Well, here's the first draft of the template. Next, Pazuzu!
The Demiurge
Of all the Demons that further scar the infinite horror of The Abyss, none are greater, more mysterious, and more dangerous that the mighty Demiurge. The Demiurge, also called Demonic Monarchs or Demon Gods, are the true masters of The Abyss, beings of such magnitude that they stand as equals to the gods, and surpass the powers of most of the Lords of the Nine Hells. The degenerate, the insane, the nihilist, and any who wallow in the pit of utter depravity worship them.
According to ancient and magical texts (that have become increasingly difficult to find as the centuries have progressed) suggest that the Demiurge had something to do with the creation of the Prime Material Planes. Scholars who have read or have secondary sources referring to these texts state that there are a number of supporting elements behind this almost blasphemous theory. First, these heretical texts state that the Demiurge tend to represent the carnal and base aspects of the Prime Material. While the Elemental Planes represent pure matter, and while the Negative and Positive planes imbue the other Elemental Planes with Death or Life respectively, it is in the Demiurge, and much of the Abyss, that one sees the debased aspect of the Elements. In The Abyss, and in the Demiurge, the Elements are unwieldy, dedicated to destroying everything not of them, and ultimately interested in its own survival at the expense of everything else. Second, these texts point to the fact that the Demiurge, unlike the Lords of the Nine, possess complete divine power but have no need for worshippers. The Demiurge's very existence is based upon the carnal and unholy conditions, desires, and elements of the entities that inhabit the Prime Material Plane. Third, like The Abyss, the Prime Material Planes are infinite, stretching further than even the gods can tell. The Prime is a more benign reflection of The Abyss, a reflection the Demiurge seeks to shatter or erase, leaving only The Abyss in the end since the destruction of the Prime would result in the end of the gods, so these texts claim. These texts, and the scholars who support them, present the Demiurge as accidental architects of the Prime, monstrosities that spawned the worlds that spin eternally and infinitely in the Cosmos. As the profane agents of Chaos, the Demiurge seek nothing less than to not just return the Prime to the Chaos from which it accidentally emerged, but to consume the souls of those that exist in the Prime, condemning them to eternal and inconceivable torment.
Of course, there are many who discredit this background, who point to it as nonsense and the ravings of Demon worshippers and lunatics. Among the greatest of those who challenge these now lost texts are the Devils of the Nine Hells and the Yugoloths of the Grey Wastes. Still, there is something unsettlingly sensible to these legends and those who worship the Demiurge seem strangely silent and eerily unconcerned about the matter.
It is unknown how many Demiurge exist. A minority of scholars, however, believes that there are an infinite number of Demiurge, much in the same way there are said to be an infinite number of Demons and layers of The Abyss. All of the Demiurge are well known monsters, a few posing as gods, others presenting themselves as simple Demon Princes. Indeed, one, the Demon Queen of Spiders, Lolth, is worshipped throughout untold Prime worlds as the patron goddess of the Dark Elves, or Drow.
So long has Lolth maintained her status as a "pure goddess" that many, even the oldest gods, forget that she is a Demiurge, and dedicated to the eventual ruin of the Prime. However, her desire for destruction is reflected in the sadomasochistic behavior she expects of her Drow.
Another well known Demiurge is the villainous Zuggtymoy. Often referred to as Queen of Demons, Zuggtymoy is well known for her ties to a dark, mysterious force that has threatened creation numerous times, having been used as a pawn to that being’s designs. Despite these assumed affiliations, Zuggtymoy is a fearsome foe dedicated to the destruction of the current order for a new, corrupted existence of bizarre, wholly evil life. For the time being, Zuggtymoy dedicates herself to acts associated with wild nature and parasites.
A much better known Demiurge, Orcus, styles itself as the Demon Prince of Undeath. A mighty monster of a Demiurge, Orcus has threatened countless Primes and even succeeded in transporting one world and depositing it in some terrible demi-plane where all its inhabitants became Undead. Orcus' power is continually growing and it's only a matter of time before he begins to actively supplant established gods.
While Orcus is certainly brilliant, he's not subtle. The sinister Graz'zt, Demon Prince of the Triple Realm, has that claim. Graz'zt is an enigma. On one hand, he spends a considerable amount of time seeking to dominate the Prime Material Plane, but usually through lackeys and servants, like his son Iuz the Old of Oerth. On the other hand, he's integrally involved with planar politics, allowing his realms to function as relatively open cities to all interested in infernal trade. His true goals a mystery, Graz'zt is almost as adept at intrigue as any Lord of the Nine, and certainly not to be fooled with by mortals.
Perhaps one of the most terrible of the Demiurge is the Apollion, the Lord of the Bottomless Pit. Said to have been a Solar of the highest caliber, even surpassing the infamous Eblis, Apollion is truly a fearsome being who is in many ways the ultimate destroyer. While gods like Shiva destroy in an attempt to bring about a new order, Apollion destroys because it gives him tremendous pleasure to see other suffer. The Dark Angel possesses enough power to even give Greater gods pause, but he's not the greatest of the Demiurge.
