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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 3767624" data-attributes="member: 2012"><p><span style="color: DarkOrange"><strong>Zaethir Varnum, Diabolist of Bel (CR 18)</strong></span></p><p><strong>hp</strong> 106 (10d8+30 plus 5d4+15); <strong>DR</strong> 10/magic</p><p>---------------------------------------</p><p>Male half-fiend [sup]1[/sup] cleric 10/diabolist 5 [sup]2[/sup]</p><p>LE Medium outsider (augmented humanoid, native)</p><p><strong>Init</strong> +3; <strong>Senses</strong> Darkvision 60 ft; Listen +8, Spot +8</p><p><strong>Aura</strong> Evil and law</p><p><strong>Languages</strong> Abyssal, Axiomatic, Common, Draconic, and Infernal</p><p>---------------------------------------</p><p><strong>AC</strong> 25 (+1 Dex, +4 natural, +8 armor, +2 deflection), touch 13, flat-footed 24; AC 27, touch 15, flat-footed 26 with shield of law spell; AC 31, touch 15, flat-footed 30 with magic vestment and shield of law spells</p><p><strong>Immune</strong> Poison</p><p><strong>Resist</strong> Acid 10, cold 10, electricity 10, fire 10; <strong>PR</strong> 15; <strong>SR</strong> 25</p><p><strong>Fort</strong> +12, <strong>Ref</strong> +8, <strong>Will</strong> +16 (+18 with owl’s wisdom spell)</p><p>--- (+4 bonus on saves against illusion (pattern) spells, spells with the light descriptor, and any light effects that cause blindness)</p><p>---------------------------------------</p><p><strong>Speed</strong> 30 feet (6 squares); fly 30 ft. (average)</p><p><strong>Melee</strong> +5 keen greatsword +22 (2d6+15 plus 1 vile/17-20/x2) or</p><p><strong>Melee</strong> +5 keen greatsword +22/+17 (2d6+15 plus 1 vile/17-20/x2)</p><p><strong>Melee</strong> Claw +16 (1d4+7 plus 1 vile/x2) or</p><p><strong>Melee</strong> 2 claws +16 (1d4+7 plus 1 vile/x2) and</p><p>--- Bite +11 (1d6+3 plus 1 vile/x2)</p><p><strong>Ranged</strong> Mwk light crossbow +13 ranged (1d8-1/19-20/x2, 80 ft., with silvered bolts)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +9; <strong>Grp</strong> +16</p><p><strong>Atk Options</strong> Diabolism 2/day (+2d6), smite good 1/day (+15)</p><p><strong>Special Actions</strong> Rebuke undead 5/day</p><p><strong>Combat Gear</strong> Elixir of fire breath (3 times; 4d6 fire; 25 ft.; DC 13 Reflex half), elixir of healing (x2; CL 10th; 4d8+10; 2,000 gp), potions of cure serious wounds (x4; CL 10th; 3d8+10), potion of owl’s wisdom, potion of resist energy (cold) (30)</p><p><strong>Cleric Spells Prepared</strong> (CL 15th; save DC 14 + spell level; save DC 16 + spell level with owl’s wisdom)</p><p>--- 8th (1+1/day) — power word stun *, shield of law</p><p>--- 7th (2+1/day) — greater scrying *, mass spell resistance [sup]4[/sup], Reached harm</p><p>--- 6th (3+1/day) — blade barrier *, energy immunity [sup]3[/sup], plane shift, true seeing</p><p>--- 5th (4+1/day) — divine agility [sup]4[/sup], divine power, flame strike *, morality undone [sup]2[/sup], Reached inflict critical wounds (4d8+15)</p><p>--- 4th (5+1/day) — assay resistance (swift) [sup]3[/sup], Corrupted searing light (half of damage is unholy), damning darkness [sup]2[/sup], freedom of movement, Reached inflict serious wounds (3d8+15), status *</p><p>--- 3rd (6+1/day) — cure serious wounds, devil’s eye [sup]2[/sup], invisibility purge, magic vestment *, Reached death knell, ring of blades [sup]3[/sup], shriveling [sup]2[/sup]</p><p>--- 2nd (6+1/day) — align weapon, augury *, bear’s endurance, cure moderate wounds, curse of ill fortune [sup]4[/sup], darkbolt [sup]2[/sup], Extended sorrow [sup]2[/sup]</p><p>--- 1st (6+1/day) — angry ache [sup]2[/sup], cure light wounds, deathwatch *, heartache [sup]2[/sup], protection from evil, resurgence [sup]4[/sup], sanctuary</p><p>--- 0th (6/day) — cure minor wounds (x2), detect magic, guidance, resistance, virtue</p><p>* Domain spell. Domains: Planning (Extend Spell as a bonus feat), War (bonus weapon feats)</p><p><strong>Spell-like