Okay, I originally posted several advanced, templated demons in the Rogues Gallery forum some time ago, but I think the server crash wiped out that thread. Thus, I'm re-posting them here and will likely add to it as time goes by.
Those unique demon lords are quite powerful and might not fit into everyones campaigns. Plus, the CRs haven't been playtested, and could be out of wack. The names of the new demon lords are based on real world languages, but I've forgotten which languages inspired which names, for the most part.
Note: I've changed the thread's title to "Fiend Lexicon" so that I can use this same thread for unique archdevils, yugoloths, and other evil outsiders. And since the cosmology for World of Kulan is now the cosmology for Dark World and Sons of Asgard, I'll likely be posting unique evil outsiders here for those campaigns, as well.
Opinions are welcome!
Cheers!
KF72
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Asinmuntah, “Salty Vomit” [Advanced Myrmyxicus/Half-Elemental (Water)] Colossal Outsider (Chaotic, Evil, Extraplanar, Tanar’ri, Water) Hit Dice: 54d8+668 (915 hp) Initiative: +7 Speed: 20 ft. (4 squares), fly 40 ft. (poor), swim 60 ft. AC: 39 (-8 size, +3 Dex, +29 natural, +5 profane), touch 10, flat-footed 36 Base Attack/Grapple: +54/+82 Attack: +72 melee (2d6+25/16–20/x2, Colossal +5 unholy scimitar, +1d6 damage on critical) Full Attack: +68/+63/+58/+53 melee (2d6+25/16–20/x2, Colossal +5 unholy scimitar, +1d6 damage on critical) and +68 melee (2d6+15/16–20/x2, 3 Colossal +5 unholy scimitars, +1d6 damage on critical), or +66 melee (4d6+20, bite) and +64 melee (2d8+10, tail) and +64 (2d6+10, 6 tentacles) Space/Reach: 30 ft. / 20 ft. Special Attacks: Breath weapon, Charisma drain, constrict 2d6+10, improved grab, spell-like abilities, summon tanar’ri Special Qualities: Damage reduction 15/good and iron, infuse scimitar, outsider traits, spell resistance 30, tanar’ri traits, unholy ichor Saves: Fort +41, Ref +32, Will +37 Abilities: Str 51 (+20), Dex 16 (+3), Con 34 (+12), Int 24 (+7), Wis 26 (+8), Cha 24 (+7) Skills: Appraise +19 (+21 stonework and weapons), Bluff +39, Concentration +45, Craft (stonemasonry) +19, Craft (weaponsmithing) +19, Decipher Script +21, Diplomacy +43, Disguise +39 (+41 acting), Escape Artist +17, Gather Information +20, Hide +35, Intimidate +41, Knowledge (arcana) +39, Knowledge (architecture and engineering) +39, Knowledge (history) +39, Knowledge (religion) +39, Knowledge (the planes) +39, Listen +40, Move Silently +15, Perform (oratory) +19, Search +39 (+41 involving secret doors/compartments), Sense Motive +40, Sleight of Hand +17, Spellcraft +41 (+43 decipher spells on scrolls), Spot +40, Survival +40 (+42 following tracks or on other planes), Swim +52, Use Magic Device +19 (+21 involving scrolls), Use Rope +17 (+19 involving bindings). Feats: Blind-Fight, Cleave, Corrupt Spell-Like Ability (cone of cold), Dark Speech, Great Cleave, Improved Critical (scimitar), Improved Initiative, Leadership, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (scimitar). Epic Feats: Armor Skin, Epic Toughness, Epic Weapon Focus (scimitar), Great Charisma, Great Dexterity, Multiweapon Rend, Overwhelming Critical (scimitar).
Environment: Infinite Layers of the Abyss (any aquatic) Organization: Unique Challenge Rating: 43 Treasure: Triple standard, plus six Colossal +5 unholy scimitars Alignment: Chaotic evil Advancement: ––
Asinmuntah is an ally of Demogorgon, although the demon is jealous of Demogorgon's infamy throughout the Multiverse. It hates Yeenoghu with a dark passion, but the reason why is only known to the two Demon Lords. However, his greatest enemy is the Demon Lord named Vesimurhata, also known as The Water Slayer. Of the Archdevils, Asinmuntah hates Mammon and Baalzebul the most.
Asinmuntah speaks the following languages: Abyssal, Anarchic, Aquan, Celestial, Common, Draconic, Infernal, and Terran.
Combat Breath Weapon (Su): Once per minute, Asinmuntah can exhale a 40-foot cone of unholy black vapor. All creatures in this area must make a Reflex save (DC 49) or become nauseated. Good-aligned creatures take 10d6 points of unholy damage as well (this damage is halved if the Reflex save is successful). Each round beyond the first that a good-aligned victim remains in contact with the vapor, he automatically takes 5d6 points of unholy damage. The vapor remains in the area for 1d6 rounds before it dissipates.
Charisma Drain (Su): An individual struck by Asinmuntah’s tail attack must make a Will save (DC 44) or permanently lose 1d6 points of Charisma (twice that amount on a critical hit). Asinmuntah heals 5 points of damage (10 on a critical hit) whenever it drains Charisma, gaining any excess as temporary hit points.
Constrict (Ex): With a successful grapple check, Asinmuntah can constrict a grabbed opponent, dealing 2d6+10 points of bludgeoning damage.
Improved Grab (Ex): If Asinmuntah hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +81). If it gets a hold, it also constricts the same round. Thereafter, Asinmuntah has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but Asinmuntah is not considered grappled).
Spell-like Abilities: At will – cause fear (DC 18), charm person (DC 18), charm monster (DC 21), freedom of movement (DC 21, harmless), telekinesis (DC 22, object), greater teleport (self plus maximum load of objects only; DC 24, object), true seeing (DC 23, harmless). 4/ day – control weather. 3/day – control water, greater dispel magic, unholy aura (DC 25, harmless), unholy blight (DC 21). 1/day – acid fog, cone of cold (DC 23), elemental swarm *, fog cloud, horrid wilting (DC 25), ice storm, obscuring mist, plane shift (DC 24), water breathing (DC 20, harmless). Caster level: 54th. The save DCs are Charisma-based. *Cast as a water spell only.
Summon Tanar’ri (Sp): Twice per day, Asinmuntah can automatically summon either 2d6 skulvyns or one hezrou or one myrmyxicus (its choice).
Infuse Scimitar (Su): Asinmuntah can infuse any masterwork scimitar it touches with unholy magical energies, transforming it into a +5 unholy scimitar as long as the demon remains in physical contact with the scimitar. Asinmuntah may infuse up to four scimitars at a time in this manner; the demon carries four Colossal masterwork scimitars with it for this purpose. The act of infusing a scimitar is a full-round action, and Asinmuntah may only infuse one scimitar at a time.
Outsider Traits: Asinmuntah has darkvision (60-foot range). The demon cannot be raised or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Asinmuntah needs to breathe, but does not need to eat or sleep (although it can do so if it wishes).
Tanar’ri Traits: Asinmuntah can communicate telepathically with any creature within 100 feet that has a language. The demon is immune to electricity and poison, and it has acid resistance 10, cold resistance 10, and fire resistance 10.
Unholy Ichor (Su): Asinmuntah’s thick, tar-like blood sprays upon any creature that deals damage to the demon with a melee attack using a piercing or slashing weapon or natural weapon. A Reflex save (DC 49) allows the attacker to avoid the spray; otherwise he becomes nauseated for 1d4 rounds. Good-aligned creatures struck by this ichor who fail their save take 2d6 points of unholy damage from the initial contact.
