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

Knightfall

World of Kulan DM
New Creature

Decided not to make these demons tanar'ri. - KF72

Kalevanpojat (Demonic “Finnish Folklore” Giant)
Large Outsider (Chaotic, Evil, Extraplanar, Fire)
Hit Dice:
12d8+48 (102 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
AC: 21 (–1 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +9/+20
Attack: Large +3 sickle +19 melee (1d8+10) or slam +15 melee (1d4+7) or rock +9 ranged (2d6+7)
Full Attack: Large +3 sickle +19/+14 melee (1d8+10) or 2 slams +15 melee (1d4+7) or rock +9 ranged (2d6+7)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Rock throwing, smite good, spell-like abilities, spikes
Special Qualities: Elemental traits, damage reduction 10/magic, darkvision 60 ft., immunity to fire, low-light vision, plant traits, resistance to cold 10, rock catching, spell resistance 17, woodsense
Saves: Fort +12, Ref +5, Will +4
Abilities: Str 25 (+7), Dex 12 (+1), Con 19 (+4), Int 8 (-1), Wis 10 (+0), Cha 9 (-1)
Skills: Bluff +1, Climb +22, Intimidate +4, Jump +16, Knowledge (the planes) +4, Listen +15, Search +1.5, Sense Motive +2, Spot +15, Survival +5 (+7 on other planes), Tumble +4
Feats: Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (sickle)

Continent/Region: Lands of Harqual
Environment: Elemental Plane of Fire, or Infinite Layers of the Abyss
Organization: Solitary or gang (2–10 plus 1–4 half-fiend orcs)
Challenge Rating: 15
Treasure: Standard, plus one Large +3 sickle
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +14

The Kalevanpojat are the creation of the primordial giant Kaleva and the goddess Aliej, from burned trees after a forest fire. They are demonic beings that love to turn fertile soil into wastelands, and forests into swamps.

Kalevanpojat speak both Abyssal and Giant.

Combat
Kalevanpojat’s carry magical sickles that allows it to cast (at will) blight, diminish plants, entangle, fog cloud, giant vermin, insect plague, move earth, soften earth and stone, transmute rock to mud, transmute mud to rock, and unhallow.

The kalevanpojat is considered a 12th-level druid for purposes of casting these spells. It uses its Constitution modifier for the spell’s DCs, instead of its Wisdom modifier. These powers are tied to both the demon and the magical weapon. If the weapon is taken away from the kalevanpojat then it becomes only as a Large +3 sickle.

A kalevanpojat’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Rock Throwing (Ex): Kalevanpojats are accomplished rock throwers, just like giants, and receive a +1 racial bonus on attack rolls when throwing rocks. A kalevanpojat can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The range increment is 120 feet for a kalevanpojat’s thrown rocks.

Smite Good (Su): Once per day, the kalevanpojat can make a normal melee attack to deal an extra 12 points of damage against a good foe.

Spell-like Abilities: 1/day –- burning hands, fire seeds, fire shield, flaming sphere, produce flame, wall of fire. These abilities are as the spells cast by a 12th-level cleric.

Spikes (Ex): A kalevanpojat can release a volley of bark, splinters, or wood shards; up to four such spikes per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6+7. The kalevanpojat can launch up to 12 spikes per day.

Rock Catching (Ex): A kalevanpojat can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a kalevanpojat that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The kalevanpojat must be ready for and aware of the attack in order to make a rock catching attempt.

Woodsense (Ex): A kalevanpojat can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the kalevanpojat is not in contact with the same vegetation.

Base Creature: Hill giant.
Template(s): Wood Element Creature, Half-Fire Elemental, and Fiendish Template.
 
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Knightfall

World of Kulan DM
Fallen Plantar

Indulges in Reveries (Fallen Plantar)
Large Outsider (Angel, Extraplanar, Evil)
Hit Dice:
14d8+70 (133 hp)
Initiative: +4 (Dex)
Speed: 20 ft. in grim defender (6 squares), fly 90 ft. (average); base speed 30 ft., base fly speed 90 ft. (good)
Armor Class: 38 (-1 size, +4 Dex, +19 natural, +6 grim defender), touch 13, flat-footed 34
Base Attack/Grapple: +14/+25
Attack: +23 melee (3d6+13/19-20/x2, +3 bloodfeeding greatsword) or +20 melee (2d8+10, slam)
Full Attack: +23/+18/+13 melee (3d6+13/19-20/x2, +3 bloodfeeding greatsword) or +13 melee (2d8+10, 2 slams)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Aura of emotion, spell-like abilities, spells
Special Qualities: Damage reduction 10/good, darkvision 60 ft., dream travel, forbiddance, low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 30, tongues, vulnerability to evil, vulnerability to good
Saves: Fort +14 (+18 against poison), Ref +13, Will +14
Abilities: Str 25 (+7), Dex 19 (+4), Con 20 (+5), Int 22 (+6), Wis 21 (+5), Cha 24 (+7)
Skills: Concentration +20, Craft or Knowledge (any four) +21, Diplomacy +24, Escape Artist +21, Hide +17, Intimidate +22, Listen +20, Lucid Dreaming +21 (see D&D Manual of the Planes, page 203), Move Silently +21, Sense Motive +20, Search +21, Spot +20, Use Rope +4 (+6 with bindings)
Feats: Blind-Fight, Boot Spell-Like Ability (cause fear), Cleave, Dreamspeaking (see The Complete Book of Eldritch Might, page 20), Power Attack

