Characters and monsters from Band of Four story hour

Tate

Tate

CR 15*(see below); Small Construct; HD 1D10 +10; HP 20
Init +9; Spd 40 ft.; AC 25 (+1 size, +4 Dex, +5 natural, +5 deflection);
Base Atk +0; ATK +3 melee (1d10 +3, x3 claw) or +3 melee (1d12 +3, x2 bite)
Space/Reach 5ft./5ft.; SA spells; SQ construct, dimension door, blink, counterspell, spell absorption; AL LE;SV Fort +4, Ref +8, Will +4; Str 16, Dex 19, Con -, Int 3 or*(see below), Wis 10, Cha 3 or *(see below)

Skills & Feats: none

Dimension Door (Su): A tate can teleport as dimension door cast by a 12th-level sorcerer, x3 a day as free action. The ability affects only the tate, which never appears within a solid object and can act immediately after teleporting

Blink (Su): A tate can blink as the spell cast by a 12th-level sorcerer, and can evoke or end the effect as a free action.

Counterspell (Ex): The tate can counterspell any spell cast within a radius of 5ft. x CR (maximum 100 ft.), by burning off 2 of it's hit points for each level of spell that is countered. If the tate has only 2 or less remaining HP, it will not counterspell any spell including 0 level. This requires a full action, and provokes an attack of opportunity.

Spell Absorption (Ex): The tate can absorb any spell cast within a radius of 5ft. x CR (max. of 100 ft.), as a free action. This will heal the tate 2 hp for every spell absorbed, not to exceed the tate's maximum HP.

Spells (Su): The tate gains 2 known spells, from each spell level it's master has at the moment of it's "birth" These never change, nor will the tate gain new spell levels as it's master rises in levels. They must be chosen at the time of "birth" and can not be changed. The tate may only gains access to known spells, they do not have to be memorized.

This small hairless, white skinned monkey-like creature, is not alive at all. Hailing from the lower planes, the tate is given to fiendish casters as a reward for service in the name of their foul lords. They are a magic construct, built soley upon the inherent magic present in demons/devils and the planes on which they opperate.

By giving up 1 known spell per caster level, and 2 spell-like abilities, the fiendish servant can perform a ritual that will bring forth a tate. The spells and abilities are never regained, and in return the caster will have a loyal follower. The CR of the tate is set at birth, to be that of it's "creator" and will never increase. The tate's Int and Cha scores are set by whichever class it's "creator" uses to cast spells, for instance if a wizardly fiend creates a tate, then the tate will have the Int score of the caster and it's Cha will be 3. If it's a socerer then the scores will be reversed.

Tate's are insanely jealous of their masters, and will not tolerate a familiar for their masters, and will seek to destroy them at every opportunity. Most casters will reliquish their familiars prior to creating a tate for this very reason, others like to have them fight it out, for their own perverse pleasure, keeping whomever wins the fight.

Rumors abound of a higher plane version of the tate, but the fiends think that talk is only done by wishful thinking jealous archons. Of course for every action, there is an opposite and equal reaction, maybe they do exist?
 

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Wraith, Great

Great Wraith

CR 17; Medium Undead (Incorporeal); HD 15d12 ; HP 96
Init +10;Spd 30ft. Fly 60ft. (good); AC 24 (+6 Dex, +8 Deflection);
Base Atk +7; ATK +13 melee (2d6 and 1d4 +1 temporary level drain) and
+8 melee (2d6 and 1d8 permenant constitution drain); Space/Reach 5ft./5ft.; SA Level drain, constitution drain, create spawn, unnatural aura; SQ Undead, +4 turn resistance;AL CE; SV Fort +5, Ref +11, Will +13; Str -, Dex 22, Con -, Int 16, Wis 18, Cha 20

Skill & Feats: Hide +26, Intimidate +13, Move Silently +19, Alertness, Blind-fight, Combat Reflexes, Improved Initiative, Stealthy, Dark Speech *(from Book of Vile Darkness)

Create Spawn (Su): Any humanoid slain by a great wraith will rise as a wraith in 1d2 rounds. Spawn are under the command of the great wraith that created them and remain enslaved until it's death. They do not retain any of the abilities they had in life.

