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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: 1284474" data-attributes="member: 11766"><p><strong>The brutal power of Bael!</strong></p><p></p><p>The only one to survive to fight another day. Always thought he should get a gore attack. They have yet to face Focalor and Mammon. I don't want to post them yet. But I might be willing to send them to the appropriate party.</p><p></p><p>Bael (Duke of Hell)</p><p>Large Outsider (Evil, Extraplanar, Lawful)</p><p>Hit Dice: 36d8+180 (342 hp)</p><p>Initiative: +6 (+2 Dex, +4 Improved Initiative)</p><p>Speed: 50 ft (10 squares)</p><p>AC: 49 (+8 Armor, +2 Dex, +7 Insight, +23 Natural, -1 Size) touch 18, flat-footed 47</p><p>Base Attack/Grapple/Ranged Touch: +36/+47/+37</p><p>Attack: +3 extending cold iron morningstar +46 melee (2d6+10 [19-20/x2] or 2d6+13 [reach]); or gore +42 melee (1d8+7)</p><p>Full Attack: +3 extending cold iron morningstar +46/+41/+36/+31 melee (2d6+10 [19-20/x2] or 2d6+13 [reach]) and gore +42 (1d8+7)</p><p>Space/Reach: 10 ft./10 ft. (15 ft. with +3 extending morning star)</p><p>Special Attacks: Fear aura, powerful charge, spell-like abilities, 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 9, see in darkness, spell resistance 36, telepathy 100 ft.</p><p>Saves: Fort +25, Ref +22, Will +25</p><p>Abilities: Str 25, Dex 15, Con 21, Int 20, Wis 20, Cha 16</p><p>Skills: Bluff +42, Concentration +44, Gather Information +42, Intimidate +44, Jump +46, Knowledge (arcana) +44, Knowledge (the planes) +44, Listen +44, Search +44, Sense Motive +44, Spellcraft +46, Spot +44, Use Rope +41</p><p>Feats: Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (morningstar), Improved Initiative, Improved Trip (+15 check modifier), Power Attack, Quicken Spell-like Ability (greater invisibility), Weapon Focus (morningstar)</p><p>Epic Feats: Overwhelming Critical (morningstar)</p><p>Challenge Rating: 24</p><p>Alignment: Lawful evil</p><p></p><p>“This powerfully muscled creature is an incredibly tall golden-skinned diabolical humanoid. His bull-like head features large round eyes, a long broad pierced nose, and protruding ears. He has forward curling horns that darken from gold to black at the end. He is wearing battered bronze-colored (+3) chainmail. He is wielding an unusually long (cold) iron morningstar.”</p><p></p><p>Bael’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>Fear Aura (Su): As a free action, 20-foot radius, Will save (DC 31) negates, as a fear spell cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected again by Bael’s fear aura for one day. The save DC is Charisma-based.</p><p></p><p>Powerful Charge (Ex): Bael typically begins a battle by charging at an opponent, lowering his head to bring his mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows him to make a single gore attack with a +42 attack bonus that deals 4d6+14 points of damage.</p><p></p><p>Regeneration (Ex): Bael 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 20), comprehend languages, desecrate, detect good, detect magic, greater dispel magic, greater invisibility (DC 17), greater teleport (self plus 50 pounds of objects only), inflict serious wounds (DC 16), magic circle against good (DC 16), mass charm monster (DC 17), mass hold monster (DC 22), mass suggestion (DC 19), persistant image (DC 18), polymorph, power word stun, produce flame, pyrotechnics (DC 15), see invisibility, symbol (fear, pain, persuasion, or sleep; DC varies), unhallow, unholy aura (DC 21), and wind walk. </p><p>2/day—shapechange. 1/day—meteor swarm (DC 22), symbol (death, insanity, stunning, or weakness; DC varies), and wish (DC 22). Caster level 20th. The save DCs are Charisma-based.</p><p></p><p>Summon Devil (Sp): Twice per day, Bael can automatically summon four hamatulas, two lemures or barbazu, or one erinyes, osyluth, cornugon, or pit fiend.</p></blockquote><p></p>