Continent/Region: Any
Environment: Any evil-aligned plane and the Region of Dreams
Organization: Unique
Challenge Rating: 18
Treasure: Unique (see text)
Alignment: Neutral evil
Advancement:
Level Adjustment:

Indulges in Reveries is a fallen plantar who was once a protector of dreams. He was responsible for foiling evil dream walkers intent on corrupting the dreams of mortals. However, he fell from grace after failing to discover that a dream walker wishing his protection was actually a powerful fiend. The fiend corrupted him into committing acts of violence through the Region of Dreams and eventually in the waking world as well. Indulges in Reveries began tormenting dreamers and, now, goes out of his way to inflict nightmares using his Lucid Dreaming skill.

Indulges in Reveries is 9½ feet tall and weighs 550 pounds. His wings are pitch black and his skin is the color of tarnished silver. He speaks Abyssal, Anarchic, Axiomatic, Celestial, Draconic, Gith, Infernal, Ignan, and Terran, though he can speak with almost any creature because of his tongues ability.

Combat
Aura of Emotion (Su): Indulges in Reveries continually generates an aura of emotion, which he cannot suppress. 3 times per day, he can generate one of two special effects by touching a specific opponent, which forces the opponent to make a similar saving throw. These mind-affecting, compulsion enchantments effects allow a save each round (at +1 for each previous round) to overcome them, but otherwise end in 14 rounds. Anyone who saves against or recovers from Indulges in Reveries' aura cannot be affected by it again for 24 hours.

-- Fear: Indulges in Reveries projects malice (evil) so strong that he unnerves any who encounter him. Anyone within a 20-ft. radius of the fallen angel must make a Will save (DC 24) or become shaken. If Indulges in Reveries touches an opponent and the save is failed, the fear is too great and the victim flees for the duration indicated above, at least until out of sight of the fallen angel.

-- Rage: Indulges in Reveries anger at its loss is infectious. Anyone within a 20-ft. radius of the fallen must make a Will save (DC 24) or seethe with anger. All creatures within the aura are treated as unfriendly, refusing to cooperate or help one another. With a touch, the rage overcomes all reason and forces the victim to fight as if raging like a barbarian against the nearest creature. This ability does not stack with barbarian rage or itself.

Dream Travel (Su): Indulges in Reveries can dream travel, as per the spell in D&D Manual of the Planes (page 202) at will. He can draw himself and up to 14 other additional creatures touched (DC 19; for unwilling targets) into the region of Dreams. Caster level: 15th. The save DC is Wisdom-based.

Forbiddance (Ex): Indulges in Reveries is barred from all good planes.

Protective Aura (Su): Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Indulges in Reveries. Otherwise, it functions as a magic circle against good effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level: 14th). This aura can be dispelled, but Indulges in Reveries can create it again as a free action on his next turn. (The defensive benefits from the circle are not included in Indulges in Reveries' statistic block.)

Regeneration: Indulges in Reveries takes damage from good-aligned weapons and from spells and effects with the good descriptor.

Spell-like Abilities: At will—bestow curse (DC 20), cause fear (DC 18), contagion (DC 20), continual flame, dispel magic, enthrall (DC 19), invisibility (self only), speak with dead (DC 20), unholy blight (DC 21). 3/day—blade barrier (DC 23), boosted cause fear (DC 20), flame strike (DC 22), polymorph (self only), power word stun, raise dead, waves of fatigue. 1/day—earthquake (DC 25), greater restoration (DC 24), mass charm monster (DC 25), waves of exhaustion. Caster level: 17th. The save DCs are Charisma-based.

The following abilities are always active on Indulges in Reveries, as the spells (caster level: 17th): detect good, detect snares and pits, freedom of movement (DC 21), see invisibility, and true seeing. They can be dispelled, but Indulges in Reveries can reactivate them as a free action.

Spells: Indulges in Reveries can cast divine spells as a 17th-level cleric. He has access to the following domains: Destruction and War. Indulges in Reveries can cast the nightmare spell as a 5th-level divine spell. The save DCs are Wisdom-based.

Cleric Spells Prepared (6/8/8/7/7/6/6/4/3/2; save DC 16 + spell level): 0th—detect magic, guidance, inflict minor wounds, no light , resistance (2). 1st—command (2), divine favor (2), entropic shield, inflict light wounds *, resist planar alignment *, tongue of Baalzebul . 2nd—align weapon, avoid planar effects *, bear 's endurance, bull's strength, darkbolt , desecrate, eagle's splendor, spiritual weapon *. 3rd—attune form *, circle of nausea *, deeper darkness, invisibility purge, magic vestment *, protection from energy, summon monster III (evil). 4th—damning darkness *, death ward, dismissal, inflict critical wounds , poison, summon monster IV (evil). 5th—dispel good, flame strike *, morality undone *, nightmare, plane shift, symbol of pain. 6th—banishment, cloud of the Achaierai *, greater dispel magic, harm *, heal, mass inflict moderate wounds. 7th—bestow greater curse *, destruction, disintegrate , regenerate. 8th—mass inflict critical wounds, pestilence *, power word stun *. 9th—gate, power word kill *.
* Domain spell. Domains: Destruction and War.
** A spell from D&D Book of Vile Darkness.
*** A spell from D&D Planar Handbook.
Tongues (Su): Indulges in Reveries can speak with any creature that has a language, as though using a tongues spell (caster level: 14th). This ability is always active.

