Demons/daemons/devils, New/Converted

Zaster

First Post
I always hate to chime in with a "me too", but I have to second Babel's sentiment. This thread single-handedly negates most of the remaining regrets I've had since switching to 3.5. Thanks, Pants.
 

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Pants

First Post
Thank you. :)

ARMANITE
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 9d8+63 (103 hp)
Initiative: +0
Speed: 60 ft. (12 squares)
Armor Class: 25 (-1 size, +6 natural, +8 masterwork plate barding, +2 masterwork heavy steel shield), touch 9, flat-footed 24
Base Attack/Grapple: +9/+19
Attack: Masterwork lance +16 melee (2d6+6) or masterwork flail +15 melee (2d6+6)
Full Attack: Masterwork lance +16/+11 melee (2d6+6) and 2 hooves +11 melee (1d6+3) or masterwork flail +15/+10 melee (2d6+6) and 2 hooves +11 melee (1d6+3)
Space/Reach: 10 ft./ 5 ft. (10 ft. with lance)
Special Attacks: Frightful presence, spell-like abilities, summon tanar’ri
Special Qualities: Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10 and cold 10 and fire 10, spell resistance 17, telepathy 100 ft.
Saves: Fort +13, Ref +6, Will +9
Abilities: Str 23, Dex 10, Con 25, Int 10, Wis 16, Cha 14
Skills: Bluff +14, Concentration +19, Intimidate +16, Jump +18, Knowledge (the planes) +12, Listen +15, Spot +15, Survival +15 (+17 on other planes)
Feats: Mounted Combat (b), Ride-By Attack, Spirited Charge, Trample, Weapon Focus (lance)
Environment: Infinite Layers of the Abyss
Organization: Solitary, company (5-8), or squadron (8-18 plus 1 marilith)
Challenge Rating: 9
Treasure: Standard coins
Alignment: Always chaotic evil
Advancement: 10-18 HD (large); 19-27 HD (huge)

With a cloud of abyssal dust rising from behind its four, thundering hooves, this centaur-like being gallops quickly into view. Encased in dull black full plate with vicious looking barbs and spikes protruding through the metal and a large lance in its one hand, this fiendish creature looks ready for battle.

The armanites are the heavy cavalry of the abyssal armies. Wherever they thunder, the enemies of demons flee in a panic. Wherever their ride, death quickly follows. The armanites are greatly feared by both devils and mortals alike.
Armanites are usually used in the initial charges of the demonic armies. Their they make devastating charges with their lances and then quickly switch to their flails for up-close combat.
Armanites are about the size of a regular warhorse.

COMBAT
Being not the brightest opponents, armanites are still fairly effective combatants. They know what they are good at and they stick to it, which is namely charging enemies and sticking them with their lances.
An armanite’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.
Barbed Defense (Ex): An armanite’s body is covered with a plethora of jagged barbs that protrude through its armor. Anyone grappling with the armanite or striking the armanite with a natural weapon or touch attack automatically takes 1d8 points of damage.
Frightful Presence (Su): Whenever the armanite charges or attacks, creatures within 30 feet of the armanite must make a Will save (DC 16). Those creatures that fail the save and have less than half the Hit Dice (round down) of the armanite are panicked for 2d6 rounds. Creatures with more than half the Hit Dice of the armanite and who fail the save are shaken for 2d6 rounds. Those creatures with more Hit Dice than the armanite are immune to this effect. Whether or not the save is successful, a creature can only be affected by the same armanite’s frightful presence once per day. This is a mind-affecting fear effect. The save DC is Charisma based.
Spell-like Abilities: At will – darkness, greater teleport (self plus 50 pounds of objects only). Caster level 9th. The save DC is Charisma based.
Summon Tanar’ri (Sp): Once per day, an armanite can attempt to another armanite with a 40% chance of success. This is the equivalent of a 4th level spell.
 
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demiurge1138

Inventor of Super-Toast
Ahh, armanites... these guys were from a Planescape book, right? Because I know they weren't around in 1e, and they didn't get their name changed in order to avoid IP. Planes of Conflict, right?

A very nice conversion, Pants, as always. Although I might add a note that Mounted Combat is a bonus feat specifically to allow the armanite to use feats with it as a prerequisite, although that's a bit obvious.

