Lord of Change

Size/Type: Large Spirit Master (Chaotic, Evil, Extraplanar, Psionic)
Hit Dice: 20d8+200 (300hp)
Initiative: +16
Speed: 60ft. Fly: 120ft (Good)
Armor Class: 47 (+12 dex, +8 shield, +12 armor, +7 insight)
Base Attack/Grapple: +20/+30
Attack: +7 Flaming Burst Anarchic Spell-Storing Longsword +37/+32/+32/+32 (1d8+1d6[fire]+2d6[chaotic]+17) and Claw +30 (1d8+10) or 2 Claws +30 (1d8+10) or by Spell (+32 ranged touch)
Space/Reach: 10ft./10ft.
Special Attacks: Spells, Spell-Like Abilities, Psi-Like Abilities, Fires of Change, Gift of Change, Baleful Sword, Gaze of Fate, Changer of Ways, Storm of Magic
Special Qualities: Immunity to Acid, Sonic, Poison, Confusion, Insanity and Non-Magical Harm, Resist Fire and Electricity 30, Resist Disease +4, DR20/Law or Good, SR35, Regen 10/Lawful, Low-Light Vision, Darkvision 120ft., Telepathy 20 miles, Evasion, Greater Uncanny Dodge, Staff of Change, Spell-Reflect, Use Magic Device
Saves: Fort +27 Reflex +29 Will +22
Abilities: Str 30 Dex 34 Con 30 Int 38 Wis 20 Cha 34
Skills: Spellcraft +39, Knowledge (Arcana) +37, Knowledge (the Planes) +37, Knowledge (Psionics) +37 Knowledge (2 others) +37, Spot +28, Listen +28, Search +37, Bluff +35, Diplomacy +39, Intimidate +37, Sense Motive +28, Disguise +35 (+37 acting), Autohypnosis +28, Concentration +33, Craft (any 1) +37, Hide +31, Move Silently +35, Disable Device +35, Balance +35, Tumble +37
Feats: Improved Initiative, Quicken Spell, Twin Spell, Extend Spell, Repeat Spell, Split Ray, Chain Spell, Spell Focus (Transmutation)(B), Greater Spell Focus (Transmutation)(B), Epic Spell Focus (Transmutation)(B), Improved Combat Casting(B), Ignore Material Components(B),
Graft Flesh(B), Multispell(B),
Frog Chant(B),
Environment: Ever-Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 20
Treasure: Triple Standard and Baleful Sword
Alignment: Always Chaotic Evil
Playable: Not Recommended
Living embodiments of malicious change, Lords of Change are clever and cruel schemers and manipulators, tearing down people, societies and empires. It takes the greatest joy in seeing the world torn asunder and reborn anew, regardless of the consequences. A Lord of Change will foster rebellions, aid revolutions, all to facilitate changes in the status quo, and then just as easily turn on it's former allies, tearing apart what they've built to begin the process anew. To these ends, it gathers potent magical power, seeking out obscure magical knowledge and powerful relics, founds cults, and gathers servants and minions from across the planes.
Combat:
A Lord of Change primarily fights with its vast array of magical abilities, though it is more than capable of tearing apart foolish mortals who assume it to be physically fragile.
Baleful Sword: A Lord of Change wields an ever-shifting blade infused with the powers of Chaos. The weapon is bound to it and it may summon the sword to it or dismiss it as a free action. In addition to its listed properties, as a swift or standard action, the Lord of Change may do one of the following:
*Switch out the Flaming Burst enhancement for the Freezing Burst, Shocking Burst, Acidic Burst, or Screaming Burst.
*Change the blades material to any other suitable.
*Add or replace 1 non-epic weapon ability as a fourth enchantment.
Additionally, a creature struck by the weapon suffers
Corporeal Instability unless they make a fort save (DC32, Cha based).
Aside from the ability to summon or dismiss it, these are all properties of the Baleful Sword, not the Lord of Change. Should the Lord of Change be slain, the sword remains behind.
Changer of Ways: A Lord of Change may spontaneously cast any transmutation Wizard spell (or metamagicked version thereof) by "losing" a prepared spell of the equivalent or higher level. Any creature affected by the Lord of Change's transmutation spells may be healed or harmed by 2HP per spell level at the Lord's option.
Fires of Change (Su): Whenever the Lord of Change would deal energy damage, it may elect to make that damage instead into Warpfire. Warpfire is it's own type of damage (effectively untyped) and causes creatures who suffer damage from it to also be exposed to a
Greater Warpwave. Any saves are DC32 (cha-based) and on a result of 20 on the chart the victim is instead transformed into a Chaos Beast.
Gaze of Fate (Su): A Lord of Change projects a gaze attack out to 60ft. that forces a will save (DC32, cha-based)) or become Dazed for 1d4 rounds.
Gift of Change (Su): A Lord of Change can as a standard action melee touch attack force a creature to suffer a
Mutation of its choice unless they succeed on a will save (DC32, Cha based). At any time, as a free action, the Lord of Change can cause a creature given a mutation by this ability to suffer corporeal instability (Fort DC32 negates). They suffer a -1 penalty on this save and subsequent charisma checks for every mutation given by this ability. A creature can only bear a number of mutations equal to it's HD. Any more and it automatically suffers Corporeal Instability.
