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<blockquote data-quote="RAGNAROKISCOMING2007" data-source="post: 3961017" data-attributes="member: 50701"><p><strong>Yeddikadir and Nalebranc, Twin Generals of Bel</strong></p><p></p><p><strong>Yeddikadir </strong></p><p><strong>Large Outsider (baatezu, evil, extraplanar, lawful) </strong></p><p><strong>Fighter 20</strong></p><p><strong>HD:</strong> 20d8 + 180 + 20d10 + 180 (720 hp)</p><p><strong>Initiative:</strong> +13</p><p><strong>Speed:</strong> 40 ft., fly 90 ft. (good)</p><p><strong>AC: </strong> (+10 armor, +9 Dex, +21 natural, -1 size) touch 18, flat-footed 40</p><p><strong>BAB/ Grapple: </strong> +40/+60</p><p><strong>Attack: </strong> <em>+6 demon bane, speed, unholy, vile, large greatsword </em>+65 melee (3d6 + 38 + 2d6 unholy + 3d6 (to demons) + 1 vile plus Fort save DC 46 or be stunned for 1d6 rounds /19-20/x2), or claw +63 melee (2d6 + 16), or tail +63 melee (2d6 + 8 plus infernal wound), bite +63 melee (2d6 + 8)</p><p><strong>Full attack:</strong> <em>+6 demon bane, speed, unholy, vile, large greatsword </em>+65/+65/+60/+55/+50 melee (3d6 + 38 + 2d6 unholy + 3d6 (to demons) + 1 vile plus Fort save DC 46 or be stunned for 1d6 rounds /19-20/x2), and tail +63 melee (2d6 + 8 plus infernal wound), and bite +63 melee (2d6 + 8), OR or 2 claws +63 melee (2d6 + 16), and tail +61 melee (2d6 + 8 plus infernal wound), and bite +61 melee (2d6 + 8)</p><p><strong>Space/reach:</strong> (Yeddikadir) 10ft./ 10ft.</p><p><strong>Special attacks:</strong> Cry of Yeddikadir, Fear Aura, Infernal Wound, Spell-Like Abilities, Stun, Summon Baatezu</p><p><strong>Special qualities:</strong> DR20/ epic good and silver, Darkvision 60 ft., Immunity to fire and poison, resistance to acid 30, cold 30, electric 30, regeneration 15, see in darkness, SR 43, Telepathy 100 ft.</p><p><strong>Saves:</strong> Fort +39, Ref +27, Will +30</p><p><strong>Abilities:</strong> Str 42, Dex 28, Con 29, Int 20, Wis 22, Cha 26</p><p><strong>Skills:</strong> Bluff +39, Climb +47, Concentration +40, Diplomacy +39, Disguise +39, Hide +36, Intimidate +44, Knowledge (the planes) +36, Listen +37, Move Silently +40, Search +36, Sense Motive +37, Spot +37, Survival +37, Use Rope +40</p><p><strong>Feats:</strong> Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Mobility, Multi-Attack, Skill Focus (Intimidate), Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack </p><p><strong>Epic Feats:</strong> Dire Charge, Epic Fortitude, Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Will, Improved Whirlwind Attack</p><p><strong>Environment:</strong> Avernus (9 Hells of Baator)</p><p><strong>Organization:</strong> Duo (Yeddikadir and Nalebranc) or troop (Yeddikadir and Nalebranc, and 10 cornugons (30 HD))</p><p><strong>CR:</strong> 30</p><p><strong>Treasure:</strong> <em>+6 demon bane, unholy, vile, large greatsword and +6 greater acid resistance, greater cold resistance, greater electric resistance, light fortification, scale mail</em></p><p><strong>Alignment:</strong>Lawful Evil</p><p></p><p><em>Appearing as his twin, Yeddikadir has notably more scars than Nalebranc. This is due to his offensive nature. In his hands he clutches a greatsword.</em></p><p></p><p>Along side his twin, Nalebranc, Yeddikadir serves Bel as a general and bodyguard in the endless Blood War.</p><p></p><p>Yeddikadir stands 12 ft. tall and weighs 450 pounds</p><p></p><p><strong>Combat:</strong>Yeddikadir focuses on destroying his foes in the least bit of time. Thus, he always casts bull’s strength on him self before entering battle. He’ll also use Cry of Yeddikadir to boost his and his diabolic companions’ attack and damage rolls. He uses it frequently. He only uses his spell-like abilities when battling numerous foes at once.