D&D 3E/3.5 Challenge: Post your Unique Outsiders here!


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A twisted horror ...Cleareye Windsong (The Pit Demon)

Here's my entry - with 2 new spells!

Cleareye Windsong (The Pit Demon)
(Elf + 4th-level Wizard + Half-golem (Flesh) (successful Will save)+ Vampire + Spellstitched + Half-Fiend)
Medium-size Outsider
Hit Dice: 4d12 + 7 (33 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 30 ft., fly 30 ft. (can't run)
AC: 18 (+5 natural, +3 leather armor +1)
Attacks: Slam +12 melee, 2 claws +7 melee, bite +7 melee; or dagger +1 +13 melee
Damage : Slam 1d6+10, claw 1d4+5, bite 1d6+5; dagger +1 1d4+11
Face/Reach : 5 ft. by 5 ft./5 ft.
Special Attacks : Spell-like abilities, domination, energy drain, blood drain, children of the night, create spawn, spells, magic immunity as flesh golem, berserk as flesh golem
Special Qualities : Elven traits, SR 16, turn resistance +2, outsider traits, DR 15/+1, acid, cold, fire, and electricity resistance 20, gaseous form, spider climb, alternate form, fast healing 5, vampire weaknesses, darkvision 60 ft., immune to poison.
Saves : Will +4, Ref +2, Fort +2
Abilities : Str 20, Dex 11, Con 17, Int 11, Wis 14, Cha 10.
Skills : Alchemy +11, Spellcraft +8
Feats: Improved Initiative, Toughness, Alertness, Combat Reflexes, Dodge, Lightning Reflexes
--------------------------------------------------
Climate/Terrain : The Abyss
Organization : Unique (troupe : 1 plus 1-4 dretches)
Challenge Rating : 12
Treasure : Standard
Alignment : Always chaotic evil
Advancement : As wizard

The Pit Demon resembles a fair-skinned elf with great wings. His wingspread is 20' with fully extended wings. His wings resemble those of a bat. He has vicious-looking sickle claws on his hands.
History: The Pit Demon was a high elf by birth, named Cleareye Windsong. When he was forty-two, an incubus captured him. He was taken to the Abyss by the fiend. The fiend had a taste for torture and twisted experiments. Through magical experiments, Cleareye Windsong was given great strength and magical powers. He stoically held through the grafting of a limb onto him, but the experiments killed Cleareye Windsong. Cleareye Windsong arose as an undead thing. Finally, he was merged with the essence of a quasit. The merging restored him to life, such as it was, as a demon in the Abyss.

Upon waking, he felt great evil within him – and great power. He struck out, killing the incubus with his vicious fangs, mighty fists, and wicked claws. Then, tortured by the change, he leapt from a great Abyssal cliff into a river of fire. He felt blackness overtake him.

To his chagrin and amazement, he awoke yet again, realizing he could not kill himself. In madness, he came to believe himself a god. He cruelly dominated a small pack of dretches and forced them to build a twisted shrine to himself. In this foul place he now resides.
The Pit Demon’s Shrine:

Within, this is a circular room 30’ diameter. Good creatures have a –1 penalty to all saving throws due to the overpowering evil of the place. When encountered within his shrine, he has 2-12 dretch worshipers instead of the normal 1-4.
COMBAT
The Pit Demon, in combat, will call forth his pack of dretches to fight. If he must fight personally, he is a formidable opponent. He casts his spells and uses spell-like powers, then enters physical combat. Physically, he can tear his opponents to pieces. However, he uses magic to boost his defenses.
Spell-Like Abilities: 5/day – darkness; 2/day –magic missile, Melf’s acid arrow, obscuring mist; 1/day – fireball, vampiric touch. As 4th-level sorcerer; save DC 17 + spell level.
Spells Known : 0 – sharpeye*, ray of frost, mage hand; 1 – magic missile, echoing ear*, shield; 2 – Melf’s acid arrow, darkness. Save : DC 17 + spell level.
* - New spell, see below.
All other abilities are as in the respective template entries and in the elf entry. All saves not against spells are DC 13.


