log in or register to remove this ad

 

Revised Demons/Daemons/Devils Part Deux!

Pants

First Post
It's only taken me.... several months to get around to actually doing this, but hopefully the first conversion will make up for it. ;)

The Baernaloth.

At first I didn't think I was going to convert this creature. It's 2nd Edition stats were very lackluster and were, to me, the epitome of flavor text not matching up with the rules. The 2nd Edition Baern weren't very smart, nor were they exceptionally powerful. In fact, they were pretty weak.

But, I thought it might be cool to reimagine the baern and see if I could somehow make the flavor match with the rules. Only an Epic version would do in this case. Hopefully I succeeded, but I had a lot more ideas for abilities that these guys might have.

Originally, they were going to be CR 25, but I felt that their abilities were vicious enough to warrant a +2 to their CR. I still think that CR becomes only a rough guideline of power at this stage in the game, so it may be a bit off.

Hope you enjoy. :)
The Gacholoth will be next. In fact, he only needs some rule clarifications and flavor text. He should be up later tonight.

BAERNALOTH
Large Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 24d8+216 (324 hp)
Initiative: +11
Speed: 40 ft. (8 squares)
Armor Class: 44 (-1 size, +11 Dex, +14 natural, +10 profane), touch 30, flat-footed 33
Base Attack/Grapple: +24/+30
Attack: Touch +34 melee (5d8+10)
Full Attack: 2 touches +34 melee (5d8+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Expunge alignment, horrid touch, mastery of the flesh, spell-like abilities
Special Qualities: Damage reduction 20/epic and good and silver, darkvision 60 ft., fast healing 10, immunities, immunity to acid and poison, malignant presence, resistance to cold 10 and electricity 10 and fire 10, spell resistance 36, telepathy 100 ft., true seeing
Saves: Fort +33, Ref +35, Will +34
Abilities: Str 15, Dex 32, Con 29, Int 32, Wis 30, Cha 30
Skills: Appraise +38, Bluff +37, Concentration +36, Decipher Script +38, Diplomacy +45, Disguise +37 (+41 to act in character), Gather Information +37, Intimidate +41, Knowledge (arcane) +38, Knowledge (history) +38, Knowledge (religion) +38, Knowledge (the planes) +38, Listen +41, Search +38, Sense Motive +37, Spellcraft +42 (+46 to decipher spells on scrolls), Spot +41, Tumble +38, Use Magic Device +37 (+45 to checks involving scrolls)
Feats: Ability Focus (expunge extremes), Ability Focus (mastery of the flesh), Boost Spell-Like Ability, Combat Reflexes, Dodge, Empower Spell-Like Ability (chain lightning), Heighten Spell-Like Ability (confusion), Quicken Spell-Like Ability (confusion), Weapon Finesse
Environment: Bleak Eternity of Gehenna or Gray Waste of Hades
Organization: Solitary
Challenge Rating: 25
Treasure: Triple coins; double goods; double items
Alignment: Always neutral evil
Advancement: 24-48 HD (Large); 49-72 HD (Huge); or by character class

Like some horror out of myth, this semi-humanoid creature rises up to its full height. Atop a thin neck sits a head seemingly patched together from various animals; a skeletal horse’s head covered with thin, putrescent flesh and topped by a pair of massive, curved horns. Its arms and legs are long and lanky and its frame is unnervingly emaciated. Despite its frail appearance, unholy power rolls off the creature in staggering waves. An alien brilliance beams from within its sunken eyes.

The baernaloth are some of the most enigmatic beings in the multiverse. They wander the planes in solitude, pursuing whatever ghastly goals their fiendishly brilliant minds can concoct, occasionally enacting these schemes, but most often discarding them for something else even more terrible.

According to rumors passed across dimly lit tabletops and through the mouths of the barmy, the stupid, and the wicked, the baern created the fiends. Such rumors are quickly dismissed or even outright laughed at. However, whatever truths may be behind such rumors, the baern are powerful, supposedly as powerful as the Dukes of Hell, the Dark Eight, and some Demonic Lords. Even the yugoloths give them a wide berth, though whether this is due to their raw power or to some unknown status afforded them, none knows.

Some even question whether the baern are yugoloths or something else entirely. Though one thing is universally certain, to cross a baern is one fast way to get oneself in the ‘Deader than Dead Book.’

A baernaloth stands about 8 feet tall and weighs 500 pounds.

COMBAT

The baern are canny, unfathomable creatures. Their plots, counterplots, schemes, and agendas span the ages of the multiverse. The plans of a particular baern may not come to fruition for thousands of years are as early as next week.

The baern are equally capable combatants, though they often prefer to toy with creatures before transforming them into some debased and humiliating form with their deform ability. Others have been encountered with entourages of creatures transformed by their mutate ability and then subsequently controlled via the baern’s dominate monster spell.

Some baern that have been encountered possess powerful spellcasting or psionic abilities, while others may have even further powers over flesh. Very few baern are truly alike and ‘average’ members of their race are almost entirely unheard of. Many possess vastly unique capabilities that replace or even expand upon the ‘average’ abilities.

