Converting the Dukes of Hell

Shade said:
Alternate form. More on that later.

which sounds the most like his natural form? the wolf?

Shade said:
No armor bonus for him! ;)

nope, but probably high nat armor to make up for it. :)

Shade said:
Oxymoron?

not necessarily. but how high of a dex do you need for TWF in 3E? (i could look it up, but i'm lazy at the moment) ;)

Shade said:
Spell-Like Abilities: (Caster level Xth)
At will—discern lies, dispel magic, faerie fire, fire shield (either version), locate object, produce flame, pyrotechnics, read magic, see invisibility, telekinesis (5,000 g.p. maximum weight, DC X);
1/day—symbol of stunning (DC X).

And of course we'll add some of the common SLAs for unique devils.

we need to figure out how to convert the whole "gp weight" thing from 1E. you missed this part: "Amduscias can cause fear (save vs. spell to avoid) in anyone within 3” he points at (but only one target per round)." since just about all of these guys have some sort of fear power, i wonder if this is an SLA or Su.

Shade said:
Good ranks in Bluff, Diplomacy, Disguise, and Perform (acting)?

Negotiator feat?

absolutely!

Shade said:
Well, we've got our regeneration amount. ;)

i don't know about that. each of these guys has a regen amount listed, and i don't think any of them are above 5.

Shade said:
Summon Baatezu (Sp): Once per day, Amduscias can attempt to summon 1d3 abishai (of any color) with a 70% chance of success. This ability is the equivalent of a Xth-level spell (CL Xth).

good deal.

Shade said:

Su ability? constant?
 

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BOZ said:
He can shape change at will into a dirty yellow unicorn with eyes of flame and a purple horn, a hawk-headed man (he usually wears dark red or black robes when in this form), or his favored form: a wolf with a prehensile, constricting serpent’s tail. He does not need, and does not wear, armor in any of his forms.

Alternate Form (Su): Amduscias can shift between his humanoid, unicorn, and wolf forms as a standard action. In humanoid form, he cannot ..., but he can use .... In unicorn form, he cannot ..., but he can use .... In wolf form he cannot ..., but he can use ....

Amduscias remains in one form until he chooses to assume a new one. A change in form cannot be dispelled, nor does Amduscias revert to any particular form when killed. A true seeing spell reveals all forms simultaneously.

BOZ said:
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.

Relevant stats from unicorn to modify as we see fit:

Large
Speed: 60 ft. (12 squares)
Attack: Horn +11 melee (1d8+8)
Full Attack: Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Abilities: Str 20, Dex 17, Con 21

Bleeding Wounds (Ex): A wound from a Amduscias's gore attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple gore wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure spell or other healing spell (heal, mass heal, and so on).

Use this?

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of Amduscias at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.


BOZ said:
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”.

Two-Weapon Fighting and possibly ITWF or GTWF as feats or bonus feats?

Gains bite attack that deals X damage.

BOZ said:
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.

Should we base this form on a wolf or dire wolf before modifications?
 


BOZ said:
which sounds the most like his natural form? the wolf?

Not needed if we follow the eladrin's example (see above post).

BOZ said:
nope, but probably high nat armor to make up for it. :)

But of course, especially with "average Dex".

BOZ said:
not necessarily. but how high of a dex do you need for TWF in 3E? (i could look it up, but i'm lazy at the moment) ;)

TWF = 15, ITWF = 17, GTWF = 19

BOZ said:
we need to figure out how to convert the whole "gp weight" thing from 1E. you missed this part: "Amduscias can cause fear (save vs. spell to avoid) in anyone within 3” he points at (but only one target per round)." since just about all of these guys have some sort of fear power, i wonder if this is an SLA or Su.

I'd prefer to go with the fear aura.

BOZ said:
i don't know about that. each of these guys has a regen amount listed, and i don't think any of them are above 5.

Gothenem said:
Hmm, I'm not so sure actually. Remeber that our 3.5 version will have like 2x the hp so maybe Regen 4 or Regen 5.

Good points. Depending on his CR, I'd go 4 or 5.

BOZ said:
Su ability? constant?

In FCII, they simply relegated it to the languages line. Here's what eladrins have:

Tongues (Su): All eladrins can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
 

Aspect of BOZ said:
Formula for a Duke of Hell:

Hit Dice: Chart will determine how the HD converts, characters with * have a chance to “move up” one.

We have him at 26 HD on the chart.

Aspect of BOZ said:
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.

Amduscias - -2

Aspect of BOZ said:
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.

It looks like we said a minimum of 5 for regeneration.

Aspect of BOZ said:
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.

It looks like Cha is his top stat, followed by Str. Both Dex and Int sound like they should be on the lower end. I'd probably arrange it like so, before the +1/4 HD adjustment: Str 28, Dex 24, Con 25, Int 24, Wis 24, Cha 35.

Aspect of BOZ said:
Challenge Rating: Will be determined on an individual basis once completed. Most will be between 21-25.

He ranks on the fourth "tier" of 13 power rankings determined above, so I'd target him for the high CR 21 to low CR 23 range.

Aspect of BOZ said:
Treasure: Double or triple standard as appropriate

His writeup simply states that he'll have treasure with him in humanoid form, so we could go either way.

Aspect of BOZ said:
Languages: Celestial, Common, Draconic, Infernal, plus more as appropriate.

Since he has tongues, more aren't really needed.
 
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No Book of Fiends equivalent. IIRC, there is mention of him in the FC2, Does it say anything else about him???

