9th level monster conversions!

the Jester

Legend
ENERGON
Source:
1e Monster Manual 2, 3e Planar Handbook.

Energons are strange creatures that embody different forms of energy. There are many types of energon, but even the best-known is rarely encountered unless bound as a guardian by ritual. However, it is very difficult to control an energon once it is summoned, so wise wizards and clerics set traps to summon these creatures when the summoner is not around to see the results.

An energon appears as a ball of energy with four long tentacles trailing out of it. Depending on the type of energon, it might crackle with electricity, rumble with thunder, radiate cold, etc.

Opposites Attract: When certain types of energon recognize one another, they immediately rush to attack one another, coming together in a massive explosion that destroys the energons. For example, a xag-ya and a xeg-yi will rush each other, as will a xac-yel and a xor-yost.

Xac-Yel --- Level 9 Skirmisher
Medium elemental magical beast --- XP 400
HP 97; Bloodied 48 Initiative +12
AC 22; Fortitude 19; Reflex 21; Will 19 Perception +5
Speed fly 8 (perfect)
Immune fire

TRAITS
Energy Aura (radiant) * Aura 1

Any creature that starts its turn in the aura takes 10 fire damage.

Insubstantial
The xac-yel takes half damage from any damage source, except those that deal cold damage. In addition, if the xac-yel takes cold damage, it loses the insubstantial trait until the end of its next turn.

STANDARD ACTIONS
(mbasic) Energy Lash (fire) * At Will

Attack: Melee 2 (one creature); +12 vs. Reflex.
Hit: 2d8+4 fire damage.

Energy Rush * At Will
Effect: The xac-yel moves at least 3 squares and up to 6 squares, gaining a +2 bonus to its defenses until the end of its next turn, and uses energy lash.

TRIGGERED ACTIONS
(close) Explode (fire) * Encounter

Trigger: The xac-yel drops to 0 hit points.
Attack (No Action): Close burst 2 (each creature in burst); +10 vs. Reflex.
Hit: 2d8+9 fire damage.
---
Str 4 Dex 22 Wis 12
Con 17 Int 6 Cha 16
Alignment unaligned Languages Primordial

Xac-Yij --- Level 9 Skirmisher
Medium elemental magical beast --- XP 400
HP 97; Bloodied 48 Initiative +12
AC 22; Fortitude 19; Reflex 21; Will 19 Perception +5
Speed fly 8 (perfect)
Immune acid

TRAITS
Energy Aura (radiant) * Aura 1

Any creature that starts its turn in the aura takes 10 acid damage.

Insubstantial
The xac-yij takes half damage from any damage source, except those that deal psychic damage. In addition, if the xac-yij takes psychic damage, it loses the insubstantial trait until the end of its next turn.

STANDARD ACTIONS
(mbasic) Energy Lash (acid) * At Will

Attack: Melee 2 (one creature); +12 vs. Reflex.
Hit: 2d8+4 acid damage.

Energy Rush * At Will
Effect: The xac-yij moves at least 3 squares and up to 6 squares, gaining a +2 bonus to its defenses until the end of its next turn, and uses energy lash.

TRIGGERED ACTIONS
(close) Explode (acid) * Encounter

Trigger: The xac-yij drops to 0 hit points.
Attack (No Action): Close burst 2 (each creature in burst); +10 vs. Reflex.
Hit: 2d8+9 acid damage.
---
Str 4 Dex 22 Wis 12
Con 17 Int 6 Cha 16
Alignment unaligned Languages Primordial

Xag-Ya --- Level 9 Skirmisher
Medium elemental magical beast --- XP 400
HP 97; Bloodied 48 Initiative +12
AC 22; Fortitude 19; Reflex 21; Will 19 Perception +5
Speed fly 8 (perfect)
Immune radiant

TRAITS
Energy Aura (radiant) * Aura 1

Any creature that starts its turn in the aura takes 10 radiant damage.

Insubstantial

The xag-ya takes half damage from any damage source, except those that deal necrotic damage. In addition, if the xag-ya takes necrotic damage, it loses the insubstantial trait until the end of its next turn.

STANDARD ACTIONS
(mbasic) Energy Lash (radiant) * At Will

Attack: Melee 2 (one creature); +12 vs. Reflex.
Hit: 2d8+4 radiant damage.

Energy Rush * At Will
Effect: The xag-ya moves at least 3 squares and up to 6 squares, gaining a +2 bonus to its defenses until the end of its next turn, and uses energy lash.

