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

Niveuerus, “The White Lord” [Advanced Maurezhi/Necropolitan Template/Shadow Creature Template]
Medium Undead (Augmented, Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 12d12+3 (81 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
AC: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20
Base Attack/Grapple: +12/+17
Attack: +18 melee (1d6+5 plus paralysis, bite)
Full Attack: +18 melee (1d6+5 plus paralysis, bite) and +15 melee (1d4+2 plus paralysis, 2 claws)
Space/Reach: 5 ft. / 5ft.
Special Attacks: Consume, paralysis, pounce, spell-like abilities
Special Qualities: +2 luck bonus on all saving throws, +2 turn resistance, assume shape, darkvision 60 ft., DR 20/good, evasion, low-light vision, plane shift, resistance to cold 15, resist control, shadow blend, SR 21, summon creatures, tanar’ri traits, undead traits, unnatural resilience
Saves: Fort +10, Ref +12, Will +11
Abilities: Str 21 (+5), Dex 15 (+2), Con --, Int 16 (+3), Wis 12 (+1), Cha 17 (+3)
Skills: Balance +14, Bluff +13, Climb +15, Concentration +10, Diplomacy +15, Disguise +13* (+15* acting), Gather Information +13, Hide +12, Intimidate +15, Jump +26, Knowledge (arcana) +10, Listen +13, Move Silently +18, Perform (act) +10, Spot +13, Tumble +14, Use Magic Device +13
Feats: Alertness, Blind-Fight, Multiattack, Toughness, Weapon Focus (bite)

Environment: Infinite Layers of the Abyss (any, including underground)
Organization: Unique (plus 1d8 ghouls of 5-7HD each and 1 other powerful type of undead that eats flesh)
Challenge Rating: 15
Treasure: Triple standard, plus consumed characters’ gear
Alignment: Chaotic evil
Advancement: See text

Niveuerus is a lesser demon prince that has transformed itself into an undead creature through a rare version of the Ritual of Crucimigration that involved the demon traveling to the little-known City of Nocturnus. How and where the, now, undead demon prince came by this even more twisted version of the normal ritual, is unknown. It is believed that the ritual bound the demon to not only the essence of the Negative Energy Plane but the Plane of Twilight as well.

Niveuerus calls itself “The White Lord” and is slowly gaining a following amongst true ghouls and other powerful undead that eat the flesh of their victims. The demon spends most of its time wandering the Infinite Layers of the Abyss, with a retinue of ghouls, trying to find a hidden locale to set up its power base.

So far, Niveuerus has spent more time hiding from other demons that consider it a mockery of everything Abyssal. The undead maurezhi is considering abandoning the Abyss for the Inner Planes and the Plane of Twilight. It knows of several locales there that would be suitable, but wishes to remain ingrained in the machinations of the Abyss. The undead maurezhi has also considered approaching either Orcus or Yeenoghu to petition to become a subordinate, as a last resort.

Niveuerus normally speaks the following languages: Abyssal, Anarchic, Celestial, Draconic, Infernal, and Undercommon. However, due to its Consume ability it also knows the following languages: Common, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, and Sylvan.

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

Consume (Ex): When Niveuerus slays a sentient living creature (Int 3 or higher) and consumes the body, it gains additional power from this grisly. It must begin eating the corpse within 10 minutes of its death and requires 30 minutes to complete the consumption. If Niveuerus is interrupted during this process, it can’t completely consume the corpse or gain the benefits.

A creature that has been consumed by Niveuerus cannot be restored to life through any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore a consumed victim to life, but there is a 50% chance that even such powerful magic will fail.

There is no limit to the number of corpses Niveuerus can consume in this fashion, but it only advances (see below) by devouring the corpses of humanoids whose Hit Dice or levels are at least half its current Hit Dice.

