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Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8726039" data-attributes="member: 6915329"><p>I mentioned it before when I did the mapmaker, but I prefer the <em>other </em>Lower Planes and have never really cared for the Abyss or Hell, so I’m always on the lookout for more fiends from those planes. Enter the <strong>viltch</strong>, from Pandemonium. More a fiend of chaos and destruction than of evil, they’re useful as pests or foils.</p><p></p><p>While writing this, I realized that Level Up demons and devils don’t seem to have an ability to gate in more of their kind.</p><p></p><p>The viltch is under the header of “Demon,” so uses that entry’s Legends and Lore, Signs, and Behaviors.</p><p></p><p>This is also the last creature from Creature Catalog II.</p><p></p><p>[ATTACH=full]257161[/ATTACH]</p><p><span style="font-size: 15px">Artist: Roger Raupp</span></p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px"><strong>Demon, Viltch</strong></span></span></p><p>Creature Catalog II, Dragon Magazine #94</p><p>Created by Stephen Innis</p><p></p><p>Viltches are hateful creatures from the Abyss. They resemble human-sized mandrils with disheveled, blue-gray fur and burning yellow eyes. They have only three limbs: two arms and a single leg. Unlike most demons, they are not dedicated to the cause of Evil. Their goal is the vandalism and destruction of all that is beautiful so they can dance in the ruin.</p><p></p><p><strong><em>Demons of Destruction.</em></strong> Viltches enjoy spreading destruction and disorder by destroying whatever objects they come across. The more beautiful, pristine, orderly, or beloved the objected is, the more they enjoy vandalizing it. The destruction of property is more important to them than anything else. They are never found alone, and each viltch urges its comrades into greater and greater acts of vandalism.</p><p></p><p>A vlitch’s touch causes objects to magically warp as if they were made of soft clay. The love nothing more than to cause a beautiful object to melt like gooey cheese or be twisted into an obscene shape. Even without using this magical touch, they are skilled vandals. They will spoil any food they come across, rip apart clothes, and break tools. They carry nothing with them; they can’t stand to have anything around them that’s intact for too long.</p><p></p><p><strong><em>Cowardly Fighters. </em></strong>Although they are capable of fighting, viltches rarely do so. They disdain fighting and are afraid of injury. Should they come across a weak creature, they may choose to torment it with deliberately minor scratches and nips—but their bite inflicts an agonizing poison. Viltches also have no interest in joining the ever-present battles of other demons, or in any sort of demonic politics. They can sometimes be forced into using their object-warping abilities on the behalf of a much more powerful demon but they must be strictly controlled—an unwatched viltch will destroy its master’s belongings as readily as the objects they are supposed to destroy. As such, few demon lords or balors feel that using a viltch is worth it.</p><p></p><p><strong><span style="font-size: 18px">Vlitch Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> Abyss</p><p></p><p><strong><em>CR 3-4</em> </strong>1-2 viltches.</p><p></p><p><strong><em>CR 5-10</em></strong> 3-4 viltches</p><p></p><p><strong><em>CR 11-16</em></strong> 5-8 viltches</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Viltch</span></span></strong></p><p><strong>Medium fiend (demon)</strong></p><p>Challenge 2 (450 XP)</p><p><strong>AC</strong> 15 (natural armor)</p><p><strong>HP</strong> 37 (5d8+15; blooded 18)</p><p><strong>Speed</strong> 60 ft., climb 30 ft.</p><p></p><p><strong>STR</strong> 15 (+2) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 10 (+0) <strong>WIS</strong> 9 (-1) <strong>CHA</strong> 13 (+1)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> +4</p><p><strong>Skills</strong> Perception +1 (<em>+1d4</em>), Sleight of Hand +4 (<em>+1d6</em>), Stealth +4</p><p><strong>Saving Throws</strong> Dex +4</p><p><strong>Damage Resistances</strong> cold, fire, thunder; damage from nonmagical weapons</p><p><strong>Damage Immunities</strong> lighting, poison, psychic</p><p><strong>Senses</strong> darkvision 60 ft.,</p><p><strong>Languages</strong> Abyssal, telepathy 100 feet.</p><p><strong><em>Aligned.</em></strong> The viltch radiates a Chaotic aura. Many, but not all, viltch also radiate an Evil aura.</p><p><strong><em>Demonic Vision.</em></strong> Magical darkness doesn’t impede the viltch’s darkvision.</p><p><strong><em>Magic Resistance.</em></strong> The viltch has advantage on saving throws against spells or other magical effects.</p><p><strong><em>Preternatural Speed.</em></strong> The viltch has advantage on Initiative rolls.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The viltch attacks twice with its claws and once with its bite.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit: </em>5 (1d6+2) piercing damage and the target must make a DC 13 Constitution saving throw or be poisoned. A creature may make a new saving throw at the end of each of its turns, ending the effect on a success. While poisoned, a creature’s speed is reduced by 10 feet. If the poisoned creature attempts to cast a spell, it must first succeed on a Constitution saving throw. On a failure, the spellcaster is overwhelmed with pain and can’t cast the spell. The spell slot is not wasted, unless the caster critically fails the save.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit: </em>4 (1d4+2) slashing damage.</p><p><strong><em>Warp.</em></strong> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one Large or smaller inanimate, nonmagical object that is not held or worn. <em>Hit: </em>11 (2d8+2) force damage. If the object is reduced to 0 hit points, is warped, twisted, or otherwise ruined. (see Objects in the <em>Adventurer’s Guide</em> to determine an object’s armor class and hit points.)</p><p><strong><em>Teleport (Recharge 4-6).</em></strong> The viltch magically teleports to a space within 60 feet that it can see.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Snatch.</em></strong> If the viltch succeeds on an claw attack against a creature, it can make a Sleight of Hand check against it as well.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Trip Up.</em></strong> If a creature makes a melee weapon attack against the viltch and misses, the viltch attempts to trip it. The creature must make a DC 12 Strength or Dexterity saving throw or fall prone.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Viltches attack from hiding, using their bite and claws, then teleport away. The prefer hit-and-run attacks to straight-out combat.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8726039, member: 6915329"] I mentioned it before when I did the mapmaker, but I prefer the [I]other [/I]Lower Planes and have never really cared for the Abyss or Hell, so I’m always on the lookout for more fiends from those planes. Enter the [B]viltch[/B], from Pandemonium. More a fiend of chaos and destruction than of evil, they’re useful as pests or foils. While writing this, I realized that Level Up demons and devils don’t seem to have an ability to gate in more of their kind. The viltch is under the header of “Demon,” so uses that entry’s Legends and Lore, Signs, and Behaviors. This is also the last creature from Creature Catalog II. [ATTACH type="full"]257161[/ATTACH] [SIZE=4]Artist: Roger Raupp[/SIZE] [COLOR=rgb(65, 168, 95)][SIZE=6][B]Demon, Viltch[/B][/SIZE][/COLOR] Creature Catalog II, Dragon Magazine #94 Created by Stephen Innis Viltches are hateful creatures from the Abyss. They resemble human-sized mandrils with disheveled, blue-gray fur and burning yellow eyes. They have only three limbs: two arms and a single leg. Unlike most demons, they are not dedicated to the cause of Evil. Their goal is the vandalism and destruction of all that is beautiful so they can dance in the ruin. [B][I]Demons of Destruction.