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The Dark Eight!
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<blockquote data-quote="The Serge" data-source="post: 276814" data-attributes="member: 4049"><p>Not certain if this is the right place, but since I'm not getting any bites on other Boards, I figured I'd stick this here as well.</p><p></p><p>The following is the first of the eight Dark Eight stats I plan on writing up over the next few weeks. Please feel free to offer constructive criticism and advice. I would like any suggestions folks could offer on CR (Upper_Krust?). Additionally, please note that I took some liberties with certain powers. My contention is if a Pit Fiend or other super-magical creatures gain power and HD, some of their abilities will "mature;" thus, the <em>fireball</em> becomes a <em>delayed blast fireball</em>. I also took the unsaid advice from the good people at the <em>Creature Collection</em> and increased the frequency of their <em>wish</em> ability. Some of the DCs I had to sort of fudge as I wasn't certain how they were determined (like the DC for Poison. Although I could have gone with the DC from the DMG, I decided that something like that would have also increased in power). </p><p></p><p>And now, Dagos!</p><p></p><p>DAGOS, MARSHALL OF THE PITS, One of the Dark Eight of Hell</p><p>Advanced Pit Fiend Fighter 15 CR 53; Huge Outsider (Devil); HD 35d8+245 and 15d10+105; hp 589; Init +9; Spd 40 ft.; AC 55, touch 22, flat-footed 52; Atk +49/+49/+44/+44/(+44)/+44 melee (1d8+19/19-20/x2+2d6 2 claws, 1d6+8 2 wings, 2d8+8 and poison plus disease 1bite, 2d6+8 1 tail slap), or +48/+43/+38 melee (2d8+21+4d6 vs. demons+3d6 (fire)+3d6 and 1 negative level (lawful)+3d6 and 1 negative level (unholy)/20/x3 and Fort DC 27 to destroy demons, 9d6 (fire)+9d6 and 3 negative levels (lawful)+9d6 and 3 negative levels (unholy) Halberd of the Pits +6 demon dread, fiery-blast, lawful power, unholy power halberd), or +36/+31/+26 ranged (ranged attack or spell); SA fear aura, improved grab, constrict +2d6+18, spell-like abilities, summon baatezu; SQ baatezu qualities, DR 40/+5, regeneration 5, SR 35; AL LE; SV Fort +34, Ref +28, Will +32; Str 41, Dex 14, Con 25, Int 22, Wis 22, Chr 26. 18? tall</p><p>Skills and Feats: Balance +12, Bluff +50, Climb +41, Concentration +34, Diplomacy +46, Disguise +32, Escape Artist +22, Handle Animal (nightmare) +26, Hide +30, Intimidate +46, Jump +47, Knowledge (Arcane) +22, Knowledge (Hellish Politics) +23, Knowledge (Outer Planes) +38, Knowledge (war and strategy) +38, Listen +31, Move Silently +17, Ride +20, Search +28, Sense Motive +15, Spellcraft +22, Spot +21, Swim +33. Cleave, Combat Reflexes, Dodge, Epic Leadership, Expertise, Great Cleave, Improved Bullrush, Improved Critical (claws), Improved Disarm, Improved Initiative, Improved Whirlwind Attack, Leadership, Mobility, Mounted Combat, Overwhelming Critical (claws), Power Attack, Quick Draw, Spring Attack, Sunder, Supreme Initiative, Weapon Focus (claws), Weapon Specialization (claws), Whirlwind Attack.</p><p>Baatezu Qualities: Immune to fire and poison; acid and cold resistance 20; see in darkness, even that created by deeper darkness spells; telepathic communication with any creature within 100 feet.</p><p>Spell-Like Abilities: At will ? animate dead, blasphemy, charm monster, create undead, delayed blast fireball, desecrate, detect good, detect magic, dispel magic, hold monster, improved invisibility, magic circle against good, major image, persistent image, produce flame, polymorph self, pyrotechnics, see invisibility, suggestion, teleport without error, unholy aura, unhallow, and wall of fire; 1/day ? meteor swarm (any) and symbol (any); 1/week ? wish. These abilities are as spells cast by a 20th level sorcerer (save DC 18 + spell level). </p><p>Fear Aura (su): As a free action, Dagos can create an aura of fear in a 20-radius. It is otherwise identical with fear cast by a 20th level sorcerer (save DC 24). If the save is successful, that creature cannot be affected again by Dagos?s fear aura for one day. Other baatezu are immune to the aura.</p><p>Poison (Ex): Bite, Fortitude save (DC 26); initial damage 1d8 temporary Constitution, secondary damage death.</p><p>Disease (Su): Even if an affected creature saves against the poison, it must succeed at a Fortitude save (DC 20) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength).</p><p>Improved Grab (Ex): To use this ability, Dagos must hit a Large or smaller opponent with his tail slap attack. If he gets a hold, he can constrict.</p><p>Constrict (Ex): Dagos deals 2d6+18 points of damage with a successful grapple check against Large or smaller creatures.