A high-class demon that feeds on the purest of human souls. It can manipulate the power of darkness, and it is talented at bewitching the minds of humans. The demon finds glee in seeing the pure at heart fall to despair, and will go to great lengths to ensure that its prey will suffer. It is known to root doubt into others so that a party would fight amongst themselves, but if one holds a strong heart, and faces the demon while placing trust in his allies, then the chance for victory will surely come.
Erigoss (CR 16)
AC 29, touch 15, flat-footed 23 (+6 Dex, +14 natural, -1 size)
hp 263  (17d10+170)
Fort +20, Ref +11, Will +16
DR 10/cold iron or good; Immune lightning, fire, poison; Resist Earth 15, Ice 15; SR 27
Speed 40 ft., fly 90 ft. (good)
Melee +1 flaming scythe +26/+21/+16/+11 (2d6+17/x4 plus 1d6 fire), +1 flaming whip +25/+20/+15 (1d4+6 plus 1d6 fire and entangle), slam +22 (1d10+5) or 4 Slams +28 (1d10+11)
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 24 Will)
Spells Known (FC CL 17th; Concentration +23)
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
8th (DC 23) – Abyss II, Burst II, Flare II, Glacier II
9th (DC 24) – Gravija
Str 32, Dex 22, Con 30, Int 20, Wis 22, Cha 22
Base Atk +17; CMB +29; CMD 45
Feats Cleave, Combat Reflexes, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Multiweapon Fighting, Power Attack, Two-Weapon Fighting, Weapon Focus (longsword)
Skills Acrobatics +26, Bluff +26, Diplomacy +26, Fly +28, Intimidate +26, Knowledge (history, planes, religion) +26, Perception +34, Sense Motive +26, Use Magic Device +26; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ Whip Mastery
Concentrating Magical Power (Ex)
2/day, an erigoss 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 erigoss strikes a Medium or smaller foe with its whip, the erigoss can immediately attempt a grapple check without provoking an attack of opportunity. If the erigoss wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the erigoss does not.
Flaming Body (Su)
An erigoss’s body is covered in dancing flames. Anyone striking an erigoss with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples an erigoss or is grappled by one takes 5d6 points of fire damage each round the grapple persists.
Level 3 Confuse (Su)
Once every 1d4+1 rounds, the erigoss 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 24) or are inflicted with the confuse status effect. Blue mages may learn this ability as a 6th-level spell (Knowledge: Planes DC 27).
Level 4 Flare (Su)
Once every 1d6+1 rounds, the erigoss 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 17d8 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)
Once every 1d4+1 rounds, the erigoss 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 24) or die. Blue mages may learn this ability as a 6th-level spell (Knowledge: Planes DC 27).
Slam – injury; save Will DC 24; frequency for 1d4 rounds; slow status effect; cure 1 save. The save DC is Wisdom-based
Whip Mastery (Ex)
An erigoss 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.