NEW Random Fiends! (Updated: Nov 19/05)

Now to create the fiends!

Here is a new Demon Lord based on the Myrmyxicus from D&D Fiend Folio. I don't have any background text for it yet, and would be happy to get some suggestions as to how this Demon Lord would fit in with its compatriots. Who should its allies be and, more important, its enemies?

Personally, I'm leaning toward Asinmuntah being a ally of Demogorgon, although the demon is jealous of Demogorgon's infamy throughout the Mulitiverse. It hates Yeenoghu with a dark passion, but the reason why is only known to the two Demon Lords. However, his greatest enemy is the Demon Lord named Vesimurhata, also known as The Water Slayer.

Of the Archdevils, Asinmuntah hates Mammon and Baalzebul the most.

Anyway, here "it" is. (I hate referring to demons and devils as he or she, as they should be more alien then that.)

Knightfall1972
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Asinmuntah, “Salty Vomit” [Advanced Myrmyxicus/Half-Elemental (Water)]
Colossal Outsider (Chaotic, Evil, Extraplanar, Tanar’ri, Water)
Hit Dice: 54d8+668 (915 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 40 ft. (poor), swim 60 ft.
AC: 39 (-8 size, +3 Dex, +29 natural, +5 profane), touch 10, flat-footed 36
Base Attack/Grapple: +54/+82
Attack: +74 melee (2d6+25/16–20/x2, colossal +5 unholy scimitar, +1d6 damage on critical)
Full Attack: +72/+57/+42/+28 melee (2d6+25/16–20/x2, colossal +5 unholy scimitar, +1d6 damage on critical) and +68 melee (2d6+15/16–20/x2, 3 colossal +5 unholy scimitars, +1d6 damage on critical), or +66 melee (4d6+20, bite) and +64 melee (2d8+10, tail) and +64 (2d6+10, 6 tentacles)
Space/Reach: 30 ft. / 20 ft.
Special Attacks: Breath weapon, Charisma drain, constrict 2d6+10, improved grab, spell-like abilities, summon tanar’ri
Special Qualities: Damage reduction 15/good and iron, infuse scimitar, outsider traits, spell resistance 30, tanar’ri traits, unholy ichor
Saves: Fort +45, Ref +36, Will +41
Abilities: Str 51 (+20), Dex 16 (+3), Con 34 (+12), Int 24 (+7), Wis 26 (+8), Cha 24 (+7)
Skills: Appraise +19 (+21 stonework and weapons), Bluff +39, Concentration +45, Craft (stonemasonry) +19, Craft (weaponsmithing) +19, Decipher Script +21, Diplomacy +43, Disguise +39 (+41 acting), Escape Artist +17, Gather Information +20, Hide +35, Intimidate +41, Knowledge (arcana) +39, Knowledge (architecture and engineering) +39, Knowledge (history) +39, Knowledge (religion) +39, Knowledge (the planes) +39, Listen +40, Move Silently +15, Perform (oratory) +19, Search +39 (+41 involving secret doors/compartments), Sense Motive +40, Sleight of Hand +17, Spellcraft +41 (+43 decipher spells on scrolls), Spot +40, Survival +40 (+42 following tracks or on other planes), Swim +52, Use Magic Device +19 (+21 involving scrolls), Use Rope +17 (+19 involving bindings).
Feats: Armor Skin E, Blind-Fight, Cleave, Corrupt Spell-Like Ability (cone of cold), Dark Speech, Epic Toughness E, Epic Weapon Focus (scimitar) E, Great Cleave, Great Charisma E, Great Dexterity E, Improved Critical (scimitar), Improved Initiative, Leadership, Multiattack, Multiweapon Fighting, Multiweapon Rend E, Overwhelming Critical (scimitar) E, Power Attack, Weapon Focus (scimitar)

Environment: Infinite Layers of the Abyss (any aquatic)
Organization: Unique
Challenge Rating: 43
Treasure: Triple standard
Alignment: Chaotic evil
Advancement: ––

Asinmuntah speaks the following languages: Abyssal, Anarchic, Aquan, Celestial, Common, Draconic, Infernal, and Terran.

Combat
Breath Weapon (Su): Once per minute, Asinmuntah can exhale a 40-foot cone of unholy black vapor. All creatures in this area must make a Reflex save (DC 49) or become nauseated. Good-aligned creatures take 10d6 points of unholy damage as well (this damage is halved if the Reflex save is successful). Each round beyond the first that a good-aligned victim remains in contact with the vapor, he automatically takes 5d6 points of unholy damage. The vapor remains in the area for 1d6 rounds before it dissipates.

Charisma Drain (Su): An individual struck by Asinmuntah’s tail attack must make a Will save (DC 44) or permanently lose 1d6 points of Charisma (twice that amount on a critical hit). Asinmuntah heals 5 points of damage (10 on a critical hit) whenever it drains Charisma, gaining any excess as temporary hit points.

Constrict (Ex): With a successful grapple check, Asinmuntah can constrict a grabbed opponent, dealing 2d6+10 points of bludgeoning damage.

