Converting the Dukes of Hell

I could see 'True Seeing' as a SLA - it helps to know with exactaly who/what you are negotiating with. ;)

Regards
Mortis
 

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Shade said:
Special Attacks: Alternate form

that's a special attack now? ;)

i think making his humanoid form into his "base" form is a good idea - after all, most uber-devils are humanoid in form. he'll just swtich to a wolf regularly. :)

Shade said:
That looks pretty good. I'd add Multiattack and replace Weapon Focus with Improved Critical (bite). Speaking of which, is there a precedence on taking feats that focus on bite, when more than one unique bite attack is possessed by the creature? I'm wondering whether we need to specify "wolf bite", or if such feats would carry over into his "bird bite".

so: Combat Expertise, Dark Speech, Improved Critical (bite), Improved Initiative, Multiattack, Negotiator, Quicken Spell-Like Ability (fire shield), Two-Weapon Fighting, Vile Natural Attack (horn) ?

Shade said:
Comparing the two, I think we can probably drop the trip ability and replace it with improved grab and constrict for the tail. I think a rake ability makes more sense than having hindclaw attacks.

agreed! :)

Shade said:
Do we want to keep the severing bit? We could work it like the kraken's tentacles. He does have regeneration, so he can simply hold his severed tail to the stump for instant reattachment.

defeinitely want to keep severing for the tail. :)

Shade said:
Which of the common spell-like abilities should we add?

He's got dispel magic and see invisibility covered.

He definitely needs greater teleport.

As a great negotiator, he could use charm monster and suggestion.

Some others that seem appropriate: dominate person, dominate monster, geas/quest, locate creature, scrying/greater scrying

yes to greater teleport, absolutely yes to charm monster and suggestion - though dominate monster would be a fine replacement for either. ;) locate creature and scrying would also be goodies.

Shade said:
Suggested skills based on the common list we generated earlier:

Appraise = mid ranks
Bluff = max ranks
Concentration = mid to high ranks
Diplomacy = max ranks
Disguise = high ranks
Escape Artist = few ranks
Gather Information = mid to high ranks
Hide = mid ranks
Intimidate = high to max ranks
Jump = mid to high ranks
Knowledge (arcana) = high ranks
Knowledge (history) = high to max ranks
Knowledge (nobility and royalty) = max ranks
Knowledge (religion) = max ranks (he does serve Tiamat, after all ;) )
Knowledge (the planes) = max ranks
Listen = high to max ranks
Move Silently = mid ranks
Search = mid to high ranks
Sense Motive = max ranks
Spellcraft = high ranks
Spot = high to max ranks
Survival = synergy only
Use Rope = synergy only

sounds good - i could honestly see him using both Bluff and Diplomacy equally. ;) a shape-shifter like him is definitely big on trickery, but the devil in him would be big on Diplomacy as well!

Gothenem said:
Hmmm, skills look good. A 17 Dex isn't too far out there for This guy, that seems ok.

good deal. ;) maybe yank 2 from Con for that?

Shade said:
Technically, we can't use the spawn of Tiamat for summoning purposes since they aren't extraplanar. Besides, they kinda suck. ;)

heheh!
 

also, we should probably give him some weapons to wield. ;) maybe a dagger and short sword (it says he uses smaller weapons), with perhaps +3 enchantments.
 

Aspect of BOZ said:
that's a special attack now? ;)

:o Technically, its a "special action" or "combat option" now, I'd suppose. :p

Aspect of BOZ said:
i think making his humanoid form into his "base" form is a good idea - after all, most uber-devils are humanoid in form. he'll just swtich to a wolf regularly. :)

Sounds good.

Aspect of BOZ said:
so: Combat Expertise, Dark Speech, Improved Critical (bite), Improved Initiative, Multiattack, Negotiator, Quicken Spell-Like Ability (fire shield), Two-Weapon Fighting, Vile Natural Attack (horn) ?

Yep.


Aspect of BOZ said:
defeinitely want to keep severing for the tail. :)

Cool.


Aspect of BOZ said:
yes to greater teleport, absolutely yes to charm monster and suggestion - though dominate monster would be a fine replacement for either. ;) locate creature and scrying would also be goodies.

How's about g teleport, charm monster, and suggestion at will, locate creature and scrying 3/day, and dominate monster 1/day?

Aspect of BOZ said:
sounds good - i could honestly see him using both Bluff and Diplomacy equally. ;) a shape-shifter like him is definitely big on trickery, but the devil in him would be big on Diplomacy as well!

Indeed!

Aspect of BOZ said:
good deal. ;) maybe yank 2 from Con for that?

Sure.
 

Aspect of BOZ said:
also, we should probably give him some weapons to wield. ;) maybe a dagger and short sword (it says he uses smaller weapons), with perhaps +3 enchantments.

