(Cydra Rogues' Gallery-My Players STAY OUT)


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Tallarn said:
Was the superdarkness jus the deeper darkness spell?

I can see what it died though, very low AC for it's CR.

No- as you can see, I didn't fully describe a bunch of its abilities (the ones taken straight from the FF). That was its shadow strands ability. Basically, the deeper the pcs went in, the darker it got, and the harder it became to turn back.
 

Isn't it the worst when your carefully crafted villain falls to dumb luck?

DM: The mighty warrior of darkness raises his axe to strike... sh-t! I rolled a 1!
PC: I full attack. <dice rolling> Wow, three 20s and a 19! That's four critical threats... and three of them are confirmed! That's... let's see... 473 damage --
DM: <weeps softly>
PC: -- and don't forget the Fort save for massive damage.
 

Joshua Randall said:
Isn't it the worst when your carefully crafted villain falls to dumb luck?

DM: The mighty warrior of darkness raises his axe to strike... sh-t! I rolled a 1!
PC: I full attack. <dice rolling> Wow, three 20s and a 19! That's four critical threats... and three of them are confirmed! That's... let's see... 473 damage --
DM: <weeps softly>
PC: -- and don't forget the Fort save for massive damage.


Lol... yeah, I know that feeling all too well. Poor darkweaver...
 

So I'm also mulling potential big bad monsters for a Return to Bile Mountain-type adventure... any suggestions?

I wanna use my bile template again! :p
 

Wanna see somethin' nasty headed their way?

Krolvuza, Bile Aag Sorcerer 15
Large Undead
Hit Dice: 12d12 +15d4 (123 hp)
Initiative: +4
Speed: 40’, fly 90’ (average)
Armor Class: 38 (-1 size, +4 dex, +14 natural, +5 armor, +4 shield, +2 deflection), touch 15, flat-footed 32 (assumes shield spell)
Base Attack/Grapple: +13/+21
Attack: Bite +16 melee (2d6+4)
Full Attack: Bite +16 melee (2d6+4 plus poison) and 2 claws +14 melee (1d8+2 plus energy drain) and 2 wings +14 melee (1d8+2)
Space/Reach: 10’/10’ (15’ with bite)
Special Attacks: Energy drain, poison, fear, reactive counterspells, spawn, spells
Special Qualities: Damage reduction 10/magic and slashing, immunity to cold and acid, spell resistance 24, sunlight vulnerability, turn resistance +4, undead traits
Saves: Fort +9, Ref +13, Will +21
Abilities: Str 18, Dex 18, Con -, Int 15, Wis 14, Cha 25
Skills: Concentration +30, Hide +17, Intimidate +22, Listen +18, Move Silently +17, Search +18, Spellcraft +32, Spot +18
Feats: Combat Reflexes, Dodge, Flyby Attack, Greater Spell Focus (evocation), Improved Initiative, Mobility, Multiattack, Reactive Counterspell, Spell Focus (evocation), Spell Penetration
Environment: Any underground or any land at night
Organization: Solitary, pair, brood (3-5), pack (6-10) or swarm (11-20)
Challenge Rating: 21
Treasure: Bracers of armor +5, ring of protection +2, wand of fire trap (5 charges), wand of thunder (44 charges), spell component pouch, bag of 11 gems (carnelians worth 100 gp each)\, ring of fire resistance 20.
Alignment: Always neutral evil

This horrible creature is composed of dead flesh gone pale grey-white. It has a long, snakelike neck topped by a grinning fanged skull with skin stretched all across it. Long claws are on both its hands and feet, and pale bat-like wings sprout from the monster’s back. The tattered remains of robes adorn her, covering her desiccated breasts.

Combat
Krolvuza is a fiendish enemy. She will use her Reactive Counterspell to full advantage, trying to use her wands or physical attacks when she hasn’t got a spell available. She will try to stay out of the reach of her enemies.

Energy Drain (Su): Any creature struck by an aag’s claws suffers a negative level. The Fort save DC to remove the negative level is 23; the save DC is Charisma-based.

Fear (Su): All creatures within 50’ that can see the aag must make a Will save (DC23) or be panicked for 3d6 rounds; those succeeding are unaffected and are immune to the effects of that aag’s fear ability for 24 hours. The save DC is Charisma-based.

Poison (Ex): Bite; initial damage 1d6 temporary str, secondary damage 1d6 con; Fort DC16 negates.

Spawn (Su): Any creature that survives poison damage from an aag will become an aag at the first midnight after it dies unless the body is treated with a bless spell or a similar effect.