Psi-Like Abilities: Constant: Force Screen, Inertial Armor, Defensive Precognition
At Will: Moment of Prescience, Energy Ray, Energy Current, Energy Ball, Energy Wave, Energy Wall, Energy Bolt, Call to Mind, Modify Memory, Body Adjustment, Body Purification, Ego Whip (5d4), Id Insinuation, Matter Manipulation, Wall of Ectoplasm, Greater Precognition, Destiny Dissonance, False Sensory Input, Crystal Shard, Schism
1/Minute: Astral Construct, Swarm of Crystals, Time Hop
3/day: Bend Reality,
Magic Saturation/
Psionic Saturation, Hail of Crystals, Clairtangent Hand, Mass Time Hop, Vision
1/day: Hypercognition, Metafaculty,
Weavewarping, Psychic Reformation, Reality Revision
Save DC32
Spell-Like Abilities: Constant: True Seeing, Greater Arcane Sight, See Invisibility,
Foresight, Mind Blank,
Greater Freedom of Movement
At Will: Polymorph Any Object, Prestidigitation, Detect Magic, Read Magic, Power Word (Any), Greater Teleport (Self+objects carried only, usable as an immediate action), Enlarged Greater Dispel Magic (Usable as an immediate action, may counterspell), Antimagic Ray, Detect Thoughts, Legend Lore, Hindsight, Insanity, Feeblemind, Chaos Hammer, Word of Chaos, Dispel Law, Augury, Divination,
Exemplary/Atrophied Body, Enlarged
Mass Mispell (No [Compulsion] descriptor, usable as an immediate action), Invisibility, Invoke Magic
1/minute:
Ancient Elder Bolts
3/day:
Transfigure Ability,
Baleform Transmogrification,
1/day: Disjunction, Cloak of Chaos, Wish, Planar Perinarch (any plane)
Save DC32
Spell-Reflect (Su): When a spell or effect fails to penetrate a Lord of Changes spell resistance or it successfully counterspells it, it may elect to redirect that effect to a new target or area as if the Lord of Change had cast it as a free action usable outside of turn. The Lord of Change has an extra immediate action it can use exclusively for counterspelling without sacrificing it's swift action in the next round. It may counter Spell-Like Abilities and Psi-Like Abilities. The Lord of Change has a +3 racial bonus to dispelling attempts and it's Greater Dispel Magic is uncapped. When it successfully counters a spell, it heals 5hp per level of the spell.
Spells: A Lord of Change casts spells as a 20th level Wizard.
Spells/Day: 8/8/8/7/7/7/7/6/6/6
Typical Prepared Spells:
0: Arcane Mark, Caltrops, Ghost Sound, Ray of Frost, Flare, Daze, Silent Portal, Dancing Lights,
1: Magic Missile, Alarm, Unseen Servant, Parching Touch, Silent Image, Scholar's Touch (x2), Grease
2: Glitterdust, Acid Arrow, Touch of Idiocy, Hideous Laughter, Numbing Sphere, Web, Extended Thunderhead, Mirror Image
3: Great Thunderclap, Extended Resist Energy, Suggestion, Major Image, Mass Curse of Impending Blades, Displacement, Sleet Storm
4: Twinned Lesser Orb of Acid, Ruin Delvers Fortune (x2), Quickened Acid Splash, Scrying, Greater Invisibility, Shadow Conjuration
5: Freezing Fog, Persistent Image, Quickened Lesser Orb of Sound, Wall of Force, Wall of Stone, Cloudkill, Repeated Great Thunderclap
6: Quickened Blindness/Deafness, Quickened Glitterdust, Forceful Hand, Probe Thoughts, Chained Suggestion, Permanent Image, Globe of Invulnerability
7: Chained Enervation, Hiss of Sleep, Twinned Orb of Fire, Twinned Split Scorching Ray, Limited Wish, Finger of Death
8: Quickened Black Tentacles, Quickened Bestow Curse, Greater Bestow Curse, Telekinetic Sphere, Brain Spider, Summon Monster VIII
9: Wail of the Banshee, Gate, Twinned Split Enervation, Reaving Dispel, Maw of Chaos, Prismatic Sphere
Save DC24+Spell Level, 27+Spell Level for transmutation spells
Staff of Change: Each Lord of Change can as a free action manifest or dismiss a magical staff that varies in what spells it contains depending on the lords whims. When the Lord of Change prepares their spells for the day, they also choose what form their staff will take and may choose from any published staff. It always starts with 50 charges. Should the Lord of Change be slain, the staff explodes in a manner emulating the retributive strike of a Staff of Power with a reflex save (DC30, con-based) for half damage.
Storm of Magic: 1/month a Lord of Change may create either an
Arcane Storm or Chaotic Storm with the area multiplied by 10. The Deadening Air or Magical Flux trait may be applied if the Lord of Change wishes.
Use Magic Device: A Lord of Change counts as any race/class/spell-list/whatever for the purpose of activating magic items.