I think the dagger should have wounding to carry over from his unicorn form. It could even look like a unicorn horn. :cool:

As for the other, unholy is always a safe bet. Dragonbane might be useful for keeping Tiamat's renegade servants and Bahamut's minions in line.
 

Constrict (Ex): Amduscias deals XdX+X points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, Amduscias must hit with his tail attack. He can then attempt to start a grapple as a free action without provoking attacks of opportunity. If he wins the grapple check, he establishes a hold and can constrict.

An opponent can attack Amduscias's tail with a sunder attempt as if it were a weapon. Amduscias's tail has X hit points. If Amduscias is currently grappling a target with the his tail, he usually uses another limb to make his attack of opportunity against the opponent making the sunder attempt. Severing Amduscias's tail deals X points of damage to him. If severed, Amduscias can reattach his tail instantly by holding it to the stump.
 

Shroomy said:
I think that both dukes that serve Tiamat should be able to summon fiendish chromatic dragons.

It's a shame the hellfire wyrm is so powerful, as it would be perfect.

Mortis said:
I could see 'True Seeing' as a SLA - it helps to know with exactaly who/what you are negotiating with.

Most of the archdevils have either see invisibility or true seeing. Since he had the old detect invisible spell, I thought see invis was closer. That said, I have no problem with giving him true seeing instead. :D
 

OK, here is what i currently show for his stat block:

Amduscias
Medium Outsider (evil, extraplanar, lawful)
Hit Dice: 26d8+208 (325 hp)
Initiative: +3
Speed: 30 ft
Armor Class: X (-X size, +3 Dex, +X natural), touch X, flat- footed X
Base Attack/Grapple: +26/+36
Attack: Slam +X melee (1dX+X)
Full Attack: 2 slams +X melee (1dX+X) and bite +X melee (1dX+X)
Space/Reach: 5 ft/5 ft
Special Attacks: Bleeding wounds, constrict, improved grab, spell-like abilities, summon devils
Special Qualities: Alternate form, damage reduction 20/good and silver, darkvision 60 ft, regeneration 5, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, SR 13+CR, telepathy 100 ft, tongues, unnatural aura
Saves: Fort +24, Ref +19, Will +23
Abilities: Str 30, Dex 17, Con 26, Int 24, Wis 25, Cha 37
Skills: X Bluff, Diplomacy, Disguise, and Perform (acting)
Feats: Combat Expertise, Dark Speech, Improved Critical (bite), Improved Initiative, Multiattack, Negotiator, Quicken Spell-Like Ability (fire shield), Two-Weapon Fighting, Vile Natural Attack (horn)

Environment: The Nine Hells of Baator
Organization: Solitary (plus X)
Challenge Rating: 21-23?
Treasure: X
Alignment: Lawful evil
Advancement: ---
Level Adjustment: ---
 

A bit of work for his Alternate Form power:

“He can shape change at will into a dirty yellow unicorn with eyes of flame and a purple horn…

“When in unicorn form, Amduscias attacks with his horn (acts as a sword of wounding, for 2-9 damage), or his hooves (2 per round, for 2-10 damage each). His maximum movement rate in this form is 18”; he can “bolt” from a standing start, and some say that when horses spook or gallop uncontrollably, it is because Amduscias has affected them.”

OK, we gave him Bleeding Wounds for his horn attack (for which the standard unicorn damage of 1d8 makes sense; plus, he has attacks with his hooves (the damage of which seems a bit larger than a unicorn’s 1d4+2).

The move of 18 translates into 50, which is slower than a unicorn’s 60 so we might as well just use the 60.

“Bolting” from a standing start doesn’t seem to have any combat application, so we can probably ignore that.

We also gave him Unnatural Aura – do you want to make that only in his unicorn form?

*****

“a hawk-headed man (he usually wears dark red or black robes when in this form)…”

“In human-like form Amduscias has average dexterity, and two or three attacks (fists for 1-2 each and beak for 1-8, or weapon and beak). Amduscias is ambidextrous and can wield two weapons if they are small (e.g., daggers or darts). This devil has above average strength when in human-like form, and a long, curved beak somewhat like a hummingbird’s in appearance. This beak is, however, terrifically strong and sharp. His move in this form is 12”. “

For one thing, what size should he be? Some devils are Medium humanoids while some are large. The temptation might be to make him Large, since his other two forms are already, and that would keep things easy. ;)

He has 2 slams base (we can increase that damage a bit). And I could see him using his bite in conjunction with the slams. Maybe he could also bite while making weapon attacks – but not too sure of that.

Move of 12 equals speed 30, so that’s his base.

*****

“…or his favored form: a wolf with a prehensile, constricting serpent’s tail.”

“Amduscias prefers to fight in wolf form; his movement rate is 18”, and he attacks with two raking foreclaws and his jaws, or his hind claws and tail. If in a position to do so, he can use all six of these attacks in a round, against as many targets. The claws do 3-12 damage each, the jaws 1-20, and the tail 1-10 constriction damage per round plus additional damage if Amduscias uses it to immerse a held victim in water, batter a victim against a rock, etc. The tail will loosen its grip if it is severed, or if it is dealt 17 points of damage in any single round or 26 points of damage over a succession of rounds.”

Like I said above, move 18 is now speed 50; since we’re emulating dire wolf which has 50, we’re OK there.

He can take the rake attack instead of trip, like Shade said above.

He has an amazing six attacks per round; 2 claws, bite, 2 hind claws, and tail. Shade suggested dropping the hind claws attacks since he can do the rake, but the tail still comes into play with the Improved Grab/Constrict combo. Maybe the severing damage should be no more than 15 – possibly even less than that. we’ll not worry about the tail getting hit in a succession of rounds.

I could see giving him the scent quality as well, maybe low-light vision, in this form, and the skill bonus for tracking by scent.

*****

“Amduscias can cause fear (save vs. spell to avoid) in anyone within 3” he points at (but only one target per round).”

In 1E, cause fear was the reverse of the 1st-level spell remove fear. Essentially, it just caused the frightened condition for 1 round/caster level. The 3E spell, of course, is a lot weaker. We could just say that he can cause any target within (30 feet?) to be frightened for X rounds. Or if you want to get really nasty, we could let him do it as a free action (one target/round). ;)
 

Aspect of BOZ said:
OK, we gave him Bleeding Wounds for his horn attack (for which the standard unicorn damage of 1d8 makes sense; plus, he has attacks with his hooves (the damage of which seems a bit larger than a unicorn’s 1d4+2).

I'd say boost the hooves to 1d6 or 1d8.

Aspect of BOZ said:
The move of 18 translates into 50, which is slower than a unicorn’s 60 so we might as well just use the 60.

Agreed.

Aspect of BOZ said:
“Bolting” from a standing start doesn’t seem to have any combat application, so we can probably ignore that.

Agreed again.

Aspect of BOZ said:
We also gave him Unnatural Aura – do you want to make that only in his unicorn form?

I think it should carryover between forms.

Aspect of BOZ said:
For one thing, what size should he be? Some devils are Medium humanoids while some are large. The temptation might be to make him Large, since his other two forms are already, and that would keep things easy. ;)

I'm tempted by the easy way. ;)

Aspect of BOZ said:
He has 2 slams base (we can increase that damage a bit). And I could see him using his bite in conjunction with the slams. Maybe he could also bite while making weapon attacks – but not too sure of that.

Plenty of creatures have bites with manufactured weapon attacks, so I'd say go for it.

Aspect of BOZ said:
Move of 12 equals speed 30, so that’s his base.

Perfect.

Aspect of BOZ said:
He can take the rake attack instead of trip, like Shade said above.

Rake (Ex): Wolf form only; attack bonus +X melee, damage XdX+X.

Aspect of BOZ said:
He has an amazing six attacks per round; 2 claws, bite, 2 hind claws, and tail. Shade suggested dropping the hind claws attacks since he can do the rake, but the tail still comes into play with the Improved Grab/Constrict combo. Maybe the severing damage should be no more than 15 – possibly even less than that. we’ll not worry about the tail getting hit in a succession of rounds.

15 sounds fine. He can reattach it easily enough. Plus, it benefits from his damage reduction.

Aspect of BOZ said:
I could see giving him the scent quality as well, maybe low-light vision, in this form, and the skill bonus for tracking by scent.

Agreed.

Aspect of BOZ said:
“Amduscias can cause fear (save vs. spell to avoid) in anyone within 3” he points at (but only one target per round).”

In 1E, cause fear was the reverse of the 1st-level spell remove fear. Essentially, it just caused the frightened condition for 1 round/caster level. The 3E spell, of course, is a lot weaker. We could just say that he can cause any target within (30 feet?) to be frightened for X rounds. Or if you want to get really nasty, we could let him do it as a free action (one target/round). ;)

Here are some options from other devils....

Fear (Su): A creature hit by a barbed devil must succeed on a DC 20 Will save or be affected as though by fear (caster level 9th).

Whether or not the save is successful, that creature cannot be affected by that same barbed devil’s fear ability for 24 hours. The save DC is Charisma-based.

Fear Aura (Su): At the end of each of a malebranche's turns, creatures within 20 feet of it must succeed on DC 18 Will saves or be panicked for 10 rounds. The save DC is Charisma-based.

Fear and Weakness Gaze (Su): As the fear and ray of enfeeblement spells; at will; DC 32; caster level 20th. The save DC is Charisma-based.

Fear and weakness gaze has a range of 50 feet. Those targeted by Baalzebul's gaze must succeed on two saving throws, one for fear and the other for ray of enfeeblement.

A creature that successfuly saves cannot be affected by that same malebranche's fear aura for 24 hours. Baatezu are immune to the aura.

Abishai have scare as an at will SLA, which might make sense for him considering his pedigree.

We could also go with frighful presence when he attacks.
 

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