Regulus the Imprisoned (3.5e Monster)
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|Regulus the Imprisoned|
|Size/Type:||Medium Outsider (Evil, Extraplanar, Shapechanger)|
|Hit Dice:||12d8+72 (168 hp)|
|Speed:||40 ft, climb 40 ft, swim 40 ft|
|Armor Class:||27 (+5 dex, +12 natural), touch 15, flat-footed 22|
|Attack:||+3 Claw +20 melee (1d6+8, 19-20/x2) or +3 Bite +15 melee (1d8+6 plus blood drain, 20/x2)|
|Full Attack:||+3 Two Claws +20 melee (1d6+8, 19-20/x2) or +3 Bite +15 melee (1d8+6 plus blood drain, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Blood Drain, Brutal Natural Weapons, Change Shape, Quickening Arts, Spells, Rebuke Undead 8/day|
|Special Qualities:||Dark Dreaming, Darkvision 60 ft, DR 10/silver, Extraordinary Health, Light Blindness, Immunities, Pseudo-Undead Traits, Resist Acid 20, Summoning, Telepathy 100 ft, True Seeing|
|Saves:||Fort +12, Ref +11, Will +12|
|Abilities:||Str 20, Dex 20, Con 22, Int 25, Wis 23, Cha 25|
|Skills:||Balance +20, Bluff +22, Climb +13, Concentration +21, Diplomacy +22, Hide +20, Intimidate +22, Knowledge Arcana +22, Knowledge Nobility +22, Knowledge Religion +22, Listen +21, Move Silently +20, Sense Motive +21, Spellcraft +22, Spot +21, Swim +13, Tumble +20|
|Feats:||Blood RallyB, Medusa's Eye (DC 23), Jagged Edge, Persistence of Undeath, Blind-Fight, Blindsight 5-ft. Radius|
|Alignment:||Always Neutral Evil|
|Advancement:||By character class|
Born out of the wicked dead heart of an unliving lord, the archfiend Regulus enjoyed the station of warlord for a time being, until one fateful day a fell deal imprisoned him within an unending darkness. Ever since he struggles to get free, whispering dark secrets to mortals to guide them to his ultimate release.
While certainly a fiend, it is strongly believed Regulus the Imprisoned was once Night Lord Regulus, a powerful vampire lord who dominated the mortal realm under the cover of eternal night. His rule was unquestioned, but as things always go eventually heroes stood up to depose him from his vile throne and return the light to the world. In a great battle he absorbed the powers of Hades itself, and in the process transformed into something not quite himself. When he was slain, instead of dying he was banished to the lower realms where he became a fiend.
Ever hungry for power, he was eager to begin working up the ranks of yugoloths, demons, and devils alike and soon amassed a power that seemed to rival what he had in life, but this time the forces of evil conspired against him. Tricked in his power lust by cruel misfortune he was cursed yet again, this time shackled to a lightless void below the layers of Hades itself and encased in a crystal of fiendish blood, ever enriched by the drippings of the Blood War above. There Regulus lashes out against his case unable to escape, but this situation has begun to change with time as his voice echoes within the dreams and nightmares of others. One day he will be released, and he will have his revenge.
As a fiend he appears as a monstrous wingless bat humanoid, with sharp claws and fangs and an armored carapace of mottled flesh. He stands at 7 ft tall and weighs 400 lbs. Regulus speaks a multitude of languages, but defaults to Infernal for most business. He is said to be quite capable of recalling his vampiric charm and grace, but his anger is that of a legendary demon.
Regulus is rarely even able to interact with others, but if somehow released or joined within his prison, he fights with the fury born of desperation. He throws down as many debuffs that will stick to the most targets while pinging away at their health with quickening arts, then begins throwing powerful fire spells down to take out the weakened and frail. He restores to melee attacks if the opportunity seems ripe or he is in dire need of healing through his blood drain ability.
Blood Drain (Ex): Whenever making a successful bite attack, Regulus deals 1 Con damage to any blood bearing creature, and subsequently heals as if resting for 8 hours (12 hp and 1 ability damage to all scores). On a critical hit, or against a pinned creature, this damage becomes 1d4 damage and recovers a subsequently larger amount of hp and ability damage per point of Con damage.
Brutal Natural Weapons (Ex): Regulus' natural weapons are always under the effect of greater magic weapon (CL 12th) and are more potent than most natural weapons. His claws have a 19-20/x2 critical threat range, and his bite has the effect of blood drain dealing 1 Con damage on a successful hit. In addition Regulus may use its bite attack in a grapple at no penalty (other than being a secondary weapon).
