Demons/daemons/devils, New/Converted [Archive] - Wizards Community

Post/Author/DateTimePost
Dackad

05-03-04, 09:01 PM
I'm on another monster creation/conversion spree and now I'm working on a big list of monsters to convert and a bunch of new ones.
Here's my current list of critters that I'm working on, which will most likely be done in no particular order:

Devils:

Abishai
Gate Devil (Amnizu) (done)
Iron Devil (Ferugon) (new)
Kochrachon
Malebranche (done)
Palyrugon (another new... sort of)
Spined Devil (Spinagon) (done)


Demons

Alkilith (done)
Babau (done)
Bar-lgura
Bulezau
Chasme (done)
Hergaru (done)
Goristro (done)
Kerezu (done)
Klaruchar (done)
Molydeus (done)
Nrathgar (done)
Palarthie (done)
Rutterkin
Uridezu (done)
Watrilith (done)


Yugoloths

Cacoloth (done)
Guardian Yugoloths
Psionoloth (done)


Other

Crag Worm (New)
Netherfiend (New)
Slayer Varrangoin (New)


With that out of the way, here's the Psionoloth!
PSIONOLOTH
Medium Outsider (Evil, Extraplanar, Psionic, Yugoloth)
Hit Dice: 15d8+75 (142 hp)
Initiative: +11
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 30 (+7 Dex, +9 natural, +4 deflection), touch 21, flat-footed 23
Base Attack/Grapple: +15/+15
Attack: Disruptive touch +15 (2d4 (see below))
Full Attack: 2 disruptive touches +15 (2d4 (see below))
Space/Reach: 5 ft./5 ft.
Special Attacks: Disruptive touch, psionic powers, psi-like abilities, summon yugoloths
Special Qualities: Damage reduction 15/good, disruptive aura, darkvision 60 ft., fast healing 2, immunity to acid and poison, power resistance 29, resistance to cold 10 and electricity 10 and fire 10, telepathy 100 ft., true seeing
Saves: Fort +14, Ref +16, Will +16
Abilities: Str 10, Dex 25, Con 21, Int 26, Wis 24, Cha 20
Skills: Autohypnosis +25, Bluff +24, Concentration +23, Decipher Script +26, Diplomacy +28, Forgery +26, Hide +16, Listen +25, Knowledge (history) +26, Knowledge (psionics) +26, Knowledge (the planes) +26, Knowledge (religion) +26, Move Silently +16, Sense Motive +25, Search +26, Psicraft +28, Spot +25
Feats: Improved Initiative, Maximize Power, Opportunity Power, Psionic Meditation, Quicken Power, Twin Power
Environment: Bleak Eternity of Gehenna
Organization: Solitary, pair, or group (1-2 psionoloths, 1-3 shadoloths)
Challenge Rating: 18
Treasure: Double standard coins; standard items
Alignment: Always neutral evil
Advancement: 16-30 HD (medium); 31-45 HD (large)

This creature looks like a bipedal jackal covered with brown fur, streaked with silver. However, the most disturbing aspect of its appearance is its eyes. Where its eyes should normally be are a pair of glittering, black orbs that seem to contain all of the stars in the universe.

The psionoloths are the outcasts of the yugoloth caste society. Their alien, psionic powers make them greatly distrusted by the other members of yugoloth society. The ultroloths respect their usefulness, but are reluctant to utilize them overmuch. The arcanaloths despise them and the psionoloths return that tenfold. The psionoloths are often even reluctant to trust each other, which leads most to abandon yugoloth society and become planar hermits
No one truly knows when the first psionoloths appeared, however some speculate that the psionoloths are a result of some rare mutation of the arcanaloths. Such speculation is usually quickly silenced by the ‘loths, just as a matter of pride, of course.
Psionoloths stand just below six feet in height and weigh a mere 150 pounds.

COMBAT
Psionoloths are wary opponents. They always have several different escape routes out of any given situation and in the case of those who take up the seer discipline, they are often long gone before the actual engagement occurs.
However, due to their outcast status within the yugoloth caste, they lack the ability to call upon other yugoloths except others of their own kind. Thus they usually band together

A psionoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Disruptive Aura (Su): The air around a psionoloth crackles with built up psionic energy, granting the psionoloth a +4 deflection bonus to its AC. Furthermore, any creature that comes within 5 feet of the psionoloth takes 5d4 points of damage from the crackling psionic energies. The psionoloth can suppress or resume this ability as a free action on its turn.
Disruptive Touch (Su): The touch of a psionoloth is greatly feared by creatures possessing psionic abilities. Any creature with psionic abilities that is touched by the psionoloth takes 2d4 points of damage and on a failed Will save (DC 22), it takes an additional 1d6 points of Intelligence damage. Non-psionic creatures who are touched by the psionoloth only take the 2d4 points of damage. The save DC is Charisma based.
Flight (Su): A psionoloth can fly at a speed of 60 feet with good maneuverability. This is in all other respects similar to a psionic fly power cast by a 15th level manifester. If dispelled, the psionoloth can resume this effect as free action on its next turn.
Psi-like Abilities: At will – energy ray (15d6-15 sonic), metamorphosis (self only), psionic greater teleport (self plus 50 pounds of objects only), telekinetic maneuver (DC 19); 3/day – shadow body; 1/day – greater metamorphosis, psionic etherealness. Manifester level 15th. The save DC’s are Charisma based.
Psionic Powers: A psionoloth can manifest powers as a 15th level psion (telepath). The DC’s are Intelligence based.
Typical psion powers known (262 power points, save DC 18 + power level): 1st – detect psionics, force screen*, inertial armor*, vigor*; 2nd – brain lock (DC 20)*, concussion blast*, ego whip (DC 20)*, psionic suggestion (DC 20)*; 3rd – dispel psionics*, energy bolt (DC 21)*, energy wall (DC 21), hostile empathic transfer (DC 21)*, ubiquitous vision; 4th – aura sight*, psionic dimension door*, psionic dominate (DC 22)*, psionic freedom of movement, schism, trace teleport*; 5th – mind probe (DC 23), psionic plane shift, psychic crush (DC 23)*; 6th – psionic contingency, psionic disintegrate (DC 24)*; 7th – crisis of life (DC 25)*, divert teleport (DC 25), ultrablast (DC 25)*; 8th – true metabolism.
*Can be augmented.
Psionoloths usually favor the Telepath, Nomad, and Shaper disciplines.
Summon Yugoloths (Sp): Once per day a psionoloth can attempt to summon another psionoloth with a 60% chance of success. This is the equivalent of an 8th-level spell.
True Seeing (Su): Psionoloths have a continuous psionic true seeing ability, as the power (manifester level 15th).

NOTE: This is the first psionic creature I have ever done, so I hope that I did it right. I of course used the rules from the new Expanded Psionics Handbook. In fact, I've had this idea rolling about in my head for a long time, but I wanted to wait until the book was out before I did it.
headlessfriar

05-04-04, 12:31 AM
Hmm... I'm intrigued. Was always a big fan of the demons myself. But, I don't remember anything called a Kochrakon. Where is that from?
Blasphemus

05-04-04, 02:25 AM
Go here (http://community.dicefreaks.com/index.php?name=PNphpBB2&file=viewtopic&t=823) for a 3.5 update for the Amnizu done by one of the best writer/creators I've come across on the web.

Elsewhere on that site you can find other 3.5 updates of a few yugoloths as well as the gelugon refitted into its appropriate rank.

You did a great job on the psionoloth. I'd be interested in seeing some unique ones. I'm officially anxios to see what the other new creatures come out to be. *bookmarks thread*
Dackad

05-04-04, 11:07 AM
Originally posted by Blasphemus
Go here (http://community.dicefreaks.com/index.php?name=PNphpBB2&file=viewtopic&t=823) for a 3.5 update for the Amnizu done by one of the best writer/creators I've come across on the web.

Elsewhere on that site you can find other 3.5 updates of a few yugoloths as well as the gelugon refitted into its appropriate rank.
Ah, yes I remember reading a 3.5 version of the amnizu somewhere. Could never remember where I read it though...
Thanks!


You did a great job on the psionoloth. I'd be interested in seeing some unique ones. I'm officially anxios to see what the other new creatures come out to be. *bookmarks thread*
Cool, I'll most likely update the list as I come up with other ideas for infernal beasties. ;)
Teron Gorefiend

05-04-04, 08:47 PM
As I recall, a few of the ones you listed are in the Fiend Folio and/or the Book of Vile Darkness. There may also be some in the Monster Manual II.
EnSabaNur

05-05-04, 12:50 AM
I Have something for you to consider, These horrors may not be demons but they would Just as Evil if not moreso; All of you know about the Phoenix Right? in all regards they are beings of light, fire, Life and good. Consider this; A being that is of darkness, cold, death and Evil. This variation of the Phoenix would have the appearence of a malevolently demonic vulture composed of black ice, their eyes would be bright red like hot coals. These beings represent Ambition without limits or boundries. they have a very deep Hatred towards those that would dare sommon them and they are undeniably willfull. They also would not like their own kind. their wings would be razor sharp giving them three types of weapons: their razor sharp claws, their razor sharp hooked beaks and their razor sharp wings. They would also have three kinds of breath weapons. (1.) a cone of Frost (2.) a line of Lightning (3.) a cone of Blight Fire. in regards to the third the malignant fire would have a decaying effect. They would also a wide variaty of malignant and vile spells. Abbyssal lords, Arch devils and evil gods would gain temporary allies with these Malevolent beings. Kick it a round
Shemeska the Marauder

05-05-04, 03:34 PM
*chuckle* I like the idea. The personality of it, and what it represents sounds in line with a yugoloth or a Gehreleth in some ways.

I ponder where it would go in terms of home plane. Part of me wants to say Gehenna, and part of me wants to say to Agathys in Carceri, locked away with Apomps...

After all, there's things locked away in Carceri that predate the Titans even... *smiles and listens to the 'bells of Othrys'*
Ob_Deamon

05-09-04, 10:09 PM
:bump:

BTW: What book does the Ferugon come from? Feind Folio?
Dackad

05-10-04, 01:03 PM
Originally posted by Ob_Deamon
:bump:

BTW: What book does the Ferugon come from? Feind Folio?
It'll be a new creation.

Update: Finals are over, updates will come quicker. Yay! ;)
Dackad

05-12-04, 07:19 PM
CACOLOTH
Large Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 16d8+112 (184 hp)
Initiative: +10
Speed: 40 ft. (8 squares)
Armor Class: 27 (-1 size, +6 Dex, +12 natural), touch 15, flat-footed 21
Base Attack/Grapple: +16/+27
Attack: Claw +22 melee (1d10+7)
Full Attack: 2 claws +22 melee (1d10+7) and bite +20 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Emanations, spell-like abilities, summon yugoloths
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, see invisibility, spell resistance 27, telepathy 100 ft.
Saves: Fort +17, Ref +16, Will +14
Abilities: Str 25, Dex 23, Con 25, Int 16, Wis 18, Cha 20
Skills: Bluff +24, Climb +26, Concentration +26, Intimidate +26, Jump +28, Knowledge (the planes) +22, Listen +23, Search +22, Sense Motive +23, Spot +23, Tumble +27
Feats: Dodge, Empower Spell-Like Ability (cone of cold), Improved Bull Rush, Improved Initiative, Multiattack, Power Attack
Environment: Bleak Eternity of Gehenna
Organization: Solitary, pair, or group (4-8)
Challenge Rating: 16
Treasure: Standard coins
Alignment: Always neutral evil
Advancement: 17-31 HD (large); 32-48 HD (huge)

Standing near thirteen feet tall, this vaguely humanoid creature glares at you with a pair of burning yellow eyes. Its slate gray body is completely hairless and corded with muscles. Its two long, lanky arms end in three wicked looking talons. Despite its hulking appearance, a fierce intelligence burns behind those yellow eyes.

