Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Demons/daemons/devils, New/Converted
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Pants" data-source="post: 1545970" data-attributes="member: 8849"><p>Hey, I promised an update and here it is, in the form of Sr. Malebranche. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p><strong>MALEBRANCHE</strong></p><p><strong>Huge Outsider (Baatezu, Evil, Extraplanar, Lawful)</strong></p><p><strong>Hit Dice</strong>: 16d8+144 (216 hp)</p><p><strong>Initiative</strong>: +1</p><p><strong>Speed</strong>: 40 ft. (8 squares), fly 60 ft. (average)</p><p><strong>Armor Class</strong>: 29 (-2 size, +1 Dex, +20 natural), touch 9, flat-footed 28</p><p><strong>Base Attack/Grapple</strong>: +16/+34</p><p><strong>Attack</strong>: <em>+2 cold iron trident</em> +26 melee (3d6+12)</p><p><strong>Full Attack</strong>: <em>+2 cold iron trident</em> +26/+21/+16/+11 melee (3d6+12) and gore +19 melee (2d6+5) or 2 claws +24 melee (1d10+10) and bite +19 melee (2d8+5) 2 claws +24 melee (1d10+10) and gore +19 melee (2d6+5)</p><p><strong>Space/Reach</strong>: 15 ft./15 ft.</p><p><strong>Special Attacks</strong>: Fear aura, improved grab, powerful charge, spell-like abilities </p><p><strong>Special Qualities</strong>: Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10 and electricity 10, regeneration 4, see in darkness, spell resistance 27, telepathy 100 ft.</p><p><strong>Saves</strong>: Fort +19, Ref +11, Will +9</p><p><strong>Abilities</strong>: Str 31, Dex 13, Con 29, Int 10, Wis 8, Cha 12</p><p><strong>Skills</strong>: Bluff +10, Concentration +28, Diplomacy +5, Intimidate +22, Knowledge (the planes) +5, Listen +18, Search +19, Spot +18, Survival +18 (+20 when following tracks and on other planes), Tumble +20</p><p><strong>Feats</strong>: Awesome Blow, Cleave, Great Cleave, Flyby Attack, Power Attack, Wingover</p><p><strong>Environment</strong>: Nine Hells of Baator</p><p><strong>Organization</strong>: Solitary, pair, team (2-4), or squad (1 horned devil, 1-2 malebranches, 4-8 erinyes)</p><p><strong>Challenge Rating</strong>: 15</p><p><strong>Treasure</strong>: Standard coins plus <em>+2 cold iron trident</em></p><p><strong>Alignment</strong>: Always lawful evil</p><p><strong>Advancement</strong>: 17-32 HD (huge); 33-48 HD (gargantuan)</p><p></p><p><em>This hulking, winged devil looks stands near 20 feet tall. Its muscle bound body is covered in hard, slate gray scales and a pair of wickedly curved horns just from the sides of its head. Its lower jaw is underslung and summarily juts out from its face, revealing its sharp, curved fangs. In one hand it clutches a huge trident made of a dull metal and with its other hand, it proudly displays its sharp talons.</em></p><p></p><p>Where the horned devils serve as the elite soldiers in the armies of baator, the hulking malebranches serve as the heavy cavalry.</p><p>While most of the other greater devils possess a certain tactical cunning, the terrible malebranches are highly simple opponents. While they are certainly not stupid, they are very unimaginative and straightforward. They are also bullies, braggarts, and, when around superior officers or more powerful devils, squalling cowards. </p><p>Malebranches can be found anywhere in the Nine Hells, however they are most often encountered in Avernus and in the accompaniment of the Dukes and, most notably, the Dark Eight. Caucherate, an infamous malebranche of terrible power and might (33 HD), serves as Lord Bel’s vanguard commander. Whenever Bel leads his troops into battle against the hated demons, Caucherate is always at the front line… well quite ahead of the front line actually.</p><p>Malebranches stand about 20 feet tall and weigh several tons.</p><p></p><p></p><p><strong>COMBAT</strong></p><p>Malebranches are simple opponents. They usually begin battle with a charge and then they wade into their enemies with their <em>+2 cold iron tridents</em>. When faced with obviously more powerful opponents, a malebranche will do anything to save its skin by lying, betrayal, or with a very untactical retreat. As such, malebranches are very often the first devils in an army to engage a foe and the first devils in an army to retreat.</p><p>A malebranche’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.</p><p><strong>Fear Aura (Su)</strong>: A malebranche can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 19 Will save or be affected as though by a <em>fear</em> spell (caster level 12th). A creature that successfully saves cannot be affected again by the same malebranche’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma based.</p><p><strong>Improved Grab (Ex)</strong>: To use this ability, the malebranche must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.</p><p><strong>Powerful Charge (Ex)</strong>: A malebranche typically begins a battle with a flying charge at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the devil to make a single gore attack with a +24 attack bonus that deals 6d6+15 points of damage.</p><p><strong>Spell-like Abilities</strong>: At will – <em>greater teleport </em>(self plus 50 pounds of objects only). Caster level 12th.</p><p><strong>Regeneration (Su)</strong>: A malebranche takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.</p></blockquote><p></p>