TRIGGERED ACTIONS
(close) Explode (radiant) * Encounter

Trigger: The xag-ya drops to 0 hit points.
Attack (No Action): Close burst 2 (each creature in burst); +10 vs. Reflex.
Hit: 2d8+9 radiant damage.
---
Str 4 Dex 22 Wis 12
Con 17 Int 6 Cha 16
Alignment unaligned Languages Primordial

Xap-Yaup --- Level 9 Skirmisher
Medium elemental magical beast --- XP 400
HP 97; Bloodied 48 Initiative +12
AC 22; Fortitude 19; Reflex 21; Will 19 Perception +5
Speed fly 8 (perfect)
Immune lightning

TRAITS
Energy Aura (radiant) * Aura 1

Any creature that starts its turn in the aura takes 10 lightning damage.

Insubstantial
The xap-yaup takes half damage from any damage source, except those that deal thunder damage. In addition, if the xap-yaup takes thunder damage, it loses the insubstantial trait until the end of its next turn.

STANDARD ACTIONS
(mbasic) Energy Lash (acid) * At Will

Attack: Melee 2 (one creature); +12 vs. Reflex.
Hit: 2d8+4 lightning damage.

Energy Rush * At Will
Effect: The xap-yaup moves at least 3 squares and up to 6 squares, gaining a +2 bonus to its defenses until the end of its next turn, and uses energy lash.

TRIGGERED ACTIONS
(close) Explode (acid) * Encounter

Trigger: The xap-yaup drops to 0 hit points.
Attack (No Action): Close burst 2 (each creature in burst); +10 vs. Reflex.
Hit: 2d8+9 lightning damage.
---
Str 4 Dex 22 Wis 12
Con 17 Int 6 Cha 16
Alignment unaligned Languages Primordial

Xeg-Yi --- Level 9 Skirmisher
Medium elemental magical beast --- XP 400
HP 97; Bloodied 48 Initiative +12
AC 22; Fortitude 19; Reflex 21; Will 19 Perception +5
Speed fly 8 (perfect)
Immune necrotic

TRAITS
Energy Aura (radiant) * Aura 1

Any creature that starts its turn in the aura takes 10 necrotic damage.

Insubstantial
The xeg-yi takes half damage from any damage source, except those that deal radiant damage. In addition, if the xeg-yi takes radiant damage, it loses the insubstantial trait until the end of its next turn.

STANDARD ACTIONS
(mbasic) Energy Lash (necrotic) * At Will

Attack: Melee 2 (one creature); +12 vs. Reflex.
Hit: 2d8+4 necrotic damage.

Energy Rush * At Will
Effect: The xeg-yi moves at least 3 squares and up to 6 squares, gaining a +2 bonus to its defenses until the end of its next turn, and uses energy lash.

TRIGGERED ACTIONS
(close) Explode (necrotic) * Encounter

Trigger: The xeg-yi drops to 0 hit points.
Attack (No Action): Close burst 2 (each creature in burst); +10 vs. Reflex.
Hit: 2d8+9 necrotic damage.
---
Str 4 Dex 22 Wis 12
Con 17 Int 6 Cha 16
Alignment unaligned Languages Primordial

Xong-Yong --- Level 9 Skirmisher
Medium elemental magical beast --- XP 400
HP 97; Bloodied 48 Initiative +12
AC 22; Fortitude 19; Reflex 21; Will 19 Perception +5
Speed fly 8 (perfect)
Immune thunder

TRAITS
Energy Aura (radiant) * Aura 1

Any creature that starts its turn in the aura takes 10 thunder damage.

Insubstantial
The xong-yong takes half damage from any damage source, except those that deal lightning damage. In addition, if the xong-yong takes lightning damage, it loses the insubstantial trait until the end of its next turn.

STANDARD ACTIONS
(mbasic) Energy Lash (thunder) * At Will

Attack: Melee 2 (one creature); +12 vs. Reflex.
Hit: 2d8+4 thunder damage.

Energy Rush * At Will
Effect: The xong-yong moves at least 3 squares and up to 6 squares, gaining a +2 bonus to its defenses until the end of its next turn, and uses energy lash.

