Shade
Monster Junkie
This next one looks like a variant half-fiend...
Fiend Knight
ORGANIZATION: Group
ACTIVITY CYCLE: Constant (do not need rest)
DIET: None
INTELLIGENCE: Very (11-12), rarely higher
TREASURE: Nil
ALIGNMENT: Any evil
NO. APPEARING: Variable
ARMOR CLASS: 10 (unarmored), see below
MOVEMENT: 12, 24 mounted
HIT DICE: 4d10 to 10d10 +
THAC0: Variable
DAMAGE/ATTACK: By weapon type +3 or better
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to sleep, charm, hold spells and illusion/phantasm spells below fourth level
MAGIC RESISTANCE: Nil
SIZE: M (6’+)
MORALE: Fearless (20)
XP VALUE: Variable
The Fiend Knights of Doom are an elite squad of warriors created from normal men by spellcraft on the part of both Ivid V himself, and Xaene, and also using mind-controlling magics crafted from baatezu relics. These servants are utterly, mindlessly loyal to the overking.
Combat: Fiend knights have the same number of hit dice as they had levels when mortal fighters. For example, a 5th-level fighter would become a 5-HD fiend knight. Nearly all fiend knights are 10th level or below, with three exceptions: leaders of 11, 12, and 15 HD. These three leaders, and some dozen others, wear fiend plate mail +3. Others are 5% per level likely to wear magical plate mail (roll 1d10: 1-8 plate mail +1, 9 plate mail +2, 10 plate mail +3), else nonmagical plate mail. Fiend knights always employ two-handed weapons, usually twohanded swords, and composite long bows. Again, they are 5% per level likely to have magical weapons (use the table above, independently for each weapon type). Leaders are always armed with magical weapons, and the 11 + HD leaders all possess powerful ones: a two-handed sword of cold +3 and a twohanded sword +3, giant slayer.
The fiend knights have high ability scores. All possess Strengths of 18/01 or better, and have minimum Dexterity and Constitution scores of 15. No ability ever has a score below 9.
Habitat/Society: The current composition of the fiend knights, in addition to their leaders, is approximately 80 cavalry, 20 of whom ride undead steeds, the other 60 riding normal heavy warhorses. Treat the undead steeds as heavy warhorses with immunity to sleep, charm and hold spells. These troops have heavy lances, again with a 5% chance per level for a magical lance, and they employ footman.s flails in addition to twohanded weapons.
The 120 heavy infantry each carry a long spear and a variety of polearms in addition to other weaponry. They have a 2% chance per level for a magical polearm.
As currently organized, the fiend knights wear gold visors and bear a heraldic emblem etched on their armor over the heart. For cavalry, the emblem is a tan horse, and for infantry, it is a bronze baboon. The infantry are known as “The Howlers,” for when they go into combat they howl and scream, hoping to strike fear into the hearts of their enemies.
Ecology: Fiend knights are not undead, and have none of their weaknesses: they cannot be turned, harmed by holy water, and so on. They are simply wholly controlled humans loyal to Ivid, created by a precursor of the malign rituals that brought the animus to Oerth. The unfeeling, .programmed" nature of the fiend knights, make them feared by all. Even Ivid’s other troops hate and fear them, and loathe having to serve with them.
Originally appeared in Dragon Magazine #206 (1994).
The Fiend-Knights
The Fiend-Knights of Doom are an elite squad of warriors created from normal men by spellcraft on the part of both Ivid V himself, and Xaene, and also using mindcontrolling magics crafted from baatezu relics. These servants are utterly, mindlessly loyal to the overking. Their statistics are:
ORGANIZATION: Group
ACTIVITY CYCLE: Any (do not need food or rest)
DIET: Do not require food
INTELLIGENCE: Very (11-12), rarely higher
TREASURE: Nil
ALIGNMENT: Any evil
NO. APPEARING: Variable
ARMOR CLASS: 10 (unarmored), see below
MOVEMENT: 12, 24 mounted
HIT DICE: 4d10 - 9d10+
THAC0: Variable
DAMAGE/ATTACK: By weapon type +3 or better
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to sleep, charm, hold
spells and illusion/phantasm spells below 4th level
MAGIC RESISTANCE: Standard
SIZE: M (6'+)
MORALE: Fearless (20)
XP VALUE: Variable
Fiend-knights have the same number of hit dice as they had levels when mortal fighters. For example, a 5th level fighter would become a 5 HD fiend-knight. Nearly all of the fiend-knights are 10th level or below, with three exceptions—leaders of 11, 12, and 15 HD. These three leaders, and some dozen others, wear fiend armor +3 (plate mail). Others are 5% per level likely to wear magical plate mail (roll 1d10: 1-8, plate mail +1, 9, plate mail +2, 10, plate mail +3), else nonmagical plate. Fiend-knights always employ two-handed weapons, usually two-handed swords, and also composite longbows. Again, they are 5% per level likely to have magical weapons (roll as above, independently for each weapon type). Leaders always possess such items, and the 11+ HD leaders all possess powerful ones: a sword of cold +3; two-handed sword; and a two-handed sword +3, giant slayer. The fiend-knights have high ability scores. All possess Strength scores of 18/01 or better, and have minimum Dexterity and Constitution scores of 15. No ability ever has a score below 9.
