Demons/daemons/devils, New/Converted

Pants

First Post
I'm on another monster creation/conversion spree and now I'm working on a big list of monsters to convert and a bunch of new ones.
Here's my current list of critters that I'm working on, which will most likely be done in no particular order whatsoever:

Devils:
  • Abishai (all)
  • Amnizu (Styx Devil) (done)
  • Ferugon (Iron Devil) (new)
  • Kochrakon (done)
  • Malebranche (done)
  • Narzugon
  • Palyrizon (done)
  • Spinagon (Spined Devil) (done)

Demons:
  • Alkilith (done)
  • Armanite (done)
  • Babau (done)
  • Bar-lgura (done)
  • Bulezau (done)
  • Chasme (done)
  • Hergaru (done)
  • Goristro (done)
  • Jarilith
  • Kerezu (done)
  • Klaruchar (done)
  • Manes (done)
  • Maurezhi (done)
  • Molydeus (done)
  • Nrathgar (done)
  • Palarthie (done)
  • Rutterkin (done)
  • Uridezu (done)
  • Watrilith (done)

Yugoloths:
  • Cacoloth (done)
  • Guardian Yugoloths
  • Psionoloth (done)

Netherfiends:
  • Netherfiend (done)
  • Netherhound (new)
  • Netherhaunt (new)
  • Netherstalker (new)


Other
  • Crag Worm (New)
  • Hellfire Dragon
  • Hellfire Dead (New)
  • Slayer Varrangoin (New)

With that out of the way, here's the Psionoloth!
PSIONOLOTH
Medium Outsider (Evil, Extraplanar, Psionic, Yugoloth)
Hit Dice: 15d8+75 (142 hp)
Initiative: +11
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 30 (+7 Dex, +9 natural, +4 deflection), touch 21, flat-footed 23
Base Attack/Grapple: +15/+15
Attack: Disruptive touch +15 (2d4 (see below))
Full Attack: 2 disruptive touches +15 (2d4 (see below))
Space/Reach: 5 ft./5 ft.
Special Attacks: Disruptive touch, psionic powers, psi-like abilities, summon yugoloths
Special Qualities: Damage reduction 15/good, disruptive aura, darkvision 60 ft., fast healing 2, immunity to acid and poison, power resistance 29, resistance to cold 10 and electricity 10 and fire 10, telepathy 100 ft., true seeing
Saves: Fort +14, Ref +16, Will +16
Abilities: Str 10, Dex 25, Con 21, Int 26, Wis 24, Cha 20
Skills: Autohypnosis +25, Bluff +24, Concentration +23, Decipher Script +26, Diplomacy +28, Forgery +26, Hide +16, Listen +25, Knowledge (history) +26, Knowledge (psionics) +26, Knowledge (the planes) +26, Knowledge (religion) +26, Move Silently +16, Sense Motive +25, Search +26, Psicraft +28, Spot +25
Feats: Improved Initiative, Maximize Power, Opportunity Power, Psionic Meditation, Quicken Power, Twin Power
Environment: Bleak Eternity of Gehenna
Organization: Solitary, pair, or group (1-2 psionoloths, 1-3 shadoloths)
Challenge Rating: 18
Treasure: Double standard coins; standard items
Alignment: Always neutral evil
Advancement: 16-30 HD (medium); 31-45 HD (large)

This creature looks like a bipedal jackal covered with brown fur, streaked with silver. However, the most disturbing aspect of its appearance is its eyes. Where its eyes should normally be are a pair of glittering, black orbs that seem to contain all of the stars in the universe.

The psionoloths are the outcasts of the yugoloth caste society. Their alien, psionic powers make them greatly distrusted by the other members of yugoloth society. The ultroloths respect their usefulness, but are reluctant to utilize them overmuch. The arcanaloths despise them and the psionoloths return that tenfold. The psionoloths are often even reluctant to trust each other, which leads most to abandon yugoloth society and become planar hermits
No one truly knows when the first psionoloths appeared, however some speculate that the psionoloths are a result of some rare mutation of the arcanaloths. Such speculation is usually quickly silenced by the ‘loths, just as a matter of pride, of course.
Psionoloths stand just below six feet in height and weigh a mere 150 pounds.

