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<blockquote data-quote="RAGNAROKISCOMING2007" data-source="post: 3917130" data-attributes="member: 50701"><p><strong>Bel, Lord of the First </strong></p><p><strong>Huge Outsider (baatezu, evil, extraplanar, lawful) </strong></p><p><strong>Symbol:</strong> A black silhouette of Bel’s head with red glaring eyes</p><p><strong>Cosmic Rank :</strong>11(13 in Avernus)</p><p><strong>HD:</strong> 67d8 + 1,206 + 160 (1,902 hp)</p><p><strong>Initiative:</strong> +19</p><p><strong>Speed:</strong> 90 ft., fly180 ft. (perfect)</p><p><strong>AC: </strong> 78 (+14 armor, +14 deflection, +11 Dex, + 31 natural, -2 size) touch 34, flat-footed 67</p><p><strong>BAB/ Grapple: </strong> +67/+99</p><p><strong>Attack: </strong> +<em>7 demon dread, hellfire blasting, keen, vile, huge greatsword, Demonsunder</em> +100 melee (4d6 + 51 + 3d6 hellfire damage + 1 vile/17-20/x2), or claw +89 melee (2d6 + 24)</p><p><strong>Full attack:</strong> <em>+7 demon dread, hellfire blasting, keen, vile, huge greatsword, Demonsunder </em>+100/+95/+90/+85 melee (4d6 + 51 + 3d6 hellfire damage + 1 vile/17-20/x2), and 2 claws +89 melee (2d6 + 24), and bite +87 melee (1d8 + 12 plus disease and poison), and wing +87 melee (1d6 + 12), and tail +87 melee (1d8 + 12)</p><p><strong>Space/reach:</strong> 10ft./10ft.</p><p><strong>Special attacks:</strong> Call Baatezu, Constrict, Disease, Fear Aura, Hellfire of Bel, Improved Grab, Roar of Bel, Spell-like ablities, Storm of Avernus, </p><p><strong>Special qualities:</strong> DR 40/Epic Good and Silver, Energy Resistance to Acid 50, Cold 50, Sonic 50, Immunity to Fire and Poison, Immunity to Ability Damage, Ability Drain, Criticals, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Regeneration 20, See in Darkness, SR 68, Telepathy 1000 ft.</p><p><strong>Saves:</strong> Fort +57, Ref +50, Will +49</p><p><strong>Abilities:</strong> Str 58, Dex 33, Con 47, Int 36, Wis 31, Cha 38</p><p><strong>Skills:</strong> Balance +74, Bluff +84, Climb +87, Concentration +81, Decipher Script +76, Diplomacy +84, Disguise +77, Escape Artist +74, Hide +70, Intimidate +84, Jump +87, Knowledge (arcana) +76, Knowledge (religion) +76, Knowledge (the planes) +76, Listen +73, Move Silently +74, Search +76, Sense Motive +73, Spellcraft +76, Spot +73, Survival +73, Tumble +74</p><p><strong>Feats:</strong> Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Darkspeech, Dodge, Fly-By Attack, Greater Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Bull Rush, Improved Disarm, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Mobility, Multi-Attack, Power Attack, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack</p><p><strong>Epic Feats:</strong> Dire Charge, Epic Fortitude, Epic Reflexes, Epic Toughness (x8 ), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Willpower, Improved Whirlwind Attack, Superior Initiative</p><p><strong>Environment:</strong> Avernus (Nine Hells of Baator)</p><p><strong>Organization:</strong> Solitary (unique), or Troop (Bel, Yeddikadir, Nalebranc, and 10 advanced pit fiends (30HD), 10 advanced cornugon (25 HD))</p><p><strong>CR:</strong> 57</p><p><strong>Treasure:</strong> <em>Amulet of Bel, Bel Bracers of Rending, Bel’s Plate, Belt of the First Seven, Demonsunder</em></p><p><strong>Alignment:</strong> Lawful Evil</p><p></p><p>(flavor coming)</p><p></p><p><strong>Combat:</strong> If encountered alone, Bel always starts off by calling devils to his side. Then he unleashes a Roar of Bel to frighten his foes while strengthening his allies. After that’s taking care of Bel charges into melee combat with his strongest opponent. If greatly outnumber, Bel will call in Yeddikadir and Nalebranc who will then summon reinforcements. Against tough foes, Bel always utilizes his Storm of Avernus ability.