Junior Fiends (Demogorgon and Graz'zt)

Cheiromancer

Adventurer
For more information on how Gorgo was constructed (template details, house ruled Villain class, etc.) go
here.

Gorgo
Advanced, Awakened, Aberrant, Demon, Two-Headed Mutant Dire Baboon/Villain 3
Large Outsider (chaotic,evil)
Hit dice: 14d8 + 98 (161 hp)
Initiative: +7 (+3 dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares), climb 35 ft.
Armor Class: 29 (+3 dex -1 size +4 inertial armor +13 natural), touch 12, flat footed 26
Base Attack/Grapple: +14/+25
Attack: Tentacle +20 (1d6+7)
Full Attack: 2 tentacles +20 melee (d6+7 + mummy rot), 1 tail strike +18 melee (1d8 +3) and bite +18 melee (1d8 +3 + energy drain)
(+14 BAB +7 Str -1 size, secondary attacks get -2)
Space/Reach: 10 ft./10 ft. (20 ft. for tentacles)
Special attacks: mummy rot, energy drain, charming gaze, confusing gaze, spell like abilities
Special qualities: DR 10/cold iron, darkvision 60 ft., resistance to acid, cold and fire 10, immune to poison and electricity, timeless body, spell resistance 22, fast healing 10, dual mind, telepathy 100 ft.
Saves: Fort 16, Ref 12, Will 15
Abilities: Str 25, Dex 16, Con 24, Int 16, Wis 18, Cha 16
Skills: 187 skill points (8+3 x 17). Max 17 ranks
Bluff (10+3 Cha), Concentration (17+7 Con), Craft (metalworking) (10+3 Int), Craft (stoneworking) (10+3 Int), Diplomacy (10+3 Cha +4 synergy), Hide (10+3 Dex), Intimidate (10+3 Cha +2 synergy), Knowledge (arcana) (10+3 Int), Knowledge (history) (10+3 Int), Knowledge (the planes) (10+3 Int), Listen (17+4 Wis), Move Silently (17+3 Dex), Search (10+3 Int), Sense Motive (16+4 Wis), Spellcraft (10+3 Int +2 synergy), Swim (10+7 Str)
Feats: Alertness, Combat Reflexes, Dodge, Expertise (B), Improved Initiative (B), Inertial Armor (B), Iron Will (B), Multi-attack, Power Attack (5 from hit dice, four bonus)
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 20
Treasure: Standard
Alignment: Always chaotic evil
Advancement: by character class
LA: -

Special Abilities
Charm monster gaze (DC 20, range 60 feet)
Confusing gaze (DC 20, range 60 feet)
Rot: tentacle attacks inflict mummy rot (DC 24)
Energy Drain: tail strike inflicts two negative levels (DC 20 to remove)
Greater teleport at will.
Detect Invisible, Detect magic, Detect thoughts, Unholy Aura, Unholy Smite at will, Blasphemy 3/day
Immune to disease and poison. Does not age nor die from age, starvation, or thirst. Does not need to sleep or breathe.
Dual Mind (two actions per round)

History

Gorgo was born eons ago on a blighted Prime Material Plane which has long since been sucked into the abyss. He was born into a grotesque parody of human evolution: a troupe of awakened baboons, an inbred and mutated group who roamed the alkaline savannas and saline fens of their home-world.

In their wanderings the troupe of intelligent baboons had stumbled across the bloody footprints of a wounded demi-god, exiled from some impossibly distant future. Though bereft of worshippers, the demi-god Ansanthus was slow in dying, and the troupe followed him for years, lapping hungrily at the divine ichor which pooled in its footsteps. It is perhaps due to the divine nourishment imbibed by Gorgo's dam that Gorgo acquired such a disfigured, yet powerful form.

Gorgo has two heads, each with a baboon-like head. His body is long and serpentine, covered in dark, blue-green scales. His necks are long and snaky. Rather than arms, Gorgo has two long, sinuous tentacles, ridged like the skin of an earthworm. His legs are lean and muscular, and his long tail is forked.

Gorgo learned to dominate his tribe almost as soon as he learned to walk. His powerful gaze weapons crushed any pretenders to his authority, and his ability to read thoughts enabled him to perceive any resentment or plot against his rule. Against his enemies (real or imagined) he was utterly ruthless, and his rotting touch was employed so frequently that eventually none were left in the troupe but Gorgo himself. And so it was that Gorgo alone discovered the body of Ansanthus, and, feeing on the demi-god's still quivering heart, acquired immortality.

Finally his world's sun set for the last time, and endless waves of demons claimed the world for the abyss. Gorgo has since fought savagely to secure a place among the fiends whose rank he has joined. Gorgo admits no superior, and rarely acknowledges allies. He is domineering and paranoid; should he find himself without rivals, he would soon imagine plots against him among his underlings; plots which he would crush until, as in his early days, he would find himself alone in the universe.

This is unlikely to happen soon, however. Two fiends have attracted his envy and hatred; one is a blackened, six fingered fiend with vaguely satyr-like features; the other is a bloated, goat headed creature with the power to raise the dead to a semblance of life. The rivalry between these monsters is destined to continue for a very long time.
 