COMBAT
Psionoloths are wary opponents. They always have several different escape routes out of any given situation and in the case of those who take up the seer discipline, they are often long gone before the actual engagement occurs.
However, due to their outcast status within the yugoloth caste, they lack the ability to call upon other yugoloths except others of their own kind. Thus they usually band together
A psionoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Disruptive Aura (Su): The air around a psionoloth crackles with built up psionic energy, granting the psionoloth a +4 deflection bonus to its AC. Furthermore, any creature that comes within 5 feet of the psionoloth takes 5d4 points of damage from the crackling psionic energies. The psionoloth can suppress or resume this ability as a free action on its turn.
Disruptive Touch (Su): The touch of a psionoloth is greatly feared by creatures possessing psionic abilities. Any creature with psionic abilities that is touched by the psionoloth takes 2d4 points of damage and on a failed Will save (DC 22), it is subject to a feeblemind effect (caster level 15th). Non-psionic creatures who are touched by the psionoloth only take the 2d4 points of damage. The save DC is Charisma based.
Flight (Su): A psionoloth can fly at a speed of 60 feet with good maneuverability. This is in all other respects similar to a psionic fly power cast by a 15th level manifester. If dispelled, the psionoloth can resume this effect as free action on its next turn.
Psi-like Abilities: At will – energy ray (15d6-15 sonic), metamorphosis (self only), psionic greater teleport (self plus 50 pounds of objects only), telekinetic maneuver (DC 19); 3/day – shadow body; 1/day – greater metamorphosis, psionic etherealness. Manifester level 15th. The save DC’s are Charisma based.
Psionic Powers: A psionoloth can manifest powers as a 15th level psion (telepath). The DC’s are Intelligence based.
Typical psion powers known (262 power points, save DC 18 + power level): 1st – detect psionics, force screen*, inertial armor*, vigor*; 2nd – brain lock (DC 20)*, concussion blast*, ego whip (DC 20)*, psionic suggestion (DC 20)*; 3rd – dispel psionics*, energy bolt (DC 21)*, energy wall (DC 21), hostile empathic transfer (DC 21)*, ubiquitous vision; 4th – aura sight*, psionic dimension door*, psionic dominate (DC 22)*, psionic freedom of movement, schism, trace teleport*; 5th – mind probe (DC 23), psionic plane shift, psychic crush (DC 23)*; 6th – psionic contingency, psionic disintegrate (DC 24)*; 7th – crisis of life (DC 25)*, divert teleport (DC 25), ultrablast (DC 25)*; 8th – true metabolism.
*Can be augmented.
Psionoloths usually favor the Telepath, Nomad, and Shaper disciplines.
Summon Yugoloths (Sp): Once per day a psionoloth can attempt to summon another psionoloth with a 60% chance of success. This is the equivalent of an 8th-level spell.
True Seeing (Su): Psionoloths have a continuous psionic true seeing ability, as the power (manifester level 15th).
 
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demiurge1138

Inventor of Super-Toast
Pants, you are officially the most awesome person ever.

OK, maybe that's a bit of an overstatement. It's not "official", as such. Papers need to be filled out, etc. But the psionoloth is really cool. And the promise of redone versions of a bunch of demons and devils is music to my ears. And I know you're shaky on re-doing 3.0 monsters that weren't from previous editions, but maybe, if you felt up to breaking this dogma, the klurichir could certainly use it.

Keep up the excellent work.
Demiurge out.
 

John Q. Mayhem

Explorer
Seconded. I liked your Yugoluths. One question, though. A few of them referenced a creature called a "skereloth" in their summoning abilities, but I couldn't find it. Did you convert it?
 

Pants

First Post
John Q. Mayhem said:
Seconded. I liked your Yugoluths. One question, though. A few of them referenced a creature called a "skereloth" in their summoning abilities, but I couldn't find it. Did you convert it?
It's in the Fiend Folio and I didn't convert it because it really didn't need to be converted and I'm hesitant to convert monsters that were created by WotC.

Thanks demiurge, your compliments are always appreciated :)

Note: Updates will come quicker now that my college classes are over.
 