The cacoloths are the guards in the yugoloth caste system. Specifically, they are the personal guards of the Altroloths and the Oinoloth, however they do occasionally serve high ranking ultroloths and arcanaloths.
Cacoloths are unquestionably loyal in their guard duties – an oddly lawful trait – however, when serving ultroloths and arcanaloths, they do very little to hide the contempt they have for their charges. Obviously, cacoloths think that ‘mere’ ultroloths and arcanaloths are unworthy of their protection or that their abilities would be better served elsewhere. Unfortunately, the cacoloths haven’t been very forthcoming on this issue as of yet.
Cacoloths stand near 13 feet tall and weigh about 1,000 pounds.

COMBAT
A cacoloth’s most potent abilities are its emanations and it knows this. Their emanations allow them to quickly change tactics on the battlefield and easily affect a large number of opponents. Despite this, cacoloths love to wade into battle and tear into enemies with their talons. Often, if they know that they will soon be going into battle, they prepare by casting greater magic fang on their bite and claws.
A cacoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Emanations (Su): As a standard action, a cacoloth can emanate one of five different effects from its body. The cacoloth can only have one emanation active at the same time. The emanations are:
Cold: The cacoloth exudes an aura of bone chilling cold. Anyone within 20 ft. of the cacoloth takes 1d8 points of cold damage and must make a Fort save (DC 25) or become slowed, as per the spell (caster level 15th), for 1d6+1 rounds. While this emanation is active, the cacoloth is immune to cold. The save DC is Constitution based.
Desiccation: The cacoloth can emit a palpable aura of unlife that sucks the very juices from the bodies of the living. Anyone within 10 ft. of the cacoloth must make a Fort save (DC 25) or take 1d4 points of Constitution damage. Anyone who successfully saves cannot be affected by that particular cacoloth’s Constitution damage for 24 hours. The save DC is Constitution based.
Fire: The cacoloth exudes intense heat within a short range. Anyone within 10 ft. of the cacoloth takes 3d6 points of fire damage. While this emanation is active, the cacoloth is immune to fire.
Poison: The cacoloth surrounds itself in an aura of poison and sickness. Anyone within 30 ft. of the cacoloth must make a Fort save (DC 25) or become nauseated for 2d6 rounds. Those immune to poison are immune to the effects of this emanation. The save DC is Constitution based.
Spell Turning: The cacoloth sheathes itself in a glimmering field of magical energy. This functions as per the spell, although once this emanation blocks the indicated number of spell levels, it becomes unusable by the cacoloth for 24 hours. The caster level is 16th.
Spell-like Abilities: At will – detect good, greater dispel magic, greater magic fang, greater teleport (self plus 50 pounds of objects only), polymorph (self only), wall of force; 3/day – call lightning storm (DC 20), cone of cold (DC 20); 1/day – circle of death (DC 21), power word stun. Caster level 16th. The save DC’s are Charisma based.
Summon Yugoloths (Sp): Once per day a cacoloth can attempt to summon 1d6 dergholoths, 1d4 mezzoloths, or another cacoloth with a 60% chance of success. This is the equivalent of an 7th-level spell.
See Invisibility (Su): Cacoloths have a continuous see invisibility ability, as the spell (caster level 16th).
Dackad

05-12-04, 09:04 PM
Yay, I'm on a record! Go me. ;)

GATE DEVIL (AMNIZU)
Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 13d8+65 (123 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 30 (+7 Dex, +13 natural), touch 17, flat-footed 23
Base Attack/Grapple: +12/+12
Attack: Touch +19 (2d4 plus feeblemind)
Full Attack: Touch +19 (2d4 plus feeblemind)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, feebleminded touch, spell-like abilities, summon baatezu
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 3, secure intelligence, see in darkness, spell resistance 24, telepathy 100 ft.
Saves: Fort +13, Ref +15, Will +12
Abilities: Str 10, Dex 25, Con 21, Int 18, Wis 18, Cha 20
Skills: Bluff +21, Concentration +21, Diplomacy +23, Hide +23, Intimidate +23, Knowledge (the planes) +20, Listen +20, Move Silently +23, Sense Motive +20, Spellcraft +20, Spot +20, Survival +20 (+22 on other planes)
Feats: Combat Reflexes, Dodge, Empower Spell-Like Ability (fireball), Track, Weapon Finesse
Environment: Nine Hells of Baator
Organization: Solitary, pair, team (2-6), or troupe (1-3 gate devils plus 1-6 barbed devils)
Challenge Rating: 12
Treasure: Standard coins
Alignment: Always lawful evil
Advancement: 14-26 HD (medium); 27-39 HD (large)

This small, stocky humanoid is about the size of a dwarf. It has green skin, an elongated pig-like head, and a pair of bat-like wings jutting from its back. Its large mouth is filled with rows of small canines.

The gate devils (also called amnizus) are the guardians of the Nine Hells. They guard any known gates into Baator, including the River Styx. Oftentimes, they aren’t required to keep visitors out, but to make sure that once they enter, they never leave. Because of this, gate devils often attempt to capture and detain foes rather than outright slaughter them. Of course, they are also quite good at the slaughtering part as well.
Gate devils stand about 4 feet tall and weigh roughly 150 pounds.

COMBAT
Gate devils almost always attempt to capture foes and return to their superiors with new slaves, thus they usually attempt to soften up their foes with multiple empowered fireballs, followed by a feebleminded touch. They aren’t above quickly slaughtering foes that have proven too resilient to this tactic, however.
A gate devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Fear Aura (Su): A gate devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 22 Will save or be affected as though by a fear spell (caster level 12th). A creature that successfully saves cannot be affected again by the same gate devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma based.
Feebleminded Touch (Su): The touch of a gate devil duplicates the effects of a feeblemind (Will save, DC 21 negates) spell, caster level 12th. The save DC is Charisma based.
Secure Intelligence (Ex): Gate devils are immune to any sort of effect that drains, damages, or reduces its Intelligence score.
Spell-like Abilities: At will – deeper darkness, greater teleport (self plus 50 pounds of objects only), major image (DC 18); 3/day – dispel good (DC 20), fireball (DC 18), order’s wrath (DC 19), unholy blight (DC 19); 1/day – hold monster (DC 20), maze. Caster level 12th. The save DC’s are Charisma based.
Summon Baatezu (Sp): Once per day, a gate devil can automatically summon 1d6 bearded devils or attempt to summon another gate devil with a 60% chance of success. This is the equivalent of a 5th level spell.
Regeneration (Su): Gate devils take normal damage from good-aligned weapons and from spells or effects with the good descriptor.
Shemeska the Marauder

05-12-04, 09:09 PM
Hmm... I like the cacoloth greatly. You got me curious though... whats the relation if any between your cacoloth and the 'cacofiend' spell of 2nd edition?
Dackad

05-12-04, 09:23 PM
Originally posted by Shemeska the Marauder
Hmm... I like the cacoloth greatly. You got me curious though... whats the relation if any between your cacoloth and the 'cacofiend' spell of 2nd edition?
I like the word 'caco' :D
Plus, I think the prefix caco has something to do with demons or evil or something. I've seen it used before DnD, but I think it's time for a Google.
scorba1

05-12-04, 09:30 PM
Very nice job, as per usual, Dackad
Shemeska the Marauder

05-12-04, 10:05 PM
Hmm... google returned some hits that mentioned Cornugons being a bit synonomous with cacofiend. Dunno.
Dackad

05-16-04, 10:17 PM
Originally posted by Shemeska the Marauder
Hmm... google returned some hits that mentioned Cornugons being a bit synonomous with cacofiend. Dunno.
Really? That's kinda cool.

With that, here's something completely different:


MALEBRANCHE
Huge Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 16d8+144 (216 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 29 (-2 size, +1 Dex, +20 natural), touch 9, flat-footed 28
Base Attack/Grapple: +16/+34
Attack: +2 cold iron trident +26 melee (3d6+12)
Full Attack: +2 cold iron trident +26/+21/+16/+11 melee (3d6+12) and gore +19 melee (2d6+5) or 2 claws +24 melee (1d10+10) and bite +19 melee (2d8+5) 2 claws +24 melee (1d10+10) and gore +19 melee (2d6+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Fear aura, improved grab, powerful charge, spell-like abilities
Special Qualities: Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10 and electricity 10, regeneration 4, see in darkness, spell resistance 27, telepathy 100 ft.
Saves: Fort +19, Ref +11, Will +9
Abilities: Str 31, Dex 13, Con 29, Int 10, Wis 8, Cha 12
Skills: Bluff +10, Concentration +28, Diplomacy +5, Intimidate +22, Knowledge (the planes) +5, Listen +18, Search +19, Spot +18, Survival +18 (+20 when following tracks and on other planes), Tumble +20
Feats: Awesome Blow, Cleave, Great Cleave, Flyby Attack, Power Attack, Wingover
Environment: Nine Hells of Baator
Organization: Solitary, pair, team (2-4), or squad (1 horned devil, 1-2 malebranches, 4-8 erinyes)
Challenge Rating: 15
Treasure: Standard coins plus +2 cold iron trident
Alignment: Always lawful evil
Advancement: 17-32 HD (huge); 33-48 HD (gargantuan)

This hulking, winged devil looks stands near 20 feet tall. Its muscle bound body is covered in hard, slate gray scales and a pair of wickedly curved horns just from the sides of its head. Its lower jaw is underslung and summarily juts out from its face, revealing its sharp, curved fangs. In one hand it clutches a huge trident made of a dull metal and with its other hand, it proudly displays its sharp talons.

Where the horned devils serve as the elite soldiers in the armies of baator, the hulking malebranches serve as the heavy cavalry.
While most of the other greater devils possess a certain tactical cunning, the terrible malebranches are highly simple opponents. While they are certainly not stupid, they are very unimaginative and straightforward. They are also bullies, braggarts, and, when around superior officers or more powerful devils, squalling cowards.
Malebranches can be found anywhere in the Nine Hells, however they are most often encountered in Avernus and in the accompaniment of the Dukes and, most notably, the Dark Eight. Caucherate, an infamous malebranche of terrible power and might (33 HD), serves as Lord Bel’s vanguard commander. Whenever Bel leads his troops into battle against the hated demons, Caucherate is always at the front line… well quite ahead of the front line actually.
Malebranches stand about 20 feet tall and weigh several tons.


COMBAT
Malebranches are simple opponents. They usually begin battle with a charge and then they wade into their enemies with their +2 cold iron tridents. When faced with obviously more powerful opponents, a malebranche will do anything to save its skin by lying, betrayal, or with a very untactical retreat. As such, malebranches are very often the first devils in an army to engage a foe and the first devils in an army to retreat.
A malebranche’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Fear Aura (Su): A malebranche can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 19 Will save or be affected as though by a fear spell (caster level 12th). A creature that successfully saves cannot be affected again by the same malebranche’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma based.
Improved Grab (Ex): To use this ability, the malebranche must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Powerful Charge (Ex): A malebranche typically begins a battle with a flying charge 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 devil to make a single gore attack with a +24 attack bonus that deals 6d6+15 points of damage.
Spell-like Abilities: At will – greater teleport (self plus 50 pounds of objects only). Caster level 12th.
Regeneration (Su): A malebranche takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
Chronomage

05-16-04, 11:08 PM
Great thread, Dackad. I was just asking about this very thing, so I'll start looking at your Revisions soon for inclusion in my campaign. Incidentally, don't know if you know or not, but you might check out the Book of Vile Darkness forum for new Dicefreaks versions of the Archfiends (e.g. Asmodeus, Demogorgon, Orcus, and the rest).
Dackad

05-17-04, 12:28 AM
Originally posted by Chronomage
Great thread, Dackad.
Thanks.


I was just asking about this very thing, so I'll start looking at your Revisions soon for inclusion in my campaign. Incidentally, don't know if you know or not, but you might check out the Book of Vile Darkness forum for new Dicefreaks versions of the Archfiends (e.g. Asmodeus, Demogorgon, Orcus, and the rest).
Yep, I've read up on all the DiceFreaks Archfiends and I think they are all great work. I'm looking forward to their .pdf release. :)

Here's another conversion BTW.

