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NEW Random Fiends! (Updated: Nov 19/05)
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<blockquote data-quote="Knightfall" data-source="post: 2711706" data-attributes="member: 2012"><p><span style="color: DarkOrange"><strong><span style="font-size: 12px">Doodenhaat, “Death and Hate”</span> (Advanced Babau/Multiheaded Template/Increased Sneak Attack)</strong></span></p><p><strong>Huge Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)</strong></p><p><strong>Hit Dice:</strong> 23d8+230 (333 hp)</p><p><strong>Initiative:</strong> +5</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>AC:</strong> 23 (-2 size, +1 Dex, +14 natural), touch 9, flat-footed 22</p><p><strong>Base Attack/Grapple:</strong> +23/+44</p><p><strong>Attack:</strong> +34 melee (2d6+13/x2, claw)</p><p><strong>Full Attack:</strong> +34 melee (2d6+13/x2, 2 claws) and +34 melee (2d6+6/x2, 2 bites)</p><p><strong>Space/Reach:</strong> 15 ft. / 15 ft.</p><p><strong>Special Attacks:</strong> Sneak attack +10d6, spell-like abilities, summon tanar’ri</p><p><strong>Special Qualities:</strong> 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.</p><p><strong>Saves:</strong> Fort +25, Ref +16, Will +16</p><p><strong>Abilities:</strong> Str 37 (+13), Dex 12 (+1), Con 30 (+10), Int 14 (+2), Wis 13 (+1), Cha 16 (+3)</p><p><strong>Skills:</strong> 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)</p><p><strong>Feats:</strong> Alertness, Awesome Blow, Cleave, Combat Expertise, Combat Reflexes [sup]B[/sup], Great Cleave, Improved Bull Rush, Improved Initiative [sup]B[/sup], Improved Multiattack [sup]B[/sup], Multiattack, Power Attack</p><p></p><p><strong>Continent/Region:</strong> Kanpur/The Dark Continent</p><p><strong>Environment:</strong> The Dark Jungle (including underground)</p><p><strong>Organization:</strong> Unique</p><p><strong>Challenge Rating:</strong> 18</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Chaotic evil</p><p><strong>Advancement:</strong> ––</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Combat</strong></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Sneak Attack (Ex):</strong> 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.</p><p></p><p><strong>Spell-like Abilities:</strong> At will – <em>darkness</em>, <em>dispel magic</em>, <em>see invisibility</em>, <em>greater teleport</em> (self plus 50 pounds of objects only). Caster level: 7th.</p><p></p><p><strong>Protective Slime (Su):</strong> 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.</p><p></p><p><em><strong>Summon Tanar’ri (Sp):</strong></em> Once per day, Doodenhaat can automatically summon 1d4 vrocks or one babau.</p><p></p><p><strong>Skills:</strong> 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.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2711706, member: 2012"] [COLOR=DarkOrange][B][SIZE=3]Doodenhaat, “Death and Hate”[/SIZE] (Advanced Babau/Multiheaded Template/Increased Sneak Attack)[/B][/COLOR] [B]Huge Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)[/B] [B]Hit Dice:[/B] 23d8+230 (333 hp) [B]Initiative:[/B] +5 [B]Speed:[/B] 30 ft. (6 squares) [B]AC:[/B] 23 (-2 size, +1 Dex, +14 natural), touch 9, flat-footed 22 [B]Base Attack/Grapple:[/B] +23/+44 [B]Attack:[/B] +34 melee (2d6+13/x2, claw) [B]Full Attack:[/B] +34 melee (2d6+13/x2, 2 claws) and +34 melee (2d6+6/x2, 2 bites) [B]Space/Reach:[/B] 15 ft. / 15 ft. [B]Special Attacks:[/B] Sneak attack +10d6, spell-like abilities, summon tanar’ri [B]Special Qualities:[/B] 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. [B]Saves:[/B] Fort +25, Ref +16, Will +16 [B]Abilities:[/B] Str 37 (+13), Dex 12 (+1), Con 30 (+10), Int 14 (+2), Wis 13 (+1), Cha 16 (+3) [B]Skills:[/B] 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) [B]Feats:[/B] Alertness, Awesome Blow, Cleave, Combat Expertise, Combat Reflexes [sup]B[/sup], Great Cleave, Improved Bull Rush, Improved Initiative [sup]B[/sup], Improved Multiattack [sup]B[/sup], Multiattack, Power Attack [B]Continent/Region:[/B] Kanpur/The Dark Continent [B]Environment:[/B] The Dark Jungle (including underground) [B]Organization:[/B] Unique [B]Challenge Rating:[/B] 18 [B]Treasure:[/B] Standard [B]Alignment:[/B] Chaotic evil [B]Advancement:[/B] –– 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. [B]Combat[/B] 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. [B]Sneak Attack (Ex):[/B] 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. [B]Spell-like Abilities:[/B] At will – [I]darkness[/I], [I]dispel magic[/I], [I]see invisibility[/I], [I]greater teleport[/I] (self plus 50 pounds of objects only). Caster level: 7th. [B]Protective Slime (Su):[/B] 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. [I][B]Summon Tanar’ri (Sp):[/B][/I] Once per day, Doodenhaat can automatically summon 1d4 vrocks or one babau. [B]Skills:[/B] 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. [/QUOTE]
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