For all their might, Apollion, Graz'zt, Lolth, Orcus, and Zuggtymoy can not measure in sheer power and majesty to the greatest of the Demiurge, the Prince of Demons, Demogorgon. At times referred to as "The Demiurge", Demogorgon is the most powerful of the Demons, wields the greatest number of Demonic servants, and poses the greatest threat to the Prime Material planes. Unlike Lolth and Orcus, Demogorgon is not interested in revealing itself to mortals. And, unlike Graz'zt, Demogorgon does not seek to present itself as something it is not. Demogorgon seeks knowledge and power of matter, hoping to one day use that knowledge and that power to rend the Prime Material plane into nothingness. It is the personification of utter, depraved madness and the ultimate representation of passionate, unbridled evil. Demogorgon attracts those who seek knowledge and power, hoping to be spared by the Dread One when it destroys existence.
Creating a "Demiurge"
"Demiurge" is a template that can be added to any Demon Prince template, Chaotic evil Infernal, or non-Lawful Outsider with at least 40 HD or 40 ECL. On rare occasions (DM discretion), a mortal of such omnipotent depravity spontaneously becomes a Demiurge. In any case, such mortals must be of at least 41st level.
The base creature's sub-type changes to Chaotic, Evil. A Demiurge uses all of the features and benefits from the Demon Prince template in addition to those benefits listed here. When a fiend with the Demon Prince template becomes a Demiurge, it only gains the additional benefits and features herein.
A Demiurge uses all the base creature's statistics and special abilities, and special qualities except as noted here:
Spell-like Abilities or Psionics: A Demiurge retains the special attacks of the base creature unless such attacks were had the Good and/or Lawful descriptor. In this case, the spell-like ability with the Good descriptor is replaced by the Evil version, while a Lawful spell-like ability is replaced by the Chaotic version. Thus, if an advanced Solar becomes a Demiurge, it loses the spell-like ability holy smite, replacing it with unholy blight. In the case of Healing spells, such abilities are replaced with Necromantic spells of the appropriate type. If there is no clear opposite, the Demiurge retains the ability. A degree of common sense should be used when exchanging or stripping the base creature of an ability. Across the board, however, a Demiurge will lose abilities that allow it to see through illusion or determine of another creature is being honest, thus a fallen Solar would lose the ability to discern lies and true see. The caster level for such abilities is always the Demiurge's HD + 6. A Demiurge gain the following spell-like abilities: blasphemy, chaos hammer, deeper darkness, destruction, detect law, greater dispelling, harm, fear, magic circle against law, unhallow, unholy aura, unholy blight + 60 + Charisma modifier additional spell levels under 8th level. 6/day: implosion + 12 + Charisma modifier additional spell levels. 3/day: any two power word spells. 1/day: abyssball + 30 + Charisma modifier spell levels. 1/week: 24 + Charisma modifier spell levels.
In addition, each Demiurge chooses two domains over which it has authority. The Demiurge may cast all domain spells listed at will. The Demiurge also gains the benefits of the domain powers.
Call Tanar'ri (Sp): As a move equivalent action, all Demiurge, as supreme Demons, command the respect of lesser Demons. As such, a Demiurge can call Tanar'ri. Each Demiurge may call up to three times a day 70 HD worth of Demons. Most Demiurge have specific kinds of Demons they prefer to call, but all are capable of calling any and all types. Furthermore, quite a few Demiurge are capable of calling or summoning other creatures; for example, the infamous Orcus is known for filling chambers with legions of Undead, while Pazuzu has been known to summon various kinds of evil flying creatures like Harpies and Perytons. Such non-Demonic summons are always listed separately and have no impact on the number of Demons called. In either case, called and summoned beings obey the Demiurge without question while in the presence of these Demon Gods, but with no significant degree of loyalty if they can get away with it.
Abyssal Vehemence (Ex): The physical presence of a Demiurge is so utterly hateful and ungodly that is causes lesser creatures to succumb to their hate and need to spread destruction and terror. All creatures within 600 feet of the Demiurge must succeed in a Will save 10 + ½ the Demon's HD + the Demon's Charisma modifier + any existing enchantment bonus (e.g. from the Spell Focus: Enchantment feat). Those who succumb to the gross presence of the Demiurge suffer one of the two following effects (that the Demiurge can discontinue as a free action):
Fright: Affected beings become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Demiurge makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Madness: The physical presence of the Demiurge and the grotesque evil incarnate in its being drives lesser beings insane per the insanity spell. The being remains stuck in a state of madness for one day for every point by which she failed the saving throw, after which time, the victim is allowed another save. The madness exists until the victim successfully saves or the appropriate spells are cast by a 31st level being to purge the insanity effect.
The Demiurge can make its servants, "worshippers," beings of Chaotic Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the Demiurge dismisses it. However, the Demiurge cannot determine which effect takes place; there is a 50% chance each time Abyssal Vehemence is used that one or the other effect will impact near by victims.
