Knightfall
World of Kulan DM
Vampiric Demon Queen
Thanks. And here's another...
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Doodvrouw, “Death Queen” (Advanced Marilith/Half-Vampire/Mortal Hunter10)
Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 20d8+200 + 10d10+100 (445 hp)
Initiative: +10
Speed: 40 ft. (8 squares)
AC: 33 (-1 size, +6 Dex, +18 natural), touch 15, flat-footed 27
Base Attack/Grapple: +25/+40
Attack: +39 melee (2d6+14 plus 1d6 fire/19-20, +3 flaming longsword) or +35 melee (3d6+10, slam) or +35 melee (5d6+10, tail slap)
Full Attack: +35/+30/+25/+20 melee (2d6+14 plus 1d6 fire/19-20, +3 flaming longsword) and +33 melee (2d6+5/19-20, 5 mw longswords) and +33 melee (5d6+5, tail slap) or +35 melee (3d6+10, 6 slams) and +33 melee (5d6+5, tail slap)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Charm gaze, claws of the overfiend, constrict 4d6+15, improved grab, mortalbane shout, mortal hunting +4, spell-like abilities, spells, slay mortal, smite mortals, summon tanar’ri
Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., detect mortals, fast healing 1 (special), immunity to electricity and poison, mortal skin (any), resistance to acid 10, cold 15, electricity 5, and fire 10, spell resistance 25, spurn mortal magic, telepathy 100 ft., true seeing
Saves: Fort +27, Ref +23, Will +21
Abilities: Str 32 (+11), Dex 22 (+6), Con 30 (+10), Int 18 (+4), Wis 18 (+4), Cha 26 (+8)
Skills: Bluff +32, Concentration +32, Diplomacy +31, Disguise +19 (+21 acting), Hide +28, Intimidate +31, Knowledge (arcana) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +46, Move Silently +32, Search 27, Sense Motive +27, Spellcraft +26 (+28 scrolls), Spot +46, Survival +22 (+24 following tracks), Use Magic Device +30 (+32 scrolls)
Feats: Alertness, Boost Spell-Like Ability (blade barrier) B, Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech, Improved Initiative B, Mortalbane, Multiattack, Multiweapon Fighting, Power Attack, Track, Weapon Focus (longsword)
Continent/Region: Any
Environment: Infinite Layers of the Abyss
Organization: Unique; or hunting group (with 2 fiendish displacer beasts, 1d4 hell hounds, and 1 howler)
Challenge Rating: 25
Treasure: Double coins; triple goods; double items, plus one +3 flaming longsword and 5 masterwork longswords
Alignment: Chaotic evil
Advancement: --
The marilith known throughout the Outer Planes simply as the “Death Queen” is a powerful demonic vassal of the Demon Prince of the Undead, Orcus. Very few outside of the layer of Thanatos, which Orcus rules, know of Doodvrouw or its deference to the Demon Prince of the Undead. However, knowledge of it and its active machinations for its lord are becoming more widely known throughout the Abyss and beyond.
Doodvrouw started out as just another marilith in the armies of Orcus, before the time of the demon lord’s death and eventual resurrection as an undead demon. The marilith time and again stayed true to its devotions to Orcus, a rarity amongst demon kind. Eventually, Orcus, as Tenebrous, took the marilith into its confidence, along with several others that the undead demon lord believed it could trust. (As much as any demon can trust another.)
It was at this time that Doodvrouw was gifted with her half-vampire heritage, something that only the Demon Prince of the Undead could accomplish, without much difficulty. Tenebrous also charged the marilith with the task of hunting down any mortals that might suspected the demon lord’s true identity or that had stumbled onto some obscure knowledge that could lead to the discovery.
Thus, Doodvrouw evolved into the position it now holds, as the chief assassin of Orcus when mortals need to be killed. After the Demon Prince of the Undead reconstituted its power, knowledge of the “Death Queen” began to spread throughout the Outer Planes. Doodvrouw relishes its newfound position of power and strength, although the marilith knows that it will have to wait many centuries before either striking out on its own or trying to usurp Orcus.
Of course, Orcus already knows of Doodvrouw’s plans but is content to continue using the marilith until it has outlived its usefulness. Orcus would even be willing to release the “Death Queen” from its service, but only if doing so would benefit the Demon Prince in someway.
Doodvrouw appears much like any marilith, but instead of wearing bangles and jewelry, the demon prefers to wear ornaments carved from the bones of mortals that it has killed. These ornaments are hauntingly beautiful to the eye and, yet, vile to the other senses, especially touch and smell. Doodvrouw’s ‘scaly coils’, as per the description of the marilith on page 45 of D&D Monster Manual v.3.5 are mottled black and blood red.
Doodvrouw speaks the following languages: Abyssal, Celestial, Common, Draconic, Giant, Goblin, and Infernal.
Combat
Each of Doodvrouw’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm.
Doodvrouw’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Charm Gaze (Ex): Doodvrouw can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that Doodvrouw must use a standard action, and those merely looking at the demon are not affected. Anyone Doodvrouw targets must make a successful Will save (DC 28) or fall under the demon’s influence as though affected by a charm monster spell (caster level: 20th). Any creature that successfully saves against the Doodvrouw’s charm gaze cannot be affected by its charm gaze for 24 hours. The ability has a range of 30 feet.
Constrict (Ex): Doodvrouw deals 4d6+15 points of damage with a successful grapple check. The constricted creature must succeed on a DC 30 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.
Improved Grab (Ex): To use this ability, Doodvrouw must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
Mortalbane Shout (Su): Doodvrouw can, once per day, give a shout that stuns for 1 round all mortals within 50 feet who fail a Fortitude save (DC 28).
Mortal Hunting (Ex): Doodvrouw gains a bonus against mortals due to its extensive study of them and training in the proper combat techniques. The demon gains a +4 bonus on attack and damage rolls against mortals and the same bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against mortals. The damage bonus applies to ranged weapons only against targets within 30 feet (the demon cannot strike with deadly accuracy beyond that range). The bonus does not apply to damage against creatures that are immune to critical hits.
Spell-like Abilities: At will – align weapon, blade barrier (DC 26), magic weapon, project image (DC 24), polymorph, see invisibility, telekinesis (DC 23), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 26). Caster level: 16th. The save DCs are Charisma-based.
Spells (cast 0/4/4/4/3): 1st – cause fear, charm person, detect good, heartache, protection from good, sleep, unnerving gaze. 2nd – detect thoughts, evil eye, hold person, magic circle against good, see invisibility, web, wither limb. 3rd – flesh ripper, mirror sending, nondetection, scrying, suggestion, vile lance, wrack. 4th – arcane eye, call dretch horde, locate creature, mortality undone, phantasmal killer, resonating resistance. The save DCs equal 18 plus the level of the spell, and are Charisma-based.
Slay Mortal (Su): Doodvrouw can attempt to slay a mortal with its touch once per day. If the demon succeeds at a melee touch attack, the mortal must make a Fortitude saving throw (DC 28) or die instantly.
Smite Mortal (Su): Once per day, Doodvrouw may attempt to smite mortals with one normal melee attack. It adds its Wisdom modifier (+4) to its attack roll and deals 20 extra points of damage. If the demon accidentally smites a creature that is not a mortal, the smite has no effect but is still used up for that day.
Summon Tanar’ri (Sp): Once per day, Doodvrouw can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or one marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
Detect Mortals (Su): Doodvrouw can use detect mortals at will. This ability duplicates the effect of detect undead cast by a 15th-level caster, except that mortals are detected.
Fast Healing (Ex): Doodvrouw heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the demon has more than half its full normal hit points, its fasting healing does not function (but other forms of healing still function normally).
Mortal Skin (Su): By magically grafting bits of mortal flesh to its own body, Doodvrouw gains the ability to transform (as the polymorph self spell). The demon can adopt any mortal form. If the flesh used is from the exact individual being imitated then the duration is permanent. If the flesh is from a being of the same type as the form adopted then the duration is 1 hour. If the flesh is not the same type as the form adopted then the duration is 10 minutes. In all cases, the demon can dismiss the ability as a standard action. Otherwise, this ability works as the polymorph self spell, and the demon can call upon it once per day.
Spurn Mortal Magic (Su): Doodvrouw applies its Wisdom modifier (+4) as an additional bonus on all saving throws against spells and spell-like abilities used by mortals. Will saving throws, thus, add double the normal Wisdom modifier.
True Seeing (Su): Doodvrouw continuously uses this ability, as the spell (caster level: 16th).
Skills: Doodvrouw has a +2 racial bonus on Bluff, Hide, and Move Silently and +10 racial bonus on Listen and Spot checks.
Feats: In combination with its natural abilities, Doodvrouw’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.
BOZ said:good call.![]()
Thanks. And here's another...
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Doodvrouw, “Death Queen” (Advanced Marilith/Half-Vampire/Mortal Hunter10)
Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 20d8+200 + 10d10+100 (445 hp)
Initiative: +10
Speed: 40 ft. (8 squares)
AC: 33 (-1 size, +6 Dex, +18 natural), touch 15, flat-footed 27
Base Attack/Grapple: +25/+40
Attack: +39 melee (2d6+14 plus 1d6 fire/19-20, +3 flaming longsword) or +35 melee (3d6+10, slam) or +35 melee (5d6+10, tail slap)
Full Attack: +35/+30/+25/+20 melee (2d6+14 plus 1d6 fire/19-20, +3 flaming longsword) and +33 melee (2d6+5/19-20, 5 mw longswords) and +33 melee (5d6+5, tail slap) or +35 melee (3d6+10, 6 slams) and +33 melee (5d6+5, tail slap)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Charm gaze, claws of the overfiend, constrict 4d6+15, improved grab, mortalbane shout, mortal hunting +4, spell-like abilities, spells, slay mortal, smite mortals, summon tanar’ri
Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., detect mortals, fast healing 1 (special), immunity to electricity and poison, mortal skin (any), resistance to acid 10, cold 15, electricity 5, and fire 10, spell resistance 25, spurn mortal magic, telepathy 100 ft., true seeing
Saves: Fort +27, Ref +23, Will +21
Abilities: Str 32 (+11), Dex 22 (+6), Con 30 (+10), Int 18 (+4), Wis 18 (+4), Cha 26 (+8)
Skills: Bluff +32, Concentration +32, Diplomacy +31, Disguise +19 (+21 acting), Hide +28, Intimidate +31, Knowledge (arcana) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +46, Move Silently +32, Search 27, Sense Motive +27, Spellcraft +26 (+28 scrolls), Spot +46, Survival +22 (+24 following tracks), Use Magic Device +30 (+32 scrolls)
Feats: Alertness, Boost Spell-Like Ability (blade barrier) B, Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech, Improved Initiative B, Mortalbane, Multiattack, Multiweapon Fighting, Power Attack, Track, Weapon Focus (longsword)
Continent/Region: Any
Environment: Infinite Layers of the Abyss
Organization: Unique; or hunting group (with 2 fiendish displacer beasts, 1d4 hell hounds, and 1 howler)
Challenge Rating: 25
Treasure: Double coins; triple goods; double items, plus one +3 flaming longsword and 5 masterwork longswords
Alignment: Chaotic evil
Advancement: --
The marilith known throughout the Outer Planes simply as the “Death Queen” is a powerful demonic vassal of the Demon Prince of the Undead, Orcus. Very few outside of the layer of Thanatos, which Orcus rules, know of Doodvrouw or its deference to the Demon Prince of the Undead. However, knowledge of it and its active machinations for its lord are becoming more widely known throughout the Abyss and beyond.
Doodvrouw started out as just another marilith in the armies of Orcus, before the time of the demon lord’s death and eventual resurrection as an undead demon. The marilith time and again stayed true to its devotions to Orcus, a rarity amongst demon kind. Eventually, Orcus, as Tenebrous, took the marilith into its confidence, along with several others that the undead demon lord believed it could trust. (As much as any demon can trust another.)
It was at this time that Doodvrouw was gifted with her half-vampire heritage, something that only the Demon Prince of the Undead could accomplish, without much difficulty. Tenebrous also charged the marilith with the task of hunting down any mortals that might suspected the demon lord’s true identity or that had stumbled onto some obscure knowledge that could lead to the discovery.
Thus, Doodvrouw evolved into the position it now holds, as the chief assassin of Orcus when mortals need to be killed. After the Demon Prince of the Undead reconstituted its power, knowledge of the “Death Queen” began to spread throughout the Outer Planes. Doodvrouw relishes its newfound position of power and strength, although the marilith knows that it will have to wait many centuries before either striking out on its own or trying to usurp Orcus.
Of course, Orcus already knows of Doodvrouw’s plans but is content to continue using the marilith until it has outlived its usefulness. Orcus would even be willing to release the “Death Queen” from its service, but only if doing so would benefit the Demon Prince in someway.
Doodvrouw appears much like any marilith, but instead of wearing bangles and jewelry, the demon prefers to wear ornaments carved from the bones of mortals that it has killed. These ornaments are hauntingly beautiful to the eye and, yet, vile to the other senses, especially touch and smell. Doodvrouw’s ‘scaly coils’, as per the description of the marilith on page 45 of D&D Monster Manual v.3.5 are mottled black and blood red.
Doodvrouw speaks the following languages: Abyssal, Celestial, Common, Draconic, Giant, Goblin, and Infernal.
Combat
Each of Doodvrouw’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm.
Doodvrouw’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Charm Gaze (Ex): Doodvrouw can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that Doodvrouw must use a standard action, and those merely looking at the demon are not affected. Anyone Doodvrouw targets must make a successful Will save (DC 28) or fall under the demon’s influence as though affected by a charm monster spell (caster level: 20th). Any creature that successfully saves against the Doodvrouw’s charm gaze cannot be affected by its charm gaze for 24 hours. The ability has a range of 30 feet.
Constrict (Ex): Doodvrouw deals 4d6+15 points of damage with a successful grapple check. The constricted creature must succeed on a DC 30 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.
Improved Grab (Ex): To use this ability, Doodvrouw must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
Mortalbane Shout (Su): Doodvrouw can, once per day, give a shout that stuns for 1 round all mortals within 50 feet who fail a Fortitude save (DC 28).
Mortal Hunting (Ex): Doodvrouw gains a bonus against mortals due to its extensive study of them and training in the proper combat techniques. The demon gains a +4 bonus on attack and damage rolls against mortals and the same bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against mortals. The damage bonus applies to ranged weapons only against targets within 30 feet (the demon cannot strike with deadly accuracy beyond that range). The bonus does not apply to damage against creatures that are immune to critical hits.
Spell-like Abilities: At will – align weapon, blade barrier (DC 26), magic weapon, project image (DC 24), polymorph, see invisibility, telekinesis (DC 23), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 26). Caster level: 16th. The save DCs are Charisma-based.
Spells (cast 0/4/4/4/3): 1st – cause fear, charm person, detect good, heartache, protection from good, sleep, unnerving gaze. 2nd – detect thoughts, evil eye, hold person, magic circle against good, see invisibility, web, wither limb. 3rd – flesh ripper, mirror sending, nondetection, scrying, suggestion, vile lance, wrack. 4th – arcane eye, call dretch horde, locate creature, mortality undone, phantasmal killer, resonating resistance. The save DCs equal 18 plus the level of the spell, and are Charisma-based.
Slay Mortal (Su): Doodvrouw can attempt to slay a mortal with its touch once per day. If the demon succeeds at a melee touch attack, the mortal must make a Fortitude saving throw (DC 28) or die instantly.
Smite Mortal (Su): Once per day, Doodvrouw may attempt to smite mortals with one normal melee attack. It adds its Wisdom modifier (+4) to its attack roll and deals 20 extra points of damage. If the demon accidentally smites a creature that is not a mortal, the smite has no effect but is still used up for that day.
Summon Tanar’ri (Sp): Once per day, Doodvrouw can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or one marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
Detect Mortals (Su): Doodvrouw can use detect mortals at will. This ability duplicates the effect of detect undead cast by a 15th-level caster, except that mortals are detected.
Fast Healing (Ex): Doodvrouw heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the demon has more than half its full normal hit points, its fasting healing does not function (but other forms of healing still function normally).
Mortal Skin (Su): By magically grafting bits of mortal flesh to its own body, Doodvrouw gains the ability to transform (as the polymorph self spell). The demon can adopt any mortal form. If the flesh used is from the exact individual being imitated then the duration is permanent. If the flesh is from a being of the same type as the form adopted then the duration is 1 hour. If the flesh is not the same type as the form adopted then the duration is 10 minutes. In all cases, the demon can dismiss the ability as a standard action. Otherwise, this ability works as the polymorph self spell, and the demon can call upon it once per day.
Spurn Mortal Magic (Su): Doodvrouw applies its Wisdom modifier (+4) as an additional bonus on all saving throws against spells and spell-like abilities used by mortals. Will saving throws, thus, add double the normal Wisdom modifier.
True Seeing (Su): Doodvrouw continuously uses this ability, as the spell (caster level: 16th).
Skills: Doodvrouw has a +2 racial bonus on Bluff, Hide, and Move Silently and +10 racial bonus on Listen and Spot checks.
Feats: In combination with its natural abilities, Doodvrouw’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.
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