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The Lords of the Abyss (updated 4 April)
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<blockquote data-quote="Mark Chance" data-source="post: 2139465" data-attributes="member: 2795"><p>That was my first instinct, but I'm trying to reject first instincts for these conversions.</p><p></p><p></p><p></p><p>Danke.</p><p></p><p></p><p></p><p><strong><span style="color: lime">DEMOGORGON</span></strong></p><p>Huge Undead (Chaotic, Extraplanar, Evil)</p><p>10th-Level Fighter</p><p><strong><span style="color: lime">Hit Dice</span></strong>: 22d12+3 (146 hp)</p><p><strong><span style="color: lime">Initiative</span></strong>: +7</p><p><strong><span style="color: lime">Speed</span></strong>: 40 ft. (8 squares)</p><p><strong><span style="color: lime">Armor Class</span></strong>: 38 (-2 size, +3 Dex, +18 natural, +4 deflection, +5 armor), touch 15, flat-footed 35</p><p><strong><span style="color: lime">Base Attack/Grapple</span></strong>: +19/+36</p><p><strong><span style="color: lime">Attack</span></strong>: Tentacle +30 melee (1d8+13 plus 2d6 unholy damage and energy drain/19-20)</p><p><strong><span style="color: lime">Full Attack</span></strong>: 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)</p><p><strong><span style="color: lime">Space/Reach</span></strong>: 15 ft./15 ft. (20 ft. with tentacle)</p><p><strong><span style="color: lime">Special Attacks</span></strong>: Blood drain, constrict (1d8+13 plus 2d6 unholy, blood drain, and energy drain), disease, dominate, energy drain, improved grab, smite good, spell-like abilities</p><p><strong><span style="color: lime">Special Qualities</span></strong>: 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</p><p><strong><span style="color: lime">Saves</span></strong>: Fort +11, Ref +12, Will +16</p><p><strong><span style="color: lime">Abilities</span></strong>: Str 29, Dex 16, Con --, Int 18, Wis 20, Cha 19</p><p><strong><span style="color: lime">Skills</span></strong>: 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</p><p><strong><span style="color: lime">Feats</span></strong>: 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</p><p><strong><span style="color: lime">Environment</span></strong>: An evil-aligned plane</p><p><strong><span style="color: lime">Organization</span></strong>: Unique</p><p><strong><span style="color: lime">Challenge Rating</span></strong>: 22</p><p><strong><span style="color: lime">Alignment</span></strong>: Chaotic evil</p><p><strong><span style="color: lime">Advancement</span></strong>: By character class</p><p><strong><span style="color: lime">Level Adjustment</span></strong>: --</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Demogorgon speaks Abyssal, Draconic, Infernal, Celestial, and Common. Via telepathy, it can communicate with nearly any sentient being.</p><p></p><p><strong><span style="color: lime">COMBAT</span></strong></p><p></p><p>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 <em>blasphemy, fear, power word stun, symbol</em>, and <em>unholy blight</em> 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.</p><p></p><p>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 <em>greater teleport</em> (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 <em>greater teleport, walls of ice</em>, and improved grab in combination in order to split up enemies in isolated areas where they can be destroyed individually at Demogorgon's leisure.</p><p></p><p>Demogorgon's natural weapons are considered to be magic for purposes of overcoming damage reduction.</p><p></p><p><strong><span style="color: lime">Blood Drain (Ex)</span></strong>: 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.</p><p></p><p><strong><span style="color: lime">Constrict (Ex)</span></strong>: Demogorgon deals automatic tentacle damage with a successful grapple check. A constricted creature also suffers blood drain.</p><p></p><p><strong><span style="color: lime">Disease (Ex)</span></strong>: Filth fever - bite, Fortitude DC 25, incubation period 1d3 rounds; damage 1d4 Dexterity and 1d4 Constitution. The save DC is Charisma-based.</p><p></p><p><strong><span style="color: lime">Dominate (Su)</span></strong>: 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 <em>dominate person</em> spell (caster level 12th). The ability has a range of 30 feet. The save DC is Charisma based.</p><p></p><p><strong><span style="color: lime">Energy Drain (Su)</span></strong>: 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.</p><p></p><p><strong><span style="color: lime">Improved Grab (Ex)</span></strong>: 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.</p><p></p><p><strong><span style="color: lime">Smite Good (Su)</span></strong>: Once per day, Demogorgon can make a melee attack that deals an extra +20 points of damage against a good-aligned target.</p><p></p><p><strong><span style="color: lime">Spell-Like Abilities</span></strong>: At will - <em>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</em>. 3/day - <em>poison</em>. 1/day - <em>blasphemy, contagion, desecrate, feeblemind, gate, power word stun, project image, symbol (any one), unholy blight</em>. Caster level 17th. Save DC = 14 + spell level.</p><p></p><p><strong><span style="color: lime">Fast Healing (Ex)</span></strong>: 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.</p><p></p><p><strong><span style="color: lime">Gaseous Form (Su)</span></strong>: As a standard action, Demogorgon can assume <em>gaseous form</em> 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.</p><p></p><p><strong><span style="color: lime">Resistances (Ex)</span></strong>: Acid 10, cold 10, electricity 10, fire 10.