Lesser gods and higher ranked divine beings are immune to a Demiurge's Abyssal Vehemence.
Abyssal Vehemence replaces any existing fear auras of the base creature.
Cosmic Corruption (Su): So heinous is the presence of a Demiurge that it may corrupt an entire area with but a thought. Once per day as a standard action, a Demiurge may unhallow an area equal to 35 feet per its hit dice. The Demiurge can apply the following spells to the unhallow effect (some of which are not listed as part of the unhallow spell in the Player's Handbook): bane, bestow curse, contagion, deeper darkness, dispel magic, silence.
The forces of righteousness disgust Demiurge, who find goodness and holy repellent enough to give them pause. As a result, Demiurge avoid hallowed ground. A Demiurge attempting to enter a hallowed site must make a Will DC save equal to 30 + the divine rank of the represented god (if unknown, assume the highest possible numeric rank value for the given divine status) + the god's Charisma modifier (if this is unknown, assume a +9); a Demiurge cannot use its spell resistance to overcome this effect. If the Demiurge succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once a Demiurge breaches holy ground, the god in question is immediately alerted to the fiend’s presence and will often (DM's discretion) send an avatar or arrive in person to deal with the intrusion.
Demon God (Ex): Unlike the Lords of the Nine (save Asmodeus), the Demiurge are all capable of granting power to worshippers and some even support prestige classes on various Prime worlds. Each Demiurge can grant a maximum of two Domains and a full array of spell casting ability to their servants. However, unlike many gods, the number and power of worshippers in no way impacts the Demiurge's Virtual Divine rank, nor does the Demiurge lose power by not having regular worshippers. On the other hand, clerics of the Demiurge have a unique way to maintain their power. For every level they attain, the cleric must perform at least one ritual sacrifice of a sentient and sane being as detailed in the Demiurge descriptions every year. Those that do not do this all suffer a negative level penalty as well as other punishments at the hands of the Demiurge and its servants.
Quite a few, like Demogorgon, Graz'zt, and Orcus, also have unique classes in addition to true clerics. These prestige classes are described in their entirety in the Book of Vile Darkness and do not impose the same sacrifice requirements.
Entropic Wave (Su): All Demiurge have the ability to cause an explosion of corrupt, destructive, Abyssal power in the form of a wave that extends from the Demiurge. A Demiurge may use Entropic Wave 1/day equal to half the Demiurge's Charisma modifier + 3, dealing 1d12 points of damage per the Demiurge's Charisma modifier + 3. Similar to a god's divine blast in not being elemental in nature, this wave explodes in a radius of 1 foot per half the Demiurge's Charisma modifier + 3; victims caught in the wave may attempt a Reflex save DC 10 + ½ the Demiurge's HD + Constitution modifier. Each Entropic Wave generated by a Demiurge takes on a different appearance, from the putrid, filthy water and mud of the dreaded Demogorgon, to wave of caressing blackness from crafty Graz'zt. The damage and radius of a Demiurge's Entropic Wave is listed in its description. Entropic Wave ignores mortal magic like anti-magic field, but may only remove one layer of prismatics per blast. Walls of force are not affected by Entropic Wave.
Decadent Divinity (Ex): Although not gods, each Demiurge possess power that clearly rivals that of gods. Many of these entities seem to be as ancient as gods and a few, like Orcus and Lolth, are not only actively worshipped by millions of mortals, but have also played varying roles in the creation of some terrible race or being. All possess virtual divine ranks as described in the "Virtual Divine Ranks and Cosmic Entities Defined" article. Furthermore, while anywhere in The Abyss, each Demiurge (save Demogorgon) functions as an even more powerful being, having abilities that give the true deities of The Abyss pause. Each Demiurge adds +5 to its virtual divine rank while in The Abyss, increasing its ability to control and manipulate its surroundings. The power to manipulate The Abyss is limited to territories and layers that have no "legitimate" ruler of similar status; thus, Apollion could not affect the realm of a god, nor could he affect the triple layers of Graz'zt.
Feats: The Demiurge typically retains any existing feats of the base creature, although at times the Demiurge will "swap" one feat for another so long as the Demiurge meets the prerequisites for the new feat. All Demiurge gain the Corrupt Spell-like Ability (but do not suffer corrupt damage) and Vile Natural Strike feats listed in the Book of Vile Darkness as virtual feats.
Class Levels: The Demiurge acquires class levels. All Demiurge have at least 25 class levels suited to their desires and duties. This class level acquisition assumes that the Demiurge attained power and experience above and beyond those of its peers during the time before its ascendancy. In some cases, some of the classes may seem incompatible due to alignment concerns; however, the Demiurge likely attained such levels prior to become Chaotic, Evil, or both. While level advancement does not provide size increase adjustments, the Demiurge gains feats, skills, increased attack bonuses, and the like as if he were an epic NPC. See the Epic Level Handbook, in addition to the Dungeons and Dragons Core Rule Books, for level acquisition guidelines.
