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| Lord_Canius06-24-06, 02:53 AM | It was suggusted on a thread a while back that a mutant hybrid offspring of a Balor and a Pit Fiend be made. I have attemted such, but have taken considerable liberties in the specifics, I'm sure no one will mind :P . Anyway, here goes. Spawn of Shame (Slaeyn'yar) Wondrous new illustration by Korone http://img307.imageshack.us/img307/3096/creature28zh.jpg Huge Outsider (Evil, Extraplaner) 18d8+180 (261) Inn: +8 Speed: 60ft, 30ft (climb) Armor: 28 (-2 size, +8 natural, +8 Dex, +4 Deflection), Touch 20, Flat 18 BAB/Grapple: +18/+38 Attack: Claw +28 (2d8+18) Full Attack: 2 Claws +28 (2d8+18) Space/Reach: 15ft/15ft Special Attacks: Pounce, Powerful Charge, Trample, Spell-like abilities, Bladed Body Special Qualities: Spell Resistance 32, Fast Healing 8, Regeneration 8, DR 10/-, Immunity to Fire and Electricity, Resistance to Cold and Acid 10 Saves: Fort +21, Reflex +19, Will +17 Abilities: Str 35, Dex 27, Con 31, Int 28, Wis 22, Cha 26 Skills: Jump +33, Swim +33, Bluff +29, Sense Motive +27, Spot +27, Listen +27, Hide +21, Move Silently +29, Intimidate +27, Search +30, Climb +33, Balance +29 Feats: Combat Intuition, Snatch, Power Attack, Leap Attack, Cleave, Great Cleave, Combat Reflexes, Deft Oppurtunist Enviorment: 9 Hells/ Abyss/ Grey Wastes (Depends on alignment) Organization: Solitary CR: 18 Treasure: Double Coins; Standard Goods; Standard Items Advancement:19-27 (Huge); 28-36 (Gargantuan) Alignment: Any Evil Level Adjustment: - A monstrosity stands before you, its horrific body covered in some form of blades. Its eyes, blood red slits on its face, betray a brutal intelligence uncommon in any creature. It studies you as it moves forward, the blade-like plates clanking and screeching as it reaches for you with a massive clawed hand.. Spawn of Shame, as they are known, are the bastard offspring of a failed experiment in demon/devil co-evolution. They are rarely accepted in either society, and commonly reside in the Grey Wastes, brutaly murdering anyone ore anything that crosses they're path. Spawn of Shame understand Common and most planer languages, but cannot speak. They are known to have some telepathic abilities, but that is at best, just a rumor. Combat Spawn of Shame have a deep love for melee combat, and never hesitate to wade directly into conflict. Most often they will attack anything that moves, not because they are stupid, but because of a resounding hate for all living things, due to thier banishment from both Demonic and Devil society. They hate spellcasters with a passion, and anyone who shows the promise of magic, or uses it openly on the lower planes is likely to be hunted down by a Spawn of Shame. Spell-like abilities At will- Dissonant Chord, True Strike 3/day: Blade Storm, Blur All spell-like abilities have a caster level of 10th. Death Dealer (Su): Due to untold centuries of massacre and murder, Spawn of Shame know how to kill without unnecesary effort. All Spawn of Shame are treated as if they had the Death Blow feat when making a coup de grace. Bladed Body (Ex): The spikes and blade-like plates that cover a Spawn of Shame protect them from harm, as well as help them harm thier enemies. They provide a +4 Deflection bonus to armor, and whenever a Spawn of Shame grapples an opponent, it deals 2d6 damage every round that it is grappling the opponent (In addition to any other damage it is doing). ________________________________________ __ This is the stat block so far, if you see anything wrong, post it and I'll fix it. Theres still more to post, I'm not finished with the block just yet, but I'll finish it up tommorow hopefully. |
| Golem01106-24-06, 04:37 AM | :O coooool. |
| Lord_Canius06-24-06, 04:40 AM | Quite dastardly, I have to admit. Want to help make more? I kind of like the concept of a fanatical convent of demons and devils conspiring to create a perfect fiend race, deciding they failed ( or they got discovered and "eliminated") and the "failed" expiriments were left to fend for themselves, and would like to make a whole thing of it! |
| pileobone06-24-06, 05:00 AM | Fanatical convent? What about the tragic story of forbidden love in the midst of an eternal war? The seeds of passion are sown in the heat of battle, a test of strength turned to a test of the heart. Truly a more heart wrenching tale has never been told. It's the Romeo and Juliet of the Blood War. :devil: :inlove: :devil: |
| Lord_Canius06-24-06, 05:04 AM | STOP MESSING WITH MY FANATICAL CONVENT! :P Yes I know, that was the original idea, but I wanted this to be serius, you know? Well, if your up to it, could you toss a quick PEACH my way pileobone? |
| pileobone06-24-06, 05:13 AM | Have to wait till tommorow for any PEACH'in...been trying to get to bed for about an hour. Stupid cat knocked over my ash tray, only reason I'm still up. I'll PEACH it when I wake up, some time around Thursday. :P |
| Lord_Canius06-24-06, 05:18 AM | No prob man, tell your cat that he's a moron for me, gotta keep them cats in line, eh? |
| Kraleck06-24-06, 09:40 AM | *dramatically removes glasses* My God...it's...it's... *checks positive adjective generator* Brilliant! 9.5/10 :evillaugh |
| Golem01106-24-06, 09:58 AM | The worst thing about it for me is that they both appear to be male... |
| Watchdog_of_Hades06-24-06, 11:42 AM | Yeah, I never knew that fiends actually had gender. I just assumed that they... spontaneously appeared or something. |
| pileobone06-24-06, 12:23 PM | Okie doke, as promised here is yo PEACH Armor: 28 (-2 size, +6 natural, +8 Dex, +4 Deflection), Touch 20, Flat 18Armor Class: 26 (-2 size, +6 natural, +8 Dex, +4 Deflection), touch 20, flat-footed 18 Attack: Claw +30 (2d6+18) Full Attack: 2 Claws +30 (2d6+18)Don't forget your size modifiers in your attacks. For Huge, -2 just like AC. Attack: Claw +28 melee (2d6+18) Attack: 2 Claws +28 melee (2d6+18) Space/Reach: 10ft/10ftHe's Huge right? Shouldn't he be bigger than Large creatures? ;) 15 ft./15 ft. maybe? Special Qualities: Spell Resistance 32, Fast Healing 8, Regeneration 8, DR 10/-, Resistance to Energy (all) 5Feels a bit akward to me to have both Fast Healing and Regen, I would settle on just one, probably Regen. Energy resistance 5, on a CR 18? C'mon, he needs more than that. Also, not sure if I'm feeling the (all) on there. As crossbreed I would go maybe with immunity to fire/electricity and then resistance 10 to cold and acid. Feats: Combat Intuition, Improved Natural Attack (Claw), Power Attack, Leap Attack, Cleave, Great Cleave, Combat Reflexes, Deft OppurtunistI've come to the line of thinking that Improved Natura Attack is best left to advancing monsters. If you want it's claw damage to be 2d6, then by golly make it 2d6. The tables in the MM are just a guide to the average damage, if your creature needs to do more. so be it. I'd swap this out with Weapon Focus(Claw) maybe? Some final thoughts The rest looks pretty good, I'll be able to tell you more when it's all finished. I have one suggestion for an ability. It's covered in sharp bony plates right? Why not let it grapple opponents and start slashing them to ribbons with it's natural armor? Lacerating Grapple or some such. |
| Lord_Canius06-24-06, 01:54 PM | You want to know why this guy has both Fast Healing AND Regen? Because he's supposed to be bloody nasty. Even if you're dealing lethal damage (with Acid, I'll fix his resistances like you told me too), he'll be healing it. Any melee hit must do over 26 damage to even affect his hit points, and ranged attacks are not usualy known to be that brutaly devastating, so your only clear choice is to get into a good old fashioned brawl with this guy, which just happens to be his speciality anyway. A solid spell resistance helps with that too. That being said, I'll fix it up like you said (mostly, I still want FastHealing/Regen combo :P) pileobone. Thanks for helping! |
