Colossal (tall) Magical Beast (Intermediate god)
Hit Dice: | 59d10+826 (1150 Hp) |
Initiative: | +10 (+6 Dex, +4 Improved Initiative) |
Speed: | 20 ft. (4 squares), Fly (Average) 300 ft. (60 squares) |
AC: | +58 (+20 natural, +15 luck, +10 deflection, +5 divine (profane), +6 Dex, -8 size), Touch +38, Flat-footed +58 |
Base Attack/Grapple: | +59 / +91 |
Attack: | spear arm +68 melee (4d6+16/16-20) or blade tendril +65 melee (3d6+8) |
Full Attack: | 2 spear arms +68 melee (4d6+16/16-20), 4 blade tendrils +65 melee 3d6+8 |
Space/Reach: | 20ft. / 45ft. (spear arms), 560ft (tendrils) |
Special Attacks: | Ray attack, augmented critical, impale, power drain |
Special Qualities: | Divine qualities, deflect ranged attacks, psychic bond, see invisibility, energy resistance (acid, cold, sonic, electrical) 50, uncanny dodge, assassin's guile, telepathy (600ft.), SR 73 |
Saves: | Fort +39, Ref +36, Will +21 |
Abilities: | Str 43, Dex 23, Con 38, Int 6, Wis 17, Cha 34 |
Skills: | Hide +25, Move Silently +40, Spot+17, Survival+18, Tumble +41 |
Feats: | Acrobatic, Alertness, Combat Reflexes, Diehard, Dodge, Endurance, Flyby Attack, Hover, Improved Critical (Spear Arms), Improved Initiative, Iron Will, Leadership, Lightning Reflexes, Mobility, Multiattack, Run, Spring Attack, Stealthy, Track, Weapon Focus (Spear Arms), Wingover |
Climate/Terrain: | Any Land |
Organization: | Solitary or Entourage (Iris plus 4 Bodyguards (see below)) |
Challenge Rating: | 61 |
Treasure: | None |
Alignment: | Always Lawful Evil |
Advancement: | - |
Domains: | Assassin, Death, Evil, Law, Trickery |
Holy Symbol: | A tendril with a bladed tip |
Known as the Lord of Assassins, or simply the Assassin, Iris a powerful and cunning god of revenge and assassination. Though not as physically strong as greater gods like King Ghidora or Godzilla, Iris is still a force to be reckoned with, for what he lacks in raw power, he makes up for with an assassin's guile. Also, while the other evil gods pursue destruction and suffering, Iris is a little more focused. As the god of vengeance and assassination, he can be one of the most unpredictable of all the evil gods, for even those of good alignment can call him down with a strong enough desire for vengeance.
Iris has no close parallel in the natural world. He is roughly humanoid, with a vertical, bipedal stance, standing over 160ft tall. His body glows with several large gemlike structures, and his arms end in deadly spear-like blades that he can extend and retract at will. His head is conical with a slit where a single, sinister eye peers out. Iris's most distinctive feature, however, are his four tendrils. These tentacles are Iris's main weapons, each one over 560ft long and tipped with a serrated blade.
Clerics who chose to worship Iris can choose from the following domains: Assassin, Death, Evil, Law, and Trickery. His favored weapon is the kusari-gama.
Iris can communicate with any creature within 600ft. of himself that speaks Draconic via telepathy.
Combat:
Iris, being one of the more intelligent, and one of the most Lawful of the Kaiju-gods, approaches combat with a calculated reserve that is absent in the ferocious attacks of the other gods. Iris seems to pride himself on his melee abilities, and often will eschew ranged combat to engage an opponent face to face. However, like any good assassin, he will not hesitate to make use of all of his abilities when it comes to taking down a foe.
In addition to his own combat prowess, Iris is always accompanied by four of his church's most powerful assassins. These deadly creatures protect their lord with their lives, and willingly will sacrifice themselves to protect their master.
Iris's natural weapons are considered epic, evil and lawful for the purposes of overcoming damage reduction.
