Devil's Mouth Executor

Devil's Mouth Executor     CR 22 XP 614,400 Female elf antipaladin 16/alchemist 6/Champion 3 (Pathfinder RPG Advanced Player's Guide 26, 118) CE Medium humanoid (elf) Init +15; Senses low-light vision; Perception +7

Defense

AC 35, touch 16, flat-footed 34 (+14 armor, +5 deflection, +1 Dex, +5 natural) hp 349 (22 HD; 6d8+16d10+141) Fort +34, Ref +34, Will +31; +2 vs. enchantments, +4 bonus vs. poison Defensive Abilities hard to kill; Immune sleep, disease; Resist poison resistance; SR 19

Offense

Speed 30 ft. (20 ft. in armor) Melee +5 halfling-bane handaxe +41/+36/+31/+26 (1d6+22/19-20/×3 plus 2d6 vs. Halfling) or
 * +5 vorpal adamantine handaxe +41/+36/+31 (1d6+13/19-20/×3)

Ranged +3 unholy composite shortbow +31/+26/+21/+16 (1d6+7/19-20/×3 plus 2d6 vs. good) or
 * bomb +29 (3d6+2 Fire) or
 * psychoactive bomb +25 (2d6+2 Fire)

Special Attacks aura of sin, bomb 8/day (3d6+2 fire, DC 15), channel negative energy 11/day (DC 32, 8d6), mythic power (9/day, surge +1d6), smite good Antipaladin Spell-Like Abilities (CL 13th; concentration +27)
 * At will—detect good

Alchemist Extracts Prepared (CL 6th; concentration +8)
 * 2nd—aid (2), cure moderate wounds, kinetic reverberation[UC] (DC 14)
 * 1st—cure light wounds (3), enlarge person (2, DC 13)

Antipaladin Spells Prepared (CL 13th; concentration +27)
 * 4th—greater invisibility, litany of madness[UC], resounding blow[APG] (DC 28), slay living (DC 28)
 * 3rd—animate dead, magic circle against good, greater magic weapon (2), summon monster III
 * 2nd—blindness/deafness (2, DC 26), hold person (2, DC 26), litany of eloquence[UC] (2), vestment of the champion[UM]
 * 1st—bane (2, DC 25), death candle[ARG] (DC 25), litany of weakness[UC] (2), summon monster I (2)

Statistics

Str 44, Dex 26, Con 20, Int 14, Wis 20, Cha 38 Base Atk +20; CMB +37; CMD 60 Feats Blind-fight, Brew Potion, Combat Reflexes, Greater Two-weapon Fighting, Improved Critical (handaxe), Improved Critical (shortbow), Improved Initiative, Improved Two-weapon Fighting, Lightning Reflexes, Power AttackM, Throw Anything, Two-weapon FightingM, Weapon Focus (handaxe) Skills Acrobatics +25 (+21 to jump), Escape Artist +15, Perception +7, Spellcraft +27 (+29 to identify magic item properties), Survival +30, Use Magic Device +39; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Common, Elven, Halfling, Undercommon SQ alchemy (alchemy crafting +6), amazing initiative, aura of cowardice, aura of despair, aura of evil, aura of vengeance, channel negative energy, cruelties (cruelty [cursed], cruelty [dazed], cruelty [paralyzed], cruelty [staggered], cruelty [stunned]), discoveries (darkness bomb, psychoactive bomb, wings), elven magic, fiendish boon (fiendish boon [weapon]), mutagen (+4/-2, +2 natural armor, 60 minutes), poison use, recuperation, swift alchemy, touch of corruption, unholy resilience, variant channeling (hunting variant channeling) Combat Gear +5 brilliant energy arrows (50), cube of force, potion of cure serious wounds; Other Gear +5 spell resistance (19) full plate, +5 electricity resistance adamantine heavy steel shield, +3 unholy composite shortbow (+4 Str), +5 halfling-bane handaxe, +5 vorpal adamantine handaxe, amulet of natural armor +5, belt of giant strength +6, everburning lantern, glove of storing, golembane scarab, ring of protection +5

Special Abilities

Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Always a Chance (Ex) You don’t automatically miss when you roll a 1 on an attack roll. Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Antipaladin Channel Negative Energy 8d6 (11/day, DC 32) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects. Aura of Despair (Su) Enemies within 10' take a -2 penalty on all saving throws. Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level. Aura of Sin (Su) Your weapons, and attacks against enemies within 10' of you are considered evil-aligned for the purpose of overcoming damage reduction. Aura of Vengeance (Su) You may expend two uses of your Smite Good ability to allow your allies within 10' to Smite Good, using your bonuses. Blind-Fight Re-roll misses because of concealment, other benefits. Bomb 3d6+2 (8/day, DC 15) (Su) Thrown Splash Weapon deals 3d6+2 fire damage. Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living. Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Cruelty (Cursed, DC 32) (Su) When you use your touch of corruption ability, the target is cursed, as if you had cast bestow curse, using your antipaladin level as the caster level.

You may only apply a single Cruelty ability to each use of touch of corruption, chosen w Cruelty (Dazed, DC 32) (1 rd, DC 32) (Su) When you use your Touch of Corruption ability, you may also make your target dazed for 1r.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used. Cruelty (Paralyzed, DC 32) (1 rd, DC 32) (Su) When you use your Touch of Corruption ability, you may also paralyze your target for 1 rd.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used. Cruelty (Staggered, DC 32) (8 rds, DC 32) (Su) When you use your touch of corruption ability, you may also make your target staggered for 1 rd per 2 Antipaladin levels

You may only apply a single Cruelty ability to each use of touch of corruption, chosen when used. Cruelty (Stunned, DC 32) (4 rds, DC 32) (Su) When you use your Touch of Corruption ability, you may also make your target stunned for 1 rd/4 Antipaladin levels.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used. Darkness Bomb Bomb suppresses light sources on target, as deeper darkness/ Detect Good (At will) (Sp) You can use Detect Good at will (as the spell). Disabling Strike (DC 30) (Ex) On critical hit, spend 1 power to cripple target's limbs. Mythic targets get Fort save to neg. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Everburning lantern Gives light as daylight, spend 1 power for  mythic daylight for 1 hour. Fiendish Boon (Weapon +4, 3/day) (16 minutes, 3/day) (Sp) You can enhance your weapon for 1 minute per level one or more times per day. Fires of Dawn (1d8+6, 3 minutes) (Su) 1 power and swift action for enhanced fire shield (warm shield). Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Hunting Variant Channeling (±4 Profane) Survival & ranged attack bonus/Steath penalty Immunity to Disease You are immune to diseases. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes. Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities. Poison Resistance +2 (Ex) +4 to save vs. Poison. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min. Psychoactive Bomb (6 hours) (Su) Target takes a -1 penalty on saves vs. charm, emotion, fear, and pain effects, and the DC for Intimidate checks against the victim decreases by 2. Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities. Smite Good (6/day) (Su) +14 to hit, +16 to damage, +14 deflection bonus to AC when used. Spell Resistance (19) You have Spell Resistance. Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +3 bonus and bypass all DR. Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Swift Alchemy (Ex) You can construct alchemical items in half the normal time. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Touch of Corruption (8d6, 22/day) (Su) You can inflict 8d6 damage, 22/day Two-Weapon Fighting [Mythic] As an imm. action, use 1 power to negate all two weapon fighting attack penalties for 3 rds. Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws. Wings (6 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min

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