| thasis06-24-06, 02:06 PM | Very nice... and sinister. I actualy had an idea for this. But thinking... this is just a Pit Fiend and Balor. Imagine other cross-breading species *drools* |
| Lord_Canius06-24-06, 03:00 PM | Thanks thasis, I'll be working on another cross-breed type this evening, I've got driving lessons in an hour, so I won't be around for a bit. But I promise to have another up at least around 8:00 (West coast time) |
| Lord_Canius06-25-06, 01:42 AM | Ok, like always, my new monster is late. Typical of me, apparently. But I did put up a pic of the Spawn of Shame, its not great, but it should suffice. |
| Romulus LoneWolf06-25-06, 12:39 PM | The Spawn of Shame really reminds me of Horridus (http://webpages.marshall.edu/~wise11/botf/pages/characters/imageverse/heroes/horridus.html) from the Savage Dragon series.. |
| Watchdog_of_Hades06-25-06, 03:12 PM | You want to know why this guy has both Fast Healing AND Regen? Because he's supposed to be bloody nasty. Even if you're dealing lethal damage (with Acid, I'll fix his resistances like you told me too), he'll be healing it.Wait, wait, wait. So, if something has regeneration and the entry says, "Such-and-such deals normal damage," then it doesn't heal that stuff? I thought that it converted everything to nonlethal except for "such-and-such", and it still healed the lethal... am I wrong? |
| pileobone06-25-06, 03:14 PM | Regeneration converts all damage except what is noted in the creatures entry into non-lethal damage. The creature heals back that non-lethal damage at a fixed rate, also set in the creatures entry. Regen does not heal lethal damage. |
| Watchdog_of_Hades06-25-06, 04:52 PM | Ah... man, that guy is mean! Hey, I just noticed! You say that spawns of shame usually reside in Hades. Mind if I steal them for my thread? I would, of course, give credit. Fiendlion(Like "feline," get it? Ha ha. Man, I'm hilarious.) Large Outsider (Evil) Hit Dice: 16d8+96+16 (184 hp) Initiative: +11 Speed: 40 ft. Armor Class: 28 (-1 size, +7 dex, +12 natural), touch 16, flat-footed 21 Base attack/Grapple: +16/+28 Attack: Claw +22 melee (2d6+8/19-20, x3) Full Attack: 2 claws +22 melee (2d6+8/19-20, x3) and bite +21 melee (3d8+4/19-20, x3) Space/Reach: 10 ft. by 5 ft./5 ft. Special Attacks: Spell-like abilities, pounce, improved grab, rake 2d6+4, blink Special Qualities: Damage reduction 10/good, darkvision 60 ft., concealment in light, scent, augmented critical, run down prey, SR 23, telepathy 100 ft. Saves: Fort +13, Ref +14, Will +8 Abilities: Str 27, Dex 25, Con 23, Int 10, Wis 13, Cha 14 Skills: Balance +25, Climb +26, Concentration +24, Hide +25, Listen +19, Move Silently +25, Spot +19, Swim +26 Feats: Improved toughness, Improved initiative, Improved natural attack (Claw), Improved natural attack (Bite), Multiattack, Track Environment: Any lower plane Organization: Solitary, pair, or pride (6-10) Challenge Rating: 15 Treasure: 1.5 standard (round up) Alignment: Always neutral evil Advancement: 12-22 HD (Large); 23-40 HD (Huge) A huge cat-like shape stands before you. Its form is mostly white and slightly fuzzy, but a blood-red mane hangs from its neck. It growls and charges you. The offspring of jariliths (MM2) and bezekira, fiendlions are catlike creatures of extreme power. Unlike many other devil-demon hybrids, these are highly prized in both Baator and the Abyss as hunters and trackers. More powerful than either of their parents, these fiends are some of the more powerful hybrids as far as strength compared to the creatures that spawned them. Fiendlions can telepathically communicate with any creature that has a language. They are unbelievably light for creatures of their size, weighing only 160 pounds. Combat Fiendlions try to attack in terrain with things to hide behind, to blink out of sight more easily. Generally, a fiendlion will charge at the weakest-looking enemy (usually a spellcaster), make a full attack, use improved grab, and rake. Often, the opening round results in the death of an enemy. The fiendlion will then use its blink ability to teleport away, then use True Strike and repeat the first round, not caring if the target is healed, slowly wearing down the life of its opponents. Spell-like abilities (Sp): At will: True Strike. 3/day: Protection from Good. 1/day: Locate Creature. Pounce (Ex): A fiendlion can end a charge with a full attack, and if it uses improved grab and establishes a hold, it can make two rake attacks. Improved Grab (Ex): If a fiendlion hits with its bite attack, it can attempt to start a grapple as a free action that doesn't provoke an attack of opportunity. If it wins the grapple check, it can make two rake attacks that same round. Blink (Su): As a standard action, a fiendlion can teleport up to 30 feet away, at will. This does not provoke attacks of opportunity and can be used in a grapple. Concealment in Light (Su): Its bezekira heritage makes fiendlions hard to see, although not invisible, in bright light, granting them 20% concealment. Augmented Critical (Ex): A fiendlion threatens a critical on a roll of 19-20, and on a successful hit with a claw, bite, or rake attack, it deals triple damage. Run Down Prey (Ex): With amazing endurance, fiendlions can run for 3 times the normal time before making Constitution checks, and they gain a +6 bonus on such checks to keep running. |
| Lord_Canius06-25-06, 10:08 PM | If you post them in your thread, thier entry should say they are Always Nuetral Evil, as I've sort of inpromptu-ruled that all demon/devil hybrids should have Any Evil as an alignment (at least mine, anyway), given thier mixed nature. They would simply assume the alignment of the lower plane they reside on. |
| Watchdog_of_Hades06-26-06, 07:36 PM | Rithius Huge Outsider (Evil, Hybrid) Hit Dice: 17d8+187+17 (260 hp) Initiative: +5 Speed: 40 ft. Armor Class: 21 (-2 size, +1 Dex, +12 natural), touch 9, flat-footed 20 Base attack/Grapple: +17/+35 Attack: Bite +25 melee (4d8+10) Full Attack: Bite +25 melee (4d8+10) and 2 claws +23 melee (2d6+5) Space/Reach: 10 ft./10 ft. Special Attacks: Improved grab, swallow whole Special Qualities: Hybrid traits, DR 10/good and +2, fast healing 4 Saves: Fort +21, Ref +13, Will +13 Abilities: Str 30, Dex 12, Con 32, Int 7, Wis 13, Cha 14 Skills: Climb +30, Hide +21, Escape Artist +21, Intimidate +22, Listen +21, Move Silently +21, Search +17, Spot +21 Feats: Improved toughness, Improved initiative, Improved natural attack (Bite), Lightning reflexes, Iron will, Multiattack Environment: Usually Hades Organization: Solitary, pair, or guard (4-6 plus one more powerful hybrid) Challenge Rating: 13 Treasure: Standard Alignment: Always neutral evil Advancement: 18-29 HD (Huge); 30-49 HD (Gargantuan) This hulking creature stands almost twenty feet tall. Its mouth is a field of teeth covered with dry blood and scattered with fragments of metal. Each of its massive hands have claws, each as long as your forearm. Descended from the largest of both demons and devils, these creatures rely solely on physical strength. Like slaeyn'yars, rithii are outcasts from the societies of both demons and devils, and usually live in the Gray Wastes. Rithii weigh about 10 tons and speak Abyssal and Infernal. Combat Rithii charge into combat, with almost no thought for tactics or anything other than devouring their prey, dead or not. Hybrid Traits: Many creatures descended from both tanar'ri and baatezu inherit some of both sides of their ancestry. Rithii gain immunity to fire, electricity, and poison, resistance to acid and cold 5, and can see in any sort of darkness unless it is produced by a spell of 6th level or higher. Improved Grab (Ex): If a rithius hits with its bite attack, it can try to grapple its opponent as a free action that does not provoke an attack of opportunity. It can take a -20 on this check to not count as grappled. In any case, the creature in its jaws takes automatic bite damage every round. If it wishes, it can try to swallow the creature on the round following the grapple with another successful grapple check. Swallow Whole (Ex): A rithius can try to swallow a grabbed opponent by making a successful grapple check. Once swallowed, the opponent takes 2d8+7 points of crushing damage per round plus 6 points of acid damage from the rithius's innards. A swallowed creature can cut its way out by using a light slashing weapon to deal 25 points of damage to the innards (AC 16). Damage reduction applies, and so does fast healing. Later creatures must cut their own way out. |
