Revised Demons/Daemons/Devils Part Deux!

Pants

First Post
CATABOLIGNE DEMON
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 13d8+104 (162 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 60 ft. (good)
Armor Class: 27 (-1 size, +4 Dex, +14 natural), touch 13, flat-footed 23
Base Attack/Grapple: +13/+23
Attack: Claw +18 melee (1d6+6)
Full Attack: 2 claws +18 melee (1d6+6) and bite +16 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Paralyzing gaze, spell-like abilities
Special Qualities: Blindsight 30 ft., damage reduction 10/good, darkvision 60 ft., flight, immunity to cold, electricity, and poison, regeneration 5, resistance to acid 10, spell resistance 23
Saves: Fort +16, Ref +10, Will +10
Abilities: Str 23, Dex 19, Con 27, Int 18, Wis 18, Cha 20
Skills: Bluff +25, Concentration +24, Diplomacy +25, Disguise +21 (+23 acting in character), Hide +16, Intimidate +23, Knowledge (the planes) +20, Listen +20, Sense Motive +20, Spellcraft +20 (+22 on checks to decipher scrolls), Spot +20, Use Magic Device +21 (+23 checks involving scrolls)
Feats: Ability Focus (paralyzing gaze), Combat Reflexes, Improved Initiative, Multiattack, Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 14-26 HD (Large); 27-39 HD (Huge)

From out of the darkness strides a large indigo-skinned creature. Its body is completely hairless. A thin film of some strange, mucus-like substance covers its flesh, giving it an almost diseased appearance. A row of curved horns runs vertically down its spine, terminating at a short, spade-ended tail. A pair of curved horns just from the sides of its head, which is composed of a large, fang filled maw and a pair of bony protrusions that hang from its cheeks down below its mouth. Its two large, bulbous eyes have thin slits for pupils.

The cataboligne demons are a rare race of demons that are frequently used by mortal wizards as guardians for treasure troves. Their rarity is thought to be due to a long standing war they wage against the more numerous tanar’ri, a war that the cataboligne demons are most likely losing. Despite their rarity, cataboligne demons possess a surprisingly keen intellect surpassed only by a few of the greater demons.

Sages believe that cataboligne demons hail from some particularly frigid layer of the Abyss, though this is only conjecture. So far, no one has uncovered the true ‘home’ layer of the cataboligne demons, though they are most frequently encountered on the coldest layers of the plane.

Cataboligne demons stand about 10 feet tall and weigh 700 pounds. They speak Abyssal, Draconic, Common, and usually several other languages, though Elven is the one of the most common. A cataboligne demon’s natural voice is rough and gravelly, but at will, it can change its voice to a more ‘alluring’ tone, usually to that of an elven female’s.

COMBAT

Cataboligne demons are vicious and canny opponents. They prefer to utilize guile and deceit to lower an opponent’s defenses before a full out attack. Cataboligne demons use their illusion spell-like abilities to lace the battlefield in deception and confuse their enemies. A battle with a cataboligne demon is also a battle with one’s own perceptions.

A cataboligne demon’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.

Flight (Su): While lacking wings, cataboligne demons possess the innate ability to fly (as per the spell, caster level 13th) at a speed of 60 ft. The cataboligne demon can pause or resume this effect as a free action on its turn.

Paralyzing Gaze (Su): Permanent paralysis, range 30 feet; Will DC 23 negates. The paralysis can only be removed with a remove paralysis spell or a break enchantment spell (with a successful caster level check against a DC 25). A creature that successfully saves cannot be affected again by the same cataboligne demon’s paralysis gaze for 24 hours. The save DC is Charisma-based and includes a +2 bonus from the cataboligne demon’s Ability Focus feat.

Spell-Like Abilities: At will – charm monster (DC 19), darkness, desecrate, detect good, dispel magic, fear (DC 19), hallucinatory terrain, mage armor, magic missile, polymorph (self only); 3/day – invisibility (self only), persistent image (DC 20), mirror image, shadow conjuration (DC 19); 1/day – confusion (DC 19), project image (DC 21). Caster level 13th. The save DC’s are Charisma-based.

Regeneration (Su): Fire, good-aligned weapons, and spells or effects with the good descriptor deal normal damage to a cataboligne demon. If a cataboligne demon loses a limb or body part, the lost portion regrows in 2d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Skills: Cataboligne demons have a +4 racial bonus on Bluff checks.
 
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Cheiromancer

Adventurer
greater teleport (self and mount plus 50 pounds of objects only)
Full plate weighs 50 lb, heavy steel shield weighs 15 lb, a military saddle (for the mount) is 30 lbs, a bit and bridle is 1 lb, a lance weighs 10 lb, and a longsword weighs 4 lb. That's 110 lbs right there. The teleport weight limit should be higher if the narzugon teleports with his full allotment of gear.
 

demiurge1138

Inventor of Super-Toast
Yay! Another addition!