TRIGGERED ACTIONS
(close) Explode (necrotic) * Encounter

Trigger: The xong-yong drops to 0 hit points.
Attack (No Action): Close burst 2 (each creature in burst); +10 vs. Reflex.
Hit: 2d8+9 thunder damage.
---
Str 4 Dex 22 Wis 12
Con 17 Int 6 Cha 16
Alignment unaligned Languages Primordial

Xor-Yost --- Level 9 Skirmisher
Medium elemental magical beast --- XP 400
HP 97; Bloodied 48 Initiative +12
AC 22; Fortitude 19; Reflex 21; Will 19 Perception +5
Speed fly 8 (perfect)
Immune cold

TRAITS
Energy Aura (radiant) * Aura 1

Any creature that starts its turn in the aura takes 10 cold damage.

Insubstantial
The xor-yost takes half damage from any damage source, except those that deal fire damage. In addition, if the xor-yost takes fire damage, it loses the insubstantial trait until the end of its next turn.

STANDARD ACTIONS
(mbasic) Energy Lash (cold) * At Will

Attack: Melee 2 (one creature); +12 vs. Reflex.
Hit: 2d8+4 cold damage.

Energy Rush * At Will
Effect: The xor-yost moves at least 3 squares and up to 6 squares, gaining a +2 bonus to its defenses until the end of its next turn, and uses energy lash.

TRIGGERED ACTIONS
(close) Explode (cold) * Encounter

Trigger: The xor-yost drops to 0 hit points.
Attack (No Action): Close burst 2 (each creature in burst); +10 vs. Reflex.
Hit: 2d8+9 cold damage.
---
Str 4 Dex 22 Wis 12
Con 17 Int 6 Cha 16
Alignment unaligned Languages Primordial
 

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the Jester

Legend
OCTOPUS

An octopus is an eight-tentacled invertebrate cephalopod closely related to squid. Though most smaller species of octopus are shy and inoffensive, there are exceptions. Furthermore, monstrous species of octopus exist and are terrors of the sea, known to snatch sailors from the decks of ships and drag them below the waves. There are a tremendous number of types of monstrous or dangerous octopus.

Although normal octopuses do not have a language or culture of their own, they are surprisingly intelligent. Aquatic races such as merfolk, locathah and selkies sometimes keep them as pets.

Guard Octopus --- Level 8 Minion Soldier
Small natural beast (aquatic) --- XP 88
A guard octopus is trained by aquatic races to serve as a guard. Though unable to destroy most serious threats, a group of guard octopuses is often used to slow the advance of enemies long enough for its trainers to prepare a stronger response.
HP 1; a missed attack never damages a minion Initiative +11
AC 24; Fortitude 19; Reflex 22; Will 20 Perception +12
Speed 3, swim 6

TRAITS
Aquatic

The octopus can breathe water and gets a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Tentacle Rake * At Will

Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 3 damage, and the target is slowed until the end of its next turn.

Flurry of Tentacles * At Will
Effect: The guard octopus uses tentacle rake three times.

TRIGGERED ACTIONS
(close) Ink Squirt * Usage

Trigger: The guard octopus falls to 0 hit points.
Attack (Immediate Reaction): Close burst 3 (one creature in burst); +11 vs. Reflex.
Hit: The target is blinded until the end of its next turn. If it is already blinded until the end of its next turn, it is instead blinded (save ends).
---
Str 14 Dex 20 Wis 16
Con 10 Int 4 Cha 12
Alignment unaligned Languages -

Giant Octopus --- Level 9 Skirmisher
Large natural beast (aquatic) --- XP 400
HP 93; Bloodied 46 Initiative +7
AC 23; Fortitude 23; Reflex 21; Will 21 Perception +8
Speed 3, swim 8

TRAITS
Aquatic

The octopus can breathe water and gets a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Tentacle Rake * At Will

Requirement: The giant octopus may not have more than five creatures grabbed.
Attack: Melee 3 (one creature); +13 vs. AC.
Hit: 1d6+2 damage, and the target is grabbed (escape DC 20).

Flurry of Tentacles * At Will
Effect: The giant octopus uses tentacle rake three times.

(melee) Constrict * At Will
Attack: Melee 3 (each grabbed creature); +10 vs. Fortitude.
Hit: 3d6+12 damage.

MOVE ACTIONS
Jet * Recharge 5 6

Effect: The octopus shifts 10 squares.

