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| Return of the Flumph04-27-07, 03:27 PM | These are monsters from original Diablo and related species that appeared in later games. Will post other ones that were introduced later on in a bit. Haven't done most of their skills yet. Devilkin (the fallen from both Diablo games) Small Outsider (evil, extraplanar) Hit Dice: 1d8-1 (3 hp) Initiative: +1 Speed: 20 ft. Armor Class: 13 (+1 size, +1 dex, +1 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/-4 Attack: shortspear +2 melee (1d6), or throwing knife +3 ranged (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: - Saves: Fort +1, Ref +1, Will +2 Abilities: Str 10, Dex 12, Con 8, Int 8, Wis 10, Cha 8 Skills: Spot +2, Listen +2, Jump +2, Move Silently +6, Hide +7, Intimidate +1 Feats: Alertness Challenge Rating: 1/4 Treasure: Standard Alignment: Always evil (any) Advancement: 2-3 (Small) Devilkin Shaman (from Diablo 2) Medium Outsider (evil, extraplanar) Hit Dice: 4d8 (18 hp) Initiative: +0 Speed: 20 ft. Armor Class: 14 (+2 natural, +1 padded armor, +1 small shield), touch 11, flat-footed 13 Base Attack/Grapple: +4/+4 Attack: dagger +4 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Firebolt, Renew Devilkin, Spell-like Abilities Special Qualities: Fast Healing (1) Saves: Fort +4, Ref +1, Will +5 Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 12, Cha 14 Skills: Move Silently +1, Hide +1, Intimidate +3, Spellcraft +3, Heal +2 Feats: Maximize Spell-like Ability (summon devilkin), Weapon Focus (ranged touch) Challenge Rating: 3 Treasure: Standard Alignment: Always evil (any) Advancement: 5-12 (Medium) Combat Firebolt (Su): At will, a devilkin shaman can launch a bolt of fire as a ranged touch attack with a sixty foot range. This attack deals 1d6+hit die fire damage. Renew Devilkin (Sp): As a full-round action, a devilkin shaman can revive a slain devilkin within thirty feet. A revived devilkin loses all memories, advanced hit dice, and class levels; it becomes a standard, one hit die devilkin. This is otherwise identical to raise dead. Spell-Like Abilities (Sp): 3/day- summon monster I (devilkin only), cure/cause light wounds, bane. Save DC’s are charisma based. Devilkin Brute (from the “Hellfire” expansion for Diablo) Medium Outsider (evil, extraplanar) Hit Dice: 8d8+24 (60 hp) Initiative: +4 Speed: 30 ft. Armor Class: 19 (+4 dex, +5 natural), touch 14, flat-footed 15 Base Attack/Grapple: +8/+13 Attack: greatclub +14/+9 melee (1d10+7) Space/Reach: 5 ft./5 ft. Special Attacks: Putrid Blood Special Qualities: Resist all (5) Saves: Fort +9, Ref +6, Will +4 Abilities: Str 20, Dex 18, Con 16, Int 4, Wis 6, Cha 4 Skills: Spot +5, Listen +2, Climb +7, Jump +9 Feats: Alertness, Power Attack, Weapon Focus (great club) Challenge Rating: 5 Treasure: Half standard Alignment: Always evil (any) Advancement: 9-16 (Medium), 17-24 (Large) Combat Putrid Blood (Ex): Whenever hit by a splashing or piercing attack, a devilkin brute’s rotten blood spurts out. The weapon that struck the blow must succeed at a reflex save (DC 17) or lose 1d4 hardness. A weapon that runs out of hardness is useless. The save DC is constitution based. Scavenger (Diablo) Small Magical Beast (evil, extraplanar) Hit Dice: 2d10 (11 hp) Initiative: +2 Speed: 20 ft. Armor Class: 15 (+1 size, +2 dex, +2 natural), touch 13, flat-footed 13 Base Attack/Grapple: +2/-1 Attack: bite +5 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Disease, Scavenge Special Qualities: Immune to Poison and Disease Saves: Fort +3, Ref +5, Will +1 Abilities: Str 12, Dex 14, Con 10, Int 4, Wis 12, Cha 6 Skills: Spot +6, Move Silently +6, Hide +6 Feats: Weapon Finesse Challenge Rating: 1 Treasure: Standard Alignment: Always neutral evil Advancement: 3-4 (Small), 5-6 (Medium), 7-8 (Large) Combat Disease (Ex): Scavenger boils. Bite. DC 14. Incubation: 1 day. -1 to all die rolls, -1d4 dexterity. Scavenge (Ex): Eats 2 hp worth of dead meat per round. A corpse has 2 points per size category, starting at Tiny. Flesh Hound (spitters from Diablo) Medium Magical Beast (evil, extraplanar) Hit Dice: 5d10+10 (37 hp) Initiative: +2 Speed: 50 ft. Armor Class: 16 (+2 dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +5/+8 