Converting the Dukes of Hell

Formula for a Duke of Hell:

Hit Dice: Chart will determine how the HD converts, characters with * have a chance to “move up” one.
Armor Class: Total AC will be equal to CR +18 – 1E AC (which, of course, are all negative numbers). AC minus Dex mod, bonus from items, and misc bonuses = Natural AC bonus.
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: Double or triple standard as appropriate

Languages: Celestial, Common, Draconic, Infernal, plus more as appropriate.

Regeneration (Ex): Good weapons, and spells and effects with the good descriptor, deal normal damage to ARCH. If ARCH loses a limb or body part, the lost portion regrows in 1d6 minutes. ARCH 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.
 

log in or register to remove this ad

Also, FWIW, all the aspects except Levistus have some sort of aura, and the majority have a fear aura as follows:

Fear Aura (Su): At the end of each of BEING's turns, creatures within 20 feet of him must succed on a DC X Will save or become panicked for 10 rounds. The save DC is Charisma-based.

A creature that successfully saves cannot be affected again by BEING's fear aura for 24 hours.

Do you want to gather up common skills and feats?
 

yes, on the skills & feats. and SLAs for that matter.

as for the fear aura, i was noting that nearly all the major devils had a fear power - some were an aura, some were by touch, some by gaze, i think i even saw one that had it as a breath weapon. ;) i'd prefer to handle that on a case-by-case basis, but obviously powers that work the same way can be handled similarly.
 


Common Feats

Common: Combat Expertise, Dark Speech, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Quicken Spell-Like Ability, Weapon Focus

Less Common: Combat Reflexes, Dilate Aura, Negotiator, Spring Attack, Violate Spell-Like Ability

Uncommon: Ability Focus, Improved Critical, Improved Disarm, Vile Natural Attack
 

when we're ready, we'll start with Avernus. since there are so many dukes on that layer, we can break it up into 2 parts as follows. Amduscias and Malphas (Tiamat's dukes), as well as outcasts Nergal, Bist, and Caim from Dragon #75, as well as Moloch, Amon, and Herodias who are now outcasts as well - these 8 will be part 1 of Avernus. the other 9 outcast dukes from Dragon #91 will be part 2. sounds good? :)
 

Shade said:
Common Feats

Common: Combat Expertise, Dark Speech, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Quicken Spell-Like Ability, Weapon Focus

Less Common: Combat Reflexes, Dilate Aura, Negotiator, Spring Attack, Violate Spell-Like Ability

Uncommon: Ability Focus, Improved Critical, Improved Disarm, Vile Natural Attack

sorry to interrupt. ;) OK, so we'll take this list primarily into concern with each duke, before thinking about what other feats would make sense for each one.
 

Common Skills

Note that skills in bold are taken by the majority of archdevils.

Appraise = mid to high ranks
Balance = low to mid ranks when used
Bluff = usually max ranks
Climb = high to max ranks when used
Concentration = mid to high ranks
Diplomacy = usually max ranks
Disguise = high ranks or synergy only
Escape Artist = few ranks
Gather Information = mid to high ranks when used
Hide = mid to high ranks
Intimidate = high to max ranks
Jump = mid to high ranks
Knowledge (arcana) = high to max ranks
Knowledge (history) = high to max ranks
Knowledge (nobility and royalty) = high to max ranks
Knowledge (religion) = high to max ranks
Knowledge (the planes) = high to max ranks
Listen = high to max ranks
Move Silently = mid to high ranks
Search = mid to high ranks
Sense Motive = high to max ranks
Spellcraft = high to max ranks
Spot = high to max ranks
Survival = synergy only
Tumble = high to max ranks
Use Rope = synergy only
 

Aspect of BOZ said:
when we're ready, we'll start with Avernus. since there are so many dukes on that layer, we can break it up into 2 parts as follows. Amduscias and Malphas (Tiamat's dukes), as well as outcasts Nergal, Bist, and Caim from Dragon #75, as well as Moloch, Amon, and Herodias who are now outcasts as well - these 8 will be part 1 of Avernus. the other 9 outcast dukes from Dragon #91 will be part 2. sounds good? :)

Sounds good.

Aspect of BOZ said:
sorry to interrupt. ;) OK, so we'll take this list primarily into concern with each duke, before thinking about what other feats would make sense for each one.

No problem. ;)

Back to work...
 


Remove ads

Top