Ray attack (Su): once every 1d4 rounds, as a standard action, Iris can fire a beam of white light from the tips of his tendrils. To hit with the beam, Iris must make a ranged touch attack, and if he hits, it deals 15d6 points of sonic damage. The beams have a range of 860 ft.
Improved Critical (Ex): Iris's threatened a critical on an 18-20 with his natural attacks, and deals triple damage on a successful critical hit.
Impale (Ex): When Iris attacks with his spear arms, he can attempt to start a grapple as a free action without provoking an attack of opportunity. If he manages to get a hold, the opponent has been skewered on Iris's spear arms. Each round that Iris maintains the hold, the opponent takes 4d6+15 points of damage. If the target is within 45ft of a solid structure, he is considered pinned as well. Once Iris has impaled an opponent, he can use his power drain ability.
Power Drain (Su): One of Iris's most deadly and versatile powers, this power lets Iris absorb some of his opponent's powers and use them as his own. Once an opponent has been impaled (see above), each round Iris maintains the hold, the creature gains 1 negative level as Iris begins to leech out the life and blood from the victim. For each negative level that he inflicts on his opponent, Iris can literally steal some of the energy he drains and gain access to that creature's powers. Also, for every negative level he inflicts in this way, he regains 1d8 hit-points.
For most monsters, Iris can chose to gain up to two of their special attacks or qualities, with the following limitations; he can't gain exceptional powers that require anatomical features Iris does not have, such as a purple worm's swallow whole, which requires a mouth, which he lacks (but he can gain breath weapons, which emanate from the tips of his tendrils), and he can only obtain a maximum of two powers from any given monster at a time. Any attacks that have a range element to them, such as a breath weapon or a ray attack, emanates from the tips of his tendrils, adding 560 ft. to their range. If there is a restriction on how often the power can be used, such as some spell-like abilities and most breath weapons, Iris is also constrained by these limitations. Such stolen powers last for one day per negative level inflicted during the power drain.
For creatures with character levels, he can chose to gain one of the class's special abilities, such as applicable bonus feats from a drained fighter, or rage from a barbarian. For spellcasters, he can chose one spell that they know/have memorized, and be able to cast it 1/day as a spell-like ability. Like other drained powers, the stolen abilities last only for one day per negative level inflicted, and are limited by the number of times per day that they would normally be allowed to be used by their original owner.
Iris can only hold nine such stolen powers at a time, and he can choose which powers he gains when he drains his opponent. Being fairly intelligent, Iris will often choose the power that an opponent has which will best suit his needs. If Iris drains an additional power while he still is holding nine, the oldest power is lost and replaced by the new one.
Negative levels inflicted by this power last for one day. After that, the victim must make a Will save (DC 57) for each negative level inflicted. If the save is successful, the negative level vanishes. If it fails, the negative level vanishes and becomes a permanent level drain. This save is constitution based
Deflect Ranged Attacks (Ex): Up to six times per round, when he would be struck by a ranged attack, Iris can deflect the attack with his tendrils. He can deflect almost any ranged attack used on him, including breath weapons that form a line, rays, ballista bolts, rocks thrown by giants, and any ray or energy missile spells. A ray is a spell that produces a ray effect, while energy missiles are spells that produce something physical that the spell projects or the caster hurls, such as flame arrow spell.
In order to deflect the attack, Iris must make a successful Reflex save (DC 20 + any magical bonus to attack). If he succeeds, the attack is harmlessly deflected away from him. Iris must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack does not count as an action on Iris's part.
Psychic Bond (Su): If an intelligent creature gains possession of one of Iris's black beads, Iris can create a psychic bond with that creature if it has a desire for revenge on another being or place. The DM must make a secret Will saving throw for the creature Iris is trying to link with (DC 51). If the creature succeeds, Iris cannot make a psychic link with the creature for one day, but can try again the next day, if the bead is still in the creature's possession and they still desire vengeance. Should the save fail, Iris becomes psychically linked with the creature. Once linked, the bead is of no consequence and is no longer needed to maintain the bond. This save is charisma based.