A baernaloth’s natural weapons, as well as any weapons it wields, are treated as epic and evil-aligned for the purpose of overcoming damage reduction.

Expunge Alignment (Su): Rumors persist that the baern created the yugoloths, the tanar’ri, and the baatezu. Whether this rumor is true or not, it is undeniable that the baern possess a remarkable control over the ethical and moral outlooks of creatures. As a full-round action (provoking an attack of opportunity), the baern can attempt to expunge the moral or ethical outlook of a creature within 60 ft. The baernaloth must be able to see the creature for this ability to work. The resultant effects depend upon the alignment of the creature. Creatures are allowed a Will save (DC 34) to halve the damage and negate the alignment change and the secondary effect. The save DC is Charisma-based and includes a +2 bonus from the baernaloth’s Ability Focus feat.

Chaotic: A chaotic creature takes 6d6 points of damage as the chaos is violently purged from its body. If the creature fails its save, its ethical alignment becomes neutral and it is stunned for 2d4 rounds. Creatures with the chaotic subtype automatically take 6d8 points of damage (no save) and must make a Will save or be utterly destroyed, their bodies torn apart into the very primal energies of the multiverse.​

Lawful: A lawful creature takes 6d6 points of damage as the forces of law are ripped from its body. If the creature fails its save, its ethical alignment becomes neutral and it is nauseated for 2d4 rounds. Creatures with the lawful subtype automatically take 6d8 points of damage (no save) and must make a Will save or be utterly destroyed, their bodies turned to stone.​

Good: A good creature takes 6d6 points of damage as the forces of good are expunged from its body. If the creature fails its save, its moral alignment moves one step closer to evil (becoming neutral) and it is exhausted for 2d4 rounds. Creatures with the good subtype automatically take 6d8 points of damage (no save) and must make a Will save or be utterly destroyed, their bodies turned to stone.​

Neutral: A creature with a neutral moral alignment (ie lawful neutral) takes 6d6 points of damage as unholy power suddenly overwhelms its mind and body. If the creature fails its save, its moral alignment becomes evil and it is exhausted for 2d4 rounds.​

Creatures can be affected by more than one of the effects. For example, a chaotic good creature would need to save twice, once for being chaotic and once for being good. The only way to reverse the effects are with a wish or a miracle.

Horrid Touch(Su): The mere touch of a baernaloth can inflict grievous wounds. A baernaloth that succeeds on a touch attack against a target deals 5d8 points of damage, plus a number of points equal to its Charisma bonus (normally +10). Creatures touched are allowed a Will save (DC 32) to halve the damage. The save DC is Charisma-based.

Immunities (Ex): In addition to their normal yugoloth immunities, the baern are also immune to polymorph effects (though they can still polymorph themselves), fear effects, ability damage, and ability drain.

Malignant Presence (Su): A baernaloth’s personal presence manifests itself as an unseen protective force. The baernaloth adds its Charisma bonus as a profane bonus to all of its saves and to its Armor Class.

Mastery of the Flesh (Su): The baernaloth possess a remarkable power to shape flesh with a mere touch. The baernaloth can forgo dealing damage with its horrid touch attack and with a successful touch attack, it can inflict the touched creature with one of the three following effects (the baernaloth’s choice). The baernaloth can perform only one touch per round when it uses its Mastery of the Flesh ability. The save DC’s are Charisma based and include a +2 bonus from the baernaloth’s Ability Focus feat.

Corrupt Flesh: As a standard action, the baernaloth can warp and twist the flesh of creatures with its malignant touch. This causes 1d8 points of Constitution and Wisdom drain as viscous, pus-oozing sores break out on the creature’s body. The creature also begins to exude a horrible, nauseating stench. Anyone within 20 ft. of that creature must make a Fort save (DC 34) or be nauseated for 10 rounds. Whether or not the save is successful, a creature cannot be affected more than once in 24 hours by the stench effect from the same creature. A successful Fort save DC 34 halves the Con and Wis drain and negates the stench effect. Outsiders with the evil subtype are immune to this ability. Creatures with immunity to poison are immune to the debilitating effects of the stench. The affected creature stops exuding the stench only when all of the ability drain is healed.

A creature reduced to 0 Con in this manner is reduced to a puddle of black, viscous corruption. Only a limited wish, wish, or miracle can save the creature at this point.​

Deform: As a standard action, the baernaloth’s touch can deform flesh, shaping it into hideous forms. A creature touched takes 1d6 points of Strength, Dexterity, and Constitution damage as its muscles and flesh begin to liquefy. A successful Fort save (DC 34) halves the ability damage.