For each suitable humanoid corpse Niveuerus consumes, its Hit Dice, natural armor bonus, Strength, Intelligence, and base attack bonus each increase by +1. Its base saving throw bonuses improve according to it new Hit Dice. It gains additional skill points equal to 8 + its Intelligence modifier, and it spends these additional points on skills possessed by its victim (all of which are treated as class skills for Niveuerus). If the added Hit Die brings Niveuerus’ total HD to a multiple of three, it gains a new feat as well (as per Table 3-2 in the PHB), which it can choose from among the feats its previous victims had, assuming that it meets the prerequisites. In addition, Niveuerus gains access to the memories of the creatures it has consumed, can speak any language that creature knew, and can assume that creature’s form (see below).

Niveuerus can reach a maximum of 20 Hit Dice through advancement. Its damage reduction, spell resistance, and challenge rating improve based on its Hit Dice. (Niveuerus’ class levels do not count towards this type of improvement.)

Paralysis (Ex): Any creature hit by Niveuerus claw or bite attack must succeed on a Fortitude save (DC 17) or be paralyzed for 1d6+4 minutes.

Pounce (Ex): If Niveuerus charges, it can make a full attack even through it has moved.

Spell-like Abilities: Always active – deathwatch; at will – animate dead, blur, cause fear, chill touch, death knell, hold person, invisibility; 3/day – fear. Caster level: 12th. Save DC 13 plus spell level.

Assume Shape (Su): Niveuerus can take on the appearance of any humanoid creature whose corpse it has consumed. This ability function like the alter self spell (caster level: 10th), except that the demon can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action.

Plane Shift (Sp): 1/day, to or from the Plane of Twilight only.

Resist Control (Ex): Niveuerus has a +2 profane bonus on its Will saving throw to resist the effect of a control undead spell.

Shadow Blend (Su): In any conditions other than full daylight, Niveuerus 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.

Summon Creatures (Sp): This ability functions like a summon monster spell of the appropriate level, except that it has only a limited chance of success. Once per day, Niveuerus can summon 1d4 ghouls with a 100% chance of success, or 2d4 dretches with a 60% chance of success (result of 41–100 on d%). This works like the summon tanar’ri ability of other demons.

Unnatural Resilience (Ex): Niveuerus automatically heals hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on the demon; however, negative energy (such as an inflict spell) heals it.

Skills: Niveuerus has a +8 racial bonus on Jump checks and a +6 racial bonus on Move Silently checks. *When using its Assume Shape ability, Niveuerus receives an additional +12 circumstance bonus on Disguise checks (reflecting its access to the consumed form’s memories, as well as its physical alteration).
 
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A Crazy Fool said:
demon lords should not have a cr less than 30! 3.5 big fiend stats are way too weak

Note: While I agree with this statement, you have to also remember that the Demon Lords in D&D Book of Vile Darkness and those being presented in Dragon Magazine have EPIC damage reduction. Most of my lesser "demon lords" don't, even though many of them are considered Epic in power (IMO).

Anyway, here's the next one...

Diekoningopdieberg, “The King upon the Mountain” [Advanced Jarilith/Elemental (Earth) Template/Half-Dragon (Howling)]
Large Dragon (Chaotic, Earth, Evil, Extraplanar, Tanar’ri)
Hit Dice: 22d10+198 (319 hp)
Initiative: +8
Speed: 60 ft. (12 squares), burrow 20 ft., fly 120 ft. (average)
AC: 38 (-1 size, +8 Dex, +21 natural), touch 17, flat-footed 30
Base Attack/Grapple: +22/+39
Attack: +35 melee (2d6+13/18–20/x3, claw)
Full Attack: +35 melee (2d6+13/18–20/x3, 2 claws) and +32 melee (2d8+6/18–20/x3, bite)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: Breath weapon, earth mastery, frightful presence, improved grab, pounce, rake 2d6+6/18–20, spell-like abilities
Special Qualities: Augmented critical, damage reduction 15/good, dragon traits, darkvision 60 ft., elemental body, fast healing 3, immune to sonic energy, low-light vision, scent, spell resistance 25, summon tanar’ri, tanar’ri traits, tremorsense
Saves: Fort +24, Ref +23, Will +19
Abilities: Str 45 (+17), Dex 27 (+8), Con 29 (+9), Int 11 (+0), Wis 14 (+2), Cha 16 (+3)
Skills: Balance +29, Climb +34, Concentration +27, Hide +29*, Jump +46 (includes speed), Listen +19, Move Silently +29, Search +17, Spot +19, Tumble +11
Feats: Dodge, Fast Healing E, Improved Bull Rush, Iron Will, Mobility, Multiattack, Power Attack, Weapon Focus (claw)