So long as he remains linked with his host, Iris gains a +4 inherent bonus to Strength, Dexterity and Constitution, for the duration of the link. He is able to find his host, even if they are obscured with Non-detection or other similar effect. The host can communicate with Iris as though he were under the effects of a Telepathy spell. Also, while he is linked to the host, Iris is obligated to destroy that which the host wishes vengeance upon, and will attack that creature or object with all of his energy.
However, once he has fulfilled his hosts desire for vengeance, Iris extracts a heavy price for his services. He immediately seeks out his host and, as a full round action, draws the host into his body. The host does not gain a saving throw to resist this effect, but must be within 40ft of Iris. Once he has consumed his host, Iris gains a further +2 inherent bonus to his ability scores, which stack with the points gained for being psychically bonded.
The being captured by Iris in this manner, however, is subjected to hideous mental torture while inside him. For each day the host remains inside Iris, it takes 1 point of permanent intelligence and wisdom damage and is considered paralyzed while inside the god, even if the creature is normally immune to paralysis. Should either of the host's abilities be reduced to 0, the host is killed and Iris expels the carcass from his body. At that point, Iris's ability scores return to normal. The only way to save the host at this point is to inflict at least 100 points of piercing or slashing damage to Iris's stomach region to cut the creature free.
Iris can only be bonded to one creature at a time.
See Invisible (Su): Iris can constantly see invisible objects as though he were under the effect of a See Invisibility spell cast by a 20th-level sorcerer. He can suppress and resume this power as a free action.
Uncanny Dodge (Ex): Iris has the Uncanny Dodge powers of a 59th level rouge. Thus, he doesn't lose his dexterity bonus to AC, even if flat-footed or struck by an invisible attacker, and he cannot be flanked.
Assassin's Guile (Ex): Despite his immense size, Iris is not only exceptionally agile, but also quite stealthy. Iris receives a +20 competence bonus to his Hide, Move Silently and Tumble skills. This bonus stacks with his divine aptitude ability. Further, Iris can always take 10 on any skill check relating to the above-mentioned skills, even in stressful situations. These bonuses are already calculated into the statistics block above.
Iris's Worship and Worshipers
Iris's worship is probably the most widespread of all the evil gods, save perhaps Legion. As the master of vengeance and of assassins, Iris is the evil god called on the most often by everyday people, for there is always someone in the world who wants revenge (justified or not) upon another. With every wish for vengeance, the Lord of Assassins grows stronger. The fact that he will occasionally answer the prayers of those calling out for vengeance, particularly those who have acquired one of his sacred black beads, is a sure sign that Iris's fell eye is on the people of the world.
Iris's formal worshipers are a deadly and dangerous lot. Almost all assassins in the world pay homage to him, and his most devout followers belong to some of the most deadly and feared assassin orders around. Most people have heard whispered tales of these elite killers, who strike victims down before they realize that they are being attacked. While some of these guilds are like any assassin guild, taking on assignments for pay, regardless of the nature of the job, there are some that are more devoted to the Assassin's vengeance aspect than simple assassinations.
One of the most powerful of the assassin traditions that follows Iris is the deadly monastic order known only as the Silver Falcons. This order of lawfully evil monks is fiercely devoted to the principles of the Lord of Assassins, those of revenge, assassination and of deception. The few monasteries that house the Silver Falcons' order are often in isolated, inhospitable areas, where only those who desire true vengeance are able to reach. If approached by a supplicant for an assassination, the monastery master will hear the person's plead. Should the desire for revenge be strong enough, the master will dispatch some of his students to kill the target. Should the need be petty, or the desire not worthy of the Silver Falcons' time, the supplicant is tortured and killed. In either case, thoughts of vengeance are not far off.
