Re-Conversions of Baatezu, Tanar'ri, and More!

SpuneDagr

Explorer
Over the last couple months, I've been piecing together and altering a collection of demons, devils, etc.
I find some of the official conversions unsatisfying.
These guys have all the classic powers and resistances (many of which are different from what the official stats are).

ABISHAI, BLACK
Medium Outsider (Baatezu, Evil, Lawful)
Hit Dice: 4d8+8 (26 hp)
Initiative: +6
Speed: 30 ft. (6 squares), fly 40 ft. (poor)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Tail +5 melee (1d6+1 plus sting)
Full Attack: Tail +5 melee (1d6+1 plus sting), 2 claws +3 melee (1d4), and bite +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, sting, summon baatezu
Special Qualities: Damage reduction 5/chaotic, good, or silver, darkvision 60 ft., fast healing 4, immunity to fire and poison, resistance to cold 10, see in darkness, spell resistance 11, telepathy 100 ft., vulnerability to holy water
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 13, Dex 15, Con 15, Int 10, Wis 12, Cha 12
Skills: Bluff +8, Concentration +9, Disguise +8, Escape Artist +9, Intimidate +8, Listen +8, Search +7, Spot +8
Feats: Improved Initiative, Multiattack
Environment: Baator
Organization: Solitary, flight (2), or wail (3-12)
CR: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: 5-6 HD (Medium)

An abishai’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—alter self, command (DC 12), produce flame, pyrotechnics (DC 13), and scare (DC 13). Caster level 4th. The save DCs are Charisma-based.
Racial Spell-Like Abilities: At will—animate dead, charm person (DC 12), desecrate, greater teleport (self plus 50 pounds of objects only), major image (DC 14), and suggestion (DC 14). Caster level 4th. The save DCs are Charisma-based.
Sting (Ex): Any hit from a black abishai’s tail inflicts an additional 2d4 points of acid damage, followed by an additional 1d4 points of damage the subsequent round.
Vulnerability to Holy Water (Ex): Abishai take 2d4 damage from a flask of holy water, or 1 point of damage from a splash of holy water.
Summon Baatezu (Sp): Once per day, an abishai can attempt to summon 2d6 lemures with a 60% chance of success, or another abishai of a random color with a 30% chance. This ability is equivalent to a 3rd-level spell.
 

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AMNIZU
Medium Outsider (Baatezu, Evil, Lawful)
Hit Dice: 14d8+84 (147 hp)
Initiative: +11
Speed: 20 ft. (4 squares), fly 40 ft. (average)
Armor Class: 32 (+7 Dex, +15 natural), touch 17, flat-footed 25
Base Attack/Grapple: +14/+16
Attack: Touch +21 melee (2d4 plus feeblemind)
Full Attack: Touch +21 melee (2d4 plus feeblemind)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, feeblemind touch, summon baatezu
Special Qualities: Damage reduction 10/good and silver, or chaotic and silver, or chaotic and silver, darkvision 60 ft., immunity to fire and poison, regeneration 5, resistance to cold 10, secure intelligence, see in darkness, spell resistance 28, telepathy 100 ft.
Saves: Fort +15, Ref +15, Will +14
Abilities: Str 15, Dex 25, Con 25, Int 20, Wis 20, Cha 22
Skills: Balance +19, Bluff +20, Climb +9, Concentration +20, Diplomacy +23, Disguise +6 (+8 acting), Hide +22, Intimidate +20, Jump +14, Knowledge (arcana) +11, Knowledge (planes) +11, Knowledge (religion) +10, Listen +22, Move Silently +19, Search +15, Sense Motive +22, Spellcraft +19, Spot +22, Survival +5 (+2 planes, +2 tracking), Swim +17, Tumble +17
Feats: Combat Reflexes, Dodge, Improved Initiative, Quicken Spell-Like Ability (charm monster), Weapon Finesse (touch)
Environment: Baator
Organization: Solitary, team (2-5), or troupe (1-2 amnizu, 2-5 erinyes)
CR: 15
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 15-20 HD (Medium); 21-42 (Large)