[QUOTE="zeo_evil, post: 1284474, member: 11766"] [b]The brutal power of Bael![/b] The only one to survive to fight another day. Always thought he should get a gore attack. They have yet to face Focalor and Mammon. I don't want to post them yet. But I might be willing to send them to the appropriate party. Bael (Duke of Hell) Large Outsider (Evil, Extraplanar, Lawful) Hit Dice: 36d8+180 (342 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 50 ft (10 squares) AC: 49 (+8 Armor, +2 Dex, +7 Insight, +23 Natural, -1 Size) touch 18, flat-footed 47 Base Attack/Grapple/Ranged Touch: +36/+47/+37 Attack: +3 extending cold iron morningstar +46 melee (2d6+10 [19-20/x2] or 2d6+13 [reach]); or gore +42 melee (1d8+7) Full Attack: +3 extending cold iron morningstar +46/+41/+36/+31 melee (2d6+10 [19-20/x2] or 2d6+13 [reach]) and gore +42 (1d8+7) Space/Reach: 10 ft./10 ft. (15 ft. with +3 extending morning star) Special Attacks: Fear aura, powerful charge, spell-like abilities, 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 9, see in darkness, spell resistance 36, telepathy 100 ft. Saves: Fort +25, Ref +22, Will +25 Abilities: Str 25, Dex 15, Con 21, Int 20, Wis 20, Cha 16 Skills: Bluff +42, Concentration +44, Gather Information +42, Intimidate +44, Jump +46, Knowledge (arcana) +44, Knowledge (the planes) +44, Listen +44, Search +44, Sense Motive +44, Spellcraft +46, Spot +44, Use Rope +41 Feats: Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (morningstar), Improved Initiative, Improved Trip (+15 check modifier), Power Attack, Quicken Spell-like Ability (greater invisibility), Weapon Focus (morningstar) Epic Feats: Overwhelming Critical (morningstar) Challenge Rating: 24 Alignment: Lawful evil “This powerfully muscled creature is an incredibly tall golden-skinned diabolical humanoid. His bull-like head features large round eyes, a long broad pierced nose, and protruding ears. He has forward curling horns that darken from gold to black at the end. He is wearing battered bronze-colored (+3) chainmail. He is wielding an unusually long (cold) iron morningstar.” Bael’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. Fear Aura (Su): As a free action, 20-foot radius, Will save (DC 31) negates, as a fear spell cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected again by Bael’s fear aura for one day. The save DC is Charisma-based. Powerful Charge (Ex): Bael typically begins a battle by charging at an opponent, lowering his head to bring his mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows him to make a single gore attack with a +42 attack bonus that deals 4d6+14 points of damage. Regeneration (Ex): Bael 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 20), comprehend languages, desecrate, detect good, detect magic, greater dispel magic, greater invisibility (DC 17), greater teleport (self plus 50 pounds of objects only), inflict serious wounds (DC 16), magic circle against good (DC 16), mass charm monster (DC 17), mass hold monster (DC 22), mass suggestion (DC 19), persistant image (DC 18), polymorph, power word stun, produce flame, pyrotechnics (DC 15), see invisibility, symbol (fear, pain, persuasion, or sleep; DC varies), unhallow, unholy aura (DC 21), and wind walk. 2/day—shapechange. 1/day—meteor swarm (DC 22), symbol (death, insanity, stunning, or weakness; DC varies), and wish (DC 22). Caster level 20th. The save DCs are Charisma-based. Summon Devil (Sp): Twice per day, Bael can automatically summon four hamatulas, two lemures or barbazu, or one erinyes, osyluth, cornugon, or pit fiend. [/QUOTE]
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Melchon, Caarcrinolaas, Zimmimar, and Bael for the Creature Catalog v.3.5
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