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General Tabletop Discussion
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: 1282960" data-attributes="member: 11766"><p><strong>The Minister of Morale!</strong></p><p></p><p>Imagine two bone devils, a xerfilstyx, and Zimmimar...and they survived!</p><p></p><p>Zimmimar (Member of the Dark Eight; Minister of Morale)</p><p>Large Outsider (Evil, Extraplanar, Lawful)</p><p>Hit Dice: 35d8+280 (437 hp)</p><p>Initiative: +6 (+2 Dex, +4 Improved Initiative)</p><p>Speed: 50 ft (10 squares), fly 80 ft (average)</p><p>AC: 42 (+2 Dex, +8 Insight, +23 Natural, -1 Size) touch 19, flat-footed 40</p><p>Base Attack/Grapple/Ranged Touch: +35/+47/+36</p><p>Attack: +3 vorpal cold iron bastard sword +46 melee (2d8+15 [17-20/x2]); or claw +42 melee (2d8+8)</p><p>Full Attack: +3 vorpal cold iron bastard sword +46/+41/+36/+31 melee (2d8+15 [17-20/x2]); or 2 claws +40 melee (2d8+8), 2 wings +38 melee (2d6+8), bite +38 melee (4d6+8 and poison plus disease), tail slap +38 melee (2d8+8)</p><p>Space/Reach: 10 ft/10 ft</p><p>Special Attacks: Spell-like abilities, fear aura, improved grab, constrict 2d8+20, summon devil</p><p>Special Qualities: Damage reduction 15/epic and good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 20 and cold 20, regeneration 8, see in darkness, spell resistance 35, telepathy 100 ft.</p><p>Saves: Fort +27, Ref +21, Will +24</p><p>Abilities: Str 27, Dex 15, Con 27, Int 22, Wis 20, Cha 20</p><p>Skills: Bluff +43, Climb +46, Concentration +46, Diplomacy +45, Disguise +43 (+45 acting), Gather Information +43, Hide +36, Intimidate +45, Jump +46, Listen +43, Move Silently +40, Search +44, Spellcraft +44, Spot +43</p><p>Feats: Blind-Fight, Cleave, Dodge, Great Cleave, Improved Critical (bastard sword), Improved Initiative, Multiattack, Mobility, Power Attack, Quicken Spell-Like Ability (fireball), Weapon Focus (bastard sword)</p><p>Epic Feats: Overwhelming Critical (bastard sword)</p><p>Challenge Rating: 23</p><p>Alignment: Lawful evil</p><p></p><p>“This hulking creature looks like an exceptionally large pit fiend, cloaked in fire and as tall as two humans. Great scales cover her body like armor. She has bat-like wings and a whip-like tail. She smiles, revealing large fangs that drip with a hissing venom. She is wielding an (cold) iron greatsword.”</p><p></p><p>Zimmimar’s natural weapons, as well as any weapons she wields, are treated as epic, evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.</p><p></p><p>Constrict (Ex): Zimmimar deals 2d8+16 (2d8+18) points of damage with a successful grapple check.</p><p></p><p>Disease (Su): A creature struck by Zimmimar’s bite attack must succeed on a DC 35 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.</p><p></p><p>Fear Aura (Su): As a free action, 20-foot radius, Will save (DC 32) negates, as a fear spell cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected again by Zimmimar’s fear aura for one day. The save DC is Charisma-based.</p><p></p><p>Improved Grab (Ex): To use this ability, Zimmimar must hit with her tail slap attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can constrict.</p><p></p><p>Poison (Ex): Injury, Fort DC 35, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.</p><p></p><p>Regeneration (Ex): Zimmimar 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 22), comprehend languages, create undead, desecrate, detect good, detect magic, fireball (DC 18), greater dispel magic, greater invisibility (DC 19), greater teleport (self plus 50 pounds of objects only), magic circle against good (DC 18), mass charm monster (DC 19), mass hold monster (DC 24), mass suggestion (DC 21), persistant image (DC 20), polymorph, power word stun, produce flame, pyrotechnics (DC 17), see invisibility, symbol (fear, pain, persuasion, or sleep; DC varies), unhallow, and unholy aura (DC 23), wall of fire . 1/day—meteor swarm (DC 24), and symbol (death, insanity, stunning, or weakness; DC varies). 1/week—wish (DC 24). Caster level 20th. The save DCs are Charisma-based.</p><p></p><p>Summon Devil (Sp): Three times per day Zimmimar can automatically summon 3 lemures, osyluths, or barbazu, 2 erinyes, hamatulas, or cornugons, or 1 pit fiend.</p></blockquote><p></p>
