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<font color="gold">A bit off topic, but Krisnach, you dont have to fight Demogorgon. He comes with ToB, and even with it, you dont have to fight him. You know, since he's so strong (he really is, belive me), the game producers made an option so you can avoid fighting him. ;) </font>
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This Thread is amusing, altough as i will never get to fight any of these people i really dont care much of their attacks and Hp, their history in the 9 Levels of Hell are much more interesting to me [img]smile.gif[/img]
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<font color="gold">GERYON (Arch-Devil)
Huge Outsider (Evil, Lawful) Hit Dice: 44d8+396 (594 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 20 ft, fly 50 ft (average) AC: 36 (-2 size, +2 Dex, +26 natural) Attacks: 2 slams +56 melee, tail sting +55 melee Damage: Slam 2d6+14, tail sting 2d4+7 and poison Face/Reach: 10 ft by 30 ft/10 ft Special Attacks: Spell-like abilities, spells, poison, fear gaze, improved grab, tear, bull’s horn, summon devils Special Qualities: Damage reduction 40/+5, SR 30, regeneration 20, devil qualities, see in darkness, telepathy Saves: Fort +33, Ref +26, Will +31 Abilities: Str 42, Dex 14, Con 28, Int 24, Wis 24, Cha 28 Skills: Bluff +53, Concentration +53, Diplomacy +53, Heal +51, Intimidate +53, Knowledge (arcana) +51, Knowledge (Hell’s politics) +51, Knowledge (planes) +51, Knowledge (religion) +51, Listen +51, Scry +51, Search +51, Sense Motive +51, Spellcraft +51, Spot +51 Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Expertise, Great Cleave, Improved Critical (tail sting), Improved Initiative, Mobility, Multiattack, Power Attack, Weapon Focus (tail sting) Climate/Terrain: Any land and underground Organization: Solitary or troupe (2-5 osyluths) Challenge Rating: 31 Treasure: Triple standard Alignment: Always lawful evil Advancement: — Geryon is the ruler of Stygia, Hell’s fifth plane. Geryon dwells in a great fortress in the city of Tantlin in the very middle of the plane, and seldom ventures forth. He appears as a 10-foot tall snake-humanoid. His upper torso is that of a handsome man with dark hair and eyes, while his lower torso is that of a huge, 30-foot long, snake. Huge, black bat-like wings protrude from his back. His tail ends in a razor-sharp stinger. COMBAT Geryon attacks with his massive fists and poisonous tail in combat. One of his favorite tactics is to grab an opponent and sting it to death with his tail. Spell-Like Abilities: At will—animate dead, blasphemy, charm person, comprehend languages, daylight, desecrate, detect good, detect magic, detect thoughts, dispel magic, fireball, geas/quest, hold person, ice storm, improved invisibility, magic circle against good, major image, polymorph self, produce flame, pyrotechnics, raise dead, read magic, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, wall of ice, and wish; 1/day—mass charm, meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level). Spells: Geryon casts arcane spells as a 20th-level sorcerer (save DC 19 + spell level) and divine spells as a 20th-level cleric (save DC 17 + spell level). He has access to the domains of Evil, Law, and Strength. Fear Gaze (Su): Gaze, 30 feet; Will save (DC 41) or flee in fear for 2d6 rounds. Improved Grab (Ex): To use this ability, Geryon must hit with a claw attack. If he gets a hold he can sting with his tail. Tear (Ex): Geryon automatically hits a held opponent of up to Large size with all his melee attacks each round he maintains the hold. Poison (Ex): Tail sting, Fortitude save (DC 41); initial and secondary damage 2d6 points of temporary Constitution damage. Summon Devils (Sp): Three times per day Geryon can automatically summon 1d3 osyluths or barbazu, or 1d2 hamtula or pit fiends. Regeneration (Ex): Geryon takes normal damage from holy and blessed weapons of at least +5 enchantment. Bulls Horn: Geryon carries a great horn which he can blow as a full round action. The horn summons 5d4 6 HD minotaurs. It may be blown thrice per week. Devil Qualities (Ex): Immune to fire and poison; cold and acid resistance 20. See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by deeper darkness spells. Telepathy (Su): Geryon can communicate telepathically with any creature within 100 feet that has a language. EDIT: http://www.enworld.org/cc/converted/...s/image002.jpg</font> [ 04-15-2002, 09:42 AM: Message edited by: Sir Exxon ] |
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Recently Levistus, working through his underlings (and with some help from Asmodeus - unknown to Levistus of course), wrested control of Tantlin back from Geryon and banished the Wild Beast to the wilds of Stygia. Asmodeus felt that Geryon was too chaotic and unpredictable and that Levistus, encased in ice as he is, was easier to manipulate than Geryon. Ah, the machinations of devils! ;) |
So are all the powerhouses demons, or are there some spiffy dragons around as well? Maybe Gem ones? I'm just a dragon freak, so...
