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Monsters of Rock: Allister Fiend
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<blockquote data-quote="Shade" data-source="post: 2182513" data-attributes="member: 287"><p>This is my first entry for the <a href="http://www.enworld.org/showthread.php?p=2182504#post2182504" target="_blank">Monsters of Rock challenge</a> </p><p></p><p>If you aren't familiar with this fella, he's Motley Crue's mascot. He appears on the inside cover of the Dr. Feelgood album (he's the guy in the straightjacket), and on tons of other </p><p>merchandise.</p><p></p><p><strong>Allister Fiend</strong></p><p>Medium Outsider (Chaotic, Evil, Extraplanar)</p><p>Hit Dice: 30d8+300 (435 hp)</p><p>Initiative: +11</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 47 (+11 Dex, +18 natural, +8 insight), touch 29, flat-footed 36</p><p>Base Attack/Grapple: +30/+36</p><p>Attack: Slam +42 melee (1d8+12/19-20) or <em>+4 anarchic greataxe </em> +41 melee (1d12+14/x3 plus 2d6 vs. lawful foes)</p><p>Full Attack: 2 slams +42 melee (1d8+12/19-20) or <em>+4 anarchic greataxe </em> +41/+36/+31/+26 melee (1d12+14/x3 plus 2d6 vs. lawful foes)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Doctor feelgood, don't go away mad (just go away), livewire/red hot, looks that kill, primal scream, shout at the devil, spell-like abilities, <em>summon tanar'ri</em></p><p>Special Qualities: Damage reduction 15/cold iron and lawful, darkvision 60 ft., home sweet home, immunity to electricity and poison, kickstart my heart, resistance to acid 10, cold 10, and fire 10, spell resistance 31, telepathy 100 ft.</p><p>Saves: Fort +31, Ref +28, Will +31</p><p>Abilities: Str 24, Dex 32, Con 26, Int 24, Wis 27, Cha 30</p><p>Skills: Balance +13, Bluff +47, Concentration +41, Diplomacy +41, Disguise +33 (+35 acting), Gather Information +14, Intimidate +44, Jump +9, Knowledge (the planes) +40, Perform (percussion instruments) +47, Perform (sing) +47, Perform (string instruments) +47, Listen +40, Profession (musician) +41, Sense Motive +43, Sleight of Hand +46, Spot +40, Survial +8 (+10 on other planes), Tumble +36</p><p>Feats: Combat Expertise, Diehard, Endurance, Great Fortitude, Improved Feint, Improved Critical (slam), Iron Will, Power Attack</p><p>Epic Feats: Epic Fortitude, Epic Will, Epic Reputation</p><p>Environment: Infinite Layers of the Abyss</p><p>Organization: Solitary, crue (Allister and 3 balors), or entourage (Allister plus 2d4 succubi and 1d3 mariliths)</p><p>Challenge Rating: 23</p><p>Treasure: Triple standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: -</p><p>Level Adjustment: - </p><p></p><p><em>This six-foot tall humanoid has long, spiky black hair, numerous tattoos, and eyes that seem to incite anarchy.</em></p><p></p><p>Allister Fiend is a unique demon who boasts a loyal following of mortal worshipers. Although he rivals many demon princes in power and sheer number of followers, he prefers to travel (or "tour" as he calls it) the Material Plane for extensive periods of time.</p><p></p><p>Known by many names, such as Public Enemy #1 and Doctor Feelgood, Allister resides on the sixxth layer of the Abyss, known as "Wild Side". Here, he maintains a lavish mansion, and spends most of his downtime surrounded by girls, girls, girls, and more girls. These include succubi, mariliths, half-fiends, mortal humanoids, and even the occasional celestial or nymph who has fallen for his charms and followed him into depravity.</p><p></p><p>When Allister visits the Material Plane, a decade of decadence generally follows. These ten years are filled with debauchery, mayhem, and hedonistic overindulgence.</p><p></p><p>Allister's popularity among mortals tends to wax and wane every few years, but anytime his adversaries count him out, he always seems to resurface, spreading anarchy and mayhem all over the Material Plane.</p><p></p><p>Allister stands a little over six feet tall and weighs around 200 pounds. He speaks Abyssal, Celestial, Common, and Infernal.