Rahab The Red Tide
"The mermaids WEEP
black and bloody tears
as they look upon him
sum of all their FEARS.
His gaze inspires terror
his tentacles have RAPED
he devours all but madness
he'll NEVER be slaked.
They DIE as he commands
LIVE as he permits
submit to his will
or face the consequence.
A CROWN of slaughtered foes
sits upon his head
he sits on a throne of spies and traitors
that WISH that they were dead.
BOW before Great Rahab!
KNEEL before the Ocean Lord!"
-from the Bards of Rahab's court
Appearance:
Rahab is a great crimson Myrmyxicus, with heavily bony plated arms and claws. Long twisted horns sweep back from his thickly layered mask like skull; behind which lies his original face from which it grew and a second set of teeth. A shark-like dorsal fin juts out from his back, and spines run the length of his body. Although normally unseen, sinuous tentacles can suddenly extend or retract from his flesh.
History:
Somewhere in the most remote reaches of Panoceana is a stretch of water forever rent by storms. It is held that there, below the waves Rahab resides in a coral palace, protected by his weather warping power and dyed red with the blood of his enemies. Rahab is deified, held by his court as more than a champion that has earned the favor of Dagon, Demogorgan, and The Nightmare King alike-but one with the potential to become a demon prince. However, few know the truth: He was mortal once. Rahab lead a life as a pirate lord and a blackguard before he died and his soul sank into the swirling maelstrom of The Abyss. Subjected to raw chaos matter, Captain Rahab's mind and memories should have met with total dissolution-but his hatred was so great and ingrained into his psyche that it survived. Until this day, his conquest and his efforts have been tightly centered around one area-small in comparison to the full glory of the expansive ocean. Every truly great pirate keeps a treasure, and Captain Rahab was no exception-but the exact details are quite muddied in his memory, the one thing he cant exactly pin down. However, it is not his lost gold or jewels that are the object of his exhaustive search-but something else, something ancient, something old, something else instrumental to his ressurection besides his hatred alone-and the key to his future. What it is he cannot remember, which infuriates him now more than ever.
"Rahab" Advanced Myrmyxicus (Tanar'ri)
Huge Outsider (Aquatic, Chaotic, Evil, Extraplanar)
Hit Dice: 18d8+126 (270 hp)(Max)
Initiative: +2
Speed: 20 ft., fly 40 ft. (poor), swim 60 ft.
AC: 38 (-2 size, +2 Dex, +18 natural, +10 profane), touch 15, flat-footed 36
Base Attack/Grapple: +18/+37
Attack: Huge +3 unholy scythe +27 melee
Full Attack: Huge +3 unholy scythe +27/+22/+17/+12 melee and 3 Huge +3 unholy scythes +22 melee, or bite +25 melee and tail +25 melee and 6 tentacles +25 melee
Damage: Huge +3 unholy scythe 2d6+14/19-20/?4 (primary), Huge +3 unholy scythes 2d6+8/19-20/?4 (secondary), bite 2d8+5, tail 1d8+5, tentacle 1d6+5
Face/Reach: 15 ft./15 ft.
Special Attacks: Breath weapon, Charisma drain, constrict 1d6+5, improved grab, spell-like abilities, summon tanar'ri
Special Qualities: DR 15/Cold Iron AND Good, infuse scythe, outsider traits, SR 30, tanar'ri traits, unholy ichor
Saves: Fort +18, Ref +13, Will +18
Abilities: Str 33, Dex 15, Con 24, Int 22, Wis 24, Cha 21
Skills: Bluff +26, Concentration +29, Diplomacy +30, Disguise +5 (+7 acting), Hide +15, Intimidate +28, Knowledge (arcana) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +30, Search +27, Sense Motive +28, Spellcraft +29, Spot +30, Survival +7 (+9 following tracks or on other planes), Swim +40
Feats: Alertness, Cleave, Improved Critical (scythe), Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (scythe)
Climate/Terrain: Any water (Abyss)
Organization: Solitary
Challenge Rating: 20 (Increased from 18)
Treasure: Standard coins, double goods, standard items
Alignment: Always chaotic evil
Advancement: 19-25 HD (Huge); 26-48 (Gargantuan); 49-54 (Colossal)The devastating and terrible myrmyxicuses are among the most powerful of the tanar'ri. They are feared and respected by most anything they encounter.