MINOR ACTIONS
Ink Cloud (zone) * Recharge 6

Effect: The octopus creates a zone of black ink in a close burst 1 that lasts until the end of its next turn. The zone blinds all creatures within it and gives them total concealment. It also blocks line of sight from outside of it into or through it. The giant octopus then shifts 3 squares.
---
Str 22 Dex 17 Wis 18
Con 13 Int 4 Cha 12
Alignment unaligned Languages -

Giant Octopus Mimic --- Level 10 Lurker
Large natural beast (aquatic) --- XP 500
HP 79; Bloodied 39 Initiative +14
AC 24; Fortitude 21; Reflex 23; Will 22 Perception +14
Speed 3, swim 8

TRAITS
Aquatic

The octopus can breathe water and gets a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Tentacle Rake * At Will

Attack: Melee 3 (one creature); +15 vs. AC.
Hit: 1d6+6 damage.

Flurry of Tentacles * At Will
Effect: The octopus uses tentacle rake twice.

(melee) Bite * At Will
Attack: Melee 1 (one creature that cannot see the giant octopus); +15 vs. AC.
Hit: 4d8+9 damage.

Camouflaged Escape * At Will
Effect: The giant octopus shifts up to its speed, gains total concealment until the end of its next turn and makes a Stealth check.

MOVE ACTIONS
Hidden Movement * At Will

Requirement: The giant octopus must have total concealment.
Effect: The octopus shifts up to its speed and makes a stealth check.

MINOR ACTIONS
Disguise * At Will

Effect: The octopus alters the way it holds its body and changes color, taking on the appearance of a rock, piece of coral, or other piece of debris. A creature that does not see the octopus transform must make an Insight or Nature check, DC 26, to discern the octopus' true nature. The octopus can maintain its disguise until it takes an action.
---
Str 16 Dex 21 Wis 18
Con 13 Int 7 Cha 12
Alignment unaligned Languages -

Emerald Octopus --- Level 13 Skirmisher
Large fey beast (aquatic) --- XP 800
The oceans of the Feywild teem with life. The emerald octopus is a fey octopus, as smart as a human and as curious as a cat. An emerald octopus shimmers with green radiance, from which it gains its name.
HP 124; Bloodied 62 Initiative +13
AC 27; Fortitude 25; Reflex 25; Will 25 Perception +10
Speed 3, swim 8

TRAITS
Distracting Shimmer * Aura 2

Creatures in the aura cannot take opportunity actions.

Aquatic
The octopus can breathe water and gets a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Tentacle Rake * At Will

Attack: Melee 1 (one creature); +18 vs. AC.
Hit: 1d8+3 damage.

Tentacle Flurry * At Will
Effect: The emerald octopus uses tentacle rake three times.

(ranged) Disorienting Squirt * Encounter
Attack: Ranged 5 (one creature); +16 vs. Reflex.
Hit: The target is blinded and dazed (save ends both).
Aftereffect: The target is dazed (save ends).
Effect: The emerald octopus shifts 3 squares and uses tentacle rake.

MOVE ACTIONS
Jet * Recharge 6

Effect: The emerald octopus shifts 12 squares.
---
Str 15 Dex 20 Wis 18
Con 12 Int 13 Cha 16
Alignment unaligned Languages Aquan, Elven

Venomous Octopus --- Level 25 Soldier
Huge natural beast (aquatic) --- XP 7,000
A venomous octopus inhabits only the deepest, foulest waters, usually in the Underdepths of the ocean. These things have a cruel intelligence far exceeding that of their more mundane cousins, and in the darkness have made pacts with the demon prince Dagon.
HP 232; Bloodied 116 Initiative +21
AC 41; Fortitude 39; Reflex 37; Will 37 Perception +22
Speed 3, swim 10

TRAITS
Aquatic

The octopus can breathe water and gets a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Tentacle Rake * At Will

Requirement: The octopus may not have more than five creatures grabbed.
Attack: Melee 8 (one creature); +30 vs. AC.
Hit: 1d12+10 damage, and the target is grabbed (escape DC 33).

Tentacles * At Will
Effect: The octopus uses tentacle rake twice.

(melee) Constrict * At Will
Attack: Melee 8 (each grabbed creature); +26 vs. Fortitude.
Hit: 3d8+12 damage and the octopus pulls the target 4 squares.

(melee) Bite (poison) * At Will
Attack: Melee 1 (one creature); +30 vs. AC.
Hit: 3d8+9 damage, plus ongoing 20 poison damage (save ends).

