Information Cohort Contingent Conjuration Summon Demon
33rd-Level Nymph Cleric/Thaumaturgist/Hierophant/High Proselytizer of Quintessa
Medium Fey
Languages: Abyssal, Celestial, Common, Elven, comprehend languages, read magic, tongues
Hit Dice: 11d8+88 plus 5d4+40 plus 5d8+40 plus 12d8+96 (406 hp)
Initiative: +10
Speed: 60 ft. (12 squares), swim 20 ft.
Armor Class: 52 (+5 magic vestment, +10 Dex, +10 Wis, +1 intrinsic, +15 deflection, +1 insight), touch 47, flat-footed 42
Base Attack/Grapple: +19/+22
Attack: +7 unarmed strike +29 melee (1d8+9) or +22 melee touch or +30 ranged touch
Full Attack: +7 unarmed strike +29/+24/+19 melee (1d8+9) or +22 melee touch or +30 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Ritual magic, blinding beauty, spells, stunning glance, rebuke undead 18/day, proselytize 2/day, deific touch 1/day, deific word 1/day, deific face 1/day, deific aura 1/day
Special Qualities: Ritual magic, unearthly grace, wild empathy, aura, improved ally, extended summoning, contingent conjuration, planar cohort, divine reach, faith healing, gift of the divine, spell power, heal 3/day, dimension door 1/day, contingency, damage reduction 10/epic and cold iron, spell resistance 47, low-light vision, fire resistance 20, evasion, arcane sight, comprehend languages, darkvision 60 ft., read magic, see invisibility
Saves: Fort +43, Ref +38, Will +48
Abilities: Str 15, Dex 31, Con 27, Int 29, Wis 31, Cha 40
Skills: Balance +31, Bluff +35, Climb +23, Concentration +46, Diplomacy +59, Disguise +17 (+19 act), Gather Information +17, Heal +12, Intimidate +19, Jump +23, Knowledge (arcana, religion) +47, Knowledge (history) +29, Knowledge (the planes) +12, Listen +14, Perform (dance) +18, Search +11, Sense Motive +48, Spellcraft +80, Spot +14, Swim +12, Tumble +32
Feats: Alertness, Augment Summoning, Divine Might, Eschew Materials, Improved Unarmed Strike, Leadership, Power Attack, Quicken Spell, Spell Focus (conjuration)
Epic Feats: Bonus Domain (Charm, Destruction, Fire), Epic Leadership, Epic Spellcasting, Ignore Material Components, Legendary Commander, Multispell
Cleric Spells Prepared (6/9/9/8/8/8/7/6/6/6; base DC = 20 + spell level; 21 + spell level for conjuration spells): 0—purify food and drink (6); 1st—cure light wounds (3), curse water (4), endure elements (already cast), charm personD; 2nd—cure moderate wounds (6), status, undetectable alignment (already cast), calm emotionsD; 3rd—create food and water, magic vestment (already cast), bestow curse (3), water breathing (already cast), water walk, suggestionD; 4th—death ward (2), dimensional anchor (2), quickened divine power, restoration (2), heroismD; 5th—flame strike (4), righteous might, quickened true seeing, commune, quickened fire shieldD; 6th—greater dispel magic (2), heroes' feast, enhanced harm (3), antimagic fieldD; 7th—destruction (4), greater scrying, disintegrateD; 8th—earthquake, sacred fire storm (3), unholy aura, trap the soulD; 9th—gate, mass heal (2), miracle (2), mage's disjunctionD
D Domain Spell. Deity: Quintessa. Domains: Charm (1/day increase Cha by +4 for 1 minute), Desire (cast enchantment spells at +1 caster level), Destruction (ability to make a single melee attack with a +4 bonus on attack rolls and a +11 bonus on damage rolls as a supernatural ability), Fire (18/day turn or destroy water creatures as a good cleric turns undead; rebuke, command, or bolster fire creatures as an evil cleric rebukes undead), Magic (use scrolls, wands, and other devices with spell completion or spell trigger activation as a 5th-level wizard). Caster level 30th; 31st for enchantment spells.
Druid Spells Prepared (6/7/6/4/3; base DC = 20 + spell level; 21 + spell level for conjuration spells): 0—create water (2), know direction (2), mending (2); 1st—calm animals, goodberry, jump (3), pass without trace (already cast), speak with animals; 2nd—animal messenger (2), barkskin (2), tree shape (2); 3rd—daylight (2), neutralize poison (2); 4th—air walk, freedom of movement (2). Caster level 9th.
Epic Spells/Day (3 divine; DC 30): benediction (DC 35), epic dispel magic, flames of the phoenix, mass time stop, providence
Challenge Rating: 35
Alignment: Chaotic evil (undetectable alignment)