Skills: Asinmuntah has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard (not calculated in the numbers above) and can always choose to take 10 on Swim checks, even if distracted or endangered.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
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Atterastrum, “The Ruin of Stars” (Balor/Star-Borne Template/Marshal20) Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri) Hit Dice: 20d10+260 + 20d8+260 (720 hp) Initiative: +13 Speed: 40 ft. (8 squares), fly 90 ft. (good), freefall 80 ft. (perfect) AC: 41 (-1 size, +9 Dex, +23 natural), touch 18, flat-footed 32 Base Attack/Grapple: +30/+47 Attack: +45 melee (2d6+15/19-20, Large +2 vorpal longsword) Full Attack: +41/+36/+31/+26 melee (2d6+15/19-20, Large +2 vorpal longsword) and +40/+35 melee (1d4+8 plus 1d6 fire plus entangle, Large +2 flaming whip), or +42 melee (1d10+13, 2 slams) Space/Reach: 10 ft. / 10 ft. (20 ft. with Large +2 flaming whip) Special Attacks: Auras, death throes, entangle, spell-like abilities, summon tanar’ri, vorpal sword Special Qualities: Breathless, damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, grant move action 5/day, immunity to cold, electricity, fire, poison, and the effects of a vacuum, outsider traits, resistance to acid 20, spell resistance 28, stellar, tanar’ri traits, telepathy 100 ft., true seeing, can survive on any plane without ill effect Saves: Fort +35, Ref +31, Will +31 Abilities: Str 36 (+13), Dex 29 (+9), Con 37 (+13), Int 24 (+7), Wis 28 (+9), Cha 28 (+9) Skills: Bluff +42, Concentration +36, Diplomacy +50, Disguise +18 (+20 acting), Handle Animal +30, Hide +28, Intimidate +44, Knowledge (planetology) +35, Knowledge (the planes) +35, Knowledge (wildspace) +35, Listen +52, Move Silently +32, Ride +30, Search +30, Sense Motive +42, Speak Language x5, Spellcraft +30 (+32 scrolls), Spot +42, Survival +31, Swim +34, Use Magic Device +32 (+34 scrolls), Wildspace Survival +20. [See the Beyond the Moons website for details on the Knowledge (planetology), Knowledge (wildspace), and Wildspace Survival skills.] Feats: Alertness B, Battlefield Inspiration, Cleave, Dark Speech, Endurance B, Freefall B, Improved Initiative, Improved Two-Weapon Fighting, Leadership, Power Attack, Powerful Charge, Quicken Spell-Like Ability (telekinesis), Skill Focus (Diplomacy) B, Two-Weapon Fighting, Weapon Focus (longsword). [See the Beyond the Moons website for details on the Freefall feat.] Epic Feats: Blinding Speed, Energy Resistance (acid), Epic Leadership.
Environment: Wildspace Organization: Unique Challenge Rating: 42 Treasure: Triple standard, plus Large +2 vorpal greatsword and Large +2 flaming whip Alignment: Neutral evil Advancement: As balor or by character class
Atterastrum is a unique balor of space-borne descent who leads armies of the Abyss throughout the depths of Wildspace. The demon is feared not only for its prowess in combat but for its ability to lead other fiends into battle. Atterastrum is known as “The Ruin of Stars” due to the thousands of worlds he has subjugated for his master, the demon lord named Igneuerus.
Atterastrum speaks the following languages: Abyssal, Aquan, Anarchic, Auran, Celestial, Common, Draconic, Dwarven, Giant, Goblin, Ignan, Infernal, Orc, and Terran.
Combat
Atterastrum's Large +2 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.
Atterastrum's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Auras (Ex): Minor – accurate strike, art of war, demand fortitude, master of opportunity, master of tactics, motivated constitution, motivated strength, watchful eye. Major (+4) – hardy soldiers, motivated ardor, motivated attack, resilient troops, steady hand.
Death Throes (Ex): When killed, Atterastrum explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 33 half). This explosion automatically destroys any weapons Atterastrum is holding. The save DC is Constitution-based.
Entangle (Ex): Atterastrum's Large +2 flaming whip entangles foes much like an attack with a net. The whip has 40 hit points. The whip needs no folding. If it hits, the target and the demon immediately make opposed Strength checks; if Atterastrum wins, it drags the target against its flaming body (see below). The target remains anchored against the demon's body until it escapes the whip.
Spell-like Abilities: At will – blasphemy (DC 26), dominate monster (DC 28), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 26), power word stun, telekinesis (DC 24), unholy aura (DC 27); 1/day – fire storm (DC 27), implosion (DC 28). Caster level: 20th. The save DCs are Charisma-based.
Vorpal Sword (Su): Atterastrum carries a +2 vorpal longsword that looks like a bolt of lightning.
Summon Tanar’ri (Sp): Once per day Atterastrum can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.
Breathless (Ex): Atterastrum does not breathe and is immune to gas-based attacks. It can also be buried under the earth, underwater, or survive the depths of space with no ill effect.
Flaming Body (Su): The body of Atterastrum is wreathed in flame. Anyone grappling the demon takes 6d6 points of fire damage each round.
Grant Move Action (Ex): See page 13 of D&D Miniatures Handbook.
Outsider Traits: Atterastrum has darkvision (60-foot range). The demon cannot be raised or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Atterastrum does not need to eat or sleep (although it can do so if it wishes).
Stellar (Ex): Atterastrum suffers no penalty when fighting underwater, or in low gravity.
Tanar’ri Traits: Atterastrum can communicate telepathically with any creature within 100 feet that has a language. The demon is immune to electricity and poison, and it has acid resistance 20.
True Seeing (Su): Atterastrum has a continuous true seeing ability, as the spell (caster level: 20th).
Skills: Atterastrum has a +8 racial bonus on Listen and Spot checks.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
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Damamedianoche, “Lady Midnight” (Advanced Succubus/Shadow Creature Template) Medium Outsider (Chaotic, Extraplanar, Evil, Tanar'ri) Hit Dice: 12d8+24 (78 hp) Initiative: +2 Speed: 45 ft. (9 squares), fly 75 ft. (average) AC: 21 (+2 Dex, +9 natural), touch 12, flat-footed 19 Base Attack/Grapple: +12/+13 Attack: +17 melee (1d6+4/19–20/x2, +3 short sword) or +14 melee (1d6+1, claw) Full Attack: +17/+12/+7 melee (1d6+4/19–20/x2, +3 short sword) or +14 melee (1d6+1, 2 claws) Space/Reach: 5 ft. / 5 ft. Special Attacks: Energy drain, spell-like abilities, summon tanar’ri Special Qualities: +2 luck bonus on all saves, damage reduction 10/cold iron or good, darkvision 60 ft., fast healing 2, immunity to electricity and poison, low-light vision, resistance to acid 10, fire 10, and cold 15, shadow blend, spell resistance 18, telepathy 100 ft., tongues Saves: Fort +12, Ref +12, Will +12 Abilities: Str 13 (+1), Dex 14 (+2), Con 14 (+2), Int 16 (+3), Wis 14 (+2), Cha 26 (+8) Skills: Bluff +25, Concentration +17, Diplomacy +25, Disguise +18* (+20 acting), Escape Artist +12 (+14 involving ropes), Hide +12, Intimidate +27, Knowledge (the planes) +13, Listen +20, Move Silently +18, Search +13, Spot +20, Survival +12 (+14 following tracks or on other planes), Use Rope +17 (+19 with bindings) Feats: Boost Spell-Like Ability (suggestion), Dodge, Mobility, Persuasive, Weapon Finesse.
Environment: Plane of Twilight Organization: Unique Challenge Rating: 12 Treasure: Double standard Alignment: Chaotic evil Advancement: ––
The succubus known as Damamedianoche is an outcast of the Abyss. The demon left the Abyss after failing the demon lord, Orcus. The demon fled to the Plane of Twilight and has remained hidden there for eons. Damamedianoche has gathered a dozen unique succubi (with the shadow creature template) towards its cause and has a shadow demon as its consort.
Damamedianoche plots the destruction of its former master, although the demon’s power is limited beyond its shadowed fortress, called Umbralinger, which drifts aimlessly through the Plane of Twilight.
Damamedianoche speaks the following languages: Abyssal, Celestial, Draconic, and Gith.
Combat
Damamedianoche can attack with its claws or its +3 short sword, but the demon prefers to turn foes against one another. Damamedianoche uses its polymorph ability to assume humanoid guise, and can maintain this deception indefinitely.