[QUOTE="zeo_evil, post: 1282960, member: 11766"] [b]The Minister of Morale![/b] Imagine two bone devils, a xerfilstyx, and Zimmimar...and they survived! Zimmimar (Member of the Dark Eight; Minister of Morale) Large Outsider (Evil, Extraplanar, Lawful) Hit Dice: 35d8+280 (437 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 50 ft (10 squares), fly 80 ft (average) AC: 42 (+2 Dex, +8 Insight, +23 Natural, -1 Size) touch 19, flat-footed 40 Base Attack/Grapple/Ranged Touch: +35/+47/+36 Attack: +3 vorpal cold iron bastard sword +46 melee (2d8+15 [17-20/x2]); or claw +42 melee (2d8+8) Full Attack: +3 vorpal cold iron bastard sword +46/+41/+36/+31 melee (2d8+15 [17-20/x2]); or 2 claws +40 melee (2d8+8), 2 wings +38 melee (2d6+8), bite +38 melee (4d6+8 and poison plus disease), tail slap +38 melee (2d8+8) Space/Reach: 10 ft/10 ft Special Attacks: Spell-like abilities, fear aura, improved grab, constrict 2d8+20, summon devil Special Qualities: Damage reduction 15/epic and good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 20 and cold 20, regeneration 8, see in darkness, spell resistance 35, telepathy 100 ft. Saves: Fort +27, Ref +21, Will +24 Abilities: Str 27, Dex 15, Con 27, Int 22, Wis 20, Cha 20 Skills: Bluff +43, Climb +46, Concentration +46, Diplomacy +45, Disguise +43 (+45 acting), Gather Information +43, Hide +36, Intimidate +45, Jump +46, Listen +43, Move Silently +40, Search +44, Spellcraft +44, Spot +43 Feats: Blind-Fight, Cleave, Dodge, Great Cleave, Improved Critical (bastard sword), Improved Initiative, Multiattack, Mobility, Power Attack, Quicken Spell-Like Ability (fireball), Weapon Focus (bastard sword) Epic Feats: Overwhelming Critical (bastard sword) Challenge Rating: 23 Alignment: Lawful evil “This hulking creature looks like an exceptionally large pit fiend, cloaked in fire and as tall as two humans. Great scales cover her body like armor. She has bat-like wings and a whip-like tail. She smiles, revealing large fangs that drip with a hissing venom. She is wielding an (cold) iron greatsword.” Zimmimar’s natural weapons, as well as any weapons she wields, are treated as epic, evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Constrict (Ex): Zimmimar deals 2d8+16 (2d8+18) points of damage with a successful grapple check. Disease (Su): A creature struck by Zimmimar’s bite attack must succeed on a DC 35 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based. Fear Aura (Su): As a free action, 20-foot radius, Will save (DC 32) negates, as a fear spell cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected again by Zimmimar’s fear aura for one day. The save DC is Charisma-based. Improved Grab (Ex): To use this ability, Zimmimar must hit with her tail slap attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can constrict. Poison (Ex): Injury, Fort DC 35, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based. Regeneration (Ex): Zimmimar 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 22), comprehend languages, create undead, desecrate, detect good, detect magic, fireball (DC 18), greater dispel magic, greater invisibility (DC 19), greater teleport (self plus 50 pounds of objects only), magic circle against good (DC 18), mass charm monster (DC 19), mass hold monster (DC 24), mass suggestion (DC 21), persistant image (DC 20), polymorph, power word stun, produce flame, pyrotechnics (DC 17), see invisibility, symbol (fear, pain, persuasion, or sleep; DC varies), unhallow, and unholy aura (DC 23), wall of fire . 1/day—meteor swarm (DC 24), and symbol (death, insanity, stunning, or weakness; DC varies). 1/week—wish (DC 24). Caster level 20th. The save DCs are Charisma-based. Summon Devil (Sp): Three times per day Zimmimar can automatically summon 3 lemures, osyluths, or barbazu, 2 erinyes, 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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