Demons/daemons/devils, New/Converted

URIDEZU
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 7d8+28 (59 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/+8
Attack: Claw +11 melee (1d4+1)
Full Attack: 2 claws +11 melee (1d4+1) and bite +6 melee (1d6 plus paralysis) and tail slap +6 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, sneak attack +1d6, spell-like abilities, summon tanar’ri, whip tail
Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10 and cold 10 and fire 10, rat empathy, scent, spell resistance 14, telepathy 100 ft.
Saves: Fort +9, Ref +10, Will +7
Abilities: Str 13, Dex 21, Con 19, Int 13, Wis 14, Cha 16
Skills: Balance +7, Climb +11, Concentration +14, Hide +19, Jump +3, Listen +16, Move Silently +19, Search +11, Spot +12, Survival +12 (+14 when following tracks), Tumble +15
Feats: Combat Expertise, Improved Trip, Weapon Finesse
Environment: Infinite Layers of the Abyss
Organization: Solitary, pack (2-5), or troupe (2-5 plus 6-12 dire rats)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8-14 HD (medium); 6-21 HD (large)

Before you stands what appears to be a cross between a rat and a small man. Its head is that of a rat’s, while its body is mostly humanoid, save for its long tail. Its body is completely hairless and covered in a dusky, almost pink leathery hide. Its eyes glow with a feral gleam and white saliva drips from its long, rat mouth.

Uridezu are among the most common of demons encountered outside the Abyss. They are often to sent to the Material Plane by more powerful demons to act as spies and harbingers of chaos and mischief. They often set themselves up as lords of wererats or leaders of carnivorous packs of rats.
Uridezu stand almost 5 and a half feet tall and weigh roughly 140 pounds.

COMBAT
Uridezu are consummate cowards. They love to set up ambushes and attack when conditions are in their favor. They especially hate fighting with even odds and often retreat until they have a better command of the situation.
A uridezu’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.
Paralysis (Su): Those hit by a uridezu’s bite attack must succeed at a Fort save (DC 17) or become paralyzed for 3d4 rounds. The save DC is Constitution based.
Rat Empathy (Su): Uridezu have an inborn control over rats and dire rats. Rats and dire rats will never knowingly attack a uridezu, even if commanded to. They can also command and rebuke rats and dire rats as a 7th-level cleric commands and rebukes undead (6 times per day, +3 to turning check, 2d6+10 turning damage). Also, a uridezu has a +4 racial bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with rat-like creatures, such as wererats. This bonus is not reflected in the above statistics.
Sneak Attack (Ex): Anytime a uridezu’s target is denied its Dexterity bonus, or when it is flanked by the uridezu, it deals an additional +1d6 points of damage on a successful melee attack. The uridezu flanks as a 1st-level rogue.
Spell-like Abilities: At will – darkness, greater teleport (self plus 50 pounds of objects only); 3/day – summon swarm (rat swarm only); 1/day – unholy blight (DC 17). Caster level 9th. The save DC’s are Charisma based.
Summon Tanar’ri (Sp): Once per day, a uridezu can attempt to summon 1d3 dretch or another uridezu with a 45% chance of success. This is the equivalent of a 3rd-level spell.
Whip Tail (Ex): If the uridezu successfully hits an opponent with its tail slap attack it can either attempt to trip the opponent (+7 check modifier) or disarm the opponent (+4 check modifier) without provoking attacks of opportunity or needing to make a touch attack (for the trip attempt). The check modifiers include a +2 racial bonus.
Skills: Uridezu have a +4 racial bonus on Hide, Move Silently, and Listen checks.

Conversion notes:
3.0 conversion found in the Manual of the Planes.
HD: Same. Overall HP change from 38 (3.0) to 59 (3.5)
AC: Increased Nat. Armor bonus to +2 from +5. (overall AC change from 15 (3.0) to 20 (3.5)
Attacks: Increased damage of the tail whip from 1d2+1 to 1d4
Stats: Increased Dex from 17 from 21, Increased Con from 13 to 19, Increased Int from 8 to 13, Cha changed from 14 to 16
Abilities: Added Sneat Attack, made whip tail more useful, made rat empathy more useful. Added the following SLA: greater teleport, and summon swarm. Removed desecrate and detect good. Changed summon tanar'ri.
Skills and Feats: Increased number of skills and feats due to revision change and Int increase.
CR: Same.
 