Demiurge out.
 

Pants

First Post
demiurge1138 said:
Ahh, armanites... these guys were from a Planescape book, right? Because I know they weren't around in 1e, and they didn't get their name changed in order to avoid IP. Planes of Conflict, right?[/b]
Actually... I'm not sure :p
I just know that someone on the boards here said it was from 2e. :D


A very nice conversion, Pants, as always. Although I might add a note that Mounted Combat is a bonus feat specifically to allow the armanite to use feats with it as a prerequisite, although that's a bit obvious.

Demiurge out.

Of course. ;)
 

Pants

First Post
Not a demon, but a devil!
This version of the Gelugon places it as second to the Pit Fiend in Baatorian society, as it used to be.
I'd also like to recommend Serge's Gates of Hell pdf for more devilish goodness. He also has an upgraded version of the Gelugon in there.

ICE DEVIL (GELUGON)
Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 16d8+128 (200 hp)
Initiative: +11
Speed: 40 ft. (8 squares)
Armor Class: 36 (-1 size, +7 Dex, +20 natural), touch 16, flat-footed 29
Base Attack/Grapple: +16/+31
Attack: +2 icy burst spear +29 melee (2d6+18 19-20/x3 plus slow) or claw +26 melee (1d10+11)
Full Attack: +2 icy burst spear +29/+24/+19/+14 melee (2d6+18 19-20/x3 plus slow) and bite +21 melee (2d6+5) and tail slap +21 melee (3d6+5 plus slow) or 2 claws +26 melee (1d10+11) and bite +21 melee (2d6+5) and tail slap +21 melee (3d6+5 plus slow)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear aura, slow, spell-like abilities, summon baatezu
Special Qualities: Damage reduction 10/good and silver, darkvision 60 ft., immunity to cold and fire and poison, regeneration 5, resistance to acid 10, see in darkness, spell resistance 29, telepathy 100 ft.
Saves: Fort +18, Ref +17, Will +16
Abilities: Str 33, Dex 25, Con 27, Int 24, Wis 22, Cha 22
Skills: Bluff +25, Climb +30, Concentration +27, Diplomacy +29, Hide +22, Intimidate +27, Knowledge (any two) +26, Listen +25, Move Silently +26, Search +26, Sense Motive +25, Spellcraft +26, Spot +25, Survival +25 (+27 when following tracks)
Feats: Cleave, Combat Reflexes, Improved Critical (spear), Improved Initiative, Power Attack, Weapon Focus (spear)
Environment: Nine Hells of Baator
Organization: Solitary, team (2-4), squad (6-10), or troupe (1 ice devil, 1-2 horned devils, 1-6 barbed devils, 7-12 bearded devils)
Challenge Rating: 17
Treasure: Standard coins; double goods; standard items plus +2 icy burst spear
Alignment: Always lawful evil
Advancement: 17-32 HD (Large); 33-48 HD (Huge)

This creature resembles a tall, bipedal insect covered in light blue carapace. It has a long, meaty tail covered in spikes extends from its back, a pair of powerful looking mandibles, and viciously clawed hands and feat.

The ice devils are the elite soldiers of the baatezu, second in station to the feared pit fiends. They are the only devils native to the eighth frigid layer of Hell, Cania, and are tasked with guarding the main entrance into Nessus. However, despite that, they can be found nearly anywhere in Hell, usually acting as powerful sergeants and captains of Hellish battalions.
An ice devil stands about 12 feet tall and weighs 700 pounds.

COMBAT
Ice devils are brutally efficient tacticians. They often fight behind walls of countless minions, while organizing attacks, troop deployments, and formations. They much prefer to let their minions do the fighting for them, but if forced to, they won’t hesitate to quickly wade into battle.
An ice 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): An ice devil can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 24 Will save or be affected as though by a fear spell (caster level 16th). A creature that successfully saves cannot be affected again by the same ice devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Slow (Su): A hit from an ice devil’s tail or spear induces a joint-numbing cold. The opponent must succeed on a Fortitude save (DC 26) or be affected as though by a slow spell for 1d6 rounds. The save DC is Constitution-based.
Spell-Like Abilities: At will – cone of cold (DC 21), deeper darkness, fly, greater dispel magic, greater teleport (self plus 50 pounds of objects only), ice storm, persistent image (DC 21), unholy aura (DC 24), unholy blight (DC 20), wall of ice; 1/day – polar ray. Caster level 16th. The save DC’s are Charisma based.
Summon Baatezu (Sp): Once per day, an ice devil can attempt to summon either 2d10 lemures, 1d8 bearded devils, or 2d4 bone devils with a 40% chance of success, or another ice devil with a 20% chance of success. This is the equivalent of a 6th-level spell.
Regeneration (Ex): An ice devil takes normal damage from good-aligned weapons and from spells or effects with the good descriptor.
 

