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Ing
2007-08-26, 03:50 PM
Raging Juggernaut CR 15
CE Huge outsider (Chaotic, Evil, Extraplanar)
Init0;SensesDark vision 120 ft, Low light vision, scent, Listen +10, spot +15
Languages Abyssal, Common
_______________________________
AC 20, 20 flatfooted, 8 touch
(+0 dex, +12 natural-2 size)

Hp180(15 hd) DR10/good
For14 Ref 5 Will4
________________________________
Speed 30 ft
Melee Slam 16/9 (2d6+5)
Ranged-
Space 15 Reach15
Base Atk9 Grp12
Attack Options stunning fist, aligned strike, power attack
Special actions Rage, Wrath
Spell-Like abilities (CL 15, Wizard)
At Will, bulls strength
Raging, Spike stones, Flame blade, Fire shield, Fire ball*
Greater Rage, Wall of fire, move earth,
Furry: Fire Storm, Earth Quake, Meteor Swarm**

*Limited only to pt. blank casting
** Range is limited to adjacent squares.
Special qualities: Fire immunity,
_________________________________
Abilities Str 25, Dex 10, Con 20, Int 7, Wis 4, Cha 5
SA Aligned strike, Spell like abilities, Aura of Rage, Wrath
Feats Power attack, Cleave, Great Cleave, quicken spell like ability (Fire ball)
Skills Climb 30, jump 30, escape artist 25, intimidate 30, listen 10, spot 15, survival 7
Advancement by character class Favored ClassBarbarian
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Aura of rage: A Raging Juggernaut emits an aura of pure rage and anger from its body. opponents that begin their turn within 15 feet of a Raging Juggernaut must succeed on a DC 25 will save of suffer the effects of a Rage spell. Those affected must rush forward to attack the Raging Juggernaut or the nearest non-aligned creature

WRATH A Raging Juggernaut's rage and hatred build with each attack it is dealt. Each time a Raging Juggernaut is damaged or fells a foe it accumulates wrath points

{table] Action|points|
Taking damage|+1 for every 5 pts of damage inflicted|
Juggernaut fells a foe|+5 pts|
Rage is cast on Juggernaut|+10 pts|
Calm Emotions| -10 pts|
Entering Sanctified or blessed zone|-5 rage pts per round|
Entered defiled or desecrated zone| spell like abilities cost 50% less Wrath pts (rounded up)|
Cleric turns Juggernaut| -30 rage pts|[/table]

A Juggernaut's power increases based on its wrath ranking

{table] Wrath state|pts needed|effect|
Normal|0-10 pts|none|
Raging|11-20 pts|Raging as Barbarian (save it can use spell like abilities), +2 to all DCs, +10 speed|
Greater Rage|21-35|Greater tireless Raging as barbarian, +4 to all DCs, +20 speed|
Furry|36+|+4 str and con, +6 to all DCs. +2 BAB for every further 5 rage pts, haste|[/table]

A Juggernaut losses rage pts every time it uses a spell like ability. For abilities that are unlocked in its rage state it looses 5 pts for abilities that are unlocked in greater ranging it looses 10 and for abilities unlocked in furry it looses 20. The Juggernaut is also reduced to 0 Wrath points (Or losses -40 which ever is greater) if it uses it's meteor swarm ability. If the Juggernaut is lowered bellow 0 Wrath points it becomes fatigued
____________________

Raging Juggernauts are furious hate filled spirits created from the combined rage of the damned. they appear as large gray or black humanoids coated with coarse unsightly boils and scale like armor.

Strategies and tactics
A Raging Juggernaut is incapable of forming plans or tactics. Fueled by rage they rush forward attacking the most powerful looking foe, changing targets each round based on who inflicted the most damage. When Raging Juggernauts fight in a group they often all gang up on the same target in the first round before lashing out at others in a mad orgy of violence. A Juggernaut inevitably uses its most powerful ability on its chosen target each round. When surrounded and enraged they are fond of casting a pt blank fireball, engulfing all around them in flames. Due to their reckless aggression they often tire themselves to fatigue quickly.

While Raging Juggernauts are incapable of using strategy, evil clerics or spell casters who summon them or other creatures that utilize them as part of an attack force can. Spell casters might cast Rage on the Juggernaut each round to keep it's wrath level up.

AKA_Bait
2007-08-28, 02:09 PM
If I'm reading this right, this thing has 15 hd and Meteor Swarm at will? And is CR... 15? WAY too low.