The current composition of the fiend-knights, in addition to their leaders, is:
Approximately 80 cavalry, 20 of whom ride undead steeds (treat as heavy warhorses with immunity to sleep, charm and hold spells), the other 60 riding normal heavy warhorses. These troops have heavy lances, again with a 5% chance per level for a magical lance, and they employ footman's flails in addition to two-handed weapons. There are 120 heavy infantry, each of whom possesses long spears and a variety of pole arms in addition to other weaponry. They have a 2% chance per level for a magical pole arm.
As currently organized, the fiend-knights wear gold visors and have a heraldic emblem etched on to their armor over the heart. For cavalry, this is a tan horse, and for infantry it is a bronze baboon. The infantry are known as "The Howlers," for when they go into combat they howl and scream, hoping to strike fear into the hearts of their enemies.
Fiend-knights are not undead, and have none of the weaknesses of such (cannot be turned, etc.). They are simply wholly controlled humans, created by a precursor of the malign rituals which brought the animus to Oerth. The unfeeling nature of these fiend-knights, their insensibility to pain, and their "programmed" nature, make them alien and feared by all. Other of Ivid's troops hate and fear them, and loathe having to serve with them.
Originally appeared in Ivid the Undying (1995 ).
Fiend Knight
ORGANIZATION: Group
ACTIVITY CYCLE: Constant (do not need rest)
DIET: None
INTELLIGENCE: Very (11-12), rarely higher
TREASURE: Nil
ALIGNMENT: Any evil
NO. APPEARING: Variable
ARMOR CLASS: 10 (unarmored), see below
MOVEMENT: 12, 24 mounted
HIT DICE: 4d10 to 10d10 +
THAC0: Variable
DAMAGE/ATTACK: By weapon type +3 or better
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to sleep, charm, hold spells and illusion/phantasm spells below fourth level
MAGIC RESISTANCE: Nil
SIZE: M (6’+)
MORALE: Fearless (20)
XP VALUE: Variable
The Fiend Knights of Doom are an elite squad of warriors created from normal men by spellcraft on the part of both Ivid V himself, and Xaene, and also using mind-controlling magics crafted from baatezu relics. These servants are utterly, mindlessly loyal to the overking.
Combat: Fiend knights have the same number of hit dice as they had levels when mortal fighters. For example, a 5th-level fighter would become a 5-HD fiend knight. Nearly all fiend knights are 10th level or below, with three exceptions: leaders of 11, 12, and 15 HD. These three leaders, and some dozen others, wear fiend plate mail +3. Others are 5% per level likely to wear magical plate mail (roll 1d10: 1-8 plate mail +1, 9 plate mail +2, 10 plate mail +3), else nonmagical plate mail. Fiend knights always employ two-handed weapons, usually twohanded swords, and composite long bows. Again, they are 5% per level likely to have magical weapons (use the table above, independently for each weapon type). Leaders are always armed with magical weapons, and the 11 + HD leaders all possess powerful ones: a two-handed sword of cold +3 and a twohanded sword +3, giant slayer.
The fiend knights have high ability scores. All possess Strengths of 18/01 or better, and have minimum Dexterity and Constitution scores of 15. No ability ever has a score below 9.
Habitat/Society: The current composition of the fiend knights, in addition to their leaders, is approximately 80 cavalry, 20 of whom ride undead steeds, the other 60 riding normal heavy warhorses. Treat the undead steeds as heavy warhorses with immunity to sleep, charm and hold spells. These troops have heavy lances, again with a 5% chance per level for a magical lance, and they employ footman.s flails in addition to twohanded weapons.
The 120 heavy infantry each carry a long spear and a variety of polearms in addition to other weaponry. They have a 2% chance per level for a magical polearm.
As currently organized, the fiend knights wear gold visors and bear a heraldic emblem etched on their armor over the heart. For cavalry, the emblem is a tan horse, and for infantry, it is a bronze baboon. The infantry are known as “The Howlers,” for when they go into combat they howl and scream, hoping to strike fear into the hearts of their enemies.
Ecology: Fiend knights are not undead, and have none of their weaknesses: they cannot be turned, harmed by holy water, and so on. They are simply wholly controlled humans loyal to Ivid, created by a precursor of the malign rituals that brought the animus to Oerth. The unfeeling, .programmed" nature of the fiend knights, make them feared by all. Even Ivid’s other troops hate and fear them, and loathe having to serve with them.
Originally appeared in Dragon Magazine #206 (1994).
The Fiend-Knights
The Fiend-Knights of Doom are an elite squad of warriors created from normal men by spellcraft on the part of both Ivid V himself, and Xaene, and also using mindcontrolling magics crafted from baatezu relics. These servants are utterly, mindlessly loyal to the overking. Their statistics are:
ORGANIZATION: Group
ACTIVITY CYCLE: Any (do not need food or rest)
DIET: Do not require food
INTELLIGENCE: Very (11-12), rarely higher
TREASURE: Nil
ALIGNMENT: Any evil
NO. APPEARING: Variable
ARMOR CLASS: 10 (unarmored), see below
MOVEMENT: 12, 24 mounted
HIT DICE: 4d10 - 9d10+
THAC0: Variable
DAMAGE/ATTACK: By weapon type +3 or better
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to sleep, charm, hold
spells and illusion/phantasm spells below 4th level
MAGIC RESISTANCE: Standard
SIZE: M (6'+)
MORALE: Fearless (20)
XP VALUE: Variable
Fiend-knights have the same number of hit dice as they had levels when mortal fighters. For example, a 5th level fighter would become a 5 HD fiend-knight. Nearly all of the fiend-knights are 10th level or below, with three exceptions—leaders of 11, 12, and 15 HD. These three leaders, and some dozen others, wear fiend armor +3 (plate mail). Others are 5% per level likely to wear magical plate mail (roll 1d10: 1-8, plate mail +1, 9, plate mail +2, 10, plate mail +3), else nonmagical plate. Fiend-knights always employ two-handed weapons, usually two-handed swords, and also composite longbows. Again, they are 5% per level likely to have magical weapons (roll as above, independently for each weapon type). Leaders always possess such items, and the 11+ HD leaders all possess powerful ones: a sword of cold +3; two-handed sword; and a two-handed sword +3, giant slayer. The fiend-knights have high ability scores. All possess Strength scores of 18/01 or better, and have minimum Dexterity and Constitution scores of 15. No ability ever has a score below 9.
The current composition of the fiend-knights, in addition to their leaders, is:
Approximately 80 cavalry, 20 of whom ride undead steeds (treat as heavy warhorses with immunity to sleep, charm and hold spells), the other 60 riding normal heavy warhorses. These troops have heavy lances, again with a 5% chance per level for a magical lance, and they employ footman's flails in addition to two-handed weapons. There are 120 heavy infantry, each of whom possesses long spears and a variety of pole arms in addition to other weaponry. They have a 2% chance per level for a magical pole arm.
As currently organized, the fiend-knights wear gold visors and have a heraldic emblem etched on to their armor over the heart. For cavalry, this is a tan horse, and for infantry it is a bronze baboon. The infantry are known as "The Howlers," for when they go into combat they howl and scream, hoping to strike fear into the hearts of their enemies.
Fiend-knights are not undead, and have none of the weaknesses of such (cannot be turned, etc.). They are simply wholly controlled humans, created by a precursor of the malign rituals which brought the animus to Oerth. The unfeeling nature of these fiend-knights, their insensibility to pain, and their "programmed" nature, make them alien and feared by all. Other of Ivid's troops hate and fear them, and loathe having to serve with them.
Originally appeared in Ivid the Undying (1995 ).