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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 1435585" data-attributes="member: 1223"><p><strong>Splayfoot</strong></p><p></p><p>OK, time for a brief digression. Inspired by Olive’s nifty “<a href="http://www.enworld.org/forums/showthread.php?t=80344" target="_blank">Minions for Lesser Planar Binding</a>” thread, I’ve dusted off my own list of customized planar binding monsters. I had originally done up a nice list for Valerius last winter. </p><p></p><p>At the time Valerius had gathered a sizable roster of entities to call upon, but because of the Vavasor’s corrupted teachings, a disproportionate number of these names belonged to devils just itching to be brought into the visible world. Valerius, true to his 18 Intelligence, has so far avoided summoning up any of these fiends, sticking to the few elementals that were known to him. However, as the campaign nears its conclusion, Valerius may likely face several desperate situations in which the snares of Hell will once again be laid across his path. And sometimes, needs must when the devil drives...</p><p></p><p>Of course, I had avoided updating my list to 3.5, in part knowing that the revised edition introduced some big changes to both the planar binding spells (lowering the HD caps to 6, 12, and 18) and to the devils themselves.</p><p></p><p>Now that I’ve finally got all of my planar binding monsters cleaned up and updated to 3.5, I’ll start posting them here. I’ve already provided details on a quintet of spined devils to Olive’s thread. Here’s a nasty brute by the name of Splayfoot, a malebranche devil from the Monster Manual II. (Note that, after much consideration, I’ve decided that the MMII’s CR of 9 is not just wrong, it’s silly and dangerous wrong. I think CR 13 is much closer to the right number.)</p><p></p><p>===</p><p></p><p><em>SPLAYFOOT is a gigantic spirit of war, terrifying when aroused, which serves in the Iron Guard.</em></p><p></p><p><strong>Splayfoot:</strong> malebranche; CR 13; Huge Outsider (Devil, Evil, Extraplanar, Lawful); HD 16d8+128; hp 201; Init -2; Spd 40 ft, fly 120 ft (average); AC 23, touch 6, flat-footed 23; BAB +16; Grp +36; Atk +27 melee (2d8+12, huge masterwork trident); Full Atk +27/+22/+17/+12 melee (2d8+12, huge masterwork trident) and +24 melee (2d6+6, gore) or +27/+22/+17/+12 melee (2d8+12, huge masterwork trident) and +24 melee (2d6+6, bite) or +26 melee (2d8+12, 2 claws) and +24 melee (2d6+6, gore) or +26 melee (2d8+12, 2 claws) and +24 melee (2d6+6, bite); Space/Reach 15 ft/15 ft; SA charge, fear aura, improved grab; SQ DR 10/good, darkvision 60 ft, immunity to fire and poison, regeneration 8, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft; SR 20; AL LE; SV Fort +23, Ref +8, Will +9; Str 35, Dex 6, Con 26, Int 9, Wis 8, Cha 12.</p><p></p><p><em>Skills and Feats</em>: Balance +12, Bluff +13, Climb +21, Diplomacy +15, Intimidate +30, Jump +23, Listen +11, Move Silently +10, Search +11, Spot +11, Tumble +12; Cleave, Flyby Attack, Great Cleave, Improved Sunder, Multiattack, Power Attack</p><p></p><p><strong>Charge (Ex):</strong> Splayfoot typically begins a battle with a flying charge at an opponent on the ground. In addition to the normal benefits and hazards of a charge, this tactic allows Splayfoot to make a single gore attack (+26 melee) that deals 6d6+18 points of damage. The creature can also charge while moving on the ground, if it wishes.</p><p></p><p><strong>Fear Aura (Su):</strong> Splayfoot can radiate a 15-foot radius aura of fear as a free action. Affected creatures must succeed on a DC 18 Will save or be affected as though by a <em>fear</em> spell (caster level 12th). A creature that successfully saves cannot be affected again by Splayfoot’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, Splayfoot must hit an opponent of up to Large size with a claw attack. If it gets a hold, Splayfoot may attempt to grapple as a free action without provoking an attack of opportunity. Splayfoot has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but Splayfoot is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.</p><p></p><p><strong>Regeneration (Ex):</strong> Splayfoot takes normal damage from acid, from holy weapons, and from attacks that deal holy damage.</p><p></p><p><em>Physical Description:</em> Splayfoot appears as a hulking, horned devil with great wings, underslung jaw, large, batlike ears, and a long tail. Its body is covered in scales, and it carries a huge two-tined fork.</p><p></p><p>The fell spirit named Splayfoot dwells in the Iron Palace in Dis, and serves as a captain in Dispater’s Iron Guard under Bel, the pit fiend commander.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1435585, member: 1223"] [b]Splayfoot[/b] OK, time for a brief digression. Inspired by Olive’s nifty “[url=http://www.enworld.org/forums/showthread.php?t=80344]Minions for Lesser Planar Binding[/url]” thread, I’ve dusted off my own list of customized planar binding monsters. I had originally done up a nice list for Valerius last winter. At the time Valerius had gathered a sizable roster of entities to call upon, but because of the Vavasor’s corrupted teachings, a disproportionate number of these names belonged to devils just itching to be brought into the visible world. Valerius, true to his 18 Intelligence, has so far avoided summoning up any of these fiends, sticking to the few elementals that were known to him. However, as the campaign nears its conclusion, Valerius may likely face several desperate situations in which the snares of Hell will once again be laid across his path. And sometimes, needs must when the devil drives... Of course, I had avoided updating my list to 3.5, in part knowing that the revised edition introduced some big changes to both the planar binding spells (lowering the HD caps to 6, 12, and 18) and to the devils themselves. Now that I’ve finally got all of my planar binding monsters cleaned up and updated to 3.5, I’ll start posting them here. I’ve already provided details on a quintet of spined devils to Olive’s thread. Here’s a nasty brute by the name of Splayfoot, a malebranche devil from the Monster Manual II. (Note that, after much consideration, I’ve decided that the MMII’s CR of 9 is not just wrong, it’s silly and dangerous wrong. I think CR 13 is much closer to the right number.) === [I]SPLAYFOOT is a gigantic spirit of war, terrifying when aroused, which serves in the Iron Guard.[/i] [B]Splayfoot:[/b] malebranche; CR 13; Huge Outsider (Devil, Evil, Extraplanar, Lawful); HD 16d8+128; hp 201; Init -2; Spd 40 ft, fly 120 ft (average); AC 23, touch 6, flat-footed 23; BAB +16; Grp +36; Atk +27 melee (2d8+12, huge masterwork trident); Full Atk +27/+22/+17/+12 melee (2d8+12, huge masterwork trident) and +24 melee (2d6+6, gore) or +27/+22/+17/+12 melee (2d8+12, huge masterwork trident) and +24 melee (2d6+6, bite) or +26 melee (2d8+12, 2 claws) and +24 melee (2d6+6, gore) or +26 melee (2d8+12, 2 claws) and +24 melee (2d6+6, bite); Space/Reach 15 ft/15 ft; SA charge, fear aura, improved grab; SQ DR 10/good, darkvision 60 ft, immunity to fire and poison, regeneration 8, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft; SR 20; AL LE; SV Fort +23, Ref +8, Will +9; Str 35, Dex 6, Con 26, Int 9, Wis 8, Cha 12. [I]Skills and Feats[/i]: Balance +12, Bluff +13, Climb +21, Diplomacy +15, Intimidate +30, Jump +23, Listen +11, Move Silently +10, Search +11, Spot +11, Tumble +12; Cleave, Flyby Attack, Great Cleave, Improved Sunder, Multiattack, Power Attack [B]Charge (Ex):[/b] Splayfoot typically begins a battle with a flying charge at an opponent on the ground. In addition to the normal benefits and hazards of a charge, this tactic allows Splayfoot to make a single gore attack (+26 melee) that deals 6d6+18 points of damage. The creature can also charge while moving on the ground, if it wishes. [B]Fear Aura (Su):[/b] Splayfoot can radiate a 15-foot radius aura of fear as a free action. Affected creatures must succeed on a DC 18 Will save or be affected as though by a [i]fear[/i] spell (caster level 12th). A creature that successfully saves cannot be affected again by Splayfoot’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based. [B]Improved Grab (Ex):[/b] To use this ability, Splayfoot must hit an opponent of up to Large size with a claw attack. If it gets a hold, Splayfoot may attempt to grapple as a free action without provoking an attack of opportunity. Splayfoot has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but Splayfoot is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage. [B]Regeneration (Ex):[/b] Splayfoot takes normal damage from acid, from holy weapons, and from attacks that deal holy damage. [I]Physical Description:[/i] Splayfoot appears as a hulking, horned devil with great wings, underslung jaw, large, batlike ears, and a long tail. Its body is covered in scales, and it carries a huge two-tined fork. The fell spirit named Splayfoot dwells in the Iron Palace in Dis, and serves as a captain in Dispater’s Iron Guard under Bel, the pit fiend commander. [/QUOTE]
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