A horned devil for example has the same number of HD, is 1 CR higher, and can only cast a Fireball or Lightning bolt 3 times a day.

Goober4473
2007-08-28, 02:16 PM
But this thing has to have built up at least 36 points of wrath, and it costs 7 points to use meteor swarm.

Still may be a little too powerful for CR 15. Also, the bonus to all DCs. Does that apply to spell-like abilities, and if so, what are the base DCs based on? Charisma?

Leliel
2007-08-28, 02:19 PM
Hee hee...You spelled "Fury" Furry.:smallbiggrin:

Oh, and yes, being able to cast Meteor Swarm at at will at ANY point is enough to warrant a few points of CR.

AKA_Bait
2007-08-28, 02:28 PM
But this thing has to have built up at least 36 points of wrath, and it costs 7 points to use meteor swarm.


Thing is this thing only has to take out say, 8 commoners in a villiage before it can Meteor Swarm. From there, it's going to get 5 more rage points for every enemy it kills with the meteor swarm. Once it gets rolling...

Ing
2007-08-28, 04:16 PM
Thing is this thing only has to take out say, 8 commoners in a villiage before it can Meteor Swarm. From there, it's going to get 5 more rage points for every enemy it kills with the meteor swarm. Once it gets rolling...

Thing is that it's tactics limit it.

By it's nature it doesn't play smart. It uses its most powerful attack it has at any given time to anything that makes it mad.

So it will cast fireball the second it gets it and go nuts until it tires itself out.

I'm also going to go back and edit it so that it's rage diminishes with other things such as power attack and charging actions.

I'm also changing it so that Meteor swarm resets it's wrath count to -5

and that when it gets bellow 0 wrath pts it becomes fatigued

Vadin
2007-08-28, 04:43 PM
1) It's spelled Servants
2) It's spelled Raging
3) You didn't give him any initiative from what I can see
4) I see Wrath here, but what about the other 6 Deadly Sins?

martyboy74
2007-08-28, 05:29 PM
1) It's spelled Servants
2) It's spelled Raging
3) You didn't give him any initiative from what I can see
4) I see Wrath here, but what about the other 6 Deadly Sins?

They're not up yet perhaps? Maybe he just forgot to save spaces for them?

Vadin
2007-08-28, 05:36 PM
That last one was more expectant of monsters to follow than actual critique.

Korias
2007-08-28, 10:31 PM
I'm surprised we havent had a "I'm the Juggernaught, B****h!" Line yet.

Now we do. Onto buisness then. First of all, It needs Init. From what I can tell, its Init bonus is +0.

Second, If its a raging creature that will burn up powers as soon as it gets them, lower the wisdom score.

Ing
2007-08-29, 12:09 AM
Working on the others. Envy and Greed have thus proven troublesome.

Ing
2007-08-29, 01:13 AM
Fantasia Infernum CR 15
CE Medium outsider (Chaotic, Evil, Extraplanar)
Init3;SensesDark vision 120 ft, Low light vision, scent, Listen +10, spot +15
Languages Abyssal, Common
_______________________________
AC 25, 20 flatfooted, 8 touch
(+3 dex, +12 natural)

Hp70(10 hd) DR5/good regeneration5/good
For7 Ref 8 Will16
________________________________
Speed 40 ft, Fly 40
Melee Claw 13/8 (1d6+3)
Ranged 13/8
Space 15 Reach15
Base Atk10/+5 Grp10
Attack Options Vampire touch, Suggestive kiss, aligned strike
Special actions Spawn Succubus/Incubus, Visage of desire, monstrous form
Spell-Like abilities (CL 15, sorcerer)
At Will, Alter self, status
5 times per day, change self, shadow conjunction
3 times per day, shield other, produce flame
2 times per day, Polymorph,
once per day, Transformation, unholy aura, shades

Special qualities: Control Succubus/Incubus, aura of lust, great reach
_________________________________
Abilities Str 16, Dex 16, Con 10, Int 13, Wis 25, Cha 30
SA Aligned strike, Spell like abilities, Spawn Succubus/Incubus, Visage of desire, Monstrous form
Feats dodge, two weapon fighting (claw), two weapon defense (claw), Flyby attack
Skills Bluff 20, Diplomacy 20, Disguise 20, jump 30, escape artist 25, listen 10, perform 15, sense motive 25, slight of hand 20, spot 15, survival 8
Advancement by character class Favored Class Bard
__________________________________

Vampire touch: A Fantasia Infernum drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The Fantasia Infernum kiss or embrace bestows 1 negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the Fantasia Infernum. The victim must succeed on a DC 27 Will save to negate the effect of the suggestion. The DC is 21 for the Fortitude save to remove a negative level. These save DCs are Charisma-based. This operates as a Succubus's ability save that the Fantasia Infernum can choose to, rather than bestow negative levels they can (on a willing subject) bestow a +1 moral bonus to all abilities that lasts 24 hours. Such effects do not stack. Each time such a bonus is granted to a subject they also gain a lust point.

