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Asha'mans Holistic Guide to Fiends
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<blockquote data-quote="Asha'man" data-source="post: 4740536" data-attributes="member: 52424"><p>Here, at long last, is Baalzebul. Getting him right took more time than the other two and the lesser devils combined. In the end, he's a kind of hybrid of the BoVD and Dicefreaks versions, with some of my own ideas thrown in.</p><p> </p><p><strong><span style="font-size: 18px">Baalzebul, the Lord of Lies --- CR 25</span></strong></p><p> </p><p>LE large outsider (lawful, evil, extraplanar, fallen)</p><p><strong>Init </strong>+8; </p><p><strong>Senses </strong>darkvision 60ft, low-light vision, remote sensing, portfolio sense, Listen +41, Spot +41 (range penalties to spot and listen checks per mile, not per 10 ft.)</p><p><strong>Aura</strong> Aura of Nuisance 100 ft.</p><p><strong>Languages</strong> all, telepathy 100 ft.</p><p> </p><p><strong>AC</strong> 35(-1 size, +12 natural, +4 dexterity, +10 deflection), touch 23, flat-footed 31 </p><p><strong>Hit Dice</strong> 28d8+224 (448 hp)</p><p><strong>DR</strong> 20/magic and silver and chaotic or good; <strong>Regeneration</strong> 20</p><p><strong>Resist </strong>Acid 30, fire 30, SR 37</p><p><strong>Immune</strong> ability damage, ability drain, death effects, energy drain, electricity,</p><p>form-altering effects, stunning, paralysis. Does not automatically fail attacks or saves on a natural 1.</p><p> </p><p><strong>Fort</strong> +24,<strong> Ref</strong> +20, <strong>Will </strong>+24</p><p><strong>Weakness</strong> Locked Within the Gates, Twice Cursed</p><p> </p><p><strong>Speed</strong> 40 ft. (8 squares) Fly 40 ft. (perfect)</p><p><strong>Melee</strong> Slam +37/+32/+27/+22 2d8+15/x2 or melee touch +37 by spell</p><p><strong>Base Atk </strong>+28; <strong>Grp</strong> +42</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Atk Options</strong> spell-like abilites, Call Baatezu, Castigating Gaze</p><p><strong>Spell-like Abilities (CL 20):</strong> </p><p>Always active: discern lies (DC 24), fiendish clarity, glibness</p><p>at will -atonement, desecrate, death knell (DC 22), forbidden speech </p><p>(DC 25), greater dispel magic, greater teleport, inflict critical wounds </p><p>(DC 24), mark of justice, order’s wrath (DC 24), sending, mass suggestion (DC 26) unholy aura (DC 28), unhallow</p><p>3/day- blasphemy (DC 27), banishment (DC 27), demand (DC 28) dictum (DC 27), divine favor, harm (DC 26), hell’s power, slay living (DC 25), symbol (any), wretched blight (DC 27)</p><p>1/day- destruction (DC 27), wish (DC 29)</p><p><strong>Str</strong> 30, <strong>Dex</strong> 18, <strong>Con</strong> 27,<strong> Int</strong> 27, <strong>Wis</strong> 26, <strong>Cha </strong>31 </p><p><strong>SQ </strong>Lord of the Eighth, immortality</p><p><strong>Feats </strong>Dark Speech, Open-Minded, Quicken Spell-like Ability x3, Improved Initiative, Power Attack, Tomb-Tainted Soul, Persuasive, Skill Focus: Bluff</p><p><strong>Skills </strong>Bluff +56, Concentration +24 Diplomacy +47, Forgery +39 Gather Information +43, Hide+16, Intimidate +45, Listen +41, Move Silently+20, Perform (Oratory)+41 Sense Motive +41, Spellcraft+24 Spot +39, Knowledge: History+39, Religion+27, Local+39, Knowledge: Nobility and Royalty+39, The Planes+27, Arcana+27, Law+27, Use Magic Device +27</p><p> </p><p><strong>Regeneration: </strong>Baalzebul takes normal damage from weapons that penetrate his damage reduction, and from spells with the [Chaotic] or [Good] descriptor.</p><p> </p><p><strong>Aura of Nuisance:</strong> Baalzebul can evoke a 100 ft. radius cloud of crimson, fly-like motes, which sting and harass his opponents. Anyone who comes within this aura takes 28 damage per turn (Fort half DC 34). This ongoing damage may disrupt spell casting or other activities requiring concentration, as normal.</p><p> </p><p><strong>Call Baatezu: </strong>3/day, Baalzebul may call any of the following: 18 lemures or soul shells, 15 Barbazu or Osyluths, 12 Erinyes or Hamatulas, 9 Malebranche, 6 Gelugons, 3 pit fiends or 1 Duke of Maladomini.</p><p><strong>Castigating Gaze: </strong>Any non lawful evil creature within 60 feet of Baalzebul that meets the archdevil’s eyes must succeed on both a Will and Fortitude saving throw (DC 34) or suffer the effects of the castigating gaze. The victim suffers different effects based on how far from Lawful Evil he is. The effects last for one round, but a new save must be made every turn a creature remains within the area of the gaze.</p><p>Law/Chaos Axis: </p><p>Neutral: Victims who fail their Fortitude save become fatigued. Victims who fail their Will save become slowed. </p><p>Chaotic: Victims who fail their Fortitude save become exhausted. Victims who fail their Will save become paralyzed. </p><p>Good/Evil Axis:</p><p>Neutral: Victims who fail their Fortitude saves suffer 5d8 points of damage. Victims who fail their Will saves are sickened.</p><p>Good: Victims who fail their Fortitude saves suffer 10d8 points of damage. Victims who fail their Will saves are nauseated.</p><p> </p><p><strong>Twice Cursed: </strong>For his leading part in the rebellion against Asmodeus, Baalzebul was punished with a pair of debilitating and humiliating curses. First, he was transformed from his original, angelic form into a revolting slug-like hybrid. This halves his speed in all movement forms and applies a -8 penalty to his Dexterity. (Already included in his statistics above) Secondly he is compelled always to speak only lies. These curses were cast by Asmodeus himself (Two<em> bestow greater curse </em>spells at CL 21) and although he could have them removed, Baalzebul dares not provoke the King of Hell by doing so.</p><p> </p><p><strong>Lord of the Seventh: </strong>Baalzebul’s Cosmic Realm is Maladomini, the Seventh Hell. Baalzebul can promote lesser devils into greater forms at will, except that he cannot promote a devil to a pit fiend. (Only immersion in the Lake of Fire, or the will of Asmodeus himself, can do that.) If the devil in question does not possess the proper HD for its new form, Baalzebul receives a number of negative levels equal to the difference. Baalzebul does not need to make a Fortitude save against permanent level loss for using this power. Instead, his negative levels are removed at the rate of one per hour.</p><p> </p><p><strong>Locked Within The Gates: </strong>Baalzebul may never physically leave Hell by spell or portal, and although he can Astrally Project to other outer planes, he can’t Project himself to the material plane. He cannot be Called or Summoned except with the Invocation of Unlocking the Nine Gates.</p><p> </p><p><strong>Portfolio sense: </strong>Baalzebul automatically senses any event involving prejudice, indoctrination, surveillance or conspiracy as it happens, if it affects a thousand or more people. He becomes aware of the event and where it happens. Once Baalzebul notices an event, he can use remote sensing to perceive the event.</p><p> </p><p><strong>Remote Sensing: </strong>As a standard action, Baalzebul can perceive everything within a radius of nine miles around any of his worshipers, holy sites or sacred objects, any location where someone has spoken his name or title within the last hour, anywhere in Maladomini or any location where an event related to his portfolio has occurred. (Although he is not necessarily aware of all such events to observe them, see Portfolio sense above) This ability can cross planar boundaries and penetrate barriers and is not fooled with misdirection, nondetection, or similar effects. Baalzebul can extend his senses to up to three separate locations, and still sense what's going on around him.</p><p> </p><p><strong>Block Sensing: </strong>As a standard action, Baalzebul can block the sensing ability of another cosmic entity or deity for up to nine hours by making a successful opposed power check. (1d20+HD+Cha modifier, +38 for Baalzebul) This power extends for a radius of nine miles, and can be centred on Baalzebul himself, on a sacred site, on the location of something related to his portfolio, or anywhere in Maladomini. Baalzebul can simultaneously block the area around himself and one other area.</p></blockquote><p></p>
[QUOTE="Asha'man, post: 4740536, member: 52424"] Here, at long last, is Baalzebul. Getting him right took more time than the other two and the lesser devils combined. In the end, he's a kind of hybrid of the BoVD and Dicefreaks versions, with some of my own ideas thrown in. [B][SIZE=5]Baalzebul, the Lord of Lies --- CR 25[/SIZE][/B] LE large outsider (lawful, evil, extraplanar, fallen) [B]Init [/B]+8; [B]Senses [/B]darkvision 60ft, low-light vision, remote sensing, portfolio sense, Listen +41, Spot +41 (range penalties to spot and listen checks per mile, not per 10 ft.) [B]Aura[/B] Aura of Nuisance 100 ft. [B]Languages[/B] all, telepathy 100 ft. [B]AC[/B] 35(-1 size, +12 natural, +4 dexterity, +10 deflection), touch 23, flat-footed 31 [B]Hit Dice[/B] 28d8+224 (448 hp) [B]DR[/B] 20/magic and silver and chaotic or good; [B]Regeneration[/B] 20 [B]Resist [/B]Acid 30, fire 30, SR 37 [B]Immune[/B] ability damage, ability drain, death effects, energy drain, electricity, form-altering effects, stunning, paralysis. Does not automatically fail attacks or saves on a natural 1. [B]Fort[/B] +24,[B] Ref[/B] +20, [B]Will [/B]+24 [B]Weakness[/B] Locked Within the Gates, Twice Cursed [B]Speed[/B] 40 ft. (8 squares) Fly 40 ft. (perfect) [B]Melee[/B] Slam +37/+32/+27/+22 2d8+15/x2 or melee touch +37 by spell [B]Base Atk [/B]+28; [B]Grp[/B] +42 [B]Space[/B] 10 ft.; [B]Reach[/B] 10 ft. [B]Atk Options[/B] spell-like abilites, Call Baatezu, Castigating Gaze [B]Spell-like Abilities (CL 20):[/B] Always active: discern lies (DC 24), fiendish clarity, glibness at will -atonement, desecrate, death knell (DC 22), forbidden speech (DC 25), greater dispel magic, greater teleport, inflict critical wounds (DC 24), mark of justice, order’s wrath (DC 24), sending, mass suggestion (DC 26) unholy aura (DC 28), unhallow 3/day- blasphemy (DC 27), banishment (DC 27), demand (DC 28) dictum (DC 27), divine favor, harm (DC 26), hell’s power, slay living (DC 25), symbol (any), wretched blight (DC 27) 1/day- destruction (DC 27), wish (DC 29) [B]Str[/B] 30, [B]Dex[/B] 18, [B]Con[/B] 27,[B] Int[/B] 27, [B]Wis[/B] 26, [B]Cha [/B]31 [B]SQ [/B]Lord of the Eighth, immortality [B]Feats [/B]Dark Speech, Open-Minded, Quicken Spell-like Ability x3, Improved Initiative, Power Attack, Tomb-Tainted Soul, Persuasive, Skill Focus: Bluff [B]Skills [/B]Bluff +56, Concentration +24 Diplomacy +47, Forgery +39 Gather Information +43, Hide+16, Intimidate +45, Listen +41, Move Silently+20, Perform (Oratory)+41 Sense Motive +41, Spellcraft+24 Spot +39, Knowledge: History+39, Religion+27, Local+39, Knowledge: Nobility and Royalty+39, The Planes+27, Arcana+27, Law+27, Use Magic Device +27 [B]Regeneration: [/B]Baalzebul takes normal damage from weapons that penetrate his damage reduction, and from spells with the [Chaotic] or [Good] descriptor. [B]Aura of Nuisance:[/B] Baalzebul can evoke a 100 ft. radius cloud of crimson, fly-like motes, which sting and harass his opponents. Anyone who comes within this aura takes 28 damage per turn (Fort half DC 34). This ongoing damage may disrupt spell casting or other activities requiring concentration, as normal. [B]Call Baatezu: [/B]3/day, Baalzebul may call any of the following: 18 lemures or soul shells, 15 Barbazu or Osyluths, 12 Erinyes or Hamatulas, 9 Malebranche, 6 Gelugons, 3 pit fiends or 1 Duke of Maladomini. [B]Castigating Gaze: [/B]Any non lawful evil creature within 60 feet of Baalzebul that meets the archdevil’s eyes must succeed on both a Will and Fortitude saving throw (DC 34) or suffer the effects of the castigating gaze. The victim suffers different effects based on how far from Lawful Evil he is. The effects last for one round, but a new save must be made every turn a creature remains within the area of the gaze. Law/Chaos Axis: Neutral: Victims who fail their Fortitude save become fatigued. Victims who fail their Will save become slowed. Chaotic: Victims who fail their Fortitude save become exhausted. Victims who fail their Will save become paralyzed. Good/Evil Axis: Neutral: Victims who fail their Fortitude saves suffer 5d8 points of damage. Victims who fail their Will saves are sickened. Good: Victims who fail their Fortitude saves suffer 10d8 points of damage. Victims who fail their Will saves are nauseated. [B]Twice Cursed: [/B]For his leading part in the rebellion against Asmodeus, Baalzebul was punished with a pair of debilitating and humiliating curses. First, he was transformed from his original, angelic form into a revolting slug-like hybrid. This halves his speed in all movement forms and applies a -8 penalty to his Dexterity. (Already included in his statistics above) Secondly he is compelled always to speak only lies. These curses were cast by Asmodeus himself (Two[I] bestow greater curse [/I]spells at CL 21) and although he could have them removed, Baalzebul dares not provoke the King of Hell by doing so. [B]Lord of the Seventh: [/B]Baalzebul’s Cosmic Realm is Maladomini, the Seventh Hell. Baalzebul can promote lesser devils into greater forms at will, except that he cannot promote a devil to a pit fiend. (Only immersion in the Lake of Fire, or the will of Asmodeus himself, can do that.) If the devil in question does not possess the proper HD for its new form, Baalzebul receives a number of negative levels equal to the difference. Baalzebul does not need to make a Fortitude save against permanent level loss for using this power. Instead, his negative levels are removed at the rate of one per hour. [B]Locked Within The Gates: [/B]Baalzebul may never physically leave Hell by spell or portal, and although he can Astrally Project to other outer planes, he can’t Project himself to the material plane. He cannot be Called or Summoned except with the Invocation of Unlocking the Nine Gates. [B]Portfolio sense: [/B]Baalzebul automatically senses any event involving prejudice, indoctrination, surveillance or conspiracy as it happens, if it affects a thousand or more people. He becomes aware of the event and where it happens. Once Baalzebul notices an event, he can use remote sensing to perceive the event. [B]Remote Sensing: [/B]As a standard action, Baalzebul can perceive everything within a radius of nine miles around any of his worshipers, holy sites or sacred objects, any location where someone has spoken his name or title within the last hour, anywhere in Maladomini or any location where an event related to his portfolio has occurred. (Although he is not necessarily aware of all such events to observe them, see Portfolio sense above) This ability can cross planar boundaries and penetrate barriers and is not fooled with misdirection, nondetection, or similar effects. Baalzebul can extend his senses to up to three separate locations, and still sense what's going on around him. [B]Block Sensing: [/B]As a standard action, Baalzebul can block the sensing ability of another cosmic entity or deity for up to nine hours by making a successful opposed power check. (1d20+HD+Cha modifier, +38 for Baalzebul) This power extends for a radius of nine miles, and can be centred on Baalzebul himself, on a sacred site, on the location of something related to his portfolio, or anywhere in Maladomini. Baalzebul can simultaneously block the area around himself and one other area. [/QUOTE]
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