A myrmyxicus is a truly terrifying sight. Its greasy green body is eel-like, measuring nearly 25 feet in length. A tall row of spines runs down its back, and the tip of its tail is adorned with a slavering lamprey mouth. The myrmyxicus has a powerfully muscled humanoid torso with four arms arranged symmetrically around the chest. Six octopoid tentacles are arranged in a similar manner around the creature's waist, where its torso turns into its long eel-like tail. The head of a myrmyxicus resembles that of a prehistoric sea reptile, with a fanged snout and tiny black eyes, but with the addition of three pairs of curling horns like those of a ram.
The myrmyxicuses rule vast regions of the Abyssal oceans from floating citadels made of millions of tons of fish skeletons and razor-sharp shells and coral. They are their own masters, and they never serve any other creature for long. Many myrmyxicuses spend ages looking for ways to transport their floating citadels into the seas of other Abyssal layers or even other planes to expand their enslaved empires.
Combat
Unlike most powerful tanar'ri, the myrmyxicus does not have a huge array of spell-like powers to rely upon. Not that it needs such powers; in combat, few creatures can match the horrible fury of an enraged myrmyxicus. It spreads its attacks out among any creatures it can affect, focusing its attacks on a single target only in the rare case when it meets a creature that poses a challenge.
Breath Weapon (Su): Once per minute, a myrmyxicus can exhale a 40-foot cone of unholy black vapor. All creatures in this area must make a Reflex save (DC 26) or become nauseated. Good-aligned creatures take 10d6 points of unholy damage as well (this damage is halved if the Reflex save is successful). Each round beyond the first that a good-aligned victim remains in contact with the vapor, he automatically takes 5d6 points of unholy damage. The vapor remains in the area for 1d6 rounds before it dissipates.
Charisma Drain (Su): An individual struck by a myrmyxicus's tail attack must make a Will save (DC 24) or permanently lose 1d6 points of Charisma (twice that amount on a critical hit). The myrmyxicus heals 5 points of damage (10 on a critical hit) whenever it drains Charisma, gaining any excess as temporary hit points.
Constrict (Ex): With a successful grapple check, a myrmyxicus can constrict a grabbed opponent, dealing 1d6+5 points of bludgeoning damage.
Improved Grab (Ex): If a myrmyxicus hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +37). If it gets a hold, it also constricts on the same round. Thereafter, the myrmyxicus has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but the myrmyxicus is not considered grappled).
Spell-Like Abilities: At will — Antimagic Field, Blasphemy, cause fear, charm person, charm monster, Chain Lightning; Drown; Doomtide; freedom of movement, Planeshift, Sink telekinesis, greater teleport (self plus maximum load of objects only), true seeing, unholy aura
3/day — Blood to Water, control water, control weather, greater dispelling, Heal, unholy blight. Caster level 18th; save DC 15 + spell level.
1/month — Miracle
(Additional spell-like abilities are from Spell Compendium or SRD)
Summon Tanar'ri (Sp): Once per day, a myrmyxicus can attempt to summon either 2d6 skulvyns or 1 hezrou (myrmyxicus's choice), with a 55% chance of success (result of 46-100 on d%).
Summon Weapon(Su): Rahab can call a Huge Scythe to any of his hands at will.
Infuse Scythe (Su): A myrmyxicus can infuse any masterwork scythe it touches with unholy magical energies, transforming it into a +3 unholy scythe as long as the demon remains in physical contact with the scythe. A myrmyxicus may infuse up to four scythes at a time in this manner; most carry four huge masterwork scythes with them for this purpose. The act of infusing a scythe is a full-round action, and the myrmyxicus may infuse only one scythe at a time.
Unholy Ichor (Su): The thick, tarlike blood of a myrmyxicus sprays upon any creature that deals damage to the demon with a melee attack using a piercing or slashing weapon or natural weapon. A Reflex save (DC 26) allows the attacker to avoid the spray; otherwise he becomes nauseated for 1d4 rounds. Good-aligned creatures struck by this ichor who fail their saves take 2d6 points of unholy damage from the initial contact.
Skills: A myrmyxicus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.