Vulnerability to Evil (Ex): In a strange, metaphysical paradox, Indulges in Reveries is treated as neutral for the purposes of spells that affect good creatures. Thus, Indulges in Reveries is vulnerable to unholy blight as if he were neutral.

Vulnerability to Good (Ex): Indulges in Reveries is treated as evil for the purposes of determining the effects of spells that damage evil creatures, or are of benefit to good creatures. For example, he always takes damage from holy smite.

Possessions
+3 bloodfeeding greatsword, grim defender (+1 breastplate described in BoVD), ring of weeping, +300 gp worth of other treasure.
 
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Knightfall

World of Kulan DM
Unique Lesser Demon

Based on a named demon from Dungeon Magazine #45...

Kaxathros, “The Black Scallywag” (Advanced Babau/Rogue14)
Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice:
8d8+56 + 14d6+98 (242 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
AC: 22 (+3 Dex, -1 size, +10 natural), touch 12, flat-footed 21
Base Attack/Grapple: +18/+31
Attack: +27 melee (1d10+10/x3, +1 cursespewing bardiche) or +26 melee (1d8+9 plus 1 vile/x2, claw)
Full Attack: +27/+22/+17/+12 melee (1d10+10/x3, +1 cursespewing bardiche) or +26 melee (1d8+9 plus 1 vile/x2, 2 claws) and +21 melee (1d8+4 plus 1 vile/x2, bite)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Sneak attack +10d6, spell-like abilities, summon tanar’ri
Special Qualities: Crippling strike, damage reduction 10/cold iron or good, darkvision 60 ft., evasion, immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, electricity 10, fire 10, and sonic 10, slippery mind, spell resistance 14, telepathy 100 ft., trapfinding, trap sense +4, uncanny dodge & improves uncanny dodge
Saves: Fort +18, Ref +18, Will +13
Abilities: Str 29 (+9), Dex 17 (+3), Con 24 (+7), Int 19 (+4), Wis 15 (+2), Cha 18 (+4)
Skills: Balance +14, Bluff +15, Climb +20 (+22 involving climbing ropes), Decipher Script +15, Diplomacy +23, Disable Device +18, Disguise +19 (+21 to act in character), Escape Artist +14 (+16 involving ropes), Gather Information +21, Hide +22 (+32 with ring), Intimidate +17, Knowledge (local) +15, Knowledge (the planes) +13, Listen +21, Move Silently +26, Open Lock +14, Profession (sailor) +14, Search +23, Sense Motive +13, Sleight of Hand +20, Survival +13 (+15 on other planes or when following tracks), Swim +20, Use Magic Device +15 (+17 involving scrolls), Use Rope +14 (+16 involving bindings)
Feats: Cleave, Dark Speech, Leadership, Mobility, Power Attack, Quicken Spell-Like Ability (greater teleport), Vile Natural Attack.
Epic Feat: Improved Sneak Attack.

Continent/Region: Lands of Harqual/The Chara Coast
Environment: Material Plane; previously the Infinite Layers of the Abyss
Organization: Unique
Challenge Rating: 22
Treasure: Double Standard, plus a +1 cursespewing bardiche and a ring of chameleon power
Alignment: Neutral evil
Advancement: By babau HD progression (see MM); or by character class
Level Adjustment: +11; ECL: 33

Kaxathros is a very intelligent babau demon that was working towards ascending into the higher ranks of its kind before a human enchantress summoned him to the Material Plane. It used the enchantress to further its own goals for years before a group of adventurers exposed it, and voided its compact with the enchantress.

The powerful demon could have easily destroyed the adventures, but decided to deal with them at some later time, when they would be more worthy adversaries. It looted the enchantresses floating keep, after the PCs left, and then headed towards lands of the Chara Coast, in order to lose itself in the decadence of the City-sate of Sange.

Once firmly rooted in the community as a privateer for hire and slave trader, Kaxathros began to collect dozens of seadogs and swashbucklers to his banner, as well as several summoned demons from the Abyss. Now, Kaxathros’ privateer vessel, called the Red Abyss, has become infamous, in the short time that the demon has lived in the City of Bangles. Kaxathros, itself, has become infamous and is becoming known as The Black Scallywag.

Kaxathros’ success can be attributed to his relentless ambition, mastery of deception, and staggering intellect. However, its true power comes from a secret it refuses to share with anyone. Shortly after arriving on the Chara Cost, the demon uncovered a lost, ruined temple to the World God known as Panzuriel, an ancient deity of murder, confusion, subversion, and evil sea creatures.

