Levistus, Lord Of The Fifth (CR 25)

Medium Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Lawful evil
Initiative: +12 (+8 Dex, +4 Improved Initiative); Senses: Listen +45
Languages: Telepathy 100 ft.


AC: 40 (+8 Dex, +7 insight, +15 natural), touch 25, flat-footed 32
Hit Dice: 33d8+330 (478 hp); DR: 15/epic good
Fort +28, Ref +26, Will +30
Speed: 40 ft. (currently 0 ft.)
Space: 5 ft./5 ft.
Base Attack +33; Grapple +29
Attack: +4 rapier +46 melee
Full Attack: +4 rapier +46 melee
Damage: +4 rapier 1d6+16 plus 2d6 precise strike/15-20
Special Attacks/Actions: Amnesia touch, spell-like abilities
Abilities: Str 26, Dex 26, Con 31, Int 27, Wis 34, Cha 29
Special Qualities: Acrobatic attack, baatezu traits, elaborate parry, evasion, outsider traits, precise strike, regeneration 5, spell parry, SR 37, summon baatezu
Feats: Dark Speech; Dodge; Combat Expertise; Improved Critical (rapier); Improved Disarm; Improved Initiative; Mobility; Spring Attack; Weapon Focus (rapier)
Skills: Balance +45, Bluff +42, Concentration +43, Diplomacy +46, Disguise +42, Hide +41, Intimidate +46, Jump +45, Knowledge (arcana) +41, Knowledge (the planes) +41, Listen +45, Move Silently +41, Perform +42, Spellcraft +41, and Tumble +45
Advancement: -
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: Quadruple standard

Source: Book of Vile Darkness

Amnesia Touch (Su): If Levistus makes a successful touch attack against a foe, the foe must make a Will save (DC 35) or forget all details of her past (skills are not lost, just memories). Furthermore, the target is stunned for 1d4+1 rounds. If the save succeeds, only the last year's worth of memories are erased and the target is stunned for 1 round. A greater restoration spell will restore memories lost in this way.

Spell-Like Abilities: At will -- blasphemy, charm monster, clairvoyance/clairaudience, demand, desecrate, detect good, detect magic, dispel magic, enthrall, ice storm, hold person, locate creature, locate object, magic circle against good, major image, scrying, see invisibility, suggestion, teleport without error, unholy aura, unhallow , wall of ice; 1/day -- symbol (pain), wish. Caster level 20th; save DC 19 + spell level.

Acrobatic Attack (Ex): If Levistus attacks by jumping at least 5 feet into his opponent, jumps down at least 5 feet onto his opponent, or swings on a rope or similar object into his opponent, he gains a +2 bonus on attack and damage rolls.

Baatezu Traits: Levistus can communicate telepathically with any creature within 100 feet that has a language. In addition, he can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Levistus is immune to fire and poison, and he has acid resistance 20 and cold resistance 20.

Elaborate Parry (Ex): If Levistus chooses to fight defensively or take a full defense action in combat, he gains a +8 dodge bonus to his Armor Class beyond the bonuses granted by those actions.

Evasion (Ex): If exposed to any effect that normally allows Levistus to attempt a Reflex saving throw for half damage (such as a fireball), he takes no damage with a successful saving throw.

Precise Strike (Ex): Levistus has the ability to strike precisely with a light, one-handed piercing weapon, adding +2d6 to his normal damage roll. When making a precise strike, Levistus cannot attack with a weapon in his other hand.

Regeneration (Ex): Levistus takes normal damage from holy and blessed weapons of at least +4 enhancement.

Spell Parry (Su): This ability functions as the spell turning spell (caster level 10th). Levistus can use this ability once per day.

Summon Baatezu (Sp): Twice per day Levistus can automatically summon 2 gelugons, or he can attempt to summon 1 pit fiend with an 85% chance of success. Levistus can force the summoned devils to appear anywhere he can see, including places he sees through scrying or clairvoyance.

Possessions: Levistus had a +4 rapier when he was imprisoned. if he escapes, he'll undoubtedly seek a more potent blade.

Baatezu Subtype

Many devils belong to the race of evil outsiders known as the baatezu.

Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).