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The Lords of the Abyss (updated 4 April)

Mark Chance

Boingy! Boingy!
The Lords of the Abyss are one-of-a-kind demon lords of exceptional power. They are suitable for use as the driving force behind evil schemes facing lower-level characters, or can challenge higher-level characters more directly. Newly added is Fraz-Urb'Luu, created around a fiendish half-dragon storm giant. Unlike the previous two abyssal lords, Fraz-Urb'Luu is a truly epic monster.

DEMON
Demons are a race of creatures native to chaotic evil-aligned planes. They are ferocity personified and will attack any creature just for the sheer fun of it, even other demons.
Demon Traits: Most demons possess the following traits (unless otherwise noted in a creature’s entry).
*Immunity to electricity and poison.
*Resistance to acid 10, cold 10, and fire 10.
*Summon (Sp): Many demons share the ability to summon others of their kind (the success chance and type of demon summoned are noted in each monster description). Demons are often reluctant to use this power until in obvious peril or extreme circumstances.
*Telepathy.
*Except where otherwise noted, demons speak Abyssal, Celestial, and Draconic.
*The Lords of the Abyss do not have standard treasure. Their major possessions are listed under their individual descriptions.

BAPHOMET
Huge Outsider (Chaotic, Extraplanar, Evil)
14th-Level Barbarian
Hit Dice: 6d8+30 plus 14d12+70 (218 hp), or 6d8+48 plus 14d12+112 (278 hp) when raging
Initiative: +2
Speed: 40 ft. (8 squares), fly 40 ft. (average)
Armor Class: 32 (-2 size, +2 Dex, +10 natural, +9 armor, +3 deflection), touch 13, flat-footed 32
Base Attack/Grapple: +20/+37
Attack: +5 returning throwing greataxe +32 melee (4d6+18/x3) or gore +27 melee (3d6+9), or +5 returning throwing greataxe +35 melee (4d6+23) or +30 gore (3d6+12) when raging; or +5 returning throwing greataxe +25 ranged (4d6+14/x3), or +5 returning throwing greataxe +25 ranged (4d6+17/x3) when raging
Full Attack: +5 returning throwing greataxe +32/+27/+22/+17 melee (4d6+18/x3) and gore +22 melee (3d6+4), or +5 returning throwing greataxe +35/+30/+25/+20 melee (4d6+23/x3) and gore +22 melee (3d6+6) when raging; or +5 returning throwing greataxe +25 ranged (4d6+14/x3), or +5 returning throwing greataxe +25 ranged (4d6+17/x3) when raging
Space/Reach: 15 ft./15 ft.
Special Attacks: Bellow, breath weapon, greater rage 4/day, powerful charge (5d6+13 or 5d6+18 when raging), natural weapons, smite good, spell-like abilities, summon demon
Special Qualities: Animal telepathy 100 ft., DR 3/-, DR 10/good, darkvision 120 ft., improved uncanny dodge, immunity to electricity and poison, indomitable will, natural cunning, resistances, scent, SR 30, trap sense +4
Saves: Fort +19 or +22 when raging, Ref +11, Will +12 or +15 when raging (+19 when raging to resist enchantment spells)
Abilities: Str 29 (35 when raging), Dex 15, Con 20 (26 when raging), Int 17, Wis 16, Cha 16
Skills: Climb +20, Concentration +12, Diplomacy +5, Handle Animal +15, Intimidate +20*, Jump +29, Knowledge (the planes) +11, Listen +24, Ride +4, Search +20, Sense Motive +11, Spot +20, Survival +17*, Swim +20. (Climb, Jump, and Swim total includes -1 armor check penalty.)
Feats: Cleave, Combat Casting, Expertise, Great Cleave, Improved Overrun, Improved Trip, Power Attack, Track (B)
Environment: An evil-aligned plane
Organization: Unique
Challenge Rating: 20
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment: --

Baphomet is the terrifying demon lord believed to be an unholy champion by minotaurs. In truth, Baphomet is a particularly powerful sort of half-fiendish minotaur who is the father of the minotaur race. He started life as a human paladin serving the god of chivalry. Baphomet's heroism was the stuff of legends, but as his deeds became greater, so did his pride. Eventually, in his arrogance, he led a company of warriors into battle and ordered the indiscriminate slaughter of enemy and innocent alike, justifying his actions by saying that the innocents had give aid and comfort to the forces of evil. Baphomet was called before the hierarchy of his church and stripped of all rank, privilege, and divine powers. Shamed and angered, he cursed his church and the god of chivalry. Before the horrified assembly, the god of chivalry himself intervened, destroying all vestiges of Baphomet's humanity and transforming him into the first minotaur. He was then subdued and thrown into the deepest, darkest dungeon to await public execution.

