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A Couple New Demons

sdavis75

First Post
Hey Folks:

My name is Steve Davis, and this is my first post here at EN. I was an avid AD&D player many years ago, back in the 1st and 2nd Edition days. My library of DnD books and such has been packed away for roughly 15 years. A couple months ago I pulled them out of storage--for no particular reason, I guess, other than nostalgic impulse. I had forgotten just how damn cool it all was, and how much fun it used to be.

I decided to re-familiarize myself with the game. I went out and purchased the current 3.5e core books and downloaded the entire SRD3.5. Needless to say, I've done a lot of reading.

I also downloaded and studied the OGL and d20STL. My creative juices began to stir. While understanding that I'm a bit late jumping on the OGL bandwagon, I decided to go to work on a new d20-compatible book. Monster books were always my favorite as a DM, so I figured that's what I'd write. I found four talented illustrators who have agreed to contribute to this project. This book is primarily aimed at DMs running high level or Epic campaigns (I'm even throwing a few divine beasties in as well).

I plan to publish the book (probably in PDF format at first) by next summer. I certainly don't expect to make a bunch of money; I'm doing this for the love of the game and a desire to contribute to the community of DnD players, who after all these years, still have a special place in my heart.

Having said all that, I thought I'd share with you a couple of (non-epic) entries from the book (in PDF format). Comments and critiques are welcome. Note: these creatures are still rough; I'm not even close to the final editing phase.

I've also posted these here: http://www.blacksway.net/cc/index.php .

I look forward to getting to know the EN family. Cheers!

Steven

EDIT: The Sorgoth was illustrated by me, and the Quarlazz was drawn by Andy Jones (see more of his work at http://andy--jones.gfxartist.com/.)
EDIT 2: If you'd rather not mess with the PDFs, I've posted stat blocks below.
EDIT 3: PDFs revised to reflect changes.
EDIT 4: PDFs updated to include Lore section.
 

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Shade

Monster Junkie
Welcome to the boards!

First off...wow, that's some great artwork! :cool:

Giving them a lookover, it appears both are short a feat (the sorgoth should get six feats, and the quarlazz should get four). The bonus feats don't count towards this total. Also note that since WotC errated the polymorph spells, most of the demons that had polymorph as spell-like abilities now have either change shape or alternate form. Check out the errata here if you're interested.

Interesting creatures...nice work. :)
 

sdavis75

First Post
Thanks!

Thank you, Shade, for your input. No more polymorph? I didn't know that. Boy I've got a lot of catching up to do!

Cheers!

SD
 

Land Outcast

Explorer
Good to know you're back in touch with the hobby,
Welcome (to ENworld) and Welcome Back!

Just a comment about the Quarlazz, maybe you'd want it's regeneration to be overcome by less types of damage (say: good weapons and acid, or good weapons only). CR 12 and just 95 hp...
 




sdavis75

First Post
For everyone's convenience, I've put added the stat blocks below. I've made a few changes, per above suggestions.

DEMON, SORGOTH
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 16d8+144 (216hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
AC: 33 (-1 Size, +4 Dex, +20 Natural)
Base Attack/Grapple: +16/+26
Attack: +5 Pick +26 melee (3d6+14)
Full Attack: +5 Pick +26/+21 melee (3d6+14) and bite +19 melee (3d10+3 plus disease) and tail +19 melee (2d8+3 plus poison) or 2 claws +21 melee (3d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, poison, spell-like abilities, summon demon/evil dragon
Special Qualities: Damage reduction 15/cold iron and good; darkvision 60 ft.; immunity to acid, electricity, poison; outsider traits; resistance to cold 10, fire 10; regeneration 10; spell resistance 25; telepathy 100 ft.
Saves: Fort:19 Will:15 Ref:14
Abilities: Str:22 Dex:19 Con:28 Int:25 Wis:20 Chr:21
Skills: Bluff +24, Climb +25, Concentration +28, Hide +19, Intimidate +24, Jump +29, Knowledge (arcana, geography, history, religion, the planes) +26, Listen +32, Sense Motive +24, Spellcraft +26, Spot +32
Feats: Alertness, Cleave, Improved Initiative, Improved Unarmed Strike, Multiattack, Power Attack, Quicken Spell-Like Ability (Charm monster), Snatch Arrows(B)
Environment: Chaotic evil-aligned planes
Organization: Solitary or troupe (1-4 quarlazz, 2-8 dretch)
CR: 19
Treasure: Triple coins, standard goods, standard items, +5 Pick
Alignment: Always chaotic evil
Advancement: 17-32 HD (Large), 33-48 HD (Huge)
Level Adjustment: n/a

Violent, fearless, and cunning, sorgoth (singular and plural) are among the most feared of the denizens of the chaotic evil planes. Standing 10 ft. tall and weighing over 3000 lbs., sorgoth appear as large, heavily muscled, reptilian humanoids. Their gaping jaws are lined with razor-sharp teeth and their hands and feet are armed with vicious claws. The sorgoth’s powerful tail is tipped with an enormous barb, plump with venom. The sorgoth’s thick, scaled hides range in color from blood red to jet black.

