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<blockquote data-quote="dante58701" data-source="post: 2924926" data-attributes="member: 40336"><p>Jack the Ripper (Unique Demon)</p><p>Medium Outsider (Chaotic, Evil, Extraplanar)</p><p>Hit Dice: 50d20+550 (1550 hp) 3100 hp in the Infinite Layers of the Abyss</p><p>Initiative: +20</p><p>Speed: 60 ft. (12 squares)</p><p>Armor Class: 52 (+12 deflection, +8 Dex, +8 divine, +14 natural), touch 35, flat footed 42</p><p>Base Attack/Grapple: +50/+68</p><p>Attack: +29 chaotic power, ghost touch, unholy power, vorpal double-sword of opening/+29 chaotic power, ghost touch, unholy power, vorpal double-sword of opening +99 melee (2d6+43/13-20)</p><p>Full Attack: +29 chaotic power, ghost touch, unholy power, vorpal double-sword of opening/+29 chaotic power, ghost touch, unholy power, vorpal double-sword of opening +99/+99/+94/+94/+89/+89/+84/+84 melee (2d6+43/13-20)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Death attack, divine sneak attack, spell-like abilities, spells, summon gloom, underhanded</p><p>Special Qualities: Assassin abilities, damage reduction 25/epic and (good or lawful), demon traits, divine toughness, divine traits (lesser power), elongated, glistening skin, outsider traits, regeneration 25, spell resistance 68, virtual size category</p><p>Saves: Fort +55, Ref +44, Will +64</p><p>Abilities: Str 38, Dex 26, Con 32, Int 36, Wis 27, Cha 35</p><p>Skills: Balance +75, Bluff +73, Climb +48, Concentration +72, Diplomacy +85, Disable Device +48, Disguise +73, Escape Artist +69, Forgery +74, Gather Information +73, Hide +65, Intimidate +79, Jump +48, Knowledge (arcana) +74, Knowledge (religion) +74, Knowledge (the planes) +74, Listen +69, Move Silently +69, Sense Motive +69, Spellcraft +80, Spot +69, Tumble +69, Use Magic Device +73</p><p>Feats: Cleave, Great Cleave, Greater Two-Weapon Fighting, Improved Critical (double-sword), Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Two Weapon Fighting, Weapon Focus (double-sword)</p><p>Epic Feats: Blinding Speed, Devastating Critical (double-sword), Dire Charge, Killer Instinct, Lingering Damage, Overwhelming Critical (double-sword), Perfect Two Weapon Fighting, Sneak Attack of Opportunity</p><p>Environment: Shadowy corners of the Infinite Layers of the Abyss</p><p>Organization: Solitary or squad (Jack plus 1-4 Glooms)</p><p>Challenge Rating: 60</p><p>Treasure: Standard plus dreadskull manacle (left wrist) plus two +29 chaotic power, ghost touch, unholy power, vorpal double-sword of opening.</p><p>Alignment: Always chaotic evil</p><p>Advancement: 51+ (Medium)</p><p>Level Adjustment: +40</p><p></p><p>Jack has smooth black skin, human features, and long, straight black hair. Around his left wrist he wears manacle engraved with black skulls and he carries a similarly engraved, curved double-sword of dark blue-black metal. Slenderly muscular and quite striking, he takes great pride in his appearance, often cleaning himself after a massacre.</p><p></p><p>Jack, once one of the powerful maskim, has since turned his back on them and is subsequently hunted from time to time. The original ripper of legend, he has appeared throughout time, often confused for a common serial killer, and never caught. The basis for many legends regarding deranged killers, he allows this confusion since it conceals his true agenda, and agenda known only to him.</p><p></p><p>Jack lost most of his worshipers in the centuries following his dethronement in hell, yet in the abyss he has flourished. Jack's symbol is a grinning jet-black skull. Jack's clerics have access to the following domains: Cavern, Chaos, Darkness, and Evil. During the recent century, his fan base has grown, as the world becomes more degenerate.</p><p></p><p>Jack stands 6 feet tall and weighs a very dense 440 pounds.</p><p></p><p>Combat</p><p></p><p>Jack is a deadly assassin-warriors with an almost unprecedented number of ways to kill foes: devastating critical, dreadskull necklace, death attack and vorpal weapon capabilities. They always strike when least expected, concentrate on the primary target and then escape. Returning again and again to plague groups of opponents, picking them off individually one by one.</p><p></p><p>Jack’s natural weapons, as well as any weapons it wields are treated as epic and both evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Also Jack's double swords are forged from adamantine and ignore the first 20 points of material hardness.</p><p></p><p>Assassin Abilities (Variable): Jack is a skillful assassin and possesses assassin abilities of a level equivalent to half his Hit Dice (rounded down).</p><p></p><p>• Death Attack (Ex): If Jack makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Jack’s choice). If the victim of this attack fails a Fortitude save (DC 56) against the kill effect, they die. Against the paralysis effect, on a failed save the victim is rendered helpless for 1d6+25 rounds.</p><p></p><p>• Hide in Plain Sight (Su): Jack can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide from view in the open without having anything to hide behind. He cannot, however, hide in his own shadow.</p><p></p><p>• Improved Uncanny Dodge (Ex): Jack can only be flanked by a character with at least four more rogue levels than him.</p><p></p><p>• Sneak Attack (Ex): Jack deals +13d6 damage upon a successful sneak attack.</p><p></p><p>Demon Traits: Jack can communicate telepathically with any creature within 100 feet that has a language. He is immune to electricity and poison and he has cold resistance 25 and fire resistance 25.</p><p></p><p>Divine Sneak Attack (Ex): Half of Jack’s sneak attack damage should be treated as divine damage, this portion of the damage affecting even those immune to critical hits.</p><p></p><p>Divine Toughness (Ex): Jack use d20’s for Hit Dice and have maximum hit points per die.</p><p></p><p>Divine Traits (Ex): Jack is effectively a lesser deity and as such adds a +8 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.</p><p></p><p>Elongated (Su): Jack can stretch himself out like chains and attack opponents up to 50 feet away.</p><p></p><p>Glistening Skin (Su): Jack's body is easily slicked with the blood of his many victims. Anyone making a melee attack upon Jack, when he is so slicked, and failing to hit him, automatically loses their next iterative attack that round, the weapon adjudged to have skidded off Jack's glistening skin and unbalanced the attacker.</p><p></p><p>Outsider Traits: Jack has darkvision (60 foot range). He cannot be raised or resurrected.</p><p></p><p>Regeneration (Su): Damage from weapons that are either epic and lawful, or epic and holy deal normal damage to a maskim, as do spells with the good or lawful descriptors. If Jack loses a body part, the missing part regenerates fully in one round unless his ability to regenerate is suppressed that round. This allows him to recover from otherwise lethal attacks (such as decapitation from a vorpal weapon).</p><p></p><p>Spell-like Abilities: At will - blasphemy (DC 37), blindness/deafness (DC 32), darkness, detect good, detect law, detect magic, detect secret doors, dispel good, earthquake, find the path, greater dispel magic, greater teleport, magic circle against good, meld into stone, nightmare (DC 35), obscuring mist, passwall, plane shift, power word blind, prying eyes, shadow walk, unholy blight; 3/day -imprisonment (DC 39), power word kill, wish; 1/day - eclipse; 1/week - hellball (DC 40). Caster Level 58th. The save DCs are Charisma-based.</p><p></p><p>Spells: As a 25th-level assassin (Caster Level 58th). </p><p></p><p>Assassin spells per day: (7/6/6/6). The save DCs are Intelligence-based.</p><p></p><p>Assassin spells known: (4/4/4/4); save DC 31 + spell level): 1st - disguise self, ghost sound, sleep, true strike; 2nd - alter self, cat’s grace, invisibility, spider climb; 3rd - deep slumber, deeper darkness, misdirection, nondetection; 4th - greater invisibility, locate creature, modify memory, poison.</p><p></p><p>Summon Gloom (Sp): Once per week Jack can summon a gloom (See pages 200 -201 of the Epic Level Handbook for details). Duration 20 rounds. Epic Spell DC 90, this is the equivalent of a 17th-level spell.</p><p></p><p>Underhanded (Su): Jack can stretch and contort his body to deliver a telling blow. Jack can add his sneak attack damage to each melee attack. He can also use his death attack in conjunction with this ability.</p><p></p><p>Possessions: Jack wields wicked looking curved double-swords made from adamantine, both sides are +29 chaotic power, ghost touch, unholy power, vorpal swords of opening. He also wears a dreadskull manacle upon his left wrist, this functions exactly like a dreadskull necklace.</p><p></p><p></p><p>New Epic Weapon Special Ability</p><p></p><p>Opening : This property triples the threat range of a weapon. If the weapon normally threatens a critical hit on a 20 then it now threatens on an 18-20. If the threat range of the weapon is between 19-20 then it becomes 15-20. If the threat range is between 18-20 then it is now 12-20.</p><p></p><p>This ability stacks with the Improved Critical Feat and the Superior Critical divine ability, but it only overlaps with the Keen/Impact weapon special abilities.</p><p></p><p>This ability is called Striking when used in conjunction with crushing weapons.</p><p></p><p>Caster Level: 21st; Prerequisites: Craft Epic Magic Arms and Armor, keen edge, limited wish; Market Price: +6 bonus.</p><p></p><p></p><p>Dreadskull Manacle (Minor Artifact)</p><p></p><p>Description: This macabre manacle bears the grisly charred and blackened trophies of the manacle wearer’s past battles. Ostensibly a manacle of shrunken, warped black skulls, a closer look reveals that each skull is from a different race, although onlyan anthropologist would be likely to figure out which.</p><p></p><p>Powers: Any weapon wielded by the wearer of the manacle gains the dread weapon special ability (further +4 enchantment bonus, +4d6 damage, critical hit forces a fortitude save DC 27 or be destroyed), for every type of creature represented upon the manacle.</p><p></p><p>Each manacle only functions for it's maker. Should any other creature attempt to wield the manacle, it just simply wont function. It is conceivable that an epic spell can alter the manacle, thus allowing the manacle to be used by a different individual, essentially rendering it useless to it's maker.</p><p></p><p>Each manacle has 1d6+6 skulls: the skulls themselves come from either deities or paragon creatures. Upon slaying such a creature the skull is torn from it's corpse and automatically blackened, shrunken, warped, and pulled into the manacle, essentally imprisoning the helpless creature's soul for all time. </p><p></p><p>No creature is immune to this if they have been slain by the manacle wearer. The wearer is uneffected by his own manacle. Creatures who have no skulls are instead blackened, shrunken, warped, and pulled into the manacle as a whole. </p><p></p><p>The manacle cannot pull in those individuals who have not been slain by the wearer of the manacle, nor those slain while the manacle was not being worn. </p><p></p><p></p><p></p><p>Heres a demon that was once a devil. This happens from time to time so I made...Jack the Ripper.</p></blockquote><p></p>
[QUOTE="dante58701, post: 2924926, member: 40336"] Jack the Ripper (Unique Demon) Medium Outsider (Chaotic, Evil, Extraplanar) Hit Dice: 50d20+550 (1550 hp) 3100 hp in the Infinite Layers of the Abyss Initiative: +20 Speed: 60 ft. (12 squares) Armor Class: 52 (+12 deflection, +8 Dex, +8 divine, +14 natural), touch 35, flat footed 42 Base Attack/Grapple: +50/+68 Attack: +29 chaotic power, ghost touch, unholy power, vorpal double-sword of opening/+29 chaotic power, ghost touch, unholy power, vorpal double-sword of opening +99 melee (2d6+43/13-20) Full Attack: +29 chaotic power, ghost touch, unholy power, vorpal double-sword of opening/+29 chaotic power, ghost touch, unholy power, vorpal double-sword of opening +99/+99/+94/+94/+89/+89/+84/+84 melee (2d6+43/13-20) Space/Reach: 5 ft./5 ft. Special Attacks: Death attack, divine sneak attack, spell-like abilities, spells, summon gloom, underhanded Special Qualities: Assassin abilities, damage reduction 25/epic and (good or lawful), demon traits, divine toughness, divine traits (lesser power), elongated, glistening skin, outsider traits, regeneration 25, spell resistance 68, virtual size category Saves: Fort +55, Ref +44, Will +64 Abilities: Str 38, Dex 26, Con 32, Int 36, Wis 27, Cha 35 Skills: Balance +75, Bluff +73, Climb +48, Concentration +72, Diplomacy +85, Disable Device +48, Disguise +73, Escape Artist +69, Forgery +74, Gather Information +73, Hide +65, Intimidate +79, Jump +48, Knowledge (arcana) +74, Knowledge (religion) +74, Knowledge (the planes) +74, Listen +69, Move Silently +69, Sense Motive +69, Spellcraft +80, Spot +69, Tumble +69, Use Magic Device +73 Feats: Cleave, Great Cleave, Greater Two-Weapon Fighting, Improved Critical (double-sword), Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Two Weapon Fighting, Weapon Focus (double-sword) Epic Feats: Blinding Speed, Devastating Critical (double-sword), Dire Charge, Killer Instinct, Lingering Damage, Overwhelming Critical (double-sword), Perfect Two Weapon Fighting, Sneak Attack of Opportunity Environment: Shadowy corners of the Infinite Layers of the Abyss Organization: Solitary or squad (Jack plus 1-4 Glooms) Challenge Rating: 60 Treasure: Standard plus dreadskull manacle (left wrist) plus two +29 chaotic power, ghost touch, unholy power, vorpal double-sword of opening. Alignment: Always chaotic evil Advancement: 51+ (Medium) Level Adjustment: +40 Jack has smooth black skin, human features, and long, straight black hair. Around his left wrist he wears manacle engraved with black skulls and he carries a similarly engraved, curved double-sword of dark blue-black metal. Slenderly muscular and quite striking, he takes great pride in his appearance, often cleaning himself after a massacre. Jack, once one of the powerful maskim, has since turned his back on them and is subsequently hunted from time to time. The original ripper of legend, he has appeared throughout time, often confused for a common serial killer, and never caught. The basis for many legends regarding deranged killers, he allows this confusion since it conceals his true agenda, and agenda known only to him. Jack lost most of his worshipers in the centuries following his dethronement in hell, yet in the abyss he has flourished. Jack's symbol is a grinning jet-black skull. Jack's clerics have access to the following domains: Cavern, Chaos, Darkness, and Evil. During the recent century, his fan base has grown, as the world becomes more degenerate. Jack stands 6 feet tall and weighs a very dense 440 pounds. Combat Jack is a deadly assassin-warriors with an almost unprecedented number of ways to kill foes: devastating critical, dreadskull necklace, death attack and vorpal weapon capabilities. They always strike when least expected, concentrate on the primary target and then escape. Returning again and again to plague groups of opponents, picking them off individually one by one. Jack’s natural weapons, as well as any weapons it wields are treated as epic and both evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Also Jack's double swords are forged from adamantine and ignore the first 20 points of material hardness. Assassin Abilities (Variable): Jack is a skillful assassin and possesses assassin abilities of a level equivalent to half his Hit Dice (rounded down). • Death Attack (Ex): If Jack makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Jack’s choice). If the victim of this attack fails a Fortitude save (DC 56) against the kill effect, they die. Against the paralysis effect, on a failed save the victim is rendered helpless for 1d6+25 rounds. • Hide in Plain Sight (Su): Jack can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide from view in the open without having anything to hide behind. He cannot, however, hide in his own shadow. • Improved Uncanny Dodge (Ex): Jack can only be flanked by a character with at least four more rogue levels than him. • Sneak Attack (Ex): Jack deals +13d6 damage upon a successful sneak attack. Demon Traits: Jack can communicate telepathically with any creature within 100 feet that has a language. He is immune to electricity and poison and he has cold resistance 25 and fire resistance 25. Divine Sneak Attack (Ex): Half of Jack’s sneak attack damage should be treated as divine damage, this portion of the damage affecting even those immune to critical hits. Divine Toughness (Ex): Jack use d20’s for Hit Dice and have maximum hit points per die. Divine Traits (Ex): Jack is effectively a lesser deity and as such adds a +8 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Elongated (Su): Jack can stretch himself out like chains and attack opponents up to 50 feet away. Glistening Skin (Su): Jack's body is easily slicked with the blood of his many victims. Anyone making a melee attack upon Jack, when he is so slicked, and failing to hit him, automatically loses their next iterative attack that round, the weapon adjudged to have skidded off Jack's glistening skin and unbalanced the attacker. Outsider Traits: Jack has darkvision (60 foot range). He cannot be raised or resurrected. Regeneration (Su): Damage from weapons that are either epic and lawful, or epic and holy deal normal damage to a maskim, as do spells with the good or lawful descriptors. If Jack loses a body part, the missing part regenerates fully in one round unless his ability to regenerate is suppressed that round. This allows him to recover from otherwise lethal attacks (such as decapitation from a vorpal weapon). Spell-like Abilities: At will - blasphemy (DC 37), blindness/deafness (DC 32), darkness, detect good, detect law, detect magic, detect secret doors, dispel good, earthquake, find the path, greater dispel magic, greater teleport, magic circle against good, meld into stone, nightmare (DC 35), obscuring mist, passwall, plane shift, power word blind, prying eyes, shadow walk, unholy blight; 3/day -imprisonment (DC 39), power word kill, wish; 1/day - eclipse; 1/week - hellball (DC 40). Caster Level 58th. The save DCs are Charisma-based. Spells: As a 25th-level assassin (Caster Level 58th). Assassin spells per day: (7/6/6/6). The save DCs are Intelligence-based. Assassin spells known: (4/4/4/4); save DC 31 + spell level): 1st - disguise self, ghost sound, sleep, true strike; 2nd - alter self, cat’s grace, invisibility, spider climb; 3rd - deep slumber, deeper darkness, misdirection, nondetection; 4th - greater invisibility, locate creature, modify memory, poison. Summon Gloom (Sp): Once per week Jack can summon a gloom (See pages 200 -201 of the Epic Level Handbook for details). Duration 20 rounds. Epic Spell DC 90, this is the equivalent of a 17th-level spell. Underhanded (Su): Jack can stretch and contort his body to deliver a telling blow. Jack can add his sneak attack damage to each melee attack. He can also use his death attack in conjunction with this ability. Possessions: Jack wields wicked looking curved double-swords made from adamantine, both sides are +29 chaotic power, ghost touch, unholy power, vorpal swords of opening. He also wears a dreadskull manacle upon his left wrist, this functions exactly like a dreadskull necklace. New Epic Weapon Special Ability Opening : This property triples the threat range of a weapon. If the weapon normally threatens a critical hit on a 20 then it now threatens on an 18-20. If the threat range of the weapon is between 19-20 then it becomes 15-20. If the threat range is between 18-20 then it is now 12-20. This ability stacks with the Improved Critical Feat and the Superior Critical divine ability, but it only overlaps with the Keen/Impact weapon special abilities. This ability is called Striking when used in conjunction with crushing weapons. Caster Level: 21st; Prerequisites: Craft Epic Magic Arms and Armor, keen edge, limited wish; Market Price: +6 bonus. Dreadskull Manacle (Minor Artifact) Description: This macabre manacle bears the grisly charred and blackened trophies of the manacle wearer’s past battles. Ostensibly a manacle of shrunken, warped black skulls, a closer look reveals that each skull is from a different race, although onlyan anthropologist would be likely to figure out which. Powers: Any weapon wielded by the wearer of the manacle gains the dread weapon special ability (further +4 enchantment bonus, +4d6 damage, critical hit forces a fortitude save DC 27 or be destroyed), for every type of creature represented upon the manacle. Each manacle only functions for it's maker. Should any other creature attempt to wield the manacle, it just simply wont function. It is conceivable that an epic spell can alter the manacle, thus allowing the manacle to be used by a different individual, essentially rendering it useless to it's maker. Each manacle has 1d6+6 skulls: the skulls themselves come from either deities or paragon creatures. Upon slaying such a creature the skull is torn from it's corpse and automatically blackened, shrunken, warped, and pulled into the manacle, essentally imprisoning the helpless creature's soul for all time. No creature is immune to this if they have been slain by the manacle wearer. The wearer is uneffected by his own manacle. Creatures who have no skulls are instead blackened, shrunken, warped, and pulled into the manacle as a whole. The manacle cannot pull in those individuals who have not been slain by the wearer of the manacle, nor those slain while the manacle was not being worn. Heres a demon that was once a devil. This happens from time to time so I made...Jack the Ripper. [/QUOTE]
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