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    Demon Lord, Vepar (Duke of Dagon)

    This creature appears as a giant-sized merman with coppery-brown skin and silver scales. Its long black hair is braided and it carries a menacing-looking trident.

    Vepar (Duke of Dagon) CR 21

    XP 409,600
    CE Large outsider (aquatic, chaotic, demon, evil, extraplanar)
    Init
    +12; Senses darkvision 60 ft.; Perception +45
    Aura
    unholy aura (DC 27)

    DEFENSE

    AC 37, touch 26, flat-footed 29 (+8 Dex, +11 natural, –1 size, +9 profane)
    hp
    363 (22d10+242)
    Fort
    +26, Ref +21, Will +15
    DR
    15/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 32

    OFFENSE

    Speed 20 ft., swim 60 ft.
    Melee
    +2 trident +35/+30/+25/+20 (2d6+13/19–20) or 2 claws +33 (1d8+11 plus hypothermic touch)
    Space
    10 ft.; Reach 10 ft.
    Spell-Like Abilities (CL 20th)

    Constantunholy aura (DC 27)
    At will
    blasphemy (DC 26), control weather, control winds (DC 24), control water, detect good, detect law, fear (DC 23), greater dispel magic, greater teleport (self plus 50 pounds of objects only), polymorph (self only), water breathing (others only, DC 22)
    1/day
    ice storm, implosion (DC 28), summon (level 9, 2d6 shrroths, 1d4 hezrous, 1d2 nalfeshnees or mariliths, or 1 balor 100%)

    STATISTICS

    Str 33, Dex 26, Con 33, Int 27, Wis 27, Cha 29
    Base Atk
    +22; CMB +34; CMD 61 (can’t be tripped)
    Feats
    Alertness, Blind-Fight, Cleave, Deceitful, Great Fortitude, Improved Critical (trident), Improved Initiative, Power Attack, Quicken Spell-Like Ability (ice storm), Weapon Focus (claw), Weapon Focus (trident)
    Skills
    Bluff +38, Diplomacy +31, Disguise +35, Escape Artist +30, Intimidate +31, Knowledge (arcana) +30, Knowledge (geography) +30, Knowledge (planes) +33, Knowledge (religion) +30, Perception +45, Sense Motive +37, Stealth +29, Survival +30, Swim +22, Use Magical Device +31; Racial Modifiers +8 Perception
    Languages
    Abyssal, Aquan, Celestial, Common, Draconic, Infernal, Undercommon; telepathy 100 ft.
    SQ
    amphibious
    Gear
    Demonbrand

    SPECIAL ABILITIES

    Hypothermic Touch (Ex)

    Those hit by Vepar’s claw attack must make a successful DC 32 Fortitude save or be overcome with bone-numbing cold that deals 1d8 points of Dexterity damage. A successful save reduces the ability score damage by half. The save DC is Constitution-based.

    GEAR

    Unique Item: Demonbrand

    Vepar’s unique weapon is a Large +2 trident that can cast magic missiles seven times per day as a swift action (CL 15th). Additionally, the wielder can cast waves of fatigue once per day (CL 15th).

    Source
    Tome of Horrors Complete
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