Kaxathros discovered its powerful, magical bardiche in the ruined temple, as well as an alter (and artifact) that allowed the demon to divide its soul into two, separate, yet, linked parts. This allows Kaxathros to increase its power as a demon, as well as advance as a rogue, without any restrictions.

All Kaxathros must do, to keep this power, is sacrifice one intelligent sea creature every night the moon is “new”, which it does with glee. This need lead to Kaxathros’ decision to become a privateer for hire, up and down the Chara Coast, and has influenced its mental state, thus, its change in alignment to neutral evil.

Kaxathros often appears disguised as a tall, fearsome young half-giant male with dark skin and amber eyes. It uses this disguise to further its goals and gather as much information as it can about the Lands of Harqual and its people. Not even the demon’s own crew know what Kaxathros is, although they believe he might be a half-fiend. Kaxathros hasn’t forgotten about the adventures that “freed” it from its compact, and hopes to repay them, for their kindness.

Kaxathros speaks Abyssal, Aquan, Celestial, Draconis, and Infernal. Kaxathros is 8½ feet tall and weighs 200 pounds, in its natural form.

Combat
Whether in its natural or disguised form, Kaxathros prefers to use its +1 cursespewing bardiche against foes. However, it can also make devastating attacks with its natural weapons, and will do so if it feels that it will gain an advantage by doing so.

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

Sneak Attack (Ex): Kaxathros can make a sneak attack like a rogue, dealing an extra 10d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the demon is flanking. (Its sneak attack from its rogue class is 7d6, and its racial sneak attack is 2d6, plus it gains another +1d6 from its Improved Sneak Attack feat.)

Spell-Like Abilities: At will—darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level: 8th.

Protective Slime (Su): A slimy red jelly coats Kaxathros’ skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 25 Reflex save to avoid taking this damage. A creature who strikes Kaxathros with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 25 Reflex save. The save DCs are Constitution-based.

Summon Tanar’ri (Sp):Once per day Kaxathros can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

Skills: Kaxathros has a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.
 
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Knightfall

World of Kulan DM
Fixed base attack, base save, and additional attack figures. They were way off for the Epic creations with class levels. Also fixed some feat discrepencies regarding feats gained after character level 20.

Cheers!

KF72
 


Knightfall

World of Kulan DM
Demon Lord

Wyrknari Vok, Demon Lord of the Darkened Trees
In 748 N.C., the Therani elders of the forest elf clans cut off the Knotwood from the rest of Harqual. They used High Magic spells to place powerful wards near the edge of the forest to warn of human encroachment into the woods and ward off any creatures that they felt were a threat to their people.

However, some of the more radical members of that clan took matters into their own hands and placed wards of their own using the Forbidden Art. This was against everything that forest elves stood for and was kept secret from the Therani elders. Then a truly insane sorcerer, named Wrykir, gated a powerful demon directly into his home early in the year of 749 N.C. The wards placed over a thousand years ago to prevent this sort of thing fizzled due to the epic, dark magic he used.

He then bound the demon to his service and started using his new ally to destroy his rivals. When word of this came to the attention of the Clan Council of the Knotwood, they were shocked. Even more so when they realized how far the corruption had spread. They immediately sent several clerics and sorcerers to destroy the defilers. While most of the evil forest elves were wiped out, Wrykir refused to surrender. He cast two powerful necromancy-based epic spells to ensure his survival and victory. One caused a dark fog to spread out among the tree homes of the surrounding clans and reshape anything it touched. This allowed him to exert his will on the other clans, and he set them loose on the council. By day’s end, most of the council members had either been slain or transformed into blood elves.

Then he used a powerful epic spell he created, Dark Wish, to merge himself with the demon he summoned. The two minds struggled for control but eventually merged into one mind. This being named itself Wyrknari Vok. It then started summoning other powerful demons into its service to start conquering the entire Knotwood. It slaughtered or devoured all that opposed it and corrupted half the clans in less than a month.

Since the fall of the Knotwood, Wyrknari Vok and his blood elf thralls have claimed a large section of the southern half of the Great Forest along the northwestern shore of Lake Qualitian to the western edge of the forest and beyond into the Ruined March. They threaten not only the lands of the Sword Gulf Coast and northern half of the Great Forest, but also the Eastern Shores and Thunder Lands. Blood elves constantly invade the lands around what has become known as the Darkened Trees of Narda'taur.

While the fey'ri demon lord's cult is only in its infancy, it has grown strong throughout the southern half of the Great Forest and the western half of the Thunder Lands. It is believed that Vok and the demon lord of the Demonskar, Nabthatoron, have formed an alliance to conquer the Verdalf Forest and the Kul Moren Mountains. Vok also looks to the east towards the warring states of the Eastern Shores and sees a great opportunity to increase his power base. He has no desire to make an alliance with the Mad King of Thallin, but he’s more than willing to use King Varath and his evil followers to his own advantage.

It is unknown if Vok is just a powerful demon lord or if he has become a true god. Rumors do persist that he can grant spells to his blood elf followers.

