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<blockquote data-quote="JustaPlayer" data-source="post: 2890074" data-attributes="member: 17202"><p>If there is something wrong with this, let me know and I will delete my post.</p><p></p><p></p><p><strong>Iuz</strong></p><p><strong>Demigod (3)</strong></p><p><strong>Symbol:</strong> Grinning skull</p><p><strong>Home Plane:</strong> Material Plane</p><p><strong>Alignment:</strong> Chaotic evil</p><p><strong>Portfolio:</strong> Deceit, pain, oppression, evil</p><p><strong>Worshipers:</strong> Residents of the Empire of Iuz and environs, interrogators, spies</p><p><strong>Cleric Alignments:</strong> CE, CN, NE</p><p><strong>Domains:</strong> Chaos, Evil, Trickery</p><p><strong>Favored Weapon:</strong> Greatsword</p><p></p><p>Thought to be the cambion son of the demon lord Graz'zt, ruler of the 45th through 47th layers of the Abyss, and the powerful wizard Iggwilv. Iuz is the ruler of his own nation-state in the heart of the Flanaess. He generally takes the form of a massive, pale demon when he wants to impress and intimidate visitors, but he looks like a shriveled old man when he wants to put supplicants at his court at ease.</p><p></p><p><strong>Dogma</strong></p><p>Iuz revels in the exploitation of the weak by the strong, rule by guile and deceit, and the inflicting of pain for the sheer joy of it. His followers seek to expand the reach of the nation of Iuz, crushing enemies only after they've tasted agony beyond imagining. Power, pain, and oppression are the ultimate goals, and no means to those ends is beyond the pale. No trick is too cruel, no attack too ruthless, and no sacrifice to Iuz too sickening.</p><p></p><p><strong>Clergy and Temples</strong></p><p>The clerics in Iuz's church practice a bizarre form of survival of the fittest, fighting with each other as much as they compete with other faiths, alignments, and powers. They travel across the Flanaess, often in disguise, seeking powerful magic items and captured creatures of great good (such as clerics, paladins, and monsters such as unicorns and couatls). Outside of the nation of Iuz, clerics adopt whatever nondescript garb allows them to blend in—worship of Iuz is forbidden in many lands.</p><p></p><p>Two tiers of six advisors each (collectively called the Boneheart) are available at Iuz's beck and call. Another group of six powerful agents known as the Boneshadow travel the world on important missions of pain and deceit, projecting Iuz's dread influence everywhere.</p><p></p><p>Iuz builds grand temples to himself in his nation-state, but his churches are small and secret elsewhere. He maintains important sites for mass rituals, sacrifices, and other ill deeds in forbidding wilderness terrain far from the eyes of good.</p><p></p><p><strong>Cleric 20/Assassin 10</strong></p><p><strong>Medium-Size Outsider (Chaotic, Evil)</strong></p><p><strong>Divine Rank 3</strong></p><p><strong>Hit Dice:</strong> 20d8+160 (outsider) plus 20d8+160 (Clr) plus 10d6+80 (Asn) (760 hp)</p><p><strong>Initiative:</strong> +11 (+7 Dex, +4 Improved Initiative)</p><p><strong>Speed:</strong> 60 ft.</p><p><strong>AC:</strong> 43 (+7 Dex, +3 divine, +16 natural, +7 deflection)</p><p><strong>Attacks:</strong> <em>+3 chaotic unholy greatsword</em> +57/+52/+47/+42 melee; or spell +54 melee touch; or +45 ranged touch</p><p><strong>Damage:</strong> <em>+3 chaotic unholy greatsword</em> 2d6+27/17-20, or by spell</p><p><strong>Face/Reach:</strong> 5 ft. by 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Domain powers, divine aura, salient abilities, spell-like abilities, sneak attack (+5d6), death attack (DC 27), poison use</p><p><strong>Special Qualities:</strong> Divine immunities, fire resistance 23, damage reduction 38/+4, spell resistance 35, portfolio powers, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 3 miles, rebuke undead 13/day, remote communication, godly realm, teleport without error at will, uncanny dodge (cannot be flanked, +1 Reflex saves/AC against traps)</p><p><strong>Saves:</strong> Fort +44, Ref +34, Will +46</p><p><strong>Abilities:</strong> Str 42, Dex 24, Con 26, Int 24, Wis 31, Cha 24</p><p><strong>Skills:</strong> Bluff +53, Concentration +31, Diplomacy +71, Disguise +43, Forgery +33, Gather Information +43, Hide +43, Innuendo +46, Intimidate +57, Knowledge (arcana) +53, Knowledge (religion) +53, Knowledge (history) +33, Knowledge (nobility) +33, Listen +36, Scry +30, Search +33, Sense Motive +46, Spellcraft +30, Spot +36</p><p><strong>Feats:</strong> Cleave, Combat Reflexes, Dodge, Expertise, Extra Turning, Great Cleave, Improved Bull Rush, Improved Critical (greatsword), Improved Initiative, Mobility, Power Attack, Power Critical (greatsword), Spring Attack, Sunder, Superior Expertise, Whirlwind Attack</p><p><strong>Divine Immunities:</strong> Transmutation, draining and ability damage, mind effects, disease and poison, stunning, sleep, paralysis, death effects, disintegration, electricity, cold, and acid</p><p><strong>Salient Divine Abilities:</strong> Alter Size, Alter Form, Lay Curse, Wound Enemy</p><p><strong>Divine Powers:</strong> Cast chaos and evil spells at +1 caster level</p><p></p><p><strong>Spell-Like Abilities:</strong> (at will as a 13th-level caster; base DC = 20 + spell level): <em>Animate objects, change self, chaos hammer, cloak of chaos, confusion, create undead, desecrate, dispel good, dispel law, false vision, invisibility, magic circle against good, magic circle against law, mislead, nondetection, polymorph any object, protection from good, protection from law, screen, shatter, summon monster IX, time stop, unholy blight, word of chaos, blasphemy, unholy aura</em></p><p></p><p><strong>Cleric Spells/Day (base DC = 20 + spell level):</strong> 6/9/9/8/8/8/7/6/6/6</p><p></p><p><strong>Assassin Spells/Day (base save DC = 17 + spell level):</strong> 4/4/4/2</p><p></p><p><strong>Divine Powers</strong></p><p>As a demideity Iuz adds a divine bonus of +3 to all attacks, saves, and checks. This is included in the statistics block when appropriate. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.</p><p></p><p><strong>Senses:</strong> Iuz can see, hear, touch, and smell at a distance of 3 miles. As a standard action, he can perceive anything within 3 miles of his worshipers, holy sites, objects, or any location where his name or one of his titles was spoken in the last hour. He can extend his senses to up to 2 locations at once, and he can block the sensing power of deities of his rank or lower at up to two remote locations at once for 3 hours.</p><p></p><p><strong>Portfolio Sense:</strong> Iuz is aware whenever a rumor or lie reaches the ears of at least 1,000 people.</p><p></p><p><strong>Automatic Actions:</strong> Iuz can use Bluff, Innuendo, and Intimidate as free actions if the DC for the task is 15 or less: He can perform up to 2 such free actions each round.</p><p></p><p><strong>Create Magic Items:</strong> Iuz can create items of up to 4,500 gp that create illusions or obscure the truth without any requisite item creation feat.</p><p></p><p><strong>Divine Aura:</strong> The maximum radius for Iuz's divine aura is 30 feet. The save DC is 20.</p><p></p><p><em>Dragon Magazine 294</em> published by <em>Wizards of the Coast.</em></p></blockquote><p></p>
[QUOTE="JustaPlayer, post: 2890074, member: 17202"] If there is something wrong with this, let me know and I will delete my post. [B]Iuz Demigod (3) Symbol:[/B] Grinning skull [B]Home Plane:[/B] Material Plane [B]Alignment:[/B] Chaotic evil [B]Portfolio:[/B] Deceit, pain, oppression, evil [B]Worshipers:[/B] Residents of the Empire of Iuz and environs, interrogators, spies [B]Cleric Alignments:[/B] CE, CN, NE [B]Domains:[/B] Chaos, Evil, Trickery [B]Favored Weapon:[/B] Greatsword Thought to be the cambion son of the demon lord Graz'zt, ruler of the 45th through 47th layers of the Abyss, and the powerful wizard Iggwilv. Iuz is the ruler of his own nation-state in the heart of the Flanaess. He generally takes the form of a massive, pale demon when he wants to impress and intimidate visitors, but he looks like a shriveled old man when he wants to put supplicants at his court at ease. [B]Dogma[/B] Iuz revels in the exploitation of the weak by the strong, rule by guile and deceit, and the inflicting of pain for the sheer joy of it. His followers seek to expand the reach of the nation of Iuz, crushing enemies only after they've tasted agony beyond imagining. Power, pain, and oppression are the ultimate goals, and no means to those ends is beyond the pale. No trick is too cruel, no attack too ruthless, and no sacrifice to Iuz too sickening. [B]Clergy and Temples[/B] The clerics in Iuz's church practice a bizarre form of survival of the fittest, fighting with each other as much as they compete with other faiths, alignments, and powers. They travel across the Flanaess, often in disguise, seeking powerful magic items and captured creatures of great good (such as clerics, paladins, and monsters such as unicorns and couatls). Outside of the nation of Iuz, clerics adopt whatever nondescript garb allows them to blend in—worship of Iuz is forbidden in many lands. Two tiers of six advisors each (collectively called the Boneheart) are available at Iuz's beck and call. Another group of six powerful agents known as the Boneshadow travel the world on important missions of pain and deceit, projecting Iuz's dread influence everywhere. Iuz builds grand temples to himself in his nation-state, but his churches are small and secret elsewhere. He maintains important sites for mass rituals, sacrifices, and other ill deeds in forbidding wilderness terrain far from the eyes of good. [B]Cleric 20/Assassin 10 Medium-Size Outsider (Chaotic, Evil) Divine Rank 3[/B] [B]Hit Dice:[/B] 20d8+160 (outsider) plus 20d8+160 (Clr) plus 10d6+80 (Asn) (760 hp) [B]Initiative:[/B] +11 (+7 Dex, +4 Improved Initiative) [B]Speed:[/B] 60 ft. [B]AC:[/B] 43 (+7 Dex, +3 divine, +16 natural, +7 deflection) [B]Attacks:[/B] [I]+3 chaotic unholy greatsword[/I] +57/+52/+47/+42 melee; or spell +54 melee touch; or +45 ranged touch [B]Damage:[/B] [I]+3 chaotic unholy greatsword[/I] 2d6+27/17-20, or by spell [B]Face/Reach:[/B] 5 ft. by 5 ft./5 ft. [B]Special Attacks:[/B] Domain powers, divine aura, salient abilities, spell-like abilities, sneak attack (+5d6), death attack (DC 27), poison use [B]Special Qualities:[/B] Divine immunities, fire resistance 23, damage reduction 38/+4, spell resistance 35, portfolio powers, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 3 miles, rebuke undead 13/day, remote communication, godly realm, teleport without error at will, uncanny dodge (cannot be flanked, +1 Reflex saves/AC against traps) [B]Saves:[/B] Fort +44, Ref +34, Will +46 [B]Abilities:[/B] Str 42, Dex 24, Con 26, Int 24, Wis 31, Cha 24 [B]Skills:[/B] Bluff +53, Concentration +31, Diplomacy +71, Disguise +43, Forgery +33, Gather Information +43, Hide +43, Innuendo +46, Intimidate +57, Knowledge (arcana) +53, Knowledge (religion) +53, Knowledge (history) +33, Knowledge (nobility) +33, Listen +36, Scry +30, Search +33, Sense Motive +46, Spellcraft +30, Spot +36 [B]Feats:[/B] Cleave, Combat Reflexes, Dodge, Expertise, Extra Turning, Great Cleave, Improved Bull Rush, Improved Critical (greatsword), Improved Initiative, Mobility, Power Attack, Power Critical (greatsword), Spring Attack, Sunder, Superior Expertise, Whirlwind Attack [B]Divine Immunities:[/B] Transmutation, draining and ability damage, mind effects, disease and poison, stunning, sleep, paralysis, death effects, disintegration, electricity, cold, and acid [B]Salient Divine Abilities:[/B] Alter Size, Alter Form, Lay Curse, Wound Enemy [B]Divine Powers:[/B] Cast chaos and evil spells at +1 caster level [B]Spell-Like Abilities:[/B] (at will as a 13th-level caster; base DC = 20 + spell level): [I]Animate objects, change self, chaos hammer, cloak of chaos, confusion, create undead, desecrate, dispel good, dispel law, false vision, invisibility, magic circle against good, magic circle against law, mislead, nondetection, polymorph any object, protection from good, protection from law, screen, shatter, summon monster IX, time stop, unholy blight, word of chaos, blasphemy, unholy aura[/I] [B]Cleric Spells/Day (base DC = 20 + spell level):[/B] 6/9/9/8/8/8/7/6/6/6 [B]Assassin Spells/Day (base save DC = 17 + spell level):[/B] 4/4/4/2 [B]Divine Powers[/B] As a demideity Iuz adds a divine bonus of +3 to all attacks, saves, and checks. This is included in the statistics block when appropriate. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. [B]Senses:[/B] Iuz can see, hear, touch, and smell at a distance of 3 miles. As a standard action, he can perceive anything within 3 miles of his worshipers, holy sites, objects, or any location where his name or one of his titles was spoken in the last hour. He can extend his senses to up to 2 locations at once, and he can block the sensing power of deities of his rank or lower at up to two remote locations at once for 3 hours. [B]Portfolio Sense:[/B] Iuz is aware whenever a rumor or lie reaches the ears of at least 1,000 people. [B]Automatic Actions:[/B] Iuz can use Bluff, Innuendo, and Intimidate as free actions if the DC for the task is 15 or less: He can perform up to 2 such free actions each round. [B]Create Magic Items:[/B] Iuz can create items of up to 4,500 gp that create illusions or obscure the truth without any requisite item creation feat. [B]Divine Aura:[/B] The maximum radius for Iuz's divine aura is 30 feet. The save DC is 20. [I]Dragon Magazine 294[/I] published by [I]Wizards of the Coast.[/I] [/QUOTE]
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