Where does the name cataboligne come from? It sounds really familiar, but I know that this is an original, not a conversion.

Demiurge out.
 

Pants

First Post
demiurge1138 said:
Yay! Another addition!

Where does the name cataboligne come from? It sounds really familiar, but I know that this is an original, not a conversion.

Demiurge out.
No, it's a conversion. It originally appeared in Saga of Old City, one of the Gord the Rogue novels by Gary Gygax and then it reappeared in Dragon updated to 3e (can't remember the issue number... the issue about fortresses).

I'll respond in detail later if you wish, I'm at work right now. :)
 

demiurge1138

Inventor of Super-Toast
Pants said:
No, it's a conversion. It originally appeared in Saga of Old City, one of the Gord the Rogue novels by Gary Gygax and then it reappeared in Dragon updated to 3e (can't remember the issue number... the issue about fortresses).

I'll respond in detail later if you wish, I'm at work right now. :)
So that's why it sounds familiar. OK. Just a conversion from a fairly obscure source.

Demiurge out.
 

Pants

First Post
Cheiromancer said:
Full plate weighs 50 lb, heavy steel shield weighs 15 lb, a military saddle (for the mount) is 30 lbs, a bit and bridle is 1 lb, a lance weighs 10 lb, and a longsword weighs 4 lb. That's 110 lbs right there. The teleport weight limit should be higher if the narzugon teleports with his full allotment of gear.
Wow, never thought of that. Thanks.

Though the idea of a naked narzugon teleporting around is kinda humorous :)
 

Cheiromancer

Adventurer
Pants said:
Wow, never thought of that. Thanks.

Though the idea of a naked narzugon teleporting around is kinda humorous :)

You're welcome. This issue may be the reason why teleporting outsiders don't wear armor, or generally use a lot of gear. Mariliths must come close to the weight limit too, given that they have multiple large weapons, but narzugons are definitely way over.

Has anyone custom-brewed a feat allowing you to teleport more weight than usual? I could see it giving many outsiders more options.
 

Pants

First Post
Honestly, I got this idea from Constantine... ;)
Check it over, especially its focus shape ability just to make sure that it makes sense.

LOCUST DEMON (AZAKAZRYLL DEMON)
Diminutive Outsider (Chaotic, Evil, Extraplanar, Swarm)
Hit Dice: 12d8+84 (138 hp)
Initiative: +11
Speed: 10 ft. (2 squares), fly 60 ft. (perfect)
Armor Class: 21 (+4 size, +7 Dex), touch 21, flat-footed 14
Base Attack/Grapple: +12/+23 (see below)
Attack: Swarm (4d6) or touch +19 (see below)
Full Attack: Swarm (4d6) or touch +19 (see blow)
Space/Reach: 10 ft./5 ft. (see below)
Special Attacks: Discorporate, distraction, enhanced attacks, focus shape, ruin, spell-like abilities
Special Qualities: Darkvision 60 ft., hive mind, immune to weapon damage, immunity to acid and poison, resistance to electricity 10, spell resistance 24, swarm traits, vulnerability to sonic
Saves: Fort +15, Ref +15, Will +13
Abilities: Str 1, Dex 25, Con 25, Int 14, Wis 16, Cha 20
Skills: Bluff +20, Concentration +22, Diplomacy +22, Intimidate +22, Knowledge (religion) +17, Knowledge (the planes) +17, Listen +18, Spellcraft +17, Spot +18, Survival +18 (+20 when on other planes)
Feats: Ability Focus (ruin), Dodge, Empower Spell-Like Ability (unholy blight), Improved Initiative, Iron Will
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always chaotic evil
Advancement: 13-36 HD (no size change)

A vaguely humanoid form or swirling, biting insects buzzes towards you. Within it’s surging, amorphous form, you catch a glimpse of a pulsing orb of unholy energy.

Locust demons are a plague upon the planes. They fly from place to place, scouring the surface of all life and leaving only a blighted, dead landscape behind. In fact, rumors persist of numerous worlds having been obliterated by these horrific demons. Entire civilizations have fallen to the swarming forms of the locust demons.

Known to more learned sages as azakazryll demons, locust demons surprisingly are rather rare. It is thought that other fiends consider them to be such abominable threats that they exterminate them on sight. Thus, small groups of locust demons eke out an existence in the lonely parts of the Abyss, hoping for the day when some hapless mortal sage summons them to another prime.

In fact, some Prime civilizations worship (or placate) planar beings vaguely resembling locust demons. To some, they are seen as horrible representations of gluttony and destruction. The prime motivating factor of a locust demon’s existence is its insatiable hunger for death and destruction, so maybe these Primers aren’t so clueless after all. A locust demon without anything to destroy quickly reverts to a maddened, feral existence in which anything around it is at risk of being destroyed.

