Lucifer
The Bringer of Light, The Merciful, The Redeemed
Paladin of Tyranny 25/Cleric 20
Huge Outsider (Evil, Extraplanar, Fallen, Lawful)
Symbol: a ring cast with two opposing mountaintops, one in alabaster, the other in onyx, with swirling red in between
Cosmic Rank: 18
Hit Dice: 65d8 + 25d10 + 1260 (hp 2030)
Initiative: +15 (+7 Dexterity, +8 Superior Initiative)
Speed: 90 ft., fly 200 ft. (perfect)
Armor Class: 83 (+11 armor, +22 deflection, +2 Dexterity, +34 natural, +6 profane, -2 size), touch 35, flat-footed 79
Base Attack/Grapple: +45/+93
Attack: Redeemer +78 melee (4d6+39 +3d6 holy to evil creatures +2d6 axiomatic to chaotic creatures, 18-20/x2 critical);
Full Attack: Redeemer + 78/+73/+68/+63 melee (4d6+39 plus 3d6 holy to evil creatures +2d6 axiomatic to chaotic creatures, 18-20/x2 critical); or 2 Wings +66 melee (3d6+ 19+ 2d6 fire); or spell +71 melee touch or +55 ranged touch
Space/Reach: 15 ft. /15 ft.
Special Attacks: cause disease 8/week, call devils, Charging Smite, deadly touch (550 points), Rebuke Undead, Smite Good 8/day (+22 attack, +50 damage), Spell-like Abilities, Spells,
Special Qualities: Act of Mercy, Aura of Despair, Aura of Evil, Bringer of Light, Damage reduction 30/epic, good and silver, detect good, Diabolical Decree, Diabolical Prowess, Divine grace, Divine Health, Fallen, Immunity to electricity, fire, light effects and poison, Paragon of Law, Regeneration 28, Resistance to acid 30 and cold 30, See in darkness, Spell Resistance 75, Teleport, Telepathy 1,000 ft.
Saves: Fort +70, Ref +63, Will +73
Abilities: Str 48, Dex 25, Con 38, Int 50, Wis 43, Cha 55
Skills: Appraise (souls) +90, Balance +55, Bluff +93, Concentration +117, Craft (armorsmithing) +93, Craft (book) +65, Craft (weaponsmithing) +93, Diplomacy +120, Disguise +59, Gather Information +73, Handle Animal +50, Heal +109, Hide +47, Intimidate +95, Jump +93, Knowledge (arcana) +68, Knowledge (history) +100, Knowledge [Local (Hell)] +100, Knowledge [Local (Celestia)] +100, Knowledge (nobility and royalty) +45, Knowledge (religion) +113, Knowledge (the planes) +100, Knowledge (warfare) +90, Listen +74, Move Silently +55, Perform (string instruments) +95, Ride +32, Search +68, Sense Motive +101, Sleight of Hand +55, Spellcraft + 88, Spot +74, Survival +86.
Feats: Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Corrupt Spell-like Ability (B), Dark Speech (B), Divine Might, Eschew Materials, Extra Smiting, Fly-by Attack, Great Cleave, Hold the Line, Improved Critical (greatsword), Improved Initiative, Improved Sunder, Leadership, Negotiator, Power Attack, Quick Draw, Quicken Spell-like Ability (sunbeam), Quicken Spell-like Ability (sunburst), Weapon Focus (greatsword).
Epic Feats: Devastating Critical (greatsword), Dire Charge, Epic Evil Brand (B), Epic Leadership, Epic Weapon Focus, Great Smiting, Ignore Material Components, Improved Combat Casting, Legendary Commander, Overwhelming Critical (greatsword), Penetrate Damage Reduction (cold iron), Planar Turning (law vs. chaos version), Spellcasting Harrier, Superior Initiative.
Environment: Wandering the Cosmos
Organization: Unique (Solitary)
Challenge Rating: 63
Treasure: Quintuple Standard
Alignment: Lawful Evil
Combat
Act of Mercy: Lucifer has never been able to rid himself of the goodness deep within him from the eons he spent as an archangel in Celestia. Even when he was King of Hell, the embodiment of tyranny and evil, Lucifer would make seemingly random acts of mercy. These instances are in fact times when his goodness breaks free from its long imprisonment. Every time that Lucifer commits an act of evil there is a 10% chance that he will act with mercy. If the chance is made, Lucifer uses the good version of any evil aligned extraordinary, supernatural, spell-like ability he possesses. This includes any class abilities such as deadly touch which he would use as the Paladin ability lay on hands.
Bringer of Light: Lucifer is the Bringer of Light, and as such he is immune to light effects such as blindness. Also, 18 times per day as a full round action, Lucifer can create a blast of golden light in a sphere blast. The sphere blast has a 60ft radius around Lucifer dealing 22d6 points of damage. Undead in the area take 22d10 points of damage, and any that are destroyed are destroyed as per a disintegrate spell (CL 50). Any creature within the sphere that is normally blinded or dazed by bright light must make a Fortitude save (DC 63) or be utterly destroyed, creatures that are destroyed by light normally are destroyed with no save. The light from the blast is so bright that those within 600 ft. of the edge of the blast take 10d6 damage and must make a Fortitude save (DC 63) or be permanently blinded. Lucifer may choose to spare any number of individuals from the affects of this ability.
Call Devils: Since he left Hell, Lucifer has not attempted to call devils to his side, and for good reason, but if he ever chose to do so, he can take a standard action 3/day to attempt to call 3 pit fiends, 9 gelugons, or 18 of any of the lesser devils. He has a 50% chance of success in calling them. Since they are called, the devils may attempt to summon other devils.