SPINED DEVIL (SPINAGON)
Small Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 4d8+4 (34 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 90 ft. (good)
Armor Class: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16
Base Attack/Grapple: +4/+0
Attack: Claw +4 melee (1d3) or spine +6 ranged (1d4 plus 1d4 fire)
Full Attack: 2 claws +4 (1d3) or 2 spines +6 ranged (1d4 plus 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, spines, summon baatezu
Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10 and electricity 10, see in darkness, spell resistance 15, telepathy 100 ft.
Saves: Fort +5, Ref +6, Will +6
Abilities: Str 10, Dex 15, Con 13, Int 10, Wis 14, Cha 13
Skills: Bluff +8, Diplomacy +10, Hide +9, Listen +9, Move Silently +9, Sleight of Hand +11, Spot +9, Tumble +9
Feats: Point Blank Shot, Precise Shot
Environment: Nine Hells of Baator
Organization: Solitary, flock (2-5) or swarm (10-20)
Challenge Rating: 4
Treasure: Standard coins
Alignment: Always lawful evil
Advancement: 5-12 HD (small)

This small creature is covered from head to clawed-foot in dozens of indigo colored little spines. Two small wings sprout from its back and its eyes are a deep red. It buzzes about you, flapping its small wings, and vaguely reminds you of some sort of infernal fly.

Spined devils are small, weak, and cowardly creatures whose only real purpose in life is to run errands for those devils more powerful than them and to serve as objects of scorn and distaste.
Spined devils serve as messengers for the many, many more powerful devils. They follow their orders with utmost speed and efficiency, always delivering their messages as quick as possible. They also serve as reconnaissance, occasionally doing scouting missions, but only rarely, mostly because the other devils dislike the spinagons and because the spinagons themselves are at their hearts, terrible cowards.
When not doing reconnaissance or delivering messages, spined devils act as sort of infernal herders. They whip up the lemures and nupperibos into large armies for greater devils. This allows them to advance rather quickly in the baatezu caste system.
Spined devils are about 3 feet tall and they weigh roughly 40 pounds.

COMBAT
Spined devils are consummate cowards. They won’t fight unless commanded to or absolutely necessary. Even then, they look for the first chance to flee. When that is not an option, they bargain and beg for their lives, often lying or offering up valuable tidbits of messages they’ve had to deliver before.
A spined devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-like Abilities: At will – change self, command (DC 12), scare (DC 13), stinking cloud (DC 14). Caster level 4th. The save DC’s are Charisma based.
Spines (Ex): A spined devil’s body is covered in small spines. As a full attack option, it can launch 2 of these spines per round with a range of 30 ft. (no range increment) or as a standard action it can launch one of these spines with the same range. The spined devil regrows lost spines immediately.
Upon being launched, the spines burst into flame and subsequently deal 1d4 points of fire upon impact.
Also, anyone who grapples with the spined devil or hits it with a natural weapon automatically takes 1d4 points of damage.
Summon Baatezu (Sp): Once per day, a spined devil can automatically summon 1d3 other spined devils with a 60% chance of success. This is the equivalent of a 2nd level spell.
Dackad

05-17-04, 09:51 PM
MOLYDEUS
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 19d8+171 (256 hp)
Initiative: +10
Speed: 50 ft. (10 squares)
Armor Class: 31 (-1 size, +6 Dex, +16 natural), touch 15, flat-footed 25
Base Attack/Grapple: +19/+33
Attack: +1 dancing vorpal double-axe +30 melee (2d6+11) or claw +28 melee (1d10+10)
Full Attack: +1 dancing vorpal double-axe +28/+23/+18/+13 melee (2d6+11) and +28/+23/+18 melee (2d6+6) and wolf bite +23 melee (4d4+5) and snake bite +23 melee (1d8+5 plus abyssal curse) or 2 claws +28 melee (1d10+10) and wolf bite +2 melee (4d4+5) and snake bite +24 melee (1d8+5 plus abyssal curse)
Space/Reach: 10 ft./10 ft.
Special Attacks: Abyssal poison, bypass protections, spell-like abilities, summon tanar’ri
Special Qualities: All-around vision, axe, damage reduction 15/cold iron and good, darkvision 60 ft., immunity to electricity and poison, regeneration 4, resistance to acid 10, and cold 10, and fire 10, spell resistance 27, telepathy 100 ft., true seeing
Saves: Fort +20, Ref +17, Will +15
Abilities: Str 31, Dex 23, Con 29, Int 16, Wis 18, Cha 24
Skills: Balance +28, Bluff +29, Climb +32, Concentration +31, Diplomacy +18, Intimidate +29, Knowledge (the planes) +25, Listen +26, Sense Motive +26, Spot +30, Survival +26, Tumble +17
Feats: Cleave, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Two-Weapon Fighting, Weapon Focus (double axe)
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or squad (1 molydeus, 1-4 chasme, 1-8 babau)
Challenge Rating: 19
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 19-38 (large); 39-57 (huge)

The first thing you notice about this large, hulking creature are its two heads. One head sits where a normal creature’s head should be and it resembles that of a mangy wolf’s. Its other head sprouts from the creature’s upper back and resembles that of a long, prehensile serpent. Its skin is the color of a festering sore and clumps of thin, wiry hair dot the creature’s body. Spittle drips from the fangs of both its heads and a dull red glow seems to pulse behind its savage eyes.

The molydeus are somewhat of an enigma in abyssal politics as they serve the most specialized function of the tanar’ri. They are the only guardian demons and the promoters of the blood war. They exist to further the advances of the tanar’ri in the blood war and to draft other tanar’ri (willing or not) into the raving armies of the abyss. They are terrible and powerful creatures, feared even by the balors and all other true tanar’ri.
Despite their specialized status, the molydeus can be found serving almost any demon or tanar’ri powerful enough to coerce and bully them. They are also highly prized by the demonic princes Graz’zt, Orcus, and Demogorgon as their ability to bypass the potent protections of other demons is very useful. However, because of that ability, they are also distrusted by near every other demon, especially other molydei.
Molydei stand about 13 feet tall and weigh roughly 900 pounds.

COMBAT
Molydei are fairly intelligent foes. Their intellect is fairly great compared to most mortals, however compared to other true tanar’ri, the molydeus are considered somewhat lacking in that regard. That said, they often begin a battle by summoning aid. Unlike other tanar’ri, molydeus are very rarely ever beholden to the creatures they summon, thus they use their ability as soon as they can. They also prefer to let underlings do the dirty work while they sit back and blast away with their spell-like abilities before wading into battle with their +1 dancing vorpal double axes.
A molydei’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Abyssal Poison (Ex): The bite of a molydei’s snakehead delivers a terrible poison. Anyone bitten by the molydei’s snakehead must succeed at a Fort save (DC 28) or contract a terrible poison that causes the afflicted to slowly transform into a manes over the next 2d4+1 rounds. The save DC is Constitution based.
A neutralize poison spell followed by a remove curse cast before the transformation is complete will restore a poisoned creature to normal. Afterward, however, only a miracle or wish spell can reverse the effects of the poison.
All-Around Vision (Ex): The molydei’s two heads make it an exceptionally alert creature. It gains a +4 racial bonus on Spot and Search checks, and it cannot be flanked.
Axe: Every molydeus carries with it a +1 dancing vorpal double-axe. The axe’s powers are tied directly with the life of its molydeus owner, thus if the molydeus ever dies, its axe becomes a worthless lump of metal. However, should the axe ever be taken while the molydeus is still alive, it will retain its powers. Unfortunately, those who steal the axe from a still living molydeus are destined to be hunted from plane to plane as the likely very angry molydeus seeks to retrieve its lost weapon.
Bypass Protections (Su): A molydeus possesses the innate power to bypass many of the most potent protections possessed by their demon kin. A molydeus’s natural attacks and attacks with a weapon it wields are treated as the appropriate type (material wise and alignment wise) in order to overcome another demon’s damage reduction.
For example, when a molydeus hits a balor with its axe, its axe is treated as both cold iron and good-aligned for the purpose of overcoming damage reduction.
Plus, whenever the molydeus casts a spell against a demon that has spell resistance, the molydeus automatically succeeds on the spell resistance check.
Spell-Like Abilities: At will – baleful polymorph (DC 22), deeper darkness, evard’s black tentacles, fear (DC 21), fireball (DC 20), greater teleport (self plus 50 pounds of objects only), improved invisibility, suggestion (DC 20), wall of fire; 3/day – blasphemy (DC 24), prismatic spray (DC 24); 1/day – dominate monster (DC 26), mass hold monster (DC 26), unholy aura (DC 25). Caster level 19th. The save DC’s are Charisma based.
Summon Tanar’ri (Sp): Once per day, a molydeus can automatically summon 1d4 chasme or 1d6 babau or it can attempt to summon another molydeus with a 40% chance of success. This is the equivalent of a 9th level spell.
Regeneration (Su): A molydeus takes normal damage from good-aligned cold iron weapons, and from spells or effects with the good descriptor.
True Seeing (Su): Molydei have a continuous true seeing ability, as the spell (caster level 19th).
Kain Darkwind

05-17-04, 10:07 PM
Very nice work. Gates of Hell will feature new versions of the Abishai, Spinagon, Gelugon, Malebranche, Narzugon, and Amnizu. Some of them have had their names changed, but they are all there. Looking forward to your continuation of this project. (And possibly considering recruiting your work for Horrors of the Abyss, Dicefreaks next project.)
Freefall

05-18-04, 02:01 AM
Is that the CR 19 Gelugon I saw a while back? Because really, that seems like too much to me. They should only be 16 or 17, comparable to Mariliths. Cornugons are just a lot tougher than they should be. Really they should just have their power levels switched. Drop Cornugon to CR 13 and boost Gelugon to CR 16.
Raymond_Luxury_Yacht

05-18-04, 02:43 PM
Originally posted by Freefall
Is that the CR 19 Gelugon I saw a while back? Because really, that seems like too much to me. They should only be 16 or 17, comparable to Mariliths. Cornugons are just a lot tougher than they should be. Really they should just have their power levels switched. Drop Cornugon to CR 13 and boost Gelugon to CR 16.

Check the name. It's a Molydeus.
Kain Darkwind

05-18-04, 09:28 PM
And if you were addressing my version of the Gelugon, Freefall, it is CR 17, on par with a marilith. There are enough other devils to fill in CR 10-13, cornugons are alright at CR 16. Its gelugons who were robbed.
Freefall

05-19-04, 01:58 AM
Hm, thought I saw one at 19. Oh well, CR 17 is fine for a Gelugon. I would still think that the Cornugon could be dropped a little. Having it only 1 CR less than a Gelugon makes it a little too close IMO, and it makes a pretty sizeable gap in the MM devils ranks, between the CR 11 Hamatula and then the next one up is CR 16.

'Course, Dicefreaks cosmology probably includes plenty of other demons that would fill that gap just fine (so would mine, especially with the inclusion of Green Ronin fiends), so I guess that probably isn't much of a concern for you guys.

Hm, maybe that is where the Malebranche should fit in.
Kain Darkwind

05-19-04, 07:30 AM
Hmm. Well, we have a Barregon at CR 15, Gelugon at CR 17, *coughcoughmumble* at CR 30, Hiermagon at CR 9, Malebranche at CR 14, Narzugon at CR 10, Nupperbo at CR 2, Spinagon at CR 4, and something else at CR 7.

With the 3.5 MM devils, pretty much everything is covered.
Dackad

05-19-04, 06:01 PM
Originally posted by Kain Darkwind
Very nice work. Gates of Hell will feature new versions of the Abishai, Spinagon, Gelugon, Malebranche, Narzugon, and Amnizu. Some of them have had their names changed, but they are all there. Looking forward to your continuation of this project. (And possibly considering recruiting your work for Horrors of the Abyss, Dicefreaks next project.)
Thank you and that would be very cool. :D

As it is, here is the next update.

