Devon
First Post
Hi, folks,
This demon was inspired by the Shrike from a series of science fiction books (the name of which is lost to me at the moment). That Shrike had control over time and space, however, and this one does not.
I'm wondering if it is powerful enough as is, or if I should give it some spell-like abilities too.
- Devon
Ferrodemon
Medium-sized Outsider (Tanar'ri) (Demon)(Chaotic, Evil)
Hit Dice: 15d8+105 (172 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 21 (+5 Dex, +6 natural)
Attacks: (BAB +15) 2 claws +21 melee
Damage: claw 1d8+6 damage
Face/Reach: 5 ft. by 5 ft./ 5 ft. (10 ft. with claws)
Special attacks: extra reach, improved critical, spikes, screech, impale, magnetic pull, weaken metal, spell-like abilities
Special Qualities: leech metal, leech blood, damage reduction 20/+3, SR 25, tanar'ri qualities, rust vulnerability
Saves: Fort +16, Ref +14, Will +12
Abilities: Str 22, Dex 20, Con 24, Int 17, Wis 17, Cha 24
Skills: Concentration +21, Hide +20, Knowledge (any one) +21, Listen +20, Move Silently +21, Scry +20, Search +21, Sense Motive +19, Spellcraft +19, Spot +21
Feats: Combat Reflexes, Improved Initiative, Power Attack, Cleave
Climate/Terrain: any land or underground
Organization: solitary
Challenge Rating: 20
Treasure: standard (metallic items only)
Alignment: Always chaotic evil
Advancement: 16 - 20 HD (Medium-sized), 21 - 35 HD (Large), 36 - 45 HD (Huge)
The ferrodemon is a nightmarish blood-drinking demon composed of metallic shards.
It appears to be roughly humanoid in shape, composed entirely of random bits of metal scrap and weaponry. All of the metal appears worn, pitted and rusty. Hailing from the Abyss, this demon is a combat monster suited to dealing large amounts of damage. In power, it can rival a Balor, but prefers working alone, and lacks the ability to summon other Tanar'ri. It is unknown how many ferrodemons exist, but it is hoped that there is only the one.
The ferrodemon thrives in areas of high metallic content, such as armories or scrapyards. In addition to stealing metal from the environment, the ferrodemon thirsts for the blood of mortal creatures, seeking to impale them on its spikes as they bleed their life away.
Combat:
The ferrodemon is an expert combatant, with many abilities at its disposal. It uses its reach, Combat Reflexes and impale abilities to nightmarish effect, and rarely deigns to grapple with opponents. It is immune to the attacks of most mortals, has a powerful suite of spell-like abilities, and can easily strip warriors of their weaponry with its Magnetic Pull.
The ferrodemon will use its spell-like abilities to disquiet mortal foes, using bane, fear, and darkness to divide and cow opponents. Though it rarely has to worry about spellcasters due to its spell resistance, it takes great care to carve through their defensive lines and eliminate them as a possible source of trouble, if only because doing so causes more terror than waiting to finish off the front line before striking the softer targets.
If the ferrodemon knows it will be defeated, it has no compunctions about escaping, and will plague its foe with the nightmare spell each night whilst engineering revenge. It is capable of leeching the metal from the wall of iron summoned by its spell-like ability to hasten its fast healing.
Spell-Like Abilities: At will: bane, darkness, desecrate, detect good, detect magic, fear, fly, freedom of movement, telekinesis, and teleport without error (self plus 50 pounds of objects only); 3/day: chaos hammer, chill metal, entropic shield, heat metal, make whole (metallic items only), rusting grasp, shatter; 1/day: nightmare, wall of iron. These abilities are as the spells cast by a 15th-level sorcerer (save DC 17 + spell level).
Extra Reach (Ex): The ferrodemon has complete control over the metallic scraps of which its body is composed. It threatens a 10-foot radius with its claw attack, and since it can lengthen and shorten its claws as a free action, it can also attack oponents within 5 feet.
