CE female demon lord of sand, scorpions, and thirst
|Unholy Symbol: gold scorpion with sand dripping from its claws|
Temple: Barren valleys, burrows, caves, pyramids
Worshipers: Desert nomads, slavers, raiders
Minions: Fiendish earth elementals, giant scorpions
Obedience: Pray to Aldinach while lying prone on sand for an hour, during which time you must eat at least one live scorpion. Gain a +4 profane bonus on saves against poison from vermin and effects that cause fatigue or exhaustion.
|Desert’s Wrath (Sp): endure elements |
2/day, or searing light
1/day Raise Scorpion (Su): Once per day, you may cause a dead body within 60 feet to transform into a fiendish giant scorpion under your mental control. This transformation lasts for 1 round per level, after which the scorpion returns to its original corpse form. This is a polymorph effect.
Dehydrating Strike (Su): Once per day as a swift action, at any point when you successfully inflict damage on a target, you can cause that target to become instantly and painfully dehydrated if it fails a Fortitude save (DC = 10 + 1/2 your HD + your Constitution modifier). If the save is successful, the victim is staggered for 1 round. If the save fails, the victim takes 1d10 points of Strength drain, is stunned for 1 round, and is then staggered for 1d4 rounds after recovering from being stunned.
Aldinach appears as a Colossal golden scorpion. Her claws have razor-sharp crystalline edges, and her face is hideously human. On her back swarm countless scorpions, which she can send out to do her bidding with a thought. Aldinach’s cults are strongest in deserts, where her cultists work to seduce and corrupt that realm’s godless citizens.
Aldinach is one of Lamashtu’s daughters, although since Lamashtu’s ascension to divinity, the two have not associated overmuch. The same cannot be said of her relationship with her sister Areshkagal, with whom Aldinach is locked in an eternal war. Ever since Aldinach stole the Abyssal realm known as the Sea of Whispering Sands from her sister, forcing Areshkagal into exile in the desolate Blood Clefts, Aldinach has been forced to defend her desert realm constantly from her sister’s increasingly desperate attempts to reclaim her lost territory. Although she has ruled the Whispering Sands for only a few dozen centuries, already she has inspired her minions to create hundreds of eerie desert cities in her honor, hidden amid the trackless sands.
Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.
|Medium outsider (Chaotic, |
Cosmic, Evil, Mazzaim)
|Hit Dice||36d8 + 324 (612 hp)|
|47 (+11 |
deflection, +9 Dexterity, +7 insight, +10 natural), touch 28, flat-footed 34
|Attack||Claw +47 melee (2d8 + 11 and poison)|
|Full Attack||2 claws +47 melee (2d8 + 11 and poison)|
|Space/Reach||5 ft. /5 ft.|
|Special Attacks||Poison, spell-like abilities, spells, summon demons, summon shapeshifters, transmutation|
|Special Qualities||Damage reduction 20/good and cold iron, Darkvision, immunity to fire and poison, resistance to acid 20, cold 20 and electricity 20, Spell Resistance 38, telepathy 500 ft.|
|Saves||Fort +33, Ref +33, Will +31|
|Abilities||Strength 32, Dexterity 29, Constitution 28, Intelligence 27, Wisdom 25, Charisma 33|
|Skills||Appraise +19, Bluff +39, Concentration +39, Craft (flesh) +39, Diplomacy +19, Disguise +20, Heal +39, Hide +19, Intimidate +39, Knowledge (arcana) +39, Knowledge (nature) +39, Knowledge (the planes) +20, Listen +39, Move Silently +39, Perform (drama) +19, Search +20, Sense Motive +39, Spellcraft +42, Spot +20, Use Magic Device +39|
|Feats||Combat Reflexes, Corrupt Spell, Dark Speech, Extend Spell, Graft Flesh, Greater Spell Focus (transmutation), Persistent spell, Power Attack, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (transmutation), Toughening Transmutation, Violate Spell|
|Epic Feats||Epic Graft Flesh, Epic Spell Focus (transmutation), Improved Metamagic (x2), Improved Spell Capacity (x3)|
|Climate/Terrain||The Infinite Layers of The Abyss|
Poison (Ex): Injury, DC 37, 1d6 Constitution initial and secondary. (Max on a confirmed critical hit) Any creature suffering secondary damage from Aldinach’s poison must automatically save against one of her transmutation spell-like abilities. (Typically baleful polymorph)
- Always active – unholy aura (DC 29),
- at will – alter self, baleful polymorph (DC 27), call lightning storm (DC 27), detect good, greater teleport, telekinesis (DC 26), unhallow, unholy blight (DC 25);
- 3/day – blasphemy (DC 28), control weather, polymorph any object (DC 29), shapechange
Caster level 29th
Spells: Aldinach casts spells as a 27th level transmuter with the focused specialist class feature. Her prohibited schools are conjuration, enchantment and illusion. Aldinach can prepare any transmutation spell, including those from other classes.
Spells per day: 6/8/8/8/8/7/7/7/7/6/3/3/3 Caster level 27th, DC 18 + spell level. (Caster level 29th, DC 21 + spell level for transmutation)
Summon Demons (Sp): 2/day, Aldinach can summon 1d6 jariliths, 2d6 alkiliths or 3d6 palrethees.
Summon Minions (Sp): 6/day, Aldinach can summon 2d10 giant scorpions or 1d10 Fiendish large earth elementals.
1/month she can summon a fiendish primal earth elemental.
Transmutation: When one of her transmutation spells is dispelled, it remains in effect for one round before ending. Aldinach can reroll any failed save against a transmutation effect, taking the result of the second roll. A creature that successfully saves against Aldinach’s transmutation spells takes damage equal to the spell level. Aldinach can cast transmutation spells with a range of personal at a range of touch. Such spells have their durations halved. While under the effects of Aldinach’s transmutation spells, creatures treat any verbal or telepathic commands given by her as a suggestion. (Will DC 39 negates)
Cosmic Entity: Aldinach has a +3 bonus on rank checks dealing with transmutation.
Possessions: Aldinach wears an alabaster mask that grants her (or any demon that wears it) a deflection bonus to AC equal to her charisma modifier. This mask has runes traced in its surface. 3/day, Aldinach can bring forth a symbol spell of any type, affecting all creatures with line of sight to the mask. (Caster level 25th, DC 30) The symbol lasts for one minute and fades away. At will, Aldinach can use the mask to cast disguise self with an indefinite duration. Aldinach also wears a necklace of 30 pearls. Each pearl functions as a pearl of power. There are 3 pearls of each type in the necklace, including a dual spell pearl.