Spell-Like Abilities: At will—dispel chaos (DC 21), dispel good (DC 21), and magic circle against good (DC 19); 3/day—fireball (DC 19); 1/day—sequester (DC 23). Caster level 14th. The save DCs are Charisma-based.
Racial Spell-Like Abilities: At will—animate dead, charm monster (DC 20), desecrate, greater teleport (self plus 50 pounds of objects only), persistent image (DC 21), and suggestion (DC 19). Caster level 14th. The save DCs are Charisma-based.
Feeblemind Touch (Su): The touch of an amnizu duplicates the effect of a feeblemind spell (caster level 14th; Will save 23). This DC is Charisma-based.
Regeneration (Ex): An amnizu takes normal damage from chaotic- or good-aligned silvered weapons, and from spells or effects with the chaotic or good descriptor.
Secure Intelligence (Ex): An amnizu is immune to any effect that would drain, damage, or otherwise reduce its Intelligence score, and the memory-draining power of the river Styx.
Summon Baatezu (Sp): Once per day an amnizu can attempt to summon 2d10 abishai with a 50% chance of success or 1d8 erinyes with a 30% chance. This ability is equivalent to a 6th-level spell.

(Credit where credit is due: I based this off the Creature Catologue's conversion)
 

BARBAZU
Medium Outsider (Baatezu, Evil, Lawful)
Hit Dice: 6d8+18 (45 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple: +6/+8
Attack: Glaive +9 melee (1d10+3 plus infernal wound);
or claw +8 melee (1d6+2)
Full Attack: Glaive +9/+4 melee (1d10+3 plus infernal wound);
or 2 claws +8 melee (1d6+2)
Space/Reach: 5 ft./5 ft. (10 ft. with glaive)
Special Attacks: Infernal wound, beard, battle frenzy, summon baatezu
Special Qualities: Damage reduction 5/chaotic, good, or silver, darkvision 60 ft., immunity to fire and poison, resistance to cold 10, see in darkness, spell resistance 17, telepathy 100 ft.
Saves: Fort +8, Ref +7, Will +5
Abilities: Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10
Skills: Climb +7, Diplomacy +2, Hide +11, Intimidate +6, Listen +9, Move Silently +9, Sense Motive +7, Spot +9
Feats: Improved Initiative, Power Attack, Weapon Focus (glaive)
Environment: Baator
Organization: Solitary, pair, team (3-5), or squad (6-10)
CR: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: 7-9 HD (Medium); 10-18 HD (Large)

A barbazu’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—command (DC 11), fear (by touch, DC 14), and produce flame. Caster level 12th. The save DCs are Charisma-based.
Racial Spell-Like Abilities: At will—animate dead, charm person (DC 11), desecrate, greater teleport (self plus 50 pounds of objects only), major image (DC 13), and suggestion (DC 13). Caster level 12th. The save DCs are Charisma-based.
Infernal Wound (Su): The damage a barbazu deals with its glaive causes a persistent wound. The injured creature loses 2 additional hit points each round. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell or a heal spell. However, a character attempting to cast a cure spell or a heal spell on this wound must succeed on a DC 16 caster level check, or it has no effect. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the barbazu, not of the weapon. The check DC is Constitution-based.
Beard (Ex): If a barbazu hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16 Fortitude save or be infected with devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.
Battle Frenzy (Ex): Twice per day, a barbazu can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 6 rounds, and the barbazu suffers no ill effects afterward.
Summon Baatezu (Sp): Once per day, a barbazu can attempt to summon 2d10 lemures with a 50% chance of success, or another barbazu with a 35% chance. This ability is equivalent to a 3rd-level spell.
 

KOCRACHON
Medium Outsider (Baatezu, Evil, Lawful)
Hit Dice: 6d8+6 (33 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +6/+9
Attack: Bite +9 melee (1d6+3 plus disease)
Full Attack: Bite +9 melee (1d6+3 plus disease) and 2 claws +4 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, disease, summon baatezu
Special Qualities: Damage reduction 5/chaotic or good, darkvision 60 ft., immunity to fire and poison, resistance to cold 10, sadism, see in darkness, spell resistance 17, telepathy 100 ft.
Saves: Fort +6, Ref +9, Will +7
Abilities: Str 16, Dex 19, Con 13, Int 17, Wis 14, Cha 16
Skills: Bluff +14, Diplomacy +7, Heal +11, Hide +10, Intimidate +14, Jump +8, Listen +8, Move Silently +8, Search +9, Sense Motive +12, Spot +8
Feats: Dodge, Negotiator, Persuasive
Environment: Baator
Organization: Solitary, pair, or team (3-6)
CR: 6
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 7-9 HD (Medium); 10-12 HD (Large)

A kocrachon’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—crushing despair (DC 17), cure moderate wounds, magic circle against chaos/good, and wrack (DC 17); 1/day—blasphemy (DC 20). Caster level 6th. The save DCs are Charisma-based.
Racial Spell-Like Abilities: At will—animate dead, charm person (DC 14), desecrate, greater teleport (self plus 50 pounds of objects only), major image (DC 16), and suggestion (DC 16). Caster level 6th. The save DCs are Charisma-based.
Disease (Su): A creature struck by a kocrachon’s bite attack must succeed on a DC 14 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.
Sadism (Ex): For every 10 points of damage a kocrachon deals in a round, it gains a +1 luck bonus on attack rolls, saving throws, and skill checks during the next round.
Summon Baatezu (Sp): Twice per day, a kocrachon can attempt to summon another kocrachon with a 40% chance of success. This ability is equivalent to a 3rd-level spell.