Alura's unarmed strikes are treated as epic weapons with a +7 enhancement.
Ritual Magic: By channeling the raw magical power and life force of her most fanatical followers, Alura has permanently granted herself the following effects:
  • Immunity to antimagic field, dispel magic, greater dispel magic, and mage's disjunction. Her spells, spell-like abilities, supernatural abilities, and magical equipment function normally against such effects.
  • Epic magic fang effect (see above).
  • Damage reduction 10/epic.
  • Spell resistance 47.
These abilities function as if cast by a 30th-level cleric. They may be brought down by a targeted epic spell utilizing the dispel or destroy seeds, if the spellcaster succeeds on a caster level check (DC 100).
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of Alura. Those who look directly at her must succeed on a DC 31 Fortitude save or be blinded permanently as though by the blindness spell. Alura can suppress or resume this ability as a free action.
Stunning Glance (Su): As a standard action, Alura can stun a creature within 30 feet with a look. The target creature must succeed on a DC 31 Fortitude save or be stunned for 2d4 rounds.
Unearthly Grace (Su): Alura adds her Charisma modifer as a bonus on all her saving throws, and as a deflection bonus to her Armor Class (the statistics block already reflects these bonuses).
Wild Empathy (Ex): This power works like the druid's wild empathy class feature. Her check is 1d20 + 28.
Skills: Alura has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line. She casts water breathing daily to aid in her swimming.
Leadership: Alura's Leadership score is 52 (great renown; fairness and generosity; special power) or 54 for attracting followers (has a stronghold, base of operations, guildhouse, or the like). She can lead up to 24,000 1st-level followers, 2,400 2nd-level, 1,200 3rd-level, 600 4th-level, 300 5th-level, 150 6th-level, 80 7th-level, 40 8th-level, 20 9th-level, and 10 10th-level for a total of 28,800 followers. She may have a cohort of up to 31st-level.
Aura (Ex): Alura radiates an overwhelming aura of chaos and evil. Creatures of 16 HD or less who use detect chaos or detect evil against her are stunned for 1 round.
Rebuke/Command Undead (Su): Alura can rebuke undead with a +6 bonus on her Charisma check. She can command undead of 5 HD or less. This ability affects a total of 2d6 + 26 HD of undead.
Proselytize (Sp): Twice per day, Alura may preach the word of Quintessa to large crowds with great effect. Any time Alura is speaking in this manner, she is treated as though affected by a sanctuary spell. Second, her voice can be heard clearly by anyone within a radius of 700 feet, regardless of background noise, and her speech can be understood as though the audience were affected by a comprehend languages spell. Finally, everyone in the range of Alura's voice immediately has a chance of becoming enraptured:
Type of Listener Effect
Followers of Quintessa Automatic if 10 or fewer HD, otherwise Will save (DC 36)
Other chaotic evil listeners Automatic if 5 or fewer HD, otherwise Will save (as above)
All others Will save (as above)
Enraptured audience members act as though affected by a symbol of persuasion, changing alignment as appropriate and otherwise functioning according to the charm person spell. Alura can inspire the crowd to take any number of actions. Any suicidal suggestion grants audience members a new saving throw to break the rapture (with the exception of low-level listeners, who never got a save in the first place). This rapture lasts for 70 minutes. The save DC is Wisdom based.
Deific Touch (Sp): During her speech, Alura can move among the enraptured, shaking hands, caressing brows, and otherwise making contact with audience members. Anyone so touched is healed of 1d4 points of damage and cured of any natural disease or poison. Up to six individuals per round can be so affected. An audience member can benefit from deific touch only once per proselytize session. Alura can use deific touch as long as her proselytize ability lasts.
Deific Word (Sp): The words spoken by Alura can, if she chooses, function as a triple-strength sound burst spell (3d8 points of sonic damage and a Will save to avoid being stunned for 3 rounds) to all who are not enraptured, as the spell cast by a 20th-level cleric. The deific word can occur at any point during her proselytize speech.
Deific Face (Sp): When Alura speaks, she can cause a blinding burst to shine from her face. Deific face functions against all in the audience who are not enraptured as the sunburst spell cast by a 20th-level cleric. The deific face can occur at any point during her speech.