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Cheiromancer

Adventurer
Here's the junior Graz'zt

Graz’zt
Advanced, Demon Half-Ebon Half-Nymph Human/Villain 2
Large Outsider (chaotic,evil, fey)
Hit dice: 12d8 + 60 (114 hp)
Initiative: +8 (+4 dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 33 (-1 size, +4 dex, +7 deflection, +8 natural, +5 shield), 20 touch, 24 flat footed
Base Attack/Grapple:+12/+22
Attack: +3 corrosive greatsword +19 (2d6+9/17-20 plus 1d6 acid)
Full Attack: +3 corrosive greatsword +19/+14/+9 (2d6+9/17-20 plus 1d6 acid)
(+12 BAB +6 Str, +1 Weapon Focus)
Space/Reach: 5 ft. by 5 ft./10 ft.
Special attacks: Spell-like abilities
Special qualities: DR 10/good, fast healing 3, immune to poison and electricity, resistance to acid, cold and fire 10, timeless body, spell resistance 22, telepathy 100 ft.
Saves: Fort 8+5, Ref 8+4, Will 8
Abilities: Str 23, Dex 19, Con 21, Int 24, Wis 11, Cha 25 (total 123)
Skills: 225 skill points (8+7 x 15). Max 15 ranks
Balance (10 +4 Dex +2 synergy), Bluff (15+7 Cha), Climb (10 +6 Str), Concentration (10+5 Con), Diplomacy (10 +7 Cha +4 synergy), Disguise (10 +7 Cha +2 synergy), Forgery (10+7 Int), Gather Information (10+7 Cha), Hide (10+4 Dex), Intimidate (10+7 Cha +2 synergy), Jump (5+6 Str), Knowledge (arcana) (10+7 Int), Knowledge (history) (10+7 Int), Knowledge (Religion) (10+7 Int), Knowledge (the planes) (10+7 Int), Listen (10+0 Wis), Move Silently (10 +4 Dex), Search (10+7 Int), Sense Motive (15+0 Wis), Spellcraft (10+7 Int +2 synergy), Spot (10+0 Wis), Tumble (10 +4 Dex +2 synergy)
Feats: Cleave, Combat Reflexes, Improved Critical (greatsword), Improved Initiative, Power Attack, Weapon Focus (greatsword) (5 from hit dice, +1 human bonus feat)
Environment: Infinite Layers of the Abyss
Organization: Graz’zt plus six lamias or succubi
Challenge Rating: 17
base 12 (12 HD demon), +1 half-ebon, +2 half-nymph, +2 villain)
Treasure: Standard
Alignment: Always chaotic evil
Advancement: by character class
LA: -

Special Abilities
Detect Good (Su): Graz’zt automatically detects good in a 60 foot radius, as the first round of the spell. Graz’zt can spend a move-equivalent action to go straight to that of the third round as shown in the spell description. Caster level 12.
Effusive Charm (Ex): The save DC of all Graz’zt’s mind-affecting spells and abilities increase by +4.
Fast Healing (Ex): Graz’zt regains lost hit points at the rate of 3 per round. Fast healing does not allow Graz’zt to regrow or reattach lost body parts.
Mixed Blood (Ex): Graz’zt is considered to be a demon (tanar’r), human, nymph, and fey for the purposes of racially specific abilities and effects. As such, Graz’zt is immune to the blinding beauty and unearthly beauty attacks of full-blooded nymphs.
Seductive Presence (Ex): Anyone who is the object of Graz’zt’s romantic interest finds it difficult to resist the force of his will. This ability only affects fey, giants, humanoids, monstrous humanoids and outsiders; in addition, subjects of Graz’zt’s seductive presence must be female and either Small, Medium-sized or Large. Against such creatures the save DC of Graz’zt’s mind-affecting spells and abilities increases by an additional +4. This ability stacks with Graz’zt’s effusive charm ability
See in Darkness (Ex): Graz’zt can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
See Invisibility (Su): Invisible creatures and objects are always visible to Graz’zt, as if he were constantly under a see invisibility effect.
Languages: Graz’zt speaks Abyssal, Celestial, Common, Infernal and Sylvan, and can employ his tongues power to speak other languages. He rarely uses telepathy, except to communicate with other demons.
Spell-like Abilities: Charm Monster (DC 25 or 29), Detect Thoughts (DC 19), Ethereal Jaunt (self plus 50 pounds of objects only), Greater teleport (self plus 50 pounds of objects only), Polymorph (self only, humanoid form only, no limit on duration), Sadism, Suggestion (DC 24 or 28), Tongues (self only) 3/day: Fear (DC 25 or 29) 1/day: Mind Blank. Caster level 12. Saves are Charisma based and include effusive charm and seductive presence.
Timeless Body: Immune to disease and poison. Does not age nor die from age, starvation, or thirst. Does not need to sleep or breathe.

Notes:Graz’zt is a member of a race of templated humans. The description of the Zt’tir is below. Note that the demon template subsumes the charisma increase at 12 HD, the deflection bonus, and the ability bonuses due to size.