He's big, he's mean, he makes balors wet their beds, and he can bite off your head. He's the Klurichir... *cough* I mean the Klaruchar. ;)

KLARUCHAR
Huge Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 25d8+312 (420 hp)
Initiative: +12
Speed: 50 ft. (10 squares), fly 100 ft. (good)
Armor Class: 44 (-2 size, +9 Dex, +27 natural), touch 17, flat-footed 35
Base Attack/Grapple: +25/+47
Attack: Claw +37 melee (2d6+14/19-20) or spike volley +31 ranged (3d4+14 plus poison)
Full Attack: 4 claws +37 melee (2d6+14/19-20) and bite +35 melee (2d8+7) and pincers +35 melee (1d8+7) or 4 spike volleys +31 ranged (3d4+14 plus poison)
Space/Reach: 15 ft./15 ft.
Special Attacks: Fear aura, improved grab, poison, spell-like abilities, spikes, summon tanar’ri, vorpal bite
Special Qualities: Damage reduction 15/cold iron and epic and good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, and cold 10, and fire 10, scent, spell resistance 33, telepathy 100 ft., true seeing
Saves: Fort +27, Ref +23, Will +23
Abilities: Str 39, Dex 29, Con 37, Int 26, Wis 28, Cha 30
Skills: Appraise +36, Bluff +38, Concentration +41, Diplomacy +46, Forgery +36, Intimidate +42, Knowledge (arcana) +36, Knowledge (the planes) +36, Listen +37, Search +36, Sense Motive +37, Spellcraft +40 (+42 checks involving scrolls), Spot +37, Survival +37 (+41 on other planes and when following tracks), Tumble +37, Use Magic Device +38 (+42 checks involving scrolls)
Feats: Cleave, Dire Charge*, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Overwhelming Critical (claw)*, Power Attack, Weapon Focus (claw)
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or squad (1 klaruchar, 1 balor, 1-2 mariliths. 1-6 hezrou)
Challenge Rating: 25
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 26-50 HD (huge); 51-75 HD (gargantuan)

This monstrous creature resembles nothing that you’ve ever seen before. A squarish canine head, ringed with sharp teeth, sits atop a broad torso that bears four heavily muscled arms, each ending in a clawed hand. A pair of crimson, bat-like wings sprouts from its upper back, adding to its strange appearance. Yet the most unsettling thing about this creature is the massive, tooth filled maw sits where the creature’s stomach should be. Two scissor-like pincers sprout from the sides of the maw and seem to quiver with anticipation.

If there is ever something that would give a balor nightmares, it is the klaruchar. The true horrors of the abyss, the terrible klaruchars approach even the demonic lords in power. Fortunately, only 24 are known to exist, however this is not a definite number.
The klaruchars act as a wild card in abyssal politics. They are powerful enough to be above the reproach of both the molydei and the balors and they know this well. They sometimes act as servants for some of the more powerful demon lords (Pazuzu, Graz’zt, and Fraz Urb’Luu), but they despise servitude. Exceptionally powerful klaruchars have often set themselves up as lords of abyssal lairs, endlessly warring with their neighbors until their almost endless lust for power is temporarily sated.
A klaruchar can speak with either its lower mouth or its upper mouth, but it sometimes chooses to speak with both at the same time, resulting in a particularly unnerving effect.
Klaruchars stand 19 feet tall and weigh around 7,000 pounds.

COMBAT
Klaruchars are extremely intelligent foes; however they possess an almost insane bloodlust for battle. They would happily dive into a battle, tearing away at the opposition and happily gorging itself on the flesh of the dead (and sometimes the still living) in an almost erotic ecstasy. That said, against foes they know to be superior, they will use every ability they have available and they won’t shirk away from retreating (although their wrath later will be terrible to behold).
A klaruchar’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned, epic, and evil-aligned for the purpose of overcoming damage reduction.
Fear Aura (Su): A klaruchar can radiate a 30-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 32 Will save or be affected as though by a fear spell (caster level 24th). A creature that successfully saves cannot be affected again by the same klaruchar’s fear aura for 24 hours. The save DC is Charisma based.
Improved Grab (Ex): To use this ability, the klaruchar must hit a foe at least one size category smaller than it with a pincer 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 it can subject the grappled creature to its vorpal bite ability (see below) and it automatically deals pincer damage to the held creature every round the grapple is maintained.
Additionally, a klaruchar is not considered grappling when it holds a creature with its pincers. It can freely make attacks with its claws, bite, and spikes (but not its pincers) and move normally. It also still threatens squares normally and retains its Dexterity bonus to attacks. However, it suffers a -8 penalty to grapple checks and its vorpal bite if it attacks or moves while grappling a foe.
Poison (Ex): A klaruchar delivers its poison with a successful spike attack. Anyone struck by a klaruchar’s spikes must make a Fort save (DC 35) or take 2d4 points of initial Strength damage. The secondary damage is 1d4 points of permanent Strength drain. The save DC is Constitution based.
Spell-Like Abilities: At will – blasphemy (DC 27), chaos hammer (DC 24), deeper darkness, dispel good (DC 25), dispel law (DC 25), flame strike (DC 25), greater dispel magic, greater teleport (self plus 50 pounds of objects only), prismatic wall (DC 28), unholy aura (DC 28), wall of fire; 3/day – fire storm (DC 27), implosion (DC 29), meteor swarm (DC 29); 1/day – gate, ruin* (DC 30). Caster level 24th. The save DC’s are Charisma based.
Spikes (Ex): As a standard action, a klaruchar can launch a volley of spikes with a range of 90 ft. (no range increment). As a full-attack option, a klaruchar can launch 4 volleys of spikes with the same range. Anyone struck by a klaruchar’s spikes is subject to its poison.
Vorpal Bite (Ex): A klaruchar can make one vorpal bite attack each round against a creature grappled by its pincers. The bite has an attack bonus of +35 and deals 2d8+7 points of damage. It threatens a critical on a natural 20 and deals triple damage. On a successful critical, it bites the held creatures head off and proceeds to happily chew.
Summon Tanar’ri (Sp): Twice per day, a klaruchar can automatically summon 2d8 babau, 1d6 hezrou, 1-4 nalfeshnee, 2 mariliths, or 1 balor. This is the equivalent of a 10th level spell.
True Seeing (Su): Klaruchar have a continuous true seeing ability, as the spell (caster level 24th).
* See Epic Level Handbook

Some notes:
1) This isn't so much a conversion as reimagining of the beast. As it was in the FF, the attack routine didn't make a lick of sense. It has four arms, but it only uses one... Plus that vorpal bite was a pain to make sense of.
2) Those Wizard levels were utterly useless at that level. 10 wizard levels? Woopdedoo, he might as well sit prone for a round.
3) This is the first Epic critter that I've done and I am a firm believer that CR's break down drastically around level 20. I also have no real idea of the amount of power that an epic character can possess, only vague notions. I tried to balance this thing against critters in the ELH, but it's still hard. Thus, if the klaruchar looks too tough/weak for his CR, then he'll need to be modified accordingly.
4) Giving skill points to a creature with a 26 Int and 25 HD sucks
5) I hopefully cleared up a lot of ambiguity with its attack routine. I hope it makes sense (it does to me, but I wrote the damn thing!). If it doesn't, please tell me where the problem is and I'll try to clarify.

Also, when I get done with these critters, I'll be releasing .doc files again.
1) A Revised REVISED Yugoloth .doc containing the new ones
2) A Revised Devil .doc
3) A revised Demon .doc
4) An other .doc with those other critters that just don't fit in. ;)

Comments appreciated.
Radams

05-20-04, 07:51 AM
Nice work converting the Klaruchar (best get used to the name change). I have the FF and loved the artwork for the original, but was a little disappointed to here it wasn't as good as the desrcitpion suggested.

Don't worry too much on the skills: giving skill levels to anyhting seems like rocket science IMPO.

As for attack routine, I'll try it one game to see if it works (or not), then tell you (tho bear in mind it might take a while to do).

Keep up the good work. :thumbsup:;)
DragonGanger

05-22-04, 12:38 PM
Whoa, this thing is SCARY! It really looks like something that could go toe-to-toe with epic characters! Excellent job, Dackad, as always! (You DO know how to beef up Lower Planes nastities the way they should be!)

Just one question: any particular reason you've changed a few names? Maybe because this is, as you put it, a 'reimagining' of the creature?

Oh, well, great job anyway!
Raymond_Luxury_Yacht

05-22-04, 02:40 PM
Originally posted by DragonGanger
Just one question: any particular reason you've changed a few names? Maybe because this is, as you put it, a 'reimagining' of the creature?


Copyright restrictions. The Klurichir isn't in the SRD.
Primus, the One and Prime

05-22-04, 04:21 PM
Originally posted by headlessfriar
Hmm... I'm intrigued. Was always a big fan of the demons myself. But, I don't remember anything called a Kochrakon. Where is that from?

The Kokrachon was found in 'Planes of Law'. A baatezu breed created to be an expert torturer, shaped something like a massive beetle.
Shemeska the Marauder

05-23-04, 12:11 AM
As I recall it was also converted into 3e in the BoVD
Gez

05-23-04, 04:35 PM
:teach: "Caco" is a greek prefix meaning "erroneous, awful, ugly, discordant". You'll find it in, for example, "cacophony" (ugly noise) or "cacographics" (you see a lot of cacographics on the net ;)), "cacogenics" (syn. dysgenics) and of course, "cacodaemon".
Note, by the way, that daemon in Greek would more properly be translated by spirit, "cacodaemons" was a grab-bag for evil spirits. It could be likened to the concept of unseelie fey, rather than to the one of denizens of an otherwordly chasm.

All this scholarship aside, when I see the word cacodaemon (or cacodemon), I picture a floating, disembodied astral dreadnought head spitting purple balls of balefire...

http://mywebpages.comcast.net/theherofactory/ManualPlanes.jpg http://www.terra.es/personal5/ezamora/games/doom2/enemigos/cacodemo.jpg
Dackad

05-24-04, 06:45 PM
Wow, it looks as if the makers of Doom just ripped the head off of an Astral Dreadnought and threw it in the game. Never noticed that before...

Originally posted by DragonGanger
Just one question: any particular reason you've changed a few names? Maybe because this is, as you put it, a 'reimagining' of the creature?
1. Because of those copyright restrictions that Raymond mentioned.
2. I changed it enough that it might as well be a new creature.

Once again, thanks for the compliments everyone.

Here's another 'new sort-of' critter.

PALARTHIE
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 9d8+54 (94 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 23 (+3 Dex, +10 natural), touch 13, flat-footed 20
Base Attack/Grapple: +9/+14
Attack: Flame blade +15 melee touch (1d8+4) or slam +14 melee (1d6+5 plus 1d8 fire)
Full Attack: Flame blade +15/+10 melee touch (1d8+4) or 2 slams +14 melee (1d6+5 plus 1d8 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flame blade, spell-like abilities, summon tanar’ri,
Special Qualities: Damage reduction 10/good, fiery aura, darkvision 60 ft., immunity to electricity and fire and poison, resistance to acid 10, spell resistance 16, telepathy 100 ft., vulnerability to cold
Saves: Fort +15, Ref +9, Will +9
Abilities: Str 21, Dex 17, Con 23, Int 12, Wis 16, Cha 14
Skills: Balance +17, Bluff +14, Concentration +17, Jump+19, Listen +15, Search +13, Sense Motive +15, Spot +15, Tumble +17
Feats: Dodge, Improved Initiative, Mobility, Weapon Focus (flame blade)
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 8
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 10-18 HD (medium)

Through the swirling flames, you can barely make out a humanoid form. The flames abate and you see an emaciated, purple skinned humanoid with a pair of bony, vestigial wings sprouting from its back. Its body is entirely hairless and in one, clawed hand it clutches a sword seemingly made of fire. It grins sadistically just as the flames return with even more intensity and it springs to attack.

The palarthie are thought to be a subset of the tanar’ri that once yearned to rule the Abyss as balors. Unfortunately, as the legends claim, they failed some trial by fire and are now punished by burning for eternity.
The palarthie are often used as shock troopers and lackeys for more powerful demons, especially the balors who seem to take some sort of perverse pleasure in ordering them around and humiliating them.
Palarthies stand about 6 and a half feet tall and weigh 180 pounds.