A creature reduced to 0 Str, Dex, or Con in this manner is killed and its form is changed into whatever suitable shape the wicked baernaloth has in mind. Favorite shapes include simple balls of flesh or a horrible mockery of the creature’s previous form. Some have been known to fashion thrones or statues from the bodies of creatures they have deformed.​

Mutate: As the most destructive and dangerous of the baernoloth’s abilities, the baernaloth must take a full-round action (provoking an attack of opportunity) and succeed on a touch attack against a target. A creature touched must succeed on a Will save (DC 34) or mutate into a hideously warped version of a common creature.

This is similar to a baleful polymorph spell (caster level 24th) with the following changes. The effect is instantaneous. An affected creature can be mutated into any animal, plant, or vermin with 10 Hit Dice or less. If the current environment would prove hazardous to the newly changed creature, it does not get the normal +4 bonus on its save.

A creature that fails its save immediately gains the new form’s Intelligence, Wisdom, and Charisma scores, its alignment (now evil, due to the fiendish template), and it gains all of the new form’s abilities (both extraordinary and supernatural). The creature loses any memories of its former life along with any abilities granted by its former class and race. Its base attack bonus, base saves, hit points, and skills are reset to its new form (see the Monster Manual for these statistics). In essence, it truly becomes the new creature.

At this point, only a wish or a miracle can return the creature to normal.​

Spell-Like Abilities: At will – blasphemy (DC 27), chain lightning (DC 26), confusion (DC 24), contagion (DC 24), deeper darkness, desecrate, detect chaos, detect good, detect law, dispel chaos (DC 25), dispel good (DC 25), dispel law (DC 25), dominate monster (DC 29), fly, greater dispel magic, greater teleport (self plus 50 pounds of objects only), persistent image, polymorph (self only), symbol of pain (DC 25), unhallow, utterdark*; 3/day – energy drain, shapechange, symbol of death (DC 28), symbol of insanity (DC 28); 1/day – crown of vermin (DC 30), power word kill. Caster level 24th. The save DC’s are Charisma based.

True Seeing (Su): Baernaloths have a continuous true seeing ability, as the spell (caster level 24th).

Skills: A baernaloth has a +4 racial bonus on Spot and Listen checks.

* See Book of Vile Darkness or Lords of Madness.
 
Last edited:

log in or register to remove this ad

Shade

Monster Junkie
Now this is the pwer level I was striving for when I worked up the yugoloth conversion query for Dragon Magazine. Nicely done! :cool:
 

demiurge1138

Inventor of Super-Toast
Ooh... I like it. A lot. And I can see why it'd take you a while. The mutate ability looks mean... and it's finally up to the power level they deserve.

So does this mean that more are forthcoming? After the gacholoth, that is.

Demiurge out.
 

BOZ

Creature Cataloguer
to be honest... i've really never liked the baernaloths very much. i was intrugued by the idea that they may have created all the yugoloths, or even the evil planes, or existence as a whole or whatever... but having them lingering around as some sort of shadow of their former glory never appealed to me. but to each their own - the more powerful version is probably more appealing to a greater number of people. :)
 

Pants

First Post
demiurge1138 said:
So does this mean that more are forthcoming? After the gacholoth, that is.
Yes.
I still need to update the Narzugon to 3.5
I have two Netherfiends left to create.
I have some new fiends that are basically advanced forms of the Nupperibo (Ancient Baatorians basically). Unfortunately, I need to track down the PS material that actually features those critters before I can start. I'm not working in a total vacuum, although I wish I was. :(
I'm still on the fence as to whether I'm going to update the Xerfilstyx, Zovuut, Jarilith, and the Myrmixicus to 3.5, though I figure I will.
The Gharghatula (sp?) from the BoVD may get updated as a non-baatezu devil. I like that creature so I most likely will update it at some point. :)

At some point, I think I may stat out the Altroloths for 3.5, though this is only an excuse to do a 3.5 writeup of Charon. ;)

Other new demons and devils may find their ways into this thread as I create them, though I have a few that I may submit to Dragon. If they get rejected, they're going right here. ;)

That's it for now.

Thanks for the compliments as always.

BOZ: I figure if people don't like my more powerful version, they can always use the CC version. I've always liked have several choices myself. :)
 

demiurge1138

Inventor of Super-Toast
You could always act as if you were acting in a vacuum, you know. The info on the Ancient Baatorians was pretty vague, IIRC, with only one stat block in a module somewhere of an intermediate form. Besides, who says all Ancient Baatorians are the same?

Demiurge out.
 

