Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)


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Spatzimaus

First Post
Ah-buh-duh-dump-BUMP!

Okay, it's been almost three months since the last post on this thread. Can we get some information? Stats for the Ivory King? The opportunity to give more RBDM help? Veiled hints about Agar's eventual fate? Anything?

Pretty please?

Is something wrong when you care more about the characters in someone else's D&D game than you do about the other PCs in your own? *sobs uncontrollably*
 

Piratecat

Sesquipedalian
You bet! If you want to help, I can use help -- and I'll be pleased to post stats of ole' fugly himself. Unfortunately, those are currently on a dead computer and my online storage (the rat bastard club) recently keeled over from a bad database, but I'll see if I have them printed out as well.

HELP REQUEST

Let's assume that we have three cabals of devils working at cross purposes to one another. One group has a general "shapeshifter/malleable flesh" theme going for them, one is oriented towards flies, and I have no theme for the third group. I'd love it if people could offer thematic suggestions, detail the types of devils or creatures that might be in a cabal, and/or give some thought to the nobles of Hell who might be sponsoring them.

Thanks! Is that enough information?
 

Piratecat

Sesquipedalian
Ivory King stats from my notes - probably not the final version, as it's still in rough form, but it'll give you an idea. Finding this made me realize I need to adjust the story hour in a few places!

He looms huge in the rubble, the same color white as you’d see on a rotting mushroom. His bald, fleshy head almost looks too small atop of his huge and bloated naked body. Now that his fat ripples have bulged out, you can see that he has arcane runes carved directly into his flesh. Black energy crackles across him, and his skin steams and burns where the sunlight touches it. You can see his crown of bones, a few things tied around where his waist should be, metal bracers buried in the fat of his wrists, and something clutched in one huge meaty hand. His eyes are tiny and black, and his gaping mouth is huge. Then six more sets of arms burrow out from the flab like white worms rising from rotten meat. His fingernails clack against one another in anticipation.


The Ivory King

Spell-stitched demigod (divine rank 0)
40d12 (480 hp) + 40 temp hp = 520 hp
init +4
Speed 60’
AC 40 or 45 (+16 natural, -1 size, deflection +6, armor +9, +5 expertise?), touch 15, flat-footed 31
Attacks: bite +32 (19-20) and unholy tongue +31 melee; tongue grapple +36
Damage: bite 2d6+13/19-20/vorpal bite, unholy barbed tongue 1d6+14 (+2d6 vs good), + SPECIAL
Face/reach: 10’x10’/10’; 30’ range for tongue
SA: aura of pain, vorpal bite, unholy tongue, spells, frightful presence, paralyzation, str drain 2 pts, gluttony
SQ: ethereal jaunt, fast healing 10 (20 in the corpse), scent, see invisibility, undead traits, +4 turn resistance, SR 32, DR 35/+4, see in darkness, immune to cold and acid, fire resistance 20, unholy aura
Saves: fort +20, Ref +20, will +37
Abilities: Str 26, Dex 11, Con --, Int 24, Wis 21, Cha 22+8=30

Skills: Bluff +70, Concentration +50, Diplomacy +50, Gather Information +50, Intimidate +50, Knowledge (religion) +47, Listen +45, sense motive +45, spot +45

Feats: expertise, improved bull rush, improved critical (bite), (improved grab (tongue)), improved initiative, improved trip, mighty grappler, multi-attack, power attack, sunder, +12 feats: undead mastery, spectral strike, planar turning (rebuke outsiders), leadership, epic leadership, legendary commander, epic reputation, epic skill focus (bluff).

Gains immunity to Transmutation, Energy Drain, Ability Drain, Ability Damage, and Mind-Affecting effects

Spells: 4/4/2/2/2/1 a day
Two 1st: tenser’s floating disk, obscuring mist, ??
Two 2nd: stinking cloud, ??, ??, ??
Two 3rd: halt undead, vampiric touch
Two 4th: contagion, enervation
Two 5th: Wall of force, Mordenkainen’s faithful hound, or…
One 6th: Otiluke’s Freezing Sphere, or…

Conj, evoc, nec only

Hasted: extra partial action every round!
Unholy aura: hit him and make a DC 24 fort save, or take 6 pts of str damage (from crown)
Gluttony: on arrival only, DC 24 fort save or go insane with hunger for 4 minutes, eating anything.
Wracking pain: DC 40 fort save, or 60’ r. gets -2 Dex, -4 on attack rolls, skill checks, and ability checks.
Fast healing: he heals 10 pts per round, more if bathed in negative energy.
Ethereal jaunt: Good for a quick escape or maneuver, including crushing attacks. (from crown)
His attacks HURT: 2 pts Str drain, paralyzation DC 36, vorpal bite and unholy tongue +2d6
Magic Fang: His tongue attack and bite attack are the equivalent of +5
Extra arms: Don’t do anything, but look really scary when they worm out of his body
Spawning touch: It’s only DC 24 fort, but turns an enemy into an ally. (from crown)

Don’t worry about:

Frightful presence (20’ r, Will save (DC 40, or shaken; -2 morale to attacks, saves and checks). Everyone is currently immune to fear, thanks to the heroes feast.

