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<blockquote data-quote="Nifft" data-source="post: 2462166" data-attributes="member: 6562"><p>I'm probably spending too much time on Arcanists, but let's face it: they make some of the best possible BBEGs. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Okay, here goes. First, a spell that is frequently found in the spellbooks of Astaroth's followers:</p><p></p><p><strong>Mephitic Spray</strong></p><p>Conjuration (Creation)</p><p>Level: Drd 2, Sor/Wiz 2, Poison Domain 1</p><p>Components: V, S, M/DF</p><p>Casting Time: 1 action</p><p>Range: 20 ft.</p><p>Area: Cone-shaped burst</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: No</p><p></p><p>A spray of choking smoke blasts from the caster's outstretched hand. Any creatures caught within must make a Fortitude save or be nauseated for 1d4 rounds, unless it is immune to poison.</p><p></p><p><em>Arcane Material Component:</em> A bit of lead.</p><p></p><p></p><p>Here's a critter or two (can be summoned in place of Hell Hounds):</p><p></p><p></p><p><strong>Caina Hound</strong></p><p>Size/Type: Medium Outsider (Evil, Extraplanar, Cold, Lawful)</p><p>Hit Dice: 4d8+4 (22 hp)</p><p>Initiative: +5</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15</p><p>Base Attack/Grapple: +4/+5</p><p>Attack: Bite +5 melee (1d8+1 plus 1d6 cold)</p><p>Full Attack: Bite +5 melee (1d8+1 plus 1d6 cold)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Breath weapon, frosty bite</p><p>Special Qualities: Darkvision 60 ft., immunity to cold, scent, vulnerability to fire</p><p>Saves: Fort +5, Ref +5, Will +4</p><p>Abilities: Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6</p><p>Skills: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7*</p><p>Feats: Improved Initiative, Run, Track(B)</p><p>Environment: Caina</p><p>Organization: Solitary, pair, or pack (5-12)</p><p>Challenge Rating: 3</p><p>Treasure: None</p><p>Alignment: Always lawful evil</p><p>Advancement: 5-8 HD (Medium); 9-12 HD (Large)</p><p>Level Adjustment: +3 (cohort)</p><p></p><p>A typical cania hound stands 4-1/2 feet high at the shoulder and weighs 120 pounds.</p><p>Caina hounds do not speak but understand Infernal.</p><p></p><p></p><p><u>Combat</u></p><p></p><p>Cania hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their frosty breath. If the prey doesn’t run, the pack closes in. Caina hounds track fleeing prey relentlessly.</p><p></p><p>A caina hound’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.</p><p></p><p></p><p><strong>Breath Weapon</strong> (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 cold, Reflex DC 13 half. The save DC is Constitution-based.</p><p></p><p></p><p><strong>Fiery Bite</strong> (Su): A caina hound deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.</p><p></p><p></p><p><u>Skills</u></p><p></p><p>Caina hounds have a +5 racial bonus on Hide and Move Silently checks.</p><p></p><p>*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell. </p><p></p><p></p><p></p><p></p><p><strong>Aroth Hound</strong></p><p>Size/Type: Medium Outsider (Evil, Extraplanar, Cold, Lawful)</p><p>Hit Dice: 4d8+4 (22 hp)</p><p>Initiative: +5</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15</p><p>Base Attack/Grapple: +4/+5</p><p>Attack: Bite +5 melee (1d8+1 plus poison)</p><p>Full Attack: Bite +5 melee (1d8+1 plus poison)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Breath weapon, poison</p><p>Special Qualities: Darkvision 60 ft., immunity to cold, scent, vulnerability