Abilities: Str +6, Dex +4, Con +6, Int +2, Wis +2, Cha +6
Abyssal Blessing: Each Demiurge exhibits special abilities or qualities different from its peers. While Demogorgon is capable of creating terrible beings and objects, Orcus is the master of Undeath. Each Demiurge gains one special ability or one special quality in keeping with his/her duties and areas of interest for every 15 total HD and Levels possessed. Many of these abilities are on par with the powers of gods. This replaces, and does not stack with, any existing benefits from previous Abyssal Blessings from similar templates, like Demon Lord and Demon Prince.
Ravaged Form: All Demiurge evolve to a greater kind of creature, most completely losing the general build of the base creature. This happens randomly as the creature evolves into a greater form of Demon. At times the change results in only extraordinary capabilities like enhanced sensory or tactile abilities. Frequently, the Demiurge gains supernatural powers, like a hypnotic gaze or a breath weapon. Some even gain Epic spells and a few possess Salient Divine Abilities. The following chart is only the beginning of the options available to an ascending Demiurge. All Demiurge earn at least six Ravaged Forms before rolling for additional options. Once becoming a Demiurge, there is a 75% chance that additional HD over 20 will grant the Demiurge the potential of further mutation.
D% Ravaged Form Effect
01 - 05 Divine Power The Demiurge gains one Salient Divine Ability as if a god based upon its Virtual Divine Rank.
06 - 15 Roll twice --
16 - 27 Roll three times --
29 - 30 Incorporeal Gains Incorporeal Qualities
31 - 32 Bloated Form/Extremely Fat +2 Str, +2 Con, -4 Dex, ½ damage from crushing/impact weapons or attacks
33 - 34 Extra arm/limb 1 additional attack
35 - 36 2 extra arms/limbs 2 additional attacks
37 - 38 Immense Size 1 size increase
39 - 40 Tail with spikes or club 1 additional attack, lowest Attk bonus
41 - 42 Tail, prehensile 1 additional weapon attack
43 - 44 Emaciated Undead Traits
45 - 46 Emaciated -2 Str, +2 Int, ½ damage from piercing or slashing weapons
47 - 48 Wide Mouth Improved Grapple
49 - 50 Large eyes Spot +4
51 - 52 Extra eye(s) Spot +4 per extra eye
53 - 54 Bizarre eyes Cast confusion 3/day, Will save DC = 10 + ½ Demiurge HD + Charisma modifier
55 - 56 Muscular Legs/limbs + 10 base speed
57 - 58 Extra leg(s)/limbs + 5 base speed per leg
59 - 60 Horns Gore 2d8 (Large)
61 - 62 Thick “skin” +2 natural armor increase
63 - 64 Scaly “skin” +3 natural armor increase
65 - 66 Muscular arms/limbs +2 Strength increase
67 - 68 Slender build +2 Dexterity increase
69 - 75 Wings (or extra pair) Fly 90 (perfect) or 60' increase
76 - 77 Oozing pustules Poison touch, Fortitude save DC = 15 + Constitution modifier
78 - 79 Steaming pustules ¼ Concealment
80 - 85 20% electrical current body/40% flaming body/20% freezing body/20% poison fume body 10’ radius elemental damage 4d10
86 - 87 Breath Weapon See below
88 - 89 Magical Power 9th level spell-like ability 3/day
90 Epic Magical Power Spellcraft DC 75 Epic Spell 1/day
91 - 95 Roll four times --
96 - 98 Adopt another form See below
99 - 100 Roll five times --
Breath Weapon: The Demiurge gains the ability to breathe some form of damaging effect. Roll the d8 to determine the type. The Demiurge may breathe every 1d4 rounds
1. Cone of Fire
2. Line of Lightning
3. Cone of Acidic Gas
4. Line of Acid
5. Cone of Ice
6. Sonic Cone
7. Line of Force
8. Roll twice
The damage is always ½ the Demiurge’s HDd12 and the Reflex save DC is always 10 + ½ the Demiurge’s HD + Constitution modifier. Refer to the Dragon section in the Monster Manual for the range and area of effect information based on size.
Adopt another form: The Demiurge adopts the traits (and the general appearance) of one of the following monster types. Role the d6 to determine type:
1. Construct
2. Ooze
3. Plant
4. Vermin
5. Elemental*
6. Tauric Template**
* In addition to the Elemental qualities, roll the d4 to determine which Elemental form the Demiurge gains:
a. Air: Prince gains Air Mastery
b. Earth: Prince gains Earth Mastery
c. Fire: Prince gains Fire subtype
d. Water: Prince gains Water Mastery
** The designer should determine on his/her own which two beings to meld. Once this is determined, the Prince gains the following benefits of the Tauric Template:
a. AC (in addition to the Demon Prince template adjustments)
b. Attacks and Damage
c. Special Attacks
d. Feats
e. Challenge Rating
Challenge Rating: +9 + class level
Treasure: triple standard base creature's.