Magic items:
Jeweled heart of charisma +8, jeweled and glorious: adds +10 to bluff. Inside of his chest.
Bracers of armor +9
Cube of force
Bone-puppets (control body)
Crown of entrails: DC 24 fort touch attack or spawn; unholy aura (6 pt str loss if attacked, DC 24); see ethereal, ethereal jaunt.
Bone scepter of rotting
 


Piratecat

Sesquipedalian
Don't worry about too much details. Just brainstorming ideas would be a great help. I'm having trouble making my fiends memorable and distinct.
 

Ashy

First Post
Well, you can always go the template route. Instead of making one group dedicated only to flies, you can have them insect-focused. Maggot-like lemures and nupperibos, spider/scorpion barbazu/spinagons, kocrachons (aready beetle-like), cockroach pit-fiends, waspish mezzikim, mantis hamatulas, oslyluths are already scorpion-like, butterfly/moth erinyes, gelugons are already matis-like, ant-like cornugeons, bee imps, etc. :)

A good site for buggy ideas: http://www.insects.org/

More to come...
 
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Here are some demons, who could be transformed into devils with a bit which I created for my own game. Maybe gives some inspiration, allthough the CRs are a bit low.


Divraskuhl, Red Tide[3.5]
Huge Outsider [Demon] (Chaotic, Extraplanar, Evil)
Hit Dice: 18d8+54 (126 hp)
Initiative: +9 (Improved Initiative)
Speed: 20 ft., swim 90 ft.
Armor Class: 27 (+5 Dex, +14 natural, -2 size), touch 13, flat-footed 22
Base Attack/Grapple: +18/+36
Attack: Slam +26 melee (2d6+15)
Full Attack: Slam +26 melee (2d6+15)
Space/Reach: 15 ft./15 ft.
Special Attacks: Red Tide, Undertow, Frightful presence, Spelllike abilities, Water Mastery, Drench, Vortex
Special Qualities: DR 20/magic, incomprehensible, outsider traits, immunities (critical hits, mind-affecting effects, stunning), SR 20
Saves: Fort +10, Ref +6, Will +6
Abilities: Str 31, Dex 21, Con 16, Int 20, Wis 17, Cha 16
Skills: Hide +26, Intimidate +24, Knowledge (arcana) +26, Knowledge (the planes) +26, Knowledge (Trackless Sea) +26, Knowledge (Miraleen) +26, Listen +24, Move Silently +26, Search +26, Sense Motive +24, Spellcraft +26, Spot +24, Swim +39
Feats: Cleave, Great Cleave, Improved Initiative, Improved Bullrush, Improved Sunder, Power Attack, Sunder
Challenge Rating: 14

Divraskuhl is approximately 35' in height and weighs 70000 lbs.