Locust demons speak Abyssal, Infernal, Yugoloth, Draconic, and Common. Their ‘voices’ consist of a million insects buzzing in tandem which is, unsurprisingly, very unnerving.

COMBAT

A locust demon’s tactics usually center on it causing as much destruction in as little time as possible. Despite this fairly focused demeanor, locust demons are intelligent enough to employ sophisticated tactics and reasoning.

A locust demon’s swarm attack is treated as chaotic-aligned, evil-aligned, and magic for the purpose of overcoming damage reduction.

Discorporate (Ex): Once per day as a standard action, a locust demon can ‘break off’ parts of its swarm body to form independent fiendish locust swarms. While these swarms exist, the locust demon takes Constitution damage equal to the number of swarms created. The independent swarms last for a number of minutes equal to the locust demon’s newly changed Constitution modifier, after which the swarms die off and the locust demon’s Constitution immediately returns to normal. If all the swarms are dispersed (or destroyed), the locust demon’s Constitution returns to normal immediately. The Constitution damage inflicted by the locust demon’s discorporate ability cannot be magically or naturally healed. If the locust demon is killed (dispersed), any remaining locust swarms immediately disperse.

Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 23 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Enhanced Attack (Ex): A locust swarm is considered to have an extra 4 Hit Die for the purpose of its swarm damage. Additionally, its swarm attack is treated as magic for the purpose of overcoming damage reduction.

Focus Shape (Su): Although its ‘body’ is a swirling vortex of locusts, the locust demon can shape part of its body into a semi-solid ‘fist’ allowing it to pin and grapple opponents like a normal creature would.

When it is focusing its shape, the locust demon no longer deals normal swarm damage. It’s ‘body’ becomes more solid, which causes it to lose its immunity to weapon damage and it instead gains damage reduction 15/good and slashing and its fly speed is reduced to 30 ft. (good). It makes attack rolls as a medium outsider and it has only 5 foot reach in its focused form.

In order to grapple a creature, the locust demon must make a successful touch attack (which does not provoke an attack of opportunity). If it succeeds and successfully pins an opponent, the opponent takes swarm damage for every round the pin is maintained. Also, if the opponent is pinned, the swarm can ‘lift’ the creature and move half its speed with no penalty to the grapple check. The swarm can only lift medium or smaller creatures.

The swarm uses its Charisma modifier on grapple checks (the demon’s own force of will is holding its form together after all) and it gains a +6 racial bonus on such grapple checks. It also uses its Dexterity modifier on the touch attack roll.

Although its body has become more ‘solid’ the locust demon still cannot be grappled, tripped, or bullrushed in this form. Neither can it manipulate weapons effectively, though it could use wands, staves, scrolls, or cast any spells, provided the spells don’t require material components.

Focusing its shape takes a full round action. It can remain in this form for a number of rounds equal to its Charisma score. Returning to its normal swarm shape is a full round action as well.

Hive Mind (Ex): Since the locust demon is a single creature collectively possessing a number of smaller creatures, it is susceptible to mind-affecting spells and effects, though it receives a +4 racial bonus on any saving throws against them (this is not reflected in the statistics above).

Ruin (Ex): A creature damaged by the locust demon’s swarm attack is subject to the ruinous effects of the individual locust’s small mandibles and claws. Any armor the creature is wearing suffers the same amount of damage, as its claws and mandibles tear at the armor. A successful Reflex save (DC 25) halves the damage to the armor. The save DC is Constitution-based and includes a +2 bonus from its Ability Focus feat.

Spell-Like Abilities: At will – blight (DC 19), contagion (DC 19), darkness, desecrate, detect good, unholy blight (DC 19); 3/day – dispel magic, unhallow; 1/day – creeping doom; 1/week – mordenkainen’s disjunction (DC 24). Caster level 15th. The save DC’s are Charisma-based.
 
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Pants

First Post
Cheiromancer said:
Has anyone custom-brewed a feat allowing you to teleport more weight than usual? I could see it giving many outsiders more options.
I would... but, honestly, I'm horrible at balancing and designing feats.
 

demiurge1138

Inventor of Super-Toast
I like the locust demon a lot, and although I'm not sure what the advantages of the focused form are compared to the swarm form (I'd give 'em ranks in Use Magic Device so it can use those wands, staves and scrolls mentioned, personally), it makes sense and works from a rules standpoint.

And how about this for a feat...

Improved Teleport
Prerequisites: Cha 15+, able to use greater teleport at will as a spell-like ability.
Benefit: Your carrying capacity when using the greater teleport spell-like ability is the creature's maximum heavy load.
Normal: The carrying capacity of your spell-like ability is self plus 50lbs.

Of course, you could just alter the narzugon's text to read "self and mount plus 100 lbs", or whatever else is needed. And, of course, if you're using the feat, it's not a bad idea to give it to narzugons (or armanites, or any other fiend that relies on heavy armor to be effective) as a bonus feat.

Demiurge out.
 
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