In addition to his monks and assassin guilds, Iris is served by a fanatically devoted clergy, all of whom are dedicated to ensuring that their master has plenty of acts of vengeance to feed upon. Bound by a strict code of honor, which has existed since Iris ascended to godhood, the followers of the Lord of Assassins train their bodies, minds and souls to become the perfect instruments of revenge and the ultimate killers. As such, most clerics of Iris take at least one or two levels in the assassin prestige class.
Iris's followers pride themselves on the nature of their work. The most devout of whom claim they are not merely as band of thugs who are at the beck and call of any petty noble who wishes to inspire fear in his subjects, or the pawns of a bandit king who wishes to gain power. No. The followers of the Lord of Assassins serve not those who can pay the most, but those who seek revenge at any cost. To them, payment isn't just in gold. It's in the act of killing another in the name of revenge. If a daughter wishes the death of her father for his abuse of her, and she wishes it with all of her heart and soul, the followers of Iris are more than willing to kill the man in the most painful way possible, even if the girl can only pay them three copper pieces for their trouble. The stronger the desire for vengeance, the more willing the followers of the Lord of Assassins are to take the mission, and the less money they are likely to demand for their actions.
Among the races of the world, humans, elves and dwarves make up the most common formal followers of Iris. The vengeful souls of the dwarves, the long lives and longer memories of he elves and the fiery passion of the humans all make these races ideal followers of the Assassin. The Drow elves are particularly common among Iris's followers.
Among the savage humanoids, many tribes of hobgoblins, kobolds and other lawfully evil humanoids follow the Assassin, for their desire for revenge on those who abuse them is like nectar to Iris, and he happily feeds on their hatred.
Among the gods, Iris's followers are among the few who regularly have contact with Outsiders. They often call upon devils and other fiends to aid them in their vengeance quests. So often do Iris's followers have contact with the infernal that the instances of Iris's followers mating with these strange beings is more common than most people would like to think. In fact, some of the clergy's highest ranked officials can trace their lineage back to a diabolic ancestor who was called upon by the Assassin's followers many centuries before. Thus, teiflings and half-fiends are very common among the ranks of Iris's church.
Like any good assassins, Iris's followers are non-descript in the way they appear. Most look like common members of their race and social standing. Only when they are called on a mission do they dress in the cowls and black night suits of the assassin and move out on their sacred missions of vengeance.
Iris' followers are not well liked by the other religions. His clergy's rivalry with Gamera's is legendary, and the two orders clash quite often. Battra and Mothra's clerics also find the followers of the Lord of Assassins distasteful, for their actions bring sorrow and despair. Biollante's followers seem indifferent to the Assassin's followers, as they rarely have cause to damage the natural world. The noble Leo, while he despises Iris for his evil nature, almost seems to admire Iris for his devotion to honor, and the two seem to regard each other as worthy foes.
The followers the neutral gods rarely have cause to interfere with Iris, though Kiryu's worshipers occasionally get in the way of their vengeance quests.
Of the evil gods, only Legion and Destoroyah seem to cross claws with Iris's followers on a regular basis. Iris, ever jealous of Legion's ability to inspire pure loyalty in her followers, constantly battles against his fellow god in an attempt to wrestle the power she holds over her followers from her cold grasp. Destoroyah and his clerics are more often the ones who seek out and try to eradicate Iris's follower, for while Destoroyah is the god of murder and carnage, he feels that he should also possess the right to dominion over assassination. Thus, his followers constantly try to undermine the power of Iris's assassins. However, the cunning of the Lord of Assassins is strong, and try as he might, Destoroyah and his followers have yet to seriously harm Iris's influence over the worship of the worlds most elite killers.
Iris's Bodyguards
These four assassins are among the most fearsome and loyal of all of Iris's followers. They are so devoted to their cause that they don't even consider themselves individual creatures, seeing themselves as merely an extension of their god's will. They are so devoted to this ideal that they refuse to even take names, merely calling themselves Iris's Bodyguards. And they take their duty to guard the life of their lord with deadly gravity.
