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How Strong is this Demon I created? (Shetek the Claw)
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<blockquote data-quote="Elric" data-source="post: 1956428" data-attributes="member: 1139"><p>Here is her even stronger counterpart, the Mistress of Pain. I should mention that the PCs have well chosen equipment for their level, so their saves and ACs are relatively high.</p><p></p><p>Mistress of Pain</p><p>Medium Outsider (Chaotic, Extraplanar, Evil)</p><p></p><p><strong>Hit Dice:</strong> 22d8+ 22*15 (440 hp)</p><p><strong>Initiative</strong>: +7</p><p><strong>Speed</strong>: 70 ft. (14 squares), Fly 90 ft (good)</p><p><strong>Armor Class:</strong> 52 (+8 Abyssal Armor, +8 Dex, +20 natural, +5 Deflection from Unholy Aura), touch 22, flat-footed 43</p><p>Unholy Aura (DC 30 Fort negates)- 1d6 Str damage on melee hit against her (banesword negates, caster level 20), 50% chance to avoid critical hits (except from banesword) </p><p></p><p><strong>Base Attack/Grapple:</strong> +22/+38</p><p><strong>Attack</strong>: Slam +40 melee (+22 base, +16 Str, +2 enhancement) (1d8+18/15–20) or tail slap +40 melee (4d6+10)</p><p><strong>Full Attack:</strong> Slam +40/+35/+30/+25 melee (1d8+18/15–20) and tail slap +40 melee (4d6+10); (criticals auto-confirm, infernal wound on slams, additional effects on a slam critical)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft. (10 ft w/ Tail Slap)</p><p><strong>Special Attacks:</strong> Constrict 4d6+27, improved grab, spell-like abilities, Augmented Criticals, Aura of Despair, Symbol of Pain</p><p><strong>Special Qualities:</strong> DR 10/good and cold iron, Darkvision 60 ft., immunity to electricity and poison, resistance to acid 15, cold 15, and fire 15, spell resistance 28 (+4 vs. good spells), telepathy 1000 ft., Regeneration 20, Mettle</p><p></p><p><strong>Saves</strong>: Fort +33, Ref +26, Will +26 (counts +5 Resistance from Unholy Aura), Mettle (when allowed a Fortitude or Will save for partial effect, suffers no effect on a made save)</p><p><strong>Abilities</strong>: Str 43, Dex 27, Con 40, Int 24, Wis 18, Cha 34</p><p><strong>Skills</strong>: Bluff +37, Concentration +40, Diplomacy +39, Disguise +37, Gather Information +39, Heal +29, Hide +33, Intimidate +39, Listen +29, Move Silently +32, Search +32, Sense Motive +29, Spellcraft +32, Spot +29, Use Magic Device +37,</p><p></p><p><strong>Feats</strong>: Combat Reflexes, Multiattack, Multiweapon Fighting, Improved Critical: Slam, Quicken Spell-Like Ability (Tortuous Storm, 3/day), Vile Spell Resistance (+4 vs. good spells, or spells/spell-like abilities of good outsiders), Practiced Spellcaster, Servant of Hell (reroll a roll 1/day, after seeing result), Pain Focus (+2 DC on abilities related to pain, Sword of Agony, Symbol of Pain, Gaze of the Abyss, Tortuous Storm, Sublime Sorrow)</p><p></p><p><strong>Items</strong>: Abyssal Armor +3 (Chain Mail, Max Dex bonus +8, Fly 3/day for 5 minutes each), </p><p></p><p><strong>Blessing of Pain and Darkness</strong>: Str +4, Dex +4, Con +4, Int +2, Cha +4, +1 Natural Armor, +4 profane bonus on will saves, +2 enhancement bonus on all attacks, criticals auto-confirm, 50% chance to avoid critical hits (except from her banesword), Mettle</p><p></p><p><strong>Aura of Despair </strong> (Ex): All enemies within 30 feet of her receive no morale bonuses to anything (this includes the Ki Warlord ability of the Kensai class and a Paladin’s Aura of Courage, for example)</p><p></p><p><strong>Augmented Criticals </strong> (Ex): Her slam attacks threaten a critical on an 18-20, (which becomes 15-20 due to improved critical and auto-confirms due to blessing of pain and darkness). Any creature hit by a critical from one of her slam attacks must make a Fort save (DC 37, Str based) or be staggered (move or standard action, but not both; no full round actions) for 1 round. Creatures that miss this save against DC 32 are nauseated for 1 round (only a single move action) and then staggered for 1 round. </p><p></p><p><strong>Infernal Wound</strong> (Su): The damage she deals with a slam attack causes a persistent wound. An injured creature loses 2 additional hit points each round (per wound). The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 33 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by her slam attack must succeed on a DC 27 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. </p><p></p><p><strong>Symbol of Pain </strong> (Su): Constantly surrounded by Symbol of Pain spell (60 foot radius, caster level 20, DC 29 Fort save or -4 attack rolls/skill checks/ability checks for 1 hour, successful save negates for 1 day). If dispelled, returns in 2d4 rounds (no new saves required if creatures have made them, another save allowed if creature failed before).</p><p></p><p><strong>Sublime Sorrow </strong> (Sp), 3/day, DC 33 Will save negates for 1 day. All good creatures within 30 feet take a -4 penalty on all saves, casting spells requires DC 15+Level concentration check, creatures take double damage from melee and ranged attacks. Duration: 1 hour. This ability requires a 1 round action to use.</p><p></p><p><strong>Sword of Agony</strong>, (Su), 1/day: Up to 10 good creatures (within 75 feet) feel her malice, which is proportional to each creatures’ goodness. Will save negates, DC 35 (Charisma based). If it fails the save, the creature takes 1d8 Wisdom or Charisma damage (whichever is higher takes the damage). If it is exalted, a good cleric, or a good outsider, it instead takes 2d8 points of damage to the higher ability score and 1d8 to the lower one. This ability requires a 1 round action to use.</p><p></p><p><strong>Gaze of the Abyss </strong> (Sp), at will, 3 times/day can use as a swift action: 1 target within 30 feet, DC 28 Will save negates (unaffected by Gaze for 1 day). Effect as Fear spell (mind-affecting), or kills outright if creature has less than 10 HD.</p><p></p><p><strong>Tortuous Storm </strong> (Sp), 7/day: 50 damage to all good targets within a 30 foot radius, Range 1200 feet. Reflex save DC 29 for half damage.</p><p></p><p><strong>Other spell-like abilities </strong> (caster level 20): Greater Teleport (Self only, plus 100 pounds of objects) at will, Unholy Aura at will (+5 bonuses instead of +4), Greater Dispel Magic at Will</p><p></p><p><strong>Regeneration </strong> (Ex): Her banesword deals normal damage to her.</p><p></p><p><strong>True Seeing </strong> (Su): She continuously uses this ability, as the spell (caster level 20th).</p><p></p><p><strong>Improved Grab</strong> (Ex): To use this ability, she must hit with its tail slap attack against a creature of size Large or smaller. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she succeeds on the grapple check, she can constrict.</p><p></p><p><strong>Constrict (Ex)</strong>: She deals 4d8+26 points of damage with a successful grapple check. The constricted creature must succeed on a DC 37 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.</p><p></p><p>Feats: In combination with her natural abilities, her Multiweapon Fighting feat allows her to attack with her tail at no penalty. Her natural weapons, as well as any weapons she wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.</p></blockquote><p></p>
[QUOTE="Elric, post: 1956428, member: 1139"] Here is her even stronger counterpart, the Mistress of Pain. I should mention that the PCs have well chosen equipment for their level, so their saves and ACs are relatively high. Mistress of Pain Medium Outsider (Chaotic, Extraplanar, Evil) [B]Hit Dice:[/B] 22d8+ 22*15 (440 hp) [B]Initiative[/B]: +7 [B]Speed[/B]: 70 ft. (14 squares), Fly 90 ft (good) [B]Armor Class:[/B] 52 (+8 Abyssal Armor, +8 Dex, +20 natural, +5 Deflection from Unholy Aura), touch 22, flat-footed 43 Unholy Aura (DC 30 Fort negates)- 1d6 Str damage on melee hit against her (banesword negates, caster level 20), 50% chance to avoid critical hits (except from banesword) [B]Base Attack/Grapple:[/B] +22/+38 [B]Attack[/B]: Slam +40 melee (+22 base, +16 Str, +2 enhancement) (1d8+18/15–20) or tail slap +40 melee (4d6+10) [B]Full Attack:[/B] Slam +40/+35/+30/+25 melee (1d8+18/15–20) and tail slap +40 melee (4d6+10); (criticals auto-confirm, infernal wound on slams, additional effects on a slam critical) [B]Space/Reach:[/B] 5 ft./5 ft. (10 ft w/ Tail Slap) [B]Special Attacks:[/B] Constrict 4d6+27, improved grab, spell-like abilities, Augmented Criticals, Aura of Despair, Symbol of Pain [B]Special Qualities:[/B] DR 10/good and cold iron, Darkvision 60 ft., immunity to electricity and poison, resistance to acid 15, cold 15, and fire 15, spell resistance 28 (+4 vs. good spells), telepathy 1000 ft., Regeneration 20, Mettle [B]Saves[/B]: Fort +33, Ref +26, Will +26 (counts +5 Resistance from Unholy Aura), Mettle (when allowed a Fortitude or Will save for partial effect, suffers no effect on a made save) [B]Abilities[/B]: Str 43, Dex 27, Con 40, Int 24, Wis 18, Cha 34 [B]Skills[/B]: Bluff +37, Concentration +40, Diplomacy +39, Disguise +37, Gather Information +39, Heal +29, Hide +33, Intimidate +39, Listen +29, Move Silently +32, Search +32, Sense Motive +29, Spellcraft +32, Spot +29, Use Magic Device +37, [B]Feats[/B]: Combat Reflexes, Multiattack, Multiweapon Fighting, Improved Critical: Slam, Quicken Spell-Like Ability (Tortuous Storm, 3/day), Vile Spell Resistance (+4 vs. good spells, or spells/spell-like abilities of good outsiders), Practiced Spellcaster, Servant of Hell (reroll a roll 1/day, after seeing result), Pain Focus (+2 DC on abilities related to pain, Sword of Agony, Symbol of Pain, Gaze of the Abyss, Tortuous Storm, Sublime Sorrow) [B]Items[/B]: Abyssal Armor +3 (Chain Mail, Max Dex bonus +8, Fly 3/day for 5 minutes each), [B]Blessing of Pain and Darkness[/B]: Str +4, Dex +4, Con +4, Int +2, Cha +4, +1 Natural Armor, +4 profane bonus on will saves, +2 enhancement bonus on all attacks, criticals auto-confirm, 50% chance to avoid critical hits (except from her banesword), Mettle [B]Aura of Despair [/B] (Ex): All enemies within 30 feet of her receive no morale bonuses to anything (this includes the Ki Warlord ability of the Kensai class and a Paladin’s Aura of Courage, for example) [B]Augmented Criticals [/B] (Ex): Her slam attacks threaten a critical on an 18-20, (which becomes 15-20 due to improved critical and auto-confirms due to blessing of pain and darkness). Any creature hit by a critical from one of her slam attacks must make a Fort save (DC 37, Str based) or be staggered (move or standard action, but not both; no full round actions) for 1 round. Creatures that miss this save against DC 32 are nauseated for 1 round (only a single move action) and then staggered for 1 round. [B]Infernal Wound[/B] (Su): The damage she deals with a slam attack causes a persistent wound. An injured creature loses 2 additional hit points each round (per wound). The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 33 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by her slam attack must succeed on a DC 27 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. [B]Symbol of Pain [/B] (Su): Constantly surrounded by Symbol of Pain spell (60 foot radius, caster level 20, DC 29 Fort save or -4 attack rolls/skill checks/ability checks for 1 hour, successful save negates for 1 day). If dispelled, returns in 2d4 rounds (no new saves required if creatures have made them, another save allowed if creature failed before). [B]Sublime Sorrow [/B] (Sp), 3/day, DC 33 Will save negates for 1 day. All good creatures within 30 feet take a -4 penalty on all saves, casting spells requires DC 15+Level concentration check, creatures take double damage from melee and ranged attacks. Duration: 1 hour. This ability requires a 1 round action to use. [B]Sword of Agony[/B], (Su), 1/day: Up to 10 good creatures (within 75 feet) feel her malice, which is proportional to each creatures’ goodness. Will save negates, DC 35 (Charisma based). If it fails the save, the creature takes 1d8 Wisdom or Charisma damage (whichever is higher takes the damage). If it is exalted, a good cleric, or a good outsider, it instead takes 2d8 points of damage to the higher ability score and 1d8 to the lower one. This ability requires a 1 round action to use. [B]Gaze of the Abyss [/B] (Sp), at will, 3 times/day can use as a swift action: 1 target within 30 feet, DC 28 Will save negates (unaffected by Gaze for 1 day). Effect as Fear spell (mind-affecting), or kills outright if creature has less than 10 HD. [B]Tortuous Storm [/B] (Sp), 7/day: 50 damage to all good targets within a 30 foot radius, Range 1200 feet. Reflex save DC 29 for half damage. [B]Other spell-like abilities [/B] (caster level 20): Greater Teleport (Self only, plus 100 pounds of objects) at will, Unholy Aura at will (+5 bonuses instead of +4), Greater Dispel Magic at Will [B]Regeneration [/B] (Ex): Her banesword deals normal damage to her. [B]True Seeing [/B] (Su): She continuously uses this ability, as the spell (caster level 20th). [B]Improved Grab[/B] (Ex): To use this ability, she must hit with its tail slap attack against a creature of size Large or smaller. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she succeeds on the grapple check, she can constrict. [B]Constrict (Ex)[/B]: She deals 4d8+26 points of damage with a successful grapple check. The constricted creature must succeed on a DC 37 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based. Feats: In combination with her natural abilities, her Multiweapon Fighting feat allows her to attack with her tail at no penalty. Her natural weapons, as well as any weapons she wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. [/QUOTE]
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How Strong is this Demon I created? (Shetek the Claw)
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