Pants

First Post
CACOLOTH
Large Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 16d8+112 (184 hp)
Initiative: +10
Speed: 40 ft. (8 squares)
Armor Class: 27 (-1 size, +6 Dex, +12 natural), touch 15, flat-footed 21
Base Attack/Grapple: +16/+27
Attack: Claw +22 melee (1d10+7)
Full Attack: 2 claws +22 melee (1d10+7) and bite +20 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Emanations, spell-like abilities, summon yugoloths
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, see invisibility, spell resistance 27, telepathy 100 ft.
Saves: Fort +17, Ref +16, Will +14
Abilities: Str 25, Dex 23, Con 25, Int 16, Wis 18, Cha 20
Skills: Bluff +24, Climb +26, Concentration +26, Intimidate +26, Jump +28, Knowledge (the planes) +22, Listen +23, Search +22, Sense Motive +23, Spot +23, Tumble +27
Feats: Dodge, Empower Spell-Like Ability (cone of cold), Improved Bull Rush, Improved Initiative, Multiattack, Power Attack
Environment: Bleak Eternity of Gehenna
Organization: Solitary, pair, or group (4-8)
Challenge Rating: 16
Treasure: Standard coins
Alignment: Always neutral evil
Advancement: 17-31 HD (large); 32-48 HD (huge)

Standing near thirteen feet tall, this vaguely humanoid creature glares at you with a pair of burning yellow eyes. Its slate gray body is completely hairless and corded with muscles. Its two long, lanky arms end in three wicked looking talons. Despite its hulking appearance, a fierce intelligence burns behind those yellow eyes.

The cacoloths are the guards in the yugoloth caste system. Specifically, they are the personal guards of the Altroloths and the Oinoloth, however they do occasionally serve high ranking ultroloths and arcanaloths.
Cacoloths are unquestionably loyal in their guard duties – an oddly lawful trait – however, when serving ultroloths and arcanaloths, they do very little to hide the contempt they have for their charges. Obviously, cacoloths think that ‘mere’ ultroloths and arcanaloths are unworthy of their protection or that their abilities would be better served elsewhere. Unfortunately, the cacoloths haven’t been very forthcoming on this issue as of yet.
Cacoloths stand near 13 feet tall and weigh about 1,000 pounds.

COMBAT
A cacoloth’s most potent abilities are its emanations and it knows this. Their emanations allow them to quickly change tactics on the battlefield and easily affect a large number of opponents. Despite this, cacoloths love to wade into battle and tear into enemies with their talons. Often, if they know that they will soon be going into battle, they prepare by casting greater magic fang on their bite and claws.
A cacoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Emanations (Su): As a standard action, a cacoloth can emanate one of five different effects from its body. The cacoloth can only have one emanation active at the same time. The emanations are:
Cold: The cacoloth exudes an aura of bone chilling cold. Anyone within 20 ft. of the cacoloth takes 1d8 points of cold damage and must make a Fort save (DC 25) or become slowed, as per the spell (caster level 15th), for 1d6+1 rounds. While this emanation is active, the cacoloth is immune to cold. The save DC is Constitution based.
Desiccation: The cacoloth can emit a palpable aura of unlife that sucks the very juices from the bodies of the living. Anyone within 10 ft. of the cacoloth must make a Fort save (DC 25) or take 1d4 points of Constitution damage. Anyone who successfully saves cannot be affected by that particular cacoloth’s Constitution damage for 24 hours. The save DC is Constitution based.
Fire: The cacoloth exudes intense heat within a short range. Anyone within 10 ft. of the cacoloth takes 3d6 points of fire damage. While this emanation is active, the cacoloth is immune to fire.
Poison: The cacoloth surrounds itself in an aura of poison and sickness. Anyone within 30 ft. of the cacoloth must make a Fort save (DC 25) or become nauseated for 2d6 rounds. Those immune to poison are immune to the effects of this emanation. The save DC is Constitution based.
Spell Turning: The cacoloth sheathes itself in a glimmering field of magical energy. This functions as per the spell, although once this emanation blocks the indicated number of spell levels, it becomes unusable by the cacoloth for 24 hours. The caster level is 16th.
Spell-like Abilities: At will – detect good, greater dispel magic, greater magic fang, greater teleport (self plus 50 pounds of objects only), polymorph (self only), wall of force; 3/day – call lightning storm (DC 20), cone of cold (DC 20); 1/day – circle of death (DC 21), power word stun. Caster level 16th. The save DC’s are Charisma based.
Summon Yugoloths (Sp): Once per day a cacoloth can attempt to summon 1d6 dergholoths, 1d4 mezzoloths, or another cacoloth with a 60% chance of success. This is the equivalent of an 7th-level spell.
See Invisibility (Su): Cacoloths have a continuous see invisibility ability, as the spell (caster level 16th).
 