Damamedianoche's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Energy Drain (Su): Damamedianoche drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the demon must start a grapple, which provokes an attack of opportunity. Damamedianoche's kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the demon. The victim must succeed on a DC 24 Will save to negate the effect of the suggestion. The DC is 24 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Spell-Like Abilities: At will – charm monster (DC 22), detect good, detect thoughts (DC 20), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 23), greater teleport (self plus 50 pounds of objects only). Caster level: 15th. 1/day – cause fear (DC 19). Caster level: 5th. The save DCs are Charisma-based.
Summon Tanar’ri (Sp): Once per day Damamedianoche can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.
Shadow Blend (Su): In any conditions other than full daylight, Damamedianoche can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Tongues (Su): Damamedianoche has a permanent tongues ability (as the spell, caster level: 12th).
Skills: Damamedianoche has a +8 racial bonus on Listen and Spot checks and a +6 racial bonus on Move Silently checks. *While using its polymorph ability, the demon gains a +10 circumstance bonus on Disguise checks.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
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Dambloed, “King of Blood” (Advanced Nalfeshnee/Wizard10/Blood Magus10) Gargantuan Outsider (Chaotic, Extraplanar, Evil, Tanar’ri) Hit Dice: 38d8+459 plus 10d4+120 plus 10d6+120 (929 hp) Initiative: +6 Speed: 30 ft. (6 squares), fly 40 ft. (poor) AC: 36 (-4 size, +6 Dex, +24 natural) touch 12, flat-footed 30 Base Attack/Grapple: +48/+72 Attack: +61 melee (6d6+23/x3, Gargantuan +5 bane vs. good outsiders greataxe) or +57 melee (3d8+12, bite) Full Attack: +61/+56/+51/+46 melee (6d6+23/x3, Gargantuan +5 bane vs. good outsiders greataxe) or +57 melee (3d8+12, bite) and +51 melee (2d6+6, 2 claws) Space/Reach: 20 ft. / 20 ft. Special Attacks: Awaken blood, bloodwalk, death knell, smite, spell-like abilities, summon tanar’ri, wizard spells Special Qualities: Blood component, blood draught, bloodseeking spell, damage reduction 10/good, darkvision 120 ft., durable casting, homunculus, immunity to electricity and poison, infusion, resistance to acid 20, cold 20, and fire 20, scarification, spell resistance 22, stanch, summon familiar, telepathy 100 ft., thicker than water, true seeing Saves: Fort +45, Ref +37, Will +38 Abilities: Str 34 (+12), Dex 22 (+6), Con 34 (+12), Int 22 (+6), Wis 24 (+7), Cha 22 (+6) Skills: Bluff +34, Climb +26, Concentration +52, Craft (armorsmithing) +31, Craft (weaponsmithing) +31, Decipher Script +40, Diplomacy +36, Disguise +31 (+33 acting), Heal +32, Hide +31, Intimidate +34, Jump +28, Knowledge (arcana) +44, Knowledge (religion) +44, Knowledge (the planes) +42, Listen +40, Move Silently +31, Search +31, Sense Motive +33, Spellcraft +49 (+51 spells on scrolls), Spot +40, Sleight of Hand +22, Survival +32 (+34 following tracks or on other planes), Tumble +22, Use Magic Device +32 (+34 scrolls) Feats: Brew Potion (blood draught ability) B, Cleave, Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Dark Speech, Empower Spell, Endurance, Energy Admixture (electricity), Energy Substitution (electricity), Great Fortitude, Improved Bull Rush, Mortalbane, Power Attack, Scribe Scroll B, Toughness, Transdimensional Spell, Weapon Focus (bite). Epic Feats: Armor Skin, Dire Charge, Energy Resistance (acid), Energy Resistance (cold), Energy Resistance (fire), Improved Darkvision.
Environment: Infinite Layers of the Abyss Organization: Unique Challenge Rating: 35 Treasure: Triple standard plus one Gargantuan +5 bane vs. good outsiders greataxe Alignment: Chaotic evil Advancement: ––
Dambloed is a powerful demon lord who has its roots in the lands of The Dark Continent on the World of Kulan. It is believed that its first acts of depravity came at the expense of that lands denizens. The demon’s name is whispered in fear throughout the Dark Jungle and the lands known as N’sha, Thundra, and Mibha. The demon is worshiped as a god by the dark denizens of Terre Mortis and the decadent of the Matsu Empire.
Dambloed appears to be a Gargantuan nalfeshnee of incredible strength and endurance. It is said to be a master of the arcane arts, as well as being a powerful bloodwalker (the name given to Dark Continent blood magi). Its hide is covered in scars from it past use of its Scarification ability, including several active spells. The demons thick brown fur is mottled black red due to the use of Scarification over the centuries.
The demon lord’s allies include the jarilith known as Diekoningopdieberg and the demon lord known as Graz’zt. Its enemies include the babau known as Doodenhaat and the demon lord Orcus. However, Dambloed saves its greatest hatred for celestials, especially angels, and will often forget its alliances to hunt down powerful beings of good, for sport and a taste of their blood.
Dambloed speaks the following languages: Abyssal, Anarchic, Celestial, Common, Draconic, Giant, and Infernal.
Combat
Dambloed's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Awaken Blood (Su): Dambloed can bestow momentary consciousness on an opponent’s blood (except constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar fluid). If the demon hits a foe with a melee touch attack, the opponent’s blood tries to get free of its confinement – all at once. The pressure disrupts the victim’s tissues, dealing 10d10 points of damage. This ability is usable only once per day, but Dambloed can try to use it again later in the day if its previous attempt failed. The effect is instantaneous.
Bloodwalk (Su): Dambloed has the supernatural ability to transport itself great distances via the blood of living creatures. Once per day as a standard action that does not provoke attacks of opportunity, it can seamlessly enter any living creature (except a construct, elemental, ooze, plant, undead, or the creature without blood or a similar fluid) of Gargantuan size or larger and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two.
If it desires, Dambloed can attempt to make a bloody exit from the destination creature. The demon bursts forth explosively from the creature’s body, dealing 10d6 points of damage unless the creature makes a Fortitude save (DC 32). When it makes a bloody exit, the demon must succeed on a DC 15 Fortitude save or be stunned for 1 round from the shock of its expulsion.
Death Knell (Sp): Dambloed has the ability to use death knell as the spell once per day.
Smite (Su): Three times per day Dambloed can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a Will save (DC 45) or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect. The save DC is Charisma-based.
Spell-like Abilities: At will – call lightning (DC 19), feeblemind (DC 21), greater dispel magic, slow (DC 19), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 24). Caster level: 12th. The save DCs are Charisma-based.
Summon Tanar’ri (Sp): Twice per day, Dambloed can automatically summon either 1d4 vrocks, 1d4 hezrous, one glabrezu, or one nalfeshnee (its choice).
Wizard Spells Known (cast 4/6/6/5/5/5/5/3/3/2): 0th – acid splash, arcane mark, dancing lights, daze, detect poison, detect magic, disrupt undead, flare, ghost sound, light, mage hand, mending, message, no light, open/close, preserve organ, prestidigitation, ray of frost, read magic, resistance, slash tongue, touch of fatigue, unnerving gaze; 1st – aberrate, black bag, cause fear, cheat, death grimace, extract drug, fist of stone, hold portal, identify, lesser orb of electricity, nether trail; 2nd – addiction, arcane lock, dance of ruin, darkbolt, Melf’s acid arrow, mirror image, protection from arrows, sadism, shatter, touch of idiocy, unheavened; 3rd – dispel magic, drown, dread word, evil eye, fireball, lightning bolt, protection from energy, reality bind, wall of chains, vampiric touch; 4th – abyssal might, blast of flame, damning darkness, fear, grim revenge, liquid pain, orb of electricity, psychic poison, shout, stoneskin; 5th – baleful polymorph, call dretch horde, cone of cold, freezing fog, imprison possessor, Mordenkainen’s private sanctum, sending, soul shackles, spiritwall, stop heart; 6th – chain lightning, contingency, false sending, fiendish quickening, geas/quest, greater dispel magic, impotent possessor, snare astral traveler, transfix, wall of iron; 7th – eye of the beholder, fire storm, finger of death, Mordenkainen’s sword, prismatic spray, spell turning, wall of eyes, whirlwind of teeth; 8th – blackfire, greater shout, gutwrench, horrid wilting, maze, power word stun, prismatic wall, soul’s treasure lost; 9th – absorption, crushing fist of spite, mindrape, Mordenkainen’s disjunction, sphere of ultimate destruction, utterdark, wail of the banshee. Caster level: 18th. Save DCs equal 16 plus the level of the spell. Spell Mastery: Call dretch horde, dance of ruin, dispel magic, fist of stone, orb of electricity, and shout.
