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    Last edited by afroakuma; 2008-11-11 at 10:33 PM.

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    Default Re: Viae Furoris: Pandemonium IV

    Wastes of Pandesmos

    The first layer of Pandemonium is a cavernous wasteland, featuring vast, gaping tunnels and open expanses large enough to encompass whole nations. The severe winds that thrash this miserable vastness scour it dry of most forms of life, save for the hardiest petitioners, the most stubborn exiles, and the most canny predators.

    The wind on Pandesmos is stale and numbing. Severe windstorms occasionally whip up, blasting objects to pieces and tearing heavier things (including living creatures) free of the ground.

    Pandesmos is unique among the layers in that it has normal gravity. Also unique is that a rare encampment or village can be found in some of the smaller cavers, although these usually play host to exiles, criminals and the dregs of other societies. The larger caverns, when populated at all, may have nests of vrocks hiding in their upper crevices, or be the stomping grounds for a howling dragon.

    The lamenti, the original inhabitants of Pandemonium, are as rare as any other living thing in these dark caves, but compared to the other populations they are relatively numerous. Polytrotoi, adikethentes and athlioi are especially prone to be encountered on this layer. Screech spirits cavort in the winds, and odivias are a well-known and universally feared threat. Sbah and murskas, though feared by travelers, are killed and cooked by the locals. Dregas are fairly common, and form a staple of Pandemonium diet. Stonegrass (thick, rough, clay-flavored plant life that grows in some caverns) and shattergrass (glasslike weeds that need hours of boiling to be edible) supplement these beasts for the traveler's needs.

    Adventurers have little reason to spend much time in this misery. Among the few attributes that compel visitors to Pandesmos are wraith almonds and misery dust. Wraith almonds grow on thick, cordlike vines that are as strong as steel, which flay creatures that come too close due to the powerful wind. These dessicated fruit have a dusky, smokelike almond flavor which is sometimes added to fine wines. Misery dust is misnamed, as it is in fact a tarry liquid that bubbles up in certain caverns. When any minor amount is separated from the pool, it turns to a choking black dust that is a vicious poison. Misery dust pools are often tracked by following the cloud of poison dust plumes that arise from the windswept liquid disintegrating.

    Pandesmos features many dark streams that are tributaries of the River Styx. Certain fiends may be found swimming in these waters, although it is rare to find a marraenoloth willing to sail this far. Apart from these features, Pandesmos is lonely, desolate and perilous.

    The Wind
    There is a 1 in 10 chance that a windstorm will pass through a given area each day. Roll 1d20 on the following table if your players are caught in a Pandesmos windstorm.

    {table=head]Roll|Wind Effect|Save
    1|Flying pebbles deal 1d4 damage for 1 round.|Reflex DC 15 half
    2|Flying pebbles deal 1d4 damage for 5 rounds.|Reflex DC 16 half
    3|Pelting stones deal 2d6 damage for 1 round.|Reflex DC 17 half
    4|Pelting stones deal 2d6 damage for 5 rounds.|Reflex DC 18 half
    5|Flying boulders deal 2d10 damage for 1 round.|Reflex DC 19 half
    6|Flying boulders deal 2d8 damage for 5 rounds.|Reflex DC 20 half.
    7|Gust of wind for five rounds.|Fortitude DC 16 negates.
    8|Gust of wind with each size category treated as one smaller for five rounds.|Fortitude DC 20 negates
    9|Gust of wind with each size category treated as two smaller for five rounds.|Fortitude DC 24 negates
    10|Wind dashes travelers against a cavern wall for 2d12 damage.|Reflex DC 20 half.
    11|Wind dashes travelers against a cavern wall for 4d12 damage.|Reflex DC 22 half.
    12|Wind dashes travelers against a cavern wall for 6d12 damage.|Reflex DC 24 half.
    13|Wind throws 1d4 odivias into the immediate area.|-
    14|Wind throws 1d6 polytrotoi into the immediate area.|-
    15|Wind throws a vrock into the immediate area.|-
    16|Howling wind causes confusion for 1d4+1 rounds.|Will DC 15 negates.
    17|Shrieking wind causes confusion for 2d4+1 rounds.|Will DC 18 negates.
    18|Shrieking wind causes insanity.|Will DC 21 negates.
    19|Wind knocks travelers prone, scattering loose equipment in a one mile radius.|Reflex DC 20 negates.
    20|Wind brings forth a creeping doom.|-
    [/table]
    Last edited by afroakuma; 2008-11-11 at 10:24 AM.

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    Default Re: Viae Furoris: Pandemonium IV

    Sorrows of Cocytus

    The second layer of Pandemonium is a narrow labyrinth of chiseled tunnels that channel the endless winds to a wailing fury. Home to a majority of Pandemonium's waters, it also plays host to some of the most loathsome creatures in the multiverse.

    Cocytus' wind is shrieking, jarring and deafening in the extreme. It is so potent as to carry whole rivers of water in midair, and can reach hurricane strength in an instant. The chiseled, even walls deposit razorlike shards that tear through the air at deadly speeds.

    Cocytus is the second least inhabited of Pandemonium's layers. What it does have are numerous streams and tributaries, which can be found on walls, the ground or the ceiling, given the layer's objective gravity. A warning to the thirsty traveler: many of these are runnings of the Styx, and will rob the unwary drinker of his memory. Cocytus is the least pleasant and hospitable of all the layers, and so many travelers take pains to avoid it. However, the draw of hidden lore and the legendary treasure of the ancient carvers spurs on adventurers.

    Even dregas are few in number here, and no sbah or murskas inhabit Cocytus. Among the lamenti, algedones are most common, although some of the larger odyromenoi lair here. In the most bitterly cold recesses, a cheimothnes or two may skulk, toiling on magic rings for the bravest followers of Loki and Thrym. So what creatures would dare call Cocytus home? The desperate.

    As a realm of endless punishment, Cocytus is a perfect hiding place for exiles, escapees and those marked for death. Those who have made a home here take great pains to isolate themselves.

    Cocytus does have one resource to seek and exploit: anhedonia, a midnight blue fungus round among the sharpest patches of shatterglass. Anhedonia is a potent drug that blocks all pleasure, excitement and satisfaction. Sensates use it for a new experience. More importantly, it can be used to instill a perfectionist focus, without the ability to be diverted by pleasant things. A "sad run" is a delve into Cocytus to acquire anhedonia, and is usually done in month-long trips, with a well-established network of base camps between Pandesmos, Phlegethon and other planes. Anhedonia is illegal in many places, espeically Elysium, where its extracts are a surprisingly popular illicit pastime.

