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Revised ELH Abominations
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<blockquote data-quote="Belzamus" data-source="post: 4964068" data-attributes="member: 61612"><p>Here's the Infernal. I think his SLAs are a little on the weak side. Not sure if that's really a problem since he's pretty devastating in melee. </p><p></p><p><strong><span style="font-size: 15px">Immortal Infernal</span></strong></p><p> </p><p><strong>Large Outsider</strong> (Evil, Extra-Planar)</p><p> </p><p><strong>Hit Dice:</strong> 120d8 +1,920 (2,880 hp)</p><p><strong>Initiative:</strong> +24 (+12 Dexterity, +4 Divine, +8 Improved Initiative)</p><p><strong>Speed:</strong> 80 ft., Fly 240 ft. (Perfect)</p><p> </p><p><strong>Armor Class:</strong> 117 (-1 Size, +32 Deflection, +12 Dexterity, +4 Divine, +60 Natural)</p><p><strong>Flat-Footed:</strong> 105 <strong>Touch:</strong> 57 </p><p> </p><p><strong>Base Attack/Grapple:</strong> +120/+152 </p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p> </p><p><strong>Attack:</strong> 2 Claws +150/+145/+140/+135 2d8+32 18-20/x3</p><p>1 Bite +150 4d6+32 18-20/x3</p><p>2 Wings +150/+145/+140/+135 2d6+32 18-20/x3</p><p>1 Tail Slam +150 2d8+32 18-20/x3</p><p> </p><p><strong>Special Abilities:</strong> Constrict, Dispelling Bite, Improved Grab, Learned Spell Immunity, Rend, Spell-Like Abilities, Spell Suck, Summon Fiend</p><p> </p><p><strong>Special Qualities:</strong> Abomination Traits, DR 60/Epic and Good, Fast Healing 60, Regeneration 60, SR 134, Telepathy</p><p> </p><p><strong>Saves:</strong> Fort +86 Ref +78 Will +79</p><p><strong>Abilities:</strong> Str 58 Dex 34 Con 42 Int 30 Wis 36 Cha 66</p><p> </p><p><strong>Skills:</strong> Balance +139, Concentration +143, Diplomacy +159, Escape Artist +143, Hide +143, Intimidate +159, Jump +151, Knowledge (Arcana, Religion, the Planes) +137, Listen +140, Move Silently +143, Search +137, Sense Motive +140, Spell-Craft +137, Spot +140, Swim +151, Tumble +143</p><p> </p><p><strong>Feats:</strong> Alertness, Cleave, Great Cleave, Improved Critical (Bite, Claw, Tail, Wings), Improved Initiative, Improved Multi-Attack, Improved Natural Attack (Bite, Claw, Tail, Wings), Improved Rapid Strike (Claws, Wings), Multi-Attack, Power Attack, Rapid Strike (Claws, Wings), Rend, Weapon Focus (Bite, Claw, Tail, Wings) </p><p> </p><p><strong>Epic Feats:</strong> Dire Charge, Epic Weapon Focus (Bite, Claw, Tail, Wings), Greater Critical (Bite, Claw, Tail, Wings), Greater Power Attack, Improved Critical Multiplier (Bite, Claw, Tail, Wings), Light Eradication, Perfect Cleave, Perfect Multi-Attack, Power Attack Mastery, Superior Initiative, Supreme Cleave, Uncanny Power Attack</p><p> </p><p><strong>Alignment:</strong> Neutral Evil</p><p><strong>Environment:</strong> Lower Planes</p><p><strong>ECL:</strong> 117</p><p><strong>CR:</strong> 78</p><p> </p><p><strong>Combat</strong></p><p> </p><p>Infernals are equally comfortable strafing their foes and lashing out with spell-like abilities or charging into melee. Cunning tacticians, they know when to withdraw and when to rush the enemy. They often target spell-casters first.</p><p> </p><p><strong>Constrict</strong></p><p> </p><p>If an Infernal establishes a hold with Improved Grab, it may Constrict the opponent as a Free Action each round the grapple is maintained, dealing 2d8+40 damage in addition to Spell Suck.</p><p> </p><p><strong>Dispelling Bite</strong></p><p> </p><p>Those bitten by an Infernal are affected by a Greater Dispel Magic (Caster Level 124).