Improved Grab (Ex): If Asinmuntah hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +81). If it gets a hold, it also constricts the same round. Thereafter, Asinmuntah has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (-20 penalty on grapple check, but Asinmuntah is not considered grappled).

Spell-like Abilities: At will – cause fear (DC 18), charm person (DC 18), charm monster (DC 21), freedom of movement (DC 21, harmless), telekinesis (DC 22, object), greater teleport (self plus maximum load of objects only; DC 24, object), true seeing (DC 23, harmless). 4/ day – control weather. 3/day – control water, greater dispel magic, unholy aura (DC 25, harmless), unholy blight (DC 21). 1/day – acid fog, cone of cold (DC 23), elemental swarm *, fog cloud, horrid wilting (DC 25), ice storm, obscuring mist, plane shift (DC 24), water breathing (DC 20, harmless). Caster level: 54th. *Cast as a water spell only.

Summon Tanar’ri (Sp): Twice per day, Asinmuntah can automatically summon either 2d6 skulvyns or one hezrou or one myrmyxicus (its choice).

Infuse Scimitar (Su): Asinmuntah can infuse any masterwork scimitar it touches with unholy magical energies, transforming it into a +5 unholy scimitar as long as the demon remains in physical contact with the scimitar. Asinmuntah may infuse up to four scimitars at a time in this manner; the demon carries four colossal masterwork scimitars with it for this purpose. The act of infusing a scimitar is a full-round action, and Asinmuntah may only infuse one scimitar at a time.

Outsider Traits: Asinmuntah has darkvision (60-foot range). The demon cannot be raised or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Asinmuntah needs to breathe, but does not need to eat or sleep (although it can do so if it wishes).

Tanar’ri Traits: Asinmuntah can communicate telepathically with any creature within 100 feet that has a language. The demon is immune to electricity and poison, and it has acid resistance 10, cold resistance 10, and fire resistance 10.

Unholy Ichor (Su): Asinmuntah’s thick, tar-like blood sprays upon any creature that deals damage to the demon with a melee attack using a piercing or slashing weapon or natural weapon. A Reflex save (DC 49) allows the attacker to avoid the spray; otherwise he becomes nauseated for 1d4 rounds. Good-aligned creatures struck by this ichor who fail their save take 2d6 points of unholy damage from the initial contact.

Skills: Asinmuntah has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard (not calculated in the numbers above) and can always choose to take 10 on Swim checks, even if distracted or endangered.
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Next up... Atterastrum, "Ruin of Stars"!
 
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Atterastrum, “The Ruin of Stars” (Balor/Star-Borne Template/Marshal20)
Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 20d10+260 + 20d8+260 (720 hp)
Initiative: +13
Speed: 40 ft. (8 squares), fly 90 ft. (good), freefall 80 ft. (perfect)
AC: 41 (-1 size, +9 Dex, +23 natural), touch 18, flat-footed 32
Base Attack/Grapple: +35/+52
Attack: +50 melee (2d6+15/19-20, +2 vorpal longsword)
Full Attack: +48/+38/+28/+18 melee (2d6+15/19-20, +2 vorpal longsword) and +47/+37 melee (1d4+8 plus 1d6 fire plus entangle, +2 flaming whip), or +47 melee (1d10+13, 2 slams)
Space/Reach: 10 ft. / 10 ft. (20 ft. with +2 flaming whip)
Special Attacks: Auras, death throes, entangle, spell-like abilities, summon tanar’ri, vorpal sword
Special Qualities: Breathless, damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, grant move action 5/day, immunity to cold, electricity, fire, poison, and the effects of a vacuum, outsider traits, resistance to acid 20, spell resistance 28, stellar, tanar’ri traits, telepathy 100 ft., true seeing, can survive on any plane without ill effect
Saves: Fort +37, Ref +27, Will +33
Abilities: Str 36 (+13), Dex 29 (+9), Con 37 (+13), Int 24 (+7), Wis 28 (+9), Cha 28 (+9)
Skills: Bluff +42, Concentration +36, Diplomacy +50, Disguise +18 (+20 acting), Handle Animal +30, Hide +28, Intimidate +44, Knowledge (planetology) +35, Knowledge (the planes) +35, Knowledge (wildspace) +35, Listen +52, Move Silently +32, Ride +30, Search +30, Sense Motive +42, Speak Language x5, Spellcraft +30 (+32 scrolls), Spot +42, Survival +31, Swim +34, Use Magic Device +32 (+34 scrolls), Wildspace Survival +20. [See the Beyond the Moons website for details on the Knowledge (planetology), Knowledge (wildspace), and Wildspace Survival skills.]
Feats: Alertness B, Battlefield Inspiration, Blinding Speed E, Cleave, Dark Speech, Endurance B, Energy Resistance (acid) E, Epic Leadership E, Freefall B, Improved Initiative, Improved Two-Weapon Fighting, Leadership, Power Attack, Powerful Charge, Quicken Spell-Like Ability (telekinesis), Skill Focus (Diplomacy) B, Two-Weapon Fighting, Weapon Focus (longsword). [See the Beyond the Moons website for details on the Freefall feat.]