    The Wind
    There is a 1 in 6 chance that a windstorm will pass through a given area each day. Roll 1d20 on the following table if your players are caught in a Cocytus windstorm.

    {table=head]Roll|Wind Effect|Save
    1|Flying pebbles deal 2d4 damage for 1 round.|Reflex DC 16 half
    2|Flying pebbles deal 2d4 damage for 5 rounds.|Reflex DC 17 half
    3|Pelting stones deal 3d6 damage for 1 round.|Reflex DC 18 half
    4|Pelting stones deal 3d6 damage for 5 rounds.|Reflex DC 19 half
    5|Razor-sharp shards deal 4d8 slashing damage for 1 round.|Reflex DC 20 half
    6|Razor-sharp shards deal 4d8 slashing damage for 5 rounds.|Reflex DC 21 half.
    7|Gust of wind for five rounds.|Fortitude DC 20 negates.
    8|Gust of wind with each size category treated as one smaller for five rounds.|Fortitude DC 24 negates
    9|Gust of wind with each size category treated as two smaller for five rounds.|Fortitude DC 28 negates
    10|Wind dashes travelers against a cavern wall for 2d12 damage.|Reflex DC 22 half.
    11|Wind dashes travelers against a cavern wall for 4d12 damage.|Reflex DC 24 half.
    12|Wind dashes travelers against a cavern wall for 6d12 damage.|Reflex DC 26 half.
    13|Wind causes crushing despair for one hour|Will DC 18
    14|Wind causes one temporary negative level.|Fort DC 20
    15|Wind instills exhaustion.|Fort DC 20
    16|Howling wind causes confusion for 1d4+4 rounds.|Will DC 16 negates.
    17|Shrieking wind causes confusion for 2d6+4 rounds.|Will DC 20 negates.
    18|Shrieking wind causes insanity.|Will DC 22 negates.
    19|Wind knocks travelers prone, scattering loose equipment in a one mile radius.|Reflex DC 22 negates.
    20|Wind brings forth deeper darkness in a one-mile radius for the next 24 hours.|-
    [/table]
    Last edited by afroakuma; 2008-11-11 at 10:32 AM.

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    Default Re: Viae Furoris: Pandemonium IV

    Voids of Phlegethon

    The third layer of Pandemonium is noticeably darker, colder and damper than the previous layers. This is because Phlegethon actively absorbs light and heat energy. It does not, however, leach body warmth (usually), just radiant heat. Phlegethon, like Pandesmos, has normal gravity in most places (but objective gravity elsewhere) and the channeled streams of water craft gigantic stalactites and stalagmites.

    Phlegethon's wind is not nearly as jarring as that of Cocytus. Comparable in strength to Pandesmos' winds, what makes it unique is the cold. The bitter sting of polar air is sometimes accompanied by a swoop of magical darkness or magical silence, enough to unnerve most travelers.

    Phlegethon is the second most inhabited layer of Pandemonium, and surprisingly, a prime destination for planar sightseeing. The magnificent striated caverns and glasslike shale walls (when they can be seen) are breathtaking vistas. Phlegethon also features deadly drops, zones of ideal darkness and some of the most dangerous spelunking areas in the multiverse.

    This layer plays host to the greatest concentration of lamenti, and some kataklaiontes, tetromenoi and athlioi enter towns to do business with the exiles. The dregas on Phlegethon have an unpleasant oily quality to them, but this oil can be used to make enduring candles and lanterns. Sbah, murskas and screech spirits are similarly present, and odivias skitter through the rubble of isolated camps. Apart from the population of exiles, which is reasonably numerous, and adventurer caravans bringing tourists, the local wildlife forms a majority. Anarchic white wolves, malign oozes and puddings and giant chuul are said to roam the darkness of Phlegethon.

    Most importantly, Phlegethon is home to many dragons' lairs, as its relative isolation and decent stock of wildlife with less competition draws draconic interest. Phlegethon is also the stomping ground for evil fey, and is host to their home, the Unseelie Court. Fairy wars take place on this layer between the eladrins and Seelie and the demons and Unseelie.

    The Wind
    There is a 1 in 8 chance that a windstorm will pass through a given area each day. Roll 1d20 on the following table if your players are caught in a Phlegethon windstorm. The wind also deals 2d6 cold damage, no matter what result was rolled.

    {table=head]Roll|Wind Effect|Save
    1|Flying pebbles deal 1d4 damage for 1 round.|Reflex DC 15 half
    2|Flying pebbles deal 1d4 damage for 5 rounds.|Reflex DC 16 half
    3|Pelting stones deal 2d6 damage for 1 round.|Reflex DC 17 half
    4|Pelting stones deal 2d6 damage for 5 rounds.|Reflex DC 18 half
    5|Flying boulders deal 2d10 damage for 1 round.|Reflex DC 19 half
    6|Flying boulders deal 2d8 damage for 5 rounds.|Reflex DC 20 half.
    7|Gust of wind for five rounds.|Fortitude DC 16 negates.
    8|Gust of wind with each size category treated as one smaller for five rounds.|Fortitude DC 20 negates
    9|Gust of wind with each size category treated as two smaller for five rounds.|Fortitude DC 24 negates
    10|Wind dashes travelers against a cavern wall for 2d12 damage.|Reflex DC 20 half.
    11|Wind dashes travelers against a cavern wall for 4d12 damage.|Reflex DC 22 half.
    12|Wind brings forth deeper darkness in a one-mile radius for the next 24 hours.|-
    13|Wind throws 2d4 odivias into the immediate area.|-
    14|Wind causes crushing despair for one hour|Will DC 18
    15|Wind causes one temporary negative level.|Fort DC 20
    16|Howling wind causes confusion for 1d4+1 rounds.|Will DC 15 negates.
    17|Shrieking wind causes confusion for 2d4+1 rounds.|Will DC 18 negates.
    18|Wind brings forth silence in a one-mile radius for the next 24 hours.|-
    19|Wind knocks travelers prone, scattering loose equipment in a one mile radius.|Reflex DC 20 negates.
    20|Wind unleashes a freezing cold that deals 8d8 cold damage.|Fort DC 24 half.
    [/table]
    Last edited by afroakuma; 2008-11-11 at 10:34 AM.