| Lord_Canius06-27-06, 01:02 AM | This post reserved for the Emphernal. |
| Insane Pixie06-27-06, 01:16 AM | Just out of curiosity, are we limited the hybrids to demon and devil? I was thinking, demon and devil might be an abomination, but what about a demon/devil that... 'spawned' offspring with a non-tanar'ri or baatezu? I would consider than an unforgivable sin in the Hells (ironic), but I'm looking for some feedback on this concept before I post anything. |
| Lord_Canius06-27-06, 01:20 AM | So... what your saying is.. a half-fiend.. spawned from a hybrid... You sir are the most sickly perverted, and twistedly evil individual I ever wish I had the pleasure of meeting! Of course you can! :D As the name of the thread is, "Demons who'd be better off dead", the name of the game here is to make things that are as perversly evil as possible. Got a infernaly good idea? Run with it! And by all means, post it here! |
| Watchdog_of_Hades06-27-06, 01:24 AM | Er so, the ancestry would look like... Demon + devil = hybrid "Something" + "something" = "something" Hybrid + "something" = ? And you'd stat up the "?" or make "half hybrid" a template or something? |
| Lord_Canius06-27-06, 01:31 AM | I think he means Hybrid + "something" = ?, and then stat the ?, but I dont know. And people, if you like what you see here, check out this stuff. It'll make you squirm. (http://boards1.wizards.com/showthread.php?t=655354) |
| Insane Pixie06-27-06, 02:07 AM | Phew, this took a while, but I'm glad it's done. Versking Tiny Outsider (Evil, Native, ?Hybridż) Hit Dice: 4d10+8 (30 hp) Initiative: +0 Speed: 30 ft. (6 squares), fly 40 ft. (poor) Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 16 Base Attack/Grapple: +4/-3 Attack: Claw +5 melee (1d8+1) Full Attack: Claw +5 melee (1d8+1) and bite +3 melee (1d4) and 2 talons (1d3) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Spell-like abilites, summon demon Special Qualities: Damage deduction 5/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 5, cold 5, and fire 5, spell resistance 12, telepathy 100 ft. Saves: Fort +6, Ref +4, Will +7 Abilities: Str 12, Dex 17, Con 14, Int 11, Wis 16, Cha 7 Skills: Concentration +6, Diplomacy +0, Hide +10, Intimidate -2, Jump +5 Knowledge (any one) +7, Listen +9, Move Silently +8, Search +5, Sense Motive +0, Spellcraft +7, Spot +11, Survival +6 (+8 following tracks) Feats: Power Attack, Multiattack Climate/Terrain: ? Organization: Solitary or pack (3-5) Challenge Rating: 5 Treasure: 50% gold Alignment: Neutral evil Advancement: 4-8 (Tiny), 9-10 (Small) Level Adjustment: +4 A versking is a minute, bipedal creature, standing only two to three feet tall. Tattered wings stretch across its furred back, spreading an impressive ten feet. Its two arms are asymmetrical; one appears to be a normal monkey's paw, and the other is a massive, scaled blue arm, ending in a fearsome claw that normally appear to weigh down a creature of its size. Below its black, beaded eyes rests a sharp beak. The same scaled blue skin covers the ends of its feet, three-pronged talons resting lightly on the ground. Combat Verskings are regarded as abominations to their race. A hybrid of a vrock and a mundane monkey, many are revolted by the mysteries of its existence. A versking's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Spell-Like Abilities At will — mirror image. 1/day - teleport (self only). Caster level 6th. The save DCs are Charisma-based. Summon Demon (Sp) Once per day a versking can attempt to summon 1d3 dretches or another versking with a 35% chance of success. Whenever this ability fails, 1d6 monkeys are summoned in their place. They will follow the orders on the versking for one minute before wandering off in search off food. Any orders that would cause potential harm to the monkeys immediately releases them of the versking's control. This ability is the equivalent of a 3rd-level spell. Skills Verskings have a +4 racial bonus on Listen and Spot checks. |
| Lord_Canius06-27-06, 02:21 AM | Nice! Now thats something I can hate! Good submit, Insane_Pixie, very flavorful, and a wondrous concept to boot. |
| Watchdog_of_Hades06-27-06, 10:53 AM | I'm so honored that you posted a link to my thread. |
| Watchdog_of_Hades06-27-06, 06:05 PM | Frozen Shade Medium Outsider Hit Dice: 12d8+36+12 (102 hp) Initiative: +10 Speed: Fly 40 ft. (perfect) Armor Class: 21 (+6 Dex, +5 deflection), touch 21, flat-footed 15 Base Attack/Grapple: +12/+12 (or is it "-"?) Attack: Claw +18 melee touch (1d8 vile) Full Attack: 4 claws +18 melee touch (1d8 vile) Space/Reach: 5 ft./5 ft. Special Attacks: Rake 1d8 vile, spell-like abilities, improved grab Special Qualities: Regeneration 5, darkness enhancement, see in darkness, slow, DR 10/good Saves: Fort +11, Ref +14, Will +13 Abilities: Str -, Dex 23, Con 16, Int 20, Wis 20, Cha 20 Skills: Meh. Feats: Flyby attack, Improved initiative, Violate spell-like ability, Improved toughness, Improved natural attack (Claw) Environment: Hades or the Elemental Plane of Cold Organization: Usually solitary Challenge Rating: 14 Treasure: None Alignment: Always neutral evil Advancement: - This creature resembles a huge black insect. It is completely black; not shiny, like adamantine, but as though there is simply a hole in the universe where it stands, with only the faintest of detail. Huge moth wings extend from its back, and two eyes are set in its head, holes of complete, shining white, very visible in the black background. Frozen shades are the offspring of gelugons and shadow demons (BoVD). Being incorporeal, they are much more difficult to kill than their ice devil ancestors, and the extra arms and ability to see in even magical darkness make them that much more deadly than shadow demons. They are outcasts even in Hades, for unknown reasons. Frozen shades have no weight and speak Abyssal, Infernal, Common, and Undercommon. Combat Frozen shades generally center a Deeper Darkness on a spellcaster, then fly over and rip him apart in a grapple. After that, repeat on everyone else. Rake (Ex): Every round in a grapple, a frozen shade can use two rake attacks at a +18 attack bonus, including the initial round. Spell-like Abilities (Sp): At will: Darkness. 1/day: Cone of Cold, Deeper Darkness. Caster level 12th, DC 15+level. Improved Grab (Ex): If a frozen shade hits with three or more claw attacks in one round, it may attempt to start a grapple as a free action that does not provoke attacks of opportunity. If it succeeds, it can make two rake attacks. Regeneration (Ex): Frozen shades are dealt normal damage by holy or blessed weapons of at least +2 enhancement. Darkness Enhancement (Ex): When within total darkness, a frozen shade gains a +2 enhancement bonus to AC, attack rolls, damage rolls, saves, and skill and ability checks. See in Darkness (Ex): A frozen shade can see in any sort of darkness, magical or not. Slow (Su): A frozen shade's gelugon heritage shows in its ability to create incapacitating numbness in its enemies. Any creature hit by a frozen shade's claw attack must make a Fortitude save (DC 19) or be affected as by the spell Slow for 1d6 rounds. |
| Wrb4197706-27-06, 06:13 PM | Actually there aren't many notes as to gender being a definite requirement for being a fiend type. That aside from a succubus being female, and an incubus male... However, the Dark Eight, the generals of the armies of the Nine Hells... include two females... One, Baalzephon is one of the original of those eight... and she is one ruthless green pit fiend... |