Pants

First Post
GACHOLOTH
Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 9d8+36 (76 hp)
Initiative: +5
Speed: 60 ft (12 squares), climb 60 ft.
Armor Class: 22 (+5 Dex, +7 natural), touch 15, flat-footed 17
Base Attack/Grapple: +9/+12
Attack: Claw +14 melee (1d6+3 plus 1d6 acid)
Full Attack: 2 claws +14 melee (1d6+3 plus 1d6 acid) and bite +9 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, fear, spell-like abilities, summon yugoloths
Special Qualities: Damage reduction 10/good, darkvision 60 ft., expert climber, fortified mind, immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, see invisibility, spell resistance 20, telepathy 100 ft.
Saves: Fort +10, Ref +11, Will +9
Abilities: Str 17, Dex 20, Con 19, Int 14, Wis 16, Cha 16
Skills: Bluff +19, Climb +11, Diplomacy +17, Gather Information +15, Hide +17, Intimidate +21, Listen +15, Move Silently +17, Search +14, Spot +15
Feats: Dodge, Mobility, Spring Attack, Weapon Finesse
Environment: Bleak Eternity of Gehenna
Organization: Solitary, pair, or squad (1-4)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral evil
Advancement: 10-18 HD (Medium); 19-27 HD (Large)

This strange looking creature has a muscular body covered in dark black scales. Four powerful legs jut from its lower torso, each ending in a foot composed of three sharp claws. Its two arms end in a pair of four-fingered claws, each dripping with a smoky substance. Its head seems to be a cross between that of a humanoid’s crossed with a fish’s, with the sides dominated by a pair of large, triangular ears. A thick mane of bristly hair covers the top of its scaled head.

The gacholoths serve as the terrorists and saboteurs of the Blood War. They are usually sent on missions behind enemy lines, to destroy fortifications, fiendish machines of war, or to sow dissent in an enemy’s forces. Rarely are they encountered on the field in massed ranks. Their power and capability comes in their ability to avoid direct confrontation.

Occasionally, squads of gacholoths are sent on clandestine missions with shadoloths, though these instances are very rare. Shadoloths prefer to work alone and consider gacholoths to be lesser versions of themselves (it is rumored that truly exceptional gacholoths can sometimes be promoted to the status of shadoloth) and an overall hindrance. Gacholoths generally are severely jealous of shadoloths and their station in yugoloth society. They also have a certain dislike for fiends with similar talents such as succubi, kerezu, and cambions.

What a gacholoth truly enjoys is a jaunt to the prime. There they wreak as much destruction and havoc as possible, reveling in the mortal blood spilled.

A gacholoth is about 7 feet tall and it weighs about 500 pounds.

COMBAT

Gacholoths are canny opponents. They love to use their ability to climb and their invisibility to set deadly ambushes for opponents. They never use manufactured weapons; instead they prefer to rely on their own natural attacks. However, they sometimes arm themselves with ranged weapons, though this is rare indeed.

A gacholoth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Acid (Ex): A gacholoth’s claws constantly secrete a deadly acid. This deals an additional 1d6 points of acid damage on each successful claw attack and every round a grapple is maintained.

Expert Climber (Ex): A gacholoth’s four legs allow it to climb as if it were constantly under the effect of a spider climb spell, however it can move at its full speed while climbing and it need not use its claws while climbing. It also retains its Dexterity bonus to its AC while climbing.

Fear (Su): Any creature struck by a gacholoth’s melee attack must make a Will save (DC 17) or be affected as if by a fear spell (caster level 9th). Whether or not the save is successful a creature cannot be affected by the same gacholoth’s fear for 24 hours. Yugoloths are immune to the gacholoth’s fear ability. The save DC is Charisma-based.

Fortified Mind (Ex): Gacholoths are completely immune to charm spells and effects.

Spell-Like Abilities: At will – contagion (DC 17), darkness, desecrate, detect good, feather fall, greater teleport (self plus 50 pounds of objects only), invisibility (self only), magic missile, minor image (DC 15), polymorph (self only); 3/day – charm monster (DC 17), melf’s acid arrow, mirror image. Caster level 9th. The save DC’s are Charisma based.

Summon Yugoloths (Sp): Once per day, a gacholoth can attempt to summon another gacholoth with a 50% chance of success. This is the equivalent of a 4th level spell.

See Invisibility (Su): A gacholoth has a continuous see invisibility as per the spell (caster level 9th).

Skills: Gacholoths have a +4 racial bonus on Bluff and Intimidate checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

That's the Gacholoth. And with that, it seems that I am finally finished with the Yugoloths. :)
 
Last edited:

Pants

First Post
demiurge1138 said:
You could always act as if you were acting in a vacuum, you know. The info on the Ancient Baatorians was pretty vague, IIRC, with only one stat block in a module somewhere of an intermediate form. Besides, who says all Ancient Baatorians are the same?

Demiurge out.
I could, but I find that information, no matter how vague, is at least inspirational for me. :)

You don't happen to know which module the Ancient Baatorian was featured in do you?

Oh, as to conversions, I'll most likely convert the Chaos Spiders to 3.5 as well.

EDIT: I've uploaded a new version of the finished Revised Yugoloth .doc file. This has the Baernaloth and the Gacholoth added to it. Unless I notice any serious errors, I don't foresee uploading a new one. I also don't foresee creating any new Yugoloths either, so this should be the 'finished' version.
 
Last edited:

demiurge1138

Inventor of Super-Toast
Nice gacholoth. They were never brought up in Planescape (strange, I thought), so it's nice to see the flavor catch up to them. And the conversion looks as solid as always.

As for Ancient Baatorians... in Tales of the Infinite Staircase, it's revealed that the kyton lord of Jangling Hiter has a pet nupperibo that has been "evolving" into an Ancient Baatorian. In Hellbound - The Blood War, one of the modules included features a sleeping Ancient Baatorian that is little more than a hazard; it consumes all light off of anything entering its cavern, permanently dispelling magical lights and temporarily turning anything invisible. If deprived of light, it sucks levels out of the adventurers until a few rounds or the light turns back on. Not that impressive, but I like the idea of draining levels and eventually existence from foes. Also, there's the mention in Faces of Evil and Planes of Law that the nupperibos are in fact the larval forms of the Ancients, and some are still imprisoned in the ice of Stygia and deep in caves throughout the more remote Hells.

Demiurge out.
 

zeo_evil

First Post
I just now saw the baernaloth. Thought I would check here first before doing it myself. Good work. Thanks in spade. Since I have some extra time on my hands I thought I might ask if anyone needed anything. I'm in the low 20's with my game right now so I am working on some stuff to fill the gap. Thoughts? Requests?
 

Aesmael

First Post
Great to see this back, I am a big fan of your work. :D

One question, though: why do the Gacholoths not have any Disable Device or Trapmaking skill? I would have thought that a given for saboteurs (more the disable device than the trapmaking).
 

Pants

First Post
Aesmael said:
One question, though: why do the Gacholoths not have any Disable Device or Trapmaking skill? I would have thought that a given for saboteurs (more the disable device than the trapmaking).
Just an oversight on my part. :)

I've got a bunch of fiends sitting in limbo at the moment. About 4 new devils and the revised Spyder-Fiends (from the Rod of Seven Parts adventure). I sent in a query for Dragon on them, but I haven't gotten a response yet (about two weeks so far). I'll probably just end up posting them here soon.
 

zeo_evil

First Post
Advanced Shadoloth - This one is for Pants.

Thanks for the perfect fiend for my new campaign. Here a unique shadoloth that works for Shar from Faerun through drow worshippers (i.e. he is bringing them knowledge of the Shadow Weave). What I am hoping the gang can do is help me come up with an awesome name for this guy. Something drow even though oloth is the word for shadows according to the Drow of the Underdark. Sorry about the stat block format.

Narazculthon: CR 26; Large outsider (evil, extraplanar); HD 31d8+217; hp 356; Init +14; Spd 50 ft.; AC 31, touch 24, flat-footed 21; Base Atk +31; Grp +42; Atk +40 melee (3d6+7 plus poison, claw) or +40 ranged (2d6+3 plus poison, spine); Full Atk +40 melee (3d6+7 plus poison, 4 claws) and +40 melee (2d6+3, bite) and +40 melee (1d8+3) or spine +40 ranged (2d6+3 plus poison, tail slap); Space/Reach 10 ft./10 ft.; SA poison, sneak attack +10d6, spell-like abilities, spine, summon shadow; SQ cloak of shadows, DR 15/good and epic, darkvision 120 ft., FH 3, immunity to acid and poison, improved evasion, resistance to cold 20 and electricity 20 and fire 20, see in darkness, shadow communication, SR 44, spider climb, telepathy 100 ft., true seeing, uncanny dodge; AL NE; SV Fort +24, Ref +27, Will +23; Str 25, Dex 30, Con 25, Int 24, Wis 22, Cha 22.

Skills and Feats: Balance +48, Bluff +44, Concentration +41, Diplomacy +48, Disguise +40 (+44 acting), Escape Artist +44, Hide +40, Intimidate +10, Jump +45, Knowledge (the planes) +41, Listen +40, Move Silently +44, Sense Motive +44, Spot +40, Tumble +48, Use Magic Device +40; Blinding Speed, Combat Expertise, Dire Charge, Dodge, Fast Healing, Improved Darkvision, Improved Feint, Improved Initiative, Improved Multiattack, Multiattack, Weapon Finesse.

This sleek and sinister creature is roughly humanoid in appearance, except for its four powerfully built chest and arms and arachnid-like head. A long reptilian tail emerges out of the creature’s back and onto the ground. Small barbed spines cover the creature’s wide back and run down its arms. Its clawed four-fingered hands drip with a viscous substance.

Narazculthon’s natural weapons, as well as any weapons he wields, are treated as epic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Cloak of Shadows (Su): Narazculthon is always shrouded in a cloak of insubstantial shadowstuff which grants him a +5 deflection bonus to Armor Class and a +10 circumstance bonus on Hide checks.

Poison (Ex): Narazculthon delivers his poison (Fort DC 32) with each successful claw or spine attack. Initial and secondary damage are the same (1d8 Str). The save DC is Constitution-based.

See in Darkness (Su): Narazculthon sees perfectly in darkness of any kind, even that created by deeper darkness spells.

