BOZ
Creature Cataloguer
"The Creature" (aka "Demon")
http://www.enworld.org/showthread.php?t=78935
The Creature of Havenmere
Medium Monstrous Humanoid (Extraplanar)
Hit Dice: 14d8+98 (161 hp)
Initiative: +4
Speed: 30 ft (6 squares), climb 20 ft
Armor Class: 22 (+12 natural), touch 10, flat-footed 22
Base Attack/Grapple: +14/+19
Attack: Claw +19 melee (2d6+5)
Full Attack: 2 claws +19 melee (2d6+5) and bite +14 melee (2d8+2)
Space/Reach: 5 ft/5 ft
Special Attacks: acidic sweat, barrage of magic missiles, caustic saliva, spell-like abilities
Special Qualities: damage reduction 10/magic and piercing or slashing, darkvision 60 ft, fast healing 3, immunity to acid, fire, mind-affecting effects, paralysis, poison, and sleep, inscrutable mind, spell resistance 29
Saves: Fort +11, Ref +9, Will +13
Abilities: Str 21, Dex 11, Con 24, Int 13, Wis 19, Cha 20
Skills: Balance +7, Climb +23, Concentration +14, Jump +12, Listen +17, Spot +11, Survival +11
Feats: Blind-Fight (B), Improved Initiative, Multiattack, Power Attack, Skill Focus (Climb), Track
Environment: Unknown Alternate Material Plane
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Neutral evil
Advancement: ---
Level Adjustment: ---
This humanoid entity is broad and muscular, with hairless gray skin with a nearly metallic sheen. Its head is disproportinally small in comparison to its body, set on a short, thick neck. Its broad face boast no ears, while two large nostrils are all it has for a nose. Circular, bonelike ridges protect its red eyes. Its mighty arms end in four-fingered hands with wickedly curved claws. A glistening sheen of sweat coats its body, and a bitter reek accompanies its presence.
The Creature of Havenmere is a member of an evil race of monstrous humanoids from an alternate Material Plane. These beings live only to destroy all life other than themselves. On its homeworld, a place of jagged mountains and deadly precipices, its race is the dominant species.
Trapped on this Material Plane by an unusual storm, the creature has quickly resumed its modus operandi, finding the local villagers to be perfect targets for its destructive urges. Unlike many evil beings, the Creature does not enjoy intimidation, torture, or toying with its prey; it is only concerned with snuffing out life in the most expedient manner.
Because of its otherworldly appearance, destructive nature, and array of spell-like abilities, the local villagers who have seen the Creature believe it to be a form of demon.
Although its arrival on this Material Plane was accidental, the Creature has quickly adapted to these new hunting grounds and is in no hurry to return to its home plane. Its goals are simple: eradicate all life in the immediate vicinity, then move on to richer hunting grounds.
The creature is 6 feet tall and weighs about 300 pounds.
COMBAT
The creature is a cunning combatant, using terrain and its abilities to great effect. It often combines its powers to greater impact, such as using heat metal on an opponent's armor followed by slow to increase its torment. It prefers to fight from higher ground, often climbing sheer cliff faces and peppering its opponents with a barrage of magic missiles. If battle swings in favor of the opposition, the creature uses its tongues and suggestion abilities to save its hide, and will offer riches and powers it cannot actually provide in exchange for its freedom.
Acidic Saliva (Ex): The Creature's bite is extremely acidic and highly toxic. Anyone bitten by the Creature must make a DC 24 Fortitude save or take an additional 3d8 points of acid damage. The save DC is Constitution-based.
Barrage of Magic Missiles (Sp): At will, the creature may use magic missile (caster level 25th), except the spell takes effect twice on the chosen targets simultaneously. The affected creatures receives the effects of each spell individually (requiring two separate caster level checks to beat a target's spell resistance).
Caustic Sweat (Ex): A "demon" that performs a stressful activity, such as combat or carrying a heavy load for at least two rounds, begins to sweat. This perspiration is strongly acidic, dealing 1d4 points of acid damage to any creature that touches the Creature with a natural attack or unarmed strike. The Creature also deals this acid damage each round to a grappled opponent. The sweat usually lingers for the duration of the stressful activity, and for a number of rounds equal to the Creature's Constitution modifier after the activity ended.
The creature's sweat has a bitter reek, and is considered an overpowering scent, meaning the Creature can be detected at triple normal range by creatures with the scent ability.
Spell-Like Abilities: At will - feather fall, gust of wind (DC 17), heat metal (DC 17), shatter (DC 17), slow (DC 18); 5/day - blindness/deafness (DC 17), confusion (DC 19), fireball (DC 18), delayed blast fireball (DC 22), jump, shocking grasp; 1/day - earthquake (DC 23), fire storm (DC 23), power word stun, reverse gravity (DC 22), suggestion (DC 18), tongues, wall of ice (DC 19). Caster level 25th. The save DCs are Charisma-based.
Inscrutable Mind (Ex): Any creature attempting to establish a telepathic link to the creature's mind (via detect thoughts, a psionic ability, dominate monster, and so on) must make succeed on a DC 22 Will save or suffer the effects of confusion as cast by a 14th-level sorcerer. The save DC is Charisma-based.
Skills: The creature has a +4 racial bonus on Listen checks.
The creature has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. *It has a +4 racial bonus on Survival checks when tracking by scent.