[Stats are Being Revised]
 
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Knightfall

World of Kulan DM
Update said:
Note: I stick strictly to the good ole style format for monster entries and that isn't likely to change anytime soon.
Okay, I've become a bit of a convert to the new format for stats blocks; at least, when it comes to creating unique NPCs, which many of these demons are. So, a few of these entries will get a revision into the new format.

I'm going to leave up the old versions for those that prefer that style, but the newer versions will be official for World of Kulan and my Mirrored Cosmology. Any new "demonic monsters" (i.e. Kalevanpojat) will be done in the old style, which is what I still prefer for standard creature entries.

Cheers!

KF72
 
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Knightfall

World of Kulan DM
Demon Lord

Nabthatoron (CR 28)
Nabthatoron is a demon lord that was exiled from the Abyss, after it tried, unsuccessfully, to overthrow Graz’zt, The Dark Prince. It is known as the Lord of the Demonskar Rift, a plane that touches many worlds of the Material Plane. On Kulan, the rift’s connection is located in the Lands of Harqual, in the Kul Moren Mountains. On Maran, the rift’s connection is located somewhere in the mountain range known as The Spikes of the Fallen.

Nabthatoron is obsessed with the intelligent artifact known as Alakastron, believing the staff will give him the power to return to the Abyss. It believes that the artifact has the power to destroy Graz’zt and usurp control of The Dark Prince’s realm, Azzagrat. This is unlikely but none of Nabthatoron’s servants would dare to question their master’s obsession. Nabthatoron cannot return to the Abyss as long as Graz’zt rules Azzagrat.

Nabthatoron came close to possessing the artifact recently but was unable to convince a party of adventurers, known as the Order of the Silver Hand, to hand the staff over to it. For that is the artifact’s greatest protection, it cannot be stolen from whoever possesses it by any creature of the outsider type. It must be given to such a creature, freely. The possessor cannot be forced to give up the artifact through magic, even epic magic.

Enraged that a group of mortals would dare defy it, Nabthatoron has dedicated all its resources towards forcing the Order to give it the artifact. It doesn’t care that they took the staff to Celestia for safekeeping, or that the artifact is no longer theirs to give. It has sent it’s demonic forces against their homeland, the Dominion of Cauldron, several times since that fateful meeting, but the Order continues to thwart the demon lord’s goals.

hp 702 (36d8+540); fast healing 5; DR 20/cold iron, epic, and good
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Advanced glabrezu demon lord 5
CE Gargantuan outsider (chaotic, earth, extraplanar, evil, fire, tanar’ri)
Init +6; Senses Darkvision 120 ft.; Listen +48, Spot +48
Languages Abyssal, Celestial, Common, Draconic, Ignan, Infernal, Terran, and Undercommon; telepathy 300 ft.
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AC 50 (-4 size, +2 Dex, +36 natural, +6 deflection) touch 14, flat-footed 48
Immune Electricity, fire, and poison
Resist Acid 20, cold 20, and sonic 10; PR 31; SR 41
Epic Save +8
Fort +34, Ref +22, Will +25
Weakness Vulnerability to cold
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Speed 40 feet (8 squares); burrow 20 ft.
Melee +5 keen greatsword of speed +46 melee (4d6+30/17-20/x2) or
--- +5 keen greatsword of speed +46/+46/+41/+36/+31 (4d6+30/17-20/x2) and
--- 2 pincers +40 (3d8+8 plus 1d6+5 fire/19-20/x2) and
--- Bite +39 (2d6+8/x2)
Melee Pincers +42 (3d8+17 plus 1d6+5 fire/19-20/x2) or
--- 2 pincers +42 melee (3d8+8 plus 1d6+5 fire/19-20/x2) and
--- 2 claws +39 melee (1d8+8 plus 1d6+5 fire/x2) and
--- Bite +39 melee (2d6+8/x2)
Space 20 ft.; Reach 20 ft.
Base Atk +20; Grp +49; Epic Atk +8
Atk Options Cleave, Dire Charge, Great Cleave, Multiattack, Power Attack, improved grab
Special Actions Gate tanar’ri
Combat Gear Potion of barkskin +5, spiralburst bottle 1
Spell-like Abilities (CL 23rd)
--- At will — astral projection, blasphemy (DC 25), chaos hammer (DC 22), confusion (DC 22), darkbolt (DC 20) 1, desecrate, detect good, earthquake, greater dispel magic, greater teleport, mirror image, plane shift (DC 25), reverse gravity (DC 25), shapechange, telekinesis, unhallow, unholy aura (DC 26), unholy blight (DC 22)
--- 3/day — refusal (DC 23) 2, symbol of death (DC 26), transmute rock to lava (DC 27) 2
--- 1/day — power word stun, prismatic ray (DC 23) 2, superior invisibility (DC 27, harmless) 2
--- 1/month — Nabthatoron can fulfill a wish for a mortal humanoid. The demon lord can use this ability to offer a mortal whatever he or she desires—but unless the wish is used to create pain and suffering in the world, Nabthatoron demands either terrible evil acts or great sacrifice as compensation
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Abilities Str 45 (+17), Dex 14 (+2), Con 41 (+15), Int 18 (+4), Wis 20 (+5), Cha 26 (+8)
SA Burning touch, gate tanar’ri, improved grab, petrifying gaze, spell-like abilities
SQ True seeing
Feats Cleave, Dark Speech 4, Dire Charge 3, Energy Resistance (acid) 3, Energy Resistance (cold) 3, Energy Resistance (sonic) 3, Great Cleave, Improved Critical (pincers), Improved Initiative, Multiattack, Overwhelming Critical (pincers) 3, Power Attack, Weapon Focus (pincers)
Skills Bluff +39, Climb +17, Concentration +36, Diplomacy +44, Disguise +16 (+18 to act), Hide +5, Intimidate +41, Jump +23, Knowledge (history) +35, Knowledge (nature) +16, Knowledge (the planes) +35, Listen +48, Move Silently +17, Search +35, Sense Motive +36, Sleight of Hand +12, Spellcraft +35 (+37 deciphering spells on scrolls), Spot +48, Survival +13 (+15 aboveground natural environments, on other planes, and when following tracks; +17 when following tracks on other planes), Use Magical Device +16 (+18 involving scrolls)
Possessions +5 keen greatsword of speed, darkskull, elemental earth gem, eyes of petrification (10 round/day, Fort DC 19 negates), gate key 3, ring of elemental command (earth), wand of inflict critical wounds
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Burning Touch (Su) Nabthatoron’s pincers and claws do an additional 1d6+5 points of fire damage with each successful melee attack. This effect is the same as a produce flame spell, except that Nabthatoron can’t hurl the fire (CL 23rd).
Gate Tanar’ri (Sp) Once per day Nabthatoron can automatically gate 6d10 dretches or 2d4 vrocks, or 1d2 glabrezus. This ability is the equivalent of a 9th-level spell. (Nabthatoron can only gate those tanar’ri that have been exiled to the Demonskar, as its thralls.)
Improved Grab (Ex) To use this ability, Nabthatoron must hit a Large or smaller opponent with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
True Seeing (Su) Nabthatoron continuously uses true seeing as the spell (CL 23rd).
Skills Nabthatoron has a +8 racial bonus on Listen and Spot checks.
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1 D&D Book of Vile Darkness
2 D&D Complete Arcane
3 D&D Epic Level Handbook
4 D&D Fiendish Codex I: Hordes of the Abyss
5 Dragon #359
 