Abilities</strong> (CL 15th; save DC 13 + spell level)</p><p>--- 1/day — blasphemy, contagion, desecrate, horrid wilting, unhallow, unholy blight</p><p>--- 2/day — darkness, poison, unholy aura</p><p>---------------------------------------</p><p><strong>Abilities</strong> Str 24 (+7), Dex 16 (+3), Con 16 (+3), Int 16 (+3), Wis 18 (+4), Cha 16 (+3)</p><p><strong>SA</strong> Diabolism, divine spells, rebuke undead, smite good</p><p><strong>SQ</strong> +2 to rebuke undead checks, imp familiar, spontaneous casting of inflict spells</p><p><strong>Feats</strong> Alertness [sup]B[/sup], Combat Casting, Corrupt Spell [sup]2[/sup], Disciple of Darkness (Bel) [sup]2[/sup], Evil Brand [sup]2[/sup], Extend Spell [sup]B[/sup], Martial Weapon Proficiency (greatsword) [sup]B[/sup], Profane Boost [sup]4[/sup], Reach Spell [sup]4[/sup], Weapon Focus (greatsword) [sup]B[/sup]</p><p><strong>Skills</strong> Concentration +17, Diplomacy +7 (+9 against evil creatures), Intimidate +7 (+9 against evil creatures), Knowledge (religion) +17, Knowledge (the planes) +17, Listen +8, Profession (soldier) +18, Spot +8, Spellcraft +17, Survival +4 (+6 on other planes)</p><p><strong>Possessions</strong> +5 keen greatsword, amulet of natural armor +3, belt of giant strength +6, lenses of darkness [sup]3[/sup], mwk light crossbow w/ 20 silvered bolts, mwk mithral full plate, ring of protection +2, vest of resistance +1 [sup]3[/sup], vile weapon ring [sup]2[/sup], a pouch containing 30 pp</p><p>---------------------------------------</p><p><strong>Diabolism (Ex)</strong> Zaethir can choose to grant one of his spells greater magical power twice per day. Any spell Zaethir casts that affects a target or area (one that does not include himself) gains the evil descriptor a deals +2d6 points of unholy damage to any good character affected by the spell.</p><p><strong>Imp Familiar (Ex)</strong> Zaethir has an imp as a familiar. The imp has all the special abilities of a 5th-level wizard’s familiar: +3 natural armor; Int 8; alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master.</p><p>---------------------------------------</p><p>[sup]1[/sup] D&D Monster Manual</p><p>[sup]2[/sup] D&D Book of Vile Darkness</p><p>[sup]3[/sup] D&D Complete Arcane</p><p>[sup]4[/sup] D&D Complete Divine</p></blockquote><p></p>
[QUOTE="Knightfall, post: 3767624, member: 2012"] [COLOR=DarkOrange][B]Zaethir Varnum, Diabolist of Bel (CR 18)[/B][/COLOR] [B]hp[/B] 106 (10d8+30 plus 5d4+15); [B]DR[/B] 10/magic --------------------------------------- Male half-fiend [sup]1[/sup] cleric 10/diabolist 5 [sup]2[/sup] LE Medium outsider (augmented humanoid, native) [B]Init[/B] +3; [B]Senses[/B] Darkvision 60 ft; Listen +8, Spot +8 [B]Aura[/B] Evil and law [B]Languages[/B] Abyssal, Axiomatic, Common, Draconic, and Infernal --------------------------------------- [B]AC[/B] 25 (+1 Dex, +4 natural, +8 armor, +2 deflection), touch 13, flat-footed 24; AC 27, touch 15, flat-footed 26 with shield of law spell; AC 31, touch 15, flat-footed 30 with magic vestment and shield of law spells [B]Immune[/B] Poison [B]Resist[/B] Acid 10, cold 10, electricity 10, fire 10; [B]PR[/B] 15; [B]SR[/B] 25 [B]Fort[/B] +12, [B]Ref[/B] +8, [B]Will[/B] +16 (+18 with owl’s wisdom spell) --- (+4 bonus on saves against illusion (pattern) spells, spells with the light descriptor, and any light effects that cause blindness) --------------------------------------- [B]Speed[/B] 30 feet (6 squares); fly 30 ft. (average) [B]Melee[/B] +5 keen greatsword +22 (2d6+15 plus 1 vile/17-20/x2) or [B]Melee[/B] +5 keen greatsword +22/+17 (2d6+15 plus 1 vile/17-20/x2) [B]Melee[/B] Claw +16 (1d4+7 plus 1 vile/x2) or [B]Melee[/B] 2 claws +16 (1d4+7 plus 1 vile/x2) and --- Bite +11 (1d6+3 plus 1 vile/x2) [B]Ranged[/B] Mwk light crossbow +13 ranged (1d8-1/19-20/x2, 80 ft., with silvered bolts) [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. [B]Base Atk[/B] +9; [B]Grp[/B] +16 [B]Atk