demiurge1138
Inventor of Super-Toast
A little template I whipped up, in the spirit of 3.0 demons (less HP, far more spell-casting).
Any comments, suggestions, etc are sorely appreciated.
Sorcerous Demon
In the Infinite Layers of the Abyss, the tanar’ri and other demons value only one thing- power. In most cases, this power is physical in nature; almost all tanar’ri are incredibly strong. Other tanar’ri, however, take a different approach to power. There are a few demons that trade a fragment of their physical existence for incredible spellcasting power. These are the sorcerous demons.
A sorcerous demon appears as a normal demon of its type, but they tend to be gaunter and paler, but with glowing eyes and a fearful demeanor. The very appearance of a sorcerous demon is enough to unsettle most mortals, but they are viewed with fear and respect by all demons. Even the demon princes respect sorcerous demons, and many a sorcerous demon is in a position of power serving a demon lord.
Creating a Sorcerous demon“Sorcerous demon” is a template that can be added to any chaotic evil outsider (hereafter referred to as the base creature). A corrupted creature uses all the base creature’s statistics and special abilities except as noted here.
Special Attacks: A sorcerous demon retains all the special attacks of the base creature except as noted here.
Frightful Presence (Ex): The very presence of a sorcerous demon is unsettling and unnerving. Any creature within 30ft of a sorcerous demon attacking or using a spell-like ability must make a Will save (DC = 10+ ½ base creature’s HD+ Cha mod) or be shaken for 5d6 rounds. A creature who saves against a sorcerous demon’s frightful presence is immune to that sorcerous demon’s frightful presence for 24 hours.
Spell-like Abilities: A sorcerous demon has a greater command over magic than other demons do. The sorcerous demon knows an additional number of spell-like abilities equal to 3+ its Charisma modifier. It may choose these spells from the lists below, according to the demon’s caster level. For example, a sorcerous balor (caster level 20th) could choose from any of the lists, but a sorcerous babau (caster level 7th) could only choose from the Caster Level 1-5th or the Caster Level 6-10th lists. If the base creature does not have any spell-like abilities (a bebilith, for example), its caster level is equal to its Hit Dice. These spell-like abilities are useable at will, unless the spell duplicated is of 7th level or higher, in which case it is usable once per day.
Caster Level 1-5th: cause fear, darkness, desecrate, detect good, detect law, detect magic, dispel magic, doom, produce flame, protection from good, see invisibility, shatter
Caster Level 6-10th: chaos hammer, clairaudience/clairvoyance, fear, fireball, fly, greater teleport (self plus 50 lbs of goods only), invisibility, poison, ray of enfeeblement, suggestion, summon swarm, telekinesis, tongues, unholy blight
Caster Level 11-15th: blasphemy, charm monster, control weather, dispel good, enervation, greater dispel magic, greater invisibility, insect plague, plane shift, polymorph, symbol of fear, symbol of pain, symbol of weakness, unhallow, wall of fire
Caster Level 16+: earthquake, energy drain, ethereal jaunt, finger of death, fire storm, horrid wilting, implosion, reverse gravity, symbol of death, symbol of insanity
Special Qualities: A sorcerous demon retains all of the special qualities of the base creature except as noted here.
Damage Reduction (Ex): A sorcerous demon without damage reduction gains damage reduction 5/good. A base creature with damage reduction gains +3 to their damage reduction; for example, a sorcerous marilith (base DR 10/good and cold iron) would have DR 13/good and cold iron.
Abilities: Increase from the base creature as follows: Str +0, Dex +0, Con –2, Int +2, Wis +0, Cha +4
Skills: Concentration, Knowledge (arcana), Spellcraft and Use Magic Device are always racial skills for a sorcerous demon.
Challenge Rating: As base creature +2
Treasure: If base creature none, than standard.