Deific Aura (Sp): When Alura speaks, she can cause a rolling wave of deific power to spring from her body that functions as the blasphemy spell, affecting only those in the audience who have resisted becoming enraptured. Deific aura otherwise functions as if cast by a 20th-level cleric. The deific aura can occur at any point during her speech.
Improved Ally: When Alura casts a planar ally spell (including the lesser and greater versions), she makes a Diplomacy check to convince the creature to aid her for a reduced payment. If her Diplomacy check adjusts the creature's attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature.
Extended Summoning: All spells from the summoning subschool that Alura casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don't change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell's level.
Contingent Conjuration: Alura can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having Alura cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs.
The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted conditions are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether Alura wants it to, although most conjurations can be dismissed normally. Alura can have only one contingent conjuration active at a time (see tab).
Planar Cohort: Alura can use any of the planar ally spells to call a creature to act as her cohort. The called creature serves loyally and well as long as Alura continues to advance a cause important to the creature.
To call a planar cohort, Alura must cast the relevant spell, paying the XP costs normally. It takes an offering of 1,000 gp × the HD of the creature to convince it to serve as a planar cohort, and the improved ally class feature can't be used to reduce or eliminate this cost. The planar cohort can't have more than 33 HD, and must have an ECL no higher than 31.
Alura can have only one planar cohort at a time, but she can continue to make agreements with other called creatures normally. A planar cohort replaces Alura's existing cohort, if she has one by virtue of the Leadership feat.
Divine Reach (Su): Alura can use cleric touch spells on targets up to 60 feet away. If the spell requires a melee touch attack, she must make a ranged touch attack instead.
Faith Healing (Su): Alura can use healing spells to their maximum effect on chaotic-evil creatures. Any cleric spell from the healing subschool cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot).
Gift of the Divine (Su): Alura may transfer one or more uses of her rebuke undead ability to a willing creature. The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the number of rebuking attempts per day allowed to her is reduced by the number transferred. The recipient rebukes undead as an 11th-level cleric but uses his own Charisma modifier.
Spell Power: Alura's effective cleric caster level is considered 1 higher for purposes of determining level-dependent spell variables and for caster level checks (added into the statistics above).
Heal (Sp): Alura can use heal on herself or another creature three times per day.
Dimension Door (Sp): Alura can use dimension door on herself and up to three willing Medium or smaller creatures (or one Large creature) once per day.
Contingency (Sp): Calling upon a miracle, Alura has a contigency spell cast upon her. If Alura is ever the target of a dimensional anchor spell, she automatically counterspells it.
Evasion: If Alura makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if Alura is wearing light armor or no armor. If she is helpless, she does not gain the benefit of evasion. This ability is tied to her boots of the wayfarer.
Possessions: Silver unholy symbol of Quintessa enscribed with verses of anathema (worth 500 gp), entertainer's outfit, circlet of the archmagi, +6 bracers of health, amulet of the planes, ring of elemental command (fire), ring of sustenance, rod of epic splendor, monk's belt, boots of the wayfarer, ioun stones (dark blue rhomboid, dusty rose prism, incandescent blue sphere +6, iridescent spindle, orange prism +2, pale green prism, scarlet and blue sphere +6), mini handy haversack (greater rod of enhance spell, greater rod of quicken spell, greater rod of sacred spell, 6th-level or lower pearl of power (two spells, each of a different level), 7th-level pearl of power, 8th-level pearl of power, 9th-level pearl of power, wand of prestidigitation (42 charges), unholy font, flask of unholy water (20), insense of meditation (19), soap, 38 platinum, 5 gold, 9 silver), spell component pouch (tiny reliquary containing a sacred relic (worth 500 gp), darkskull, greater strand of prayer beads, luckstone, 4 crimson diamonds worth 120,000 gold each), fine wine, keep (First Temple of the Azure Rose). Alura also has the spells arcane sight, comprehend languages, darkvision, read magic, see invisibility, and tongues permanently cast upon her, as well as a +5 inherent bonus to all ability scores (Caster level 30th).