Attack: bite +8 melee (1d8+3), and 2 claws +5 melee (1d4+1), or regurgitate +7 ranged touch (2d4 acid) Space/Reach: 5 ft./5 ft. Special Attacks: Disease, Scavenge, Regurgitate, Death Throws Special Qualities: Immune to Poison and Disease, Resist Acid (10), Scent Saves: Fort +6, Ref +6, Will +3 Abilities: Str 16, Dex 14, Con 14, Int 4, Wis 14, Cha 8 Skills: Spot +7, Move Silently +2, Hide +2, Survival +5 Feats: Multiattack, Track Challenge Rating: 4 Treasure: Standard Alignment: Always neutral evil Advancement: 6-10 (Medium), 11-15 (Large) Combat Disease (Ex): Scavenger boils. Bite. DC 14. Incubation: 1 day. -1 to all die rolls, -1d4 dexterity. Scavenge (Ex): Eats 2 hp worth of dead meat per round. A corpse has 2 points per size category, starting at Tiny. Regurgitate (Ex): Rather than healing itself, a flesh hound can use its vile food as a weapon. For every 2 hit points it would heal itself via scavenging, a flesh hound may instead generate one dose of thick, acidic sludge. A flesh hound can hold one dose of this sludge per hit die at any given time. It can either use a charge of acidic sludge in conjunction with a bite attack (adding 2d4 acid to its bite damage), or vomit a gobbet of corrosive slime as a ranged touch attack with a range increment of twenty feet. If the ranged version of this ability is used, the acid may (50%) remain active for 1d4 rounds after use, dealing 1d4 damage to the target (if it hit) or lying in a puddle on the floor and dealing 1d4 damage to anyone who steps on it (DC 15 dex check to avoid). Death Throws (Ex): Any weapon that strikes a mortal wound against a flesh hound must succeed at a reflex save (DC 14) or melt. A puddle of acid (see above) remains on the square the beast was killed on for 1d4 rounds. The save DC is constitution based. Bloated Horror (those giant, fat spitters in Act 4 of Diablo 2) Large Magical Beast (evil, extraplanar) Hit Dice: 16d10+160 (248 hp) Initiative: +3 Speed: 20 ft. Armor Class: 20 (-1 size, -1 dex, +12 natural), touch 8, flat-footed 20 Base Attack/Grapple: +5/+8 Attack: bite +20 melee (2d8+5), and 2 claws +17 melee (1d8+2), or regurgitate +14 ranged touch (6d8 acid) Space/Reach: 10 ft./10 ft. (bite 15 feet) Special Attacks: Disease, Scavenge, Slime, Regurgitate, Death Throws Special Qualities: Immune to Poison and Disease, Immune to Acid, Resist Lightning and Cold (20), Fast Healing (10), Scent, DR 20/+1, SR 21 Saves: Fort +20, Ref +9, Will +7 Abilities: Str 20, Dex 8, Con 30, Int 6, Wis 16, Cha 10 Skills: Spot +7, Move Silently -3, Hide -3, Survival +16 Feats: Multiattack, Track, Ability Focus (slime), Ability Focus (disease), Improved Natural Attack (bite), Improved Initiative Challenge Rating: 10 Treasure: Standard Alignment: Always neutral evil Advancement: 17-32 (Large), 33-48 (Huge) Combat Disease (Ex): Scavenger boils. Bite. DC 16. Incubation: 1 day. -1 to all die rolls, -1d4 dexterity. Scavenge (Ex): Eats 2 hp worth of dead meat per round. A corpse has 2 points per size category, starting at Tiny. Regurgitate (Ex): Rather than healing itself, a bloated horror can use its vile food as a weapon. For every 4 hit points it would heal itself via scavenging, a bloated horror may instead generate one dose of thick, acidic sludge. A bloated horror can hold one dose of this sludge per two hit dice at any given time. It can either use a charge of acidic sludge in conjunction with a bite attack (adding 6d8 acid to its bite damage), or vomit a gobbet of corrosive slime as a ranged touch attack with a range increment of twenty feet. If the ranged version of this ability is used, the acid remains active for 10 rounds after use, dealing 3d8 damage to the target (if it hit) or lying in a puddle on the floor and dealing 3d8 damage to anyone who steps on it (DC 17 dex check to avoid). Anyone hit by any form of the acid must succeed at a reflex save (DC 28) or be entangled. Slime (Ex): Any weapon or creature that touches the horror must succeed at a reflex save (DC 30) or become stuck. Prying it loose requires a strength check (DC 17) Death Throws (Ex): Any weapon that strikes a mortal wound against a bloated horror must succeed at a reflex save (DC 28) or melt. A puddle of acid (see above) explodes outward, dousing all within five feet for 6d8 acid damage (DC 28 half). This acts exactly like normally regurgitated acid, and covers a 15x15 foot area. The save DC’s are constitution based. Bulezau (goatmen from both games) Medium Outsider (evil, chaotic, extraplanar) Hit Dice: 4d8+8 (26 hp) Initiative: +2 Speed: 30 ft. Armor Class: 15 (+2 dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +4/+6 Attack: battleaxe +6 melee (1d8+3), or longbow +6 ranged (1d8) Space/Reach: 5 ft./5 ft. Special Attacks: Detect Good Special Qualities: Low Light Vision, Universal Weapon Proficiency Saves: Fort +6, Ref +3, Will +4 Abilities: Str 14, Dex 14, Con 14, Int 8, Wis 10, Cha 12 Skills: Spot +5, Move Silently +4, Bluff +2, Listen +5 Feats: Alertness, Power Attack Challenge Rating: 2 Treasure: standard Alignment: always chaotic evil Advancement: 5+ (see below) A burly, bristle covered humanoid with bulging muscles and the head and hooves of a goat, this beast glares at you with a fiendish intensity that contrasts with its humanoid form. Raising its axe, it bleats in a voice that curdles your blood, and charges, its eyes full of nothing but hellfire and destruction. The spirits of mindless aggression and war given flesh, bulezau are the footsoldiers and shock troops of the Abyss. Although higher in station than the puny Fallen and other such pitiful demons, bulezau are still considered next to worthless by their overlords, and often used in great numbers. Bulezau are not very organized, and bow only to brute strength. Their lust for bloodshed and sadism knows no bounds; there is no limit to the atrocities they will commit if unleashed on the Prime Material. Bulezau speak Abyssal and a little bit of Common. Combat Although they have barely any concept of authority, bulezau are innately good at tactical combat, and teams of them naturally work well together in implementing strategies one would never expect from creatures of limited intelligence. Knowing nothing of subtlety, they are never happy except when fighting, torturing, or raping. Detect Good (Sp): A bulezau constantly detects good as the spell. Caster level=1/2 fiend's hit dice. Universal Weapon Proficiency (Ex): Bulezau are proficient with all simple, martial, and exotic weapons; born from the concept of violence itself, they are innately well versed in all of its tools. Despite their great knowledge of weaponry, bulezau are rarely given anything too expensive or hard to make. For this reason, they are eager to loot the bodies of their enemies for better weapons. Advancement: Somewhat unique in their advancement, these minor fiends actually gain new abilities as they increase in hit dice. At certain points in their development, goat demons move into higher ranks of worthiness, referred to as "clans." They do not have any particular duty to obey members of the clans above them, but generally do so out of fear. 4 HD: Moon Clan. These bulezau are as presented above. 5-6 HD: Flesh Clan. The bulezau gains fast healing (1). 7-8 HD: Stone Clan. The bulezau gains hardness (2). +1 CR. 9-10 HD: Fire Clan. The bulezau gains fire resistance (20) and all melee and ranged weapons it weilds count as flaming. 11-12 HD: Night Clan. The bulezau gains spell resistance (5+HD) and increases its movement speed by 20. +1 CR. 13-14 HD: Death Clan. The bulezau bestows a +1 enhancement on all melee and ranged weapons it weilds and improves its fast healing to (5). 15-20 HD: Hell Clan. The bulezau becomes immune to fire, resists cold and lightning (20), and bestows the wounding and speed properties on any melee or ranged weapons it wields. +1 CR. Bulezau Mutants: One in one hundred bulezau are born with a special connection to their fiendish overlords. Treat them as having the half-fiendish template (they always have wings). These individuals are usually separated from the other bulezau and gathered into special, elite units. They are called “grotesques.” Taurazu (minotaur thingies from Diablo 2 expansion) Large Outsider (evil, chaotic, extraplanar) Hit Dice: 21d8+84 (178 hp) Initiative: +3 Speed: 60 ft. Armor Class: 26 (-1 size, +3 dex, +8 natural, +6 masterwork breastplate), touch 12, flat-footed 23 Base