MOVE ACTIONS
Jet * Encounter

Effect: The octopus shifts 5 squares.
---
Str 29 Dex 26 Wis 21
Con 24 Int 15 Cha 25
Alignment chaotic evil Languages Abyssal, Green Speech

Ooze Octopus --- Level 27 Controller
Huge elemental beast (aquatic) --- XP 11,000
An ooze octopus is a huge octopus made of elemental mud. It is extremely malevolent and dangerous, and unlike the normal creatures which it resembles, an ooze octopus is quite capable out of the water.
HP 248; Bloodied 124 Initiative +21
AC 41; Fortitude 41; Reflex 39; Will 39 Perception +21
Speed 5 (swamp walk), swim 9

TRAITS
Pool of Muck * Aura 3

The ooze octopus constantly gives off large amounts of mud and ooze. Creatures without swamp walk in the aura treat the aura as difficult terrain and suffer a -2 penalty to Reflex.

Aquatic
The octopus can breathe water and gets a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Tentacle Rake * At Will

Requirement: The octopus may not have more than five creatures grabbed.
Attack: Melee 8 (one creature); +35 vs. AC.
Hit: 1d12+5 damage, and the target is grabbed (escape DC 34).

Tentacles * At Will
Effect: The octopus uses tentacle rake three times.

(melee) Constrict * At Will
Attack: Melee 8 (each grabbed creature); +28 vs. Fortitude.
Hit: 3d8+13 damage and the octopus pulls the target 2 squares.

(area) Mud Spew * Encounter
Attack: Area burst 2 within 20 (each creature in burst); +30 vs. Reflex.
Hit: 3d12+14 damage and the target is immobilized (save ends).
Aftereffect: The target is slowed (save ends).
Miss: Half damage and the target is slowed (save ends).
---
Str 30 Dex 26 Wis 26
Con 24 Int 7 Cha 13
Alignment chaotic evil Languages Primordial
 

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the Jester

Legend
DEMON
Source:
3e Monster Manual IV (whisper demon, deathdrinker demon), 3e Fiend Folio (alkilith demon), 3.5 Expanded Psionics Handbook (cerebrilith demon)

Demons come in forms as varied as the layers of the Abyss. The only traits common to all demons are malevolence and a desire to destroy.

Whisper Demon --- Level 9 Lurker
Medium elemental humanoid (demon) --- XP 400
A whisper demon is an insubstantial, ghostly creature that leers and smirks. It looks somewhat humanoid, but its form is shifting and distorted. Whisper demons are utterly insane, and love to watch other creatures kill themselves.
HP 69; Bloodied 34 Initiative +11
AC 23; Fortitude 21; Reflex 21; Will 19 Perception +1
Speed 6 Darkvision

TRAITS
Maddening Whispers (charm) * Aura 3

A creature without the demon keyword that starts its turn in the aura makes a basic attack against itself. If the creature reduces itself to 0 hit points this way and subsequently dies during the encounter, it rises in one minute as a mad wraith.

Insubstantial
The whisper takes half damage from any damage source, except those that deal force damage. In addition, if the demon takes force damage, it loses the insubstantial trait until the end of its next turn.

STANDARD ACTIONS
(mbasic) Draining Touch (necrotic) * At Will

Attack: Melee 1 (one creature); +12 vs. Reflex.
Hit: 2d8 necrotic damage and the target is slowed (save ends).

(close) Luring Whispers (charm) * Recharges when the whisper demon uses maddening disappearance
Attack: Close burst 10 (creatures in burst); +10 vs. Will.
Hit: The target moves its speed towards the whisper demon as a free action and deals an extra 2d6 points of damage if it hits itself until the end of its next turn.

Maddening Disappearance * Recharges when an enemy in the demon's aura hits itself
Effect: The whisper demon is removed from play. At the end of its next turn, it reappears within 10 squares of its departure space. Its aura is inactive until the start of its next turn.
---
Str 5 Dex 17 Wis 5
Con 17 Int 10 Cha 21
Alignment chaotic evil Languages Abyssa

Alkilith Demon --- Level 14 Soldier
Medium immortal animate (demon, ooze) --- XP 1,000
An alkilith is a quivering mass of Abyssal phosphorescent green corruption, overgrown with a cracked, leathery coating and constantly emitting foul vapors and bursts of fluid. Thick, pustulent knobs that resemble eyes dot its surface. Alkiliths serve Juiblex, the Faceless Lord.
HP 144; Bloodied 72 Initiative +14
AC 30; Fortitude 28; Reflex 26; Will 24 Perception +10
Speed 6 Darkvision
Immune disease, poison; Resist 20 acid

TRAITS
Noxious Vapors (poison) * Aura 2

Creatures in the aura gain vulnerable 5 poison and cannot shift.

