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The Explicatae Incompositae - Being A Bestairy of the Sometime Lords of Chaos
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<blockquote data-quote="Celebrim" data-source="post: 3341026" data-attributes="member: 4937"><p><strong>Part the Fourth, Dixtolredi Lord of Cacophony</strong></p><p></p><p><span style="font-size: 15px"><strong>Dixtolredi, Lord of Cacophony </strong> </span> </p><p><strong>Unique Huge Outsider (Chaotic, Extraplanar)</strong></p><p><strong>Hit Dice: </strong> 36d8 + 540 (828 hp)</p><p><strong>Initiative: </strong> +8</p><p><strong>Speed:</strong> 80 ft.</p><p><strong>AC:</strong> 44 (-2 size, +4 Dex, +6 deflection, +26 natural) touch 18, flatfooted 40</p><p><strong>Base Attack/Grapple: </strong> +28/+51</p><p><strong>Attack:</strong> Claw +41 melee (2d10+15, 19-20/x2)</p><p><strong>Full Attack: </strong> 2 claws +41 melee (2d10+15, 19-20/x2), 10 bite +39 melee (2d8+7)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks: </strong> Babble, cacophony, devour, many headed, spell-like abilities, summon slaad</p><p><strong>Special Qualities:</strong> Fast healing 15, damage reduction 35/epic and lawful, dark vision (120’), immune to ability drain, energy drain, mind effecting spells, polymorph, and petrification, immune to sonic damage, resistance to acid 20, cold 20, electricity 20, and fire 20, spell resistance 34</p><p><strong>Saves:</strong> Fort +35, Ref +24, Will +23</p><p><strong>Abilities: </strong> Str 40, Dex 19, Con 41, Int 21, Wis 17, Chr 23 </p><p><strong>Skills: </strong> Appraise +33, Bluff +34, Climb +43, Concentration +43, Diplomacy +34, Escape Artist +32, Intimidate +35, Jump +43, Knowledge (Arcana) +33, Knowledge (Geography) +33, Knowledge (History) +33, Knowledge (Planes) +33, Knowledge (Religion) +33, Listen +32, Search +37, Spot +36, Spellcraft +33, Survival +31</p><p><strong>Feats: </strong> Awesome blow, cleave, combat reflexes, dodge, improved combat reflexes, improved critical (claw), improved initiative, large and in charge, leap attack, mobility, multi-attack, power attack, powerful charge </p><p><strong>Environment: </strong> Limbo</p><p><strong>Organization: </strong> Solitary </p><p><strong>Challenge Rating: </strong> 26</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment: </strong> Chaotic neutral</p><p></p><p>The dread lord Dixtolredi seldom leaves the safe and comforting environments of Limbo, for he finds any other environment too harmonious to endure. On the rare occasions he finds himself anywhere else, he sets about to render his new environment a more pleasing state of strife, contention, and noise. There is nothing Dixtolredi loves more than an argument, and the more pointless the point of contention, the better. Anyone that calls for quiet near him provokes in him immediate fury.</p><p></p><p>Befitting his purpose, Dixtolredi is well-equipped with the means to quarrel, for his squat, corpulent ape-like body is surmounted by a veritable riot of heads all of which will bicker, shout, argue, sing, babble, screech, nag, croak, bark, squeal, roar, howl, laugh and scream at each other if they can find no more diverting employment. Most of his heads are toad-like, but occasionally the heads of snakes, storks, dogs, giants, and others will emerge. His body is toadlike and covered with scales, and his scales are drab brown and grays. A shock of white hair like a horse’s mane graces his back.</p><p></p><p>Dixtolredi is actually a sage of extraordinary ability and breadth and freely trades knowledge with anyone who will endure him. Unfortunately, the utility of this is somewhat questionable, as no matter what question he’s asked, his various heads are sure to have at least four usually contradictory answers and will soon fall to arguing over which is correct.</p><p></p><p><span style="font-size: 15px">Combat</span></p><p>Befitting one of the greatest of the Slaad lords, Dixtolredi is a truly devastating opponent in combat, leaping up and smashing opponents to jelly with his great claws, grabbing helpless victims up and devouring opponents with his many mouths, while keeping up a constant stream of spell-like effects to keep his opponents off balance.