COMBAT
Palarthies are relatively cunning opponents. They usually open combat with a fear effect in order to scatter their weaker foes. They then follow up with either a fireball or a scorching ray against the remaining foes. They then wade into battle with their flame blades, laughing as they burn.
A palarthie’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Fiery Aura (Su): A palarthie is constantly surrounded in a vortex of swirling flames. Any creature striking a palarthie with handheld weapons or natural weapons takes 1d8 points of fire damage. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. Additionally, a palarthie does fire damage with each successful slam attack.
The palarthie can change the color of its flames depending upon its mood or desire, from a deep, crimson red to a ghostly blue. However, the actual effects of the flames do not change.
Flame Blade (Sp)[/i]: A palarthie can produce the equivalent of a flame blade spell at will (caster level 9th). The palarthie’s flame blade has no set duration and it can dispel the blade or create the blade as a free action on its turn.
Spell-like Abilities: At will – greater teleport (self plus 50 pounds of objects only), see invisibility; 3/day – dispel magic, scorching ray (2 rays only); 1/day – fear (DC 16), fireball (DC 15). Caster level 9th. The save DC’s are Charisma based.
Summon Tanar’ri (Sp): Once per day, a palarthie can attempt to summon another palarthie with a 45% chance of success. This is the equivalent of a 4th level spell.
Dackad

05-24-04, 09:57 PM
NRATHGAR
Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 14d8+112 (175 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 26 (-2 size, +2 Dex, +16 natural), touch 10, flat-footed 24
Base Attack/Grapple: +14/+31
Attack: Claw +22 melee (2d6+10)
Full Attack: 2 claws +22 melee (2d6+10) and 2 bites +22 melee (2d8+10) and tail spike +22 melee (1d6+10 plus 1d8 cold)
Space/Reach: 15 ft./15 ft. (20 ft. with tail slap)
Special Attacks: Crystalline tail, gaze attacks, rend 3d6+15, spell-like abilities, summon elementals
Special Qualities: Damage reduction 10/good, dual mind, darkvision 60 ft., immunity to cold and poison, resistance to acid 10, and electricity 10, spell resistance 25, superior multiattack, vulnerability to fire
Saves: Fort +17, Ref +11, Will +11
Abilities: Str 31, Dex 15, Con 27, Int 14, Wis 14, Cha 16
Skills: Bluff +20, Concentration +25, Hide +11, Intimidate +20, Jump +35, Knowledge (the planes) +10, Listen +19, Move Silently +3, Search +19, Spot +19, Survival +19
Feats: Cleave, Great Cleave, Improved Sunder, Multiattack, Power Attack
Environment: Infinite Layers of the Abyss (Ice Wastes)
Organization: Solitary, pair, or group (2-5)
Challenge Rating: 15
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 15-28 HD (huge); 29-42 HD (gargantuan)

This towering creature resembles a conglomeration of many other creatures. Two white furred bears’ heads sit atop a massive frame covered in bluish scales. Its long, dangling arms end in wickedly clawed hands. A serpentine tail ending in a crystalline spike sprouts from its lower back and it twitches violently on the ground. Bony ridges run down the creature’s back and small tufts of white hair cover the its scaly body in seemingly random locations.

The nrathgar are immense demons that lurk on the 23rd layer of the Abyss, called the Ice Wastes. There they serve as powerful minions of the demonic lord Kostchtchie; a lord of the unceasing cold and giants.
Nrathgar are bestial demons. They live to fight and tear the flesh from their enemies. Oftentimes, they wander the Ice Wastes in solitude, slaying all that come before them in an unending blood frenzy. Even Kostchtchie has trouble keeping the nrathgar in line and only his power keeps him from being another of their frozen meals.
Nrathgar stand 16 feet tall and weigh approximately 5,000 pounds.

COMBAT
Despite their bestial appearance and temperament, the nrathgar are fairly intelligent and cunning foes. They use their gaze attacks and their spell-like abilities to their fullest effect. They are mostly solitary creatures, but they will fight in packs if a more powerful creature bullies them into it, but they very rarely use intelligent tactics when in a pack.
A nrathgar’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Crystalline Tail (Su): The tail of a nrathgar ends in a bluish, crystalline spike. Anyone struck by a nrathgar’s tail spike takes 1d8 points of additional cold damage. On a successful critical hit, the creature struck takes 3d8 points of cold damage.
Dual Mind (Ex): A nrathgar’s two heads make it immune to any Enchantment spells or effects.
Gaze Attacks (Su): A nrathgar’s heads can both produce a different gaze attack. The nrathgar can only use one of its gaze attacks per round.
Left Head: As a free action, a nrathgar can focus the gaze of its left head upon a single opponent within 40 ft. The opponent must make a Will save (DC 20) or become slowed as per the spell (caster level 14th) by a limb-numbing cold. The creature need not meet the gaze of the nrathgar in order to be affected. The save DC is Charisma based.
Right Head: As a free action, a nrathgar can focus the gaze of its right head upon a single opponent within 60 ft. The affected opponent takes 5d6 points of cold damage. A successful Fort save (DC 20) reduces the damage by half. The creature need not meet the gaze of the nrathgar in order to be affected. The save DC is Charisma based.
Both Heads: As a standard action, the nrathgar can focus the gaze of both of its heads upon a single opponent within 30 ft. The affected opponent must make a Will save (DC 22) or become paralyzed for 2d4 rounds. The creature need not meet the gaze of the nrathgar in order to be affected. The save DC is Charisma based and includes a +2 bonus.
Rend (Ex): If a nrathgar hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 3d6+15 points of damage.
Spell-like Abilities: At will – darkness, dispel magic, ice storm, sleet storm, wall of ice; 1/day – cone of cold (DC 18), fear (DC 17). Caster level 10th. The save DC’s are Charisma based.
Summon Elementals (Sp): Once per day, a nrathgar can summon either 2d4 small ice paraelementals, 1d6 medium ice paraelementals, 1d4 large ice paraelementals, or 1 huge ice paraelemental. The elementals that are summoned are always evil. This is the equivalent of a 6th level spell.
Superior Multiattack (Ex): Due to its two heads, a nrathgar takes no penalties on attack rolls and damage when using its secondary attacks.
Skills: The nrathgar’s two heads make it an exceptionally alert creature. It gains a +4 racial bonus on Spot, Search, and Listen checks. They also receive a +4 racial bonus on Hide checks when in snowy conditions.
DragonGanger

05-27-04, 04:25 PM
Hmm... VERY interesting! I especially liked the Nrathgar, as an ice demon was never done before, at least that I know of. Looking forward to your new creatures and conversions!

BTW, guys, let Dackad know what you think of his work! I think he'll appreciate some compliments and/or constructive criticism!
Lady Ishtar

05-27-04, 05:02 PM
nrathgar is really cool, no pun intended, but seems like something serving Kostchtchie whould have a more slavic name. just a thought.

really looking for more creations

maybe some demons from various mythologies around the world
Shemeska the Marauder

05-27-04, 05:57 PM
Originally posted by Lady Ishtar
nrathgar is really cool, no pun intended, but seems like something serving Kostchtchie whould have a more slavic name. just a thought.


Old slavic mythology is something that hasn't really been touched as far as being fodder for DnD monsters. East Asian and Indian myth has been touched alot more than the slavs. However from what little of it I'm familiar with, alot of the monsters of Slavic legend are more fey-like than not. A few of them got converted over in one of the past year or so's issues of Dragon mag including the Russalki. Then you've got things like Baba-Yaga that have been touched on before. There's also the Firebird, and some of the wizards of Russian myth that resemble in some ways the archetype of liches.

I may speak broken Russian irl, but my knowledge of the mythology of the culture is really lacking.
Lady Ishtar

05-27-04, 06:22 PM
true that most of them are fey-like, but there are some that would be considered demons as well. those would be interesting to look into
Dackad

05-28-04, 09:49 PM
Originally posted by DragonGanger
BTW, guys, let Dackad know what you think of his work! I think he'll appreciate some compliments and/or constructive criticism!
Compliments and criticism are always appreciated. Especially criticism. I want to make monsters that nyone would like to use and I believe that criticism can always help to make them better.

Originally posted by Lady Ishtar
nrathgar is really cool, no pun intended, but seems like something serving Kostchtchie whould have a more slavic name. just a thought.

If I knew anything at all about slavic myth, I would have. ;)

On another note, here's another conversion without all that nasty IP ... ;)

KEREZU
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 17d8+68 (144 hp)
Initiative: +11
Speed: 30 ft. (6 squares)
Armor Class: 37 (+11 Dex, +15 natural, +1 shield), touch 21, flat-footed 26
Base Attack/Grapple: +17/+22
Attack: +3 keen rapier of sharpness +32 melee (1d6+8 15-20/x3 plus poison)
Full Attack: +3 keen rapier of sharpness +30/+25/+20/+15 melee (1d6+8 15-20/x3 plus poison) and +1 silvered wounding dagger +29/+24/+19 melee (1d4+2 19-20/x2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, sneak attack +8d6, spell-like abilities, summon tanar’ri
Special Qualities: Damage reduction 10/cold iron and good, darkvision 60 ft., evasion, immunity to electricity and poison, resistance to acid 10, and cold 10 and fire 10, spell resistance 25, telepathy 100 ft, true seeing, uncanny dodge
Saves: Fort +15, Ref +21, Will +16
Abilities: Str 21, Dex 33, Con 19, Int 22, Wis 22, Cha 24
Skills: Balance +33, Climb +25, Concentration +25, Jump +27, Hide +31, Listen +26, Knowledge (the planes) +26, Move Silently +31, Search +26, Spellcraft +26 (+28 when deciphering scrolls), Spot +26, Survival +26 (+28 on other planes and when following tracks), Tumble +33, Use Magic Device +27 (+29 checks involving scrolls)
Feats: Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Defense, Weapon Finesse, Weapon Focus (rapier)
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair
Challenge Rating: 17
Treasure: Standard plus +3 keen rapier of sharpness and +1 silvered wounding dagger
Alignment: Always chaotic evil
Advancement: 18-34 HD (medium)

This creature would seem human at first glance, but closer inspection reveals it to be of a more fiendish nature. Its skin is a dull red color, its hands end in short, claw-like nails, and a pair of small, black horns sprout from its forehead. Its eyes blaze with a fiendish light, and its lips are curved into an arrogant smile.

While the mariliths are the generals of the abyssal armies and the balors are the aristocracy, the kerezu are the assassins. They are most often employed by demon princes and lords to eliminate arrogant upstarts and rivals, but no one really trusts the kerezu. Their loyalty is as fickle as the Abyss itself and some have been known to change sides rather frequently. As such, kerezu are often on the run and they often possess great amounts of information on their employers.
Kerezu stand only 5 feet tall and weigh about 110 pounds.

COMBAT
The kerezu are not the hardiest of the demons and thus, they prefer to strike quick from the darkness before fleeing. Kerezu often go into battle with greater magic weapon cast on both of its weapons, followed by a greater invisibility. They are smart and cunning opponents and they know when to flee when a battle turns against them. However, a kerezu will hunt those who have wounded its immense pride by causing it to flee until either it or its prey is dead. An angry kerezu is a very dangerous opponent.
A kerezu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Evasion (Ex): If exposed to any effect that normally allows a Reflex save for half damage, a kerezu takes no damage on a successful saving throw.
Poison (Ex): A kerezu’s fingertips secrete a dangerous poison that it uses to continually coat its weapons. Those struck by a kerezu’s poison covered blades must succeed at a Fort save (DC 23) or take 1d6 points of Constitution damage. The initial and secondary damage is the same. The poison is highly perishable and becomes inert 1 minute after application. The save DC is Constitution based.
Sneak Attack (Ex): Anytime a kerezu’s target is denied its Dexterity bonus, or when it is flanked by the kerezu, it deals an additional +8d6 points of damage on a successful melee attack. The kerezu flanks as a 15th level rogue.
Spell-Like Abilities: At will – deeper darkness, dimension door, greater dispel magic, greater invisibility (self only), greater magic weapon, greater teleport (self plus 50 pounds of objects only), polymorph (self only); 3/day – mass inflict serious wounds (DC 24); 1/day – blasphemy (DC 24). Caster level 17th. The save DC’s are Charisma based.
Uncanny Dodge (Ex): A kerezu retains its Dexterity bonus even when flat-footed, and it can only be flanked by a 19th level rogue or higher.
Summon Tanar’ri (Sp): Once per day, a kerezu can attempt to summon another kerezu with a 40% chance of success. This is the equivalent of an 8th level spell.
True Seeing (Su): Kerezu have a continuous true seeing ability, as the spell (caster level 17th).

