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ScarmiglioneHunched over, the Blighted Despot lurches closer to you, but can hardly be seen beneath his long, dun cloak, only golden eyes that glisten with malice.– Manly Man

Scarmiglione (CR 9)

XP 6,400
NE Medium Undead (Archfiend, Boss, EarthShadow)
Init +10; Senses Darkvision 120 ft.; Perception +18
Aura Black Aura (10 ft., 2 shadow damage per round)

DEFENSE

AC 23, touch 17; flat-footed 17 (+7 natural, +6 dex)
hp 270 [380] (10d12+70)
mp 50
Fort +9, Ref +9, Will +12
DR 10/bludgeoning and magic; Immune channel, earth, undead traits; Strong Lightning
Weakness Holy

OFFENSE

Speed 30 ft.; Climb 20 ft.
Melee Bite +13 (1d8+9 plus Poison and Curse), 2 Claws +13 (1d10+12 plus Disease and Sap)
Ranged necrotic feedback +13 (2d6 shadow damage, range 120 ft.)
Burst Mode Oarsman of the Underworld
Spells Known (FC CL 10th, Concentration +16)
0th (DC 16) – dark orb, detect magic, disrupt undead, message, penumbra, touch of fatigue, touch of lethargy, touch of torment
1st (DC 17) – bone armor, dark, detect undead, dread, enfeeblement, fear, summon undead I, undead touch, virulence
2nd (DC 18) – bone shield, dark II, death armor, death knell, false life, ghoul touch, lesser animate dead, spectral hand, summon undead II, wound
3rd (DC 19) – animate dead, dark III, darkra, dispel, halt undead, mass enfeeblement, pain, ray of exhaustion, summon undead III, vampiric touch, void aura
4th (DC 20) – bestow curse, boneshatter, burning blood, dark IV, dread spikes, enervation, greater false life, greater fear, raise, shadow projection, shadow step, slay living, summon undead IV, undead torch, woundra
5th (DC 21) – black spot, blight, blood boil, breath of life, darkga, drain, gloom, magic jar, painga, summon undead V, waves of fatigue, zombify

STATISTICS

Str 26, Dex 23, Con -, Int 19, Wis 20, Cha 22
Base Atk +7; CMB +15; CMD 31
Feats Cleave, Lunge, Improved Initiative, Power Attack (included in the statistics above), Toughness
Skills Acrobatics +18, Climb +20, Intimidate +19, Knowledge (arcana) +25, Knowledge (dungeoneering) +20, Knowledge (engineering) +20, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nature) +25, Knowledge (nobility) +20, Knowledge (planes) +25, Knowledge (religion) +30, Perception +18, Stealth +19, Use Magic Device +16
Languages All
SQ Grave Consequences, Necrotic feedback

SPECIAL ABILITIES

Oarsman of the Underworld (Su)

This Burst Mode allows Scarmiglione to guide his enemies to their deaths as he sees fit. Upon activating this ability, he may select any number of enemies within 60 feet and relocate them to any point within the affected area he chooses, so long as they are touching the ground; airborne creatures are brought to the ground, but do not take falling damage. A Will save (DC 10 + 1/2 HD + Charisma modifier) negates this effect. In addition, for a number of rounds equal to 1 + 1 round for every four HD, Scarmiglione’s black aura ability doubles in range, deals 5 points of shadow damage, deals 2d6 shadow damage whenever struck in melee, and any and all attacks Scarmiglione makes deal an additional 1d6 points of shadow damage.

Black Aura (Su)

All creatures within a 10 ft. radius of Scarmiglione take 2 points of shadow damage per round. When struck in melee, all adjacent creatures, as well as the one who struck him, take 1d6 shadow damage.

Curse (Ex)

Bite — injury; save Will DC 21; frequency 1/round for 6 rounds; effect unable to perform Limit Breaks; cure 1 save.

Disease (Ex)

Claw — injury; save Fort DC 21; frequency 1/round for 4 rounds; effect prevents from receiving healing; cure 1 save.

Grave Consequences (Su)

When either creating or summoning undead creatures through a spell, Scarmiglione only spends a standard action to do so, if the spell normally takes longer to cast.

Necrotic Feedback (Su)

When Scarmiglione is struck by a ranged attack, he may, as a free action, respond with a ranged touch attack upon the one who attacked him. If it hits, the target takes 2d6 shadow damage.

Poison (Ex)

Bite — injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d6 non-elemental damage; cure 1 save.

Sap (Ex)

Claw — injury; save Fort DC 21; frequency 1/round for 4 rounds; effect 2d4 non-elemental damage; cure 1 save.