Environment: Wildspace or Infinite Layers of the Abyss
Organization: Unique
Challenge Rating: 42
Treasure: Triple standard, plus +2 vorpal greatsword and +2 flaming whip
Alignment: Neutral evil
Advancement: As balor or by character class

Atterastrum is a unique balor of space-borne descent who leads armies of the Abyss throughout the depths of Wildspace. The demon is feared not only for its prowess in combat but for its ability to lead other fiends into battle. Atterastrum is known as “The Ruin of Stars” due to the thousands of worlds he has subjugated for his master, the demon lord named Igneuerus.

Atterastrum speaks the following languages: Abyssal, Aquan, Anarchic, Auran, Celestial, Common, Draconic, Dwarven, Giant, Goblin, Ignan, Infernal, Orc, and Terran.

Combat
Atterastrum's +2 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.

Atterastrum's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Auras (Ex): Minor – accurate strike, art of war, demand fortitude, master of opportunity, master of tactics, motivated constitution, motivated strength, watchful eye. Major (+4) – hardy soldiers, motivated ardor, motivated attack, resilient troops, steady hand.

Death Throes (Ex): When killed, Atterastrum explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 33 half). This explosion automatically destroys any weapons Atterastrum is holding. The save DC is Constitution-based.

Entangle (Ex): Atterastrum's +2 flaming whip entangles foes much like an attack with a net. The whip has 40 hit points. The whip needs no folding. If it hits, the target and the demon immediately make opposed Strength checks; if Atterastrum wins, it drags the target against its flaming body (see below). The target remains anchored against the demon's body until it escapes the whip.

Spell-like Abilities: At will – blasphemy (DC 26), dominate monster (DC 28), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 26), power word stun, telekinesis (DC 24), unholy aura (DC 27); 1/day – fire storm (DC 27), implosion (DC 28). Caster level: 20th. The save DCs are Charisma-based.

Vorpal Sword (Su): Atterastrum carries a +2 vorpal longsword that looks like a bolt of lightning.

Summon Tanar’ri (Sp): Once per day Atterastrum can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

Breathless (Ex): Atterastrum does not breathe and is immune to gas-based attacks. It can also be buried under the earth, underwater, or survive the depths of space with no ill effect.

Flaming Body (Su): The body of Atterastrum is wreathed in flame. Anyone grappling the demon takes 6d6 points of fire damage each round.

Grant Move Action (Ex): See page 13 of D&D Miniatures Handbook.

Outsider Traits: Atterastrum has darkvision (60-foot range). The demon cannot be raised or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Atterastrum does not need to eat or sleep (although it can do so if it wishes).

Stellar (Ex): Atterastrum suffers no penalty when fighting underwater, or in low gravity.

Tanar’ri Traits: Atterastrum can communicate telepathically with any creature within 100 feet that has a language. The demon is immune to electricity and poison, and it has acid resistance 20.

True Seeing (Su): Atterastrum has a continuous true seeing ability, as the spell (caster level: 20th).

Skills: Atterastrum has a +8 racial bonus on Listen and Spot checks.
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Next up... Damamedianoche, “Lady Midnight”!
 
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Looks neat. I like the names and the link where you got them. I'd tried looking for a site like that, but didn't have much luck. Out of curiosity, where's the Star-borne template? I've never heard of anything like that before.

Also, since Atterastrum, “The Ruin of Stars” has Leadership, that should mean he has a Cohort, cause there really isn't any other reason to have that feat. Are you going to detailed his Cohort at all?
 

Dog_Moon2003 said:
Looks neat. I like the names and the link where you got them. I'd tried looking for a site like that, but didn't have much luck. Out of curiosity, where's the Star-borne template? I've never heard of anything like that before.

The Star-Borne template was done by Kitsunekaboom (and edited by me for my own purposes) over in the Creature Catalog forums. I added it to a word document of Templates that I've found on the Internet. (I sometimes forget that others don't have access to it.)

If you have access to the Search function then you might find the document posted somewhere in in that forum, or you can e-mail me at rblezard@telusplanet.net and I'll send you the file.

Dog_Moon2003 said:
Also, since Atterastrum, “The Ruin of Stars” has Leadership, that should mean he has a Cohort, cause there really isn't any other reason to have that feat. Are you going to detailed his Cohort at all?

Well, I assumed that a demon that leads armies across Wildspace conquering planets and entire solar systems/crystal spheres would have Leadership as a feat. No, I hadn't planned on writing up a cohort for Atterastrum, but its a good idea. I'm working alphabetically through the list of fiend names I've decided to flesh out, so I'm going to stick with that for now.