Blood Component (Su): Dambloed can substitute a drop of its own blood for a spell’s material component (if it has no gp value) as a free action. Using this ability deals 1 point of damage to Dambloed but raises the spell’s caster level by 1. Damage reduction does not apply to this damage.
Blood Draught (Ex): Dambloed can store spell of up to 3rd level in its own blood. The demon effectively gains the Brew Potion feat using an alternative medium. (See pg. 27 of D&D Complete Arcane for how this ability works).
Bloodseeking Spell (Su): Dambloed can imbue its spells with the ability to draw blood from their targets (except constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar fluid), dealing an extra 1d6 points of damage to each target that takes damage from the spell. This extra damage applies only to spells that deal damage, not to spells that deal ability damage, or other kinds of damage. To use this ability, Dambloed must inflict a wound on itself; this is a free action that deals 3 points of damage to the demon and becomes a normal part of casting the spell. Damage reduction doesn’t apply to this damage.
Durable Casting (Ex): Dambloed subtracts 10 from the DC of Concentration checks made to cast, concentrate on, or direct spells when it takes damage (or per source of continuous damage).
Homunculus (Su): While Dambloed currently doesn’t have a familiar, the demon has created a homunculus through the sacrifice of some of its blood. The demon permanently sacrificed 1 hit point as part of the creation process. See below for details on Dambloed’s homunculus.
Scarification (Ex): Dambloed can inscribe up to six spells on its own skin for later use as if using the Scribe Scroll feat. Dambloed currently has the following spells inscribed on its skin: aberrate, arcane lock, cheat, fear, identify, soul shackles.
Stanch (Ex): Dambloed automatically becomes stable when its hit points drop below 0. The demon still dies if it reaches –10 hit points or below.
Thicker Than Water (Su): When Dambloed is injured, its blood withdraws from the wound, avoiding some damage that it would otherwise take. This ability gives Dambloed damage reduction 1/bludgeoning.
True Seeing (Su): Dambloed continuously uses true seeing, as the spell (caster level: 14th).
Skills: Dambloed has a +8 racial bonus on Listen and Spot checks.
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Dambloed’s Homunculus
Dambloed’s homunculus, which the demon named Minrood, looks like a tiny imp. However, Minrood is simply a standard 6HD homunculus.
Minrood, “Little Red”: CR 2; Tiny Construct; HD 6d10; hp 33; Init +2; Spd 20 ft., fly 50 ft. (good); AC 14, touch 14, flat-footed 12; Base Atk +3; Grp -6; Atk +6 melee (1d4-1 plus poison, bite); Full Atk +6 melee (1d4-1 plus poison, bite); Space/Reach 2-½ ft./0 ft.; SA poison; SQ construct traits, darkvision 60 ft., low-light vision; AL CE; SV Fort +2, Ref +6, Will +3; Str 8 (-1), Dex 15 (+2), Con --, Int 10 (+0), Wis 12 (+1), Cha 7 (-2). Skills and Feats: Balance +6, Escape Artist +6, Hide +14, Listen +6, Spot +6; Agile, Lightning Reflexes, Weapon Finesse.
Combat
Homunculi land on their victims and bite with their venomous fangs.
Poison (Ex): Injury, Fortitude DC 15, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes. The save DC is Constitution-based and includes a +2 racial bonus.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
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Diekoningopdieberg, “The King upon the Mountain” [Advanced Jarilith/Elemental (Earth) Template/Half-Dragon (Howling)] Large Dragon (Augmented, Chaotic, Earth, Evil, Extraplanar, Tanar’ri) Hit Dice: 22d10+198 (319 hp) Initiative: +8 Speed: 60 ft. (12 squares), burrow 20 ft., fly 120 ft. (average) AC: 38 (-1 size, +8 Dex, +21 natural), touch 17, flat-footed 30 Base Attack/Grapple: +22/+39 Attack: +35 melee (2d6+13/18–20/x3, claw) Full Attack: +35 melee (2d6+13/18–20/x3, 2 claws) and +32 melee (2d8+6/18–20/x3, bite) Space/Reach: 10 ft. / 5 ft. Special Attacks: Breath weapon, earth mastery, frightful presence, improved grab, pounce, rake 2d6+6/18–20, spell-like abilities Special Qualities: Augmented critical, damage reduction 15/good, dragon traits, darkvision 60 ft., elemental body, fast healing 3, immune to sonic energy, low-light vision, scent, spell resistance 25, summon tanar’ri, tanar’ri traits, tremorsense Saves: Fort +22, Ref +21, Will +17 Abilities: Str 45 (+17), Dex 27 (+8), Con 29 (+9), Int 11 (+0), Wis 14 (+2), Cha 16 (+3) Skills: Balance +29, Climb +34, Concentration +27, Hide +29*, Jump +46 (includes speed), Listen +19, Move Silently +29, Search +17, Spot +19, Tumble +11 Feats: Dodge, Improved Bull Rush, Iron Will, Mobility, Multiattack, Power Attack, Weapon Focus (claw). Epic Feat: Fast Healing.
Continent/Region: Kanpur/The Dark Continent Environment: Any land, usually mountainous Organization: Unique Challenge Rating: 23 Treasure: Quadruple standard Alignment: Chaotic evil Advancement: --
The being known as Diekoningopdieberg, or “The King upon the Mountain”, is a strange amalgamate of demon and dragon. It is believed the demonic dragon is the infernal offspring of a powerful, unknown jarilith (MM2, pg. 60–61) and female howling dragon (Draconomicon, pg. 180 – 181). It also has elemental-like traits, which could be from its parentage or a more unnatural (for this being anyway) source.
Diekoningopdieberg looks similar to a 16-foot long jarilith with both draconic and elemental features. It has large wings, which look exactly like a howling dragon’s wings. Diekoningopdieberg’s back, legs, and tail are covered with short spines, while its entire body is covered in mottled purple and black scales. Its body is strangely earthlike, as well, and its scales tend to drop off in flakes like dried clumps of earth (this does not reduce the creatures AC). The demonic dragon’s frill-like mane is the color of wet clay. Diekoningopdieberg smells like boiling mud.
Diekoningopdieberg is an extraplanar entity that is primary found living on the Material Plane world known as Kulan (my homebrewed campaign). The being is infamous throughout the lands of the Dark Continent, which is a subcontinent of Kanpur. The demonic dragon is greatly feared by humanoids and the being is more than willing to terrorize mortals for its own twisted pleasures. (Diekoningopdieberg is an ally of the demon lord named Dambloed.)
In other cosmologies, Diekoningopdieberg would be found on the Infinite Layers of the Abyss or the Windswept Depths of Pandemonium, depending on the whims of the DM. The demonic dragon could be the servant of a powerful demon lord or one of the earth princes of elemental evil.
Diekoningopdieberg understands the following languages: Abyssal, Draconic, Infernal, and Terran. The demonic dragon does not speak, instead communicating silently with its minions and victims.
Combat
Diekoningopdieberg prefers to charge its opponents, unless it believes there is a real danger to its existence, as this allows it its bonuses due to earth mastery and its pounce special attack. If it perceives a true threat then it will summon several demons to soften up its opponents before moving in for the kill. It will use its spell-like abilities to maximum effect.
Diekoningopdieberg’s natural weapons are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Breath Weapon (Su): 60-foot cone, once per day, damage 6d8 sonic, Reflex DC 30 half. The save DC is Constitution-based.
Earth Mastery (Ex): Diekoningopdieberg gains a +1 bonus on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the demon suffers a –4 penalty on attack and damage rolls.
Frightful Presence (Ex): When Diekoningopdieberg charges or attacks, it inspires terror in all creatures within 30 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 24) or become shaken – a condition that lasts until the opponent is out of range. A successful leaves that opponent immune to the demonic dragon’s frightful presence for 24 hours. The save DC is Charisma-based.