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    Default Re: Viae Furoris: Pandemonium IV

    Secrets of Agathion

    The fourth layer of Pandemonium is a sea of stone with islands of space. It is riddled with hidden pockets containing the caches, cast-offs and cosmic secrets of the multiverse. Agathion has a few cave networks, but most are just fragments of tunnel. The hardest layer to navigate, it is also the least inhabited, though the most sought.

    Agathion is perfused with a muffled howl, as the wind does not pass through the closed caverns. These bubbles of space often contain sealed fiends, or beasts too terrible to let loose on other worlds. Hidden treasures, secreted away by the gods themselves, line the deepest pockets of this layer. Many closed bubbles contain dead, stale air. Others are filled with vacuum. Most dangerous are those with a barrier between Agathion and another layer, as thewind that whips through may excoriate the bubble, sweeping its contents into another layer with enough speed to cause near-instant death.

    No native creatures inhabit Agathion. There is no ecology. Agathion is a layer of prisons, penance and purgatory, of shadows and secrets. These are the caches of gods, of angels, of demon princes, and the wise know better than to seek out these lost secrets.

    Agathion is also the layer where the dreaded Yd makes his domain. A procession to seek his benevolence winds along a steep, narrow track where the winds can cast the unworthy into the void. No adventuring outfits operate in this area, leaving only individual parties fool enough to make the trek.

    The Wind
    In an open bubble, there is a 1 in 6 chance that a windstorm will pass through a given area each day. Roll 1d6 on the following table if your players are caught in an Agathion windstorm.

    {table=head]Roll|Wind Effect|Save
    1|Flying boulders deal 2d10 damage for 1 round.|Reflex DC 22 half
    2|Flying boulders deal 2d10 damage for 5 rounds.|Reflex DC 25 half.
    3|Gust of wind with each size category treated as two smaller for five rounds.|Fortitude DC 28 negates
    4|Wind dashes travelers against a cavern wall for 4d12 damage.|Reflex DC 24 half.
    5|Wind dashes travelers against a cavern wall for 8d12 damage.|Reflex DC 28 half.
    6|Wind pulls travelers through the barrier, killing them instantly upon impact. Save pulls them through but deals 4d12 damage instead.|Fort DC 24 partial.
    [/table]
    Last edited by afroakuma; 2008-11-11 at 02:38 PM.

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    Default Re: Via ut Lacrima: Pandemonium IV

    Why is Pandemonium numbered IV? And why is Limbo numbered 4.0, for that matter?

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    Default Re: Via ut Lacrima: Pandemonium IV

    The Planes existed in all three (.5) of the first D&D editions. 4E kind of... ate them all. Since major campaign setting shifts were done by Wizards around the death/birth of editions, my redux of the Planes assumes that they are current to a 4E that didn't puree them. So they are the fourth edition of the planes.

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    Default Re: Via ut Lacrima: Pandemonium IV

    Yay! The next chapter of Afroakuma's Guide to the Planes is up.

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    Default Re: Via ut Lacrima: Pandemonium IV

    Odivia
    Diminutive Undead (Chaotic, Extraplanar)
    HD 3d12 (19 hp)
    Speed 30 ft. (6 squares); climb 30 ft.
    Init: +5
    AC 21; touch 19; flat-footed 16 (+5 Dex, +4 size, +2 natural)
    BAB +1; Grp +4
    Attack Stab +20 melee (16 damage, 19-20/x2)
    Full Attack Stab +20 melee (16 damage, 19-20/x2) or bite +9 melee (1 damage + wasting hatred)
    Space 1 ft.; Reach 0 ft.
    Special Attacks Wasting hatred
    Special Qualities Regeneration 5, electric immunity, darkvision 120 ft., undead traits
    Saves Fort +1 Ref +6 Will +6
    Abilities Str 40, Dex 21, Con -, Int 3, Wis 16, Cha 19
    Skills Move Silently +11
    Feats Alertness, Dodge
    Environment Windswept Depths of Pandemonium
    Organization Solitary or culling (3-6)
    Challenge Rating 6
    Treasure None
    Alignment Always chaotic evil
    Advancement 4-6 HD (Diminutive), 7-12 HD (Tiny)
    Level Adjustment -

    Odivias are malevolent undead bent on spawning further evils. Their ability to create and stoke a soul-consuming hatred in others allows them to create all manner of undead.

    An odivia resembles an elongated white spider, with pale steel spikes at the ends of its four legs. Its body resembles an eyeless maggot with two black fangs, and is tiny and wrinkled. The spread of the legs usually extends about 9-10 inches. Odivias move in arachnoid fashion, except when they take to moving on two legs as though on stilts. These undead beasts reside on Cocytus and Phlegethon, though some have been spotted on Pandesmos.

    An odivia is freakishly, terrifyingly strong, using its spikes to tear openings in barriers so that it may hunt the living. It possesses a deep, abiding hatred for all living things. The odivia's freakish strength is all that allows such a light being to move in the winds of Pandemonium.

    Combat
    The odivia is out to bite a living creature, after which it will sit back and let unnature take its course. Those attempting to harm it will be punctured by its vicious spikes.

    Wasting Hatred (Su) An odivia's bite transfers some of its ultimate hatred and apathy to a living victim. The bite is numb, so the recipient does not know he or she has been bitten. Each round after the bite is administered, the victim must make a Fortitude check (DC 15) or take 1d4 points of permanent Str, Con and Wis damage. These checks do not stop as long as the odivia survives, and the DC increases by 1 each round. A creature that has taken ability damage this way may make an Intelligence check each round (DC 15) to realize what is happening. When ability damage is dealt, the creature must also make a Will save (DC 15) or have their alignment shift according to the following chart:

    {table=head]Current Alignment|New Alignment
    Lawful Good|Lawful Neutral
    Lawful Neutral|Neutral
    Lawful Evil|Neutral Evil
    Neutral Good|Neutral
    Neutral|Chaotic Neutral
    Neutral Evil|Chaotic Evil
    Chaotic Good|Chaotic Neutral
    Chaotic Neutral|Chaotic Evil
    Chaotic Evil|-
    [/table]

    Only a heal, greater restoration or remove curse can stop the wasting hatred from progressing, and an atonement spell will be required to reverse alignment changes. If the odivia is dead, the ability damage dealt becomes temporary damage aqnd may be removed accordingly.