Sorgoth speak Abyssal, Celestial, Draconic, and Common, but can communicate with virtually any intelligent creature via their innate telepathy.

COMBAT & ABILITIES
Combining devastating brute force, powerful magic, and a keen intellect, sorgoth are indeed terrifying opponents. While fully capable of dispatching all but the most powerful adversaries in toe to toe combat, sorgoth are thoughtful tacticians, and will carefully size up their foes before executing a course of action.

A sorgoth’s primary weapon is a huge +5 pick, which is typically wielded with both hands.

A sorgoth’s natural and manufactured weapons are treated as evil and chaotic-aligned with respect to overcoming damage reduction.

Breath Weapon (su): A sorgoth can unleash one of two separate breath weapons. The first, which can be used once per round, is a line of acid 80 ft. long. Characters caught within the line suffer 4d8 points of damage; though a successful DC 26 Reflex save results in half damage.

The second, more horrifying, breath weapon is a cone of damnation (as the epic spell, caster level 20) 40 ft. long. Any creature caught within the affected area must make a DC 26 Will save or be instantly transported to any location within any chaotic evil plane of the sorgoth’s choice. A sargoth can use this breath weapon once per day.

Disease (Ex): Any character bitten must immediately make a successful DC 27 Fortitude save to avoid contracting a filth fever (incubation 1d3 days, damage 1d3 Dex, see DMG).

Poison (Ex): Any character struck by a sorgoth’s stinging tail must immediately make DC 27 Fortitude save or suffer 1d6 points of Intelligence damage. A second Fortitude save must be made the following round; failure results in 1d8 rounds of paralysis.

Spell-Like Abilities: Always active–see invisibility; at will–alter self (no duration limit), animate dead, charm monster (DC 16), detect good, detect thoughts (DC 17), dispel magic, enervation, fly, gate (planer travel only), greater scyring, greater teleport (self plus 50 pounds of objects only) magic missile; 1/day–circle of death (DC 21), mass invisibility, meteor swarm (DC 24), power word kill, word of chaos. Caster level 18th. The save DCs are Charisma-based.

Summon Demon/Evil Dragon (Sp): Once per day a sorgoth can, without error, summon 3d8 dretches, 2d6 quarlazzes, 1 hezrou, or 1 sorgoth.

In addition, once per day a sorgoth can summon 1 evil dragon; the type and size of dragon is determined by a d%.

table: sorgoth dragon summoning
d% Result Color/Age
0-10 failure (no dragon summoned)
11-20 White/Adult
21-50 Black/Young Adult
51-70 Black/Adult
71-75 Green/Juvenille
76-80 Green/Young Adult
81-85 Blue/Juvenille
86-90 Blue/Young Adult
91-95 Red/Young
96-98 Red/Juvenille
99-00 Red/Young Adult

A sorgoth’s summoning abilities are the equivalent of a 9th-level spell.

Regeneration: Sorgoth cannot regenerate damage inflicted by cold iron and good-aligned weapons.

Skills: Sorgoth receive a +8 racial bonus for Listen and Spot checks.

BACKGROUND
Sorgoth are continuously vying for positions of greater power and authority among the demonic ranks, whether through sly manipulations or outright force.

As a rule, sorgoth despise balors, coveting their command over vast hordes of fiends and the perceived favor the balors receive from the greater demonic powers of the chaotic evil planes. Indeed, this hatred is so consuming, that sorgoth have been known to form clandestine alliances (albeit short-lived ones) with traditional enemies, including devils, in order to secure a position of advantage over a balor.

Likewise, balors have developed an acute loathing of sorgoth, considering them traitors to their kind, and relish opportunities to engage them in direct combat, where balors can bring to bear their superior might. No fools, sorgoth rarely enter into melee with balors without some sort of tactical upper hand (namely half a dozen quarlazzes and a dragon or two).

Beyond extending their influence across the chaotic evil planes, sorgoth also have designs on the Material Plane. Sorgoth are known to infiltrate mortal societies, their abilities and intellect often allowing them to achieve positions of a significant influence and political power. Indeed, there are whispers of sorgoth in disguise ruling entire human nations.