The nymph, Alura, is the high priestess of Quintessa, goddess of magic, desire, and destruction, and the queen-like ruler of the Realm of Amariel, nestled deep within the Leänder Valley at the heart of the Echidnea Mountains. She is as lovely as she is enigmatic, as ever a vision of beauty and power as the high elves of ancient lore. Her surprisingly deadly body is imbued with divine power that rivals the gods themselves.

Strategies and Tactics

First and foremost Alura is a lover, not a fighter. She uses her sensual magics along with her proselytizing to lure people into the worship of her goddess and to serve her in her kingdom. From realm to realm she travels like a pied piper followed by a plethora of people from all walks of life, enchanted by her words towards their new home in the many grand houses and rich halls of Amariel. Those who become enraptured by her angelic voice are filled with the free flowing spirit of utter chaos, prone to flights of fancy and seeking with all their might their hearts' desire; those who resist her power, however, are overcome by a divine wrath like unto the very deities themselves. Her words echo with a deafening roar and her very appearance becomes a blinding light, leaving them paralyzed by her might. Rumors abound that some have died by the sheer weight of her words, but when inquired Alura merely smiles seductively.
This does not mean that the nymph is above combat, however. Her goddess believes that only the strongest, smartest, and loveliest of creatures deserve existence, and Alura has sought with every action she takes to prove this axiom true. She was already gifted with unnatural beauty, and her keen intellect and ancient wisdom has seen her through many a challenge; all that leaves is her body, which she has worked hard to strengthen to perfect form. Her hands, although appearing as delicate as any maiden's, can strike with force akin to the mightiest hammers, bolstered by the divine might that flows through her body. Her greatest strength, however, is her divine magic: although any fool cleric can return a poor soul to life, such an act requires a dose of holy water, expensive diamonds of the most brilliant sort, and ten minutes of prayer within the immediate vicinity of the victim. Alura, on the other hand, can return life to a large number of fallen comrades within a vast area a great distance away; no holy water is needed, no diamonds are spent, not even the slightest movement of her body is required. By speaking with the true voice of her goddess, she is able to return those slain to life in an instant.
Her other abilities are just as powerful, from bringing the masses to utmost perfect health to dispelling the mightiest of magics, even countering the sheer, awesome power of an antimagic field. Time she bends to her will, ensuring that her allies will always have a moment to spare to strengthen their defenses or lay down the next, deadly trap. It is even said that death itself is in awe of her might, and can not lay claim to her soul for very long were she to die. As powerful as her divine magic is, however, she prefers to proselytize whenever possible, to turn any deadly adversary into a potential worshipper of Desire.

Sample Encounter

Despite her chaotic nature, Alura can be a cold and calculating foe, assessing the situation so as to turn any difficult moment into a tactical advantage. Her magic is mighty enough that even the weakest of her allies can prove difficult to slay, and even if countless allies are slaughtered in the dozens in takes her only a moment to return them to full life and vigor. She fights only when attacked, however, rarely initiating any combat herself; if she can traverse from one realm to another in relative peace, all the better. Since her words can ease the heart of even the most enraged foe, after all, why should she suffer turning her beautiful kingdom into a battlefield?
Alura's Entourage (EL 35+): Alura and her cohort, Ambrosia, have entered a large and well-to-do city, hoping to enchant the masses into becoming her followers. They make themselves appear as a small troupe of entertainers, the nymph dancing for a crowd of onlookers in the marketplace while her demonic companion fascinates them with song. Once they have the peoples' full attention Alura begins to proselytize; her goal is to not only bring many of the folk back to Amariel, but to also entice them into rising up against the local government and ensuring that she leaves the city in utter chaos, thus strengthening Amariel's hold on the region.

Knowledge (Religion)
DC Result
15 You recognize the rose laying upon the nymph's breast as being the symbol of Quintessa, goddess of magic and desire. Wearing this symbol often marks a member of the deity's clergy.
20 Besides being the voice of a deity, a cleric has the ability to channel some of its divine power. Those who worship the dark gods also have the power to rebuke and command the undead through their manipulation of negative energy.
25 While many clerics are adorned with their deity's symbol fashioned from humble wood, some possess symbols made from more exotic materials like silver to signify their station. Not only are such clerics more respected by their fellows, but they command greater power, such as the ability to command the fiends of the infernal realms.
30 The highest ranking of a deity's clergy can call upon their patron to intervene on their behalf. Legends abound that the mightiest of the devout can even wield the magic of the gods themselves.