Lust points can be removed by either destroying the Infernum, or attonment

Suggestive kiss, Upon delivering a kiss or other sensual passionate contact with a willing target the Fantasia Infernum can implant a hypnotic suggestive. (will save 26). The sugestion is typically limited to a single sentence and the subject acts normally until the specific trigger is delivered. If a subject is asked to perform an act that is blatently against their alignment they take a second will save to resist the effect once the trigger is activated. (A Fantasia Infernum can for example command a lover to steal a prized diamond once they are alone with the object or to betray and attack a party member once the Fantasia Infernum gives a somatic sign)
Spawn Succubus/Incubus A mortal or (non-evil) outsider whose lust points exceeds their HD have been completely consumed by the Fantasia Infernum's lust and become succubus/incubus. A transformed mortal keeps their class levels and class abilities but gains the succubus traits and +16 to charisma. The newly spawned demon remains devoted and infatuated to the Fantasia Infernum as they did in mortal life.

Lust points can be removed by either destroying the Infernum, or attonment

Visage of desire, A Fantasia Infernum often singles out a target for seduction. Upon choosing said target, they read their mind and assumes the form and mannerism's of that target's ideal mate/sex symbol. From that point on when interacting with that target the Fantasia Infernum is treated as if it has an additional +6 to charisma. When in the Visage of Desire the Infernum's alignment is shielded from its victim. Attempts to mystically detect its alignment by its chosen victim result in the victim's own alignment or the victim's ideal alignment. (A fallen LN Paladin for example would believe the Infernum to be LG)
monstrous form The Fantasia Infernum has a trump card for survival that it only uses when it has been helplessly and utterly exposed and it's plots ruined. When this occurs the Fantasia Infernum takes on it's true demonic form. It subtracts 25 pts from it's Charisma and divides it upon its dex, str and con scores.
Control Succubus/Incubus, A Fantasia Infernum has nigh absolute control over other demons of lust. Any succubus/incubus it spawns are naturally infatuatted with the Fantasia Infernum often in the same fashion that mortals are infatuated with succubus. Any additional succubus/incubus that lay eyes on the Fantasia Infernum must make a will save (32) or be under the effect of a dominate monster spell. A Fantasia Infernum can only dominate 4X its HD worth of Succubus/Incubus. Succubus/Incubus that are created by it when it lacks the free HD are not dominated but very likely will still remain very loyal to the Infernum.
aura of lust A Fantasia Infernum's target (the mortal it has selected for the Visage of desire) is affected as if the spell Hero's feast when within 30 feet of the Fantasia Infernum. When within this area the Fantasia Infernum can also choose to cast calm emotions at will upon their lover.
great reach. An Fantasia Infernum can expand it's claws to great lengths, granting a threat range of 20 feet. The Fantasia Infernum may still threaten adjacent squares.
____________________________________________

The Fantasia Infernum is a grand fiend created from the combined energies of lust and selfish desire. They appear on the mortal plane as idealized mortal figures, always the inner 'perfect' partner imagined by a mortal. In their true form they are winged beings of pulsating darkness coated in drapes of red blood that emanate from the eyes.

Combat
Fantasia Infernun, often cultivate a single target for weeks possibly months, earning her trust and lulling them into a false sense of love. They tend to use their puppets as much as possible, using their suggestive kiss only when their natural manipulation skills fail, to further any selfish goals or plots they have. Once their lover begins to loose value or the Fantasia Infernum either finds a better mate or fears it is close to being discovered, the Fantasia Infernum will begin the process of turning their lover into a succubus/incubus. For all their machavalian calculations and power hunger, the Fantasia Infernum seems to often develop a possessive lust for their own victims and generally prefer to turn them into succubus and spend eternity with them rather than risk loosing their constant devotion. An Fantasia Infernum tends to maintain loyalty and love from their victim through both mundane means (sexual practices and psychological ego bolstering) and supernatural ones (aiding their lover with their spells or aura of lust). A Fantasia Infernum will often lend protection and aid using their spell like abilities to a lover that is endangered rather than see weeks worth of seduction and manipulation destroyed by a ignorant monster's claws.

martyboy74
2007-08-29, 07:06 AM
Just as a note, please put your further creations in the standard form. It makes them much easier to read. Just leave them in their places; don't combine rows.