    Should a character be drained entirely of one ability, he or she dies and becomes an undead, per the following table:

    {table=head]Last traumatic event|Undeath
    Madness (confusion, insanity)|Allip
    Encountered a fiend of 10 HD or more|Bodak
    Employed enervation, vampiric touch or energy drain|Devourer
    Profited from the suffering of another humanoid|Ghoul
    Killed several creatures at once|Mohrg
    Died aware of wasting hatred|Odivia
    Weakened, lost strength or employed the Plane of Shadow|Shadow
    Affected by an arcane necromantic spell of 1st level|Skeleton
    Died violently and raised|Spectre
    Dominated or energy drained by a vampire|Vampire
    Blood drained by a vampire|Vampire spawn
    Survived energy drain|Wight
    Suffered the effects of a spell with the Evil descriptor|Wraith
    Affected by an arcane necromantic spell of 1st level|Zombie
    [/table]

    A chaotic evil character who dies knowing what has happened to him acquires a stillborn egg within his brain. It hatches 4d6 hours later, spawning a 1 HD Fine odivia larva, which punches its way out of the skull and scurries off.

    Regeneration (Ex) An odivia takes normal damage from bludgeoning weapons and energy. Despite being undead, the odivia's unique nature allows it to regenerate 5 hp per round.
    Last edited by afroakuma; 2008-11-08 at 10:05 PM.

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    Default Re: Via ut Lacrima: Pandemonium IV

    Damn, that thing is just wrong. It would have made a fine addition to the BoVD. I especially like the egg-laid-in-the-dude's-brain thing.

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    Default Re: Via ut Lacrima: Pandemonium IV

    Quote Originally Posted by Zeta Kai
    Damn, that thing is just wrong.
    Welcome to Pandemonium.

    Quote Originally Posted by Zeta Kai
    I especially like the egg-laid-in-the-dude's-brain thing.
    I love it most because it's not even laid. It germinates stillborn from a mere mote of awareness. It's essentially abiotic. Which possibly makes it creepier.

    Question is, what happens when you find a live one?

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    Default Re: Via ut Lacrima: Pandemonium IV

    Quote Originally Posted by afroakuma
    Via ut Lacrima
    This does not mean what you think it means. This does not, in point of fact, mean anything at all. Even in Latin. The best I can get is "the way so that tear."
    You probably want something more like "via ad furor" (the path to madness) or "viae furoris" (the paths of madness.) If lacrima is the right word, you want via lacrimarum (the path of tears)
    You have just seen Latin nerdrage

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    Default Re: Via ut Lacrima: Pandemonium IV

    I greatly appreciate the Latin nerdrage, as I am a language wonk myself. Sadly, Latin is a weakness of mine, and I relied upon a resource that handed be "Via ut Lacrima" as "Path to Tears."

    The nerdrage was certainly productive, though. Paths of Madness is much better, and I shall steal it forthwith.

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    Default Re: Viae Furoris: Pandemonium IV

    "Ut" does translate as "to", but it is "to" as in "I went to buy bread", not as in "I went to the store." Latin and English prepositions and conjunctions don't have a one-to-one correspondence, and Latin nouns absorb quite a few English words anyway. Current auto-translate can't handle English well at all, and Latin tends not to be as thoroughly checked.
    "Path to Tears" would be "Via ad Lacrimas," but I don't think that's the standard description of Pandemonium in older material.

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    Default Re: Viae Furoris: Pandemonium IV

    Nonstandard description, certainly; but I was referring to Pandemonium as an adventure location. The trip will end in sorrow. Not to mention Cocytus, the layer of lamentation.

    As for "ut," I was informed it fit in the sense of taking a step towards. I should have remembered "ad." Dumb of me.
    At any rate, fixed. And yes, I do prefer "Paths of Madness."

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    Default Re: Viae Furoris: Pandemonium IV

    Screech Spirit
    Tiny Aberration (Chaotic, Extraplanar, Incorporeal)
    HD 7d8-7 (24 hp)
    Speed Fly 30 ft. (6 squares) (perfect)
    Init: +2
    AC 14; touch 14; flat-footed 12 (+2 Dex, +2 size)
    BAB +5; Grp -
    Attack Cringing touch +9 melee touch (1d4+2 and cowering)
    Full Attack 2 cringing touches +9 melee touch (1d4+2 and cowering)
    Space 2.5 ft.; Reach 0 ft.
    Special Attacks Cringing touch, malevolence, screeching
    Special Qualities Incorporeal subtype, painful mind
    Saves Fort +1 Ref +4 Will +2
    Abilities Str -, Dex 15, Con 8, Int 6, Wis 5, Cha 15
    Skills Intimidate +12
    Feats Ability Focus (malevolence), Ability Focus (screeching), Weapon Finesse
    Environment Windswept Depths of Pandemonium
    Organization Solitary or cacophony (3-6)
    Challenge Rating 5
    Treasure None
    Alignment Always chaotic neutral
    Advancement 8-12 HD (Tiny), 13-24 HD (Small)
    Level Adjustment -

    Screech spirits infest the quieter places on the borders of Pandesmos and Cocytus, they layer they call home. These terrible creatures seek to spread fear and sceaming to join the chorus of Pandemonium's winds.

    The vicious screech spirit is misnamed, as it is a living creature: a bagworm-like greasy brown sac with a single orange eye, slit vertically to reveal dozens of individual black retinal orbs. Two long talons, coated in long silken fibers, extrude at odd locations from the body sac, twitching slowly as they caress the nearby environment. This, of course, assumes the ability to see the invisible, for a screech spirit's body is incorporeal.

    Combat
    Screech spirits utilize their malevolence ability to enter the body of other beings, where they will simply screech until their current host is used or another host presents itself, after which time they will leave the first body screaming and jump to the next. If attacked, the spirit can retaliate with its cringing touch.

    Cringing Touch (Su) When piercing a foe with a claw, a screech spirit can send a bolt of mind-clawing pain through the tip. In addition to an extra 2 damage (Cha-based), the victim must make a Will save (DC 15) or be forced to cower for 2d4 rounds. Each previous save against a screech spirit's cringing touch during the encounter increases the DC by 1, even if previously cowered by a cringing touch during the encounter.

