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Demodands/Gehreleths Revised
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<blockquote data-quote="Pants" data-source="post: 1349846" data-attributes="member: 8849"><p>Ugh. I said I'd do them and it took me.... almost 3 months to get my sorry butt in gear and finish revising them.</p><p></p><p>This thread is for anyone who said 'What the hell?' upon reading the Demodand entry in the 'Fiend Folio' (I didn't, but I digress...). This is also for those that said 'Ho hum' upon reading the Demodand entries in the 'Tome of Horrors.'</p><p></p><p>A couple things to note. 1) I went with the name Gehreleth mostly because, the name Demodand is kinda lame. That's really the only reason, it just so happened that established Planescape cannon had a better name for them.</p><p></p><p>Also, I did make two entirely new Demodand castes. Now before the purists flay me alive, at least read them first. As far as I know, no (or at least not much) established canon was harmed in the making of this stat write-up. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>So, for better or worse, here they are.</p><p></p><p><strong>FARASTU</strong></p><p><strong>Medium Outsider (Chaotic, Gehreleth, Evil, Extraplanar)</strong></p><p><strong>Hit Dice</strong>: 11d8+88 (137 hp)</p><p><strong>Initiative</strong>: +8</p><p><strong>Speed</strong>: 40 ft. (8 squares), fly 80 ft. (average)</p><p><strong>Armor Class</strong>: 25 (+4 Dex, +11 natural), touch 14, flat-footed 21</p><p><strong>Base Attack/Grapple</strong>: +11/+27</p><p><strong>Attack</strong>: Claw +19 (1d6+8)</p><p><strong>Full Attack</strong>: 2 claws +19 melee (1d6+8) and bite +17 melee (1d8+4)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Adhesive slime, improved grab, liquefy, rage, spell-like abilities, <em>summon gehreleths</em></p><p><strong>Special Qualities</strong>: Damage reduction 10/good, darkvision 60 ft., immunity to acid, fear effects, and poison, resistance cold 10 and fire 10, scent, spell resistance 22, tongues, true seeing</p><p><strong>Saves</strong>: Fort +14, Ref +11, Will +10</p><p><strong>Abilities</strong>: Str 27, Dex 19, Con 25, Int 12, Wis 16, Cha 16</p><p><strong>Skills</strong>: Bluff +18, Climb +30, Diplomacy +20, Intimidate +20, Jump +22, Listen +17, Search +15, Spot +17, Survival +17 (+19 when following tracks)</p><p><strong>Feats</strong>: Cleave, Improved Initiative, Multiattack, Power Attack</p><p><strong>Environment</strong>: Tarterian Depths of Carceri</p><p><strong>Organization</strong>: Solitary, team (2-4), or squad (6-10)</p><p><strong>Challenge Rating</strong>: 12</p><p><strong>Treasure</strong>: Standard</p><p><strong>Alignment</strong>: Always chaotic evil</p><p><strong>Advancement</strong>: 12-22 HD (Medium); 23-33 HD (Large)</p><p></p><p><em>This strange creature has a gangly, emaciated body, with long arms and legs. Its head is oblong shaped and a pair of thin, membranous wings protrude from its back. A thick, black substance seems to ooze from every pore on its body.</em></p><p></p><p>The farastu Gehreleths are the commoners of the Gehreleth race and are relegated to performing menial tasks set by the kelubars and the shators. They are barely tolerated by the more powerful Gehreleths and because of this, they tend to take their aggression out on any poor sod that happens to get into their way.</p><p>Occasionally, farastus will set themselves up as petty tyrants, bullying everyone weaker than themselves until something stronger comes along. Farastus also hold grudges for a long time. If a wizard summons a farastu to the prime, that farastu will be back to exact a terrible revenge.</p><p>Farastus stand roughly 7 feet tall and weigh about 220 pounds.</p><p></p><p><strong>COMBAT</strong></p><p>Farastus are quite fond of the whole ‘claw and bite them to bits’ tactic. They prefer to fly into a rage during the first round, disarm as many opponents as they can, and then they try to claw them to bits. </p><p>A farastu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. </p><p><strong>Adhesive Slime (Ex)</strong>: The thick, tar-like slime that covers a farastu acts as a powerful adhesive. Farastus have a +8 racial bonus on grapple checks and disarm checks due to their adhesive slime. A farastu frequently chooses to grapple its foes and then maul it with its natural attacks.