On the surface Divraskuhl appears as a surging, frothing wave of thick, red seawater, approximately 35 ft high. Beneath the surface however Divraskuhl is almost like a cloud of ink flowing on the currents, exept in daylight or in artificial illumination it can be seen that this cloud is not black, but a deep red. And on land Divraskuhl takes on the appearance of a huge red stained Water Elemental.
Divraskuhl came to Aryth’s seas in the time before years, she was a gentle and caring spirit then still known as Urothannriar that saught to travel all the seas, oceans and rivers of the world and revel in their beauties. Her travels of the world brought her to Aryth where she stumbled upon shrines of the Elthedar that rose from the waters west of a land yet unknown to her. The beauty of the towers, shrines and temples as they glow beneath the sun proved to Urothannriar that there was beauty above the surface of the waters of this world. She rose as a gigantic wave of saphire beauty that clashed gently against the shores of the small islands.
There it was that she lingered for hundreds of years in silent contemplation with the priesthood of the elthedar and the thousands of pilgrims that came to their shrines in search of clarity and serenity. She provided them with calm weathers and staved of most of the storms and hardship that nature bestowed upon this small archipellago. But not all things of peace and beauty persist, especially not in the world known as Aryth. The Sundering came and fell spirits arose from the depths, awaken by their dark masters fall. Izrador’s fall was long, and so was the battle for the small islands far from the western coast of Eredane but in the end a large black spirit of storm and tide rose from the depths and washed over the shrines. Urothannriar battled the spirit for a time not longer remembered by tides and wind. In the end the once beautifull islands were wrecked and drawn back to the depths of the ocean from which they had risen when the world was created. With them went their guardian, alone, battered but victorious over her nemises. But a hollow victory it was, for that which she had fought for was destroyed in the process. And with Urothannriar went the essence of the spirit she had defeated, absorbed into her own in order to quiet the malign spirit for all the ages left to this world so it could not rise again.
In time her spite, her anger at herself for not being able to be to fullfill her duties as a guardian consumed her. Her sane mind spiralled away into the black nothingness that lies at the bottom of the ocean. And there, beneath the crumbling ruins of the shrines her spite nurtured a seed deep in her mind and so Urothannriar fell. Her insane mind mingled with the essence of her once defeated foe and from the depth they, it, or whatever had formed over those millenia in the dark rose, and with it the terrible legend of Divraskuhl, a Red Tide.

Red Tide (Ex): This terrifying ability causes a surging, frothing wave of thick, red seawater to wash over everything in a burst centered on Divraskuhl, 180 feet wide and 18 feet high. All creatures in the area of this red tide which earned Divraskuhl its name are immediately knocked prone and must make a Fortitude saving throw (DC 21). Swimming or flying creatures in the area aren't knocked prone, but they suffer a -4 penalty on the Fortitude save.
A creature that makes its Fortitude save against Divraskuhl’s red tide ability is sickened for 1 minute and takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for that time. A creature that fails this saving throw is horribly ruined by the poisonous effects of Divraskuhl’s tainted water. Such creatures are immediately nauseated for 1 minute, and they take 1d6 points of temporary Strength damage. After 1 minute, the nausea ends but the creature must make a second Fortitude saving throw or take an additional 1d6 points of temporary Strength damage. Creatures that are immune to poison are immune to these effects of this red tide.
This tainted water vanishes after a few seconds of turbulence. All open flames in the area are extinguished if they fail a Reflex save; likewise, all creatures with the Fire subtype take 1d6 points of damage per caster level (maximum 20d6), or half with a successful Reflex save. It takes Divraskuhl 1d4+1 rounds to reform itself. During this time Divraskuhl cannot be attacked or be the target of a spell.
Undertow (Ex): With a successful grapple check (grapple bonus +33, including a +5 racial bonus on grapple checks), Divraskuhl may engulf a creature of up to its own size category. Creatures so engulfed face drowning (see the Dungeon Master's Guide, page 85). Divraskuhl may eject the engulfed creature at any time. A victim that is still alive when it emerges from the Divraskuhl’s body (whether by escaping the demon's hold or by being ejected) takes 1d6 points of Wisdom damage because of the strain on its sanity that the sensation of drowning in this tainted water produced. Furthermore, the victim creature must make a successful Fortitude save (DC 21) on emerging or be affected by Divraskuhl’s Red Tide ability.
Frightful Presence (Su): Nomatter where or to whom Divraskuhl appears, it inspires terror in all who behold its power. All creatures within 100 feet that have fewer Hit Dice or levels than it has must succeed at a Will save (DC 15) or become panicked for 4d6 rounds if it has 4 or fewer Hit Dice or shaken for 4d6 rounds if it has 5 or more Hit Dice. A successful save leaves that opponent immune to Divraskuhl’s frightful presence for 24 hours.
Immunities(Ex): Divraskuhl’s alien psychology and physiology make it immune to critical hits, mind-affecting effects, stunning.
Incomprehensible (Ex): Because of Divraskuhl’s now alien mindset, the gurgling language it speaks cannot be understood by any known means. No mundane or magical effect that usually allows verbal communication (including a tongues spell) allows any other creature to understand it. It does appear however that Divraskuhl can understand languages such as the Miransil dialect of Elven, the Traders Tongue, Orcish or even the Black Tongue. Because Divraskuhl is capable of understanding other languages, it is not immune to language-dependent effects.
Water Mastery (Ex): Divraskuhl gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or Divraskuhl is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Divraskuhl can be a serious threat to a ship that crosses its path. It can easily overturn small craft (up to 90 feet of lengh) and stop larger vessels (180 feet long). Even large ships (360 feet long) can be slowed to half speed.