Environment: Dark Continent (any land, usually mountainous) [Kulan Cosmology]; or Infinite Layers of the Abyss or Windswept Depths of Pandemonium
Organization: Unique
Challenge Rating: 23
Treasure: Quadruple standard
Alignment: Chaotic evil
Advancement: --

The being known as Diekoningopdieberg, or “The King upon the Mountain”, is a strange amalgamate of demon and dragon. It is believed the demonic dragon is the infernal offspring of a powerful, unknown jarilith (Monster Manual II, pg. 60–61) and female howling dragon (D&D Draconomicon: The Book of Dragons, pg. 180 – 181). It also has elemental-like traits, which could be from its parentage or a more unnatural (for this being anyway) source.

Diekoningopdieberg looks similar to a 16-foot long jarilith with both draconic and elemental features. It has large wings, which look exactly like a howling dragon’s wings. Diekoningopdieberg’s back, legs, and tail are covered with short spines, while its entire body is covered in mottled purple and black scales. Its body is strangely earthlike, as well, and its scales tend to drop off in flakes like dried clumps of earth (this does not reduce the creatures AC). The demonic dragon’s frill-like mane is the color of wet clay. Diekoningopdieberg smells like boiling mud.

Diekoningopdieberg is an extraplanar entity that is primary found living on the Material Plane world known as Kulan (my homebrewed campaign). The being is infamous throughout the lands of the Dark Continent, which is a subcontinent of Kanpur. The demonic dragon is greatly feared by humanoids and the being is more than willing to terrorize mortals for its own twisted pleasures. (Diekoningopdieberg is an ally of the demon lord named Dambloed.)
In other cosmologies, Diekoningopdieberg would be found on the Infinite Layers of the Abyss or the Windswept Depths of Pandemonium, depending on the whims of the DM. The demonic dragon could be the servant of a powerful demon lord or one of the earth princes of elemental evil.

Diekoningopdieberg understands the following languages: Abyssal, Draconic, Infernal, and Terran. The demonic dragon does not speak, instead communicating silently with its minions and victims.

Combat
Diekoningopdieberg prefers to charge its opponents, unless it believes there is a real danger to its existence, as this allows it its bonuses due to earth mastery and its pounce special attack. If it perceives a true threat then it will summon several demons to soften up its opponents before moving in for the kill. It will use its spell-like abilities to maximum effect.

Diekoningopdieberg’s natural weapons are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 60-foot cone, once per day, damage 6d8 sonic, Reflex DC 30 half. The save DC is Constitution-based.

Earth Mastery (Ex): Diekoningopdieberg gains a +1 bonus on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the demon suffers a –4 penalty on attack and damage rolls.

Frightful Presence (Ex): When Diekoningopdieberg charges or attacks, it inspires terror in all creatures within 30 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 24) or become shaken – a condition that lasts until the opponent is out of range. A successful leaves that opponent immune to the demonic dragon’s frightful presence for 24 hours. The save DC is Charisma-based.

Improved Grab (Ex): If Diekoningopdieberg hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +38). If it gets a hold, the demonic dragon can attempt to rake in the same round. Thereafter, Diekoningopdieberg has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on grapple check, but the demonic dragon is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage and allows another rake attempt.

Pounce (Ex): When Diekoningopdieberg makes a charge, it can follow with a full attack – including rake attacks.

Rake (Ex): Diekoningopdieberg gains extra natural attacks when it grapples its foe. Normally, a creature can attack with only one of its natural weapons while grappling, but Diekoningopdieberg gains two additional claw attacks, with its hind legs, that the demonic dragon can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple.