Improved Grab (Ex): If Diekoningopdieberg hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +38). If it gets a hold, the demonic dragon can attempt to rake in the same round. Thereafter, Diekoningopdieberg has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on grapple check, but the demonic dragon is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage and allows another rake attempt.
Pounce (Ex): When Diekoningopdieberg makes a charge, it can follow with a full attack – including rake attacks.
Rake (Ex): Diekoningopdieberg gains extra natural attacks when it grapples its foe. Normally, a creature can attack with only one of its natural weapons while grappling, but Diekoningopdieberg gains two additional claw attacks, with its hind legs, that the demonic dragon can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple.
Diekoningopdieberg must begin its turn grappling to use its rake – it can't begin a grapple and rake in the same turn.
Spell-like Abilities: At will – clairaudience/clairvoyance, darkness, detect good, detect thoughts, doom. Caster level: 12th. Save equals DC 13 plus spell level. The save DCs are Charisma-based.
Augmented Critical (Ex): Diekoningopdieberg threatens a critical hit on a natural attack roll of 18–20. On a successful critical hit with a bite, claw, or rake attack, it deals triple damage.
Elemental Body (Ex): Although it is a dragon, Diekoningopdieberg’s earthlike body grants it many of the traits of an elemental creature. It is immune to stunning, and it is not subject to critical hits or flanking.
Scent (Ex): Diekoningopdieberg can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Summon Tanar’ri (Sp): Once per day, Diekoningopdieberg can automatically summon either 2d6 dretches, 1d4 vrocks, or one jarilith (its choice).
Tanar’ri Traits: Diekoningopdieberg can communicate telepathically with any creature within 100 feet that has a language. The demonic dragon is immune to electricity and poison, and it has acid resistance 10, cold resistance 10, and fire resistance 10.
Tremorsense (Ex): Diekoningopdieberg can automatically sense the location of anything within 60 feet that is in contact with the ground.
Skills: Diekoningopdieberg receives A +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, its Hide bonus improves to +12.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
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BTW, for World of Kulan, I would use Sepulchave II's version of Grazzt and Orcus, if the need ever came up. Those are just awesome versions. The new "official v.3.5 versions" from Fiendish Codex I will be used as lesser "Aspects" for World of Kulan.
KF72
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
BTW, for World of Kulan, I would use Sepulchave II's version of Grazzt and Orcus, if the need ever came up. Those are just awesome versions. The new "official v.3.5 versions" from Fiendish Codex I will be used as lesser "Aspects" for World of Kulan.
Ha ha! Brilliant! I was hoping I'd be able to see these guys again!
*Claps hands, happily*
And here's another...
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Doodenhaat, “Death and Hate” (Advanced Babau/Multiheaded Template/Increased Sneak Attack) Huge Outsider (Chaotic, Extraplanar, Evil, Tanar’ri) Hit Dice: 23d8+230 (333 hp) Initiative: +5 Speed: 30 ft. (6 squares) AC: 23 (-2 size, +1 Dex, +14 natural), touch 9, flat-footed 22 Base Attack/Grapple: +23/+44 Attack: +34 melee (2d6+13/x2, claw) Full Attack: +34 melee (2d6+13/x2, 2 claws) and +34 melee (2d6+6/x2, 2 bites) Space/Reach: 15 ft. / 15 ft. Special Attacks: Sneak attack +10d6, spell-like abilities, summon tanar’ri Special Qualities: Damage reduction 10/cold iron or good, darkvision 90 ft., immunity to electricity and poison, protective slime, redundant head, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft. Saves: Fort +23, Ref +14, Will +14 Abilities: Str 37 (+13), Dex 12 (+1), Con 30 (+10), Int 14 (+2), Wis 13 (+1), Cha 16 (+3) Skills: Climb +33 (+35 with ropes), Disable Device +22, Disguise +23, Escape Artist +21 (+23 with ropes), Hide +29, Listen +33, Move Silently +29, Open Lock +21, Search +32, Sleight of Hand +21, Spot +15, Survival +21 (+23 following tracks), Use Rope +21 (+23 with bindings) Feats: Alertness, Awesome Blow, Cleave, Combat Expertise, Combat Reflexes B, Great Cleave, Improved Bull Rush, Improved Initiative B, Improved Multiattack B, Multiattack, Power Attack
Continent/Region: Kanpur/The Dark Continent Environment: The Dark Jungle (including underground) Organization: Unique Challenge Rating: 18 Treasure: Standard Alignment: Chaotic evil Advancement: –
The demon known as Doodenhaat is a twisted mockery against life and nature. The demon looks like a babau except that it is Huge in size and has two heads. Doodenhaat is also fond of wearing the skulls and bones of its victims as adornments. These grisly decorations have always been picked clean, stained with natural black dyes and leaves, and even fitted with jewels. The two-headed demon also wears ivory headdresses on both heads.
This ancient demon has spent almost its entire existence living deep within the Dark Jungle of the continent of Kanpur. This jungle covers swaths of land on subcontinent of Kanpur simply known as the Dark Continent. The two-headed demon spends most of its time haunting the ruined elven lands of Firryaith.
Doodenhaat is known as “Death and Hate” to the natives of the Dark Continent, and this name is more than just a nickname. The two-headed demon has two distinct personalities, one that calls itself “Death” and one that calls itself “Hate”. Doodenhaat rarely interacts with the many other demons scattered across the Dark Continent, as the two heads have become overly paranoid of the centuries, due to the twisted games they play on one another.
Doodenhaat speaks the following languages: Abyssal, Celestial, Draconic, Infernal, and Undercommon. Both heads have the ability to speak telepathically with anyone within 100 feet, but this communication is separate. Thus, they tend to play intended victims against the other head and against their own companions.
Combat
Doodenhaat attacks the most powerful foe first, hoping to eliminate the true threats quickly and then toy with the rest. When ambushing its opponents, the two-headed demon makes excellent use of the combination of multiple attacks and sneak attacks.
Doodenhaat’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Sneak Attack (Ex): Doodenhaat can make a sneak attack like a rogue, dealing an extra 10d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the demon is flanking.
Spell-like Abilities: At will – darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level: 7th.
Protective Slime (Su): A slimy red jelly coats Doodenhaat’s skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon's hardness does not reduce this damage. A magic weapon may attempt a DC 31 Reflex save to avoid taking this damage. A creature who strikes Doodenhaat with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 31 Reflex save. The save DCs are Constitution-based.
Summon Tanar’ri (Sp): Once per day, Doodenhaat can automatically summon 1d4 vrocks or one babau.