Shadow Communication (Su): As a standard action, Narazculthon can send a communication to a remote location fully shrouded in darkness inclding the area of a darkness spell. Narazculthon can speak to any of its own followers, and to anyone within one mile away from a site dedicated to him, or within one mile away from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternatively, Narazculthon’s voice can seem to issue from the darkness or from some object of Narazculthon’s choosing (but not an object or locale dedicated to a deity). In the latter case, anyone within earshot of the sound can hear it. Narazculthon can send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication varies, but it usually is some visible phenomenon. Narazculthon’s communication power can cross planes and penetrate any barrier. Once communication is initiated, Narazculthon can continue communicating as a free action until he decides to end the communication. Narazculthon can carry on one shadow communication at a time.

Sneak Attack (Ex): Anytime Narazculthon’s target is denied a Dexterity bonus, or when a target is flanked by Narazculthon, he deals an additional 10d6 points of damage on a successful attack.

Spell-like Abilities: At will-acid fog, deeper darkness, freedom of movement, greater dispel magic, greater teleport (self plus 50 pounds of objects only), haste, polymorph (self only), veil (DC 22); 3/day-power word blind; 1/day-blasphemy (DC 23), unholy aura (DC 24). Caster level 20th. The save DCs are Charisma-based.

Spider Climb (Sp): Narazculthon is constantly under the effect of a spider climb spell (caster level 20th). He can pause or resume this effect as a free action on his turn.

Spine (Ex): Narazculthon’s arms and back are lined with small barbed spines. As a standard action, he can launch a spine as a ranged attack with a range of 80 feet (no range increment). The spines that are launched grow back immediately. Additionally, anyone grappling Narazculthon automatically takes spine and poison damage each round.

Summon Shadow (Sp): Once per day Narazculthon can automatically summon 1d6 shadows or 1 greater shadow. Any shadows spawned by the summoned shadows become uncontrolled when the shadow that created them is destroyed or returns from whence it came. This is the equivalent of an 8th-level spell.

True Seeing (Su): Narazculthon has a continuous true seeing ability, as the spell (caster level 20th).

Uncanny Dodge (Ex): Narazculthon retains his Dexterity bonus to Armor Class even when caught flat-footed or struck by an invisible attacker, and he cannot be flanked except by a rogue of 33rd-level or higher. He can flank characters that also have uncanny dodge as if it were a 29th-level rogue.

Skills: A Narazculthon has a +4 racial bonus on Bluff and Sense Motive checks.
 
Last edited:

Pants

First Post
zeo_evil said:
Thanks for the perfect fiend for my new campaign. Here a unique shadoloth that works for Shar from Faerun through drow worshippers (i.e. he is bringing them knowledge of the Shadow Weave).
Ooh, snazzy. :)

Since he's essentially an epic being, you could boost his DR to 15/good and epic or 15/good and silver and epic.

As for names, I'm really bad about coming up with names. Usually what I do is translate a word into another language and then mutilate it until it resembles something nonsucky. Google Language Tools works for me since I really don't care if the translation is exact.

Translating 'shadow' into different languages didn't bring up anything cool. However, translating Darkness did.

Nerezzoloth could work.
Narzacluthton sounds fiendish. It's horribly unpronouncable and it has lots of consonants! :)
 

demiurge1138

Inventor of Super-Toast
Pants said:
Just an oversight on my part. :)

I've got a bunch of fiends sitting in limbo at the moment. About 4 new devils and the revised Spyder-Fiends (from the Rod of Seven Parts adventure). I sent in a query for Dragon on them, but I haven't gotten a response yet (about two weeks so far). I'll probably just end up posting them here soon.
Ooh... Spyder-Fiends... and the Rod does play a minor role in the Age of Worms in Dungeon, which means either they'll take it for the synergy or they'll ignore it because they already have theirs coming (which is what happened to my hordling conversion).

Good luck on that, and I look forward to updates.
Demiurge out.
 

zeo_evil

First Post
Pants said:
Ooh, snazzy. :)

Since he's essentially an epic being, you could boost his DR to 15/good and epic or 15/good and silver and epic.

As for names, I'm really bad about coming up with names. Usually what I do is translate a word into another language and then mutilate it until it resembles something nonsucky. Google Language Tools works for me since I really don't care if the translation is exact.

Translating 'shadow' into different languages didn't bring up anything cool. However, translating Darkness did.

Nerezzoloth could work.
Narzacluthton sounds fiendish. It's horribly unpronouncable and it has lots of consonants! :)

Done and done. Thank you. I don't know they will ever meet him but I intend to use the shadow communication all the time to mess with their heads. He runs a brothel and gambling house where he gives young succubae the opportunity to hone their skills while collecting information to blackmail the drow who run the city (in addition to many other bad things). However he was forced into serving Shar. Poor guy.

Started the new game today (Sunday). How does this sound for an evil adventuring party all ECL 5. All follow Shar.

Changeling Battle Sorcerer 3/Half-Fiend 2 (template class by Sean K Reynolds)
Human Paragon 3/Cleric 2
Shadow Human Fighter 3
Succubus (Savage Species) 5

Oh! I forgot to add that he has had a hand in new shadoloths taking the Shadow Weave Magic feat from Player's Guide to Faerun thus giving them spell-like abilities that use the Shadow Weave.
 
Last edited:

Pants

First Post
Laeryluth (Water Devil)

Here's another new one. Not my favorite work really, but I'll let everyone judge for themselves.

LAERYLUTH (WATER DEVIL)
Large Outsider (Aquatic, Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 9d8+45 (85 hp)
Initiative: +8
Speed: 20 ft. (4 squares), swim 60 ft.
Armor Class: 23 (-1 size, +4 Dex, +10 natural), touch 13, flat-footed 19
Base Attack/Grapple: +9/+19
Attack: +1 trident +16 melee (2d6+7) or claw +14 melee (1d6+6)
Full Attack: +1 trident +16/+11 melee (2d6+7) and bite +9 melee (1d6+3) and tail slap +9 melee (1d8+3) or 2 claws +14 melee (1d6+6) and bite +9 melee (1d6+3) and tail slap +9 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, constrict 2d6+6, spell-like abilities, summon baatezu
Special Qualities: Amphibious, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, immunities, resistance to cold 10 and acid 10, see in darkness, spell resistance 21, telepathy 100 ft.
Saves: Fort +11, Ref +10, Will +8
Abilities: Str 22, Dex 19, Con 21, Int 12, Wis 14, Cha 18
Skills: Concentration +17, Diplomacy +10, Escape Artist +14*, Hide +12, Intimidate +16, Move Silently +16, Sense Motive +18*, Spot +14, Survival +14, Swim +26*
Feats: Improved Bull Rush, Improved Initiative, Power Attack, Weapon Focus (trident)
Environment: Nine Hells of Baator
Organization: Solitary, pair, team (2-5), or patrol (1 amnizu, 2-5 laeryluth)
Challenge Rating: 9
Treasure: Standard plus +1 trident
Alignment: Always lawful evil
Advancement: 10-18 HD (Large); 19-27 HD (Huge)

This creature is a bizarre amalgamation of fish and man. The upper half of the creature’s body is humanoid, while its lower portion ends in a long, sinuous fish tail. The creature’s entire body is covered in blood red scales that seem to ooze a slimy, black substance. Its head is humanoid, though its mouth is overly large and ringed with yellow fangs and its eyes are bulbous and covered in a thin film. A thin, yellow crest runs from the center of its forehead down to the base of its neck. Yellow fins also run down its muscled arms. Thin webbing connects its five, clawed fingers together on each hand.

Laeryluths, also called water devils, patrol the fiendish waterways that snake their way throughout the nine layers of Hell. Many prowl the River Styx and they are often found working with teams of amnizus.

Laeryluths are most often encountered with Avernus and Stygia. Bel relies on teams of amnizus and laeryluths to patrol the River Styx, usually on the lookout for marraenoloths. Because of their similar roles, laeryluths and hydroloths hate each other and attack on site (unless commanded not to by a more powerful superior). When clashes between these two fiends do occur, onlookers often notice violent waves and rapidly shifting currents on the surface of the Styx. Such clashes usually end in the hydroloth’s favor, thus, many laeryluths hold bitter grudges against their yugoloth enemies.

Laeryluths are about 9 feet long and weigh roughly 1,000 pounds.

COMBAT
Laeryluths are the first defense against any demonic attacks that come down the River Styx. Laeryluth teams swim deep beneath its treacherous surface, watching for any ‘unregistered’ activity. In the event that any such activity is found the commanding laeryluth surfaces in an attempt to discover the trespassers’ motives. If a good enough bribe is offered or the trespasser produces the appropriate paperwork, the creature is released. If not, then the commanding laeryluth gives the signal and the rest of the team surfaces beneath the boat giving the trespassers a nice, wet, Baatorian welcome. Any surviving creatures are rounded up and taken back to the amnizus for slave labor and torturing.

A laeryluth’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.

Amphibious (Ex): Although laeryluths are aquatic, they can survive indefinitely on land.

Constrict (Ex): On a successful grapple check, a laeryluth deals 2d6+6 points of damage.

Immunities (Ex): Laeryluths are immune to the adverse effects of the River Styx and due to their constant immersion in those fiendish waters, they are also immune to all mind-affecting spells and effects.

Improved Grab: To use this ability, the laeryluth must hit with a tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

A laeryluth that is constricting cannot use its tail slap attack. The laeryluth has the option of only using its tail to grapple its opponent (-20 penalty on grapple checks, but the laeryluth is not considered grappled).

Spell-Like Abilities: At will – control water, darkness, desecrate, detect good, detect chaos, greater teleport (self plus 50 pounds of objects only); 3/day – confusion (DC 18), ice storm, summon monster IV (fiendish aquatic animals only); 1/day – cone of cold (DC 19). Caster level 9th. The save DC’s are Charisma-based.