Attack/Grapple: +21/+30 Attack: +3 great axe of wounding +29/+29/+24/+19/+14/+9 melee (2d8+12+1d6 fire), or +2 mighty longbow of wounding +26/+26 ranged (1d10+4+1d6 fire) Space/Reach: 5 ft./10 ft. Special Attacks: Detect Good, Enchant Weapons, Rage Special Qualities: Low Light Vision, Universal Weapon Proficiency, Hardness (2), SR 30, Regeneration (10/lawful or good), Stability, Immune to Fire, Resist Cold and Lightning (20), DR 10/+1 Saves: Fort +16, Ref +8, Will +12 Abilities: Str 20, Dex 16, Con 18, Int 10, Wis 10, Cha 14 Skills: Spot +15, Move Silently +11, Bluff +13, Listen +10 Feats: Alertness, Power Attack, Cleave, Great Cleave, Spring Attack, Weapon Focus (great axe), Spin Attack, Weapon Specialization (great axe) Challenge Rating: 16 Treasure: standard Alignment: always chaotic evil Advancement: 22+ (see below) Combat Like their lesser kin, but moreso. Detect Good (Sp): A taurazu constantly detects good as the spell. Caster level=1/2 fiend's hit dice. Enchant Weapons (Sp): All weapons a taurazu wields gain a +1 enhancement bonus and the flaming, speed, and wounding properties. Rage (Ex): A taurazu rages as a barbarian of its own HD. Universal Weapon Proficiency (Ex): Taurazu are proficient with all simple, martial, and exotic weapons; born from the concept of violence itself, they are innately well versed in all of its tools. Taurazu have usually built up a collection of powerful weapons and taken appropriate feats for them by the time they reach this point in their lives. Advancement: As follows. 22-25 HD: Moon Lord. These taurazu are as presented above. 26-30 HD: Flesh Lord. The taurazu can rage at will and is no longer tired after raging. 31-35 HD: Stone Clan. The taurazu’s hardness increases to (5). It gains Powerful Build. DR/+2. 36-40 HD: Fire Lord. All melee and ranged weapons the taurazu wields count as flaming burst and unholy. DR/+3. 41-45 HD: Night Lord. The taurazu gains spell immunity (1-8) and increases its movement speed by 20. DR/+4. 46-50 HD: Death Lord. The taurazu improves its enhancement on all melee and ranged weapons it wields to +2 and improves its regeneration to (30). It automatically overcomes all damage reduction. Any creature it hits in melee must succeed at a fortitude save (charisma based) or die. DR/+5. 51-55 HD: Hell Lord. The taurazu becomes immune to cold and lightning, resists sonic and acid (25), and bestows a +6 enhancement bonus on any melee or ranged weapons it wields. DR/epic. Bogeyman (the invisible dudes from Diablo) Medium Outsider (evil, extraplanar) Hit Dice: 2d8-2 (7 hp) Initiative: +3 Speed: 30 ft. Armor Class: 14 (+4 dex), touch 14, flat-footed 10 Base Attack/Grapple: +2/+4 Attack: 2 claws +4 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Spell Like Abilities Special Qualities: SR 13, DR/silver, Uncanny Dodge, Evasion Saves: Fort +1, Ref +1, Will +2 Abilities: Str 14, Dex 18, Con 8, Int 12, Wis 12, Cha 14 Skills: Spot +2, Listen +2, Jump +2, Move Silently +6, Hide +7, Intimidate +1 Feats: Quicken Spell-like Ability (ethereal jaunt) Challenge Rating: 2 Treasure: Standard Alignment: Always lawful evil Advancement: 3-6 (Medium) Combat Spell-like Abilities (Sp): At will-Ethereal jaunt, faerie fire, detect thoughts, dancing lights, ghost sound. Save DC’s are charisma based. Uncanny Dodge (Ex): Never flanked or flat footed. Evasion (Ex): No damage on a successful reflex save for half damage. Gloom (little bats from Diablo) Tiny Outsider (evil, native) Hit Dice: 1d8 (4 hp) Initiative: +2 Speed: 20 ft./fly 30 ft (perfect) Armor Class: 14 (+4 dex), touch 14, flat-footed 10 Base Attack/Grapple: +1/-8 Attack: Wings +5 melee (1d4-1) Space/Reach: 0 ft./5 ft. Special Attacks: True Seeing Special Qualities: Shadowmeld (half cover in shadows) Saves: Fort +2, Ref +2, Will +3 Abilities: Str 8, Dex 14, Con 10, Int 12, Wis 12, Cha 10 Skills: Knowledge (arcane) +3, Knowledge (the planes) +3, Diplomacy +8, Bluff +8, Craft (alchemy) +4, Spot +6, Search +6, Listen +4, Hide +10, Move Silently +10 Feats: Weapon Finesse Challenge Rating: 1 Treasure: Standard Alignment: Always evil (any) Advancement: 2-4 (Tiny) Combat True Seeing (Sp): A gloom constantly uses true seeing as the spell. Shadowmeld (Su): A gloom is