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<blockquote data-quote="the Jester" data-source="post: 6109212" data-attributes="member: 1210"><p><strong><span style="font-size: 18px">DEMON</span> </strong></p><p><strong> Source: </strong>3e Monster Manual IV (whisper demon, deathdrinker demon), 3e Fiend Folio (alkilith demon), 3.5 Expanded Psionics Handbook (cerebrilith demon)</p><p> </p><p>Demons come in forms as varied as the layers of the Abyss. The only traits common to all demons are malevolence and a desire to destroy.</p><p></p><p><strong><span style="font-size: 15px">Whisper Demon --- Level 9 Lurker</span></strong> </p><p>Medium elemental humanoid (demon) --- XP 400 </p><p><em> A whisper demon is an insubstantial, ghostly creature that leers and smirks. It looks somewhat humanoid, but its form is shifting and distorted. Whisper demons are utterly insane, and love to watch other creatures kill themselves.</em></p><p>HP 69; Bloodied 34 Initiative +11</p><p>AC 23; Fortitude 21; Reflex 21; Will 19 Perception +1</p><p>Speed 6 Darkvision</p><p></p><p><strong>TRAITS </strong></p><p><strong>Maddening Whispers (charm) * Aura 3</strong></p><p> A creature without the demon keyword that starts its turn in the aura makes a basic attack against itself. If the creature reduces itself to 0 hit points this way and subsequently dies during the encounter, it rises in one minute as a mad wraith.</p><p></p><p><strong>Insubstantial</strong></p><p> The whisper takes half damage from any damage source, except those that deal force damage. In addition, if the demon takes force damage, it loses the insubstantial trait until the end of its next turn. </p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Draining Touch (necrotic) * At Will</strong></p><p> Attack: Melee 1 (one creature); +12 vs. Reflex.</p><p> Hit: 2d8 necrotic damage and the target is slowed (save ends).</p><p></p><p><strong>(close) Luring Whispers (charm) * Recharges when the whisper demon uses maddening disappearance</strong></p><p> Attack: Close burst 10 (creatures in burst); +10 vs. Will.</p><p> Hit: The target moves its speed towards the whisper demon as a free action and deals an extra 2d6 points of damage if it hits itself until the end of its next turn.</p><p></p><p><strong>Maddening Disappearance * Recharges when an enemy in the demon's aura hits itself</strong></p><p> Effect: The whisper demon is removed from play. At the end of its next turn, it reappears within 10 squares of its departure space. Its aura is inactive until the start of its next turn.</p><p>---</p><p>Str 5 Dex 17 Wis 5</p><p>Con 17 Int 10 Cha 21 </p><p>Alignment chaotic evil Languages Abyssa</p><p></p><p><strong><span style="font-size: 15px">Alkilith Demon --- Level 14 Soldier </span></strong> </p><p>Medium immortal animate (demon, ooze) --- XP 1,000 </p><p><em> An alkilith is a quivering mass of Abyssal phosphorescent green corruption, overgrown with a cracked, leathery coating and constantly emitting foul vapors and bursts of fluid. Thick, pustulent knobs that resemble eyes dot its surface. Alkiliths serve Juiblex, the Faceless Lord.</em></p><p>HP 144; Bloodied 72 Initiative +14</p><p>AC 30; Fortitude 28; Reflex 26; Will 24 Perception +10</p><p>Speed 6 Darkvision</p><p>Immune disease, poison; Resist 20 acid</p><p></p><p><strong>TRAITS </strong></p><p><strong>Noxious Vapors (poison) * Aura 2</strong></p><p> Creatures in the aura gain vulnerable 5 poison and cannot shift.</p><p></p><p><strong>Amorphous Form</strong></p><p> An alkilith moves at full speed while squeezing and can move through an opening as small as 1” in diameter. </p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Slimy Slam (acid, poison) * At Will</strong></p><p> Attack: Melee 1 (one creature); +19 vs. AC.