Diekoningopdieberg must begin its turn grappling to use its rake – it can't begin a grapple and rake in the same turn.

Spell-like Abilities: At will – clairaudience/clairvoyance, darkness, detect good, detect thoughts, doom. Caster level: 12th. Save equals DC 13 plus spell level. The save DCs are Charisma-based.

Augmented Critical (Ex): Diekoningopdieberg threatens a critical hit on a natural attack roll of 18–20. On a successful critical hit with a bite, claw, or rake attack, it deals triple damage.

Elemental Body (Ex): Although it is a dragon, Diekoningopdieberg’s earthlike body grants it many of the traits of an elemental creature. It is immune to stunning, and it is not subject to critical hits or flanking.

Scent (Ex): Diekoningopdieberg can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Summon Tanar’ri (Sp): Once per day, Diekoningopdieberg can automatically summon either 2d6 dretches, 1d4 vrocks, or one jarilith (its choice).

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

Tremorsense (Ex): Diekoningopdieberg can automatically sense the location of anything within 60 feet that is in contact with the ground.

Skills: Diekoningopdieberg receives A +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, its Hide bonus improves to +12.
 
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Doodenhaat, “Death and Hate” (Advanced Babau/Multiheaded Template/Increased Sneak Attack)
Huge Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 23d8+230 (333 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
AC: 23 (-2 size, +1 Dex, +14 natural), touch 9, flat-footed 22
Base Attack/Grapple: +23/+44
Attack: +34 melee (2d6+13/x2, claw)
Full Attack: +34 melee (2d6+13/x2, 2 claws) and +34 melee (2d6+6/x2, 2 bites)
Space/Reach: 15 ft. / 15 ft.
Special Attacks: Sneak attack +10d6, spell-like abilities, summon tanar’ri
Special Qualities: Damage reduction 10/cold iron or good, darkvision 90 ft., immunity to electricity and poison, protective slime, redundant head, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.
Saves: Fort +25, Ref +16, Will +16
Abilities: Str 37 (+13), Dex 12 (+1), Con 30 (+10), Int 14 (+2), Wis 13 (+1), Cha 16 (+3)
Skills: Climb +33 (+35 with ropes), Disable Device +22, Disguise +23, Escape Artist +21 (+23 with ropes), Hide +29, Listen +33, Move Silently +29, Open Lock +21, Search +32, Sleight of Hand +21, Spot +15, Survival +21 (+23 following tracks), Use Rope +21 (+23 with bindings)
Feats: Alertness, Awesome Blow, Cleave, Combat Expertise, Combat Reflexes B, Great Cleave, Improved Bull Rush, Improved Initiative B, Improved Multiattack B, Multiattack, Power Attack

Continent/Region: Kanpur/The Dark Continent
Environment: The Dark Jungle (including underground)
Organization: Unique
Challenge Rating: 18
Treasure: Standard
Alignment: Chaotic evil
Advancement: ––

The demon known as Doodenhaat is a twisted mockery against life and nature. The demon looks like a babau except that it is Huge in size and has two heads. Doodenhaat is also fond of wearing the skulls and bones of its victims as adornments. These grisly decorations have always been picked clean, stained with natural black dyes and leaves, and even fitted with jewels. The two-headed demon also wears ivory headdresses on both heads.

This ancient demon has spent almost its entire existence living deep within the Dark Jungle of the continent of Kanpur. This jungle covers swaths of land on subcontinent of Kanpur simply known as the Dark Continent. The two-headed demon spends most of its time haunting the ruined elven lands of Firryaith.

Doodenhaat is known as “Death and Hate” to the natives of the Dark Continent, and this name is more than just a nickname. The two-headed demon has two distinct personalities, one that calls itself “Death” and one that calls itself “Hate”. Doodenhaat rarely interacts with the many other demons scattered across the Dark Continent, as the two heads have become overly paranoid of the centuries, due to the twisted games they play on one another.

