This creature appears as a giant-sized merman with coppery-brown skin and silver scales. Its long black hair is braided and it carries a menacing-looking trident.
Vepar (Duke of Dagon) CR 21
AC 37, touch 26, flat-footed 29 (+8 Dex, +11 natural, –1 size, +9 profane)
hp 363 (22d10+242)
Fort +26, Ref +21, Will +15
DR 15/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 32
Speed 20 ft., swim 60 ft.
Melee +2 trident +35/+30/+25/+20 (2d6+13/19–20) or 2 claws +33 (1d8+11 plus hypothermic touch)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 20th)
Constant—unholy aura (DC 27)
At will—blasphemy (DC 26), control weather, control winds (DC 24), control water, detect good, detect law, fear (DC 23), greater dispel magic, greater teleport (self plus 50 pounds of objects only), polymorph (self only), water breathing (others only, DC 22)
1/day—ice storm, implosion (DC 28), summon (level 9, 2d6 shrroths, 1d4 hezrous, 1d2 nalfeshnees or mariliths, or 1 balor 100%)
Str 33, Dex 26, Con 33, Int 27, Wis 27, Cha 29
Base Atk +22; CMB +34; CMD 61 (can’t be tripped)
Feats Alertness, Blind-Fight, Cleave, Deceitful, Great Fortitude, Improved Critical (trident), Improved Initiative, Power Attack, Quicken Spell-Like Ability (ice storm), Weapon Focus (claw), Weapon Focus (trident)
Skills Bluff +38, Diplomacy +31, Disguise +35, Escape Artist +30, Intimidate +31, Knowledge (arcana) +30, Knowledge (geography) +30, Knowledge (planes) +33, Knowledge (religion) +30, Perception +45, Sense Motive +37, Stealth +29, Survival +30, Swim +22, Use Magical Device +31; Racial Modifiers +8 Perception
Languages Abyssal, Aquan, Celestial, Common, Draconic, Infernal, Undercommon; telepathy 100 ft.
Those hit by Vepar’s claw attack must make a successful DC 32 Fortitude save or be overcome with bone-numbing cold that deals 1d8 points of Dexterity damage. A successful save reduces the ability score damage by half. The save DC is Constitution-based.
Unique Item: Demonbrand
Environment any (Abyss)
Organization solitary or troupe (Vepar plus 2–5 shrroths)
Treasure double standard
Vepar is an Abyssal duke in the service of Dagon, Prince of the Sea. He leads 29 battalions of shrroths in service to his master. He is a brooding and malevolent demon that relishes in the torture and death of others, particularly mortals (whose very existence he disdains). His loyalty to Dagon is questionable at best, for behind the scenes, Vepar is quietly amassing an army of demons to one day lead against his current lord. But for now, he waits and serves.
Vepar’s citadel, Leviathan’s Reach, is built into an underwater mountain range that sits several miles below the surface of his watery Abyssal home. The citadel is guarded by scores of aquatic demons, fiendish merfolk, and fiendish tritons, as well as several hundred sahuagin led by a fiendish sahuagin 15th-level sorcerer named Anaunon. Most visitors (those that can actually reach it) avoid this place.
Vepar resembles a 12-foot tall merman. His upper torso is copperybrown while his lower torso and fins are silver and scaled. Vepar’s hair is long and black, and he usually wears it tied back or braided. His eyes, usually blue in color, burn with a silvery fire when he is angered or excited. Under his hair, two small copper horns can be seen just above his eyes. Vepar’s hands end in wicked claws with silvery nails.
Vepar relies on his trident, spell-like abilities, and ability to deal ability damage when combating foes. Before entering combat, he often raises a storm (using control weather or control winds) to herald his coming, though he is just as likely to attack from ambush or surprise as he is to “announce” his arrival. He enters combat with unholy aura active and follows it closely with ice storm.
Vepar from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.