Diabolical Aura: The DC for the Will save of Lucifer’s Diabolical Aura is 63.
General of the Armies: Lucifer has been a leader since before time. He has led the armies of Celestia into the very bowels Hell and led the armies of Hell to the mountains of Celestia. He is a beacon of hope in the darkness. All allies within line of sight of Lucifer are immune to fear. In addition, 9/day Lucifer can issue a rally and charge to his troops, giving them (and Lucifer himself) +8 Str, +6 Con morale bonus, +6 to damage, and a +4 dodge modifier to AC for 3 hours.
Paragon of Law: Lucifer’s very presence is unbearable to chaotic creatures. All chaotic aligned creatures within 30ft radius of Lucifer must make a Will save (DC 63) or take 3d6 points of axiomatic damage per round which bypasses any DR. Lucifer also has the ability to cast all the spells in the Law domain as spell-like abilities.
The Presence of Hell: Lucifer’s Presence of Hell has a radius of 1350 feet centered on himself. The effective caster level is 50 and the Will Save is 63.
Regeneration: Lucifer’s regeneration is bypassed by epic, good, and silver weapons or by spells with the good descriptor.
Spell-like Abilities: at will: animate dead, blasphemy, calm emotions, charm monster, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, dictum, dispel chaos, flame strike, greater dispel magic, greater invisibility, greater plane shift, greater teleport, magic circle against chaos, magic circle against good, mass hold monster, mirage arcane, order’s wrath, persistent image, polymorph, power word stun, protection from chaos, raise dead, ray of light, searing light, shield of law, suggestion, sunbeam, sunburst, symbol of pain, unhallow, unholy aura, wall of fire, wall of light, zone of truth. 3/day: destruction, firestorm, meteor swarm, oppress, summon monster IX*. 1/day: hellball, wish.
Lucifer’s caster level for these spell-like abilities is 50. The DC for his spell-like abilities is 41+spell level.
Lucifer casts the spells in the Law domain as spell-like abilities. These are included.
*As a lawful and evil spell only.
Spells: Lucifer casts spells as a 34th level Paladin of Tyranny and a 29th level Cleric.
Paladin of Tyranny Spells/day: 7/7/7/7
Typical Paladin of Tyranny spells prepared: 1- bane, create water, curse water, detect poison, detect undead, divine favor, inflict light wounds; 2- bull’s strength, cure light wounds, eagle’s splendor, hold person, inflict moderate wounds, owl’s wisdom, undetectable alignment; 3- bestow curse, cure moderate wounds, discern lies, greater magic weapon, inflict serious wounds, magic circle against chaos, prayer; 4- break enchantment, cure serious wounds, dispel chaos, dispel good, dominate person, inflict critical wounds, unholy sword. (DC 35+ spell level)
Cleric Spells/day: 6/9/9/9/9/8/7/7/7/6
Domains: Sun and Pride
Typical Cleric spells prepared: 0- cure minor wounds, guidance, light, mending, purify food and drink, read magic; 1- blade of blood, cure light wounds, doom, entropic shield, inhibit, magic stone, nimbus of light, obscuring mist, resist planar alignment; 2- bear’s endurance, black karma curse, calm emotions, close wounds, cure moderate wounds, darkbolt, enthrall, iron silence, status; 3- bestow curse, cure serious wounds, daylight, demon dirge, devil blight, invisibility purge, knight’s move, mark of doom, ring of blades; 4- cure critical wounds, dismissal, divination, divine power, glowing orb, planar tolerance, shadow blast, stifle spell, stop heart; 5- atonement, blistering radiance, greater command, mass cure light wounds, meteoric strike, righteous might, triadspell, true seeing; 6- banishment, mass cure moderate wounds, forbiddance, harm, heal, revive outsider, zealot pact; 7- blood to water, brilliant blade, fortunate fate, greater bestow curse, greater scrying, pulse of hate, radiant assault; 8- brilliant aura, discern location, greater planar exchange, greater spell immunity, mass cure critical wounds, stormrage, wall of greater dispel magic; 9- gate, hellish horde, implosion, mass heal, miracle, true resurrection. (DC 35+ spell level)
Redeemer: Lucifer carries Redeemer a +9 holy power axiomatic greatsword. In addition, when Lucifer scores a critical hit with Redeemer against chaotic and/or evil creatures, the creature must make a Will save (DC 54) or have its alignment changed two steps toward lawful good. Any evil being killed by Redeemer automatically has its alignment changed to lawful good. Lucifer acquired Redeemer shortly after he left Hell behind, and he carries it and wields it when necessary. However, he does so while suffering the consequences. Lucifer has not fully atoned, and Redeemer is a holy weapon. It burns him to wield it in combat, but he does so willing, hoping that it will show he is truly repentant. It is said that this holy artifact was fashioned from the metals of the very mountains of Celestia, heated by flames gather from the heart of Elemental Plane of Fire, and cooled in the holy sea at the base of the mountain.
Possessions: Lucifer always carries Redeemer and wears his golden set of +6 adamantine heavy fortification breastplate of command. The only jewelry he wears is the Ring of Law, cast with two opposing mountaintops, one in alabaster, the other in onyx, with swirling red in between. The Ring of Law is said to have been given to Lucifer by the Supreme Virtue herself. Those who know of it suspect it is an artifact of incredible power, but no one knows for sure of its true powers. Perhaps it is the Ring of Law that kept Lucifer tied to The Supreme Virtue while he was King of Hell. Some suspect the Ring played a crucial role in Lucifer’s great escape from the clutches of Asmodeus himself.
Props to dmmaster42.