Drench (Ex): Divraskuhl’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. Divraskuhl can dispel magical fire it touches as greater dispel magic (caster level 18).

Vortex (Ex): Divraskuhl can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 9 rounds. In vortex form, Divraskuhl can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 45 feet wide at the top, and between 10 or 50 feet or more tall. Divraskuhl controls the exact height, but it must be at least 10 feet.
Divraskuhl‘s movement while in vortex form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if Divraskuhl moves into or through the creature’s space.
Creatures one or more size categories smaller than Divraskuhl may take when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save (DC 25) when it comes into contact with the vortex or take 2d8 points of damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round and be affected by Divraskuhl’s Red Tide ability. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlpool. Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlpool take a –4 penalty to Dexterity and a –2 penalty on attack rolls. Divraskuhl can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
Divraskuhl can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on Divraskuhl and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
While in vortex form, Divraskuhl cannot make slam attacks and does not threaten the area around it.

Skills: Divraskuhl has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Death of Divraskuhl: If Divraskuhl is slain on land, his essence will seep harmlessly into the soil where his tainted waters will be purged by nature and turn the surrounding lands into a fertile have for plants and plantlike creatures. Every plant that exists or will be planted in the future in a 18 mile radius around where Divraskuhl was destroyed will grow at twice its normal growth rate and live twice as long.

If Divraskuhl is slain however while in a sea or ocean, it will erupt in a titanic red wave. This wave, 180 miles wide and 60 feet high will race towards the nearest coast as a red tidal wave of unimaginable proportions. Once it reaches the coast the destruction it will unleash shall be on a scale unprecedented for the western Erethor. Everyone caught in this tidal wave much make a Fortitude save or suffer 2d6 points of temporary constitution loss then and make a secondairy Fortitude save a day later or suffer another 2d6 points of temporary constitution loss. Creature immune to poison are also immune to this effect.


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Rashnak the Ravager [3.5]
Medium Outsider [Demon] (Chaotic, Extraplanar, Evil)
Hit Dice: 5d8 + 22 (43hp)
Initiative: +10 (+4 Improved Initiative, +6 dex)
Speed: 50’ (10 squares)
Armor Class: 21 (+5 natural, +6 dex), touch 16, flat-footed 15
Base Attack/Grapple: +5/+6
Attack: Claw +12 melee (1d6+5)
Full Attack: 2 claws +11 melee (1d6+1) and bite +6 (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, Feeding Frenzy.
Special Qualities: Hunger, Stalker, Damage reduction 10/magic, immunity to acid and poison, resistance to fire 5, spell resistance 14, Scent.
Saves: Fort +6, Ref +10, Will +7
Abilities: Str 12, Dex 23, Con 14, Int 13, Wis 16, Cha 14
Skills: Climb +15, Concentration +15, Hide +6, Listen +15, Spot +15, Move Silently +2, Search +3
Feats: Improved Initiative, Weapon Finesse, Track (B)
Challenge Rating: 5

Rashnak speaks Abyssal.

Rashnak is approximately 5' in height and weighs 80 lbs.

Cursed with an undying hunger Rashnak appears as an Elf of exceptionally small stature and it is this appearance that has led many a Dansil or Elfling to its demize. His hair short and black, his skin smooth and a deep crimson, he stalks the southern jungles of the Erethor. His face eternally contorted in a painfull grimace as his undying hunger drives him ever on into the thicket of the Southern Jungles. He prefers to wear no clothes of any sort but occasionally dresses himself in the clothes of a recent victim to lure even more Elves to a gruesome end. Finally, his teeth are a perfect set of oversized white fangs protruding from both jaws. His teeth just to long to fit well in his mouth cause as constant trickle of blood to seep from his mouth as he bites his oversized teeth into the flesh of his own mouth as he bites down in the eternal anguish of hunger.

Spell-like abilities: At will - Ghoul Touch, Invisibility. Caster level 7th.

Hunger: If a Rashnak doesn’t at least consume the corpse of one medium size creature once per day, he suffers a cumulative -1 penalty to attack, damage and saves per day he hasn’t fed. If Rashnak hasn’t fed for at least 10 days it gains a negative level for every day not fed. When the number of negative levels equals Rashnak's total number of hitdice Rashnak the Ravager is permanently destroyed.

Stalker: Once Rashnak has caught the scent of a target and he has been tracking his target for over an hour he gains the following benefits:
Rashnak can track a target at any speed without suffering any penalties to his survival checks. He also can run for up to a hour per point of constitution before having to make a constitution check or become fatigued while tracking a target.