New Spells of the Abyss -
Sharpeye
Alteration
Level: Wiz/Sor/Clr/Drd 0
Components : V
Casting Time : 1 action
Range : 0
Effect : The caster
Duration : 2 rounds/level
Saving Throw : None
Spell Resistance : No
Sharpeye is a spell developed by minor Abyssal creatures to help them watch for the many dangers of that plane. The spell adds a +1 to all Spot checks for the duration.

Echoing Ear
Alteration
Level: Wiz/Sor/Clr/Drd 1
Components : V,S
Casting Time : 1 action
Range : 0
Effect : The caster
Duration : 5 rounds/level
Saving Throw : None
Spell Resistance : No
Echoing ear is a spell developed by minor creatures of the Abyss to keep them alert for the many dangers of that plane. The spell adds a +2 to all Listen checks for the duration.
 

Knightfall: Coolness. Mine will be something from 'Out There', you know, something from 'Beyond. Btw, is there a last entry date?
 


Krishnath said:
Knightfall: Coolness. Mine will be something from 'Out There', you know, something from 'Beyond. Btw, is there a last entry date?

Hmm, haven't really thought about that. It's a friendly competion but if I had to pick a date then I'd say July 18th.

Kitsunekaboom said:
Yep want to know the entry date myself, as well as if I can add things (I realized that working up the Architect's plane might not be a bad notion. :)

I'd say once you have it posted it should be done other wise people will keep revising like madmen. For those that have already posted, you can revise 'em once more but then that's it.

Cheers!

KF72

{EDIT}

Also, go back and bold headings so the entries are clearer to read. Also, sicne the boards don't let one indent paragraphs make sure you put a space between paragraphs and headings. I'd like to be able to read them without straining my eyes.
 
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Oooohhh...nastiness after my own heart. I'll have ta post something...what's a maximum number of entries? ;)

Krishnath:

Looks like we'll both be working on populating the far realms...but then, there isn't much drawn up for 'em - they need more nastiness...hmmmmm...I'm a Lovecraft junkie, ya see. :D

How high can ya make yer CR's once the beastie is done? I'm thinkin' a CR nicely into the 20's...:eek:
 



The edit is complete, as is this one last piece I wanted to give her. (How many outsiders come with their own plane? ;)

The Web

The Web was created by the Architect over the years since its creation.

Light Gravity.
Normal Time.

Finite Size: The web is only 500 feet across. The edge of the plane is blocked off by webbing made of stone,
Architecturally Morphic: The only creature that can alter the Web in any way is the Architect and its minions. Spells cannot affect objects or creatures on the plane. Breaking webs requires breaking as per the Architect's entry.
Mildly Earth Dominant.
Strongly Evil-Aligned.


Web links
The Web is anchored to the Astral Plane to keep it from drifting. Any world with spiders is bound to have more than one portal contained within the webs of large spiders.

There are also trapped portals where a mere thread of spider web can take a willing or unwilling being into the Plane.

In addition there are links to the Abyss and Hells, and the Elemental Plane of Earth.

Web Inhabitants

The Web is sparsely occupied by various spidery creatures, many of which have the Fiendish, Half-Fiend, Earth Elemental, or Half-Earth Elemental templates. Many also possess the Psionic template.

Features of the Web

The Web looks, from the inside of the plane, like a hollow ball of stone webbing. In the center is the Architect’s chamber, where all portals lead. She is usually there with 1-100 of her servitors. Here, in her funnel web, she judges those who come through.
 

Coolness.

Btw, I have decided not to do a Far Realms inhabitant. What I am doing however involves each of the four Half-Elemental templates from the Manual of the Planes. :D All I really need for it is a name...
 

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