Shade said:
It looks like Cha is his top stat, followed by Str. Both Dex and Int sound like they should be on the lower end. I'd probably arrange it like so, before the +1/4 HD adjustment: Str 28, Dex 24, Con 25, Int 24, Wis 24, Cha 35.

Hmm, and after, I would recommend:

Str 30, Dex 15, Con 28, Int 24, Wis 25, Cha 37

That's a trade of 3:1 for the 9 points of Dex (all going into Str) and the 6 points put as follows:

Con +3
Wis +1
Cha +2
 
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Shade said:
Use this?

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of Amduscias at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

i like it! :)

Shade said:
Two-Weapon Fighting and possibly ITWF or GTWF as feats or bonus feats?

he doesn't have to be a master of fighting with two weapons, but he'd better be at least competent. we'll see; keep those in mind.

Shade said:
Should we base this form on a wolf or dire wolf before modifications?

might as well go dire wolf, although there are clear differences. ;)

Shade said:
I'd prefer to go with the fear aura.

i wouldn't, actually. ;) some of these dukes have legimate fear auras, but this guy doesn't. he either needs to have an SLA, or the Su ability to cause fear in a single target.

Shade said:
In FCII, they simply relegated it to the languages line. Here's what eladrins have:

Tongues (Su): All eladrins can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

i like that better than having it in the langauge line. :)

Shade said:
It looks like Cha is his top stat, followed by Str. Both Dex and Int sound like they should be on the lower end. I'd probably arrange it like so, before the +1/4 HD adjustment: Str 28, Dex 24, Con 25, Int 24, Wis 24, Cha 35.

i agree with your assessment. he has 6 points to spend. i'd say split 'em between Str and Cha. or maybe something more like what Gothenem said. ;)

Gothenem said:
IIRC, there is mention of him in the FC2, Does it say anything else about him???

IIRC, only that he serves Tiamat.
 

Gothenem said:
Hmm, and after, I would recommend:

Str 30, Dex 15, Con 28, Int 24, Wis 25, Cha 37

That's a trade of 3:1 for the 9 points of Dex (all going into Str) and the 6 points put as follows:

Con +3
Wis +1
Cha +2

although to keep things simple with his feats, i'd add 4 back to his Dex and take 2 each away from two other scores. either go with this, or what i said above.
 

Summarizing....

HD: 26

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.
Amduscias -2

Special Attacks: Alternate form, bleeding wounds, spell-like abilities, summon devils

Special Qualities: DR 20/good and silver, 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

Ability Scores: Str 28, Dex 24, Con 25, Int 24, Wis 24, Cha 35 plus 6 points split between Str and Cha

or

Str 30, Dex 15, Con 28, Int 24, Wis 25, Cha 37, with 4 points put back into Dex from other socres

Feats: 9 (2 can be epic). Negotiator. Two-Weapon Fighting and possibly ITWF or GTWF as feats or bonus feats?

Skills: Good ranks in Bluff, Diplomacy, Disguise, and Perform (acting)

Alternate Form (Su): Amduscias can shift between his humanoid, unicorn, and wolf forms as a standard action. In humanoid form, he cannot ..., but he can use .... In unicorn form, he cannot ..., but he can use .... In wolf form he cannot ..., but he can use ....

Amduscias remains in one form until he chooses to assume a new one. A change in form cannot be dispelled, nor does Amduscias revert to any particular form when killed. A true seeing spell reveals all forms simultaneously.

Unicorn form:
Large
Speed: 60 ft. (12 squares)
Attack: Horn +11 melee (1d8+8)
Full Attack: Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Abilities: Str 20, Dex 17, Con 21

Human Form: Gains bite attack that deals X damage.

Wolf Form: base on dire wolf
Large
Speed: 50 ft. (10 squares)
Attack: Bite +11 melee (1d8+10)
Full Attack: Bite +6 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Abilities: Str 25, Dex 15, Con 17
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.

Dragon said:
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.

Improved grab and constrict? Rake?

Bleeding Wounds (Ex): A wound from a Amduscias's gore attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple gore wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure spell or other healing spell (heal, mass heal, and so on).

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.

Spell-Like Abilities: (Caster level Xth)
At will—discern lies, dispel magic, faerie fire, fire shield (either version), locate object, produce flame, pyrotechnics, read magic, see invisibility, telekinesis (5,000 g.p. maximum weight, DC X);
1/day—symbol of stunning (DC X).

And of course we'll add some of the common SLAs for unique devils.

we need to figure out how to convert the whole "gp weight" thing from 1E. you missed this part: "Amduscias can cause fear (save vs. spell to avoid) in anyone within 3” he points at (but only one target per round)." since just about all of these guys have some sort of fear power, i wonder if this is an SLA or Su.

Summon Baatezu (Sp): Once per day, Amduscias can attempt to summon 1d3 abishai (of any color) with a 70% chance of success. This ability is the equivalent of a Xth-level spell (CL Xth).

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

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of Amduscias at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
 
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Looks good. I would Disagree with the higher Dex. A higher Dex goes against the "average Dexterity" line in the original writeup. 15 is high enough for TWF, and he probably doesn't need improved or greater. If he does, we can give them as bonus feats. Remember, he prefers to fight in wolf form, and TWF is not useful in that form.

I agree with Negotiator as a feat.

My feat suggestions: Combat Expertise, Dark Speech, Improved Initiative, Negotiator, Quicken Spell-Like Ability (fire shield), Two-Weapon Fighting, Vile Natural Attack (Unicorn Horn), and Weapon Focus (Wolf Bite)

Leaves one more feat slot open.
 

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