treated as having half cover while in shadows. Advancement: Glooms gain additional power as they advance. They increase their CR by 1 for each racial hit die they gain. 2 HD: Fly speed doubled, bonus feat. 3 HD: Gain SR 10+hit dice, use dimension door as a quickened spell-like ability at will (5 foot range per hit die), bonus feat. 4 HD: Resist lightning (5), natural weapons do extra 1d6 lightning damage, bonus feat. Hellstone Elemental (lava demons from Diablo) Medium Elemental (evil, earth, fire, extraplanar) Hit Dice: 8d8+32 (68 hp) Initiative: -2 Speed: 20 ft./swim 40 ft./burrow 5 ft. Armor Class: 17 (-2 dex, +9 natural), touch 8, flat-footed 17 Base Attack/Grapple: +6/+12 Attack: 2 slams +12 melee (1d8+6+2d6 fire), or molten bolt +5 ranged (1d6+6+2d6 fire) Space/Reach: 5 ft./5 ft. Special Attacks: Body Heat, Death Throws Special Qualities: Immune to Critical Hits Saves: Fort +10, Ref +2, Will +4 Abilities: Str 22, Dex 6, Con 18, Int 10, Wis 14, Cha 12 Skills: Spot +4, Listen +4, Swim +14, Climb +8, Move Silently +2, Hide +8, Balance +2 Feats: Lightning Reflexes, Weapon Focus (molten bolt), Improved Natural Attack (slam) Challenge Rating: 6 Treasure: Standard Alignment: Always lawful evil Advancement: 9-16 (Medium), 17-24 (Large) Combat Body Heat (Ex): Anyone within five feet of a hellstone elemental takes one point of subdual damage per round from the heat. Fire resistance of any sort negates this effect. Anything that touches the monster must succeed at a reflex save (DC 18). Creatures that fail take 2d6 fire damage. Weapons that fail melt. Death Throws (Su): A slain hellstone elemental explodes with the same effect as a fireball spell cast by a sorcerer of half its hit dice. A reflex save (DC 18) halves the damage. The save DC is constitution based. Horned Demon (Diablo and Diablo 2 Expansion) Large Outsider (evil, earth, extraplanar) Hit Dice: 5d8+35 (57 hp) Initiative: +1 Speed: 50 ft. Armor Class: 15 (-1 size, +1 dex, +5 natural), touch 10, flat-footed 14 Base Attack/Grapple: +5/+13 Attack: Gore +10 melee (1d12+6), and 2 claws +4 melee (1d6+4) Space/Reach: 10 ft./10 ft. Special Attacks: Charge, Earthsmasher Special Qualities: Hardness 5, Immune to Cold, Tremorsense (120) Saves: Fort +11, Ref +2, Will +6 Abilities: Str 18, Dex 12, Con 24, Int 8, Wis 14, Cha 8 Skills: Feats: Ferocity, Weapon Focus (gore) Challenge Rating: 4 Treasure: Standard Alignment: Always lawful evil Advancement: 6-10 (Large), 11-15 (Huge), 16-20 (Gargantuan) Combat Charge (Ex): A horned demon does double gore damage on a charge. Earths masher (Ex): As a full round action, a horned demon can stomp mightily in a primitive dance of some strange kind. All creatures that are two or more sizes smaller than the horned demon within twice the creature’s reach must succeed at a Balance check (DC 16) or fall prone. The save DC is strength based. Helldrake (the vipers from Diablo) Medium Outsider (evil, extraplanar) Hit Dice: 6d8+6 (33 hp) Initiative: +4 Speed: 20 ft. Armor Class: 19 (+4 dex, +5 natural), touch 14, flat-footed 15 Base Attack/Grapple: +6/+7 Attack: 4 masterwork scimitars +11/+11/+11/+11/+6 melee (1d6+2), and bite +6 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Lunge, Poison, Multiple Wielding Special Qualities: Random Immunity, Fighter Feats, SR 17, DR 10/+1 Saves: Fort +6, Ref +5, Will +6 Abilities: Str 12, Dex 18, Con 12, Int 14, Wis 12, Cha 12 Skills: Sense Motive +12, Hide +5, Move Silently +6, Spot +10, Listen +10 Feats: Weapon Finesse, Expertise, Dodge, Mobility, Spring Attack, Power Attack, Improved Disarm Challenge Rating: 6 Treasure: Standard Alignment: Always chaotic evil Advancement: 7-12 (Medium), 13-18 (Large) Combat Lunge (Ex): Once per minute, a helldrake can make a run action and full attack in a single round. Poison (Ex): Bite. DC 14. 