</p><p></p><p><strong>Cry of Yeddikadir (Su):</strong> Yeddikadir, as a free action, can let loose a yell which causes all demons, within a 300ft. radius, to cower in fear, as well as take a –6 penalty to AC, for 2d6 rounds. Will save DC 38 negates (Cha-based). At the same time devils within range gain a +6 bonus to attack and damage rolls, for 3 minutes. Yeddikadir must wait until the effect has worn off before using it again.</p><p></p><p><strong>Fear Aura (Su): </strong> Yeddikadir can radiate a 30 ft. radius fear aura as a free action. Creatures in the radius must succeed a Will save DC 38 or be affected as though by a fear spell (CL40). Creatures who successfully save cannot be affected by this aura again for 24 hours. DC is Cha-based.</p><p></p><p><strong>Infernal Wound (Su):</strong> When Yeddikadir attacks with his tail, he leaves an infernal wound on his opponent. The creature takes an additional 5 points of damage each round. Can only be cured through a cure or heal spell of at least 25th level. A Heal check DC 39 can also stop the bleeding and restore hp loss due to this effect. The DC is Con-based.</p><p></p><p><strong>Regeneration (Ex):</strong>Yeddikadir takes normal damage from epic, good, and silver weapons.</p><p></p><p><strong>Spell-Like Abilities:</strong> CL 40th; DC 18 + spell level</p><p>At will- bull’s strength, dispel chaos, dispel good, fireball, hellfire, lightning bolt, magic circle against good, greater teleport, persistent image</p><p>5/day – hellfire storm, mass bull’s strength, meteor storm</p><p>3/day - power word kill</p><p></p><p><strong>Stun (Su):</strong> Whenever Yeddikadir strikes with his greatsword, the opponent must succeed a Fort save DC 46 or be stunned for 1d6 rounds. DC is Str-based.</p><p></p><p><strong>Summon Baatezu (Sp): </strong> 3/day Yeddikadir can summon 6d6 lemure, or 2d6 cornugons. </p><p></p><p><strong> Nalebranc </strong></p><p><strong>Large Outsider (baatezu, evil, extraplanar, lawful) </strong></p><p><strong>Fighter 20</strong></p><p><strong>HD:</strong> 20d8 + 180 + 20d10 + 180 (720 hp)</p><p><strong>Initiative:</strong> +13</p><p><strong>Speed:</strong> 40 ft., fly 90 ft. (good)</p><p><strong>AC: </strong> (+10 armor, +9 Dex, +21 natural, -1 size) touch 18, flat-footed 40</p><p><strong>BAB/ Grapple: </strong> +40/+60</p><p><strong>Attack: </strong><em> +6 defending, demon bane, unholy, vile, large spiked chain</em> +65 melee (2d6 + 33 + 2d6 unholy (to good creatures) + 3d6 (to demons) + 1 vile plus Fort save DC 46 or be stunned for 1d6 rounds /19-20/x2), or claw +63 melee (2d6 + 11), or tail +63 melee (2d6 + 5 plus infernal wound), bite +63 melee (2d6 + 5)</p><p><strong>Full attack:</strong> <em>+6 defending, demon bane, unholy, vile, large spiked chain</em> +65/+60/+55/+50 melee (2d6 + 33 + 2d6 unholy (to good creatures) + 3d6 (to demons) + 1 vile plus Fort save DC 46 or be stunned for 1d6 rounds /19-20/x2), or claw +63 melee (2d6 + 11), and tail +63 melee (2d6 + 5 plus infernal wound), and bite +63 melee (2d6 + 5), OR or 2 claws +63 melee (2d6 + 11), and tail +61 melee (2d6 + 5 plus infernal wound), and bite +61 melee (2d6 + 5)</p><p><strong>Space/reach:</strong> 10ft./10ft. (15ft with spiked chain)</p><p><strong>Special attacks:</strong> Cry of Nalebranc, Fear Aura, Infernal Wound, Spell-Like Abilities, Stun, Summon Baatezu</p><p><strong>Special qualities:</strong> DR20/ epic good and silver, Darkvision 60 ft., Immunity to fire and poison, resistance to acid 30, cold 30, electric 30, regeneration 15, see in darkness, SR 43, Telepathy 100 ft.