Demons/daemons/devils, New/Converted

Pants

First Post
demiurge1138 said:
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.
Ah, so you noticed. ;)
It's the klurichir without any of the IP attached. :p
Also, the klaruchar won't be a straight update as more of a reimagining of it. Most likely those useless wizard spells will be the first thing to get dropped...

I may even do some of the other 'new' WotC monsters (the kelvezu will be up there at least).

Once again, I'd like to thank everyone for all of the compliments. It makes me glad to know that people are using these and enjoying them. That's what makes all the work worthwhile. :)

On a completely different note, the members of the Dicefreaks online community have done several excellent conversions of the critters that I either have done or that I am going to do. Here are the links:
Kain Darkwind's 3.5 Nycaloth
Kain Darkwind's 3.5 Ultroloth
Kain Darkwind's 3.5 Goristro
Kain Darkwind's 3.5 Malebranch
Kain Darkwind's 3.5 Narzugon
TheSerge's 3.5 Amnizu

Have fun everyone. Expect an update later today!
 

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Pants

First Post
Hey, I promised an update and here it is, in the form of Sr. Malebranche. :p

MALEBRANCHE
Huge Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 16d8+144 (216 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 29 (-2 size, +1 Dex, +20 natural), touch 9, flat-footed 28
Base Attack/Grapple: +16/+34
Attack: +2 cold iron trident +26 melee (3d6+12)
Full Attack: +2 cold iron trident +26/+21/+16/+11 melee (3d6+12) and gore +19 melee (2d6+5) or 2 claws +24 melee (1d10+10) and bite +19 melee (2d8+5) 2 claws +24 melee (1d10+10) and gore +19 melee (2d6+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Fear aura, improved grab, powerful charge, spell-like abilities
Special Qualities: Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10 and electricity 10, regeneration 4, see in darkness, spell resistance 27, telepathy 100 ft.
Saves: Fort +19, Ref +11, Will +9
Abilities: Str 31, Dex 13, Con 29, Int 10, Wis 8, Cha 12
Skills: Bluff +10, Concentration +28, Diplomacy +5, Intimidate +22, Knowledge (the planes) +5, Listen +18, Search +19, Spot +18, Survival +18 (+20 when following tracks and on other planes), Tumble +20
Feats: Awesome Blow, Cleave, Great Cleave, Flyby Attack, Power Attack, Wingover
Environment: Nine Hells of Baator
Organization: Solitary, pair, team (2-4), or squad (1 horned devil, 1-2 malebranches, 4-8 erinyes)
Challenge Rating: 15
Treasure: Standard coins plus +2 cold iron trident
Alignment: Always lawful evil
Advancement: 17-32 HD (huge); 33-48 HD (gargantuan)

This hulking, winged devil looks stands near 20 feet tall. Its muscle bound body is covered in hard, slate gray scales and a pair of wickedly curved horns just from the sides of its head. Its lower jaw is underslung and summarily juts out from its face, revealing its sharp, curved fangs. In one hand it clutches a huge trident made of a dull metal and with its other hand, it proudly displays its sharp talons.

Where the horned devils serve as the elite soldiers in the armies of baator, the hulking malebranches serve as the heavy cavalry.
While most of the other greater devils possess a certain tactical cunning, the terrible malebranches are highly simple opponents. While they are certainly not stupid, they are very unimaginative and straightforward. They are also bullies, braggarts, and, when around superior officers or more powerful devils, squalling cowards.
Malebranches can be found anywhere in the Nine Hells, however they are most often encountered in Avernus and in the accompaniment of the Dukes and, most notably, the Dark Eight. Caucherate, an infamous malebranche of terrible power and might (33 HD), serves as Lord Bel’s vanguard commander. Whenever Bel leads his troops into battle against the hated demons, Caucherate is always at the front line… well quite ahead of the front line actually.
Malebranches stand about 20 feet tall and weigh several tons.