Change Shape (Su): Regulus can assume the form of a bat, dire bat, wolf, or dire wolf, or as a gaseous form at will as a standard action with unlimited duration. It loses its natural attacks and gains the natural attacks (if any) of the new form. Changing back is a standard action.
Dark Dreaming (Su): Once per night Regulus may use either dream or nightmare upon any creature he is aware of, entering a trance-like state to do so. He uses this to communicate with the outside world. When trancing, he can see through any artifacts or altars dedicated to him as if he were scrying upon the area, and so has spent a great deal of time doing exactly this.
Extraordinary Health (Ex): Regulus always benefits from maximum hp per HD.
Immunities (Ex): Regulus is immune to cold damage, death effects, disease, paralysis, petrification, poison, and sleep effects.
Pseudo-Undead Traits (Ex): While Regulus is not undead, his apparently undead origins provides him with the ability to be treated as an undead when beneficial. He obtains healing from both positive and negative energy damage, and mindless undead do not naturally attack Regulus. Meanwhile Regulus shows a sensitivity to light, and
Quickening Arts: Regulus has mastered a fighting style which rapidly dispenses attacks, allowing him to dominate even when outnumbered. With a swift action Regulus can use up to two of any of the quickening arts below, unless specified otherwise, and Regulus often makes use of it every round. Each art can only be used once per round. Select from below:
- Dark Metamorphosis (Su): For 1 round all physical attacks deal an additional 5 hp of damage, and absorb it as healing. This stacks with Blood Rally, and is not limited to damage taken 1 round ago.
- Depuration (Su): Choose one status effect afflicting Regulus, they can make an additional saving throw against the effect (if one was permited) and if successful they can choose to ignore its effects for 1 round. This suppresses but does not cure the condition, and may be performed even if otherwise unable to use actions (but not if dead).
- Fire Bolts (Su): Launch 4 bolts of fire that deal 2d6 fire damage on a ranged touch attack out to 60 ft. They must target different squares so most creatures can only be struck by one bolt. However creatures that take up multiple squares (Large and larger) can potentially be be struck by more than one bolt.
- Meteor Kick (Ex): Regulus moves up to 30 ft in the air, and then immediately comes down half the distance traveled horizontally making a single claw attack with the effect of flaming burst on any creature within his reach. Minimum height of 10 ft for 5 ft of movement. The act of leaping provokes attacks of opportunity.
- Shadow Cloak (Ex): Regulus cloaks themselves in a protective sheathe of shadows. As long as he does not move more than 5 ft in the round, he is immune to critical hits and sneak attacks.
- Shadow Movement (Su): Regulus becomes wrapped in shadows and ghostly, allowing him to move without provoking attacks of opportunity and allowing him to pass through objects up to 5 ft thick, and escape grapples by moving away as long as the grappler cannot grapple incorporeal creatures. They are not incorporeal for any other purpose.
Spells: Regulus casts divine spells at a 12th level cleric, but drawn from both the cleric and sorcerer/wizard spell lists. He does not possess any domains or domain spell losts. The save DCs are Intelligence based.
Typical Spells Prepared (6/7/6/6/4/4/3; save DC 17 + spell level): 0—arcane mark, detect magic, guidance, mage hand, prestidigitation, touch of fatigue (DC 17); 1st—chaos blaze (DC 18), chill touch (DC 18), erzebet's skull bomb (DC 18), grease (DC 18), obscuring mist, perseverance, possessed hand (DC 18); 2nd—acid arrow, minor image (DC 19), mirror image, resist energy, voodoo doll (DC 19); 3rd—belladone's curse of stolen boons (DC 20), bestow curse (DC 20), dispel magic, great thunderclapSpC (DC 20), infectious affliction, reveal doom (DC 20), vampiric touch; 4th—corporeal instabilitySpC (DC 21), flame pillars (DC 21), inflict critical wounds (DC 21), spicule barrage (DC 21); 5th—baleful polymorph (DC 22), flame strike (DC 22), greater command (DC 22), mass contagionSpC (DC 22); 6th—blade barrier, mass inflict moderate wounds (DC 23), spectral vanish.
Skills:Regulus has a +8 racial bonus on Climb and Swim checks. He can always choose to take 10 on Climb checks, even if rushed or threatened. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line.