Feeding frenzy: Rashnak can consume a medium size dead or helpless target in 1 round, large in 2 rounds, huge in 4, gargantuan in 8, colossal in 16 rounds, and small corpses in a standard action, smaller targets then Small size always takes at least a standard action. Rashak regains lost hitpoints at a rate of 6 hitpoints per consumed HD and after consuming a corpse of at least medium size Rashnak gains 1 extra standard action a round for the duration of 1 round/HD consumed from one creature. (Multiple consumations overlap and do not stack).
Hitpoints gained by use of this ability in excess of his maximum amount of hitpoints are treated as temporary hitpoints which fade away after 1 hour per HD of the target consumed. (Multiple consumations overlap and do not stack).
A creature whos corpse has been consumed in Rashnak's feeding frenzy can’t be raised of ressurrected. Only a wish or miracle can bring a person consumed this way back to life but even this kind of powerfull magic has a 50% chance of failure.

Tactics: Rashnak despizes combat. He prefers to feed on the remants of the fallen left behind by others to avoid any risks to himself. If unable to find any fresh meat he preferably turns himself invisible and uses his Ghoul Touch ability on the weakest looking available target. After succesfully paralysing his victim his consumes it with its Feeding Frenzy ability and flees as quickly as he can.

If he doesn't feel severely threatened or sees other targets erupt into panic he revels in the horror and comes tearing with its claws after the rest screaming an unearthly high pitched scream.

Death of Rashnak: If Rashnak is slain on the Prime Material plane, his remains will continue to lose an unnatural ammount of blood. If the body is not utterly destroyed by any means the blood will continue to seep into the surroundings for two whole weeks.

After these two weeks, nature itself is violated as the unholy blood seeps into the ground and turns it into a faint crimson and a 240ft radius around his corpse is utterly defiled. Trees twist into unnatural and depraved forms of their original selves and every form of life is mutated by the vile blood that now runs through the land. Every living creature entering this area must succeed at a Will save DC 12 or feel a sudden craving for living flesh and will succumb to this craving in 1d4 rounds and attack the nearest living creature or go in search of one. This effect last for 1 hour.

Every drop of blood spilled onto the defiled ground empowers the return of the Ravager. After 666 points of damage has been dealt in the 240ft radius area, Rashnak the Ravager will rise again from the bloodstained ground to continue his bloody feast.


===========================


Yxbudur’zmutkimdu the Terror in the Walls [3.5]
Large Outsider [Demon] (Chaotic, Extraplanar, Evil)
Hit Dice: 6d8 + 72 (120hp)
Initiative: +10 ( +10 dex)
Speed: 120' (walk), 120' (climb) (24 squares)
Armor Class: 32 (10 + 9 Natural, +10 Dex, +4 dodge, -1 Size)
Base Attack/Grapple: +6/+25
Attack: Claw +21 melee
Full Attack: 6 claws +21, 1 bite +19
Damage: 2 Primairy claws 1d8 +15, 4 Secondairy claws 1d8 +7, Bite 1d6 +7
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Pounce, Rake, Rend, Fear Aura
Special Qualities: Alacrity, DR 30/magic and silver, 120ft Darkvision, immunities, freeze in place, Malice, Regeneration 5, Tremorsense 60ft, SR 26
Saves: Fort: +17, Ref: +15, Will +9
Abilities: Str 41, Dex 30, Con 34, Int 10, Wis 19, Cha 26
Skills: Jump +24, Survival +13, Move Silently +27, Hide +27, Spot +13, Listen +13, Climb +24, Knowledge (Ibon Sul) +9
Feats: Multiattack, Multigrab, Greater Multigrab
Challenge Rating: 20

Yxbudur’zmutkimdu speaks Abyssal and infernal

Yxbudur’zmutkimdu is approximately 8' in height and weighs 400 lbs.

At the centre of Ibon Sul now lies a huge silent ruin, appearantly devoid of all life where no insects and birds go and even no demon dares to stirr a single stone. In this ruin, the remains of the once greatest of the Elthedar temples to the Old Gods hold its secrets for the outside world. But those secrets are haunted, haunted by a sleepless Malice, haunted by Yxbudur’zmutkimdu the Terror in the Walls.