Pants

First Post
Wow, two in one day. I'm on some kind of roll here ;)

GATE DEVIL (AMNIZU)
Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 13d8+65 (123 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 30 (+7 Dex, +13 natural), touch 17, flat-footed 23
Base Attack/Grapple: +12/+12
Attack: Touch +19 (2d4 plus feeblemind)
Full Attack: Touch +19 (2d4 plus feeblemind)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, feebleminded touch, spell-like abilities, summon baatezu
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 3, secure intelligence, see in darkness, spell resistance 24, telepathy 100 ft.
Saves: Fort +13, Ref +15, Will +12
Abilities: Str 10, Dex 25, Con 21, Int 18, Wis 18, Cha 20
Skills: Bluff +21, Concentration +21, Diplomacy +23, Hide +23, Intimidate +23, Knowledge (the planes) +20, Listen +20, Move Silently +23, Sense Motive +20, Spellcraft +20, Spot +20, Survival +20 (+22 on other planes)
Feats: Combat Reflexes, Dodge, Empower Spell-Like Ability (fireball), Track, Weapon Finesse
Environment: Nine Hells of Baator
Organization: Solitary, pair, team (2-6), or troupe (1-3 gate devils plus 1-6 barbed devils)
Challenge Rating: 12
Treasure: Standard coins
Alignment: Always lawful evil
Advancement: 14-26 HD (medium); 27-39 HD (large)

This small, stocky humanoid is about the size of a dwarf. It has green skin, an elongated pig-like head, and a pair of bat-like wings jutting from its back. Its large mouth is filled with rows of small canines.

The gate devils (also called amnizus) are the guardians of the Nine Hells. They guard any known gates into Baator, including the River Styx. Oftentimes, they aren’t required to keep visitors out, but to make sure that once they enter, they never leave. Because of this, gate devils often attempt to capture and detain foes rather than outright slaughter them. Of course, they are also quite good at the slaughtering part as well.
Gate devils stand about 4 feet tall and weigh roughly 150 pounds.

COMBAT
Gate devils almost always attempt to capture foes and return to their superiors with new slaves, thus they usually attempt to soften up their foes with multiple empowered fireballs, followed by a feebleminded touch. They aren’t above quickly slaughtering foes that have proven too resilient to this tactic, however.
A gate devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Fear Aura (Su): A gate devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 22 Will save or be affected as though by a fear spell (caster level 12th). A creature that successfully saves cannot be affected again by the same gate devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma based.
Feebleminded Touch (Su): The touch of a gate devil duplicates the effects of a feeblemind (Will save, DC 21 negates) spell, caster level 12th. The save DC is Charisma based.
Secure Intelligence (Ex): Gate devils are immune to any sort of effect that drains, damages, or reduces its Intelligence score.
Spell-like Abilities: At will – deeper darkness, greater teleport (self plus 50 pounds of objects only), major image (DC 18); 3/day – dispel good (DC 20), fireball (DC 18), order’s wrath (DC 19), unholy blight (DC 19); 1/day – hold monster (DC 20), maze. Caster level 12th. The save DC’s are Charisma based.
Summon Baatezu (Sp): Once per day, a gate devil can automatically summon 1d6 bearded devils or attempt to summon another gate devil with a 60% chance of success. This is the equivalent of a 5th level spell.
Regeneration (Su): Gate devils take normal damage from good-aligned weapons and from spells or effects with the good descriptor.
 
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demiurge1138

Inventor of Super-Toast
Wow. I like them both quite a bit. Again. Especially the emanations on the cacoloth.

Keep up the excellent work.
Demiurge out.
 

the Jester

Legend
Pants, you do great work. Keep it up- though I've not had a good chance to use your conversions, one of these days I will, and I'm looking forward to it! :D
 

Pants, I'm yoinking everything that you can pump out.

I know that requests are kind of bad form - you've got your own rhythm and everything - but I'd love to see the Klurichir too.

:)
 

demiurge1138

Inventor of Super-Toast
If you'll notice, Sepuluchrave, in the list of future content is the "klaruchar", which is new... sort of. I'd guess that it's Pant's "reimagining" of the klurichir.

Demiurge out.
 

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