Here's the list, not including the first two, for demons:

Original Names

Damamedianoche, “Lady Midnight” [DONE]
- Succubus

Dambloed, “King of Blood” [DONE]
- Nalfeshnee

Diekoningopdieberg, “The King upon the Mountain” [DONE]
- Jarilith (MM2)

Doodenhaat, “Death and Hate” [DONE]
- Babau

Doodvrouw, “Death Queen” [DONE]
- Marilith

Hitamkekacauan, “Black Chaos”
- Klurichir (FF)

Igneuerus, “The Burning Lord”
- Balor

Kou-Ao-Ken, “Lord of Green Sabers”
- Kelvezu (MM2)

Mestarijää, “Master of Ice” [DONE]
- Special

Niveuerus, “The White Lord” [DONE]
- Maurezhi (FF)

Pohjoinen Koira, “North Dog” [DONE]
- Special

Valehdella, “Tell a Lie”
- Succubus

Varkopdiebos, "Pig in the Forest"
- Bar-lgura (BoVD)

Vesimurhata, “The Water Slayer”
- Wastrilith (FF)

Voivartenihminen, “Woe to Man”
- Glabrezu

New Names

Brandevanmens, "The Burner of Man" (Dutch)
- Palrethee (MM2)

Grünsickernsiedurch, “The Green Ooze” (German)
- Alkilith (FF)

Hakarotookoya, "Scalefather" (Japanese)
- ?

Kunchiken, "Master of A Thousand Blades" (Japanese)
- ?

Okaminaitoten, "Emperor of Night Sky" (Japanese)
- ?

Mutilado, "Mutilated One" (Spanish)
- ?

Reyalangosta, "Lobsterking" (Spanish)
- Special

Sonrisa Dentada, "Jagged Smile" (Spanish)
- Succubus

I also plan on doing a few devils and maybe some deamons ('loths) as well. Haven't completely decided yet.

KF72
 
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Damamedianoche, “Lady Midnight” (Advanced Succubus/Shadow Creature Template)
Medium Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
Hit Dice: 12d8+24 (78 hp)
Initiative: +2
Speed: 45 ft. (9 squares), fly 75 ft. (average)
AC: 21 (+2 Dex, +9 natural), touch 12, flat-footed 19
Base Attack/Grapple: +12/+13
Attack: +14 melee (1d6+1, claw) or +17 melee (1d6+4/19–20/x2, +3 short sword)
Full Attack: +14 melee (1d6+1, 2 claws) or +17/+12/+7 melee (1d6+4/19–20/x2, +3 short sword)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Energy drain, spell-like abilities, summon tanar’ri
Special Qualities: +2 luck bonus on all saves, damage reduction 10/cold iron or good, darkvision 60 ft., fast healing 2, immunity to electricity and poison, low-light vision, resistance to acid 10, fire 10, and cold 15, shadow blend, spell resistance 18, telepathy 100 ft., tongues
Saves: Fort +12, Ref +12, Will +12
Abilities: Str 13 (+1), Dex 14 (+2), Con 14 (+2), Int 16 (+3), Wis 14 (+2), Cha 26 (+8)
Skills: Bluff +25, Concentration +17, Diplomacy +25, Disguise +18* (+20 acting), Escape Artist +12 (+14 involving ropes), Hide +12, Intimidate +27, Knowledge (the planes) +13, Listen +20, Move Silently +18, Search +13, Spot +20, Survival +12 (+14 following tracks or on other planes), Use Rope +17 (+19 with bindings)
Feats: Boost Spell-Like Ability (suggestion), Dodge, Mobility, Persuasive, Weapon Finesse

Environment: The Plane of Twilight (Kulan Cosmology); or the Plane of Shadow
Organization: Unique
Challenge Rating: 12
Treasure: Double standard
Alignment: Chaotic evil
Advancement: ––

The succubus known as Damamedianoche is an outcast of the Abyss. The demon left the Abyss after failing the demon lord, Orcus. The demon fled to the Plane of Twilight and has remained hidden there for eons. Damamedianoche has gathered a dozen unique succubi (with the shadow creature template) towards its cause and has a shadow demon as its consort.

Damamedianoche plots the destruction of its former master, although the demon’s power is limited beyond its shadowed fortress, called Umbralinger, which drifts aimlessly through the Plane of Twilight.

Damamedianoche speaks the following languages: Abyssal, Celestial, Draconic, and Gith.

Combat
Damamedianoche can attack with its claws or its +3 short sword, but the demon prefers to turn foes against one another. Damamedianoche uses its polymorph ability to assume humanoid guise, and can maintain this deception indefinitely.

Damamedianoche's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Energy Drain (Su): Damamedianoche drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the demon must start a grapple, which provokes an attack of opportunity. Damamedianoche's kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the demon. The victim must succeed on a DC 24 Will save to negate the effect of the suggestion. The DC is 24 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

Spell-Like Abilities: At will – charm monster (DC 22), detect good, detect thoughts (DC 20), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 23), greater teleport (self plus 50 pounds of objects only). Caster level: 15th. 1/day – cause fear (DC 19). Caster level: 5th. The save DCs are Charisma-based.