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Knightfall

World of Kulan DM
Demon Lord

Dämos, The Rat Fiend of Occipitus (CR 22)
The human once known as Todd Vanderboren was a member of an adventuring group known as the Stormblades. He had a horrible habit of insulting anyone and everyone, and then cackling loudly and mockingly at their discomfort. He never really liked any of the other members of the Stormblades.

It was during the Stormblades’ adventurers in Bhal-Hamatugn, where he was bitten by the wererat White-Eye, that he became afflicted with lycanthropy. On Occipitus, the wererat betrayed the other Stormblades once he’s learned the secret of the Test of the Smoking Eye. He pushed Cora into the plasma gusher and claimed the sign of the Smoking Eye; then he escaped while his former companions dealt with Kaurophon.

He has changed his name to “Dämos”, which literally means “demon” in Anorian, a common language of the Thunder Lands, in the Lands of Harqual, on the Material Plane known as Kulan. He is now considered a demon lord.

Several tribes of fiendish centaurs have begun to worship him as a god, which Dämos relishes with great egocentric joy. The plane has changed to match Dämos’ desires, and his physical form. As a result, the abyssal layer has quickly become overrun with fiendish dire rats. He has gained power very quickly and gained a stranglehold on Occipitus. The three tests of the Smoking Eye still exist on the plane but they are guarded at all times.

The lich, known as Myaruk, is the demon lord’s greatest ally, on Occipitus. Myaruk guards The Skull for Occipitus’s new master, and, in return, he is allowed complete control of the Nexus Room. Dämos has also bent Vorkaire to his will. The adult black dragon constantly patrols Occipitus for its new master, hunting down and eating anyone who opposes Dämos.

Dämos is aware that Vhalantru returned from the dead, and has access to the powers of the Smoking Eye, but the resurrected beholder disappeared from the plane soon after. (He knows that the beholder was originally killed by the Order of the Silver Hand, but doesn’t know how Vhalantru came back from the dead.)

