Tzakarath (3.5e NPC)

In battle, Tzakarath will go to all odds to avoid fighting, h}} iding behind an army of Masked Horrors and Playthings, as well as the many Evil Outsiders that dwell in the Inevitable City. If his armies are defeated, he will still see his attackers as no real threat, grandstanding and monologuing, savouring the time before he goes in for the kill. He will avoid melee, instead focusing on summoning his servants and throwing spells from a distance. If seriously wounded, he will use alter reality and wish to heal himself, and will then start using Epic Spells. If mortally wounded, he will attempt to unleash the Deplorable Word to destroy all life as a last act of spite. He also has a clone ready to preserve his consciousness and powers.

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Tzakarath

CR 45

Male Wizard 50/Sorcerer 45
LE Medium Outsider
Divine Rank 18
Init/Senses +12/low-light vision, darkvision (60 ft.), senses, remote sensing, portfolio sense; Listen +45, Spot +50
Languages Infernal, Common, telepathy.
AC 170, touch 45, flat-footed 45, dodge bonus, Battlesense
hp 2000 (20d10 HD)
Immune transmutation effects from mortals and deities of rank 17 or less, energy drain from mortals and deities of rank 17 or less, ability drain from mortals and deities of rank 17 or less, ability damage from mortals and deities of rank 17 or less, mind-affecting effects from mortals and deities of rank 17 or less, electricity, cold, acid, disease from mortals and deities of rank 17 or less, poison from mortals and deities of rank 17 or less, stunning from mortals and deities of rank 17 or less, sleep from mortals and deities of rank 17 or less, paralysis from mortals and deities of rank 17 or less, death effects from mortals and deities of rank 17 or less, disintegration from mortals and deities of rank 17 or less, divine auras of deities of rank 18 or less, death from massive damage
SR/PR/Resist 50/56/lucky, slippery mind, no natural 1 automatic failure, fire 10
Fort/Ref/Will +31/+32/+35; +10 against fire, acid, cold, sonic.
Speed 60 ft., fly 120 ft. (perfect)
Melee +15 masterwork adamantine quarterstaff RotW ("Arc") +58/+53/+48/+43 (2d8+33/1520 plus wounding critical plus weakening critical)
Base Atk/Grp +15 masterwork adamantine quarterstaff +75/+80
Atk Options Improved Bull Rush, Power Attack, improved flanking, lucky, no natural 1 automatic failure, magic circle against good at will, magic circle against chaos 1/day.
Arcane Epic Spells Prepared (CL 95th, DC 20, 5% arcane spell failure chance):
kinetic control (SDC -300), damnation (SDC -500), create life (-100 DC).
Abilities Str 89, Dex 100, Con 150, Int 200, Wis 150, Cha 140
Salient Divine Abilities divine blast, lay curse, alter size, alter reality, extra domain, alter form, avatar, divine creation, Extra Energy Immunity, Spontaneous Wizard Spells, Craft Artifact.
Feats disguise spell, persistent spell, Craft Wondrous Item, Craft Epic Wondrous Item, Craft Epic Magic Arms and Armor, Craft Magic Arms and Armor, Craft Epic Staff, Craft Construct, Forge Epic Ring, Epic Weapon Focus (quarterstaff), Epic Spellcasting
Skills Diplomacy +55, Intimidate +60, Knowledge (the planes) +39 Knowledge (religion) +39, Knowledge (arcana) +39 Listen +45 Spot +50
Advancement
Arcane Epic Spells Known epic spells prepared plus Blood of the Pale Moon, Deplorable Word

Tzakarath Spells Prepared (CL 95th):
14th—fireball, lightning bolt
13th—astral projection, imprisonment
12th—energy drain, soul bind
11th—imprisonment, prismatic sphere
10th—wish, clone
9th—symbol of death, time stop
8th—maze, symbol of insanity
7th—disintegrate, trap the soul
6th—baleful polymorph, geas
5th—greater teleport, wail of the banshee
4th—telekinesis, symbol of pain, permanency
3rd—plane shift, tongues
2nd—knock ×2, see invisibility
1st—dimensional anchor (DC 14), magic missile, true strike
Combat

Spell-Like Abilities: At will—greater teleport (self plus 500 pounds of objects only), disguise self, time stop, blink, polymorph any object, telepathy, '. Caster level 95th. The save DCs are Charisma-based.


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