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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3211954" data-attributes="member: 2795"><p><strong>Demogorgon</strong></p><p></p><p><span style="color: lime">Here's another really powerful demon.</span></p><p></p><p>[sblock=Demogorgon's Fluff Text]</p><p>Few monsters are as terrifying as Demogorgon. This abyssal lord is a nightmarish sort of demonic vampire. Many scholars even suggest that Demogorgon is the source of the curse of vampirism (although it seems likely Orcus has a better claim to this dubious honor). Demogorgon is seldom encountered away from the perpetually night-shrouded jungles and swamps of its home on the Abyss. It can, however, travel to the Material Plane with relative ease. Of course, Demogorgon's journeys abroad are never for benign purposes. It is known that Demogorgon acts as a sort of unholy spiritual director for dozens of murderous cults, sinister cabals, and evil conclaves of undead terrors. If there is some unifying purpose to these disparate groups, maybe only Demogorgon knows for certain.</p><p></p><p>Demogorgon stands about 18 feet tall and weighs around 8,000 pounds. It is a monstrous combination of mandrill, lizard, and humanoid. It has two heads, each resembling a savage mandrill. Its torso and legs are humanoid, but covered with thick scales. Instead of arms, Demogorgon has four octopus-like tentacles, but these are covered with hundreds of roundish, fang-filled mouths rather than suckers. Demogorgon has four-toed feet, like those of a gigantic lizard. His coloration ranges from blue-gray fur on his heads and shoulders down to the dull green scales that cover the rest of his body. Demogorgon's two sets of orange eyes glow with hatred.</p><p></p><p>Demogorgon is insanely powerful. It possesses a staggering number of different tactical options. It can constrict, cause energy drain and Constitution drain, inflict disease, and <em>dominate</em> by gaze, and this isn't even touching all of its feats and spell-like abilities. Demogorgon typically begins combat with the aforementioned spell-like abilities, using <em>blasphemy, fear, power word stun, symbol</em>, and <em>unholy blight</em> to devastate its enemies' ranks. It then closes for melee, opting for the -20 penalty to its grapple checks in order to constrict and drain blood without further impairing its own ability to melee. Demogorgon especially enjoys using its improved grab against sorcerers and wizards. Between constriction damage, blood drain, and one energy drain per round, few sorcerers or wizards (or anyone else for that matter) survive long in Demogorgon's grasp.</p><p></p><p>Demogorgon usually keeps one or two tentacles free for making use of its various combat feats. In this way, Demogorgon can constrict two or three victims, and still be able to take advantage of Awesome Blow, Combat Reflexes, and Improved Disarm. In the unlikely event that combat starts to go against it, Demogorgon escapes using <em>greater teleport</em> (maybe taking grappled victims who fail a DC 21 Will save), sometimes after using <em>gate</em> to call a marilith to fight in its place. Another favorite tactic is to use <em>greater teleport, walls of ice</em>, and improved grab in combination in order to split up enemies in isolated areas where they can be destroyed individually at Demogorgon's leisure.</p><p></p><p>Demogorgon's natural weapons are considered magic weapons for purposes of overcoming damage reduction.[/sblock]</p><p>[sblock=Demogorgon; CR 22</p><p>Unique fighter 10]</p><p>CE Huge undead (chaotic, extraplanar, evil)</p><p><strong>Init</strong> +7; <strong>Senses</strong> darkvision 60 ft., scent, Listen +23, Spot +29</p><p><strong>Languages</strong> Abyssal, Celestial, Common, Draconic, Infernal. Via telepathy, it can communicate with nearly any sentient being.