New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 2 of 3 FirstFirst 123 LastLast
Results 31 to 60 of 64

Thread: Unique Fiends

  1. - Top - End - #31
    Troll in the Playground
     
    Imp

    Join Date
    Nov 2011
    Gender
    Male

    Default Re: Unique Fiends

    Koriko "The Semi-Speakable", Half-Fiend Human Truenamer 20 / Marshal 1 / Monk 1

    "Once you give something a name ... you can tell it what to do." - Koriko

    "If I can name it I can tame it" - Koriko, later the same day

    Medium Outsider (Native)
    Alignment: Lawful evil
    Initiative: +10
    Languages: Common, Infernal, Abyssal, Celestial
    AC: 45 (+6 Dex, +6 Natural, +5 Deflection, +10 Monk, +8 Armor), touch 31, flat-footed 39
    Hit Dice: 20d6+2d8+176 (255 hp); DR: 10/magic; Starmantle Cloak
    Saves Fort +23, Ref +20, Will +23
    Speed: 30 ft., Fly 30' (average)
    Space / Reach: 5 ft. / 5 ft.
    BAB +15; Epic AB +1; Grapple +21
    Attack: Unarmed Strike +31 melee (1d8+15) + Stunning Fist (Fort DC 30)
    Full Attack: Unarmed Strike +31/+26/+21 melee (1d8+15; Stunning Fist 1/round) and Bite +26 melee (1d6+12) and Claw +26 melee (1d4+12)
    or Unarmed Strike +29/+29/+24/+19 melee (1d8+15; Stunning Fist 1/round) and Bite +24 melee (1d6+12) and Claw +24 melee (1d4+12)
    Abilities: Str 14 (20), Dex 16 (22), Con 18 (24), Int 22 (28), Wis 8 (14), Cha 26 (32)
    Special Attacks/Actions: Spell-like Abilities, Utterances, Knowledge Devotion; Minor Aura (Motivate Intelligence)
    Special Qualities: Resistance to acid 10, cold 10, electricity 10, and fire 10; Immunity to poison; Spell Resistance 32; Darkvision 60'
    Feats: Improved Initiative; Improved Toughness; Knowledge Devotion; Skill Focus (Truespeak); Carmendine Monk (Int instead of Wis to Monk AC and Stunning Fist DC); Extend Utterance; Empower Utterance; Quicken Utterance
    Bonus Feats: Skill Focus (Diplomacy), Improved Unarmed Strike, Stunning Fist (6/day, Fort DC 30), Truename Research, Recitation of Vital State, Recitation of Meditative State
    Epic Feat: Epic Skill Focus (Truespeak +10)
    Skills: Truespeak +57 (68 w/aura), Knowledge (arcana, architecture & engineering, dungeoneering, geography, history, local, nature, nobility, religion) +32 (43 w/aura), Knowledge (planes) +46 (57 w/aura), Concentration +30, Use Magic Device +35, Intimidate +24, Bluff +24
    Challenge Rating: 24
    Climate/Terrain: Any
    Treasure/Possessions: Monk's Belt of Physical Perfection (+6 Str/Dex/Con), Headband of Mental Pefection (+6 Int/Wis/Cha), Ring of Protection +5, Amulet of the Armored Tongue and Mighty Fists (Greater, +10 TS and +5 Natural Armor, +5 enhancement to natural & unarmed attacks), Boots of Speed, Vest of Resistance +5, Bracers of Armor +8, Skill Shard (greater, +5 Truespeak, x10), Starmantle Cloak. He has used items that gave him a +4 inherent bonus to Int and Cha, and +3 to Con.

    Koriko is rumored to be the son of a pit fiend and a mortal woman. He is sometimes thought to be a mere legend used to frighten with tales of the power of his name and the dire consequences of speaking it, but as those who try it are liable to find out, the tales are true. Scholars consider him to be one of the foremost experts on knowledge in the world, especially knowledge of the Planes.

    One of the fiends he sometimes works with is Verayanos aka "The Crippled Imp"; he knows the Imp's personal truename.

    Combat: A half-fiend’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

    Knowledge Devotion: By making a DC 36 check against each creature type, he gets a +5 insight bonus on attack and damage rolls, which is already includied in the above statistics.

    Half-Fiend Spell-Like Abilities: CL 22; DC 21 + Spell level (Cha-based):
    Darkness 3/day, Desecrate 1/day, Unholy blight 1/day, Poison 3/day, Contagion 1/day, Blasphemy 1/day, Unholy aura 3/day, Unhallow 1/day, Horrid wilting 1/day, Summon monster IX (fiends only) 1/day, Destruction 1/day

    Marshal: Minor Aura: Motivate Intelligence (60', allies +11 circumstance bonus to Int-based skill checks)

    Truenamer:
    Known Personal Truename: He knows his own personal truename. He cannot pronounce it automatically; doing so requires a Truespeak check with a DC of 61 (15 + (2 × Hit Dice) + 2). Because it's his personal truename, he gets a +4 bonus on the Truespeak check.

    Knowledge Focus (Ex): Four +3 bonuses, all applied to Knowledge (planes).

    See the Named (Su): He can see a creature from afar whose personal truename he knows. This ability works as the scrying spell, but does not require a mirror or pool of water to function. Instead, he must make a Truespeak check for the creature as normal. If the check is successful, the creature does not get a save to resist the ability, but he can view the subject for only 1 round. He can use this ability once per day.

    Sending (Su): He can speak to creatures whose personal truename he knows from a great distance. He must make a successful Truespeak check (DC 15 + 2 × target's CR) to use this ability. If successful, he can send a message to the subject as a sending spell (caster level equal to his truenamer level). He can use this ability three times per day.

    Speak unto the Masses (Su): He has the ability to affect a number of creatures of the same creature type with a single, powerful utterance. He can only affect creatures of the same type (humanoids, giants, or dragons, for example) with a single use of this ability, although he could use it against a different group of a different creature type each round. No two of the creatures to affect can be more than 30 feet apart, and the base DC for the Truespeak check is equal to the most powerful (highest CR or most Hit Dice, if affecting PCs) creature in the group. For each creature he wishes to affect with the utterance beyond the first, the DC of your Truespeak check increases by 2. The Law of Resistance applies to utterances altered with speak unto the masses. As a result, additional uses of an utterance modified with speak unto the masses might be more difficult, even if he then wants to use the utterance on a single creature later in the day.

    Say My Name and I Am There (Su): He has developed a sort of true nickname that is invested with cosmic power such that others who speak it can conjure him forth. Whenever someone successfully says this truename, he can appear at that creature's location as if taken there by a word of recall spell. He knows who is saying his truename, and can choose not to be transported. A creature speaking the true nickname need not make a Truespeak check to do so.

    Such a nickname is often one or two syllables taken from a personal truename. Most truenamers with this ability teach the truename to their friends and allies so they can be called when needed.

    In his case, however, Koriko has made no secret of the word that summons him; it's the name he usually goes by: Koriko. If the name is spoken on the Prime Material Plane, there's a 50% chance that he's on the plane at the time, and if he is, there's a 50% chance that he will respond to a summoning by someone unknown to him.

    If summoned, he will usually offer a deal. In exchange for money, items, or the person's soul, he will agree to perform a service (often fighting, or sharing knowledge). If the summoner is not willing or able to come to a satisfactory deal, if they insult truenamers, or if he does't approve of their apparent goals (such as fighting devils), he will often attack, unless he thinks he wouldn't win. If he needs to escape, he will use his Sending ability to contact an ally who will then summon him.

    Utterances (Sp): The DC for saving throws, if any, is 31 (10 + 1/2 truenamer level + Cha mod).

    Utterances Known:
    Lexicon of the Evolving Mind:
    1st: Inertia Surge, Universal Aptitute; 2nd: Hidden Truth, Percieve the Unseen, Silent Caster; 3rd: Incarnation of Angels, Seek the Sky, Speed of the Zepher (Greater), Vision Sharpened; 4th: Breath of Cleansing, Spell Rebirth, Word of Bolstering, Word of Nurturing (Potent); 5th: Eldtritch Attraction, Energy Negation (Greater), Sensory Focus, Ward of Peace; 6th: Knight’s Puissance (Greater), Singular Mind, Word of Nurturing (Greater)

    Lexicon of the Crafted Tool:
    1st: Keen Weapon; 2nd: Analyze Item; 3rd: Rebuild Item; 4th: Suppress Item; 5th: Seize Item

    Lexicon of the Perfected Map: Truespeak DC 25 + 5/utterance level
    1st: Fog from the Void (Solid Fog DC 40); 2nd: Energy Vortex; 3rd: Thwart the Traveler; 4th: Deny Passage
    Last edited by kinem; 2022-12-03 at 12:49 AM.

  2. - Top - End - #32
    Troll in the Playground
     
    Imp

    Join Date
    Nov 2011
    Gender
    Male

    Default Re: Unique Fiends

    Quote Originally Posted by brian 333 View Post
    Hyrukall, Earl of the Gate of Usurpers
    I should have replied to this before now, but I just wanted to say, I like it.

  3. - Top - End - #33
    Firbolg in the Playground
     
    Bohandas's Avatar

    Join Date
    Feb 2016

    Default Re: Unique Fiends

    Prince Quancater

    Size/Type: Small Outsider [Chaotic, Evil, Extraplanar, Tanar'ri]
    HD: 1d8+1
    Initiative: +2
    Speed: 20 ft. (4 squares)
    Armor Class: 16 (Touch 13; Flat footed 14) (+1 size, +3 Natural +2 Dex)
    Base Attack: +1
    Attack:
    Full Attack: 2 claws +4 (1d3) and bite +2 (1d4) (or masterwork silver dagger and/or masterwork cold iron dagger)
    Space/Reach:
    Special Attacks: Sneak Attack +6d6
    Special Qualities: Acid Cloud, Darkvision 60 ft, DR 5/Cold Iron or Good, Electricity Immunity, Past Life, Poison Immunity, Resist Acid 10, Resist Cold 10, Resist Fire 10, Telepathy 100ft.,
    Saves: Fort +5, Ref +6, Will +0
    Abilities: Str 10 Dex 14 Con 12 Int 5 Wis 3 Cha 5 (10 14 8 13 11 15)
    Skills: Climb +6, Disable Device -0.5, Hide +12, Jump +6, Move Silently +6
    Feats: Multiattack
    Environment:
    Organization:
    Challenge Rating: 4 (1 +1 elite array +2 Past Life)
    Treasure: Masterwork Silver Dagger, Masterwork Cold Iron Dagger, Amulet of Tears, Everfull Mug, Shiftweave Outfit

    Acidic Cloud (Su) When a mane dies, it dissolves into a cloud of noxious vapor. Anyone within 10 feet of a slain mane who fails a DC 12 Reflex save takes 1d6 points of acid damage.

    Past Life: Because of his link to his past self, he gains a +2 insight bonus on attack rolls, saving throws, and skill checks and sneak attack as an 11th-level rogue (+6d6 damage)

    In life, Quancator was a member of a noble house who abused his position to indulge in fancies for committing acts of violence purely for his own amusement.

