Monster Ideas Thread

Leopold

NKL4LYFE
ratlings=xlaven therefore they rule! Good job on the creation of these monsters. I would look in the daemonforge website for the Thralls and you find that they are very similar to your concept of Fiendspawn i believe.

good job on these, i love skavenish creations :D
 

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G'baal

First Post
Sorry for not posting sooner...I try to keep about a monster a day but yesterday was hectic so here are two closely related fiends.

Eyridan - The Eyridan are fiends from Numer. They come in two types...the childer of Guul'dagor and the septiem.

Childer of Guul'dagor - These Eyridan are demonic followers of the master of pains, Guul'dagor. They love to see others in pain and suffering thus they are often emloyed by Guul'dagor and inhabit the Great Prison of Al-Sagura in the fifth level of numer.

Septiem - These Eyridan are considered outsiders from other Eyridan as they are less demonic and are more intelligent. Often, the septiem are shunned and leave to roam numer.

Childer of Guul'dagor(Numer'ri)

Medium sized Outsider (Chaotic, Evil)
Hit dice: 8d8+40 (76 hp)
Initiative: +6 (+2 Dex, +4 Improved intiative)
Speed: 30ft.
AC: +28 (+2 Dex, +16 Natural)
Attacks: +2 Light flail of wounding +15/+10 melee, 2 claws +15 melee, Bite +15 melee
Damage: +2 Light flail of wounding 1d8+7 and wounding, claw 1d4+2, bite 1d6+7
Face/Reach: 5ft. by 5ft./5ft.
Special attacks: Wounding, Spell-like abilities
Special Qualities: SR 18, Damage Reduction 20/+2, Numer'ri Qualities
Saves: Fort +11, Ref +10, Will +10
Abilities: Str 25, Dex 14, Con 20, Int 12, Wis 18, Cha 15
Skills: Intimidate +11, Heal +13, Torture +13, Concentration +14, Use rope +11, Bluff +11, Sense motive +13, Hide +11
Feats: Improved intiative, Dodge, Lightning reflexes

Climate/Terrain: Any land or underground.
Organization: Solitary, gang (2-4); or squad (6-10)
Challenge Rating: 15
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class

The Childer of Guul'dagor are a demonic fiend that reveres the master of pains. They love to cause others pain and suffering and thus are often employed by Guul'dagor to work in Al-Sagura the Great Prison ofnumer. The Childer are many and make up most of the Eyridan though they have there more intelligent and less brutal kindred, the Septiem. The Childer appear to be red colored humaniods with a feral grin of sharp teetth and twisted horns on there heads. They have hooved feet and a tail. They love to torture others and cause them pain often taking advantage of any situation to do so.



COMBAT

The Childer love combat only if they can get the upper hand. For the most part they take into combat easily and without thought, caring only that there is pain involved. They lash out with there flails attempting to wound their opponents. For those opponents that stay away from the flail, they toss fireballs at. If the Childer begins to be hurt badly, they will often employ other spell-like abilities to escape. In all sense of the word, they are really cowards at heart, they would rather there opponent be bound then loss with weapon in hand.

Wounding(Ex): When and opponent is struck with the Childers flail the opponent is wounded which deals 1 point of damage each round (each consecutive hit deals out another wound thus they are cumulaitve). Any heal spell instantly cures all wounds while a Heal DC 15 cures one wound per success.

Spell-like abilities(Su): Fireball (6d6), Contagion, Bestow curse, Inflict serious wounds, Magic circle against good, Cause fear, Doom, Invisibility, Scare, Detect thoughts, Hold person, Teleport without error. DC 20 for saves.

Numer'ri Qualities(Ex): The Childer are immune to poison, disease, and fire. They also have cold, electricity, and acid resistance 20. They can communicate telepathically with any being within 100ft. that hasa language.


Septiem (Numer'ri)

Medium sized OUtsider (Lawful, Evil)
Hit dice: 10d8+40 (81 hp)
Initiative: +11 (+7 Dex, +4 Improved intiative)
Speed: 30ft.
AC: +33 (+7 Dex, +16 Natural)
Attacks: +2 Shortsword of wounding +13/+8 melee, 2 claws +13 melee, Bite +13 melee
Damage: +2 Shortsword of wounding 1d6+3 and wounding, claw 1d4+7, bite 1d6+3
Face/Reach: 5ft. by 5ft./5ft.
Special attacks: Wounding, Sneak attack, Spell=like abilities
Special Qualities: SR 21, Damage Reduction 20/+2, Numer'ri Qualities
Saves: Fort +10, Ref +13, Will +10
Abilities: Str 16, Dex 25, Con 19, Int 16, Wis 19, Cha 10
Skills: Balance +17, Spot +14, Disable device +13, Escape artist +17, Hide +17, Jump +13, Listen +14, Move silently +17, Tumble +17, Search +13, Pick pocket +17
Feats: Improved intiative, Combat reflexes, Improved combat reflexes

Climate/Terrain: Any land or underground.
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always lawful evil
Advancement: By character class

The Septiem are the outcasts of the Eyridan. They are not like there kindred as they do not seek pain and suffer and the Septiem more intelligent than the Childer. The Spetiem look similiar to the Childer save for the fact that they are tan in color. They are often found wandering numer as rogues and usually end up in the mass fiend armies as spies, thieves, assassins, and special strike forces using their spell-like abilities to help them along.


COMBAT

The Septiem are not as cowardly as there kindred as they attack using strategy and stealth. They prefer to attack from hding hoping to end the fight before it begins. They love ambushes and in groups it is there preferred method. The Septiem attack whole heartedly often entering a fight using their swords. Unlike their kindred though, they do not give up and leave like cowards.

Wounding(Ex): An opponent is wounded by successul attacks with their swords. See above for more details.

Sneak attack(Ex): The Septiem can sneak attack as a rogue for +5d6 damage.

Spell-like abilities(Su): At will - Spider climb, Knock, Jump, Ventriloquism, Sleep 6/day - Invisibility
Saves at DC 22

Numer'ri Qualities(Ex): The Septiem are immune to disease, poison, and fire. They also have cold, electricity, and acid resistance 20. The Septiem can telepathically communicate with an creature within 100ft. that has a language.
 
Last edited:


G'baal

First Post
What do you mean go over the fiends? I got a few more to go. Anyways, if you think, perhaps I could start a thread specifically for fiends of numer...including the ones already done here. Then, you could use this for any monster rather than just fiends as I usually post. Personally...I think that is what we should do. Ill think it over.
 

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