Summon Tanar’ri (Sp): Once per day Damamedianoche can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

Shadow Blend (Su): In any conditions other than full daylight, Damamedianoche can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.

Tongues (Su): Damamedianoche has a permanent tongues ability (as the spell, caster level: 12th).

Skills: Damamedianoche has a +8 racial bonus on Listen and Spot checks and a +6 racial bonus on Move Silently checks. *While using its polymorph ability, the demon gains a +10 circumstance bonus on Disguise checks.
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Next up... Dambloed, “King of Blood”!
 
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But first...

Okay, I jumped ahead to one I really wanted to do next. - KF72

Pohjoinen Koira, “North Dog” [Anthro. Dog (medium-sized)/Gigantic Template/Wastling Template/Fiendish Template/Additional Changes/Fighter10]
Huge Outsider (Chaos, Cold, Evil, Extraplanar)
Hit Dice: 8d8+48 + 10d10+60 (199 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
AC: 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
Base Attack/Grapple: +18/+36
Attack: +30 melee (2d6+10, bite) or +30 melee (3d6+12/19–20/x3, Huge +2 icy burst battleaxe)
Full Attack: +30 melee (2d6+10, bite) or +30/+20 melee (3d6+12/19–20/x3, Huge +2 icy burst battleaxe)
Space/Reach: 15 ft. / 15 ft.
Special Attacks: Breath weapon, smite good
Special Qualities: Darkvision 60 ft., damage reduction 5/cold iron or good, ice meld, immune to cold, low-light vision, outsider traits, resistance to fire 10, scent, spell resistance 15
Saves: Fort +19, Ref +10, Will +11
Abilities: Str 31 (+10), Dex 12 (+1), Con 23 (+6), Int 12 (+1), Wis 14 (+2), Cha 12 (+1)
Skills: Balance +12, Bluff +10, Climb +27, Craft (blacksmithing) +7, Diplomacy +14 (+16 against evil creatures), Gather Information +8, Intimidate +21 (+23 against evil creatures), Jump +27, Knowledge (the planes) +8, Listen +15, Sense Motive +11, Spot +15, Swim +23, Survival +9 (+11 on other planes)*
Feats: Alertness, Boost Spell Resistance, Cleave, Evil Brand, Great Cleave, Greater Weapon Focus (bite), Improved Critical (battleaxe), Improved Initiative, Power Attack, Track B, Weapon Focus (bite), Willing Deformity

Environment: Infinite Layers of the Abyss (any cold)
Organization: Unique
Challenge Rating: 15
Treasure: Double standard, plus one Huge +2 icy burst battleaxe
Alignment: Chaotic evil
Advancement: ––

Pohjoinen Koira is a demon that looks like a huge anthropomorphic canine covered in reddish brown fur with black bone spurs protruding from its back from its neck down. Two wickedly curved, black horns protrude from the demon’s head just behind its large wolf-like ears, curling forward. Another smaller horn protrudes from its snout, like a rhino’s horn, just in front of its two glowing red eyes.

While Pohjoinen Koira isn’t a tanar’ri, that has stopped it from fighting its way up the ranks of the Blood War. He has worked hard to garner enough attention to be invaluable to his commanders, yet not enough attention to appear dangerous. The demon aims to become a demon lord and it looks toward Orcus as its benchmark.

Pohjoinen Koira speaks the following languages: Abyssal and Gnoll.

Combat
Pohjoinen Koira's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): Cone of cold, 30 ft.; 5d6 damage, as per the spell of the same name. Caster level: 5th.

Smite Good (Su): Once per day, Pohjoinen Koira can make a normal melee attack to deal 8 extra points of damage against a good foe.

Ice Hearing (Su): With a successful Listen check (DC 20) you may hear the sounds of anyone in contact with a certain body of ice, within one mile.

Ice Meld (Su): As a full round action, Pohjoinen Koira may meld with any body of ice. While within a body of ice, Pohjoinen Koira moves with a base speed of 40 ft., and may not be attacked; however, the only sense the demon can use is its Ice Hearing (a silent enemy will be undetectable). As an additional full-round action, Pohjoinen Koira may exit the ice. Use of this ability provokes attacks of opportunity.

Outsider Traits: Pohjoinen Koira has darkvision (60-foot range). The demon cannot be raised or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Pohjoinen Koira needs to breathe, but does not need to eat or sleep (although it can do so if it wishes).

Skills: Pohjoinen Koira has a +4 racial bonus on Balance, Climb, Jump, Listen, and Spot checks. *The demon also has a +4 racial bonus on Survival checks when tracking by scent.
 
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Dambloed, “King of Blood” (Advanced Nalfeshnee/Wizard10/Blood Magus10)
Gargantuan Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 38d8+456 + 10d4+120 + 10d6+120 (926 hp)
Initiative: +10
Speed: 30 ft. (6 squares), fly 40 ft. (poor)
AC: 36 (-4 size, +6 Dex, +24 natural) touch 12, flat-footed 30
Base Attack/Grapple: +48/+72
Attack: +57 melee (3d8+12, bite) or +62 melee (6d6+23/x3, Gargantuan +5 good outsider-bane greataxe)
Full Attack: +57 melee (3d8+12, bite) and +55 melee (2d6+6, 2 claws) or +61/+41/+31/+21 melee (6d6+23/x3, Gargantuan +5 good outsider-bane greataxe)
Space/Reach: 20 ft. / 20 ft.
Special Attacks: Awaken blood, bloodwalk, death knell, smite, spell-like abilities, summon tanar’ri, wizard spells
Special Qualities: Blood component, blood draught, bloodseeking spell, damage reduction 10/good, darkvision 120 ft., durable casting, homunculus, immunity to electricity and poison, infusion, resistance to acid 20, cold 20, and fire 20, scarification, spell resistance 22, stanch, summon familiar, telepathy 100 ft., thicker than water, true seeing
Saves: Fort +47, Ref +35, Will +40
Abilities: Str 34 (+12), Dex 22 (+6), Con 34 (+12), Int 22 (+6), Wis 24 (+7), Cha 22 (+6)
Skills: Bluff +34, Climb +26, Concentration +52, Craft (armorsmithing) +31, Craft (weaponsmithing) +31, Decipher Script +40, Diplomacy +36, Disguise +31 (+33 acting), Heal +32, Hide +31, Intimidate +37, Jump +28, Knowledge (arcana) +44, Knowledge (religion) +44, Knowledge (the planes) +42, Listen +40, Move Silently +31, Search +31, Sense Motive +33, Spellcraft +49 (+51 spells on scrolls), Spot +40, Sleight of Hand +22, Survival +32 (+34 following tracks or on other planes), Tumble +22, Use Magic Device +32 (+34 scrolls)
Feats: Arcane Mastery, Armor Skin E, Brew Potion (blood draught ability) B, Cleave, Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Dark Speech, Dire Charge E, Empower Spell, Endurance, Energy Admixture (electricity), Energy Resistance (acid) E, Energy Resistance (cold) E, Energy Resistance (fire) E, Energy Substitution (electricity), Great Cleave, Great Fortitude, Improved Bull Rush, Improved Darkvision E, Improved Initiative, Mortalbane, Multiattack, Power Attack, Scribe Scroll B, Skill Focus (Intimidate), Spell Mastery, Sudden Maximize, Toughness, Transdimensional Spell, Weapon Focus (bite), Weapon Focus (claw)

Environment: Infinite Layers of the Abyss
Organization: Unique
Challenge Rating: 35
Treasure: Triple standard plus one Gargantuan +5 good outsider-bane greataxe
Alignment: Chaotic evil
Advancement: ––

Dambloed is a powerful demon lord who has its roots in the lands of The Dark Continent on the World of Kulan. It is believed that its first acts of depravity came at the expense of that lands denizens. The demon’s name is whispered in fear throughout the Dark Jungle and the lands known as N’sha, Thundra, and Mibha. The demon is worshiped as a god by the dark denizens of Terre Mortis and the decadent of the Matsu Empire.

Dambloed appears to be a Gargantuan nalfeshnee of incredible strength and endurance. It is said to be a master of the arcane arts, as well as being a powerful bloodwalker (the name given to Dark Continent blood magi). Its hide is covered in scars from it past use of its Scarification ability, including several active spells. The demons thick brown fur is mottled black red due to the use of Scarification over the centuries.

The demon lord’s allies include the jarilith known as Diekoningopdieberg and the demon lord known as Graz’zt. Its enemies include the babau known as Doodenhaat and the demon lord Orcus. However, Dambloed saves its greatest hatred for celestials, especially angels, and will often forget its alliances to hunt down powerful beings of good, for sport and a taste of their blood.

Dambloed speaks the following languages: Abyssal, Anarchic, Celestial, Common, Draconic, Giant, and Infernal.

Combat
Dambloed's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Awaken Blood (Su): Dambloed can bestow momentary consciousness on an opponent’s blood (except constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar fluid). If the demon hits a foe with a melee touch attack, the opponent’s blood tries to get free of its confinement – all at once. The pressure disrupts the victim’s tissues, dealing 10d10 points of damage. This ability is usable only once per day, but Dambloed can try to use it again later in the day if its previous attempt failed. The effect is instantaneous.

Bloodwalk (Su): Dambloed has the supernatural ability to transport itself great distances via the blood of living creatures. Once per day as a standard action that does not provoke attacks of opportunity, it can seamlessly enter any living creature (except a construct, elemental, ooze, plant, undead, or the creature without blood or a similar fluid) of Gargantuan size or larger and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two.

If it desires, Dambloed can attempt to make a bloody exit from the destination creature. The demon bursts forth explosively from the creature’s body, dealing 10d6 points of damage unless the creature makes a Fortitude save (DC 32). When it makes a bloody exit, the demon must succeed on a DC 15 Fortitude save or be stunned for 1 round from the shock of its expulsion.

Death Knell (Sp): Dambloed has the ability to use death knell as the spell once per day.