Alignment: Always Chaotic evil
Advancement: By class progression
The Demiurge
Of all the Demons that further scar the infinite horror of The Abyss, none are greater, more mysterious, and more dangerous that the mighty Demiurge. The Demiurge, also called Demonic Monarchs or Demon Gods, are the true masters of The Abyss, beings of such magnitude that they stand as equals to the gods, and surpass the powers of most of the Lords of the Nine Hells. The degenerate, the insane, the nihilist, and any who wallow in the pit of utter depravity worship them.
According to ancient and magical texts (that have become increasingly difficult to find as the centuries have progressed) suggest that the Demiurge had something to do with the creation of the Prime Material Planes. Scholars who have read or have secondary sources referring to these texts state that there are a number of supporting elements behind this almost blasphemous theory. First, these heretical texts state that the Demiurge tend to represent the carnal and base aspects of the Prime Material. While the Elemental Planes represent pure matter, and while the Negative and Positive planes imbue the other Elemental Planes with Death or Life respectively, it is in the Demiurge, and much of the Abyss, that one sees the debased aspect of the Elements. In The Abyss, and in the Demiurge, the Elements are unwieldy, dedicated to destroying everything not of them, and ultimately interested in its own survival at the expense of everything else. Second, these texts point to the fact that the Demiurge, unlike the Lords of the Nine, possess complete divine power but have no need for worshippers. The Demiurge's very existence is based upon the carnal and unholy conditions, desires, and elements of the entities that inhabit the Prime Material Plane. Third, like The Abyss, the Prime Material Planes are infinite, stretching further than even the gods can tell. The Prime is a more benign reflection of The Abyss, a reflection the Demiurge seeks to shatter or erase, leaving only The Abyss in the end since the destruction of the Prime would result in the end of the gods, so these texts claim. These texts, and the scholars who support them, present the Demiurge as accidental architects of the Prime, monstrosities that spawned the worlds that spin eternally and infinitely in the Cosmos. As the profane agents of Chaos, the Demiurge seek nothing less than to not just return the Prime to the Chaos from which it accidentally emerged, but to consume the souls of those that exist in the Prime, condemning them to eternal and inconceivable torment.
Of course, there are many who discredit this background, who point to it as nonsense and the ravings of Demon worshippers and lunatics. Among the greatest of those who challenge these now lost texts are the Devils of the Nine Hells and the Yugoloths of the Grey Wastes. Still, there is something unsettlingly sensible to these legends and those who worship the Demiurge seem strangely silent and eerily unconcerned about the matter.
It is unknown how many Demiurge exist. A minority of scholars, however, believes that there are an infinite number of Demiurge, much in the same way there are said to be an infinite number of Demons and layers of The Abyss. All of the Demiurge are well known monsters, a few posing as gods, others presenting themselves as simple Demon Princes. Indeed, one, the Demon Queen of Spiders, Lolth, is worshipped throughout untold Prime worlds as the patron goddess of the Dark Elves, or Drow.
So long has Lolth maintained her status as a "pure goddess" that many, even the oldest gods, forget that she is a Demiurge, and dedicated to the eventual ruin of the Prime. However, her desire for destruction is reflected in the sadomasochistic behavior she expects of her Drow.
Another well known Demiurge is the villainous Zuggtymoy. Often referred to as Queen of Demons, Zuggtymoy is well known for her ties to a dark, mysterious force that has threatened creation numerous times, having been used as a pawn to that being’s designs. Despite these assumed affiliations, Zuggtymoy is a fearsome foe dedicated to the destruction of the current order for a new, corrupted existence of bizarre, wholly evil life. For the time being, Zuggtymoy dedicates herself to acts associated with wild nature and parasites.
A much better known Demiurge, Orcus, styles itself as the Demon Prince of Undeath. A mighty monster of a Demiurge, Orcus has threatened countless Primes and even succeeded in transporting one world and depositing it in some terrible demi-plane where all its inhabitants became Undead. Orcus' power is continually growing and it's only a matter of time before he begins to actively supplant established gods.
While Orcus is certainly brilliant, he's not subtle. The sinister Graz'zt, Demon Prince of the Triple Realm, has that claim. Graz'zt is an enigma. On one hand, he spends a considerable amount of time seeking to dominate the Prime Material Plane, but usually through lackeys and servants, like his son Iuz the Old of Oerth. On the other hand, he's integrally involved with planar politics, allowing his realms to function as relatively open cities to all interested in infernal trade. His true goals a mystery, Graz'zt is almost as adept at intrigue as any Lord of the Nine, and certainly not to be fooled with by mortals.
Perhaps one of the most terrible of the Demiurge is the Apollion, the Lord of the Bottomless Pit. Said to have been a Solar of the highest caliber, even surpassing the infamous Eblis, Apollion is truly a fearsome being who is in many ways the ultimate destroyer. While gods like Shiva destroy in an attempt to bring about a new order, Apollion destroys because it gives him tremendous pleasure to see other suffer. The Dark Angel possesses enough power to even give Greater gods pause, but he's not the greatest of the Demiurge.