[/I][/B] Viltches enjoy spreading destruction and disorder by destroying whatever objects they come across. The more beautiful, pristine, orderly, or beloved the objected is, the more they enjoy vandalizing it. The destruction of property is more important to them than anything else. They are never found alone, and each viltch urges its comrades into greater and greater acts of vandalism. A vlitch’s touch causes objects to magically warp as if they were made of soft clay. The love nothing more than to cause a beautiful object to melt like gooey cheese or be twisted into an obscene shape. Even without using this magical touch, they are skilled vandals. They will spoil any food they come across, rip apart clothes, and break tools. They carry nothing with them; they can’t stand to have anything around them that’s intact for too long. [B][I]Cowardly Fighters. [/I][/B]Although they are capable of fighting, viltches rarely do so. They disdain fighting and are afraid of injury. Should they come across a weak creature, they may choose to torment it with deliberately minor scratches and nips—but their bite inflicts an agonizing poison. Viltches also have no interest in joining the ever-present battles of other demons, or in any sort of demonic politics. They can sometimes be forced into using their object-warping abilities on the behalf of a much more powerful demon but they must be strictly controlled—an unwatched viltch will destroy its master’s belongings as readily as the objects they are supposed to destroy. As such, few demon lords or balors feel that using a viltch is worth it. [B][SIZE=5]Vlitch Encounters[/SIZE] [I]Terrain:[/I][/B] Abyss [B][I]CR 3-4[/I] [/B]1-2 viltches. [B][I]CR 5-10[/I][/B] 3-4 viltches [B][I]CR 11-16[/I][/B] 5-8 viltches [B][SIZE=7][COLOR=rgb(65, 168, 95)]Viltch[/COLOR][/SIZE] Medium fiend (demon)[/B] Challenge 2 (450 XP) [B]AC[/B] 15 (natural armor) [B]HP[/B] 37 (5d8+15; blooded 18) [B]Speed[/B] 60 ft., climb 30 ft. [B]STR[/B] 15 (+2) [B]DEX[/B] 14 (+2) [B]CON[/B] 16 (+3) [B]INT[/B] 10 (+0) [B]WIS[/B] 9 (-1) [B]CHA[/B] 13 (+1) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] +4 [B]Skills[/B] Perception +1 ([I]+1d4[/I]), Sleight of Hand +4 ([I]+1d6[/I]), Stealth +4 [B]Saving Throws[/B] Dex +4 [B]Damage Resistances[/B] cold, fire, thunder; damage from nonmagical weapons [B]Damage Immunities[/B] lighting, poison, psychic [B]Senses[/B] darkvision 60 ft., [B]Languages[/B] Abyssal, telepathy 100 feet. [B][I]Aligned.[/I][/B] The viltch radiates a Chaotic aura. Many, but not all, viltch also radiate an Evil aura. [B][I]Demonic Vision.[/I][/B] Magical darkness doesn’t impede the viltch’s darkvision. [B][I]Magic Resistance.[/I][/B] The viltch has advantage on saving throws against spells or other magical effects. [B][I]Preternatural Speed.[/I][/B] The viltch has advantage on Initiative rolls. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The viltch attacks twice with its claws and once with its bite. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit: [/I]5 (1d6+2) piercing damage and the target must make a DC 13 Constitution saving throw or be poisoned. A creature may make a new saving throw at the end of each of its turns, ending the effect on a success. While poisoned, a creature’s speed is reduced by 10 feet. If the poisoned creature attempts to cast a spell, it must first succeed on a Constitution saving throw. On a failure, the spellcaster is overwhelmed with pain and can’t cast the spell. The spell slot is not wasted, unless the caster critically fails the save. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit: [/I]4 (1d4+2) slashing damage. [B][I]Warp.[/I][/B] [I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one Large or smaller inanimate, nonmagical object that is not held or worn. [I]Hit: [/I]11 (2d8+2) force damage. If the object is reduced to 0 hit points, is warped, twisted, or otherwise ruined. (see Objects in the [I]Adventurer’s Guide[/I] to determine an object’s armor class and hit points.) [B][I]Teleport (Recharge 4-6).[/I][/B] The viltch magically teleports to a space within 60 feet that it can see. [B][U]Bonus Actions[/U] [I]Snatch.[/I][/B] If the viltch succeeds on an claw attack against a creature, it can make a Sleight of Hand check against it as well. [B][U]Reactions[/U] [I]Trip Up.[/I][/B] If a creature makes a melee weapon attack against the viltch and misses, the viltch attempts to trip it. The creature must make a DC 12 Strength or Dexterity saving throw or fall prone. [B][SIZE=5]Combat[/SIZE][/B] Viltches attack from hiding, using their bite and claws, then teleport away. The prefer hit-and-run attacks to straight-out combat. [/QUOTE]
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