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Demodands/Gehreleths Revised

Pants

First Post
Ugh. I said I'd do them and it took me.... almost 3 months to get my sorry butt in gear and finish revising them.

This thread is for anyone who said 'What the hell?' upon reading the Demodand entry in the 'Fiend Folio' (I didn't, but I digress...). This is also for those that said 'Ho hum' upon reading the Demodand entries in the 'Tome of Horrors.'

A couple things to note. 1) I went with the name Gehreleth mostly because, the name Demodand is kinda lame. That's really the only reason, it just so happened that established Planescape cannon had a better name for them.

Also, I did make two entirely new Demodand castes. Now before the purists flay me alive, at least read them first. As far as I know, no (or at least not much) established canon was harmed in the making of this stat write-up. ;)

So, for better or worse, here they are.

FARASTU
Medium Outsider (Chaotic, Gehreleth, Evil, Extraplanar)
Hit Dice: 11d8+88 (137 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 80 ft. (average)
Armor Class: 25 (+4 Dex, +11 natural), touch 14, flat-footed 21
Base Attack/Grapple: +11/+27
Attack: Claw +19 (1d6+8)
Full Attack: 2 claws +19 melee (1d6+8) and bite +17 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Adhesive slime, improved grab, liquefy, rage, spell-like abilities, summon gehreleths
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to acid, fear effects, and poison, resistance cold 10 and fire 10, scent, spell resistance 22, tongues, true seeing
Saves: Fort +14, Ref +11, Will +10
Abilities: Str 27, Dex 19, Con 25, Int 12, Wis 16, Cha 16
Skills: Bluff +18, Climb +30, Diplomacy +20, Intimidate +20, Jump +22, Listen +17, Search +15, Spot +17, Survival +17 (+19 when following tracks)
Feats: Cleave, Improved Initiative, Multiattack, Power Attack
Environment: Tarterian Depths of Carceri
Organization: Solitary, team (2-4), or squad (6-10)
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 12-22 HD (Medium); 23-33 HD (Large)

This strange creature has a gangly, emaciated body, with long arms and legs. Its head is oblong shaped and a pair of thin, membranous wings protrude from its back. A thick, black substance seems to ooze from every pore on its body.

The farastu Gehreleths are the commoners of the Gehreleth race and are relegated to performing menial tasks set by the kelubars and the shators. They are barely tolerated by the more powerful Gehreleths and because of this, they tend to take their aggression out on any poor sod that happens to get into their way.
Occasionally, farastus will set themselves up as petty tyrants, bullying everyone weaker than themselves until something stronger comes along. Farastus also hold grudges for a long time. If a wizard summons a farastu to the prime, that farastu will be back to exact a terrible revenge.
Farastus stand roughly 7 feet tall and weigh about 220 pounds.

COMBAT
Farastus are quite fond of the whole ‘claw and bite them to bits’ tactic. They prefer to fly into a rage during the first round, disarm as many opponents as they can, and then they try to claw them to bits.
A farastu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Adhesive Slime (Ex): The thick, tar-like slime that covers a farastu acts as a powerful adhesive. Farastus have a +8 racial bonus on grapple checks and disarm checks due to their adhesive slime. A farastu frequently chooses to grapple its foes and then maul it with its natural attacks.
A weapon that strikes a farastu is stuck fast unless the wielder makes a Reflex save (DC 21). Prying off a stuck weapon requires a Strength check (DC 21). A farastu can dissolve its adhesive slime at will, and the substance breaks down 1 minute after the creature dies. The save DC’s are Constitution based.
Improved Grab (Ex): If a farastu hits an opponent with a claw attack, it deals normal damage and it can attempt to start a grapple as a free action without provoking an attack of opportunity.
Liquefy (Su): Farastu can assume the form of a thick, tarry, liquid substance. Changing form takes 4 rounds and during this time, the farastu can make only move actions. In this liquid form the farastu loses access to its spell-like abilities, all of its attacks, its improved grab, and its summon ability. It also takes a –6 penalty to Dexterity, a –4 penalty to its natural armor, and its speed reduces to 5 ft. However, the farastu can’t be flanked, and it is immune to stunning, paralysis, sneak attacks, and critical hits while it is liquefied. Farastu can remain in this form indefinitely.
Farastu are often stored away in bottles or small containers in this liquid form and they can be used as a sort of an ‘instant army.’
Rage (Ex): Three times per day, a farastu can fly into frenzy, raging like a barbarian. The farastu gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to Armor Class. The following changes are in effect as long as the rage lasts: HD 12d8+108 (162 hp), AC 23, touch 12, flat-footed 19; Grapple +30; Attack Claw +22 melee (1d6+10); Full Attack 2 claws +22 melee (1d6+10) and bite +20 melee (1d8+5); SV Fort +17, Will +13; Str 31, Con 29. The rage lasts 13 rounds, but the farastu can end it earlier if desired. The farastu is not fatigued at the end of its rage.
Spell-like Abilities: At will – fear (DC 17), invisibility, tongues; 2/day – ray of enfeeblement; 1/day – dispel magic, unholy blight (DC 17). Caster level 11th. The save DC’s are Charisma based.
Summon Gehreleths (Sp): Once per day, a farastu can attempt to summon 1d2 farastu with a 40% chance of success. This is the equivalent of a 6th-level spell.
Skills: A farastu’s adhesive gives it a +8 racial bonus on Climb checks.
 

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Pants

First Post
KELUBAR
Medium Outsider (Chaotic, Gehreleth, Evil, Extraplanar)
Hit Dice: 16d8+128 (200 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: 30 (+4 Dex, +16 natural), touch 14, flat-footed 26
Base Attack/Grapple: +16/+27
Attack: Claw +27 melee (2d6+11 plus acid)
Full Attack: 2 claws +27 melee (2d6+11 plus acid) and bite +25 melee (1d10+5 plus acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acidic slime, breath weapon, liquefy, spell-like abilities, stench, summon gehreleths
Special Qualities: Damage reduction 15/good, darkvision 90 ft., immunity to acid, cold, fear effects, fire, and poison, resistance electricity 10, spell resistance 26, tongues, true seeing
Saves: Fort +18, Ref +14, Will +13
Abilities: Str 33, Dex 19, Con 27, Int 16, Wis 16, Cha 20
Skills: Bluff +28, Concentration +26, Diplomacy +32, Forgery +22, Intimidate +26, Knowledge (arcana) +22, Knowledge (the planes) +22, Listen +22, Sense Motive +28, Spot +22, Use Magic Device +24
Feats: Dodge, Improved Initiative, Mobility, Multiattack, Power Attack, Spring Attack
Environment: Tarterian Depths of Carceri
Organization: Solitary, team (2-4), or squad (6-10)
Challenge Rating: 16
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 17-32 HD (Large); 33-48 HD (Huge)

This grotesque, vaguely humanoid figure is massively obese, with a pair of slimy, membranous wings protruding from its back. Its hands are large with vicious claws and its large mouth is filled with sharp teeth. Its ebony skin seems to secrete a foul smelling substance that sizzles slightly when it drips to the floor.

The kelubar are the lesser nobility of the gehreleth race. They are mad for magical items believing that such things will give them power over their enemies. They are often found away from Carceri searching for magical trinkets, and thus they are frequently encountered away from their home plane.
When they are not out hunting for magical items, kelubar will most likely be found tormenting the poor souls that inhabit Carceri.
Kelubar stand around 6 feet tall and weigh 450 pounds.

COMBAT
Kelubar are devious and cunning opponents often using magical items that they have accumulated to their best effect. However, they will not hesitate to wade into battle, tearing into their opponents with their claws.
A kelubar’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Acidic Slime (Ex): Kelubar’s secrete a horrible, acid from the pores on their bodies. A hit from a kelubar’s bite or claw attack deals an additional 1d6 points of acid damage. This damage is doubled on a successful critical hit. Also, anyone who touches or grapples with a kelubar takes 1d6 points of acid damage.
Breath Weapon (Su): Once every 2d4 rounds, a kelubar can exhale a 40ft. cone of poisonous acid. Those within the cone take 4d6 points of acid damage (Reflex save DC 26 for half). Additionally, those who fail their Reflex saves must make a Fort save (DC 26) or take 1d6 points of Strength damage. The save DC’s are Constitution based.
Liquefy (Su): Kelubar can assume the form of a thick, tarry, liquid substance similar to that of a farastu. Changing form takes 4 rounds and during this time, the kelubar can make only move actions. In this liquid form the kelubar loses access to its spell-like abilities, all of its attacks, its breath weapon, and its summon ability. It also takes a –6 penalty to Dexterity, a –4 penalty to its natural armor, and its speed reduces to 5 ft. However, the kelubar can’t be flanked, and it is immune to stunning, paralysis, sneak attacks, and critical hits while it is liquefied. Kelubar can remain in this form indefinitely.
Spell-like Abilities: At will – fear (DC 19), greater dispel magic, spider climb, 3/day – fog cloud, ray of enfeeblement; 2/day – acid cloud, chaos hammer (DC 19). Caster level 16th. The save DC’s are Charisma based.
Stench (Ex): A kelubar smells of decaying filth. All creatures (except other Gehreleths) within 30 feet must succeed on a Fort save (DC 26) or become nauseous. This condition lasts as long as the creature remains within 30 feet of the kelubar, and for 10 rounds after it leaves. A successful save means the creature is immune to that kelubar’s stench ability for 24 hours. The save DC is Constitution based.
Summon Gehreleths (Sp): Once per day, a kelubar can attempt to summon 1d2 farastu or 1 kelubar with a 60% chance of success. This is the equivalent of a 6th-level spell.
Skills: Kelubar’s have a +4 racial bonus on Bluff, Diplomacy, and Sense Motive checks.


SHATOR
Large Outsider (Chaotic, Gehreleth, Evil, Extraplanar)
Hit Dice: 20d8+220 (310 hp)
Initiative: +8
Speed: 40 ft. (6 squares), fly 80 ft. (poor)
Armor Class: 33 (-1 size, +4 Dex, +14 natural, +6 deflection), touch 19, flat-footed 29
Base Attack/Grapple: +20/+42
Attack: +3 anarchic morningstar +37 melee (3d6+17) or claw +34 melee (2d8+14 plus paralysis)
Full Attack: +3 anarchic morningstar +37/+32/+27/+22 melee (3d6+17) or 2 claws +34 melee (2d8+14 plus paralysis) and bite +32 melee (2d6+7 plus paralysis)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear aura, paralyzing slime, spell-like abilities, summon gehreleths
Special Qualities: Damage reduction 10/-, darkvision 120 ft., defensive aura, immunity to acid, cold, fear effects, fire, and poison, resistance to electricity 10 and sonic 10, scent, spell resistance 30, uncanny dodge
Saves: Fort +23, Ref +16, Will +19
Abilities: Str 39, Dex 19, Con 33, Int 22, Wis 24, Cha 24
Skills: Bluff +30, Concentration +34, Decipher Script +29, Diplomacy +34, Disguise +30 (+32 acting), Intimidate +32, Knowledge (arcana) +29, Knowledge (the planes) +29, Listen +30, Search +29, Sense Motive +30, Spellcraft +31 (+33 scrolls), Spot +30, Use Magic Device +30 (+34 scrolls)
Feats: Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack
Environment: Tarterian Depths of Carceri
Organization: Solitary or group (1 shator, 1 kelubar, 1d6 farastu)
Challenge Rating: 20
Treasure: Double items, plus +3 anarchic morningstar
Alignment: Always chaotic evil
Advancement: 21-40 HD (Large); 41-60 HD (Huge)

Almost absurdly obese, this creature stands near 9 feet tall. Its body is covered in roll upon roll of fat from which ooze a clear liquid. Most of its head is a large mouth, which is ringed with row upon row of shark-like teeth. Two wings jut from its back and a pair of powerful stick comically out of the side of its obese frame. Despite its almost humorous appearance, dark malevolent power seems to roll of this creature in waves.

The shator are the nobility of gehreleth society, the wardens or Carceri, and the commanders of gehreleth strike teams. The shator are the physically most powerful caste of fiends in the multiverse. The ultroloths rival the shator not in mere physical power, but in mental power, while the balor and the pit fiends occupy a space somewhere in the middle. Nevertheless, while they lack the arcane power of the other fiends, the shator are still a force to be reckoned with. To see a shator is to become a petitioner.
Shator stand near 9 feet tall and weigh 1,000 pounds.

COMBAT
Shator, being extremely intelligent, usually try to soften up their foes using their spell-like abilities before wading into battle. Only then is the true power of the shator revealed, for their physical attacks are what make them truly feared. Shators sometimes carry +3 anarchic morningstars into battle, but they just as often rely on their powerful claws and their bites.
Occasionally shators will subdue or ally themselves with tarterian dragons, mostly they raise chimeras to serve as pets and battle companions. Oddly enough, shators can be quite kind to their multiheaded pets, despite the fiendish ichor flowing through them.
A shator’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Fear Aura (Su): A shator can radiate a 5-foot-radius fear aura as a free action. A creature in this area must succeed at a Will save (DC 27) or be affected as though by a fear spell (caster level 20th). A creature that successfully saves cannot be affected again by the same shator’s aura for 24 hours. Other gehreleth are immune to this ability. The save DC is Charisma based.
Defensive Aura (Su): A shator is constantly surrounded by an aura of repelling power, giving it a +6 deflection bonus to AC. If this effect is dispelled, the shator can resume it as a free action on its next turn. This is the equivalent of 9th level spell.
Paralyzing Slime (Ex): The shator’s skin constantly secretes a paralyzing toxin. Anyone struck by a shator’s bite or claw attack must make a Fort save (DC 31) or by paralyzed for 1d4 rounds. Those who succeed on their Fort saves are immune to that shator’s paralyzing slime for 24 hours. The save DC is Constitution based.
Spell-like Abilities: At will – dispel magic, fear (DC 19), spider climb, 3/day – ray of enfeeblement, stinking cloud (DC 20); 1/day – cloudkill (DC 22) (DC 19), maze. Caster level 16th. The save DC’s are Charisma based.
Summon Gehreleths (Sp): Once per day, a shator can automatically summon 1d4 farastu or 1d2 kelubar or he can attempt to summon 1 shator with a 30% chance of success. This is the equivalent of a 9th-level spell.
Uncanny Dodge (Ex): A shator’s superior senses allow it to react to danger before it normally should. The shator retains its Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. It still loses its Dexterity modifier if it is immobilized.
 
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Pants

First Post
ARUTAR
Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 6d8+21 (48 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +6/+9
Attack: Slam +9 melee (1d6+3 plus dissolving touch)
Full Attack: 2 slams +9 melee (1d6+3 plus dissolving touch) and bite +7 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Devour, dissolving touch, spell-like abilities, summon undead
Special Qualities: Curse of the ravenous, damage reduction 5/good or lawful, immunity to acid, fear effects, mind-affecting effects, and poison, resistance to cold 10 and fire 10, spell resistance 16
Saves: Fort +8, Ref +7, Will +5
Abilities: Str 17, Dex 15, Con 17, Int 6, Wis 10, Cha 8
Skills: Climb +13, Concentration +12, Intimidate +8, Jump +13, Listen +9, Spot +9
Feats: Dodge, Multiattack, Toughness
Environment: Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: Special

This stocky, grotesquely fat creature is about the size of a dwarf. Its skin is a dull brown, covered in discolored, cancerous growths from which ooze a foul smelling clear liquid. Its two long, flabby arms end in powerful, meaty fists. Long pointed ears jut from the sides of its oblong shaped head. Its small pig-like eyes, glimmer with a dim, bestial intelligence.

According to the legends, the stories, and barmy bunk, Apomps the three-faced created three different types of Gehreleths; the farastu, the kelubar, and the shator. Where then, do the arutar fit in? Rumor has it that an elven wizard of little renown discovered several tomes that referenced a place called ‘The Sanctum.’ This place, supposedly hidden somewhere in Agathion, the lower depths of Pandemonium, was reportedly a storehouse for ancient knowledge. The wizard set out in search of ‘The Sanctum’ with a small group of adventurers. Of course, as is usual for these kinds of tales, they never returned. Well, they did actually, only several hundred years had passed and only the elven wizard returned, quite insane, and commanding terrible arcane powers. The group of adventurers had been transformed into what are now known as the arutar.
The elven wizard was killed shortly after by yet another group of adventurers. Into their hands came a spell that could create an arutar from a recently dead corpse. Since then, the arutar have begun to slowly spread across the planes as the spell has been copied and stolen multiple times.
However, the arutar's relationship with the gehreleths remains a mystery. Both are created in similar ways and both are similarly tainted by chaos - the arutars even more so. One thing is certain, the gehreleths hate the arutars. Gehreleths kill them on sight and since their first appearance on the planes, small groups of gehreleths have been known to leave Carceri for the explicit purpose of eliminating them. Whatever their relationship is, there must be some connection.
Arutars stand roughly 4.5 feet tall and weigh 300 pounds. Arutars – being quite stupid – are unable to speak anything but unintelligible slobbering noises, however they can understand the language of their creator.

COMBAT
Arutars are simple opponents. Unless commanded otherwise, they simply rush forward and attack, rarely ever using tactics or their spell-like abilities. The smell of recently dead flesh will drive an arutar into a frenzy and they will often stop fighting to begin devouring corpses.
An arutar’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Curse of the Ravenous (Su): Arutars are unnatural blights upon the planes, even more corrupted by chaos than the ‘True Gehreleths,’ thus they are cursed by the very process that created them. Every day, an arutar must consume at least one corpse with HD equal to half its own, or its body begins to break down. Every day, that an arutar does not consume a suitable corpse, it takes 1d6 points of Constitution drain as its body begins to liquefy. This Constitution drain can only be restored when the arutar begins feeding again and then it heals at the rate of 1 point per day of regular feeding.
An arutar afflicted by the curse can only take a single move or standard action each round. Its body is constantly wracked in pain and it takes a –2 penalty on all attack and damage rolls.
Devour (Su): Arutar’s gain advance in HD by devouring the flesh of the recently dead. Whenever an arutar devours three corpses of creatures with HD equal to or greater than its own, it gains an additional Hit Dice, its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points and feats normally as well. Also, it increases the arutar’s Strength, Constitution, Intelligence, spell resistance, and natural armor by +1. Arutar’s are not picky when they devour corpses, however only corpses that have been dead for 10 minutes or less give the arutar any bonuses. Feeding on a corpse requires a full-round action.
When an arutar reaches 12 Hit Dice it immediately begins a transformation that will turn it into a nasfaru. The arutar will enclose itself in a membranous cocoon, which takes a full-round action. In this form, the arutar gains a +10 bonus to its spell resistance, natural armor, and Constitution. It also gains Regeneration 5, and it only takes normal damage from good-aligned weapons, lawful-aligned weapons, or spells with the good or lawful descriptor. After 24 hours, the nasfaru has completed its transformation and it will emerge from its cocoon fully healed. Once it has emerged from its cocoon, it automatically becomes uncontrolled, usually attempting to exact revenge against the caster. Smart wizards usually try to destroy arutars that are on the cusp of their transformation.
Corpses so devoured in this way are impossible to raise from the dead or resurrect if any part of the body is required. There is a 50% chance that even a wish, miracle, or true resurrection will fail.
Dissolving Touch (Su): An arutar’s slam attack causes the flesh to liquefy and slough off of its opponent’s body. Any creature hit by an arutar’s slam must succeed at a Fort save (DC 16) or take 1d4 points of Constitution damage. A creature that is reduced to 0 Con, turns into a pulpy, liquid mass as all of its flesh, bones, and organs are liquefied. The save DC is Constitution based.
Spell-like Abilities: Continuous – deathwatch; 1/day – darkness, desecrate. Caster level 6th.
Summon Undead (Sp): Once per day, an arutar can automatically summon 1d4 ghouls or 1 ghast. These creatures serve the arutar for 1 hour and return from whence they came. This is the equivalent of a 4th-level spell.

Create Arutar
Transmutation [Chaos, Evil]
Level: Sor/Wiz 8
Components: V, S, M, XP
Casting Time: 8 hours
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One humanoid corpse
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: No

This spell imbues a humanoid corpse with the power of the Lower Planes transforming it into an arutar. Once the transformation has been completed, the newly created arutar must make a Will save. If it fails the Will save, it becomes completely subservient to the caster, obeying all commands given to it. If it succeeds on its Will save, it becomes uncontrolled, usually going on a rampage and usually trying to attack the caster. The arutar cannot speak any languages other than bestial grunting and slobbering, but it can understand any language that its master speaks.
Wizards must be wary, for whenever an arutar gains an additional Hit Die from its Devour ability, it gets to make another Will save against the same DC as what it made before. Success results in the arutar becoming uncontrolled and most likely, quite unhappy.
Material Component: The corpse of a medium sized humanoid that must be dead no more than 3 days.
Xp Cost: 3,000


NASFARU
Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 12d8+ (138 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 24 (+2 Dex, +12 natural), touch 12, flat-footed 22
Base Attack/Grapple: +12/+18
Attack: Claw +18 melee (2d4+6)
Full Attack: 2 claws +18 melee (2d4+6) and tail slash +16 melee (1d6+3 plus poison) and bite +16 melee (1d8+3 plus ghoul fever)
Space/Reach: 5 ft./5 ft.
Special Attacks: Command undead, ghoul fever, poison, spell-like abilities, summon undead
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to acid, fear effects, mind-affecting effects, and poison, regeneration 3, resistance cold 10 and electricity 10, spell resistance 21
Saves: Fort +15, Ref +10, Will +11
Abilities: Str 23, Dex 15, Con 25, Int 16, Wis 16, Cha 18
Skills: Bluff +19, Climb +21, Concentration +21, Hide +17, Intimidate +21, Knowledge (arcane) +18, Listen +18, Move Silently +17, Spellcraft +20, Spot +18, Use Magic Device +19 (+21 scrolls)
Feats: Combat Reflexes, Dodge, Mobility, Multiattack, Toughness
Environment: Lower Planes
Organization: Solitary or team (1 nasfaru, 1d2 arutar and 1d4 ghasts)
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 13-24 HD (Medium); 25-36 HD (Large)

This strange creature seems to be made entirely of bones. Loose, leather brown skin is stretched tight over the creature’s entire body. Two, long arms dangle well past its knees and its three-fingered hands almost scrape against the ground. Two long, pointed ears rise well above its head. A line of thin, serrated discs jut out from the creature’s neck and trail its spine all the way to its lower back. Its eyes gaze balefully out from its sunken eye sockets.

The nasfaru are the advanced forms of the arutar. During the transformation, the arutar gains an impressive array of powers, superior strength, and an increased intellect. They are wholly terrible, avaricious, and cruel.
The first nasfaru appeared only several months after the appearance of the arutar and since then, they have been slowly spreading like a plague across the lower planes. What makes this even more alarming is the nasfaru’s inborn power to propagate more of its species.
Several nasfaru have been sighted in Pandemonium, acting as haughty barons of small nests of wights, ghasts, and other loathsome undead. Some rumors have been floating about of an incredibly powerful nasfaru named Naphrellon that has been serving Orcus in Thanatos. Rumors persist that in its (very) short existence, Naphrellon may be evolving into something even higher than a nasfaru. Could the Rule of Threes apply even to these degenerates? Whatever it is, the nasfaru share an equal dislike of the ‘leths, although there isn’t much they can do about it.
Other nasfaru have been spotted in Hades, Limbo, and Gehenna. Not surprisingly, none have been spotted on Carceri. The Gehreleths seem just as dedicated to wiping out the nasfarus, although the creature’s increased cunning and strength is making it rather hard on the ‘leths.
Nasfaru stand around 7 feet tall and weigh 190 pounds.