If you need it, here it is:Size/Type:
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:


Also, for hit points, just give the equation (i.e. 24d6+79), then the average. It's much easier.

Korias
2007-08-29, 07:33 AM
Just a side note, Fluff for these would be good.

Now for the lust creature.

What are "Lust Points"? You make mention of them, but you make mention that they can only be gained through the Infernum. Is their another way to accrue these points?

"Control Succubus" is a bit powerful. Its like the Enryies gaze attack. It should be a bit LESS powerful, probably only occuring when the Infernum gazes upon the Succubus. Also, it might need to include Enryies, but thats debatable.

Ing
2007-08-29, 01:34 PM
Just a side note, Fluff for these would be good.

Now for the lust creature.

What are "Lust Points"? You make mention of them, but you make mention that they can only be gained through the Infernum. Is their another way to accrue these points?

"Control Succubus" is a bit powerful. Its like the Enryies gaze attack. It should be a bit LESS powerful, probably only occuring when the Infernum gazes upon the Succubus. Also, it might need to include Enryies, but thats debatable.

I'll give some fluff soon.

Lust points are an alternative to the Succubus ability to drain levels. It's an abstraction of how much a mortal has symbolically been tainted by lust. DM's could house rule that all Succubi have this option but the big factor is that it has to be on a willing contact.

I'll put a HD limit on Control Succubus as the control undead deal

Korias
2007-08-29, 01:52 PM
In the "Spawn Succubus" Ability, you state that any good outsider can become one. While I'm fore the downfall of good things, It makes no sense why an outsider that is good (most likely a celestial) would consort with this creature. The only possible options are monks who achieve 20th level (Which, would, probably, abstain from such things with a Vow of Chastity), PrC'd characters that turn into outsiders, or something that is just an outsider with a good alignment. If its neccessary, keep it in, but add a power that lets the Infernum mask its true alignment permanently.

Ing
2007-08-29, 02:03 PM
In the "Spawn Succubus" Ability, you state that any good outsider can become one. While I'm fore the downfall of good things, It makes no sense why an outsider that is good (most likely a celestial) would consort with this creature. The only possible options are monks who achieve 20th level (Which, would, probably, abstain from such things with a Vow of Chastity), PrC'd characters that turn into outsiders, or something that is just an outsider with a good alignment. If its necessary, keep it in, but add a power that lets the Infernum mask its true alignment permanently.

Good catch. The Visage of Desire ability shields the Infernum's alignment from being detected by its victim. Another can still detect their alignment (unless they use additional means of shielding it of course) but the Infernum would then rely on its high bluff and diplomacy roles to dismiss such accusations as absurd, paranoid or jealous rants.

Ing
2007-08-29, 02:47 PM
Just as a note, please put your further creations in the standard form. It makes them much easier to read. Just leave them in their places; don't combine rows.

If you need it, here it is:Size/Type:
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:


Also, for hit points, just give the equation (i.e. 24d6+79), then the average. It's much easier.

I'm using the new monster template as in the MM IV and MM V

Korias
2007-08-29, 02:52 PM
Good catch. The Visage of Desire ability shields the Infernum's alignment from being detected by its victim. Another can still detect their alignment (unless they use additional means of shielding it of course) but the Infernum would then rely on its high bluff and diplomacy roles to dismiss such accusations as absurd, paranoid or jealous rants.

So what your saying is that a freakin SOLAR can be seduced by this thing?

Thats just evil. A Solar Incubbus.

Vadin
2007-08-29, 02:57 PM
Could you
1) provide further rules on lust points?
2) make these into the far easier to read old format?
and 3) PLEASE change spelling of the "Ragging" Juggernaut's name! As I stated before, the word is "raging"!

Ing
2007-08-29, 02:58 PM
So what your saying is that a freakin SOLAR can be seduced by this thing?

Thats just evil. A Solar Incubbus.