Amorphous Form
An alkilith moves at full speed while squeezing and can move through an opening as small as 1” in diameter.

STANDARD ACTIONS
(mbasic) Slimy Slam (acid, poison) * At Will

Attack: Melee 1 (one creature); +19 vs. AC.
Hit: 3d6+6 acid and poison damage, plus ongoing 10 acid and poison damage (save ends).

(close) Toxic Cloud (poison) * Recharge when first bloodied
Attack: Close burst 1 (creatures in burst); +16 vs. Fortitude.
Hit: 3d10+6 poison damage, and the target is dazed and weakened (save ends both).
Miss: Half damage and the target is dazed until the end of its next turn.
---
Skills Endurance +19
Str 16 Dex 20 Wis 17
Con 24 Int 14 Cha 13
Alignment chaotic evil Languages Abyssal

Deathdrinker Demon --- Level 17 Elite Skirmisher
Large elemental humanoid (demon) --- XP 3,200
HP 342; Bloodied 171 Initiative +12
AC 31; Fortitude 31; Reflex 29; Will 29 Perception +8
Speed 8, teleport 10 Darkvision
Immune necrotic
Saving Throws +2; Action Points 1

TRAITS
Glory in Slaughter

If the deathdrinker reduces an enemy to 0 hit points, it gains a +5 bonus to damage until the end of the encounter.

STANDARD ACTIONS
(mbasic) Great Sword (weapon) * At Will

Attack: Melee 2 (one creature); +22 vs. AC.
Hit: 4d8+7 damage, and the deathdrinker marks the target until the end of the target's next turn.

(melee) Fearsome Arrival (fear, teleportation, weapon) * At Will
Effect: The deathdrinker teleports 6 squares.
Attack: Melee 2 (one creature); +22 vs. AC.
Hit: 4d8+7 damage.
Effect: Each creature adjacent to the demon suffers a -2 penalty on all defenses until the end of its next turn.

(close) Shriveling Pulse (necrotic) * Recharge 6
Attack: Close burst 3 (each non-demon living creature in burst); +18 vs. Fortitude.
Hit: 5d8+6 necrotic damage, and the target is weakened (save ends).
Miss: Half damage.

MINOR ACTIONS
(close) Mocking Gaze (gaze, psychic) * At Will 1/round

Attack: Close blast 6 (one creature); +20 vs. Will.
Hit: 5d6+8 psychic damage, and the deathdrinker pulls the target 2 squares.

TRIGGERED ACTIONS
Variable Resistance * 3/encounter

Trigger: The deathdrinker demon takes acid, cold, fire, lightning or thunder damage.
Effect (Free Interrupt): The deathdrinker gains resist 30 against one energy type dealt by the triggering attack.
---
Skills Endurance +21, Intimidate +18
Str 30 Dex 14 Wis 11
Con 27 Int 10 Cha 21
Alignment chaotic evil Languages Abyssal
Equipment plate armor, great sword

Cerebrilith Demon --- Level 23 Controller
Large elemental humanoid (demon) --- XP 5,100
HP 217; Bloodied 108 Initiative +15
AC 37; Fortitude 35; Reflex 34; Will 37 Perception +16
Speed 6
Resist 20 psychic

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 2 (one creature); +28 vs. AC.
Hit: 3d10+7 damage, and the target gains vulnerable 10 psychic (save ends).

(ranged) Brain Lock (psychic) * At Will
Attack: Ranged 10 (one creature); +27 vs.Will.
Hit: 4d10+9 psychic damage, and the target is immobilized (save ends).

(ranged) Mind Shock (lightning, psychic) * Encounter
Attack: Ranged 10 (three creatures); +25 vs. Will.
Hit: 5d10+5 lightning and psychic damage, and at the end of the target's turn, each of the target's adjacent allies takes 10 lightning and psychic damage (save ends).

MOVE ACTIONS
Psychic Transport (teleportation) * Recharge 6

Effect: The cerebrilith teleports 5 squares, and each enemy adjacent to its starting or ending space loses 1 psionic power point.

TRIGGERED ACTIONS
Variable Resistance * 3/encounter

Trigger: The cerebrilith demon takes acid, cold, fire, lightning or thunder damage.
Effect (Free Interrupt): The cerebrilith gains resist 15 against one energy type dealt by the triggering attack.
---
Skills Arcana +22, Insight +21
Str 21 Dex 18 Wis 21
Con 25 Int 15 Cha 22
Alignment chaotic evil Languages Abyssal, telepathy 20
 

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