</p><p><strong>Saves:</strong> Fort +39, Ref +27, Will +30</p><p><strong>Abilities:</strong> Str 32, Dex 28, Con 29, Int 20, Wis 22, Cha 26</p><p><strong>Skills:</strong> Bluff +39, Climb +42, Concentration +40, Diplomacy +39, Disguise +39, Hide +36, Intimidate +44, Knowledge (the planes) +36, Listen +37, Move Silently +40, Search +36, Sense Motive +37, Spot +37, Survival +37, Use Rope +40</p><p><strong>Feats:</strong> Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (spiked chain), Greater Weapon Specialization (spiked chain), Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Mobility, Multi-Attack, Skill Focus (Intimidate), Spring Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain), Whirlwind Attack </p><p><strong>Epic Feats:</strong> Dire Charge, Epic Fortitude, Epic Weapon Focus (spiked chain), Epic Weapon Specialization (spiked chain), Epic Will, Improved Whirlwind Attack <strong>Environment:</strong> Avernus (9 Hells of Baator)</p><p><strong>Organization:</strong> Duo (Yeddikadir and Nalebranc) or troop (Yeddikadir and Nalebranc, and 10 cornugons (30 HD)</p><p><strong>CR:</strong> 30</p><p><strong>Treasure:</strong> <em>+6 defending, demon bane, unholy, vile, large spiked chain, +6 greater acid resistance, greater cold resistance, greater electric resistance, heavy fortification, scale mail</em></p><p><strong>Alignment:</strong>Lawful Evil</p><p></p><p><em>Appearing as his twin, Nalebranc has notably lesser scars than Yeddikadir. This is due to his defensive nature. In his hands he clutches a spiked chain.</em></p><p></p><p>Along side his twin, Yeddikadir, Nalbrance serves Bel as a general and bodyguard in the endless Blood War.</p><p></p><p>Nalebranc stands 12 ft. tall and weighs 450 pounds.</p><p></p><p><strong>Combat:</strong> Nalebrance focuses on building his and his companions defenses so that they can last longer in battle. Thus, he always casts bear’s endurance, and unholy aura on himself before entering battle along side his twin, Yeddikadir. He frequently uses Cry of Nalebranc whenever possible. He also casts bear’s endurance on his companions whenever its needed.</p><p></p><p><strong>Cry of Nalebranc (Su):</strong> Nalebranc, as a free action, can let loose a yell which causes all demons, within a 300ft. radius, to cower in fear for 2d6 rounds. Will save DC 38 negates (Cha-based). At the same time devils within range gain a +6 bonus to AC and saves for 3 minutes. Nalebranc must wait until the effect has worn off before using it again.</p><p></p><p><strong>Fear Aura (Su): </strong> Nalebranc can radiate a 30 ft. radius fear aura as a free action. Creatures in the radius must succeed a Will save DC 38 or be affected as though by a fear spell (CL40). Creatures who successfully save cannot be affected by this aura again for 24 hours. DC is Cha-based.</p><p></p><p><strong>Infernal Wound (Su):</strong> When Nalebranc attacks with his tail, he leaves an infernal wound on his opponent. The creature takes an additional 5 points of damage each round. Can only be cured through a cure or heal spell of at least 25th level. A Heal check DC 39 can also stop the bleeding and restore hp loss due to this effect. The DC is Con-based.</p><p></p><p><strong>Regeneration (Ex):</strong> Nalebranc takes normal damage from epic, good, and silver weapons.