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Ivan IV Vasilyevich “Ivan the Terrible”

Ivan the Terrible
Ivan the Terrible by Klavdiy Lebedev, 1916

Ivan IV Vasilyevich known as Ivan the Terrible is Tsar of All the Russias. His long reign has transformed Russia into a multiethnic and multicontinental state. Ivan managed countless changes in the progression from a medieval state to an empire and emerging regional power, and became the first ruler to be crowned as Tsar of All the Russias. Ivan is an able diplomat, a patron of arts and trade a leader highly popular among the common people of Russia, but he is also paranoid and brutal with the nobility. The Massacre of Novgorod is regarded as one of the biggest demonstrations of his mental instability and brutality.

Reign of Terror

Upon the death of his first wife in Ivan went into a deep depression and his behavior became more erratic. His suspicion that she had been murdered by the Boyars (nobility) only deepened his paranoia. Although he had no evidence of such crimes, he had a number of them tortured and executed. He had already had a strong dislike for the Boyars due to their abusive actions toward him during his childhood. He left Moscow suddenly and threatened to abdicate the throne. Leaderless, the Boyars pleaded for his return. He agreed, but on the condition that he be granted absolute power of the region surrounding Moscow. He also demanded the authority to punish traitors and law breakers with execution and confiscation of property. Over the next years he conducted a reign of terror, displacing and destroying the major noble families in the region. He killed his son, and created the Oprichniki, the official secret Russian police force.

Intelligent and devout, yet given to rages and prone to episodic outbreaks of madness that increase with his age. Such outbursts of rage have resulted in him, beating his pregnant daughter-in-law, causing a miscarriage. Blinding the architect of his temple so that he could not re-create the masterpiece elsewhere and killing his groomed and chosen heir Ivan Ivanovich. This left the Tsardom to be passed to Ivan’s
younger son, the weak and intellectually disabled Feodor Ivanovich.

Ivan the Terrible
Human Half-Fiend
CR 18

XP 153600

Any Medium Humanoid (Outsider) Native Subtype

Aristocrat level 16 (skill points 176) Judge Antipaladin level 10 (skill
points 90) Antipaladin

Init +5; Senses Darkvision 60; Perception +20
AC 27, Touch 13, flat footed 26 (+5 Half-plate, Shield, none)

(+1 Natural, +13 armour, +1 feats, +2 deflection)

hp 179 (0d8+16d6+10d10+52+16);

Fort +16, Ref +11, Will +19

Damage reduction 10/magic, Immunity to poison, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Spell Resistance HD + 10
Speed 20

Melee Single Attack(+3/+3) Scimitar +27 (1d6+4/18-20) Wounding or (+1/+1) Pistol +25 (1d8+1 X4)

Full Attack (+3/+3) Scimitar +27/22/17/12 (1d6+4/18-20) Wounding (+1/+1) Dagger, punching +18 (1d4+1 X3) Bite +18 (1d6+1) or (+1/+1) Pistol +25 (1d8+1 X4) range 20

Space 5ft.; Reach 5
Special Attacks
Smite good 1/day extra damage = to HD

Channel negative energy (Su) Consumes two uses of his touch of corruption ability. As a cleric of antipaladin level

Fiendish Boon (Sp) SA increase weapon enchantment for 1 minute by 2

Smite Good Add Charisma bonus to hit , +1/level to damage. Per day = 4

Touch of Corruption (Su) 1/2 his antipaladin level + his Charisma modifier /day. 1d6 dam /2 levels

Spell-like Abilities

Spell-like Abilities (CHR) 2nd DC(14) 1-2 HD 1/day Darkness

Spell-like Abilities (CHR) 2nd DC(14) 3-4 HD 1/day Desecrate

Spell-like Abilities (CHR) 4th DC(16) 5-6 HD 1/day Unholy Blight

Spell-like Abilities (CHR) 4th DC(16) 7-8 HD 1/day Poison

Spell-like Abilities (CHR) 4th DC(16) 9-10 HD 1/day Contagation

Spell-like Abilities (CHR) 5th DC(17) 13-14 HD 1/day Unhallow

Spell-like Abilities (CHR) 7th DC(19) 11-12 HD 1/day Blasphemy

Spell-like Abilities (CHR) 7th DC(19) 19-20 HD 1/day Destruction

Spell-like Abilities (CHR) 8th DC(20) 13-14 HD 3/Day Unholy Aura

Spell-like Abilities (CHR) 8th DC(20) 15-16 HD 1/day Horrid wilting

Spell-like Abilities (CHR) 9th DC(21) 17-18 HD 1/day Summon Monster IX (fiends only)

Spells Known:

Antipaladin Spells

CL 10 Concentration 12

Level 1 (3) DC 13

Cause Fear, Detect Poison, Read Magic 

Level 2 (2) DC 14

Desecrate, Scare



Strength 13, Dexterity 12, Constitution
12 + 2 = 14, Intelligence 23 + 2 = 25, Wisdom 14, Charisma 15

Base Attack 22 CMB 23 ; CMD 37


Cruelty (Su) – Cursed: The target is cursed, as if the antipaladin had
cast bestow curse. Fort DC 10 + 1/2 level + Charisma mod.,

Cruelty (Su) – Shaken: The target is shaken for 1 round per level. Fort
DC 10 + 1/2 level + Charisma mod.,

Cruelty (Su) – Sickened: The target is sickened for 1 round per level.
Fort DC 10 + 1/2 level + Charisma mod.,

Antagonize: Make Diplomacy and Intimidate checks to make creatures respond
to you with hostility. Standard Act, DC 10 + the targets Hit Dice + the
targets Wisdom mod,

Armour Prof Heavy,

Armour Prof Light,

Armour Prof Medium,

Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your
next turn ,

Combat Expertise: You can choose to take a -1 penalty on melee attack
rolls and combat maneuver checks to gain a +1 dodge bonus to your AC.
Every +4 base attack penalty increase by -1 and dodge by +1 ,

Dodge: Add 1 to AC ,

Improved Initiative: +4 Initiative checks,

Insightful Gaze: Whenever you make a Sense Motive check to oppose someones
Bluff check, you can roll two dice and take the higher result.,

Iron Will: +2 on will saves,

Leadership: Attract cohort and followers,

Martial Weap Prof,

Mounted Combat: Negate hit on mount with ride check DC opponents attack

Persuasive: +2 Diplomacy +2 Intimidate,

Power Attack: You can choose to take a -1 penalty on all melee attacks
and combat maneuver checks to gain a +2 bonus on all melee damage rolls.
Every +4 base atack penalty increases by -1 and damage by +2,

Shield Proficiency: Can use shields,

Simple Weapon Proficiency,

Tower Shield Proficiency: Can use the tower shield and suffer only normal
shield skill penalties,

Trample: When overrunning opponent cannot avoid you ,

Weapon Focus: +1 to attack rolls,

Weapon Focus(Ranged): +1 attack rolls

Skills Appraise 7, Bluff 31, Diplomacy 33, Disguise 31, Fly -5, Handle
Animal 14, Intimidate 35, Know Arcana 7, Know Arch & Eng 7, Know Geography
7, Know History 7, Know Local 33, Know Nobility 7, Know Religion 18, Linguistics
7, Perception 20, Perform Oratory 28, Ride 30, Sense Motive 28, Spellcraft
18, Stealth 24, Survival 2, Swim -11

Languages Common




Other Natural weapons
treated as magical

Aura of Cowardice (Su) All enemies within 10 feet to take a -4 penalty
on saving throws against fear effects

Aura of despair Enemies within 10ft -2 saves

Aura of Evil The power of an antipaladins aura of evil (see the detect
evil spell) is equal to his antipaladin level. A paladin who uses smite
evil on an antipaladin deals 2 points of damage per paladin level on his
first successful attack.

Detect Good At will

Plague Bringer (Ex) Can still contract diseases and spread them to others,
but he is otherwise immune to their effects.

Smite Good -2 Regardless of the target, smite good attacks automatically
bypass any DR the creature might possess. In addition, while smite good
is in effect, the antipaladin gains a deflection bonus equal to his Charisma
modifier (if any) to his AC against attacks made by the target of the
smite. If the antipaladin targets a creature that is not good, the smite
is wasted with no effect.

Unholy Resilience (Su) Bonus equal to his Charisma bonus (if any) on all
saving throws.

Native Subtype:This subtype is applied only to outsiders. These creatures
have mortal ancestors or a strong connection to the Material Plane and
can be raised, reincarnated, or resurrected just as other living creatures
can be. creatures with this subtype are native to the Material Plane.
Unlike true outsiders, native outsiders need to eat and sleep.



Environment Any

Organization Company 10-20, Band 30-100, Squad 4-8

Treasure Standard



value 96000) – Total Value = 96800


Amulet of health (+2)
+2 Constitution (4000gp)

+5 Half-plate (25150gp)

Headband of intellect (+2) +2 Intelligence (4000gp)

Potion of Cure serious wounds – (750gp)

Ring of Protection (+2) +2 AC (8000gp)

+3 (+2 special ability) Scimitar (50300gp)

Wounding : +1 point of bleed damage. can be stopped by a DC 15 Heal check
or any healing spell. (+2 bonus)

+1 Dagger, punching (2300gp)

+1 Pistol (2300gp)
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