    Through a combination of slick talking, bribery, cunning, and arranging for anyone who tried to talk to suffer an "accident", Quancator managed to maintain a positive facade throughout his life. When recently an untimely mishap took his life he was buried with lavish funeral rites befitting his wealth and perceived status as an upright member of the community. These rites had the effect of helping him to maintain his personal identity in the next world, as well as allowing some of the personal effects he was buried with to follow him there. If these are removed from his grave they will disappear in the next world too, but such a violation of his grave might also give him a brief opportunity to slip into the material plane.
    Last edited by Bohandas; 2022-12-26 at 07:37 AM.
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

    Omegaupdate Forum

    WoTC Forums Archive + Indexing Projext

    PostImage, a free and sensible alternative to Photobucket

    Temple+ Modding Project for Atari's Temple of Elemental Evil

    Morrus' RPG Forum (EN World v2)

  4. - Top - End - #34
    Firbolg in the Playground
     
    Bohandas's Avatar

    Join Date
    Feb 2016

    Default Re: Unique Fiends

    Oanggnismon
    Half-fiend young adult gold dragon
    Size/Type: Huge Outsider [Fire] [augmented dragon]
    HD: 20d12+120
    Initiative: +2
    Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
    Armor Class: 30 (–2 size, +2 Dex, +20 natural) DR 10/magic, touch 10, flat-footed 28
    Base Attack/Grapple: +20/+40
    Attack: +30
    Full Attack: 1 Bite +30 melee (2d8+12) 2 Claws +30 melee (upgraded to primary by half-fiend template) (2d6+6) 2 Wings +25 melee (1d8+6) 1 Tail Slap +25 melee (2d6+12+6)
    or
    1 Crush +30 melee (against all small or smaller creatures landed on) (2d8+12+6 and pinned)
    Special Attacks: Breath weapon (100ft line of fire 10f10 damage, or 50ft cone of weakness gas 5 str damage; DC 26), Frightful Presence (150 ft, DC 25), Smite Good 1/day
    Special Qualities: Alternate form, Blindsense 60 feet, Darkvision 120 ft., DR 10/magic, immunity to fire, immunity to poison, Keen senses, resist acid 10, resist cold 10, resist electricity 10, spell-like abilities, SR 30, vulnerability to cold, water breathing
    Saves: Fort +18, Ref +14, Will +18
    Abilities: Str 35 Dex 14 Con 23 Int 22 Wis 19 Cha 20
    Skills: Concentrate +29 (23sp + 6 con), Decipher script +7 (2/2+6int), Diplomacy +28 (23sp+5cha), Disguise +28 (23sp+5cha), Escape Artist +25 (23sp + 2 dex), Forgery +7 (2/2+6int), Heal +14 (10sp+4 wis), Intimidate +28 (23 sp + 5 cha), Knowledge (Arcana) +26 (20sp+6int), Knowledge (architecture and engineering) +11 (5sp+6int), Knowledge (dungeoneering) +11 (5sp+6int), Knowledge (The Planes) +29 (23sp+6Int), Knowledge (religion) +11 (5sp+6int), Listen +27 (23sp+4wis), Profession (Torturer) +5 (2/2sp + 4wis), Search +29 (31 to find secret doors) (23sp + 6int), Sense Motive +27 (23sp+4wis), Spellcraft +14 (+16 to decipher scrolls) (12/2sp +6int+2syn), Spot +27 (23sp+4wis), Survival +4 (+6 on the planes, underground, or following tracks) (+4wis), Swim +18 (+26 to avoid hazards due to swim speed) (6sp+12str), Use Rope +2 (+4 for bindings) (+2 dex), Use Magic Device +28 (+30 with scrolls) (23sp+5cha)
    Feats: Bane Magic (Outsiders), Cleave, Flyby Attack, Heighten Breath, Improved Sunder, Iron Will, Ordered Chaos, Power Attack, Spell Penetration
    Environment: Lower Planes
    Flaws: Chivalrous Courtesy, Test Subject (Enchantment)
    Treasure: Triple Stabdard plus Amulet of Protection From Evil (continuous Protection from Evil effect; 8000gp)
    Alignment: Lawful Evil

    Spell-like Abilities:
    3/day- Bless, Darkness, Poison, Unholy Aura
    1/day- Blasphemy, Contagion, Desecrate, Destruction, Horrid Wilting, Summon Monster 9 (fiends only), Unhallow, Unholy Blight

    Spells Known
    0- Arcane Mark, Detect Magic, Message, Prestidigitation, Read Magic, Sonic Snap
    1- Greater Mage Hand, Lesser Orb of Cold, Magic Missile, Protection From Chaos
    2- Ice Knife, Knock


    Alternate Form (Su)
    A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

    Blindsense (Ex)
    Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

    Breath Weapon (Su)
    A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.

    Keen Senses (Ex)
    A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

    Smite Good (Su)
    Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.

    Water Breathing (Ex)
    A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).


    Oangnismon is the son of a gold dragon and a balor

    [details of origin story redacted due to forum rules]

    Oangnismon spent most of his youth imprisoned in his father's domain and/or enslaved by his father's Dominate Monster ability. After many unsuccessful attempts to escape, he finally broke free from the balor's control after looting an amulet which bestowed a continuous Protection from Evil effect from the body of a dead adventurer.

    As soon as he put the amulet on he was freed from the mental control that would have forced him to return. He immediately fled from the Abyss and made his way to Hell, where he became an agent of Tiamat after proving himself by means that I have ran out of time to make up because the weekend is over
    Last edited by Bohandas; 2023-02-26 at 03:11 AM.
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

    Omegaupdate Forum

    WoTC Forums Archive + Indexing Projext

    PostImage, a free and sensible alternative to Photobucket

    Temple+ Modding Project for Atari's Temple of Elemental Evil

    Morrus' RPG Forum (EN World v2)

  5. - Top - End - #35
    Firbolg in the Playground
     
    Bohandas's Avatar

    Join Date
    Feb 2016

    Default Re: Unique Fiends

    Are concepts and bios without stats ok for this thread? I've got a lot of ideas that have no stats as of yet
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

    Omegaupdate Forum

    WoTC Forums Archive + Indexing Projext

    PostImage, a free and sensible alternative to Photobucket

    Temple+ Modding Project for Atari's Temple of Elemental Evil

    Morrus' RPG Forum (EN World v2)

  6. - Top - End - #36
    Troll in the Playground
     
    Imp

    Join Date
    Nov 2011
    Gender
    Male

    Default Re: Unique Fiends

    Yes, that would be perfectly fine 👹

  7. - Top - End - #37
    Troll in the Playground
     
    Imp

    Join Date
    Nov 2011
    Gender
    Male

    Default Re: Unique Fiends

    Numbreer "Demon Prince of Necromancers"

    Size/Type: Medium Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
    Hit Dice: 27d8+432 (553 hp)
    Initiative: +9
    Speed: 30 ft. (6 squares), fly 30 ft. (perfect)
    Armor Class: 48 (+8 Dex, +10 natural, +15 bone armor, +5 deflection), touch 23, flat-footed 40
    Base Attack/Grapple: +27/+32
    Attack: Claw +32 melee (1d6+5 + undeath curse)
    Full Attack: 2 claws +32 melee (1d6+5 + undeath curse)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Undeath Curse, spell-like abilities, undead mastery, animation mastery, grant mastery, summon demon, summon undead, desecration aura
    Special Qualities: Damage reduction 15/cold iron and good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 38, telepathy 100 ft., immune to mind-affecting, immune to ability damage or drain, immune to energy drain, immune to stun, immune to paralysis, immune to polymorph, immune to petrification, immune to daze, immune to disintegration, Rejuvenation
    Saves: Fort +36, Ref +28, Will +25
    Abilities: Str 20, Dex 20 (26), Con 36 (42), Int 20, Wis 20, Cha 26 (32)
    Skills: Bluff +41, Concentration +46, Diplomacy +41, Hide +35, Intimidate +41, Knowledge (Arcana, Religion, Planes) +35, Listen +35, Move Silently +35, Search +35, Spot +35, Use Magic Device +41
    Feats: Improved Initiative, Mindsight, Corpsecrafter, Destruction Retribution, Deadly Chill, Nimble Bones, Hardened Flesh, Bolster Resistance, Tomb-Tainted Soul, Quicken Spell-Like Ability (Mass Harm, 3/day)
    Alignment: Chaotic evil
    Challenge Rating: 25
    Equipment: Vest of Resistance +5, Ring of Protection +5, Cloak of Charisma +6, Amulet of Constitution +6, Ring of Freedom of Movement, Belt of Dexterity +6

    Numbreer appears as a skeletal figure, often wearing bone armor. As Prince of Necromancers, he is a rival to Orcus, but not in direct competition because he claims rulership not of the undead themselves as Orcus does, but of those who animate and control undead. He rules a desolate layer of the Abyss that is crawling with undead of all sorts.

    Bone Armor (Ex): He wears a suit of plate mail armor made of bone. The armor is unusually strong and bends as he moves, resulting in no armor check penalty, no arcane spell failure chance, and no maximum dexterity bonus. If worn by any other creature, it functions as an ordinary suit of plate mail, but falls apart after blocking one hit. If he needs to replace it, he can do so with 8 hours of work and enough bones to work with.

    Undeath curse (Su): A corporeal living creature struck by his claw attack must make a Will save (DC 34, Cha-based) or be cursed to rise as a zombie under Numbreer's control one round after being slain. Unlike the spell Animate Dead, there is no maximum HD limit for such a zombie. Such zombies gain the effects of his Corpsecrafter feat and other feats which have that as prerequisites as if animated by a spell. This curse is hard to remove; spells such as remove curse require a caster level check (DC 38).

    Desecration Aura (Ex): He radiates an aura similar to the Desecrate spell, giving a -6 profane penalty on turning checks, +2 profane bonus on attack rolls, damage rolls, and saving throws for undead and +2 hit points per HD for undead in the area or which are created or summoned into the area. This aura can not be blocked by anything, and has a radius of 1 mile. It doesn't stack with the Desecrate spell.

    Spell-like abilities: Caster level 27; At will - Greater Teleport (self plus up to 50 lbs of objects only), Chain Dispel (+25), Harm, Mass Harm (20d12, Will half DC 30), Shapechange (undead forms only), Repelling Shield (Reflex DC 24), True Strike, Command Undead, Control Undead, Animate Dead, Create Undead, Create Greater Undead, Plague of Undead, Undead Torch, Vile Death; 1/day - Awaken Undead, Revive Undead, Undead Lieutenant.

    Undead Mastery (Ex): All undead creatures created by him gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. This doesn't stack with the Dread Necromancer ability of the same name, should he acquire it. There is no limit to the total HD of undead that he can control.

    Animation Mastery (Ex): Undead created by him have maximum hp per HD.

    Grant Mastery (Su): He can grant Animation Mastery, Undead Mastery (except for the lifting of the HD limit), and the effects of his Corpsecrafter and related feats to another willing necromancer by touch. Up to 3 necromancers at a time can be granted these abilities. He can remove these grants to a particular necromancer as a swift action at any range. If he is slain, all of the grants vanish, although the bonuses and hit points of already created undead don't change. He uses this ability to make promising necromancers serve him.

    Summon Demon (Sp): Once per day he can summon a sorrowsworn demon.

    Summon Undead (Sp): Once per day he can summon a winterwight.

    Rejuvenation (Su): If slain, his body vanishes, though his equipment is left behind. One year later, he will reappear in full health somewhere on his home layer of the Abyss.
    Last edited by kinem; 2023-04-08 at 01:48 PM.

  8. - Top - End - #38
    Troll in the Playground
     
    Imp

    Join Date
    Nov 2011
    Gender
    Male

    Default Re: Unique Fiends

    Ulnerk, Numbreer's guard, Awakened Mountain Giant Zombie

    Gargantuan Undead (Earth)
    Alignment: Neutral Evil
    Initiative: +9; Senses: darkvision 60 ft.
    AC: 53 (-4 size, +1 dex, +38 natural, +8 bracers), touch 7, flat-footed 52
    Hit Dice: 60d12+633 (1353 hp)
    Saves Fort +31, Ref +26, Will +43 (+45 vs Control undead)
    Speed: 90 ft., fly 60' (good)
    Space / Reach: 20 ft./20 ft.
    Base Attack +30; Grapple +65
    Attack: Colossal greatclub +50 melee, or slam +45 melee, or rock +46 ranged
    Damage: Colossal greatclub 6d8+38/19-20, slam 4d6+28 + 1d6 cold + grapple, rock 4d8+19
    Special Attacks/Actions: Crush 6d6+28, fling, grapple, rock throwing, trample 6d6+28
    Abilities: Str 49, Dex 12, Con --, Int 6, Wis 10, Cha 1
    Special Qualities: rock catching, powerful build, damage reduction 5/slashing, Single Actions Only, Turn Resistance 4, Destruction Retribution (31d6 negative energy, 10' radius, Reflex half DC 15)
    Feats: Alertness; Awesome Blow; Brutal Throw; Iron Will; Improved Bull Rush; Improved Critical (greatclub); Improved Overrun; Power Attack; Track; Improved Toughness; Improved Initiative; Great Fortitude
    Epic Feats: Epic Will, Epic Toughness (x7), Epic Fortitude
    Skills: Jump +42, Listen +22, and Spot +22
    Treasure/Possessions: +5 Vest of Resistance, +5 Colossal Collision Greatclub, Bracers of Armor +8, Wings of Flying, bag (contains 12 rocks suitable for throwing)
    Challenge Rating: 18

    Ulnerk serves Numbreer, usually guarding his lair, but occasionally is lent to a necromancer on the material plane. If encountered within Numbreer's Desecration aura, add a +2 profane bonus on attack rolls, damage rolls, and saving throws for him, and a -6 profane penalty on turning checks against the undead.