</p><p></p><p>Combat</p><p></p><p>Allister enjoys a good brawl. He prefers to fight with his fists, dealing potent slam attacks and often energizing them with electricity or fire. He always has <em>greater magic fang </em> active on his slam attacks (already figured in the statistics above). He also possesses a <em>+4 anarchic axe</em> that also doubles as a stringed instrument. If he faces overwhelming numbers, he utilizes his looks that kill and primal scream ability to thin the crowd. Particularly annoying adversaries or those he deems not worth his time are generally dismissed via his don't go away mad (just go away) ability.</p><p></p><p>Allister's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Thanks to his <em>greater magic fang </em> spell-like ability, Allister's slam attacks are also treated as magic weapons for the purpose of overcoming damage reduction.</p><p></p><p><strong>Doctor Feelgood (Su): </strong> As a standard action, Allister can take a creature's hand and soothe its soul. This functions similar to a <em>calm emotions </em> and a <em>heal </em> spell (caster level 30th for both). However, a victim cured in this manner must succeed on a DC 35 Will save or become dependent upon Allister's touch. The creature must make a DC 35 Fortitude save each day that it does not receive Allister's touch, or suffer 1d4 points of Constitution damage. This damage does not cure normally. It can only be cured by a <em>heal </em> spell (requiring a DC 30 caster level check), or by Allister himself. The save DCs are Charisma-based.</p><p></p><p><strong>Don't Go Away Mad (Just Go Away) (Su):</strong> As a standard action, Allister can target one creature within 100 feet with this ability. The victim must succeed on a DC 35 Will save, or must immediately flee from Allister by the best and fastest means available to them. Additionally, the victim suffers the effects of a <em>calm emotions </em> spell for 1d4 minutes. The save DC is Charisma-based.</p><p></p><p><strong>Livewire/Red Hot (Su): </strong> Once per round, as a free action, Allister can shroud himself in either electricity or flames. All melee attacks for the round deal 2d6 additional points of damage of the chosen energy type, and anyone striking him with natural attacks or unarmed strikes suffers this damage. Allister remains wreathed in the energy type until he chooses the other type or chooses to dismiss the effect.</p><p></p><p><strong>Looks That Kill (Su):</strong> Allister can project a thin, red ray up to 160 feet from his eyes. Any living creature struck by this ray must make a DC 35 Fortitude save or die instantly. Even on a success, the target takes 5d6 points of damage. After striking one target, the ray dissipates and cannot be used again for 1d4 rounds. The save DC is Charisma-based.</p><p></p><p><strong>Primal Scream (Su):</strong> Once every 1d4 rounds, Allister can release a primal scream. This functions as a <em>greater shout </em> spell (caster level 30th, DC 35), except that it affects all creatures within 60 feet. The save DC is Charisma-based.</p><p></p><p><strong>Shout at the Devil (Su):</strong> Allister's embodiment of anarchy makes him particularly effective against devils. By speaking for 1 full round, Allister can incite all allies within 30 feet to become especially confident when fighting devils, granting them a +2 morale bonus on saving throws against the supernatural and spell-like abilities of such creatures. Additionally, allies gain a +2 moral bonus on attack rolls against devils. This ability lasts for as long as Allister continues speaking, and for 1d4 rounds thereafter. This is a language-dependent, mind-affecting ability.</p><p></p><p><strong>Spell-Like Abilities:</strong> At will—<em>chaos hammer </em> (DC 24), <em>cloak of chaos </em> (DC 28), <em>charm monster </em> (DC 24), <em>greater dispel magic, greater magic fang, greater teleport </em> (self plus 50 pounds of objects only), <em>insanity </em> (DC 27), <em>pyrotechnics </em> (DC 22), <em>telekinesis </em> (DC 25), <em>unholy aura </em> (DC 28), <em>word of chaos </em> (DC 27); 1/day—<em>fire storm </em> (DC 28), <em>mass charm monster </em> (DC 28). Caster level 30th. The save DCs are Charisma-based.</p><p></p><p><strong>Summon Tanar'ri (Sp):</strong> Once per day, Allister can automatically summon 1d4+1 succubi or 2 mariliths.</p><p></p><p><strong>Home Sweet Home (Su): </strong> Once per day, Allister can instanly transport to his home on the sixxth layer of the Abyss. This functions as the <em>word of recall </em> spell, except that it can cross planar boundaries.</p><p></p><p><strong>Kickstart My Heart (Su):</strong> If Allister dies, there is a 50% chance each round for the next ten rounds that he will return to life. He returns to 1 hp, in the same condition he was in prior to his apparent demise. He suffers no other negative effects from his death, other than lost time.</p></blockquote><p></p>
