Minions for Lesser Planar Binding

Olive

Explorer
So I've been asking for ideas for minions in this thread and now I;ve started to stat them. Any feedback would be much apreciated, as long as it's not 'but you can't give an outsider the celestial template?!?!?" cos template rules are made to be broken. Ger'e the first one:
Aboc
CELESTIAL AIR MEPHIT SOR3
Small Outsider (Good, Air, Extraplanar)
Hit Dice: 3d8 + 3d4 (24 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/–1
Attack: Claw +4 melee (1d3-1)
Full Attack: 2 claws +4 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, smite evil, summon mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2, resistance to acid, cold, and electricity 5, spell resistance 11
Saves: Fort +4, Ref +4, Will +5
Abilities: Str 8, Dex 17, Con 10, Int 8, Wis 9, Cha 18
Skills: Bluff +7, Hide +3, Knowledge (arcana) +6, Knowledge (religion) +5, Knowledge (planes) +6, Diplomacy +7, Listen +2, Move Silently +6, Spot +3, Concentration +3, Spellcraft +2
Feats: Dodge, Improved Initiative, Spell Penetration
Environment: The Palace of the North Wind
Organization: Unique
Challenge Rating: 6 (Mephit 3, Celestial 1, Sor 2)
Treasure: Standard
Alignment: Usually neutral
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)

This celestial air mephit is a servant of Bahamut, Lord of the North Wind. It is flighty but kind, and like almost all outsiders, resents being bound. However it can often be convinced to serve, especially if he feels the cause is just. In addition to the normal abilities of its kind, Aboc has some small modicum of spellcasting power.
Aboc is about 4 feet tall and weighs about 1 pound.
Aboc speaks Draconic, Celstial and Auran.
COMBAT
Aboc fights by biting and clawing or by using its breath weapon or by using its spells.
Aboc’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Breath Weapon (Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. The save DC is Constitution-based and includes a +1 racial bonus. Aboc can use its breath weapon once every 1d4 rounds as a standard action.
Spell-Like Abilities: Once per hour Aboc can surround itself with vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can use gust of wind (DC 16, caster level 6th). The save DC is Charisma-based.
Fast Healing (Ex): Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. Aboc heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even if Aboc is fanning itself.
Smite Evil (Su): Once per day Aboc can make a normal melee attack to deal 6 points of extra damage against an evil foe.
Spells known: (6/6) 0—Resistance, Daze, Detect Magic, Message, Prestidigitation, Read Magic;
1—Cause Fear, Magic Missile, True Strike
Summon Mephit (Sp): Once per day, Aboc can attempt to summon another air mephit (not a celestial one), much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.
 

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Anoke, Ekona, Mesat, Soros, and Tasem

These devils dwell on the second plane of Hell, where they act as messengers to Baalzepheron, the pit fiend Prime Minister to Dispater.

Anoke, Ekona, Mesat, Soros, and Tasem (5): spined devil (spinagon); CR 4; Small Outsider (Baatezu, Evil, Extraplanar, Lawful); HD 3d8; hp 13; Init +1; Spd fly 120 ft (average); AC 16, touch 12, flat-footed 15; BAB +3; Grp -1; Atk +4 melee (1d4 plus 1d4 fire, talons); Full Atk +4 melee (1d4 and 1d4 fire, talons) or +5 ranged (1d4+1 and 1d4 fire, 2 spikes); SA spell-like abilities, summon devils; SQ acid resistance 10, cold resistance 10, DR 5/silver or good, darkvision 60 ft, fire immunity, poison immunity, see in darkness, spike regeneration, telepathy 100 ft; SR 18; AL LE; SV Fort +3, Ref +4, Will +4; Str 10, Dex 13, Con 11, Int 8, Wis 13, Cha 13.

Skills and Feats: Bluff +7, Diplomacy +11, Hide +7, Intimidate +3, Listen +7, Move Silently +7, Sense Motive +7, Spot +7; Point Blank Shot, Precise Shot.

Spell-Like Abilities: At will—disguise self (DC 12), produce flame, scare (DC 13), stinking cloud (DC 14). Caster Level 8th. The save DCs are Charisma-based.

Summon Devils:
1/day a spined devil can attempt to summon 1d3 additional spined devils with a 35% chance of success. This ability is the equivalent of a 2nd-level spell.

Spike Regeneration: A spined devil can fire two spikes from its body each round. These spikes regenerate within a round, so the spined devil has unlimited ammunition. These spikes have a range increment of 30 ft.

Physical Description: These small, spined devils have lean forms, apelike faces, long, curved talons, and leathery wings. Rows of nasty, flaming spines run down the length of their backs.
 
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