New Melee Weapon Special Quality
Sharpness: A weapon of sharpness has its Critical multiplier increased by +1. Thus a longsword of sharpness would deal x3 damage on a successful critical hit. This property can only be applied to piercing or slashing weapons.
Moderate transmutation; CL 12th; Craft Magic Arms and Armor, greater magic weapon, keen edge; Price +2 bonus.

Comments?
How does the Sharpness special quality look? Is 1.5 too much?
Note: I changed sharpness. 1.5 was too clunky.
Dackad

05-28-04, 11:04 PM
WASTRILITH
Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 17d8+136 (212 hp)
Initiative: +10
Speed: 20 ft. (4 squares), swim 80 ft.
Armor Class: 29 (-2 size, +6 Dex, +15 natural), touch 14, flat-footed 23
Base Attack/Grapple: +17/+36
Attack: Bite +26 melee (2d8+11)
Full Attack: Bite +26 melee (2d8+11) and 2 claws +24 melee (2d4+5) and tail slap +24 melee (1d12+5 plus stun)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, constrict 3d6+16, improved grab, spell-like abilities, summon water creatures
Special Qualities: Break domination, damage reduction 10/cold iron and good, darkvision 60 ft., electrical reflection, immunity to cold and poison and water, resistance to acid 10, spell resistance 27, telepathy 100 ft., vulnerability to fire, water mastery
Saves: Fort +18, Ref +16, Will +15
Abilities: Str 33, Dex 23, Con 27, Int 18, Wis 20, Cha 22
Skills: Bluff +26, Concentration +28, Hide +26, Intimidate +28, Knowledge (geography) +24, Knowledge (the planes) +24, Listen +25, Search +24, Sense Motive +26, Spot +25, Survival +25 (+27 to avoid hazards and when on other planes and when following tracks) , Swim +39*
Feats: Combat Reflexes, Dodge, Improved Initiative, Improved Sunder, Multiattack, Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 18
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 18-34 HD (huge); 35-52 HD (gargantuan)

This creature possesses a gray, eel-like body with a pair of muscular arms ending in clawed hands. Its large maw is filled with rows of gleaming, wickedly sharp teeth. Sharp barbs run down its slick back, from its head to the end of its tail.

The wastrilith are the Water Lords of the Abyss. They rule deepest depths of the malignant waters that foul the various abyssal layers with their scum and refuse. They are the lords of the deepest, underwater chasms, of fiendish reefs, and dilapidated submerged fortresses.
The wastrilith are loners. They carve out great swaths of territory and war unceasingly with anything that dares to enter. They set up petty underwater fiefdoms and wage wars that none know or care about.
Despite their arrogance and lust for power, dozens of powerful wastrilith serve the lord Demogorgon in the brine seas of Abysm, serving as commanders and lords for the dreadful lord.
Wastrilith measure about 25 feet in length and weigh almost 7,000 pounds.

COMBAT
Wastrilith are hateful opponents. They protect anything they deem as their territory with an almost dreadful rage. Most likely, they summon up reinforcements before wading into battle. If their opponents remain outside of water, they will either flee out of their range and wait or blast away with their spell-like abilities.
Wastrilith eagerly await the day that some foolish mortal wizard attempts to summon them to the prime. There they can attempt to break free and cause some limited mayhem before returning to their homes in the Abyss.
A wastrilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Break Domination (Su): If the wastrilith is subjected to any charm, domination, the wastrilith can immediately make an opposed Wisdom check against the caster. If it succeeds, it breaks free of the effect. If it beats the caster by more than 5, then the spell is redirected at the caster, who must make a saving throw against the spell’s original DC or be affected by the spell.
For example, a wizard attempts to cast dominate monster on a wastrilith. The wastrilith and the wizard make opposed Wisdom checks. The wastrilith beats the wizard by more than 5 and the wizard must make a saving throw against the spell’s original DC. He fails and is affected as though he had a dominate monster cast on him by the wastrilith.
Breath Weapon (Su): Once every 1d6 rounds, the wastrilith can unleash a 60 ft. cone of boiling water, dealing 8d10 points of damage. Those affected can attempt a Reflex save (DC 26) for half damage. Half the damage is fire damage and the other half is the result of the abyssal power of the wastrilith and is thus not protected by effects that grant fire resistance. The save DC is Constitution based.
Constrict (Ex): A wastrilith deals 3d6+16 points of damage with each successful grapple check.
Electrical Reflection (Su): If the wastrilith is subject to any spell that deals electricity damage, it could potentially reflect it back upon the caster. Any time the wastrilith is subject ranged touch, touch, line, or spell that deals electricity damage, the caster must make a caster level check (DC 23) or the spell reflects back on him and the wastrilith remains unaffected. The DC is Wisdom based.
Improved Grab (Ex): To use this ability, the wastrilith must hit a foe at least one size category smaller than it with a pincer 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 it can constrict.
Spell-like Abilities: At will – control water, deeper darkness, fear (DC 20) greater dispel magic, greater teleport (self plus 50 pounds of objects only), telekinesis (DC 21), unholy blight (DC 20), wall of ice; 3/day – mass suggestion (DC 22); 1/day – blasphemy (DC 23). Caster level 17th. The save DC’s are Charisma based.
Stun (Su): Anyone struck by a wastrilith’s tail slap must succeed at a Fort save (DC 26) or become stunned for one round. The save DC is Constitution based.
Summon Water Creatures (Sp): Three times per day, a wastilith can automatically summon either 1d6 large fiendish sharks, 1d4 fiendish giant octopus, or 1 elder water elemental. This is the equivalent of a 9th level spell.
Water Mastery (Ex): A wastrilith gains a +1 bonus to attack and damage rolls if its opponent is touching the water.
Skills: Wastriliths have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if rushed or threatened.
Gez

05-29-04, 04:16 AM
You know, if you want to avoid using IP -- which I don't think is necessary on a messageboard, as it is (IMO, IANAL) considered Fair Use -- you need to stop using Tanar'ri and Baatezu, as these names are IP.

I propose you to use Tanarlith and Baateluth. That's close enough so as to not confuse people, and that's consistent with the other names (yugoloth, gerheleth); also, several devils have a name in -luth and several demons have a name in -lith.
Lady Ishtar

05-29-04, 09:56 AM
i think sharpness is a little much, but im always a little leery of anything that increases crit multiplier that is available to anyone.

as for slavic demons an easy source most likley available at your local gaming store is RIFTS: Mystic Russia
Dackad

06-02-04, 10:19 PM
HERGARU
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 12d8+84 (138 hp)
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 27 (-1 size, +3 Dex, +15 natural), touch 12, flat-footed 24
Base Attack/Grapple: +12/+23
Attack: Bite +19 melee (2d8+7 19-20/x2)
Full Attack: Bite +19 melee (2d8+7 19-20/x2) and 2 claws +16 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear aura, roar, spell-like abilities, sundering bite
Special Qualities: Damage reduction 10/adamantine, darkvision 60 ft., hardened skin, immunity to poison and sonic, resistance to acid 10 and electricity 10 and fire 10, spell resistance 27
Saves: Fort +15, Ref +11, Will +8
Abilities: Str 25, Dex 17, Con 25, Int 16, Wis 10, Cha 16
Skills: Bluff +18, Climb +22, Concentration +22, Intimidate +20, Jump +22, Knowledge (the planes) +18, Listen +15, Search +18, Spot +15, Survival +15 (+17 on other planes and when following tracks), Swim +22
Feats: Improved Critical (bite), Improved Initiative, Improved Sunder (b), Multiattack, Power Attack, Weapon Focus (bite)
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always chaotic evil
Advancement: 13-24 HD (large); 25-36 HD (huge)

This 12-foot tall creature has skin the color of a dark bruise. Its elongated arms hang well below its knees, ending in a pair of viciously sharp claws. Its head is wedge shaped and it bears a large mouth filled with jagged looking canines. The creature’s narrow eyes gleam dangerously as a long, purple tongue trails out of its mouth and licks its fiendish lips.

Hergaru are walking agents of destruction. They inhabit the darkest, most chaotic realms of the abyss, hunting bebiliths, demons, and planar travelers alike, if only for the fun of destroying something. They revel in the destruction of just above everything and are prone to especially violent fits of madness if there is nothing left to destroy. Despite their often solitary lifestyle, a lone hergaru will quickly go mad if it has nothing left to tear down and destroy.
Despite most evil outsider’s lust for souls, hergaru sate themselves on a much more ‘mundane’ affair: magical items. They particularly love the sound of dweomered items cracking between their powerful jaws, the surge of energy that flows throughout their body as the pent up magical power is released. They find magical items forged of the power of good to be excellent delicacies and savor the taste of them for as long as possible.
Hergaru stand 12 feet tall and weigh about 4,000 pounds.

COMBAT
Hergaru are intelligent and passionate creatures. They live to destroy and revel in the bloodshed that they cause. Despite their relatively high intelligence, hergaru are prone to foolish fits of violence if something deprives them of what they want or gets in their way. They also often have a tendency to toy with those obviously weaker than them.
A hergaru’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Fear Aura (Su): A hergaru can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 19 Will save or be affected as though by a fear spell (caster level 12th). A creature that successfully saves cannot be affected again by the same hergaru’s fear aura for 24 hours. The save DC is Charisma based.
Hardened Skin (Su): The skin of a hergaru is supernaturally strong. Any time a manufactured weapon with hardness less than 20 strikes the hergaru the weapon must make a Fort save (DC 23) or shatter. The weapon uses either its own save bonus or its owner’s save bonus, whichever is higher. The save DC is Constitution based.
Roar (Su): Once every 2d4 rounds, the hargaru can unleash a bone-shattering roar. When it uses this ability, the hergaru can either choose to do a burst effect (centered on itself) or a cone effect. No matter which effect it uses, it must still wait 2d4 rounds before using its roar ability again.
Burst: Anyone within 30 ft. of the hergaru automatically takes 3d6 points of sonic damage and must make a Will save (DC 23) or be deafened for 2d6 rounds. The save DC is Constitution based.
Cone: 60 ft. Anyone within the cone takes 6d8 points of sonic damage and can attempt a Reflex save (DC 23) for half damage. The save DC is Constitution based.
Spell-like Abilities: At will – greater teleport (self plus 50 pounds of objects only), see invisibility, sound burst (DC 15); 3/day – chaos hammer (DC 17), fireball (DC 16); 1/day – word of chaos (DC 20). Caster level 12th. The save DC’s are Charisma based.
Sundering Bite (Ex): On a successful sunder attempt with its bite attack, the hergaru deals double damage. Also, the hergaru’s bite is treated as adamantine for the purpose of overcoming damage reduction and ignoring hardness.
Dackad

06-03-04, 12:43 AM
ALKILITH
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 14d8+84 (147 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 27 (-1 size, +8 Dex, +10 natural), touch 17, flat-footed 19
Base Attack/Grapple: +14/+23
Attack: Slam +22 melee (3d4+5 plus 1d8 acid)
Full Attack: 4 slams +22 melee (3d4+5 plus 1d8 acid)
Space/Reach: 10 ft./10 ft.
Special Attacks: Acid, cloudkill form, command ooze, spell-like abilities, summon ooze, summon tanar’ri
Special Qualities: Amorphous, damage reduction 10/good and piercing, darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10, spell resistance 22, telepathy 100 ft.
Saves: Fort +15, Ref +17, Will +12
Abilities: Str 20, Dex 27, Con 23, Int 16, Wis 16, Cha 20
Skills: Bluff +22, Concentration +23, Escape Artist +25, Hide +21, Intimidate +24, Listen +20, Move Silently +21, Search +24, Spot +24, Survival +20 (+22 when following tracks), Tumble +25
Feats: Combat Expertise, Combat Reflexes, Improved Disarm, Weapon Finesse, Weapon Focus (slam)
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or group (2-5)
Challenge Rating: 14
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 15-28 HD (large); 29-42 HD (huge)

Sitting before you is a revolting mass of decaying matter. Pus, cancerous growths, and multitudes of eyes dot this undulating body of pure corruption. Despite its odd appearance, it moves quickly with an almost sickening grace, launching itself into battle with its flailing pseudopods.

Alkiliths live in the deepest, most foul pits in the Abyss, treading where even other demons are loathe to tread. The serve the demonic lord Juiblex, the Slime Lord, and are often found slurping and befouling everything in his layer, the Slime Pits.
Alkilith are often sent on missions to other planes both as assassins and to serve a more foul and specific purpose: to spread the corruption of the Abyss. The live to corrupt all that is good and beautiful with their ichoric pseudopods.
Alkiliths take the form of an undulating mass with a diameter of around 7 feet, which weighs roughly 400 pounds.

COMBAT
Alkiliths are intelligent and wary opponents who use their spell-like abilities to best affect. They also use their summon ooze ability at the first opportunity and let their summoned help do all the work while they get into a position to threaten as many foes as possible before unleashing a flurry of pseudopod attacks.
An alkilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Acid (Ex): An alkilith’s pseudopods are coated in a slick, disgusting acid. Anyone struck by an alkilith’s slam attack takes an additional 1d8 points of damage and must make a Reflex save (DC 23) or the victim’s armor takes 1d8 points of acid damage. The save DC is Constitution based.
Amorphous (Ex): An alkilith is not subject to critical hits. It cannot be flanked. Alkiliths are also immune to the effects of harmful gases such as stinking cloud or cloudkill.
Cloudkill Form (Su): As a full-round action, an alkilith can transform itself into a state similar to that of a gaseous form spell. Those inside the cloud suffer as if under the affect of a cloudkill spell (caster level 14th, Fort save DC 23). The alkilith can switch back to its normal form as a full-round action. The save DC is Constitution based.
Command Ooze (Sp): As a standard action, an alkilith can command any ooze within 60 feet. This is otherwise similar to a dominate monster spell. The ooze is allowed a Will save (DC 22) to resist the control. The save DC is Charisma based.
Spell-like Abilities: At will – contagion (DC 19), dispel magic, enervation, greater teleport (self plus 50 pounds of objects only), melf’s acid arrow, stinking cloud (DC 18), wall of ice; 3/day – cone of cold (DC 20), unholy blight (DC 19); 1/day – blasphemy (DC 22), polar ray, slime wave* (DC 22). Caster level 14th. The save DC’s are Charisma based.
Summon Ooze (Sp): Once per day, an alkilith can automatically summon 1d4 gelatinous cubes, 1d3 ochre jellies, or 1 black pudding. This is the equivalent of a 6th level spell.
Summon Tanar’ri (Sp): Once per day, an alkilith can attempt to summon 1d3 chasme or 1 hezrou with a 60% chance of success. This is the equivalent of a 6th level spell.
See Invisibility (Su): Alkilith have a continuous see invisibility ability, as the spell (caster level 14th).
Skills: Due to its many eyes, an alkilith receives a +4 racial bonus on Spot and Search checks.
* See Masters of the Wild.
Dackad

06-04-04, 11:26 PM
Here's a fun one.
I redid the Babau eventhough it has been 'officially' converted to 3.5 mostly because the conversion sucked. All of the neat abilities that the Babau had were nixed for whatever reason and the conversion in the BoVD just didn't have it at the right power level. So I offer this conversion. This one can be used as a sort of Greater Babau if you liked the lower power one and you want to use this one or it can be used as a complete replacement.

BABAU
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 12d8+84 (138 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 31 (+7 Dex, +14 natural), touch 17, flat-footed 24
Base Attack/Grapple: +12/+17
Attack: Claw +19 melee (1d6+5) or +2 ranseur +19 melee (2d4+9)
Full Attack: 2 claws +19 melee (1d6+5) and bite +17 melee (1d8+2) or +2 ranseur +19/+14/+9 melee (2d4+9)
Space/Reach: 5 ft./5 ft. (10 ft. with +2 ranseur)
Special Attacks: Sneak attack +5d6, spell-like abilities, summon tanar’ri, weakening gaze
Special Qualities: Corrosive slime, damage reduction 10/bludgeoning and good, darkvision 60 ft., immunity to acid and electricity and poison, resistance to cold 10 and fire 10, see invisibility, spell resistance 21, telepathy 100 ft.
Saves: Fort +15, Ref +15, Will +12
Abilities: Str 21, Dex 25, Con 25, Int 18, Wis 18, Cha 20
Skills: Bluff +12, Concentration +22, Escape Artist +22, Hide +22, Intimidate +22, Knowledge (the planes) +19, Listen +19, Move Silently +22, Search +19, Sense Motive +19, Spellcraft +14, Spot +17, Tumble +22
Feats: Dodge, Combat Reflexes, Mobility, Multiattack, Weapon Finesse
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or squad (2 babau and 1d8 rutterkin)
Challenge Rating: 13
Treasure: Standard plus +2 ranseur
Alignment: Always chaotic evil
Advancement: 13-36 HD (medium)

Before you stands a black-skinned, emaciated humanoid. Covering its leather-tight skin is a strange, blood-red goo that seems to seep from its very pores. Its two arms end in a pair of long, thin, clawed hands and a curved horn protrudes from the top of its head. Its pointed ears jut above the top of its bald head.

The babau serve as sort of lesser recruiters for the demonic armies. That is, they go around and bully all of the lesser demons into joining the war. Those that refuse either die at the deft, clawed hands of the babau or are sent to the babau’s masters as ‘playthings.’ As such, the lesser demons hate the babau with a searing passion.
Babaus also manage to make their way in Abyssal politics as assassins, spies, or elite strike teams. Babaus usually attack with their terrible claws and bites, but occasionally they employ magical weapons (50% of the time). In that case they usually favor weapons that make use of their quick reflexes or weapons with exceptional reach.
A babau is roughly 6 feet tall and it weighs 140 pounds.

COMBAT
Babau are sneaky and cunning. They usually employ quick, surprise attacks against the seemingly most powerful foe before retreating and trying again. They make excellent use of their multiple weapons and their ability to sneak attack.
A babau’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Corrosive Slime (Ex): A slimy red jelly coats the babau’s skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 20 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 20 Reflex save. The save DC’s are Constitution-based.
Sneak Attack (Ex): A babau can make a sneak attack like a 9th-level rogue, dealing an extra 5d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking.
Spell-Like Abilities: At will – darkness, dispel magic, fear (DC 19), fly, greater teleport (self plus 50 pounds of objects only), heat metal (DC 17), invisibility (self only), polymorph (self only); 3/day – phantasmal killer (DC 19); 1/day – power word blind. Caster level 14th. The save DC’s are Charisma based.
Summon Tanar’ri (Sp): Twice per day, a babau can attempt to summon 1d4 rutterkin, 1d3 bar-lgura or another babau with a 40% chance of success. This is the equivalent of a 5th level spell.
Weakening Gaze (Su): 1d3 points of Strength damage, range 20 ft. Fortitude save DC 20 negates. The save DC is Charisma based.
See Invisibility (Su): Babau have a continuous see invisibility ability, as the spell (caster level 14th).
Dackad

06-04-04, 11:28 PM
CHASME
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 10d8+70 (115 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class: 24 (-1 size, +4 Dex, +11 natural), touch 13, flat-footed 20
Base Attack/Grapple: +10/+24
Attack: Claw +15 melee (1d8+6)
Full Attack: 2 claws +15 melee (1d8+6) and bite +13 melee (1d6+3) and nose gore +13 melee (4d4+3 plus abyssal wound)
Space/Reach: 10 ft./5 ft.
Special Attacks: Abyssal wound, blood drain, drone, fear aura, improved grab, spell-like abilities, summon tanar’ri
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, and cold 10 and fire 10, see invisibility, spell resistance 19, telepathy 100 ft.
Saves: Fort +14, Ref +11, Will +9
Abilities: Str 23, Dex 19, Con 25, Int 14, Wis 14, Cha 18
Skills: Bluff +17, Concentration +20, Diplomacy +21, Intimidate +19, Knowledge (the planes) +15, Listen +15, Search +15, Sense Motive +15, Spellcraft +17, Spot +15, Survival +2 (+4 on other planes and when following tracks)
Feats: Flyby Attack, Multiattack, Power Attack, Wingover
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, gang (2-5), or squad (1-2 chasme, 1-6 rutterkin, and 2d10 dretch)
Challenge Rating: 11
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (large); 21-30 HD (huge)

This creature resembles a gross cross between a human and a fly. Its head vaguely resembles that of a human’s, however it is fiercely ugly and a long, pincer-like horn takes the place of the nose. Out of its six legs, its two front forelegs end in elongated claw-like hands. Its body is a mottled gray and flesh color, with tufts of wiry hair decorating its exoskeleton in seemingly random places. Its wings buzz hypnotically and you almost feel like its time for a nice nap…

The chasme are gross human-fly hybrids and their ‘job’ is to seek out and punish those demons that flee from the duties of the Blood War. However, like most demons (except for maybe the molydeus), the chasme very rarely stick to their job and instead fly about, inflicting pain on all those weaker than themselves. Because of their part in the war effort, the chasme live in the somewhat protective shadows of the more powerful demons. Thus, the chasme are fiercely hated by the lower rung demons, but they can’t really do much about it…
Chasme stretch about 8 feet long and weigh about 500 pounds

COMBAT
Chasme are competent and wily opponents. They initiate combat with their Drone ability, attempting to put as many of their foes to sleep as possible. Then they use their blood drain against the helpless foes and if things get really hairy, they aren’t above taking their sleeping foes and flying away for a nice, fleshy treat!
A chasme’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Abyssal Wound (Su): The damage a chasme deals with its nose gore attack causes a persistent wound. An injured creature loses 2 additional hit point each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 22 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a chasme’s nose gore must succeed on a DC 22 caster level check, or the spell has no effect on the injured character.
A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.
Blood Drain (Ex): If a chasme successfully pins an opponent, it can attempt to drink its blood, dealing 1d2 points of Constitution damage each round the pin is maintained. On each successful blood drain, the chasme gains 5 temporary hit points.
Drone (Su): As a full-round action, the chasme can vibrate its wings creating a monotonous, sleep-inducing sound. Any creature within 60 ft. that hears the chasme droning must make a Will save (DC 19) or fall asleep for 2d10 rounds. This is otherwise similar to a sleep spell, although there is no Hit Dice limit. This is a sonic, mind-affecting effect. A creature that successfully saves cannot be affected again by the same chasme’s drone for 24 hours. The save DC is Charisma based.
Fear Aura (Su): A chasme can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 19 Will save or be affected as though by a fear spell (caster level 10th). A creature that successfully saves cannot be affected again by the same chasme’s fear aura for 24 hours. The save DC is Charisma based.
Improved Grab (Ex): To use this ability, the chasme must hit a foe with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Spell-Like Abilities: At will – contagion (DC 17), darkness, dispel magic, greater teleport (self plus 50 pounds of objects only), insect plague, ray of enfeeblement, telekinesis (DC 19); 3/day – stinking cloud (DC 17), unholy blight (DC 18); 1/day – lightning bolt (DC 17). Caster level 10th. The save DC’s are Charisma based.
Summon Tanar’ri (Sp): Once per day, a chasme can attempt to summon 1d10 dretch, 1d4 rutterkin or another chasme with a 50% chance of success. This is the equivalent of a 4th level spell.
See Invisibility (Su): Chasme have a continuous see invisibility ability, as the spell (caster level 10th).
DragonGanger

06-05-04, 09:27 AM
Wow, so many new Lower Planes critters in so little time! And very well done too... I liked your Alkilith much better than the FF version (where they had given it an unholy - no pun intended! - Hit Dice advancement and a bunch of other things I didn't like), and the Chasme and 'Greater Babau' look interesting... Thank you very much, and great job: you are definitely an expert at converting creatures!
Dackad

06-08-04, 08:05 PM
Originally posted by DragonGanger
Wow, so many new Lower Planes critters in so little time! And very well done too... I liked your Alkilith much better than the FF version (where they had given it an unholy - no pun intended! - Hit Dice advancement and a bunch of other things I didn't like), and the Chasme and 'Greater Babau' look interesting... Thank you very much, and great job: you are definitely an expert at converting creatures!
Why thank you :embarrass

GORISTRO
Huge Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 16d8+192 (264 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 22 (-2 size, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +16/+33
Attack: Slam +23 melee (2d8+9) or rock +14 ranged (2d8+9)
Full Attack: 2 slams +23 melee (2d8+9) and gore +18 melee (2d8+4) or rock +14 ranged (2d8+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Powerful charge 6d6+13, rock throwing, spell-like abilities, stomp
Special Qualities: Damage reduction 10/good, darkvision 60 ft., fast healing 5, immunity to electricity and poison, resistance to acid 10 and cold 10 and fire 10, rock catching, see invisibility, spell resistance 22, telepathy 100 ft.
Saves: Fort +22, Ref +10, Will +12
Abilities: Str 29, Dex 10, Con 35, Int 6, Wis 14, Cha 12
Skills: Climb +28, Concentration +31, Intimidate +20, Jump +28, Listen +21, Spot +21
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary or pair
Challenge Rating: 14
Treasure: None
Alignment: Always chaotic evil
Advancement: 16-32 HD (huge); 33-48 HD (gargantuan)

This creature looks like a cross between a human and a bison. Its thickly muscled body is covered in brown, almost black, hair. Two curved horns protrude from the top of its bison head. Instead of feet it has a pair of cloven hooves. It glares at you and hunches down, almost as if its just getting ready to charge.