Knowledge (Local) or Knowledge (Nobility and Royalty)
DC Result
45 This is Alura, high priestess to the goddess, Quintessa, and ruler of the Realm of Amariel. Although she most often appears as a humble dancer, her looks hide deadly strength and unrivaled power.


Born the bastard child of an elven noble and a smitten human maiden, she began life under humble origins but rose to prominence under her Lady's guidance. In the depths of her soul Quintessa saw a heart that was the very epitome of desire, wanting power and prestige far above her station in life and willing to do anything to achieve this goal. She came upon the young half-elf and filled her with the divine power that flows through all clerics and set her on a quest, to find a kingdom worthy of the Azure Rose and make it her own. Facing countless trials and tribulations with faith and determination she sought to overcome every challenge that lay before her. Now reincarnated as a nymph, nature's embodiment of perfect beauty, she leads the Lady of Desires' clergy as they seek to spread their goddess' words throughout the lands and claim all that their hearts may wish.
Environment: Like a dire winter fey Alura can often be found striding atop the snow and through the forests of the Leänder Valley, dancing through even the deadliest blizzards as if they were nothing. Many an adventurer, unfamiliar with Amariel or its surrounding lands, claim to have seen a fell spirit of nature during their treks through the harsh winter snows. Sometimes, Alura will reveal herself to these lost souls and offer them aid. Other times, she may leave them to die, a cold laugh echoing in their hearts.
Physical Characteristics: Slender of build yet baring a hardened form, upon her muscled interior lays soft skin of the smoothest texture. Curls of rich hair, as if woven gold, adorn her face, while her eyes are like the most brilliant emeralds hidden behind the haunting light of true power; clearly her devotion to the goddess of beauty and desire has blessed Alura well. She never travels anywhere without her enchanted boots, allowing her to stay warm in even the most frostbitten of weather. Little else covers her body, however, as she seeks to show off her pleasing figure whenever possible. A silver pendant in the form of a blue rose, Quintessa's symbol, lays upon her breast.
Alignment: Although she grew up with a human mother and never knew her elven father, Alura shares much in common with gray elves. She can often times be condescending and vain, especially in the presence of lesser mortals. Free of spirit and left unrestrained by any law or command, the vile heart of her goddess has infected her once innocent soul, augmenting and perverting her natural tendencies. She is not above helping others, however, for without proper aid her subjects would most certainly revolt, and even the most evil of intelligent creatures knows that it is better to win respect by feigning love than steal it through violence and intimidation. A subject who fears you will turn against you in a heartbeat; a subject who adores you will fight at your side to the death.


Under her guidance, Amariel has grown into a grand, planar metropolis, receiving not only visitors from around the world, but from across the far demesne as well. Although many of her followers are mere commoners seeking to better their lives and make their dreams come true, a large force of followers are former clerics of other deities, stolen from their gods and made to serve Quintessa. Such deeds have not made her any friends amongst the other gods or their servants, and at times she and her fellows have found themselves targets of many divine forces, be they assassins working for other dark gods, or holy paladins trying to win back the flock. Alura's hold on the population is as strong as any tyrants', however, despite her seemingly philanthropic nature.
Amariel itself is a serene kingdom of towering, crystalline constructs surrounded by the deep forests of Echidnea. With natural streams flowing through the city and a rich, variety of life walking the streets, Amariel is a pinnacle of civilization, a true representation of chaos in all its many flavors. One could stroll through a vibrant art hall one moment or partake of a brutal fight in an underground arena the next. No walls or police force guard the city from outside attackers, its defenses manned only by the supreme, divine authority of Alura and the power of the gods that she wields. Instead, a sort of mutual respect flows through the kingdom as each goes about their own lives; creating, buying, selling, every person seeking out their own individual destiny. Although rabble rousers interrupt the tranquil peace of Amariel more often than not, such dark stains are quickly washed away by those who seek life, love, and happiness above all else.

Typical Treasure

Although the ruler of a vast kingdom, much of Alura's personal wealth is in the form of equipment, magic items, and epic spells. Each piece serves a purpose, whether to heighten her natural abilities or to protect her against a horde of foes. She does, however, possess a keep, the First Temple of the Azure Rose, serving as the central church of her goddess' religion. She keeps enough wealth on hand to develop another epic spell if the need arises. Her total wealth is comparable to a player character of her Challenge Rating.