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BULEZAU
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 8d8+42 (84 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +8/+16
Attack: Masterwork morningstar +14 melee (2d6+6) or claw +13 melee (1d6+6)
Full Attack: Masterwork morningstar +14/+9 melee (2d6+6) and gore +11 melee (1d8+3 plus stun) and tail slap +11 melee (1d4+3) or 2 claws +13 melee (1d6+7) and gore +11 melee (1d8+3 plus stun) and tail slap +11 melee (1d4+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful charge 2d8+10, rage, spell-like abilities, stun, summon tanar’ri
Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, and cold 10 and fire 10, spell resistance 15, telepathy 100 ft.
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 23, Dex 11, Con 23, Int 5, Wis 8, Cha 12
Skills: Climb +17, Concentration +17, Intimidate +12, Listen +10, Spot +10
Feats: Cleave, Diehard (b), Multiattack, Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or squad (3-6)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-16 HD (large); 17-24 HD (huge)

Topping this creature’s humanoid torso is the black-haired head of a goat. Its body is lean and gaunt, covered in patches of diseased flesh, and completely hairless, save for small patches of wiry and black bristles. A long tail extends from its lower back, ending in a small clump of iron-hard spikes.

The bulezau are simple creatures, content to fight and kill as much as they can, thus they make perfect soldiers for the more powerful demons. The bulezau are put at the front lines and sent charging into the midst of their enemies. The bulezau are happy with this arrangement as they absolutely love to wade into battle and inflict as much damage as possible.
Bulezau stand 8 feet tall and weigh 600 pounds.

COMBAT
Bulezau fight by the simple tactic of: charge, crush, kill, rinse and repeat. They only make use of their spell-like abilities if commanded to and often merely forget that they even possess them.
A bulezau’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.
Powerful Charge (Ex): A bulezau typically begins a battle with a charge at an opponent, lowering its head to bring its horns into play. In addition to the normal benefits and hazards of a charge, this allows the demon to make a single gore attack with a +14 attack bonus that deals 2d8+10 points of damage.
Rage (Ex): Whenever the bulezau is damaged in melee, it must make a Will save (DC 10 + damage dealt) or go into a murderous rage that lasts for 11 rounds (3 + the bulezau’s newly improved Constitution modifier). This functions like a Barbarian’s Rage ability (PHB pg. 25). The following changes are in effect for as long as it rages: AC 17 (touch 7, flat-footed 17); +16 hp; hp 100; Attack +16/+11 melee (2d6+8, MW morningstar), +13 melee (1d8+4 plus stun, gore), +13 melee (1d4+4, tail slap); SV Fort +14, Will +7; Str 27, Con 27; Stun DC 22; Powerful charge 2d8+12; Climb +19, Concentration +19, . At the end of the rage, the bulezau is fatigued for the duration of the encounter.
Spell-Like Abilities: At will – darkness, greater teleport (self plus 50 pounds of objects only), see invisibility, scare (DC 13); 1/day – shout (DC 15), wall of thorns. Caster level 7th. The save DC’s are Charisma based.
Stun (Su): Anyone struck by a bulezau’s gore attack must make a Fort save (DC 20) or be stunned for 1 round. The save DC is Constitution based.
Summon Tanar’ri (Sp): Once per day, a bulezau can attempt to summon either 1d3 rutterkin or another bulezau with a 35% chance of success. This is the equivalent of a 4th level spell.

This one was never converted to 3.0 so there are no real conversion notes on it.
The original can be found in the Planescape Monstrous Compendium II if anyone is interested.
 

On the Wastrilith:
A very nice conversion.
I've always liked really disgusting, slimy monsters, and that one is a paragon of slimy badness...
As I recall, this one is from Paladin in Hell?
 
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Hmm...
I do like the bulezau even though I unwittingly partially ripped it off. One thing strikes me as unusual, not in the conversion but in the source material. For a demon, it seems very very close in appearance to Anthraxus, the deposed Oinoloth. Huh.

The goristo and uridezu conversions are also really cool, and I think it's a bit amusing that, having rewritten the babau to more closely fit its 2e origins, you've made the uridezu very similar to the "official" 3.5 babau in terms of Hit Dice, CR and role in the campaign.

Any chance of a IP-free version of the armanite, the only non-converted MoTP demon?

Demiurge out.
 

demiurge1138 said:
Hmm...
I do like the bulezau even though I unwittingly partially ripped it off. One thing strikes me as unusual, not in the conversion but in the source material. For a demon, it seems very very close in appearance to Anthraxus, the deposed Oinoloth. Huh.
Personally, it reminds of the Phooka, an old faerie creature from one of the old mythology books I have. Actually, Tony D's illustration in the PSMC1 even further cements it.

The goristo and uridezu conversions are also really cool, and I think it's a bit amusing that, having rewritten the babau to more closely fit its 2e origins, you've made the uridezu very similar to the "official" 3.5 babau in terms of Hit Dice, CR and role in the campaign.
I noticed it as well while I was doing the conversion. :p

Any chance of a IP-free version of the armanite, the only non-converted MoTP demon?

Demiurge out.
Just maybe. ;)
 



Sorry for the lapse.

I've been involved in other stuff, namely homework and other campaign specific stuff, along with revising a few PrC's.

I've only got two demons left, the Rutterkin and the Barl 'gura and when they're done, the demon.doc file will be uploaded. After that, it's the remaining devils, then the 'loths, and finally the other ones.

I'll try to get to them as soon as possible.
 

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