Spells per Day: 6 8 8 8 8 7 7 5; base save DC 17 + spell level (19 + spell level for evocations); spells known- 0 level: dancing lights, detect magic, ghost sound, mage hand, open/close, prestidigitation, ray of frost, resistance, touch of fatigue; 1st level- charm person, chill touch, magic missile, shield, true strike; 2nd level- blur, darkness, glitterdust, Melf’s acid arrow, spectral hand; 3rd level- fireball, haste, lightning bolt, ray of exhaustion; 4th level- bonebreak, cinderspell, enervation, greater invisibility; 5th level- Bigby’s interposing hand, cloudkill, seeker missiles, wall of force; 6th level- chain lightning, spell clock, Tenser’s transformation; 7th level- greater teleport, prismatic spray.

Sunlight Vulnerability (Ex): An aag in direct sunlight suffers 1d8 hp of damage each round.
 

Spawn (Su): Any creature that survives poison damage from an aag will become an aag at the first midnight after it dies unless the body is treated with a bless spell or a similar effect.

Survives?!? Ow!

john
 


Terristigulth

The only thing this guy got to do was have his contingency triggered. :(

TERRISTIGULTH
Zovvut Sorcerer 16
Hit Dice: 10d8+16d4+104
Initiative:
Speed: 30’, fly 50’ (average)
Armor Class: (+1 dex, +9 natural, +5 deflection)
Base Attack/Grapple: +18/+21
Attack: Claw +13 melee (1d12+3)
Full Attack: 2 claws +13 melee (1d12+3)
Space/Reach: 5’/5’
Special Attacks: Draining gaze (DC 21), spell-like abilities (DC 16 + spell level), spells
Special Qualities: Contingency (brings fiendish quickening into play as soon as anyone attacks or casts a spell at Terristigulth), create spawn, DR 10/good, darkvision 60’, immunity to poison and electricity, resistance to acid 10, cold 10 and fire 10, SR 31
Saves: Fort (12), Ref (12)+4, Will (17)
Abilities: Str 21, Dex 13, Con 19, Int 14, Wis 16, Cha 22
Skills: Bluff +33, Concentration +31, Diplomacy +17, Hide +14, Intimidate +13, Listen +22, Move Silently +14, Search +15, Sense Motive +16, Spellcraft +31, Spot +22
Feats: Alertness, Dodge, Greater Spell Focus (evocation), Improved Concentration, Mobility, Spell Focus (evocation), Spell Penetration, Spring Attack
Epic Feats: Epic Reflexes
Challenge Rating: 20
Treasure: Girdle of Dark Might (gives +4 enhancement bonus to str, con, cha; evil aligned, Ego 24; Int 10, Wis 16, Cha 12; communicates dark messages of evil to its wearer only), ring of protection +5, ring of displacement (12 rounds/day, standard action to activate)
Alignment: Chaotic evil

Spell-Like Abilities (Sp): At will- clairaudience/clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, suggestion, teleport without error (self plus 50 lbs of objects only). Caster level 12th; save DC 16 + spell level.

Spells Per Day: 6 8 8 7 7 7 7 5 3. Base Save DC = 16 + spell level (18 + spell level for Evocations). Spells Known: 0 level- acid splash, arcane mark, detect magic, ghost sound, mage hand, prestidigitation, quicksober, ray of frost,* wizard glue; 1st level- bite spirit, burning hands,* magic missile,* ray of enfeeblement, shield; 2nd level- command undead, gust of wind, Melf’s acid arrow, mirror image, scorching ray*; 3rd level- cruel disappointment (BoVD), fireball,* hold person, slow; 4th level- damning darkness,* shout,* shroud of ash, wrack; 5th level- cone of cold,* dismissal, dread blast,* seeker missiles*; 6th level- chain lightning*, contingency,* fiendish quickening; 7th level- fiendish clarity, prismatic spray;* 8th level- puncture.

Strategy: As soon as he’s attacked, Terristigulth’s contingency will be triggered. He’ll try to keep himself at a distance and fire off his powerful spells, trying out such lovelies as prismatic spray, puncture, cone of cold and dread blast. If he gets hit in the first round, he’ll teleport to gain some distance to try to buff up with mirror image and shield. He’ll try to slow the group within a couple of rounds and try to dismiss the toughest-seeming fighter-type. With his resistances and SR, he’s likely to be much less worried by spellcasters.

DREAD BLAST
Evocation [Evil]
Level: Clr 6, Sor/Wiz 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25’+ 5’/2 levels)
Effect: 5’ wide line of energy
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell inflicts 4d6 points of vile damage on all creatures within the line. See the Book of Vile Darkness for information on vile damage.
 

