Daelkyr, Xoriat Scion

    This inhumanely beautiful being before you writhes in a serpentine grace; its features too elegant and too... alien to behold. As you attempt to keep your eyes focused on one specific part of the creature... the edge of its weapon... the folds of its armor... the line of its neck... the... the... the...

    All that poor Seimyk could remember before he drove the tip of his dagger through his own wrist was that those painfully beautiful eyes told him to it. And he simply could not refuse them.

Daelkyr, Xoriat Scion

CR 20

XP: 307,200

Neutral Evil Medium Outsider (Daelkyr, Evil, Extraplanar)

Init: +9; Senses: darkvision 60', low-light; Perception +29

Aura: Aura of Madness (20' radius, DC 29)

DEFENSE:

AC: 35, Touch 15, Flat-Footed 30 (+5 Dex, +12 natural, +8 armor)

HP: 290 hp (20d10+160); fast healing 5

Fort: +14; Ref: +17; Will: +18

DR: 10 / byeshk and good; Fortification: Light (25%)

Immune: Daelkyr immunities; SR: 28

OFFENSE:

Speed: 40'

Melee: Slam +26/+21/+16/+11 (1d6+6 plus Corrupting Touch) or

           Tentacle Whip +27/+22/+17/+12 (1d4+7 plus Corrupting Touch)

           or by weapon.

Space: 5 ft.; Reach: 5 ft. or 15 ft (tentacle whip) 

Spell-Like Abilities: (CL 20th, concentration +28, spell penetration +22)

    At Will - Baleful Polymorph (DC 24), Confusion (DC 24), Dimension Door, Feeblemind (DC 24), Haste, Mind Fog (DC 24), Polymorph, Slow (DC 22)

    3/day - Flesh to Stone (DC 25), Quickened Insanity (DC 27), Quickened Polymorph Any Object (DC 27), Stone to Flesh (DC 25)

STATISTICS:

Str 22, Dex 21, Con 26, Int 25, Wis 22, Chr 25 

Base Atk: +20; CMB: +26 (+4 vs. trip, +2 vs. disarm or steal); CMD: 41 (+2 vs. trip)

Feats: Ability Focus (Aura of Madness), Blind-Fight, Combat Expertise, Combat Reflexes, Greater Spell Penetration, Improved Initiative, Improved Trip, Quicken Spell-like Ability (Insanity), Quicken Spell-Like Ability (Polymorph Any Object), Toughness, Spell Penetration

Skills: Acrobatics +28, Bluff +30, Disguise +30, Heal +20, Intimidate +30, Knowledge (arcana) +30, Knowledge (planes) +30, Perception +29, Sense Motive +29, Spellcraft +30, Stealth +28, Use Magic Device +30

Languages: Abyssal, Common, Daelkyr, Draconic, Goblin, Infernal, Orc, Undercommon

SPECIAL ABILITIES:

    Aura of Madness (Su): As a free action, a Xoriat Scion can trigger a 20-foot radius burst of insanity and confusion, centered on itself. Any other creature within the area of effect, except aberrations and other daelkyr, must make a Will save, DC 30, or be affected by a Confusion spell (caster level 20th). This is a Charisma based save and includes the Ability Focus modifier.

    Corrupting Touch (Su): Whenever a Xoriat Scion successfully makes physical contact with another creature, whether it is by a slam attack, touch attack or successful combat maneuver, that creature takes 1d6 points of ability damage (Xoriat Scion's choice, no saving throw). Striking the Xoriat Scion with a natural weapon does not invoke this ability.

    Host Benefits (Living Breastplate): See Living Breastplate for full details on this symbioate. Here are the important aspects for the Xoriat Scion.

        Armor (Ex): When the living breastplate is worn, the host is considered to be wearing medium armor with a +8 armor bonus, an Armor Check penalty of -2, spell failure chance of 15%, no reduction in speed and a maximum Dexterity bonus of +5. While worn, the living breastplate is considered to take up the armor slot.

        Damage Reduction (Ex): When the living breastplate is worn, the host also gains damage reduction of 10 / byeshk. This does not stack with the Xoriat Scion's own damage reduction.

        Enhance Constitution (Su): When the living breastplate is worn, the host also gains a +4 enhancement bonus to their Constitution score.

        Light Fortification (Ex): When the living breastplate is worn, the host gains Light Fortification, as per the armor enchantment of the same name.

        Stabilization (Ex): When the living breastplate is worn and the host drops below 0 hit points, the living breastplate will automatically stabilize the host as an immediate action by dealing 1 point of Strength damage. The host will do this automatically without any action from the host and regardless of the host's intention or desire.

        Telepathy (Su): A living breastplate can communicate telepathically with its host, if the host has a language.

    Host Benefits (Tentacle Whip): See Tentacle Whip for full details on this symbiote. Here are the important aspects for the Xoriat Scion.

        Weapon (Ex): When the tentacle whip is worn, it is considered to be a masterwork scorpion whip except that it has 15' reach instead of the normal 10' and the host is always wielding it. If the attack is successful, it also injects poison as detailed above. It can also be used to resolve touch-delivered effects.

        Improved Proficiency (Ex): When the tentacle whip is worn, the host is considered to have Agile Maneuvers, Exotic Weapon Proficiency (scorpion whip), Improved Disarm, Improved Trip, Improved Steal and Weapon Finesse as bonus feats, but only as they apply to using the tentacle whip. These benefits stack, as per usual, with the weapon qualities of a scorpion whip (like disarm and trip).

        Telepathy (Su): A tentacle whip can communicate telepathically with its host, if the host has a language.

ECOLOGY:

Environment: Xoriat

Organization: Solitary

Treasure: Triple Standard (Living Breastplate, Tentacle Whip and other treasure) 

Role: Skill

Source: ECB, pg. 278

    Scions of Xoriat are unchallenged rulers of Xoriat... or at least that is what any remaining legend or tale that even mentions them says. The truth of the matter is that while Scions of Xoriat were seen during their first incursion against the orcs and hobgoblins of ancient Khorvaire, the details of those events are quite sketchy and light on the details.

    While it is known that the Scions of Xoriat certainly ruled over the aberrations that they were responsible for bringing to, or in some cases making on, Khorvaire, whether or not they serve some even more fearsome power was never determined. Regardless, these beings are dangerous beyond belief and it often took entire armies to deal with even one of them.

    In conflict, some measure of their madness shines through their tactics. Some are paranoid beyond belief and lay down multiple traps in order to force his opponents into wasting resources just catching up to him. Others are drawn to wade headlong into the middle of combat, not caring of their realistic chances of success. Still others thrived on escaping immediate detection, only to be rediscovered as some rescued comrade and work their power from within. Regardless of their specific flavor of psychological damage, all are shrewd and clever enough that no plan, no matter how suicidal, is anything but a brilliant strategy in the end.

    In direct combat, Scions of Xoriat are quick to use their Aura of Madness, repeatedly if necessary, to erode the will of the opposition. In the meantime, he will use Haste, followed by alternating uses of Slow and Dimension Door to target and separate the opposition, following up with his slam attack to deal massive amount of attribute damage,