Fiendish Codex I: Hordes of the Abyss

Hey James! :)

James Jacobs said:
Yup; much in the same way that lumber companies take care to plant new trees as they cut others down, I'm trying to introduce 1 or 2 new demon lords in each of the Demonomicon articles. I figure in about 20 years they'll get their own entries in the Demonomicon.

What about Dragon Magazine having a "Design a Demon Lord" competition?

With the best entry seeing print in the magazine, and perhaps the rest being grouped together for a pdf. with some* of its proceeds going to charity?

*It would be unfair not to pay the artists.
 

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Hey Bryan! :)

Bryan898 said:
Yeah, funny thing about that, with Graz'zt's AC of 43, DR of 15/+6 (I'd convert to 15/ epic and cold iron), and SR 38, the CR 27 Marilith's wouldn't stand a chance. Graz'zt's sneer (his free action fear aura) would cause them to run away unless they roll a 20 on a save... Even if they did he could cut them to ribbons.

CR's off a bit? Nooooo =P

Trust me when I say version 6 of my Challenge Rating document is flawless in determining ECL and CR. ;)

Bryan898 said:
I actually liked some of the write-ups in the BoVD and could see them as formidable opponents. What I didn't get is why these all powerful demon lords/ archfiends take feats like Vile Martial Strike, or have weapons like a +3 flaming burst greatsword. If you own a layer on the planes I think you qualify for a weapon of epic strength, or at least +10.

Two things of note regarding weapons. Deities (and I am including Archfiends therein) should have equipment based upon their ECL, not their CR. Secondly they should have PC wealth.

If deities only have NPC wealth then 'pound for pound' those weapons are only going to be about 1/3rd the power of the PCs weapons.

For example, if the PCs were equal power to Thor (who supposedly wields the most powerful weapon of the gods - in Norse Myth at any rate), and lets say for the sake of argument Mjolnir is +16 (like in D&Dg) then the PCs would themselves be carrying something of the magnitude of +50 weapons! They wouldn't even keep Mjolnir for their cohorts!

So for something like Graz'zt's sword Doomscreamer, what you want to do is determine the ECL (or simply multiply the CR by 1.5), then multiply by x1.33 to represent the wealth increase, and give him PC wealth based on that level. Each artifact taking up 25% of his wealth you can then determine its value.

eg. CR 24 = ECL 36 without equipment = ECL 48 with full PC wealth = 28 million gp. Each artifact valued at roughly 7 million gp.

Doomscreamer could be a +18 weapon (+9 Acidic Blast, Anarchic, Keen Bastard Sword), so could Graz'zt's Guisarme (+9 Keen, Unholy Power). Graz'zt's Shield could be +26 (+13 Exceptional deflection and Heavy Fortification). This leaves him with one free artifact slot, which, until filled reduces his new CR 32 by 2, to CR 30.
 

Upper_Krust said:
I think something that seems to have been forgotten over the years is the idea that many Outsiders are actually spirits.

yep, spirits in physical form. which is why they can't be resurrected when they die.
 

BOZ said:
yep, spirits in physical form. which is why they can't be resurrected when they die.

Sort of. It's less that they're spirits in physical form / physical manifestations of abstract concepts that makes them hard to resurrect than the fact that when they die they have that little habit of merging with the substance of their plane.

Admittedly, some of the older edition rules about what happened to certain fiends based on where they were killed are fun to work with. Kill them off their home plane in my games and eventually you may run into them again and they won't be happy (assuming you live long enough for them to reform).
 

Upper_Krust said:
Any creature that doesn't age is unnatural. Any creature that is not 'born' is unnatural.

Yes it's a nitpick, but two of the three main fiend races can be 'born'. Tanar'ri can breed, and they breed -alot-. Among the 'loths, Mezzoloths, Nycaloths, and Arcanaloths can be born as well, though for the last two there it's not a preferred method of making more of their kind since they very much prefer higher castes to be promoted up from mezzoloth status rather than born into station. Baatezu don't breed amongst their kind (though nobles may be exempt from that rule).
 

Hey Shemmy! :)

Shemeska said:
Yes it's a nitpick, but two of the three main fiend races can be 'born'. Tanar'ri can breed, and they breed -alot-.

Where did that idea come from...let me guess Planescape perchance?

Fiends can only mate with mortal races, not each other, they are not wholly 'living' beings. Thats why you have Alu-demons, Cambions and Durzugons and not 5 armed Half-Glabrezu/Half-Marilith.

Shemeska said:
Among the 'loths, Mezzoloths, Nycaloths, and Arcanaloths can be born as well, though for the last two there it's not a preferred method of making more of their kind since they very much prefer higher castes to be promoted up from mezzoloth status rather than born into station. Baatezu don't breed amongst their kind (though nobles may be exempt from that rule).

The whole thing sounds like more Planescape jive-o-rama.

If they can be 'born' then they are at best Half-fiends.
 

Yes, all the references to fiends breeding Shemmie mentions are from Planescape, but then again, Planescape also codified the idea of fiends being "promoted" from one form to the next and how larvae are transformed into fiends. The Planescape rule of thumb seemed to be that fiends are usually formed from larvae via promotion, but they can also have sex and breed if they really wanted to (most just don't).

Frankly, I don't mind either way.

Demiurge out.
 


Upper_Krust said:
Any creature that doesn't age is unnatural. Any creature that is not 'born' is unnatural.
I think something that seems to have been forgotten over the years is the idea that many Outsiders are actually spirits.

I think of it a different way - that spirits and souls are part of a natural cycle, as natural as anything else in the D&D multiverse, and the migration of spirits from the Inner Planes to the Material Plane to the Outer Planes is a completely natural one.

Most religions would agree with this, though not using those terms - people die and go to the afterlife because it's natural for them to do so.

Outsider Hit Dice has nothing to do with size. Graz'zt is smaller than a Glabrezu, but has far more Hit Dice.

I think, rather, outsider hit dice isn't strictly tied to size, but it's not true that there's no correspondence at all, or outsiders wouldn't grow bigger as they advanced in hit dice.

External forces acting upon them rather than internal compulsions. Thats exactly what I am postulating for Spirits/Outsiders. Only natives of the material plane have 'free will' to decide their ethics.

So you would remove all moral culpability from outsiders? Demons can't be blamed for their actions, because they can't help themselves? It wasn't Triel's or Trias' or Lucifer's fault when they fell from grace, but solely the fault of some external force? Even though many outsiders were once mortals with the ability to choose their paths, after death they suddenly become slaves to greater forces with no will of their own? I can't count how many ways that idea strips the setting and its characters of emotional weight, as well as robbing the DM of many plot ideas - because I ran out of fingers, and calculators burst into sulfurous flames in my presence, and I have sworn on the grave of my mother never to remove my shoes until her death is avenged - but it's a lot.

It seems to me that this is a completely seperate consideration from whether or not they can choose to take class levels, in any case, since that has nothing to do with what alignment they are (except for a few obvious exceptions, like paladins).

Either they advance by Hit Dice or they advance by Class Levels. I don't see how you can justify both.

I'm at a loss to figure out why that would be a problem for anyone. Why not both? In Arcana Evolved, characters can advance by either their racial class or their character class - this is no different. If the character advances purely in demonic power over the course of centuries as it accumulates souls and reputation, you add demon hit dice. If the character decides to study arcane sciences, or devote itself to a deity-like patron, or practice hunting a species enemy, it advances in its character class.

Have you ever addressed the question of how exactly Outsiders gain Hit Dice?

Baatezu (and modrons and archons) really ought to have to rely on their superiors to grant additional hit dice (or to be promoted to higher castes), but they can gain class levels on their own if they accomplish significant deeds. Though they're unaging, most won't have substantial class levels because they're tied to their duties, and one of the tenets of D&D is that you don't reward characters for doing boring things. Some, however - especially erinyes and others permitted the freedom to go off-plane on missions of their own volition - will definitely have class levels.

Tanar'ri gain hit dice by wrecking terror and misery in those around them - they're able to gain in real power simply by convincing their fellows that they have it and having the will or wit to enforce this belief. They also must capture souls. To go to the next level of power beyond a mere demon, they need to begin cults dedicated to them. To transform into a different kind of demon, with no more hit dice, is simpler, just a matter of moving to a different environment and focusing their will and hatred until they adapt to it. This is a slow process, but should be completed in a year or so in most cases. They can change genders in a few days. Demons will often have class levels, though not a lot because adventurers are rare among any group.

Yugoloths need permission from their superiors, and their superiors' superiors, to advance in caste, but they ought to be able to advance in hit dice or class levels on their own in a manner similar to tanar'ri. And yes, they grow larger as they do so.

However, don't expect to see me jump into every thread on fiends and belabour the point.

I certainly hope not!
 
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Upper_Krust said:
Hey Shemmy! :)
Where did that idea come from...let me guess Planescape perchance?

Where else? It's not like the three main fiend races had any sort of truly detailed ecologies before that point. It was fertile ground, and they did a hell of a job detailing it. 'Faces of Evil' was truly awesome.

Fiends can only mate with mortal races, not each other, they are not wholly 'living' beings. Thats why you have Alu-demons, Cambions and Durzugons and not 5 armed Half-Glabrezu/Half-Marilith.

They can mate with mortals if they choose, and as I mentioned before it's rather well established that they can mate with one another within certain guidelines. The rule seems to be that common ranks can breed among themselves, but not between ranks. Breaking this are that any lesser yugoloths can breed with one another, but they always produce mezzoloths by these unions.

There's never been half breeds between ranks in anything I've seen. So no '5 armed Half-Glabrezu/Half-Marilith' examples of brilliant hyperbole will result.

The whole thing sounds like more Planescape jive-o-rama.

If they can be 'born' then they are at best Half-fiends.

Feel free to ignore it in your own game then. It won't break into your home to oppress you.
 
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