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*Dungeons & Dragons
Expanding out of the Abyss to level 20+
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<blockquote data-quote="MonsterEnvy" data-source="post: 6776902" data-attributes="member: 6706188"><p>Even with Magic items they are still a challenge. (As the DM decides which ones they get.)</p><p></p><p>I have edited the Wand of Viscid Globes anyway. (A DC 20 Str save can now break out of it) Plus I destroyed it so the PC's could not use it anyway, during the fight with Shoor. (When the fighter landed for the final blow on Shoor I stated he attempted to block with the Wand but the fighter cleaved right through it and into Shoor.) </p><p></p><p>Anyway my Demon Lords all have a few tweaks, but for the most part are the same as they are normally. Here are some of the edits.</p><p></p><p>For one I gave them all a 500 foot Teleport by default. While it is an action for most of them, Graz'zt 120 foot teleport that he can use as a legendary action has been buffed to 500 feet as well. Making him the most mobile of the Demon Lords. </p><p></p><p>All of the ones without flight can now use the fly spell at will. (But it is still a concentration spell that they can be knocked out of.) </p><p></p><p>All of them except Juiblex can use the fireball spell at will. (This gives them all an aoe and allows all of them to actually kill Juiblex. ) </p><p></p><p>Graz'zt has an extra use of his Great Sword his Greatsword has also been made a +3 magic item. Graz'zt charisma has been boosted to 30 and his CR is now 25. </p><p></p><p>Yeenoghu's flail and Baphomets Gliave are +2 weapons now. </p><p></p><p>Demogorgon now has a pair of bites that deal 2d8 +10 piercing damage and 2d10 fire damage. Demogorgon's strength have been buffed to 30, Demogorgon's gaze (Insanity or Begiling only) now automatically applies to creatures within 30 feet of him like a medusa or basalisk. Demogorgon has been promoted to Gargantuan Size. Demogorgon's CR is now 27. Demogorgon can now use a spell or gaze as part of his multiattack.</p><p></p><p></p><p>Lastly Demon Lords will always have lesser demons as backup.</p></blockquote><p></p>
[QUOTE="MonsterEnvy, post: 6776902, member: 6706188"] Even with Magic items they are still a challenge. (As the DM decides which ones they get.) I have edited the Wand of Viscid Globes anyway. (A DC 20 Str save can now break out of it) Plus I destroyed it so the PC's could not use it anyway, during the fight with Shoor. (When the fighter landed for the final blow on Shoor I stated he attempted to block with the Wand but the fighter cleaved right through it and into Shoor.) Anyway my Demon Lords all have a few tweaks, but for the most part are the same as they are normally. Here are some of the edits. For one I gave them all a 500 foot Teleport by default. While it is an action for most of them, Graz'zt 120 foot teleport that he can use as a legendary action has been buffed to 500 feet as well. Making him the most mobile of the Demon Lords. All of the ones without flight can now use the fly spell at will. (But it is still a concentration spell that they can be knocked out of.) All of them except Juiblex can use the fireball spell at will. (This gives them all an aoe and allows all of them to actually kill Juiblex. ) Graz'zt has an extra use of his Great Sword his Greatsword has also been made a +3 magic item. Graz'zt charisma has been boosted to 30 and his CR is now 25. Yeenoghu's flail and Baphomets Gliave are +2 weapons now. Demogorgon now has a pair of bites that deal 2d8 +10 piercing damage and 2d10 fire damage. Demogorgon's strength have been buffed to 30, Demogorgon's gaze (Insanity or Begiling only) now automatically applies to creatures within 30 feet of him like a medusa or basalisk. Demogorgon has been promoted to Gargantuan Size. Demogorgon's CR is now 27. Demogorgon can now use a spell or gaze as part of his multiattack. Lastly Demon Lords will always have lesser demons as backup. [/QUOTE]
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