Skills: Doodenhaat has a +2 racial bonus on Spot checks, a +8 racial bonus on Hide and Move Silently checks, and a +10 racial bonus on Listen and Search checks.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
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Doodvrouw, “Death Queen” (Advanced Marilith/Half-Vampire/Mortal Hunter10) Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri) Hit Dice: 20d8+200 + 10d10+100 (445 hp) Initiative: +10 Speed: 40 ft. (8 squares) AC: 33 (-1 size, +6 Dex, +18 natural), touch 15, flat-footed 27 Base Attack/Grapple: +25/+40 Attack: +39 melee (2d6+14 plus 1d6 fire/19-20, +3 flaming longsword) or +35 melee (3d6+10, slam) or +35 melee (5d6+10, tail slap) Full Attack: +35/+30/+25/+20 melee (2d6+14 plus 1d6 fire/19-20, +3 flaming longsword) and +33 melee (2d6+5/19-20, 5 mw longswords) and +33 melee (5d6+5, tail slap) or +35 melee (3d6+10, 6 slams) and +33 melee (5d6+5, tail slap) Space/Reach: 10 ft. / 10 ft. Special Attacks: Charm gaze, claws of the overfiend, constrict 4d6+15, improved grab, mortalbane shout, mortal hunting +4, spell-like abilities, spells, slay mortal, smite mortals, summon tanar’ri Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., detect mortals, fast healing 1 (special), immunity to electricity and poison, mortal skin (any), resistance to acid 10, cold 15, electricity 5, and fire 10, spell resistance 25, spurn mortal magic, telepathy 100 ft., true seeing Saves: Fort +27, Ref +23, Will +21 Abilities: Str 32 (+11), Dex 22 (+6), Con 30 (+10), Int 18 (+4), Wis 18 (+4), Cha 26 (+8) Skills: Bluff +32, Concentration +32, Diplomacy +31, Disguise +19 (+21 acting), Hide +28, Intimidate +31, Knowledge (arcana) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +46, Move Silently +32, Search 27, Sense Motive +27, Spellcraft +26 (+28 scrolls), Spot +46, Survival +22 (+24 following tracks), Use Magic Device +30 (+32 scrolls) Feats: Alertness, Boost Spell-Like Ability (blade barrier) B, Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech, Improved Initiative B, Mortalbane, Multiattack, Multiweapon Fighting, Power Attack, Track, Weapon Focus (longsword)
Continent/Region: Any Environment: Infinite Layers of the Abyss Organization: Unique; or hunting group (with 2 fiendish displacer beasts, 1d4 hell hounds, and 1 howler) Challenge Rating: 25 Treasure: Double coins; triple goods; double items, plus one +3 flaming longsword and 5 masterwork longswords Alignment: Chaotic evil Advancement: --
The marilith known throughout the Outer Planes simply as the “Death Queen” is a powerful demonic vassal of the Demon Prince of the Undead, Orcus. Very few outside of the layer of Thanatos, which Orcus rules, know of Doodvrouw or its deference to the Demon Prince of the Undead. However, knowledge of it and its active machinations for its lord are becoming more widely known throughout the Abyss and beyond.
Doodvrouw started out as just another marilith in the armies of Orcus, before the time of the demon lord’s death and eventual resurrection as an undead demon. The marilith time and again stayed true to its devotions to Orcus, a rarity amongst demon kind. Eventually, Orcus, as Tenebrous, took the marilith into its confidence, along with several others that the undead demon lord believed it could trust. (As much as any demon can trust another.)
It was at this time that Doodvrouw was gifted with her half-vampire heritage, something that only the Demon Prince of the Undead could accomplish, without much difficulty. Tenebrous also charged the marilith with the task of hunting down any mortals that might suspected the demon lord’s true identity or that had stumbled onto some obscure knowledge that could lead to the discovery.
Thus, Doodvrouw evolved into the position it now holds, as the chief assassin of Orcus when mortals need to be killed. After the Demon Prince of the Undead reconstituted its power, knowledge of the “Death Queen” began to spread throughout the Outer Planes. Doodvrouw relishes its newfound position of power and strength, although the marilith knows that it will have to wait many centuries before either striking out on its own or trying to usurp Orcus.
Of course, Orcus already knows of Doodvrouw’s plans but is content to continue using the marilith until it has outlived its usefulness. Orcus would even be willing to release the “Death Queen” from its service, but only if doing so would benefit the Demon Prince in someway.
Doodvrouw appears much like any marilith, but instead of wearing bangles and jewelry, the demon prefers to wear ornaments carved from the bones of mortals that it has killed. These ornaments are hauntingly beautiful to the eye and, yet, vile to the other senses, especially touch and smell. Doodvrouw’s ‘scaly coils’, as per the description of the marilith on page 45 of D&D Monster Manual v.3.5 are mottled black and blood red.
Doodvrouw speaks the following languages: Abyssal, Celestial, Common, Draconic, Giant, Goblin, and Infernal.
Combat
Each of Doodvrouw’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm.
Doodvrouw’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Charm Gaze (Ex): Doodvrouw can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that Doodvrouw must use a standard action, and those merely looking at the demon are not affected. Anyone Doodvrouw targets must make a successful Will save (DC 28) or fall under the demon’s influence as though affected by a charm monster spell (caster level: 20th). Any creature that successfully saves against the Doodvrouw’s charm gaze cannot be affected by its charm gaze for 24 hours. The ability has a range of 30 feet.
Constrict (Ex): Doodvrouw deals 4d6+15 points of damage with a successful grapple check. The constricted creature must succeed on a DC 30 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.
Improved Grab (Ex): To use this ability, Doodvrouw must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
Mortalbane Shout (Su): Doodvrouw can, once per day, give a shout that stuns for 1 round all mortals within 50 feet who fail a Fortitude save (DC 28).
Mortal Hunting (Ex): Doodvrouw gains a bonus against mortals due to its extensive study of them and training in the proper combat techniques. The demon gains a +4 bonus on attack and damage rolls against mortals and the same bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against mortals. The damage bonus applies to ranged weapons only against targets within 30 feet (the demon cannot strike with deadly accuracy beyond that range). The bonus does not apply to damage against creatures that are immune to critical hits.
Spell-like Abilities: At will – align weapon, blade barrier (DC 26), magic weapon, project image (DC 24), polymorph, see invisibility, telekinesis (DC 23), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 26). Caster level: 16th. The save DCs are Charisma-based.
Spells (cast 0/4/4/4/3): 1st – cause fear, charm person, detect good, heartache, protection from good, sleep, unnerving gaze. 2nd – detect thoughts, evil eye, hold person, magic circle against good, see invisibility, web, wither limb. 3rd – flesh ripper, mirror sending, nondetection, scrying, suggestion, vile lance, wrack. 4th – arcane eye, call dretch horde, locate creature, mortality undone, phantasmal killer, resonating resistance. The save DCs equal 18 plus the level of the spell, and are Charisma-based.
Slay Mortal (Su): Doodvrouw can attempt to slay a mortal with its touch once per day. If the demon succeeds at a melee touch attack, the mortal must make a Fortitude saving throw (DC 28) or die instantly.
Smite Mortal (Su): Once per day, Doodvrouw may attempt to smite mortals with one normal melee attack. It adds its Wisdom modifier (+4) to its attack roll and deals 20 extra points of damage. If the demon accidentally smites a creature that is not a mortal, the smite has no effect but is still used up for that day.
Summon Tanar’ri (Sp): Once per day, Doodvrouw can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or one marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
Detect Mortals (Su): Doodvrouw can use detect mortals at will. This ability duplicates the effect of detect undead cast by a 15th-level caster, except that mortals are detected.
Fast Healing (Ex): Doodvrouw heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the demon has more than half its full normal hit points, its fasting healing does not function (but other forms of healing still function normally).
Mortal Skin (Su): By magically grafting bits of mortal flesh to its own body, Doodvrouw gains the ability to transform (as the polymorph self spell). The demon can adopt any mortal form. If the flesh used is from the exact individual being imitated then the duration is permanent. If the flesh is from a being of the same type as the form adopted then the duration is 1 hour. If the flesh is not the same type as the form adopted then the duration is 10 minutes. In all cases, the demon can dismiss the ability as a standard action. Otherwise, this ability works as the polymorph self spell, and the demon can call upon it once per day.
Spurn Mortal Magic (Su): Doodvrouw applies its Wisdom modifier (+4) as an additional bonus on all saving throws against spells and spell-like abilities used by mortals. Will saving throws, thus, add double the normal Wisdom modifier.
True Seeing (Su): Doodvrouw continuously uses this ability, as the spell (caster level: 16th).
Skills: Doodvrouw has a +2 racial bonus on Bluff, Hide, and Move Silently and +10 racial bonus on Listen and Spot checks.