[QUOTE="Shade, post: 2182513, member: 287"] This is my first entry for the [URL=http://www.enworld.org/showthread.php?p=2182504#post2182504]Monsters of Rock challenge[/URL] If you aren't familiar with this fella, he's Motley Crue's mascot. He appears on the inside cover of the Dr. Feelgood album (he's the guy in the straightjacket), and on tons of other merchandise. [B]Allister Fiend[/B] Medium Outsider (Chaotic, Evil, Extraplanar) Hit Dice: 30d8+300 (435 hp) Initiative: +11 Speed: 30 ft. (6 squares) Armor Class: 47 (+11 Dex, +18 natural, +8 insight), touch 29, flat-footed 36 Base Attack/Grapple: +30/+36 Attack: Slam +42 melee (1d8+12/19-20) or [I]+4 anarchic greataxe [/I] +41 melee (1d12+14/x3 plus 2d6 vs. lawful foes) Full Attack: 2 slams +42 melee (1d8+12/19-20) or [I]+4 anarchic greataxe [/I] +41/+36/+31/+26 melee (1d12+14/x3 plus 2d6 vs. lawful foes) Space/Reach: 5 ft./5 ft. Special Attacks: Doctor feelgood, don't go away mad (just go away), livewire/red hot, looks that kill, primal scream, shout at the devil, spell-like abilities, [I]summon tanar'ri[/I] Special Qualities: Damage reduction 15/cold iron and lawful, darkvision 60 ft., home sweet home, immunity to electricity and poison, kickstart my heart, resistance to acid 10, cold 10, and fire 10, spell resistance 31, telepathy 100 ft. Saves: Fort +31, Ref +28, Will +31 Abilities: Str 24, Dex 32, Con 26, Int 24, Wis 27, Cha 30 Skills: Balance +13, Bluff +47, Concentration +41, Diplomacy +41, Disguise +33 (+35 acting), Gather Information +14, Intimidate +44, Jump +9, Knowledge (the planes) +40, Perform (percussion instruments) +47, Perform (sing) +47, Perform (string instruments) +47, Listen +40, Profession (musician) +41, Sense Motive +43, Sleight of Hand +46, Spot +40, Survial +8 (+10 on other planes), Tumble +36 Feats: Combat Expertise, Diehard, Endurance, Great Fortitude, Improved Feint, Improved Critical (slam), Iron Will, Power Attack Epic Feats: Epic Fortitude, Epic Will, Epic Reputation Environment: Infinite Layers of the Abyss Organization: Solitary, crue (Allister and 3 balors), or entourage (Allister plus 2d4 succubi and 1d3 mariliths) Challenge Rating: 23 Treasure: Triple standard Alignment: Always chaotic evil Advancement: - Level Adjustment: - [I]This six-foot tall humanoid has long, spiky black hair, numerous tattoos, and eyes that seem to incite anarchy.[/I] Allister Fiend is a unique demon who boasts a loyal following of mortal worshipers. Although he rivals many demon princes in power and sheer number of followers, he prefers to travel (or "tour" as he calls it) the Material Plane for extensive periods of time. Known by many names, such as Public Enemy #1 and Doctor Feelgood, Allister resides on the sixxth layer of the Abyss, known as "Wild Side". Here, he maintains a lavish mansion, and spends most of his downtime surrounded by girls, girls, girls, and more girls. These include succubi, mariliths, half-fiends, mortal humanoids, and even the occasional celestial or nymph who has fallen for his charms and followed him into depravity. When Allister visits the Material Plane, a decade of decadence generally follows. These ten years are filled with debauchery, mayhem, and hedonistic overindulgence. Allister's popularity among mortals tends to wax and wane every few years, but anytime his adversaries count him out, he always seems to resurface, spreading anarchy and mayhem all over the Material Plane. Allister stands a little over six feet tall and weighs around 200 pounds. He speaks Abyssal, Celestial, Common, and Infernal. Combat Allister enjoys a good brawl. He prefers to fight with his fists, dealing potent slam attacks and often energizing them with electricity or fire. He always has [I]greater magic fang [/I] active on his slam attacks (already figured in the statistics above). He also possesses a [I]+4 anarchic axe[/I] that also doubles as a stringed instrument. If he faces overwhelming