    A mountain giant resembles a titanic hill giant, standing more than 40 feet tall and weighing nearly 50,000 pounds. Greasy, jet-black hair frames a face with bulbous features and a skin tone that can be any shade from tan to reddish brown. The typical mountain giant wears only minimal clothing—usually a breechcloth and a shirt made of rough animal hide that barely covers a large pot belly.

    Crush (Ex): If he jumps at least 20 feet into the air (or jumps down from a height of at least 20 feet) he can land on opponents two or more size categories smaller than himself as a standard action, using his whole body to crush them. A crush attack affects as many creatures as can fit under the giant's body. (This is normally a 20-foot square, but the giant can instead opt to come down on its seat and cover a 20-foot by 40-foot area, although it then becomes prone.) Each creature in the affected area must succeed at a Reflex save (DC 59) or be pinned, automatically taking 6d6+28 points of bludgeoning damage. Thereafter, if the giant chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

    Fling (Ex): If he successfully grapples a foe two or more size categories smaller than himself, he can hurl the creature as a standard action. A flung creature travels up to 120 feet and takes 12d6 points of damage. A creature that is flung off a mountain takes this amount of damage or the appropriate falling damage, whichever is greater. The giant also can throw the flung creature as though it were a boulder. In this case, the flung creature takes 12d6+19 points of damage, and any opponent it strikes takes 4d8+19 points of damage.

    Grapple (Ex): If he hits an opponent that is at least one size category smaller than himself with a slam, he deals normal damage and attempts to start a grapple (grapple bonus +65). If he gets a hold, he can fling the opponent in the next round. Alternatively, the mountain giant has the option to conduct the grapple normally, or simply use one hand to hold the opponent (-20 penalty on grapple check, but the mountain giant is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.

    Trample (Ex): As a standard action during its turn each round, a mountain giant can trample opponents at least one size category smaller than itself. This attack deals 6d6+28 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 59) for half damage.

    Rock Throwing (Ex): An adult giant is an accomplished rock thrower and receives a +1 racial bonus on attack rolls when throwing rocks. A mountain giant can hurl rocks weighing 160 to 200 pounds (Huge objects) with a range increment of 200'.

    Rock catching (Ex): A mountain giant can catch rocks of up to Colossal size. Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC to catch a rock is based on the rock's size (DC 20 + 5 per size category above Medium). If the projectile has a bonus on attack rolls because of magic, the DC increases by that amount. The giant must be ready for and aware of the attack.

    Powerful Build (Ex): The physical stature of a mountain giant lets him function in many ways as if he were one size category larger. Whenever one is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the giant is treated as one size larger if doing so is advantageous to him. A mountain giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A mountain giant can use weapons designed for a creature one size larger without penalty.
    Last edited by kinem; 2023-04-03 at 04:53 PM.

  9. - Top - End - #39
    Troll in the Playground
     
    Imp

    Join Date
    Nov 2011
    Gender
    Male

    Default Re: Unique Fiends

    Rolleenu "Demon Princess of Greed"

    Medium Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
    Hit Dice: 24d8+192 (300 hp)
    Initiative: +12
    Speed: 30 ft. (6 squares), fly 50 ft. (perfect)
    Armor Class: 56 (+8 Dex, +9 natural, +16 luck, +5 deflection, +8 armor), touch 39, flat-footed 48
    Base Attack/Grapple: +24/+32
    Attack: Claw +32 melee (1d6+8)
    Full Attack: 2 claws +32 melee (1d6+8)
    Space/Reach: 5 ft./5 ft.
    Special Attacks/Actions: Change Shape, Curse, spell-like abilities, summon Tanar’ri, induce greed
    Special Qualities: Aura of Unluck, Aura of Magic, damage reduction 15/cold iron and good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 36, telepathy 100 ft., tongues, lucky defense
    Saves: Fort +38, Ref +38, Will +32
    Abilities: Str 26, Dex 26, Con 26, Int 22, Wis 14, Cha 34 (42)
    Skills: Bluff +43, Concentration +35, Diplomacy +43, Disguise +43* (+45 acting), Hide +35, Intimidate +43, Knowledge (Planes) +33, Listen +36, Move Silently +35, Search +33, Sense Motive +29, Spot +36, Sleight of Hand +35, Tumble +35
    Feats: Augment Summoning, Combat Expertise, Improved Disarm, Improved Initiative, Ability Focus (Curse), Quicken SLA (Greater Bestow Curse, 3/day), Quicken SLA (True Strike, 3/day);
    Epic Feats: Blinding Speed, Spell Stowaway (True Strike)
    Challenge Rating: 22
    Alignment: Chaotic Evil
    Equipment: Rod of Epic Splendor, Ring of Freedom of Movement, Ring of Protection +5, Bracers of Armor +8

    Rolleenu appears to be a green-skinned succubus. Large bat wings unfurl from her back, and her eyes glow with sinister desire. She is 6 feet tall and weighs about 125 pounds.

    Combat

    Aura of Unluck (Su): Enemies within 30' must roll twice and accept the worse result on all actions involving random chance.

    Aura of Magic (Ex): Antimagic fields, dead magic zones, and the like don't function within 30' of her.

    Lucky Defense (Ex): She gets a luck bonus to AC and a resistance bonus to saving throws equal to her Charisma bonus.

    Change Shape (Su): She can assume the form of any female Medium humanoid.

    Curse (Su): As Greater Bestow Curse (touch +32; Will neg DC 40).

    Induce Greed (Su): As a standard action she can induce greed in a creature she is able to see (Will neg DC 38). This is similar to the spell Miser's Envy, except that there is no limit on range or duration. If the same creature is affected more than once, only the most recent effect applies. This is a mind-affecting ability and it can be dispelled (CL 24).

    Spell-Like Abilities: Caster level 24th. The save DCs are Charisma-based.
    At will - Mass Charm monster (DC 34), chain dispel, detect good, detect thoughts (DC 28), Entice Gift (DC 28), Fool's Gold, Greater Command (DC 31), Helping Hand, Phantasmal Thief, Mass Suggestion (DC 32), Insidious Suggestion (DC 31), greater teleport (self plus 50 pounds of objects only), Sanctuary (Will DC 27), Treasure Scent, true seeing, true strike; 3/day - Quickened Greater Bestow Curse (DC 34); 1/day - heal (self only).

    Summon Tanar’ri (Sp): She can summon a succubus, vrock, or glabrezu up to 3 times per day. This ability is the equivalent of a 9rd-level spell.

    Tongues (Su): She has a permanent tongues ability (as the spell, caster level 24th).

    Skills: She has a +8 racial bonus on Listen and Spot checks. While using her Change Shape ability, she gains a +10 circumstance bonus on Disguise checks.
    Last edited by kinem; 2023-04-08 at 08:45 AM.

  10. - Top - End - #40
    Troll in the Playground
     
    Imp

    Join Date
    Nov 2011
    Gender
    Male

    Default Re: Unique Fiends

    Greg Greyson "Pseudonatural Man"

    Pseudonatural Human Monk 4 / Fighter 6
    Medium Outsider (Extraplanar)
    Alignment: Lawful Evil
    Initiative: +11; Senses: darkvision 60 ft.
    AC: 57 (+35 natural, +7 dex, +8 armor, +7 monk), touch 24, flat-footed 50
    Hit Dice: 6d10+4d8+80 (176 hp)
    Saves Fort +23, Ref +18, Will +18 (+20 vs Enchantment)
    Speed: 70 ft.
    Space / Reach: 5 ft. / 5 ft.
    Base Attack +9; Grapple +43
    Attack: Tentacle +42 melee (2d8+19)
    Full Attack: 5 tentacles +42 melee (2d8+19) or 6 tentacles +40 melee (2d8+19)
    Special Attacks/Actions: Alternate Form, Improved Grab, Rotting Constriction, Spell-Like Abilities
    Special Qualities: Electricity and acid resistance 25, Damage Reduction 10/Epic, Spell resistance 50, Evasion, Ki strike (magic), slow fall 20 ft.
    Abilities: Str 40, Dex 24, Con 24, Int 11, Wis 20, Cha 10
    Feats: Improved Unarmed Strike (1d8+15), Improved Grapple, Combat Reflexes, Improved Initiative, Improved Toughness, Weapon Focus (tentacle), Power Attack, Great Fortitude, Weapon Specialization (tentacle), Skill Knowledge (Concentration, Tumble), Melee Weapon Mastery (bludgeoning)
    Skills: Concentration +20, Tumble +20, Hide +17, Knowledge (religion) +7, Move Silently +14
    Challenge Rating: 22

    Equipment: Bracers of Armor +8, Vest of Resistance +5, ring of invisibility, ring of freedom of movement

    Constant Insight (Su)
    The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.

    Improved Grab (Ex)
    If the creature hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

    Rotting Constriction (Ex)
    Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.

    Alternate Form (Su)
    At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form.

    Spell-Like Abilities
    At will—blur, dimension door, shield, unhallow. Caster level 20th. The DCs are Charisma-based.

    Evasion (Ex)
    At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

    Greg Grayson has no memories from before he was an adult. Confused and in possession of many stange powers, he joined a monastery to seek peace. When the place burned down, he became convinced that he was sent to the Material Plane for a purpose and would not be allowed to stray from it, so he decided to serve his strange master instead of fighting his destiny. He is unsure of who that master is, but dark gods on high on his list and he has served several. Although very confident in his combat abilities, he believes that they were gven to him because he will face mighty enemies, and so he prefers to sneak around and tries to avoid overconfidence.
    Last edited by kinem; 2023-04-16 at 05:27 PM.

  11. - Top - End - #41
    Firbolg in the Playground
     
    Bohandas's Avatar

    Join Date
    Feb 2016

    Default Re: Unique Fiends

    Migma, Succubus Cheerleader

    "give me a K, give me an I, give me an L, give me an L. Kill, kill, kill!'

    Succubus Bard 3/rogue2//Thief-Acrobat 4/Warblade 2
    Size/Type: Medium Outsider [Chaotic] [Evil] [Tanar'ri]
    HD: 2d12+4d8+5d6+22 (12+6.5+18+14+3.5+22=12+10+40+14=64hp)
    Initiative: +4
    Speed: 30 ft, fly 50 ft (good)
    Armor Class: 25 +4 dex +2 dodge (agile fighting) +9 natural
    Base Attack/Grapple: +9 (6+2+1)
    Attack: Claw +10 melee (1d6+1)
    Full Attack: 2 claws +10 melee (1d6+1)
    Space/Reach: 5ft/5ft
    Special Attacks: acrobatic charge, agile fighting +2/+3, fascinate, Energy drain, maneuvers, spell-like abilities, summon demon, weapon aptitude
    Special Qualities: acrobatic charge, agile fighting +2/+3, bardic knowledge -4, bardic music, Battle clarity (reflex saves), countersong, Damage reduction 10/cold iron or good, darkvision 60 ft., evasion, fascinate, fast acrobatics, immunity to electricity and poison, inspire competence, inspire courage +1, kip up, resistance to acid 10, cold 10, and fire 10, slow fall 30 ft., skill mastery (balance, climb, jump, and tumble), sneak attack +1d6, spell resistance 18, steady stance, telepathy 100 ft., tongues, trapfinding, uncanny dodge, weapon aptitude
    Saves: Fort +8, Ref +18 (15 flat footed), Will +9
    Abilities: Str 13 (base 11) Dex 18 (base 15, +1from passing 9hd) Con 14 (base 12) Int 16 (base 10) Wis 12 (base 8/) Cha 30 (base 14) (base 14)
    Skills: Balance +14, Bluff +26, Climb +9, Concentration +11, Diplomacy +16, Disable Device +4, Disguise +19* (+21 acting), Escape Artist +13, Hide +13, Intimidate +21, Jump +13, Knowledge (Nobility & Royalty (Celebrity Trivia)) +12, Listen +18, Move Silently +13, Perform (Sing/chant) +16, Search +12, Spot +18, Survival +1 (+3 following tracks), Tumble +14, Use Magic Device +11, Use Rope +4 (+6 with
    bindings)
    Feats: Dodge, mobility, persuasive, spring attack, dark speech, improved flight
    Flaws: Bestial Instinct, Frivilous Performer
    Environment: Layer 76567 The Black Colosseum
    Organization:
    Challenge Rating:
    Treasure: Charm of Countersong, Rod of Wonder used as the grip of a cheerleading pom-pom, Eternal Wand of Ray of Enfeeblement also done up as a pom-pom
    Alignment: CE
    Advancement:
    Level Adjustment:

    You see a bat-winged young woman clad in a scarlet and purple mini-skirt and crop top that somehow manages to leave less to the imagination than actual nudity would

    Migma is the minion of the demon prince Royon-Zugna, a "coach" and trainer of the "sport" that is the Blood War. She attends battles to boost morale.


    Weapon and Armor Proficiency: Proficient with simple weapons, all martial melee weapons (including those that can be used as thrown weapons), the hand crossbow, the shortbow, and the whip, light and medium armor, and all shields except tower shields.

    Fast Acrobatics (Ex): A thief-acrobat can avoid the normal penalties for accelerated movement while using her acrobatic talents. She ignores the normal -5 penalty when making a Balance check while moving at her full normal speed. She can climb at half her speed as a move action without taking a -5 penalty on her Climb check. Finally, she can tumble at her full speed without taking the normal -10 penalty on her Tumble check.

    Kip Up (Ex): A thief-acrobat can stand up from a prone position as a free action that doesn’t provoke attacks of opportunity. This ability works only if the thief-acrobat wears light or no armor and carries no more than a light load.

    Steady Stance (Ex): A thief-acrobat remains stable on her feet when others have difficulty standing. She is not considered flat-footed while balancing or climbing, and she adds her class level as a bonus on Balance or Climb checks to remain balancing or climbing when she takes damage.

    Agile Fighting (Ex): A whirling, spinning thief-acrobat is a devilishly difficult target. Starting at 2nd level, a thief-acrobat gains a +1 dodge bonus to Armor Class. When fighting defensively or using total defense, this bonus becomes +2. At 4th level, these bonuses increase by 1 (to +2 and +3, respectively). In addition, a thief-acrobat takes no penalty to her Armor Class or on her melee attack rolls when kneeling, sitting, or prone. This ability works only if a thief-acrobat wears light or no armor and carries no more than a light load.

    Slow Fall (Ex): Beginning at 2nd level, a thief-acrobat reduces the effective distance of falls by 20 feet. At 4th level, this improves to reduce the effective distance of falls by 30 feet. See the monk class feature, page 41 of the Player’s Handbook. If a thief-acrobat has this ability from another class, the distances stack to determine the effective reduction of the falling distance.

    Acrobatic Charge (Ex): Starting at 3rd level, a thiefacrobat can charge in situations where others cannot. She can charge over difficult terrain that normally slows movement or through allies blocking her path. This ability enables her to charge across a cluttered battlefield, leap down from a ledge, or swing across a chasm to get to her target. Depending on the circumstance, she may still need to make appropriate checks (such as Jump, Tumble, or Use Rope checks) to successfully move over the terrain.

    Defensive Roll (Ex): Beginning at 3rd level, once per day a thief-acrobat can roll with a potentially lethal blow to take less damage from it than she otherwise would. See the rogue class feature, page 51 of the Player’s Handbook.

    Skill Mastery (Ex): At 4th level, a thief-acrobat has become so confident in the use of certain skills that she can use them reliably even under adverse conditions. When making a Balance, Climb, Jump, or Tumble check, she can take 10 even if stress and distractions would normally prevent her from doing so.

    Maneuvers Readied:
    Must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers remain readied until she decides to exercise again and change them. Does not need not sleep or rest for any long period of time to ready maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers
    unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below). You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

    Stances: You begin play with knowledge of one 1st level stance from any discipline open to warblades. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

    Battle Clarity (Ex): You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves. Weapon

    Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level -2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you’re treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.

    Energy Drain (Su): A succubus 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 succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 24 Will save to negate the effect of the suggestion. The DC is 24 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

    Spell-Like Abilities:
    At will—charm monster (DC 25), detect good, detect thoughts (DC 23), ethereal jaunt (self plus 50 pounds of objects only), suggestion (DC 24), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.

    Summon Demon (Sp): Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

    Change Shape (Su): A succubus can assume the form of any Small or Medium humanoid.

    Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually use verbal communication with mortals.

    Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
    A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
    DC Type of Knowledge
    10 Common, known by at least a substantial minority of the local population.
    20 Uncommon but available, known by only a few people legends.
    25 Obscure, known by few, hard to come by.
    30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

    Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

    Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
    To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
    Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

    Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

    Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
    The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

    Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
    The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
    Ranged attacks can count as sneak attacks only if the target is within 30 feet.
    With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
    A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
    Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
    Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
    A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

    Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

    Bestial Instinct [FLAW]: You prefer to meet your foes so close that you can smell their blood. Effect: You suffer a -2 penalty to hit while using anything other than unarmed strikes or natural weapons.

    Frivilous Performer [FLAW]: Having focused your time on practicing and performing, you have gathered little useful information in your travels. Prerequisite: Bardic knowledge. Effect: You suffer a -10 penalty on all bardic knowledge checks. This penalty does not apply if the relevant knowledge involves the Perform skill.


    Warblade stances known- Bolstering Voice
    Warblade maneuvers known- Douse the Flames, Sapphire Nightmare Blade, Steel Wind, Sudden Leap,

    Bard spells known -
    lv 0 (3/day) - prestidigitation, read magic, ghost sound, message, mage hand, detect magic
    lv 1 (4/day) - focusing chant, cure light wounds, glimpse of fear (dr.mag.#333)

    BOLSTERING VOICE White Raven (Stance) Level: Crusader 1, warblade 1 Initiation Action: 1 swift action Range: 60 ft. Area: 60-ft.-radius emanation centered on you Duration: Stance
    Your clarion voice strengthens the will of your comrades. So long as you remain on the field of battle, your allies are strengthened against attacks and effects that seek to subvert their willpower.
    The discipline of the White Raven stresses that an army is effective only when its members are motivated to fight. In the face of a daunting enemy or unexpected hardship, the most skilled warrior is worthless if he lacks strength of will. When you adopt the bolstering voice stance, you shout encouragement to your allies, disparage your foes, and lend much-needed support to raise your allies’ spirits. By drawing on the example you set, your allies harden their will to fight and battle on despite your enemies’ attempts to turn them aside. While you are in this stance, all allies within range who can hear you gain a +2 morale bonus on Will saves, or a +4 morale bonus on Will saves against fear effects.

    DOUSE THE FLAMES White Raven (Strike) Level: Crusader 1, warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 round
    You strike your enemy with a resounding blow, capturing his attention. As he turns to look, you let loose with a string of oaths, challenges, and taunts that force him to focus his attention on you.
    As a White Raven adept, you are as much a tactician as you are a war leader. You learn to create openings for your allies to maximize the teamwork and esprit de corps that you foster. You know that for a group to succeed, it must work together, and that individual glory must be set aside so that the group can achieve victory. As part of this maneuver, you make a melee attack against a single target you threaten. If your attack hits, you deal normal melee damage, and the target creature can’t make attacks of opportunity for 1 round. The opponent still threatens its normal area; it simply cannot make attacks of opportunity.

    SAPPHIRE NIGHTMARE BLADE Diamond Mind (Strike) Level: Swordsage 1, warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature
    Your study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance.
    The sapphire nightmare blade is one of the most basic, but important, maneuvers that a Diamond Mind adept studies. It illustrates that a keen mind can pierce even the toughest defenses. You attempt a Concentration check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a –2 penalty and deals normal damage.

    STEEL WIND Iron Heart (Strike) Level: Warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: Two creatures
    You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.
    Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.

    SUDDEN LEAP Tiger Claw (Boost) Level: Swordsage 1, warblade 1 Prerequisite: One Tiger Claw maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Instantaneous
    You leap to a new position in the blink of an eye, leaving your opponents baffled.
    You can make a Jump check as a swift action and move the distance determined by your check result. You provoke attacks of opportunity with this movement, and you must move in a straight line. As with any movement, you can attempt a Tumble check to avoid any attacks you provoke with this sudden leap. You can’t move through enemies, unless you succeed on the appropriate Tumble check.
    Last edited by Bohandas; 2023-05-22 at 09:31 PM.
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

    Omegaupdate Forum

    WoTC Forums Archive + Indexing Projext

    PostImage, a free and sensible alternative to Photobucket

    Temple+ Modding Project for Atari's Temple of Elemental Evil

    Morrus' RPG Forum (EN World v2)

  12. - Top - End - #42
    Firbolg in the Playground
     
    Bohandas's Avatar

    Join Date
    Feb 2016

    Default Re: Unique Fiends

    Ratcakes

    Ratcakes is a nightmare with 5 levels of Jester (see Dragon Magazine Compendium) who serves as a mount for a demon lord of comedy that I am working on* (but who is nowhere near finished). She speaks abyssal, common, infernal, orc, and sylvan.

    Her name** and concept art are dark macabrely humorous parodies of Pinkie Pie, her characterization in game should be as well. Hatred is magic.

    Female Nightmare, Jester lv5



    Size/Type: Large Outsider (Evil, Extraplanar)
    HD: 6d8 + 5d6 + 33 (78 hp)
    Speed: 40 ft. (8 squares), fly 90 ft. (good)
    Armor Class: 26 (-1 size, +2 Dex, +13 natural +2 dodge (jester's audacity)), touch 13, flat-footed 22
    Base Attack: +9
    Attack: Hoof +12 melee (1d8+4 plus 1d4 fire)
    Full Attack: 2 hooves +12 melee (1d8+4 plus 1d4 fire) and bite +7 melee (1d8+2)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Flaming hooves, smoke, spellcasting, aligned natural attack (evil)
    Special Qualities: Astral projection, darkvision 60 ft., etherealness, Jester's audacity+2, jester's performance 5/day (fascinate, inspiring quip, taunt), spellcasting
    Saves: Fort +9, Ref +13, Will +10
    Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 12, Cha 20
    Skills: Bluff +10, Concentration +12, Diplomacy +9, Escape Artist +7, Intimidate +16, Knowledge (the planes) +10, Listen +12, Move Silently +11, Perform (Comedy) +18, Profession (Butcher) +2, Search +10, Sense Motive +10, Sleight of Hand +5, Speak Language (Common, Orc, Sylvan) Spot +12, Survival +10 (+12 on other planes and following tracks), Tumble +3, Use Rope +2 (+4 with bindings)
    Feats: Alertness, Improved Initiative, Lightning Reflexes, Run, deflect arrows (b), snatch arrows (b)
    Alignment: Chaotic Evil

    Jester spells known
    Lv 0: Create Water, Dancing Lights, Detect Magic, Mage Hand, Open/Close, Prestidigitation,
    Lv 1: Disguise Self, Grease, Hideous Laughter, Unseen Servant
    Lv 2: Enthrall, Glitterdust, Pyrotechnics
    (Per day: 5/5/2)


    Aligned Natural Attacks: A nightmare’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

    Flaming Hooves (Su): A blow from a nightmare’s hooves sets combustible materials alight.

    Smoke (Su): During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based.
    Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare’s vision at all.

    Astral Projection and Etherealness (Su):These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.

    Jester's Audacity: The jester's natural talent for performance, his often outrageous dress, and his seemingly lackadaisical attitude throws his opponents off guard in combat. Even a jester armed with a viciouslooking weapon cuts a comedic figure that many warriors have trouble taking seriously. At 1st level, a jester gains a +1 dodge bonus to his Armor Class. This bonus increases to +2 at 5th level. However, this bonus can never be greater than the jester's current Charisma bonus. The jester's audacity draws in part on his shameless ability to project himself as nonchalant, goofy, and inept in even the deadliest struggle.