</p><p> </p><p><strong>Immunities</strong></p><p> </p><p>Infernals are immune to Ability Damage, Ability Drain, Death by Massive Damage, Energy Drain, and Spells from the Enchantment, Illusions, and Transmutation schools. </p><p> </p><p><strong>Improved Grab</strong></p><p> </p><p>Whenever an Infernal succeeds with a Tail Slam, it may initiate a Grapple as a Free Action that does not provoke an Attack of Opportunity. </p><p> </p><p><strong>Learned Spell Immunity</strong></p><p> </p><p>Once affected by a spell, an Infernal is forevermore immune to that spell from that specific caster (including any permutations through Metamagic). </p><p> </p><p><strong>Rend</strong></p><p> </p><p>Whenever an Infernal succeeds with 2 Claw attacks, it automatically Rends the opponent for 4d8+40 damage. An Infernal may Rend multiple times per round if it connects with more than 2 Claw attacks.</p><p> </p><p><strong>Spell-Like Abilities</strong></p><p> </p><p>Caster Level 124th DC 42 + Spell Level</p><p> </p><p><strong>Always Active:</strong> <em>Blur, Detect Chaos, Detect Law, Detect Good, Detect Magic, Greater Invisibility, Magic Circle Against Good, Read Magic, Unholy Aura</em></p><p><strong>At Will:</strong> <em>Animate Dead, Blasphemy, Charm Person, Create Undead, Darkness, Deeper Darkness, Desecrate, Extended Wall of Fire, Fear, Greater Teleport, Hold Person, Implosion, Major Image, Maximized Unholy Blight, Meteor Swarm, Produce Flame, Pyrotechnics, Quickened Fireball, Scrying, Suggestion, Symbol of Death, Telekinesis, Unhallow, Widened Fire Storm</em></p><p><strong>4/day</strong> <em>Damnation, Hellball</em> </p><p> </p><p><strong>Spell Suck</strong></p><p> </p><p>Whenever an Infernal bites a foe, they lose a spell from the highest level they can cast, as though having expended the slot through casting the spell. If they cannot cast spells, the target instead takes two points of Intelligence Drain. The Infernal may store these spells and release them as a Standard Action (Caster Level 123) so long as the spell is of 20th level or lower. </p><p> </p><p><strong>Summon Fiend</strong></p><p> </p><p>Infernals may summon 6 Balors, 6 Pit Fiends and 6 Ultra-Daemons per day. All arrive with maximum Hit Points per Hit Die.</p><p> </p><p><strong>Telepathy</strong></p><p> </p><p>An Infernal may communicate with any creature within 1,000 ft. that has a language.</p></blockquote><p></p>
[QUOTE="Belzamus, post: 4964068, member: 61612"] Here's the Infernal. I think his SLAs are a little on the weak side. Not sure if that's really a problem since he's pretty devastating in melee. [B][SIZE=4]Immortal Infernal[/SIZE][/B] [B]Large Outsider[/B] (Evil, Extra-Planar) [B]Hit Dice:[/B] 120d8 +1,920 (2,880 hp) [B]Initiative:[/B] +24 (+12 Dexterity, +4 Divine, +8 Improved Initiative) [B]Speed:[/B] 80 ft., Fly 240 ft. (Perfect) [B]Armor Class:[/B] 117 (-1 Size, +32 Deflection, +12 Dexterity, +4 Divine, +60 Natural) [B]Flat-Footed:[/B] 105 [B]Touch:[/B] 57 [B]Base Attack/Grapple:[/B] +120/+152 [B]Space/Reach:[/B] 10 ft./10 ft. [B]Attack:[/B] 2 Claws +150/+145/+140/+135 2d8+32 18-20/x3 1 Bite +150 4d6+32 18-20/x3 2 Wings +150/+145/+140/+135 2d6+32 18-20/x3 1 Tail Slam +150 2d8+32 18-20/x3 [B]Special Abilities:[/B] Constrict, Dispelling Bite, Improved Grab, Learned Spell Immunity, Rend, Spell-Like Abilities, Spell Suck, Summon Fiend [B]Special Qualities:[/B] Abomination Traits, DR 60/Epic and Good, Fast Healing 60, Regeneration 60, SR 134, Telepathy [B]Saves:[/B] Fort +86 Ref +78 Will +79 [B]Abilities:[/B] Str 58 Dex 34 Con 42 Int 30 Wis 36 Cha 66 [B]Skills:[/B] Balance +139, Concentration +143, Diplomacy +159, Escape Artist +143, Hide +143, Intimidate +159, Jump +151, Knowledge (Arcana, Religion, the Planes) +137, Listen +140, Move Silently +143, Search +137, Sense Motive +140, Spell-Craft +137, Spot +140, Swim +151, Tumble +143 [B]Feats:[/B] Alertness, Cleave, Great Cleave, Improved Critical (Bite, Claw, Tail, Wings), Improved Initiative, Improved Multi-Attack, Improved Natural Attack (Bite, Claw, Tail, Wings), Improved Rapid Strike (Claws, Wings), Multi-Attack, Power Attack, Rapid Strike (Claws, Wings), Rend, Weapon Focus (Bite, Claw, Tail, Wings) [B]Epic Feats:[/B] Dire Charge, Epic Weapon Focus (Bite, Claw, Tail, Wings), Greater Critical (Bite, Claw, Tail, Wings), Greater Power Attack, Improved Critical Multiplier (Bite, Claw, Tail, Wings), Light Eradication, Perfect Cleave, Perfect Multi-Attack, Power Attack Mastery, Superior Initiative, Supreme Cleave, Uncanny Power Attack [B]Alignment:[/B] Neutral Evil [B]Environment:[/B] Lower Planes [B]ECL:[/B] 117 [B]CR:[/B] 78 [B]Combat[/B] Infernals are equally comfortable strafing their foes and lashing out with spell-like abilities or charging into melee. Cunning tacticians, they know when to withdraw and when to rush the enemy. They often target spell-casters first. [B]Constrict[/B] If an Infernal establishes a hold with Improved Grab, it may Constrict the opponent as a Free Action each round the grapple is maintained, dealing 2d8+40 damage in addition to Spell Suck. [B]Dispelling Bite[/B] Those bitten by an Infernal are affected by a Greater Dispel Magic (Caster Level 124). [B]Immunities[/B] Infernals are immune to Ability Damage, Ability Drain, Death by Massive Damage, Energy Drain, and Spells from the Enchantment, Illusions, and Transmutation schools. [B]Improved Grab[/B] Whenever an Infernal succeeds with a Tail Slam, it may initiate a Grapple as a Free Action that does not provoke an Attack of Opportunity. [B]Learned Spell Immunity[/B] Once affected by a spell, an Infernal is forevermore immune to that spell from that specific caster (including any permutations through Metamagic). [B]Rend[/B] Whenever an Infernal succeeds with 2 Claw attacks, it automatically Rends the opponent for 4d8+40 damage. An Infernal may Rend multiple times per round if it connects with more than 2 Claw attacks. [B]Spell-Like Abilities[/B] Caster Level 124th DC 42 + Spell Level [B]Always Active:[/B] [I]Blur, Detect Chaos, Detect Law, Detect Good, Detect Magic, Greater Invisibility, Magic Circle Against Good, Read Magic, Unholy Aura[/I] [B]At Will:[/B] [I]Animate Dead, Blasphemy, Charm Person, Create Undead, Darkness, Deeper Darkness, Desecrate, Extended Wall of Fire, Fear, Greater Teleport, Hold Person, Implosion, Major Image, Maximized Unholy Blight, Meteor Swarm, Produce Flame, Pyrotechnics, Quickened Fireball, Scrying, Suggestion, Symbol of Death, Telekinesis, Unhallow, Widened Fire Storm[/I] [B]4/day[/B] [I]Damnation, Hellball[/I] [B]Spell Suck[/B] Whenever an Infernal bites a foe, they lose a spell from the highest level they can cast, as though having expended the slot through casting the spell. If they cannot cast spells, the target instead takes two points of Intelligence Drain. The Infernal may store these spells and release them as a Standard Action (Caster Level 123) so long as the spell is of 20th level or lower. [B]Summon Fiend[/B] Infernals may summon 6 Balors, 6 Pit Fiends and 6 Ultra-Daemons per day. All arrive with maximum Hit Points per Hit Die. [B]Telepathy[/B] An Infernal may communicate with any creature within 1,000 ft. that has a language. [/QUOTE]
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