Destan
Citizen of Val Hor
Ippizicus Child-Eater [3.5]
Large Outsider [Demon] (Chaotic, Extraplanar, Evil)
Hit Dice: 7d8 + 35 (66)
Initiative: +4 (Improved Initiative)
Speed: 30’ (6 squares)
Armor Class: 17 (+8 natural, -1 size), touch 9, flat-footed 17
Base Attack/Grapple: +7/+12
Attack: Claw +12 melee (1d8+5)
Full Attack: 2 claws +12 melee (1d8+5) and bite +7 (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear aura, spell-like abilities
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.
Saves: Fort +10, Ref +6, Will +6
Abilities: Str 21, Dex 10, Con 20, Int 10, Wis 13, Cha 14
Skills: Climb +15, Concentration +15, Hide +6, Listen +15, Spot +15, Move Silently +2, Search +3
Feats: Improved Initiative, Power Attack, Alertness
Challenge Rating: 5
Ippizicus speaks Abyssal and Common.
Ippizicus is approximately 12' in height and weighs 800 lbs.
Ippizicus has an oddly simian appearance, with overlong arms, stooped shoulders, a low forehead, and thick, powerful limbs. His skin is a mottled burgundy in color. His hair is black and ragged, with pupil-less eyes of pure jet. His hide is covered with matted, black fur, and is especially thick in his groin area and upon the backs of his forearms. He wears no clothes of any sort. Finally, his teeth are yellowed and broken, appearing more like the fangs of a crocodile than a human’s, and protrude over his lips.
Fear aura (Su): Ippizicus can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed at a Will save (DC 12) or be affected as though by a fear (Cl7). A character that successfully saves cannot be affected again by Ippizicus’ aura for one day. Demons are immune to this aura. The save DC is Charisma-based.
Telepathy (Su): Ippizicus can communicate telepathically with creatures within 100 feet that speak Abyssal or Common.
Spell-like abilities: At will – darkness, magic missile, see invisibility. Caster level 7th.
Summon Demons (Sp): Once per day Ippizicus can attempt to summon 1d3 lemures with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
Tactics: Ippizicus knows he’s in a weakened state after his recent summoning. He will be fighting for his very survival on the Prime Material Plane and will utilize all of his abilities to defend himself. Traditionally Ippizicus wouldn’t hesitate to flee an encounter that wasn’t going his way, but he realizes he must kill the PC’s to remain on this plane and will fight to the death.
Each round he will utilize his free action Fear aura. He will target those opponents who appear strongest with melee attacks, judging by who damages him. He will cast Magic Missile at any characters outside his melee ranged that appear to be threats – spellcasters, accurate bowmen, etc. Ippizicus will not waste attacks on incapacitated opponents.
If not heavily damaged after the first round, he will attempt to summon lemures.
Death of Ippizicus: If Ippizicus is slain on the Prime Material plane, he will instantly explode into a shower of insubstantial souls – those children and persons he has eaten over the ages.
The DM should inform each conscious player that they see wispy figures explode and flutter through the air, and these figures appear to target the characters. All characters (even unconscious ones) must make a Charisma check (DC 15) to determine if their personal magnetism attracts the attention of a fleeing soul. A successful check indicates that the character’s force of personality was too great for the spirit to resist.
Targeted creatures may make a Will save (DC 15) to negate possession. Otherwise, the DM should roll 1d10 for each possessed character and consult the following table to determine what type of soul enters his body. Multiple results of an identical nature are disallowed, and should be re-rolled.
1 Human male child (+1 Fort Save)
2 Human female child (+1 Ref Save)
3 Dwarf child (Darkvision 60’, dwarf language)
4 Halfling child (+2 Listen checks, halfling language)
5 Gnome child (+4 dodge bonus versus giants, gnome language)
6 Half-elf child (Low-light vision, +1 Search)
7 Elf child (Immune to paralysis, elf language)
8 Half-orc child (gain Toughness feat)
9 Demon child (Immune to demon fear aura, Abyssal language)
10 Animal (gain Alertness feat)
Furthermore, possessed characters gain the supernatural ability to Detect Outsiders at will as per the Detect Evil spell. A successful Listen check (DC 20) indicates the possessing spirit’s whimpering effectively alerts even an unknowing character that an evil outsider is within 60’.
A possessed character may, if desired, attempt to force the spirit out of him and end the possession. He may make a Will save (DC 15) once per month and, if successful, the spirit departs (along with any granted abilities).
This possession is undetectable by most normal and magical means. If a character is possessed by a demon child, however, that character has a 10% chance to return an Evil alignment when subjected to applicable detection spells or abilities.
Behind the DM Screen: Ippi was the first of many demons and devils thrown at the Sins party. The poor guy got his hairy butt handed to him upon arrival, as the party was buffed and ready for him. I tried to update some of his stats to comply with 3.5 changes - I'm sure there are still some inherent errors (especially within his skill point totals).
This campaign began well before the Midnight campaign setting arrived, but one of its themes is similar to that setting - a scarcity of magical items. To even the playing field, I occassionally granted characters special abilities (such as those in the table above) to help keep things balanced. Such benefits may or may not be commensurate with other campaigns; they seemed to have worked well for us.
I can't recall completely, but many of the characters were justifiably worried when the souls exploded from Ippi's body - they successfully warded off any possession attempts. A few of them did not, and those instances will come out as the story hour progresses. I do not have the specifics for the various spirits, but each of the above souls has an in-game background (name, heritage, how and where they were eaten by Ippi, etc.) that, I think, adds a bit more than simply stat boosts.
For DM's wanting to make a quick gut-check for Ippi's suggested CR, he's not too different from a 3.5 babau demon (CR6).