Level Drain (Su): Living creatures hit by the great wraith's incorporeal touch attack must succeed on a Fortitude save (DC 20) or suffer 1d4 +1 temporary level drain.

Constituion Drain (Su): Living creatures hit by the great wraith's incorpreal touch attack must succeed on a Fortitude save (DC 20) or suffer 1d8 permenant constitution drain.

Unnatural Aura (Su): All animals can sense the unnatural presence of a great wraith at a distance of 60 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

Daylight Vulnerability (Ex): Great Wraiths become blinded and in pain while within natural sunlight (not merely a daylight spell) and suffer -4 to attacks, and will flee to cover as soon as possible.

A seven foot tall wraith of pure blackness. It exudes hate and seeks the utter destruction of all living creatures. Sages are at odds as to how these beings came to be, one theory is that they are older and more powerful wraiths, another is that they are the first wraiths and are the closest to the power that drives the negative energy plane.

*This guy can TPK very quickly if given the chance, fighters are only good if they can hit it first, as the wraith will ignore any armor bonus when it strikes. The CR was a little hard to gather. 90% of the parties I threw it at in DM's Familiar got wiped out, and not really by the great wraith. Once it's "kills" started rising the next round, it had a small army to play with. Having this thing get a surprise round in a room of total darkness, and the party will be down 1 member before they know what hit them. That aside, this was my favorite conversion thus far, manly because I want to use this thing!!! :D oops did I say that out loud again. :o :D *

#I'm getting a second oppinion on the CR I will update if needed#
edit- CR lowered to 17 after second oppinion, Thanks Pogre!
 
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Empythacoreaus

Sanctified Pit Fiend

CR 17; Large Outsider; HD 13d8 +117; HP 169
Init +3; Spd 40ft. Fly 60ft. (average); AC 32 (-1 size, +3 Dex, +20 natural);
Base Atk +13; ATK +22 melee (1d6 +9 claw) +22 melee (1d6 +9 claw) +18 melee (1d4 +9 wing) +18 melee (2d4 +9 and poison, bite) +18 melee (2d4 +9 tail slap); Space/Reach 5ft/10ft.; SA Improved Grapple, Constrict, Light Ray; SQ Damage Reduction 25/evil, SR 28, Regeneration 5, Aura of Menace, Magic Circle against Evil, Tongues; AL LG; SV Fort +17, Will +13, Ref +11;
Str 28, Dex 16, Con 28, Int 23, Wis 22, Cha 20

Poison (Ex): Bite, Fortitudue save (DC 21); initial damage 1d6 temporary Constitution, secondary damage death.

Improved Grapple (Ex): To use this ability the pit fiend must hit a Medium-size or smaller opponent with it's tail slap attack. If it gets a hold, it can constrict.

Constrict (Ex): A pit fiend deals 2d4 +10 points of damage with a successful grapple check against Medium-siz or smaller creatures.

Regeneration (Ex): Pit fiends take normal damage from evil weapons of at least +3 enchantment

Light Ray (Su) Once per round, as a standard action, Empythacoreaus can fire a ray of light from it's eyes or hand. The ray is treated as a ranged touch attack and has a maximum range of 60ft. Against evil creatures the does 6d6 points of damage. Good creatures are unaffected by the ray.

Aura of Menace (Su): A righteous aura surrounds Empythacoreaus. Any hostile creature within a 20-foot radius of him must make a a Will save (DC 21) to resists it's effects. Those who fail take a -2 penalty on attacks, AC, and saves for one day or until they successfully hit Empythacoreaus. A creature that has resisted or broken the effect cannot be affected again for one day.

Magic Circle against Evil (Su): A magic circle against evil effect always surrounds Empythacoreaus, as the magic circle against evil spell (caster level 13).

Tongues (Su): Empythacoreaus can speak with any creature that has a language, as though using a tongues spell (caster level 13) This ability is always active.

Skills & Feats: Climb +22, Concentration +23, Jump +21, Knowledge (arcana) + +21, Listen +22, Search +22, Spellcraft +22, Spot +22, Intimidate +19, Knowledge (the planes) +21, Sense Motive +22, Power Attack, Cleave, Improved Sunder, Leadership



Empythacoreaus will be playing a major NPC in the campaign, I wrote him up with the stat blocks since he won't be played by anyone (except me). Now I just need to come up with some cohorts, so I can start fleshing out his impact in future storylines. Anyone reading can feel free to post any ideas as to what/who Empythacoreaus may have for cohorts. :) Thanks for stopping by.
 