While he raged and screamed in the darkness, the avatar of the god of slaughter came to him and offered him the freedom to serve a new master. Baphomet accepted, and he was spirited away. Over the centuries that have passed, Baphomet has fathered the race of minotaurs by numberless acts too savage to relate. He also transcended mortality, becoming a demonic creature of horrific power. Tales of his destructive career as the slaughter god's champion are barely exaggerated, for Baphomet has left in his wake the corpses of countless victims.

Baphomet appears to be a blood-chilling combination of minotaur and demon. He stands nearly 17 feet tall and weighs about 7,500 pounds. His bat-like wings have a span of nearly 40 feet. Blackened, scaly flesh stretches tight across of his iron-hard muscles. His talons and horns are blood red, and rust-colored fur covers his bullish head and broad shoulders, trailing down his backbone to his long, thin tail. In horrible contrast, Baphomet's eyes are the beautiful blue color of a clear summer sky. Baphomet speaks Abyssal, Celestial, Draconic, Giant, Common, and Orcish.

COMBAT

Baphomet is a devastatingly powerful combatant. He generally prefers to open combat with a powerful charge, using his bellow and smite good supernatural abilities at the same time. He then uses maze and wall of stone to separate foes from their allies, and uses see invisibility to thwart unseen foes. Since he can passwall three times per day, his own walls of stone aren't much hindrance to him.

If opponents vulnerable to Baphomet's breath weapon are known to be within range, he may opt to exhale gouts of unholy water at them. If these initial rounds of combat have gone well for Baphomet (and they usually do), he'll then fly into a greater rage and manuever to make full attacks as often as possible (inflicting on average 164 points of damage in a single round if all five of his attacks hit). Baphomet likes to throw his greataxe as his last attack during a full attack (striking as a +15 ranged attack) since it returns to him by the beginning of his next turn.

If all of his foes aren't dead or fleeing by the time his greater rage ends, Baphomet usually teleports away to rest. He then returns to the scene of the battle to track the survivors for a rematch.

Baphomet's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Bellow (Su): Once per day as a free action, Baphomet can emit a horrifying, bone-shaking bellow. All enemies within 150 feet of Baphomet must make a DC 22 Will save or be panicked for 3d4 rounds. Those that make the Will save are shaken for 1d4 rounds. The save DC is Charisma-based.

Breath Weapon (Su): Six time per day as a standard action, Baphomet can exhale a gout of unholy water in a 60-foot-long line. Creatures with the Good subtype, good-aligned clerics and druids, and paladins suffer 6d4 points of unholy damage if caught in this flood of profane fluid. A DC 25 (or DC 28 if Baphomet is raging) Reflex save halves the damage. The save DC is Constitution-based.

Greater Rage (Ex): Baphomet's bonuses to Strength and Constitution during his rage are each +6 (giving him 60 temporary hit points), and his morale bonus on Will saves is +3. The penalty to AC remains at -2. Baphomet's rage lasts 11 rounds. Baphomet cannot use his spell-like abilities while raging.

Natural Weapons (Ex): Baphomet prefers to fight armed, but he can use his horns and claws if necessary. Attack: Gore +27 melee (3d6+9), or gore +30 melee (3d6+12) when raging. Full Attack: Gore +27 melee (3d6+9) and 2 claws +22 melee (1d8+4), or gore +30 melee (3d6+12) and 2 claws +25 melee (1d8+6) when raging.

Powerful Charge (Ex): Baphomet typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +29 attack bonus that deals 5d6+13 points of damage (or +32 attack bonus for 5d6+18 points of damage when raging). He often combines this attack with smite good.

Smite Good (Su): Once per day, Baphomet can make a melee attack that deals an extra +20 points of damage against a good-aligned target.

Spell-Like Abilities: At will - deeper darkness, detect good, detect magic, dispel magic, levitate, major image, see invisibility, telekinesis, teleport. 3/day - maze, passwall, shape change, wall of stone. 1/day - desecrate, unholy blight. Caster level 17th. Save DC = 13 + spell level.