Summon Baatezu (Sp): Once per day, a laeryluth can attempt to summon another laeryluth with a 40% chance of success. This is the equivalent of a 4th-level spell.

Skills: A laeryluth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The laeryluth also has a +4 racial bonus on Escape Artist and Sense Motive checks.

Almost done with the Narzugon.
 
Last edited:


Pants

First Post
Narzugon

NARZUGON
Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 11d8+66 (115 hp)
Initiative: +5
Speed: 20 ft. (on foot, with armor) (4 squares) or (with mount) 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 29 (+1 Dex, +8 natural, +8 masterwork spiked full plate, +2 heavy steel shield), touch 11, flat-footed 28
Base Attack/Grapple: +11/+17
Attack: +1 lance +19 melee (1d8+7) or masterwork longsword +18 melee (1d8+6)
Full Attack: +1 lance +19/+14/+9 melee (1d8+7) or masterwork longsword +18/+13/+8 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Baleful gaze, spell-like abilities, summon baatezu
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to cold 10 and acid 10, see in darkness, spell resistance 23, telepathy 100 ft.
Saves: Fort +13, Ref +12, Will +10
Abilities: Str 22, Dex 21, Con 23, Int 16, Wis 16, Cha 18
Skills: Concentration +20, Diplomacy +6, Handle Animal +18, Intimidate +18, Knowledge (the planes) +17, Listen +17, Ride +21, Search +17, Sense Motive 17, Spellcraft +17, Spot +17, Survival +17 (+19 when on other planes and when following tracks)
Feats: Mounted Combat, Ride-By Attack, Spirited Charge, Weapon Focus (lance)
Environment: Nine Hells of Baator
Organization: Solitary (with mount), pair (with mounts), or division (2-5, all with mounts)
Challenge Rating: 11
Treasure: Standard plus +1 lance, masterwork spiked full plate, and heavy steel shield
Alignment: Always lawful evil
Advancement: 12-33 HD (Medium), or by character class

Clad entirely in black, spiked armor, this creature rides into view atop a charnel black horse with hooves of flame. A long, dark lance is tucked underneath one arm and a steel shield is strapped to the other. A black, hideous helm covered in spikes and topped by a pair of curved ram’s horns, covers its face.

The narzugon are the elite cavalry of Baator. They ride into battle atop their nightmare mounts, ripping and cutting their way through the demonic ranks in viciously efficient formations. The narzugons also act as a recovery service for escapees. Whenever an important hostage or creature escapes from Baator, narzugons are dispatched to hunt it down. They narzugons respond with brutal efficiency and with none of the petty infighting that commonly plagues fiendish ranks.

The face of a narzugon is the stuff of nightmares and whispered rumors. Some claim that the narzugon has no face, just a pair of burning, white eyes on completely smooth, pale skin. In battle, when a narzugon unveils its face, the skin twists and warps into whatever the creature fears most. Whatever the truth, those who have seen a narzugon’s ‘true’ face and survived are few and far between.

Narzugons stand 6 feet tall and weigh 220 pounds.

COMBAT

Narzugon are efficient tacticians. They ride into battle and open the visors (a free action) on their helms as soon as they are within range. They terror of a narzugon charge is a vision of terrible beauty (for those not on the receiving end of their lances…) to behold. Some of the most devastating victories of the Blood War have been near single-handedly won by narzugon charges.

A narzugon’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.

Baleful Gaze (Su): Shaken for 3d4 rounds, range 30 feet; Will DC 19 negates. This is a mind-affecting fear effect.

Additionally, the narzugon can choose to narrow its gaze and focus it one creature. It can do this as a free action once per round. If it chooses to narrow its gaze, the narzugon chooses one creature within 40 ft. that the narzugon must be able to see. The target must also be able to see the narzugon. The target is affected as if by a phantasmal killer spell (caster level 11th). The DC to save against both effects is 19. A creature that successfully saves cannot be affected again by the same narzugon’s narrowed baleful gaze for 24 hours (though it can still be shaken by its gaze attack). The save DC’s are Charisma-based.

Spell-Like Abilities: At will – desecrate, detect good, detect chaos, greater teleport (self and mount plus 50 pounds of objects only), hold person (DC 16), suggestion (DC 17); 3/day – major image (DC 17), order’s wrath (DC 18), unholy blight (DC 18); 1/day – wall of fire. Caster level 11th. The save DC’s are Charisma-based.

Summon Baatezu (Sp): Once per day, a narzugon can attempt to summon 1d4 barbazu or 1d3 erinyes with a 60% chance of success. This is the equivalent of a 5th-level spell.
 
Last edited:

demiurge1138

Inventor of Super-Toast
The laeryluth is nice and simple, and I like the description; I see them as further evolved deep ones in my mind's eye (of course, that's because I've been reading a lot of Lovecraft). And I'm very fond of the reworked narzugon, especially how it's now more overt that it's based on the Nazgul (with the Baatorian recovery units).

Demiurge out.
 

Advertisement2

Advertisement4

Top