2d4 intelligence. Save DC is constitution based. Multiple Wielding (Ex): A helldrake can use a light weapon in all four hands with no penalty and still use its bite. Random Immunity (Ex): Each helldrake is immune to a single energy type. Vixen (succubi from Diablo and Diablo 2 expansion) Medium Outsider (evil, extraplanar) Hit Dice: 8d8+16 (52 hp) Initiative: +3 Speed: 30 ft./fly 60 ft. Armor Class: 17 (+3 dex, +4 deflection), touch 17, flat-footed 10 Base Attack/Grapple: +8/+8 Attack: Blood star +11 touch (4d4), or blood star +11 ranged touch (4d4) Space/Reach: 5 ft./5 ft. Special Attacks: Blood Star, Sexual Vampire, Spell-like Abilities Special Qualities: SR 25, DR 20/+1, Sunlight Vulnerability Saves: Fort +8, Ref +5, Will +5 Abilities: Str 10, Dex 16, Con 14, Int 8, Wis 8, Cha 18 Skills: Feats: Ability Focus (Sexual Vampire), Spell Penetration, Spell Focus (enchantment) Challenge Rating: 6 Treasure: Standard Alignment: Always neutral evil Advancement: 9-24 (Medium) Combat Blood Star (Su): A well fed sirine can use the spiritual energy of its blood meals to unleash a blast of eldritch force against its enemies. A blood star has a range increment of sixty feet. If the sirine has not sated itself in the past week, it must sacrifice a constitution point to use a blood star. Sexual Vampire (Su): If it engages in a sexual act with a mortal, a sirine can magically drain blood. Every minute, the victim loses 1d4 points of constitution. The victim realizes what is going on, but is unable to act on this knowledge unless he or she succeeds at a will save (DC 20) to resist the carnal urges that a sirine awakens. The victim is entitled to another save each minute. The sirine is sated once it drains a number of constitution points equal to its own constitution score. Spell-like Abilities (Sp): At will-emotion (lust), blood mana, iron maiden. Save DC’s are charisma based. Fury (those mutated succubi from the end of Diablo 2 Expansion) Medium Outsider (evil, extraplanar) Hit Dice: 8d8+32 (68 hp) Initiative: +3 Speed: 30 ft./fly 60 ft. Armor Class: 24 (+5 dex, +4 deflection, +5 natural), touch 19, flat-footed 15 Base Attack/Grapple: +8/+10 Attack: 2 claws +10 melee (1d6+2) and 2 rakes +5 melee (1d4+1) or 2 wings (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Wounding, Blood Boil, Spell-like Abilities Special Qualities: SR 25, DR 20/+2, Sunlight Vulnerability Saves: Fort +10, Ref +7, Will +5 Abilities: Str 14, Dex 20, Con 18, Int 8, Wis 8, Cha 18 Skills: Feats: Combat Reflexes, Flyby Attack, Spell Penetration Challenge Rating: 8 Treasure: Standard Alignment: Always neutral evil Advancement: 9-24 (Medium) Combat Wounding (Su): A fury‘s natural weapons have the wounding property. Blood Boil (Su): Three times per day, a fury can try to make a melee touch attack against an opponent. If it succeeds, the victim must succeed at a fortitude save (DC 18) or take 6d6 fire damage, lose 1d4 constitution, and be stunned in pain for 1d4 rounds. On a successful save, he is merely nauseated for one round. The save DC is charisma based. Spell-like Abilities (Sp): At will-unholy blight, blood mana, iron maiden. Save DC’s are charisma based. Storm Rider (Diablo) Large Outsider (evil, air, extraplanar) Hit Dice: 12d8+24 (78 hp) Initiative: +2 Speed: 60 ft. Armor Class: 18 (-1 size, +2 dex, +7 natural), touch 11, flat-footed 16 Base Attack/Grapple: +12/+21 Attack: 2 claws +16 melee (1d8+5) Space/Reach: 10 ft./10 ft. Special Attacks: Rend, Spell-like Abilities Special Qualities: SR 21, DR 10/+2, immune to lightning Saves: Fort +10, Ref +5, Will +10 Abilities: Str 20, Dex 14, Con 14, Int 14, Wis 14, Cha 16 Skills: Feats: Combat Reflexes, Power Attack, Expertise, Quicken Spell (haste, lightning) Challenge Rating: 10 Treasure: Standard Alignment: Always chaotic evil Advancement: 13-24 (Large), 25-32 (Huge) Combat Rend (Su): If a storm rider hits with both claw attacks, it tears flesh, dealing an extra 1d8+5 damage. Spell-like Abilities (Sp): At will-lightning, obscuring mist. 1/day-chain lightning, chariot of sustarre, control weather, call lightning haste. Save DC’s are charisma based. Mega demon (Diablo and Diablo 2) Large Outsider (evil, extraplanar) Hit Dice: 12d8+60 (104 hp) Initiative: +2 Speed: 40 ft./fly 40 ft. (average) Armor Class: 25 (-1 size, +2 dex, +6 deflection, +8 natural), touch 17, flat-footed 17 Base Attack/Grapple: +12/+23 Attack: +1 unholy greatsword +19/+14/+9 melee (2d8+11) and 2 wings +13 melee (1d8+3) Space/Reach: 10 ft./10 ft. Special Attacks: Breath Weapon, Spell-like Abilities, Spells, Rebuke Undead Special Qualities: SR 25, DR 20/+2, Immune to Fire, Resist