A Few Good Fiends (MMII conversions, updated 9/16: added chain golem!)

demiurge1138

Inventor of Super-Toast
Now, the problem with the fiends in 3.0 products is that they, well, aren't good. Compared to other critters of their CR, they're usually pretty weak. The writers of the 3.5 MM realized this, and rewrote all the demons and devils. Pants, another homebrewer on these boards, has a Conversion Project, of which I am a rabid follower.

Below will be a few of my own conversions, a chance to inject some 3.0 fiends with good stats and some Planescape-y flavor. These are all just a warm-up, though. Because soon, I hope to convert all of the Shadowlands Oni from Oriental Adventures, which will be quite an undertaking.

Enjoy!

Advespa (Wasp Devil)
Large Outsider (Baatezu, Evil, Extraplanar, Lawful)

Hit Dice: 5d8+15 (37 hp)
Initiative: +6
Speed: 30ft (6 squares), fly 60ft (good)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +5/+14
Attack: Claw +9 melee (1d6+5)
Full Attack: 4 claws +9 melee (1d6+5) and sting +4 melee (1d8+2 plus poison)
Space/Reach: 10ft/5ft
Special Attacks: Poison, spell-like abilities, summon baatezu
Special Qualities: Darkvision 60ft, DR 5/good or silver, immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 2, see in darkness, SR 16, telepathy 100ft
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 20, Dex 15, Con 17, Int 8, Wis 11, Cha 15
Skills: Bluff +10, Diplomacy +4, Disguise +2 (+4 acting), Hide +6, Intimidate +12, Listen +8, Move Silently +10, Spot +8, Tumble +10
Feats: Flyby Attack, Improved Initiative
Environment: Nine Hells of Baator
Organization: Solitary, pair, wing (3-4), squad (5-10) or swarm (11-20)
Challenge Rating: 4
Treasure: Standard
Alignment: Always lawful evil
Advancement: 6-10 HD (Large), 11-20 HD (Huge)
Level Adjustment: +5

This creature resembles a black wasp the size of a pony. Its head is that of a female humanoid, its beauty marred only by twin antennae and a pair of mandibles growing in its jaws. Its wings are in constant motion, beating slowly even when it is not in flight. A wicked stinger grows from its abdomen, dripping green venom.

Wicked creatures even by Baatorian standards, advespas, also known as wasp devils, are scouts and spies in the Blood War. Although their natural form is a grotesque wasp-like creature, they are accomplished shape-changers, and often lie and seduce their way to the secrets so craved by the Dark Eight. All advespas are female, and often consummate their carnal acts by devouring their hapless lover, once he is no longer of use to the baatezu.

When not spying for the war effort, advespa are often found patrolling the skies of Baator, especially on Avernus, the first layer, looking for planar travelers, enemy spies, or other trespassers who can be captured or eaten. Wasp devils who perform poorly at their duties are shipped to the front of the Blood War lines, acting as a deadly aerial cavalry. It is rumored by those with little left to live for that Baalzebuul, Lord of the Seventh Hell, prefers advespas as his concubines.

An advespa is about nine feet long and weighs 400 pounds.

Combat
Advespas prefer to attack from ambush, either by hiding or by appearing innocuous until attacking. They grab opponents in their talons, stinging them until they lie helpless to be carried off to the torture pits or merely devoured.

An advespa’s natural weapons, as well as any weapons it may wield are considered lawful-aligned and evil-aligned for the purposes of overcoming damage reduction.

Improved Grab (Ex): In order to use this ability, an advespa must hit a Medium-sized or smaller opponent with a claw attack. It can then make a grapple check as a free action without provoking attacks of opportunity.

Poison (Ex): The sting of the advespa injects a deadly venom, causing weakness, tremors and eventually paralysis. Fortitude DC 15 negates, initial damage 1d6 Str, secondary damage 1d6 Str. The save DC is Constitution based.

Spell-like Abilities: At will - polymorph (self only). Caster level 4th.

Summon Baatezu (Sp): Once per day, an advespa can attempt to summon 2d6 lemures with a 50% chance or 1d2 advespas with a 25% chance. This is the equivalent of a 2nd level spell.

Regeneration (Ex): Advespas take normal damage from good aligned weapons, silver weapons or spells and effects with the good descriptor. An advespa that loses a piece of its body grows it back in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach immediately.

Demiurge out.
 
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Alright, another day, another fiend. This is a conversion to 3.5 of the marrash. Enjoy!

Marrash
Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 7d8+28 (59 hp)
Initiative: +5
Speed: 30ft (6 squares), fly 70ft (good)
Armor Class: 21 (+5 Dex, +6 natural), touch 15, flat-footed 16
Base Attack/Grapple: +7/+10
Attack: Claw +10 melee (1d4+3) or +1 mighty composite longbow (+3 Str bonus) +13 ranged (1d8+4, 20x3, plus disease)
Full Attack: 2 claws +10 melee (1d4+3) and bite +5 melee (1d6+1) or +1 mighty composite longbow (+3 Str bonus) +13/+13/+8 ranged (1d8+4, 20x3, plus disease)
Space/Reach: 5ft/5ft
Special Attacks: Disease, taklif arrow, twin talon bowfire
Special Qualities: Darkvision 60ft, improved protection from arrows, scent
Saves: Fort +9, Ref +10, Will +7
Abilities: Str 17, Dex 20, Con 18, Int 10, Wis 14, Cha 8
Skills: Balance +7, Bluff +9, Diplomacy +1, Disguise -1 (+1 acting), Hide +15, Intimidate +9, Jump +5, Listen +12, Move Silently +15, Search +10, Spot +12, Tumble +15
Feats: Point Blank Shot, Precise Shot, Weapon Focus (bow)
Environment: Nine Hells of Baator
Organization: Solitary, pair or flight (3-6)
Challenge Rating: 6
Treasure: Standard, plus +1 mighty composite longbow (+3 Str bonus)
Alignment: Always lawful evil
Advancement: 8-14 HD (Medium), 15-21 HD (Large)
Level Adjustment: +6

You see a creature much like a winged gnoll, its feathered wings spread wide. It clutches in its birdlike feet an immense longbow, and a quiver of arrows is strapped to its back.

Marrashi are plague-bearing outsiders, bringing death to all on feathered shafts. They make their living as mercenaries, hiring themselves out to any planar or prime willing to pay their hefty fees. They deal with mortal spellcasters with disdain, respecting a show of strength far more than arcane might, and a marrash will conspire against its summoner if bound to the Material Plane.

Marrashi are one of the few creatures native to the Nine Hells not completely in servitude to the baatezu, in part because of the desolate mire where they live. Marrashi are native to Minaurous, the third layer of Baator, and they stay in the ruined cities outside devilish control. They skirmish with baatezu patrols with fervor, especially hating the erinyes, which have a similar role in the baatezu hierarchy, but will gladly work for the baatezu if properly compensated in gold, goods, and the flesh of mortals.

A marrash stands about 5 feet tall, has a 10 foot wingspan, and weighs about 150 pounds. They speak Infernal.

Combat
Marrashi attack in waves, hovering out of melee reach and peppering their foes with disease-tainted arrows. If forced into melee combat, they attack with talons and fangs, but prefer to retreat to another safe firing position. They prefer to use their taklif arrows on their employer, betraying them if the wages are unsatisfactory (or if summoned by a spellcaster).

Disease (Ex): Marrash fever is a cruel disease, sapping the health and vitality of its victims slowly, leaving them first invalid, then dead. Any creature struck with a marrash arrow must make a Fortitude save (DC 17) or contract marrash fever. The incubation period is 1d3 days, and the damage is 1d3 points of Dexterity damage and 1d3 points of Constitution damage. Every day after the first the victim fails a save, it must make a second saving throw (DC 17) or take an additional point of Dexterity drain and Constitution drain. The save DC is Constitution based.

Taklif Arrow (Su): Every marrash carries one taklif arrow, the method that they use to propagate the species. Any creature struck with this arrow must make a Fortitude save (DC 17), or contract marrash fever, as described above. On the second day of infection, the victim instead dies if it fails the Fortitude save, and rises as a marrash 1d6 days later. The save DC is Constitution based.

Raise dead, reincarnate, resurrection, and similar spells cannot bring to life a creature slain by a taklif arrow. Even such powerful magic as wish and miracle only has a 50% chance of succeeding. Creatures brought back with a wish or miracle do not turn into marrash after 1d6 days.

Twin Talon Bowfire (Ex): A flying marrash fires its bows using its feet, and their skill in this is such that they can fire more rapidly than any mortal archer. When airborne, a marrash acts as if it has the Rapid Shot feat at all times, except it does not take a penalty to its attack rolls.

Improved Protection from Arrows (Su): Marrashi have damage reduction 15/good against ranged weapons.

Demiurge out.
 
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I was only planning on doing these two, the jovoc and the vaporighu (since I was focusing on the fiends), but I'm not adverse to go a bit beyond that and revise some of the more dubiously statted creatures in the book (I'm looking at you, avolakia, linnorms) and recreate some of those high CR-undead (famine spirit, banshee, effigy, and ragewind, specifically).

I know that Pants already announced a possibilty of converting the fiendwurm, zovuut, jarilith, and hellfire wyrm in his threads, so I'll leave those alone.

Demiurge out.
 

demiurge1138 said:
I was only planning on doing these two, the jovoc and the vaporighu (since I was focusing on the fiends), but I'm not adverse to go a bit beyond that and revise some of the more dubiously statted creatures in the book (I'm looking at you, avolakia, linnorms) and recreate some of those high CR-undead (famine spirit, banshee, effigy, and ragewind, specifically).
Ooh, sweet. :)
Will you be making use of the Unholy Toughness special quality when statting out those undead?

I know that Pants already announced a possibilty of converting the fiendwurm, zovuut, jarilith, and hellfire wyrm in his threads, so I'll leave those alone.

Demiurge out.
They are 'in queue' at the moment.
 



Krishnath said:
Looks good. One little thing though, the Marrash is from Acheron, not the nine hells.

Is it? Alright, I can change that easily enough. Where is there a reference to them? I looked in Planes of Law, the Planescape Monstrous Compendiums and the 3.0 MMII, and couldn't find a native plane, so I made one up.

Demiurge out.
 

demiurge1138 said:
Is it? Alright, I can change that easily enough. Where is there a reference to them? I looked in Planes of Law, the Planescape Monstrous Compendiums and the 3.0 MMII, and couldn't find a native plane, so I made one up.

Demiurge out.
One of the planescape monstrous compendiums, can't remember which one though.
 

Krishnath said:
One of the planescape monstrous compendiums, can't remember which one though.
Sorry, Krish, but I looked in all three Planescape MCs and couldn't find the reference. The only reference to marrashi on the planes that I could find was in the Planar Handbook, in the encounter tables, which did place them in Hell.

Demiurge out.
 

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