JUIBLEX, THE FACELESS LORD   CR 20

Unique demon lord

CE Large outsider (chaotic, evil, extra planar, tanar’ri)

Init +3; Senses blindsight 120 ft., Listen +33, Spot +33

Languages Abyssal, Aquan, Celestial, Common, Draconic, Elven, Infernal, Terran, telepathy 100 ft.

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AC 37 (-1 size, +3 Dex, +10 insight, +15 natural), touch 22, flat-footed 34; cannot be flanked

hp 585 (26 HD); DR 20/epic

Immune bludgeoning, critical hit, electricity, mind-affecting effect, paralysis, poison, polymorph, stun, sneak attack

Resist acid 10, cold 10, fire 10; SR 30

Fort +33, Ref +18, Will +24

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Speed 30 ft. (6 squares), climb 30 ft.

Melee slam +39 (3d8+21 plus 2d6 acid)

Space 10 ft.; Reach 10 ft.

Base Atk +26; Grp +44

Atk Options Combat Reflexes, Power Attack; constrict 3d8+21 plus 2d6 acid, drown, engulf, improved grab

Special Actions circle of cold, create slime

Spell-Like Abilities (CL 20th):

1/day -- befoul*, blasphemy (DC 22), despoil* (DC 24)

At will -- chaos hammer (DC 19), contagion (DC 18), deeper darkness, desecrate, detect good, detect law, detect thoughts (DC 17), fear (DC 19), greater dispel magic (+20), greater teleport, hold monster (DC 20), invisibility, phase door, read magic, telekinesis, tongues (self only), touch of Juiblex* (DC 20, no corruption cost), true seeing, unhallow, unholy aura (DC 23), unholy blight (DC 19), utterdark* (23)

* Spell from Book of Vile Darkness.

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Abilities Str 39, Dex 16, Con 47, Int 24, Wis 24, Cha 20

SQ amorphous, outsider traits, summon oozes, summon tanar’ri, tanar’ri traits

Feats Ability Focus (touch of Juiblex), Combat Reflexes, Dark Speech*, Iron Will, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Verminfriend*

Skills Bluff +31, Climb +22, Concentration +44, Craft (alchemy) +20, Diplomacy +26, Hide +25, Intimidate +35, Knowledge (arcana) +33, Knowledge (religion) +20, Knowledge (the planes) +20, Listen +33, Move Silently +29, Search +33, Sense Motive +33, Spellcraft +33, Spot +33, Survival +33, Swim +40

* Feat from Book of Vile Darkness.

 

Acid (Ex): Juiblex secretes acid that dissolves organic material and metal quickly.  Any melee hit deals 2d6 acid damage.  Juiblex’s acidic touch deals 50 points of damage per round to wood or metal objects.  The opponent’s armor and clothing dissolve and become useless immediately unless they succeed at a DC 41 Reflex save.  The acid can dissolve stone, dealing 20 points of damage per round of contact.  A metal or wooden weapon that strikes Juiblex dissolves immediately unless it succeeds at a DC 41 Reflex save.  Juiblex is immune to his own acid, but not to other acid attacks (see resist above).

 

Amorphous (Ex): Bludgeoning and impact attacks deal no damage to Juiblex.  He is able to slip through spaces that otherwise accommodate a creature no larger than Tiny because of his jellylike substance.

 

Circle of Cold (Sp): If Juiblex wishes it, he exudes frigid cold so that all within 10 feet of him take 6d6 points of cold damage each round (DC 41 Fortitude save for half).  This area of cold moves with him.  He can raise or lower this effect as a swift action.  Juiblex is immune to the cold damage created by this effect, but not to other cold damage (see resist above).

 

Circle of Darkness (Sp): Juiblex can create an area around himself with a 10-foot radius of complete darkness that no being can see within.  This special magical darkness can be dispelled (as a spell from a 20th-level caster), but no light spell can counter it.  This area moves with Juiblex.

 

Constrict (Ex): With a successful grapple check, Juiblex can crush a grabbed opponent, dealing 3d8+21 points of damage plus 2d6 acid damage.  The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

 

Create Slime (Sp): Once every other round, Juiblex can spew forth a patch of green slime (see Dungeon Master’s Guide, page 76) anywhere within 20 feet of himself (including at a target, making a ranged touch attack at +28) as a swift action. 

 

Drown (Ex): A character who requires air to breathe and becomes engulfed within Juiblex’s horrible, acidic, semiliquid form must make a Constitution check every round in order to hold his breath.  The DC is 10 on the first round, and increases by 1 every round thereafter.  Upon failing a check, the character falls unconscious (0 hp).  The next round he drops to -1 and is dying.  The round after that, the character drowns and dies.

 

Engulf (Ex): Juiblex can simply bowl over a Large or smaller creature as a standard action.  This attack affects as many opponents as his body can cover.  Each target can make either an attack of opportunity against Juiblex or a DC 37 Reflex save to avoid being engulfed.  A successful saving throw indicates that the target has been pushed back or aside (target’s choice) as Juiblex moves forward.  An engulfed creature is subject to Juiblex’s acid and drown attacks, and is considered to be grappled and trapped within his body.  Juiblex cannot make a slam attack during a round in which he attempts to engulf, but each engulfed creature takes automatic slam damage in that round and every round thereafter that it remains trapped.

 

Improved Grab (Ex): If Juiblex hit’s a Medium or smaller creature with a slam attack, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.  If his grapple attempt succeeds, he can also constrict in the same round.  Juiblex has the option to conduct the grapple normally, or simply use his pseudopod to hold the opponent (-20 penalty on grapple check, but Juiblex is not considered grappled).  In either case, each successful grapple check he makes during successive rounds automatically deals slam and acid damage.

 

Summon Oozes (Sp): Once per day, Juiblex can automatically summon 1d6 gray oozes, 1d4 ochre jellies, or 1d2 black puddings.

 

Summon Tanar’ri (Sp): Once per day, Juiblex can automatically summon 3d10 dretches or 1 hezrou.

 

Source: Book of Vile Darkness.