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I should think a self-flagellant paladin would work nicely. The paladin's extreme guilt over small sins and his extreme attempts at redemption would contrast nicely with the utter evil of the Fiend and his divine tranformation.

Example:
Fiend: Why are you beating yourself with those cords again?

Paladin: I lusted for a woman I saw in the village.

Fiend: I know where you are coming from - one time I stole every woman from a city and flayed them alive in Hell. That was before you know...

Paladin: It's not the same.

Fiend: It's all a matter of degree. There was wrongful pleasure that's all I'm saying.

Paladin: You're making my head hurt.

Fiend: You should see some of the contracts I used to write!
 


MichaelH said:
A sanctified Pit Fiend. That's too cool. Nice job. BTW, did you know WotC updated the Pit Fiend in the 3.5 version of the MM?

Yep, the 3.5 version is just a tad toughter. ;)

I used the 3.0 version because there is a confrontation with the great wraith coming up, the 3.5 pit fiend with the sanctified template easily whips the wraith. However using the 3.0 version makes it a more even match, and I wanted the party to feel as though without their help the pit fiend might've fallen. I didn't want the party thinking they had a superman for an ally. Mechanics wise I used the 425 years of being disconnected from it's home plane as an explanation for using the "weaker" version.

Pogre-
I like that idea. The pit fiend will not be able to rest, as the lower planes cannot allow him to exist. Once they find out what happened they will begin to throw a lot at him. Later when/if the party hits 13-15th level I can reintroduce Empythacoreaus and have his base, and support structure all done out. The paladin fits nicely as what better cohort to have than someone who wants your enemies destroyed with as much passion as yourself.

Anyone else have any thoughts on any other cohorts?
 

Charekyal

Charekyal
Fire Nymph 6th- wizard

5' 2"
100 lbs

STR: 9 -1
INT: 22 +6
WIS: 18 +4
DEX: 13 +1
CON: 14 +2
CHA: 24 +7

AC: 14 (+1 Dex, +3 natural)
BAB: +5 (+4 total)
HP: 40

Fort: +7
Will: +12
Ref: +6

Move: 30ft.

XP: 78,000

Specials: Fire Subtype, Heat (1d4 touch damage, can transfer through any hand geld weapon as well), At will: burning hands, flame blade, flaming sphere, produce flame; 1/day: fire shield as cast by a 7th level sorcerer. Summon Familiar, Scribe scroll

Feats: Dodge, Combat Casting, Spell Focus (Evocation), Greater Spell Focus (Evocation)

Skills: Escape Artist +5, Hide +5, Knowledge (Arcana) +15, Listen +7, Spot +7, Knowledge (Planes) +15, Concentration +11, Spellcraft +15, Craft (Alchemy) +15, Decipher Script +13

Spells:
0 (DC 16) Dancing lights, Flare (DC 18), Touch of Fatigue, Flame Dart
1- (DC 17) Burning Hands (DC 19) x2, Shield x2, Hypnotism
2- (DC 18) Invisibility, Headache*, Incineration* (DC 20) x2, Scorching Ray
3- (DC 19) Fireball (DC 21) x3

Fire Nymphs start with 2d8 outsider levels, and have an LA of +5

Here are the two new spells*

Headache
Enchantment (Mind-Affecting)
Level: Sor/Wiz 2, Brd 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft. +10ft./level)
Target: One living creature
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

This spell will cause one of these two effects:
Cause the individual to double the casting time of all spells, while headache is active.
or
Cause the individual to take a -2 penalty on all attacks.
The effect must be chosen upon completion of the casting.

Incineration
Evocation
Level: Sor/Wiz 2, Drd 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft. +10ft/level)
Effect: 10' radius
Duration: Instananeous
Saving Throw: Reflex half
Spell Resistance: No

This spell causes all non-magical, inanimate combustable objects in the area to be consumed by fire within 1 round. The resulting blast of heat will cause 1d2 points of damage for every adjacent square (including the one the person is in) to any individual caught in the blast. So if this is centered on a square containing a creature, and that creature is surrounded on all sides by combustable objects, then that creature would take 9d2. A creature must be in the blast to take any damage, so standing next to a blast square, but not being in a blast square, would mean no damage to that individual.
 