Yeah but unless it has class levels it'd just be a normal incubus

AKA_Bait
2007-08-29, 03:00 PM
I'm using the new monster template as in the MM IV and MM V

Is that OGL?

Ing
2007-08-29, 03:00 PM
Could you
1) provide further rules on lust points?
2) make these into the far easier to read old format?
and 3) PLEASE change spelling of the "Ragging" Juggernaut's name! As I stated before, the word is "raging"!

Basically when a subject is willingly accepting the contact needed for the vampire kiss/touch a Infernum can choose to, rather than draining levels, give the subject a lust point. The lust point is an abstraction charting how much the subject is obsessed with the visage of desire and how deeply they're consumed by lust. Once their lust points exceed their HD, they become succubus/Incubus.

Lust points can be removed by either destroying the Infernum, or attonment

Madmal
2007-08-29, 03:11 PM
Working on the others. Envy and Greed have thus proven troublesome.

If this is of any help, i have always related the sin Envy with shapeshifting powers and general transmutation abilities.

Ing
2007-08-29, 03:25 PM
If this is of any help, i have always related the sin Envy with shafeshifting powers and general transmutation abilities.

Yeah I fugred them out and am writing up Greed now

Greed=CUPIDATIAN
Envy=Faux Face
Gluttony=Behemoth
Sloth=Lotus Leviathan

Ing
2007-08-29, 03:45 PM
CUPIDATIAN
Large Outsider (Extraplanar, Evil)
Hit Dice: 10d8+120 (174 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 28 (1 size, +10 natural+8 armor) touch 8, flat-footed 27
Base Attack/Grapple: +6/1/+22
Attack:Diamond Spear +18/12 melee (2d8+10), Claw 17/12 (1d8+7)
Full Attack: 2 Diamond Spear +17/12 (2d8+10) or 2 claws +17/12 melee (1d8+7) and bite +10 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Orb of avarice, Improved sunder, spell-like abilities,
Special Qualities: Impenetrable Skin darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft., true seeing, Summon diamond spear
Saves: Fort +18, Ref +8, Will +6
Abilities: Str 25, Dex 10, Con 31, Int 16, Wis 16, Cha 20
Skills: Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks)
Feats: Cleave, Great Cleave, Multiattack, Persuasive, Power Attack, improved sunder
Environment: A chaotic evil-aligned plane
Organization: Solo, or Gaggle of Sins
Challenge Rating: 15
Treasure: Triple coins; double goods; double items, quintuple gems
Alignment: Always neutral evil
Advancement: By Character class (Barbarian, Rogue)
Level Adjustment:

A CUPIDATIAN is a fiendish beast born out of the combined greed and avarice of the hellish planes. Eons of greed and plots from the inhabitants of the material and infernal planes go into a Cupidatian's creation. Often appearing as a tall broad featured mortal, the Cupidatian's true form is a terrifying sight to behold. A virtual mammoth humanoid with skin made up of a fine mesh scale of gems and diamonds. It possesses razor sharp diamonds for teeth, claws, spikes and bone skewers that jut out from it's wrist. Though it is a skilled and furious combatant it prefers to use subterfuge and indirect methods of combat.

Like all embodiments of Sin a Cupidatian is as much consumed by greed as it is its master. Typical Cupidatian's posses a large amount of magical items and valuable gear they have accumulated and feel compelled to always possess more. While it is one of the more cunning and intelligent embodiments, often the Cupidatian's master scheme has been discovered and even foiled due to it revealing it's existence prematurely so to steal an artifact from the heroes's party

Orb of avarice: The most potent of the Cupidatian's abilities is the talisman it wields known as the orb of avarice. Able to take the form of just about any trinket, and often disguised as a locket or broach, the Orb of Avarice is a powerful compulsion charm. Those who lay eyes on it when the Cupidatian activates its ability which it can do at will as a free action, must make a will save 25 or be consumed with an irrational desire to posses the Orb. All affected rush towards it and do everything in their power to possess it. Those who are forced to make actions against their alignment to possess the orb may make another will save before preforming such actions. Those who make a will save can not be affected by the orb for 24 hours unless they try to destroy the orb. Additionally the Cupidatian is able to channel many of its spell like abilities through the orb, making it an invaluable weapon. The Orb of Avarice is immune to its own spells and acts as the material component of it's spell like abilities, save that it is never consumed in casting. The Orb of Avarice always has 20 hp and 10 hardness. Any who attempt to destroy the Orb of Avarice must make a will save against it's compulsion effect (even if they have resisted it's effects earlier). Destroying the Orb of Avarice severally limits the Cupidatian's spell like abilities, reduces it's charisma by 12 and lowers it's spell resistance by 10. When not in use the Orb of Avarice can be stored safely inside the Cupidatian's body.