| Lord_Canius06-28-06, 08:21 PM | New pic of the Spawn of Shame, thanks to Korone. The Emphernal should be up in a couple of hours. |
| Watchdog_of_Hades07-02-06, 03:05 PM | I will die before this thread will! Okay, well, that's a lie, but bump. |
| Sorcen_Anenooata07-02-06, 04:41 PM | Cool thread, here's a link to my degons (http://boards1.wizards.com/showthread.php?t=662969), demon/devil/dragons, I'll post the finalized version of the stats in this thread when we're down fixing it. I also have 2 characters, Necros (offspring of Grazz't and Glasya, Asmodeus' daughter, although his appearance is that of a balor/pit fiend) and his son with Tiamat, Sorcen. I'm working on stats for these two and may post them here if thats fine with ya'll? If so then I can post their background stories first because I have those written right now. If not I'll be starting a new thread with those two in it but need to decide where to start that new thread. Anyway cool thread and let me know if its fine for me to post Sorcen and Necros here. |
| Watchdog_of_Hades07-08-06, 03:28 PM | After the article declaring how the new stat block is better than the one I use, I have decided to give it the benefit of a doubt. I have found that the new version lacks some important things like treasure and organization, though, so I added those in to where I thought them appropriate (or closest to appropriate). It might not include description either, so I put that in. Shrinking Violet: CR 1/2 NE Small outsider (extraplanar, evil) Init: +0; Senses: darkvision 60 ft.; Listen +0, Spot +0 Languages: Common Organization: Solitary, pair, pack (3-14), or throng (15-100) Environment: Any land _______________________________________ AC: 12 (+1 size, +2 natural), touch 11, flat-footed 13 hp: 4 (1 HD); DR: none Immune: none Resist: none; SR: none Fort +2, Ref +2, Will +2 _______________________________________ Speed 20 ft. (4 squares) Melee slam +3 (1d4) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp -3 Atk Options: none Special Actions: none _______________________________________ Abilities: Str 11, Dex 10, Con 10, Int 10, Wis 10, Cha 8 Feats: Weapon focus (Slam) Skills: Meh. Treasure: 1/2 standard _______________________________________ This creature look like a faintly humanoid mass of red goo and maggots. It has no discernable anatomy save for a crudely shaped head and some rudimentary arms and legs. Shrinking violets are the offspring of the weakest of all fiends: manes and lemures. They are scorned and outcast on all planes, and barely even a threat to anything other than humanoid children. Combat Shrinking violets only attack something if the enemy looks very weak or if they outnumber it at least two to one. Otherwise, they flee and look for easier prey. |
| Lord_Canius07-08-06, 03:42 PM | Well, being that the boards are supposedly being wiped (finaly [again]), I'm going to postpone posting anything of value to me (meaning monsters) untill the updates are finaly over. I'll save my work in a word document, and repost it. I would very much like it if everyone who posted a creature here would do the same for theirs, these are ( I hesitate to say) rather important to me. I'll save the copy pasted version of the creatures, but if everyone could save their posts (including all the formating) so that way they can be posted again, good as new, that would be most wondrous. Thank you for your time. |
| Sublimation07-08-06, 06:11 PM | The message at the top of the screen says that things will disappear from the 9-11th. That means that today, the 8th, is safe. |
| Lord_Canius07-08-06, 06:16 PM | OH.... Umm..... ...crap... Now I dont have an excuse to be lazy. |
| Watchdog_of_Hades07-08-06, 06:47 PM | OH.... Umm..... ...crap... Now I dont have an excuse to be lazy.Mwa ha ha! Get to work, slave! |
| Lord_Canius08-04-06, 04:25 PM | Well, its a little late, and I didn't make it myself AND its not a hybrid, but Dracomortis made it and he gave me permision to post it here. Still needs a PEACH, both on the original thread and this thread. Malezu Gargantuan Outsider (Chaotic, Extraplanar, Evil, Tanar’ri) Hit Dice: 15d8+105 (172 hp) Initiative: +8 Speed: 40 ft. (8 squares), burrow 30 ft., climb 30 ft. Armor Class: 27 (–4 size, +4 Dex, +17 natural), touch 10, flat-footed 23 Base Attack/Grapple: +15/+40 Attack: Greatsword +32 melee (6d6+19/19–20 x2) or gore +28 melee (3d8+13) Full Attack: Primary greatsword +32/+27/+22/+17 melee (6d6+19/19–20 x2) and 3 greatswords +28 melee (6d6+13/19–20 x2) and gore +23 melee (3d8+13) Space/Reach: 20 ft./20 ft. Special Attacks: Spell-like abilities, summon tanar’ri Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 23, telepathy 100 ft. Saves: Fort +16, Ref +13, Will +11 Abilities: Str 37, Dex 18, Con 24, Int 15, Wis 14, Cha 17 Skills: Bluff +21, Climb +21, Concentration +33, Diplomacy +21, Hide +10, Intimidate +21, Listen +24, Move Silently +22, Search +20, Sense Motive +20, Spot +24 Feats: Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Power Attack, Multiweapon Fighting Environment: Infinite Layers of the Abyss Organization: Solitary or pair Challenge Rating: 12 Treasure: Standard Alignment: Always chaotic evil Advancement: 16–30 HD (Gargantuan); 31–45 HD (Colossal) Level Adjustment: — The malezu is a true titan in battle. They serve as elite warriors in Abyssal armies, rushing headlong into combat, hoping to crush their opponent in a barrage of attacks before it has a chance to retaliate. Towering over other demons, a malezu’s shear size strikes fear into demon and mortal alike. With four massive greatswords wielded in its eight arms, and a pair of cruel horns atop its head, few dare to brave head-to-head combat with a malezu. Unfortunately, they rarely have a choice, as it has been known to use its powerful horns to burrow through the ground and take enemies by surprise. Its burrowing leaves behind a usable tunnel about 15 feet in diameter. It has also been known to use its powerful arms to climb seemingly impossible surfaces and attack foes from above. A malezu stands over 40 feet tall and weighs well over 50 tons. Malezu speak Abyssal, Common, and Infernal, although they rarely bother to do so. Combat A malezu prefers to put itself in the middle of a group of enemies, making a full attack with all four of its greatswords and its gore attack each round. Fleeing enemies are quickly struck down by its massive reach and multiple attacks of opportunity. A malezu’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. Spell-Like Abilities: At will—chaos hammer (DC 17), greater teleport (self plus gear only), unholy blight (DC 17); 3/day—dispel magic, word of chaos (DC 20). Caster level 15th. The save DC are Charisma-based. Summon Tanar’ri (Sp): Once per day a malezu can attempt to summon 4d10 dretches or a hezrou with a 35% chance of success. This is the equivalent of a 4th-level spell. Telepathy (Su): Malezu can communicate telepathically with creatures within 100 feet that speak Abyssal, Common, or Infernal. Skills: Malezu have a +8 racial bonus on Concentration checks and a +4 racial bonus on Listen and Spot checks. Malezu have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. |
| Golem01108-05-06, 08:17 AM | Nice. I can't see anything wrong with the Malezu or any of the other fiends that requires correcting in the numbers... but I suggest these reparations to spelling and grammar... The malezu are true titans in battle. They serve as elite warriors in Abyssal armies, rushing headlong into combat, hoping to crush their opponents in a barrage of attacks before they have a chance to retaliate. Towering over other demons, a malezu’s sheer size strikes fear into demon and mortal alike. With four massive greatswords wielded in its eight arms, and a pair of cruel horns atop its head, few dare to brave head-to-head combat with a malezu. Unfortunately, they rarely have a choice, as the Malezu have been known to use their powerful horns to burrow through the ground and take enemies by surprise. Their burrowing leaves behind a usable tunnel about 15 feet in diameter. They have also been known to use their powerful arms to climb seemingly impossible surfaces and attack foes from above. A malezu stands over 40 feet tall and weighs well over 50 tons. Malezu speak Abyssal, Common, and Infernal, although they rarely bother to do so. There. :P Apart from that... |
