Knightfall
World of Kulan DM
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"!
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
-----------------------------------
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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