spell-like abilities as 15th level Sorcerer
At will: Change self, hold monster***, lesser creation
8 times per day: charm person*
5 times per day: chaos hammer*
3 times per day: Delayed fire ball* major creation
once per day: Dominate monster***, symbol of insanity*, Enlarge creature **, true creation
Once per week: gaes***

*Only through the orb of Avarice
** self only
***: subject affected must be touching the orb of avarice
Aligned strike
Impenetrable Skin Due to the gemstone natural armor that makes up the Cupidatian's hide, the creature has nigh unmatched resistance to damage. The Cupidatian ignores all damage from Peirce and slash attacks unless the weapon is adamantium and has damage reduction 20/good. Casting shape stone on the Cupidatian can temporarily null it's damage resistance for one round.
Summon diamond spear As a move action the Cupidatian can summon a large wide tipped polearm with a polished diamond head. The spear counts as a +5 weapon against damage reduction and is a reach weapon of 20 feet. Should the spear fall out of the Cupidatian's hands it disappears in a puff of smoke.
Diamond class: A Cupidatian's natural attacks count as +4 weapons for the sake of damage reduction.


Combat
Disliking personal combat, a Cupidatian's favorite trick is to throw it's orb of Avarice into the middle of a crowd. Those affected will inevitably turn each other and fight each other to the death to possess it. Once this occurs the Cupidatian decides to either try to dominate or enslave that person as a vassal or casts Delayed fireball to clear out the victor and any survivors.

When forced into combat a Cupidatian relies on its typically vast collection of magical items and gear to gain the advantage. It attacks first with its Diamond spear, quickly dropping it and lashing out with natural weapons once an enemy gets inside the spear's reach.

DracoDei
2007-08-29, 06:59 PM
Works pretty well from what I can tell... maybe should be able to cast Sympathy.

Need to give the orb some way of surviving if the Delayed Fireball is includes it in its radius (such as to kill the possessor as described in the tactics section).

Also should PROBABLY give rules for creating a new orb, like hags can create a new hags eye. Failing that, give a secondary CR for one that has lost its orb.

Ing
2007-08-30, 04:22 PM
Fiendish Facade
Medium Outsider (Extraplanar, Evil)
Hit Dice: 15d8+30 (90 hp)
Initiative: +11
Speed: 50 ft. (100 squares)
Armor Class: 21 (+6 dex, +5 natural armor) touch 16, flat-footed 15
Base Attack/Grapple: +6/1/+11
Attack:Tendril +12/7 melee (1d4+5)+poison
Full Attack: 6 tendrils
Space/Reach: 10 ft./10 ft.
Special Attacks: Envy Eater, Face Stealer, Monstrous masquerade, spell like abilities, ambush, spawn faceless
Special Qualities: Amorphous form, demonic traits, Regeneration 10/good
Saves: Fort +6, Ref +9, Will +18
Abilities: Str 20, Dex 22, Con 15, Int 16, Wis 16, Cha 30
Skills: Bluff +22, Concentration +25, Diplomacy +22, Disguise +30 (+7 acting), Knowledge (any two) +18, Move Silently +18, Search +18, Sense Motive +22, Spellcraft +15, Spot +26, Survival +8
Feats: combat expertise, Multiattack, dodge, improved initiative
Environment:
Organization: Solo, or Gaggle of Sins
Challenge Rating: 15
Treasure: 1/5 standard
Alignment: Always neutral evil
Advancement: By HD
Level Adjustment:

A Fiendish Facade is a sin embodiment born from the envy and self loathing of countless beings. In it's true form it resembles a withering mass of black worm like tendrils. Clustered in its withering mass are possibly dozens of screaming mute faces. These are the faces and souls of the victims the Facade has consumed. The Facade is a being that poses as a spirit or confidant of first, gaining the trust of a victim. Once that victim has poured their heart and soul into the Facade and bared their soul the Facade devours them, absorbing all that they were into its own mass. The Facade can accurately mimic every aspect of that person and often goes on to live their life often undetected until they either become envious of another's life (an thus try to steal that persons) or are discovered.
Ambush: A facade deals +3d6 damage when it initiates a surprise round of combat.