COMBAT
Malebranches are simple opponents. They usually begin battle with a charge and then they wade into their enemies with their +2 cold iron tridents. When faced with obviously more powerful opponents, a malebranche will do anything to save its skin by lying, betrayal, or with a very untactical retreat. As such, malebranches are very often the first devils in an army to engage a foe and the first devils in an army to retreat.
A malebranche’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 malebranche can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 19 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 malebranche’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma based.
Improved Grab (Ex): To use this ability, the malebranche must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Powerful Charge (Ex): A malebranche typically begins a battle with a flying charge at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the devil to make a single gore attack with a +24 attack bonus that deals 6d6+15 points of damage.
Spell-like Abilities: At will – greater teleport (self plus 50 pounds of objects only). Caster level 12th.
Regeneration (Su): A malebranche takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
 

Pants

First Post
Here's something on the opposite side of the CR spectrum. ;)

SPINED DEVIL (SPINAGON)
Small Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 4d8+4 (34 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 90 ft. (good)
Armor Class: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16
Base Attack/Grapple: +4/+0
Attack: Claw +4 melee (1d3) or spine +6 ranged (1d4 plus 1d4 fire)
Full Attack: 2 claws +4 (1d3) or 2 spines +6 ranged (1d4 plus 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, spines, summon baatezu
Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10 and electricity 10, see in darkness, spell resistance 15, telepathy 100 ft.
Saves: Fort +5, Ref +6, Will +6
Abilities: Str 10, Dex 15, Con 13, Int 10, Wis 14, Cha 13
Skills: Bluff +8, Diplomacy +10, Hide +9, Listen +9, Move Silently +9, Sleight of Hand +11, Spot +9, Tumble +9
Feats: Point Blank Shot, Precise Shot
Environment: Nine Hells of Baator
Organization: Solitary, flock (2-5) or swarm (10-20)
Challenge Rating: 4
Treasure: Standard coins
Alignment: Always lawful evil
Advancement: 5-12 HD (small)

This small creature is covered from head to clawed-foot in dozens of indigo colored little spines. Two small wings sprout from its back and its eyes are a deep red. It buzzes about you, flapping its small wings, and vaguely reminds you of some sort of infernal fly.

Spined devils are small, weak, and cowardly creatures whose only real purpose in life is to run errands for those devils more powerful than them and to serve as objects of scorn and distaste.
Spined devils serve as messengers for the many, many more powerful devils. They follow their orders with utmost speed and efficiency, always delivering their messages as quick as possible. They also serve as reconnaissance, occasionally doing scouting missions, but only rarely, mostly because the other devils dislike the spinagons and because the spinagons themselves are at their hearts, terrible cowards.
When not doing reconnaissance or delivering messages, spined devils act as sort of infernal herders. They whip up the lemures and nupperibos into large armies for greater devils. This allows them to advance rather quickly in the baatezu caste system.
Spined devils are about 3 feet tall and they weigh roughly 40 pounds.

COMBAT
Spined devils are consummate cowards. They won’t fight unless commanded to or absolutely necessary. Even then, they look for the first chance to flee. When that is not an option, they bargain and beg for their lives, often lying or offering up valuable tidbits of messages they’ve had to deliver before.
A spined 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.
Spell-like Abilities: At will – change self, command (DC 12), scare (DC 13), stinking cloud (DC 14). Caster level 4th. The save DC’s are Charisma based.
Spines (Ex): A spined devil’s body is covered in small spines. As a full attack option, it can launch 2 of these spines per round with a range of 30 ft. (no range increment) or as a standard action it can launch one of these spines with the same range. The spined devil regrows lost spines immediately.
Upon being launched, the spines burst into flame and subsequently deal 1d4 points of fire upon impact.
Also, anyone who grapples with the spined devil or hits it with a natural weapon automatically takes 1d4 points of damage.
Summon Baatezu (Sp): Once per day, a spined devil can automatically summon 1d3 other spined devils with a 60% chance of success. This is the equivalent of a 2nd level spell.
 