</p><p>He relies on his armor and natural defenses to keep him safe from energy based attacks. When all else fails, he resorts to Hellfire of Bel to finish off his foes.</p><p></p><p><strong>Call Baatezu (Sp):</strong> 5/day; Bel can call 5d6 lemures, 1d4 advanced pit fiends (30 HD), and 2d6 cornugons. 1/day Bel can call Yeddikadir and Nalebranc ( 2 cornugons fighter 30)</p><p></p><p><strong>Constrict (Ex):</strong> Bel deals 1d8 + 36 points of damage with a successful grapple check, in addition to damage from his tail attack.</p><p></p><p><strong>Disease (Ex):</strong> Devil Chills – bite, Fortitude save DC 61 incubation period injury, damage 1d8 Str. The DC is Con-based.</p><p></p><p><strong>Fear Aura (Su):</strong> At the end of Bel’s turns, creatures within 100 ft of Bel must succeed a Will save DC 57 or be panicked for 10 rounds. The DC is Cha-based. Those who successfully save against this aura, cannot be affected by the same aura for 24 hours.</p><p></p><p><strong>Hellfire of Bel (Ex):</strong> Bel can spit red and black flames, which leaves his foes devastated. He can use this ability 17 times per day as a full round action. It deals 17d12 points of hellfire damage. Reflex save DC 57 halves (Cha-based). This blast of unholy flames are, 10 ft. wide and 1,400 ft. long. Those slain by these flames become a devil (Bel chooses), which serves him in the Blood War eternally. The creature in question can be brought back to normal by casting a wish or miracle spell, followed by a true resurrection spell.</p><p></p><p>Note: The newly transformed creature retains its HD, however it cannot exceed the limit of the devil’s HD. Example: If Bel kills a 50th level creature with this attack and chose to make it into a pit fiend, then that creature will become a pit fiend with 50 HD. If he chose to make that same 50th level character into a malebranche, then it would become a malebranche with 48 HD (the max HD for a malebranche).</p><p></p><p><strong>Improved Grab (Ex):</strong> Bel can hit a Huge or smaller creature, with his tail, and start a grapple. If successful he establishes a hold and can constrict. This does not provoke attacks of opportunities.</p><p></p><p><strong>Regeneration:</strong> Bel takes normal damage from epic, good, and silver weapons.</p><p></p><p><strong>Roar of Bel (Ex):</strong> Bel can let out ferocious roar, which panics his foes, while at the same time strengthening his allies. This roar is a standard action and has a range of a 100 ft. radius. Enemies of Bel must make a Will save DC 57 or be panicked for 2d6 rounds. Allies of Bel, within range, receive a + 9 bonus to Str, Con, and saves for the next 10 rounds. The DC is Cha-based.</p><p></p><p><strong>Spell-like ablities: </strong>CL: 67th ; DC 33 + spell level</p><p>at will: <em>animate dead, baleful, polymorph, bear’s endurance, blasphemy, bull’s strength, charm monster, damning darkness, deeper darkness, demon dirge, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, dominate monster, flame strike, greater dispel magic, greater invisibility, greater teleport, hellfire storm, magic circle against chaos, magic circle against good, mass hold monster, mass hold person, mirage arcana, orb of fire, persistent image, polymorph, power word stun, restoration, resurrection, suggestion, symbol of pain, unhallow, unholy aura, wall of fire.</em> </p><p>9/day: <em>destruction, firestorm, greater restoration, incendiary cloud, meteor swarm, power word kill, true resurrection.</em> </p><p>6/day: <em>hellball, tyranny</em></p><p>3/day: <em>wish</em></p><p></p><p><strong>Storm of Avernus (Su):</strong> Bel can call forth the fireballs, which careen through the atmosphere of Avernus, and unleash a storm of hellfire upon his foes. 9/day, as a full round action, Bel can gather a massive collection of fireballs and devastate his foes. The fireballs circle around Bel, incinerating everything in their path. The fireballs swarm around Bel in a 300 ft radius for 10 rounds. The storm deals 10d10 points of hellfire damage each round to any non-devil within range. Reflex save DC 57 halves (Cha-based).