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D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project


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ok, might as well start with the first one requested. :D

the first question i would have on these guys is, do we want to keep them Outsiders, or make them extraplanar humanoids like the gith-folks?

Diurge
Medium-size Outsider (Evil, Negative Energy)
Hit Dice: 6d8+12 (39 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 40 ft
AC: 18 (+2 Dex, +6 natural)
Attacks: Touch +9 melee; or bastard sword +10 melee
Damage: Touch 1d4 and energy drain; or bastard sword 1d10+5
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Energy drain, psionics
Special Qualities: Damage reduction 15/+1, fast healing 2, immunities, vulnerable to turning, vulnerable to positive energy, darkvision, low-light vision
Saves: Fort +7 Ref +9 Will +7
Abilities: Str 17 Dex 14 Con 15 Int 15 Wis 14 Cha 14
Skills: Bluff +10, Hide +11, Intimidate +10, Knowledge (the planes) +7, Listen +10, Move Silently +9, Search +9, Spot +10
Feats: Cleave, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Lightning Reflexes, Power Attack, Weapon Specialization (bastard sword), Weapon Focus (bastard sword)

Climate: Any land and underground
Organization: Troop (4-40 plus 1 commander per 10 common diurges)
Challenge Rating: 07
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

Diurges are terrible humanoid creatures from a nightmare realm in the Negative Energy plane. Diurges live to serve the evil lords of a pocket dimension called Darkrealm, but they are occasionally ordered to travel to the Material Plane to spread chaos. These beings are extremely sadistic, hating everything that lives, and willing to manipulate anyone in the process of achieving their goals. They are horrible conquerors, subjugating other life forms ruthlessly, and causing pain wherever they go. Their lack of individual greed enables them to better work together towards this common goal.

Diurges are similar to humans in appearance, but have dark gray skin, and either white or metallic-red hair. Their eyes have no irises, but glow a solid red, and are able to see in most spectrums of light.

COMBAT
Diurges often carry weapons, but prefer to attack living creatures with their energy draining touch. Common diurges have all the same abilities of a 6th-level fighter, while commander diurges have all the abilities of a 6th-level fighter as well as a 9th-level wizard.

Energy Drain (Su): Living creatures hit by a diurge's touch attack suffer one negative level. [Every life level drained by a diurge restores 10 psionic points to its total.]

Psionics (Sp): Common diurges will have one or two of the following abilities, as the powers manifested by a 6th level psion. At will - body equilibrium, detect thoughts, , domination, levitate, and matter agitation. Commander diurges will have two to four psionic abilities, as the powers manifested by a 9th-level psion, chosen from those listed above as well as from the following abilities. At will - aura alteration, matter manipulation, probability travel, and telekinesis.
Attack/Defense Modes (Sp): At will - All/All.

Spells: Commander diurges cast arcane spells as 9th-level wizards.

Immunities (Ex): Diurges are immune to mind-influencing effects, poison, sleep, paralysis, energy drain, polymorphing, or hold spells and effects.

Vulnerable to Turning (Ex): Although not undead beings, diurges can still be turned by good clerics (but not destroyed) as if they were undead of 4 Hit Dice higher than they are.

Vulnerable to Positive Energy (Ex): Diurges are particularly vulnerable to spells and abilities that use positive energy, and take triple damage from all such effects.