Originally found in Dungeon Magazine #14 ("A Question of Balance," November/December 1988, Nigel D. Findley).
http://www.enworld.org/showthread.php?t=78935
The Creature of Havenmere
Medium Monstrous Humanoid (Extraplanar)
Hit Dice: 14d8+98 (161 hp)
Initiative: +4
Speed: 30 ft (6 squares), climb 20 ft
Armor Class: 22 (+12 natural), touch 10, flat-footed 22
Base Attack/Grapple: +14/+19
Attack: Claw +19 melee (2d6+5)
Full Attack: 2 claws +19 melee (2d6+5) and bite +14 melee (2d8+2)
Space/Reach: 5 ft/5 ft
Special Attacks: acidic sweat, barrage of magic missiles, caustic saliva, spell-like abilities
Special Qualities: damage reduction 10/magic and piercing or slashing, darkvision 60 ft, fast healing 3, immunity to acid, fire, mind-affecting effects, paralysis, poison, and sleep, inscrutable mind, spell resistance 29
Saves: Fort +11, Ref +9, Will +13
Abilities: Str 21, Dex 11, Con 24, Int 13, Wis 19, Cha 20
Skills: Balance +7, Climb +23, Concentration +14, Jump +12, Listen +17, Spot +11, Survival +11
Feats: Blind-Fight (B), Improved Initiative, Multiattack, Power Attack, Skill Focus (Climb), Track
Environment: Unknown Alternate Material Plane
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Neutral evil
Advancement: ---
Level Adjustment: ---
This humanoid entity is broad and muscular, with hairless gray skin with a nearly metallic sheen. Its head is disproportinally small in comparison to its body, set on a short, thick neck. Its broad face boast no ears, while two large nostrils are all it has for a nose. Circular, bonelike ridges protect its red eyes. Its mighty arms end in four-fingered hands with wickedly curved claws. A glistening sheen of sweat coats its body, and a bitter reek accompanies its presence.
The Creature of Havenmere is a member of an evil race of monstrous humanoids from an alternate Material Plane. These beings live only to destroy all life other than themselves. On its homeworld, a place of jagged mountains and deadly precipices, its race is the dominant species.
Trapped on this Material Plane by an unusual storm, the creature has quickly resumed its modus operandi, finding the local villagers to be perfect targets for its destructive urges. Unlike many evil beings, the Creature does not enjoy intimidation, torture, or toying with its prey; it is only concerned with snuffing out life in the most expedient manner.
Because of its otherworldly appearance, destructive nature, and array of spell-like abilities, the local villagers who have seen the Creature believe it to be a form of demon.
Although its arrival on this Material Plane was accidental, the Creature has quickly adapted to these new hunting grounds and is in no hurry to return to its home plane. Its goals are simple: eradicate all life in the immediate vicinity, then move on to richer hunting grounds.
The creature is 6 feet tall and weighs about 300 pounds.
COMBAT
The creature is a cunning combatant, using terrain and its abilities to great effect. It often combines its powers to greater impact, such as using heat metal on an opponent's armor followed by slow to increase its torment. It prefers to fight from higher ground, often climbing sheer cliff faces and peppering its opponents with a barrage of magic missiles. If battle swings in favor of the opposition, the creature uses its tongues and suggestion abilities to save its hide, and will offer riches and powers it cannot actually provide in exchange for its freedom.
Acidic Saliva (Ex): The Creature's bite is extremely acidic and highly toxic. Anyone bitten by the Creature must make a DC 24 Fortitude save or take an additional 3d8 points of acid damage. The save DC is Constitution-based.
Barrage of Magic Missiles (Sp): At will, the creature may use magic missile (caster level 25th), except the spell takes effect twice on the chosen targets simultaneously. The affected creatures receives the effects of each spell individually (requiring two separate caster level checks to beat a target's spell resistance).
Caustic Sweat (Ex): A "demon" that performs a stressful activity, such as combat or carrying a heavy load for at least two rounds, begins to sweat. This perspiration is strongly acidic, dealing 1d4 points of acid damage to any creature that touches the Creature with a natural attack or unarmed strike. The Creature also deals this acid damage each round to a grappled opponent. The sweat usually lingers for the duration of the stressful activity, and for a number of rounds equal to the Creature's Constitution modifier after the activity ended.
The creature's sweat has a bitter reek, and is considered an overpowering scent, meaning the Creature can be detected at triple normal range by creatures with the scent ability.
Spell-Like Abilities: At will - feather fall, gust of wind (DC 17), heat metal (DC 17), shatter (DC 17), slow (DC 18); 5/day - blindness/deafness (DC 17), confusion (DC 19), fireball (DC 18), delayed blast fireball (DC 22), jump, shocking grasp; 1/day - earthquake (DC 23), fire storm (DC 23), power word stun, reverse gravity (DC 22), suggestion (DC 18), tongues, wall of ice (DC 19). Caster level 25th. The save DCs are Charisma-based.
Inscrutable Mind (Ex): Any creature attempting to establish a telepathic link to the creature's mind (via detect thoughts, a psionic ability, dominate monster, and so on) must make succeed on a DC 22 Will save or suffer the effects of confusion as cast by a 14th-level sorcerer. The save DC is Charisma-based.
Skills: The creature has a +4 racial bonus on Listen checks.
The creature has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. *It has a +4 racial bonus on Survival checks when tracking by scent.
Originally found in Dungeon Magazine #14 ("A Question of Balance," November/December 1988, Nigel D. Findley).
Last edited: