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    Lightbulb [Creature] Acts of God? Think again...

    Hail Devil



    Huge Outsider (evil, extraplanar, lawful)
    Hit Dice: 14d8+70 (133 hp)
    Initiative: +6
    Speed: 50 ft. (10 squares), fly 30 ft. (average)
    Armor Class: 29 (+6 dex, +15 natural, -2 size), touch 14, flat-footed 23
    Base Attack/Grapple: +14/+30
    Attack: Claw +20 melee (2d8+8)
    Full Attack: 2 claws +20 melee (2d8+8)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Hail storm, spell-like abilities, storm form, summon, tears of the damned
    Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity, fire, and poison, murksight, outsider traits, resistance to acid 10 and cold 10, see in darkness, spell resistance 26
    Saves: Fort +14, Ref +15, Will +18
    Abilities: Str 26, Dex 22, Con 20, Int 14, Wis 28, Cha 17
    Skills: Concentration +22, Hide +15, Intimidate +20, Jump +16, Knowledge (any 2) +19, Move Silently +23, Listen +26, Spot +26, Spellcraft +19, Survival +18 (+20 following tracks and +28 to predict the weather)
    Feats: Brutal Throw, Far Shot, Point Blank Shot, Power Attack, Storm Magic(B), Throw Anything
    Environment: Nine Hells of Baator
    Organization: Solitary, Blow (3-5), Zephyr (6-10)
    Challenge Rating: 15
    Treasure: Standard
    Alignment: Always lawful evil
    Advancement: 15-21 HD (Huge), 22-46 HD (Gargantuan)
    Level Adjustment: -

    This appears as an enormous grey-skinned man, rippling with fat and muscle, with a head far too large for even his massive body whoes mouth is pursed shut and his cheeks bulging as if with contained breath. From his wrists to his ankles and running along his body is a great flap of leathery, puckered skin that catches the wind. In spite of his bulk he appears slightly transluscent and insubstantial, bobbing lightly with each step. Slitted eyes like that of a bird of prey bulge from within the gristle above his cheeks. Enormous talons curve out from his knuckles and over his stubby fingers.

    Whenever a storm seems to persue its victims, when crops are flattened, and homes ripped, one might see a hail devil in the midst of it, enjoying the rampant destruction and pain. Often the devil will make a deal to save a mortal victim from a sure death. With this comes a price. For the saving of crop, home and family it is nothing less than their eternal souls. Boats whoes crew was saved soon become known as cursed vessles and farms the birthing place of wicked creatures and poisoned produce.

    When not plaguing mortals they reside within the hellish storms of the hells whoes winds wail with the voices of the doomed souls.

    Hail devils are seemingly the most chaotic of the devils, but they keep to their word, though the word of the hail devil is as flighty as the gales they dance within and full of loopholes they can whistle right through.

    A hail devil is about 18 feet tall though weighs only around 900 lbs. They speak Infernal, Auran, Celestial, and Draconic.

    Combat
    Hail devils tend to surround themselves with fog and change into their miasma shape, coming upon their opponents unseen to strike them over and over. If hard put they resort to spells or even summoning other fiendish beings to aid in the battle.

    Hail (Su): As a standard action a Hail Devil can freeze the water in the air into 1d10 compressed balls of razor-edged ice and hurl them with a 60 foot range increment. Each ball deals 1d4+8 points of damage plus 1d6 unholy damage to all creatures in a 10 foot area the devil aims for (reflex DC 25 negates) as they explode violently even if they miss. As a move action the devil may summon forth a sharp gust of wind to hurl the balls in its stead, increasing the increment to 120 feet.

    Master of the Tempest (Ex): A hail devil can walk or fly (even in Stormform) through natural or magical storms at its regular speed, completely unaffected by high winds (including supernaturally created winds), pounding precipitation or waves, objects driven by the wind (which always seems to miss the devil), great claps of thunder, natural bolts of lightening, or any other natural storm phenomena.

    Murksight (Ex): A hail devil's sight is not affected by mists, fogs, clouds, whiteout or similiar conditions that would normally limit seeing distance.

    See in Darkness (Su): Hail devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

    Spell-like Abilities: Caster level 13th. The save DCs are Charisma-based.
    At will - Call Lightening, Curse Water, Fog Cloud
    3/day - Control Wind, Solid Fog
    1/day - Control Weather, Whirlwind

    Storm Form (Su): A hail devil can assume the form of a great flickering miasma. It can switch forms once per round as a free action. A hail devil in storm form can fly at a speed of 60 feet (perfect). Anyone who occupies the same space as the devil at the end of their move automatically takes 4d6 damage, half of which is electricity damage and the other unholy damage. The ability is otherwise similar to a gaseous form spell (caster level 7th).

    Summon (Sp): Twice per day a hail devil can attempt to summon 1d10 hell hounds, 1d6 hell cats, 1d4 nessian warhounds, a half-fiend greater air elemental with a 50% chance of success, or another hail devil with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

    Tears of the Damned (Su): Once per week a hail devil may curse a storm, natural or supernatural. All rain produced by this storm is unholy water, automatically dealing 2d4 points of damage per round to any good-aligned outsider in the storm's vicinity. This water only remains unholy for as long as the storm lasts.

    Skills: A hail devil gains a +10 bonus to his Survival checks to predict the weather.
    Last edited by The Vorpal Tribble; 2008-08-20 at 08:22 AM.

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    Default Re: [Creature] Acts of God? Think again...

    Man, that is so cool. Almost felt a chill down my spine when reading it

    Somehow I feel that this demon would fit perfectly into a Norwegian folk-tale. Coming down from the mountain, lumbering through villages at night, surrounded by horrible storms. The next day, there would only be a mound of snow and hail where used to be a town.

    Don't like the boomerang, though. Makes him feel like Bizarro-Link.
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    Default Re: [Creature] Acts of God? Think again...

    Darn it!
    now the stormes are stated!

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    Default Re: [Creature] Acts of God? Think again...

    Quote Originally Posted by Ceres View Post

    Don't like the boomerang, though. Makes him feel like Bizarro-Link.
    Who's that?

    But I mean, what would YOU give a storm-based devil?

    (And no, not 'Whatever he wanted' )

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    Default Re: [Creature] Acts of God? Think again...

    Quote Originally Posted by The Vorpal Tribble View Post
    But I mean, what would YOU give a storm-based devil?
    A javelin? I think thunderstorms can produce hail, and I know they produce lightning, which is generally a javelin when in weaponf ormat.
    Last edited by Thexare Blademoon; 2007-06-13 at 07:42 PM.
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    Default Re: [Creature] Acts of God? Think again...

    Quote Originally Posted by Thexare Blademoon View Post
    A javelin? I think thunderstorms can produce hail, and I know they produce lightning, which is generally a javelin when in weaponf ormat.
    My dad has a master's in meteorology, and I'll attest to that. Hail comes from thunderstorms.


    Anyway though, nice one VT. I agree that the boomerang seems kinda strange, but I love the concept and the abilities that you've given it seem to fit perfectly.

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    Default Re: [Creature] Acts of God? Think again...

    What about a sling instead of a boomerang...
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    Default Re: [Creature] Acts of God? Think again...

    Forests, check, boats, ckeck, river, check, hills, check, oceans, check, and now HAIL!
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    What. Is. This. Madness.

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    Default Re: [Creature] Acts of God? Think again...

    Quote Originally Posted by Thexare Blademoon View Post
    A javelin? I think thunderstorms can produce hail, and I know they produce lightning, which is generally a javelin when in weaponf ormat.
    Yeah, but they don't return

    My dad has a master's in meteorology, and I'll attest to that. Hail comes from thunderstorms.
    I live in a stormy state and I will also attest to that.


    What about a sling instead of a boomerang...
    I dunno, he might as well just use his hail ability then... I'm thinking of just taking away his manufactured weapons period.

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    Default Re: [Creature] Acts of God? Think again...

    Link is the main character in the Zelda-games. In the last one, Twilight Princess, he uses a boomerang that creates a whirlwind where it travels. I guess there is really nothing wrong with a boomerang. Just that it kind of fits more into an aboriginal/dry plains setting, and not in the frozen mountains, where I imagined this demon would reside.

    On another note, I found the creature this demon reminded me of:

    Mårran, Hufsa, or The Groke

    Last edited by Ceres; 2007-06-14 at 08:31 AM.
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    Default Re: [Creature] Acts of God? Think again...

    Yeah, I'm not feeling his boomerang either. You might just stick with hail.

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    Default Re: [Creature] Acts of God? Think again...

    No, this isn't some blizzard demon. Cold places do not tend to have thunderstorms. Its the warmer locales. Hail is formed by the winds being so powerful they lift the water particles to where the atmosphere is frigid (regardless of terrain) and keeps bouncing them back and forth until they form into ice clumps too heavy to remain afloat.

    You can easily have hail storms in the desert.

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    Default Re: [Creature] Acts of God? Think again...

    ^^ If you are referring to my post, I am well aware that blizzards may occur anywhere a warm front meets a cold front. However, as a Norwegian, my mind automatically linked the creature to the demons and trolls of snow and ice in Norwegian mythology (hence my dislike for the boomerangs). However, this is just how I personally feel about it, and I don't have any real, rational arguments as to why it should be as I imagine it.
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    Default Re: [Creature] Acts of God? Think again...

    Here, this might be more fitting to what you are thinking of

    The Bloosnjor

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    Default Re: [Creature] Acts of God? Think again...

    Oooh. Cool. You really have made everything

    Then I understand you wanting to make this fellow different. Good on yer!
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    Default Re: [Creature] Acts of God? Think again...

    I'd take away any manufactured weapons and just have him stick with the hail attack. Overall though, this is as amazing as is usual for you. I especially like Tears of the Damned. Should unholy water also do damage to positive-energy undead, since holy water damages normal undead?
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    Default Re: [Creature] Acts of God? Think again...

    Quote Originally Posted by SurlySeraph View Post
    I especially like Tears of the Damned. Should unholy water also do damage to positive-energy undead, since holy water damages normal undead?
    Aye, Deathless would also be affected, though there are so few of those I didn't think to mention them

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    Default Re: [Creature] Acts of God? Think again...

    I especially like the storm form. PCs see big storm cloud and don't think much of it. Then it flies into them and does serious electric damege. Then suddenly BAM a devil pops up and starts to wreak havoc. This is definately one of the better homebrew fiends I've seen.
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    Default Re: [Creature] Acts of God? Think again...

    Since the hail does 1d6 unholy damage, would that heal undead?
    Thought about putting this on MitP II?
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    Default Re: [Creature] Acts of God? Think again...

    Quote Originally Posted by DragonTounge View Post
    Since the hail does 1d6 unholy damage, would that heal undead?
    Thought about putting this on MitP II?
    Unholy damage is just an unamed evil damage. Undead are healed by negative energy, not evil.

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    Default Re: [Creature] Acts of God? Think again...

    Couple of queries:

    Skills = [17 x (8 + 2)] = 170

    Concentration 17(22)
    Hide 17(23) - No size modifier?
    Intimidate 17(20) - Listed as 17(23), where is the extra +3 coming from?
    Jump 8(16)
    Knowledge (A) 17(19)
    Knowledge (B) 17(19)
    Move Silently 17(23)
    Listen 17(26)
    Spot 17(26)
    Spellcraft 17(19)
    Survival 9(18)
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    Default Re: [Creature] Acts of God? Think again...

    Ah, thanks, yeah, Hide and Intimidate were off. Adjusted.

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    Default Re: [Creature] Acts of God? Think again...

    Should his attack bonus be: Claw +20 melee ?

    Bab +14 + 8 str -2 size = +20, unless he's supposed to have a weapon focus feat or something.

    Otherwise, nice creation!

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    Default Re: [Creature] Acts of God? Think again...

    Quote Originally Posted by SpikeFightwicky View Post
    Should his attack bonus be: Claw +20 melee ?

    Bab +14 + 8 str -2 size = +20, unless he's supposed to have a weapon focus feat or something.

    Otherwise, nice creation!
    Ok, I see the problem now. I made this dude Large at first and later changed to Huge and didn't account for it. Noticed a couple other things to that haven't been adjusted.
    Last edited by The Vorpal Tribble; 2007-09-17 at 09:41 AM.

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    Default Re: [Creature] Acts of God? Think again...

    As it is has been storming nonstop for weeks, and yesterday parts of my capital city was demolished by a tornado, and today there have been over 30 tornadoes spotted just in my general part of the state, felt the urge to give this guy a bump.


    (Also no one has yet figured out the joke in this creature's stats)

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    Default Re: [Creature] Acts of God? Think again...

    Quote Originally Posted by The Vorpal Tribble View Post

    (Also no one has yet figured out the joke in this creature's stats)
    Would it be that he has a fly speed of 30 (average)? or maybe his +20 to following tracks and no track feat?
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    Default Re: [Creature] Acts of God? Think again...

    I notice that it has Darkvision to 60 feet and See in Darkness, but that isn't epecially funny...

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    Default Re: [Creature] Acts of God? Think again...

    Is there like, a Vorpal Tribble compendium somewhere? Everything you make is awesome.

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    Default Re: [Creature] Acts of God? Think again...

    Quote Originally Posted by hylian chozo View Post
    or maybe his +20 to following tracks and no track feat?
    That's just kind of standard to add to the survival skill even if you can't use it.


    Is there like, a Vorpal Tribble compendium somewhere?
    Yeah, over at Wizards. Just click my nick and go to my 'homepage'.

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    Default Re: [Creature] Acts of God? Think again...

    I've gone over the stats, like, three times. What's the joke?
    is it that it has Storm Magic but no spellcasting abilities? Or does that feat also improve it's spell lke abilities?
    Or that its advancement says 16-21 HD but it only has 14 to start with, leaving the fiftheenth hit die lost in limbo?
    Last edited by Collin152; 2008-03-15 at 07:58 PM.

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