Cheers,
D
Large Outsider [Demon] (Chaotic, Extraplanar, Evil)
Hit Dice: 7d8 + 35 (66)
Initiative: +4 (Improved Initiative)
Speed: 30’ (6 squares)
Armor Class: 17 (+8 natural, -1 size), touch 9, flat-footed 17
Base Attack/Grapple: +7/+12
Attack: Claw +12 melee (1d8+5)
Full Attack: 2 claws +12 melee (1d8+5) and bite +7 (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear aura, spell-like abilities
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.
Saves: Fort +10, Ref +6, Will +6
Abilities: Str 21, Dex 10, Con 20, Int 10, Wis 13, Cha 14
Skills: Climb +15, Concentration +15, Hide +6, Listen +15, Spot +15, Move Silently +2, Search +3
Feats: Improved Initiative, Power Attack, Alertness
Challenge Rating: 5
Ippizicus speaks Abyssal and Common.
Ippizicus is approximately 12' in height and weighs 800 lbs.
Ippizicus has an oddly simian appearance, with overlong arms, stooped shoulders, a low forehead, and thick, powerful limbs. His skin is a mottled burgundy in color. His hair is black and ragged, with pupil-less eyes of pure jet. His hide is covered with matted, black fur, and is especially thick in his groin area and upon the backs of his forearms. He wears no clothes of any sort. Finally, his teeth are yellowed and broken, appearing more like the fangs of a crocodile than a human’s, and protrude over his lips.
Fear aura (Su): Ippizicus can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed at a Will save (DC 12) or be affected as though by a fear (Cl7). A character that successfully saves cannot be affected again by Ippizicus’ aura for one day. Demons are immune to this aura. The save DC is Charisma-based.
Telepathy (Su): Ippizicus can communicate telepathically with creatures within 100 feet that speak Abyssal or Common.
Spell-like abilities: At will – darkness, magic missile, see invisibility. Caster level 7th.
Summon Demons (Sp): Once per day Ippizicus can attempt to summon 1d3 lemures with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
Tactics: Ippizicus knows he’s in a weakened state after his recent summoning. He will be fighting for his very survival on the Prime Material Plane and will utilize all of his abilities to defend himself. Traditionally Ippizicus wouldn’t hesitate to flee an encounter that wasn’t going his way, but he realizes he must kill the PC’s to remain on this plane and will fight to the death.
Each round he will utilize his free action Fear aura. He will target those opponents who appear strongest with melee attacks, judging by who damages him. He will cast Magic Missile at any characters outside his melee ranged that appear to be threats – spellcasters, accurate bowmen, etc. Ippizicus will not waste attacks on incapacitated opponents.
If not heavily damaged after the first round, he will attempt to summon lemures.
Death of Ippizicus: If Ippizicus is slain on the Prime Material plane, he will instantly explode into a shower of insubstantial souls – those children and persons he has eaten over the ages.
The DM should inform each conscious player that they see wispy figures explode and flutter through the air, and these figures appear to target the characters. All characters (even unconscious ones) must make a Charisma check (DC 15) to determine if their personal magnetism attracts the attention of a fleeing soul. A successful check indicates that the character’s force of personality was too great for the spirit to resist.
Targeted creatures may make a Will save (DC 15) to negate possession. Otherwise, the DM should roll 1d10 for each possessed character and consult the following table to determine what type of soul enters his body. Multiple results of an identical nature are disallowed, and should be re-rolled.
1 Human male child (+1 Fort Save)
2 Human female child (+1 Ref Save)
3 Dwarf child (Darkvision 60’, dwarf language)
4 Halfling child (+2 Listen checks, halfling language)
5 Gnome child (+4 dodge bonus versus giants, gnome language)
6 Half-elf child (Low-light vision, +1 Search)
7 Elf child (Immune to paralysis, elf language)
8 Half-orc child (gain Toughness feat)
9 Demon child (Immune to demon fear aura, Abyssal language)
10 Animal (gain Alertness feat)
Furthermore, possessed characters gain the supernatural ability to Detect Outsiders at will as per the Detect Evil spell. A successful Listen check (DC 20) indicates the possessing spirit’s whimpering effectively alerts even an unknowing character that an evil outsider is within 60’.
A possessed character may, if desired, attempt to force the spirit out of him and end the possession. He may make a Will save (DC 15) once per month and, if successful, the spirit departs (along with any granted abilities).
This possession is undetectable by most normal and magical means. If a character is possessed by a demon child, however, that character has a 10% chance to return an Evil alignment when subjected to applicable detection spells or abilities.
Behind the DM Screen: Ippi was the first of many demons and devils thrown at the Sins party. The poor guy got his hairy butt handed to him upon arrival, as the party was buffed and ready for him. I tried to update some of his stats to comply with 3.5 changes - I'm sure there are still some inherent errors (especially within his skill point totals).
This campaign began well before the Midnight campaign setting arrived, but one of its themes is similar to that setting - a scarcity of magical items. To even the playing field, I occassionally granted characters special abilities (such as those in the table above) to help keep things balanced. Such benefits may or may not be commensurate with other campaigns; they seemed to have worked well for us.
I can't recall completely, but many of the characters were justifiably worried when the souls exploded from Ippi's body - they successfully warded off any possession attempts. A few of them did not, and those instances will come out as the story hour progresses. I do not have the specifics for the various spirits, but each of the above souls has an in-game background (name, heritage, how and where they were eaten by Ippi, etc.) that, I think, adds a bit more than simply stat boosts.
For DM's wanting to make a quick gut-check for Ippi's suggested CR, he's not too different from a 3.5 babau demon (CR6).
Cheers,
D
Last edited: