Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Asha'mans Holistic Guide to Fiends
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Asha'man" data-source="post: 4883357" data-attributes="member: 52424"><p><strong><span style="font-size: 18px">Lilith, Lady of Malbolge --- CR 23?</span></strong></p><p> </p><p><span style="font-size: 12px"><span style="font-size: 10px">LE large outsider (lawful, evil, extraplanar, baatezu)</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Init </strong>+7; </span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Senses </strong>see in darkness, remote sensing, portfolio sense, Listen +40, Spot +40</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">(range penalties to spot and listen checks per mile, not per 10 ft.)</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Aura</strong> Fear Aura 100 ft.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Languages</strong> all, telepathy 100 ft.</span></span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>AC</strong> 33 (-1 size,+10 natural, +7 dexterity, +7 deflection), touch 23, flat-footed 26</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Hit Dice</strong> 27d8+243 (459hp)</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>DR</strong> 20/magic and silver and chaotic or good; <strong>Regeneration</strong> 20</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Resist </strong>acid 30, cold 30 <strong>SR</strong> 35</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Immune</strong> ability damage, ability drain, death effects, energy drain, fire,</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">form-altering effects, stunning, paralysis. Does not automatically fail attacks or saves on a natural 1.</span></span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Fort</strong> +24,<strong> Ref</strong> +24, <strong>Will </strong>+25</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Weakness</strong> Locked Within the Gates</span></span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Speed</strong> 80 ft. (16 squares) Climb 40 ft. Swim 80 ft. Fly 80 ft. (average)</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Melee</strong> 2 Claws +35/30/25 melee 1d4+9 and bite +33 melee 1d8+9 and poison (Fort DC 32 negates, 1d6 dex/2d6 dex) </span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Ranged </strong>spell +35 ranged touch</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Base Atk </strong>+27; <strong>Grp</strong> +40</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Atk Options</strong> pounce, spells, spell-like abilites, Call Baatezu, Nature's Damnation, Rebuke Undead 10/day, Rebuke Animals 10/day</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><strong>Spell-like Abilities (CL 20):</strong> </span></span></p><p><span style="font-size: 12px"></span><span style="font-size: 10px">At will -desecrate, call lightning storm, control winds, greater dispel magic, greater teleport, poison (DC 30) unholy blight (DC 21), unholy aura (DC 25), unhallow, wall of thorns </span></p><p>3/day- blasphemy (DC 24), storm of vengeance, power word (stun, blind or kill), symbol (any)</p><p>1/day-despoil (DC 26), wish (DC 26)</p><p> </p><p><strong>Str</strong> 29, <strong>Dex</strong> 28, <strong>Con </strong>29 ,<strong> Int</strong> 24, <strong>Wis</strong> 31, <strong>Cha </strong>24</p><p><strong>SQ </strong>Lady of the Sixth, scent, immortality, ley lines +4, spell versatility</p><p><strong>Feats </strong>Dark Speech, Violate Spell, Divine Might, Multiattack, Track, Rapidstrike, Improved Rapidstrike, Quicken Spell, Hover, Flyby Attack </p><p><strong>Skills </strong>Bluff+37, Concentration+24 Climb+32, Diplomacy+26, Hide+39, Intimidate+39, Knowledge: Arcana+22, History+22, Nature+37, The Planes+37, Religion+37, Move Silently+39, Ride+22, Search+22, Sense Motive+25, Spellcraft+22, Spot+40, Survival+40, Swim+32, Listen+40 </p><p> </p><p><strong>Spells: </strong>Lilith casts spells as a 15th level cleric with the Animal, Plant and Destruction domains (She also has the granted powers of these domains.), and as a 15th level Wizard. Her spells have DC 20+spell level. (See spell versatility and Ley Lines, below)</p><p>Typical cleric spells prepared:</p><p>8th (2+1/day) Evil Weather, Violated Destruction (DC 27), Violated Disintegrate* (DC 27)</p><p>7th (3+1/day) Control Weather, Violated Harm (DC 26), Greater Scrying, Animate Plants*</p><p>6th (4+1/day) Heal, Wind Walk, Fiendish Quickening, Ice Flower, Harm* </p><p>5th (6+1/day) Greater Command, Quickened Divine Favor, Flame Strike, Insect Plague, Slay Living, Power Leech, Wall of Thorns*</p><p>4th (6+1/day) Freedom of Movement, Dimensional Anchor, Absorb Strength, Sending x2, Cure Critical Wounds, Command Plants* </p><p>3rd (6+1/day) Blindsight, Invisibility Purge, Prayer, Contagion, Energy Vortex, Flesh Ripper, Dominate Animal* </p><p>2nd (6+1/day) Bear's Endurance, Bull's Strength, Cat's Grace, Undetectable Alignment, Sound Burst, Wither Limb, Barkskin*</p><p>1st (7+1/day) Deathwatch, Divine Favorx2, Seething Eyebane, Suspend Disease x2, Stupor, Entangle*</p><p> </p><p>Typical wizard spells prepared:</p><p>8th (1/day) Greater Shout</p><p>7th (3/day) Quickened Lightning Bolt (DC 23), Veil, Waves of Exhaustion</p><p>6th (4/day) Chain Lightning x2, Quickened Scorching Ray, Freezing Fog </p><p>5th (5/day) Ball Lightning, Baleful Polymorph, Nightmare, Superior Magic Fang, Cone of Cold</p><p>4th (5/day) Violated Lightning Bolt (DC 23), Bestow Curse, Dimension Door, Fear, Enervation</p><p>3rd (5/day) Great Thunderclap, Violated Scorching Ray, Sleet Storm, Haste, Rotting Curse of Malbolge</p><p>2nd (6/day) Fog Cloud, Whispering Wind, Shatter x2, Body of the Sun, Web</p><p>1st (6/day) Mage Armorx2, Obscuring Mist, Ray of Enfeeblementx2, Shield</p><p> </p><p><strong>Spellbooks: </strong>To be determined. (note that unlike Mephistopheles, Lilith is far from having an unlimited repertoire)</p><p> </p><p><strong>Spell Versatility: </strong>Lilith knows how to blend divine and arcane magic. She can mix and match spellcasting parameters from Wizard and Cleric spellcasting whenever she casts a spell, using her Wisdom modifier to set the save DC against her arcane spells, casting them without arcane spell failure, and converting any spell to an <em>inflict</em> spell, among other things.</p><p> </p><p><strong>Regeneration: </strong>Lilith takes normal damage from weapons that penetrate her damage reduction, and from spells with the [Chaotic] or [Good] descriptor.</p><p> </p><p><strong>Aura of Fear: </strong>Anyone who comes within 100 ft. of Lilith must make a Will save (DC 30) Those who fail the save become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from Lilith makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight. </p><p> </p><p><strong>Call Baatezu: </strong>3/day, Lilith 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 Malbolge</p><p><strong>Ley Lines: </strong>Lilith knows better than anyone how to tap the magical power inherent in nature and use it to her own ends. While in forest, mountain, hill or aquatic terrain, Lilith's effective caster level with all spells increases by +4</p><p> </p><p><strong>Nature's Damnation: </strong>9/day as a standard action, Lilith can command Nature's power to destroy her enemies. This ability can be used in several ways:</p><ul> <li data-xf-list-type="ul">Lilith can open a flaming fissure in the earth, starting at her feet (or on the ground directly below her if she's flying). It can be up to 360 ft. long, in which case it's 5 feet wide. Lilith can double the width of the fissure by halving the length, several times if she so wishes. (down to a 40 ft. radius circle). Anyone standing on the ground within the area must succeed at a DC 30 Reflex save, or fall into the chasm. Even on a success, they take 9d6 bludgeoning damage as they are showered with rocky debris. <span style="font-family: 'Times New Roman'"><span style="font-family: 'Verdana'">This effect lasts for one round, during which time the ground shakes violently – anyone within 30 ft.of the fissure (but not actually within its area) must succeed at a Balance check (DC 15) or fall prone. Those adjacent to the crack must succeed on a Reflex save (DC 16) if they fail this check, or fall into the chasm as well. Spellcasters standing on the ground and attempting to cast spells during that round must succeed at a Concentration check (DC 20 + spell level) to successfully cast. Structures within that range are affected as though by an <em>earthquake </em>spell. At the start of Lilith's next turn, beings that fell into the fissure and have not escaped take 18d6 bludgeoning damage and are buried.</span> </span><span style="font-family: 'TimesNewRomanPSMT'">For those that were not trapped in the chasm, the force of the earth slamming closed again knocks anyone standing upon the ground within 30 ft. prone unless they succeed at another Reflex save (DC 30). Those who succeed are again pelted with rocks and take 9d6 bludgeoning damage.</span></li> <li data-xf-list-type="ul">She can evoke a 60-ft radius burst of ice, centered on herself. Anyone inside takes 9d6 cold damage (Reflex DC 30 half). Those who fail this save must also make a DC 30 fortitude save, or be frozen solid, along with all their equipment. (as <em>flesh to ice)</em></li> <li data-xf-list-type="ul">She can create a 60-ft.radius miasma of foul-smelling, poisonous fog. The fog hampers vision as a Fog Cloud spell, and anyone inside at the beginning of their turn must make a Fortitude save (DC 30) or take 1d4 points of Constitution and Wisdom damage.As long as this damage remains, affected creatures are nauseated while they are inside the cloud, and sickened when they are outside it. Even after they leave, the corruption of the fog affects anyone who failed at least one save with a terrible disease (Incubation time 1 day, damage 1d4 con and 1d4 wis, DC 30.)</li> <li data-xf-list-type="ul">She can create a 60-ft. radius rush of crushing, thorny vines. Anyone in the area must make a Reflex save (DC 30). Those who fail the save are entangled. They are also impaled by many long thorns, and must make a Fortitude save (DC 30). Success indicates that they take 4d6 points of damage per round that they remain trapped, but can attempt to free themselves normally. Failure indicates that they are incapacitated for 1d4 rounds, taking damage all the while, before they can begin to free themselves. To free oneself from the vines requires a DC 30 Escape Artist or DC 26 Strength check.</li> </ul><p><strong>Lord of the Sixth: </strong>Lilith's Cosmic Realm is Malbolge, the Sixth Hell. Lilith can promote lesser devils into greater forms at will, except that she 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, Lilith receives a number of negative levels equal to the difference. Lilith does not need to make a Fortitude save against permanent level loss for using this power. Instead, her negative levels are removed at the rate of one per hour.</p><p> </p><p><strong>Locked Within The Gates: </strong>Lilith may never physically leave Hell by spell or portal, and although she can Astrally Project to other outer planes, she can’t Project herself to the material plane. She cannot be Called or Summoned except with the Invocation of Unlocking the Nine Gates.</p><p> </p><p><strong>Portfolio sense: </strong>Lilith automatically senses any event involving ruin of a pristine environment or exploitation or violence against children or animals as it happens, if it affects a thousand or more people (or animals). She becomes aware of the event and where it happens. Once Lilith notices an event, she can use remote sensing to perceive the event.</p><p> </p><p><strong>Remote Sensing: </strong>As a standard action, Lilith can perceive everything within a radius of nine miles around any of her worshipers, holy sites or sacred objects, any location where someone has spoken her name or title within the last hour, anywhere in Malbolge or any location where an event related to her portfolio has occurred. (Although she 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. Lilith can extend her senses to up to three separate locations, and still sense what's going on around her.</p><p> </p><p><strong>Block Sensing: </strong>As a standard action, Lilith 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, +34 for Lilith) This power extends for a radius of nine miles, and can be centred on Lilith herself, on a sacred site, on the location of something related to her portfolio, or anywhere in Malbolge. Lilith can simultaneously block the area around herself and one other area.</p></blockquote><p></p>
[QUOTE="Asha'man, post: 4883357, member: 52424"] [B][SIZE=5]Lilith, Lady of Malbolge --- CR 23?[/SIZE][/B] [SIZE=3][SIZE=2]LE large outsider (lawful, evil, extraplanar, baatezu)[/SIZE] [SIZE=2][B]Init [/B]+7; [/SIZE] [SIZE=2][B]Senses [/B]see in darkness, remote sensing, portfolio sense, Listen +40, Spot +40[/SIZE] [SIZE=2](range penalties to spot and listen checks per mile, not per 10 ft.)[/SIZE] [SIZE=2][B]Aura[/B] Fear Aura 100 ft.[/SIZE] [SIZE=2][B]Languages[/B] all, telepathy 100 ft.[/SIZE] [SIZE=2][B]AC[/B] 33 (-1 size,+10 natural, +7 dexterity, +7 deflection), touch 23, flat-footed 26[/SIZE] [SIZE=2][B]Hit Dice[/B] 27d8+243 (459hp)[/SIZE] [SIZE=2][B]DR[/B] 20/magic and silver and chaotic or good; [B]Regeneration[/B] 20[/SIZE] [SIZE=2][B]Resist [/B]acid 30, cold 30 [B]SR[/B] 35[/SIZE] [SIZE=2][B]Immune[/B] ability damage, ability drain, death effects, energy drain, fire,[/SIZE] [SIZE=2]form-altering effects, stunning, paralysis. Does not automatically fail attacks or saves on a natural 1.[/SIZE] [SIZE=2][B]Fort[/B] +24,[B] Ref[/B] +24, [B]Will [/B]+25[/SIZE] [SIZE=2][B]Weakness[/B] Locked Within the Gates[/SIZE] [SIZE=2][B]Speed[/B] 80 ft. (16 squares) Climb 40 ft. Swim 80 ft. Fly 80 ft. (average)[/SIZE] [SIZE=2][B]Melee[/B] 2 Claws +35/30/25 melee 1d4+9 and bite +33 melee 1d8+9 and poison (Fort DC 32 negates, 1d6 dex/2d6 dex) [/SIZE] [SIZE=2][B]Ranged [/B]spell +35 ranged touch[/SIZE] [SIZE=2][B]Base Atk [/B]+27; [B]Grp[/B] +40[/SIZE] [SIZE=2][B]Space[/B] 10 ft.; [B]Reach[/B] 10 ft.[/SIZE] [SIZE=2][B]Atk Options[/B] pounce, spells, spell-like abilites, Call Baatezu, Nature's Damnation, Rebuke Undead 10/day, Rebuke Animals 10/day[/SIZE] [SIZE=2][B]Spell-like Abilities (CL 20):[/B] [/SIZE] [/SIZE][SIZE=2]At will -desecrate, call lightning storm, control winds, greater dispel magic, greater teleport, poison (DC 30) unholy blight (DC 21), unholy aura (DC 25), unhallow, wall of thorns [/SIZE] 3/day- blasphemy (DC 24), storm of vengeance, power word (stun, blind or kill), symbol (any) 1/day-despoil (DC 26), wish (DC 26) [B]Str[/B] 29, [B]Dex[/B] 28, [B]Con [/B]29 ,[B] Int[/B] 24, [B]Wis[/B] 31, [B]Cha [/B]24 [B]SQ [/B]Lady of the Sixth, scent, immortality, ley lines +4, spell versatility [B]Feats [/B]Dark Speech, Violate Spell, Divine Might, Multiattack, Track, Rapidstrike, Improved Rapidstrike, Quicken Spell, Hover, Flyby Attack [B]Skills [/B]Bluff+37, Concentration+24 Climb+32, Diplomacy+26, Hide+39, Intimidate+39, Knowledge: Arcana+22, History+22, Nature+37, The Planes+37, Religion+37, Move Silently+39, Ride+22, Search+22, Sense Motive+25, Spellcraft+22, Spot+40, Survival+40, Swim+32, Listen+40 [B]Spells: [/B]Lilith casts spells as a 15th level cleric with the Animal, Plant and Destruction domains (She also has the granted powers of these domains.), and as a 15th level Wizard. Her spells have DC 20+spell level. (See spell versatility and Ley Lines, below) Typical cleric spells prepared: 8th (2+1/day) Evil Weather, Violated Destruction (DC 27), Violated Disintegrate* (DC 27) 7th (3+1/day) Control Weather, Violated Harm (DC 26), Greater Scrying, Animate Plants* 6th (4+1/day) Heal, Wind Walk, Fiendish Quickening, Ice Flower, Harm* 5th (6+1/day) Greater Command, Quickened Divine Favor, Flame Strike, Insect Plague, Slay Living, Power Leech, Wall of Thorns* 4th (6+1/day) Freedom of Movement, Dimensional Anchor, Absorb Strength, Sending x2, Cure Critical Wounds, Command Plants* 3rd (6+1/day) Blindsight, Invisibility Purge, Prayer, Contagion, Energy Vortex, Flesh Ripper, Dominate Animal* 2nd (6+1/day) Bear's Endurance, Bull's Strength, Cat's Grace, Undetectable Alignment, Sound Burst, Wither Limb, Barkskin* 1st (7+1/day) Deathwatch, Divine Favorx2, Seething Eyebane, Suspend Disease x2, Stupor, Entangle* Typical wizard spells prepared: 8th (1/day) Greater Shout 7th (3/day) Quickened Lightning Bolt (DC 23), Veil, Waves of Exhaustion 6th (4/day) Chain Lightning x2, Quickened Scorching Ray, Freezing Fog 5th (5/day) Ball Lightning, Baleful Polymorph, Nightmare, Superior Magic Fang, Cone of Cold 4th (5/day) Violated Lightning Bolt (DC 23), Bestow Curse, Dimension Door, Fear, Enervation 3rd (5/day) Great Thunderclap, Violated Scorching Ray, Sleet Storm, Haste, Rotting Curse of Malbolge 2nd (6/day) Fog Cloud, Whispering Wind, Shatter x2, Body of the Sun, Web 1st (6/day) Mage Armorx2, Obscuring Mist, Ray of Enfeeblementx2, Shield [B]Spellbooks: [/B]To be determined. (note that unlike Mephistopheles, Lilith is far from having an unlimited repertoire) [B]Spell Versatility: [/B]Lilith knows how to blend divine and arcane magic. She can mix and match spellcasting parameters from Wizard and Cleric spellcasting whenever she casts a spell, using her Wisdom modifier to set the save DC against her arcane spells, casting them without arcane spell failure, and converting any spell to an [I]inflict[/I] spell, among other things. [B]Regeneration: [/B]Lilith takes normal damage from weapons that penetrate her damage reduction, and from spells with the [Chaotic] or [Good] descriptor. [B]Aura of Fear: [/B]Anyone who comes within 100 ft. of Lilith must make a Will save (DC 30) Those who fail the save become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from Lilith makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight. [B]Call Baatezu: [/B]3/day, Lilith 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 Malbolge [B]Ley Lines: [/B]Lilith knows better than anyone how to tap the magical power inherent in nature and use it to her own ends. While in forest, mountain, hill or aquatic terrain, Lilith's effective caster level with all spells increases by +4 [B]Nature's Damnation: [/B]9/day as a standard action, Lilith can command Nature's power to destroy her enemies. This ability can be used in several ways: [LIST] [*]Lilith can open a flaming fissure in the earth, starting at her feet (or on the ground directly below her if she's flying). It can be up to 360 ft. long, in which case it's 5 feet wide. Lilith can double the width of the fissure by halving the length, several times if she so wishes. (down to a 40 ft. radius circle). Anyone standing on the ground within the area must succeed at a DC 30 Reflex save, or fall into the chasm. Even on a success, they take 9d6 bludgeoning damage as they are showered with rocky debris. [FONT=Times New Roman][FONT=Verdana]This effect lasts for one round, during which time the ground shakes violently – anyone within 30 ft.of the fissure (but not actually within its area) must succeed at a Balance check (DC 15) or fall prone. Those adjacent to the crack must succeed on a Reflex save (DC 16) if they fail this check, or fall into the chasm as well. Spellcasters standing on the ground and attempting to cast spells during that round must succeed at a Concentration check (DC 20 + spell level) to successfully cast. Structures within that range are affected as though by an [I]earthquake [/I]spell. At the start of Lilith's next turn, beings that fell into the fissure and have not escaped take 18d6 bludgeoning damage and are buried.