Sorgoth who have managed to embed themselves so completely will not reveal their true forms except under extraordinary circumstances. Even if confronted, a sorgoth will prefer to utilize the orthodox resources at its disposal, rather than risk overturning the carefully crafted deception it may have spent years, decades, or even centuries establishing. Such a degree of restraint is exceedingly rare among demonkind.

However, if discovered, a sorgoth will react with furious violence, lashing out first at those responsible, and ultimately raining destruction on everything and everyone entangled in the sorgoth’s machinations. Would be saviors should take great caution when considering engaging a sorgoth under such circumstances, for if they fail to vanquish the demon, hundreds, or even thousands, of innocent lives could be inadvertently placed in grave danger.

The precise nature of sorgoth’s relationship with evil dragonkind is unclear. Most scholars assume that the sorgoth are in league with, if not spawned from, the deity of chromatic dragons. Evil dragons, particularly those chaotically aligned, hold the sorgoth in high regard, near reverence, and consider the presence of a sorgoth in the Material Plane as an omen of powerful significance or as a call to action by their creator.

Whether on their home plane or the Material Plane, sorgoth are more often than not escorted by several quarlazzes, over which the sorgoth appear to have exclusive dominion.

sorgoth.jpg


Edit: AC adjusted (natural bumped up from +15 to +20).
Edit 2: Added fly to list of spell-like abilities.
 
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sdavis75

First Post
DEMON, QUARLAZZ
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 10d8+50 (95hp)
Initiative: +7
Speed: 50 (10 squares), climb 30
AC: 26 (-1 size, +7 Dex, +10 natural)
Base Attack/Grapple: +10/+19
Attack: +3 glaive +17 melee (2d18+ 10)
Full Attack: +3 glaive +17 melee (2d10+10) and tail +12 melee (2d6 + 2 plus poison) and bite +12 melee (1d8+2 plus blood rabies) and 2 claws +12 melee (1d8+2)
Space/Reach: 10 ft./10 ft. (20 ft. with glaive)
Special Attacks: Blood rabies, improved grab, poison, rake 1d6+2, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/cold iron or good; darkvision 60 ft.; immunity to electricity, poison; outsider traits; regeneration 5; resistance to acid 10, cold 10, fire 10; spell resistance 16, telepathy 100 ft.
Saves: Fort:12 Will:7 Ref:14
Abilities: Str:20 Dex:25 Con:21 Int:17 Wis:16 Chr:16
Skills: Balance +20, Bluff +16, Concentration +18, Escape Artist +20, Hide +16, Intimidate + 16, Jump +26, Listen +24, Sense Motive +16, Spellcraft +16, Spot +24
Feats: Agile, Dodge, Improved Disarm(B), Multiattack, Quicken Spell-Like Ability (Invisibility)
Environment: Chaotic evil-aligned planes
Organization: Solitary, pair, gang (3-5), or crowd (6-15)
CR: 11
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Large), 21-30 (Huge)
Level Adjustment: n/a

Standing over 8 feet tall and weighing roughly 600 lbs., quarlazzes are horrifying amalgamations of humanoid, reptilian, and insectoid features. The head of a quarlazz is vaguely crocodilian, with disproportionately large, blood red, lidless eyes. Though covered in scales, a quarlazz’s torso, arms, and hands are distinctly humanoid. Hinged at the shoulders are two additional, articulated appendages, each tipped with a single enormous, fang-like claw. A quarlazz’s tail is that of giant scorpion, and its lean, muscular legs resemble those of a dinosaur, each ending in a pair of wicked, curved talons. Quarlazzes are typically the color of desert sand.

Quarlazzes speak Abyssal, Celestial, and Draconic, but can communicate with virtually any creature with a language via their innate telepathy.

COMBAT & ABILITIES
Quarlazzes are intelligent and versatile warriors, effective as both frontline combat troops and stealthy ambush hunters. While the occasional solitary quarlazz or pair may be encountered, these demons prefer to roam and fight in packs.

When engaging multiple adversaries, quarlazzes will single out and attempt to isolate the individual perceived as the most powerful in the hopes of inflicting upon their victim blood rabies, a virus which is transmitted through a quarlazz’s bite (see below). Once the foe is infected, quarlazzes will move out of striking distance and observe the bloodshed, only to reenter the melee once the party is sufficiently weakened.

As an alternate tactic, often put into use during an ambush, quarlazzes will employ a hit-and-run combat style, taking great advantage of their quickened invisibility.