</p><p></p><p><strong>Spell-Like Abilities:</strong> CL 40th; DC 18 + spell level</p><p>At will- bear’s endurance, dispel chaos, dispel good, fireball, hellfire, lightning bolt, magic circle against good, greater teleport, persistent image, restoration, unholy aura</p><p>5/day – greater restoration, mass bear’s strength, meteor storm</p><p>3/day – freedom, power word kill</p><p></p><p><strong>Stun (Su):</strong> Whenever Nalebranc strikes with his greatsword, the opponent must succeed a Fort save DC 46 or be stunned for 1d6 rounds. DC is Str-based.</p><p></p><p><strong>Summon Baatezu (Sp): </strong> 3/day Nalebranc can summon 6d6 lemure, or 2d6 cornugons</p></blockquote><p></p>
[QUOTE="RAGNAROKISCOMING2007, post: 3961017, member: 50701"] [B]Yeddikadir and Nalebranc, Twin Generals of Bel[/B] [b]Yeddikadir Large Outsider (baatezu, evil, extraplanar, lawful) Fighter 20[/b] [b]HD:[/b] 20d8 + 180 + 20d10 + 180 (720 hp) [b]Initiative:[/b] +13 [b]Speed:[/b] 40 ft., fly 90 ft. (good) [b]AC: [/b] (+10 armor, +9 Dex, +21 natural, -1 size) touch 18, flat-footed 40 [b]BAB/ Grapple: [/b] +40/+60 [b]Attack: [/b] [I]+6 demon bane, speed, unholy, vile, large greatsword [/I]+65 melee (3d6 + 38 + 2d6 unholy + 3d6 (to demons) + 1 vile plus Fort save DC 46 or be stunned for 1d6 rounds /19-20/x2), or claw +63 melee (2d6 + 16), or tail +63 melee (2d6 + 8 plus infernal wound), bite +63 melee (2d6 + 8) [b]Full attack:[/b] [I]+6 demon bane, speed, unholy, vile, large greatsword [/I]+65/+65/+60/+55/+50 melee (3d6 + 38 + 2d6 unholy + 3d6 (to demons) + 1 vile plus Fort save DC 46 or be stunned for 1d6 rounds /19-20/x2), and tail +63 melee (2d6 + 8 plus infernal wound), and bite +63 melee (2d6 + 8), OR or 2 claws +63 melee (2d6 + 16), and tail +61 melee (2d6 + 8 plus infernal wound), and bite +61 melee (2d6 + 8) [b]Space/reach:[/b] (Yeddikadir) 10ft./ 10ft. [b]Special attacks:[/b] Cry of Yeddikadir, Fear Aura, Infernal Wound, Spell-Like Abilities, Stun, Summon Baatezu [b]Special qualities:[/b] DR20/ epic good and silver, Darkvision 60 ft., Immunity to fire and poison, resistance to acid 30, cold 30, electric 30, regeneration 15, see in darkness, SR 43, Telepathy 100 ft. [b]Saves:[/b] Fort +39, Ref +27, Will +30 [b]Abilities:[/b] Str 42, Dex 28, Con 29, Int 20, Wis 22, Cha 26 [b]Skills:[/b] Bluff +39, Climb +47, Concentration +40, Diplomacy +39, Disguise +39, Hide +36, Intimidate +44, Knowledge (the planes) +36, Listen +37, Move Silently +40, Search +36, Sense Motive +37, Spot +37, Survival +37, Use Rope +40 [b]Feats:[/b] Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Mobility, Multi-Attack, Skill Focus (Intimidate), Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack [b]Epic Feats:[/b] Dire Charge, Epic Fortitude, Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Will, Improved Whirlwind Attack [b]Environment:[/b] Avernus (9 Hells of Baator) [b]Organization:[/b] Duo (Yeddikadir and Nalebranc) or troop (Yeddikadir and Nalebranc, and 10 cornugons (30 HD)) [b]CR:[/b] 30 [b]Treasure:[/b] [I]+6 demon bane, unholy, vile, large greatsword and +6 greater acid resistance, greater cold resistance, greater electric resistance, light fortification, scale mail[/I] [b]Alignment:[/b]Lawful Evil [I]Appearing as his twin, Yeddikadir has notably more scars than Nalebranc. This is due to his offensive nature. In his hands he clutches a greatsword.