Pants

First Post
NUPPERIBO
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Claw +1 melee (1d3)
Full Attack: 2 claws +1 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Damage reduction 3/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, regeneration 1, resistance to acid 10 and cold 10
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5
Skills: -
Feats: -
Environment: Nine Hells of Baator
Organization: Group (2-5), mob (10-20), or horde (50-100)
Challenge Rating: 1
Treasure: Standard coins
Alignment: Always lawful evil
Advancement: 2-3 HD (Medium)

Only vaguely resembling a humanoid, this creature is an amorphous mass of flesh, with very few discernible features. It has several appendages that could be mistaken for arms, legs, and a head. Its revolting skin is a dead grey color.

Nupperibos are strange creatures. Slightly weaker than lemures, they occupy a higher station in the rigid caste of Baatezu society. However, in order to be ‘promoted’ to a higher form of baatezu, they must first be demoted to the rank of lemure. In fact, some suggest that the reasoning behind this is that nupperibos are not baatezu at all, but a weaker version of some other devilish breed. Rumors persist of nupperibos advancing to strange and unknown forms, forms that vaguely resemble the shapes captured in Stygia’s floating icebergs.
Nupperibos stand about 5 feet tall and weigh 120 pounds.

COMBAT
As mindless creatures, nupperibos lack the finesse for combat that most other baatezu possess. They are often gathered together in large, rampaging hordes and forced towards their enemies. They make excellent spell-fodder, most because of their limited regeneration and their overall lack of fear.
A nupperibo’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.
Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Regeneration (Su): A nupperibo takes normal damage from good-aligned weapons, silver weapons, and from spells or effects with the good descriptor.
 
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Pants

First Post
KOCRACHON
Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 8d8+32 (68 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 23 (+4 Dex, +9 natural), touch 14, flat-footed 19
Base Attack/Grapple: +8/+9
Attack: Bite +9 melee (3d4+1 plus disease)
Full Attack: Bite +9 melee (3d4+1 plus disease) and 2 claws +7 melee (1d6 plus claws of suffering)
Space/Reach: 5 ft./5 ft.
Special Attacks: Claws of suffering, disease, spell-like abilities, 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, see in darkness, spell resistance 19, telepathy 100 ft.
Saves: Fort +10, Ref +10, Will +9
Abilities: Str 13, Dex 19, Con 19, Int 16, Wis 16, Cha 18
Skills: Bluff +15, Concentration +15, Diplomacy +19, Heal +14, Hide +15, Intimidate +17, Listen +14, Move Silently +15, Sense Motive +14, Sleight of Hand +17, Spellcraft +14
Feats: Flyby Attack, Improved Initiative, Wingover
Environment: Nine Hells of Baator
Organization: Solitary, pair, or team (3-6)
Challenge Rating: 7
Treasure: Standard coins
Alignment: Always lawful evil
Advancement: 9-16 HD (Medium); 17-27 HD (Large)

Resembling a large, bulbous insect with a long proboscis in place of a mouth, this creature is horrifying to look upon. A pair of insectile wings buzz upon carapace-covered back and four long arms jut from its front section, although the lower two arms look too small to be of any real use. Black, bristling hair covers its bluish carapace in coarse, wiry tufts.

The kocrachon are the torturers of the Nine Hells and they are very good at what they do. The kocrachons are most frequently encountered on the second layer of Hell, Dis. There they ply their trade, extracting information from the enemies of the Dukes and the Archdevils in the most painful way possible. Kocrachon’s love to inflict pain and very rarely do they actually kill their opponents, they prefer to keep them alive as long as possible in order to continue their fun.
Physical pain is only one aspect of torture that they specialize in; they are also quite adept at mental torture. Kocrachon’s often use their major image ability to create images of loved ones coming to rescue the victims and then getting cut down in the process. They do this over and over again until the victim’s mind is shattered and then they continue to do it, if only for the sheer enjoyment they get out of the screaming.
Kocrachons are about 5 feet tall and weigh roughly 110 pounds.