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demiurge1138

Inventor of Super-Toast
There is now a malebranche that has a CR that isn't abusive. There is also now a spinagon that fits the Planescape flavor text in 3e.

Thank you.

Demiurge out.
 

Pants

First Post
Why no problem :p

I'm jumping over to do the Demons for a bit right now. I said I would jump around. :D

MOLYDEUS
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 19d8+171 (256 hp)
Initiative: +10
Speed: 50 ft. (10 squares)
Armor Class: 31 (-1 size, +6 Dex, +16 natural), touch 15, flat-footed 25
Base Attack/Grapple: +19/+33
Attack: +1 dancing vorpal double-axe +30 melee (2d6+11) or claw +28 melee (1d10+10)
Full Attack: +1 dancing vorpal double-axe +28/+23/+18/+13 melee (2d6+11) and +28/+23/+18 melee (2d6+6) and wolf bite +23 melee (4d4+5) and snake bite +23 melee (1d8+5 plus abyssal curse) or 2 claws +28 melee (1d10+10) and wolf bite +2 melee (4d4+5) and snake bite +24 melee (1d8+5 plus abyssal curse)
Space/Reach: 10 ft./10 ft.
Special Attacks: Abyssal poison, bypass protections, spell-like abilities, summon tanar’ri
Special Qualities: All-around vision, axe, damage reduction 15/cold iron and good, darkvision 60 ft., immunity to electricity and poison, regeneration 4, resistance to acid 10, and cold 10, and fire 10, spell resistance 27, telepathy 100 ft., true seeing
Saves: Fort +20, Ref +17, Will +15
Abilities: Str 31, Dex 23, Con 29, Int 16, Wis 18, Cha 24
Skills: Balance +28, Bluff +29, Climb +32, Concentration +31, Diplomacy +18, Intimidate +29, Knowledge (the planes) +25, Listen +26, Sense Motive +26, Spot +30, Survival +26, Tumble +17
Feats: Cleave, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Two-Weapon Fighting, Weapon Focus (double axe)
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or squad (1 molydeus, 1-4 chasme, 1-8 babau)
Challenge Rating: 19
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 19-38 (large); 39-57 (huge)

The first thing you notice about this large, hulking creature are its two heads. One head sits where a normal creature’s head should be and it resembles that of a mangy wolf’s. Its other head sprouts from the creature’s upper back and resembles that of a long, prehensile serpent. Its skin is the color of a festering sore and clumps of thin, wiry hair dot the creature’s body. Spittle drips from the fangs of both its heads and a dull red glow seems to pulse behind its savage eyes.

The molydeus are somewhat of an enigma in abyssal politics as they serve the most specialized function of the tanar’ri. They are the only guardian demons and the promoters of the blood war. They exist to further the advances of the tanar’ri in the blood war and to draft other tanar’ri (willing or not) into the raving armies of the abyss. They are terrible and powerful creatures, feared even by the balors and all other true tanar’ri.
Despite their specialized status, the molydeus can be found serving almost any demon or tanar’ri powerful enough to coerce and bully them. They are also highly prized by the demonic princes Graz’zt, Orcus, and Demogorgon as their ability to bypass the potent protections of other demons is very useful. However, because of that ability, they are also distrusted by near every other demon, especially other molydei.
Molydei stand about 13 feet tall and weigh roughly 900 pounds.

