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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Demons: Looking At Using Some Old Role-Aids Products In My Next Game...
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="Dexterward" data-source="post: 3614453" data-attributes="member: 15087"><p><strong>Round one</strong></p><p></p><p>I have been searching through my last campaign notes looking for the demon conversions. I will start off with two easy ones - the Falshan and Scourge. </p><p></p><p>Both of these demons are rank and file troop types and were very common in my campaign. Each one has 8 HD and few supernatural abilities other then tanar'ri traits. By far these were the easiest of the demons to convert! The other demons were generals, lords, dukes, etc. and are unique creatures so took a lot more care to convert. </p><p></p><p></p><p>Falshan – Type III Demon</p><p>Medium Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)</p><p>Hit Dice: 8d8+24 (60 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 30 ft. (6 squares), 40 ft. fly (good) (8 squares)</p><p>Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17</p><p>Base Attack/Grapple: +8/+13</p><p>Attack: Claw +13 melee (1d6+5) or +1 military fork +14 melee (1d8+6)</p><p>Full Attack: 2 claws +13 melee (1d6+5) or +1 military fork +14/+9 melee (1d8+6)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Breath fire, spell-like abilities, summon tanar’ri</p><p>Special Qualities: Damage reduction 5/cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.</p><p>Saves: Fort +9, Ref +9, Will +7</p><p>Abilities: Str 21, Dex 16, Con 16, Int 10, Wis 12, Cha 11</p><p>Skills: Climb +16, Intimidate +11, Jump +16, Listen +12, Search +12, Survival +10 (+12 following tracks)</p><p>Feats: Cleave, Multiattack, Power Attack</p><p>Environment: Infinite Layers of the Abyss</p><p>Organization: Solitary or gang (1-8)</p><p>Challenge Rating: 6</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: 9-14 (Medium), 15-18 (Large)</p><p></p><p>Breath Fire (Su): Twice per day a Falshan can breathe fire, inflicting 2d10 point of fire damage in a 20’ cone.</p><p>Sent (Ex): All Type III Falshan demons have a highly developed sense of smell, and gain the sent ability. This helps Falshan track their prey in diabolic mimicry of the wild hunts performed on the material plane.</p><p>Spell-like Abilities (Su): At will—darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 8th.</p><p>Summon Tanar’ri (Sp): Once per day a Falshan can attempt to summon 1 Falshan with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.</p><p></p><p>Scourge</p><p>Medium Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)</p><p>Hit Dice: 8d8+24 (60 hp)</p><p>Initiative: +9 (+5 Dex, +4 Improved Initiative)</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15</p><p>Base Attack/Grapple: +8/+14</p><p>Attack: +2 Fiery lash +16 melee (1d4+6 plus 1d6 fire) or 2 claws +14 melee (1d6+6)</p><p>Full Attack: +2 Fiery lash +16/+12 melee (1d4+6 plus 1d6 fire) or 2 claws +14 (1d6+6)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Fiery lash, spell-like abilities, summon tanar’ri</p><p>Special Qualities: Damage reduction 5/cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.</p><p>Saves: Fort +9, Ref +11, Will +6</p><p>Abilities: Str 23, Dex 21, Con 16, Int 10, Wis 10, Cha 10</p><p>Skills: Balance +14, Climb +17, Intimidate +11, Jump +17, Listen +11, Search +11</p><p>Feats: Dodge, Exotic Weapon Proficiency (whip), Power Attack</p><p>Environment: Infinite Layers of the Abyss</p><p>Organization: Solitary or press gang (1-6)</p><p>Challenge Rating: 5</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: 9-14 (Medium), 15-18 (Large)</p><p></p><p>Fiery lash: All scourges carry long, barbed, flaming whips and use them to motivate other demons. The scourge can attack with its fiery lash doing 1d4+6 damage plus 1d6 fire damage per hit. Normally a whip deals nonlethal damage, but the wicked barbs and flaming ability of the weapon cause lethal damage instead. The scourges lash is treated as a melee weapon with 15-foot reach, but it only threatens opponents as a normal melee weapon (i.e. 5’ threat range). The scourge can use the lash on any foe within its 15-foot reach. The scourge gets a +2 bonus on opposed attack rolls made to disarm an opponent using the fiery lash (including the roll to keep from being disarmed if the attack fails).</p><p>Spell-like Abilities (Su): At will—darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 8th.</p><p>Summon Tanar’ri (Sp): Once per day a Scourge can attempt to summon 1 Scourge with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.</p><p></p><p>I will continue to look through my notes and find some of the unique demons I converted. I will post them in a day or two. Hope this helps <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Dexterward, post: 3614453, member: 15087"] [b]Round one[/b] I have been searching through my last campaign notes looking for the demon conversions. I will start off with two easy ones - the Falshan and Scourge. Both of these demons are rank and file troop types and were very common in my campaign. Each one has 8 HD and few supernatural abilities other then tanar'ri traits. By far these were the easiest of the demons to convert! The other demons were generals, lords, dukes, etc. and are unique creatures so took a lot more care to convert. Falshan – Type III Demon Medium Outsider (Chaotic, Extraplanar, Evil, Tanar’ri) Hit Dice: 8d8+24 (60 hp) Initiative: +3 (Dex) Speed: 30 ft. (6 squares), 40 ft. fly (good) (8 squares) Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17 Base Attack/Grapple: +8/+13 Attack: Claw +13 melee (1d6+5) or +1 military fork +14 melee (1d8+6) Full Attack: 2 claws +13 melee (1d6+5) or +1 military fork +14/+9 melee (1d8+6) Space/Reach: 5 ft./5 ft. Special Attacks: Breath fire, spell-like abilities, summon tanar’ri Special Qualities: Damage reduction 5/cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft. Saves: Fort +9, Ref +9, Will +7 Abilities: Str 21, Dex 16, Con 16, Int 10, Wis 12, Cha 11 Skills: Climb +16, Intimidate +11, Jump +16, Listen +12, Search +12, Survival +10 (+12 following tracks) Feats: Cleave, Multiattack, Power Attack Environment: Infinite Layers of the Abyss Organization: Solitary or gang (1-8) Challenge Rating: 6 Treasure: Standard Alignment: Always chaotic evil Advancement: 9-14 (Medium), 15-18 (Large) Breath Fire (Su): Twice per day a Falshan can breathe fire, inflicting 2d10 point of fire damage in a 20’ cone. Sent (Ex): All Type III Falshan demons have a highly developed sense of smell, and gain the sent ability. This helps Falshan track their prey in diabolic mimicry of the wild hunts performed on the material plane. Spell-like Abilities (Su): At will—darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 8th. Summon Tanar’ri (Sp): Once per day a Falshan can attempt to summon 1 Falshan with a 40% chance of success. This ability is the equivalent of a 3rd-level spell. Scourge Medium Outsider (Chaotic, Extraplanar, Evil, Tanar’ri) Hit Dice: 8d8+24 (60 hp) Initiative: +9 (+5 Dex, +4 Improved Initiative) Speed: 30 ft. (6 squares) Armor Class: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15 Base Attack/Grapple: +8/+14 Attack: +2 Fiery lash +16 melee (1d4+6 plus 1d6 fire) or 2 claws +14 melee (1d6+6) Full Attack: +2 Fiery lash +16/+12 melee (1d4+6 plus 1d6 fire) or 2 claws +14 (1d6+6) Space/Reach: 5 ft./5 ft. Special Attacks: Fiery lash, spell-like abilities, summon tanar’ri Special Qualities: Damage reduction 5/cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft. Saves: Fort +9, Ref +11, Will +6 Abilities: Str 23, Dex 21, Con 16, Int 10, Wis 10, Cha 10 Skills: Balance +14, Climb +17, Intimidate +11, Jump +17, Listen +11, Search +11 Feats: Dodge, Exotic Weapon Proficiency (whip), Power Attack Environment: Infinite Layers of the Abyss Organization: Solitary or press gang (1-6) Challenge Rating: 5 Treasure: Standard Alignment: Always chaotic evil Advancement: 9-14 (Medium), 15-18 (Large) Fiery lash: All scourges carry long, barbed, flaming whips and use them to motivate other demons. The scourge can attack with its fiery lash doing 1d4+6 damage plus 1d6 fire damage per hit. Normally a whip deals nonlethal damage, but the wicked barbs and flaming ability of the weapon cause lethal damage instead. The scourges lash is treated as a melee weapon with 15-foot reach, but it only threatens opponents as a normal melee weapon (i.e. 5’ threat range). The scourge can use the lash on any foe within its 15-foot reach. The scourge gets a +2 bonus on opposed attack rolls made to disarm an opponent using the fiery lash (including the roll to keep from being disarmed if the attack fails). Spell-like Abilities (Su): At will—darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 8th. Summon Tanar’ri (Sp): Once per day a Scourge can attempt to summon 1 Scourge with a 50% chance of success. This ability is the equivalent of a 3rd-level spell. I will continue to look through my notes and find some of the unique demons I converted. I will post them in a day or two. Hope this helps :lol: [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Demons: Looking At Using Some Old Role-Aids Products In My Next Game...
Top