[/FONT] [/FONT][FONT=TimesNewRomanPSMT]For those that were not trapped in the chasm, the force of the earth slamming closed again knocks anyone standing upon the ground within 30 ft. prone unless they succeed at another Reflex save (DC 30). Those who succeed are again pelted with rocks and take 9d6 bludgeoning damage.[/FONT] [*]She can evoke a 60-ft radius burst of ice, centered on herself. Anyone inside takes 9d6 cold damage (Reflex DC 30 half). Those who fail this save must also make a DC 30 fortitude save, or be frozen solid, along with all their equipment. (as [I]flesh to ice)[/I] [*]She can create a 60-ft.radius miasma of foul-smelling, poisonous fog. The fog hampers vision as a Fog Cloud spell, and anyone inside at the beginning of their turn must make a Fortitude save (DC 30) or take 1d4 points of Constitution and Wisdom damage.As long as this damage remains, affected creatures are nauseated while they are inside the cloud, and sickened when they are outside it. Even after they leave, the corruption of the fog affects anyone who failed at least one save with a terrible disease (Incubation time 1 day, damage 1d4 con and 1d4 wis, DC 30.) [*]She can create a 60-ft. radius rush of crushing, thorny vines. Anyone in the area must make a Reflex save (DC 30). Those who fail the save are entangled. They are also impaled by many long thorns, and must make a Fortitude save (DC 30). Success indicates that they take 4d6 points of damage per round that they remain trapped, but can attempt to free themselves normally. Failure indicates that they are incapacitated for 1d4 rounds, taking damage all the while, before they can begin to free themselves. To free oneself from the vines requires a DC 30 Escape Artist or DC 26 Strength check. [/LIST][B]Lord of the Sixth: [/B]Lilith's Cosmic Realm is Malbolge, the Sixth Hell. Lilith can promote lesser devils into greater forms at will, except that she 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, Lilith receives a number of negative levels equal to the difference. Lilith does not need to make a Fortitude save against permanent level loss for using this power. Instead, her negative levels are removed at the rate of one per hour. [B]Locked Within The Gates: [/B]Lilith may never physically leave Hell by spell or portal, and although she can Astrally Project to other outer planes, she can’t Project herself to the material plane. She cannot be Called or Summoned except with the Invocation of Unlocking the Nine Gates. [B]Portfolio sense: [/B]Lilith automatically senses any event involving ruin of a pristine environment or exploitation or violence against children or animals as it happens, if it affects a thousand or more people (or animals). She becomes aware of the event and where it happens. Once Lilith notices an event, she can use remote sensing to perceive the event. [B]Remote Sensing: [/B]As a standard action, Lilith can perceive everything within a radius of nine miles around any of her worshipers, holy sites or sacred objects, any location where someone has spoken her name or title within the last hour, anywhere in Malbolge or any location where an event related to her portfolio has occurred. (Although she 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. Lilith can extend her senses to up to three separate locations, and still sense what's going on around her. [B]Block Sensing: [/B]As a standard action, Lilith 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, +34 for Lilith) This power extends for a radius of nine miles, and can be centred on Lilith herself, on a sacred site, on the location of something related to her portfolio, or anywhere in Malbolge. Lilith can simultaneously block the area around herself and one other area. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Asha'mans Holistic Guide to Fiends
Top