D&D 3E/3.5 [Kulan] Fiend Lexicon (Updated: Sept 22/07)

Knightfall

World of Kulan DM
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! :D

Cheers!

KF72
 
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Knightfall

World of Kulan DM
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.
 
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Knightfall

World of Kulan DM
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.
 
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Knightfall

World of Kulan DM
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.
 
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Knightfall

World of Kulan DM
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.
-----------------------------------------------------------------------------

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.
 
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Knightfall

World of Kulan DM
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.
 
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Knightfall

World of Kulan DM
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. :cool:

KF72
 


BOZ

Creature Cataloguer
Knightfall1972 said:
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. :cool:

KF72

good call. :cool:
 

Knightfall

World of Kulan DM
Lesser Demon Prince

Olly said:
Ha ha! Brilliant! I was hoping I'd be able to see these guys again!

Claps hands, happily :D

And here's another...
-------------

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.
 
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