The first of the flood of Demons and vile creatures to spill into the world of Aryth through the failing gate of Ibon Sul, Yxbudur’zmutkimdu was the first to spill the blood of the Elthedar on their holiest of grounds and the last to stop painting the ceilings with the blood of the former priesthood. Yxbudur’zmutkimdu is a vile she-demon now trapped by the wards of Ibon Sul and who's body is composed entirely from malice itself. Moments after having shred the last of the Elthedar priesthood to bloody ribbons she along with all the other Demons that had spilled onto Aryth through the gate of Ibon Sul. She found herself trapped by the wards placed on the gate that now were fully active again. Unable to leave Ibon Sul, even unable to even leave the High Temple she turned her malice to the other Demons in the Temple to still her bloodlust. Now thousands of years after having destroyed the last Demon unable to flee the former High Temple or to be as foolish as to enter, she has lost the last remnants of her mind to the never ending whispers of the Whispering wood that have haunted her every step through the High Temple for an eternity. And now lost in her madness and bloodlust she has roamed the walls, ceilings and floors of the High Temple for thousands of years in maddening solitude, ever weary for a living thing to enter her domain.

Alacrity (Su): Yxbudur’zmutkimdu can move with distressing speed and grace. She may make an additional standard action each round, and as long as she is not flat-footed she gains a +4 dodge bonus to her Armor Class.

Improved Grab (Ex): When Yxbudur’zmutkimdu hits with a claw attack she may start a grapple as a free action without provoking an attack of opportunity. If she succeeds in her grapple she can rend an opponent on her next turn with a successful grapple check. Additionally, if Yxbudur’zmutkimdu wins the grapple check, she establishes a hold and can rake.

Fear Aura (Su): Yxbudur’zmutkimdu continually radiates a 60-foot-radius aura of fear. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 6th). A creature that successfully saves cannot be affected again for 24 hours. The DC is charisma based.

Pounce (Ex): If Yxbudur’zmutkimdu charges, she can make a full attack even though she has moved.

Rake (Ex): Attack bonus +19 melee, damage 1d8+7.

Regeneration (Ex): Positive or negative energy and sonic deal normal damage to Yxbudur’zmutkimdu. If Yxbudur’zmutkimdu loses a limb or body part, the lost portion regrows in 3d6 rounds.

Rend (Ex): Every time Yxbudur’zmutkimdu hits with two of her six claw attacks, she can latch onto her opponent's body and tear the flesh. This attack automatically deals an extra 2d8+14 points of damage. She also can rend with a successful grapple check once it has established a grappling hold.

Freeze in Place (Su): If Yxbudur’zmutkimdu remains motionless for a full round, she blends into her surroundings and gains a +10 circumstance bonus on all Hide checks.

Immunities (Ex): Yxbudur’zmutkimdu is immune to mind-affecting effects, fire, poison, paralysis, slow, sleep, and magical temporal effects (such as time stop or the aging caused by a ghost).

Skills (Ex): Yxbudur’zmutkimdu gains a +8 racial bonus on Hide and Move Silently checks.

Due to feats Yxbudur’zmutkimdu can grapple with the bodypart she made her attack with at no penalty. So effectively she can grapple six opponents at no pentalty. Yxbudur’zmutkimdu has an effective grapple bonus of +25.

Tactics: Yxbudur’zmutkimdu revels in combat and senseless bloodshed. It has been hundreds of years since the last time a living thing entered the ruin she now resides in. Still she craves for the chance to taste fresh blood again, for she tires of ripping her own flesh to still her bloodlust.

When engaging in combat she now prefers to first stalk her prey from the walls, scaring them and using her fear aura, driving them deeper into the ruins in their maddness and fear to their doom. After revelling and feeding on the fear of her prey she leaps from the walls, grapples her target and pulls it with her into the walls of the Temple. She takes her prey somewhere confined where she leaves it for later, returning to capture the rest of the intruders... Afterwards she returns to her prey to toy with them, torturing them to no end. For prey is scarce for Yxbudur’zmutkimdu and when the oppertunity manifests itself, she will make sure to feast upon every drop of blood she can splatter the walls with.

Death of Yxbudur’zmutkimdu: The Elthedar and Elven spirits that haunt Yxbudur’zmutkimdu seek to deprave her of every bit of rest and peace of mind for all eternity as punishment for what she did. But this hate and vengefull attitude by the spirits of the Aruun might be the undoing of them all. Because when Yxbudur’zmutkimdu's essense is released from her corporal form it's malice will flood the ruins of Ibon Sul and send a wave of hate through the Whispering Wood. Creatures caught within the wave of hate as it spreads through the ruins of Ibon Sul or communing with the Whispering Wood at the time of Yxbudur’zmutkimdu's demize must succeed at Will save DC 27or immediately succumb to uncontrollable impulses to do violence to any and all persons or creatures whom they contact. They will actively seek out all living creatures whilst under the effects of the wave of hate in an effort to harm them - attempting to kill them, usually in cruel and brutal fashion. Random violence will be directed against animals, plants and objects, in that order, when no sentient creatures are present. Whilst the wave itself does not persist, this psychotic condition lasts for the full 20 hours, after which it abruptly ends. If this comes to pass without first having severed the link between Yxbudur’zmutkimdu and the Whispering Wood the consequences of this disaster would be beyond any imagination save that of Izrador himself. For the fate of all the Elves and the Erethor is sealed if Aradil herself succumbs to her inner malice and hatred.


Posessions:

Oridron's Rag:
This cloak was once the proud posession of Oridron, Elthedar High Priest of Ibon Sul. Oridron had learned in deep meditation only moments before the Sundering of the approaching doom and the fate that the gate would spell for Ibon Sul. He made his way as quickly as possible to the Gate summoning as many priests to him as he could on the way. But when he arrived it was already too late. The Sundering had come to pass, Izrador had fallen and for a moment the protective wards on the gate at the center of the Temple complex failed. And so Oridron beheld the first of the demons to spill into the sacred High Temple of the Elthedar. Six huge claws grasped the edges of the frames of the planar rift and before him Yxbudur’zmutkimdu pulled herself through and onto the material plane. His mind reeling from the disconnection with his god and immensely weakend and near powerless now the divine favor of their gods had left him, Oridron's intestines joined the splattered guts of his fellow priests on the walls and ceilings as Yxbudur’zmutkimdu revelled in the massacre.

Yxbudur’zmutkimdu sensed the magic emenating from the blood and gut stained piece of cloth and quickly took it as her own as she whiped two smaller demons of the corpse of the disemboweled priest. Now thousands of years later, still sustained by its magic but hardly more that a dirty bloodstained and stinking rag addorning the back of Yxbudur’zmutkimdu it still confers its powers onto its wearer.

Oridron's Rag confers the following benefits onto its wearer:
Blur (Su): The wearer of Oridron's Rag is constantly under the influence of a displacement effect, and as a result gains the benefits of concealment (50% miss chance).
Wall Meld: Oridron's Rag bestows the power onto its wearer to meld into worked stone walls, ceilings and floors at will as a part of a move action. This power doesn't function on walls, ceilings and floors made of natural or unworked stone. In this state the wearer is invisible to blindsight, trueseeing and any other form of magical detection. The wearer of Oridron's Rag can reappear as a free action.
Wall Flow: Oridron used his cloack to travel almost instantly from one place to another in his temple. Once melded into a wall, the wearer of Oridron's Rag can move through the walls at a speed of 240ft as a move action or 1000ft as a fullround action in any direction. This power only lets the wearer travel through worked stone walls, ceilings or floors.

=====================


Zunevkram[3.5]
Huge Outsider [Demon] (Chaotic, Extraplanar, Fire, Air, Evil)
Hit Dice: 24d8 + 96 (204 hp)
Initiative: +15 (+4 Improved Initiative, +11 dex)
Speed: Fly 90 ft. (good)
Armor Class: 27 (-2 size, +8 natural, +11 dex), touch 19, flat-footed 16
Base Attack/Grapple: +24/+38
Attack: Claw +35 melee (2d4+9)
Full Attack: Claws +35/+31/+27/+23 melee (2d4+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Smoke claws, Choke, Burn
Special Qualities: Damage reduction 15/magic, elemental traits, immunity to fire and electricity , Prescience, Breathsense, Lost
Saves: Fort +6, Ref +10, Will +7
Abilities: Str 22, Dex 33, Con 18, Int 26, Wis 21, Cha 17
Skills: Bluff +30, Concentration +31, Diplomacy +30, Gather Information +30, Hide +38, Intimidate +30, Knowledge (Arcana) +35, Knowledge (Caraheen) +35, Knowledge (History) +35, Knowledge (Northlands) +35, Knowledge (the planes) +35, Knowledge (Veradeen) +35, Listen +32, Move Silently +38, Sense Motive +32, Spot +32
Feats: Combat reflexes, Dodge, Flyby attack, Greater Spell Focus (Divination), Improved Critical (claw), Improved Initiative, Mobility, Spell Focus (Divination), Weapon Finesse
Challenge Rating: 12

Zunevkram speaks Auran and Ignan.

Zunevkram is approximately 40 ft. in height and weighs 12 lbs.

Burn (Ex): Any creature that is hit by Zunevkram's claw attack or occupies the same space as Zunevkram (or that hits Zunevkram with a natural weapon or with an unarmed attack) must succeed at a Reflex save (DC 21) or catch fire (see Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The fire burns for 1d4 rounds.

Breathsense (Ex): Zunevkram can automatically sense the location of any breathing creature within 60 feet.

Choke (Ex): Smoke fills the air around Zunevkram and any creature that comes within 30 feet of her risks breathing heavy smoke (see Smoke Inhalation in Chapter 3 of the Dungeon Master's Guide, except that a creature that chokes for two rounds takes 1 temporary constitution damage isntead of 1d6 subdual damage).

Elemental traits (Ex): Zunevkram is Immune to poison, sleep paralysis and stunning. Zunevkram is not subject to critical hits or flanking, and she cannot be raised or ressurrected. Zunevkram also has darkvision (60 ft. range).

Fire subtype (Ex): Fire immunity; double damage from cold exept on a succesfull save.

Lost (Ex): The most likely reason that almost noone has ever heard of Zunevkram is that because her powers are so intwined with prophecy and divination that she herself is immune to them. The real reason she is isn't subject to their effects however is that she isn't who she was anymore. Both sisters souls are lost, but to where noone knows. Zunevkram is not a combination of her former selves, she lost their true essence along the way. Now she is nothing, lost to any who care to look. Zunevkram cannot be the target of any divination or revealing spell or appear in one. (Like scrying, divination, true seeing, locate creature, vision ect.)

Prescience (Su): At will and as a free action, Zunevkram can duplicate the effect of any of the following divination spells: analyse dweomer, augury, clairaudiance/clairvoyance, contact other plane, detect thoughts, discern location, divination, find the path, foresight, greater scrying, legend lore, locate creature, locate object, tongues, trueseeing, vision. Caster level 24th; save DC 22 + spell level.

Skills (Ex): Zunevkram gains a +10 circumstance bonus to hide checks made while in or around large fires.

Smoke Claws (Ex): Zunevkram can engulf opponents by moving on top of them. This fills the air around one opponent smaller than it is without provoking an attack of oppertunity. The target must succeed at a Fortitude save (DC 29) or inhale part of Zunevkram. Smoke inside the victim solidifies into a claw or talon and begins to rip at the surrounding organs dealing double Zunevkram's claw damage automatically and an additional 2d4 points of fire damage. The affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.


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Last one I never finished really with descriptive text and all since they talked their way out of that one :)
 

As for a theme of the 3rd group... something really different would be nice.. euhmz.. like a group whos theme consists of Fallen Celestials of previously good outsiders.

Or maybe the 3rd group consists of GOOD devils... or Chaotic ones. Those things are perhaps a bit cliche but they could prove surprising for the players, most definately when they expect enemies but one group could be their most valuable allies... but still they would remain devils who have their own special way of help and obligations flowing from that.... Which could lead to further indepth adventuring and plot.
 

Henry

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Piratecat said:
Let's assume that we have three cabals of devils working at cross purposes to one another. One group has a general "shapeshifter/malleable flesh" theme going for them, one is oriented towards flies, and I have no theme for the third group. I'd love it if people could offer thematic suggestions, detail the types of devils or creatures that might be in a cabal, and/or give some thought to the nobles of Hell who might be sponsoring them.

Thanks! Is that enough information?

The shapers? Have you considered any of Monte's Chaositech stuff? I don't have it, but if you do, I've heard there is some very interesting material in there for "bodily adaptations."


The Flies? I would make a devil with VERY similar stats to a chasme, first of all. Having an extraplanar cabal for a group of epic-levels and NOT having chasme is a crime against Gygax. :) Other lackeys could include Ruin Swarms from Epic Handbook - perhaps one of the devils is actually an intelligent Ruin Swarm colony?

Theme for the third group - My first thought is to make them VERY different from the flesh-shapers and the flies/maggot-types; and the farthest I can think of while still being repulsive is a group of devils based on Atropals - those little aborted godlings. VERY disturbing, but perhaps TOO disturbing, a whole group of devils based on evil creatures killed before they were even born? Other thoughts are to go insectile, but that clashes too much with the fly-themed ones, or perhaps...

...perhaps a group of Taditional, Titivilus-inspired devils? The "Old nobility"? The traditional devils who really detest these crudely depraved upstarts, and are more into the "refined, genteel depravity" that Asmodeus used to represent? :)
 

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