Improved Critical (Ex): The razor-sharp claws of the ferrodemon threaten a critical on a natural 19 or 20.
Spikes (Ex): The ferrodemon's body, made entirely of random shards of metal, has many sharp protrusions. Any creature grappling (or grappied by) the ferrodemon will automatically sustain 1d6 points of damage per round as they are stabbed by various shards.
Impale (Ex): As a full-round action, the ferrodemon can impale one opponent within 5 feet (or two within the same square, in the case of smaller creatures) as all the spikes in its body lash outwards in one direction. This attack deals 3d6 points of damage (Reflex save for half, DC 22).
Screech (Ex): The ferrodemon can cause parts of its body to scrape together, causing an unearthly screeching noise which causes everyone within 60 feet to make a Fortitude save (DC 22) or be stunned for 1d4 rounds. This is a sonic attack.
Magnetic Pull (Su): The ferrodemon can grab metallic items at a distance. As a partial action, it can affect everything in a cone 30 ft. long--any creature holding magical or non-magical metallic items (swords, shields, etc.) must make a Reflex check (DC 22) or have the items yanked out of their hands--locked gauntlets still function normally. Anyone who is still holding their metallic item, or wearing mostly metallic armor, must make a Strength check (DC 24) or be drawn 10 ft. closer to the ferrodemon.
Loose metallic items are drawn into the ferrodemon's body and slowly absorbed, providing 1d6 hit points per round until they are completely "dissolved" (see Weaken Metal, below).
Leech Metal (Su): The ferrodemon can steal bits of metal from the environment to regenerate itself. It has the equivalent of Fast Healing 3 when in areas of high metallic content (such as a scrapyard or castle armory). When wounded, the ferrodemon trashes the immediate environment as bits of wall, scraps of weaponry, and more, are pulled toward its body. Anyone within a 15-foot radius must make a Reflex save (DC 15) or take 1d2 points of damage from flying scraps of metal. This cannot raise the ferrodemon's hit points above its normal maximum.
Weaken Metal (Su): As a partial action, the ferrodemon can target one metallic object within 20 feet, such as an opponent's sword, or a metal door, and steal metal from it, weakening it, and strengthening itself. Characters can make a Reflex save (DC 24) to avoid damage to items on their person, and magical items get the appropriate bonuses to their rolls. Unattended items, or items failing their saving throws, are dealt 2d8 points of damage, half of which are absorbed by the ferrodemon. Item hardness does apply. This ability cannot raise the ferrodemon's hit points above its normal maximum.
Leech Blood (Ex): Whenever the ferrodemon wounds an organic creature, either with its claws, its body spikes, or its Impale power, the ferrodemon adds half of those hit points to its own total as the blood and energy is absorbed into its unholy body. Unlike its other attacks, hit points gained from blood can raise the ferrodemon above its hit point total-- hit points in excess of its total fade at the rate of 1 a round.
The ferrodemon can also target humanoids with iron in their bodies. The ferrodemon can target one humanoid within 20 feet, who must make a Fortitude save (DC 24) or take 1d6 points of damage as its blood is drawn straight through its pores and into the ferrodemon. The ferrodemon gains one half of these hit points, which, as before, can raise it above its normal hit point maximum.
Rust Vulnerability: If a spell that causes rust gets past the ferrodemon's DR, it must make a Fort save against the DC of the spell or take 1d6 points of damage per level of the spell. Rusting attacks, such as that of the rust monster, deal 1d4 per hit die of the creature id the ferrodemon fails to make the appropriate save (Reflex DC 20 for a typical rust monster, otherwise 10 + 1/2 monster's hit dice + monster's CON bonus).
Tanar'ri Qualities: Immune to poison and electricity. Cold, fire, and acid resistance 20. Can communicate telepathically with any creature within 100 feet that has a language.