For all their might, Apollion, Graz'zt, Lolth, Orcus, and Zuggtymoy can not measure in sheer power and majesty to the greatest of the Demiurge, the Prince of Demons, Demogorgon. At times referred to as "The Demiurge", Demogorgon is the most powerful of the Demons, wields the greatest number of Demonic servants, and poses the greatest threat to the Prime Material planes. Unlike Lolth and Orcus, Demogorgon is not interested in revealing itself to mortals. And, unlike Graz'zt, Demogorgon does not seek to present itself as something it is not. Demogorgon seeks knowledge and power of matter, hoping to one day use that knowledge and that power to rend the Prime Material plane into nothingness. It is the personification of utter, depraved madness and the ultimate representation of passionate, unbridled evil. Demogorgon attracts those who seek knowledge and power, hoping to be spared by the Dread One when it destroys existence.
Creating a "Demiurge"
"Demiurge" is a template that can be added to any Demon Prince template, Chaotic evil Infernal, or non-Lawful Outsider with at least 40 HD or 40 ECL. On rare occasions (DM discretion), a mortal of such omnipotent depravity spontaneously becomes a Demiurge. In any case, such mortals must be of at least 41st level.
The base creature's sub-type changes to Chaotic, Evil. A Demiurge uses all of the features and benefits from the Demon Prince template in addition to those benefits listed here. When a fiend with the Demon Prince template becomes a Demiurge, it only gains the additional benefits and features herein.
A Demiurge uses all the base creature's statistics and special abilities, and special qualities except as noted here:
Spell-like Abilities or Psionics: A Demiurge retains the special attacks of the base creature unless such attacks were had the Good and/or Lawful descriptor. In this case, the spell-like ability with the Good descriptor is replaced by the Evil version, while a Lawful spell-like ability is replaced by the Chaotic version. Thus, if an advanced Solar becomes a Demiurge, it loses the spell-like ability holy smite, replacing it with unholy blight. In the case of Healing spells, such abilities are replaced with Necromantic spells of the appropriate type. If there is no clear opposite, the Demiurge retains the ability. A degree of common sense should be used when exchanging or stripping the base creature of an ability. Across the board, however, a Demiurge will lose abilities that allow it to see through illusion or determine of another creature is being honest, thus a fallen Solar would lose the ability to discern lies and true see. The caster level for such abilities is always the Demiurge's HD + 6. A Demiurge gain the following spell-like abilities: blasphemy, chaos hammer, deeper darkness, destruction, detect law, greater dispelling, harm, fear, magic circle against law, unhallow, unholy aura, unholy blight + 60 + Charisma modifier additional spell levels under 8th level. 6/day: implosion + 12 + Charisma modifier additional spell levels. 3/day: any two power word spells. 1/day: abyssball + 30 + Charisma modifier spell levels. 1/week: 24 + Charisma modifier spell levels.
In addition, each Demiurge chooses two domains over which it has authority. The Demiurge may cast all domain spells listed at will. The Demiurge also gains the benefits of the domain powers.
Call Tanar'ri (Sp): As a move equivalent action, all Demiurge, as supreme Demons, command the respect of lesser Demons. As such, a Demiurge can call Tanar'ri. Each Demiurge may call up to three times a day 70 HD worth of Demons. Most Demiurge have specific kinds of Demons they prefer to call, but all are capable of calling any and all types. Furthermore, quite a few Demiurge are capable of calling or summoning other creatures; for example, the infamous Orcus is known for filling chambers with legions of Undead, while Pazuzu has been known to summon various kinds of evil flying creatures like Harpies and Perytons. Such non-Demonic summons are always listed separately and have no impact on the number of Demons called. In either case, called and summoned beings obey the Demiurge without question while in the presence of these Demon Gods, but with no significant degree of loyalty if they can get away with it.
Abyssal Vehemence (Ex): The physical presence of a Demiurge is so utterly hateful and ungodly that is causes lesser creatures to succumb to their hate and need to spread destruction and terror. All creatures within 600 feet of the Demiurge must succeed in a Will save 10 + ½ the Demon's HD + the Demon's Charisma modifier + any existing enchantment bonus (e.g. from the Spell Focus: Enchantment feat). Those who succumb to the gross presence of the Demiurge suffer one of the two following effects (that the Demiurge can discontinue as a free action):
Fright: Affected beings become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Demiurge makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Madness: The physical presence of the Demiurge and the grotesque evil incarnate in its being drives lesser beings insane per the insanity spell. The being remains stuck in a state of madness for one day for every point by which she failed the saving throw, after which time, the victim is allowed another save. The madness exists until the victim successfully saves or the appropriate spells are cast by a 31st level being to purge the insanity effect.
The Demiurge can make its servants, "worshippers," beings of Chaotic Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the Demiurge dismisses it. However, the Demiurge cannot determine which effect takes place; there is a 50% chance each time Abyssal Vehemence is used that one or the other effect will impact near by victims.