Smite (Su): Three times per day Dambloed can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a Will save (DC 45) or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect. The save DC is Charisma-based.

Spell-like Abilities: At will – call lightning (DC 19), feeblemind (DC 21), greater dispel magic, slow (DC 19), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 24). Caster level: 12th. The save DCs are Charisma-based.

Summon Tanar’ri (Sp): Twice per day, Dambloed can automatically summon either 1d4 vrocks, 1d4 hezrous, one glabrezu, or one nalfeshnee (its choice).

Wizard Spells Known (cast 4/6/6/5/5/5/5/3/3/2): 0th – acid splash, arcane mark, dancing lights, daze, detect poison, detect magic, disrupt undead, flare, ghost sound, light, mage hand, mending, message, no light, open/close, preserve organ, prestidigitation, ray of frost, read magic, resistance, slash tongue, touch of fatigue, unnerving gaze; 1st – aberrate, black bag, cause fear, cheat, death grimace, extract drug, fist of stone, hold portal, identify, lesser orb of electricity, nether trail; 2nd – addiction, arcane lock, dance of ruin, darkbolt, Melf’s acid arrow, mirror image, protection from arrows, sadism, shatter, touch of idiocy, unheavened; 3rd – dispel magic, drown, dread word, evil eye, fireball, lightning bolt, protection from energy, reality bind, wall of chains, vampiric touch; 4th – abyssal might, blast of flame, damning darkness, fear, grim revenge, liquid pain, orb of electricity, psychic poison, shout, stoneskin; 5th – baleful polymorph, call dretch horde, cone of cold, freezing fog, imprison possessor, Mordenkainen’s private sanctum, sending, soul shackles, spiritwall, stop heart; 6th – chain lightning, contingency, false sending, fiendish quickening, geas/quest, greater dispel magic, impotent possessor, snare astral traveler, transfix, wall of iron; 7th – eye of the beholder, fire storm, finger of death, Mordenkainen’s sword, prismatic spray, spell turning, wall of eyes, whirlwind of teeth; 8th – blackfire, greater shout, gutwrench, horrid wilting, maze, power word stun, prismatic wall, soul’s treasure lost; 9th – absorption, crushing fist of spite, mindrape, Mordenkainen’s disjunction, sphere of ultimate destruction, utterdark, wail of the banshee. Caster level: 18th. Save DCs equal 16 plus the level of the spell. Spell Mastery: Call dretch horde, dance of ruin, dispel magic, fist of stone, orb of electricity, and shout.

Blood Component (Su): Dambloed can substitute a drop of its own blood for a spell’s material component (if it has no gp value) as a free action. Using this ability deals 1 point of damage to Dambloed but raises the spell’s caster level by 1. Damage reduction does not apply to this damage.

Blood Draught (Ex): Dambloed can store spell of up to 3rd level in its own blood. The demon effectively gains the Brew Potion feat using an alternative medium. (See pg. 27 of D&D Complete Arcane for how this ability works).

Bloodseeking Spell (Su): Dambloed can imbue its spells with the ability to draw blood from their targets (except constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar fluid), dealing an extra 1d6 points of damage to each target that takes damage from the spell. This extra damage applies only to spells that deal damage, not to spells that deal ability damage, or other kinds of damage. To use this ability, Dambloed must inflict a wound on itself; this is a free action that deals 3 points of damage to the demon and becomes a normal part of casting the spell. Damage reduction doesn’t apply to this damage.

Durable Casting (Ex): Dambloed subtracts 10 from the DC of Concentration checks made to cast, concentrate on, or direct spells when it takes damage (or per source of continuous damage).

Homunculus (Su): While Dambloed currently doesn’t have a familiar, the demon has created a homunculus through the sacrifice of some of its blood. The demon permanently sacrificed 1 hit point as part of the creation process. See below for details on Dambloed’s homunculus.

Scarification (Ex): Dambloed can inscribe up to six spells on its own skin for later use as if using the Scribe Scroll feat. Dambloed currently has the following spells inscribed on its skin: aberrate, arcane lock, cheat, fear, identify, soul shackles.

Stanch (Ex): Dambloed automatically becomes stable when its hit points drop below 0. The demon still dies if it reaches –10 hit points or below.

Thicker Than Water (Su): When Dambloed is injured, its blood withdraws from the wound, avoiding some damage that it would otherwise take. This ability gives Dambloed damage reduction 1/bludgeoning.

True Seeing (Su): Dambloed continuously uses true seeing, as the spell (caster level: 14th).

Skills: Dambloed has a +8 racial bonus on Listen and Spot checks.
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Dambloed’s Homunculus
Dambloed’s homunculus, which the demon named Minrood, looks like a tiny imp. However, Minrood is simply a standard 6HD homunculus.