The goristro are the walking siege weaponry of the Abyss. They are strong, excessively tough, built for fighting, and very stupid. In fact, if there weren’t any stronger demons, the goristro would be content to eat, kill each other, and commit random acts of excessive violence. As it is, the molydeus, mariliths, and balors keep the goristro at the front lines, where they are more likely to deal more damage to their enemies than their own troops.
Goristro stand 18 feet tall and weigh 6,000 pounds.

COMBAT
Goristro are simpleminded opponents who rarely – if ever – use anything beyond the simple ‘hit it till it dies’ tactic. They use their spell-like abilities rarely and usually only if commanded by their more powerful commanders.
A goristro’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Powerful Charge (Ex): A goristro typically begins a battle with a charge at an opponent, lowering its head to bring its curved horns into play. In addition to the normal benefits and hazards of a charge, this allows the demon to make a single gore attack with a +23 attack bonus that deals 6d6+13 points of damage.
Rock Catching (Ex): The goristro can attempt to catch rocks hurled at him by making a DC 20 reflex save as a free action. The goristro must be ready and aware in order to catch the rocks. If the rocks have a magical bonus on attack rolls, the DC increases by that amount.
Rock Throwing (Ex): A goristro is adept at throwing rocks weighing 60 pounds. The rocks have a range increment of 140 feet.
Spell-Like Abilities: At will – greater teleport (self plus 50 pounds of objects only), scare (DC 13). Caster level 10th. The save DC’s are Charisma based.
Stomp (Su): As a standard action three times per day, the goristro can stamp on of its cloven feet, causing a great shockwave to erupt outward from it in a 60 ft. radius. Anyone within the area must make a Reflex save (DC 30) or be knocked prone. The shock lasts for one round. Any creatures of large size or smaller attempting to move must make a Balance check (DC 30) or fall prone. Creatures that succeed can move at only half speed and take a -6 penalty on all attack rolls, AC, and reflex saves. Any spellcasters attempting to cast a spell must succeed at a Concentration check (DC 20 + spell level) or lose the spell.
The shockwave deals 10d8 points of damage to structures in the radius, which ignores up to 10 hardness. Anyone caught beneath falling structures or collapsing caverns takes 8d6 points of damage (Reflex save DC 30 for half). Those who fail the Reflex save are considered buried. The save DC’s are Constitution based.
See Invisibility (Su): Goristro have a continuous see invisibility ability, as the spell (caster level 10th).
Dackad

06-08-04, 09:17 PM
URIDEZU
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 7d8+28 (59 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/+8
Attack: Claw +11 melee (1d4+1)
Full Attack: 2 claws +11 melee (1d4+1) and bite +6 melee (1d6 plus paralysis) and tail slap +6 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, sneak attack +1d6, spell-like abilities, summon tanar’ri, whip tail
Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10 and cold 10 and fire 10, rat empathy, scent, spell resistance 14, telepathy 100 ft.
Saves: Fort +9, Ref +10, Will +7
Abilities: Str 13, Dex 21, Con 19, Int 13, Wis 14, Cha 16
Skills: Balance +7, Climb +11, Concentration +14, Hide +19, Jump +3, Listen +16, Move Silently +19, Search +11, Spot +12, Survival +12 (+14 when following tracks), Tumble +15
Feats: Combat Expertise, Improved Trip, Weapon Finesse
Environment: Infinite Layers of the Abyss
Organization: Solitary, pack (2-5), or troupe (2-5 plus 6-12 dire rats)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8-14 HD (medium); 6-21 HD (large)

Before you stands what appears to be a cross between a rat and a small man. Its head is that of a rat’s, while its body is mostly humanoid, save for its long tail. Its body is completely hairless and covered in a dusky, almost pink leathery hide. Its eyes glow with a feral gleam and white saliva drips from its long, rat mouth.

Uridezu are among the most common of demons encountered outside the Abyss. They are often to sent to the Material Plane by more powerful demons to act as spies and harbingers of chaos and mischief. They often set themselves up as lords of wererats or leaders of carnivorous packs of rats.
Uridezu stand almost 5 and a half feet tall and weigh roughly 140 pounds.

COMBAT
Uridezu are consummate cowards. They love to set up ambushes and attack when conditions are in their favor. They especially hate fighting with even odds and often retreat until they have a better command of the situation.
A uridezu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Paralysis (Su): Those hit by a uridezu’s bite attack must succeed at a Fort save (DC 17) or become paralyzed for 3d4 rounds. The save DC is Constitution based.
Rat Empathy (Su): Uridezu have an inborn control over rats and dire rats. Rats and dire rats will never knowingly attack a uridezu, even if commanded to. They can also command and rebuke rats and dire rats as a 7th-level cleric commands and rebukes undead (6 times per day, +3 to turning check, 2d6+10 turning damage). Also, a uridezu has a +4 racial bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with rat-like creatures, such as wererats. This bonus is not reflected in the above statistics.
Sneak Attack (Ex): Anytime a uridezu’s target is denied its Dexterity bonus, or when it is flanked by the uridezu, it deals an additional +1d6 points of damage on a successful melee attack. The uridezu flanks as a 1st-level rogue.
Spell-like Abilities: At will – darkness, greater teleport (self plus 50 pounds of objects only); 3/day – summon swarm (rat swarm only); 1/day – unholy blight (DC 17). Caster level 9th. The save DC’s are Charisma based.
Summon Tanar’ri (Sp): Once per day, a uridezu can attempt to summon 1d3 dretch or another uridezu with a 45% chance of success. This is the equivalent of a 3rd-level spell.
Whip Tail (Ex): If the uridezu successfully hits an opponent with its tail slap attack it can either attempt to trip the opponent (+7 check modifier) or disarm the opponent (+4 check modifier) without provoking attacks of opportunity or needing to make a touch attack (for the trip attempt). The check modifiers include a +2 racial bonus.
Skills: Uridezu have a +4 racial bonus on Hide, Move Silently, and Listen checks.
Dackad

06-09-04, 06:20 PM
BULEZAU
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 8d8+42 (84 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +8/+18
Attack: Masterwork morningstar +14 melee (2d6+6) or claw +13 melee (1d6+6)
Full Attack: Masterwork morningstar +14/+9 melee (2d6+6) and gore +11 melee (1d8+3 plus stun) and tail slap +11 melee (1d4+3) or 2 claws +13 melee (1d6+7) and gore +11 melee (1d8+3 plus stun) and tail slap +11 melee (1d4+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful charge 2d8+10, rage, spell-like abilities, stun, summon tanar’ri
Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, and cold 10 and fire 10, spell resistance 15, telepathy 100 ft.
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 23, Dex 11, Con 23, Int 5, Wis 8, Cha 12
Skills: Climb +17, Concentration +17, Intimidate +12, Listen +10, Spot +10
Feats: Cleave, Diehard (b), Multiattack, Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or squad (3-6)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-16 HD (large); 17-24 HD (huge)

Topping this creature’s humanoid torso is the black-haired head of a goat. Its body is lean and gaunt, covered in patches of diseased flesh, and completely hairless, save for small patches of wiry and black bristles. A long tail extends from its lower back, ending in a small clump of iron-hard spikes.

The bulezau are simple creatures, content to fight and kill as much as they can, thus they make perfect soldiers for the more powerful demons. The bulezau are put at the front lines and sent charging into the midst of their enemies. The bulezau are happy with this arrangement as they absolutely love to wade into battle and inflict as much damage as possible.
Bulezau stand 8 feet tall and weigh 600 pounds.

COMBAT
Bulezau fight by the simple tactic of: charge, crush, kill, rinse and repeat. They only make use of their spell-like abilities if commanded to and often merely forget that they even possess them.
A bulezau’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Powerful Charge (Ex): A bulezau typically begins a battle with a charge at an opponent, lowering its head to bring its horns into play. In addition to the normal benefits and hazards of a charge, this allows the demon to make a single gore attack with a +14 attack bonus that deals 2d8+10 points of damage.
Rage (Ex): Whenever the bulezau is damaged in melee, it must make a Will save (DC 10 + damage dealt) or go into a murderous rage that lasts for 11 rounds (3 + the bulezau’s newly improved Constitution modifier). This functions like a Barbarian’s Rage ability (PHB pg. 25). The following changes are in effect for as long as it rages: AC 17 (touch 7, flat-footed 17); +16 hp; hp 100; Attack +16/+11 melee (2d6+8, MW morningstar), +13 melee (1d8+4 plus stun, gore), +13 melee (1d4+4, tail slap); SV Fort +14, Will +7; Str 27, Con 27; Stun DC 22; Powerful charge 2d8+12; Climb +19, Concentration +19, . At the end of the rage, the bulezau is fatigued for the duration of the encounter.
Spell-Like Abilities: At will – darkness, greater teleport (self plus 50 pounds of objects only), see invisibility, scare (DC 13); 1/day – shout (DC 15), wall of thorns. Caster level 7th. The save DC’s are Charisma based.
Stun (Su): Anyone struck by a bulezau’s gore attack must make a Fort save (DC 20) or be stunned for 1 round. The save DC is Constitution based.
Summon Tanar’ri (Sp): Once per day, a bulezau can attempt to summon either 1d3 rutterkin or another bulezau with a 35% chance of success. This is the equivalent of a 4th level spell.
DragonGanger

06-14-04, 03:28 PM
Hmm... two 'meat grinders' and a 'sneaky and annoying' type... the denizens of the Abyss are back full force!

Boosting the uridezu's Int was a good move... they were somewhat dull in the MotP, which didn't fit much with the 'flavour' of the monster. Giving it a sneak attack was fitting as well.

About the big dolts... not much to say, nice convertions once again. You got me inspired to try my hand at this... when I'll have more time at my disposal, that is...
:D
Seraph of Babel

06-22-04, 05:16 PM
I looked through the various pages of your fiends... Any chance of coming up with the baernoloths?
Shemeska the Marauder

06-22-04, 07:06 PM
I've got my own conversion sitting around somewhere, however they're frighteningly more powerful than the silly stats they got in 2e. Worst case ever of flavor text not matching the stat abilities. An order of magnitude worse than the 3e Ultroloth.

Of course I don't have any Baern in my own games that aren't unique individuals. (all of the ones I've used are members of The Demented, a cabal of insane Baern) Each of them has their own unique physical affliction, quirks of personality, method of tampering with the politics and balance of the lower planes, etc.

I'm currently writing a bit of short fiction about each of the 13 Baernoloths in my campaign, and will stat them each as well. Once they're no longer relevant to my campaign plot I'll be posting them individually here, or as one solid post.
ripvanwormer

08-01-04, 03:51 PM
Originally posted by Primus, the One and Prime
The Kokrachon was found in 'Planes of Law'. A baatezu breed created to be an expert torturer, shaped something like a massive beetle.

It's also in the Book of Vile Darkness, by the by.