Revised Demons/Daemons/Devils Part Deux!


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Cheiromancer said:
The spell allows the caster to carry his maximum load. Would upgrading from 50 lbs to maximum load be too much?
Probably not, no. The main limitation will still be, as it should be, the fact that it's caster only.

Demiurge out.
 

demiurge1138 said:
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
Mostly a flavor/cool image thing on my part. The idea of a swarm of angry insects just picking someone up and either pinning them to the ground or dropping them from a great height is just cool to me. :)

(I'd give 'em ranks in Use Magic Device so it can use those wands, staves and scrolls mentioned, personally)
I just mentioned it so that it's not one of those 'grey areas' where a DM doesn't whether or not such-n-such is or should be possible...

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.
I think I'll give use this feat. I'll give it to the Narzugon and Armanite as bonus feats.
Thanks.
 

A couple of comments:

First, as Demiurge notes, you might want to make it objects only; that's the main limitation, and shouldn't be eliminated by a feat whose main benefit is an increase in weight.

Second (and this is a bit of a stretch), the feat isn't guaranteed to improve a creature's ability to teleport. A tiny fiend with a strength of 10, for example, has a maximum load of 50. I don't know of any such fiends, but they are a theoretical possibility, and I am thus hesitant about the name "Improved Teleport". More realistically it is helpful to keep the succubus in mind when tinkering with the feat (a succubus has greater teleport, a Charisma of 26, and a Strength of 13).

Third, I've thought it through and I think that for most creatures a heavy load is too much. The feat should loosen the restrictions of the teleport ability, not do away with them entirely; there should be times when a creature would have to put something down in order to teleport. Not necessarily strip down to their skivvies (like the poor Marilith, whose 6 large swords weigh a total of 48 pounds), but they should be occasionally inconvenienced by the weight limit. And really, does a Narzugon need to take along 520 pounds worth of stuff? Surely 346 pounds is plenty.

After all, if this is primarily intended to be a bonus feat, it shouldn't be stronger than is needed to meet the design goals. And medium load seems to do that. (Light load doesn't- a succubus doesn't benefit since her light load is already 50 pounds, but I think she should, if only a little.)

Fourth, why Charisma 15+? Shouldn't an elite bearded devil should be able to spend a feat to teleport in armor? But even with the elite array a bearded devil can't have a 15 Charisma. (They have a base of 10, and the elite array is +4, +4, +2, +2, -2. Although I don't see why an elite bearded devil who teleports in armor would have to be a charismatic type; I'd want to build him as a combat brute, with above average Strength or Constitution, not Charisma).

So, recognizing that the feat won't always improve the ability to teleport, trying to figure it so that a succubus benefits, but a narzugon doesn't benefit too much, and dropping the Charisma requirement, I get something like the following:

(revised feat in next post- old version in spoiler block)
[sblock]Robust Teleport
Your ability to teleport is proportionate to your physical strength and mass.
Prerequisites: able to use greater teleport at will as a spell-like ability.
Benefit: When you use your greater teleport ability you may take along objects whose total weight is up to your maximum medium load.
Normal: Self plus 50 pounds of objects only.[/sblock]
 
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Two more things about the narzugon. (I apologize for being stuck on an old monster, but I hope it's worth it.)

First, their mounts. Are they ordinary nightmares, or are they enhanced? Could they have the abilities of a blackguard's fiendish servant? (blackguard level = narzugon's hit dice)?

Second, their mount's ability to teleport. The share spells ability of a fiendish companion doesn't apply to SLAs (I checked) so a special reference to it is still necessary. But then you don't need the improved teleport or robust teleport feats; you just say "self plus medium encumberance plus mount only." Which is probably easiest.

Or you could add to the improved teleport/robust teleport. Add a line saying "the share spells ability also applies to your greater teleport ability" to the benefit section, and "The share spells ability does not apply ot spell-like abilities" to the "normal" section. For example:
Robust Teleport
Your ability to teleport is proportionate to your physical strength and mass.
Prerequisites: able to use greater teleport as a spell-like ability.
Benefit: When you use your greater teleport ability you may take along objects whose total weight is up to your maximum medium load. Furthermore, the share spells ability applies to your greater teleport ability. For example, familiars or fiendish servants could teleport along with their master.
Normal: Self plus 50 pounds of objects only, and the share spells ability does not normally apply to spell-like abilities.

(I dropped the "at will" part. If a critter could greater teleport 3/day, why couldn't they take this feat?)
 

Cheiromancer said:
First, their mounts. Are they ordinary nightmares, or are they enhanced? Could they have the abilities of a blackguard's fiendish servant? (blackguard level = narzugon's hit dice)?
This was something that I struggled with.
Dicefreaks did a conversion of the narzugon a while back and it had an ability similar to the paladin's mount (with a nightmare of course....). I really liked the idea, but I didn't want to 'copy' them, so I just did without it.

As written, it's a normal nightmare with no adjustments, though I could easily see Elite Narzugons riding Cauchemars or some other appropriately fiendish mounts.

