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Diablo I monsters

The fallen (including dark ones) in Diablo are stupid cowardly things, so all of them have low Int/Wis/Cha (preventing LA +2).

Also, I invented a (Fallen) subtype for Diablo creatures:
Fallen: Fallen creatures are corrupted by evil. They have darkvision with a range of 90 ft. + 10 ft. per full HD.
 

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Khisanth the Ancient said:
Fallen One
Small Humanoid (Fallen)
Hit Dice: 1/2d8-1 (1 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 13 (+1 size, +1 Dex, +1 small round steel shield)
Attacks: Small halfspear -1 melee; or javelin +2 ranged; or claws -1 melee
Damage: Small halfspear 1d4-2; or javelin 1d6-2; or claws 1d3-2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Tearing grapple
Special Qualities: Darkvision 90 ft.
Saves: Fort -1, Ref +3, Will -2
Abilities: Str 6, Dex 12, Con 9, Int 4, Wis 6, Cha 4.
Skills: Spot +2, Listen +2
Feats: Improved Initiative
----
Climate/Terrain: Any underground
Organization: Pair, gang (3-8), or band (9-36)
Challenge Rating: 1/8
Treasure: Standard (coins only)
Alignment: Always neutral evil
Advancement: By character class
LA: +0.
Ability Modifiers: Str -4, Dex +2, Con -2, Int -6, Wis -4, Cha -6.
Aging: 1 (+1d4)/5 (+1d8)/10 (+2d8)/15 (+3d8)
Height: 2'9" (+1d4")
Weight: 25 lb. (+2d6 lb.)

COMBAT
Fallen ones strike with both claws, combining them into a single attack, when unarmed.
Tearing Grapple (Ex): A fallen one deals claws damage whenever it makes a successful grapple check (grapple penalty -6).

Interesting, but for the sake of comparison if nothing else here are the 3.0 stats as they appered in Diablo II: Diablerie


Fallen One
Small Outsider
Hit Dice: 1/2d8-1 (2 hp)
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 10 (+1 size, -1 Dex)
Attacks: Shortsword +2 melee
Damage: Shortsword 1D6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +1, Ref +0, Will +0
Abilities: Str 10, Dex 9, Con 10, Int 5. Wis 8, Cha 7.
Skills: Spot +3, Listen +3, hide +4
Feats: Alterness
----
Climate/Terrain:
Organization:
Challenge Rating: 1/6
Treasure:
Alignment: Chaotic evil
Advancement:


COMBAT
Fallen ones are courageous only in numbers; killing one of their pack causes the rest to flee if they fail a wisdom check (DC 14), unless a shaman is present.
 
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