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Incasos, Julahdon

Large Outsider (Evil, Extraplanar)
Hit Dice:13d8+39 (97 hp)
Initiative:+5 (Dex)
Speed:40 ft., fly 50 ft. (average)
AC:29 (-1 size, +5 Dex, +16 natural), touch 14, flat-footed 25
Base Attack/Grapple:  +13/+23
Attack:Slam +19 melee (1d8+6); or staff +22 melee (2d6+9 plus disease)
Full Attack:2 slams +19 melee (1d8+6); or staff +23/+18 melee (2d6+10 plus disease)
Space/Reach:10 ft./10 ft.
Special Attacks:Spell-like abilities, aura of confusion, aura stealing, possession, summon incasos
Special Qualities:DR 10/good, SR 23, fast healing 2, vorpal immunity, alter size, Incasos qualities
Saves:Fort 11, Ref 12, Will 14
Abilities:Str 23, Dex 21, Con 16, Int 18, Wis 19, Cha 20
Skills:Bluff +21, Concentration +19, Disguise +21, Gather information +21, Hide +21, Knowledge (arcana) +20, Knowledge (planes) +20, Listen +20, Move Silently +21, Spellcraft +20, Spot +20
Feats:Ability Focus (possession), Fly-by Attack, Iron Will, Leadership, Quicken Spell-Like Ability (summon Incasos)
Environment:Eldin or the Gray Waste of Hades
Organization:Solitary or Pair
Challenge Rating:  13
Treasure:Standard coins, double items
Alignment:Always Neutral Evil
Advancement:14 to 39 (Large)
Level Adjustment:-

Julahdon are tall humanoids with small, burnished, red scales covering their entire body. They are totally hairless and have small black horns which protrude a couple inches from their forehead. Their claws are shorter than many of the Incasos, but beware, their strength is great enough to shred through steel. Large, red wings spread from either shoulder, just behind their arms, and when spread can span a total of over forty feet. Their faces are strongly human but their eyes are murky black with pupils in which you can see the red flame.
    The julahdon are powerfully muscled and extremely masculine in appearance. Their scales are uniform in color and are worn tightly against their strong bodies. They consider themselves to be the most handsome of the Incasos.
    These fiends are usually found in the company of a multitude of servitors. These are occasionally other Incasos, but are usually mortal creatures who have been tempted, tricked, or forced into servitude. Julahdon employ these servitors as their final line of defense, as tools in their machiavellian plots, as spies, and for the pleasure and pursuading of their guests.