    Jester's Performance: The jester is the master of the verbal put down, the hilarious joke, or the savage verbal lashing. His words can inspire dread and outrage in his enemies or confidence and comfort in his friends. Once per day per jester level, the jester can use his wit to produce magical effects in those around him. The jester must have at least 1 rank in Perform (comedy) to use these abilities, and many of them rely on the use of that skill to establish their save DCs and other effects. The jester must share a language and be able to speak to the target or targets of his performance abilities unless otherwise noted in the specific ability's description. Starting a jester's performance ability is a standard acti9n and the jester can maintain the performance (either as a free action or move action, depending on the specific performance used). The jester cannot use spells, activate magic items by spell completion, or activate magic items by word while using his jester's performance ability. The jester must keep up a steady stream of puns, insults, or jokes to maintain the performance's effect. A deaf jester has a 20% failure chance when attempting to use his performance ability. If he fails, the attempt still counts against his daily number of jester's performances.

    Fascinate (Sp): A jester with 3 or more ranks in Perform (comedy) can create a running stream of jokes, gags, and acrobatic stunts to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the jester, and able to pay attention to him. The jester must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a jester attains beyond 1st, he can target one additional creature with a single use of this ability. An affected creature gets to make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If a creature succeeds at this saving throw the jester cannot attempt to fascinate that creature again for 24 hours. Creatures that fail this save sit quietly and listen to the jester's performance, taking no other actions for as long as the jester continues to perform (up to a maximum of 1 round per jester level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the jester to make another Perform (comedy) check and allows the creature a new saving throw against a DC equal to the new check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), language-dependant, mind-affecting ability.

    Inspiring Quip (Su): A jester with 3 or more ranks in Perform (comedy) can boost his allies' morale with a joke that breaks their tension and invigorates their spirits, As an immediate action when an opponent misses an attack, the jester makes a wisecrack denigrating the foe's fighting ability. The jester must be able to see the unsuccessful attack. All allies within 30 feet of the jester gain a +2 morale bonus on all attacks against that foe for the rest of the encounter. The jester can use this ability more than once during an encounter to grant a morale bonus against multiple foes.

    Taunt (Su): A jester with 3 or more ranks in Perform (comedy) can attempt to hurl such stinging insults against a foe that his opponent loses his temper in an explosive display. The jester targets one creature within 60 feet that shares a language with him. The target must be able to hear the jester for this ability to have an effect. The target can make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If he fails, the target gains a +1 morale bonus on attack rolls but takes a -2 penalty to Armor Class. On its next turn the affected target takes the most direct route possible (charging if able) toward the jester that avoids any obviously dangerous terrain, such as a pit of bubbling lava. The target may stop if an opponent blocks its path and can move around its foes in such a way as to avoid provoking attacks of opportunity (unless able to charge). If the target does provoke an attack of opportunity due to this movement, it immediately gets to make another Will save, this time with a +2 bonus. The jester must use a free action to continue to taunt his opponent each round, and if he cannot complete this act the taunt's effects immediately end. This is a mind-affecting, language-dependant ability.




    *reprinted here are my brainstorming notes for demon lord of comedy:
    half scary clown half egregiously disrespectful and foulmouthed insult comedian - possibly has aspects that are just one or the other; can drive people to suicide with insult humor; squirting flower with acid in it; pennywise-esque illusion powers; high level jester; can make people laugh themselves to death; reflavored sorrowsworn and harbinger abilities - mockery/insult comedy; possible sources to mine for inspiration- The Joker, The Comedian, Pennywise, the guy from the metalocalypse comedy episode, [several infamous real-life comedy-related criminals redacted for public post], pagliacci, the music of ICP, Jackass, Let's Visit the World of the Future; possibly wears clothing that is clown costume in one side and dapper suit as might be worn by a vaudeville stand-up on the other, the interface between the sides is uneven so it's half real buttons and half mini pom-poms down the middle - possibly this is stupid and he should just wear one or the other; shocking grasp/joybuzzer ability, turns on and off as a free action; possible names from demon name generator - Ommoderrae Zharbel veraposa zaloigolontzogufreshld agolvogigg lemovonank, shas, Frathor, syrazg Xuehnes-las; roast ability sets people on fire with words; mounts - a nightmare named "Ratcakes" (cf. Pinkie Pie); possible domains - hatred, herald, spite, trickery, truth

    **https://animals.mom.com/pinkie-mouse-5610.html
    Last edited by Bohandas; 2023-06-30 at 02:22 AM.
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

    Omegaupdate Forum

    WoTC Forums Archive + Indexing Projext

    PostImage, a free and sensible alternative to Photobucket

    Temple+ Modding Project for Atari's Temple of Elemental Evil

    Morrus' RPG Forum (EN World v2)

  13. - Top - End - #43
    Troll in the Playground
     
    Imp

    Join Date
    Nov 2011
    Gender
    Male

    Default Re: Unique Fiends

    Bohandas: Good one. I was actually already thinking of making a horse-like Unique Fiend.

    Kolonk "Knight Bane"

    Size/Type: Large Outsider (Evil, Extraplanar)
    Hit Dice: 22d8+176 (275 hp)
    Initiative: +6
    Speed: 300 ft. (60 squares)
    Armor Class: 27 (-1 size, +2 Dex, +16 natural), touch 10, flat-footed 24
    Base Attack/Grapple: +22/+40
    Attack: Hoof +31 melee (2d6+10 plus 1d4 vile)
    Full Attack: 2 hooves +31 melee (2d6+10 plus 1d4 vile) and bite +24 melee (2d6+5)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Smoke, Unholy hooves, spell-like abilities, Suggest Rider
    Special Qualities: Darkvision 60 ft., Enhance Rider, DR 15/Epic and Silver, SR 31, Telepathy 100'
    Saves: Fort +22, Ref +15, Will +16
    Abilities: Str 31, Dex 14, Con 24, Int 16, Wis 12, Cha 22
    Skills: Bluff +26, Concentration +32, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +28, Jump +71, Knowledge (the planes) +28, Listen +28, Move Silently +27, Search +28, Sense Motive +26, Spot +28, Survival +26 (+28 following tracks)
    Feats: Improved Initiative, Track, Quicken spell-like ability (Greater Luminous Assassin, 3/day), Maximize spell-like ability (Mass Flesh to Salt, 3/day), Iron Will, Great Fortitude, Improved Toughness; Epic Feat - Dire Charge
    Environment: Any
    Organization: Solitary plus Rider
    Challenge Rating: 16
    Alignment: Neutral evil

    Kolonk is a unique fiend who looks like a black horse. He is similar to a nightmare but with different abilities. Often, he is accompanied by a Knight rider. The pair will roam the land causing destruction and mayhem, only to vanish if seriously challenged.

    Combat
    Kolonk can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check (DC 10).

    Kolonk's natural weapons, as well as any weapons he wields, are treated as epic, magic, and evil-aligned for the purpose of overcoming damage reduction.

    Unholy hooves (Su): His hoof attack causes 1d4 vile damage in addition to normal damage.

    Smoke (Ex): During the excitement of battle, he can snort and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 24 Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and he uses it once as a free action during his turn each round. The save DC is Constitution-based.

    Because of the smoke he gives off, he has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure his vision at all, nor that of his rider if the rider is currently Enhanced by him. If the rider is not, all creatures have total concealment from the rider except for himself.

    Enhance Rider (Su): As a swift action, Kolonk can apply the following enhancements to any willing creature who is currently riding him: +8 enhancement bonus to Strength, Dexterity, and Constitution; Bonus Feats: Mounted Combat, Cavalry Charger, Mounted Mobility, Ride-By Attack, Saddleback; 42 temporary hit points; +5 circumstance bonus on Ride checks. The Enhanced rider also gains the Knight's Challenge ability of a 4th-level Knight. An Enhanced rider who is already a Knight can use Knight's Challenge as if having 4 more levels of Knight.

    These enhancements end if the rider dismounts or is no longer a rider, or he can end it as a swift action.

    Suggest Rider (Sp): At will; as the suggestion spell, but only affects a creature riding him. A rider who is under the influence of the Enhance Rider ability gets no saving throw. This ability can affect undead as if they were not immune to mind-affecting abilities.

    Spell-like Abilities: At will - Dead End, Disguise Self, Ebon Eyes, Flesh to Salt (mass), Luminous Assassin (Greater), Magic Circle Against Good, Magic Mouth, Mimicry, Smoke Stairs; 3/day - Allied Footsteps, Create Fetch, Haste, Shadow Double; 1/day - Enduring Scrutiny, Implacable Pursuer, Iron Silence, Marked Object, Plane Shift (self only). CL 22; DC 16 + spell level.

    Carrying Capacity
    A light load for him is up to 612 pounds; a medium load, 613-1,224 pounds; and a heavy load, 1,225-1,840 pounds.
    Last edited by kinem; 2023-07-02 at 01:27 PM.

  14. - Top - End - #44
    Firbolg in the Playground
     
    Bohandas's Avatar

    Join Date
    Feb 2016

    Default Re: Unique Fiends

    More of my brainstorming notes for archfiends, this one for a demon lord of partying:

    demon lord of parties; multiple mouths, one perpetually sucks on a medical mask that delivers dream-mist (see BoVD), suffocates without it (or at least his summonable aspect does); can summon demon courtesans and exotic dancers (succubus bard 1); gives off drug smoke; high rank in knowledge (nobility & royalty), ie. celebrity trivia; can turn people and animals against each other for impromptu gladiator fights and dog fights; some kind of fatted calf slaughtering aura; bruce effect aura; emits painfully loud music; possible names from demon name generator Grugilphey Bharachorn Molo Laothist Rumjacuhhv Scorredurim Tegudukilus Surashmethon Eblos Abronialineas Zugeehg-Hes Mysto Colago Xolago Dzonsla Frathor (the first one, Grugilphey, sounds hhgttg-ish) (maybe jam some together, Molocolago? Colago Rumjachuv? Xolago-Frathor?); draw influences from- the combination cocktail party & raiding party from HHGttG3, de Sade, the the 'satan's not in a guitar pick' speech from Pick Of Destiny, Allegro the Panda from PPG, kerrimuir, infernal gallop scene from Orpheus, hellraiser, slannesh, charlie sheen's meltdown, the climax of Little Nicky, the Boiler Room club massacre from Hellraiser 3, Lonesome Cowboy Dave's speech about drug-addicted mummies, ATHF 'Couples Skate' episode, all of Metalocalypse, GWAR, the song party til you die, and the party themed hell zone from the fantasy citybuilder game Afterlife; aura that makes people disrobe; more powerful but addictive and drug laced heroes' feast; liquid pain extraction, (I want all my garmonbozia); some kind of ability that could create a swimming pool; something about getting kids to beat their parents up like pinatas; can wake the dead with stimulants, those so woken need constant additional doses or they die again; turns hanged bodies into flesh pinatas filled with untoward things like spiders (cf ATHF) or weapons or drugs; include a short story about corrupting a public hanging (one clearly originally baatezu influenced; the condemned have been found guilty of something stupid like work shirking or non-conformity such as violating dress code or political unorthodoxy or pointing out that some specific untrue thing held to be true by their society is in fact untrue) into a disorderly party including the executioner and the officials who try to restore order winding up getting hanged by the crowd and then he tried to call Dispater out to fight in connection with this, and also they run out of food and start eating each other; can turn water into hard liquor; immune to fear and to morale penalties - can impart this to others; makes the animals mate; permanent sympathy spell effect centered on himself that attracts drunks, bros, and floozies; a second sympathy effect attracts and distracts people who are *supposed* to be working

    Quote Originally Posted by Bohandas View Post
    Migma is the minion of the demon prince Royon-Zugna, a "coach" and trainer of the "sport" that is the Blood War. She attends battles to boost morale.
    Migma and Royon-Zugna are based in The Black Colosseum, detailed in the Adding to the Lower Planes thread
    Last edited by Bohandas; 2023-08-12 at 12:24 AM.
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

    Omegaupdate Forum

    WoTC Forums Archive + Indexing Projext

    PostImage, a free and sensible alternative to Photobucket

    Temple+ Modding Project for Atari's Temple of Elemental Evil

    Morrus' RPG Forum (EN World v2)

  15. - Top - End - #45
    Troll in the Playground
     
    Imp

    Join Date
    Nov 2011
    Gender
    Male

    Default Re: Unique Fiends

    Vrakgam "Grief of Security"
    Decavrach, Advanced Elite, Four-headed

    Size/Type: Huge Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 30d8+510 (645 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares)
    Armor Class: 35 (-2 size, +18 natural, +1 dex, +8 armor), touch 9, flat-footed 34
    Base Attack/Grapple: +30/+54
    Attack: Claw +50 melee (3d6+21)
    Full Attack: 10 claws +50 melee (3d6+21)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Improved grab, swallow whole, spit fire (x4)
    Special Qualities: Damage reduction 11/-, darkvision 90 ft., immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 21, fast healing 5, arms limit, slime
    Saves: Fort +33, Ref +18, Will +35
    Abilities: Str 36 (42), Dex 12, Con 43, Int 11, Wis 8, Cha 8
    Skills: Climb +49, Swim +49, Intimidate +32 (+4/size category larger than target), Jump +53, Listen +38, Spot +38, Search +7, Tumble +34, Knowledge (planes) +16
    Feats: Power Attack, Iron Will, Weapon Focus (claw), Improved Toughness, Improved Initiative, Improved Natural Attack, Endurance, Steadfast Determination (no auto fail Fort on natural 1; Con instead of Wis to Will saves)
    Epic Feats: Dire Charge, Damage Reduction (x2)
    Challenge Rating: 21
    Alignment: Chaotic evil
    Equipment: Belt of Giant Strength (+6 Str), Bracers of Armor +8, Amulet of Mighty Fists +5, Purple Amulet of Tharizdun (as Robe)

    Vrakgam is a decavrach of unusual power and who has 4 heads. He has long desired to be acknowledged as Lord of all Decavrachs, but since no decavrachs have agreed to follow him yet, in the meantime he works as Chief of Security for the obyrith lord Mumzow "Grandmother of Chaos" while attempting to learn how to keep chaotic evil creatures in line.

    Decavrachs are huge, grey ten-armed giants covered in slime. A decavrach stands about 20 feet tall and weighs about 6,000 pounds.

    A decavrach'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.

    Improved Grab (Ex)
    To use this ability, a decavrach must hit a Medium or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

    Swallow Whole (Ex)
    A decavrach can try to swallow a grabbed opponent of Medium or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+16 points of crushing damage plus 6d6 points of fire damage per round. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the stomach (AC 19). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Each of his 4 stomachs can can hold 1 Medium, 2 Small, 4 Tiny, or 8 Diminutive or smaller opponents.

    Spit Fire (Ex)
    As a standard action, the decavrach can spit a ball of fire from each head, resulting in 4 ranged touch attacks (+29) with a 60' range and each causes 12d6 fire damage on a hit.

    Arms Limit (Ex)
    When making a full attack, the maximum number of claw attacks it can make against a single foe can be limited as its arms interfere with each other. This limit is 2 claws against a Small or smaller foe, 4 claws against a Medium foe, 6 claws against a Large foe, and all claws against a Huge or larger foe. It can still use the remaining claw attacks against other foes within reach.

    Slime (Ex)
    A decavrach is covered in slime. This gives it a +10 bonus on checks to avoid or escape a grapple, but not on other grapple checks.

    Skills: Each additional head grants the creature a +2 racial bonus to Listen, Search and Spot checks.
    Last edited by kinem; 2023-09-23 at 08:20 PM.

  16. - Top - End - #46
    Troll in the Playground
     
    HalflingPirate

    Join Date
    Nov 2011

    Default Re: Unique Fiends

    The Jerk
    Brain Worm, Highjacker

    Named demons, demon lords, and other unique demons can convert larvae into quasits and other minor demons. The Jerk is one of these minor demons.

    When converting the larva into The Jerk, an indescribably painful process strips the larva of its worm-like body and concentrates the essence of the creature into a single eyeball, which is then shrunk to the size of a grain-of-rice. When a living being petitions the demon for power or a favor, the demon can implant this grain of rice sized object inside the brain of the petitioner.

    This causes intense headaches which the new host becomes accustomed to over time as the tiny eye begins to grow into a pale, one-eyed, tube-shaped creature which nestles into the crevices of the brain of its victim. Its body may grow to as much as 3 to 4 inches, (7-10cm) over its lifetime, but at about 1/2 inch, (1cm) it grows two swollen organs at its base which grow hair-like threads which penetrate into the brain tissue of its host. From these first tenuous connections the creature can begin to communicate with the subconscious of the victim.

    At this stage The Jerk can observe the thoughts of the victim, and when the demon which created it chooses to communicate with The Jerk dumps all of its observations, being incapable of concealing or selectively revealing what it knows.

    When The Jerk grows to about 1inch in length, its hairy threads penetrate the surrounding brain to about the same amount, creating hundreds of connections to the living brain. At that point it becomes capable of thought. It's base intelligence is very low, and its thoughts are base, emotional, and evil. It will begin to urge the subconscious thoughts of its host to fulfill these thoughts as a source of pleasure. It begins to reward its host with endorphin rushes when it is pleased, and to punish its host with cortisol imbalances to deprive its victim of restful sleep, induce fatigue and weakness, or to otherwise induce stress.

    By the time The Jerk is 2 inches in length it has developed into a completely intelligent being which can communicate with its host in verbally structured thought. (It never gains the ability to speak or make any sounds.) By this time it's hairlike structures have grown so numerous and thick that they have penetrated throughout the victim's brain. It can, if it's host opposes cooperation on something it is strongly motivated to do, engage in a battle of wills for control of its host's body. It can only maintain this control for a number of minutes if the host is fighting it. It can also take control of the host's body when the host is asleep for a number of hours, unless the host is wakened.

    At four inches in length, The Jerk has control of the victim's brain, and the victim becomes the observer. If the victim engages in a contest of wills, it may force an action or inaction, but otherwise, the network of hairy structures has completely rewired the victim's brain and The Jerk is in charge. At this point, The Jerk may begin to degrade the structure of the victim's skull on its forehead, creating a blister beneath the skin which swells until it bursts, oozing putrid yellow matter with grains of dissolved bone. After a few weeks this sore begins to heal and the single eye of The Jerk is exposed. Generally it is bloodshot and jaundiced in appearance with a pupil but no iris. Alternately, it can have a red or black, iris.

    At the seed stage of life The Jerk confers the power the demon lord agreed to grant. If the seed is removed, the power is also removed.

    Beginning at about one month The Jerk's growth approaches 1/2 inch and it gains the beginnings of Intelligence. As a consequence of this cleaning and ordering of The Jerk's nesting space, its host also gains 1 point of Intelligence. Even if the host is not a spellcaster, it gains one bonus level 1 spellslot in the Evil Domain.

    As The Jerk begins its second year it has grown to about 1 inch in length. As it inter-connects the brain of its host, The Jerk rapidly becomes smarter. At this stage its Intelligence is about half that of its host and the host benefits with a second point of Int. A bonus level 2 spellslot in the Evil domain is gained.

    In its sixth year The Jerk has attained a growth to about two inches in length and is more or less its host's intellectual equal. While it grants its host a third point of Int and a bonus level 3 Evil domain spellslot, it is increasingly gaining the ability to manipulate and control its host.

    As The Jerk reaches four inches in length in its fourteenth year, it becomes the master. While its host becomes smarter with a fourth point of Int, and gains a bonus level 4 Evil domain spellslot, it is a puppet controlled by The Jerk.

    At any point in which the host dies The Jerk instantly snatches the soul of the host and drags it to its creator. At any point at which The Jerk dies, the host immediately loses all favors granted by the demon as well as the bonus spellslots and Int points it gained. For each point of Int gained from The Jerk it must also roll a Con save vs DC 16 to avoid brain damage which will cause the further loss of a point of Int from the former host's base int.

    Example: The Jerk had granted 3 bonus Int points to its host before it was slain. Its surviving host loses the bonus Int, and must make 3 individual Con checks at DC 16. A d20 roll plus Con bonus is made three times, achieving a 4, a 16, and a 12. The former host permanently loses two points of Int.

    Points lost this way cannot be recovered in any way, (even via Wish or similar powers,) but they in no way impede acquiring Int points from leveling up, magic, or other means.

    The Jerk is always considered helpless and can be killed by coup-de-grace attacks when outside its host. Anything which can kill it while within its host must similarly kill its host, resulting in the soul of the host being dragged off by The Jerk to its demon.
    Last edited by brian 333; 2023-09-30 at 10:13 AM.

  17. - Top - End - #47
    Firbolg in the Playground
     
    Bohandas's Avatar

    Join Date
    Feb 2016

    Default Re: Unique Fiends

    I'll tidy this up later. I want to make sure it's posted tonight

    It's some kind of Baatezu minister of industry or propaganda from Dis. I kind of lost track of whether he was supposed to be in charge of propaganda in Dis or in charge of industry in Dis or some kind of businessman in Dis

    In any case, he looks like a cross between a paleryion baatezu (which his stats are partly based on), a gilded age robber baron, a squid, a vampire, and slenderman. Unlike the paeliryon devils he's based on he flies by outgassing pressurized mind fumes from dozens of pores and is thus immune to effects that target winged fliers specifically.

    Most of the new non-peliryon abilities are concerned with making people stupid or removing their free will in order to promote political orthodoxy and resignment to a life of pointless toil, or turning folks into scapegoats (again to promote orthodoxy). The Guards And Wards ability is for locking folks inside of sweatshops.

    Ey-Cah Dratu (originally named "Harmony" in my notes, due to his role in promoting mindless orthodoxy, but I went into my fiendish sounding gibberish name generator and got him a proper fiend name)

    Size/Type: Large outsider (baatezu, evil, extraplanar, lawful)
    HD: 21d8+198 (257 HP)
    Initiative: +7
    Speed: 20 ft. (8 squares), swin 20 ft., fly 100 ft. (poor); Hover
    Armor Class: 35, touch 12, flat-footed 32 (–1 size, +3 Dex, +3 armor, +20 natural)
    Base Attack/Grapple: +18/+29
    Attack:
    Full Attack: 2 claws each +26 (1d6+7/18–20/×3 plus 1d4 Cha) and bite +21 (1d8+3)
    Space/Reach: 10 ft.; Reach 10 ft. (20 ft. with extended arms)
    Special Attacks: augmented critical, belittle, deform, Stupefying fumes, extensible arms, Spellcasting, Spell-like abilities
    Special Qualities: Aura of Abnegation, Baatezu Traits (Immunity to fire and poison. Resistance to acid 10 and cold 10. See In Darkness. Summon. Telepathy.) DR 15/good and silver, Scent, See in Darkness, See Invisibility, Spell Resistance 26, Summon Baatezu, Tongues
    Saves: Fort +21, Ref +15, Will +17
    Abilities: Str 25, Dex 16, Con 28, Int 30, Wis 21, Cha 26
    Skills: Bluff +32, Concentration +33, Diplomacy +38, Disguise +32 (+34 acting), Forgery +34, Gather Information +37, Hide +20, Intimidate +34, Knowledge (arcana) +34, Know (engineering) +17*, Knowledge (local) +37, Know (nobility) +17*, Knowledge (the planes) +34, Know (religion) +12*, Listen +31, Move Silently +27, Perform (oratory) +32*, Profession (Business administration) +29*, Profession (spin doctor) +14*, Search +10 (+12 to find hidden doors and compartments)***, Sense Motive +29, Spellcraft +12, Spot +31, Survival +5 (+7 on other planes), Swim +7 (+15 to avoid hazards)
    Feats: Alertness, Dark Speech, Empower Spell-Like Ability (meteor swarm), Hover, Improved Initiative, Quicken Spell-Like Ability (hold monster), Skill Focus (Gather Information), Skill Focus (Knowledge [local])
    Challenge Rating:
    Treasure: bracers of armor +3

    Aura of Abnegation- An invisble aura surrounds Harmony, creating a sense of resignation in all creatures within 30 feet wgo fail a saving throw. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Creatures who are in some way under Harmony's control do not take a penalty to skill checks and instead recieve a +2 morale bonus to craft and profession checks

    Speech! speech!(su)
    By making a speech over the course of a full minute (a swift action each round, can't take any other actions that involve speaking) Harmony can create a variety of effects in those who hear the entire speech. The save DC is set by a perform (oratory) check, as per a bard's fascinate ability. [hd] uses per day
    *Sloganizing(su)- For [caster level] minutes the subjects take a -4 penalty on Intelligence and Wisdom-based skill checks and Concentration checks due to slogans endlessly recycling in their head.
    *Calumny- has mastered the fine art of slander and can deliver a performance that makes a specific character or group (class, race, nationality, or the like) appear in the worst light possible. Each member of the audience must make a Will save with a DC equal to the Perform check result. Success negates the calumny effect; failure shifts that individual's attitude toward the target by one category—that is, from friendly to indifferent, from indifferent to unfriendly, or from unfriendly to hostile (see Table 5-4: Influencing NPC Attitude in the DUNGEON MASTER'S Guide). Furthermore, each affected creature gains a +2 morale bonus on all opposed social interaction checks against the target. Calumny lingers in the minds of affected audience members for 24 hours per daily use of Speech! Speech! applied to the calumny attempt. Calumny is a supernatural, mind-affecting, language-dependent ability

    Spellcasting
    Casts spells as a level 8 assassin
    Assassin spells known
    1- Addiction, Black Bag, Instant Search, Stupor
    2- Animate Weapon, Darkness, Ice Knife, Illusory Script, xxxUndetectable Alignmentxx
    3- Create Fetch, Enduring Scrutiny, Fangs of the Vampire King, Wraithstrike
    4- Glibness, Heartripper, Modify Memory

    At will—animate dead*, charm monster (DC 22), clairaudience/clairvoyance, command undead*, detect chaos*, electric jolt*, electric loop*, greater dispel magic, greater invisibility, greater rebuke*, greater teleport (self plus 50 pounds of objects only), hold monster (DC 23), Jet of steam*, mage hand*, major image (DC 22), Mark of the outcast*, mind blank, polymorph, silence*, suggestion (DC 21)
    3/day—antilife shell, dictum* (DC 25), cloak of hate*, enervation (+20(?) ranged touch), feeblemind*, lesser geas*, meteor swarm**, greater command (DC 20), greater prying eyes, scholar's touch*, sending*
    1/day - blasphemy**, geas/quest*
    1/week - Guards and Wards*, Programmed Amnesia*

    Insorcism(su)- Can cause a mortal to become posessed by a lemure withna successful touch attack against both if both fail a DC27 will save. Summoned lemures used for the Insorcism ability remain summoned until exorcised or dismissed by the summoner.

    Tongues (Su) As the tongues spell; always active; caster level 18th.
    See Invisibility (Su) As the see invisibility spell; always active; caster level 18th.
    Deform (Ex) Creatures hit by claw attack take 1d4 points of Charisma damage.
    Augmented Critical (Ex) Claws threaten a critical hit on a natural 18–20, dealing triple damage on a successful critical hit.
    Belittle (Su) As a standard action, can unleash a torrent of epitaphs and insults. All nonbaatezu within a 60-foot cone must succeed on a DC 24 Will save or be stunned for 1 round and become shaken for 1d4 rounds thereafter. The save DC is Charisma based.
    A creature that successfull saves cannot be affected again by that same belittle ability for 24 hours.
    Extensible Arms (Ex) As a free action can extend the length of his arms. When they are extended the reach of his claw attacks increases by 10 feet.
    Stupefying fumes (Su) As the mind fog spell, but the effect is centered on him; at will; DC 27; caster level 18th. The save DC is Charisma-based. A creature that successfully saves cannot be affected by stupefying fumes for 24 hours. Baatezu are immune to this ability
    Summon Baatezu (sp):Once per day, can summon six lemures, two bone devils or bearded devils, or one erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell (CL 18th). Lemures used for the Insorcism ability remain summoned until exorcised or dismissed by the summoner.
    Last edited by Bohandas; 2023-11-01 at 04:12 AM.
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

    Omegaupdate Forum

    WoTC Forums Archive + Indexing Projext

    PostImage, a free and sensible alternative to Photobucket

    Temple+ Modding Project for Atari's Temple of Elemental Evil

    Morrus' RPG Forum (EN World v2)

  18. - Top - End - #48
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Jun 2018
    Location
    Nottingham, England
    Gender
    Male

    Default Re: Unique Fiends

    Hit points should be 21d8 +189 (283HP).

    Stupifying Fumes DC should be 28 (likewise Insorcism if it's also Cha-based).

    There's some stuff missing but I guess that comes under "tidying up later".

    CR probably about 21?

  19. - Top - End - #49
    Troll in the Playground
     
    Imp

    Join Date
    Nov 2011
    Gender
    Male

    Default Re: Unique Fiends

    Minister of Harmony 😎

  20. - Top - End - #50
    Firbolg in the Playground
     
    Metastachydium's Avatar

    Join Date
    Jul 2020

    Default Re: Unique Fiends

    About time I dropped something in here! Behold the Explanation for Everything (You Always Wanted to Know about the Origin of Warlocks (but Were Afraid to Ask)),

    Enntor, Well-Spring of Oaths
    One might wonder why warlocks have so much with entities of chaos, such as certain fey folk and demons, in common when it is widely held that making deals with mortals, offering power and reaping souls in return is more a thing that devils might take an active interest in. Those that muse about matters of this sort, reaching such conclusions are not wrong by any means: the method itself was first devised by the infernal hierarchies. After some extensive experimentation, however, the project was mostly abandoned to be adapted as a tool by the less scrupulous rivals of the hells who kept a keen eye on it all along. It produced returns too slowly, and provided too little ongoing control for the liking of the nether tyrants.

    The attempt, nonetheless, didn't fade away without leaving some of its instruments behind, still operable. Enntor was such an instrument, whose existence served a dual purpose: it was to be a testbed for the new abilities warlock pacts were to confer upon allies of the hells, as well as a charismatic figure who could demonstrate these powers to help popularise such pacts and receive oaths from mortals who craved them on its masters' behalf. These days, Enntor, a tall humanoid in appearence, with light, ashen gray skin veined as marble is, its face nearly featureless and inscrutable, but bearing, at all times, an unchanging, pleasant smile as it fixes solid, white eyes on the living, clasping many slender fingers over its chest, clad in dark blue robes hiding a sturdy armour below, lingers on, as a keepsake, an envoy and an enforcer, displeased but loyal – for the time being.

    Enntor speaks Infernal and Common, and under most circumstances, can use all other languages with an ease just as trivial by way of relying on magic.

    Size/Type: Medium Outsider [Evil, Extraplanar, Lawful]
    Hit Dice: 20d8+180 (270 hp)
    Initiative: +9
    Speed: 40 feet (8 squares)
    Armor Class: 48 (+6 +4 nightscale armour, +9 Dex, +8 natural, +15 deflection), touch 34, flat-footed 39
    Base Attack/Grapple: +20/+24
    Attack: +4 axiomatic cold iron jovar +28 melee (2d6+10, 18–20/×2) or eldritch blast +29 ranged touch (10d6 untyped)
    Full Attack: +4 axiomatic cold iron jovar +28/+23/+18/+13 melee (2d6+10, 18–20/×2) or eldritch blast +29 ranged touch (10d6 untyped)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Eldritch blast, invocations
    Special Qualities: Conquer item, DR 18/good and silver, fast healing 20, imbue item, immunity to fire and poison, resistence to acid, cold, electricity and sonic 20, see in darkness, spell-like abilities, SR 40, uncanny grace
    Saves: Fort +36, Ref +36, Will +31
    Abilities: Str 18, Dex 29, Con 28, Int 19, Wis 18, Cha 40
    Skills: Appraise +18, Bluff +38, Decipher Script +15, Diplomacy +42, Forgery +24, Handle Animal +16, Intimidate +40, Knowledge (arcana, history, local, religion, the planes) +15, Listen +18, Search +18, Sense Motive +27, Spellcraft +29, Spot +18, Use Magic Device +27
    Feats: Craft Magic Arms and Armour, Craft Wand, Craft Wondrous Item, Quicken Spell-Like Ability (Eldritch Blast), Quicken Spell-Like Ability (Eldritch Spear), Quicken Spell-Like Ability (Vitriolic Blast), Scribe Scroll
    Environment: The Nine Hells
    Organization: Unique
    Challenge Rating: 22
    Alignment: Lawful evil
    Advancement: By character class
    Level Adjustment:

    Combat
    Enntor prefers to avoid dirtying its own hands, and if a show of force is neccessary or direct intervention in some affair is mandated by its superiors, to make sure it gets to choose its battles, or as much about them as possible. That is not to say Enntor is easy to take by surprise. At any given moment, it will likely have most long-term boons invocations can grant active,* whereas the rest are always ready to be employed as the unfolding events demand.

    Conquer Item (Su)
    Enntor can commandeer and use any magical item as if it met all prerequisites of their use. Enntor need not make and succeed on Use Magic Device checks to do so.

    Eldritch Blast (Sp)
    Enntor can use eldritch blast (as the warlock ability) at-will. Its blasts deal 10d6 points of damage.

    Imbue Item (Su)
    Enntor can create magical items without meeting the prerequisites to do so (save for possessing the appropriate Item Creation feats) as a warlock can.

    Invocations
    Enntor can use all eldritch invocations as a 20th level warlock.

    See in Darkness (Su)
    As a devil, Enntor can see perfectly in darkness, be it mundane or magical in nature.

    Spell-Like Abilities
    At-will: analyze dweomer, tongues; caster level 20th.

    Uncanny Grace (Su)
    Enntor adds its Charisma modifier as a profane bonus on all its saving throws, and as a deflection bonus to its Armor Class.



    *This is not reflected in the statblock.
    Last edited by Metastachydium; 2023-11-06 at 09:54 AM. Reason: Why did nobody remind me Imbue Item is also UMD-based?

  21. - Top - End - #51
    Firbolg in the Playground
     
    Metastachydium's Avatar

    Join Date
    Jul 2020

    Default Re: Unique Fiends

    And here's another, this time an unlucky product of an unfortunate political climate:

    Poine the Breathless
    Order doesn't always equal stability, and it certainly doesn't in the Nine Hells, where loyalties and alliances are more often than not merely pragmatic and ever precarious. Turmoil is quick to sweep over the layers, and daring opportunists will, time and again, assume great risks to see profit from such turmoil, challenging the powers that be. Some succeed and rise. Many more fail and meet unpleasant ends. Poine numbers among the latter.

    Once an erinys, perhaps of Minauros or (and this is more likely yet) Stygia, she threw her lot with some clever gamblers that tried to smooth the ground for a swift coup. Whoever they were, they were found out, and the response was swifter than they could plan for. Intrigue turned into open violence, and the disloyal lost. Poine's own fate was less than death, but perhaps worse as well, and certainly more than mere demotion. Her wings were clipped, her mind ravaged and whatever peace it had, forever snatched away.

    Once broken, she was cast out of Baator, to wander Hades until one fate or another finds her. She still resembles her former self, but of her wings, only fleshy stumps remain and her curse is readily apparent to all: she moves as if though water, her gray chiton flowing with slow, strange waves, as does her loose hair. Pale and in fear, she gasps for air as though drowning. But she cannot drown, not any more than she ever could. And so, she slowly withers away, shunned by all, looking for the surface of deep, dark seas that aren't. And she cannot die.

    Poine understands Infernal, Celestial and Draconic, but doesn't speak.

    Size/Type: Medium Outsider [Evil, Extraplanar]
    Hit Dice: 8d8+36 (72 hp)
    Initiative: +4
    Speed: 30 feet (6 squares)
    Armor Class: 22 ( +4 Dex, +8 natural), touch 14, flat-footed 18
    Base Attack/Grapple: +8/+17
    Attack: Slam +13 melee (16+5)
    Full Attack: 2 slams +13 melee (16+5)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Drowning embrace, spell-like abilities
    Special Qualities: Breath of relief, cruel mercy, DR 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20
    Saves: Fort +10, Ref +10, Will +4
    Abilities: Str 21, Dex 19, Con 19, Int 4, Wis 6, Cha 20
    Skills: Concentration +15, Diplomacy +7, Escape Artist +15, Hide +7, Knowledge (arcana, the planes) +1, Listen +7, Move Silently +7, Search -1, Sense Motive +0, Spot +7, Survival -1, Use Rope +5 (+7 with bindings)
    Feats: Alertness, DodgeB, Improved Grapple, Improved Unarmed Strike, MobilityB
    Environment: The Gray Waste of Hades
    Organization: Unique
    Challenge Rating: 6
    Alignment: Neutral evil
    Advancement:
    Level Adjustment:

    Combat
    Poine is unsubtle in her desperation. She immediately rushes creatures she believes can "extract" her from her watery grave and tries to establish a hold. She might pummel such an opponent with her fists in order to try and spur them into action. If her life is in danger, she abandons the grapple and uses her spell-like abilities to try and escape.

    Breath of Relief (Su)
    When subjected to a water breathing spell or effect, Pone is temporarily restored to her old health and sanity. She gains a +2 circumstance bonus to Dexterity and Constitution, as well as a +10 circumstance bonus to Intelligence and a +12 circumstance bonus to Wisdom for the duration of the spell or effect, assuming her spell resistence is succesfully penetrated. She cannot use Drowning Embrace while so affected, however.

    Cruel Mercy (Su)
    Whenever Poine is reduced to -5 hit points or less, but not outright killed, her greater teleport spell-like ability automatically activates without provoking an attack of opportunity and deposits her at a safe spot within the ability's range, whereupon she immediately stabilizes.

    Drowning Embrace (Su)
    Poine can impart a deadlier form of her own condition to opponents. Whenever she succesfully grapples a foe, that foe immediately begins to experience an effect identical to drowning so long as the hold is maintained.

    See in Darkness (Su)
    As a former devil, Poine can see perfectly in darkness, be it mundane or magical in nature.

    Spell-Like Abilities
    At-will: charm monster (DC 19), greater teleport (self plus 50 pounds of objects only), minor image (DC 17), unholy blight (DC 19); caster level 11th. The save DCs are Charisma-based.
    Last edited by Metastachydium; 2023-12-09 at 01:19 PM.

  22. - Top - End - #52
    Troll in the Playground
     
    Imp

    Join Date
    Nov 2011
    Gender
    Male

    Default Re: Unique Fiends

    Meta: Interesting.

    In the Planescape: Center-of-All - the Bestiary thread I included some unique fiends:

    Blackbeast of Bedlam Developed Outsider 2

    The Fearsome Foursome:
    Colubriloth Developed Outsider 1, name: Poxid
    Nycaloth Commander Developed Outsider 1 "Klaynth"
    Tekinto Developed Outsider 1; name: Rardaw
    Baernaloth Developed Outsider 6: Pojoor the Cruel

    Vayyel, former Duke of Hell

  23. - Top - End - #53
    Firbolg in the Playground
     
    Bohandas's Avatar

    Join Date
    Feb 2016

    Default Re: Unique Fiends

    I have a delightfully disgusting idea for a fiend character:

    A gutworm (the fiendish tapeworm symbionts from Fiend Folio) with levels in Incanter (from spheres of power) with the alchemist casting tradition. Fluffed as causing its host to compulsively eat strange ingredients and then poop out magically active substances
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

    Omegaupdate Forum

    WoTC Forums Archive + Indexing Projext

    PostImage, a free and sensible alternative to Photobucket

    Temple+ Modding Project for Atari's Temple of Elemental Evil

    Morrus' RPG Forum (EN World v2)

  24. - Top - End - #54
    Firbolg in the Playground
     
    Metastachydium's Avatar

    Join Date
    Jul 2020

    Default Re: Unique Fiends

    Quote Originally Posted by kinem View Post
    Meta: Interesting.
    Thanks!

    Quote Originally Posted by Bohandas View Post
    I have a delightfully disgusting idea for a fiend character:

    A gutworm (the fiendish tapeworm symbionts from Fiend Folio) with levels in Incanter (from spheres of power) with the alchemist casting tradition. Fluffed as causing its host to compulsively eat strange ingredients and then poop out magically active substances
    That really is disgusting! You planning to stat it up? (I'm not super familiar with Speheres stuff.)


    Also, meanwhile in some stupid old village somewhere:

    Shan Shak, 8th Level Commoner
    Shan Shak is an obese human peasant. He likes to drink, bully others and steal livestock,especially livestock he does not need. Shan Shak is also a fiend, in the strictest sense of the word. How this came about, is anyone's guess, but the other tanar'ri insist it's the obyriths' fault.

    Shan Shak speaks Abyssal and Common.

    Size/Type: Medium Humanoid [Augmented, Chaotic, Evil, Human, Tanar'ri]
    Hit Dice: 8d4-8 (12 hp)
    Initiative: +1
    Speed: 30 feet (6 squares)
    Armor Class: 14 (+1 Dex, +3 +1 leather armour), touch 11, flat-footed 13
    Base Attack/Grapple: +4/+5
    Attack: +1 club +7 melee (1d6+1)
    Full Attack: +1 club +7 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Summon tanar'ri
    Special Qualities: Immunity to electricity and poison, resitence to acid 10, cold 10 and fire 10, telepathy 15 ft.
    Saves: Fort +1, Ref +3, Will +1
    Abilities: Str 12, Dex 12, Con 9, Int 10, Wis 8, Cha 14
    Skills: Climb +7, Handle Animal +9, Listen +4, Profession (farmer) +7, Spot +3, Use Rope +11
    Feats: Alertness, Skill Focus (Use Rope)B, Weapon Focus (club)
    Environment: Warm plains
    Organization: Solitary
    Challenge Rating: 7
    Alignment: Chaotic evil
    Advancement: By character class
    Level Adjustment:

    Combat
    Shan Shak only attacks people he estomates are weaker than him, or that are in some way already down and ready to be kicked. He sometimes kidnaps such opponents so as to administer blunt trauma later.

    Summon Tanar'ri (Sp)
    Once per day, Shan Shak can attempt to summon a bebilith with a 30% chance of success. This ability is the equivalent of a 4th level spell.

  25. - Top - End - #55
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

    Default Re: Unique Fiends

    I love the idea of this.

    Quote Originally Posted by Bohandas View Post
    Migma, Succubus Cheerleader

    "give me a K, give me an I, give me an L, give me an L. Kill, kill, kill!'

    Succubus Bard 3/rogue2//Thief-Acrobat 4/Warblade 2
    Size/Type: Medium Outsider [Chaotic] [Evil] [Tanar'ri]
    HD: 2d12+4d8+5d6+22 (12+6.5+18+14+3.5+22=12+10+40+14=64hp)
    Unfortunately, you left off the Succubus Monster HD 6d8. She retains these because only monsters with 1 racial hit die convert them to their class.

    I've corrected some of this for you:

    Hit Dice: 6d8+12 plus 3d6+6 plus 2d6+4 plus 4d6+8 plus 2d12+4 (105 hp)
    Initiative: +4
    Speed: 30 ft., fly 50 ft. (Good)
    Armor Class: 25 (+4 Dex +2 Dodge (agile fighting) +9 natural), flat-footed 19, touch 16
    Base Attack/Grapple: 14/+15
    Attack: Claw +15 melee (1d6+1)
    Full Attack: 2 claws +15 melee (1d6+1)


    She gets 6 regular feats and also gains two bonus feats for having flaws. She's missing her bonus feats.

    Sorry to be the bearer of bad news.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  26. - Top - End - #56
    Firbolg in the Playground
     
    Bohandas's Avatar

    Join Date
    Feb 2016

    Default Re: Unique Fiends

    Quote Originally Posted by Metastachydium View Post
    That really is disgusting! You planning to stat it up? (I'm not super familiar with Speheres stuff.)
    I am, but I'm a long way away from finishing it

    (edit:also, I'll need at least one other person to post in the interim so I don't get busted for double posting)

    Quote Originally Posted by Debihuman View Post
    I love the idea of this.

    Unfortunately, you left off the Succubus Monster HD 6d8. She retains these because only monsters with 1 racial hit die convert them to their class.
    I think she was built using the gestalt rules from Unearthed Arcana IIRC
    Last edited by Bohandas; 2024-01-23 at 04:46 PM.
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

    Omegaupdate Forum

    WoTC Forums Archive + Indexing Projext

    PostImage, a free and sensible alternative to Photobucket

    Temple+ Modding Project for Atari's Temple of Elemental Evil

    Morrus' RPG Forum (EN World v2)

  27. - Top - End - #57
    Firbolg in the Playground
     
    Metastachydium's Avatar

    Join Date
    Jul 2020

    Default Re: Unique Fiends

    Quote Originally Posted by Bohandas View Post
    I am, but I'm a long way away from finishing it

    (edit:also, I'll need at least one other person to post in the interim so I don't get busted for double posting)
    Lemme take care of that for you.

    I think she was built using the gestalt rules from Unearthed Arcana IIRC
    Well, I can tell, kinda (given tha // and all), but it still doesn't add up. The 6d8 Outsider HD (and the +6 LA) should show up somewhere and there should be an equal amount of (effective) HD on both sides (currently, it looks like 11//12).

  28. - Top - End - #58
    Ogre in the Playground
     
    NecromancerGuy

    Join Date
    Feb 2021
    Location
    France
    Gender
    Male

    Default Re: Unique Fiends

    Quote Originally Posted by Metastachydium View Post
    Shan Shak, 8th Level Commoner
    Dear Gods, it's awful ! I like it. You should also give it the ability to reincarnate in the most sinful humanoid in a 10-mile radius everytime it is slain after one day, just to make it even more annoying.
    To prevent him from taking over PCs, have people be able to resist it with a DC 10 Will save. And to prevent him from being jailed in the desert, have the radius increase by 10 additional miles every day if no sinful human was in range.
    Last edited by Beni-Kujaku; 2024-01-26 at 06:23 AM.
    Resurrecting the Negative LA thread, comments and discussion are very welcome!

    Do you want to build monstrous characters with reasonable LA? Join the Monster Mash! Currently, round XII: One-Punch Monster!!! Come judge single-strike entries!
    Nice find! Have a cookie!
    Searchable spreadsheet of 3.5 monsters by abilities, now with all online monsters

    Quote Originally Posted by H_H_F_F View Post
    3.5 allows you to optimize into godhood, yes, but far more importantly, it lets you optimize weak, weird, and niche options into relevance.

  29. - Top - End - #59
    Firbolg in the Playground
     
    Metastachydium's Avatar

    Join Date
    Jul 2020

    Default Re: Unique Fiends

    Quote Originally Posted by Beni-Kujaku View Post
    Dear Gods, it's awful ! I like it. You should also give it the ability to reincarnate in the most sinful humanoid in a 10-mile radius everytime it is slain after one day, just to make it even more annoying.
    To prevent him from taking over PCs, have people be able to resist it with a DC 10 Will save. And to prevent him from being jailed in the desert, have the radius increase by 10 additional miles every day if no sinful human was in range.
    Heh, thanks! I'll think about it! (I did, in fact, consider adding in some failsafe for when he dies an untimely death, probably because the Bebiliths got tired of his crap.)

  30. - Top - End - #60
    Troll in the Playground
     
    HalflingPirate

    Join Date
    Nov 2011

    Default Re: Unique Fiends

    Quote Originally Posted by Metastachydium View Post
    Heh, thanks! I'll think about it! (I did, in fact, consider adding in some failsafe for when he dies an untimely death, probably because the Bebiliths got tired of his crap.)
    His breath is foul, and his teeth are rotted. In fact, he has one pre-molar which is brow., and which falls from his mouth when he is punched there.

    If he survives the encounter, 6 days later the rotten tooth begins to rebuild the fiend's body, at the rate of 1hp/hour until he is fully restored.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •