D&D 3E/3.5 [Kulan] Fiend Lexicon (Updated: Sept 22/07)

Knightfall

World of Kulan DM
Vampiric Demon Queen

BOZ said:
good call. :cool:

Thanks. And here's another...
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Doodvrouw, “Death Queen” (Advanced Marilith/Half-Vampire/Mortal Hunter10)
Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice:
20d8+200 + 10d10+100 (445 hp)
Initiative: +10
Speed: 40 ft. (8 squares)
AC: 33 (-1 size, +6 Dex, +18 natural), touch 15, flat-footed 27
Base Attack/Grapple: +25/+40
Attack: +39 melee (2d6+14 plus 1d6 fire/19-20, +3 flaming longsword) or +35 melee (3d6+10, slam) or +35 melee (5d6+10, tail slap)
Full Attack: +35/+30/+25/+20 melee (2d6+14 plus 1d6 fire/19-20, +3 flaming longsword) and +33 melee (2d6+5/19-20, 5 mw longswords) and +33 melee (5d6+5, tail slap) or +35 melee (3d6+10, 6 slams) and +33 melee (5d6+5, tail slap)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Charm gaze, claws of the overfiend, constrict 4d6+15, improved grab, mortalbane shout, mortal hunting +4, spell-like abilities, spells, slay mortal, smite mortals, summon tanar’ri
Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., detect mortals, fast healing 1 (special), immunity to electricity and poison, mortal skin (any), resistance to acid 10, cold 15, electricity 5, and fire 10, spell resistance 25, spurn mortal magic, telepathy 100 ft., true seeing
Saves: Fort +27, Ref +23, Will +21
Abilities: Str 32 (+11), Dex 22 (+6), Con 30 (+10), Int 18 (+4), Wis 18 (+4), Cha 26 (+8)
Skills: Bluff +32, Concentration +32, Diplomacy +31, Disguise +19 (+21 acting), Hide +28, Intimidate +31, Knowledge (arcana) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +46, Move Silently +32, Search 27, Sense Motive +27, Spellcraft +26 (+28 scrolls), Spot +46, Survival +22 (+24 following tracks), Use Magic Device +30 (+32 scrolls)
Feats: Alertness, Boost Spell-Like Ability (blade barrier) B, Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech, Improved Initiative B, Mortalbane, Multiattack, Multiweapon Fighting, Power Attack, Track, Weapon Focus (longsword)

Continent/Region: Any
Environment: Infinite Layers of the Abyss
Organization: Unique; or hunting group (with 2 fiendish displacer beasts, 1d4 hell hounds, and 1 howler)
Challenge Rating: 25
Treasure: Double coins; triple goods; double items, plus one +3 flaming longsword and 5 masterwork longswords
Alignment: Chaotic evil
Advancement: --

The marilith known throughout the Outer Planes simply as the “Death Queen” is a powerful demonic vassal of the Demon Prince of the Undead, Orcus. Very few outside of the layer of Thanatos, which Orcus rules, know of Doodvrouw or its deference to the Demon Prince of the Undead. However, knowledge of it and its active machinations for its lord are becoming more widely known throughout the Abyss and beyond.

Doodvrouw started out as just another marilith in the armies of Orcus, before the time of the demon lord’s death and eventual resurrection as an undead demon. The marilith time and again stayed true to its devotions to Orcus, a rarity amongst demon kind. Eventually, Orcus, as Tenebrous, took the marilith into its confidence, along with several others that the undead demon lord believed it could trust. (As much as any demon can trust another.)

It was at this time that Doodvrouw was gifted with her half-vampire heritage, something that only the Demon Prince of the Undead could accomplish, without much difficulty. Tenebrous also charged the marilith with the task of hunting down any mortals that might suspected the demon lord’s true identity or that had stumbled onto some obscure knowledge that could lead to the discovery.

Thus, Doodvrouw evolved into the position it now holds, as the chief assassin of Orcus when mortals need to be killed. After the Demon Prince of the Undead reconstituted its power, knowledge of the “Death Queen” began to spread throughout the Outer Planes. Doodvrouw relishes its newfound position of power and strength, although the marilith knows that it will have to wait many centuries before either striking out on its own or trying to usurp Orcus.

Of course, Orcus already knows of Doodvrouw’s plans but is content to continue using the marilith until it has outlived its usefulness. Orcus would even be willing to release the “Death Queen” from its service, but only if doing so would benefit the Demon Prince in someway.

Doodvrouw appears much like any marilith, but instead of wearing bangles and jewelry, the demon prefers to wear ornaments carved from the bones of mortals that it has killed. These ornaments are hauntingly beautiful to the eye and, yet, vile to the other senses, especially touch and smell. Doodvrouw’s ‘scaly coils’, as per the description of the marilith on page 45 of D&D Monster Manual v.3.5 are mottled black and blood red.

Doodvrouw speaks the following languages: Abyssal, Celestial, Common, Draconic, Giant, Goblin, and Infernal.

Combat
Each of Doodvrouw’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm.

Doodvrouw’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.

Charm Gaze (Ex): Doodvrouw can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that Doodvrouw must use a standard action, and those merely looking at the demon are not affected. Anyone Doodvrouw targets must make a successful Will save (DC 28) or fall under the demon’s influence as though affected by a charm monster spell (caster level: 20th). Any creature that successfully saves against the Doodvrouw’s charm gaze cannot be affected by its charm gaze for 24 hours. The ability has a range of 30 feet.

Constrict (Ex): Doodvrouw deals 4d6+15 points of damage with a successful grapple check. The constricted creature must succeed on a DC 30 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Improved Grab (Ex): To use this ability, Doodvrouw must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Mortalbane Shout (Su): Doodvrouw can, once per day, give a shout that stuns for 1 round all mortals within 50 feet who fail a Fortitude save (DC 28).

Mortal Hunting (Ex): Doodvrouw gains a bonus against mortals due to its extensive study of them and training in the proper combat techniques. The demon gains a +4 bonus on attack and damage rolls against mortals and the same bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against mortals. The damage bonus applies to ranged weapons only against targets within 30 feet (the demon cannot strike with deadly accuracy beyond that range). The bonus does not apply to damage against creatures that are immune to critical hits.

Spell-like Abilities: At will – align weapon, blade barrier (DC 26), magic weapon, project image (DC 24), polymorph, see invisibility, telekinesis (DC 23), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 26). Caster level: 16th. The save DCs are Charisma-based.

Spells (cast 0/4/4/4/3): 1st – cause fear, charm person, detect good, heartache, protection from good, sleep, unnerving gaze. 2nd – detect thoughts, evil eye, hold person, magic circle against good, see invisibility, web, wither limb. 3rd – flesh ripper, mirror sending, nondetection, scrying, suggestion, vile lance, wrack. 4th – arcane eye, call dretch horde, locate creature, mortality undone, phantasmal killer, resonating resistance. The save DCs equal 18 plus the level of the spell, and are Charisma-based.

Slay Mortal (Su): Doodvrouw can attempt to slay a mortal with its touch once per day. If the demon succeeds at a melee touch attack, the mortal must make a Fortitude saving throw (DC 28) or die instantly.

Smite Mortal (Su): Once per day, Doodvrouw may attempt to smite mortals with one normal melee attack. It adds its Wisdom modifier (+4) to its attack roll and deals 20 extra points of damage. If the demon accidentally smites a creature that is not a mortal, the smite has no effect but is still used up for that day.

Summon Tanar’ri (Sp): Once per day, Doodvrouw can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or one marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

Detect Mortals (Su): Doodvrouw can use detect mortals at will. This ability duplicates the effect of detect undead cast by a 15th-level caster, except that mortals are detected.

Fast Healing (Ex): Doodvrouw heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the demon has more than half its full normal hit points, its fasting healing does not function (but other forms of healing still function normally).

Mortal Skin (Su): By magically grafting bits of mortal flesh to its own body, Doodvrouw gains the ability to transform (as the polymorph self spell). The demon can adopt any mortal form. If the flesh used is from the exact individual being imitated then the duration is permanent. If the flesh is from a being of the same type as the form adopted then the duration is 1 hour. If the flesh is not the same type as the form adopted then the duration is 10 minutes. In all cases, the demon can dismiss the ability as a standard action. Otherwise, this ability works as the polymorph self spell, and the demon can call upon it once per day.

Spurn Mortal Magic (Su): Doodvrouw applies its Wisdom modifier (+4) as an additional bonus on all saving throws against spells and spell-like abilities used by mortals. Will saving throws, thus, add double the normal Wisdom modifier.

True Seeing (Su): Doodvrouw continuously uses this ability, as the spell (caster level: 16th).

Skills: Doodvrouw has a +2 racial bonus on Bluff, Hide, and Move Silently and +10 racial bonus on Listen and Spot checks.

Feats: In combination with its natural abilities, Doodvrouw’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.
 
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Knightfall

World of Kulan DM
Lesser Demon Prince

Mestarijää, “Master of Ice” (Ice Giant/Immortal Template/Fiendish Template)
Large Outsider (Chaos, Cold, Extraplanar, Evil)
Hit Dice:
13d10+52 (123 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 19 (-1 size, +6 natural, +4 deflection), touch 13, flat-footed 19
Base Attack/Grapple: +7/+16
Attack: +11 melee (2d8+7/x2, Large +3 frost club)
Full Attack: +11/+6 melee (2d8+7/x2, Large +3 frost club)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Smite good 4/day
Special Qualities: Bonus feat (snowshoes), damage reduction 10/magic, commune, fast healing 3, immunity to cold, immortal immunities, low-light vision, regeneration (see text), resistance to acid 10, electricity 10, cold 20, and fire 20, spell resistance 18, timeless body, vulnerability to fire
Saves: Fort +12, Ref +8, Will +8
Abilities: Str 20 (+5), Dex 10 (+0), Con 19 (+4), Int 11 (+0), Wis 11 (+0), Cha 10 (+0)
Skills: Balance +5, Bluff +5, Climb +25, Diplomacy +5, Intimidate +5, Jump +25, Listen +20, Sense Motive +4, Spot +20
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack, Snowshoes B

Continent/Region: Lands of Harqual
Environment: Paraelemental Plane of Ice
Organization: Unique
Challenge Rating: 13
Treasure: Double standard, plus one Large +3 frost club
Alignment: Chaotic evil
Advancement: --

Mestarijää is a lesser demon prince of the Paraelemental Plane of Ice. The demon serves the Finnish deity Hiisi, The Lord of Darkness, who is currently trapped on Carceri. The demon exiled itself to the Paraelemental Ice shortly after its master was imprisoned, as its lord’s enemies came looking for it, and has gained a substantial following of ice giants * and frost giants, as well as ice paraelementals, frost folk *, and marzannas *.

Soon after Hiisi was imprisoned Mestarijää worked diligently to free his lord from Carceri. However, as the centuries past, the demon has become more concerned with increasing its own power.

Mestarijää speaks the following languages: Abyssal and Giant.

*Ice giants are in the d20 sourcebook Frost & Fur, while frost folk and marzanna are in D&D Frostburn.

Combat
Mestarijää’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.

Smite Good (Su): Mestarijää may attempt to smite good with a normal melee attack. The demon adds its Charisma bonus (positive only) as a bonus on the attack roll and deals 13 extra point of damages. If Mestarijää accidentally smites a creature that is not of good alignment then the smite has no effect and the attempt is wasted for the day. Mestarijää may attempt to smite 4 times per day.

Commune (Sp): Once per week, Mestarijää may cast commune, as the spell, to speak with its deity. Caster level: 13th.

Immortal Immunities (Su): Mestarijää is immune to ability damage and drain, disease, energy drain, fatigue, paralysis, poison, sleep spells and effects, starvation, and thirst. The demon does not need to eat, breathe, drink, or sleep, but it may do any of these things if it wishes.

Regeneration (Ex): Acid deals normal damage (after resistance), as defined by the Cold Subtype. Mestarijää can regrow body parts in 3d6 minutes, or instantly by holding the severed limb to the stump. This ability only works in temperatures of freezing (32 degrees F) or lower.

Snowshoes (Su): Mestarijää can walk on the surface of snow, avoiding any penalties to movement, combat or skill checks.

Timeless Body (Ex): Mestarijää’s body does not age, nor can it die from aging. The demon still gains ability score bonuses to mental ability scores for aging.
 
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Knightfall

World of Kulan DM
Lesser Demon Prince

Niveuerus, “The White Lord” [Advanced Maurezhi/Necropolitan Template/Shadow Creature Template]
Medium Undead (Augmented, Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice:
12d12+3 (81 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
AC: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20
Base Attack/Grapple: +12/+17
Attack: +18 melee (1d6+5 plus paralysis, bite)
Full Attack: +18 melee (1d6+5 plus paralysis, bite) and +15 melee (1d4+2 plus paralysis, 2 claws)
Space/Reach: 5 ft. / 5ft.
Special Attacks: Consume, paralysis, pounce, spell-like abilities
Special Qualities: +2 luck bonus on all saving throws, +2 turn resistance, assume shape, darkvision 60 ft., DR 20/good, evasion, low-light vision, plane shift, resistance to cold 15, resist control, shadow blend, SR 21, summon creatures, tanar’ri traits, undead traits, unnatural resilience
Saves: Fort +10, Ref +12, Will +11
Abilities: Str 21 (+5), Dex 15 (+2), Con --, Int 16 (+3), Wis 12 (+1), Cha 17 (+3)
Skills: Balance +14, Bluff +13, Climb +15, Concentration +10, Diplomacy +15, Disguise +13* (+15* acting), Gather Information +13, Hide +12, Intimidate +15, Jump +26, Knowledge (arcana) +10, Listen +13, Move Silently +18, Perform (act) +10, Spot +13, Tumble +14, Use Magic Device +13
Feats: Alertness, Blind-Fight, Multiattack, Toughness, Weapon Focus (bite)

Continent/Region: Any
Environment: Infinite Layers of the Abyss (any, including underground)
Organization: Unique (plus 1d8 ghouls of 5-7HD each and 1 other powerful type of undead that eats flesh)
Challenge Rating: 15
Treasure: Triple standard, plus consumed characters’ gear
Alignment: Chaotic evil
Advancement: See text

Niveuerus is a lesser demon prince that has transformed itself into an undead creature through a rare version of the Ritual of Crucimigration that involved the demon traveling to the little-known City of Nocturnus. How and where the, now, undead demon prince came by this even more twisted version of the normal ritual, is unknown. It is believed that the ritual bound the demon to not only the essence of the Negative Energy Plane but the Plane of Twilight as well.

Niveuerus calls itself “The White Lord” and is slowly gaining a following amongst true ghouls and other powerful undead that eat the flesh of their victims. The demon spends most of its time wandering the Infinite Layers of the Abyss, with a retinue of ghouls, trying to find a hidden locale to set up its power base.

So far, Niveuerus has spent more time hiding from other demons that consider it a mockery of everything Abyssal. The undead maurezhi is considering abandoning the Abyss for the Inner Planes and the Plane of Twilight. It knows of several locales there that would be suitable, but wishes to remain ingrained in the machinations of the Abyss. The undead maurezhi has also considered approaching either Orcus or Yeenoghu to petition to become a subordinate, as a last resort.

Niveuerus normally speaks the following languages: Abyssal, Anarchic, Celestial, Draconic, Infernal, and Undercommon. However, due to its Consume ability it also knows the following languages: Common, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, and Sylvan.

Combat
Niveuerus’ natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Consume (Ex): When Niveuerus slays a sentient living creature (Int 3 or higher) and consumes the body, it gains additional power from this grisly. It must begin eating the corpse within 10 minutes of its death and requires 30 minutes to complete the consumption. If Niveuerus is interrupted during this process, it can’t completely consume the corpse or gain the benefits.

A creature that has been consumed by Niveuerus cannot be restored to life through any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore a consumed victim to life, but there is a 50% chance that even such powerful magic will fail.

There is no limit to the number of corpses Niveuerus can consume in this fashion, but it only advances (see below) by devouring the corpses of humanoids whose Hit Dice or levels are at least half its current Hit Dice.

For each suitable humanoid corpse Niveuerus consumes, its Hit Dice, natural armor bonus, Strength, Intelligence, and base attack bonus each increase by +1. Its base saving throw bonuses improve according to it new Hit Dice. It gains additional skill points equal to 8 + its Intelligence modifier, and it spends these additional points on skills possessed by its victim (all of which are treated as class skills for Niveuerus). If the added Hit Die brings Niveuerus’ total HD to a multiple of three, it gains a new feat as well (as per Table 3-2 in the PHB), which it can choose from among the feats its previous victims had, assuming that it meets the prerequisites. In addition, Niveuerus gains access to the memories of the creatures it has consumed, can speak any language that creature knew, and can assume that creature’s form (see below).

Niveuerus can reach a maximum of 20 Hit Dice through advancement. Its damage reduction, spell resistance, and challenge rating improve based on its Hit Dice. (Niveuerus’ class levels do not count towards this type of improvement.)

Paralysis (Ex): Any creature hit by Niveuerus claw or bite attack must succeed on a Fortitude save (DC 17) or be paralyzed for 1d6+4 minutes.

Pounce (Ex): If Niveuerus charges, it can make a full attack even through it has moved.

Spell-like Abilities: Always active – deathwatch; at will – animate dead, blur, cause fear, chill touch, death knell, hold person, invisibility; 3/day – fear. Caster level: 12th. Save DC 13 plus spell level.

Assume Shape (Su): Niveuerus can take on the appearance of any humanoid creature whose corpse it has consumed. This ability function like the alter self spell (caster level: 10th), except that the demon can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action.

Plane Shift (Sp): 1/day, to or from the Plane of Twilight only.

Resist Control (Ex): Niveuerus has a +2 profane bonus on its Will saving throw to resist the effect of a control undead spell.

Shadow Blend (Su): In any conditions other than full daylight, Niveuerus can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.

Summon Creatures (Sp): This ability functions like a summon monster spell of the appropriate level, except that it has only a limited chance of success. Once per day, Niveuerus can summon 1d4 ghouls with a 100% chance of success, or 2d4 dretches with a 60% chance of success (result of 41–100 on d%). This works like the summon tanar’ri ability of other demons.

Unnatural Resilience (Ex): Niveuerus automatically heals hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on the demon; however, negative energy (such as an inflict spell) heals it.

Skills: Niveuerus has a +8 racial bonus on Jump checks and a +6 racial bonus on Move Silently checks. *When using its Assume Shape ability, Niveuerus receives an additional +12 circumstance bonus on Disguise checks (reflecting its access to the consumed form’s memories, as well as its physical alteration).
 
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Knightfall

World of Kulan DM
Unique Lesser Demon

Pohjoinen Koira, “North Dog” [Anthro. Dog (medium-sized)/Gigantic Template/Wastling Template/Fiendish Template/Additional Changes/Fighter10]
Huge Outsider (Chaos, Cold, Evil, Extraplanar)
Hit Dice:
8d8+48 + 10d10+60 (199 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
AC: 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
Base Attack/Grapple: +18/+36
Attack: +28 melee (3d6+12/19–20/x3, Huge +2 icy burst battleaxe) or +28 melee (2d6+10, bite)
Full Attack: +28/+23/+18/+13 melee (3d6+12/19–20/x3, Huge +2 icy burst battleaxe) or +28 melee (2d6+10, bite)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Breath weapon, smite good
Special Qualities: Darkvision 60 ft., damage reduction 5/cold iron or good, ice meld, immune to cold, low-light vision, outsider traits, resistance to fire 10, scent, spell resistance 15
Saves: Fort +21, Ref +13, Will +13
Abilities: Str 31 (+10), Dex 12 (+1), Con 23 (+6), Int 12 (+1), Wis 14 (+2), Cha 12 (+1)
Skills: Balance +12, Bluff +10, Climb +27, Craft (blacksmithing) +7, Diplomacy +14 (+16 against evil creatures), Gather Information +8, Intimidate +21 (+23 against evil creatures), Jump +27, Knowledge (the planes) +8, Listen +15, Sense Motive +11, Spot +15, Swim +23, Survival +9 (+11 on other planes)*
Feats: Alertness B, Boost Spell Resistance, Cleave, Evil Brand, Great Cleave, Greater Weapon Focus (bite) B, Improved Critical (battleaxe), Improved Initiative B, Power Attack, Track B, Weapon Focus (bite) B, Willing Deformity.

Continent/Region: Any
Environment: Infinite Layers of the Abyss (any cold)
Organization: Unique
Challenge Rating: 15
Treasure: Double standard
Alignment: Chaotic evil
Advancement: ––

Pohjoinen Koira is a demon that looks like a huge anthropomorphic canine covered in reddish brown fur with black bone spurs protruding from its back from its neck down. Two wickedly curved, black horns protrude from the demon’s head just behind its large wolf-like ears, curling forward. Another smaller horn protrudes from its snout, like a rhino’s horn, just in front of its two glowing red eyes.

While Pohjoinen Koira isn’t a tanar’ri, that has stopped it from fighting its way up the ranks of the Blood War. He has worked hard to garner enough attention to be invaluable to his commanders, yet not enough attention to appear dangerous. The demon aims to become a demon lord and it looks toward Orcus as its benchmark.

Pohjoinen Koira speaks the following languages: Abyssal, and Gnoll.

Combat
Pohjoinen Koira'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.

Breath Weapon (Su): Cone of cold, 30 ft.; 5d6 damage, as per the spell of the same name. Caster level: 5th.