COMBAT
Kocrachon know that they aren’t the most physically powerful of the devils, so they tend to keep their distance from enemies and use their reserve of spell-like abilities to weaken them before wading in to use their dangerous claws. However, kocrachon are normally regarded as cowards by their baatezu brethren, as they much prefer to inflict pain on helpless foes than to wade into battle like some addled barbazu.
A kocrachon’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.
Claws of Suffering (Su): The kocrachon is an expert at causing pain in its victims. Anyone struck by the kocrachon’s claw attacks must succeed on a Fort save (DC 15) or be wracked with terrible pains. The victim takes a -4 penalty to Strength and Dexterity and its speed is halved. The save DC is Strength based.
Disease (Ex): A creature struck by a kocrachon’s bite attack must make a Fort save DC 18 or contract devil chills (incubation period 1d4 days, damage 1d4 strength). The save DC is Constitution based.
Spell-Like Abilities: At will – contagion (DC 18), cure moderate wounds (DC 16), darkness, dispel magic, greater teleport (self plus 50 pounds of objects only), liquid pain* (DC 18), major image (DC 17), suggestion (DC 17); 3/day – waves of fatigue; 1/day – wrack** (DC 18), symbol of pain (DC 19). Caster level 8th. The save DC’s are Charisma based.
Summon Baatezu (Sp): Once per day, a kocrachon can attempt to summon either 2d4 lemures or another kocrachon with a 45% chance of success. This is the equivalent of a 3rd level spell.
* Located in the Book of Vile Darkness.
** Located in either Complete Divine or The Book of Vile Darkness
 

demiurge1138

Inventor of Super-Toast
Very nice all around. Again. I'm starting to sound like a broken record here, but you're really that good. I like the new gelugon; unlike the Dicefreaks version, yours doesn't give it more powers, just more HD and a restoration of some of its spell-likes. And that's the best kocrachon conversion I've seen. Including the one I did.

Demiurge out.
 

Pants

First Post
Thank you once again. :)

Here's a 'conversion' with an interesting history. It started off as the Paelyrion, if only because I liked the idea of a master spy devil... thing. Well, I got rid of its Mimi looks, got rid of its (fairly ridiculous) abilities, lowered its CR to make it LESS powerful than a Pit Fiend and... well, it's pretty much a new monster, so I don't know what the whole point of that was... Erm, it's name is fairly similar I guess...

Oh well, enjoy! :D

PALYRIZON
Huge Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 17d8+119 (195 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 100 ft. (poor)
Armor Class: 37 (-2 size, +4 Dex, +15 natural), touch 12, flat-footed 33
Base Attack/Grapple: +17/+37
Attack: Claw +27 melee (2d6+12)
Full Attack: 2 claws +27 melee (2d6+12) and bite +25 melee (2d8+6)
Space/Reach: 15 ft./15 ft.
Special Attacks: Fear aura, improved grab, mind drain, spell-like abilities, summon baatezu
Special Qualities: Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, knowledgeable, mind blank, regeneration 5, resistance to acid 10 and cold 10, scent, see in darkness, spell resistance 31, telepathy 100 ft.
Saves: Fort +17, Ref +14, Will +18
Abilities: Str 35, Dex 18, Con 25, Int 26, Wis 26, Cha 24
Skills: Appraise +28, Bluff +27, Concentration +27, Decipher Script +28, Diplomacy +31, Gather Information +27, Intimidate +29, Knowledge (any four) +38, Knowledge (others) +18, Listen +28, Sense Motive +28, Spellcraft +28 (+30 to decipher scrolls), Spot +28, Use Magic Device +27 (+31 involving scrolls)
Feats: Cleave, Combat Reflexes, Empower Spell-Like Ability (enervation), Improved Initiative, Power Attack, Quicken Spell-Like Ability (enervation)
Environment: Nine Hells of Baator
Organization: Solitary or squad (1 palyrizon, 1-12 kocrachon, 4-20 spinagons)
Challenge Rating: 19
Treasure: Standard coins
Alignment: Always lawful evil
Advancement: 18-31 HD (Huge); 32-51 HD (Gargantuan)

Like some gothic horror out of nightmare, this indigo skinned creature towers above you. Black, leathery wings jut from its hunched and scaled back. Its purple eyes glow menacingly as a long, barbed tongue flickers out from between its razor sharp canines. Long, vicious claws decorate its monstrously sized hands.