Cold and Lightning (20), Fast Healing (10) Saves: Fort +13, Ref +7, Will +13 Abilities: Str 24, Dex 14, Con 20, Int 18, Wis 20, Cha 22 Skills: Feats: Lightning Reflexes, Expertise, Improved Unarmed Strike, Stunning Blow, Ability Focus (breath weapon) Challenge Rating: 13 Treasure: Standard Alignment: Always evil (any) Advancement: 13-36 (Large) Combat Breath Weapon (Su): Every 1d4 rounds, a mega demon can breath a ten foot cone or fifteen foot line of fire. 12d6 damage, a reflex save (DC 23) halves the damage. The save DC is constitution based. Spell-like Abilities (Sp): 3/day-true strike, cause fear, suggestion, summon monster VI, arcane mark, unholy blight, desecrate, swami’s instant summons 1/day-mass teleport, wall of fire, wall of ice, blasphemy, unhallowed, animate dead. Save DC’s are charisma based. Spells (Sp): A mega demon casts spells as a cleric of its own hit dice with the Evil and Destruction domains. Rebuke Undead (Su): A mega demon rebukes/commands undead as a cleric of its own hit dice. Overlord (bosses in both games) Large Outsider (evil, extraplanar) Hit Dice: 20d8+180 (270 hp) Initiative: +2 Speed: 40 ft. Armor Class: 31 (-1 size, +2 dex, +13 natural, +7 masterwork mithril chain mail), touch 11, flat-footed 29 Base Attack/Grapple: +20/+33 Attack: maul of the titans +31/+26/+21/+16 melee (1d10+16 and poison) Space/Reach: 10 ft./10 ft. Special Attacks: Horrific Appearance, Ooze Form, Stench, Poison, Disfigure, Spells Special Qualities: SR 31, Spell Immunity (1-6), DR 20/+3, Immune to Acid, Resist Fire, Sonic and Lightning (20), Regeneration (20/good) Saves: Fort +21, Ref +7, Will +15 Abilities: Str 28, Dex 14, Con 28, Int 24, Wis 16, Cha 20 Skills: Feats: Power Attack, Combat Reflexes, Crushing Blow, Sadist (bonus), Masochist (bonus), Cleave, Great Cleave, Empower Spell, Still Spell Challenge Rating: 20 Treasure: Standard Alignment: Always chaotic evil Advancement: 21-40 (Large), 41-60 (Huge) Combat Horrific Appearance (Su): Any mortal who looks directly at an overlord must succeed at a fortitude save (DC 25) or be permanently blinded. The save DC is charisma based. Ooze Form (Ex): As a standard action, an overlord can melt into a pool of thick, slimy mud. This is identical to gaseous form, except the fly speed is replaced by an overland and swim speed of 30. While in ooze form, an overlord can still make grapple attempts, and use a touch attack to deliver its poison. Stench (Ex): Any creature with a sense of smell that comes within sixty feet of the overlord must succeed at a fortitude save (DC 29) or be helplessly sick and retching for one minute. Regardless of success or failure, the victims are nauseated until they leave the area of the stench. Poison (Ex): Anyone who touches an overlord’s skin must succeed at a fortitude save (DC 29) or take 2d6 points of wisdom damage. Overlords constantly ooze this foul toxin, and so their weapons are inevitably dripping with it as well. The save DC is constitution based. Disfigure (Su): On a critical hit, an overlord causes its victim to become hideously ugly. All of the victim’s social skills are reduced by 10 ranks when dealing with its own race (and similarly shaped races). Lesser restoration can lift this affliction. Spells (Sp): An overlord casts spells as either a sorcerer or a cleric of three quarters of its own hit dice. Regardless of which spell list they choose, they also have access to the Evil and Chaos domains. Overlord Spawn (template) Inherited template that can be applied to any corporeal, mortal creature that reproduces sexually. Type: Change to outsider (evil) Hit dice: Raise to d8, if not higher already. Increase HD to at least 4. Speed: -10 Armor Class: +8 natural Attack: 2 slams, base 1d8 (medium) Special Attacks: Horrific Appearance (fortitude save to avoid being shaken, save DC is charisma based), Random Ability (roll 1d6 and consult the following table): 1 Nothing 2 Ooze form. Standard action. As gaseous form but with fly speed replaced by overland and swim speeds. 3 Stench. 30 feet radius. Fortitude save to avoid being nauseated until area is left. Save DC is constitution based. 4 Poison. Touch. Fortitude save to avoid losing 1d6 wisdom, The save DC is constitution based. 5 Disfigure. Critical hit. -10 to all social skills among own or similar races. Lesser restoration can reverse it. 6 Roll again twice. Special Qualities: Darkvision (30), Spell Resistance (10+hit dice), DR 5/cold iron, fast healing (2). Abilities: Strength +10, Constitution +10, Dexterity -4, Intelligence -4 (minimum 3), Wisdom -4. Feats: Sadist and Masochist are bonus feats. Challenge Rating: +3 (minimum 4) Alignment: Always chaotic evil. Advancement: Can advance in outsider HD up to triple its racial base (minimum 4). Size increase at double racial base. Sample overlord spawn: Big Ugly (overlord-spawn human) (the overlords in Diablo) Medium Outsider (evil) Hit Dice: 4d8+20 (38 hp) Initiative: -2 Speed: 20 ft. Armor Class: 16 (-2 dex, +8 natural), touch 8, flat-footed 16 Base Attack/Grapple: +4/+9 Attack: 2 slams +9 melee (1d8+5 and poison) Space/Reach: 5 ft./5 ft. Special Attacks: Horrific Appearance, Poison Special Qualities: Darkvision 30, SR 14, DR 5/cold iron, Fast Healing 2 Saves: Fort +9, Ref +1, Will +2 Abilities: Str 20, Dex 6, Con 20, Int 6, Wis 6, Cha 10 Skills: Spot +2, Listen +3, Climb +7, Feats: Sadist, Masochist, Alertness, Lightning Reflexes Challenge Rating: 4 Treasure: Standard Alignment: Always chaotic evil Advancement: 5-8 (Medium), 9-12 (Large) Combat Horrific Appearance (Su): All who look upon a big ugly must succeed at a fortitude save (DC 12) or become shaken. The save DC is charisma based. Poison (Ex): Anyone who touches a big ugly’s skin must succeed at a fortitude save (DC 17) or lose 1d6 wisdom. The save DC is constitution based. Knight of Oblivion (template) Acquired template that can be applied to any humanoid, monstrous humanoid, or giant of evil alignment. Type: Change to undead (extraplanar, evil) Hit dice: All current and future hit dice become d12s. Armor Class: Deflection bonus equal to charisma modifier. Special Attacks: True Seeing (used constantly as a caster of the knight’s hit die), Ghost Touch (applies to the knight and all weapons it wields), Unholy Strike (applies to knight and all weapons it wields), Enhancement (all items worn or wielded by the knight gain a +1 enhancement bonus that stacks with the item’s own properties). Special Qualities: Turn Resistance (+4), Spell Resistance (10+hit dice), Damage Reduction 20/+1, Sunlight Vulnerability (1 damage per round). Abilities: Strength +2, Constitution -, Dexterity +2, Intelligence +2, Wisdom +2, Charisma +2, +6 generic (added to any one ability score during knight’s creation) Feats: Vile Brand and Unholy Toughness are bonus feats. Additionally, the knight can pick from one of the following: Monkey Grip, Motionless Spell. Challenge Rating: +2 Advancement: by character class. Sample knight of oblivion: Steel Guard (human fighter 10 knight of oblivion) (Diablo) Medium Undead (evil, extraplanar) Hit Dice: 10d12+20 (85) Initiative: +2 Speed: 20 ft Armor Class: 28 (+2 dex, +10 full plate <+1+1>, +4 large shield <+1+1>, +2 deflection) Base Attack/Grapple: +10/+16 Attack: <+1+1> unholy ghost touch large bastard sword +19/+14 melee (1d12+10), or <+1+1> unholy ghost touch shortbow +14 ranged (1d6+2) Space/Reach: 5/5 Special Attacks: True Seeing, Ghost Touch, Unholy Strike, Enhancement Special Qualities: Turn Resistance +4, SR 20, DR 20/+1, Sunlight Vulnerability Saves: Fort +9, Ref +6, Will +8 Abilities: Str 22 Con - Dex 14 Int 11, Wis 12 Cha 15 Skills: Spot +5, Listen +5, Ride +7, Intimidate +8 Feats: Vile Brand, Unholy Toughness, Monkey Grip, Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), Power Attack, Cleave, Combat Reflexes, Parry, Weapon Specialization (bastard sword), Shield Focus (large shield), Improved Sunder, Lightning Reflexes, Improved Bull Rush Challenge Rating: 12 Treasure: Standard Alignment: Lawful evil Advancement: By character class Combat True Seeing (Sp): A steel guard constantly uses true seeing as a tenth level caster. Sunlight Vulnerability (Su): 1 damage/round. |
| Xavier_of_Cormyr04-27-07, 03:57 PM | Although I commend your effort, there is a d20 Diablo RPG book(s) out there that have a monster section. You should try to track down a copy & compare what you did, with what the game designers put together. :thumbsup: |