[QUOTE="Pants, post: 1545970, member: 8849"] Hey, I promised an update and here it is, in the form of Sr. Malebranche. :p [b]MALEBRANCHE[/b] [b]Huge Outsider (Baatezu, Evil, Extraplanar, Lawful)[/b] [b]Hit Dice[/b]: 16d8+144 (216 hp) [b]Initiative[/b]: +1 [b]Speed[/b]: 40 ft. (8 squares), fly 60 ft. (average) [b]Armor Class[/b]: 29 (-2 size, +1 Dex, +20 natural), touch 9, flat-footed 28 [b]Base Attack/Grapple[/b]: +16/+34 [b]Attack[/b]: [i]+2 cold iron trident[/i] +26 melee (3d6+12) [b]Full Attack[/b]: [i]+2 cold iron trident[/i] +26/+21/+16/+11 melee (3d6+12) and gore +19 melee (2d6+5) or 2 claws +24 melee (1d10+10) and bite +19 melee (2d8+5) 2 claws +24 melee (1d10+10) and gore +19 melee (2d6+5) [b]Space/Reach[/b]: 15 ft./15 ft. [b]Special Attacks[/b]: Fear aura, improved grab, powerful charge, spell-like abilities [b]Special Qualities[/b]: Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10 and electricity 10, regeneration 4, see in darkness, spell resistance 27, telepathy 100 ft. [b]Saves[/b]: Fort +19, Ref +11, Will +9 [b]Abilities[/b]: Str 31, Dex 13, Con 29, Int 10, Wis 8, Cha 12 [b]Skills[/b]: Bluff +10, Concentration +28, Diplomacy +5, Intimidate +22, Knowledge (the planes) +5, Listen +18, Search +19, Spot +18, Survival +18 (+20 when following tracks and on other planes), Tumble +20 [b]Feats[/b]: Awesome Blow, Cleave, Great Cleave, Flyby Attack, Power Attack, Wingover [b]Environment[/b]: Nine Hells of Baator [b]Organization[/b]: Solitary, pair, team (2-4), or squad (1 horned devil, 1-2 malebranches, 4-8 erinyes) [b]Challenge Rating[/b]: 15 [b]Treasure[/b]: Standard coins plus [i]+2 cold iron trident[/i] [b]Alignment[/b]: Always lawful evil [b]Advancement[/b]: 17-32 HD (huge); 33-48 HD (gargantuan) [i]This hulking, winged devil looks stands near 20 feet tall. Its muscle bound body is covered in hard, slate gray scales and a pair of wickedly curved horns just from the sides of its head. Its lower jaw is underslung and summarily juts out from its face, revealing its sharp, curved fangs. In one hand it clutches a huge trident made of a dull metal and with its other hand, it proudly displays its sharp talons.[/i] Where the horned devils serve as the elite soldiers in the armies of baator, the hulking malebranches serve as the heavy cavalry. While most of the other greater devils possess a certain tactical cunning, the terrible malebranches are highly simple opponents. While they are certainly not stupid, they are very unimaginative and straightforward. They are also bullies, braggarts, and, when around superior officers or more powerful devils, squalling cowards. Malebranches can be found anywhere in the Nine Hells, however they are most often encountered in Avernus and in the accompaniment of the Dukes and, most notably, the Dark Eight. Caucherate, an infamous malebranche of terrible power and might (33 HD), serves as Lord Bel’s vanguard commander. Whenever Bel leads his troops into battle against the hated demons, Caucherate is always at the front line… well quite ahead of the front line actually. Malebranches stand about 20 feet tall and weigh several tons. [b]COMBAT[/b] Malebranches are simple opponents. They usually begin battle with a charge and then they wade into their enemies with their [i]+2 cold iron tridents[/i]. When faced with obviously more powerful opponents, a malebranche will do anything to save its skin by lying, betrayal, or with a very untactical retreat. As such, malebranches are very often the first devils in an army to engage a foe and the first devils in an army to retreat. A malebranche’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. [b]Fear Aura (Su)[/b]: A malebranche can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 19 Will save or be affected as though by a [i]fear[/i] spell (caster level 12th). A creature that successfully saves cannot be affected again by the same malebranche’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma based. [b]Improved Grab (Ex)[/b]: To use this ability, the malebranche must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. [b]Powerful Charge (Ex)[/b]: A malebranche typically begins a battle with a flying charge at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the devil to make a single gore attack with a +24 attack bonus that deals 6d6+15 points of damage. [b]Spell-like Abilities[/b]: At will – [i]greater teleport [/i](self plus 50 pounds of objects only). Caster level 12th. [b]Regeneration (Su)[/b]: A malebranche takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Demons/daemons/devils, New/Converted
Top