</p><p>A weapon that strikes a farastu is stuck fast unless the wielder makes a Reflex save (DC 21). Prying off a stuck weapon requires a Strength check (DC 21). A farastu can dissolve its adhesive slime at will, and the substance breaks down 1 minute after the creature dies. The save DC’s are Constitution based.</p><p><strong>Improved Grab (Ex)</strong>: If a farastu hits an opponent with a claw attack, it deals normal damage and it can attempt to start a grapple as a free action without provoking an attack of opportunity.</p><p><strong>Liquefy (Su)</strong>: Farastu can assume the form of a thick, tarry, liquid substance. Changing form takes 4 rounds and during this time, the farastu can make only move actions. In this liquid form the farastu loses access to its spell-like abilities, all of its attacks, its improved grab, and its summon ability. It also takes a –6 penalty to Dexterity, a –4 penalty to its natural armor, and its speed reduces to 5 ft. However, the farastu can’t be flanked, and it is immune to stunning, paralysis, sneak attacks, and critical hits while it is liquefied. Farastu can remain in this form indefinitely.</p><p>Farastu are often stored away in bottles or small containers in this liquid form and they can be used as a sort of an ‘instant army.’</p><p><strong>Rage (Ex)</strong>: Three times per day, a farastu can fly into frenzy, raging like a barbarian. The farastu gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to Armor Class. The following changes are in effect as long as the rage lasts: HD 12d8+108 (162 hp), AC 23, touch 12, flat-footed 19; Grapple +30; Attack Claw +22 melee (1d6+10); Full Attack 2 claws +22 melee (1d6+10) and bite +20 melee (1d8+5); SV Fort +17, Will +13; Str 31, Con 29. The rage lasts 13 rounds, but the farastu can end it earlier if desired. The farastu is not fatigued at the end of its rage.</p><p><strong>Spell-like Abilities</strong>: At will – <em>fear</em> (DC 17), <em>invisibility, tongues</em>; 2/day – <em>ray of enfeeblement</em>; 1/day – <em>dispel magic</em>, <em>unholy blight</em> (DC 17). Caster level 11th. The save DC’s are Charisma based.</p><p><em>Summon Gehreleths</em> <strong>(Sp)</strong>: Once per day, a farastu can attempt to summon 1d2 farastu with a 40% chance of success. This is the equivalent of a 6th-level spell.</p><p><strong>Skills</strong>: A farastu’s adhesive gives it a +8 racial bonus on Climb checks.</p></blockquote><p></p>
[QUOTE="Pants, post: 1349846, member: 8849"] Ugh. I said I'd do them and it took me.... almost 3 months to get my sorry butt in gear and finish revising them. This thread is for anyone who said 'What the hell?' upon reading the Demodand entry in the 'Fiend Folio' (I didn't, but I digress...). This is also for those that said 'Ho hum' upon reading the Demodand entries in the 'Tome of Horrors.' A couple things to note. 1) I went with the name Gehreleth mostly because, the name Demodand is kinda lame. That's really the only reason, it just so happened that established Planescape cannon had a better name for them. Also, I did make two entirely new Demodand castes. Now before the purists flay me alive, at least read them first. As far as I know, no (or at least not much) established canon was harmed in the making of this stat write-up. ;) So, for better or worse, here they are. [b]FARASTU[/b] [b]Medium Outsider (Chaotic, Gehreleth, Evil, Extraplanar)[/b] [b]Hit Dice[/b]: 11d8+88 (137 hp) [b]Initiative[/b]: +8 [b]Speed[/b]: 40 ft. (8 squares), fly 80 ft. (average) [b]Armor Class[/b]: 25 (+4 Dex, +11 natural), touch 14, flat-footed 21 [b]Base Attack/Grapple[/b]: +11/+27 [b]Attack[/b]: Claw +19 (1d6+8) [b]Full Attack[/b]: 2 claws +19 melee (1d6+8) and bite +17 melee (1d8+4) [b]Space/Reach[/b]: 5 ft./5 ft. [b]Special Attacks[/b]: Adhesive slime, improved grab, liquefy, rage, spell-like abilities, [I]summon gehreleths[/I] [b]Special Qualities[/b]: Damage reduction 10/good, darkvision 60 ft., immunity to acid, fear effects, and poison, resistance cold 10 and fire 10, scent, spell resistance 22, tongues, true seeing [b]Saves[/b]: Fort +14, Ref +11, Will +10 [b]Abilities[/b]: Str 27, Dex 19, Con 25, Int 12, Wis 16, Cha 16 [b]Skills[/b]: Bluff +18, Climb +30, Diplomacy +20, Intimidate +20, Jump +22, Listen +17, Search +15, Spot +17, Survival +17 (+19 when following tracks) [b]Feats[/b]: Cleave, Improved Initiative, Multiattack, Power Attack [b]Environment[/b]: Tarterian Depths of Carceri [b]Organization[/b]: Solitary, team (2-4), or squad (6-10) [b]Challenge Rating[/b]: 12 [b]Treasure[/b]: Standard [b]Alignment[/b]: Always chaotic evil [b]Advancement[/b]: 12-22 HD (Medium); 23-33 HD (Large) [I]This strange creature has a gangly, emaciated body, with long arms and legs. Its head is oblong shaped and a pair of thin, membranous wings protrude from its back. A thick, black substance seems to ooze from every pore on its body.[/I] The farastu Gehreleths are the commoners of the Gehreleth race and are relegated to performing menial tasks set by the kelubars and the shators. They are barely tolerated by the more powerful Gehreleths and because of this, they tend to take their aggression out on any poor sod that happens to get into their way. Occasionally, farastus will set themselves up as petty tyrants, bullying everyone weaker than themselves until something stronger comes along. Farastus also hold grudges for a long time. If a wizard summons a farastu to the prime, that farastu will be back to exact a terrible revenge. Farastus stand roughly 7 feet tall and weigh about 220 pounds. [b]COMBAT[/b] Farastus are quite fond of the whole ‘claw and bite them to bits’ tactic. They prefer to fly into a rage during the first round, disarm as many opponents as they can, and then they try to claw them to bits. A farastu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. [b]Adhesive Slime (Ex)[/b]: The thick, tar-like slime that covers a farastu acts as a powerful adhesive. Farastus have a +8 racial bonus on grapple checks and disarm checks due to their adhesive slime. A farastu frequently chooses to grapple its foes and then maul it with its natural attacks. A weapon that strikes a farastu is stuck fast unless the wielder makes a Reflex save (DC 21). Prying off a stuck weapon requires a Strength check (DC 21). A farastu can dissolve its adhesive slime at will, and the substance breaks down 1 minute after the creature dies. The save DC’s are Constitution based. [b]Improved Grab (Ex)[/b]: If a farastu hits an opponent with a claw attack, it deals normal damage and it can attempt to start a grapple as a free action without provoking an attack of opportunity. [b]Liquefy (Su)[/b]: Farastu can assume the form of a thick, tarry, liquid substance. Changing form takes 4 rounds and during this time, the farastu can make only move actions. In this liquid form the farastu loses access to its spell-like abilities, all of its attacks, its improved grab, and its summon ability. It also takes a –6 penalty to Dexterity, a –4 penalty to its natural armor, and its speed reduces to 5 ft. However, the farastu can’t be flanked, and it is immune to stunning, paralysis, sneak attacks, and critical hits while it is liquefied. Farastu can remain in this form indefinitely. Farastu are often stored away in bottles or small containers in this liquid form and they can be used as a sort of an ‘instant army.’ [b]Rage (Ex)[/b]: Three times per day, a farastu can fly into frenzy, raging like a barbarian. The farastu gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to Armor Class. The following changes are in effect as long as the rage lasts: HD 12d8+108 (162 hp), AC 23, touch 12, flat-footed 19; Grapple +30; Attack Claw +22 melee (1d6+10); Full Attack 2 claws +22 melee (1d6+10) and bite +20 melee (1d8+5); SV Fort +17, Will +13; Str 31, Con 29. The rage lasts 13 rounds, but the farastu can end it earlier if desired. The farastu is not fatigued at the end of its rage. [b]Spell-like Abilities[/b]: At will – [I]fear[/I] (DC 17), [I]invisibility, tongues[/I]; 2/day – [I]ray of enfeeblement[/I]; 1/day – [I]dispel magic[/I], [I]unholy blight[/I] (DC 17). Caster level 11th. The save DC’s are Charisma based. [I]Summon Gehreleths[/I] [b](Sp)[/b]: Once per day, a farastu can attempt to summon 1d2 farastu with a 40% chance of success. This is the equivalent of a 6th-level spell. [b]Skills[/b]: A farastu’s adhesive gives it a +8 racial bonus on Climb checks. [/QUOTE]
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