DIURGE COMMANDERS
Hit Dice: 9d8+27 (67 hp)
Initiative: +6 (Dex, Improved Initiative)
AC: 18 (+2 Dex, +6 natural)
Attacks: Touch +12 melee; or bastard sword +13 melee
Damage: Touch 1d4 and energy drain; or bastard sword 1d10+5
Special Attacks: Energy drain, psionics, spells
Special Qualities: Damage reduction 20/+1, fast healing 2, immunities, SR 20, vulnerable to turning, vulnerable to positive energy, darkvision, low-light vision
Saves: Fort +9, Ref +10, Will +10
Abilities: Str 17, Dex 15, Con 17, Int 16, Wis 15, Cha 16
Skills: Bluff +10, Concentration +14, Hide +11, Intimidate +11, Knowledge (arcana) +10, Knowledge (the planes) +9, Listen +15, Move Silently +10, Search +11, Spellcraft +12, Spot +15
Feats: Cleave, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Specialization (bastard sword), Weapon Focus (bastard sword)

Challenge Rating: 11
Alignment: Always lawful evil


Originally found in Dragon Magazine #141 (1989, "The Dragon's Bestiary", Scott Bennie and Steve Sloane).
 

here is the original article text:

DIURGE
Created by: Scott Bennie and Steve Sloane
FREQUENCY: Very rare
NO. APPEARING: 4-40
ARMOR CLASS: 4, with bonuses for dexterity
MOVE: 15”
HIT DICE: 6 (9)
% IN LAIR: 65%
TREASURE TYPE: M, N, Q (X 3) on individuals; F in lair
NO. OF ATTACKS: 1 touch, or 1 weapon
DAMAGE/ATTACK: 1-4, or by weapon type
SPECIAL ATTACKS: Energy drain, psionics
SPECIAL DEFENSES: + 1 or better weapon to hit, regeneration, various resistances
MAGIC RESISTANCE: Standard (45%)
INTELLIGENCE: High to genius
ALIGNMENT: Neutral evil (Lawful evil)
SIZE: M (5½-6½’ tall)
PSIONIC ABILITY: 141-240 (181-280)
Attack/Defense Modes: All/All

Diurges are humanoid natives of the Negative Material plane who live in a nightmarishly twisted mirror of the Prime Material plane called Darkrealm. Diurges serve the evil lords who rule Darkrealm, but they occasionally venture to the Prime Material plane to wreak havoc. They have two castes: common and commander. Game statistics for commander diurges are listed in parentheses following the normal entries. For every 10 diurges encountered, one commander is present. The statistics for each caste are shown in the accompanying table.
Armor classes of diurges are AC 4 at base (from innate power, not from armor, which is not worn), with dexterity adjust- ments. All common diurges are fighters at the same level of proficiency as their hit dice (i.e., 6th-level fighters). In addition to being 6th-level fighters, diurge commanders are also 9th-level magic-users. Diurge commanders are limited by no weapon restrictions, and they may use any magical item appropriate to magic-users or fighters.
In combat, a diurge will often elect to attack by touch rather than with a weapon. The touch of a diurge carries a powerful sting, inflicting 1-4 hp damage and draining life energy sufficient to cause a loss of 5,000 xp from the victim. Furthermore, for each 5,000 xp thus drained, the diurge restores 10 of its own lost psionic points. A diurge is unaffected by non-magical weapons and regenerates 2 hp per round for any damage (provided the diurge is above zero hit points).
Diurges are unaffected by charm, hold, or sleep spells, as well as by paralysis, poison, polymorph spells, and life-level losses. Although not technically undead, common diurges can be turned by clerics with the same chance of success as against liches; commanders can be turned as special cases. Diurges sustain triple damage from spells which employ the energy of the Positive Material plane.
Common diurges have one or two psionic disciplines from the following list: body equilibrium, detection of magic, domination, ESP, levitation, molecular agitation. Commander diurges possess two to four psionic disciplines from the above list, with the following additional choices: aura alteration, molecular manipulation, probability travel, telekinesis.
Diurges have dark gray skin, white or metallic-red hair, and solid red orbs for eyes. Otherwise, they are human in appearance. Diurges have ultravision and infravision. They are extremely sadistic, bear no love to any creature, and are highly manipulative in the pursuits of their goals. As a common goal, most diurges work toward conquering all forms of life in the most painful, ruthless manner possible. Individually, these creatures are not particularly selfish or greedy, and are thus capable of working together to achieve this common goal.