(edited to reflect editorial changes, and skills -- DR increased, Improved Critical added, claw damage increased)
This demon was inspired by the Shrike from a series of science fiction books (the name of which is lost to me at the moment). That Shrike had control over time and space, however, and this one does not.
I'm wondering if it is powerful enough as is, or if I should give it some spell-like abilities too.
- Devon
Ferrodemon
Medium-sized Outsider (Tanar'ri) (Demon)(Chaotic, Evil)
Hit Dice: 15d8+105 (172 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 21 (+5 Dex, +6 natural)
Attacks: (BAB +15) 2 claws +21 melee
Damage: claw 1d8+6 damage
Face/Reach: 5 ft. by 5 ft./ 5 ft. (10 ft. with claws)
Special attacks: extra reach, improved critical, spikes, screech, impale, magnetic pull, weaken metal, spell-like abilities
Special Qualities: leech metal, leech blood, damage reduction 20/+3, SR 25, tanar'ri qualities, rust vulnerability
Saves: Fort +16, Ref +14, Will +12
Abilities: Str 22, Dex 20, Con 24, Int 17, Wis 17, Cha 24
Skills: Concentration +21, Hide +20, Knowledge (any one) +21, Listen +20, Move Silently +21, Scry +20, Search +21, Sense Motive +19, Spellcraft +19, Spot +21
Feats: Combat Reflexes, Improved Initiative, Power Attack, Cleave
Climate/Terrain: any land or underground
Organization: solitary
Challenge Rating: 20
Treasure: standard (metallic items only)
Alignment: Always chaotic evil
Advancement: 16 - 20 HD (Medium-sized), 21 - 35 HD (Large), 36 - 45 HD (Huge)
The ferrodemon is a nightmarish blood-drinking demon composed of metallic shards.
It appears to be roughly humanoid in shape, composed entirely of random bits of metal scrap and weaponry. All of the metal appears worn, pitted and rusty. Hailing from the Abyss, this demon is a combat monster suited to dealing large amounts of damage. In power, it can rival a Balor, but prefers working alone, and lacks the ability to summon other Tanar'ri. It is unknown how many ferrodemons exist, but it is hoped that there is only the one.
The ferrodemon thrives in areas of high metallic content, such as armories or scrapyards. In addition to stealing metal from the environment, the ferrodemon thirsts for the blood of mortal creatures, seeking to impale them on its spikes as they bleed their life away.
Combat:
The ferrodemon is an expert combatant, with many abilities at its disposal. It uses its reach, Combat Reflexes and impale abilities to nightmarish effect, and rarely deigns to grapple with opponents. It is immune to the attacks of most mortals, has a powerful suite of spell-like abilities, and can easily strip warriors of their weaponry with its Magnetic Pull.
The ferrodemon will use its spell-like abilities to disquiet mortal foes, using bane, fear, and darkness to divide and cow opponents. Though it rarely has to worry about spellcasters due to its spell resistance, it takes great care to carve through their defensive lines and eliminate them as a possible source of trouble, if only because doing so causes more terror than waiting to finish off the front line before striking the softer targets.
If the ferrodemon knows it will be defeated, it has no compunctions about escaping, and will plague its foe with the nightmare spell each night whilst engineering revenge. It is capable of leeching the metal from the wall of iron summoned by its spell-like ability to hasten its fast healing.
Spell-Like Abilities: At will: bane, darkness, desecrate, detect good, detect magic, fear, fly, freedom of movement, telekinesis, and teleport without error (self plus 50 pounds of objects only); 3/day: chaos hammer, chill metal, entropic shield, heat metal, make whole (metallic items only), rusting grasp, shatter; 1/day: nightmare, wall of iron. These abilities are as the spells cast by a 15th-level sorcerer (save DC 17 + spell level).
Extra Reach (Ex): The ferrodemon has complete control over the metallic scraps of which its body is composed. It threatens a 10-foot radius with its claw attack, and since it can lengthen and shorten its claws as a free action, it can also attack oponents within 5 feet.