to fire</p><p>Saves: Fort +5, Ref +5, Will +4</p><p>Abilities: Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6</p><p>Skills: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7*</p><p>Feats: Improved Initiative, Run, Track(B)</p><p>Environment: Caina</p><p>Organization: Solitary, pair, or pack (5-12)</p><p>Challenge Rating: 3</p><p>Treasure: None</p><p>Alignment: Always lawful evil</p><p>Advancement: 5-8 HD (Medium); 9-12 HD (Large)</p><p>Level Adjustment: +3 (cohort)</p><p></p><p>A typical aroth hound stands 4-1/2 feet high at the shoulder and weighs 120 pounds.</p><p>Aroth hounds do not speak but understand Infernal.</p><p></p><p></p><p><u>Combat</u></p><p></p><p>Aroth hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their frosty breath. If the prey doesn’t run, the pack closes in. Aroth hounds track fleeing prey relentlessly.</p><p></p><p>An aroth hound’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.</p><p></p><p></p><p><strong>Breath Weapon</strong> (Su): 10-foot cone, once every 1d4 rounds, causes Nausea for 1d6 rounds, Fort DC 13 negates. The save DC is Constitution-based.</p><p></p><p></p><p><strong>Poison Bite</strong> (Ex): 1d4/1d4 Con, DC 13 negates. The save DC is Constitution-based.</p><p></p><p></p><p><u>Skills</u></p><p></p><p>Aroth hounds have a +5 racial bonus on Hide and Move Silently checks.</p><p></p><p>*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell. </p><p></p><p></p><p></p><p></p><p></p><p>... and here's the PrC:</p><p></p><p><strong> Disciple of Astaroth </strong></p><p></p><p>Role: Specialist Arcanist (Poisoner)</p><p></p><p><u>Prerequisites:</u></p><p>Alignment: Lawful Evil</p><p>Skill Ranks: Craft (Alchemy) 8+, Spellcraft 8+</p><p>Feats: Infernal Disciple, Corrupt Spell, Malign Spell Focus</p><p>Spellcasting: Ability to cast Arcane spells</p><p></p><p></p><p><u>Benefits:</u></p><p>HD: d6</p><p>BAB: 3/4 (as Cleric)</p><p>Good Save: Fort</p><p>Skill Points: 2 + Int bonus</p><p>Class Skills: Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (any) (Int), and Spellcraft (Int).</p><p></p><p></p><p>[code]</p><p>[u]</p><p>Lev BAB Fo/Re/Wi Spellcasting Special Abilities[/u]</p><p>1 +0 +2/+0/+0 -- Poison Use, Poison Focus +1</p><p>2 +1 +3/+0/+0 +1 Level Cold Resistance 5</p><p>3 +2 +3/+1/+1 +1 Level Hellfrost +1</p><p>4 +3 +4/+1/+1 +1 Level Cainan Familiar</p><p>5 +3 +4/+1/+1 -- Poison Focus +2</p><p>6 +4 +5/+2/+2 +1 Level Cold Resistance 10</p><p>7 +5 +5/+2/+2 +1 Level Hellfrost +2</p><p>8 +6 +6/+2/+2 +1 Level Arcane Venom</p><p>9 +6 +6/+3/+3 -- Poison Focus +3, Hellfrost +3</p><p>10 +7 +7/+3/+3 +1 Level Cold Resistance 20, Caina's Breath</p><p>[/code]</p><p></p><p><strong>Special Abilities</strong>:</p><ul> <li data-xf-list-type="ul"><strong>Poison Use</strong> (Ex): You never risk poisoning yourself when applying poison to a weapon.</li> <li data-xf-list-type="ul"><strong>Poison Focus</strong> (Su): When casting a spell that creates poison, you gain the indicated bonus to DC and caster level. Example spells are <em>cloudkill</em>, <em>stinking cloud</em> and <em>psychic poison</em>.</li> <li data-xf-list-type="ul"><strong>Cold Resistance</strong> (Ex): You resist cold damage as indicated.</li> <li data-xf-list-type="ul"><strong>Hellfrost</strong> (Su): Whenever you cast a Corrupt spell with the [cold] descriptor, you gain the indicated bonus to DC and caster level.