Sample Creature:
Sorcerous Quasit
Hit Dice: 3d8-3 (10 hp)
Initiative: +7
Speed: 20ft (4 squares), fly 50ft (perfect)
Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15
Base Attack/Grapple: +3/-6
Attack: Claw +8 melee (1d3-1 plus poison)
Full Attack: 2 claws +8 melee (1d3-1 plus poison) and bite +3 melee (1d4-1)
Space/Reach: 2.5ft/0ft
Special Attacks: Frightful presence, poison, spell-like abilities
Special Qualities: Alternate form, DR 5/cold iron or good, darkvision 60ft, fast healing 2, immunity to poison, resistance to fire 10
Saves: Fort +2, Ref +6, Will +4
Abilities: Str 8, Dex 17, Con 8, Int 12, Wis 12, Cha 16
Skills: Bluff +9, Diplomacy +5, Disguise +3 (+5 acting), Hide +17, Intimidate +5, Knowledge (arcana)+7, Listen +7, Move Silently +9, Search +7, Spellcraft +7, Spot +6, Use Magic Device +9
Feats: Improved Initiative, Weapon Finesse
Environment: Infinite Layers of the Abyss
Organization: Solitary
CR: 4
Treasure: Standard
Alignment: Always chaotic evil
The natural weapons of a quasit are treated as chaos-aligned and evil-aligned for the purpose of overcoming damage reduction.
Frightful Presence (Ex): The very presence of a sorcerous quasit is unsettling and unnerving. Any creature within 30ft of a sorcerous demon attacking or using a spell-like ability must make a Will save (DC 14) or be shaken for 5d6 rounds. A creature who saves against a sorcerous quasit’s frightful presence is immune to that quasit’s frightful presence for 24 hours.
Poison (Ex): Injury, Fortitude DC 12, 1d4 Dex/2d4 Dex. The save DC is Constitution based and includes a +2 racial bonus.
Spell-like Abilities: At will- detect good, detect magic, doom (DC 14), invisibility (self only), protection from good, ray of enfeeblement (DC 14), see invisibility, summon swarm, tongues. 1/day- cause fear (as the spell, except in a 30ft radius from the quasit, DC 14). Caster level 6th. The save DCs are Charisma-based.
Once per week, a sorcerous quasit can use commune to ask six questions. This ability works otherwise as the spell (Caster level 12th).
Alternate Form (Su): A sorcerous quasit may assume other forms as a standard action. This ability acts as a polymorph spell cast on itself (caster level 12th) except the sorcerous quasit does not regain hit points by changing form, and each quasit has only one or two forms no larger than Medium.
Demiurge out.
Any comments, suggestions, etc are sorely appreciated.
Sorcerous Demon
In the Infinite Layers of the Abyss, the tanar’ri and other demons value only one thing- power. In most cases, this power is physical in nature; almost all tanar’ri are incredibly strong. Other tanar’ri, however, take a different approach to power. There are a few demons that trade a fragment of their physical existence for incredible spellcasting power. These are the sorcerous demons.
A sorcerous demon appears as a normal demon of its type, but they tend to be gaunter and paler, but with glowing eyes and a fearful demeanor. The very appearance of a sorcerous demon is enough to unsettle most mortals, but they are viewed with fear and respect by all demons. Even the demon princes respect sorcerous demons, and many a sorcerous demon is in a position of power serving a demon lord.
Creating a Sorcerous demon“Sorcerous demon” is a template that can be added to any chaotic evil outsider (hereafter referred to as the base creature). A corrupted creature uses all the base creature’s statistics and special abilities except as noted here.
Special Attacks: A sorcerous demon retains all the special attacks of the base creature except as noted here.
Frightful Presence (Ex): The very presence of a sorcerous demon is unsettling and unnerving. Any creature within 30ft of a sorcerous demon attacking or using a spell-like ability must make a Will save (DC = 10+ ½ base creature’s HD+ Cha mod) or be shaken for 5d6 rounds. A creature who saves against a sorcerous demon’s frightful presence is immune to that sorcerous demon’s frightful presence for 24 hours.
Spell-like Abilities: A sorcerous demon has a greater command over magic than other demons do. The sorcerous demon knows an additional number of spell-like abilities equal to 3+ its Charisma modifier. It may choose these spells from the lists below, according to the demon’s caster level. For example, a sorcerous balor (caster level 20th) could choose from any of the lists, but a sorcerous babau (caster level 7th) could only choose from the Caster Level 1-5th or the Caster Level 6-10th lists. If the base creature does not have any spell-like abilities (a bebilith, for example), its caster level is equal to its Hit Dice. These spell-like abilities are useable at will, unless the spell duplicated is of 7th level or higher, in which case it is usable once per day.
