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Cornugon
2006-09-21, 09:46 AM
Knight of Infernal Harmony * * *
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 10d8+30 (75hp)
Initiative: +4
Speed: 30ft., fly 30ft. (average)
Armor Class: 23 (+8 spiked full plate, +5 natural), touch 10, flat-footed 23
Base Attack/Grapple: +10/ +11
Attack: +1 melodic axe +13 melee (1d12+1 / x3)
Full Attack: +1 melodic axe +13/+8 melee (1d12+1 / x3)
Space/Reach: 5ft./5ft.
Special Attacks: Songs, Spell-like abilities
Special Qualities: Bardic music, damage reduction 5/good, dual song, immunity to fire and poison, melodic axe, resistance to acid 10, cold 10, see in darkness, spell resistance 21, telepathy 100ft.
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 12, Dex 10, Con 16, Int 14, Wis 8, Cha 18
Skills: Bluff +17, Climb +8, Concentration +16, Intimidate +17, Jump +8, Listen +12, Perform (Guitar) +19, Perform (Singing) +19, Sense Motive +12, Spot +12
Feats: Ability Focus (Song), Combat Expertise, Improved Initiative, Weapon Focus (Greataxe)
Environment: A lawful evil-aligned plane
Organization: Solitary, pair, band (3-5), troupe (1 knight of infernal harmony, 4-5 bearded devils, 1-2 bone devils)
Challenge Rating: 10
Treasure: Standard, plus +1 melodic greataxe and spiked fullplate
Alignment: Always any evil
Advancement: -
Level Adjustment: -

A creature clad in dark, spiked, iron platemail stands before you, huge wings unfurled about it. Its face is that of a vaguely handsome humanoid, with blazing red eyes and malicious teeth. It lifts a massive greataxe in front of it and waves an arm in front of it, a cacophony of shrieks rising while lights burst and sparkle around it.

Knights of Infernal Harmony were once ordinary bards that made a deal with powers on the lower planes to gain power. The evil beings created a number of axes that could produce music of tones few mortals had dreamed, and instilled in them wicked power that corrupted those that used them. The result were the Knights of Infernal Harmony, evil outsiders that rellish in using their enhance music to cause pain and suffering in others.

Typically, a Knight stands 6'8" tall, and weights about 230 pounds out of its armor.

Combat

Knights of Infernal Harmony make for excellent combatants or for great support for a group of devils. By themselves, most Knights use their songs to damage enemies at a distance, then provide concealment to back up further or escape. In a support roll, Knights use their dual song power to enhance their allies while damaging enemies. While full of bravado and willing to stay when winning a fight, Knights quickly run if their abilities seem to do little against foes.

Bardic Music: A Knight of Infernal Harmony can use Bardic Music as a 10th level Bard with 13 ranks in perform.

Dual Song (Su): As long as a Knight of Infernal Harmony wields its Melodic Axe, it may use a Bardic Music ability and one of its Song abilities at the same time, doing so requires a full round action to begin, and a full round action each turn to retain concentration.

Melodic Axe (Su): This special +1 Greataxe is the symbol of the Knights of Infernal Harmony, and is rarely found outside of the possession of a Knight. This special axe is able to be used as a guitar, and grants a +2 circumstance bonus to all perform checks. If wielded by any non-outsider other than a Knight of Infernal Harmony, the axe causes them to transform into a Knight over the course of a year and a day.
A Knight of Infernal Harmony cannot use its Dual Song ability without its Melodic Axe.

Spell-Like Abilities: at will – Prestidigitation, Lesser Confusion (DC 15), Shatter (DC 16), Sound Burst (DC 16), Fear (DC 17); 3/day – Shout (DC 18); 1/day – Song of Discord (DC 19). Caster Level 10th. The DC are charisma-based.

Song (Su): As a standard action, a Knight of Infernal Harmony can begin to play the infernal music from which it gets its namesake on its Melodic Axe or by singing, this music has a variety of effects depending on what it plays. This is a standard action and effects anyone entering the effects radius until the Knight’s next turn. The save DC for all songs is 21. The save DCs are Charisma-based. A Knight may continue the same song as a standard action.

Madhouse: A wail of *screams fills a 30ft radius affecting all that enter as though a confusion spell with a duration of one round, Will save negates.

Ride the Lightning: Writhing serpents of electricity appear in 30ft radius, dealing 2d6 electricity damage and pushing back anyone struck 5ft. into a random unoccupied space, a successful Reflex save makes the attack deal only half damage and negates the movement.

T.N.T: *Huge explosion rock a 30ft radius around the Knight, dealing 2d6 fire damage to those that enter, Reflex save for half damage.

Smoke on the Water: Smoke and tar-like effluence covers 60ft radius, granting concealment to all in the radius.

Infected: Bubbling pustules of acidic vapor full a 60ft radius around the Knight, dealing 2d6 acid damage to those inside, Reflex save for half damage.

[hr]

This is what happens when you play too much Guilty Gear and too much Guitar Hero, have a few burritos and dream about what Gene Simmons would look like in D&D.

Might enter him in MitP, but I'll have to think up new names for the abilities most likely.

The Vorpal Tribble
2006-09-21, 11:40 AM
*grins*

This looks great actually, however, you gotta give it a description and background! ;)

Elrosth
2006-09-21, 01:44 PM
My God.

This is a thing of beauty.

If one of my friends were to ever find out about this guy, he'd spend the rest of the campaign trying to find one of those axes. ;D

Cornugon
2006-09-21, 02:21 PM
Made an update, added a bit of history/description/combat information to it. I might redo it, as I'm not too terribly sure I like the history, it seems a bit too overdone of a story.