| Lord_Canius08-05-06, 08:21 AM | Well, Golem, I believe your efforts to improve my grammar are wasted, for I am lazy. Which means I AINT FIXIN THE STINKIN THING!! :P Thanks for the post though! |
| Golem01108-05-06, 08:30 AM | :P I'll put something else on soon. |
| BladefellMaster08-05-06, 09:25 AM | hey I like the concept of this thread, I knowI'm a bit behind but here I am. I especially like the frozen shade submitted by Watchdog! Might want to find a different name though. Frozen shade sounds like it is undead not an outsider, when I first saw it I went, "What the hell is that doing here.. wha...?" That was until I read it, then it made sense. |
| Dracomortis08-08-06, 11:50 AM | Actually Golem, malezu is both the singular and plural form of the word, so all mentions of they/their/plural is gammatically correct. Also, why is sheer wrong? |
| Watchdog_of_Hades09-10-06, 04:18 PM | Well, Canius bumped my Hades project, and one good turn deserves another... |
| smeagol_lied09-10-06, 04:38 PM | Actually Golem, malezu is both the singular and plural form of the word, so all mentions of they/their/plural is gammatically correct. Also, why is sheer wrong? Cos he spelt it shear. If i think of anything good.. yadda yadda yadda. Although i was thinking of breeding sandstorm's desert devil with something. |
| Sorcen_Anenooata09-10-06, 05:22 PM | Ok heres the info on Sorcen and Necros in case anyone wanted to see it. Well Necros will be next post. These are just rough stats that I based off of a few sources on archdevils I've found. They're probably completely wrong so any help is appreciated. Sorcen Anenooata Medium Outsider (evil) Hit Dice: 50d8+420 (? hp) Initiative: +0 ? Speed: 50ft, Fly 120ft (perfect) Armor Class: 52 ? (+12 Dex, +10 insight, +10 natural, +10 unique armor) touch ?, flat-footed ? Attacks: ? Damage: ? Face/Reach: 5ft by 5ft/5ft Special Attacks: spell-like abilities, spells, demand submission, Special Qualities: Darkvision 60ft, DR 20/+8, fast healing 10, regeneration 15, outsider traits, SR 45, hybrid(baatezu/tanar'ri) traits, summon minions- 1d8+2 degons/demons/ or devils/ or 3 dragons automatically or one of the archfiends(60% success), Saves: fort +?, ref +?, will +? Abilities: Str 28, Dex 35, Con 30, Int 35, Wis 26, Cha 37 Skills: ? Balance +49, Bluff +50, Climb +25, Concentration +45, Diplomacy +60, disguise +50, forgery +48, gather info +60, hide +41, intimidate +60, jump +15, knowledge(arcana, the planes) +48 +48, knowledge(history, religion) +30 +30, listen +42, move silently +45, scry +48, search +48, sense motive +42, spellcraft +30, spot +42, tumble +45, Innuendo +47, Feats: ? cleave, dark speech, dodge, empower spell-like ability, expertise, improved critical (bastard sword, short sword), improved initiative, power attack, weapon focus (bastard sword, short sword), alertness, combat reflexes, spell penetration, Environment: Any Organization: Unique Challenge Rating: ? Treasure: Quadruple standard Alignment: Neutral Evil Level Adjustment: ? Sorcen appears as a very handsome being with great black dragon wings with red fire designs on the bottom edges and foot long dark colored horns with hints of red. His eyes are dark orbs of flame and he is well muscled but of a small frame, his dark hair is worn long and down. His clothing is always sophisticated clothing reminiscent of the french aristocracy. His natural form sometimes gets a bad reaction during diplomatic affairs so he chooses to take another form to hide his wings and horns, usually a long silver haired human male with the same small frame and well muscled body and silver eyes and the same aristocratic clothing. (The full story of Sorcen will follow the character stats.) Combat When confronted directly Sorcen usually gives his opponents a chance to flee and will even ask if they wish to be teleported somewhere, unbeknownst to them any deal made with Sorcen will result in him owning their soul upon their death. If they choose not to leave he will ask if they wish to barter and if they still persist on attempting to kill him then he will cast a few helpful spells on himself then stand with his arms crossed and motion for them to attack him. When the enemy goes for the attack he will dodge a few attacks then expose his wings and take to the air to bombard them with spells, when he feels like engaging in melee he will go down and usually reverts to his human form and uses his bastard sword. If he deems its necessary he will draw his short sword and use it in his left hand while continuing to weild the bastard sword. If the enemy is deemed too weak after the first few attacks at Sorcen then he will wave his hand and summon some minions to dispose of him or use his demand submission and make the enemy his slave for awhile, ultimately ordering the being to kill itself when Sorcen becomes bored with them. In the unlikely event that Sorcen finds himself losing a match he will let loose his bastard sword to 'dance' and fight for itself, loose his short sword so that Necros trapped inside may fight and cast spells on his own, and Sorcen will revert to his natural form and take to the air casting spells as quickly and effectively as possible and summoning minions as often as he can and if needed will go down and engage in melee with his claws. Sorcen also has access to the nova, supernova, and hypernova spells of mine, he may choose one from the list and it is usable 1/day. Demand Submission (Su): Once per round as a standard action, Sorcen can force any single creature who can hear and understand his voice to attempt a will saving throw (DC 37). If the creature fails, it submits to Sorcen for 10d10 days, doing whatever Sorcen asks as if every request of his was a suggestion against which the target cannot resist via saving throws. Once a creature succeeds at a saving throw versus this ability, it is forever immune to the effect. Spell-Like Abilities: At will- animate dead, blasphemy, charm monster, create greater undead, damning darkness, darkbolt, deeper darkness, demand, desecrate, detect magic, detect thoughts, devil's ego, discern location, dominate monster, eyebite, fiendish quickening, geas/quest, greater dispelling, hellfire, hellfire storm, insanity, magic missle, magic circle against good, major image, mass charm, mirror image, project image, restoration, resurrection, suggestion, telekinesis, teleport without error, true seeing (as a cleric), unholy aura, unholy blight, unhallow, wall of ice, wall of fire, wretched blight; 3/day- dominate person, meteor swarm, polymorph other, polymorph any object, power word (any), symbol (any); 1/day- disintegrate, trap the soul, true resurrection, shapechange, veil, wish. Caster level 20th; save DC 20+spell level. Spells: Sorcen can cast spells as a 25th level sorceror. ? Hybrid Traits: Sorcen can communicate telepathically with any creature within 100 feet that has a language. In addition, he can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Sorcen is immune to fire, electricity, and poison, and he has acid resistance 20 and cold resistance 20. Outsider Traits: Sorcen cannot be raised or resurrected. Regeneration (Ex): Sorcen takes normal damage from blessed or holy weapons of at least +5 enchantment. Summon Minions (Sp):At will, Sorcen can automatically summon 2d12 demons or devils of any kind other than balors or pitfiends, or 1d8+2 degons, balors, or pit fiends(or any combonation of those 