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Epic Monsters: Lucifer III, Lord of Hell
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<blockquote data-quote="Mike Myler" data-source="post: 7963217" data-attributes="member: 6726030"><p>Lately in <a href="https://www.enworld.org/wiki/mythological_figures/" target="_blank"><em>Epic Monsters</em></a> we’ve seen him as he falls and after he fell, and now we consider him at the peak of his power: <strong>Lucifer, Lord of Hell</strong>!</p><p>[PRBREAK][/PRBREAK]</p><p>[URL unfurl="true"]https://www.kickstarter.com/projects/enworld/mythological-figures-and-maleficent-monsters[/URL]</p><p></p><p>[ATTACH=full]121024[/ATTACH]</p><p></p><p>All of the realm infernal suffers at the whims of the archfiend and he uses everything Hell can offer to wage war on Heaven and Earth, corrupting and slaying mortals and celestials alike. The Prince of Darkness is an entity of nigh unfathomable power and influence with an army of devils that number beyond count at his beck and call—any fool that dares challenge, parley, or even bear witness to the Lord of Hell is almost certainly doomed.</p><p></p><p><strong><em>Design Notes:</em></strong> To handle the big, big, big baddest bad guy of them all, the gloves are coming off—I am unlikely to ever build anything more powerful for 5E than what follows, and any adventuring party going after him will need all the boons, all the artifacts and legendary magic items, and all the luck in the world to succeed. Plus some extra allies numbering in the thousands. This is the fallen angel but bigger, tougher to hit, more hit points (and hit points gained from traits), faster, harder to damage, able to see further, deals more necrotic damage, has unfettered magic at hand, an RP hook trait to lure foolish adventurers, higher damage output, more devastating soul sucking attack, a much higher DC and attack bonuses, another improvement on Change Shape, and finally some legendary actions (including a means to summon fiends in combat outside of <em>gate</em>). Let’s do the numbers! Without considering legendary actions the DMG lands the Lord of Hell at 29.833 and the <a href="http://blogofholding.com/?p=7338" target="_blank">Blog of Holding</a> at a much higher 37.66. While that averages out to 33.7499, access to so many new minions and the ability to become any creature in the game merits a solid boost so his Challenge Rating is getting popped up to 35.</p><p></p><p><strong><span style="font-size: 26px">Lucifer III, Lord of Hell</span></strong></p><p><em>Huge fiend, lawful evil</em></p><p><strong>Armor Class</strong> 24 (natural armor)</p><p><strong>Hit Points</strong> 290 (20d12+160)</p><p><strong>Speed</strong> 90 ft., fly 200 ft. (hover)</p><p></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>STR</strong></p> </td><td><p style="text-align: center"><strong>DEX</strong></p> </td><td><p style="text-align: center"><strong>CON</strong></p> </td><td><p style="text-align: center"><strong>INT</strong></p> </td><td><p style="text-align: center"><strong>WIS</strong></p> </td><td><p style="text-align: center"><strong>CHA</strong></p> </td></tr><tr><td><p style="text-align: center">30 (+10)</p> </td><td><p style="text-align: center">27 (+8)</p> </td><td><p style="text-align: center">26 (+8)</p> </td><td><p style="text-align: center">27 (+8)</p> </td><td><p style="text-align: center">25 (+7)</p> </td><td><p style="text-align: center">31 (+10)</p> </td></tr></table><p></p><p><strong>Saving Throws</strong> Con +18, Wis +16, Cha +19</p><p><strong>Skills</strong> Insight +25, Intimidation +28, Perception +25, Persuasion +28, Sleight of Hand +26, Stealth +26</p><p><strong>Damage Resistances</strong> acid, lightning, thunder; bludgeoning, piercing, and slashing from magical weapons</p><p><strong>Damage Immunities</strong> cold, fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons</p><p><strong>Condition Immunities</strong> charmed, diseased, exhaustion, frightened, poisoned, prone</p><p><strong>Senses</strong> darkvision 300 ft., truesight 120 ft., passive Perception 35</p><p><strong>Languages</strong> all, telepathy 300 ft.</p><p><strong>Challenge</strong> 35 (255,000 XP)</p><p></p><p><strong><em>Corrupted.</em></strong> Lucifer’s natural and weapon attacks are magical. When he hits with a melee attack, he deals an extra 6d12 necrotic damage (included in the attack).</p><p></p><p><strong><em>Infernal Tongue.</em></strong> It is impossible to tell when Lucifer is lying. Additionally, no matter what he says, magic that would determine if Lucifer is telling the truth indicates that he is being truthful, and magic cannot reveal his alignment.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> Lucifer’s spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells, requiring no material components:</p><p style="margin-left: 20px">Constant: <em>detect magic, freedom of movement</em></p> <p style="margin-left: 20px">At will: <em>animate dead, bestow curse, black tentacles, charm monster, chill touch, create undead, death ward, detect evil and good, disintegrate, dispel evil and good, dispel magic, dominate monster, eyebite, hellish rebuke </em>(as a 5th-level spell)<em>, improved invisibility, invisibility, finger of death, harm, mass suggestion, plane shift, produce flame, planar ally, suggestion, teleport, vampiric touch, wall of fire</em></p> <p style="margin-left: 20px">3/day each: <em>gate, incendiary cloud, imprisonment, time stop, weird, wish</em></p><p></p><p><strong><em>King of Darkness.</em></strong> Lucifer can see normally in darkness, both magical and nonmagical.</p><p></p><p><strong><em>Legendary Resistance (3/Day). </em></strong>If Lucifer fails a saving throw, he can choose to succeed instead.</p><p></p><p><strong><em>Magic Resistance.</em></strong> Lucifer has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong><em>Regeneration.</em></strong> Lucifer regains 20 hit points at the start of his turn if he has at least 1 hit point.</p><p></p><p><strong><em>Shadow Stealth.</em></strong> While in dim light or darkness, Lucifer can take the Hide action as a bonus action.</p><p></p><p><strong><em>Unholy Boon.</em></strong> Lucifer can use his action to touch a creature, granting it infernal power in exchange for something precious to it. For the next 24 hours, each round the creature can roll 1d12 and add it to any ability check, attack roll, or saving throw it makes.</p><p></p><p></p><p><span style="font-size: 22px">ACTIONS</span></p><p></p><p><strong><em>Multiattack.</em></strong> Lucifer uses his Frightful Presence. He then makes three melee attacks or he uses Soulsucking Touch and makes two melee attacks.</p><p></p><p><strong><em>Claw.</em></strong> <em>Melee Weapon Attack:</em> +19 to hit, reach 15 ft., one target. <em>Hit:</em> 28 (4d8+10) slashing damage plus 39 (6d12) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Lucifer regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a humanoid is slain in this way, a fiend (with a CR equal to its CR + 3 or its level + 2) rises from the corpse 1 minute later. If a deva, planetar, or solar is slain in this way, a new fallen angel rises from the corpse 1d4 minutes later.</p><p></p><p><strong><em>Frightful Presence.</em></strong> Each creature of Lucifer's choice that is within 300 feet of him and aware of him must succeed on a DC 27 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Lucifer’s Frightful Presence for the next 24 hours.</p><p></p><p><strong><em>Soulsucking Touch.</em></strong> Lucifer reaches out at a creature within 50 feet that he can see, drawing away its life force. The target makes a DC 27 Charisma saving throw or reduces its Intelligence, Wisdom, and Charisma scores by 1d8 (roll separately for each). On a failure by 5 or more, the target rolls d10s instead. The target dies if this reduces an ability score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a humanoid is slain in this way, a fiend (with a CR equal to its CR + 3 or its level +2) rises from the corpse 1 round later. If a deva, planetar, or solar is slain in this way, a new fallen angel rises from the corpse 1 minute later.</p><p></p><p><strong><em>Change Shape.</em></strong> Lucifer magically polymorphs into any creature that has a challenge rating no higher than his own, or back into his true form. Lucifer reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice).</p><p> </p><p>In a new form, Lucifer retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, including any lair actions of that form.</p><p></p><p></p><p></p><p><span style="font-size: 22px">LEGENDARY ACTIONS</span></p><p>Lucifer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.</p><ul> <li data-xf-list-type="ul"><strong><em>Attack.</em></strong> Lucifer makes a melee attack.</li> <li data-xf-list-type="ul"><strong><em>Spell (Costs 2 Actions).</em></strong> Lucifer innately casts a spell.</li> <li data-xf-list-type="ul"><strong><em>Conjure Fiend (Costs 3 Actions).</em></strong> Lucifer summons a fiend of challenge rating 15 or lower, which appears in an unoccupied space that he can see within 90 feet. The fiend disappears when it drops to 0 hit points. It obeys any verbal commands that Lucifer issues to it (no action required by him). If he doesn't issue any commands to the fiend, it acts freely.</li> </ul></blockquote><p></p>
[QUOTE="Mike Myler, post: 7963217, member: 6726030"] Lately in [URL='https://www.enworld.org/wiki/mythological_figures/'][I]Epic Monsters[/I][/URL] we’ve seen him as he falls and after he fell, and now we consider him at the peak of his power: [B]Lucifer, Lord of Hell[/B]! [PRBREAK][/PRBREAK] [URL unfurl="true"]https://www.kickstarter.com/projects/enworld/mythological-figures-and-maleficent-monsters[/URL] [ATTACH type="full" alt="lucifer III lord of hell DnD 5e BANNER.jpg"]121024[/ATTACH] All of the realm infernal suffers at the whims of the archfiend and he uses everything Hell can offer to wage war on Heaven and Earth, corrupting and slaying mortals and celestials alike. The Prince of Darkness is an entity of nigh unfathomable power and influence with an army of devils that number beyond count at his beck and call—any fool that dares challenge, parley, or even bear witness to the Lord of Hell is almost certainly doomed. [B][I]Design Notes:[/I][/B] To handle the big, big, big baddest bad guy of them all, the gloves are coming off—I am unlikely to ever build anything more powerful for 5E than what follows, and any adventuring party going after him will need all the boons, all the artifacts and legendary magic items, and all the luck in the world to succeed. Plus some extra allies numbering in the thousands. This is the fallen angel but bigger, tougher to hit, more hit points (and hit points gained from traits), faster, harder to damage, able to see further, deals more necrotic damage, has unfettered magic at hand, an RP hook trait to lure foolish adventurers, higher damage output, more devastating soul sucking attack, a much higher DC and attack bonuses, another improvement on Change Shape, and finally some legendary actions (including a means to summon fiends in combat outside of [I]gate[/I]). Let’s do the numbers! Without considering legendary actions the DMG lands the Lord of Hell at 29.833 and the [URL='http://blogofholding.com/?p=7338']Blog of Holding[/URL] at a much higher 37.66. While that averages out to 33.7499, access to so many new minions and the ability to become any creature in the game merits a solid boost so his Challenge Rating is getting popped up to 35. [B][SIZE=7]Lucifer III, Lord of Hell[/SIZE][/B] [I]Huge fiend, lawful evil[/I] [B]Armor Class[/B] 24 (natural armor) [B]Hit Points[/B] 290 (20d12+160) [B]Speed[/B] 90 ft., fly 200 ft. (hover) [TABLE] [TR] [TD][CENTER][B]STR[/B][/CENTER][/TD] [TD][CENTER][B]DEX[/B][/CENTER][/TD] [TD][CENTER][B]CON[/B][/CENTER][/TD] [TD][CENTER][B]INT[/B][/CENTER][/TD] [TD][CENTER][B]WIS[/B][/CENTER][/TD] [TD][CENTER][B]CHA[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]30 (+10)[/CENTER][/TD] [TD][CENTER]27 (+8)[/CENTER][/TD] [TD][CENTER]26 (+8)[/CENTER][/TD] [TD][CENTER]27 (+8)[/CENTER][/TD] [TD][CENTER]25 (+7)[/CENTER][/TD] [TD][CENTER]31 (+10)[/CENTER][/TD] [/TR] [/TABLE] [B]Saving Throws[/B] Con +18, Wis +16, Cha +19 [B]Skills[/B] Insight +25, Intimidation +28, Perception +25, Persuasion +28, Sleight of Hand +26, Stealth +26 [B]Damage Resistances[/B] acid, lightning, thunder; bludgeoning, piercing, and slashing from magical weapons [B]Damage Immunities[/B] cold, fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons [B]Condition Immunities[/B] charmed, diseased, exhaustion, frightened, poisoned, prone [B]Senses[/B] darkvision 300 ft., truesight 120 ft., passive Perception 35 [B]Languages[/B] all, telepathy 300 ft. [B]Challenge[/B] 35 (255,000 XP) [B][I]Corrupted.[/I][/B] Lucifer’s natural and weapon attacks are magical. When he hits with a melee attack, he deals an extra 6d12 necrotic damage (included in the attack). [B][I]Infernal Tongue.[/I][/B] It is impossible to tell when Lucifer is lying. Additionally, no matter what he says, magic that would determine if Lucifer is telling the truth indicates that he is being truthful, and magic cannot reveal his alignment. [B][I]Innate Spellcasting.[/I][/B] Lucifer’s spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells, requiring no material components: [INDENT]Constant: [I]detect magic, freedom of movement[/I][/INDENT] [INDENT]At will: [I]animate dead, bestow curse, black tentacles, charm monster, chill touch, create undead, death ward, detect evil and good, disintegrate, dispel evil and good, dispel magic, dominate monster, eyebite, hellish rebuke [/I](as a 5th-level spell)[I], improved invisibility, invisibility, finger of death, harm, mass suggestion, plane shift, produce flame, planar ally, suggestion, teleport, vampiric touch, wall of fire[/I][/INDENT] [INDENT]3/day each: [I]gate, incendiary cloud, imprisonment, time stop, weird, wish[/I][/INDENT] [B][I]King of Darkness.[/I][/B] Lucifer can see normally in darkness, both magical and nonmagical. [B][I]Legendary Resistance (3/Day). [/I][/B]If Lucifer fails a saving throw, he can choose to succeed instead. [B][I]Magic Resistance.[/I][/B] Lucifer has advantage on saving throws against spells and other magical effects. [B][I]Regeneration.[/I][/B] Lucifer regains 20 hit points at the start of his turn if he has at least 1 hit point. [B][I]Shadow Stealth.[/I][/B] While in dim light or darkness, Lucifer can take the Hide action as a bonus action. [B][I]Unholy Boon.[/I][/B] Lucifer can use his action to touch a creature, granting it infernal power in exchange for something precious to it. For the next 24 hours, each round the creature can roll 1d12 and add it to any ability check, attack roll, or saving throw it makes. [SIZE=6]ACTIONS[/SIZE] [B][I]Multiattack.[/I][/B] Lucifer uses his Frightful Presence. He then makes three melee attacks or he uses Soulsucking Touch and makes two melee attacks. [B][I]Claw.[/I][/B] [I]Melee Weapon Attack:[/I] +19 to hit, reach 15 ft., one target. [I]Hit:[/I] 28 (4d8+10) slashing damage plus 39 (6d12) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Lucifer regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a humanoid is slain in this way, a fiend (with a CR equal to its CR + 3 or its level + 2) rises from the corpse 1 minute later. If a deva, planetar, or solar is slain in this way, a new fallen angel rises from the corpse 1d4 minutes later. [B][I]Frightful Presence.[/I][/B] Each creature of Lucifer's choice that is within 300 feet of him and aware of him must succeed on a DC 27 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Lucifer’s Frightful Presence for the next 24 hours. [B][I]Soulsucking Touch.[/I][/B] Lucifer reaches out at a creature within 50 feet that he can see, drawing away its life force. The target makes a DC 27 Charisma saving throw or reduces its Intelligence, Wisdom, and Charisma scores by 1d8 (roll separately for each). On a failure by 5 or more, the target rolls d10s instead. The target dies if this reduces an ability score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a humanoid is slain in this way, a fiend (with a CR equal to its CR + 3 or its level +2) rises from the corpse 1 round later. If a deva, planetar, or solar is slain in this way, a new fallen angel rises from the corpse 1 minute later. [B][I]Change Shape.[/I][/B] Lucifer magically polymorphs into any creature that has a challenge rating no higher than his own, or back into his true form. Lucifer reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice). In a new form, Lucifer retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, including any lair actions of that form. [SIZE=6]LEGENDARY ACTIONS[/SIZE] Lucifer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn. [LIST] [*][B][I]Attack.[/I][/B] Lucifer makes a melee attack. [*][B][I]Spell (Costs 2 Actions).[/I][/B] Lucifer innately casts a spell. [*][B][I]Conjure Fiend (Costs 3 Actions).[/I][/B] Lucifer summons a fiend of challenge rating 15 or lower, which appears in an unoccupied space that he can see within 90 feet. The fiend disappears when it drops to 0 hit points. It obeys any verbal commands that Lucifer issues to it (no action required by him). If he doesn't issue any commands to the fiend, it acts freely. [/LIST] [/QUOTE]
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