The palyrizon occupy a strange place in Baatorian society. They are the ones in control of information. They run the various spy-networks that the Dark Eight, Dukes, and the Archdevils have setup to spy on the demons and each other. They are also charged with making sure that information (and sometimes subjects) don’t leak out of the Hells, thus they often work in consort with the amnizus. They also manage the large spinagon and imp messenger services. So, in some effect, the palyrizons control Hell… to a certain degree. They would, if anyone trusted them.
The palyrizons have the well-earned stigma of being the caste of devil most notorious for going rogue. With all of the information they control, rogues often manage to make it out of Baator before a death squad of pit fiends, malebranches, and gelugons manages to hunt them down. Because of their notoriety, the palyrizons have very little influence with other devils. They have little control over troops other than small contingents of amnizus, spinagons, and imps.
Palyrizons are around 20 feet high and weigh around 7,000 pounds

COMBAT
Palyrizons almost always begin battle with a quickened enervation followed with a hold monster to try and immobilize the enervated foe. Palyrizons are as brilliant as their pit fiend superiors and often have several strategies worked out before time; several for killing, several for incapacitating, and several for retreating.
A palyrizon’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 palyrizon can radiate a 15-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 25 Will save or be affected as though by a fear spell (caster level 17th). A creature that successfully saves cannot be affected again by the same palyrizon’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, a palyrizon must hit an opponent at least one size category smaller than itself with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It then can subject the opponent to its mind drain attack.
Knowledgeable (Ex): Due to the various minds the palyrizon has consumed, it has a repertoire of considerable knowledge. It can make any Knowledge check untrained and it gains a +10 bonus to such checks.
Mind Drain (Su): A creature grabbed by the palyrizon can be subjected to its most feared ability; its ability to consume the knowledge of a creature. If the palyrizon makes a successful grapple against a pinned foe it can attach its long, spiked tongue to the victim’s spine. Doing so deals 1d8+6 points of damage and the victim must make a Will save (DC 25) or take 1d4 points of Int and Wis damage as the victim’s mind is drained. The palyrizon uses this technique to extract information from prisoners.
Once it has completely drained a target, it has access to all of the knowledge and memories the victim had, although it doesn’t gain access to any of its skills, feats, or special abilities. A victim completely drained is nothing but a mindless husk, and only a wish or a miracle can restore the lost memories and knowledge. Restoring the character’s Int and Wis damage awakens the character, but he has no knowledge of his former life and cannot access any feats, skills, or other special abilities and his base attack bonus drops to +0. He retains all other benefits of gained levels though (such as Hit Dice and saving throws). The save DC’s are Charisma based.
Spell-like Abilities: At will – create undead, deeper darkness, enervation, fireball (DC 20), greater dispel magic, greater invisibility (self only), greater teleport (self plus 50 pounds of objects only), hold monster (DC 21), persistent image (DC 22), polymorph (self only), suggestion (DC 19), true seeing; 3/day – blasphemy (DC 24), mass charm monster (DC 25); 1/day – implosion (DC 26), dominate monster (DC 26). Caster level 17th. The save DC’s are Charisma based.
Summon Baatezu (Sp): Once per day, a palyrizon can automatically summon either 3-12 spinagons or 1-4 amnizus. This is the equivalent of a 6th-level spell.
Mind Blank (Su): Palyrizons are protected by a continuous mind blank as per the spell (caster level 17th).
Regeneration (Ex): A palyrizon takes normal damage from good-aligned silver weapons and from spells or effects with the good descriptor.
 

demiurge1138

Inventor of Super-Toast
Aw... but I liked the paerlyrion. I do really like the "palyrizion", though. But if I were to run a Hell-oriented game, the two would probably be coexistent, not one replacing the other- perhaps as a male/female split of one species of devil, or rivals to the same position in infernal society.

Demiurge out.
 

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