Diurge Statistics Table
Common Commander
Strength 16-18 1 16-18 1
Intelligence 14-17 15-18
Wisdom 13-16 14-17
Dexterity 12-17 2 13-18 2
Constitution 13-18 3 16-19 3
Charisma 13-16 15-18
Comeliness 3-12 5-20

1 If strength is 18, there is a 50% chance of the diurge having exceptional strength.
2 Dexterity bonuses apply to armor class.
3 Constitution bonuses for hit points apply to each hit die the diurge has.
 

BOZ said:
ok, might as well start with the first one requested. :D

the first question i would have on these guys is, do we want to keep them Outsiders, or make them extraplanar humanoids like the gith-folks?

Ooo...I like that I idea. Especially since it says that they are humanoids from another plane. ;)
 





OK. That will cut down on his skills & feats, saves etc… but may wind up being a lot more appropriate in the end. :)

Let’s examine some of the combat text to see where we should be…

In combat, a diurge will often elect to attack by touch rather than with a weapon. The touch of a diurge carries a powerful sting, inflicting 1-4 hp damage and draining life energy sufficient to cause a loss of 5,000 xp from the victim. Furthermore, for each 5,000 xp thus drained, the diurge restores 10 of its own lost psionic points.

A diurge is unaffected by non-magical weapons and regenerates 2 hp per round for any damage (provided the diurge is above zero hit points).

Diurges are unaffected by charm, hold, or sleep spells, as well as by paralysis, poison, polymorph spells, and life-level losses.

Although not technically undead, common diurges can be turned by clerics with the same chance of success as against liches; commanders can be turned as special cases.

Diurges sustain triple damage from spells which employ the energy of the Positive Material plane.

Common diurges have one or two psionic disciplines from the following list: body equilibrium, detection of magic, domination, ESP, levitation, molecular agitation. Commander diurges possess two to four psionic disciplines from the above list, with the following additional choices: aura alteration, molecular manipulation, probability travel, telekinesis.
 

BOZ said:
In combat, a diurge will often elect to attack by touch rather than with a weapon. The touch of a diurge carries a powerful sting, inflicting 1-4 hp damage and draining life energy sufficient to cause a loss of 5,000 xp from the victim. Furthermore, for each 5,000 xp thus drained, the diurge restores 10 of its own lost psionic points.

I'd go with a touch attack dealing 1d4 points of negative energy damage and energy drain.

BOZ said:
A diurge is unaffected by non-magical weapons and regenerates 2 hp per round for any damage (provided the diurge is above zero hit points).

This sounds like damage reduction x/magic and fast healing 2.

BOZ said:
Diurges are unaffected by charm, hold, or sleep spells, as well as by paralysis, poison, polymorph spells, and life-level losses.

Immune to ability drain, energy drain, mind-affecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, and death effects?

I'd also borrow this from the slow shadow:

Negative Energy Affinity (Ex): The slow shadow is affected by cure spells and inflict spells as if it were an undead creature. A slow shadow can take an attack action to damage itself with its incorporeal touch, healing 1d8 points of damage per attack.

BOZ said:
Although not technically undead, common diurges can be turned by clerics with the same chance of success as against liches; commanders can be turned as special cases.

I thought there was a precedence for this. Hmmm.....

BOZ said:
Diurges sustain triple damage from spells which employ the energy of the Positive Material plane.

It might be best to simplify this to the usual vulnerability (+50% extra damage).

BOZ said:
Common diurges have one or two psionic disciplines from the following list: body equilibrium, detection of magic, domination, ESP, levitation, molecular agitation. Commander diurges possess two to four psionic disciplines from the above list, with the following additional choices: aura alteration, molecular manipulation, probability travel, telekinesis.

Psi-like abilities (like the githyanki)? I'd also give them the naturally psionic trait when listing out the "as characters" section.
 

Into the Woods

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