COMBAT
Nasfaru are wary opponents, wholly dedicated to saving their own lives. They prefer to fight using minions and they aren’t above retreating or using hit and run tactics. They know that they are the new underdogs in the multiverse, they know that ‘leths are around every corner waiting. No one is looking out for them except themselves and they know that pride and arrogance will get them nowhere except in the dead book.
An nasfaru’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Command Undead (Su): A nasfaru can rebuke and command undead as a 12th-level cleric.
Ghoul Fever (Su): Disease – bite, Fortitude DC 22, incubation period 1 hour, damage 1d4 Con and 1d4 Dex. The save DC is Constitution based.
The nasfaru transfers a particularly vicious strain of ghoul fever that is not a natural disease, but a terrible curse a lot like mummy rot. Unlike normal strains of the disease, this ghoul fever continues until the victim reaches 0 Constitution (and dies) or is cured as described below.
A character attempting to cast any conjuration (healing) spell on a creature afflicted with this strain of ghoul fever must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
To eliminate this ghoul fever, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the ghoul fever can be magically cured as any normal disease.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Poison (Ex): A nasfaru secretes a poison from its barbed tail. Anyone struck by its tail must make a Fort save (DC 22) or take 1d6 points of Con damage. This poison is a particularly potent version of the arutar’s dissolving flesh. The poison slowly liquefies the innards of the creature until he collapses in on itself in a pulpy mass. The save DC is Constitution based.
Spell-like Abilities: Continuous – deathwatch; At will – chaos hammer (DC 18), contagion (DC 18), deeper darkness, desecrate, unholy blight (DC 18); 3/day – dimension door; 1/day – create undead; 1/week – create arutar, ethereal jaunt. Caster level 15th. The save DC’s are Charisma based.
Summon Undead (Sp): Once per day, an arutar can automatically summon 2d6 ghouls, 1d4 ghasts, or 1d4 wights. These creatures serve the nasfaru for 1 hour and then return from whence they came. This is the equivalent of a 6th-level spell.
Regeneration (Su): A nasfaru takes normal damage from good-aligned or lawful-aligned weapons, and from spells or effects with the good or the lawful descriptor.
 
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demiurge1138

Inventor of Super-Toast
I was a big fan of the "revising the yugoloths" project, and I like these guys a lot, too. I have a few questions, though. Where did the liquefy ability come from? Planescape, or is it original? And how long does it take a faratsu or kelubar to change back? Also, did you take the name "nasfaru" from nosferatu?

So, how about revising the MMII and FF demons and devils to match their 3.5 MM relatives? ;)

Demiurge out.
 

Pants

First Post
demiurge1138 said:
I was a big fan of the "revising the yugoloths" project, and I like these guys a lot, too. [/b]
Thanks.


I have a few questions, though. Where did the liquefy ability come from? Planescape, or is it original?
That's from Planescape. The ability (strangely) isn't listed in the Monstrous Compendium but it is in Faces of Evil. Strange, no?


And how long does it take a faratsu or kelubar to change back?
4 rounds. Hm, changing form was supposed to refer to changing from either form, but I guess that could be confusing...


Also, did you take the name "nasfaru" from nosferatu?
Not in the slightest. :p
I thought it sounded cool so I stuck with it. Although, I wouldn't put it past my subconscious for using that name.


So, how about revising the MMII and FF demons and devils to match their 3.5 MM relatives? ;)
I'd love to revise some of those fiends, especially the newer 3.0 creations (Klurichir, the Myrmyxicus, the Kelvezu, and the Paelyrion respectively), however I would probably be infringing on WotC's material were I to do 3.5 conversions.
I was, however, thinking of doing the Malebranche, Amnizu, and several fiends from older editions.
 


Devon

First Post
I had created a new gehreleth race as well, so you're not alone in your madness.

I think they look nice. Oddly enough, the one I created was also undead-savvy (it animated skeletons, though). After reviewing the canon on gehreleths, I shimmied it over to the yugoloth camp. Perhaps I should shift it back?

- Devon
 
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