Few people have ever seen these silent, black robed men and lived to tell the tale. They are known to wield wicked adamantine kusari-gama, and to coat their own bodies in all sorts of vile toxins. They are also documented to be able to cast diabolical magic, and have been seen flying on great bat wings.
The Bodyguards rarely leave Iris's side, but when they do, it is either at his or his herald's command. When given a task by either of these beings, the Bodyguards pursue their assignment with utmost care and icy cold precision. Once their assignment is complete, they immediately return to their lord's side.
These creatures are all drow half-fiends, breed especially by the Iris church as protectors for their lord, and were raised in the most deadly and cruel arts of assassination and murder, under the careful hand of Iris's herald. Iris was seemingly well pleased with the four warriors his herald created for him, for he has allowed them to remain at his side always. More than anything else, these four are the very pinnacle of perfection in the eyes of the church, serving the most important roll of all, that of guarding their god himself. Only Iris's herald has a more distinguished honor.
Iris's Bodyguards (4): Drow Half-fiend Mnk11/Ftr10/Asn9; CR 34; Medium Outsider (Augmented Humanoid)(Native); HD 11d8+33 plus 10d10+30 plus 9d6+27; Hp 229; Init +11; Spd 60ft. Fly 60ft (Average); AC 32, Touch 23, Flat-footed 32; Base Atk +24; Grp +33; Atk +34 melee (1d6+8/17-20, Soul reaper [see below]) or +31 melee (1d4+7/19-20, Assassin's dagger) or +31 melee (2d8+5, unarmed strike) or +31 melee (1d4+5, claw) or +34 ranged (1d6+1d6 fire+1d6 cold+1d6 electricity+7/x3+2d10 fire+2d10 cold+2d10 electrical, +3 flaming burst icy bust seeking shocking burst composite longbow (+4 Str bonus)); Full attack +34/+29/+23/+17/+11 (1d6+8/17-20, Soul reaper [see below]) or +31/+26/+20/+14/+8 (1d4+7/19-20, Assassin's dagger) or +31/+26/+20/+14/+8 (2d8+5, unarmed strike) or +31/+31 melee (1d4+5, 2 claw) and +26 melee (1d6+2, bite) or +34 ranged (1d6+1d6 fire+1d6 cold+1d6 electricity+7/x3+2d10 fire+2d10 cold+2d10 electrical, +3 flaming burst icy bust seeking shocking burst composite longbow (+4 Str bonus)); SA Flurry of Blows, Ki strike (magical, lawful), Sneak attack +5d6, Death Attack, Smite good, Spell-like abilities, Spells; SQ Drow Traits, Improved Evasion, Still Mind, Slow fall(50ft.), Purity of Body, Wholeness of Body, Diamond Body, Poison Use, Uncanny Dodge, Hide in Plain Sight, Resistance (acid, cold, fire, electricity) 10, Immune to Poison, Damage Reduction 10/magic, SR 40, Return to Master, Spell-like abilities, Spells; AL LE; SV Fort +22, Ref +25, Will +18; Str 21, Dex 24, Con 16, Int 19, Wis 16, Cha 20
Languages: Abyssal, Common, Draconic, Drow Sign Language, Elven, Goblin, Undercommon
Skills and Feats: Bluff +15, Concentration +16, Craft (Weaponsmithing) +15 Disguise +18, Escape Artist +20, Hide +31, Intimidate +18, Jump +26, Move Silently +31, Sense Motive +13, Spot +27, Survival +10, Tumble +34, Use Magic Device +15; Acrobatic, Blind-fight, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Exotic Weapon Proficiency (Kusari-gama), Flyby Attack, Hover, Improved Critical (Kusari-gama), Improved Grapple, Improved Initiative, Improved Trip, Mobility, Quick Draw, Spring Attack, Stealthy, Weapon Finesse (Kusari-gama), Whirlwind Attack
Flurry of Blows (Ex): Iris's Bodyguards may use a full attack action to make two extra attacks per round with an unarmed strike or a special monk weapon at his highest base attack.