Doodenhaat speaks the following languages: Abyssal, Celestial, Draconic, Infernal, and Undercommon. Both heads have the ability to speak telepathically with anyone within 100 feet, but this communication is separate. Thus, they tend to play intended victims against the other head and against their own companions.

Combat
Doodenhaat attacks the most powerful foe first, hoping to eliminate the true threats quickly and then toy with the rest. When ambushing its opponents, the two-headed demon makes excellent use of the combination of multiple attacks and sneak attacks.

Doodenhaat’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.

Sneak Attack (Ex): Doodenhaat can make a sneak attack like a rogue, dealing an extra 10d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the demon is flanking.

Spell-like Abilities: At will – darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level: 7th.

Protective Slime (Su): A slimy red jelly coats Doodenhaat’s skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon's hardness does not reduce this damage. A magic weapon may attempt a DC 31 Reflex save to avoid taking this damage. A creature who strikes Doodenhaat with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 31 Reflex save. The save DCs are Constitution-based.

Summon Tanar’ri (Sp): Once per day, Doodenhaat can automatically summon 1d4 vrocks or one babau.

Skills: Doodenhaat has a +2 racial bonus on Spot checks, a +8 racial bonus on Hide and Move Silently checks, and a +10 racial bonus on Listen and Search checks.
 

Here are five Japanese names I have for you:

Hakarotookoya - Scalefather
Kunchiken - Master of A Thousand Blades
Seireifukaiumi - Spirit of the deep sea
Okaminaitoten - Emperor of Night Sky
Tenteisankumo - Lord of the Sun and Clouds
 
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More Spanish Fiends...

I've very much enjoyed reading this thread, some of these critters are really neat. My favourite so far being Diekoningopdieberg.

Anyway, if I might be so bold, I'd like to contribute, so that, hopefully, the names that I come up with will find their way to becoming minor demon lords or archdevils...

Mutilado - Mutilated One (My personal favourite!)

Sangregarganta - Bloodied Throat

Asesino Del Débil - Butcher Of The Weak (Which, when said aloud, sounds like a segment on a really crappy local radio station. 'Now it's time for... 'Butcher Of The Weak'...)

Infierno Y Muerte - Hell and Death

Sonrisa Dentada - Jagged Smile

Reyalangosta - Lobsterking (Because I really wanted to do something with giant lobster monsters...)
 
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Thanks for the name suggestions. There are some definite possibilities amongst them. I've took a break from design over the last couple of days, as I've been dealing with some bad pain. :mad:

KF72
 

Doodvrouw, “Death Queen” (Advanced Marilith/Half-Vampire/Mortal Hunter10)
Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 20d8+200 + 10d10+100 (445 hp)
Initiative: +10
Speed: 40 ft. (8 squares)
AC: 33 (-1 size, +6 Dex, +18 natural), touch 15, flat-footed 27
Base Attack/Grapple: +30/+45
Attack: +44 melee (2d6+14 plus 1d6 fire/19-20, +3 flaming longsword) or +40 melee (3d6+10, slam) or +40 melee (5d6+10, tail slap)
Full Attack: +44/+39/+34/+29 melee (2d6+14 plus 1d6 fire/19-20, +3 flaming longsword [primary]) and +40 melee (2d6+5/19-20, 5 longswords [secondary]) and +37 melee (5d6+5, tail slap); or +39 melee (3d6+10, 6 slams) and +37 melee (5d6+5, tail slap)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Charm gaze, claws of the overfiend, constrict 4d6+15, improved grab, mortalbane shout, mortal hunting +4, spell-like abilities, spells, slay mortal, smite mortals, summon tanar’ri
Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., detect mortals, fast healing 1 (special), immunity to electricity and poison, mortal skin (any), resistance to acid 10, cold 15, electricity 5, and fire 10, spell resistance 25, spurn mortal magic, telepathy 100 ft., true seeing
Saves: Fort +29, Ref +21, Will +19
Abilities: Str 32 (+11), Dex 22 (+6), Con 30 (+10), Int 18 (+4), Wis 18 (+4), Cha 26 (+8)
Skills: Bluff +32, Concentration +32, Diplomacy +31, Disguise +19 (+21 acting), Hide +28, Intimidate +31, Knowledge (arcana) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +46, Move Silently +32, Search 27, Sense Motive +27, Spellcraft +26 (+28 scrolls), Spot +46, Survival +22 (+24 following tracks), Use Magic Device +30 (+32 scrolls)
Feats: Alertness, Boost Spell-Like Ability (blade barrier) B, Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech, Improved Initiative B, Mortalbane, Multiattack, Multiweapon Fighting, Power Attack, Track, Weapon Focus (longsword)