</p><p>Summon Baatezu (Sp): Three times per day, Dagos can automatically summon three Lemures, Osyluths, or Hamatulas, or two Erinyes, Cornugons, and Gelugons, or another Pit Fiend.</p><p>Regeneration (Ex): Dagos takes normal damage from holy and blessed weapons of at least +5 enchantment.</p><p>Possessions: Halberd of the Pit, +9 ring of epic protection, Helm of the Pit, ring of elemental immunity (electricity), rod of might, amulet of the planes, +13 bracers of epic armor, boots (horseshoes) of speed, +10 cloak of epic charisma, +6 belt of giant strength.</p><p></p><p>Dagos is one of the Dark Eight and is charged with maintaining the Legions of Hell. Referred to as the Marshall of the Pit, Dagos is a truly terrifying pit fiend. </p><p></p><p>Dagos appears as a hulking pit fiend. Although transluscent like all Pit Fiends, Dagos? body ripples with muscles and his entire body is always aflame, causing those unfamiliar with such matters to mistake him for an enraged Balor Demon. Dagos always wears the infamous Helm of the Pit, a helmet that covers his entire head although it has slots for his horns, and a grills around the face from which glow his white eyes; when he speaks, flames explode from behind the grill (the placement of the Helm robs Dagos of a bite attack, although they are included in the values above).</p><p>Helm of Pit (minor artifact): The Helm of the Pit was a gift given to the first ?Dagos? by the Overlord of Hell, Asmodeus shortly after the Reckoning. The Helm may only be worn by a Devil of Pit Fiend status or greater; all other creatures attempting to wear the Helm must make a Fortitude save DC 25 or die instantly as they are consumed by the Helm?s flames; those who succeed still 38 points of damage every day they wear the Helm in addition to gaining three negative levels. The Helm grants Dagos the following benefits as though cast by a 25th level sorcerer:</p><p>· perpetual protection from good, and protection from chaos</p><p>· permanent false vision on the wearer</p><p>· immunity to spells from the school of Enchantment (unless such magic is cast by a Lord of the Nine, a stipulation of which Dagos is unaware).</p><p>· permanent circle of fire. This acts identically to a maximized wall of fire except it is centered on Dagos has a five foot radius. Any creature within 20 feet of the circle suffers 4 points of damage; those with 10 feet of the circle suffer 8 points of damage; those who pass through the circle or enter into melee combat with Dagos suffer 32 points of damage.</p></blockquote><p></p>
[QUOTE="The Serge, post: 276814, member: 4049"] Not certain if this is the right place, but since I'm not getting any bites on other Boards, I figured I'd stick this here as well. The following is the first of the eight Dark Eight stats I plan on writing up over the next few weeks. Please feel free to offer constructive criticism and advice. I would like any suggestions folks could offer on CR (Upper_Krust?). Additionally, please note that I took some liberties with certain powers. My contention is if a Pit Fiend or other super-magical creatures gain power and HD, some of their abilities will "mature;" thus, the [i]fireball[/i] becomes a [i]delayed blast fireball[/i]. I also took the unsaid advice from the good people at the [i]Creature Collection[/i] and increased the frequency of their [i]wish[/i] ability. Some of the DCs I had to sort of fudge as I wasn't certain how they were determined (like the DC for Poison. Although I could have gone with the DC from the DMG, I decided that something like that would have also increased in power). And now, Dagos! DAGOS, MARSHALL OF THE PITS, One of the Dark Eight of Hell Advanced Pit Fiend Fighter 15 CR 53; Huge Outsider (Devil); HD 35d8+245 and 15d10+105; hp 589; Init +9; Spd 40 ft.; AC 55, touch 22, flat-footed 52; Atk +49/+49/+44/+44/(+44)/+44 melee (1d8+19/19-20/x2+2d6 2 claws, 1d6+8 2 wings, 2d8+8 and poison plus disease 1bite, 2d6+8 1 tail slap), or +48/+43/+38 melee (2d8+21+4d6 vs. demons+3d6 (fire)+3d6 and 1 negative level (lawful)+3d6 and 1 negative level (unholy)/20/x3 and Fort DC 27 to destroy demons, 9d6 (fire)+9d6 and 3 negative levels (lawful)+9d6 and 3 negative levels (unholy) Halberd of the Pits +6 demon dread, fiery-blast, lawful power, unholy power halberd), or +36/+31/+26 ranged (ranged attack or spell); SA fear aura, improved grab, constrict +2d6+18, spell-like abilities, summon baatezu; SQ baatezu qualities, DR 40/+5, regeneration 5, SR 35; AL LE; SV Fort +34, Ref +28, Will +32; Str 41, Dex 14, Con 25, Int 22, Wis 22, Chr 26. 