Eadric et. al. (The Paladin and his Friends).

Here's a devil. Ahem.

I retain lots of 3.0 spell-like abilities for fiends, so they're a little bit nastier than the stock 3.5 versions. Sobel's built using the elite array, fully advanced and then with 6 fighter levels slapped on top. I love the way that you can customize monsters in 3rd edition.


Sobel, Lieutenant of Furcas

Advanced erinyes fighter 6; CR 19; medium outsider (baatezu, evil, lawful, extraplanar); HD 18d8+108 plus 6d10+36; hp 254; Init +14; Spd 30ft., fly 50 ft. (good); AC 28, touch 20, flatfooted 18; Base Atk +22; Grp +26; Atk +27 melee (1d8+5/19-20, +1 cold iron longsword) or +39 ranged (1d8+11 +1d6 fire, +4 flaming burst composite longbow (+4 Str Bonus) or +32 ranged (rope); Full Atk: +27/+22/+17/+12 melee (1d8+5/19-20, +1 cold iron longsword) or +39/+34/+29/+24 ranged (1d8+11 +1d6 fire, +4 flaming burst composite longbow (+4 Str Bonus) or +32 ranged (rope); SA Entangle, Spell-like abilities, summon baatezu; SQ Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, spell resistance 20, telepathy 100 ft., true seeing; SV Fort +22 Ref +23 Will +18; AL LE; Str 18 Dex 30 Con 23 Int 18 Wis 20 Cha 25.
Skills and Feats: Concentration +26, Diplomacy +36, Escape Artist +27 (+29 rope bonds), Hide +30, Knowledge (the planes) +31, Knowledge (religion) +24, Listen +25, Move Silently +30, Ride +28, Search +24, Sense Motive +31, Spot +25, Survival +23 (+25 tracking, +25 on other planes), Use Rope +24 (+26 with bindings); Dodge (B), Far Shot, Improved Critical (longbow), Improved Initiative, Improved Precise Shot, Manyshot, Mobility (B), Mounted Archery, Mounted Combat, Quick Draw, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus (longbow), Weapon Specialization (longbow).


The erinyes Sobel is the lieutenant and aide-de-camp of Furcas, Count of Rhetoric. Appointed to the position by Dispater, she acts as a check on the schemes of her liege-lord, whilst nonetheless retaining both his respect and even – to a degree – his confidence. Her skill as an archer is without peer outside of Hell's aristocracy, and her consummate diplomatic savvy has enabled her to maintain the appearance of devotion to Furcas, Dispater, and the Hells in general, without seeming to draw any distinction between the three. Sobel has distinguished herself on the field of battle against celestials, demons and other devils alike.

Sobel's duties revolve primarily around the ordering of Furcas's legions, the vetting and appointment of potential candidates to positions of responsibility, and the communication of sensitive information to Dispater himself – in the past Furcas has been less than entirely loyal to the First Lord of Dis. Her relations with other important magnates of Hell's second layer are cool and businesslike, although her patience with Titivilus is limited and her rivalry with Arioth the Lioness – the chief of Dispater's bodyguards – is well known. Respected for her martial prowess and straightforward, no-nonsense approach in battle, but admired for her competence in the political sphere, Sobel is recognized by Dis as one of the Iron City's greatest assets.

In her natural form, Sobel is tall and slender, appearing more slightly built than most erinyes devils. Her manner is calm and confident, and even in the heat of battle she retains her composure. Sobel is somewhat stoical in disposition. She regards the indulgences of many of Hell's middle-ranking aristocracy as effete, and the pursuit of transient pleasures as a waste of energy and resources. She is an excellent rider, and will generally be encountered mounted upon a nightmare of large size. Sobel tends to shun both her rope and melee combat, preferring to engage foes from a distance with her bow or spell-like abilities. Her natural attacks, as well as any weapon she wields are treated as evil-aligned and lawful aligned for the purposes of overcoming damage reduction,

Entangle (Ex): Sobel carries a stout rope, 50 feet long, that entangles opponents of any size as an animate rope spell (caster level 16th). Sobel can hurl her rope 30 feet with no range penalty.

Spell-like Abilities: At will – animate dead, charm monster (DC21), desecrate, greater teleport (self plus 50 pounds of objects only), invisibility (self only), major image (DC 20), polymorph self, produce flame, unholy blight (DC21). Caster level 12th. The save DCs are Charisma-based.

Summon Baatezu (Sp): Once per day, Sobel can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.

True Seeing (Su): Sobel continuously uses true seeing, as the spell (caster level 14th).


Possessions: +1 cold iron longsword, +4 flaming burst composite longbow (+4 Str Bonus), gloves of dexterity +6, greater bracers of archery.
 

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I had never before noticed that they lost spell like abilities in 3.5. I guess that's to keep the CR the same while uping HD to make them more likely to survive... Hmm. Maybe a greater version of each class, with the extra Sp and the new HD?
 

My interpretation of Kostchtchie, one of my favourite 1e demon lords.


Kostchtchie, Lord of the Ice Waste

Demon Lord; CR 27; medium outsider (chaotic, evil, extraplanar, tanar'ri); HD 30d8+390; hp 525; Init +9; Spd 30ft; AC 35, touch 15, flatfooted 30; Base Atk +30; Grp +45; Atk +50 melee (2d6+27/19-20x3, large +5 cold iron marrowcrushing warhammer); Full Atk: +50/+45/+40/+35 melee (2d6+27/19-20x3, large +5 cold iron marrowcrushing warhammer); SA Oversized weapon, rage, spell-like abilities, summon demon, summon giants; SQ Damage reduction 15/cold iron and good, darkvision 60 ft., immunity to cold, electricity and poison, resistance to acid 10 and fire 10, spell resistance 35, telepathy 100 ft., true seeing; SV Fort +30 Ref +22 Will +24; AL CE; Str 41 Dex 20 Con 36 Int 22 Wis 24 Cha 21.
Skills and Feats: Bluff +38, Concentration +46, Hide +38, Intimidate +40, Knowledge (local, abyss) +39, Knowledge (planes) +39, Jump +48, Listen +48, Move Silently +38, Ride +38, Search +39, Sense Motive +40, Spot +48; Cleave, Great Cleave, Devastating Critical (large warhammer), Improved Critical (large warhammer), Improved Initiative, Improved Sunder, Overwhelming Critical (large warhammer), Power Attack, Ruinous Rage, Terrifying Rage, Weapon Focus (large warhammer).


Kostchtchie, Lord of the Ice Waste, is a brutal, hulking monster, renowned for his uncontrollable outbursts of cruelty and violence, and loathed even by other demons. He appears as a bald-headed, grotesquely muscled humanoid with bushy eyebrows and lame, bandy legs which seem incapable of supporting his weight. His skin is a sickly yellow colour, and his eyes are black slits. Kostchtchie dresses in filthy untanned hides and furs won from various nameless Abyssal beasts.

In the complex arena of demonic politics, Kostchtchie is held in low esteem by many subtler Abyssal magnates, who regard him as vulgar and stupid. Graz'zt, however, has carefully cultivated an alliance with Kostchtchie which closely resembles a master-servant relationship. The Prince of Azzagrat has long recognized Kostchtchie's use as a tool to be exploited, and has lavished gifts upon the Lord of the Ice Waste in order to secure the use of Kostchtchie's giant servitors in various campaigns.

The Ice Waste, where Kostchtchie makes his abode is a bleak, frigid wilderness of mountains, crags and ravines, sparsely inhabited by monsters over whom Kostchtchie exercises precarious control. Most lair in subterranean complexes carved from rock and ice, although Kostchtchie himself dwells within a citadel carved from the living ice between two great peaks. He is served by frost giant sorcerers and numerous lesser demons – notably bar-lgura – who somehow identify with their crippled lord. Kostchtchie is always attended by two fiendish leucrotta of the largest size, and an Abyssal white wyrm serves as his steed in battle. On the fringes of his domain, terrible cold-born entities – sometimes allies, more often enemies – slumber uneasily, held at bay by Kostchtchie's brute power, or the sorceries of those who serve him.


Combat

Kostchtchie is a straightforward opponent, preferring to engage his foes directly with physical force rather than using guile or his spell-like powers. If opponents seem warded, he will first target them with greater dispel magic before raging and setting about them with his warhammer. Despite his ferocity, Kostchtchie is a coward and will not hesitate to flee if an encounter is going against him, covering his escape with summoned demons or giants.

Oversized Weapon (Ex): Kostchtchie wields a great, two-handed warhammer (big enough for large creatures) without penalty.

Devastating Critical (Ex): If Kostchtchie scores a critical hit on an opponent with his hammer they must make a Fortitude save (DC 40) or die instantly.

Rage: Six times per day, Kostchtchie can fly into a rage for up to 18 rounds. The following changes are in effect for as long as Kostchtchie rages: AC 33; hp 645; Grp +49 melee; Atk +54 melee; Full Atk +54/+49/+44/+39 melee; SV Fort +34, Will +28; Str 49, Con 44; Jump +52. The saving throw DC against his devastating critical increases to 44. Whilst raging, any enemy viewing Kostchtchie must make a Will saving throw opposed by Kostchtchie's Intimidate check or become panicked if they have less than 30 HD or shaken if they have from 31 to 60 HD. Whilst in a rage, Kostchtchie ignores the hardness of any object which he strikes, and applies double his Strength bonus for the purpose of any Strength check made to break an object with sudden force rather than by dealing normal damage. Kostchtchie is not winded when his rage ends.

Spell-Like Abilities: At will— deeper darkness, desecrate, dispel good (DC 20), dominate monster (DC 24), greater dispel magic, greater teleport (self plus 50 pounds of objects only), unhallow, unholy aura (DC 23); 1/day—blasphemy (DC 22), bestow greater curse (DC 23), harm (DC 21). Caster level 20th. The save DCs are Charisma-based.

Summon Demon (Sp): Twice per day, Kostchtchie can automatically summon 4d10 dretches, 2d4 bar-lguras, 1d4 hezrous, or one nalfeshnee. This ability is the equivalent of a 9th-level spell.

Summon Giants (Sp): Three times per day, Kostchtchie can automatically summon 1d4 fiendish frost giants. This ability is the equivalent of a 9th-level spell.

True Seeing (Su): Kostchtchie has a continuous true seeing ability, as the spell (caster level 20th).

Skills: Kostchtchie has a +8 racial bonus on Listen and Spot checks.
 

Thanks, as always Sep, for further infernal and demonaic conversions! :D

Has Dan created any new epic spells that we haven't seen yet?
 

Wow (as always).

Just out of sheer curiosity, what does the marrowcrushing descriptor on his warhammer mean? Haven't seen it before, so I was wondering if it was from a sourcebook I'm missing.
 






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