Feats: In combination with its natural abilities, Doodvrouw’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
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"I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man
Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
__________________ Robert Blezard I write; therefore, I am!
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Mestarijää, “Master of Ice” (Ice Giant/Immortal Template/Fiendish Template) Large Outsider (Chaos, Cold, Extraplanar, Evil) Hit Dice: 13d10+52 (123 hp) Initiative: +0 Speed: 30 ft. (6 squares) AC: 19 (-1 size, +6 natural, +4 deflection), touch 13, flat-footed 19 Base Attack/Grapple: +7/+16 Attack: +11 melee (2d8+7/x2, Large +3 frost club) Full Attack: +11/+6 melee (2d8+7/x2, Large +3 frost club) Space/Reach: 10 ft. / 10 ft. Special Attacks: Smite good 4/day Special Qualities: Bonus feat (snowshoes), damage reduction 10/magic, commune, fast healing 3, immunity to cold, immortal immunities, low-light vision, regeneration (see text), resistance to acid 10, electricity 10, cold 20, and fire 20, spell resistance 18, timeless body, vulnerability to fire Saves: Fort +12, Ref +8, Will +8 Abilities: Str 20 (+5), Dex 10 (+0), Con 19 (+4), Int 11 (+0), Wis 11 (+0), Cha 10 (+0) Skills: Balance +5, Bluff +5, Climb +25, Diplomacy +5, Intimidate +5, Jump +25, Listen +20, Sense Motive +4, Spot +20 Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack, Snowshoes B
Continent/Region: Lands of Harqual Environment: Paraelemental Plane of Ice Organization: Unique Challenge Rating: 13 Treasure: Double standard, plus one Large +3 frost club Alignment: Chaotic evil Advancement: --
Mestarijää is a lesser demon prince of the Paraelemental Plane of Ice. The demon serves the Finnish deity Hiisi, The Lord of Darkness, who is currently trapped on Carceri. The demon exiled itself to the Paraelemental Ice shortly after its master was imprisoned, as its lord’s enemies came looking for it, and has gained a substantial following of ice giants * and frost giants, as well as ice paraelementals, frost folk *, and marzannas *.
Soon after Hiisi was imprisoned Mestarijää worked diligently to free his lord from Carceri. However, as the centuries past, the demon has become more concerned with increasing its own power.
Mestarijää speaks the following languages: Abyssal and Giant.
*Ice giants are in the d20 sourcebook Frost & Fur, while frost folk and marzanna are in D&D Frostburn.
Combat
Mestarijää’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Smite Good (Su): Mestarijää may attempt to smite good with a normal melee attack. The demon adds its Charisma bonus (positive only) as a bonus on the attack roll and deals 13 extra point of damages. If Mestarijää accidentally smites a creature that is not of good alignment then the smite has no effect and the attempt is wasted for the day. Mestarijää may attempt to smite 4 times per day.
Commune (Sp): Once per week, Mestarijää may cast commune, as the spell, to speak with its deity. Caster level: 13th.
Immortal Immunities (Su): Mestarijää is immune to ability damage and drain, disease, energy drain, fatigue, paralysis, poison, sleep spells and effects, starvation, and thirst. The demon does not need to eat, breathe, drink, or sleep, but it may do any of these things if it wishes.
Regeneration (Ex): Acid deals normal damage (after resistance), as defined by the Cold Subtype. Mestarijää can regrow body parts in 3d6 minutes, or instantly by holding the severed limb to the stump. This ability only works in temperatures of freezing (32 degrees F) or lower.
Snowshoes (Su): Mestarijää can walk on the surface of snow, avoiding any penalties to movement, combat or skill checks.
Timeless Body (Ex): Mestarijää’s body does not age, nor can it die from aging. The demon still gains ability score bonuses to mental ability scores for aging.
__________________ Robert Blezard I write; therefore, I am!
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Niveuerus, “The White Lord” [Advanced Maurezhi/Necropolitan Template/Shadow Creature Template] Medium Undead (Augmented, Chaotic, Evil, Extraplanar, Tanar’ri) Hit Dice: 12d12+3 (81 hp) Initiative: +2 Speed: 60 ft. (12 squares) AC: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20 Base Attack/Grapple: +12/+17 Attack: +18 melee (1d6+5 plus paralysis, bite) Full Attack: +18 melee (1d6+5 plus paralysis, bite) and +15 melee (1d4+2 plus paralysis, 2 claws) Space/Reach: 5 ft. / 5ft. Special Attacks: Consume, paralysis, pounce, spell-like abilities Special Qualities: +2 luck bonus on all saving throws, +2 turn resistance, assume shape, darkvision 60 ft., DR 20/good, evasion, low-light vision, plane shift, resistance to cold 15, resist control, shadow blend, SR 21, summon creatures, tanar’ri traits, undead traits, unnatural resilience Saves: Fort +10, Ref +12, Will +11 Abilities: Str 21 (+5), Dex 15 (+2), Con --, Int 16 (+3), Wis 12 (+1), Cha 17 (+3) Skills: Balance +14, Bluff +13, Climb +15, Concentration +10, Diplomacy +15, Disguise +13* (+15* acting), Gather Information +13, Hide +12, Intimidate +15, Jump +26, Knowledge (arcana) +10, Listen +13, Move Silently +18, Perform (act) +10, Spot +13, Tumble +14, Use Magic Device +13 Feats: Alertness, Blind-Fight, Multiattack, Toughness, Weapon Focus (bite)
Continent/Region: Any Environment: Infinite Layers of the Abyss (any, including underground) Organization: Unique (plus 1d8 ghouls of 5-7HD each and 1 other powerful type of undead that eats flesh) Challenge Rating: 15 Treasure: Triple standard, plus consumed characters’ gear Alignment: Chaotic evil Advancement: See text
Niveuerus is a lesser demon prince that has transformed itself into an undead creature through a rare version of the Ritual of Crucimigration that involved the demon traveling to the little-known City of Nocturnus. How and where the, now, undead demon prince came by this even more twisted version of the normal ritual, is unknown. It is believed that the ritual bound the demon to not only the essence of the Negative Energy Plane but the Plane of Twilight as well.
Niveuerus calls itself “The White Lord” and is slowly gaining a following amongst true ghouls and other powerful undead that eat the flesh of their victims. The demon spends most of its time wandering the Infinite Layers of the Abyss, with a retinue of ghouls, trying to find a hidden locale to set up its power base.
So far, Niveuerus has spent more time hiding from other demons that consider it a mockery of everything Abyssal. The undead maurezhi is considering abandoning the Abyss for the Inner Planes and the Plane of Twilight. It knows of several locales there that would be suitable, but wishes to remain ingrained in the machinations of the Abyss. The undead maurezhi has also considered approaching either Orcus or Yeenoghu to petition to become a subordinate, as a last resort.
Niveuerus normally speaks the following languages: Abyssal, Anarchic, Celestial, Draconic, Infernal, and Undercommon. However, due to its Consume ability it also knows the following languages: Common, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, and Sylvan.
Combat
Niveuerus’ natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Consume (Ex): When Niveuerus slays a sentient living creature (Int 3 or higher) and consumes the body, it gains additional power from this grisly. It must begin eating the corpse within 10 minutes of its death and requires 30 minutes to complete the consumption. If Niveuerus is interrupted during this process, it can’t completely consume the corpse or gain the benefits.
A creature that has been consumed by Niveuerus cannot be restored to life through any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore a consumed victim to life, but there is a 50% chance that even such powerful magic will fail.
There is no limit to the number of corpses Niveuerus can consume in this fashion, but it only advances (see below) by devouring the corpses of humanoids whose Hit Dice or levels are at least half its current Hit Dice.
For each suitable humanoid corpse Niveuerus consumes, its Hit Dice, natural armor bonus, Strength, Intelligence, and base attack bonus each increase by +1. Its base saving throw bonuses improve according to it new Hit Dice. It gains additional skill points equal to 8 + its Intelligence modifier, and it spends these additional points on skills possessed by its victim (all of which are treated as class skills for Niveuerus). If the added Hit Die brings Niveuerus’ total HD to a multiple of three, it gains a new feat as well (as per Table 3-2 in the PHB), which it can choose from among the feats its previous victims had, assuming that it meets the prerequisites. In addition, Niveuerus gains access to the memories of the creatures it has consumed, can speak any language that creature knew, and can assume that creature’s form (see below).
Niveuerus can reach a maximum of 20 Hit Dice through advancement. Its damage reduction, spell resistance, and challenge rating improve based on its Hit Dice. (Niveuerus’ class levels do not count towards this type of improvement.)
Paralysis (Ex): Any creature hit by Niveuerus claw or bite attack must succeed on a Fortitude save (DC 17) or be paralyzed for 1d6+4 minutes.
Pounce (Ex): If Niveuerus charges, it can make a full attack even through it has moved.
