Demon-men [Archive] - Wizards Community

Post/Author/DateTimePost
R.M.G.C.L.F.

06-28-05, 10:26 PM
Grimmen
Medium Outsider(Evil,Native)
HD:1d8+3(7hp)
Init:+1
Speed:30ft
AC:15(+1dex,+3 studded leather armor, +1 small wooden sheild)
BAB/Grapple:+1/+2
Attacks: Longsword+2 melee or bite+2 melee or shortbow+2 ranged
Damage: Longsword 1d8+1, Bite 1d6+1, shortbow 1d6
Face/Reach:5ft by 5ft/5ft
Special Attacks: Spell-Like Abilities
Special Qualities: Rise for Blood, SR6, Darkvision 60ft, Native Outsider
Saves: Fort+2,Ref+3,Will+3
Abilities:Str13,Dex13,Con11,Int10,Wis12, Cha12
Skills: Spot+3, Listen+3, Use Rope+2, Climb+2, Search+4, Knowledge(religion)+1, Bluff+7, Intimidate+5, Hide+7, Move Silently+5, Disguise+5 (+2 racial bonus to bluff, hide, and search checks)
Feats: Toughness
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Climate/Terrain: Any Land
Organization: Solitary, pair, gang (3-6), seige (2-4 plus 1-3 assorted evil humanoids), or battalion (7-13)
CR:1
Alignment: Always Evil (Any) (a Grimmen that loses its evil alignment loses the subtype, along with their spell-like abilities, rise for blood, and spell resistance)
Treasure: Standard
Advancement: By character class

Grimmen resemble thin humanoids with pale skin, greyish hair, fanged sharp teeth, and sulphur-yellow eyes.

Grimmen are a race of fiend-like creatures that prefer to mingle and dwell amongst humanoids. By blending in amongst them they can usually do more damage and gain more trust to betray. They possess magical powers that aid them in deciept and battle, and they possess a unique ability to rise from the grave when slain in combat.

Grimmen speak abyssal, infernal, goblin, orc, gnoll, and common.

Combat: Although grimmen prefer the use of trickery and disguise to achieve their ends, they have no great fear of battle due to their reanimative abilities.

Spell-Like Abilities(sp): Once per day hypnotism, disguise self, spider climb, cause fear, burning hands. Caster level 1st, save dc12 (where applicable).

Rise For Blood(su): When killed, a grimmen's malice and memory remains within its wicked spirit-flesh, provided it was not reduced to -30hp. After 1d4 nights, a slain grimmen will rise as an undead creature. In this state it loses its class levels, its racial hit die is converted to an undead hit die (though saves, skills and feats are not recalculated), and it loses its spell-like abilities and forgets all languages but abyssal and infernal. It gets a -4 penalty to intelligence, but a +2 bonus to strength, and +2 natural armor, as well as energy resistance 10 to the energy type (if sonic, acid, fire, cold, or electricity) that killed it, DR5/bludgeoning if killed by slashing damage or DR5/slashing if killed by peircing or bludgeoning. It ceases weilding manufactured weapons and attacks only with its bite, and every time it inflicts damage it triggers an energy drain attack dealing 1 temporary con damage and healing 2hp (successful fort save dc:13 negates, excess gained as temporary hp not exceeding twice max hp and lasting one hour). When it has successfully dealt a number of constitution damage equal to its full constitution score, it rises to its max hp, and returns to its living state the next day.
There are several ways to prevent a grimmen from rising. Pouring a vial of holy water on the corpse is one way, as is casting a protection from evil spell. Destroying it by fire, electricity, or acid, or total dismemberment (both require destroying the corpse which has 20hp), the last followed by burial, will also work.
Great Cthulhu

06-29-05, 12:59 AM
This reminds of something from the Monsternomicon. I just picked it up yesterday, but I've reviewed every monster and this seems familiar.
(I know you didn't copy it or anything, it's just wierd.)
Either way, it's a great idea for a monster, and it has been statted well. :clap:
R.M.G.C.L.F.

06-29-05, 01:00 AM
Thank you. :)
Callahan

06-29-05, 01:39 AM
Why would a demon need a detect evil spell?
R.M.G.C.L.F.

06-29-05, 02:29 AM
To find out which creatures would make good allies and be more open to temptation and aiding in corrupt deeds.
Callahan

06-29-05, 02:50 AM
But how will they know what a good person to corrupt is if they don't have detect good, or how powerful an enemy is. With Detect Evil the only thing you can be sure of finding is an evil entity more powerful then your self (at this level any way) as for finding a target... well you never know if the target is just plain neutral (or the pocket change equivalent of corruption). If you had a detect good ability you could tell just how valuable a target you have or if the guy happens to be a level 20 paladin on his day off.

There is a reason why a Black Guard has a detect good ability, you know.
R.M.G.C.L.F.

06-29-05, 03:14 AM
In general its used as an ability to spot out fellow badguys. While most evil creatures have no real need to detect other evil creatures, seeking only their personal agendas, for these the general furthering of evil is their personal agenda.
Callahan

06-29-05, 03:32 AM
Um... hello? Anyone from hell has only one day job and that's to further evil in the multiversity. And they don't do this by finding people that are already evil. If you succeed at that, it means someone has already beaten you to it.

Besides it's not exactly like evil people are going to help you out. You're a demon from hell, he's a thief, what stupid reason would he have to help you corrupt the goodwife? Get a great bluff skill and you've got an ally out of a paladin.
R.M.G.C.L.F.

06-29-05, 09:10 AM
There's the other way around.
"What are you doing? Raping, pillaiging, and burning elven villaiges? That sounds like a noble cause!"
If you really object to it that much I'll remove it.