Spider Dragon

Spider Dragon

CR 4; Large Aberration; HD 4d8; HP 16
Init +4 ;Spd 60ft. Climb 30ft.; AC 17 (-1 size, +4 Dex, +4 Natural);
Base Atk +3; Atk +9 melee (1d3 +5 claw) +4 melee (1d3 +5 claw) -1 melee (1d6 +5 bite); Space/Reach 10ft./5ft.; SA none; SQ none; AL N; SV Fort +1, Ref +5, Will +3; Str 20, Dex 20, Con 11, Int 16, Wis 8, Cha 8

Skills & Feats: Climb +12, Balance +12, Hide +12, Move Silently +12, Spot +6, Swim +8, Combat Reflexes

These critters are so named because of their scaly "armor" and head crest give the semblance of a dragon with spider legs. Used primarily as a mount, and recon in an army unit. They don't really swim, but skim across the top of the water on the surface tension, a failed check would mean they fall into the water, and likely drown. Useful for any army where fear is used as a tool (drow, duergar, orcs) it does not have poison or a web.
 
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Indigon

Indigon

CR 5; Small Humanoid; HD 3d8 +6; HP 18
Init -1; Spd 20ft. Burrow 20ft.; AC 15 (+1 size, -1 Dex, +5 natural);
Base Atk +2; ATK +8 melee (1d10 +6 stone club); Space/Reach 5ft./5ft.;
SA Weight; SQ Deep Dwarf Traits; AL CN; SV Fort +5, Ref +0, Will +1
Str 22, Dex 8, Con 14, Int 10, Wis 10, Cha 6

Skills & Feats: Listen +2, Hide +1, Knowledge (geology) +2, Craft (stonecutting) +2, Power Attack

Weight (Su): An indigon can double the encumbrance of any creature wearing metal or stone armor. There is no save, any creatures made of metal or stone, are also subect to this ability. Usable 2/day as a free action, range is line of sight. This ability lasts 10 minutes or until the indigon ends it. Concentration is not required once activated the indigon may attack normally.

A four tall, four foot wide stone grey colored dwarf like humanoid. With eyes as big as a man's fist. Indigons are slow to act, prefering to use their weight ability to slow their foes down, and then escape. They appear to be a offshoot or degenerate version of a deep dwarf, sharing all of their basic qualities.
 

Marsan

Marsan

CR 8; Medium Outsider; HD 6d8; HP 32
Init +7 ; Spd 60ft.; AC 17 (+7 Dex); Base Atk +6
Atk +7 melee (2d6 +1 fist) +2 melee (2d6 +1 fist)
Space/Reach 5ft./5ft.; SA Suffocation, Ashes;
SQ Tanar'ri Qualities, Immunities; AL CE; SV Fort +5, Ref +12, Will +7
Str 12, Dex 25, Con 11, Int 12, Wis 14, Cha 10

Skills & Feats: Move Silently +16, Climb +10, Hide +16, Bluff +9, Tumble +16,
Sleight of Hand +16, Combat Reflexes

Suffocation (Ex) If the Marsan hits with both fists on a single opponent, that opponent must make a Fort save (DC 16) or begin suffocating as ashes from the marsan's body enter it's lungs.

Ashes (Su) The Marsan may throw ashes as a ranged touch attack, at any single creature within 10 ft. Those struck by the ashes must make Reflex save (DC 20) or become blinded for 1d4 +1 rounds. Those blinded must make a Fortitutde save (DC 16) or lose 1 point of Dex permenantly as the ashes permenantly affect the person's eyesight.

Immumities (Ex) The marsan is completely immune to piercing weapons.

A demon from the Gray Wastes, that is formed entirely from the ashes of that plane. The marsan can change it shape to flow through any sized crack or opening. It's favorite tactic is to lie in wait on the floor in a crack, when a creature walks over the marsan it will rise up and flow through their clothing. Striking at them from within their own clothing.
 

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