Summon Demon (Sp): Once per day, Baphomet can attempt to summon a glabrezu with an 85% chance of success. This ability is the equivalent of a 6th-level spell.

Animal Telepathy (Su): Baphomet can communicate telepathically with animals at a range of 100 feet. This ability is otherwise identical to speak with animals.

Improved Uncanny Dodge (Ex): Baphomet can no longer be flanked. This defense denies a rogue the ability to sneak attack Baphomet by flanking him, unless the attacker has at least four more rogue levels than Baphomet has barbarian levels.

Indomitable Will (Ex): While in a rage, Baphomet gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Natural Cunning (Ex): Baphomet has immunity to maze spells, never becomes lost, and can track enemies. He is never caught flat-footed.

Resistances (Ex): Acid 10, cold 10, fire 10.

Trap Sense (Ex): Baphomet gains a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.

Skills: Baphomet has a +4 racial bonus on Listen, Search, and Spot checks. *Baphomet gains a +4 bonus to Intimidate checks for every size category larger he is. He gains a +2 bonus on Survival checks made while on other planes and a +2 bonus on Survival checks to find or follow tracks.

Possessions: +5 chain shirt, +5 returning throwing greataxe, amulet of natural armor +2, ring of protection +3, ring of water walking, crimson horn of Baphomet, plus 6,000 gp.

Crimson Horn of Baphomet: This magic instrument appears to be normal until someone speaks its command word and sounds it. Then the horn summons 1d4+1 1st-level barbarian minotaurs. If the character who blew the horn is evil-aligned, the minotaurs fight as commanded. If the character who blew the horn is not evil, the minotaurs immediately attack him and fight to the death. The horn can be blow once every seven days, except for Baphomet himself, who can sound the horn once per day. The minotaur barbarians are real creatures of flesh and blood. They fight until all of their opponents or slain, they themselves are slain, or one hour passes.
Strong conjuration [evil]; CL 13th; Craft Wondrous Item, summon monster VI; Price 50,000 gp; Weight 2 lbs.
 
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Krishnath

First Post
Interresting take on Baphomet. Of course, I would have made him pure outsider, but that's me. Good work. :D

So who's next?
 

Mark Chance

Boingy! Boingy!
Krishnath said:
Interresting take on Baphomet. Of course, I would have made him pure outsider, but that's me.

That was my first instinct, but I'm trying to reject first instincts for these conversions.

Krishnath said:
Good work. :D

Danke.

Krishnath said:
So who's next?

DEMOGORGON
Huge Undead (Chaotic, Extraplanar, Evil)
10th-Level Fighter
Hit Dice: 22d12+3 (146 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 38 (-2 size, +3 Dex, +18 natural, +4 deflection, +5 armor), touch 15, flat-footed 35
Base Attack/Grapple: +19/+36
Attack: Tentacle +30 melee (1d8+13 plus 2d6 unholy damage and energy drain/19-20)
Full Attack: 4 tentacles +30 melee (1d8+13 plus 2d6 unholy damage and energy drain/19-20) and 2 bites +26 melee (2d6+6 plus 2d6 unholy damage, disease and energy drain)
Space/Reach: 15 ft./15 ft. (20 ft. with tentacle)
Special Attacks: Blood drain, constrict (1d8+13 plus 2d6 unholy, blood drain, and energy drain), disease, dominate, energy drain, improved grab, smite good, spell-like abilities
Special Qualities: Darkvision 60 ft., DR 10/silver and magic, fast healing 5, gaseous form, resistances, scent, sonic resistance 30, spider climb, SR 32, telepathy 100 ft., turn resistance +4, undead traits
Saves: Fort +11, Ref +12, Will +16
Abilities: Str 29, Dex 16, Con --, Int 18, Wis 20, Cha 19
Skills: Bluff +20, Concentration +15, Diplomacy +8, Hide +29, Intimidate +20, Jump +27, Listen +23, Move Silently +27, Search +20, Sense Motive +29, Spot +29, Swim +23
Feats: Alertness, Awesome Blow, Combat Expertise (B), Combat Reflexes (B), Dodge (B), Greater Weapon Focus (tentacle) (B), Improved Bull Rush (B), Improved Critical (B), Improved Disarm (B), Improved Initiative (B), Lightning Reflexes (B), Mobility, Multiattack, Power Attack, Spring Attack, Toughness, Weapon Focus (tentacle), Weapon Specialization (tentacle) (B), Whirlwind Attack
Environment: An evil-aligned plane
Organization: Unique
Challenge Rating: 22
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment: --