</li> <li data-xf-list-type="ul"><strong>Cainan Familiar</strong>: You gain a new Infernal familiar, or your old Infernal familiar gains power. Choose one of the following:<br /> - If you have the Improved Familiar feat and your familiar is an evil outsider, you gain a +2 bonus to Fort saves while your familiar is within 5 ft. of you.<br /> - If you do not have a familiar -- or if you do not like your current familiar -- you may choose to immediately acquire a new one from the following list: Imp, Ice Mephit, Caina Hound, Aroth Hound.<br /> - If you have a standard (non-Improved) familiar, you may grant it either the Fiendish template, or the Cold Elemental Creature template.</li> <li data-xf-list-type="ul"><strong>Arcane Venom</strong> (Su): When you cast a Corrupted spell, you may substitute poison for the Unholy damage that would normally apply. This means that the spell deals only half the damage it would normally, but that anyone caught within the area must make a Fort save vs. the spell's DC or suffer the effects of the venom, which you choose from the table below. (Initial and secondary damage are identical unless indicated.)<br /> <br /> [code][u]Spell<br /> Level Str Dex Con Int Wis Cha Special[/u]<br /> 1 1d4 1d4 1 -- -- -- Sickened 1 minute / Sickened 2d6 minutes<br /> 2 1d6 1d6 1d4 1 1 1 Slow 1 minute / Slow 3d6 rounds<br /> 3 1d8 1d6 1d6 1d4 1d4 1d4 Sleep 1 minute / Sleep 1d6 minutes<br /> 4 1d8 1d8 1d6 1d6 1d6 1d6 Nauseated 1 minute / Paralyzed 1d6 minutes<br /> 5 1d10 1d8 1d8 1d6 1d6 1d6 Paralyzed 1 minute / Paralyzed 3d6 minutes<br /> 6 2d6 1d10 1d8 1d8 1d8 1d8 1 point Dex drain / 1d8 points Dex drain<br /> 7 2d8 2d6 1d10 1d8 1d8 1d8 2 points Wis drain / Insanity<br /> 8 3d6 2d8 2d6 1d10 1d10 1d10 1d4 points Con drain / Death<br /> 9 4d6 3d6 2d8 2d6 2d6 2d6 2d4 Vile Con damage / Death<br /> [/code]<br /> <br /> Note that any spell thus modified becomes a poison spell, and thus gains the benefits of Poison Focus. (A spell may benefit from both Hellfrost and Poison Focus, for example, a corrupted <em>cone of cold</em> cast with Arcane Venom by a 8th-level Disciple of Astaroth would gain +4 to its save DCs and caster level.)</li> <li data-xf-list-type="ul"><strong>Caina's Breath</strong> (Su): Whenever you cast a cloud, fog or mist spell, it may at your option deal 1d6 cold damage / round to those within it (supernatural, no SR), in addition to whatever other effects it produces. This ability only works with spells that do not have the [fire] descriptor. Using this ability grants the spell in question the [cold] descriptor (and thus the Hellfrost bonus applies).</li> </ul><p></p><p> -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 2462166, member: 6562"] I'm probably spending too much time on Arcanists, but let's face it: they make some of the best possible BBEGs. :) Okay, here goes. First, a spell that is frequently found in the spellbooks of Astaroth's followers: [b]Mephitic Spray[/b] Conjuration (Creation) Level: Drd 2, Sor/Wiz 2, Poison Domain 1 Components: V, S, M/DF Casting Time: 1 action Range: 20 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: No A spray of choking smoke blasts from the caster's outstretched hand. Any creatures caught within must make a Fortitude save or be nauseated for 1d4 rounds, unless it is immune to poison. [i]Arcane Material Component:[/i] A bit of lead. Here's a critter or two (can be summoned in place of Hell Hounds): [b]Caina Hound[/b] Size/Type: Medium Outsider (Evil, Extraplanar, Cold, Lawful) Hit Dice: 4d8+4 (22 hp) Initiative: +5 Speed: 40 ft. (8 squares) Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15 Base Attack/Grapple: +4/+5 Attack: Bite +5 melee (1d8+1 plus 1d6 cold) Full Attack: Bite +5 melee (1d8+1 plus 1d6 cold) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, frosty bite Special Qualities: Darkvision 60 ft., immunity to cold, scent, vulnerability to fire Saves: Fort +5, Ref +5, Will +4 Abilities: Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6 Skills: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7* Feats: Improved Initiative, Run, Track(B) Environment: Caina Organization: Solitary, pair, or pack (5-12) Challenge Rating: 3 Treasure: None Alignment: Always lawful evil Advancement: 5-8 HD (Medium); 9-12 HD (Large) Level Adjustment: +3 (cohort) A typical cania hound stands 4-1/2 feet high at the shoulder and weighs 120 pounds. Caina hounds do not speak but understand Infernal. [u]Combat[/u] Cania hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their frosty breath. If the prey doesn’t run, the pack closes in. Caina hounds track fleeing prey relentlessly. A caina hound’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. [b]Breath Weapon[/b] (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 cold, Reflex DC 13 half. The save DC is Constitution-based. [b]Fiery Bite[/b] (Su): A caina hound deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon. [u]Skills[/u] Caina hounds have a +5 racial bonus on Hide and Move Silently checks. *They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell. [b]Aroth Hound[/b] Size/Type: Medium Outsider (Evil, Extraplanar, Cold, Lawful) Hit Dice: 4d8+4 (22 hp) Initiative: +5 Speed: 40 ft. (8 squares) Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15 Base Attack/Grapple: +4/+5 Attack: Bite +5 melee (1d8+1 plus poison) Full Attack: Bite +5 melee (1d8+1 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, poison Special Qualities: Darkvision 60 ft., immunity to cold, scent, vulnerability to fire Saves: Fort +5, Ref +5, Will +4 Abilities: Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6 Skills: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7* Feats: Improved Initiative, Run, Track(B) Environment: Caina Organization: Solitary, pair, or pack (5-12) Challenge Rating: 3 Treasure: None Alignment: Always lawful evil Advancement: 5-8 HD (Medium); 9-12 HD (Large) Level Adjustment: +3 (cohort) A typical aroth hound stands 4-1/2 feet high at the shoulder and weighs 120 pounds. Aroth hounds do not speak but understand Infernal. [u]Combat[/u] Aroth hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their frosty breath. If the prey doesn’t run, the pack closes in. Aroth hounds track fleeing prey relentlessly. An aroth hound’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. [b]Breath Weapon[/b] (Su): 10-foot cone, once every 1d4 rounds, causes Nausea for 1d6 rounds, Fort DC 13 negates. The save DC is Constitution-based. [b]Poison Bite[/b] (Ex): 1d4/1d4 Con, DC 13 negates. The save DC is Constitution-based. [u]Skills[/u] Aroth hounds have a +5 racial bonus on Hide and Move Silently checks. *They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell. ... and here's the PrC: [b] Disciple of Astaroth [/b] Role: Specialist Arcanist (Poisoner) [u]Prerequisites:[/u] Alignment: Lawful Evil Skill Ranks: Craft (Alchemy) 8+, Spellcraft 8+ Feats: Infernal Disciple, Corrupt Spell, Malign Spell Focus Spellcasting: Ability to cast Arcane spells [u]Benefits:[/u] HD: d6 BAB: 3/4 (as Cleric) Good Save: Fort Skill Points: 2 + Int bonus Class Skills: Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (any) (Int), and