A high-ranking demon that commands its lower-class minions in the demon world, where rank and caste is everything. It feeds on negative human emotions such as fear and hatred. Usually it leaves the dirty work to its minions, but it will make an occasional appearance when it senses a particularly strong sense of dread.
Acocrypha (CR 13)
AC 27, touch 14, flat-footed 22 (+5 Dex, +13 natural, -1 size)
hp 189  (14d10+112)
Fort +17, Ref +9, Will +14
DR 10/cold iron or good; Immune lightning, fire, poison; Resist Earth 10, Ice 15; SR 24
Speed 40 ft., fly 90 ft. (good)
Melee +1 longsword +21/+16/+11 (2d6+14/19-20), +1 flaming whip +21/+16/+11 (1d4+5 plus 1d6 fire and entangle), slam +17 (1d10+4) or 4 Slams +22 (1d10+9)
Space 10 ft.; Reach 10 ft. (20 ft. with whip)
Special Attacks Concentrating Magical Power, Lvl. 3 Confuse, Lvl. 4 Flare, Lvl. 5 Death, Silence (DC 22 Will)
Spells Known (FC CL 14th; Concentration +19)
1st (DC 16) – Blizzard, Dark, Fire, Thunder
2nd (DC 15) – Blizzard II, Dark II, Fire II, Thunder II
3rd (DC 16) – Blizzara, Blizzard III, Dark III, Darkra, Fira, Fire III, Thundara, Thunder III
4th (DC 17) – Blizzard IV, Dark IV, Fire IV, Thunder IV
5th (DC 18) – Blizzaga, Darkga, Firaga, Gravity, Thundaga
6th (DC 19) – Abyss, Burst, Flare, Glacier
7th (DC 20) – Graviga
Str 28, Dex 20, Con 26, Int 18, Wis 20, Cha 18
Base Atk +14; CMB +24; CMD 39
Feats Cleave, Combat Reflexes, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Multiweapon Fighting, Power Attack, Two-Weapon Fighting
Skills Acrobatics +22, Bluff +21, Diplomacy +21, Fly +24, Intimidate +21, Knowledge (history, planes, religion) +22, Perception +30, Sense Motive +22; Racial Modifiers +8 Perception
Languages Abyssal, Celestial; telepathy 100 ft.
SQ Whip Mastery
Concentrating Magical Power (Ex)
2/day, an apocrypha can cast two spells using one standard action. Both of the spells must have the same standard action casting time. The demon can make any decisions concerning the spells independently of each other.
If an apocrypha strikes a Medium or smaller foe with its whip, the apocrypha can immediately attempt a grapple check without provoking an attack of opportunity. If the apocrypha wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the apocrypha does not.
Flaming Body (Su)
An apocrypha’s body is covered in dancing flames. Anyone striking an apocrypha with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples an apocrypha or is grappled by one takes 3d6 points of fire damage each round the grapple persists.
Level 3 Confuse (Su)
2/day, the apocrypha whistles a tune of confusion towards all his enemies within a 30 ft. radius of him. All creatures with a total HD that is a multiple of 3 must make a Will save (DC 21) or are inflicted with the confuse status effect for 3d3 rounds. Blue mages may learn this ability as a 6th-level spell (Knowledge: Planes DC 27).
Level 4 Flare (Su)
1/day, the apocrypha releases bolts of fire streaks towards all his enemies within a 30 ft. radius of him, exploding into intense flames inflicting to all creatures with a total HD that is a multiple of 4 dealing 14d8 points of fire damage and inflicting the burning status effect for 1d4 rounds. Blue mages may learn this ability as a 7th-level spell (Knowledge: Planes DC 29).
Level 5 Death (Su)
2/day, the apocrypha can call forth a great wraith who scythes at all enemies within a 30 ft. radius of him. All creatures with a total HD that is a multiple of 5 must make a Fortitude save (DC 21) or die. Blue mages may learn this ability as a 6th-level spell (Knowledge: Planes DC 27).
Slam – injury; save Will DC 22; frequency for 1d4 rounds; slow status effect; cure 1 save. The save DC is Wisdom-based
Whip Mastery (Ex)
An apocrypha treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe’s armor.