Improved Critical (Ex): The razor-sharp claws of the ferrodemon threaten a critical on a natural 19 or 20.
Spikes (Ex): The ferrodemon's body, made entirely of random shards of metal, has many sharp protrusions. Any creature grappling (or grappied by) the ferrodemon will automatically sustain 1d6 points of damage per round as they are stabbed by various shards.
Impale (Ex): As a full-round action, the ferrodemon can impale one opponent within 5 feet (or two within the same square, in the case of smaller creatures) as all the spikes in its body lash outwards in one direction. This attack deals 3d6 points of damage (Reflex save for half, DC 22).
Screech (Ex): The ferrodemon can cause parts of its body to scrape together, causing an unearthly screeching noise which causes everyone within 60 feet to make a Fortitude save (DC 22) or be stunned for 1d4 rounds. This is a sonic attack.
Magnetic Pull (Su): The ferrodemon can grab metallic items at a distance. As a partial action, it can affect everything in a cone 30 ft. long--any creature holding magical or non-magical metallic items (swords, shields, etc.) must make a Reflex check (DC 22) or have the items yanked out of their hands--locked gauntlets still function normally. Anyone who is still holding their metallic item, or wearing mostly metallic armor, must make a Strength check (DC 24) or be drawn 10 ft. closer to the ferrodemon.
Loose metallic items are drawn into the ferrodemon's body and slowly absorbed, providing 1d6 hit points per round until they are completely "dissolved" (see Weaken Metal, below).
Leech Metal (Su): The ferrodemon can steal bits of metal from the environment to regenerate itself. It has the equivalent of Fast Healing 3 when in areas of high metallic content (such as a scrapyard or castle armory). When wounded, the ferrodemon trashes the immediate environment as bits of wall, scraps of weaponry, and more, are pulled toward its body. Anyone within a 15-foot radius must make a Reflex save (DC 15) or take 1d2 points of damage from flying scraps of metal. This cannot raise the ferrodemon's hit points above its normal maximum.
Weaken Metal (Su): As a partial action, the ferrodemon can target one metallic object within 20 feet, such as an opponent's sword, or a metal door, and steal metal from it, weakening it, and strengthening itself. Characters can make a Reflex save (DC 24) to avoid damage to items on their person, and magical items get the appropriate bonuses to their rolls. Unattended items, or items failing their saving throws, are dealt 2d8 points of damage, half of which are absorbed by the ferrodemon. Item hardness does apply. This ability cannot raise the ferrodemon's hit points above its normal maximum.
Leech Blood (Ex): Whenever the ferrodemon wounds an organic creature, either with its claws, its body spikes, or its Impale power, the ferrodemon adds half of those hit points to its own total as the blood and energy is absorbed into its unholy body. Unlike its other attacks, hit points gained from blood can raise the ferrodemon above its hit point total-- hit points in excess of its total fade at the rate of 1 a round.
The ferrodemon can also target humanoids with iron in their bodies. The ferrodemon can target one humanoid within 20 feet, who must make a Fortitude save (DC 24) or take 1d6 points of damage as its blood is drawn straight through its pores and into the ferrodemon. The ferrodemon gains one half of these hit points, which, as before, can raise it above its normal hit point maximum.
Rust Vulnerability: If a spell that causes rust gets past the ferrodemon's DR, it must make a Fort save against the DC of the spell or take 1d6 points of damage per level of the spell. Rusting attacks, such as that of the rust monster, deal 1d4 per hit die of the creature id the ferrodemon fails to make the appropriate save (Reflex DC 20 for a typical rust monster, otherwise 10 + 1/2 monster's hit dice + monster's CON bonus).
Tanar'ri Qualities: Immune to poison and electricity. Cold, fire, and acid resistance 20. Can communicate telepathically with any creature within 100 feet that has a language.
(edited to reflect editorial changes, and skills -- DR increased, Improved Critical added, claw damage increased)
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