies of the damned. With each new hatching, screams form a cacophonous symphony of suffering. Cresil, exulting in the awfulness of his state, laughs madly with every shriek, twitch and pleading.

This demon lord has little to do with the politics of the Abyss. He cares not for the perpetual war between demons and devils, for he believes himself far above such petty concerns. His isolation and lack of commitment to the war puzzles his rivals, for battling the forces of Hell is the surest means for advancement. Cresil, however, rarely shifts his great bulk for anyone or anything.

Cresil does not have many followers in the Material Plane. Those attracted to his portfolio often seek out the Lord of Many Forms or Marbas, for that matter. Another factor in his lack of followers is that those who do worship him rarely survive long. Cresil sees mortal servants as playthings, objects for him to vent his unholy lust upon. Consequently, Cresil rarely upholds his bargains, preferring instead to dispatch his servants to drag the mortal to his layer to entertain and please the great demon.

Cresil speaks and understands all languages.

Cresil the Impure
(Demon Lord)
Large outsider (Chaotic,
Demon, Evil, Extraplanar)
Hit Dice28d8+168 (294 hp)
Initiative+9
Speed50 ft. (8 squares)
Armor Class41(-1 size, +5 Dexterity, +6 insight, +17 natural, +4 armor), touch 20, flatfooted 32
Base Attack/Grapple+28/+40
Attack+2 flaming unholy large dire flail +28 melee (1d8+8 plus 1d6 fire plus 2d6 against good)
Full Attack+2 flaming unholy/+2 vicious wounding large dire flail +26/+21/+16/+11/+26/+21/+16 melee (1d8+8 plus 1d6 fire plus 2d6 against good/1d8+4 plus 2d6 plus 1 Constitution, deals 1d6 to Cresil)
Space/Reach10 ft./10 ft.
Special AttacksSpell-like abilities, summon
Special QualitiesAura of weakness, damage reduction15/epic and good, demon traits, fast healing 5, spellresistance 34, pestilential stench
SavesFort +22, Ref +21, Will +21
AbilitiesStrength 26, Dexterity 20, Constitution 22, Intelligence 23, Wisdom 21, Charisma 25
SkillsBluff +38, Concentration +37, Diplomacy +42, Disguise +38 (+40 acting), Hide +32, Intimidate +40,Knowledge (arcana) +37, Knowledge (religion)+37, Knowledge (the planes) +37, Listen +36, move silently +36, Sense Motive +36, Spellcraft +39, Spot +36, Survival +5 (+7 on planes)
FeatsCleave, Combat Expertise, Great Cleave, Greater Two-Weapon Fighting, Improved Initiative, Improved Trip B , Improved Two-Weapon
Fighting
, Power Attack, Two-Weapon Fighting, Weapon Focus (dire flail), Weapon Specialization (dire flail)
EnvironmentThe Abyss
OrganizationCresil (unique) plus 1d10 Quasits, plus 1d6 chaos beasts and 20-40 dretch
Challenge Rating23
TreasureTriple standard
AlignmentAlways chaotic evil
Advancement
Level Adjustment

Combat

Cresil relishes conflict and loves the feel of fresh blood when it splashes onto his bloated form. He throws himself into the thick of melee, confident that he will come to little harm thanks to his various magical protections. When fighting, he uses his magical dire flail to impressive effect, it’s capable of flinging bits of his foes into a wide and colorful spray. Cresil’s attacks are considered chaotic, epic and evil for purposes of overcoming damage reduction.

Spell-Like Abilities:

Cresil can use the following spells at will – blasphemy (DC 24), chaos hammer (DC 21), creeping doom (DC 24), dispel good (DC 22), greater contagion* (DC 22), greater teleport, planeshift, symbol of insanity (DC 25), telekinesis (DC 22), unholy aura, unholy blight (DC 21), word of chaos (DC 24).

In addition, he can use these spells once per day – implosion (DC 26), shambler.

Caster Level 20th.

The save DCs are Charisma-based. The following abilities are always active on Cresil’s person, as the spells (caster level 20th) : detect good, detect law, mage armor, magic circle against good, see invisibility, true seeing.

They can be dispelled, but Cresil can reactivate them as a free action.

Summon (Sp): Twice per day, Cresil can automatically summon 100-200 dretch and 1 balor. This ability is equivalent to a 9th-level spell.

Aura of weakness (Su): Cresilemits a field of soul-draining energy. All opponents within 30-feet of the demon lord must attempt Will saves (DC 31) or be fatigued for as long as they remain in the area. Succeeding at this save does not grant immunity to this supernatural ability (i.e. if thecharacter leaves the field and re-enters, he or she must attempt a new save). This ability is Charisma-based.

Pestilential Stench (Ex): Cresil is so vile that his stink itself is contagious. All living creatures when first encountering, or even being within 200-feet of him, must attempt Fortitude saves (DC 16) or contract Blinding Sickness. Furthermore, all living opponents approaching within 30-feet of the demon lord must attempt Fortitude saves (DC 30) or be sickened for 2d12 rounds. This ability is Constitution-based.

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