Ki strike (Su): A Bodyguard's unarmed strike count as lawful and magical weapons for overcoming damage reduction.
Death Attack (Ex): If one of Iris's Bodyguards studies an opponent for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of either paralyzing or killing the target (Bodyguard's choice). When studying the victim, the Bodyguard can take other actions, so long as her attention stays focused on the intended target, and the target does not recognize the Bodyguard as an enemy. If the victim of this attack fails a fortitude save (DC 24) against the kill effect, she dies. If the save fails against the paralysis effect, the victim's mind becomes enervated, rendering her helpless and unable t act for 1d6+9 rounds. If the victim's saving throw succeeds, the attack is just a normal sneak attack. After completing the initial three rounds of study, the Bodyguard must make the sneak attack within the next 3 rounds. If the victim makes her save, or the Bodyguard doesn't make the attack within 3 rounds of complete study, a new 3 rounds of study must be made before he can attempt another death attack.
Smite Good: Once per day Iris's Bodyguards can make a normal melee attack to deal +20 points of extra damage against a good foe.
Drow Traits: Immune to magic Sleep spells and effects; +2 racial bonus on saves against enchantment spells or effects; darkvision 120ft.; entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; +2 racial bonus on Will saves against spells or spell-like abilities; spell-like abilities (1/day - dancing lights, darkness and faerie fire as the spells from a 30th level caster); light blindness (blinded for 1 round by abrupt exposure to bright light, -1 circumstantial penalty on all attack rolls, saves and checks while operating in bright light; +2 racial bonus on Listen, Spot an Search checks (already figured in above)
Improved Evasion (Ex): When a Bodyguard is subject to an attack that allows a reflex save for half damage, he takes no damage on a successful save and half damage on a failed save. A helpless Bodyguard (one who is unconscious or paralyzed) does not gain the benefits from improved evasion.
Still Mind (Ex): A Bodyguard receives a +2 bonus on saving throws against spells and effects from the school of enchantment. This bonus stacks with her Drow racial bonuses against enchantment spells and effects.
Slow Fall (Ex): A Bodyguard within arms reach of a wall can use it to slow his decent. Subtract 50ft. from the distance of any fall when the Bodyguard is within reach of a wall.
Purity of Body (Ex): Iris's Bodyguards are completely immune to all forms of non-magical or supernatural disease.
Wholeness of Body (Su): Each day, the Bodyguard can heal up to 22 points of damage to himself. The Bodyguard can spread this healing out among many uses.
Diamond Body (Su): Iris's Bodyguards are completely immune to all forms of poison.
Poison Use: Iris's Bodyguards are trained in the use of poison, and never risk poisoning themselves when applying poison to a blade.
Uncanny Dodge (Ex): A Bodyguards retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus if immobilized).
In addition, the Bodyguard cannot be flanked, except by a rouge level 13 or higher.
Hide in Plain Sight (Su): As long as he is within 10ft. of some sort of shadow, a Bodyguard can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.
Return to Master (Su): At any time, a Bodyguard can teleport back to Iris's location as a free action, as if he had cast a Word of Recall spell. Bodyguards are also constantly aware of Iris's condition, as if they were observing him through a status spell, and will immediately return to him if he is threatened.
Spell-like abilities: 3/day darkness, poison, unholy aura, 1/day blasphemy, contagion, desecrate, destruction, horrid wilting, summon monster IX (fiends only), unhallow, unholy blight. Caster level 30th, Save DC 15 + spell level
Additionally, through the use of miracle and wish spells bestowed by the Iris cleregy, all four of the bodyguards permanently possess the following spells active on them at all times: Death Ward, Greater Arcane Sight, Rary's Telepathic Bond (between all four Bodyguards), Tongues, True Seeing, and Water Breathing.
