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D&D Older Editions, OSR, & D&D Variants
Melchon, Caarcrinolaas, Zimmimar, and Bael for the Creature Catalog v.3.5
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<blockquote data-quote="zeo_evil" data-source="post: 1280618" data-attributes="member: 11766"><p>I recently worked on this version of Melchon for my epic Forgotten Realms campaign. I came back to the forums after some time away and noticed the Creature Catalog thread. So here you go. Let me know what you think. I have more. I did the whole group of Mammon and his Dukes. I even did the Minister of Morale, Zimmimar. If you like this one, then I will post all the Dukes my players have not yet defeated (Bael, Focalor, and Mammon still live).</p><p></p><p>Melchon (Duke of Hell)</p><p>Medium-Size Outsider (Extraplanar, Evil, Lawful)</p><p>Hit Dice: 33d8+330 (478 hp)</p><p>Initiative: +7 (+3 Dex, +4 Improved Initiative)</p><p>Speed: 40 ft (8 squares)</p><p>AC: 42 (+3 Dex, +6 Insight, +23 Natural) touch 19, flat-footed 39</p><p>Base Attack/Grapple/Ranged Touch: +33/+40/+36</p><p>Attack: Masterwork cold iron greataxe +42 melee (1d12+10 [19-20/x3] plus deathblade poison); or tail sting +40 melee (2d6+7)</p><p>Full Attack: Masterwork cold iron greataxe +42/+37/+32/+27 melee (1d12+10 [19-20/x3] plus deathblade poison) and tail sting +35 melee (2d6+3)</p><p>Space/Reach: 5 ft/5 ft</p><p>Special Attacks: Corrupt water, fear aura, psionics, spell-like abilities, summon devil</p><p>Special Qualities: Damage reduction 15/good and epic and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 20 and cold 20, regeneration 8, see in darkness, spell resistance 34, telepathy 100 ft.</p><p>Saves: Fort +28, Ref +21, Will +27</p><p>Abilities: Str 25, Dex 17, Con 31, Int 26, Wis 28, Cha 28</p><p>Skills: Bluff +45, Climb +43, Concentration +46, Diplomacy +49, Disguise +45 (+47 acting), Gather Information +45, Heal +45, Intimidate +47, Knowledge (arcana) +44, Knowledge (religion) +26, Knowledge (the planes) +26, Listen +45, Move Silently +39, Search +44, Sense Motive +45, Spellcraft +46, Spot +45</p><p>Feats: Blind-Fight, Cleave, Combat Reflexes, Empower Spell-Like Ability (delayed blast fireball), Great Cleave, Improved Critical (greataxe), Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (greataxe)</p><p>Epic Feats: Devastating Critical (greataxe) (DC 33), Overwhelming Critical (greataxe)</p><p>Challenge Rating: 22</p><p>Alignment: Lawful evil</p><p></p><p>“This creature is a 6 ft. tall, fiery red-skinned diabolical humanoid with upturned, bull-like horns, black, curling brows and a thick pointed beard. His dirty hooves are pitch black and he has enormous crimson wings. He is holding an (cold) iron greataxe.”</p><p></p><p>Melchon’s natural weapons, as well as any weapons he wields, are treated as epic, evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.</p><p></p><p>Corrupt Water (Ex): Melchon’s touch transforms up to 36 gallons of water into a deadly poison equal to Deathblade poison. Holy water is unaffected by this ability. Magical waters or potions receive a save (DC 36) to avoid corruption. A potion’s save is equal to 2 + ½ its caster level. The quantity and save DC are Constitution-based.</p><p></p><p>Deathblade Poison (Ex): Injury, Fort DC 20, initial damage 1d6 Con, secondary damage 2d6 Con.</p><p></p><p>Fear Aura (Su): As a free action, 30-foot radius, Will save (DC 35) negates, as a fear spell (while within the 30 ft. area) and a 30 ft. repulsion spell cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected again by Melchon’s fear aura for one day. The save DC is Charisma-based.</p><p></p><p>Psionics (Sp): At will—astral projection, detect evil, detect law, levitate, and protection from good (DC 20). Caster level 20th. The save DCs are Charisma-based.</p><p></p><p>Regeneration (Ex): Melchon takes normal damage from epic good-aligned silvered weapons, and from spells or effects with the good descriptor.</p><p></p><p>Spell-Like Abilities: At will—animate dead, blasphemy (DC 26), comprehend languages, desecrate, detect good, detect magic, greater dispel magic, greater invisibility (DC 23), greater teleport (self plus 50 pounds of objects only), magic circle against good (DC 22), mass charm monster (DC 23), mass hold monster (DC 28), mass suggestion (DC 25), persistent image (DC 24), polymorph, power word stun, produce flame, pyrotechnics (DC 21), see invisibility, symbol (fear, pain, persuasion, or sleep; DC varies), unhallow and unholy aura (DC 27). 2/day—delayed blast fireball (DC 26). 1/day—meteor swarm (DC 28), symbol (death, insanity, stunning, or weakness; DC varies). 1/week—wish (DC 28). Caster level 20th. The save DCs are Charisma-based.</p><p></p><p>Summon Devil (Sp): Three times per day, Melchon can automatically summon 3 lemures, erinyes, or barbazu, or 2 osyluths, hamatulas, or cornugons, or 1 pit fiend.</p></blockquote><p></p>