The Other Demons

The other three demons that were depicted on the panels were a standard succubus wielding six +2 unholy swords and the following two fun guys...


APOK
Advanced Vrock
Huge Outsider (Chaotic, Evil, Tanar’ri)
Hit Dice: 30d8+290
Initiative: +1
Speed: 30’, fly 50’ (average)
Armor Class: 27 (+1 dex, -2 size, +14 natural, +4 deflection), touch 13, flat-footed 26
Base Attack/Grapple: +30/+48
Attack: Claw +x melee (3d6+x plus 1 vile)
Full Attack: 2 claws and bite and 2 talons
Space/Reach: 15’/15’
Special Attacks: Dance of ruin (Ref DC 28), spell-like abilities, spores, stunning screech (DC 34), summon tanar’ri
Special Qualities: DR 10/good, darkvision 60’, immunity to electricity and poison, resistance to acid 10, cold 10 and fire 10, SR 27, telepathy 100’
Saves: Fort +26, Ref +18, Will +20
Abilities: Str 36, Dex 13, Con 29, Int 14, wis 16, Cha 16
Skills: (50)Concentration +42, Diplomacy +5, Hide +6, Intimidate +36, Knowledge (arcana, religion) +27, Knowledge (the planes) +25, Listen +44, Move Silently +14, Search +25, Sense Motive +26, Spellcraft +35, Spot +44, Survival +3 (+5 following tracks), Tumble +16
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Natural Attack (claw), Improved Toughness, Multiattack, Power Attack, Vile Natural Attack (claw), Weapon Focus (claw)
Epic Feats: Epic Prowess
Challenge Rating: 19
Treasure: Sack holding 2566 pp and three unusual and disturbing-looking gems called demon eyes (worth around 1000 each to a standard buyer, or as much as 5000 gp each to someone aware of their nature), potions of cure serious wounds, bull’s strength, barkskin +3, ring of protection +4
Alignment: Chaotic evil


FELGUNNT
Nalfeshnee Barbarian 7
Huge Outsider (Chaotic, Evil)
Hit Dice: 14d8+7d12+168 (+42 when in rage)
Initiative: +1
Speed: 30’, fly 40’ (poor)
Armor Class: 27 (-2 size, +1 dex, +18 natural), 9 touch, 26 flat-footed (-2 when in rage)
Base Attack/Grapple: +21/+40
Attack: Bite +30 melee (3d8+11) (+32 for 3d8+13 when in rage)
Full Attack: Bite +30 melee (3d8+11) (+32 for 3d8+13 when in rage) and 2 claws +27 melee (1d8+5) (+29 for 1d8+6 when in rage)
Space/Reach: 15’/15’
Special Attacks: Rage 2/day, smite, spell-like abilities, summon tanar’ri
Special Qualities: DR 10/good and 2/-, darkvision 60’, evasion, immunity to electricity and poison, improved uncanny dodge, resistance to acid 10, cold 10 and fire 10, SR 22, telepathy 100’, true seeing, uncanny dodge
Saves: Fort +24 (+26 when in rage), Ref +12 (+14 vs. traps), Will +17 (+19 when in rage)
Abilities: Str 32, Dex 13, Con 27, Int 19, Wis 22, Cha 20
Skills: Balance +3, Bluff +22, Concentration +35, Diplomacy +16, Disguise +5 (+7 acting), Hide -1, Intimidate +29, Jump +13, Knowledge (arcana) +23, Listen +38, Move Silently +10, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +26 (+28 following tracks), Tumble +12, Use Magic Device +22 (+24 scrolls)
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack (bite), Instantaneous Rage, Multiattack, Power Attack, Weapon Focus (bite)
Challenge Rating: 21
Treasure: Cloak of evasion, gold bracers set with sapphires (severely bent to fit- worth 3000 gp in current condition or 7500 gp if fixed up), bag of holding IV, third eye concentrate, 12,135 gp, 9871 sp, 4220 pp, emerald (5000 gpv), five hematites (50 gp each)
Alignment: Chaotic evil

Smite (Su): 3/day create a nimbus of light around his body; one round later they burst in a 60’ radius; victims must make Will saves, DC 22, or be dazed for 1d10 rounds.

Spell-Like Abilities (Sp): At will- call lightning, feeblemind, greater dispel magic, slow, greater teleport, unholy aura. Caster level 12th; save DCs are 15 + spell level.
 

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