18? tall Skills and Feats: Balance +12, Bluff +50, Climb +41, Concentration +34, Diplomacy +46, Disguise +32, Escape Artist +22, Handle Animal (nightmare) +26, Hide +30, Intimidate +46, Jump +47, Knowledge (Arcane) +22, Knowledge (Hellish Politics) +23, Knowledge (Outer Planes) +38, Knowledge (war and strategy) +38, Listen +31, Move Silently +17, Ride +20, Search +28, Sense Motive +15, Spellcraft +22, Spot +21, Swim +33. Cleave, Combat Reflexes, Dodge, Epic Leadership, Expertise, Great Cleave, Improved Bullrush, Improved Critical (claws), Improved Disarm, Improved Initiative, Improved Whirlwind Attack, Leadership, Mobility, Mounted Combat, Overwhelming Critical (claws), Power Attack, Quick Draw, Spring Attack, Sunder, Supreme Initiative, Weapon Focus (claws), Weapon Specialization (claws), Whirlwind Attack. Baatezu Qualities: Immune to fire and poison; acid and cold resistance 20; see in darkness, even that created by deeper darkness spells; telepathic communication with any creature within 100 feet. Spell-Like Abilities: At will ? animate dead, blasphemy, charm monster, create undead, delayed blast fireball, desecrate, detect good, detect magic, dispel magic, hold monster, improved invisibility, magic circle against good, major image, persistent image, produce flame, polymorph self, pyrotechnics, see invisibility, suggestion, teleport without error, unholy aura, unhallow, and wall of fire; 1/day ? meteor swarm (any) and symbol (any); 1/week ? wish. These abilities are as spells cast by a 20th level sorcerer (save DC 18 + spell level). Fear Aura (su): As a free action, Dagos can create an aura of fear in a 20-radius. It is otherwise identical with fear cast by a 20th level sorcerer (save DC 24). If the save is successful, that creature cannot be affected again by Dagos?s fear aura for one day. Other baatezu are immune to the aura. Poison (Ex): Bite, Fortitude save (DC 26); initial damage 1d8 temporary Constitution, secondary damage death. Disease (Su): Even if an affected creature saves against the poison, it must succeed at a Fortitude save (DC 20) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength). Improved Grab (Ex): To use this ability, Dagos must hit a Large or smaller opponent with his tail slap attack. If he gets a hold, he can constrict. Constrict (Ex): Dagos deals 2d6+18 points of damage with a successful grapple check against Large or smaller creatures. Summon Baatezu (Sp): Three times per day, Dagos can automatically summon three Lemures, Osyluths, or Hamatulas, or two Erinyes, Cornugons, and Gelugons, or another Pit Fiend. Regeneration (Ex): Dagos takes normal damage from holy and blessed weapons of at least +5 enchantment. Possessions: Halberd of the Pit, +9 ring of epic protection, Helm of the Pit, ring of elemental immunity (electricity), rod of might, amulet of the planes, +13 bracers of epic armor, boots (horseshoes) of speed, +10 cloak of epic charisma, +6 belt of giant strength. Dagos is one of the Dark Eight and is charged with maintaining the Legions of Hell. Referred to as the Marshall of the Pit, Dagos is a truly terrifying pit fiend. Dagos appears as a hulking pit fiend. Although transluscent like all Pit Fiends, Dagos? body ripples with muscles and his entire body is always aflame, causing those unfamiliar with such matters to mistake him for an enraged Balor Demon. Dagos always wears the infamous Helm of the Pit, a helmet that covers his entire head although it has slots for his horns, and a grills around the face from which glow his white eyes; when he speaks, flames explode from behind the grill (the placement of the Helm robs Dagos of a bite attack, although they are included in the values above). Helm of Pit (minor artifact): The Helm of the Pit was a gift given to the first ?Dagos? by the Overlord of Hell, Asmodeus shortly after the Reckoning. The Helm may only be worn by a Devil of Pit Fiend status or greater; all other creatures attempting to wear the Helm must make a Fortitude save DC 25 or die instantly as they are consumed by the Helm?s flames; those who succeed still 38 points of damage every day they wear the Helm in addition to gaining three negative levels. The Helm grants Dagos the following benefits as though cast by a 25th level sorcerer: · perpetual protection from good, and protection from chaos · permanent false vision on the wearer · immunity to spells from the school of Enchantment (unless such magic is cast by a Lord of the Nine, a stipulation of which Dagos is unaware). · permanent circle of fire. This acts identically to a maximized wall of fire except it is centered on Dagos has a five foot radius. Any creature within 20 feet of the circle suffers 4 points of damage; those with 10 feet of the circle suffer 8 points of damage; those who pass through the circle or enter into melee combat with Dagos suffer 32 points of damage. [/QUOTE]
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