Few monsters are as terrifying as Demogorgon. This abyssal lord is a nightmarish sort of demonic vampire. Many scholars even suggest that Demogorgon is the source of the curse of vampirism (although it seems likely Orcus has a better claim to this dubious honor). Demogorgon is seldom encountered away from the perpetually night-shrouded jungles and swamps of its home on the Abyss. It can, however, travel to the Material Plane with relative ease. Of course, Demogorgon's journeys abroad are never for benign purposes. It is known that Demogorgon acts as a sort of unholy spiritual director for dozens of murderous cults, sinister cabals, and evil conclaves of undead terrors. If there is some unifying purpose to these disparate groups, maybe only Demogorgon knows for certain.

Demogorgon stands about 18 feet tall and weighs around 8,000 pounds. It is a monstrous combination of mandrill, lizard, and humanoid. It has two heads, each resembling a savage mandrill. Its torso and legs are humanoid, but covered with thick scales. Instead of arms, Demogorgon has four octopus-like tentacles, but these are covered with hundreds of roundish, fang-filled mouths rather than suckers. Demogorgon has four-toed feet, like those of a gigantic lizard. His coloration ranges from blue-gray fur on his heads and shoulders down to the dull green scales that cover the rest of his body. Demogorgon's two sets of orange eyes glow with hatred.

Demogorgon speaks Abyssal, Draconic, Infernal, Celestial, and Common. Via telepathy, it can communicate with nearly any sentient being.

COMBAT

Demogorgon is insanely powerful. It possesses a staggering number of different tactical options. It can constrict, cause energy drain and Constitution drain, inflict disease, and dominate by gaze, and this isn't even touching all of its feats and spell-like abilities. Demogorgon typically begins combat with the aforementioned spell-like abilities, using blasphemy, fear, power word stun, symbol, and unholy blight to devastate his enemies' ranks. It then closes for melee, opting for the -20 penalty to its grapple checks in order to constrict and drain blood without further impairing its own ability to melee. Demogorgon especially enjoys using its improved grab against sorcerers and wizards. Between constriction damage, blood drain, and one energy drain per round, few sorcerers or wizards (or anyone else for that matter) survive long in Demogorgon's grasp.

Demogorgon usually keeps one or two tentacles free for making use of its various combat feats. In this way, Demogorgon can constrict two or three victims, and still be able to take advantage of Awesome Blow, Combat Reflexes, and Improved Disarm. In the unlikely event that combat starts to go against it, Demogorgon escapes using greater teleport (maybe taking grappled victims who fail a DC 21 Will save), sometimes after using gate to call a marilith to fight in its place. Another favorite tactic is to use greater teleport, walls of ice, and improved grab in combination in order to split up enemies in isolated areas where they can be destroyed individually at Demogorgon's leisure.

Demogorgon's natural weapons are considered to be magic for purposes of overcoming damage reduction.

Blood Drain (Ex): Demogorgon can suck blood from a living victim with its tentacles. It drains blood, dealing 1d4 points of Constitution drain with each successful grapple check against a constricted creature. On each such successful attack, Demogorgon gains 5 temporary hit points.

Constrict (Ex): Demogorgon deals automatic tentacle damage with a successful grapple check. A constricted creature also suffers blood drain.

Disease (Ex): Filth fever - bite, Fortitude DC 25, incubation period 1d3 rounds; damage 1d4 Dexterity and 1d4 Constitution. The save DC is Charisma-based.

Dominate (Su): Demogorgon can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that Demogorgon must use a standard action, and those merely looking at it are not affected. Anyone Demogorgon targets must succeed on a DC 25 Will save or fall instantly under the its influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. The save DC is Charisma based.

Energy Drain (Su): Living creatures hit by any of Demogorgon's attacks gain two negative levels. For each negative level bestowed, Demogorgon gains 5 temporary hit points. It can use its energy drain ability once per round. The affected creature must make a DC 25 Fortitude save to resist losing a level for each negative level bestowed. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, Demogorgon must hit with a tentacle 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 and drain blood.