Assassin Spells known (5/5/5/4): Save DC 14+Spell level: 1st - feather fall, jump, obscuring mist, sleep, true strike; 2nd - alter self, cat's grace, pass without a trace, spider climb, undetectable alignment; 3rd - deep slumber, deeper darkness, magic circle against good, misdirection, nondetection; 4th - clairaudience/clairvoyance, freedom of movement, greater invisibility, modify memory
Possessions: Soul reaper (see below), Assassin's dagger, +3 flaming burst icy burst seeking shocking burst composite longbow (+4 Str bonus), +5 Axiomatic Distance Unholy Darkwood Arrows (50), Javelin of Lightning (8), Ring of Elemental Command (each Bodyguard has a ring attuned to a different element), Ring of Sustenance, Rod of Absorption (3), Rod of Thunder and Lightning, Staff of Life, Staff of Necromancy, Amulet of Proof against Detection and Location, Beads of Force (50), Boots of Speed, Bracers of Armor +8, Circlet of Telepathy (As Helm of Telepathy), Cloak of Etherealness, Daern's Instant Fortress, Disjoining Orbs (10), Dust of Appearance (16 doses), Dust of Disappearance (16 doses), Dust of Sneezing and Choking (20 doses), Eyes of Doom, Glove of Storing, Greater Horn of Blasting, Heward's Handy Haversack (altered to not interfere with flight), Iron Bands of Bilarro, Monk's Belt, Portable Hole, Quiver of Ehlonna, Monk's Outfit of Stars (As Robe of Stars), Stone of Good Luck, 5 Potions of Cure Serious Wounds, Displacement, Haste, Nondetection, Remove blindness/deafness, Remove curse, Spider Climb and Water breathing,5 Oils of Deeper Darkness and Keen Edge, Mithril Holy symbol of Iris, 20 vials of dragon bile poison, 20 vials of deathblade poison, 10 flasks of burnt othur fumes poison.
Note: This is the typical gear carried by the Bodyguards. Because of their status among Iris's followers, they can acquire almost any item, other than major artifacts, they need whenever they need it.
Soul Reaper: +3 Adamantine keen ki focus vorpal kusari-gama; AL LE; Int 19, Wis 19, Cha 10; Speech, Telepathy, 120ft. Darkvision, blindsesne and hearing; Ego 29
Lesser Powers: 10 ranks Listen (total modifier +14), 10 ranks Spot (total modifier +14), Bless on allies 3/day, Cure Moderate Wounds (2d8+3) on wielder 3/day
Special Purpose: Protect the assassin god Iris from harm.
Dedicated Powers: Fireball (10d6), Rusting Grasp (as touch attack), True Resurrection on wielder once per month.
Personality: Each of Iris's Bodyguards possesses an identical copy of this highly powerful and willful magic item. Almost extensions of Iris's Bodyguards themselves, these weapons are devoted in their entirety to the preservation of lord Iris. Through their telepathic abilities, these cruel weapons constantly scan the surrounding area for any threat to lord Iris, and let their master know when such threats are approaching. Also, despite their high ego rating, they are perfectly willing to work with the Bodyguards, as their missions are the same. However, in the unlikely event that the weapon were stolen, then the Soul Reapers would be more than willing to exert their will over their captors, while simultaneously sending out a distress call to their true owners. If one of the bodyguards is killed, the weapons are more than willing to use their True Resuretcion power to revive the dead warrior, as keeping the bodyguards alive fulfills their special purpose.
Combat Tactics
The four Bodyguards are an extremely efficient and well-regimented fighting force. Not only are they exceptionally powerful individually, as a team, they are virtually unstoppable. The Bodyguards typically fight from the air, and will attempt to whittle down their foes before engaging them in close range combat. Also, they will make liberal use of their assassin magic, particularly Greater Invisibility, when engaging foes.
Because all four Bodyguards have a nearly identical appearance, they also make use of their Hide In Plain Sight power to make hit and run attacks to disorient their foes. One will attack, move away and hide, while another comes from a different direction and attacks the enemy from behind, giving the impression that they are everywhere at once. They are also find of using their Soul Reaper's Rusting Grasp power to destroy their foe's armor and weapons, making the enemy all the more vulnerable to their attacks.