Designing the Clock Adventure: Part 4.25 The Adversaries

The weekend post saw me detailing the Time God finally.  I like his make up as a Gnomish tinkerer.  Gnomes rarely get the exposure they are due and who else would you expect to see in the heart of a clock mechanism anyway!  Today I move on to detail the major enemy and his eidolon (yes, he is a summoner) that have come to the clock temple and are causing the issues that the players are experiencing.

Jactents Gale Hellfire Summoner and his Eidolon Kerrathuul

Jactents Image by Dominic Qwek (attribution at 
bottom of page)
Jactents Gale is a summoner who was born as a result of a deal with a contract devil.  The contract devil took the first born child of a worshipper of Asmodeus.  The child was taken and reared by the Contract Devil who had knowledge of the time god.  In this he saw an opportunity to strike at the heart of the abyss but knew that the temple itself was well protected against Devil incursion.  With a human under their control she saw the opportunity to be able to infiltrate the temple and cease time in the abyss effectively destroying the war that has raged for all of eternity.

Jactents was provided an Eidolon that was cultivated especially from the extra-planar beings of the multiverse to have no infernal core but completely supported the devils position.  Finally, the contract devil who lived on the material plane in human disguise to raise Jactents paid the final price to bring about the chain of events that were required to push Jactents to attempt this work.

Jactents for all intents and purposes never knew of the true nature of his mother.  Since he has started this journey he has begun to suspect that she was more than she first appeared but a child never questions that which is closest to them.  He was fifteen years of age when he saw demons of all shapes and sizes rush from a portal and tear his mother to pieces.  His mother had taught him all about demons and strongly warded their home from them and they could not enter the house.

He swore then and there that he would destroy the demons personally and set out on a quest to do so.  As he packed away his mothers things he came across some journals of material she had studied.  Weaknesses that could be exploited in a forgotten gods temple.  A complete map of what would be required to complete the task had been set out for him.  Jactents was at this stage a Devil worshipper (taught to him by his mother) and the first thing that he knew he would have to do to even have a chance at success was to become greater than a human can be.  He needed to become a mythic creature.

He began to modify his form as he grew so that his body was a temple for the infernal worship he modelled.  He slew an angel and captured its soul to distill an essence that granted him his mythic status and he began to follow the remainder of his plan.  Amongst his research though Jactents found a piece of information that his mother never did.  he found out how to disable the protections from devils entering the temple and he improved on his mothers plan.  He would at first enter the temple and remove these protections.  From there he would call to his companions, a group of devils to join him and storm the temple.  They would capture this god and force him to reveal the final secrets on how to lock time down in the abyss.

Jactents only trusts his Eidolon completely and knows with the nature of devils that they will seek to usurp him through their negotiations.  He refuses to sign any deals or negotiate on anything that any devil suggests.  The attack is done his way or no way at all.  Unfortunately this means his plan is relatively simplistic and his forces have made it in to the temple and caused many complications for the God but they are far from complete when the PC’s arrive to find out what the problems are…

The rest of this post is dedicated to Jactents and Kerrathuul’s stat blocks created for Pathfinder, inclusive of the Mythic Adventure rules.  At the bottom of the page is the legalese for Hero Lab (my suggested character generator) and also the legalese for the image I have used for Jactents.  Let me know in the comments what you think and keep rolling!

Jactents Gale Hellfire Summoner    CR 19
XP 204800
Male Human (Azlanti) Summoner 20/Archmage 7
LE Medium Humanoid (human)
Init +19; Senses bond senses (20 rounds/day); Perception +4


AC 31, touch 16, flat-footed 30 (+10 armor, +1 Dex, +5 natural, +5 deflection)
hp 226 (20d8+121)
Fort +19, Ref +15, Will +23
Defensive Abilities greater shield ally (+4 ac/saves, +2 for allies), hard to kill, life bond, mythic saving throws; Immune fire; Resist greater shield ally (+4 ac/saves, +2 for allies); SR 31
Weakness mercurial mind


Speed 20 ft.
Special Attacks eldritch breach, mythic power (17/day, surge +1d10+1)
Spell-Like Abilities
   14/day—Summon Monster IX or Gate (14/day)
   3/day—plane shift (DC 28)
   1/day—plane shift (DC 28)
Summoner Spells Known (CL 20):
6 (7/day) Dimensional Lock, Maze [M], Charm Monster, Mass (DC 27), Create Demiplane, Teleportation Circle
5 (7/day) Plane Shift [M] (DC 26), Dispel Magic, Greater, Teleport, Greater, Invisibility, Mass, Rejuvenate Eidolon, Greater
4 (7/day) Contact Other Plane, Insect Plague, Dismissal (DC 25), Infernal Healing, Greater, Overland Flight, Purified Calling
3 (8/day) Black Tentacles [M], Stoneskin, Displacement, Dispel Magic [M], Rain of Frogs, Rejuvenate Eidolon
2 (8/day) Evolution Surge, Lesser (DC 23), Slow (DC 23), Haste [M], Bull’s Strength, Restore Eidolon, Lesser (DC 23), Twisted Space (DC 23)
1 (8/day) Protection from Chaos [M], Shield, Protection from Good, Mage Armor, Alarm, Infernal Healing
0 (at will) Open/Close (DC 21), Detect Magic, Light, Arcane Mark, Message, Read Magic