Graz’zt’s spell-like abilities are basically that of a succubus (a 6 HD demon), supplemented by sadism at will, fear 3/day and mind blank 1/day. The demon template gives 1 special ability per 2 HD, so since Graz’zt’s HD is 6 higher than a succubus, he should get 3 more abilities. (Sadism is a second level personal enchantment from the BoVD; it lasts 1 round/level, gives +1 luck bonus to attacks, saves and checks per 10 points of damage inflicted in a round. The luck bonus lasts 1 round after the damage is inflicted.)

For Graz’zt I dropped smite good from half-ebon template. Half-ebon ability boosts, darkvision, detect good, natural armor, and saves vs cold, electricity and fire attacks are all subsumed in the demon template. To compensate, I added an improved detect good ability and the see in darkness ability.

I also dropped the charming presence ability of half-nymph as it is redundant with the charm monster demon ability. The half-nymph ability boosts are subsumed by the demon template, low-light vision is subsumed by the see in darkness ability. To compensate, I added the see invisibility ability and the seductive presence ability.

Of the 30 hero points available (I house-ruled levels of hero/villain to provide 15 hero points instead of 10, but no hit dice advancement), 18 have been spent on ability boosts, +3 more because the normal cap would be only 15 for a 12 HD character, and 6 hero points for fast healing 3. 3 hero points are unspent.

For more details on the demon template and the house-ruled villain class, follow the link at the beginning of Gorgo’s write-up (above).

Half-Ebon Humans (Zt’tir)

During the civil war on Mount Celestia, a key rebel objective was to corrupt the newly created mortal races, and thereby “free” them from “the tyranny of good.” With the defeat and exile of the rebellious celestials, these efforts (which had already produced orcs, goblinoids and evil giants, as well as various fiend-like servitor races) came largely to a halt. Some fallen celestials who survived the civil war in Heaven retained an interest in the new races and over millenia became evil racial deities. Others were distracted (or slain) during the subsequent civil wars in Hell, or during the centuries-long exodus to the abyss, and left their client races orphaned. These corrupt and orphaned races usually dwindle away or are exterminated, but some survive. One such race, the Zt’tir, hails from a demi-plane which separated from Faerie during the Fall of the rebel celestials:

The Zt’tir are distinguished by the utter blackness of their skin and hair and their luminescent green eyes. They have six fingers on each hand and six toes on each foot. Small horns grow from their foreheads, and their legs have a goat-like bend to them. For initial height, weight and age determination, consider a Zt’tir to be a half-elf. Mature Zt’tir are twice as tall, weigh 8 times as much, and live as long as elves. In addition, Zt’tir have the following racial traits:

Bonus Feat: All Zt’tir get a bonus feat due to their human heritage.

Half-ebon: Zt’tir descend from servants of powerful fiends. They all have the half-ebon template (see below). This is included the their CR and LA.

Racial Hit dice: Zt’tir have 4 humanoid hit dice (with a good will saving throw). Their racial advancement is 5-6 (medium-size), 7-12 (large). After reaching 12 hit dice, they may advance by character class. The first class chosen is henceforth their favored class for determining whether they suffer experience point penalties. Also, racial hit dice never incur experience point penalties.

Racial Proficiencies: The war-like Zt’tir are proficient with all simple and martial weapons and with shields, but not with any sort of armor.

Great Leader: A Zt-tir who advances to 12 hit dice gains a +4 increase to Charisma (similar to the increase acquired every 4 levels) and a deflection bonus to armor class equal to the charisma bonus.

LA: +0. The half-ebon template balances the disadvantage of humanoid hit dice at low levels. The increase in size at 7 hit dice balances it for mid levels, and the great leader ability balances it at 12 hit dice.

Half-ebon Traits:
The half-ebon template is a diluted form of the Ebon Servitor template-see the black half-orc in the Book of Templates, and subtract out half-orc traits to obtain the following:

Ability modifiers: half-ebons have +2 Strength, +2 Constitution, -2 Wisdom
Improved Darkvision: Half-ebons can see 60 ft. in darkness, or double the darkvision of the native creature, whichever is better. The half-ebon may make a Will saving throw against the normal spell DC to see 30 ft. in deeper darkness or a similar spell. This vision is black and white.
Natural Armor: Half-ebons have a +1 natural armor bonus.
Detect Good (Sp): 3 times/day a half-ebon can detect good, per the spell, as a cleric of his or her character level.
Smite Good (Su): Once per day, the half-ebon may attempt to smite good with a single melee attack. When smiting, it adds its Charisma bonus (if any) to the attack roll and deals 1 extra point of damage per character level and/or Hit Die it has. If a half-ebon accidentally smites a creature that is not of good alignment, the smite has no effect and the ability is used up for that
day. Half-ebons of good alignment retain this ability, though its use may be an alignment infraction.
Resilient: Half-ebons receive +4 to saves against any cold, electricity, or fire attack. Half-ebons take half the normal damage from environmental heat and cold.
Bonus Languages: Abyssal or Infernal (depending on heritage)
Alignment: usually evil
ECL: +1.
 
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