Converting the Dukes of Hell


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Another idea for the cloak's name (not that the gemcloak of the dark duke isn't a good one).

Thinking about how all the clothing (including the cloak) is black and the glitttering gems, how about the Starry Night Cloak or Cloak of Stars?

Taking the idea one stage further make the cloak an artefact and have it as a representation of a star cluster. Each gem taken and used from the cloak actually destroys the star it represents! As a bonus when the last gem is removed, the wearer notices another gem hidden under a nearly invisible patch. This gem represents the wearer's local star... :D

Regards
Mortis
 

interesting idea, but way too deep for D&D. ;)

"Star Robes" or "Night Robes" or even "Starry Starry Night Robes" all work well for me. ;)

updating in Homebrews one last time... if there's nothing more that needs to be done for him, we can finally move on to the next guy. :)
 


excellent! :) let's move on to the "rabble of devilkin"...

NERGAL (Greater Devil)

FREQUENCY: Unique (very rare)
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 18”/10”
HIT DICE: 106 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (9’ tall)
PSIONIC ABILITY: 211
Attack/Defense Modes: All/all

Nergal is the most powerful of the “rabble of devilkin” banished to Avernus by the archdevils. Usually enveloped in magical darkness, Nergal appears as a lion-headed, winged toad. His mottled pinkish-grey, warty skin is covered with sores which ooze a clear, colorless ichor. This liquid is deadly poisonous to humans and demi-humans, who must save vs. poison to avoid this effect if contacted. If the save is successful, the ichor does 1-6 points of corrosive damage and confers immunity to its effects upon the victim for 10-40 turns. Nergal is sometimes called “The Bringer of Pestilence and Fever” because of this property.

Nergal is warlike, quick to attack those who defy him or bully injured or weaker creatures. His bite does 3-12 points of damage, and possibly confers a disease; refer to the DMG for type and effects. Victims who are bitten must save vs. poison at +3 to avoid disease.

Nergal can employ the following spell-like powers, one at a time and once per round: pyrotechnics, produce flame, wall of fire, continual light, tongues, read magic, detect magic, detect invisibility, dispel magic, and darkness 15. radius. He can cause fear (save vs. spell to avoid) by touch, if he so wills. Nergal regenerates 2 hit points per round. (Note that he cannot use a symbol, nor can he summon other devils to his aid.)

Nergal likes to present himself to human intruders as a fellow man horribly transformed by diabolic magic, and may .help. the intruders for a time, usually to learn of their powers, magic, treasure, and purposes, before luring them into a trap. Often he uses the powers and magic he obtains in this way to torment his victims; sometimes he hoards information and treasure he obtains to use it for bargaining purposes. Always, he builds and looks to the future, planning a forcible entry into the ranks of the dukes or archdevils. He has no fixed abode or lair, but often conceals caches of treasure or magic he has seized in caverns and grottos scattered all about Avernus.
 





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