Continent/Region: NA
Environment: Infinite Layers of the Abyss
Organization: Unique; or hunting group (with 2 fiendish displacer beasts, 1d4 hell hounds, and 1 howler)
Challenge Rating: 25
Treasure: Double coins; triple goods; double items, plus one +3 flaming longsword
Alignment: Chaotic evil
Advancement: --

The marilith known throughout the Outer Planes simply as the “Death Queen” is a powerful demonic vassal of the Demon Prince of the Undead, Orcus. Very few outside of the layer of Thanatos, which Orcus rules, know of Doodvrouw or its deference to the Demon Prince of the Undead. However, knowledge of it and its active machinations for its lord are becoming more widely known throughout the Abyss and beyond.

Doodvrouw started out as just another marilith in the armies of Orcus, before the time of the demon lord’s death and eventual resurrection as an undead demon. The marilith time and again stayed true to its devotions to Orcus, a rarity amongst demon kind. Eventually, Orcus, as Tenebrous, took the marilith into its confidence, along with several others that the undead demon lord believed it could trust. (As much as any demon can trust another.)

It was at this time that Doodvrouw was gifted with her half-vampire heritage, something that only the Demon Prince of the Undead could accomplish, without much difficulty. Tenebrous also charged the marilith with the task of hunting down any mortals that might suspected the demon lord’s true identity or that had stumbled onto some obscure knowledge that could lead to the discovery.

Thus, Doodvrouw evolved into the position it now holds, as the chief assassin of Orcus when mortals need to be killed. After the Demon Prince of the Undead reconstituted its power, knowledge of the “Death Queen” began to spread throughout the Outer Planes. Doodvrouw relishes its newfound position of power and strength, although the marilith knows that it will have to wait many centuries before either striking out on its own or trying to usurp Orcus.

Of course, Orcus already knows of Doodvrouw’s plans but is content to continue using the marilith until it has outlived its usefulness. Orcus would even be willing to release the “Death Queen” from its service, but only if doing so would benefit the Demon Prince in someway.

Doodvrouw appears much like any marilith, but instead of wearing bangles and jewelry, the demon prefers to wear ornaments carved from the bones of mortals that it has killed. These ornaments are hauntingly beautiful to the eye and, yet, vile to the other senses, especially touch and smell. Doodvrouw’s ‘scaly coils’, as per the description of the marilith on page 45 of D&D Monster Manual v.3.5 are mottled black and blood red.

Doodvrouw speaks the following languages: Abyssal, Celestial, Common, Draconic, Giant, Goblin, and Infernal.

Combat
Each of Doodvrouw’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm.

Doodvrouw’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.

Charm Gaze (Ex): Doodvrouw can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that Doodvrouw must use a standard action, and those merely looking at the demon are not affected. Anyone Doodvrouw targets must make a successful Will save (DC 28) or fall under the demon’s influence as though affected by a charm monster spell (caster level: 20th). Any creature that successfully saves against the Doodvrouw’s charm gaze cannot be affected by its charm gaze for 24 hours. The ability has a range of 30 feet.

Constrict (Ex): Doodvrouw deals 4d6+15 points of damage with a successful grapple check. The constricted creature must succeed on a DC 30 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Improved Grab (Ex): To use this ability, Doodvrouw must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Mortalbane Shout (Su): Doodvrouw can, once per day, give a shout that stuns for 1 round all mortals within 50 feet who fail a Fortitude save (DC 28).