</p><p></p><p><strong><span style="color: lime">Spider Climb (Ex)</span></strong>: Demogorgon can climb sheer surfaces as though with a <em>spider climb</em> spell.</p><p></p><p><strong><span style="color: lime">Skills</span></strong>: Demogorgon has a +8 racial to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.</p><p></p><p><strong><span style="color: lime">Possessions</span></strong>: <em>unholy amulet of mighty fists +2, greater sonic resistance bracers of armor +5, ring of chameleon power, ring of protection +4, rod of rulership</em>, plus 2,300 gp.</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 2139465, member: 2795"] That was my first instinct, but I'm trying to reject first instincts for these conversions. Danke. [b][color=lime]DEMOGORGON[/color][/b][color=lime][/color] Huge Undead (Chaotic, Extraplanar, Evil) 10th-Level Fighter [b][color=lime]Hit Dice[/color][/b][color=lime][/color]: 22d12+3 (146 hp) [b][color=lime]Initiative[/color][/b][color=lime][/color]: +7 [b][color=lime]Speed[/color][/b][color=lime][/color]: 40 ft. (8 squares) [b][color=lime]Armor Class[/color][/b][color=lime][/color]: 38 (-2 size, +3 Dex, +18 natural, +4 deflection, +5 armor), touch 15, flat-footed 35 [b][color=lime]Base Attack/Grapple[/color][/b][color=lime][/color]: +19/+36 [b][color=lime]Attack[/color][/b][color=lime][/color]: Tentacle +30 melee (1d8+13 plus 2d6 unholy damage and energy drain/19-20) [b][color=lime]Full Attack[/color][/b][color=lime][/color]: 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) [b][color=lime]Space/Reach[/color][/b][color=lime][/color]: 15 ft./15 ft. (20 ft. with tentacle) [b][color=lime]Special Attacks[/color][/b][color=lime][/color]: Blood drain, constrict (1d8+13 plus 2d6 unholy, blood drain, and energy drain), disease, dominate, energy drain, improved grab, smite good, spell-like abilities [b][color=lime]Special Qualities[/color][/b][color=lime][/color]: 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 [b][color=lime]Saves[/color][/b][color=lime][/color]: Fort +11, Ref +12, Will +16 [b][color=lime]Abilities[/color][/b][color=lime][/color]: Str 29, Dex 16, Con --, Int 18, Wis 20, Cha 19 [b][color=lime]Skills[/color][/b][color=lime][/color]: 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 [b][color=lime]Feats[/color][/b][color=lime][/color]: 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 [b][color=lime]Environment[/color][/b][color=lime][/color]: An evil-aligned plane [b][color=lime]Organization[/color][/b][color=lime][/color]: Unique [b][color=lime]Challenge Rating[/color][/b][color=lime][/color]: 22 [b][color=lime]Alignment[/color][/b][color=lime][/color]: Chaotic evil [b][color=lime]Advancement[/color][/b][color=lime][/color]: By character class [b][color=lime]Level Adjustment[/color][/b][color=lime][/color]: -- 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. [b][color=lime]COMBAT[/color][/b][color=lime][/color] 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 [i]blasphemy, fear, power word stun, symbol[/i], and [i]unholy blight[/i] 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 [i]greater teleport[/i] (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 [i]greater teleport, walls of ice[/i], 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. [b][color=lime]Blood Drain (Ex)[/color][/b][color=lime][/color]: 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. [b][color=lime]Constrict (Ex)[/color][/b][color=lime][/color]: Demogorgon deals automatic tentacle damage with a successful grapple check. A constricted creature also suffers blood drain. [b][color=lime]Disease (Ex)[/color][/b][color=lime][/color]: Filth fever - bite, Fortitude DC 25, incubation period 1d3 rounds; damage 1d4 Dexterity and 1d4 Constitution. The save DC is Charisma-based. [b][color=lime]Dominate (Su)[/color][/b][color=lime][/color]: 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 [i]dominate person[/i] spell (caster level 12th). The ability has a range of 30 feet. The save DC is Charisma based. [b][color=lime]Energy Drain (Su)[/color][/b][color=lime][/color]: 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. [b][color=lime]Improved Grab (Ex)[/color][/b][color=lime][/color]: 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. [b][color=lime]Smite Good (Su)[/color][/b][color=lime][/color]: Once per day, Demogorgon can make a melee attack that deals an extra +20 points of damage against a good-aligned target. [b][color=lime]Spell-Like Abilities[/color][/b][color=lime][/color]: At will - [i]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[/i]. 3/day - [i]poison[/i]. 1/day - [i]blasphemy, contagion, desecrate, feeblemind, gate, power word stun, project image, symbol (any one), unholy blight[/i]. Caster level 17th. Save DC = 14 + spell level. [b][color=lime]Fast Healing (Ex)[/color][/b][color=lime][/color]: 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. [b][color=lime]Gaseous Form (Su)[/color][/b][color=lime][/color]: As a standard action, Demogorgon can assume [i]gaseous form[/i] 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. [b][color=lime]Resistances (Ex)[/color][/b][color=lime][/color]: Acid 10, cold 10, electricity 10, fire 10. [b][color=lime]Spider Climb (Ex)[/color][/b][color=lime][/color]: Demogorgon can climb sheer surfaces as though with a [i]spider climb[/i] spell. [b][color=lime]Skills[/color][/b][color=lime][/color]: Demogorgon has a +8 racial to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. [b][color=lime]Possessions[/color][/b][color=lime][/color]: [i]unholy amulet of mighty fists +2, greater sonic resistance bracers of armor +5, ring of chameleon power, ring of protection +4, rod of rulership[/i], plus 2,300 gp. [/QUOTE]
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