All quarlazzes are armed with large +3 glaives, which extend their reach by an additional 10 ft., but can also be used against adjacent foes.

A quarlazz’s natural and manufactured weapons are treated as evil and chaotic-aligned with respect to overcoming damage reduction.

Blood Rabies (Ex): Any creature bitten by a quarlazz must immediately make a successful DC 18 Fortitude Save or become inflicted with blood rabies, a terrifying disease that causes the victim to ferociously attack the nearest creature, friend or foe. Once infected, the effects of the blood rabies begin 1d4 rounds after the initial bite. Infected creatures lose 1d6 points of Intelligence, Wisdom, and Charisma, gain 1d4 points of Strength, and gain 3d12 virtual hit points. Infected creatures will continue to use any weapons in hand; though if disarmed will attack with any available natural weapons (including bare hands and teeth). Infected spellcasters are capable of casting previously prepared spells, assuming the relevant ability score still permits, but cannot prepare new spells.

Characters infected with blood rabies suffer from a powerful, paranoid delusion, believing that they are continuously under the threat of brutal, physical violence; any being encountered is seen as an attacker. This delusion is so consuming that infected characters will not eat, drink, treat their own wounds, or sleep (until physical exhaustion sets in) and will ultimately suffer the physical consequences of such behavior.

Blood rabies is contagious and can be transmitted through the bite of an infected creature (DC 18).

The effects of blood rabies are permanent and cannot be dispelled. Only remove disease or greater magic will destroy the blood rabies virus. Once the virus is eliminated, the victim’s Charisma and Strength scores immediately return to normal, while Intelligence and Wisdom scores recover at a rate of 1 point each per day. Virtual hit points are also immediately lost, and the character suffers the standard effects if his or her remaining hit point total is zero or less (see Players Handbook, Chapter 8, Injury and Death).

Improved Grab (Ex): Any creature of size medium or smaller struck by both of a quarlazz’s claws is subject to an improved grab. After the second successful claw attack, the quarlazz can attempt a grapple as a free action without provoking an attack of opportunity. Held victims are considered helpless for the purposes of resolving the quarlazz’s bite and sting attacks until able to free themselves from the grapple.

Poison (Ex): Any creature struck by a quarlazz’s stinging tail must immediately make a DC 20 Fortitude Save; failure results in 1d4 rounds of paralysis. A second Fortitude save is required the following round; failure results in 1d8 points of Constitution damage.

Rake (Ex): After a successful improved grab, a quarlazz can rake the victim: 2 talons +7 melee (1d6+2).

Spell-Like Abilities: Always active–detect snares and pits, see invisibility; at will–arcane eye, bane (DC 14), chaos hammer (DC 17), confusion (DC 16), detect scying, dispel magic, greater teleport (self plus 50 lbs. of objects only), invisibility (self only); nightmare (DC 18); 1/day–alter self (no duration limit) reverse gravity, slay living (DC 18). Caster level 15. The save DCs are Charisma-based.

Summon Demon (Sp): Once per day, a quarlazz can summon 2d8 dretches, 1d3 babau, or another quarlazz with a 70% chance of success. This ability is the equivalent of a 6th level spell.

Regeneration: Quarlazzes cannot regenerate damage inflicted by cold iron or good-aligned weapons.

Skills: Quarlazzes receive a +8 racial bonus on Listen and Spot checks.

BACKGROUND
Quarlazzes serve the mighty sorgoth as bodyguards, elite soldiers, and assassins. Though thoroughly chaotic in their dealings with other beings, quarlazzes are, for demons, uncharacteristically loyal to their masters. Whether this dedication is built upon fear, mutual interests, or perhaps dictates from greater powers is unclear.

Quarlazzes share the sorgoth’s disdain for balors. While not so reckless as to engage one of these powerful fiends in solo combat, quarlazzes are known to frequently attack and kill lesser demons believed to be in the service of a balor. Such tactics often ignite raging feuds between balors and sorgoth that culminate in open war.

When on the Material Plane, sorgoth will always be accompanied by several quarlazzes, which, like their masters, will use alter self to disguise their true forms when dealing with mortals. Quarlazzes encountered on the Material Plane may also be acting as scouts, assassins, or retrievers.

When not executing direct orders from a sorgoth, quarlazzes busy themselves patrolling their masters’ domains, viciously intercepting any trespassers, or roaming the chaotic evil planes in the interest of broadening the influence and authority of the sorgoth.

quarlazz.jpg


Edit: Glaive damage, size, and reach corrected.
 
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