3), or he can summon 3 dragons that serve him or one of the archdevils from baator(60% success). Alternate Form (Su): At will, Sorcen can take on any humanoid form (usually his favored form) as if using a shapechange spell. This alternate form lasts indefinitely. Fast Healing (Ex): Sorcen regains lost hit points at the rate of 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow Sorcen to regrow or reattach lost body parts. Possessions: Sorcen weilds a +10 vorpal,disruption, keen, dispelling, psy burst, paradise, god killer, elemental burst(fire,ice,earth,wind any one at will), draining, ghost touch, triple throw, everdancing, returning, speed, throwing, bastard sword in his right hand and if pushed will draw his short sword/father, Necros. Sorcen also wears his +10 heavy fortification, glamered (alternate form is black leather armor with black leather trench coat), invulnerability (DR 15/+8), shadow, silent moves, full black leather armor (wears no helmet). Sorcen Anenooata (given the name Anenooata by his dragon allies because he was quick and stealthy yet extremely deadly like a dreamwolf, anenooata meaning dreamwolf in the dragon language), son of Tiamat queen of chromatic dragons and Necros the pit fiend/balor halfbreed ruler of Baator and slayer of Asmodeus. Necros killed Asmodeus and then had to fight off the other devils to establish his rule, Tiamat saw this as her chance for the throne of hell and amassed a great army of dragons and devil/dragon hybrids to combat the army of Necros. Necros knew he could not hold off the armies of Tiamat and decided to avoid the war and have a treaty meeting with the queen of evil dragons. The meeting did suceed in avoiding a war between the two great forces, but it also suceeded in the conception of the greatest evil the universe has ever seen. Tiamat found that her moment with Necros had left her with a child. The terms of the treaty were that Necros would rule Hell but Tiamat could override the decisions of Necros, but being that she is dragon she would be sleeping the majority of the time as is a dragon's nature. The son of their union would be rasied by them both to be the next ruler of Baator. The child was born and named Sorcen, he looked like a handsome human male with tiny black and red draconic wings growing from his shoulder blades and two stubby horns growing on his forehead. Also he has a v-shaped birthmark on his forehead that is commonly called an angel-kiss by humans. Sorcen grew into a very handsome being with great black dragon wings with red fire designs on the bottom edges and his stubby horns had grown to foot long dark colored horns with hints of red. His eyes were now dark orbs of flame and he was well muscled but of a small frame, his dark hair was worn long and down. His clothing was always sophisticated clothing reminiscent of the french aristocracy. His natural form sometimes got a bad reaction during diplomatic affairs so he choose to take another form to hide his wings and horns, usually a long silver haired human male with the same small frame and well muscled body and silver eyes and the same aristocratic clothing. He was trained in the use of all weapons available and was an avid inventor himself creating weapons and armors and even other devices. He was a natural sorceror and has a vast array of spells and many more that he made for himself. After training with his father and mother for nearly a hundred years he decided he wanted the throne of hell and his mother's god powers and status, thus he began studying spells to drain their powers and make them his own. His mother had just awakened from a two year nap when Sorcen decided he was ready to take what he wanted. Tiamat, upon waking, called a meeting with Necros to discuss what had transpired while she was asleep. The two rulers were deep in conversation with Sorcen at the table pretending to listen intently on what they were saying. They didnt even notice Sorcen beginning to cast his spell and were taken completely by surprise when Tiamat was struck with the power draining spell. Tiamat with half of her power taken used a spell to escape to the shadow dimension and seal herself there so Sorcen could'nt follow her. Necros just stared at his son and tried to take in what had just transpired. After a moment he gathered his wits and congradulated Sorcen on his ambition and deception. Sorcen smiled and turned his attention to his father. His father knew what was about to happen and knew he didnt have a chance now that his son had stolen some of the dragon queens power, so he began casting a curse upon his son to bind his own mind to his son's body. Sorcen started walking towards Necros and drew his short sword and began to cast a spell from it to kill his father. The spell and the curse were released at the same time and collided at the tip of the short sword. After Sorcen's eyes adjusted to the dim firelight of the room from the bright flash of the colliding magics, he noticed his father's dead body laying on the floor, the once firey eyes now dark empty pits. Suddenly Sorcen was wracked by a vicious headache and collapsed to the floor. His father's voice screamed in his head and seemed to quiet down a bit as he dropped the short sword to hold the sides of his head. His father cackled and told him of the curse he had just put upon his son, Sorcen gave his theory back that it seemed his father's spell didnt quite go as planned. His father's curse was meant to bind their minds to the same body and give Necros a chance to take over the body if he could win against Sorcen's mind, but Sorcen's spell gave the curse a different channel and binded the mind of Necros to the short sword but the nature of the curse still bound the short sword to Sorcen's mind although not enough to allow Necros to take over his son's mind. Sorcen and Necros both displeased by the results, decided to have Sorcen as the new ruler of Hell but Necros would be remembered as a great leader that was lost during the fight with Tiamat and would help his son rule and advise him. Sorcen knew his father would be looking for a way out of the sword or a way to take over the throne again but could do nothing but outsmart him for now. Sorcen left the room and declared himself ruler of Baator and told his tale of chasing his mother off and his father's unfortunate death. The young king had to defend his title and show his power to the ruler's of the other layers of Baator, but he defeated the other devils easily with his new stolen power and was established as supreme ruler of Baator by the end of the day. Since establishing his position, Sorcen has focused his attentions on the celestial planes and absorbing the powers all the other gods, but Sorcen is'nt stupid and is gathering a great army first before invading the upper planes. It has been suggested to him that to create an even larger army he must win the Blood War and recruit all the demons and yugoloths to help him attack the celestials. This would eliminate the element of surprise that he has on the upper planes right now though so it is still being debated whether he should do it or not. Sorcen has recruited many powerful dragons and other beings for his cause and is amassing great wealth and treasures to bribe the yugoloth leader to his cause as well. Sorcen, spending so much time reading and collecting tomes, has found a special spark allowing beings to become a powerful being known as planeswalkers. Sorcen has recruited as many of these as he can to his side and has even had some of them help him create a new Hell of his own. He has also allied himself with a great evil being known as Yawgmoth, who incidentally owns his own version of a hell as well. Sorcen stole a child with a planeswalker spark from a silver dragon father and a solar angel mother. Sorcen raised this child and taught him many things and eventually had the child, Stahl, killed after he reached adulthood. This traumatic and shocking death ignited Stahl's spark and he transcended to become a planeswalker. Sorcen had originally intended to steal the spark from Stahl but had decided the he was too valuable to his plans, secretly Sorcen had grown to feel a love for Stahl as a father loves a son. Sorcen has found a portal to the shadow dimension and now has the ability to go and finish his mother off but beleives Tiamat has rested all this time and has gained some of her power back. |