Minrood, “Little Red”: CR 2; Tiny Construct; HD 6d10; hp 33; Init +2; Spd 20 ft., fly 50 ft. (good); AC 14, touch 14, flat-footed 12; Base Atk +3; Grp -6; Atk +6 melee (1d4-1 plus poison, bite); Full Atk +6 melee (1d4-1 plus poison, bite); Space/Reach 2-½ ft./0 ft.; SA poison; SQ construct traits, darkvision 60 ft., low-light vision; AL CE; SV Fort +2, Ref +6, Will +3; Str 8 (-1), Dex 15 (+2), Con --, Int 10 (+0), Wis 12 (+1), Cha 7 (-2).
Skills and Feats: Balance +6, Escape Artist +6, Hide +14, Listen +6, Spot +6; Agile, Lightning Reflexes, Weapon Finesse.​
Combat
Homunculi land on their victims and bite with their venomous fangs.

Poison (Ex): Injury, Fortitude DC 15, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes. The save DC is Constitution-based and includes a +2 racial bonus.
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Next up... Mestarijää, “Master of Ice”! (I've decided that I'll be jumping around more.)
 
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Mestarijää, “Master of Ice” (Ice Giant/Immortal Template/Fiendish Template)
Large Outsider (Chaos, Cold, Evil)
Hit Dice: 13d10+52 (123 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 19 (-1 size, +6 natural, +4 deflection), touch 13, flat-footed 19
Base Attack/Grapple: +7/+16
Attack: +11 melee (2d8+7/x2, Large +3 frost club)
Full Attack: +11/+6 melee (2d8+7/x2, Large +3 frost club)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Smite good 4/day
Special Qualities: Bonus feat (snowshoes), damage reduction 10/magic, commune, fast healing 3, immunity to cold, immortal immunities, low-light vision, regeneration (see text), resistance to acid 10, electricity 10, cold 20, and fire 20, spell resistance 18, timeless body, vulnerability to fire
Saves: Fort +12, Ref +8, Will +8
Abilities: Str 20 (+5), Dex 10 (+0), Con 19 (+4), Int 11 (+0), Wis 11 (+0), Cha 10 (+0)
Skills: Balance +5, Bluff +5, Climb +25, Diplomacy +5, Intimidate +5, Jump +25, Listen +20, Sense Motive +4, Spot +20
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack, Snowshoes B

Environment: Paraelemental Plane of Ice
Organization: Unique
Challenge Rating: 13
Treasure: Double standard, plus one Large +3 frost club
Alignment: Chaotic evil
Advancement: --

Mestarijää is a lesser demon prince of the Paraelemental Plane of Ice. The demon serves the Finnish deity Hiisi, The Lord of Darkness, who is currently trapped on Carceri. The demon exiled itself to the Paraelemental Ice shortly after its master was imprisoned, as its lord’s enemies came looking for it, and has gained a substantial following of ice giants * and frost giants, as well as ice paraelementals, frost folk *, and marzannas *.

Soon after Hiisi was imprisoned Mestarijää worked diligently to free his lord from Carceri. However, as the centuries past, the demon has become more concerned with increasing its own power.

Mestarijää speaks the following languages: Abyssal and Giant.

*Ice giants are in Frost & Fur, while frost folk and marzanna are in Frostburn.

Combat
Mestarijää’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Smite Good (Su): Mestarijää may attempt to smite good with a normal melee attack. The demon adds its Charisma bonus (positive only) as a bonus on the attack roll and deals 13 extra point of damages. If Mestarijää accidentally smites a creature that is not of good alignment then the smite has no effect and the attempt is wasted for the day. Mestarijää may attempt to smite 4 times per day.

Commune (Sp): Once per week, Mestarijää may cast commune, as the spell, to speak with its deity. Caster level: 13th.

Immortal Immunities (Su): Mestarijää is immune to ability damage and drain, disease, energy drain, fatigue, paralysis, poison, sleep spells and effects, starvation, and thirst. The demon does not need to eat, breathe, drink, or sleep, but it may do any of these things if it wishes.

Regeneration (Ex): Acid deals normal damage (after resistance), as defined by the Cold Subtype. Mestarijää can regrow body parts in 3d6 minutes, or instantly by holding the severed limb to the stump. This ability only works in temperatures of freezing (32 degrees F) or lower.

Snowshoes (Su): Mestarijää can walk on the surface of snow, avoiding any penalties to movement, combat or skill checks.

Timeless Body (Ex): Mestarijää’s body does not age, nor can it die from aging. The demon still gains ability score bonuses to mental ability scores for aging.
 

A nice idea of making "unique" demon lords simply through advancement, templates and character classes....

But no demon lord's CR should exceed 30! I mean, Demogorgon's CR is 30 and I have yet to see any official 3.5e demon lord to top it!! :]
 

KL said:
A nice idea of making "unique" demon lords simply through advancement, templates and character classes....

But no demon lord's CR should exceed 30! I mean, Demogorgon's CR is 30 and I have yet to see any official 3.5e demon lord to top it!! :]

Well, I don't agree, but that's my opinion. Part of me thinks that I'll eventually redo the "demon lords" and "archdevils: from BoVD for my own purposes. Either that or I'll use Sepulchrave's versions.

KF72
 

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