The material below is designated as Open Game Content
Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 10d8+40 (85 hp)
Speed: 40 ft. (8 squares), fly 60 ft. (good)
Armour Class: 24 (–1 size, +2 Dex, +6 natural, +7 +2 breastplate), touch 11, flat-footed 15
Base Attack/Grapple: +10/+19
Attack: Large +2 greatsword +16 melee (2d8+7) or claw +14 melee (1d6+5)
Full Attack: Large +2 greatsword, +16/+11 melee (2d8+7) or 2 claws +14 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Burning gaze, frightful presence, summon devil
Special Qualities: Aura of skill, commanding aura, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 19, spell-like abilities, telepathy 100 ft.
Saves: Fort +13, Ref +9, Will +13
Abilities: Str 20, Dex 14, Con 18, Int 16, Wis 18, Cha 18
Skills: Appraise +11, Bluff +16, Diplomacy +16, Disguise +16, Forgery +11, Gather Information +18, Handle Animal +10, Hide +10, Intimidate +18, Listen +6, Move Silently +5, Ride +12, Search +11, Sense Motive +14, Spot +14, Survival +10
Feats: Iron Will, Great Fortitude, Improved Initiative, Ride-By Attack
Challenge Rating: 11
Treasure: Double standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +12
Ahead is the figure of a monstrous man bestrides an equally monstrous mount. He is clad in heavy armour of obsidian hue, and wields a sword of immense size. Imposing, commanding and terrifying, he stands nine feet tall. When he doffs his helm, it is evident his skin is crimson and that he is truly not of this world…
The affairs and plots of devils are far-reaching beyond mortal comprehension. At any moment, a particular devil may be running a dozen plots on half as many planes, controlling webs of intrigue and treachery which span continents. While most of these plots are subtle and insidious, some are far more blatant. Entire armies will march at the command of kings who consort with devils, and to aid them the devils will sometimes send forth bleak generals.
In his own realm the bleak general commands large squadrons of lesser devils, leading them to war against celestials, demons or other devils. When sent to the Material realm, the bleak general is placed (at least presumptively) under the command of a mortal who has sworn allegiance to the general’s master. The bleak general will offer strategic advice, lead armies into battle and serve as a trusted advisor, at least so long as the mortal continues to advance the cause of the master. It is sometimes the case that bleak generals will betray their own masters and use the mortal to advance their plans, instead. This is risky for both, and, often, the mortal ‘employer’ of the general has no idea he is being used.
A bleak general in its natural form is a nine-foot-tall, physically attractive man or woman with crimson skin, black hair and violet eyes. Several small horns grow along the forehead, just under the hairline. These are often decorated with emeralds or rubies. The bleak general is rarely seen in public without his obsidian chestplate (treat as a +2 breastplate) and greatsword (Huge +2 axiomatic greatsword) unless he is on a mission of stealth and subterfuge.
Bleak generals will usually use their polymorph ability to take on human form, most often something resembling their natural visage except smaller and with skin and hair colour appropriate to the area. Bleak generals tend to serve evil humans, but have also been sent to work with hobgoblins, evil dwarves and any other race which is generally lawful and which can produce evil leaders. In such cases, they take on the form of the appropriate race. The fear, commanding aura and aura of skill abilities may only be used when a bleak general is in his natural form.
The bleak general lives for war. He is not a brute interested in violence for its own sake, but a connoisseur of vast, large-scale destruction. He is not at all unwilling to fight directly, but feels no shame or regret at a battle or campaign which proceeds to victory without his direct involvement. Anything accomplished by those under his command is seen, by him, as his own accomplishment – failure, however, is blamed on the incompetents who failed, and they rarely get a chance to fail twice.
Bleak generals prefer to enter battle on a mount, and often make the acquisition of a suitable mount a priority upon accepting service with a mortal liege. Manticores, wyverns and younger lawful evil dragons are all likely candidates.
The favoured class for bleak generals is fighter.
The bleak general rarely attacks first or directly. Most of the time he is seen only as a terrifying figure in the distance, ordering troops to attack. Unless his home has been breached by force or subterfuge, it is very difficult to approach him without battering through armies. The first thing the bleak general does when enemies draw near to him is to summon aid; he will then observe the battle and strike at the most dangerous foe first, using the best tactics possible. If an enemy falls under the sway of his commanding aura, he will most likely turn that character on his former comrades.
Aura of Skill (Su): All allies within 100 feet of the bleak commander find themselves fighting with improved skill, as well as having their morale improved to foolhardy levels. All allies gain a +2 competence bonus on all attack rolls, a +2 competence bonus to all damage, a +2 insight bonus to Armour Class and a +4 circumstance bonus to all saves against fear effects. An individual affected by the commanding aura ability is considered to be an ally of the bleak general and so receives these benefits.
Burning Gaze (Su): The bleak general may make a ranged touch attack (max range is 90 feet) once every 1d4 rounds which deals 4d6 points of fire damage and 4d6 points of unholy damage on a hit. A Reflex save (DC 17) may be made for half damage.
Commanding Aura (Su): When in his true form, the bleak general inspires absolute loyalty and obedience. Anyone approaching within ten feet of the creature must make a Will save (DC 19) or come under the general’s command as if a dominate person spell had been cast upon them, at 10th caster level. The general may deactivate this ability as a free action if he wishes.
Frightful Presence (Su): The bleak general is terrifying to behold, seeming to be the incarnation of war and devastation. Any opponent within 30 feet must make a Will save (DC 19) or become frightened for 2d6 rounds. Whether or not the save is made, no individual can be affected by the fear aura of a given bleak general more than once in a 24-hour period.
Spell-Like Abilities: At will – command (DC 15), phantom steed, polymorph; 3/day – heroism, rage, suggestion (DC 17); 1/day – hallucinatory terrain (DC 18), shout (DC 18). Caster level 10th.
Summon Devil (Su): Once per day, a bleak general may attempt to summon 1d4 barbed devils or 1d2 erinyes with a 35% chance of success.