</p><p> Hit: 3d6+6 acid and poison damage, plus ongoing 10 acid and poison damage (save ends).</p><p></p><p><strong>(close) Toxic Cloud (poison) * Recharge when first bloodied</strong></p><p> Attack: Close burst 1 (creatures in burst); +16 vs. Fortitude.</p><p> Hit: 3d10+6 poison damage, and the target is dazed and weakened (save ends both).</p><p> Miss: Half damage and the target is dazed until the end of its next turn.</p><p>---</p><p>Skills Endurance +19</p><p>Str 16 Dex 20 Wis 17</p><p>Con 24 Int 14 Cha 13 </p><p>Alignment chaotic evil Languages Abyssal</p><p></p><p><strong><span style="font-size: 15px">Deathdrinker Demon --- Level 17 Elite Skirmisher </span></strong></p><p>Large elemental humanoid (demon) --- XP 3,200 </p><p>HP 342; Bloodied 171 Initiative +12 </p><p>AC 31; Fortitude 31; Reflex 29; Will 29 Perception +8 </p><p>Speed 8, teleport 10 Darkvision </p><p>Immune necrotic </p><p>Saving Throws +2; Action Points 1</p><p><strong></strong></p><p><strong>TRAITS </strong></p><p><strong>Glory in Slaughter</strong></p><p> If the deathdrinker reduces an enemy to 0 hit points, it gains a +5 bonus to damage until the end of the encounter.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Great Sword (weapon) * At Will </strong></p><p> Attack: Melee 2 (one creature); +22 vs. AC.</p><p> Hit: 4d8+7 damage, and the deathdrinker marks the target until the end of the target's next turn.</p><p></p><p><strong>(melee) Fearsome Arrival (fear, teleportation, weapon) * At Will</strong></p><p> Effect: The deathdrinker teleports 6 squares.</p><p> Attack: Melee 2 (one creature); +22 vs. AC.</p><p> Hit: 4d8+7 damage.</p><p> Effect: Each creature adjacent to the demon suffers a -2 penalty on all defenses until the end of its next turn.</p><p></p><p><strong>(close) Shriveling Pulse (necrotic) * Recharge 6</strong></p><p> Attack: Close burst 3 (each non-demon living creature in burst); +18 vs. Fortitude. </p><p> Hit: 5d8+6 necrotic damage, and the target is weakened (save ends).</p><p> Miss: Half damage.</p><p></p><p><strong>MINOR ACTIONS </strong></p><p><strong>(close) Mocking Gaze (gaze, psychic) * At Will 1/round</strong></p><p> Attack: Close blast 6 (one creature); +20 vs. Will.</p><p> Hit: 5d6+8 psychic damage, and the deathdrinker pulls the target 2 squares.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong>Variable Resistance * 3/encounter </strong></p><p> Trigger: The deathdrinker demon takes acid, cold, fire, lightning or thunder damage.</p><p> Effect (Free Interrupt): The deathdrinker gains resist 30 against one energy type dealt by the triggering attack.</p><p>---</p><p>Skills Endurance +21, Intimidate +18 </p><p>Str 30 Dex 14 Wis 11 </p><p>Con 27 Int 10 Cha 21 </p><p>Alignment chaotic evil Languages Abyssal </p><p>Equipment plate armor, great sword </p><p></p><p><strong><span style="font-size: 15px">Cerebrilith Demon --- Level 23 Controller </span></strong> </p><p>Large elemental humanoid (demon) --- XP 5,100 </p><p>HP 217; Bloodied 108 Initiative +15</p><p>AC 37; Fortitude 35; Reflex 34; Will 37 Perception +16 </p><p>Speed 6 </p><p>Resist 20 psychic </p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Bite * At Will </strong></p><p> Attack: Melee 2 (one creature); +28 vs. AC.</p><p> Hit: 3d10+7 damage, and the target gains vulnerable 10 psychic (save ends).</p><p></p><p><strong>(ranged) Brain Lock (psychic) * At Will</strong></p><p> Attack: Ranged 10 (one creature); +27 vs.Will.</p><p> Hit: 4d10+9 psychic damage, and the target is immobilized (save ends).</p><p></p><p><strong>(ranged) Mind Shock (lightning, psychic) * Encounter</strong></p><p> Attack: Ranged 10 (three creatures); +25 vs. Will.</p><p> Hit: 5d10+5 lightning and psychic damage, and at the end of the target's turn, each of the target's adjacent allies takes 10 lightning and psychic damage (save ends).</p><p></p><p><strong>MOVE ACTIONS </strong></p><p><strong>Psychic Transport (teleportation) * Recharge 6</strong></p><p> Effect: The cerebrilith teleports 5 squares, and each enemy adjacent to its starting or ending space loses 1 psionic power point.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong>Variable Resistance * 3/encounter </strong></p><p> Trigger: The cerebrilith demon takes acid, cold, fire, lightning or thunder damage.</p><p> Effect (Free Interrupt): The cerebrilith gains resist 15 against one energy type dealt by the triggering attack.</p><p>---</p><p>Skills Arcana +22, Insight +21</p><p>Str 21 Dex 18 Wis 21</p><p>Con 25 Int 15 Cha 22</p><p>Alignment chaotic evil Languages Abyssal, telepathy 20</p></blockquote><p></p>
[QUOTE="the Jester, post: 6109212, member: 1210"] [B][SIZE=5]DEMON[/SIZE] Source: [/B]3e Monster Manual IV (whisper demon, deathdrinker demon), 3e Fiend Folio (alkilith demon), 3.5 Expanded Psionics Handbook (cerebrilith demon) Demons come in forms as varied as the layers of the Abyss. The only traits common to all demons are malevolence and a desire to destroy. [B][SIZE=4]Whisper Demon --- Level 9 Lurker[/SIZE][/B] Medium elemental humanoid (demon) --- XP 400 [I] A whisper demon is an insubstantial, ghostly creature that leers and smirks. It looks somewhat humanoid, but its form is shifting and distorted. Whisper demons are utterly insane, and love to watch other creatures kill themselves.[/I] HP 69; Bloodied 34 Initiative +11 AC 23; Fortitude 21; Reflex 21; Will 19 Perception +1 Speed 6 Darkvision [B]TRAITS Maddening Whispers (charm) * Aura 3[/B] A creature without the demon keyword that starts its turn in the aura makes a basic attack against itself. If the creature reduces itself to 0 hit points this way and subsequently dies during the encounter, it rises in one minute as a mad wraith. [B]Insubstantial[/B] The whisper takes half damage from any damage source, except those that deal force damage. In addition, if the demon takes force damage, it loses the insubstantial trait until the end of its next turn. [B]STANDARD ACTIONS (mbasic) Draining Touch (necrotic) * At Will[/B] Attack: Melee 1 (one creature); +12 vs. Reflex. Hit: 2d8 necrotic damage and the target is slowed (save ends). [B](close) Luring Whispers (charm) * Recharges when the whisper demon uses maddening disappearance[/B] Attack: Close burst 10 (creatures in burst); +10 vs. Will. Hit: The target moves its speed towards the whisper demon as a free action and deals an extra 2d6 points of damage if it hits itself until the end of its next turn. [B]Maddening Disappearance * Recharges when an enemy in the demon's aura hits itself[/B] Effect: The whisper demon is removed from play. At the end of its next turn, it reappears within 10 squares of its departure space. Its aura is inactive until the start of its next turn. --- Str 5 Dex 17 Wis 5 Con 17 Int 10 Cha 21 Alignment chaotic evil Languages Abyssa [B][SIZE=4]Alkilith Demon --- Level 14 Soldier [/SIZE][/B] Medium immortal animate (demon, ooze) --- XP 1,000 [I] An alkilith is a quivering mass of Abyssal phosphorescent green corruption, overgrown with a cracked, leathery coating and constantly emitting foul vapors and bursts of fluid. Thick, pustulent knobs that resemble eyes dot its surface. Alkiliths serve Juiblex, the Faceless Lord.[/I] HP 144; Bloodied 72 Initiative +14 AC 30; Fortitude 28; Reflex 26; Will 24 Perception +10 Speed 6 Darkvision Immune disease, poison; Resist 20 acid [B]TRAITS Noxious Vapors (poison) * Aura 2[/B] Creatures in the aura gain vulnerable 5 poison and cannot shift. [B]Amorphous Form[/B] An alkilith moves at full speed while squeezing and can move through an opening as small as 1” in diameter. [B]STANDARD ACTIONS (mbasic) Slimy Slam (acid, poison) * At Will[/B] Attack: Melee 1 (one creature); +19 vs. AC. Hit: 3d6+6 acid and poison damage, plus ongoing 10 acid and poison damage (save ends). [B](close) Toxic Cloud (poison) * Recharge when first bloodied[/B] Attack: Close burst 1 (creatures in burst); +16 vs. Fortitude. Hit: 3d10+6 poison damage, and the target is dazed and weakened (save ends both). Miss: Half damage and the target is dazed until the end of its next turn. --- Skills Endurance +19 Str 16 Dex 20 Wis 17 Con 24 Int 14 Cha 13 Alignment chaotic evil Languages Abyssal [B][SIZE=4]Deathdrinker Demon --- Level 17 Elite Skirmisher [/SIZE][/B] Large elemental humanoid (demon) --- XP 3,200 HP 342; Bloodied 171 Initiative +12 AC 31; Fortitude 31; Reflex 29; Will 29 Perception +8 Speed 8, teleport 10 Darkvision Immune necrotic Saving Throws +2; Action Points 1 [B] TRAITS Glory in Slaughter[/B] If the deathdrinker reduces an enemy to 0 hit points, it gains a +5 bonus to damage until the end of the encounter. [B]STANDARD ACTIONS (mbasic) Great Sword (weapon) * At Will [/B] Attack: Melee 2 (one creature); +22 vs. AC. Hit: 4d8+7 damage, and the deathdrinker marks the target until the end of the target's next turn. [B](melee) Fearsome Arrival (fear, teleportation, weapon) * At Will[/B] Effect: The deathdrinker teleports 6 squares. Attack: Melee 2 (one creature); +22 vs. AC. Hit: 4d8+7 damage. Effect: Each creature adjacent to the demon suffers a -2 penalty on all defenses until the end of its next turn. [B](close) Shriveling Pulse (necrotic) * Recharge 6[/B] Attack: Close burst 3 (each non-demon living creature in burst); +18 vs. Fortitude. Hit: 5d8+6 necrotic damage, and the target is weakened (save ends). Miss: Half damage. [B]MINOR ACTIONS (close) Mocking Gaze (gaze, psychic) * At Will 1/round[/B] Attack: Close blast 6 (one creature); +20 vs. Will. Hit: 5d6+8 psychic damage, and the deathdrinker pulls the target 2 squares. [B]TRIGGERED ACTIONS Variable Resistance * 3/encounter [/B] Trigger: The deathdrinker demon takes acid, cold, fire, lightning or thunder damage. Effect (Free Interrupt): The deathdrinker gains resist 30 against one energy type dealt by the triggering attack. --- Skills Endurance +21, Intimidate +18 Str 30 Dex 14 Wis 11 Con 27 Int 10 Cha 21 Alignment chaotic evil Languages Abyssal Equipment plate armor, great sword [B][SIZE=4]Cerebrilith Demon --- Level 23 Controller [/SIZE][/B] Large elemental humanoid (demon) --- XP 5,100 HP 217; Bloodied 108 Initiative +15 AC 37; Fortitude 35; Reflex 34; Will 37 Perception +16 Speed 6 Resist 20 psychic [B]STANDARD ACTIONS (mbasic) Bite * At Will [/B] Attack: Melee 2 (one creature); +28 vs. AC. Hit: 3d10+7 damage, and the target gains vulnerable 10 psychic (save ends). [B](ranged) Brain Lock (psychic) * At Will[/B] Attack: Ranged 10 (one creature); +27 vs.Will. Hit: 4d10+9 psychic damage, and the target is immobilized (save ends). [B](ranged) Mind Shock (lightning, psychic) * Encounter[/B] Attack: Ranged 10 (three creatures); +25 vs. Will. Hit: 5d10+5 lightning and psychic damage, and at the end of the target's turn, each of the target's adjacent allies takes 10 lightning and psychic damage (save ends). [B]MOVE ACTIONS Psychic Transport (teleportation) * Recharge 6[/B] Effect: The cerebrilith teleports 5 squares, and each enemy adjacent to its starting or ending space loses 1 psionic power point. [B]TRIGGERED ACTIONS Variable Resistance * 3/encounter [/B] Trigger: The cerebrilith demon takes acid, cold, fire, lightning or thunder damage. Effect (Free Interrupt): The cerebrilith gains resist 15 against one energy type dealt by the triggering attack. --- Skills Arcana +22, Insight +21 Str 21 Dex 18 Wis 21 Con 25 Int 15 Cha 22 Alignment chaotic evil Languages Abyssal, telepathy 20 [/QUOTE]
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