</p><p>Note: Bel can only use this ability while in Avernus.</p><p></p><p><strong>Possessions:</strong> Bel is never without these powerful artifacts.</p><p></p><p><strong>Amulet of Bel: </strong>This amulet appears as a pit fiend’s hand clutching a black gem. Once per round, as a standard action, Bel can activate this amulet by chanting various dark phrases. Upon activation, the amulet flashes red and Bel can perform one of the following:</p><p></p><p>- Bel gains a + 10 bonus to Bluff, Diplomacy, and Intimidate skill checks. This bonus lasts for the rest of the encounter and he only gains this bonus once.</p><p>- Demons who gaze upon the amulet must succeed a Will save DC 57. Those who are unsuccessful have visions of what Bel has done to millions of demons before them. They fear that the same could happen to them and they become panicked for 3d6 rounds. Non-demons who gaze upon the amulet and fail their saves, view the same images. Failure indicates that they are not entirely sure of what they have seen, but nonetheless fear the same could happen to them. They become panicked for 2d6 rounds. The DC is Cha-based.</p><p>- If Bel slays a non-outsider, he will use the amulet to trap their souls within as if by a trap the soul spell of his level. As another standard action Bel can summon the soul of the creature in the form of a greater devil (which Bel chooses using the chart below). This newly created devil has the same amount of HD as the slain creature (the HD cannot exceed the limit of the devil summoned). If the amulet is destroyed the creature returns to normal at –10 hit points. From that point, they can be raised normally. However, if the amulet is not destroyed, the creature must be destroyed. Up to 5 rounds after their death, a miracle or wish spell must be casted so that their souls aren’t wiped from existence. If successful, the creature returns to normal at –10 hit points and can be raised normally.</p><p></p><p><u><strong>Devil Choices:</strong></u></p><p>Assassin devil</p><p>Bone devil</p><p>Hamatula</p><p>Horned devil</p><p>Ice devil</p><p>Malebranche</p><p>Orthon</p><p>Pit fiend </p><p></p><p></p><p><strong>Bel Bracers of Rending:</strong> These bracers are red with razor-sharp black blades on the backs of them.Any time Bel attacks with his claws he automatically hits with the blades. The blades leave gruesome bleeding scars. Those hit by the blades take 5 points of damage from blood loss each round. Every other hit by the blades adds an extra 5 points of damage due to blood loss. A Heal check DC 45 stops the bleeding.</p><p></p><p><strong>Bel’s Plate:</strong> This armor is made of black metal and covers his upper torso. Both shoulders have a massive spike on them. It functions as a + 9 acid warding, cold warding, sonic warding, heavy fortification breastplate.</p><p></p><p><strong>Belt of Seven: </strong>Bel wears this gruesome belt made of a rope and seven angel heads everywhere he goes. As a free action, Bel can channel dark energy into his vile belt, causing the angel heads to moan and scream in pain. Anyone within a100 ft. radius of Bel must succeed a Will save DC 57 or become shaken for 10 rounds. Whether the save is successful or not, the targeted creatures cannot be affected by it for the next 24 hours.</p><p></p><p><strong>Demonsunder:</strong> This massive blade appears as a fiendish greatsword with an awkward jagged blade. The blade glows bright with an inner heat but is not aflame. The hilt is fashioned into the form of a roaring pit fiend, possibly Bel himself. It functions as a <em>+7 demon dread, hellfire blasting, keen, vile, huge greatsword</em>. Against demons it functions as a <em>+13 demon dread, hellfire blasting, keen, vile, huge greatsword</em> and deals an extra 6d6 points of damage. Any creature slain by this blade bursts into a 30 ft. radius of hellfire dealing 10d6 points of hellfire damage to any non-devil within range. They can only be raised normally through a miracle or wish spell.</p></blockquote><p></p>
[QUOTE="RAGNAROKISCOMING2007, post: 3917130, member: 50701"] [b]Bel, Lord of the First Huge Outsider (baatezu, evil, extraplanar, lawful) [/b] [b]Symbol:[/b] A black silhouette of Bel’s head with red glaring eyes [b]Cosmic Rank :[/b]11(13 in Avernus) [b]HD:[/b] 67d8 + 1,206 + 160 (1,902 hp) [b]Initiative:[/b] +19 [b]Speed:[/b] 90 ft., fly180 ft. (perfect) [b]AC: [/b] 78 (+14 armor, +14 deflection, +11 Dex, + 31 natural, -2 size) touch 34, flat-footed 67 [b]BAB/ Grapple: [/b] +67/+99 [b]Attack: [/b] +[i]7 demon dread, hellfire blasting, keen, vile, huge greatsword, Demonsunder[/i] +100 melee (4d6 + 51 + 3d6 hellfire damage + 1 vile/17-20/x2), or claw +89 melee (2d6 + 24) [b]Full attack:[/b] [i]+7 demon dread, hellfire blasting, keen, vile, huge greatsword, Demonsunder [/i]+100/+95/+90/+85 melee (4d6 + 51 + 3d6 hellfire damage + 1 vile/17-20/x2), and 2 claws +89 melee (2d6 + 24), and bite +87 melee (1d8 + 12 plus disease and poison), and wing +87 melee (1d6 + 12), and tail +87 melee (1d8 + 12) [b]Space/reach:[/b] 10ft./10ft. [b]Special attacks:[/b] Call Baatezu, Constrict, Disease, Fear Aura, Hellfire of Bel, Improved Grab, Roar of Bel, Spell-like ablities, Storm of Avernus, [b]Special qualities:[/b] DR 40/Epic Good and Silver, Energy Resistance to Acid 50, Cold 50, Sonic 50, Immunity to Fire and Poison, Immunity to Ability Damage, Ability Drain, Criticals, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Regeneration 20, See in Darkness, SR 68, Telepathy 1000 ft. [b]Saves:[/b] Fort +57, Ref +50, Will +49 [b]Abilities:[/b] Str 58, Dex 33, Con 47, Int 36, Wis 31, Cha 38 [b]Skills:[/b] Balance +74, Bluff +84, Climb +87, Concentration +81, Decipher Script +76, Diplomacy +84, Disguise +77, Escape Artist +74, Hide +70, Intimidate +84, Jump +87, Knowledge (arcana) +76, Knowledge (religion) +76, Knowledge (the planes) +76, Listen +73, Move Silently +74, Search +76, Sense Motive +73, Spellcraft +76, Spot +73, Survival +73, Tumble +74 [b]Feats:[/b] Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Darkspeech, Dodge, Fly-By Attack, Greater Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Bull Rush, Improved Disarm, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Mobility, Multi-Attack, Power Attack, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack [b]Epic Feats:[/b] Dire Charge, Epic Fortitude, Epic Reflexes, Epic Toughness (x8 ), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Willpower, Improved Whirlwind Attack, Superior Initiative [b]Environment:[/b] Avernus (Nine Hells of Baator) [b]Organization:[/b] Solitary (unique), or Troop (Bel, Yeddikadir, Nalebranc, and 10 advanced pit fiends (30HD), 10 advanced cornugon (25 HD)) [b]CR:[/b] 57 [b]Treasure:[/b] [i]Amulet of Bel, Bel Bracers of Rending, Bel’s Plate, Belt of the First Seven, Demonsunder[/i] [b]Alignment:[/b] Lawful Evil (flavor coming) [b]Combat:[/b] If encountered alone, Bel always starts off by calling devils to his side. Then he unleashes a Roar of Bel to frighten his foes while strengthening his allies. After that’s taking care of Bel charges into melee combat with his strongest opponent. If greatly outnumber, Bel will call in Yeddikadir and Nalebranc who will then summon reinforcements. Against tough foes, Bel always utilizes his Storm of Avernus ability. He relies on his armor and natural defenses to keep him safe from energy based attacks. When all else fails, he resorts to Hellfire of Bel to finish off his foes. [b]Call Baatezu (Sp):[/b] 5/day; Bel can call 5d6 lemures, 1d4 advanced pit fiends (30 HD), and 2d6 cornugons. 1/day Bel can call Yeddikadir and Nalebranc ( 2 cornugons fighter 30) [b]Constrict (Ex):[/b] Bel deals 1d8 + 36 points of damage with a successful grapple check, in addition to damage from his tail attack. [b]Disease (Ex):[/b] Devil Chills – bite, Fortitude save DC 61 incubation period injury, damage 1d8 Str. The DC is Con-based. [b]Fear Aura (Su):[/b] At the end of Bel’s turns, creatures within 100 ft of Bel must succeed a Will save DC 57 or be panicked for 10 rounds. The DC is Cha-based. Those who successfully save against this aura, cannot be affected by the same aura for 24 hours. [b]Hellfire of Bel (Ex):[/b] Bel can spit red and black flames, which leaves his foes devastated. He can use this ability 17 times per day as a full round action. It deals 17d12 points of hellfire damage. Reflex save DC 57 halves (Cha-based). This blast of unholy flames are, 10 ft. wide and 1,400 ft. long. Those slain by these flames become a devil (Bel chooses), which serves him in the Blood War eternally. The creature in question can be brought back to normal by casting a wish or miracle spell, followed by a true resurrection spell. Note: The newly transformed creature retains its HD, however it cannot exceed the limit of the devil’s HD. Example: If Bel kills a 50th level creature with this attack and chose to make it into a pit fiend, then that creature will become a pit fiend with 50 HD. If he chose to make that same 50th level character into a malebranche, then it would become a malebranche with 48 HD (the max HD for a malebranche). [b]Improved Grab (Ex):[/b] Bel can hit a Huge or smaller creature, with his tail, and start a grapple. If successful he establishes a hold and can constrict. This does not provoke attacks of opportunities. [b]Regeneration:[/b] Bel takes normal damage from epic, good, and silver weapons. [b]Roar of Bel (Ex):[/b] Bel can let out ferocious roar, which panics his foes, while at the same time strengthening his allies. This roar is a standard action and has a range of a 100 ft. radius. Enemies of Bel must make a Will save DC 57 or be panicked for 2d6 rounds. Allies of Bel, within range, receive a + 9 bonus to Str, Con, and saves for the next 10 rounds. The DC is Cha-based. [b]Spell-like ablities: [/b]CL: 67th ; DC 33 + spell level at will: [i]animate dead, baleful, polymorph, bear’s endurance, blasphemy, bull’s strength, charm monster, damning darkness, deeper darkness, demon dirge, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, dominate monster, flame strike, greater dispel magic, greater invisibility, greater teleport, hellfire storm, magic circle against chaos, magic circle against good, mass hold monster, mass hold person, mirage arcana, orb of fire, persistent image, polymorph, power word stun, restoration, resurrection, suggestion, symbol of pain, unhallow, unholy aura, wall of fire.[/i] 9/day: [i]destruction, firestorm, greater restoration, incendiary cloud, meteor swarm, power word kill, true resurrection.[/i] 6/day: [i]hellball, tyranny[/i] 3/day: [i]wish[/i] [b]Storm of Avernus (Su):[/b] Bel can call forth the fireballs, which careen through the atmosphere of Avernus, and unleash a storm of hellfire upon his foes. 9/day, as a full round action, Bel can gather a massive collection of fireballs and devastate his foes. The fireballs circle around Bel, incinerating everything in their path. The fireballs swarm around Bel in a 300 ft radius for 10 rounds. The storm deals 10d10 points of hellfire damage each round to any non-devil within range. Reflex save DC 57 halves (Cha-based). Note: Bel can only use this ability while in Avernus. [b]Possessions:[/b] Bel is never without these powerful artifacts. [b]Amulet of Bel: [/b]This amulet appears as a pit fiend’s hand clutching a black gem. Once per round, as a standard action, Bel can activate this amulet by chanting various dark phrases. Upon activation, the amulet flashes red and Bel can perform one of the following: - Bel gains a + 10 bonus to Bluff, Diplomacy, and Intimidate skill checks. This bonus lasts for the rest of the encounter and he only gains this bonus once. - Demons who gaze upon the amulet must succeed a Will save DC 57. Those who are unsuccessful have visions of what Bel has done to millions of demons before them. They fear that the same could happen to them and they become panicked for 3d6 rounds. Non-demons who gaze upon the amulet and fail their saves, view the same images. Failure indicates that they are not entirely sure of what they have seen, but nonetheless fear the same could happen to them. They become panicked for 2d6 rounds. The DC is Cha-based. - If Bel slays a non-outsider, he will use the amulet to trap their souls within as if by a trap the soul spell of his level. As another standard action Bel can summon the soul of the creature in the form of a greater devil (which Bel chooses using the chart below). This newly created devil has the same amount of HD as the slain creature (the HD cannot exceed the limit of the devil summoned). If the amulet is destroyed the creature returns to normal at –10 hit points. From that point, they can be raised normally. However, if the amulet is not destroyed, the creature must be destroyed. Up to 5 rounds after their death, a miracle or wish spell must be casted so that their souls aren’t wiped from existence. If successful, the creature returns to normal at –10 hit points and can be raised normally. [u][b]Devil Choices:[/b][/u] Assassin devil Bone devil Hamatula Horned devil Ice devil Malebranche Orthon Pit fiend [b]Bel Bracers of Rending:[/b] These bracers are red with razor-sharp black blades on the backs of them.Any time Bel attacks with his claws he automatically hits with the blades. The blades leave gruesome bleeding scars. Those hit by the blades take 5 points of damage from blood loss each round. Every other hit by the blades adds an extra 5 points of damage due to blood loss. A Heal check DC 45 stops the bleeding. [b]Bel’s Plate:[/b] This armor is made of black metal and covers his upper torso. Both shoulders have a massive spike on them. It functions as a + 9 acid warding, cold warding, sonic warding, heavy fortification breastplate. [b]Belt of Seven: [/b]Bel wears this gruesome belt made of a rope and seven angel heads everywhere he goes. As a free action, Bel can channel dark energy into his vile belt, causing the angel heads to moan and scream in pain. Anyone within a100 ft. radius of Bel must succeed a Will save DC 57 or become shaken for 10 rounds. Whether the save is successful or not, the targeted creatures cannot be affected by it for the next 24 hours. [b]Demonsunder:[/b] This massive blade appears as a fiendish greatsword with an awkward jagged blade. The blade glows bright with an inner heat but is not aflame. The hilt is fashioned into the form of a roaring pit fiend, possibly Bel himself. It functions as a [i]+7 demon dread, hellfire blasting, keen, vile, huge greatsword[/i]. Against demons it functions as a [i]+13 demon dread, hellfire blasting, keen, vile, huge greatsword[/i] and deals an extra 6d6 points of damage. Any creature slain by this blade bursts into a 30 ft. radius of hellfire dealing 10d6 points of hellfire damage to any non-devil within range. They can only be raised normally through a miracle or wish spell. [/QUOTE]
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