    Malevolence (Su) Once per round, a screech spirit can merge its body with a corporeal creature. This ability is similar to a magic jar spell (caster level 9th), except that it does not require a receptacle. To use this ability, the screech spirit must try move into the targetís space; moving into the targetís space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 18). A creature that successfully saves is immune to that same screech spirit's malevolence for 24 hours. If the save fails, the screech spirit vanishes into the targetís body and begins screeching.

    Screeching (Su) If inhabiting a creature using it malevolence ability, the screech spirit will take only one action: screeching. All creatures within a 30' radius of the host body must make Will saves (DC 13 + half host's HD + host's Charisma bonus) or be affected by a fear effect (Caster level 10th). When the screech spirit departs the host body, it leaves behind a spiritual poison, the pain of which forces that creature to continue screeching (DC 10 + half victim's HD + victim's Charisma bonus) until the victim has died, been brought into a consecrated area or received remove curse or some equivalent. Each round that a victim screeches, he or she takes 1d6 temporary Con damage. The victim's muscles will continue attempting to scream even without air, meaning the victim will instantly drown or suffocate if deprived of air.

    Painful Mind (Ex) Screech spirits have lived their whole lives in Pandemonium. Their thoughts are entirely consumed in a shrill screeching wind. Any spell with the Mind-Affecting descriptor automatically fails against a screech spirit. Any ability that would brush the mind of a screech spirit fails, dealing 2d4 damage to its originator.
    Last edited by afroakuma; 2008-10-19 at 07:48 PM.

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    Default Re: Viae Furoris: Pandemonium IV

    Sure you don't mean half HD in the calculation for after the spirit leaves the body of a host? Otherwise the DC will normally go UP when the spirit leaves...
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    Default Re: Viae Furoris: Pandemonium IV

    Yep, thanks for the catch DracoDei. I was editing out "host" and caught the half by mistake.

    Still bloody evil, though.

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    Default Re: Viae Furoris: Pandemonium IV

    Having been nerdraged at once already this thread, I'd like to ask those proficient in Greek to PM me if they'd like to run a couple of quick and accurate translations for me.

    Gets you a sneak peek at the lamenti!

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    Default Re: Viae Furoris: Pandemonium IV

    The Lamenti

    The lamenti are an ancient planar race, having existed as incorporeal monstrosities since the first displeased life was extinguished. With the coming of mortals and mortal death, they have assumed corporeal form as promoted petitioners to Pandemonium.

    All true lamenti have the Lamenti subtype:

    Lamenti Traits:

    - See in Darkness (Su): Lamenti can see perfectly in darkness of any kind, even that produced by a deeper darkness spell.
    - Sonic resistance 20
    - Acid resistance 10
    - Immunity to diseases
    - Immunity to charms, figments, phantasms and patterns.
    - Summon (Sp): Lamenti share the ability to summon others of their - kind (the success chance and type of lamente summoned are noted in each monster description).

    Note: "Lamenti" is the plural form. The singular is "lamente."
    Last edited by afroakuma; 2009-01-18 at 11:40 AM.

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    Default Re: Viae Furoris: Pandemonium IV

    Polytrotos (Fragile Lamente)
    Small Outsider (Chaotic, Extraplanar, Lamenti)
    HD 1d8-3 (1 hp)
    Speed 20 ft. (4 squares); climb 10 ft.; burrow 20 ft.
    Init: +0
    AC 11; touch 11; flat-footed 11 (+1 size)
    BAB +1; Grp -2
    Attack Claw +3 melee (1d4+1 + 1d6 acid)
    Full-Attack Claw +3 melee (1d4+1 + 1d6 acid)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Summon lamenti
    Special Qualities Regeneration 50, lamenti traits, magic sponge
    Saves Fort -1 Ref +2 Will +0
    Abilities Str 13, Dex 11, Con 5, Int 5, Wis 6, Cha 8
    Skills Bluff +3, Climb +5, Hide +10, Listen +2, Move Silently +4, Spot +2
    Feats Diehard, Endurance
    Environment Windswept Depths of Pandemonium
    Organization Solitary or huddle (4-10)
    Challenge Rating 2
    Treasure None
    Alignment Always chaotic neutral
    Advancement 5-8 HD (Small)
    Level Adjustment N/A

    Polytrotoi are the least caste of the lamenti. Also known as "fragile lamenti," these bleeding souls mean no harm to anything that means no harm to them. However, their repulsiveness and pitiful character often attract suffering to them. Polytrotoi infest every layer of Pandemonium, though as with other lamenti, they are relatively few in number.

    A polytrotos stands 3 to 4 ft. tall; resembling an emaciated human child with sickly green skin and a misshapen skeletal structure. Greyish stains demarcate their numerous scars, and two milky, bleary eyes peer out from the hollow face. A polytrotos has no teeth, and vitreous drool pools behind its gums before seeping out the sides of its mouth.

    Polytrotoi cannot speak, but emit plaintive sobs once every so often.

    Combat
    The polytrotos will not go out of its way to join combat. However, if it sees something that might lighten its miserable life, it will often become interested enough to attempt to take it. Polytrotoi will also lash out at anything that is attacking themselves or another smaller creature.

    Regeneration (Ex) Polytrotoi do not take lethal damage from any weapon.

    Summon Lamenti (Sp) Once per day a polytrotos may attempt to summon another polytrotos with a 30% chance of success. This ability is the equivalent of a 1st level spell.

    Magic Sponge (Su) Whenever targeted by or within the area of a spell or spell-like ability (but not a psionic ability), the polytrotos absorbs some of the originator's magical strength. The originator of the effect suffers a -1 penalty to his or her caster level for 24 hours.
    Last edited by afroakuma; 2009-01-17 at 09:00 AM.