</p><p>-----</p><p><strong>AC</strong> 38 (-2 size, +3 Dex, +18 natural, +4 deflection, +5 armor), touch 15, flat-footed 35; Combat Expertise, Dodge, Mobility</p><p><strong>hp</strong> 146 (22 HD); <strong>DR</strong> 10/silver and magic, <strong>fast healing</strong> 5, <strong>turn resistance</strong> +4</p><p><strong>Immune</strong> ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, sleep, stunning</p><p><strong>Resist</strong> acid 10, cold 10, electricity 10, fire 10, sonic 30</p><p><strong>SR</strong> 32</p><p><strong>Fort</strong> +11, <strong>Ref</strong> +12, <strong>Will</strong> +16</p><p>-----</p><p><strong>Spd</strong> 40 ft. (8 squares)</p><p><strong>Melee</strong> 4 tentacles +30 (1d8+13 plus 2d6 unholy damage and energy drain/19-20) and 2 bites +26 melee (2d6+6 plus 2d6 unholy damage, disease and energy drain)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 15 ft. (20 ft. with tentacle)</p><p><strong>Base Atk</strong> +19; <strong>Grp</strong> +36</p><p><strong>Atk Options</strong> Awesome Blow, blood drain, Combat Reflexes (4 AoO/round), constrict (1d8+11 plus 2d6 unholy damage and energy drain), disease (Fort 25), <em>dominate</em> (Will 25), energy drain (Fort 25), Improved Bull Rush, Improved Disarm, improved grab, Power Attack, smite good 1/day, Spring Attack, Whirlwind Attack</p><p><strong>Special Actions</strong> <em>gaseous form, spider climb</em>, telepathy 100 ft.</p><p><strong>Spell-Like Abilities (CL 17th):</strong></p><p>At will - <em>clairaudience/clairvoyance, comprehend languages, darkness, detect thoughts</em> (Will 16), <em>detect magic, dispel magic, fear</em> (Will 18), <em>greater teleport, levitate, major image</em> (Will disbelief 17), <em>polymorph, read magic, see invisibility, suggestion</em> (Will 17), <em>telekinesis, wall of ice</em></p><p>3/day - <em>poison</em> (Fort 18)</p><p>1/day - <em>blasphemy</em> (Will 21), <em>contagion</em> (Fort 18), <em>desecrate, feeblemind</em> (Will 19), <em>gate, power word stun, project image</em> (Will disbelief 21), <em>symbol</em> (any one) (save varies), <em>unholy blight</em> (Will partial 18)</p><p>-----</p><p><strong>Abilities</strong> Str 29, Dex 16, Con --, Int 18, Wis 20, Cha 19</p><p><strong>Skills</strong> Bluff +20, Concentration +15, Diplomacy +8, Hide +29, Intimidate +20, Jump +27, Listen +23, Move Silently +27, Search +20, Sense Motive +29, Spot +29, Swim +23</p><p><strong>Feats</strong> Alertness, Awesome Blow, Combat Expertise (B), Combat Reflexes (B), Dodge (B), Greater Weapon Focus (tentacle) (B), Improved Bull Rush (B), Improved Critical (tentacle) (B), Improved Disarm (B), Improved Initiative (B), Lightning Reflexes (B), Mobility, Multiattack, Power Attack, Spring Attack, Toughness, Weapon Focus (tentacle), Weapon Specialization (tentacle) (B), Whirlwind Attack</p><p><strong>Possessions</strong> <em>unholy amulet of mighty fists +2, greater sonic resistance bracers of armor +5, ring of chameleon power, ring of protection +4, rod of rulership</em>, plus 2,300 gp</p><p>-----</p><p><strong>Blood Drain (Ex):</strong> Demogorgon can suck blood from a living victim with its tentacles. It drains blood, dealing 1d4 points of Constitution drain with each successful grapple check against a constricted creature. On each such successful attack, Demogorgon gains 5 temporary hit points.</p><p></p><p><strong>Constrict (Ex):</strong> Demogorgon deals automatic tentacle damage with a successful grapple check. A constricted creature also suffers blood drain.</p><p></p><p><strong>Disease (Ex):</strong> Filth fever - bite, Fortitude DC 25, incubation period 1d3 rounds; damage 1d4 Dexterity and 1d4 Constitution. The save DC is Charisma-based.</p><p></p><p><strong>Dominate (Su):</strong> Demogorgon can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that Demogorgon must use a standard action, and those merely looking at it are not affected. Anyone Demogorgon targets must succeed on a DC 25 Will save or fall instantly under the its influence as though by a <em>dominate person</em> spell (caster level 12th). The ability has a range of 30 feet. The save DC is Charisma based.</p><p></p><p><strong>Energy Drain (Su):</strong> Living creatures hit by any of Demogorgon's attacks gain two negative levels. For each negative level bestowed, Demogorgon gains 5 temporary hit points. It can use its energy drain ability once per round. The affected creature must make a DC 25 Fortitude save to resist losing a level for each negative level bestowed. The save DC is Charisma-based.</p><p></p><p><strong>Fast Healing (Ex):</strong> Demogorgon heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to Demogorgon after it is forced into gaseous form has no effect. Once at rest in its coffin, Demogorgon is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.</p><p></p><p><strong>Gaseous Form (Su):</strong> As a standard action, Demogorgon can assume <em>gaseous form</em> at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, Demogorgon must hit with a tentacle 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 and drain blood.