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Devil Disciple of Dispater/Fiend of Possession

Garnfellow

Explorer
Here's another monster that will soon be making an appearance in my campaign. Right now one of the PCs is secretly flirting with going over to the dark side, and a diabolist NPC is about to offer up a pretty sweet temptation to him: a weapon that will allow this wavering PC to kill one of his most hated enemies.

The trick, of course, is that the weapon is corrupted with evil, and while it may indeed help the PC murder his foe, it will also hasten his own fall from grace. I had originally thought of making an intelligent weapon with high Ego, but after working on a fiend of corruption recently, I began to see the potential in making the weapon possessed by a fiend of possession.

So the PC will be offered Fossekin, a viciously curved masterwork shortsword forged in Hell. The sword is made out of a mysterious bluish metal unique to the Nine Hells, similar in properties to adamantine. The weapon is non-magical, but the bluish metal makes the weapon count as if it were lawful and evil aligned for purposes of bypassing damage reduction.

The weapon also houses a fiend of possession who has been bound to the object. The devil, also named Fossekin, was once one of Dispater's favored torturers, but after falling into disfavor was forced to take up residence within the shortsword.

Fossekin the devil was built using a kocrachon devil (from the Book of Vile Darkness) and then adding levels in two prestige classes: Disciple of Dispater (also from BoVD) and Fiend of Possession (from the Fiend Folio).

Fossekin: male kocrachon Disciple of Dispater 3/Fiend of Possession 4; CR 13; Medium Outsider (Evil, Extraplanar, Lawful); HD 6d8+12 plus 3d10+6 plus 4d6+8; hp 84; Init +4; Spd 30 ft, fly 60 ft (average); AC 21, touch 15, flat-footed 17; BAB +11; Grp +16; Atk +16 melee (1d6+5, bite); Full Atk +16 melee (1d6+5, bite) and +11 melee (1d4+2, 2 claws); SA animate object, control object, curse, disease, possess object, possess creature, spell-like abilities, rusting grasp, summon devil; SQ DR 5/silver or good, darkvision 60 ft, device lore, ethereal form, hide presence +19, immunity to fire and poison, iron hews, magic item, resistance to acid 10 and cold 10, sadism, see in darkness, telepathy 100 ft; SR 17; AL LE; SV Fort +14, Ref +16, Will +16; Str 20, Dex 18, Con 14, Int 18, Wis 18, Cha 20.

Skills and Feats: Bluff +20, Diplomacy +21, Disable Device +6 (+8 against devices made mostly of metal), Disguise +9 (+11 when being observed), Escape Artist +7, Heal +13, Hide +19, Intimidate +18, Jump +14, Knowledge (arcana) +10, Knowledge (religion) +6, Listen +15, Move Silently +15, Search +16, Sense Motive +17, Spot +15; Combat Expertise, Disciple of Darkness, Persuasive, Power Attack, Stealthy.

Animate Object (Su): Fossekin can force an object with no inherent moving parts to animate, effectively animating it as though with the animate objects spell. See the description of animated objects in the Monster Manual. He can also possess (and animate) Gargantuan objects.

Control Object (Su): When possessing an object with some inherent mobility, Fossekin can control the object’s movement. He can cause a vehicle or similar object to move at a speed up to 40 feet. Other moving parts—such as a clock’s hands or a cross-bow’s firing mechanism—are under his control. Exerting control is itself a free action, though actually moving an object requires a move action.

Curse (Su): Fossekin can make a possessed item radiate a corrupt and befouling nature. Anyone touching the object must make a Will save (DC 19) or fall under the effect of a bestow curse spell. The affected creature does not know that the curse came from the item, and in fact might not know right away that it is affected by a curse. Nothing about the object’s appearance suggests that it is possessed. The curse lasts until it is removed, even if Fossekin vacates the object he had possessed.

Disease (Ex): Any creature hit by Fossekin’s bite attack must succeed at a DC 15 Fortitude save or contract devil chills. The incubation period is 1d4 days, and the disease deals 1d6 points of Strength damage. The victim must make three successful Fortitude saves in a row to recover. The save DC is Constitution-based.

Possess Creature (Su): Fossekin can possess creatures as well as objects. He must be in ethereal form and adjacent to his target, and he must use a standard action to attempt possession. A protection from evil spell or similar magic wards a creature against being possessed in this manner. An unprotected target must make a DC 19 Will saving throw. An evil creature takes a –2 penalty on this saving throw, as does any creature that is engaged in an evil act at the time the possession attempt occurs (at the DM’s discretion). If the saving throw is successful, that creature is immune to Fossekin’s possession attempts for one day. If the saving throw is failed, the creature is possessed, though it is not necessarily aware of this fact. Fossekin becomes a part of the possessed victim, so he is no longer ethereal. He cannot be targeted by spells or attacks separately from the victim, including attacks from ethereal creatures. Damage taken by the possessed creature has no effect on Fossekin. If the victim dies, Fossekin is forced back into his ethereal form. He can sense anything the victim can, even including the benefits of blindsight or other exceptional senses the victim may have. At any time, Fossekin can communicate with the victim telepathically, projecting words in any language the victim understands directly into its thoughts. Fossekin is constantly aware of the victim’s current thoughts. He can also choose to probe the creature’s memories as well, but the victim is allowed a DC 19 Will save. If this saving throw is successful, Fossekin cannot probe that creature’s thoughts for one day.

Possess Object (Su): While in ethereal form, Fossekin can possess an object on the Material Plane. The object must be at least Tiny and no larger than Huge. Magic items and attended items receive Will saving throws (DC 19). Unattended nonmagic items are automatically possessed. Fossekin becomes part of the object he possesses, so he is no longer ethereal. He is aware of what is going on around the object—he can see and hear up to 60 feet away as if using his normal senses (he does not gain blindsight). In any round in which he takes no other action (such as using a spell-like ability), he extends his senses to twice their normal range (120 feet). Fossekin is vulnerable to spells that specifically affect outsiders or creatures of his alignment (such as holy word and holy smite, as well as chaos hammer or order’s wrath) and mind-affecting spells or effects, but he is unaffected by physical attacks or standard magical effects (such as fireball). Harming the object does not harm Fossekin, although if the object is destroyed, he is forced back into his ethereal form. While possessing an object, Fossekin can use any ability he has that requires no physical action, such as using a spell-like ability or telepathy.

Rusting Grasp (Sp): Once per day, Fossekin can produce an effect identical to that of the rusting grasp spell cast by a 15th level caster.

Spell-Like Abilities: At will—animate dead, cure moderate wounds, desecrate, detect good, detect magic, dispel magic, magic circle against good, liquid pain (DC 19), major image (DC 18), sorrow (DC 16), suggestion (DC 18), greater teleport (self plus 50 pounds of gear only), wave of grief (DC 17), wither limb (DC 17), wrack (DC 19); 1/day—blasphemy (DC 22). Caster level 12th.

Summon Devil (Sp): Twice per day Fossekin can attempt to summon 1 kocrachon, with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

Device Lore (Ex): Fossekin can find traps made mostly of metal just as a rogue can. Furthermore, he gains a +2 competency bonus on Disable Device checks against devices made mostly of metal.

Ethereal Form (Su): At will, Fossekin can become ethereal, as though using etherealness (caster level 19th). Possessing an object or creature effectively ends a use of this ability, so time spent in another body or object does not count against the duration of this ability.

Hide Presence (Ex): When Fossekin is in possession of an object or creature, he can attempt to hide his presence by making a special Hide check. This “mental” Hide check uses his Intelligence modifier instead of his Dexterity modifier. A successful check allows Fossekin to avoid virtually anything that would betray his presence in the possessed creature or object. The creature can pass through a magic circle against evil, enter a temple warded by forbiddance, or escape detection via detect evil. The DC for this Hide check is the same as the saving throw DC for the spell Fossekin is trying to avoid. He gains a +4 circumstance bonus on this check if he is not controlling the possessed creature or object at the time of the check. When possessing a creature, Fossekin can make this Hide check to protect the possessed creature from the full effects of alignment-based spells such as holy smite. If he makes a successful Hide check against the save DC of the spell, the possessed creature takes damage appropriate to its actual alignment, but if he fails the Hide check, the possessed creature is affected as if it were Fossekin. Making this check is not an action; Fossekin can do it in response to another creature’s action (such as casting detect evil).

Iron Hews (Su): Once per day Fossekin may add a +3 divine bonus on damage from attacks made that round.

Magic Item (Su): Fossekin can make a possessed weapon or armor function as a magic item. He can bestow powers on the item with a value equivalent to an enhancement bonus of up to +4. If the possessed item is already magical, Fossekin can increase the powers on it by the same amount. When he uses this power on a non-magic item, the possessed item does not actually become magical. Detect magic does not reveal an aura on the item, though detect evil does. If while possessing an item Fossekin attempts to possess a creature that uses the item or keeps it on its person, the target’s save DC increases by 1 for each day the possessed item has been on its person or in its use, to a maximum of +10. A character who makes a DC 25 Search check while examining the possessed item can tell that there is “something strange” about it.

Sadism (Ex): For every 10 points of damage Fossekin deals in a round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks during the next round.

Possessions: amulet of health +2 (reflected in statistics above), ring of protection +1, 1,200 gp.

Physical Description: Fossekin has an inhuman appearance, with a dark bluish-pruplish insect-like carapace, with a long, serrated proboscis. His head is small and his legs are long and thin, ending in claws.
 
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Olive said:
So what kind of sword is it going to pose as?

Hey garnfellow, I'd love to here you comments on my Fiend of Corruption that I made up a few weeks ago. http://www.enworld.org/forums/showthread.php?t=66963

Cool; I'll post my thoughts over in that thread.

As for what type of sword, I think Fossekin will generally pose as a +3 vile shortsword.

As an aside, the BoVD has some additional information regarding fiends possessing objects that is not included in the fiend of possession description. The BoVD allows fiends to change the enhancement bonus granted as a free action -- increasing or decreasing the boost, or even withdrawing the bonus altogether as a way to manipulate the wielder. I don't see why this control shouldn't extend to a fiend of possession. So I could readily see Fossekin altering the properties of the sword to mess with the PC's mind.

When I get a chance, I'll try to detail Fossekin the sword.
 
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