Lesser gods and higher ranked divine beings are immune to a Demiurge's Abyssal Vehemence.
Abyssal Vehemence replaces any existing fear auras of the base creature.
Cosmic Corruption (Su): So heinous is the presence of a Demiurge that it may corrupt an entire area with but a thought. Once per day as a standard action, a Demiurge may unhallow an area equal to 35 feet per its hit dice. The Demiurge can apply the following spells to the unhallow effect (some of which are not listed as part of the unhallow spell in the Player's Handbook): bane, bestow curse, contagion, deeper darkness, dispel magic, silence.
The forces of righteousness disgust Demiurge, who find goodness and holy repellent enough to give them pause. As a result, Demiurge avoid hallowed ground. A Demiurge attempting to enter a hallowed site must make a Will DC save equal to 30 + the divine rank of the represented god (if unknown, assume the highest possible numeric rank value for the given divine status) + the god's Charisma modifier (if this is unknown, assume a +9); a Demiurge cannot use its spell resistance to overcome this effect. If the Demiurge succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once a Demiurge breaches holy ground, the god in question is immediately alerted to the fiend’s presence and will often (DM's discretion) send an avatar or arrive in person to deal with the intrusion.
Demon God (Ex): Unlike the Lords of the Nine (save Asmodeus), the Demiurge are all capable of granting power to worshippers and some even support prestige classes on various Prime worlds. Each Demiurge can grant a maximum of two Domains and a full array of spell casting ability to their servants. However, unlike many gods, the number and power of worshippers in no way impacts the Demiurge's Virtual Divine rank, nor does the Demiurge lose power by not having regular worshippers. On the other hand, clerics of the Demiurge have a unique way to maintain their power. For every level they attain, the cleric must perform at least one ritual sacrifice of a sentient and sane being as detailed in the Demiurge descriptions every year. Those that do not do this all suffer a negative level penalty as well as other punishments at the hands of the Demiurge and its servants.
Quite a few, like Demogorgon, Graz'zt, and Orcus, also have unique classes in addition to true clerics. These prestige classes are described in their entirety in the Book of Vile Darkness and do not impose the same sacrifice requirements.
Entropic Wave (Su): All Demiurge have the ability to cause an explosion of corrupt, destructive, Abyssal power in the form of a wave that extends from the Demiurge. A Demiurge may use Entropic Wave 1/day equal to half the Demiurge's Charisma modifier + 3, dealing 1d12 points of damage per the Demiurge's Charisma modifier + 3. Similar to a god's divine blast in not being elemental in nature, this wave explodes in a radius of 1 foot per half the Demiurge's Charisma modifier + 3; victims caught in the wave may attempt a Reflex save DC 10 + ½ the Demiurge's HD + Constitution modifier. Each Entropic Wave generated by a Demiurge takes on a different appearance, from the putrid, filthy water and mud of the dreaded Demogorgon, to wave of caressing blackness from crafty Graz'zt. The damage and radius of a Demiurge's Entropic Wave is listed in its description. Entropic Wave ignores mortal magic like anti-magic field, but may only remove one layer of prismatics per blast. Walls of force are not affected by Entropic Wave.
Decadent Divinity (Ex): Although not gods, each Demiurge possess power that clearly rivals that of gods. Many of these entities seem to be as ancient as gods and a few, like Orcus and Lolth, are not only actively worshipped by millions of mortals, but have also played varying roles in the creation of some terrible race or being. All possess virtual divine ranks as described in the "Virtual Divine Ranks and Cosmic Entities Defined" article. Furthermore, while anywhere in The Abyss, each Demiurge (save Demogorgon) functions as an even more powerful being, having abilities that give the true deities of The Abyss pause. Each Demiurge adds +5 to its virtual divine rank while in The Abyss, increasing its ability to control and manipulate its surroundings. The power to manipulate The Abyss is limited to territories and layers that have no "legitimate" ruler of similar status; thus, Apollion could not affect the realm of a god, nor could he affect the triple layers of Graz'zt.
Feats: The Demiurge typically retains any existing feats of the base creature, although at times the Demiurge will "swap" one feat for another so long as the Demiurge meets the prerequisites for the new feat. All Demiurge gain the Corrupt Spell-like Ability (but do not suffer corrupt damage) and Vile Natural Strike feats listed in the Book of Vile Darkness as virtual feats.
Class Levels: The Demiurge acquires class levels. All Demiurge have at least 25 class levels suited to their desires and duties. This class level acquisition assumes that the Demiurge attained power and experience above and beyond those of its peers during the time before its ascendancy. In some cases, some of the classes may seem incompatible due to alignment concerns; however, the Demiurge likely attained such levels prior to become Chaotic, Evil, or both. While level advancement does not provide size increase adjustments, the Demiurge gains feats, skills, increased attack bonuses, and the like as if he were an epic NPC. See the Epic Level Handbook, in addition to the Dungeons and Dragons Core Rule Books, for level acquisition guidelines.