[/I] Along side his twin, Nalebranc, Yeddikadir serves Bel as a general and bodyguard in the endless Blood War. Yeddikadir stands 12 ft. tall and weighs 450 pounds [b]Combat:[/b]Yeddikadir focuses on destroying his foes in the least bit of time. Thus, he always casts bull’s strength on him self before entering battle. He’ll also use Cry of Yeddikadir to boost his and his diabolic companions’ attack and damage rolls. He uses it frequently. He only uses his spell-like abilities when battling numerous foes at once. [b]Cry of Yeddikadir (Su):[/b] Yeddikadir, as a free action, can let loose a yell which causes all demons, within a 300ft. radius, to cower in fear, as well as take a –6 penalty to AC, for 2d6 rounds. Will save DC 38 negates (Cha-based). At the same time devils within range gain a +6 bonus to attack and damage rolls, for 3 minutes. Yeddikadir must wait until the effect has worn off before using it again. [b]Fear Aura (Su): [/b] Yeddikadir can radiate a 30 ft. radius fear aura as a free action. Creatures in the radius must succeed a Will save DC 38 or be affected as though by a fear spell (CL40). Creatures who successfully save cannot be affected by this aura again for 24 hours. DC is Cha-based. [b]Infernal Wound (Su):[/b] When Yeddikadir attacks with his tail, he leaves an infernal wound on his opponent. The creature takes an additional 5 points of damage each round. Can only be cured through a cure or heal spell of at least 25th level. A Heal check DC 39 can also stop the bleeding and restore hp loss due to this effect. The DC is Con-based. [b]Regeneration (Ex):[/b]Yeddikadir takes normal damage from epic, good, and silver weapons. [b]Spell-Like Abilities:[/b] CL 40th; DC 18 + spell level At will- bull’s strength, dispel chaos, dispel good, fireball, hellfire, lightning bolt, magic circle against good, greater teleport, persistent image 5/day – hellfire storm, mass bull’s strength, meteor storm 3/day - power word kill [b]Stun (Su):[/b] Whenever Yeddikadir strikes with his greatsword, the opponent must succeed a Fort save DC 46 or be stunned for 1d6 rounds. DC is Str-based. [b]Summon Baatezu (Sp): [/b] 3/day Yeddikadir can summon 6d6 lemure, or 2d6 cornugons. [b] Nalebranc Large Outsider (baatezu, evil, extraplanar, lawful) Fighter 20[/b] [b]HD:[/b] 20d8 + 180 + 20d10 + 180 (720 hp) [b]Initiative:[/b] +13 [b]Speed:[/b] 40 ft., fly 90 ft. (good) [b]AC: [/b] (+10 armor, +9 Dex, +21 natural, -1 size) touch 18, flat-footed 40 [b]BAB/ Grapple: [/b] +40/+60 [b]Attack: [/b][I] +6 defending, demon bane, unholy, vile, large spiked chain[/I] +65 melee (2d6 + 33 + 2d6 unholy (to good creatures) + 3d6 (to demons) + 1 vile plus Fort save DC 46 or be stunned for 1d6 rounds /19-20/x2), or claw +63 melee (2d6 + 11), or tail +63 melee (2d6 + 5 plus infernal wound), bite +63 melee (2d6 + 5) [b]Full attack:[/b] [I]+6 defending, demon bane, unholy, vile, large spiked chain[/I] +65/+60/+55/+50 melee (2d6 + 33 + 2d6 unholy (to good creatures) + 3d6 (to demons) + 1 vile plus Fort save DC 46 or be stunned for 1d6 rounds /19-20/x2), or claw +63 melee (2d6 + 11), and tail +63 melee (2d6 + 5 plus infernal wound), and bite +63 melee (2d6 + 5), OR or 2 claws +63 melee (2d6 + 11), and tail +61 melee (2d6 + 5 plus infernal wound), and bite +61 melee (2d6 + 5) [b]Space/reach:[/b] 10ft./10ft. (15ft with spiked chain) [b]Special attacks:[/b] Cry of Nalebranc, Fear Aura, Infernal Wound, Spell-Like Abilities, Stun, Summon Baatezu [b]Special qualities:[/b] DR20/ epic good and silver, Darkvision 60 ft., Immunity to fire and poison, resistance to acid 30, cold 30, electric 30, regeneration 15, see in darkness, SR 43, Telepathy 100 ft. [b]Saves:[/b] Fort +39, Ref +27, Will +30 [b]Abilities:[/b] Str 32, Dex 28, Con 