Envy Eater: A Facade often desguises itself in the form of a spirit or old wise sage or the like and earns a victims trust. Over the weeks they persuade the victim to share their secrets to them and foster envy in their hearts. Each time a victim shares a deep personal secret or reveals an envious aspect of themselves of the Facade they Earn an Envy point and are affected by a suggestion spell (DC 20). The suggestion urges the victim to both act on envious thoughts (slighting the object of their envy or stealing from them or the like) and to return to the Facade and share further news on the subject (thus making them vulnerable to further envy eating). Once a subject has more envy points than wisdom the Facade has managed to fully scan their minds and souls and is able to completely consume and mimic them. It inevitably attacks them upon their next encounter. Envy points are removed if the Facade is slain or through an atonement spell
Face Stealer: A Facade can either slay or grapple a victim who has accumulated envy pts and absorb their body into its form. A Facade can freely absorb a wounded or dying victim. When grappling a victim a facade deals 1d4 cha damage per round. When the victim reaches 0 charisma they are absorbed. The Facade gains that person as a Masque and soon eschews the person's body as a faceless corpse.
Monstrous masquerade, Any person absorbed by the Facade becomes a masque. As a move action a Facade can freely take on the form of one of its masques. The Facade is, for all effective purposes, the masque it mimics. It looks and can act exactly like them and has all the stats, skills and class abilities of their mimic. The Facade does have spell like abilities or their own feats when in a Masque form. The Masque has only 20 hp and when it is reduced to 0 hp the masque breaks, freeing the soul from the Facade and forcing the Facade to revert to its natural form. the Masque's hp does not count towards the Facade's HP, but the Facade can as a free action deduct HP from themselves and designate it as hit points to a masque. A Facade can have up to 10 masque. Good aligned damage deals damage to both the current masque (if any) and the Facade.

spell like abilities: (caser level 15, Sorcerer)
At will: detect thoughts* Doom*, Dream* knock, message**, pass without trace, polymorph
5 times per day: Clairaudience/Clairvoyance, suggestion**
3 times per day: detect thoughts, scry **
2 times per day: discern lies,
once per day: Bestow curse, crushing despair*, ghoul touch, nightmare***
once per week: Creeping doom, dream, locate creature, modify memory***

*Victim (has at least 1 envy point, only)
**Victim (has at least 3 envy points)
***Victim (has at lest 5 envy points only)
ambush,
spawn faceless: Victims of a Facade who have had their face and soul stolen are eschewed from the Facade's body as faceless feature less bodies. These bodies are still technically alive, but use the basic zombie stats yet have charisma, wisdom and intelligence scores of 0. These bodies are empty vessels but are drawn nigh magnetically to the Facade. The bodies follow the facade as it travels mindlessly in blind instinct to regain its soul. Faceless are unable to communicate in any way but will desperately attempt to get those who knew it in life recognize them. The faceless do not attempt to harm the Facade and will even instinctively defend it to protect their souls. A facade often finds Faceless a constant pest that threatens to reveal its true nature.
Amorphous form, Due to their amorphous form, Facades have 50% chance to ignore critical hits in their natural form. They have damage reduction 20/good to bludgeon and piercing weapons
demonic traits,
Regeneration 10/good

Combat
In combat Facades fight as the person they are imitating would. If they are discovered and revealed they will rapidly switch Masques through out battle, switching as often as possible, to throw enemies off and maintain an element of surprise. Facade's take the form on their turn that they feel will have the greatest advantage, if a an opponent is flanked they will assume the form of a rogue (if they have consumed one) to make use of sneak attack. They often prefer to fight on the run, striking out as they flea their attackers. Often they assume forms smaller than their pursuers to escape un-followed in tight passages or suddenly change forms and attempt to hide in a crowd.

DM notes

Facades can be a fun yet challenging encounter to run. For the sake of balance, consider giving the Facade the masques of creatures it would have as followers if it had the leadership feat. treat the Facade as a 10th level character.

Ing
2007-08-30, 04:26 PM
Works pretty well from what I can tell... maybe should be able to cast Sympathy.

Need to give the orb some way of surviving if the Delayed Fireball is includes it in its radius (such as to kill the possessor as described in the tactics section).

Also should PROBABLY give rules for creating a new orb, like hags can create a new hags eye. Failing that, give a secondary CR for one that has lost its orb.

I specified that the orb acts as ingredients for the spell but is not consumed, and is immune to its own spells.