Abilities: Str +6, Dex +4, Con +6, Int +2, Wis +2, Cha +6
Abyssal Blessing: Each Demiurge exhibits special abilities or qualities different from its peers. While Demogorgon is capable of creating terrible beings and objects, Orcus is the master of Undeath. Each Demiurge gains one special ability or one special quality in keeping with his/her duties and areas of interest for every 15 total HD and Levels possessed. Many of these abilities are on par with the powers of gods. This replaces, and does not stack with, any existing benefits from previous Abyssal Blessings from similar templates, like Demon Lord and Demon Prince.
Ravaged Form: All Demiurge evolve to a greater kind of creature, most completely losing the general build of the base creature. This happens randomly as the creature evolves into a greater form of Demon. At times the change results in only extraordinary capabilities like enhanced sensory or tactile abilities. Frequently, the Demiurge gains supernatural powers, like a hypnotic gaze or a breath weapon. Some even gain Epic spells and a few possess Salient Divine Abilities. The following chart is only the beginning of the options available to an ascending Demiurge. All Demiurge earn at least six Ravaged Forms before rolling for additional options. Once becoming a Demiurge, there is a 75% chance that additional HD over 20 will grant the Demiurge the potential of further mutation.
D% Ravaged Form Effect
01 - 05 Divine Power The Demiurge gains one Salient Divine Ability as if a god based upon its Virtual Divine Rank.
06 - 15 Roll twice --
16 - 27 Roll three times --
29 - 30 Incorporeal Gains Incorporeal Qualities
31 - 32 Bloated Form/Extremely Fat +2 Str, +2 Con, -4 Dex, ½ damage from crushing/impact weapons or attacks
33 - 34 Extra arm/limb 1 additional attack
35 - 36 2 extra arms/limbs 2 additional attacks
37 - 38 Immense Size 1 size increase
39 - 40 Tail with spikes or club 1 additional attack, lowest Attk bonus
41 - 42 Tail, prehensile 1 additional weapon attack
43 - 44 Emaciated Undead Traits
45 - 46 Emaciated -2 Str, +2 Int, ½ damage from piercing or slashing weapons
47 - 48 Wide Mouth Improved Grapple
49 - 50 Large eyes Spot +4
51 - 52 Extra eye(s) Spot +4 per extra eye
53 - 54 Bizarre eyes Cast confusion 3/day, Will save DC = 10 + ½ Demiurge HD + Charisma modifier
55 - 56 Muscular Legs/limbs + 10 base speed
57 - 58 Extra leg(s)/limbs + 5 base speed per leg
59 - 60 Horns Gore 2d8 (Large)
61 - 62 Thick “skin” +2 natural armor increase
63 - 64 Scaly “skin” +3 natural armor increase
65 - 66 Muscular arms/limbs +2 Strength increase
67 - 68 Slender build +2 Dexterity increase
69 - 75 Wings (or extra pair) Fly 90 (perfect) or 60' increase
76 - 77 Oozing pustules Poison touch, Fortitude save DC = 15 + Constitution modifier
78 - 79 Steaming pustules ¼ Concealment
80 - 85 20% electrical current body/40% flaming body/20% freezing body/20% poison fume body 10’ radius elemental damage 4d10
86 - 87 Breath Weapon See below
88 - 89 Magical Power 9th level spell-like ability 3/day
90 Epic Magical Power Spellcraft DC 75 Epic Spell 1/day
91 - 95 Roll four times --
96 - 98 Adopt another form See below
99 - 100 Roll five times --
Breath Weapon: The Demiurge gains the ability to breathe some form of damaging effect. Roll the d8 to determine the type. The Demiurge may breathe every 1d4 rounds
1. Cone of Fire
2. Line of Lightning
3. Cone of Acidic Gas
4. Line of Acid
5. Cone of Ice
6. Sonic Cone
7. Line of Force
8. Roll twice
The damage is always ½ the Demiurge’s HDd12 and the Reflex save DC is always 10 + ½ the Demiurge’s HD + Constitution modifier. Refer to the Dragon section in the Monster Manual for the range and area of effect information based on size.
Adopt another form: The Demiurge adopts the traits (and the general appearance) of one of the following monster types. Role the d6 to determine type:
1. Construct
2. Ooze
3. Plant
4. Vermin
5. Elemental*
6. Tauric Template**
* In addition to the Elemental qualities, roll the d4 to determine which Elemental form the Demiurge gains:
a. Air: Prince gains Air Mastery
b. Earth: Prince gains Earth Mastery
c. Fire: Prince gains Fire subtype
d. Water: Prince gains Water Mastery
** The designer should determine on his/her own which two beings to meld. Once this is determined, the Prince gains the following benefits of the Tauric Template:
a. AC (in addition to the Demon Prince template adjustments)
b. Attacks and Damage
c. Special Attacks
d. Feats
e. Challenge Rating
Challenge Rating: +9 + class level
Treasure: triple standard base creature's.
Alignment: Always Chaotic evil
Advancement: By class progression