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    Default Re: Viae Furoris: Pandemonium IV

    Adikethes (Scapegoat Lamente)
    Medium Outsider (Chaotic, Extraplanar, Lamenti)
    HD 4d8+18 (36 hp)
    Speed 20 ft. (4 squares)
    Init: +1
    AC 14; touch 11; flat-footed 13 (+3 natural, +1 Dex)
    BAB +4; Grp +6
    Attack Slam +6 melee (1d6+2)
    Full-Attack 2 slams +6 melee (1d6+2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Panicked spin, summon lamenti
    Special Qualities Aura of hatred, lamenti traits, spell-like abilities
    Saves Fort +9 Ref +5 Will +4
    Abilities Str 14, Dex 12, Con 17, Int 9, Wis 11, Cha 8
    Skills Climb +9, Escape Artist +8, Hide +8, Jump +9, Listen +7, Spot +7, Tumble +8
    Feats Great Fortitude, Power Attack
    Environment Windswept Depths of Pandemonium
    Organization Solitary
    Challenge Rating 4
    Treasure None
    Alignment Always chaotic neutral
    Advancement 5-10 HD (Medium)
    Level Adjustment -

    The adikethentes are the lowest of the lesser lamenti. Each adikethes lives a life of pure misery, unfairly suffering at the hands of its betters. Even those who are immune to the supernatural hate that draws predators to an adikethes enjoy tormenting the poor creature.

    An adikethes (pl. adikethentes) reseblmes a cross between human, badger and mole, covered in eroded plates of black shell. It has no mouth to speak of and its eyes are recessed into its head. The adikethes' bulk forces it to move slowly, balancing like a gorilla on heavy forelimbs. Trickles of salty tears stream constantly from the adikethes's eyes.

    Combat
    Adikethentes, by their very nature, are forced into combat. They will fight until the threat is gone or until they are slain. If it feels a combat may provide food, it will employ its summon abilty.

    Aura of Hatred (Ex) The nature of an adikethes is to be despised. An adikethes exudes a powerful aura of hatred that cannot be blocked or dispelled, functioning as a greater command spell cast at 20th level on all creatures that approach within 60 ft. of an adikethes. Creatures entering the area must make a Will save (DC 17) or be compelled to attack the adikethes. A creature who saves against the aura at any point is immune to that particular adikethes' aura for 24 hours. In case of multiple auras overlapping, those affected by more than one may choose which adikethes to attack each round. Adikethentes are immune to one anothers' auras.

    Panicked Spin (Ex) Three per day, an adikethes may spin its forelimbs, smashing heavily into all adjacent creatures. The adikethes makes a slam attack against each adjacent creature using full Power Attack value. Creatures struck are automatically knocked prone if standing.

    Summon Lamenti (Sp) Once per day an adikethes may attempt to summon a polytrotos with a 40% chance of success, or another adikethes with a 25% chance of success. They are more likely to call for another adikethes.

    Spell-Like Abilities (Sp) 3/day - cure moderate wounds, heat metal, produce flame. 1/day - shield. Caster level 5th, save DCs Wis-based.
    Last edited by afroakuma; 2008-10-23 at 06:29 PM.

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    Default Re: Viae Furoris: Pandemonium IV

    Kataklaion (Crying Lamente)
    Medium Outsider (Chaotic, Extraplanar, Lamenti)
    HD 6d8+12 (39 hp)
    Speed 40 ft. (8 squares)
    Init: +3
    AC 17; touch 15; flat-footed 14 (+3 Dex, +2 natural, +2 deflection)
    BAB +6; Grp +7
    Attack Snake bite +9 melee (1d4+1 and poison)
    Full Attack 2 snake bites +9 melee (1d4+1 and poison) and bite +5 melee (1d6+1, 19-20/x2)
    Space 5 ft.; Reach 10 ft.
    Special Attacks Constrict 2d6+1, improved grab, bitter tears, spell-like abilities
    Special Qualities Slick tears, DR 5/magic, lamenti traits, reach
    Saves Fort +7 Ref +8 Will +6
    Abilities Str 12, Dex 17, Con 14, Int 10, Wis 13, Cha 13
    Skills Balance +12, Climb +10, Disguise +10, Escape Artist +16*, Jump +10, Listen +10, Spot +10, Tumble +12
    Feats Combat Reflexes, Multiattack, Weapon Finesse (snake bite)
    Environment Windswept Depths of Pandemonium
    Organization Solitary or band (1-3 plus 2-8 polytrotoi)
    Challenge Rating 6
    Treasure Half standard
    Alignment Always chaotic neutral
    Advancement 7-14 HD (Medium)
    Level Adjustment -

    Kataklaiontes are creatures of misery, dupped "crying lamenti" by travelers to Pandemonium. These lesser lamenti have learned to stave off the unpleasantness of their existence by inflicting misery on others.

    A kataklaion stands about 5 ft. tall. It resembles a werewolf in hybrid form, with a brown-furred, lupine head featuring two softly-glowing, watery eyes. Its hind legs, which it stands upright on, have birdlike talons instead of claws. Where the arms would be, two long snakes emerge, their heads snapping at nothing. The kataklaion's fur is heavily matted with the dark, cloudy tears that stream constantly from its eyes. Kataklaions hoard treasure when they can find it.

    Combat
    Kataklaions attack with a deadly focus, seeking harm for harm's sake without any malice. They will constrict a foe only when no other threat is apparent.

    Improved Grab (Ex) If a kataklaion hits a foe with both snake bites, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. A kataklaoin that successfully grapples a foe may constrict that foe each round.

    Bitter Tears (Su) The kataklaion's tears are semisentient and malevolent. When a creature is pulled into the kataklaion's square, the tears stream through the air into that creature's eyes, ears and throat. On the first round, the creature is silenced for 1d6 rounds. If the creature remains in the square after that, the following effects take place:

    {table=head]Rounds Stayed|Effect
    2 rounds|Deafened
    3 rounds|Blinded
    4 rounds|Suffocation begins (DC 14)
    5 rounds|Nauseated, suffocation continues (DC 14+1)
    6 rounds|Paralyzed, suffocation continues (DC 15+1)
    7+ rounds|Suffocation continues (DC is previous DC+1)
    [/table]

    Slick Tears (Ex) The oily, supernatural tears that coat the kataklaion's fur impart a +2 deflection bonus to its AC. They also give a +4 racial bonus to its Escape Artist checks.

    Reach (Ex) The kataklaion's snake arms have a 10 ft. reach and can attack creatures within 5 ft. without penalty.

    Spell-Like Abilities (Sp) At will - darkness, ghost sound, grease, sleep. 1/day - fear, hold person. Caster level 6th, save DCs Cha-based.
    Last edited by afroakuma; 2008-10-24 at 05:12 PM.