numbers, he utilizes his looks that kill and primal scream ability to thin the crowd. Particularly annoying adversaries or those he deems not worth his time are generally dismissed via his don't go away mad (just go away) ability. Allister's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Thanks to his [I]greater magic fang [/I] spell-like ability, Allister's slam attacks are also treated as magic weapons for the purpose of overcoming damage reduction. [B]Doctor Feelgood (Su): [/B] As a standard action, Allister can take a creature's hand and soothe its soul. This functions similar to a [I]calm emotions [/I] and a [I]heal [/I] spell (caster level 30th for both). However, a victim cured in this manner must succeed on a DC 35 Will save or become dependent upon Allister's touch. The creature must make a DC 35 Fortitude save each day that it does not receive Allister's touch, or suffer 1d4 points of Constitution damage. This damage does not cure normally. It can only be cured by a [I]heal [/I] spell (requiring a DC 30 caster level check), or by Allister himself. The save DCs are Charisma-based. [B]Don't Go Away Mad (Just Go Away) (Su):[/B] As a standard action, Allister can target one creature within 100 feet with this ability. The victim must succeed on a DC 35 Will save, or must immediately flee from Allister by the best and fastest means available to them. Additionally, the victim suffers the effects of a [I]calm emotions [/I] spell for 1d4 minutes. The save DC is Charisma-based. [B]Livewire/Red Hot (Su): [/B] Once per round, as a free action, Allister can shroud himself in either electricity or flames. All melee attacks for the round deal 2d6 additional points of damage of the chosen energy type, and anyone striking him with natural attacks or unarmed strikes suffers this damage. Allister remains wreathed in the energy type until he chooses the other type or chooses to dismiss the effect. [B]Looks That Kill (Su):[/B] Allister can project a thin, red ray up to 160 feet from his eyes. Any living creature struck by this ray must make a DC 35 Fortitude save or die instantly. Even on a success, the target takes 5d6 points of damage. After striking one target, the ray dissipates and cannot be used again for 1d4 rounds. The save DC is Charisma-based. [B]Primal Scream (Su):[/B] Once every 1d4 rounds, Allister can release a primal scream. This functions as a [I]greater shout [/I] spell (caster level 30th, DC 35), except that it affects all creatures within 60 feet. The save DC is Charisma-based. [B]Shout at the Devil (Su):[/B] Allister's embodiment of anarchy makes him particularly effective against devils. By speaking for 1 full round, Allister can incite all allies within 30 feet to become especially confident when fighting devils, granting them a +2 morale bonus on saving throws against the supernatural and spell-like abilities of such creatures. Additionally, allies gain a +2 moral bonus on attack rolls against devils. This ability lasts for as long as Allister continues speaking, and for 1d4 rounds thereafter. This is a language-dependent, mind-affecting ability. [B]Spell-Like Abilities:[/B] At will—[I]chaos hammer [/I] (DC 24), [I]cloak of chaos [/I] (DC 28), [I]charm monster [/I] (DC 24), [I]greater dispel magic, greater magic fang, greater teleport [/I] (self plus 50 pounds of objects only), [I]insanity [/I] (DC 27), [I]pyrotechnics [/I] (DC 22), [I]telekinesis [/I] (DC 25), [I]unholy aura [/I] (DC 28), [I]word of chaos [/I] (DC 27); 1/day—[I]fire storm [/I] (DC 28), [I]mass charm monster [/I] (DC 28). Caster level 30th. The save DCs are Charisma-based. [B]Summon Tanar'ri (Sp):[/B] Once per day, Allister can automatically summon 1d4+1 succubi or 2 mariliths. [B]Home Sweet Home (Su): [/B] Once per day, Allister can instanly transport to his home on the sixxth layer of the Abyss. This functions as the [I]word of recall [/I] spell, except that it can cross planar boundaries. [B]Kickstart My Heart (Su):[/B] If Allister dies, there is a 50% chance each round for the next ten rounds that he will return to life. He returns to 1 hp, in the same condition he was in prior to his apparent demise. He suffers no other negative effects from his death, other than lost time. [/QUOTE]
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