(Mostly from the BoVD)
 

LEMURE
Medium Outsider (Baatezu, Evil, Lawful)
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+2
Attack: Claw +2 melee (1d4)
Full Attack: 2 claws +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., immunity to fire and poison, mindless, regeneration 1, resistance to cold 10, see in darkness
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 5
Environment: Baator
Organization: Solitary, pair, gang (3-5), swarm (6-15), or mob (10-40)
CR: 1
Treasure: None
Alignment: Always lawful evil
Advancement: 3-6 HD (Medium)

A lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Regeneration (Ex): A lemure takes normal damage from chaotic-aligned, good-aligned, or silvered weapons, and from spells or effects with the chaotic or good descriptor.
Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

NUPPERIBO
Medium Outsider (Baatezu, Evil, Lawful)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +1/+1
Attack: Claw +1 melee (1d4)
Full Attack: 2 claws +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like ability
Special Qualities: Blindsight, darkvision 60 ft., immunity to fire and poison, mindless, regeneration 1, resistance to cold 10
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 6
Environment: Baator
Organization: Solitary, pair, gang (3-5), swarm (6-15), or mob (10-40)
CR: 1
Treasure: None
Alignment: Always lawful evil
Advancement: 2-3 HD (Medium)

A nupperibo’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Blindsight (Ex): Nupperibo are blind and deaf but can ascertain all foes within 60 feet using scent and virbration.
Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Regeneration (Ex): A nupperibo takes normal damage from chaotic-aligned, good-aligned, or silvered weapons, and from spells or effects with the chaotic or good descriptor.
Spell-Like Ability: At will—cause fear (DC 9). Caster level 1st. The save DC is Charisma-based.

(Changed slightly, but mostly from the Tome of Horrors)
 

BULEZAU
Large Outsider (Chaotic, Evil, Tanar’ri)
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +6/+16
Attack: Morningstar +11 melee (2d6+9);
or head butt +12 melee (1d8+6)
Full Attack: Morningstar +11/+6 melee (2d6+9), head butt +10 melee (1d8+3), and tail slap +9 melee (1d6+3);
or head butt +12 melee (1d8+6), 2 claws +9 melee (1d6+3), tail slap +9 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, battle frenzy, powerful charge, summon tanar’ri
Special Qualities: Damage reduction 10/cold iron, good, or lawful, darkvision 60 ft., immunity to electricity and poison, resistance to cold 10 and fire 10, spell resistance 18, telepathy 100 ft.
Saves: Fort +8, Ref +5, Will +5
Abilities: Str 23, Dex 8, Con 17, Int 6, Wis 10, Cha 8
Skills: Climb +15, Intimidate +8, Jump +15, Listen +9, Spot +9, Survival +9
Feats: Multiattack, Power Attack, Weapon Focus (gore)
Environment: Abyss
Organization: Solitary, pair, team (3-5), or squad (6-10)
CR: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11-14 HD (Large); 15-30 HD (Huge)

A bulezau’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.
Spell-Like Abilities: At will—cause fear (DC 10), command (DC 10), see invisibility, and wall of fog; 1/day—shout (DC 13). Caster level 6th. The save DCs are Charisma-based.
Racial Spell-Like Abilities: At will—darkness and greater teleport (self plus 50 pounds of objects only). Caster level 6th.
Battle Frenzy (Ex): Twice per day, a bulezau can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 6 rounds, and the bulezau suffers no ill effects afterward.
Powerful Charge (Ex): A bulezau can charge insanely at an opponent. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single head butt attack with a +14 attack bonus (including charge bonus) that deals 4d6+9 points of damage.
Summon Tanar’ri (Sp): Once per day, a bulezau can attempt to summon 3d4 dretches or 1d3 rutterkin with a 25% chance of success. This ability is equivalent to a 3rd-level spell.
Skills: Bulezau have a +8 racial bonus on Listen and Spot checks.

Alright, THIS one is all me, thank you.
 

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