Converting the Dukes of Hell

CR 19
Aspect of Fierna: 41 (+6 Dex, +14 natural, +6 armor, +5 deflection)

CR 20
Pit Fiend: 40 (–1 size, +8 Dex, +23 natural)
Aspect of Bel: 39 (-1 size, +2 Dex, +20 natural, +4 armor, +4 deflection)
Bel: 42 (–1 size, +3 Dex, +5 deflection, +15 insight, +20 natural),

CR 21
Aspect of Belial: 43 (+6 Dex, +22 natural, +2 armor, +3 deflection)
Aspect of Dispater: 44 (+2 Dex, +25 natural, +7 shield)
Aspect of Levistus: 42 (+7 Dex, +15 natural, +5 armor, +5 deflection)
Aspect of Mammon: 41 (-2 size, +2 Dex, +22 natural, +4 armor, +5 deflection)

CR 22
Aspect of Glasya: 46 (-1 size, +12 Dex, +20 natural, +5 deflection)
Geryon: 40 (–2 size, +4 Dex, +11 insight, +17 natural)
Hag Countess: 42 (+8 Dex, +6 insight, +18 natural)

CR 23
Aspect of Baalzebul: 47 (-2 size, +1 Dex, +38 natural)

CR 24
Aspect of Mephistopheles: 47 (-1 size, +8 Dex, +23 natural, +2 armor, +5 deflection)
Belial: 40 (+7 Dex, +6 insight, +17 natural)
Fierna: 40 (+7 Dex, +6 insight, +17 natural)

CR 25
Mammon: 44 (–2 size, +3 Dex, +11 insight, +22 natural)
Levistus: 40 (+8 Dex, +7 insight, +15 natural)

CR 26
Dispater: 44 (+2 Dex, +25 natural, +7 shield)
 

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Well, that does jump around a bit… but that’s OK. How about this for the simplest solution I could come up with. :) we go AC = CR +20, minus the fiend’s 1E AC. ;) for example, if Amon turns out to be CR 24, his AC will be 46 (24 +20 +2).

if that’s just a bit much, we could bring it down to CR +18 minus 1E AC (which would give some of the weaker consorts say AC 41), or we could even bring that down to 16 or even lower if need be.
 

While we're compiling things, here are how the magical weaponry of the archfiends and their avatars break down by CR. This might help us determine if we need to add some properties or plusses to some of the Dukes' weaponry.

CR 19
Aspect of Fierna: Natural weaponry

CR 20
Pit Fiend: Natural weaponry
Aspect of Bel: +3 flaming greatsword
Bel: +3 flaming greatsword

CR 21
Aspect of Belial: +3 fleshgrinding vile ranseur
Aspect of Dispater: Dispater's rod (+5 heavy mace)
Aspect of Levistus: +4 wounding cold iron rapier
Aspect of Mammon: +4 unholy cold iron shortspear

CR 22
Aspect of Glasya: +3 keen scourge of speed
Geryon: Natural weaponry
Hag Countess: +5 bloodfeeding flaming greatsword

CR 23
Aspect of Baalzebul: Natural weaponry

CR 24
Aspect of Mephistopheles: +5 flaming burst icy burst ranseur
Belial: +4 ranseur
Fierna: Flame blade (supernatural ability)

CR 25
Mammon: +4 shortspear
Levistus: +4 rapier

CR 26
Dispater: Dispater's rod (+6 heavy mace)
 

Aspect of BOZ said:
Well, that does jump around a bit… but that’s OK. How about this for the simplest solution I could come up with. :) we go AC = CR +20, minus the fiend’s 1E AC. ;) for example, if Amon turns out to be CR 24, his AC will be 46 (24 +20 +2).

if that’s just a bit much, we could bring it down to CR +18 minus 1E AC (which would give some of the weaker consorts say AC 41), or we could even bring that down to 16 or even lower if need be.

We could use that as a baseline, and tone it down based on a high Dex, armor or shield use, etc. to keep it within the target range (AC 40-45, most likely).
 

yeah, i think we can stick with CR +18 - 1E AC. :) that should, if i'm looking at it right, put almost all of them in the AC 40-45 range. take that number, subtract Dex mod, insight bonus, and any armor etc that they are using, and that gives us our Natural AC. sounds good? :)
 

Shade said:
While we're compiling things, here are how the magical weaponry of the archfiends and their avatars break down by CR. This might help us determine if we need to add some properties or plusses to some of the Dukes' weaponry.

that would probably have to be case-by-case, but good thing you posted it. :)
 

Aspect of BOZ said:
yeah, i think we can stick with CR +18 - 1E AC. :) that should, if i'm looking at it right, put almost all of them in the AC 40-45 range. take that number, subtract Dex mod, insight bonus, and any armor etc that they are using, and that gives us our Natural AC. sounds good? :)

Sounds good. :D
 

OK, so, let’s get a quick recap to see how we’re looking and see what else we’re missing.

Hit Dice: Chart will determine how the HD converts, characters with * have a chance to “move up” one.
Armor Class: All will have insight bonus equal to Wis score. Total AC will be equal to CR +18 – 1E AC (which, of course, are all negative numbers). AC minus Dex mod, insight bonus, bonus from items, and misc bonuses = Natural AC bonus.
Also will have a natural armor bonus, to be determined by subtracting …
Special Attacks: Spell-like abilities, summon devils
Special Qualities: DR 20/good and silver, regeneration (5-8?), immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, SR 13+CR, telepathy 100 ft.
Abilities: We will use the divine array of 35, 28, 25, 24, 24, 24, plus adding one ability point per four Hit Dice, and borrowing liberally as we see fit. Many lords will end up with one score under 20.

Challenge Rating: Will be determined on an individual basis once completed. Most will be between 21-25.
Treasure: Quadruple standard except special cases?

Languages: Celestial, Common, Draconic, Infernal.

Regeneration (Ex): Good weapons, and spells and effects with the good descriptor, deal normal damage to archdevil. If archdevil loses a limb or body part, the lost portion regrows in 1d6 minutes. Archdevil can reaattach the severed member instantly by holding it to the stump.

See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
 

Aspect of BOZ said:
Armor Class: All will have insight bonus equal to Wis score.

On second thought, I double-checked, and Pazuzu is the lone Demonomicon entry to get an insight bonus. Maybe we should skip this, as it appears to be dropped in 3.5 overall, and Paz may be an anomoly/carryover from 3E.

Aspect of BOZ said:
Treasure: Quadruple standard except special cases?

Triple at most; double may suffice. They should have less resources than archdevils, IMHO.

Aspect of BOZ said:
Languages: Celestial, Common, Draconic, Infernal.

Plus others, when appropriate.
 

hmm, well, i don't like the "hey, they all get a deflection bonus from using items!" cop-out, so, eh, what the hell, we'll give 'em straight up natural armor for now. if we find that something works better as we work on them, we can always change it. so, in the interest of having all this neat information at the top of a page, and since the default is 40...
 

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