| Sorcen_Anenooata09-10-06, 05:23 PM | These are just rough stats that I based off of a few sources on archdevils I've found. They're probably completely wrong so any help is appreciated. Necros Large Outsider (evil) Hit Dice: 50d8+400 (? hp) Initiative: +0 ? Speed: 40ft, Fly 120ft (good) Armor Class: 43 ? (-1 size, +8 Dex, +10 insight, +10 natural, +10 unique armor) touch ?, flat-footed ? Attacks: ? Damage: ? Face/Reach: 5ft by 5ft/5ft Special Attacks: spell-like abilities, demand submission, Special Qualities: Darkvision 60ft, DR 20/+7, fast healing 10, regeneration 15, outsider traits, SR 45, hybrid(baatezu/tanar'ri) traits, summon baatezu, Saves: fort +?, ref +?, will +? Abilities: Str 40, Dex 27, Con 30, Int 28, Wis 30, Cha 26 Skills: ? Balance +49, Bluff +50, Climb +25, Concentration +45, Diplomacy +55, disguise +50, forgery +48, gather info +60, hide +41, intimidate +60, jump +15, knowledge(arcana, the planes) +48 +48, knowledge(history, religion) +30 +30, listen +42, move silently +45, scry +48, search +48, sense motive +42, spellcraft +30, spot +42, tumble +45, Innuendo +47, Feats: ? cleave, dark speech, dodge, empower spell-like ability, expertise, improved critical (great sword, whip), improved initiative, power attack, weapon focus (great sword, whip), alertness, combat reflexes, spell penetration, Environment: Any Organization: Unique Challenge Rating: ? Treasure: Quadruple standard Alignment: Neutral Evil Level Adjustment: ? Necros appears as a 14 foot tall dark red pitfiend with a more balor-like face and balor-like wings, weilding a +3 flaming whip and a +5 vorpal flame burst greatsword. Now he appears as a crimson short sword shaped similar to a roman gladius but with curved prongs pointin inward toward the blade serving as the guard. Necros was concieved from a forbidden union of Grazz't and Asmodeus' daughter, Glasya, during a party between some of the archfiends in Grazz't's palace(the details are a little sktchy but the yugoloths were involved in Glasya being invited, Glasya sneaking out of Baator to the Abyss, and the conception of Necros, it is beleived that Asmodeus had learned something and was planning to win the Blood War and the yugoloths needed to get rid of him, although Sorcen did not appear to be part of the yugoloth plan). Glasya did not wish her father to know of the child so she took the unborn fetus and threw it into the pit. Little did she know that this child would survive the pit and work its way through the ranks of baatezu to become an abomination of balor and pit fiend and eventually kill his grandfather and lay claim to the throne. Necros showed slight signs of his demonic heritage throughout his life from lemure on up to pitfiend status, then after reaching pit fiend with slight deformities a arcanoloth cast a spell on him to bring his demonic nature out and increase his power in exchange for a nupperibo. Necros was then told of his heritage of being a hybrid but not told who his parents were, that arcanoloth also "prophecized" to Necros that he was to become powerful enough to kill Asmodeus and rule the nine hells himself. Necros returned to hell with a mission on his mind, and quickly rose through the ranks and blamed his new power and appearance on a clash of great magics on the battelfield during his term served fighting the Blood War. He was eventually appointed as an advisor to Asmodeus himself and when he found himself alone with the great lord one day, he decided it was his chance to seize the throne. He managed a surprise attack and wounded Asmodeus, and after an epic duel lasting a surprisingly short 10 minutes, the great lord of the nine, Asmodeus, lay dead on the ground with Necros exiting the room victorious and crowning himself new leader of Baator. There was little opposition to this change of leader, except for Mephistoles who was beaten into submission by the new lord as quickly as he objected. Tiamat then saw this as a time to gather her army and take over while the new leader was getting settled and still weak from his battle with Asmodeus and Mephistoles. Rather than fight Tiamat, Necros called a treaty meeting with the dragon queen and the two fell for each other's charm and that day Sorcen was concieved. This treaty meeting left Tiamat as ruler, but because of her draconic sleeping habits, while she slept for her decades or milleniae Necros would rule in her stead and wake her if anything important happened. When Sorcen reached his one hundredth year, he became power hungry and attacked his mother and father in the war room while they were busy arguing over a decision. He absorbed much of his mother's power before she opened a portal and fled to the shadow dimension. Necros caught completely off guard by his son's attack and distracted by the screams of his queen, was barely able to get his curse off and since Sorcen had his spell to kill his father already across the room, the curse to bind his own mind to the body of his son. Sorcen drew his short sword to use as a focus and in case his father still lived he could engage him in melee immediately after the spell, the curse and Sorcen's spell collided in the air and caused Necros' mind binding spell to bind him to the sword but bind the sword to Sorcen's mind. Necros and Sorcen discussed this situation and it was deemed that Necros would advise Sorcen on how to rule but Sorcen must lie about how he died so as to make Necros a hero for falling while helping his son liberate them from the harsh reign of Tiamat. Necros now seeks to find a way to get out of the sword but has had no luck thus far. Combat Necros would enter combat with all the support spells he could cast on himself and charge the enemy with his greatsword and keeping any other beings away with his whip and also using it to disarm opponents and trip them. Demand Submission (Su): Once per round as a standard action, Necros can force any single creature who can hear and understand his voice to attempt a will saving throw (DC 37). If the creature fails, it submits to Necros for 10d10 days, doing whatever Necros asks as if every request of his was a suggestion against which the target cannot resist via saving throws. Once a creature succeeds at a saving throw versus this ability, it is forever immune to the effect. Spell-Like Abilities: At will- animate dead, blasphemy, charm monster, create greater undead, damning darkness, darkbolt, deeper darkness, demand, desecrate, detect magic, detect thoughts, devil's ego, discern location, dominate monster, eyebite, fiendish quickening, geas/quest, greater dispelling, hellfire, hellfire storm, insanity, magic missle, magic circle against good, major image, mass charm, mirror image, planeshift, project image, restoration, resurrection, suggestion, telekinesis, teleport without error, true seeing (as a cleric), unholy aura, unholy blight, unhallow, wall of ice, wall of fire, wretched blight; 3/day- dominate person, meteor swarm, polymorph other, polymorph any object, power word (any), symbol (any); 1/day- disintegrate, trap the soul, true resurrection, shapechange, veil, wish. Caster level 20th; save DC 20+spell level. Hybrid Traits: Necros can communicate telepathically with any creature within 100 feet that has a language. In addition, he can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Necros is immune to fire, electricity, and poison, and he has acid resistance 20 and cold resistance 20. Outsider Traits: Necros cannot be raised or resurrected. Regeneration (Ex): Necros takes normal damage from blessed or holy weapons of at least +5 enchantment. Summon Baatezu (Sp): Three times per day Necros can automatically summon six barbazu; or four erinyes, cornugons, or gelugons; or two pit fiends. Fast Healing (Ex): Necros regains lost hit points at the rate of 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow Necros to regrow or reattach lost body parts. Necros, short sword form Same stats as Necros but his appearance is that of a crimson short sword shaped similar to a roman gladius but with curved prongs pointin inward toward the blade serving as the guard. The mind of Necros is bound to this sword and the sword in turn bound to the mind of Sorcen. This causes great pain and a feeling of emptiness if Sorcen and his sword ever become seperated more than a distance of 5000 feet. The sword has telepathy and mind reading of Sorcen's surface thoughts at all times at any distance. The original short sword was a +10 vorpal, disruption, keen, dispelling, paradise, flame burst, draining, ghost touch, everdancing, returning, speed, throwing, short sword. It is still all these things in addition to Necros being inside it and being able to use all the abilities he knew in life (except his summon baatezu because his existence is kept secret to all but Sorcen and Stahl). The only way to destroy Necros is to either release him from the sword somehow and then fight him or to destroy his mind but this will also destroy Sorcen's mind, the sword itself is indestructible and Sorcen has tried many times to destroy it or his father with no luck so the spell to destroy him must be very powerful. Sorcen knows the way to release Necros from the sword but refuses to for it would leave him weak enough for his father to kill him and take his empire. If stolen the sword/Necros seeks to return to Sorcen as soon as it can, usually via teleport without error or planeshift, to stop the great mental pain caused by the seperation from his son's mind (2d10 subdual damage per round, roll each round, to Necros and Sorcen, same damage to each, if the damage makes either of them fall unconscious then the damage stops and they wake in 1d8 hours fully refreshed and the subdual damage begins again. Both Sorcen and Necros know where the other is at all times even if they are in another dimension or multiverse. No antimagic feild or anything of the like can keep the abilities of this sword down and it regains them after 1d6 rounds. Once per year Necros seems to be able to build up the power to get out of his sword prison and return to his body, which is kept in stasis until Necros can go back to it, Necros may stay in his body for 1d20 hours +1day for each year he waits to use this power and +1 minute for each decade he has been able to do this ability (currently this is +150 minutes). EDIT: Thanks Watchdog, I forget about that sometimes. |
| Watchdog_of_Hades09-10-06, 05:36 PM | Would (demon/devil)+angel hybrids be okay? Not that I expect a prompt answer, but I can wait. And Sorcen: the correct possessive is "Necros's." You only omit the last "s" if the noun is plural. |
| Lord_Canius09-11-06, 02:46 AM | You're lucky Watchdog, I just happened to be in the neighborhood. Absolutely okay, as long as they are evil and mean and nasty with big, sharp, nasty pointy teeth.. Err.. Never mind, I'll just stick with saying its okay. Because it is, and I have a request...http://xs305.xs.to/xs305/06354/CCI00117.jpgPlease make this demon/angel hybrid. (100 points to poster who can figure out who the picture is of.) |
| Seraphine_Harmonium09-11-06, 03:08 AM | You're lucky Watchdog, I just happened to be in the neighborhood. Absolutely okay, as long as they are evil and mean and nasty with big, sharp, nasty pointy teeth.. Err.. Never mind, I'll just stick with saying its okay. Because it is, and I have a request...http://xs305.xs.to/xs305/06354/CCI00117.jpgPlease make this demon/angel hybrid. (100 points to poster who can figure out who the picture is of.) hmm, four feathered wings . . . reminds me of Pazuzu. The rest of it doesn't quite fit, though it's still cool, but the four wings remind me of Pazuzu. |
| Lord_Canius09-11-06, 03:15 AM | Pah, the demon depicted there could kill this "Pazuzu" character by sneezing in Pazuzu's general direction a billion years before Pazuzu existed, therebye wiping Pazuzu from existance, and therefore not killing, but still killing him... I confused myself. WATCHDOG! You cannot enter the contest for the 100 points, for you already know the answer as to the demons name. Please, for the love of fairness and goodness in your heart, don't tell them?:P |
| Watchdog_of_Hades09-11-06, 06:26 PM | Oh... until you told me I couldn't compete, I had no clue. However, now I think I know. However, I can't stat it until I know some things that I will ask in a private message to avoid giving people hints. And in case someone thinks they're going to stat it up, you have another think coming. Soon. Like, now. DIBS! |
| Sorcen_Anenooata09-11-06, 10:25 PM | Am I allowed to guess? I have an idea of who it might be. |
| Watchdog_of_Hades09-11-06, 10:40 PM | I'm pretty sure you aren't. |
| Lord_Canius09-12-06, 10:28 AM | If you have an answer, then go ahead and try. If you win, you get 100 Canius Points, good for spending anwhere Canius Points are taken. Its like having a Mastercard, except.. useless, and a little smelly. I wouldn't eat Canius Points either, they taste a bit like 2 year old goat cheese mixed with a can of tuna from 1860. Will be posting a monster tonight, for the first time in a while. |
| Sorcen_Anenooata09-12-06, 12:36 PM | Ok my guess is that its Vaa'l or Thalakos if you'd rather I call him by his more recent name. |
| Watchdog_of_Hades09-12-06, 06:33 PM | Canius, in case you didn't notice, Sorcen is in Krede's Cafe. He'd know. |
| The_Bard_No_One_Wanted09-12-06, 08:05 PM | Sorcen, erase your post before Canius gets back! He'll never know! |
| Lord_Canius09-12-06, 08:07 PM | A little late for that, Bard, but nice try. And yes Watchdog, I knew he was in the cafe, but I didn't suspect that he'd actualy paid attention to the minute details. I should've counted on it. Congrats Sorcen! You've won 100 Canius Points! I don't know what they do either! |
| Sorcen_Anenooata09-12-06, 08:19 PM | Yay, I won 100 Canius points, I'll put them in my sig until they gain some value. And Vaa'l/Thalakos is a cool character concept. |
| Watchdog_of_Hades09-12-06, 09:48 PM | I'll do Vaa'l/Thalakos (which name should I use?) someday. I'll probably start him in computer class tomorrow and finish in the afternoon, but I won't promise. |
| The_Bard_No_One_Wanted09-12-06, 10:45 PM | Since he showed us the angel winged version, I would say Thalakos, but it's Canius's decision, not mine. *shrug* |
| Watchdog_of_Hades09-13-06, 06:17 PM | Canius, what CR do you want him to be? |
| Lord_Canius09-13-06, 08:44 PM | Yes, Bard is correct. Thalakos should be somewhere around CR 28. |
| Watchdog_of_Hades09-13-06, 09:26 PM | Should he have all of Vaa'l's special properties? For instance, Vaa'l could eat magic, as a short bout with Tholo demonstrated. Can Thalakos? |
| Lord_Canius09-13-06, 10:01 PM | Yes, but only spells with a duration of more 1 round can be eaten, although "absorbed" is a better way to describe it. |
| Watchdog_of_Hades09-17-06, 06:00 PM | Sorry, but I've been busy of late. Thalakos should be up by the... er... well, in the next week. Probably. |
| Watchdog_of_Hades09-19-06, 09:53 PM | Sorry, Canius... I can't do it. I'm like an internal combustion engine. Not in that I produce awesome monsters like exhaust (though I do), but in that I need a spark to get going. And Thalakos just isn't giving me that spark. |
| Lord_Canius10-06-06, 10:23 PM | No prob, buddy. I'll try and do him justice myself eventually, but for now, I'm afraid the angel winged demon prince of justice will just sit in my mind, collecting dust. Oh well. |