</p><p></p><p><strong>Smite Good (Su):</strong> Once per day, Demogorgon can make a melee attack that deals an extra +20 points of damage against a good-aligned target.</p><p></p><p><strong>Spider Climb (Ex):</strong> Demogorgon can climb sheer surfaces as though with a <em>spider climb</em> spell.</p><p></p><p><strong>Skills:</strong> Demogorgon has a +8 racial to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3211954, member: 2795"] [b]Demogorgon[/b] [color=lime]Here's another really powerful demon.[/color] [sblock=Demogorgon's Fluff Text] Few monsters are as terrifying as Demogorgon. This abyssal lord is a nightmarish sort of demonic vampire. Many scholars even suggest that Demogorgon is the source of the curse of vampirism (although it seems likely Orcus has a better claim to this dubious honor). Demogorgon is seldom encountered away from the perpetually night-shrouded jungles and swamps of its home on the Abyss. It can, however, travel to the Material Plane with relative ease. Of course, Demogorgon's journeys abroad are never for benign purposes. It is known that Demogorgon acts as a sort of unholy spiritual director for dozens of murderous cults, sinister cabals, and evil conclaves of undead terrors. If there is some unifying purpose to these disparate groups, maybe only Demogorgon knows for certain. Demogorgon stands about 18 feet tall and weighs around 8,000 pounds. It is a monstrous combination of mandrill, lizard, and humanoid. It has two heads, each resembling a savage mandrill. Its torso and legs are humanoid, but covered with thick scales. Instead of arms, Demogorgon has four octopus-like tentacles, but these are covered with hundreds of roundish, fang-filled mouths rather than suckers. Demogorgon has four-toed feet, like those of a gigantic lizard. His coloration ranges from blue-gray fur on his heads and shoulders down to the dull green scales that cover the rest of his body. Demogorgon's two sets of orange eyes glow with hatred. Demogorgon is insanely powerful. It possesses a staggering number of different tactical options. It can constrict, cause energy drain and Constitution drain, inflict disease, and [i]dominate[/i] by gaze, and this isn't even touching all of its feats and spell-like abilities. Demogorgon typically begins combat with the aforementioned spell-like abilities, using [i]blasphemy, fear, power word stun, symbol[/i], and [i]unholy blight[/i] to devastate its enemies' ranks. It then closes for melee, opting for the -20 penalty to its grapple checks in order to constrict and drain blood without further impairing its own ability to melee. Demogorgon especially enjoys using its improved grab against sorcerers and wizards. Between constriction damage, blood drain, and one energy drain per round, few sorcerers or wizards (or anyone else for that matter) survive long in Demogorgon's grasp. Demogorgon usually keeps one or two tentacles free for making use of its various combat feats. In this way, Demogorgon can constrict two or three victims, and still be able to take advantage of Awesome Blow, Combat Reflexes, and Improved Disarm. In the unlikely event that combat starts to go against it, Demogorgon escapes using [i]greater teleport[/i] (maybe taking grappled victims who fail a DC 21 Will save), sometimes after using [i]gate[/i] to call a marilith to fight in its place. Another favorite tactic is to use [i]greater teleport, walls of ice[/i], and improved grab in combination in order to split up enemies in isolated areas where they can be destroyed individually at Demogorgon's leisure. Demogorgon's natural weapons are considered magic weapons for purposes of overcoming damage reduction.[/sblock] [sblock=Demogorgon; CR 22 Unique fighter 10] CE Huge undead (chaotic, extraplanar, evil) [b]Init[/b] +7; [b]Senses[/b] darkvision 60 ft., scent, Listen +23, Spot +29 [b]Languages[/b] Abyssal, Celestial, Common, Draconic, Infernal. Via telepathy, it can communicate with nearly any sentient being. ----- [b]AC[/b] 38 (-2 size, +3 Dex, +18 natural, +4 deflection, +5 armor), touch 15, flat-footed 35; Combat Expertise, Dodge, Mobility [b]hp[/b] 146 (22 HD); [b]DR[/b] 10/silver and magic, [b]fast healing[/b] 5, [b]turn resistance[/b] +4 [b]Immune[/b] ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, sleep, stunning [b]Resist[/b] acid 10, cold 10, electricity 10, fire 10, sonic 30 [b]SR[/b] 32 [b]Fort[/b] +11, [b]Ref[/b] +12, [b]Will[/b] +16 ----- [b]Spd[/b] 40 ft. (8 squares) [b]Melee[/b] 4 tentacles +30 (1d8+13 plus 2d6 unholy damage and energy drain/19-20) and 2 bites +26 melee (2d6+6 plus 2d6 unholy damage, disease and energy drain) [b]Space[/b] 15 ft.; [b]Reach[/b] 15 ft. (20 ft. with tentacle) [b]Base Atk[/b] +19; [b]Grp[/b] +36 [b]Atk Options[/b] Awesome Blow, blood drain, Combat Reflexes (4 AoO/round), constrict (1d8+11 plus 2d6 unholy damage and energy drain), disease (Fort 25), [i]dominate[/i] (Will 25), energy drain (Fort 25), Improved Bull Rush, Improved Disarm, improved grab, Power Attack, smite good 1/day, Spring Attack, Whirlwind Attack [b]Special Actions[/b] [i]gaseous form, spider climb[/i], telepathy 100 ft. [b]Spell-Like Abilities (CL 17th):[/b] At will - [i]clairaudience/clairvoyance, comprehend languages, darkness, detect thoughts[/i] (Will 16), [i]detect magic, dispel magic, fear[/i] (Will 18), [i]greater teleport, levitate, major image[/i] (Will disbelief 17), [i]polymorph, read magic, see invisibility, suggestion[/i] (Will 17), [i]telekinesis, wall of ice[/i] 3/day - [i]poison[/i] (Fort 18) 1/day - [i]blasphemy[/i] (Will 21), [i]contagion[/i] (Fort 18), [i]desecrate, feeblemind[/i] (Will 19), [i]gate, power word stun, project image[/i] (Will disbelief 21), [i]symbol[/i] (any one) (save varies), [i]unholy blight[/i] (Will partial 18) ----- [b]Abilities[/b] Str 29, Dex 16, Con --, Int 18, Wis 20, Cha 19 [b]Skills[/b] Bluff +20, Concentration +15, Diplomacy +8, Hide +29, Intimidate +20, Jump +27, Listen +23, Move Silently +27, Search +20, Sense Motive +29, Spot +29, Swim +23 [b]Feats[/b] Alertness, Awesome Blow, Combat Expertise (B), Combat Reflexes (B), Dodge (B), Greater Weapon Focus (tentacle) (B), Improved Bull Rush (B), Improved Critical (tentacle) (B), Improved Disarm (B), Improved Initiative (B), Lightning Reflexes (B), Mobility, Multiattack, Power Attack, Spring Attack, Toughness, Weapon Focus (tentacle), Weapon Specialization (tentacle) (B), Whirlwind Attack [b]Possessions[/b] [i]unholy amulet of mighty fists +2, greater sonic resistance bracers of armor +5, ring of chameleon power, ring of protection +4, rod of rulership[/i], plus 2,300 gp ----- [b]Blood Drain (Ex):[/b] Demogorgon can suck blood from a living victim with its tentacles. It drains blood, dealing 1d4 points of Constitution drain with each successful grapple check against a constricted creature. On each such successful attack, Demogorgon gains 5 temporary hit points. [b]Constrict (Ex):[/b] Demogorgon deals automatic tentacle damage with a successful grapple check. A constricted creature also suffers blood drain. [b]Disease (Ex):[/b] Filth fever - bite, Fortitude DC 25, incubation period 1d3 rounds; damage 1d4 Dexterity and 1d4 Constitution. The save DC is Charisma-based. [b]Dominate (Su):[/b] Demogorgon can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that Demogorgon must use a standard action, and those merely looking at it are not affected. Anyone Demogorgon targets must succeed on a DC 25 Will save or fall instantly under the its influence as though by a [i]dominate person[/i] spell (caster level 12th). The ability has a range of 30 feet. The save DC is Charisma based. [b]Energy Drain (Su):[/b] Living creatures hit by any of Demogorgon's attacks gain two negative levels. For each negative level bestowed, Demogorgon gains 5 temporary hit points. It can use its energy drain ability once per round. The affected creature must make a DC 25 Fortitude save to resist losing a level for each negative level bestowed. The save DC is Charisma-based. [b]Fast Healing (Ex):[/b] Demogorgon heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to Demogorgon after it is forced into gaseous form has no effect. Once at rest in its coffin, Demogorgon is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. [b]Gaseous Form (Su):[/b] As a standard action, Demogorgon can assume [i]gaseous form[/i] at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. [b]Improved Grab (Ex):[/b] To use this ability, Demogorgon must hit with a tentacle 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 and drain blood. [b]Smite Good (Su):[/b] Once per day, Demogorgon can make a melee attack that deals an extra +20 points of damage against a good-aligned target. [b]Spider Climb (Ex):[/b] Demogorgon can climb sheer surfaces as though with a [i]spider climb[/i] spell. [b]Skills:[/b] Demogorgon has a +8 racial to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.[/sblock] [/QUOTE]
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