  24. - Top - End - #24
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    Default Re: Viae Furoris: Pandemonium IV

    Regeneration is wierdly worded... only mentions weapons, not spells... assume as the eternal suffereing these things are indestructiable via hitpoint damage?
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    Default Re: Viae Furoris: Pandemonium IV

    They can be killed via spells, breath weapons, psionics etc.

    But every sword slash, spearpoint and mace smash just gives them another break, another scar.

    And there's a penalty for magicking them to death.

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    Default Re: Viae Furoris: Pandemonium IV

    Spellwarped Polytrotos FTW!
    What is this thing that having it,
    You can no longer give it away,
    But lacking it, for the moment at least,
    You can give it to those who must pay?

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    Default Re: Viae Furoris: Pandemonium IV

    Tetromenos (Wounded Lamente)
    Medium Outsider (Chaotic, Extraplanar, Lamenti)
    HD 9d8+27 (67 hp)
    Speed 30 ft. (6 squares)
    Init: +1
    AC 9; touch 11; flat-footed 8 (+1 Dex, -2 natural)
    BAB +9; Grp +12
    Attack Claw +13 melee (1d8+3, 18-20/x3) or 2 tentacle slams +12 melee (1d6+3 and disease)
    Full Attack 2 claws +13 melee (1d8+3, 17-20/x3) and 3 tentacle slams +10 melee (1d6+1 and disease) and gore +10 melee (2d6+1, 17-20/x3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Improved grab, disease, augmented critical, spell-like abilities
    Special Qualities Easily wounded, fast healing 10, lamenti traits
    Saves Fort +9 Ref +7 Will +7
    Abilities Str 16, Dex 13, Con 16, Int 12, Wis 13, Cha 11
    Skills Balance +13, Climb +15, Disguise +8*, Escape Artist +13, Hide +13, Jump +15, Listen +13, Spot +13, Tumble +13
    Feats Cleave, Multiattack, Power Attack, Weapon Focus (claw)
    Environment Windswept Depths of Pandemonium
    Organization Solitary or carnage (3-6)
    Challenge Rating 7
    Treasure Half standard
    Alignment Always chaotic evil
    Advancement 10-18 HD (Medium)
    Level Adjustment -

    Tetromenoi are the most commonly encountered lamenti. They have been dubbed "wounded lamenti" with good reason: Their fractured bones protrude at terrible angles from their coarse cray skin, and though the scars left by Pandemonium's whipping winds have healed, each tetromenos bears a chest wound from which emerge intestinal tendrils.

    The tetromenos stands 6 ft tall and is large and blubbery, with a savage gash somewhere near its belly from which rubbery, visceral organs extrude. Its head has small, black, beady eyes and a tiny, lampreylike mouth, and two long, uneven bone antlers protrude from its forehead. The tetromenos' skin is gray and thinly serrated, such that it feels rough to the touch.

    Tetromenoi are malicious, unpleasant beings who attack savagely without provocation. Though they generally conform to reasonable behaviors for fear of being wounded, the cowardly tetromenoi will eagerly await any chance to do as they please unhindered by the wishes of others. Thus they are generally loathed by travellers, and only sought when they have something valuable for which there is no substitute.

    Tetromenoi speak Abyssal and Lamenti.

    Combat
    A tetromenos claws viciously at foes, employing its spell-like abilities only if the tactical advantage gained trumps the amount of suffering it could cause with its attacks.

    Improved Grab (Ex) If a tetromenos hits a foe with both claw attacks or at least two tentacle slams, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. A tetromenos that successfully grapples a foe deals damage automatically each round according to the number and kind of natural weapon being used to grapple.

    Disease (Ex) Visceral festering - touch, Fortitude DC 17, incubation period 1d4 days; damage 1d4 Str and 1d4+1 Con. The save DC is Constitution-based.

    Augmented Critical (Ex) The razor-sharp bone fragments jutting from the tetromenos' claws and horns increase their critical range from 19-20 to 17-20. A successful hit deals three times the base damage.

    Easily Wounded (Ex) The tetromenos has bruised, fleshy patches of skin, thick veins and arteries and a gaping, exposed wound filled with vitals. As such, attacks against a tetromenos have twice their critical range, even if made with a keen weapon or by a character with the Improved Critical feat. All attacks against a tetromenos deal an additional 2 damage. This feature imposes a -4 racial penalty on Disguise checks.

    Spell-Like Abilities (Sp) At will - acid arrow, darkness, disguise self, ghost sound, inflict moderate wounds, obscuring mist, ray of enfeeblement. 3/day - vampiric touch. 1/day - enervation, fear, inflict critical wounds. Caster level 8th, save DCs Cha-based.
    Last edited by afroakuma; 2008-11-02 at 04:05 PM.

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    Default Re: Viae Furoris: Pandemonium IV

    Cheimothnes (Frozen Lamente)
    Large Outsider (Chaotic, Cold, Extraplanar, Lamenti)
    HD 16d8+80 (152 hp)
    Speed 5 ft. (1 square)
    Init: -5
    AC 18; touch 14; flat-footed 18 (+10 ice, +4 natural, -1 size, -5 Dex)
    BAB +16; Grp +27
    Attack 2 stings +19 melee (2d4+7 + 1d6 cold) or claw +19 melee (2d8+7 + 1d6 cold, 19-20/x2)
    Full Attack 4 stings +19 melee (2d4+7 + 1d6 cold) and 2 claws +17 melee (2d8+7 + 1d6 cold, 19-20/x2)
    Special Attacks Lethal cold, binding cold, summon lamenti, spell-like abilities
    Special Qualities Slow, cold subtype, telepathy 100 ft., lamenti traits
    Saves Fort +17 Ref +5 Will +14
    Abilities Str 24, Dex 1, Con 20, Int 14, Wis 19, Cha 16
    Skills Appraise +21, Bluff +22, Intimidate +22, Knowledge (Pandemonium) +21, Knowledge (the planes) +21, Listen +23, Search +21, Sense Motive +23, Spot +23, Use Magic Device +22
    Feats Forge Ring, Improved Critical (claw), Multiattack, Power Attack, Quicken Spell-Like Ability (dimension door)
    Environment Windswept Depths of Pandemonium
    Organization Solitary
    Challenge Rating 8
    Treasure Half standard
    Alignment Always chaotic evil
    Advancement 17-24 HD (Large)
    Level Adjustment -

    Cheimothnetes are minor lords of the frozen wastes they call home. Forever chilled to the core, these malevolent creatures are capable guardians of forbidden lore.