Spell-like Abilities: Always active – deathwatch; at will – animate dead, blur, cause fear, chill touch, death knell, hold person, invisibility; 3/day – fear. Caster level: 12th. Save DC 13 plus spell level.
Assume Shape (Su): Niveuerus can take on the appearance of any humanoid creature whose corpse it has consumed. This ability function like the alter self spell (caster level: 10th), except that the demon can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action.
Plane Shift (Sp): 1/day, to or from the Plane of Twilight only.
Resist Control (Ex): Niveuerus has a +2 profane bonus on its Will saving throw to resist the effect of a control undead spell.
Shadow Blend (Su): In any conditions other than full daylight, Niveuerus can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Summon Creatures (Sp): This ability functions like a summon monster spell of the appropriate level, except that it has only a limited chance of success. Once per day, Niveuerus can summon 1d4 ghouls with a 100% chance of success, or 2d4 dretches with a 60% chance of success (result of 41–100 on d%). This works like the summon tanar’ri ability of other demons.
Unnatural Resilience (Ex): Niveuerus automatically heals hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on the demon; however, negative energy (such as an inflict spell) heals it.
Skills: Niveuerus has a +8 racial bonus on Jump checks and a +6 racial bonus on Move Silently checks. *When using its Assume Shape ability, Niveuerus receives an additional +12 circumstance bonus on Disguise checks (reflecting its access to the consumed form’s memories, as well as its physical alteration).
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
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Pohjoinen Koira, “North Dog” [Anthro. Dog (medium-sized)/Gigantic Template/Wastling Template/Fiendish Template/Additional Changes/Fighter10] Huge Outsider (Chaos, Cold, Evil, Extraplanar) Hit Dice: 8d8+48 + 10d10+60 (199 hp) Initiative: +5 Speed: 30 ft. (6 squares) AC: 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18 Base Attack/Grapple: +18/+36 Attack: +28 melee (3d6+12/19–20/x3, Huge +2 icy burst battleaxe) or +28 melee (2d6+10, bite) Full Attack: +28/+23/+18/+13 melee (3d6+12/19–20/x3, Huge +2 icy burst battleaxe) or +28 melee (2d6+10, bite) Space/Reach: 5 ft. / 5 ft. Special Attacks: Breath weapon, smite good Special Qualities: Darkvision 60 ft., damage reduction 5/cold iron or good, ice meld, immune to cold, low-light vision, outsider traits, resistance to fire 10, scent, spell resistance 15 Saves: Fort +21, Ref +13, Will +13 Abilities: Str 31 (+10), Dex 12 (+1), Con 23 (+6), Int 12 (+1), Wis 14 (+2), Cha 12 (+1) Skills: Balance +12, Bluff +10, Climb +27, Craft (blacksmithing) +7, Diplomacy +14 (+16 against evil creatures), Gather Information +8, Intimidate +21 (+23 against evil creatures), Jump +27, Knowledge (the planes) +8, Listen +15, Sense Motive +11, Spot +15, Swim +23, Survival +9 (+11 on other planes)*
Feats: Alertness B, Boost Spell Resistance, Cleave, Evil Brand, Great Cleave, Greater Weapon Focus (bite) B, Improved Critical (battleaxe), Improved Initiative B, Power Attack, Track B, Weapon Focus (bite) B, Willing Deformity.
Continent/Region: Any Environment: Infinite Layers of the Abyss (any cold) Organization: Unique Challenge Rating: 15 Treasure: Double standard Alignment: Chaotic evil Advancement: ––
Pohjoinen Koira is a demon that looks like a huge anthropomorphic canine covered in reddish brown fur with black bone spurs protruding from its back from its neck down. Two wickedly curved, black horns protrude from the demon’s head just behind its large wolf-like ears, curling forward. Another smaller horn protrudes from its snout, like a rhino’s horn, just in front of its two glowing red eyes.
While Pohjoinen Koira isn’t a tanar’ri, that has stopped it from fighting its way up the ranks of the Blood War. He has worked hard to garner enough attention to be invaluable to his commanders, yet not enough attention to appear dangerous. The demon aims to become a demon lord and it looks toward Orcus as its benchmark.
Pohjoinen Koira speaks the following languages: Abyssal, and Gnoll.
Combat
Pohjoinen Koira's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Breath Weapon (Su): Cone of cold, 30 ft.; 5d6 damage, as per the spell of the same name. Caster level: 5th.
Smite Good (Su): Once per day, Pohjoinen Koira can make a normal melee attack to deal 8 extra points of damage against a good foe.
Ice Hearing (Su): With a successful Listen check (DC 20) you may hear the sounds of anyone in contact with a certain body of ice, within one mile.
Ice Meld (Su): As a full round action, Pohjoinen Koira may meld with any body of ice. While within a body of ice, Pohjoinen Koira moves with a base speed of 40 ft., and may not be attacked; however, the only sense the demon can use is its Ice Hearing (a silent enemy will be undetectable). As an additional full-round action, Pohjoinen Koira may exit the ice. Use of this ability provokes attacks of opportunity.
Outsider Traits: Pohjoinen Koira has darkvision (60-foot range). The demon cannot be raised or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Pohjoinen Koira needs to breathe, but does not need to eat or sleep (although it can do so if it wishes).
Skills: Pohjoinen Koira has a +4 racial bonus on Balance, Climb, Jump, Listen, and Spot checks. *The demon also has a +4 racial bonus on Survival checks when tracking by scent.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Well, that's it of the oriignal ones posted before on the old thread. I still have two more named demons based on that old thread that I still want to do...
Igneuerus, “The Burning Lord”
- Infernal (ELH)
Varkopdiebos, "Pig in the Forest"
- Bar-lgura (BoVD)
However, I'm not sure when I'll be getting to them. I'm likely to expand on this thread by creating new unique demons, as well as trying to come up with new TYPES of demons specific to the World of Kulan, based on numerous concepts.
Anyway, just letting you all know.
KF72
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
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Here are some ideas that I'm planning on exploring in more detail for World of Kulan. This link shows my search results from Encyclopedia Mythica. - KF72
Kalevanpojat by Micha F. Lindemans
In Finnish mythology, the Kalevanpojat are the sons of the primordial giant Kaleva. They are demonic beings that turn fertile soil into wastelands, and forests into swamps.
Also found this on another site: "The demonic finnish folklore giant, Kalevanpojat, was created by the goddess Aliej from burned trees after a forest fire. Kalevanpojat was given the ability to turn fertile land into heaps of stones with the power of his magic sickle, but he could (also) convert wastland into marshy meadows."
Note: This will likely become a new form of tanar'ri.
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Daimon by Alan G. Hefner Daimon is the Greek derivative for the term demon. In this sense the term "demon" means "replete with knowledge." The ancient Greeks thought there were good and bad demons called 'eudemons' and 'cacodemons.' The term 'daimon' means "divine power," "fate" or "god." Daimons, in Greek mythology, included deified heroes. They were considered intermediary spirits between men and the gods. Good daimons were considered to be guardian spirits, giving guidance and protection to the ones they watched over. Bad daimons led people astray. Socrates said he had a life-time daimon that always warned him of danger and bad judgment, but never directed his actions. He said his daimon was more accurate than omens of either watching the flights or reading the entrails of birds, which were two respected forms of divination of the time.
Note: Hmm, fascinating... I'm not sure whether or not 'daemon' is dirrived from 'daimon', but the two words are so close, it likely isn't a coincidence. Now, the question becomes... Are there (should there be) good yugoloths? Again, I say it is a fascinating idea to explore.
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Zagam by Micha F. Lindemans
The demon of the forgers of money. This demon could change copper into gold and lead into silver, blood into oil and water into wine. He had huge bat's wings and a bull's head. Zagam fed upon human blood.
Note: A good candidate to become a low level demon prince, for D&D.
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Hantu by Micha F. Lindemans
The Malay word denoting any type of invisible, frightening being; a spirit, ghost, or demon. There are many varieties of hantu, such as the storm demon, Hantu Ribut; the deep-forest demon, Hantu Rimba; the grave demon, Hantu Kubor; and the tiger demon, Hantu Belian.
Note: I definitely want to stat these out. Incorporeal demon spirits. I like that idea.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia