Demon Template


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Is this a variant of the half-fiend template? Does it get anything the half-fiend gets (increased ability scores, ect.) Is it an inherited template (like the half-fiend) or an aquired one?
 

It's actually a stab at reverse-engineering the demons listed in the Monster Manual (with occasional glances at the BoVD). Compared to the Half-fiend it is a little weak. But there are some gaps in it too: natural armor and ability bonuses, for instance.

I've derived a couple of rough formulae for these other stats:

Natural Armor = (4 + CR/4 + HD/6)

This should be included in the template, I suppose (I'll add it later). If it applies to a creature, subtract insight and deflection bonuses from the AC, and take away class-derived armor and shield proficiencies (proficiencies derived from feats are ok). Add size modifiers after. It doesn't stack with the creature's own natural armor- use whatever is better.

Ability points. Ordinary demons (ranging from the lowly Bar-lgura or Babau to the mighty Glabrezu or Nalfeshnee) have total ability scores that sum to around 75+ 2/CR. Before adjusting for size. This is a guideline, so that weak creatures receive a boost up.

I'll have to post a few example creatures with the demonic template (revised to include these observations about NA and ability scores.) Perhaps tonight...
 

Demon Template: This is a stronger form of the fiendish template. It can be applied to any living, evil, non-outsider. The subject becomes an outsider with the chaotic and evil sub-types. It gains the following benefits:

  • Darkvision 60 ft.
  • Immunity to poison and electricity
  • Acid, cold and fire resitance 10
  • telepathy (100 ft. range)
  • SR= HD + 8
  • Demons with at least 6 HD gain Greater Teleport at will

Aligned Weapons (Su): weapons used by the demon count as chaotic and evil for the purpose of overcoming damage resistance .
Timeless body (Ex): A demon's body does not age, nor can it die from starvation or thirst. Demons do not need to sleep or breathe.
Languages:Add abyssal to languages known.

Damage Resistance:A demon’s DR depends on its HD
0-2 gains DR 5/cold iron or good (example- dretch)
3-8 gains one of the following: DR 5/magic; DR 5/cold iron; DR 5/good; DR 10/cold iron or good (example: bar-lgura or succubus)
9-14 gains one of the following: DR 10/magic; DR 10/cold iron; DR 10/good; DR 15/cold iron or good (example: vrock or nalfeshnee)
15-20 gains DR 15/cold iron and good (example: marilith or balor)
21-25 gains DR 15/epic (example: Graz’zt in BoVD)
26-30 gains DR 20/epic (example: Demogorgon in BoVD)

Note: Cold iron and good might be better than epic. Considering "downgrading" the DR of a powerful fiend.

Natural Armor increases to (4 + CR/2 + HD/6); reduce by any insight or deflection bonuses the creature may possess, and remove class derived armor and shield proficiencies. Racial or feat derived proficiencies are retained.

Ability Scores: The demon's stat array (before adjusting for size) should be around 75+2/HD. Creatures with 15+ HD will have more (75 + 4/HD for a balor or a marilith), and Creatures with HD of 4 or less will have less (63 for the 2 HD dretch). Add +1 CR/LA if more than +10 has to be added. Divide the bonuses fairly evenly.

Special abilities: The creature should have 1 spell-like or supernatural ability per 2 HD. Count any existing abilities towards this limit. See the MM and BoVD demon entries for ideas. Adjust final CR if a demon has unusually strong (or weak) abilities.

If any current benefit is superior to one provided by the Demon Template, the creature gets the better ability.

Challenge Rating: current CR+1 or HD, whichever is higher
Level Adjustment: HD
 
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A couple of example critters:

DEMON ANNIS
Large Outsider (Chaotic, Evil)
Hit Dice: 7d8+21 (52 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +7/+18
Attack: Claw +13 melee (1d6+7)
Full Attack: 2 claws +13 melee (1d6+7) and bite +8 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, rake 1d6+7, rend 2d6+10, spell-like abilities
Special Qualities: Damage reduction 5/cold iron and bludgeoning, darkvision 60 ft., spell
resistance 19, acid, cold and fire resistance 10, immune to poison and electricity, telepathy (100 ft. range)
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 25, Dex 12, Con 16, Int 13, Wis 13, Cha 12
Skills: Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +5,
Intimidate +3, Listen +10, Spot +10
Feats: Alertness, Blind-Fight, Great Fortitude
Environment: Cold marshes
Organization: Solitary or covey (3 hags of any kind plus 1–8 ogres and 1–4
evil giants)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +7

A demon annis commonly uses its disguise self ability to take the form of an exceptionally tall human, a fair giant, or an ogre. A demon annis stands some 8 feet tall and weighs about 325 pounds.

Combat
Though physically powerful, these hags do not favor simple assaults but try to divide and confuse their foes before combat. They love to pose as commoners or gentlefolk to lull their victims into a sense of false security before they attack.
Improved Grab (Ex): To use this ability, a demon annis must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Rake (Ex): Attack bonus +13 melee, damage 1d6+7. A demon annis can attack a grappled foe with both claws at no penalty.
Rend (Ex): A demon annis that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.
Aligned Weapons (Su): The demon annis’s natural attacks count as chaotic and evil for purposes of overcoming damage reduction.
Spell-Like Abilities: At will: detect thoughts, disguise self, fog cloud, greater teleport. Caster level 8th.

DEMON OGRE
Large Outsider (chaotic, evil)
Hit Dice: 4d8+19 (37 hp)
Initiative: +1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 19 (–1 size, +1 Dex, +6 natural, +3 hide armor), touch 10, flat-footed 16
Base Attack/Grapple: +4/+15
Attack: Greatclub +12 melee (2d8+10) or javelin +3 ranged (1d8+7)
Full Attack: Greatclub +12 melee (2d8+10) or javelin +3 ranged (1d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, Aligned Weapons
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., low-light vision, spell resistance 14, acid, cold and fire resistance 10, immune to poison and electricity, telepathy (100 ft).
Saves: Fort +8, Ref +5, Will +5
Abilities: Str 25, Dex 12, Con 19, Int 8, Wis 12, Cha 9
Ability scores: 67, should be 85; add 18, increase CR by another +1
+4 to Str, +4 to Dex, +4 to Con, +2 to Int, +2 to Wis, +2 to Cha

Skills: Climb +6, Listen +3, Spot +3
Feats: Toughness, Weapon Focus (greatclub)
Environment: Temperate hills (Merrow: Temperate aquatic)
Organization: Solitary, pair, gang (3–4), or band (5–8)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4

Demon ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown.
Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.
Demon Ogres speak Giant and Abyssal, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Combat
Like their prime material cousins, Demon Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.
Aligned Weapons (Su): Weapons used by the demon ogre count as chaotic and evil for the purpose of overcoming damage resistance.
Spell-like abilities: At will: scare, darkness, 1/day- telekinesis Caster level 5th. Save DC 9+spell level.

DEMON MERROW
These cousins of the demon ogre have the aquatic subtype.
They dwell in freshwater lakes and rivers. They have a base land speed of 30 feet and a swim speed of 40 feet and are found
only in aquatic environments.
Instead of the typical demon ogre’s greatclub, they prefer to use longspears in melee (attack +8 melee, damage 1d8+7).
 
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SpuneDagr said:
I don't know how many people have seen this, but MAN! This is amazing!!! Great stuff, Cheiromancer!

Thanks!

I don't trust the CR and ECL adjustments very much. If you use it, you'll have to examine the final critter carefully and tweak the CR as appropriate.

And that reminds me- it should be "current CR or HD whichever is higher." Not lower. I'll go change it.

[edit] the creature should always increase CR. So "current CR+1 or HD..."

Bah. Use your best judgement. {/edit]
 
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