COMBAT
Molydei are fairly intelligent foes. Their intellect is fairly great compared to most mortals, however compared to other true tanar’ri, the molydeus are considered somewhat lacking in that regard. That said, they often begin a battle by summoning aid. Unlike other tanar’ri, molydeus are very rarely ever beholden to the creatures they summon, thus they use their ability as soon as they can. They also prefer to let underlings do the dirty work while they sit back and blast away with their spell-like abilities before wading into battle with their +1 dancing vorpal double axes.
A molydei’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.
Abyssal Poison (Ex): The bite of a molydei’s snakehead delivers a terrible poison. Anyone bitten by the molydei’s snakehead must succeed at a Fort save (DC 28) or slowly transform into a manes over the next 2d4+1 rounds. The save DC is Constitution based.
A neutralize poison spell followed by a remove curse cast before the transformation is complete will restore a poisoned creature to normal. Afterward, however, only a miracle or wish spell can reverse the poison.
All-Around Vision (Ex): The molydei’s two heads make it an exceptionally alert creature. It gains a +4 racial bonus on Spot and Search checks, and it cannot be flanked.
Axe: Every molydeus carries with it a +1 dancing vorpal double-axe. The axe’s powers are tied directly with the life of its molydeus owner, thus if the molydeus ever dies, its axe becomes a worthless lump of metal. However, should the axe ever be taken while the molydeus is still alive, it will retain its powers. Unfortunately, those who steal the axe from a still living molydeus are destined to be hunted from plane to plane as the likely very angry molydeus seeks to retrieve its lost weapon.
Bypass Protections (Su): A molydeus possesses the innate power to bypass many of the most potent protections possessed by their demon kin. A molydeus’s natural attacks and attacks with a weapon it wields are treated as the appropriate type (material wise and alignment wise) in order to overcome another demon’s damage reduction.
For example, when a molydeus hits a balor with its axe, its axe is treated as both cold iron and good-aligned for the purpose of overcoming damage reduction.
Plus, whenever the molydeus casts a spell against a demon that has spell resistance, the molydeus automatically succeeds on the spell resistance check.
Spell-Like Abilities: At will – baleful polymorph (DC 22), deeper darkness, evard’s black tentacles, fear (DC 21), fireball (DC 20), greater teleport (self plus 50 pounds of objects only), improved invisibility, suggestion (DC 20), wall of fire; 3/day – blasphemy (DC 24), prismatic spray (DC 24); 1/day – dominate monster (DC 26), mass hold monster (DC 26), unholy aura (DC 25). Caster level 19th. The save DC’s are Charisma based.
Summon Tanar’ri (Sp): Once per day, a molydeus can automatically summon 1d4 chasme or 1d6 babau or it can attempt to summon another molydeus with a 40% chance of success. This is the equivalent of a 9th level spell.
Regeneration (Su): A molydeus takes normal damage from good-aligned cold iron weapons, and from spells or effects with the good descriptor.
True Seeing (Su): Molydei have a continuous true seeing ability, as the spell (caster level 19th).
 
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Pants

First Post
demiurge1138 said:
That's really... mean. And awesome. A very nice job, yet again (I feel so repetitive).

Demiurge out.
Just wait till I post up the revised Klurichir. Mean bugger I think. ;)
 

demiurge1138

Inventor of Super-Toast
Well, it should be.

A question about the molydeus. Does the abyssal curse affect other demons as well? It would make sense, as the role of the molydei is as Blood War recruitment, but all that it would take for a balor to get shoved back down the ranks to a manes is a 6 on a Fortitude save (as the spells to cure and reverse the transformation are very rare in the Abyss).

But then again, that's the idea, right? I just wanted to check.

Demiurge out.
 

Pants

First Post
demiurge1138 said:
A question about the molydeus. Does the abyssal curse affect other demons as well? It would make sense, as the role of the molydei is as Blood War recruitment, but all that it would take for a balor to get shoved back down the ranks to a manes is a 6 on a Fortitude save (as the spells to cure and reverse the transformation are very rare in the Abyss).

But then again, that's the idea, right? I just wanted to check.

Demiurge out.
Hm, checked over my 2nd edition stuff and the Molydeus entry in the Planescape Monstrous Compendium I says that its ability to change creatures into a Manes is a poison. Tanar'ri in both 3rd and 2nd edition are immune to poison, however your rationale is reasonable.

Maybe I should change it to a poison? :\
 

demiurge1138

Inventor of Super-Toast
Yeah, I'd add a line about how the abyssal curse counts as a poison for the purposes of racial bonuses and immunities. But if you didn't, it'd keep those pesky balors in line...

Demiurge out.
 

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