Fireseed New Mount

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Iago,

Legendary Huge
Outsider, Evil
Extraplanar
subtype.
HD: 1020, DR
30/epic
Init: +6
Spd: 90ft, fly 200ft
good
AC 62 (-2 size, +2
Dex, +64 Natural)
BAB/Grapple:
+60/+82
Full attack: 2
Hooves +80 Melee
(4d6+20+1d4
Fire+2d6 versus
Good) and a Bite
+75 Melee
(4d6+10+2d6 vs
Good)
F/R/W=
+40/+31/+33
Str 51, Dex 14,
Con 32, Int 22,
Wis 18, Cha 18
Maven- Iago knows the following skills at Rank 63 + the relevant skill modifier:
Bluff, Concentration, Diplomacy, Disguise, Intimidate, Knowledge (arcana, the planes), Perception, Stealth, Sense
Motive, Survival (+2 in other planes/tracking)
Feats: Alertness, Cleave, Improved Initiative, Power Attack, Run, Track
Special Attacks and Qualities:
Astral Projection/Etherealness- As the spell at will, as if a 20th level caster.
Darkvision 60ft
Flaming Hooves-Iago’s hooves sets combustible materials alight. Iago may cross muddy, sandy, or swampy ground
without difficulty; he is even able to water walk as the spell, with unlimited duration
Smoke- 45ft cone, opponent is -2 to attack/damage for 6 minutes Used as a free action 1 per round. This grants the
nightmare concealment from 5 ft away, and total concealment from 10ft away or further. Fort DC 10 + ½ HD + Con
mod (Iago’s DC is 51). He may see through his own smoke without difficulty.
Steed of Cania- All fire damage inflicted by Iago’s fire is considered hellfire damage, which trumps fire resistance
and immunity.
Greater Burning Body (Ex): The damage dealt by a cauchemar's Burning Body is 26d6. Creatures striking the
cauchemar or its rider with a melee weapon are subject to this damage, even if they do not directly touch it. Iago
may have his fire inflict only normal fire damage to his rider.
Infernal Stallion(Su): Iago can as an immediate action replicate a Freedom of Movement effect on himself for 1
round and for the duration his Burning Body ability deals extra fire damage equal to ½ his HD. If a creature was
riding Iago, it must succeed on a Ride check with DC 90 (10+HD+ Iago’s Str mod) or be thrown off into an adjacent
square of the Nightmare's choice. Once used , it cannot be activated again for 1d4 rounds.
Teamwork (Ex): Whenever Iago hits a creature with a natural attack, his rider gains a +2 bonus on attack and
damage rolls against that creature for 1 round. Whenever his rider inflicts damage to a creature, Iago gains a +2
bonus on attack and damage rolls against that creature for 1 round.
Lingering Flames (Ex): Whenever Iago strikes a creature with a natural attack that creature must make a Reflex
save 51 (DC = 10 + half your HD + your Con modifier) or catch fire, taking 26d6 Hellfire damage each round. A
character is entitled to another Reflex save at the same DC each round in order to extinguish the flames, which
otherwise follow the normal rules for catching fire. Only his first successful attack carries this effect.
Burning Cloak (Su): Iago takes half damage from cold-based attacks, similar to a fire shield spell. In addition, he
gains +4 to saves versus all spells with the [Fire] and [Cold] descriptors. If such an attack allows a Reflex save for
half damage, he instead takes no damage on a successful save.
Fire Immunity (Ex): Iago is immune to fire.
Trail of Fire (Su): When Iago leaves a square he can choose for it to become filled with flames for 1 round. Any
creature entering the square is affected by Iago's Burning Body (Reflex DC 51 for ½) (10 + half your HD + your
Con modifier) . He cannot place multiple layers of flames, even if he passes through a square multiple times.
Nightmarish Presence (Ex): Any enemy within 5ft/HD must make a Will save DC 44 (DC = 10 + half your HD +
your Cha modifier) or become shaken for as long as it can see Iago and for 1 minute thereafter. A creature who
succeeds on their saving throw against this ability is immune to it for 24 hours, but not to the Frightful Presence of
other cauchemars. If Iago’s rider also has Frightful Presence or a Fear Aura, the abilities are combined. Use the
higher DC of both abilities +2, the larger of the two radii, and inflict both sets of penalties on a failed save (which
stack with each other). Even creatures normally immune to fear suffer this effect if they fail their save by 5 or more.
Greater Planar Gallop (Su): Iago can move between any two adjacent planes when using its Planar Gallop ability.
In doing so, he travels in a straight line at double his normal move. At the mid-way point of its movement, the
nightmare passes through a fiery gate (as the spell) which persists for 2d4 rounds. The nightmare can create a gate to
the Astral Plane from any plane, a gate to the Ethereal Plane from the Material Plane, or a gate to the Material Plane
from the Ethereal Plane. Other creatures can pass through the gate while it persists, but take damage as if they had
touched the nightmare. A gate connecting the Material and Ethereal Planes exists in the same position in both
planes, while a gate to the Astral Plane connects to a random location in that plane.
In addition, while on the Ethereal Plane it can enter the dreams of a creature on the Material Plane; this functions as
the dream spell, except that it travels bodily through a gate as normal (and other creatures who pass through the gate
can also influence the dream); when the effect ends, any creature who has entered its dreams through the gate is
ejected into the Ethereal Plane. The nightmare may also choose to give the creature frightening dreams, duplicating
the effects of a nightmare spell.
Unholy Strike (Su): Iago's attacks gain the unholy property, dealing +2d6 damage vs good creatures.
Clause of Obeisance- Anyone wishing to bend Iago or any of the other legendary cauchemar to their service must
undergo a proper ritual. First, the herd of cauchemar must be located, and a healthy bounty of platinum flakes (worth
100 Platinum per HD) must be sacrifice to appease their healthy appetite and ego. Then the petitioner must mount
the cauchemar and endure a hellish ‘breaking’ ceremony, which could very well end in the petitioner’s breaking.
The cauchemar will spend the next 10 hours attempting to dislodge, disable or kill their would-be rider. The
petitioner must successfully engage in 10 attempts to ‘break’ the cauchemar’s spirit, at least long enough to ensure
that it won’t destroy them. The Handle Animal break DC is 60 and each check represents an hour’s effort.. A failed
attempt renders the rider off-balance, increasing the DC by 2 for each consecutive failure. The would-be rider only
may fail 3 such checks; if they fail more than that, the cauchemar will throw the petitioner prone to the ground,
inflicting 2d6 damage + Strength modifier. Then the entire herd of cauchemar will turn on the failed rider and
attempt to eat them alive, even pursuing them across dimensional boundaries to do so. Even a successful rider takes
1pt of Constitution damage per hour/ successful check, due to the rigors of a very dedicated would-be mount trying
to flit between planar layers and scrape you off on a particularly edged one.
If the rider successfully ‘breaks’ the cauchemar, the steed willingly (if not cheerfully) follows the character as a
cohort for 1 year per point of Charisma modifier. If treated particularly well during this period (catered to, given
choice treasure, food, and etc), the cauchemar may choose to engage the rider as an equal partner, regardless of
alignment. However, no relationship is perfect. Cauchemar are snide, snobbish and elitist; even treasured colleagues
will get ceaseless verbal abuse in the guise of banter. Rarely will this turn violent, unless the cauchemar is
mistreated. Then, seeing this as a breach of etiquette and the letter of their unspoken Clause of Obeisance, the
cauchemar will have no compunctions about waiting until their former rider’s guard is down to strike at them.

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