Smite Good (Su): Once per day, Demogorgon can make a melee attack that deals an extra +20 points of damage against a good-aligned target.

Spell-Like Abilities: At will - clairaudience/clairvoyance, comprehend languages, darkness, detect thoughts, detect magic, dispel magic, fear, greater teleport, levitate, major image, polymorph, read magic, see invisibility, suggestion, telekinesis, wall of ice. 3/day - poison. 1/day - blasphemy, contagion, desecrate, feeblemind, gate, power word stun, project image, symbol (any one), unholy blight. Caster level 17th. Save DC = 14 + spell level.

Fast Healing (Ex): Demogorgon heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to Demogorgon after it is forced into gaseous form has no effect. Once at rest in its coffin, Demogorgon is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su): As a standard action, Demogorgon can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Resistances (Ex): Acid 10, cold 10, electricity 10, fire 10.

Spider Climb (Ex): Demogorgon can climb sheer surfaces as though with a spider climb spell.

Skills: Demogorgon has a +8 racial to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Possessions: unholy amulet of mighty fists +2, greater sonic resistance bracers of armor +5, ring of chameleon power, ring of protection +4, rod of rulership, plus 2,300 gp.
 


Mark Chance

Boingy! Boingy!
The Serge said:
Any reason why these versions of the Abyssal Lords/Demon Princes are just barely exceeding CR 20?

Do you mean, "Why aren't they more powerful?" or do you mean, "Why are the CRs too low for you've statted out?"

If the former: Because that's how powerful I wanted to make them.

If the latter: Because I'm obviously not as good at guesstimating CRs as a I pretend to be.

:D
 



The Serge

First Post
Mark Chance said:
Do you mean, "Why aren't they more powerful?" or do you mean, "Why are the CRs too low for you've statted out?"

If the former: Because that's how powerful I wanted to make them.
Yes, the former.

Just curious to know the rationale for the decision. The setting you use... Does your cosmology support relatively low end Demon Princes? If they are "lords" of The Abyss, do you cap things like balors at 20 HD and CR 20, not allowing advancement? How do they control layers or in your cosmology do they not control Abyssal layers?

Not debating with you, just want to understand your rationale for the direction you've taken them.

As for Demogorgon, is it intentional that it (like the non-gender reference) cannot summon demons? Do you consider it a demon/tanar'ri or do you consider it an undead being that just happens to live in The Abyss? I notice that it doesn't have tanar'ri traits but undead ones. Also, how does it travel to the material plane "with ease?"

If the latter: Because I'm obviously not as good at guesstimating CRs as a I pretend to be.

:D
A CR calculation of Demogorgon comes out to about 22 (its undead hp of 78/4.5 + 2 for most of his abilities/3 + 10 fighter). I'd spot it at a CR 17 or 18 at best.

Baphomet (who's is also missing tanar'ri traits, so I'm assuming the he's an unassociated demon like a the 3.x wastrilith) is a 19 at best.

Your flavor's good. Simple, but evocative.
 

Mark Chance

Boingy! Boingy!
Krishnath said:
Cool Demogorgon, one question though: Why undead?

Because undead are scary! :D

The Serge said:
Just curious to know the rationale for the decision. The setting you use... Does your cosmology support relatively low end Demon Princes? If they are "lords" of The Abyss, do you cap things like balors at 20 HD and CR 20, not allowing advancement? How do they control layers or in your cosmology do they not control Abyssal layers?

Not debating with you, just want to understand your rationale for the direction you've taken them.

As for Demogorgon, is it intentional that it (like the non-gender reference) cannot summon demons? Do you consider it a demon/tanar'ri or do you consider it an undead being that just happens to live in The Abyss? I notice that it doesn't have tanar'ri traits but undead ones. Also, how does it travel to the material plane "with ease?"

One thing that demons and those who readily identify with them have in common is a love of lying. Just because Baphomet says he's a demon prince doesn't really mean he's a prince among demons, IOW. I don't envision most (if any) of these fellows controlling an entire Abyssal layer. In my scheme of things, that level of power is reserved for deities.

Demogorgon doesn't have the traditional summon demon ability, but it can gate once per day. This is a dual use ability: It can call monsters to assist Demogorgon or can be used to travel between the planes.
 

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