Second, their mount's ability to teleport. The share spells ability of a fiendish companion doesn't apply to SLAs (I checked) so a special reference to it is still necessary. But then you don't need the improved teleport or robust teleport feats; you just say "self plus medium encumberance plus mount only." Which is probably easiest.
Well... Nightmare's don't have the ability to teleport, but they can go Ethereal and Astrally Project themselves.
As written, the nightmare could easily use both of those abilities on itself and the narzugon without rewriting anything.

BTW, thanks for doing all the work on this. :)
 

The Zovvut

ZOVVUT
Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 10d8+60 (105 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: 21 (+2 Dex, +9 natural), touch 12, flat-footed 19
Base Attack/Grapple: +10/+15
Attack: Claw +15 melee (1d12+5 19-20/x3)
Full Attack: 2 claws +15 melee (1d12+5 19-20/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical, create spawn, draining gaze, spell-like abilities
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunities, immunity to cold and poison, resistance to acid 5 and electricity 5, see invisibility, spell resistance 20
Saves: Fort +13, Ref +9, Will +10
Abilities: Str 21, Dex 14 Con 23, Int 14, Wis 16, Cha 16
Skills: Bluff +16, Concentration +19, Diplomacy +7, Hide +15, Intimidate +18, Listen +16, Knowledge (religion) +15, Move Silently +15, Sense Motive +16, Spellcraft +15, Spot +16
Feats: Cleave, Dodge, Mobility, Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary, group (1 zovvut and 1-3 wights), or troupe (1 zovvut, 2-6 wights, and 3d4 skeletons)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium); 21-30 HD (Large)

This pale, bloated monstrosity shambles toward you. A pair of dirty, ragged wings rises from its shoulder blades. Its thick, heavily muscled arms each end in a massive ‘hand,’ the three fingers made up entirely of boney, claw-like protrusions. Its most discerning feature, however, is the lidless, red eye in the center of its forehead. Waves of weakness pass through your body as the gaze of that eye seems to pierce to your very soul.

The origins of the zovvut remain a mystery even to those sages deeply immersed in planar history. The one thing that is known of the zovvut is their relatively recent appearance. The first recorded appearance of the zovvut was slightly after the return of the Demon Prince Orcus from his undead state as the quasi-power, Tenebrous.

Some sages postulate that Orcus may have inadvertently created the zovvut when he was returned to life. Their connection with the undead fiends, the visages, seems to support this theory. Whether this is true or not, Orcus seems to have tossed aside his fiendish creations, just as he did with the visages.

Now the zovvuts roam the Abyss, causing misery and death in their wakes. Though they are connected on some base level, the zovvuts and visages have little love for each other. In fact, they usually attack each other on sight.

Zovvuts are about 6 and a half feet tall and they weigh roughly 400 pounds.

COMBAT

Zovvuts are loners. They often live solitary lives, surrounded by troupes of wights and skeletons (or zombies). Still they are driven by an insatiable desire to survive that often forces them to seek out lonely areas of the Abyss, where they wallow in their own misery and hate. If forced into battle, the zovvut fights with a terrible ferocity, though fights to the death are uncommon. A zovvut would rather flee and damage its own pride than face the emptiness of death.

A zovvut’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.

Augmented Critical (Ex): The zovvut’s claws are exceptionally sharp and threaten a critical hit on a roll of 19-20. On a successful critical hit, they deal triple damage.

Create Spawn (Su): Any humanoid slain by a zovvut’s draining gaze (see below) rises as a wight under the zovvut’s control in 1d4 rounds. Any outsider with the chaotic and evil subtypes that is slain by a zovvut’s draining gaze rises as a visage (see Libris Mortis) within 1d4 hours. The risen visage is not under the zovvut’s control.

Draining Gaze (Su): One negative level, range 30 ft., Will save DC 18 negates. For each negative level the zovvut bestows in this way, it gains 5 temporary hp. The Fort save DC to remove the negative level is 18. The save DC’s are Charisma-based.

Immunities (Ex): Due to their constant exposure to undead, zovvuts are completely immune to energy drain spells and effects.

Spell-Like Abilities: At will – darkness, desecrate, detect thoughts (DC 15), greater teleport (self plus 50 of objects only), suggestion (DC 16); 3/day – prying eyes; 1/day – animate dead, unhallow. Caster level 10th. The save DC’s are Charisma-based.

See Invisibility (Su): Zovvuts have a continuous see invisibility ability, as the spell (caster level 10th).
 
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Man, that's nasty. Going to have to try them out on my players.

Also, I'm pretty sure that the zovvuts should be "loners", not "loaners".

Demiurge out.
 


demiurge1138 said:
Also, I'm pretty sure that the zovvuts should be "loners", not "loaners".
Doh! Stupid typos...

Cheiromancer said:
Are zovvuts immune to ability damage and drain too? How about the paralysis attacks of ghouls, ghasts and liches?
Thought about it, but considering that Zovvuts are most often encountered with wights and unintelligent undead like skeletons and zombies, I figured making them immune to just energy drain would make more sense.
 
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