He believes that Vhalantru’s rebirth has something to do with Adimarchus, who remains trapped on Carceri. Dämos works towards keeping the fallen demon lord in Asylum, and would be very annoyed if anyone managed to free Adimarchus. He has his minions hunt down and kill any Cagewrights that he hears about.

hp 220 (21d8+126); DR 20/silver, epic, and good
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Male demon lord 5 smoking eye 4 wererat 3 aristocrat 4 / rogue 6 / assassin 10
CE Medium outsider (chaotic, extraplanar, evil, shapechanger, tanar’ri)
Init +13; Senses Low-light Vision; Scent; Listen +13, Spot +13
Languages Abyssal, Common, Dwarven, and Halfling; telepathy 300 ft.
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AC 41 (+5 Dex, +14 natural, +8 armor, +4 deflection), touch 19, flat-footed 41; Dodge, Mobility, improved uncanny dodge
Immune Disease, electricity, and poison
Resist Acid 10, cold 10, and fire 10; PR 25; SR 35
Epic Save +0
Fort +23, Ref +26, Will +22
Weakness Smoking left eye makes him easier to track (+10 to check)
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Speed 40 feet (8 squares); climb 20 ft.
Melee +5 wounding rapier +35 (1d6+10 plus 1 Con/18–20/x2) or
--- +5 wounding rapier +35/+30/+25/+20 (1d6+10 plus 1 Con/18–20/x2) and
--- +2 unholy dagger +31 (1d4+4 plus 2d6 against good-aligned creatures/19-20/x2) and
--- Bite +26 (1d6+2 plus disease plus poison/x2)
Ranged +3 composite shortbow [+2 Str] +34 (1d6+5/x3, adamantine arrows) or
--- +3 composite shortbow [+2 Str] +34/+29/+24/+19 (1d6+5/x3, adamantine arrows)
Space 5 ft.; Reach 5 ft.
Base Atk +20; Grp +25; Epic Atk +1
Atk Options Two-Weapon Fighting, sneak attack +8d6
Special Actions Death attack, gate tanar’ri
Combat Gear Scroll of dispel magic, scroll of flame strike, scroll of plane shift, scroll of speak with dead
Assassin Spells Known (CL 11th)
--- 4th (3/day) — clairaudience/clairvoyance, dimension door, freedom of movement, locate creature
--- 3rd (4/day) — deep slumber, deeper darkness, magic circle against good, nondetection
--- 2nd (4/day) — darkness, fox’s cunning, invisibility, pass without trace
--- 1st (4/day) — disguise self, feather fall, jump, true strike
Spell-like Abilities (CL 22nd)
--- At will — astral projection, blasphemy (DC 22), circle of nausea (DC 18) 1, desecrate, detect good, detect law, greater dispel magic, greater teleport, plane shift (DC 22), poison (DC 19), shapechange, telekinesis, unhallow, unholy aura (DC 23), unholy blight (DC 19)
--- 3/day — forbiddance (DC 21), pestilence (DC 23) 1, symbol of insanity (DC 23)
--- 1/day — were-doom (DC 24) 1, wretched blight (DC 22) 1
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Abilities Str 20 (+5), Dex 28 (+9), Con 22 (+6), Int 16 (+3), Wis 16 (+3), Cha 20 (+5)
SA Curse of lycanthropy, death attack, disease, gate tanar’ri, sneak attack
SQ Alternate form, cloak of chaos, evasion, hide in plain sight, imbued with evil, improved uncanny dodge, lie in state, morphic potential, poison use, spellcasting, trap sense +2, trapfinding
Feats Dark Speech 1, Dodge, Improved Initiative, Improved Natural Armor, Iron Will B, Mobility, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (rapier)
Skills Appraise +17, Balance +11, Bluff +19, Climb +23, Diplomacy +25, Disguise +5 (+7 to act), Forgery +19, Disable Device +17, Gather Information +7, Handle Animal +19, Hide +23, Intimidate +7, Jump +11, Knowledge (architecture and engineering) +17, Knowledge (local) +17, Knowledge (nobility and royalty) +17, Knowledge (the planes) +17, Listen +13, Move Silently +23, Ride +11, Search +17 (+19 involving secret doors), Sense Motive +17, Spot +13, Survival +3 (+5 while on other planes or while following tracks; +7 while following tracks on other planes), Swim +23, Tumble +23; Use Magic Device +19
Possessions +5 studded leather armor, +5 wounding rapier, +3 composite shortbow [+2 Str] w/20 adamantine arrows, +2 unholy dagger, cloak of Charisma +6, collar of venom, masterwork thieves’ tools, pipes of the sewers, ring of chaotic fury 2, ring of regeneration, wand of magic missile, and a bag of holding (type I)
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Curse of Lycanthropy (Su) Any living creature hit by Dämos’ bite attack in animal or hybrid form must succeed on a DC 26 Fortitude save or contract lycanthropy. If the victim rolls a 1 on the save then they also gain the fiendish creature template as part of the curse. The save DC is Constitution-based.
Disease (Ex) Filth fever; bite, Fortitude DC 26, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Gate Tanar’ri (Sp) Once per day, Dämos can automatically gate 2d6 dretch or 1d4 chasme. This ability functions as a 9th-level spell.
Alternate Form (Su) Dämos can assume the form of a fiendish dire rat. He doesn’t have a human form anymore, and is normally encountered in his hybrid form.
Imbued with Evil (Su) Spells and spell-like abilities with the evil descriptor treat Dämos as if his alignment was evil (even if it wasn’t evil). Spells and spell-like abilities with the good descriptor treat Dämos as if his alignment was good. Magic items are similarly fooled. An unholy blight spell, for example, won’t damage Dämos, regardless of his alignment.
Lie in State (Su) When Dämos dies, his body disappears after nine rounds. The body reappears dead but intact in the Skull’s eye socket on Occipitus. Any equipment Dämos was carrying, holding, or wearing at the moment of death is likewise transported to Occipitus — and it’s likewise reconstituted if it was destroyed at the moment of death. Dämos cannot lose the Sign of the Smoking Eye template anymore, as he has become permanently linked to Occipitus. Dimensional anchor, dimensional lock, and similar spells delay the body’s transportation in this manner, but once the spell effect ends the body transports to Occipitus immediately.
Morphic Potential (Su) Dämos has the potential to change the landscape of Occipitus through conscious effort, and the landscape and the essential nature of the plane changes to conform to Dämos’ alignment and desires.
Rat Empathy (Ex) Communicate with rats, dire rats, and fiendish rat-like creatures, and +4 racial bonus on Charisma-based checks against rats, dire rats, and fiendish rat-like creatures.
Spellcasting (Su) Dämos’ effective caster level for spells and spell-like abilities goes up by +1. The power of Occipitus makes Dämos’ spells last slightly longer, reach slightly farther, and deal slightly more damage.
Skills Dämos has a +8 racial bonus on Swim checks. He also has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
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1 D&D Book of Vile Darkness
2 D&D Epic Level Handbook
3 D&D Monster Manual
4 Dragon Magazine #107
5 Dragon Magazine #359
 