Rather than directly confront their enemies, a Julahdon works hard to turn their foes against each other. Instead of fighting their own battles they prefer to make use of other Incasos, such as the Taturak and Mandragorae, and often using their willing servitors to delay, confuse, and defeat enemies before they ever learn of the Julahdon's existence. When an enemy is able to finally confront a Julahdon they have often already fought their way through multitudinous traps, deceptions, and servants.
    Spell-like Abilities: At will - alter self, bane, blasphemy, charm monster, command, contagion, deeper darkness, detect good, detect magic, detect thoughts, dispel magic, mirror image, monster summoning V, produce flame, protection from good, shield, see invisibility, suggestion, teleport without error (self plus 50 pounds of objects only), unholy blight; 3/day - greater dispelling, greater scrying, repulsion, sending, ; 1/day - circle of doom, unholy aura. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15 + spell level).
    Spells: A Julahdon can cast arcane spells as an 8th level sorcerer (spells/day 6/7/7/6/4; spells known 8/5/3/2/1; save DC 15 + spell level). Julahdon prefer abjuration and transmutation spells above all others. A typical spells known list: 0 - arcane mark, daze, flare, mage hand, open/close, prestidigitation, ray of frost, resistance; 1st - mage armor, magic missile, shield, shocking grasp, sleep; 2nd - blur, blindness/deafness, minor image; 3rd - slow, lightning bolt; 4th - polymorph.
    Aura of Confusion (Su): As the spell confusion cast by a 14th level sorcerer (Will save, DC 21) but eminating in a 20 foot radius centered on the Julahdon. Turning on or off the aura of confusion is a free action. Creatures that succeed a saving throw against the aura cannot be affected again by that Julahdon's aura for one day.
    Aura Stealing (Su): As an attack action, a Julahdon make a touch attack on a magic item, typically one in the possession of its opponent, or upon the opponent itself. If successful, the Julahdon has stolen a magical effect. The effect is removed from the target and may be used by the Julahdon for a number of rounds equal to its Charisma modifier (five rounds) after which time the effect returns to the item. Armor and weapon enhancements; special abilities such as ghost touch, cold burst, or even holy smite can be stolen. If an effect is stolen from a potion then the Julahdon gains the effects of the potion as though it had been imbibed and the potion is used up. Scrolls and charged item effects become spell-like abilities which the Julahdon can discharge as a standard action in the following rounds, using up a charge from the item or the spell from a scroll. If the Julahdon fails to use the stolen charge within a number of rounds equal to its Charisma modifier then the charge or spell is returned whence it came. Continuous spell effects upon the person struck may also be stolen by the Julahdon. A Juladon can steal a number of effects whose combined spell level or magical plus, whichever is less, does not exceed its Charisma modifier.
    Possession (Su): A Julahdon can initiate an attempt at possession as a free action, but must first grapple the target creature. A protection from evil guards a target against possession. An unprotected target must succeed a Will saving throw (DC 21) to avoid possession. Evil beings take a -2 circumstance penalty to their saving throw and a target who is in the middle of committing an evil act takes a further -2 circumstance penalty. A creature that saves against possession cannot be the targeted again by the Julahdon for 24 hours. On a failed save, the victim is possessed, the Julahdon becoming misty and flowing in through the creatures orifices.
    A Julahdon that possesses a creature becomes a part of the creature, they are aware of all that transpires around the creature they possess and can see and hear as well as the victim can. They can telepathically speak with their victim, though understanding may be limited by the victim's Intelligence. The Julahdon can read all of the victims thoughts as a detect thoughts spell except that reading of surface thoughts is automatic. They can probe their victims memories too, but the victim receives a Will save (DC 21) to resist. A successful save keeps the Julahdon out of the victim's memories for 24 hours.
    The Julahdon can hide in the creatures body, allowing it to pass into areas protected against evil or warded by a forbiddance, and they can escape detection by a detect evil. This requires a special hide check using the Julahdon's Intelligence score instead of their Dexterity (DC 10 + level of spell + spellcaster's relevant ability modifier). The Julahdon gains a +4 circumstance bonus to this roll if not actively controlling its host. This ability can also be used to avoid damage from spells such as holy word. Harming the host does not harm the Julahdon, though killing the host does force it to exit the host body.
    A Julahdon can reward or punish its host by granting a +4 profane bonus or -4 profane penalty to any single ability score as a free action. Alternatively, the Julahdon can directly control its hosts actions. The host receives a Will save (DC 21 +1 for each failed save against control that day) to avoid being controlled. A host that makes three successful saving throws cannot be again controlled for 24 hours. A Julahdon uses its own Int, Wis, and Cha ability scores; has access to all of its hosts skills, feats, abilities and spell knowledge. It maintains control for 9 rounds +1 round for each time it has previously had control. During this time the possessed creature may telepathically communicate and shares in all that the Julahdon experiences, or the Julahdon may cause the host to black out. When its control lapses the Julahdon may attempt to re-assert its dominance.
    A Julahdon can be forced out of a hosts body by casting a successful Exorcism spell and may be persuaded to leave by bargaining.
    Summon Incasos (Sp): Once per day a Julahdon can attempt to summon 4d10 Mealafist or 1d2 Taturak with a 50% chance of success or another Julahdon with a 35% chance of success.
    Vorpal Immunity (Ex): The skin of a Julahdon is a finely knit mesh of scale that has the special property of rendering them immune to vorpal effects.
    Alter Size (Ex): A Julahdon can proportionately reduce its physical size to as small as six inches tall. A Julahdon may change or resume its normal size once per round as a standard action.
    Quarterstaff +4 of Withering: Julahdon who successfully serve well for an extended period of time may be gifted with a quarterstaff +4 of withering. This quarterstaff of glowing embers and coals can be retrieved from thin-air when its bearer desires to use it. Creatures struck by the staff must make a Fortitude save (DC 19) or suffer the effects of contagion (as the spell). A critical hit doubles the contagion effect. The quarterstaff is attuned to its bearer during its creation. Other creatures attempting to use the quarterstaff gain four negative levels for as long as they possess the quarterstaff. Should the attuned bearer of the staff die then the quarterstaff explodes 1d6 rounds later, afflicting all within a 10 foot radius with a contagion. A Julahdon wielding a quarterstaff +4 of withering has a +1 modifier to thier Challenge Rating.
    Incasos Qualities: Immune to poison, fire, cold, and petrification. Acid and electricity resistance 10. Receives saving throws to avoid magic meant to imprison, hold, entrap, or banish, even when a saving throw is not normally allowed. All Incasos can see perfectly in darkness, even that created by a deeper darkness spell.

The Julahdon is the weakest of the Greater Incasos and are part of the smaller branch in the Incasos hierarchy which works its evil through guile and cunning rather than aggression.
    Julahdon prefer to manage their own agenda in Incasos society, with as little oversight as they can manage. They are loners, not sharing their plans with any other, such is their paranoia. They are known for the great spite they hold against the more brutish Incasos, but do the bidding of the Maeldrad without complaint in hopes of currying favor with their superiors. It is only at the command of a Maeldrad that a Julahdon will work together with one of their own kind.
    Frequently left to their own devices, Julahdon delight in wrecking mortal lives by weaving them into a tangled web that drives them to madness and despair. Julahdon are creatures of curiosity and, like a sorcerer or scholarly priest, they seek to accumulate knowledge and explore the secrets of the multiverse. It is not uncommon for a Julahdon to be encountered far and away from the nearest Blight colony. They frequently seek out distant places where the potential for the corruption of is ripe for the planting.
    In the society of the Incasos, the Julahdon are envied for the secrets they possess. However, many Mandragorae, upon their death, prefer that they be raised into the form of a Bashlikar just so that they can lord their greater status over the Julahdon. A select few Mandragorae find the subterfuge and discrete methods of the Julahdon to their liking and when they finally are reborn may join the ranks of them.
    Julahdon serve as spies, tacticians, and lesser generals on the field of battle, often commanding small hoards of lesser Incasos. They are occasionally employed as assassins as well.

A select few Julahdon who are successful in inspiring great evil in other creatures with their powers and by careful manipulation of those who are less in rank may be eventually reborn into the form of a Maeldrad. Normally, when a Julahdon is slain it will rise again from the Blight 1d6+1 days later, however if the Julahdon is destined to be reincarnated as a Maeldrad it enters into a cocoon-like state for several weeks before it finally emerges in its new form.