Smite Good (Su): Once per day, Pohjoinen Koira can make a normal melee attack to deal 8 extra points of damage against a good foe.

Ice Hearing (Su): With a successful Listen check (DC 20) you may hear the sounds of anyone in contact with a certain body of ice, within one mile.

Ice Meld (Su): As a full round action, Pohjoinen Koira may meld with any body of ice. While within a body of ice, Pohjoinen Koira moves with a base speed of 40 ft., and may not be attacked; however, the only sense the demon can use is its Ice Hearing (a silent enemy will be undetectable). As an additional full-round action, Pohjoinen Koira may exit the ice. Use of this ability provokes attacks of opportunity.

Outsider Traits: Pohjoinen Koira has darkvision (60-foot range). The demon cannot be raised or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Pohjoinen Koira needs to breathe, but does not need to eat or sleep (although it can do so if it wishes).

Skills: Pohjoinen Koira has a +4 racial bonus on Balance, Climb, Jump, Listen, and Spot checks. *The demon also has a +4 racial bonus on Survival checks when tracking by scent.
 
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Knightfall

World of Kulan DM
Well, that's it of the original ones posted before on the old thread. I still have two more named demons based on that old thread that I still want to do...

Igneuerus, “The Burning Lord”
- Infernal (ELH)

Varkopdiebos, "Pig in the Forest"
- Bar-lgura (BoVD)

However, I'm not sure when I'll be getting to them. I'm likely to expand on this thread by creating new unique demons, as well as trying to come up with new TYPES of demons specific to the World of Kulan, based on numerous concepts.

Anyway, just letting you all know.

KF72
 
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Knightfall

World of Kulan DM
Copied from Encyclopedia Mythica

Here are some ideas that I'm planning on exploring in more detail for World of Kulan. This link shows my search results from Encyclopedia Mythica. - KF72

Kalevanpojat
by Micha F. Lindemans
In Finnish mythology, the Kalevanpojat are the sons of the primordial giant Kaleva. They are demonic beings that turn fertile soil into wastelands, and forests into swamps.

Also found this on another site: "The demonic finnish folklore giant, Kalevanpojat, was created by the goddess Aliej from burned trees after a forest fire. Kalevanpojat was given the ability to turn fertile land into heaps of stones with the power of his magic sickle, but he could (also) convert wastland into marshy meadows."

Note: This will likely become a new form of tanar'ri.
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Daimon
by Alan G. Hefner
Daimon is the Greek derivative for the term demon. In this sense the term "demon" means "replete with knowledge." The ancient Greeks thought there were good and bad demons called 'eudemons' and 'cacodemons.' The term 'daimon' means "divine power," "fate" or "god." Daimons, in Greek mythology, included deified heroes. They were considered intermediary spirits between men and the gods. Good daimons were considered to be guardian spirits, giving guidance and protection to the ones they watched over. Bad daimons led people astray. Socrates said he had a life-time daimon that always warned him of danger and bad judgment, but never directed his actions. He said his daimon was more accurate than omens of either watching the flights or reading the entrails of birds, which were two respected forms of divination of the time.

Note: Hmm, fascinating... I'm not sure whether or not 'daemon' is dirrived from 'daimon', but the two words are so close, it likely isn't a coincidence. Now, the question becomes... Are there (should there be) good yugoloths? Again, I say it is a fascinating idea to explore.
--------

Zagam
by Micha F. Lindemans
The demon of the forgers of money. This demon could change copper into gold and lead into silver, blood into oil and water into wine. He had huge bat's wings and a bull's head. Zagam fed upon human blood.

Note: A good candidate to become a low level demon prince, for D&D.
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Hantu
by Micha F. Lindemans
The Malay word denoting any type of invisible, frightening being; a spirit, ghost, or demon. There are many varieties of hantu, such as the storm demon, Hantu Ribut; the deep-forest demon, Hantu Rimba; the grave demon, Hantu Kubor; and the tiger demon, Hantu Belian.

Note: I definitely want to stat these out. Incorporeal demon spirits. I like that idea.
 
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BOZ

Creature Cataloguer
Knightfall1972 said:
Yes. the new monster format makes me sad. :(

Why couldn't WotC leave well enough alone. I mean, it's fine for NPCs, but it just doesn't work for monsters, IMO.

hear, hear!

unfortunately, time and progress march on, with or without the rest of us...
 

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