Str 12, Dex 12, Con 20, Int 16, Wis 16, Cha 33
Base Atk +15; CMB +18; CMD 32
Feats Extra Evolution, Extra Evolution, Extra Evolution, Extra Evolution, Extra Evolution, Great Fortitude, Great Fortitude [Mythic], Improved Great Fortitude (1/day), Improved Initiative, Improved Initiative [Mythic], Improved Iron Will (1/day), Iron Will, Lightning Reflexes, Mythic Spell Lore [Mythic], Potent Surge [Mythic]
Flaws Mercurial Mind
Skills Acrobatics -1 (-5 jump), Appraise +4, Bluff +12, Climb -1, Diplomacy +12, Disguise +22, Escape Artist -1, Fly +22, Heal +4, Intimidate +12, Knowledge (arcana) +27, Knowledge (planes) +27, Linguistics +12, Perception +4, Ride -1, Sense Motive +4, Spellcraft +27, Stealth -1, Survival +4, Swim -1, Use Magic Device +20
Languages Abyssal, Azlanti, Common, Daemonic, Dwarven, Elven, Gnome, Halfling, Infernal, Shadowtongue
SQ amazing initiative (1/round), eidolon link, force of will, life link, maker’s call/transposition (4/day), merge form (20 rounds/day), recuperation, share spells with eidolon, surge, twin eidolon (20 minutes/day)
Combat Gear Life link badge, Potion of cure serious wounds (2), Potion of darkvision, Ring of telekinesis, Staff of eidolons; Other Gear Amulet of natural armor +5, Bag of holding IV (empty), Cloak of resistance +5, Hat of disguise, Headband of mental superiority +6 (Knowledge [arca, Ioun stone (onyx rhomboid), Ioun stone (pale green prism), Ring of protection +5, You have no money!

Special Abilities

Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can’t be used to cast a spell).
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs SR.
Bond Senses (20 rounds/day) (Ex) As a standard action, you can share Eidolon’s senses while on same plane.
Competent Caster (Ex) Concentration checks for arcane spells auto succeed (unless highest level castable).
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Enduring Armor +10 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Farwalker (Sp) You can plane shift, using double your tier as your caster level.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Great Fortitude [Mythic] Roll Fort save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Greater Shield Ally (+4 AC/Saves, +2 for allies) (Ex) +4 AC and save when within Eidolon’s reach. Allies gain +2.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Fire You are immune to fire damage.
Improved Great Fortitude (1/day) Can re-roll a Fort save, but must take the second result.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Life Bond (Su) Damage that drops you below 1 hp is taken by the Eidolon.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Life link badge Charge with summoner spells, then expend with life link to heal eidolon 1d6/charge spent.
Maker’s Call/Transposition (4/day) (Su) Eidolon teleports to an adjacent square or you switch places, as dimension door.
Mercurial Mind When critically hit or fail a save vs mind-affecting effect, become confused for 1d4 rds.
Merge Form (20 rounds/day) (Su) As a full rd action, merge with eidolon. See through its senses and control it to cast spells.
Mythic Power (17/day, Surge +1d10+1) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Potent Surge [Mythic] Add 1 to the result of any surge roll.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Spell Resistance (31) You have Spell Resistance.
Summon Monster IX or Gate (14/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can’t use with eidolon.
Surge (1d10+1) (Su) Use 1 power to increase any d20 roll by the listed amount.
Twin Eidolon (20 minutes/day) (Su) Polymorph into a twin of your Eidolon with same stats and evolutions.

Eidolon : Kerrathuul

Biped (Hooves)
LE Huge Outsider
Init +3; Senses darkvision 60 ft.; Perception +22


AC 35, touch 12, flat-footed 31 (+3 Dex, -2 size, +23 natural, +1 dodge)
hp 202 (+105); fast healing 1
Fort +17, Ref +8, Will +11 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion


Speed 30 ft.
Melee Bite (Bite) +28 (2d6+15+1d6 fire/x2) and
   Bite (Bite) +28 (2d6+15+1d6 fire/x2) and
   Bite (Bite) +28 (2d6+15+1d6 fire/x2) and
   Gore (Gore) +28 (2d6+15+1d6 fire/x2) and
   Gore (Gore) +28 (2d6+15+1d6 fire/x2) and
   Hooves x2 (Hooves) +26 x2 (1d4+7+1d6 fire/x2)
Space 15 ft.; Reach 4 ft.
Special Attacks energy attacks (fire)


Str 40, Dex 16, Con 22, Int 8, Wis 10, Cha 12
Base Atk +15; CMB +32; CMD 46
Feats Alertness, Blind-Fight, Combat Reflexes (4 AoO/round), Dodge, Eldritch Claws, Great Fortitude, Iron Will, Multiattack, Toughness
Skills Fly +14, Intimidate +16, Perception +22, Sense Motive +22, Stealth +13
Languages Common
SQ devotion +4, head, head, improved evasion, multiattack / extra attack
Other Gear You have no money!

Special Abilities

Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Energy Attacks (Fire) (Ex) Your natural attacks deal 1d6 additional energy damage.
Evasion (Ex) No damage on successful reflex save.
Fast Healing 1 (Ex) You heal damage every round if you have > 1 Hp.
Head An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite, go
Head An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite, go
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.

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Some rights reserved. This work by Dominic Qwek is licensed under a Creative Commons Attribution-Non Commercial No Derivative Works Version 3.0 Licence

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