    A cheimothnes stands fully 11 ft. tall, an emaciated, ice-blue troll-like creature with six long arachnoid limbs arching around from its shoulder blades. The lamente's eyes are pitch-black orbs, and its lips are dark blue, chapped and cracked with cold. Each cheimothnes is wreathed in a sheath of solid ice, slowing its movements terribly. As such, many cheimothnetes prefer sitting on thrones of ice, awaiting food and news from their servants.

    Cheimothnetes have many arcane gifts, not least of which is the knowledge of crafting powerful magical rings. They also employ mirrors of scrying, and are valuable, if capricious, contacts on the planes. A cheimothnetes paid in slaves can be expected to return a favor or two, at least until it "forgets" the last payment.

    Cheimothnetes speak Abyssal and Lamenti, but prefer to communicate telepathically.

    Combat
    Cheimothnetes disdain direct combat, preferring to send their slaves. They move far too slowly to appreciate a true melee fight; as such, they exploit their spell-like abilities to force opponents to close the distance.

    Lethal Cold (Ex) A cheimothnes exudes a terrible chill that deals 1d6 cold damage to all creatures within 30 ft. and affects metallic items within that area as though by a chill metal spell. This effect cannot be dispelled, but is negated in an area of extreme warmth, negating the heat of the area while doing so.

    Binding Cold (Su) The cheimothnes' frost begins to wear at opponents, forcing a Strength check (DC 18) to move each round. On a failure, subsequent Strength checks to move increase their DC by 1 until a successful move is made. This effect is only active within the area of a cheimothnes' lethal cold, and can be negated by exiting the area or by using any spell with the Fire descriptor on an affected victim. Creatures with the Fire subtype are unaffected.

    Summon Lamenti (Sp) Once per day a cheimothnes may summon a tetromenos with a 30% chance of success, or 1-2 polytrotoi or kataklaiontes with a 50% chance of success.

    Slow (Ex) A cheimothnes may only take actions every other round. It may take swift, immediate and free actions as normal, however.

    Cold Subtype A cheimothnes takes double damage from fire and is immune to cold damage.

    Telepathy (Su) A cheimothnes can communicate telepathically with any creature that has a language within 100 ft. of it.

    Spell-Like Abilities (Sp) At will - chill touch, darkness, dispel magic, fog cloud, ghost sound, invisibility, obscuring mist, ray of enfeeblement. 3/day - cone of cold, greater dispel magic, hold person, ice storm, Quickened dimension door, slow. 1/day - analyze dweomer, bestow curse, fear, legend lore, polar ray, remove curse. Caster level 10th, save DCs Cha-based.
    Last edited by afroakuma; 2009-01-16 at 12:42 AM.

  29. - Top - End - #29
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    Default Re: Viae Furoris: Pandemonium IV

    Make it "physical damage" and you're set.

    -argus

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: Viae Furoris: Pandemonium IV

    Oimozon (Wailing Lamente)
    Large Outsider (Chaotic, Extraplanar, Lamenti)
    HD 12d8+48 (102 hp)
    Speed 30 ft. (6 squares)
    Init: +1
    AC 22; touch 10; flat-footed 21 (+12 natural, +1 Dex, -1 size)
    BAB +12; Grp +20
    Attack Bite +16 melee (2d6+4, 19-20/x2) or claw +16 melee (1d6+4)
    Full Attack 3 bites +16 melee (2d6+4, 19-20/x2) and 2 claws +14 melee (1d6+4)
    Space 10 ft.; Reach 5 ft.
    Special Attacks Pounce, breath weapon, wail, gnawing flesh, summon lamenti, spell-like abilities
    Special Qualities Fast healing 10, lamenti traits
    Saves Fort +12 Ref +9 Will +9
    Abilities Str 19, Dex 13, Con 18, Int 8, Wis 13, Cha 12
    Skills Bluff +16, Hide +12*, Intimidate +16, Jump +20, Listen +18*, Spot +18*, Survival +16
    Feats Alertness (B), Dodge, Improved Critical (bite), Mobility, Multiattack, Power Attack, Spring Attack (B)
    Environment Windswept Depths of Pandemonium
    Organization Solitary, pair or lamentation (4-6)
    Challenge Rating 10
    Treasure None
    Alignment Always chaotic evil
    Advancement 13-20 HD (Large)
    Level Adjustment -

    Oimozontes, or wailing lamenti, are foul beasts employed as pack animals and living artillery by demons, night hags and true lamenti.

    The lowest caste of the greater lamenti, oimozontes resemble chimeras, with three emaciated tiger heads and a banded, stone-coarse predatory body. The skin bulges to reveal shapes much like human faces, and is coated in gnashing mouths that whimper, moan and scream. Oimozontes are familiar with misery, though they experience it to a much lesser degree than weaker castes. Despite this, they wail and moan simply to scare other creatures.

    Oimozontes speak Abyssal and Lamenti.

    Combat
    An oimozon pounces the nearest foe, letting its flesh chew on the unfortunate creature while it rends the body. It enjoys wailing and may also employ its breath weapon routinely.

    Pounce (Ex) If the oimozon charges a foe, it may make a full attack, including subjecting the foe to its gnawing flesh.

    Breath Weapon (Su) 50' line of fire, 6d6 fire damage and thrown 10 ft. sideways, once every 1d4 rounds. Reflex save DC 20. The save DC is Con-based.

    Wail (Su) As the fear spell, but does not allow spell resistance. Will save DC 20. The save DC is Con-based.

    Gnawing Flesh (Ex) A creature grappling with, using a natural weapon against or held prone by an oimozon is subject to bites from the many mouths in its flesh. Each gnawing flesh attack the victim suffers deals 2d10 damage and 1 point of temporary Con damage.

    Summon Lamenti (Sp) Once per day an oimozon can summon 1-2 kataklaions with a 60% chance of success, or one tetromenos or another oimozon with a 40% chance of success.

    Spell-Like Abilities (Sp) At will - darkness, ghost sound, obscuring mist, shout. 3/day - greater shout. 1/day - displacement, fear. Caster level 12th, save DCs Cha-based.
    Last edited by afroakuma; 2008-11-02 at 04:26 PM.

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