Caster Level 1-5th: cause fear, darkness, desecrate, detect good, detect law, detect magic, dispel magic, doom, produce flame, protection from good, see invisibility, shatter
Caster Level 6-10th: chaos hammer, clairaudience/clairvoyance, fear, fireball, fly, greater teleport (self plus 50 lbs of goods only), invisibility, poison, ray of enfeeblement, suggestion, summon swarm, telekinesis, tongues, unholy blight
Caster Level 11-15th: blasphemy, charm monster, control weather, dispel good, enervation, greater dispel magic, greater invisibility, insect plague, plane shift, polymorph, symbol of fear, symbol of pain, symbol of weakness, unhallow, wall of fire
Caster Level 16+: earthquake, energy drain, ethereal jaunt, finger of death, fire storm, horrid wilting, implosion, reverse gravity, symbol of death, symbol of insanity
Special Qualities: A sorcerous demon retains all of the special qualities of the base creature except as noted here.
Damage Reduction (Ex): A sorcerous demon without damage reduction gains damage reduction 5/good. A base creature with damage reduction gains +3 to their damage reduction; for example, a sorcerous marilith (base DR 10/good and cold iron) would have DR 13/good and cold iron.
Abilities: Increase from the base creature as follows: Str +0, Dex +0, Con –2, Int +2, Wis +0, Cha +4
Skills: Concentration, Knowledge (arcana), Spellcraft and Use Magic Device are always racial skills for a sorcerous demon.
Challenge Rating: As base creature +2
Treasure: If base creature none, than standard.
Sample Creature:
Sorcerous Quasit
Hit Dice: 3d8-3 (10 hp)
Initiative: +7
Speed: 20ft (4 squares), fly 50ft (perfect)
Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15
Base Attack/Grapple: +3/-6
Attack: Claw +8 melee (1d3-1 plus poison)
Full Attack: 2 claws +8 melee (1d3-1 plus poison) and bite +3 melee (1d4-1)
Space/Reach: 2.5ft/0ft
Special Attacks: Frightful presence, poison, spell-like abilities
Special Qualities: Alternate form, DR 5/cold iron or good, darkvision 60ft, fast healing 2, immunity to poison, resistance to fire 10
Saves: Fort +2, Ref +6, Will +4
Abilities: Str 8, Dex 17, Con 8, Int 12, Wis 12, Cha 16
Skills: Bluff +9, Diplomacy +5, Disguise +3 (+5 acting), Hide +17, Intimidate +5, Knowledge (arcana)+7, Listen +7, Move Silently +9, Search +7, Spellcraft +7, Spot +6, Use Magic Device +9
Feats: Improved Initiative, Weapon Finesse
Environment: Infinite Layers of the Abyss
Organization: Solitary
CR: 4
Treasure: Standard
Alignment: Always chaotic evil
The natural weapons of a quasit are treated as chaos-aligned and evil-aligned for the purpose of overcoming damage reduction.
Frightful Presence (Ex): The very presence of a sorcerous quasit is unsettling and unnerving. Any creature within 30ft of a sorcerous demon attacking or using a spell-like ability must make a Will save (DC 14) or be shaken for 5d6 rounds. A creature who saves against a sorcerous quasit’s frightful presence is immune to that quasit’s frightful presence for 24 hours.
Poison (Ex): Injury, Fortitude DC 12, 1d4 Dex/2d4 Dex. The save DC is Constitution based and includes a +2 racial bonus.
Spell-like Abilities: At will- detect good, detect magic, doom (DC 14), invisibility (self only), protection from good, ray of enfeeblement (DC 14), see invisibility, summon swarm, tongues. 1/day- cause fear (as the spell, except in a 30ft radius from the quasit, DC 14). Caster level 6th. The save DCs are Charisma-based.
Once per week, a sorcerous quasit can use commune to ask six questions. This ability works otherwise as the spell (Caster level 12th).
Alternate Form (Su): A sorcerous quasit may assume other forms as a standard action. This ability acts as a polymorph spell cast on itself (caster level 12th) except the sorcerous quasit does not regain hit points by changing form, and each quasit has only one or two forms no larger than Medium.
Demiurge out.