Favored of Erythnul

demiurge1138

Inventor of Super-Toast
Alright, so I decide to stat up some creatures to populate Pandemonium, based on the positive input recieved from the Pandaemonic stalker and the fact that a portal to Pandemonium is in my campaign. I stat up a creature, CR 7 with 8 HD, rage and a stunning attack. I go to ENWorld, visit Pant's Demon/Devil/Yugoloth conversion thread and see... a CR 7 demon with 8 HD, rage and a stunning attack. Le sigh.

Here's my take.

Erun
Large Outsider (Chaotic, Evil, Extraplanar)

Hit Dice: 8d8+32 (68 hp)
Initiative: +6
Speed: 40ft (8 squares)
Armor Class: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 21
Base Attack/Grapple: +8/+19
Attack: Slam +14 melee (1d8+7)
Full Attack: Slam +14 melee (1d8+7), 2 claws +12 melee (1d6+3) and bite +12 melee (2d4+3)
Space/Reach: 10ft/10ft
Special Attacks: Frightful presence, rage, stun
Special Qualities: Change shape, darkvision 60ft, DR 5/good and cold iron, immune to poison and disease, Pandemonium adaptation, resistance to acid 10, cold 10 and fire 10, scent
Saves: Fort +10, Ref +8, Will +8
Abilities: Str 24, Dex 15, Con 19, Int 11, Wis 15, Cha 16
Skills: Climb +18, Hide +9, Jump +22, Listen +13, Move Silently +13, Spot +13, Survival +13, Swim +18
Feats:
Improved Initiative, Multiattack, Power Attack, Track B
Environment: Windswept Depths of Pandemonium
Organization: Solitary, pair or hunt (3-6)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +6

This bestial humanoid combines the worst features of humans, ogres and boars. It has a tusked snout, a bristly hide, and a thick tail ending in a spiked knob of bone.

The erun are the servitors of Erythnul, and exist only to serve that cruel god’s whims.

It is known to those familiar with the gods that when Erythnul is wounded in combat, his spilt blood forms into an orc, ogre, gnoll, troll or human warrior, who then joins the eternal melee in Erythnul’s palace. When one of these blood-formed creatures especially pleases The Many, he transforms it into an erun, one of his most faithful servants. It is the erun that act as his scouts and fellow hunters on his expeditions into Pandemonium at large, and it the erun who foment chaos and destruction by infiltrating societies that worship Erythnul and urging them towards war and slaughter.

An erun stands nearly ten feet tall, and may weigh as much as 400 pounds. They are happiest when in combat, and do their best to find it whenever possible. Eruns are usually unarmored and do not wield weapons, as they prefer the feeling of flesh tearing between their teeth and bones cracking under their morningstar tails. Eruns speak Abyssal, Common and Orc.

Combat
Eruns like to sneak up on prey if possible, getting as close as possible without alerting enemies to their presence. They then reveal themselves in all their horrifying glory before crushing opponents with savage natural weapons, usually under the influence of a barbarian rage. Alternatively, a group of erun will assume the form of less dangerous creatures before striking out. An erun’s natural weapons, as well as any weapons it wields, are treated as chaotic and evil for the purposes of overcoming damage reduction.

Change Shape (Su): An erun can assume the form of a human, orc, ogre, gnoll or troll, or revert to its own form, as a standard action. In humanoid form, the erun gains the natural attacks of its assumed form, but loses its own. An erun remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the erun reverts to its natural form if killed. A true seeing spell reveals its natural form.

Frightful Presence (Ex): Whenever an erun attacks or charges, all creatures within 60ft must make Will saves (DC 17) or be frightened for 5d6 rounds if the creature has less Hit Dice than the erun, or shaken for 5d6 rounds if the creature has equal or greater Hit Dice than the erun. An opponent that succeeds its saving throw is immune to that erun’s frightful presence for 24 hours. The save DC is Charisma-based.

Pandemonium Adaptation (Ex): The ears of an erun are adapted to overcome the effects of Pandemonium’s ceaseless winds. They never go deaf due to the winds of Pandemonium, and can hear up to 30 feet away on that plane.

Rage (Ex): Three times per day, an erun may fly into a rage like that of a barbarian, gaining a +4 bonus to Strength and Con and a +2 bonus to all Will saves, but a -2 penalty to Armor Class. This rage lasts for 10 rounds, and the erun is not fatigued when its rage ends.

Stun (Ex): Three times per day, an erun may make a stunning attack with its slam. When an opponent is hit with the stun attack, it must make a Fortitude save (DC 21, 23 when raging) or be stunned for 1d4+1 rounds. The save DC is Strength based.

Demiurge out.
 
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Looks good. Nice catch by KO.

Are you affected by the Frightful Presence 'Bellows' if you have become deaf?
Is a bellows a normal action?
Is the favored class Barbarian?
 

The frightful presence description says that it comes into effect when the creature "takes some dramatic action", and I distinctly remember vocalizations, at least in 3e, being standard. But I'm editing that out, since it's kinda silly for something to bellow to trigger it when a) that's not really an action and b) everyone's deaf on its home plane.

I've also edited the save DC on the stun.

Demiurge out.
 

demiurge1138 said:
I stat up a creature, CR 7 with 8 HD, rage and a stunning attack. I go to ENWorld, visit Pant's Demon/Devil/Yugoloth conversion thread and see... a CR 7 demon with 8 HD, rage and a stunning attack. Le sigh.
:p
There's always room for more. :D
Good job, I like it.
 

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