Khastika
Known as the Demon Prince of the Punisher of Broken Oaths and the Dead Lord. Khastika is often in the service of Udarak commanding armies of undead that stream across the Celestial Planes. Khastika has been described as having the bone-white skull of a ram as a head with black colored horns, powerful legs that end in charred hoofs, a heavy, bloated body, tattered and torn bat like wings. Khastika has four powerful arms that end with hands and black talons, covered in dark-red fur, its skin beneath is a deep green in color with hell red blotches covering its body. Khastika is huge, standing nearly 25 in height and is among one of the more powerful and largest demon princes.
Long before Udarak rose to power to claim the title God of the Undead, Khastika controlled and created unknown numbers of undead. While Khastika is not a Demon Lord, it is thought that he helped ancient powerful bhahuul priestess, known as Thurkos, to become the first Yaqu.
Khastika prides itself on the torture of those that have broken their oaths, died with no honor or those that have turned their back on those in need. Khastika also enjoys waging war against other princes, princesses, titans, and other powerful entities in the struggle to gain power and prestige.
Khastika has a relatively small following through out the Omniverse, but is a major object of worship through out Ta Los. Khastika is known for violent outbursts which rivals cravings for power and dominance in his region, if not the whole of Orijux. Khastika has a true and deep hatred for mortals, and focuses on bringing them nothing but misery and evil and has no love or care for his devotees and servants, which are predominately undead entities.
Khastika is a cruel, spiteful demon, both quick to anger and the kind to scheme vengeance over long periods of time. The Dead Lord prefers the company of mindless undead over sentient beings that are possessed of independent thought. Khastika trusts no-one to do justice to his grand plans and thus prefers to solve these problems in person.
Khastika rules his legions of undead from from his necropolis city of Kujtah in Orijux, the Plane of Red Madness.
(MP: 12610) (Legendary) 25th Rank - Evil (Huge)
Health Points: 554
Attack Skill: 287 Initiative: 31/26
Attacks: Claw (8) Bite (12); Club of Kaz (12); +17 Str Dmg
Armor: Demonic Hide (Heavy Armor) 115; +15 Armor Absorb vs. Bludgeoning; +10 Armor Absorb vs. Slashing; +5 Armor Absorb vs. Piercing; Immune to Tiny or Small Weapon Damage; 25% Magic Resistance
Physical Defense: 161 Magical Defense: 177
Divine Defense: 171 Jinhu Defense: 169
Move: 40’ Luck Points: 12 Vision: Perfect Nightvision
Attributes: Str: 136 (17) Sta: 146 (19) Agi: 76 (5) Per: 88 (7)
Int: 106 (11) Wits: 108 (11) Will: 101 (10) Cha: 104 (10)
Skills
Alertness 127, Convince 130, Climb 125, Evade 125, Feint 127, Healing 131, Information Gathering 131, Intimidation 130, Languages 130, Search 127, Skepticism 127, Stealth 125, Swimming 139, Survival 131, Track 131
Special Abilities
Aging Appearance The appearance of Khastika is that of such horror and gruesomeness that all targets, other than demons, within 20’ radius of the creature must make a Perception check. Those that fail are suddenly aged 2d10 years. Defense needs to only be made once per encounter with the creature. This aging is reversible with the spell restore, greater. This is a curse effect.
Bane Khastika gains +25 to attacks when they attack any good or neutral creatures and +10 bonus damage.
Crushing Blow As a Full Turn action Khastika can make a single crushing blow against one target. This attack reduces Khastika attack score by -50. If Khastika is successful in causing the target damage it causes massive crushing damage that does an additional 4d10+10 points of damage that ignores armor to its Health Points as well as its Strength, Stamina and Agility attributes.
Devour Soul Any time that Khastika begins a combat turn with a grappled target, Khastika can attempt to pull out the targets soul, killing the target instantly. This works on living targets only, which may resist this with a Willpower check. This ability completely consumes the target’s soul keeping the slain victim from being resurrected normally.
Dimensional Slam If Khastika is successful with an attack, even if deals no damage, Khastika can cause the target to be magically moved into a small pocket dimension for up to 10 turns. The target is granted a Willpower check at TS of 8. Those that failed are instantly teleported to the pocket dimension of pure darkness. Each turn the target is granted a new Willpower check to push out of pocket dimension and back into this reality.
Evil Gaze Through its vile gaze Khastika is able to cause all those that it looks upon within 20’ to make a Willpower check. Failure causes targets to have their skill and attribute suffer a -10 successes for 2d10 turn(s).
Flight Through the use of this ability Khastika is able to fly without wings at a MC of B. Khastika can perform this four times per day and it lasts for 6 hours. Khastika is able to fly at a speed equal to twice its normal movement as well as hover in place. Unlike winged flight Khastika does not suffer any penalties to skills that require concentration to use. They can carry up to 2050 pounds in total weight with no penalties. Wearing any armor greater than light slows their flight movement by half.
Frightful Presence The presence of Khastika can cause fear in others, other than creatures like itself or of evil philosophy. It has an effective area of 60' radius. Targets within the area must succeed at a Willpower check at a TS of 10 or become Frightened (Fear, See Legends of Kralis) . Defense needs to only be made once per encounter with Khastika. This is charm effect type.
Iron Vulnerability Khastika is highly vulnerable to iron in any form. Khastika suffers an additional 3-30 (3d10) points of damage when hit with cold iron based weapons, including dust or filings. Additionally, Khastika can be blocked by iron shavings or dust and is unable to cross over it and must go around or find a different way through or around it. This is a curse effect type.
Magical Weapon Khastika owns the Club of Kaz an ancient artifact. This massive club is a Unholy Club of Slaying, and looks like the skeletal leg bone of a goat. As a club of slaying each time that Khastika successfully strikes a target it is granted a Stamina check at a TS of 6 or dropped to 0 Health and is considered dying.
Multiple Initiative Khastika gains an additional full turn. This turn takes place its initiative.
Planar Traveler As a Move Action Khastika is able to instantly travel to and from another plane of existence.
Summon Creature Three times per day as a Simple Action Khastika is able to use the spell summon planar creature as an innate ability. When Khastika uses this ability it has a 95% chance that the summoning worked and will be able to summon 9 creatures that the creature is summoning. These are typically ancient mummies, greater wraiths, pit fiends, baal dahlkus or ancient vampires.
Undead Master Khastika can command all undead that are lower rank than itself. This ability also grants +50 to all lower ranked undead skill checks.
Unholy Presence Any being of Khastika'schoice, that is within 30’ of Khastika must make a Willpower check at a TS of (equal to 1 per 15 points of the creatures Willpower). Those that fail are Frightened. Defense needs to only be made once per encounter with the creature. This is a charm effect.
Unholy Touch Three times per day as a Simple Action Khastika can wound any one target it touches of all its Health and Fatigue Damage.
Vile Roar Once per turn as a Simple Action Khastika can cause living creatures within 30’ radius to make a Willpower check at a TS of 8 or is Staggered.
Wounding Strike Any living being that is damaged by Khastika will bleed 5d10+20 points of damage every turn.