Spellcraft (Int). [code] [u] Lev BAB Fo/Re/Wi Spellcasting Special Abilities[/u] 1 +0 +2/+0/+0 -- Poison Use, Poison Focus +1 2 +1 +3/+0/+0 +1 Level Cold Resistance 5 3 +2 +3/+1/+1 +1 Level Hellfrost +1 4 +3 +4/+1/+1 +1 Level Cainan Familiar 5 +3 +4/+1/+1 -- Poison Focus +2 6 +4 +5/+2/+2 +1 Level Cold Resistance 10 7 +5 +5/+2/+2 +1 Level Hellfrost +2 8 +6 +6/+2/+2 +1 Level Arcane Venom 9 +6 +6/+3/+3 -- Poison Focus +3, Hellfrost +3 10 +7 +7/+3/+3 +1 Level Cold Resistance 20, Caina's Breath [/code] [b]Special Abilities[/b]: [list] [*][b]Poison Use[/b] (Ex): You never risk poisoning yourself when applying poison to a weapon. [*][b]Poison Focus[/b] (Su): When casting a spell that creates poison, you gain the indicated bonus to DC and caster level. Example spells are [i]cloudkill[/i], [i]stinking cloud[/i] and [i]psychic poison[/i]. [*][b]Cold Resistance[/b] (Ex): You resist cold damage as indicated. [*][b]Hellfrost[/b] (Su): Whenever you cast a Corrupt spell with the [cold] descriptor, you gain the indicated bonus to DC and caster level. [*][b]Cainan Familiar[/b]: You gain a new Infernal familiar, or your old Infernal familiar gains power. Choose one of the following: - If you have the Improved Familiar feat and your familiar is an evil outsider, you gain a +2 bonus to Fort saves while your familiar is within 5 ft. of you. - If you do not have a familiar -- or if you do not like your current familiar -- you may choose to immediately acquire a new one from the following list: Imp, Ice Mephit, Caina Hound, Aroth Hound. - If you have a standard (non-Improved) familiar, you may grant it either the Fiendish template, or the Cold Elemental Creature template. [*][b]Arcane Venom[/b] (Su): When you cast a Corrupted spell, you may substitute poison for the Unholy damage that would normally apply. This means that the spell deals only half the damage it would normally, but that anyone caught within the area must make a Fort save vs. the spell's DC or suffer the effects of the venom, which you choose from the table below. (Initial and secondary damage are identical unless indicated.) [code][u]Spell Level Str Dex Con Int Wis Cha Special[/u] 1 1d4 1d4 1 -- -- -- Sickened 1 minute / Sickened 2d6 minutes 2 1d6 1d6 1d4 1 1 1 Slow 1 minute / Slow 3d6 rounds 3 1d8 1d6 1d6 1d4 1d4 1d4 Sleep 1 minute / Sleep 1d6 minutes 4 1d8 1d8 1d6 1d6 1d6 1d6 Nauseated 1 minute / Paralyzed 1d6 minutes 5 1d10 1d8 1d8 1d6 1d6 1d6 Paralyzed 1 minute / Paralyzed 3d6 minutes 6 2d6 1d10 1d8 1d8 1d8 1d8 1 point Dex drain / 1d8 points Dex drain 7 2d8 2d6 1d10 1d8 1d8 1d8 2 points Wis drain / Insanity 8 3d6 2d8 2d6 1d10 1d10 1d10 1d4 points Con drain / Death 9 4d6 3d6 2d8 2d6 2d6 2d6 2d4 Vile Con damage / Death [/code] Note that any spell thus modified becomes a poison spell, and thus gains the benefits of Poison Focus. (A spell may benefit from both Hellfrost and Poison Focus, for example, a corrupted [i]cone of cold[/i] cast with Arcane Venom by a 8th-level Disciple of Astaroth would gain +4 to its save DCs and caster level.) [*][b]Caina's Breath[/b] (Su): Whenever you cast a cloud, fog or mist spell, it may at your option deal 1d6 cold damage / round to those within it (supernatural, no SR), in addition to whatever other effects it produces. This ability only works with spells that do not have the [fire] descriptor. Using this ability grants the spell in question the [cold] descriptor (and thus the Hellfrost bonus applies). [/list] -- N [/QUOTE]
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