Options[/B] Diabolism 2/day (+2d6), smite good 1/day (+15) [B]Special Actions[/B] Rebuke undead 5/day [B]Combat Gear[/B] Elixir of fire breath (3 times; 4d6 fire; 25 ft.; DC 13 Reflex half), elixir of healing (x2; CL 10th; 4d8+10; 2,000 gp), potions of cure serious wounds (x4; CL 10th; 3d8+10), potion of owl’s wisdom, potion of resist energy (cold) (30) [B]Cleric Spells Prepared[/B] (CL 15th; save DC 14 + spell level; save DC 16 + spell level with owl’s wisdom) --- 8th (1+1/day) — power word stun *, shield of law --- 7th (2+1/day) — greater scrying *, mass spell resistance [sup]4[/sup], Reached harm --- 6th (3+1/day) — blade barrier *, energy immunity [sup]3[/sup], plane shift, true seeing --- 5th (4+1/day) — divine agility [sup]4[/sup], divine power, flame strike *, morality undone [sup]2[/sup], Reached inflict critical wounds (4d8+15) --- 4th (5+1/day) — assay resistance (swift) [sup]3[/sup], Corrupted searing light (half of damage is unholy), damning darkness [sup]2[/sup], freedom of movement, Reached inflict serious wounds (3d8+15), status * --- 3rd (6+1/day) — cure serious wounds, devil’s eye [sup]2[/sup], invisibility purge, magic vestment *, Reached death knell, ring of blades [sup]3[/sup], shriveling [sup]2[/sup] --- 2nd (6+1/day) — align weapon, augury *, bear’s endurance, cure moderate wounds, curse of ill fortune [sup]4[/sup], darkbolt [sup]2[/sup], Extended sorrow [sup]2[/sup] --- 1st (6+1/day) — angry ache [sup]2[/sup], cure light wounds, deathwatch *, heartache [sup]2[/sup], protection from evil, resurgence [sup]4[/sup], sanctuary --- 0th (6/day) — cure minor wounds (x2), detect magic, guidance, resistance, virtue * Domain spell. Domains: Planning (Extend Spell as a bonus feat), War (bonus weapon feats) [B]Spell-like Abilities[/B] (CL 15th; save DC 13 + spell level) --- 1/day — blasphemy, contagion, desecrate, horrid wilting, unhallow, unholy blight --- 2/day — darkness, poison, unholy aura --------------------------------------- [B]Abilities[/B] Str 24 (+7), Dex 16 (+3), Con 16 (+3), Int 16 (+3), Wis 18 (+4), Cha 16 (+3) [B]SA[/B] Diabolism, divine spells, rebuke undead, smite good [B]SQ[/B] +2 to rebuke undead checks, imp familiar, spontaneous casting of inflict spells [B]Feats[/B] Alertness [sup]B[/sup], Combat Casting, Corrupt Spell [sup]2[/sup], Disciple of Darkness (Bel) [sup]2[/sup], Evil Brand [sup]2[/sup], Extend Spell [sup]B[/sup], Martial Weapon Proficiency (greatsword) [sup]B[/sup], Profane Boost [sup]4[/sup], Reach Spell [sup]4[/sup], Weapon Focus (greatsword) [sup]B[/sup] [B]Skills[/B] Concentration +17, Diplomacy +7 (+9 against evil creatures), Intimidate +7 (+9 against evil creatures), Knowledge (religion) +17, Knowledge (the planes) +17, Listen +8, Profession (soldier) +18, Spot +8, Spellcraft +17, Survival +4 (+6 on other planes) [B]Possessions[/B] +5 keen greatsword, amulet of natural armor +3, belt of giant strength +6, lenses of darkness [sup]3[/sup], mwk light crossbow w/ 20 silvered bolts, mwk mithral full plate, ring of protection +2, vest of resistance +1 [sup]3[/sup], vile weapon ring [sup]2[/sup], a pouch containing 30 pp --------------------------------------- [B]Diabolism (Ex)[/B] Zaethir can choose to grant one of his spells greater magical power twice per day. Any spell Zaethir casts that affects a target or area (one that does not include himself) gains the evil descriptor a deals +2d6 points of unholy damage to any good character affected by the spell. [B]Imp Familiar (Ex)[/B] Zaethir has an imp as a familiar. The imp has all the special abilities of a 5th-level wizard’s familiar: +3 natural armor; Int 8; alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master. --------------------------------------- [sup]1[/sup] D&D Monster Manual [sup]2[/sup] D&D Book of Vile Darkness [sup]3[/sup] D&D Complete Arcane [sup]4[/sup] D&D Complete Divine [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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