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Knightfall

World of Kulan DM
Just a named devil...

Attero, The Hammer of Bel
This devil was meant to be a main bad guy that my players' characters would encounter in Mor's End. The game ended before I had a chance to use him.

Attero, Pit Fiend Devil: CR 20; Large Outsider (evil, extraplanar, lawful); HD 18d8+144; 225 hp; Init +12; Spd 40 ft., fly 60 ft. (average); AC 44 (-1 size, +8 Dex, +27 natural) touch 17, flat-footed 36; Base Atk +18; Grp +35; Atk +33 melee (3d8+22 plus 1 Con/x3, +3 marrowcrushing maul) or +30 melee (2d8+13 plus 1d10 Con, claw) or +31 melee (1d10+14 plus 1 vile plus 2d6 against good creatures/19-20/x2, +1 unholy vile bastard sword); Full Atk +33/+28/+23/+18 melee (3d8+22 plus 1 Con/x3, +3 marrowcrushing maul) or +30 melee (2d8+13 plus 1d10 Con, 2 claws) and +28 melee (2d6+6 plus 1d10 Con, 2 wings) and +28 melee (4d6+6 plus poison plus disease plus 1d10 Con, bite) and +28 melee (2d8+6 plus 1d10 Con, tail slap) or +27/+22/+17/+12 melee (1d10+14 plus 1 vile plus 2d6 against good creatures/19-20/x2, +1 unholy vile bastard sword); SA constrict 2d8+26, fear aura, gate devil, improved grab, spell-like abilities; SQ darkvision 60 ft., DR 15/good and silver, immunity to fire and poison, PR 22, resistance to acid 10 and cold 10, regeneration 5, see in darkness, SR 32, telepathy 100 ft.; AL LE; SV Fort +19, Ref +19, Will +21; Str 37 (+13), Dex 27 (+8), Con 27 (+8), Int 26 (+8), Wis 26 (+8), Cha 26 (+8).

Skills and Feats: Balance +10, Bluff +29, Climb +34, Concentration +29, Diplomacy +10, Disguise +29 (+31 acting), Hide +25, Intimidate +31, Jump +40, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +29, Search +29, Spellcraft +29, Spot +29, Survival +8 (+10 on other planes, +10 when tracking), Tumble +31; Eyes In The Back Of Your Head CW, Exotic Weapon Proficiency (maul), Improved Initiative, Improved Sunder, Iron Will, Multiattack, Quicken Spell-Like Ability (fireball).

Languages: Infernal, Celestial, Draconic, and Common.

Constrict (Ex): Attero deals 2d8+26 points of damage with a successful grapple check.

Disease (Su): A creature struck by Attero’s bite attack must succeed on a DC 27 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.

Fear Aura (Su): Attero can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level: 18th). A creature that successfully saves cannot be affected again by Attero’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Gate Devil (Sp): Twice per day, Attero can attempt to gate 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil with a 75% chance of success. (This ability is the equivalent of an 8th-level spell.)

Improved Grab (Ex): To use this ability, Attero 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 wins the grapple check, it establishes a hold and can constrict.

Poison (Ex): Injury, Fortitude DC 27, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.

Spell-Like Abilities: At will — blasphemy (DC 25), create undead, crushing fist of spite (DC 27)*, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, polymorph, power word stun, unholy aura (DC 26); 1/day — meteor swarm (DC 27). Caster level: 18th. The save DCs are Charisma-based. *This spell is in the Book of Vile Darkness, page 89.

Once per year Attero can use wish as the spell (caster level: 20th).

Regeneration (Ex): Attero takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Possessions: +3 marrowcrushing maul (Huge-sized), +1 unholy vile bastard sword, amulet of natural armor +4, collar of venom (BoVD, pg. 114), and a gauntlet of utterdeath (CW, pg. 136).
 
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