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Adrammelech, the WrothEmperor among the scions, able to reduce to nothing aught he strikes with a single vengeful blow of his fist, created in opposition to Deudalephon the Benevolent, scion of light. Though he was made by the gods to quell the fiends that raged in the Otherworld, his immense strength and fearsome visage drew the fiends to his side, and turned him against his creators. Adrammelech rose to prominence in the Otherworld, whence he led a fiendish horde against the gods, but in the end, he was defeated. – KenjiGoombah

Adrammelech, the Wroth (CR 15)

XP 51,200
CN Large Outsider (Boss, Demon, Extraplanar, Lightning, Primal)
Init +12; Senses Blindsense 120 ft.; Perception +30

DEFENSE

AC 32, touch 22; flat-footed 24 (-1 size, +6 natural, +5 deflection, +4 armor, +8 dex)
hp 432 [608] (16d12+112)
mp 132
Fort +20, Ref +20, Will +19
DR 10/-
Immune Blind, Charm, Confuse, Silence, Sleep, Slow, Stun, Doom
Resist Fire 15, Wind 10, Holy 15, Lightning 20, Water 20, Shadow 15, Earth 10
SR 30
Weakness Ice

OFFENSE

Speed 40 ft., Fly (perfect) 60 ft.
Melee 2 Claws +25 (2d8+10 plus 1d6 wind damage), Bite +25 (2d8+10)
Space 10 ft.; Reach 10 ft.
Special Attack Flash Arc
Burst Mode Curse of the Fiend
Spells Known (FC CL 16th, Concentration +25)
0th (DC 19) – Burst of Light, Detect Magic, Read Magic, Moment, Touch of Fatigue
1st (DC 20) – Aero, Dark, Fire, Light, Mage Armor (already cast), Stone, Thunder, Water
2nd (DC 21) – Aero II, Dark II, Fire II, Haste, Light II, Slow, Stone II, Thunder II, Water II
3rd (DC 22) – Aera, Aero III, Dark III, Darkra, Dispel, Fira, Fire III, Light III, Lightra, Stone III, Stonera, Thundara, Thunder III, Watera, Water III
4th (DC 23) – Aero IV, Dark IV, Fire IV, Holy, Light IV, Stone IV, Thunder IV, Water IV
5th (DC 24) – Aeroga, Darkga, Firaga, Lightga, Stonega, Thundaga, Waterga
6th (DC 25) – Abyss, Burst, Flare, Flood, Greater Dispel, Hastega, Holy II, Quake, Radiance, Syphon, Tornado
7th (DC 26) – Blade Barrier, Burn II, Crush II, Gloom II, Drainra, Drown II, Shadow Blast, Vortex
8th (DC 27) – Abyss II, Burst II, Evaporate, Firestorm, Flare II, Flood II, Holy III, Magic Barrier, Quake II, Radiance II, Scathe, Stormbolts, Tornado II

STATISTICS

Str 30, Dex 26, Con 24, Int 24, Wis 22, Cha 28
Base Atk +16; CMB +27; CMD 50
Feats Improved Initiative, Combat Casting, Extra MP, Cleave, Combat Reflexes, Flyby Attack, Great Cleave
Skills Acrobatics +32, Bluff +24, Diplomacy +24, Fly +17, Intimidate +21, Knowledge (arcana) +28, Knowledge (geography) +28, Knowledge (history) +28, Knowledge (planes) +31, Knowledge (religion) +28, Perception +30, Sense Motive +30, Spellcraft +31, Use Magic Device +21
Languages All
SQ Doublecast, 1 MP Spell, Convert, Does not Eat, Does not Sleep

SPECIAL ABILITIES

Curse of the Fiend (Su)

This Burst Mode lets Adrammalech truly unleash his magical strength and speed. For a number of rounds equal to 1 + 1 round for every four HD, spells casted by Adrammalech gain an additional dice roll worth of damage. Additionally, he can chain cast offensive spells of the same element, up to 3rd level spells but can only expend up to 10 MP max. For example, if Adrammalech casts Dark II, he can cast it up to five times using 10 MP. This Burst Mode is not affected by the 1-MP spell ability. This limit break requires only a swift action to activate.

Convert (Ex)

3/day and once every 1d4+1 rounds, he can use this function as the Red Mage ability of the same name.

Doublecast (Ex)

Once every 1d2+1 rounds, he can use this function as the Red Mage ability of the same name.

Flash Arc (Su)

Once every 1d4+1 rounds as a standard action, Adrammalech can shoot up to 7 lightning rays in a 30 ft. line that are 5 ft. wide from his location that go through foes, each ray dealing 4d6 points of lightning damage and making a Reflex save (DC 27) for half per bolt. Blue Mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27).

Magical Skin (Ex)

Adrammalech skin gains additional +5 deflection bonus to AC and he has a 20% chance to reflect any spell cast upon him. He can choose to lower his guard as a move action which removes this affect but he can bring it up back up the following round as a move action.

1-MP Spell (Ex)

Once every 1d4+1 rounds, he can use this function as the Red Mage ability of the same name.