</p><p> </p><p><strong>Spell-Like Abilities: </strong> At will – alter self, animate objects, bestow curse (DC 19), chaos hammer (DC 20), cloak of chaos (DC 24), control weather, detect magic, dispel law (DC 21), emotion (DC 20), fly, greater command (DC 21), greater magic fang, identify, insanity (DC 23), invisibility, magic circle against law, mass suggestion (DC 22), see invisibility, shatter (DC 18), shout (DC 20), sound burst (DC 18), ventriloquism, whispering wind, word of chaos (DC 27); 3/day earthquake, demand (DC 24), implosion (DC 25), limited wish, power word (any). Caster level 25th. The save DC’s are Charisma based.</p><p><strong>Babble (Su):</strong> By touch, Dixtolredi can remove the power of intelligible speech from any sentient being (DC 34 will save to resist). Any attempt at speech comes out as gibberish , and any heard speech sounds to the victim like nonsense. Those so suffering cannot communicate by either voice or thought and are reduced to gesturing or writing to make themselves understood. Spells with verbal components automatically fail. Only a wish, miracle or similarly powerful magic can break this curse.</p><p><strong>Cacophony (Ex): </strong> Dixtolredi simply cannot shut up – even if one mind thought of it, the others would shout it down - and is at full blast one of the loudest things in the multiverse. </p><p></p><p>• Dixtolredi has a -40 penalty on hide and -80 penalty on move silently checks. Despite the bedlam, Dixtolredi has no problem hearing in his own noise.</p><p>• Any creature within 60’ of Dixtolredi is treated as if they were deafened with no save and furthermore must make a DC 25 fortitude saving throw or be permanently deafened. Even those that succeed in this saving throw remain deafened for as long as they are within range and for 2d12 minutes thereafter. To many this may be considered a mercy.</p><p>• When Dixtolredi is angered the cacophony reaches a scale that is truly blistering. Each round, all targets within 120’ must make DC 16 fortitude save or be stunned for 1d3 rounds. Being deaf only adds a +4 circumstance bonus to the save. It’s just that loud.</p><p>• Any magical <em>silence</em> effect within 120’ is struck as by a <em>greater dispelling </em> effect each round. A magical silence spell actually centered on Dixtolredi or an item in his possession automatically fails, but Dixtoleri suffers 1d6 damage for every two levels of the spell caster.</p><p></p><p><strong>Devour (Ex): </strong> If Dixtolredi successfully grapples an opponent; he may pull them up against his many mouths to devour them. This inflicts a number of attacks equal to that he may direct against a target one size class larger than the victim and does not count against the ten bite attacks that Dixtolredi may normally make in a round.</p><p><strong>Many Headed (Ex): </strong> Dixtolredi has multiple minds and is able to focus his attention on more than one activity at once. Fortunately for his enemies, most of his minds are too busy with their agenda to make the most efficient use of his brain power. As a consequence of his multi-headed nature:</p><p></p><p>• Dixtolredi may make an additional standard action in each round.</p><p>• Dixtolredi is immune to death by beheading. No matter how many heads are hewed off, more will always appear.</p><p>• Dixtolredi may make up to 10 bite attacks in a single round, but the number of bite attacks made against a single target cannot exceed 1 for medium-sized or smaller target, 4 for a large target, or 10 for a huge or larger target.</p><p>• In his natural form, Dixtolredi cannot be flanked.</p><p>• In his natural form, Dixtolredi has a +4 racial bonus to spot and search checks, and he may take 20 on a spot or search check as a free action.</p><p>• Dixtolredi’s multiple and rebellious minds make him particularly resistant to attacks on his will. Whenever he is the target of an effect which allows a Will saving throw, he may make two saving throws and take the superior result. Furthermore, if the there is a continuing effect he is allowed an additional saving throw for each round that passes.</p><p>• Because he is in constant debate with himself, Dixtolredi may retry and take 20 on all knowledge checks.</p><p></p><p><strong>Summon Slaad (Sp):</strong> Three times per day, Dixtolredi may summon 1d4 grey slaad with 100% chance of success. This ability is equivalent to a 9th level spell.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3341026, member: 4937"] [b]Part the Fourth, Dixtolredi Lord of Cacophony[/b] [SIZE=4][B]Dixtolredi, Lord of Cacophony [/B] [/SIZE] [B]Unique Huge Outsider (Chaotic, Extraplanar)[/B] [B]Hit Dice: [/B] 36d8 + 540 (828 hp) [B]Initiative: [/B] +8 [B]Speed:[/B] 80 ft. [B]AC:[/B] 44 (-2 size, +4 Dex, +6 deflection, +26 natural) touch 18, flatfooted 40 [B]Base Attack/Grapple: [/B] +28/+51 [B]Attack:[/B] Claw +41 melee (2d10+15, 19-20/x2) [B]Full Attack: [/B] 2 claws +41 melee (2d10+15, 19-20/x2), 10 bite +39 melee (2d8+7) [B]Space/Reach:[/B] 10 ft./10 ft. [B]Special Attacks: [/B] Babble, cacophony, devour, many headed, spell-like abilities, summon slaad [B]Special Qualities:[/B] Fast healing 15, damage reduction 35/epic and lawful, dark vision (120’), immune to ability drain, energy drain, mind effecting spells, polymorph, and petrification, immune to sonic damage, resistance to acid 20, cold 20, electricity 20, and fire 20, spell resistance 34 [B]Saves:[/B] Fort +35, Ref +24, Will +23 [B]Abilities: [/B] Str 40, Dex 19, Con 41, Int 21, Wis 17, Chr 23 [B]Skills: [/B] Appraise +33, Bluff +34, Climb +43, Concentration +43, Diplomacy +34, Escape Artist +32, Intimidate +35, Jump +43, Knowledge (Arcana) +33, Knowledge (Geography) +33, Knowledge (History) +33, Knowledge (Planes) +33, Knowledge (Religion) +33, Listen +32, Search +37, Spot +36, Spellcraft +33, Survival +31 [B]Feats: [/B] Awesome blow, cleave, combat reflexes, dodge, improved combat reflexes, improved critical (claw), improved initiative, large and in charge, leap attack, mobility, multi-attack, power attack, powerful charge [B]Environment: [/B] Limbo [B]Organization: [/B] Solitary [B]Challenge Rating: [/B] 26 [B]Treasure:[/B] None [B]Alignment: [/B] Chaotic neutral The dread lord Dixtolredi seldom leaves the safe and comforting environments of Limbo, for he finds any other environment too harmonious to endure. On the rare occasions he finds himself anywhere else, he sets about to render his new environment a more pleasing state of strife, contention, and noise. There is nothing Dixtolredi loves more than an argument, and the more pointless the point of contention, the better. Anyone that calls for quiet near him provokes in him immediate fury. Befitting his purpose, Dixtolredi is well-equipped with the means to quarrel, for his squat, corpulent ape-like body is surmounted by a veritable riot of heads all of which will bicker, shout, argue, sing, babble, screech, nag, croak, bark, squeal, roar, howl, laugh and scream at each other if they can find no more diverting employment. Most of his heads are toad-like, but occasionally the heads of snakes, storks, dogs, giants, and others will emerge. His body is toadlike and covered with scales, and his scales are drab brown and grays. A shock of white hair like a horse’s mane graces his back. Dixtolredi is actually a sage of extraordinary ability and breadth and freely trades knowledge with anyone who will endure him. Unfortunately, the utility of this is somewhat questionable, as no matter what question he’s asked, his various heads are sure to have at least four usually contradictory answers and will soon fall to arguing over which is correct. [SIZE=4]Combat[/SIZE] Befitting one of the greatest of the Slaad lords, Dixtolredi is a truly devastating opponent in combat, leaping up and smashing opponents to jelly with his great claws, grabbing helpless victims up and devouring opponents with his many mouths, while keeping up a constant stream of spell-like effects to keep his opponents off balance. [B]Spell-Like Abilities: [/B] At will – alter self, animate objects, bestow curse (DC 19), chaos hammer (DC 20), cloak of chaos (DC 24), control weather, detect magic, dispel law (DC 21), emotion (DC 20), fly, greater command (DC 21), greater magic fang, identify, insanity (DC 23), invisibility, magic circle against law, mass suggestion (DC 22), see invisibility, shatter (DC 18), shout (DC 20), sound burst (DC 18), ventriloquism, whispering wind, word of chaos (DC 27); 3/day earthquake, demand (DC 24), implosion (DC 25), limited wish, power word (any). Caster level 25th. The save DC’s are Charisma based. [B]Babble (Su):[/B] By touch, Dixtolredi can remove the power of intelligible speech from any sentient being (DC 34 will save to resist). Any attempt at speech comes out as gibberish , and any heard speech sounds to the victim like nonsense. Those so suffering cannot communicate by either voice or thought and are reduced to gesturing or writing to make themselves understood. Spells with verbal components automatically fail. Only a wish, miracle or similarly powerful magic can break this curse. [B]Cacophony (Ex): [/B] Dixtolredi simply cannot shut up – even if one mind thought of it, the others would shout it down - and is at full blast one of the loudest things in the multiverse. • Dixtolredi has a -40 penalty on hide and -80 penalty on move silently checks. Despite the bedlam, Dixtolredi has no problem hearing in his own noise. • Any creature within 60’ of Dixtolredi is treated as if they were deafened with no save and furthermore must make a DC 25 fortitude saving throw or be permanently deafened. Even those that succeed in this saving throw remain deafened for as long as they are within range and for 2d12 minutes thereafter. To many this may be considered a mercy. • When Dixtolredi is angered the cacophony reaches a scale that is truly blistering. Each round, all targets within 120’ must make DC 16 fortitude save or be stunned for 1d3 rounds. Being deaf only adds a +4 circumstance bonus to the save. It’s just that loud. • Any magical [I]silence[/I] effect within 120’ is struck as by a [I]greater dispelling [/I] effect each round. A magical silence spell actually centered on Dixtolredi or an item in his possession automatically fails, but Dixtoleri suffers 1d6 damage for every two levels of the spell caster. [B]Devour (Ex): [/B] If Dixtolredi successfully grapples an opponent; he may pull them up against his many mouths to devour them. This inflicts a number of attacks equal to that he may direct against a target one size class larger than the victim and does not count against the ten bite attacks that Dixtolredi may normally make in a round. [B]Many Headed (Ex): [/B] Dixtolredi has multiple minds and is able to focus his attention on more than one activity at once. Fortunately for his enemies, most of his minds are too busy with their agenda to make the most efficient use of his brain power. As a consequence of his multi-headed nature: • Dixtolredi may make an additional standard action in each round. • Dixtolredi is immune to death by beheading. No matter how many heads are hewed off, more will always appear. • Dixtolredi may make up to 10 bite attacks in a single round, but the number of bite attacks made against a single target cannot exceed 1 for medium-sized or smaller target, 4 for a large target, or 10 for a huge or larger target. • In his natural form, Dixtolredi cannot be flanked. • In his natural form, Dixtolredi has a +4 racial bonus to spot and search checks, and he may take 20 on a spot or search check as a free action. • Dixtolredi’s multiple and rebellious minds make him particularly resistant to attacks on his will. Whenever he is the target of an effect which allows a Will saving throw, he may make two saving throws and take the superior result. Furthermore, if the there is a continuing effect he is allowed an additional saving throw for each round that passes. • Because he is in constant debate with himself, Dixtolredi may retry and take 20 on all knowledge checks. [B]Summon Slaad (Sp):[/B] Three times per day, Dixtolredi may summon 1d4 grey slaad with 100% chance of success. This ability is equivalent to a 9th level spell. [/QUOTE]
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