29, Int 20, Wis 22, Cha 26 [b]Skills:[/b] Bluff +39, Climb +42, Concentration +40, Diplomacy +39, Disguise +39, Hide +36, Intimidate +44, Knowledge (the planes) +36, Listen +37, Move Silently +40, Search +36, Sense Motive +37, Spot +37, Survival +37, Use Rope +40 [b]Feats:[/b] Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (spiked chain), Greater Weapon Specialization (spiked chain), Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Mobility, Multi-Attack, Skill Focus (Intimidate), Spring Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain), Whirlwind Attack [b]Epic Feats:[/b] Dire Charge, Epic Fortitude, Epic Weapon Focus (spiked chain), Epic Weapon Specialization (spiked chain), Epic Will, Improved Whirlwind Attack [b]Environment:[/b] Avernus (9 Hells of Baator) [b]Organization:[/b] Duo (Yeddikadir and Nalebranc) or troop (Yeddikadir and Nalebranc, and 10 cornugons (30 HD) [b]CR:[/b] 30 [b]Treasure:[/b] [I]+6 defending, demon bane, unholy, vile, large spiked chain, +6 greater acid resistance, greater cold resistance, greater electric resistance, heavy fortification, scale mail[/I] [b]Alignment:[/b]Lawful Evil [I]Appearing as his twin, Nalebranc has notably lesser scars than Yeddikadir. This is due to his defensive nature. In his hands he clutches a spiked chain.[/I] Along side his twin, Yeddikadir, Nalbrance serves Bel as a general and bodyguard in the endless Blood War. Nalebranc stands 12 ft. tall and weighs 450 pounds. [b]Combat:[/b] Nalebrance focuses on building his and his companions defenses so that they can last longer in battle. Thus, he always casts bear’s endurance, and unholy aura on himself before entering battle along side his twin, Yeddikadir. He frequently uses Cry of Nalebranc whenever possible. He also casts bear’s endurance on his companions whenever its needed. [b]Cry of Nalebranc (Su):[/b] Nalebranc, as a free action, can let loose a yell which causes all demons, within a 300ft. radius, to cower in fear for 2d6 rounds. Will save DC 38 negates (Cha-based). At the same time devils within range gain a +6 bonus to AC and saves for 3 minutes. Nalebranc must wait until the effect has worn off before using it again. [b]Fear Aura (Su): [/b] Nalebranc can radiate a 30 ft. radius fear aura as a free action. Creatures in the radius must succeed a Will save DC 38 or be affected as though by a fear spell (CL40). Creatures who successfully save cannot be affected by this aura again for 24 hours. DC is Cha-based. [b]Infernal Wound (Su):[/b] When Nalebranc attacks with his tail, he leaves an infernal wound on his opponent. The creature takes an additional 5 points of damage each round. Can only be cured through a cure or heal spell of at least 25th level. A Heal check DC 39 can also stop the bleeding and restore hp loss due to this effect. The DC is Con-based. [b]Regeneration (Ex):[/b] Nalebranc takes normal damage from epic, good, and silver weapons. [b]Spell-Like Abilities:[/b] CL 40th; DC 18 + spell level At will- bear’s endurance, dispel chaos, dispel good, fireball, hellfire, lightning bolt, magic circle against good, greater teleport, persistent image, restoration, unholy aura 5/day – greater restoration, mass bear’s strength, meteor storm 3/day – freedom, power word kill [b]Stun (Su):[/b] Whenever Nalebranc strikes with his greatsword, the opponent must succeed a Fort save DC 46 or be stunned for 1d6 rounds. DC is Str-based. [b]Summon Baatezu (Sp): [/b] 3/day Nalebranc can summon 6d6 lemure, or 2d6 cornugons [/QUOTE]
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