Mortal Hunting (Ex): Doodvrouw gains a bonus against mortals due to its extensive study of them and training in the proper combat techniques. The demon gains a +4 bonus on attack and damage rolls against mortals and the same bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against mortals. The damage bonus applies to ranged weapons only against targets within 30 feet (the demon cannot strike with deadly accuracy beyond that range). The bonus does not apply to damage against creatures that are immune to critical hits.

Spell-like Abilities: At will – align weapon, blade barrier (DC 26), magic weapon, project image (DC 24), polymorph, see invisibility, telekinesis (DC 23), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 26). Caster level: 16th. The save DCs are Charisma-based.

Spells (cast 0/4/4/4/3): 1st – cause fear, charm person, detect good, heartache, protection from good, sleep, unnerving gaze. 2nd – detect thoughts, evil eye, hold person, magic circle against good, see invisibility, web, wither limb. 3rd – flesh ripper, mirror sending, nondetection, scrying, suggestion, vile lance, wrack. 4th – arcane eye, call dretch horde, locate creature, mortality undone, phantasmal killer, resonating resistance. The save DCs equal 18 plus the level of the spell, and are Charisma-based.

Slay Mortal (Su): Doodvrouw can attempt to slay a mortal with its touch once per day. If the demon succeeds at a melee touch attack, the mortal must make a Fortitude saving throw (DC 28) or die instantly.

Smite Mortal (Su): Once per day, Doodvrouw may attempt to smite mortals with one normal melee attack. It adds its Wisdom modifier (+4) to its attack roll and deals 20 extra points of damage. If the demon accidentally smites a creature that is not a mortal, the smite has no effect but is still used up for that day.

Summon Tanar’ri (Sp): Once per day, Doodvrouw can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or one marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

Detect Mortals (Su): Doodvrouw can use detect mortals at will. This ability duplicates the effect of detect undead cast by a 15th-level caster, except that mortals are detected.

Fast Healing (Ex): Doodvrouw heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the demon has more than half its full normal hit points, its fasting healing does not function (but other forms of healing still function normally).

Mortal Skin (Su): By magically grafting bits of mortal flesh to its own body, Doodvrouw gains the ability to transform (as the polymorph self spell). The demon can adopt any mortal form. If the flesh used is from the exact individual being imitated then the duration is permanent. If the flesh is from a being of the same type as the form adopted then the duration is 1 hour. If the flesh is not the same type as the form adopted then the duration is 10 minutes. In all cases, the demon can dismiss the ability as a standard action. Otherwise, this ability works as the polymorph self spell, and the demon can call upon it once per day.

Spurn Mortal Magic (Su): Doodvrouw applies its Wisdom modifier (+4) as an additional bonus on all saving throws against spells and spell-like abilities used by mortals. Will saving throws, thus, add double the normal Wisdom modifier.

True Seeing (Su): Doodvrouw continuously uses this ability, as the spell (caster level: 16th).

Skills: Doodvrouw has a +2 racial bonus on Bluff, Hide, and Move Silently and +10 racial bonus on Listen and Spot checks.

Feats: In combination with its natural abilities, Doodvrouw’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.
 
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No new fiends today... sorry.

Okay, while I haven't gotten around to working on the next couple of fiends, yet, I have been busy finishing and creating some new World of Kulan critters for what will be my Monster Compilation Two for my homebrewed campaign. They can be found at the following link...

Knightfall's World of Kulan: Monster Compilations
http://www.enworld.org/showthread.php?t=102804

There are three new/updated/modified entries on that thread: Gecko-Man, Quickling of Janardun, and Gruwaar. The Gecko-Man is the most original, while the quickling is modified from a quickly stats block I got from somewhere. The Gruwaar appears in Dragon Magazine #317 as a new race, and was created by Dean Poisso. I've simply Kulanized the race for my own purposes. ;)

I'm working on some other new entries, as well. Keep your eyes open for updates to that thread, as well as this one.

Cheers!

KF72
 

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