Ramiel, Lord of Perdition (3.5e Monster)

Information About Ramiel
Alternative Names and Titles: Lord of Perdition, Aspect of Death

Symbol: An Angel with crossed arms as if laid to rest, with skeletal wings shaped out of chains.

Portfolio: Death, perdition, souls and imprisonment.

Domains Granted: Death, Evil, Genocide, Law, Undeath.

Favored Weapon: Spiked chain.

Fluff

Stuff

Combat
Ramiel is treated as a 36 HD creature when targeted by HD-dependent effects, and his natural attacks and any weapon he wields are treated as epic and evil aligned for the purpose of overcoming damage reduction.

 : Once per round, Ramiel may take an extra standard action (either before or after his other actions in the round).

 : As the Aspect of Death and a fallen divine creature, Ramiel has god-like powers. He can grant spells to clerics, and gives access to the Death, Evil, Genocide, Law and Undeath domains. His favoured weapon is the spiked chain, and his portfolio is death, perdition, souls and imprisonment. Ramiel is immune to any spells and effects that alter his form or the state of his being.

Ramiel has complete dominion over souls and the dead. Disembodied souls of mortal creatures of level or CR 20 or less cannot resist his influence, which functions as a dominate monster spell that can be imposed as a free action at will. As such, any of the dead in the underworld are his to freely control. To resist this effect, the immortal soul needs a container that acts like a fetter, such as a phylactery, or be under the effect of a magic jar or trap the soul spell, or most effectively, occupy a living body. A still living creature, a dead soul so bound, or a soul of an epic-level creature may make a DC 40 Will save to avoid Ramiel's dominion over the dead.

Ramiel automatically commands any non-epic incorporeal undead within 200 feet of him, and is capable of directing them in combat. Higher leveled incorporeal undead are allowed a similar save to resist the effect.

 : Ramiel exists in a state of fugue, between life and death. He is alive, and he is dead, and yet, he is neither. As a result he is present and not on both the physical and ethereal planes at the same time, existing between these planes in a state of flux. Ramiel's fugue barrier acts as a shield with a strength equal to his Charisma bonus (standardly 15, for 450 hit points) and shield hardness 50. Attacks that bypass deflection bonuses or shields do not automatically bypass this barrier.

The fugue barrier stops any and all forms of damage that Ramiel is not immune to, and reduces spells that affect him to raw magical damage that deals 10 points of damage per spell level to the barrier.

Only attacks that affect both corporeal and incorporeal foes at once and do not have to roll for miss chance against normal incorporeal foes stand a chance of reducing the fugue barrier, but even those attacks have a 100% miss chance. The same goes for any spell, including area spells and non-damaging spells that are capable of affecting the material and ethereal simultaneously. This protection lasts for as long as Ramiel's fugue barrier is up and in place. When the fugue barrier is reduced to 0 hp, Ramiel can be damaged by any attack and spell normally.


 * A weapon capable of reducing Ramiel's fugue barrier (like an artifact or ghost touch weapon) reduces the miss chance by 10% for every point of base enhancement bonus over +5.


 * A spell capable of reducing Ramiel's fugue barrier (like a force spell or an epic spell) as cast by a spellcaster with a caster level of 21st or over, reduces the miss chance by 5% for every caster level over 20.


 * Attacks or spells cast by divine creatures are inherently capable of reducing Ramiel's fugue barrier somewhat, by 5% per divine rank, or 10% plus an additional 10% per true celestial rank the attacking creature has. This stacks with the normal reduction for attacking with weapons or spells capable of reducing the barrier.


 * Any attack or spell cast by creatures that are divine anathema, such as Abominations, are capable of reducing Ramiel's fugue barrier by 15%. Higher generations of Abomination reduce the fugue barrier by an additional 15% for every generation above 6th (maximum of 90% at 1st generation).


 * Any creature that exists in a similar state of being, between life and death, may ignore Ramiel's fugue barrier completely.

True Celestial (3.5e Subtype) : Ramiel's divine aura hedges out all spells and spell-like abilities of level 6 or lower.

True Celestial (3.5e Subtype) : Ramiel's divine presence extends out in a 70-foot emanation. Its frightful presence effect affects all non-good creatures, frightening those of 14 HD or less, and rendering others shaken. A DC 40 Will save negates the effects.

Rebuke Undead (Su): Ramiel can rebuke undead, with a +6 bonus to his effective cleric level. He can do this at will without limit.

True Celestial (3.5e Subtype) : All of Ramiel's attacks deal extra damage to good creatures as per the holy smite spell, effective caster level 7th.

SRD:Spell-Like Abilities: Ramiel can use every spell within the Death, Evil, Genocide, Law and Undeath domains as at will spell-like abilities. Furthermore, he has access to the following.

At will&mdash;; 3/day&mdash;; 1/day&mdash;. Caster level 21st. Save DCs are Charisma-based.

The following abilities are always active on Ramiel's person, as the spells (caster level 15th) detect good, detect thoughts (DC 16), true seeing, tongues.

Ramiel's spell-like abilities are divine in nature.

SRD:Spells: Ramiel can cast divine spells as a 21st level cleric, with access to two of the following domains:. The save DCs are Wisdom-based.

As a true celestial of great power, Ramiel is capable of weaving his own divine spark into great divine spells that far exceed the limits of mortal magic. When interacting with mortal magic, deific magic is effectively extraordinary in nature, but it is treated as being supernatural when interacting with epic spells, other deific spells, and salient divine abilities. As a rank 6 true celestial, Ramiel has 6 deific charges that return at a rate of 1 charge per round, and that can be channeled into the following effects.


 * Deific spells and stuff.

Maneuver-Like Abilities
Ramiel possesses unique maneuver-like abilities. He may choose to spend one standard action to recover an expended maneuver. This maneuver cannot be used in the same round in which it is recovered.


 * Maneuver-like abilities.

Ramiel's Equipment
The chains pass right through physical matter, though they interact with souls, spirits and other ethereal beings as though they are physical objects. As such, Ramiel's chains bypass any form of physical and material damage reduction, including DR/-. The chain passes harmlessly through inanimate matter, as well as through creatures that have no spirit like constructs and corporeal undead. Ramiel uses his chains in many of his maneuver-like abilities.