[QUOTE="zeo_evil, post: 1280618, member: 11766"] I recently worked on this version of Melchon for my epic Forgotten Realms campaign. I came back to the forums after some time away and noticed the Creature Catalog thread. So here you go. Let me know what you think. I have more. I did the whole group of Mammon and his Dukes. I even did the Minister of Morale, Zimmimar. If you like this one, then I will post all the Dukes my players have not yet defeated (Bael, Focalor, and Mammon still live). Melchon (Duke of Hell) Medium-Size Outsider (Extraplanar, Evil, Lawful) Hit Dice: 33d8+330 (478 hp) Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: 40 ft (8 squares) AC: 42 (+3 Dex, +6 Insight, +23 Natural) touch 19, flat-footed 39 Base Attack/Grapple/Ranged Touch: +33/+40/+36 Attack: Masterwork cold iron greataxe +42 melee (1d12+10 [19-20/x3] plus deathblade poison); or tail sting +40 melee (2d6+7) Full Attack: Masterwork cold iron greataxe +42/+37/+32/+27 melee (1d12+10 [19-20/x3] plus deathblade poison) and tail sting +35 melee (2d6+3) Space/Reach: 5 ft/5 ft Special Attacks: Corrupt water, fear aura, psionics, spell-like abilities, summon devil Special Qualities: Damage reduction 15/good and epic and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 20 and cold 20, regeneration 8, see in darkness, spell resistance 34, telepathy 100 ft. Saves: Fort +28, Ref +21, Will +27 Abilities: Str 25, Dex 17, Con 31, Int 26, Wis 28, Cha 28 Skills: Bluff +45, Climb +43, Concentration +46, Diplomacy +49, Disguise +45 (+47 acting), Gather Information +45, Heal +45, Intimidate +47, Knowledge (arcana) +44, Knowledge (religion) +26, Knowledge (the planes) +26, Listen +45, Move Silently +39, Search +44, Sense Motive +45, Spellcraft +46, Spot +45 Feats: Blind-Fight, Cleave, Combat Reflexes, Empower Spell-Like Ability (delayed blast fireball), Great Cleave, Improved Critical (greataxe), Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (greataxe) Epic Feats: Devastating Critical (greataxe) (DC 33), Overwhelming Critical (greataxe) Challenge Rating: 22 Alignment: Lawful evil “This creature is a 6 ft. tall, fiery red-skinned diabolical humanoid with upturned, bull-like horns, black, curling brows and a thick pointed beard. His dirty hooves are pitch black and he has enormous crimson wings. He is holding an (cold) iron greataxe.” Melchon’s natural weapons, as well as any weapons he wields, are treated as epic, evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Corrupt Water (Ex): Melchon’s touch transforms up to 36 gallons of water into a deadly poison equal to Deathblade poison. Holy water is unaffected by this ability. Magical waters or potions receive a save (DC 36) to avoid corruption. A potion’s save is equal to 2 + ½ its caster level. The quantity and save DC are Constitution-based. Deathblade Poison (Ex): Injury, Fort DC 20, initial damage 1d6 Con, secondary damage 2d6 Con. Fear Aura (Su): As a free action, 30-foot radius, Will save (DC 35) negates, as a fear spell (while within the 30 ft. area) and a 30 ft. repulsion spell cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected again by Melchon’s fear aura for one day. The save DC is Charisma-based. Psionics (Sp): At will—astral projection, detect evil, detect law, levitate, and protection from good (DC 20). Caster level 20th. The save DCs are Charisma-based. Regeneration (Ex): Melchon takes normal damage from epic good-aligned silvered weapons, and from spells or effects with the good descriptor. Spell-Like Abilities: At will—animate dead, blasphemy (DC 26), comprehend languages, desecrate, detect good, detect magic, greater dispel magic, greater invisibility (DC 23), greater teleport (self plus 50 pounds of objects only), magic circle against good (DC 22), mass charm monster (DC 23), mass hold monster (DC 28), mass suggestion (DC 25), persistent image (DC 24), polymorph, power word stun, produce flame, pyrotechnics (DC 21), see invisibility, symbol (fear, pain, persuasion, or sleep; DC varies), unhallow and unholy aura (DC 27). 2/day—delayed blast fireball (DC 26). 1/day—meteor swarm (DC 28), symbol (death, insanity, stunning, or weakness; DC varies). 1/week—wish (DC 28). Caster level 20th. The save DCs are Charisma-based. Summon Devil (Sp): Three times per day, Melchon can automatically summon 3 lemures, erinyes, or barbazu, or 2 osyluths, hamatulas, or cornugons, or 1 pit fiend. [/QUOTE]
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Melchon, Caarcrinolaas, Zimmimar, and Bael for the Creature Catalog v.3.5
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