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<font color="gold">Suzaku, I think Memnoch wants us to keep this thread to only Lords of Darkness, like Devils and Demons. Like this guy:
---------------------------------------------------------------------- ORCUS (Demon Prince of Undead) Huge Outsider (Chaotic, Evil) Hit Dice: 50d8+750 (1200 hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 40 ft., fly 60 ft. (average) AC: 40 (-2 size, +6 Dex, +26 natural) Attacks: Wand of Orcus +66/+61/+56 melee (or slam +66/+61/+56 melee), tail sting +63 melee Damage: Wand of Orcus 1d8+17 and annihilation; slam 2d6+17, tail sting 2d4+8 and poison Face/Reach: 10 ft. by 10 ft./10 ft. Special Attacks: Spell-like abilities, spells, fear aura, poison, summon demons, summon undead Special Qualities: Damage reduction 40/+4, poison and electricity immunity, resistances (cold, acid, fire 20), darkvision 60 ft., SR 40, telepathy, speak with dead Saves: Fort +42, Ref +33, Will +39 Abilities: Str 45, Dex 23, Con 40, Int 24, Wis 34, Cha 36 Skills: Bluff +63, Climb +62, Concentration +65, Diplomacy +63, Disguise +63, Escape Artist +56, Gather Information +63, Heal +62, Intimidate +64, Jump +67, Knowledge (arcana) +62, Knowledge (planes) +63, Knowledge (undead) +65, Listen +62, Move Silently +56, Scry +62, Search +62, Sense Motive +62, Spellcraft +62, Spot +62. Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Great Cleave, Improved Initiative, Multiattack, Mobility, Power Attack, Spring Attack, Sunder, Weapon Focus (slam, Wand of Orcus) Climate/Terrain: Any land and underground Organization: Solitary or troupe (Orcus plus 1-2 mariliths, 1-3 glabrezus, and 4-20 zombies or shadows) Challenge Rating: 32 Treasure: Double standard Alignment: Always chaotic evil Advancement: — Orcus is one of the strongest and most powerful of all demon lords. He fights a never-ending war that spans the many layers of the Abyss with the forces of Graz’zt. Orcus is known as the Prince of the Undead, for it is said in secret that he alone invented the first undead that walked the worlds. Orcus appears as a grossly fat demon some 15 feet tall. His gray body is covered with goatish hair, and his head is goat-like, although his horns are similar to those of a ram. His great legs are also goat-like, but his arms are human. Vast bat-like wings sprout from his back, and his long snaky tail is tipped with a razor sharp poisonous tip. Combat Orcus prefers to melee with his fists. If pressed, he will use his spells and spell-like abilities. He wields his Wand whenever possible. If combat is going against him, he will summon demons and undead to cover his escape. Spell-Like Abilities: At will—animate dead, blasphemy, charm monster, charm person, deeper darkness, desecrate, detect good, detect law, detect thoughts, dispel magic, fear, greater dispelling, lightning bolt, polymorph self, pyrotechnics, read magic, see invisible, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire; 1/day—feeblemind. These abilities are as the spells cast by a 20th-level sorcerer (save DC 23 + spell level). Spells: Orcus casts arcane spells as a 20th-level sorcerer (save DC 23 + spell level) and divine spells as a 20th-level cleric (save DC 22 + spell level). He has access to the domains of Chaos, Death, Evil, Destruction and War. Fear Aura (Su): All within 60 feet; Will save (DC 48) or flee in fear for 2d6 rounds. If the save is successful, that creature cannot be affected again by Orcus’ fear aura for one day. Poison (Ex): Tail sting; initial damage 3d6 temporary Constitution, secondary damage death, Fortitude save (DC 50). Speak with Dead (Su): Orcus can, at will, speak with dead (as the spell of the name). Summon Demons (Sp): Three times per day, Orcus can automatically summon one balor, 1d3 nalfeshnees, or 1d4 mariliths. Summon Undead (Sp): As their prince, Orcus can automatically summon 100 HD of undead per day. Demon Qualities (Ex): Orcus is immune to poison and electricity; and has cold, fire, and acid resistance 20. Telepathy (Su): Orcus can communicate telepathically with any creature within 100 feet that has a language. ---------------------------------------------------------------------- ;) </font> |
Memnoch, put on some dragons, or give a more in depth story about the demon lords or something, and i agree, don't put the stats on there, just the stories
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<font color="gold">You want I dragon? Cant give it to you. Cause there doesnt excist a Dragon which has a real name and is real known, just different types. And this thread is for unique species. ;) </font>
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OK then, some quick history to put these beings into perspective. [img]smile.gif[/img] Let's start with the home of the devils, tyrannically militaristic Nine Hells, where the rule of law reveals evil's heart.
The Nine Hells, also known as Baator, is the home of the devils, the epitome of premeditated, crafted cruelty. In addition to the devils, other lawful dieties of evil call this plane home, such as Kurtulmak of the kobolds and Sekolah of the sahuagin (both deities are mentioned in BG2). The nominal generals of the devil armies are eight mighty pit fiends known as the Dark Eight. The founder of the Dark Eight was the now-dead pit fiend Cantrum. The Dark Eight are: </font>
But even the mighty Dark Eight must bow their heads to the Lords of the Nine. They are the true rulers of the Nine Hells, one for each layer of the Nine-Layered Pit. The Lords of the Nine have transcended even the mighty pit fiends - they are something even greater, approaching the power of lesser to intermediate deities. Many call them arch-devils, but nobody's ever asked one and lived. They can manifest avatars - something that the Dark Eight cannot. The Lords of the Nine see the Blood War as something beneath them - they are more concerned with domestic plots and schemes, like overthrowing the strongest of their order, or claiming another's layer as their own. So they delegate the responsibility of fighting the Blood War to the fiends and pursue their own dark personal agendas. The Lords of the Nine are: Lord of the First: the pit fiend Bel, the Warlord of Avernus. Bel deposed the former Lord of the First, the archdevil Zariel, and usurped her, thus becoming the first pit fiend to ever ascend to the status of Lord. He dwells in the Bronze Citadel, the massive bronze city covering dozens of square miles and featuring twelve concentric ring walls, each bristling with war machines. The city is filled with petitioners, both lemures and soul shells, and hundreds of thousands of lesser devils of all types bound for the Blood War. Because Avernus is the likeliest beachhead for any massed demonic attack, Bel is tasked with the important responsibility of repulsing any such attack (it also keeps him busy enough to keep from plotting against the other Lords). Bel is fortunate that he does not have to worry about the defense of the entrance from Avernus into Dis, the second layer of Hell. That entrance, located near a landmark called the Pillar of Skulls, is guarded by a truly fearsome sentinel - the five-headed Chromatic Dragon, Tiamat, also known as the Queen of Many Colors and of None. Tiamat considers the politics of the Hells to be beneath her, and only gets involved in the Blood War in the event of demonic incursions that threaten this gate. Lord of the Second: Dispater the Archduke. Unlike Bel, Dispater is not a pit fiend - he is an elite archdevil in the prime of his power. Dispater never loses his temper. Though anger burns bright within his chest, he prides himself on his restraint and his smooth manner. Should he actually lose his temper, chances are he'll annihilate the witnesses rather than let them report his shame. He dwells in the Iron Tower in the city of Dis, which makes up the entire second layer of Hell (it's a HUGE city). Lord of the Third: Mammon the Viscount. The archdevil Mammon resembles a 30-foot long serpent with a human torso, head, and arms. Mammon, who dwells in the Sinking City of Minauros, is a turncoat's turncoat. Although he once allied with Dispater and Mephistopheles against Asmodeus, he was the first to abase himself before the Dark Lord when Asmodeus finally proved victorious at the close of a failed rebellion called the Reckoning. Lords of the Fourth: Lady Fierna and Archduke Belial. The archdevil Belial is one of the most ancient of archdevils and has ruled the Fourth Layer for time untold. Fierna is Belial's daughter; he now lets her wear the mantle of leadership in public, but really the two of them rule the fiery layer of Phlegethos together. They host a legion of more than five-thousand hamatula devils here, a force kept in reserve should a demonic attack pierce this far into the Nine Hells. A pit fiend named Gazra nominally commands this force in the name of the Dark Eight, but in reality he answers to Belial and Fierna. Lord of the Fifth: Prince Levistus. The Frozen Prince rules Stygia from the heart of a massive iceberg that floats in the middle of the harbor of the city of Tantlin, Stygia's capital. He is not there by choice: he was imprisoned by Asmodeus for a past betrayal, but Asmodeus allows him control over Stygia anyway (see a couple of posts above for the reason why). One of Levistus's most daring plots was the kidnapping of Shailiana, a Faerie Queen of the eladrin (celestial race) of Arborea (home of the Seldarine), centuries ago. He demanded the ransom of a thousand eladrini souls for her safe return. The eladrin complied (not as a group; each volunteered as an individual), and Levistus, true to his word, went along with his side of the bargain - with the minor detail that the Faerie Queen had been tortured to the brink of insanity and implanted with various baatezu-engineered... creatures (it's rumored that Levistus first engineered the spinal leech for this occasion). She ruled Arborea for a few years, giving out mad decisions and having random fits of anger, violence, depression, and sorrow. Eventually, Shailiana was slain by her right-hand ghaele eladrin knight, who then killed himself in order to preserve his honor. She was replaced by the tulani eladrin Naiwen. This was Levistus' masterstroke - Naiwen was one of the eladrin who freely offered herself up as ransom for Shailiana. Levistus had her brain removed and replaced with that of an erinyes, and then sent her back to Arborea, where she ended up becoming the Faerie Queen and caused much strife before she was discovered and slain. Thus Levistus managed to bring evil into the heart of Arborea. Lord of the Sixth: the Hag Countess Malagard, Viscount of Baazebul and the ruler of Malbolge. The Hag Countess is not an archdevil but a supremely powerful night hag from Hades. Moloch the archdevil once ruled this layer but was cast down when he defied Asmodeus during the Reckoning. Moloch fled to Gehenna where he plots his vengeance against both Asmodeus and the Hag Countess, who betrayed him. Lord of the Seventh: Baalzebul, ruler of the layer of Maladomini. Now we're getting into some heavyweights. Baalzebul is actually the fallen tome archon Triel who was expelled from the lofty heights of Mount Celestia millenia ago for the pursuit of law and perfection taken to extremes. Asmodeus quickly promoted Triel to devilhood, and he took the name Baalzebul, or "Lord of the Flies". Baalzebul's relentless drive for hellish perfection quickly led to his ascension to Lord of the Seventh. Baazebul also plotted against Asmodeus during the Reckoning, and to punish him, Asmodeus transformed his formerly angelic body into a sluglike, melted form, thus leading to his nickname "the Slug Archduke". Baalzebul has never forgotten this, and his hatred for the King of the Nine Hells runs deep. Lord of the Eighth: Mephistopheles, ruler of Cania, the eighth layer. Mephistopheles once secretly engineered his own coup, placing a pit fiend named Baron Molikroth on his throne in an effort to discover which of his vassals was loyal to him. Once he had discovered who was willing to plot against him he placed himself back on the throne and executed them by having them ripped apart by gelugons one small piece at a time. (ouch!) Mephistopheles is also tasked with the responsibility of guarding the main gate into the ninth layer, Nessus. This gate is a massive pit several hundred feet across and is guarded by thousands of powerful gelugon devils. And finally, the Lord of the Ninth: Asmodeus, the Dark Lord of Nessus. Also known as the Overlord of the Hells, Prince of Darkness, and the Angel of the Bottomless Pit. He is also known by the following names: Melchiresha, Asmodeus, Asmada'i, Satanael, Lucifer Morningstar, Apollyon the Destroyer, Abbadon, Iblis, Shaitan. Of the Nine, Asmodeus reigns supreme. He always has and it often appears as if he always will. He alone among the Lords of the Nine has the status of a Greater Power. It is rumored that at the beginning of time he was formerly a Crown Archon who fell into evil from Mount Celestia but this is unconfirmed (Baalzebul would be the only one who would know for sure, and he isn't saying anything). Asmodeus holds an army of MILLIONS of devils - larger than any ever fielded in the Blood War - deep in the bowels of his fortress Malsheem, in the deepest rifts of Nessus, for a "cataclysmic event" that would lead to a conclusion of the Blood War, at the end of the world. Incidentally, Malsheem is the biggest fortress anywhere on the Outer Planes (or the Primes, for that matter). It's about the size of a hundred Waterdeeps. Wow, that ended up going longer than I thought. Hope you enjoy it. [img]smile.gif[/img] [ 05-14-2002, 07:17 AM: Message edited by: Memnoch ] |
<font color="gold">Wow, that gotta be the most entertaining post I've ever read in my time here at IW. Incredibly good, Memnoch! [img]graemlins/thumbsup.gif[/img]
How fun it must be to know such things...</font> |
WOW Memmy. Great job. This stuff kicks ass. Thumbs up.
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I don't like the third edition stats of these monsters, especially all the lords of hell. They are too weak.
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I agree..
I am not entirely sure but you could if you planned it very well probably beat most of these creatures. Altough the Ruler of the 9th layer of Hell could prove more then a match [img]smile.gif[/img] |
On their own you may be able to defeat them but most of these guys have their own personal armys.
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<font color="gold">Hey, Mario, do you have any other cool historys to us? Like for an example how the Nine Hells were created?
Or did you tell all in he other post?</font> |
Yes, they are too weak. I don't even like the fact that they published atributes. Before the third edition, they never published any stats, all you knew about the Lord of hell is that he was a Quasi-Power, ruling all of hell and it's innabitant by his might. Now he is just a high level monster. He has a chalenge rating of 44, not a lot for such an entity. Hell is ruled by strenght. If I was the one doing his attributes (althought i think such powerfull entities should not have atributes) I would make him so that you would need all the other rulers of hell and their personal army to have a slight chance to beat him. Sure, a chalenge rating of 44 might seem high for a group of player, but he has never been made to be defeated by other player, he is one of the most powerfull entities of the Multiverse.
Tiamat has a chalenge rating of 25!! She is a godess and they are telling us that a level 25 party has a very good chance of killing her! I could understand if these where only the stats of her avatar, I guess, but that's all. |
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In 2nd Ed the demon princes/archdevils were shrimps (I think that Asmodeus had 176hp or something) and so in 3rd Ed they have been significantly beefed up, as befitting their status. The reason that they have been given stats, IMO, is because they are NOT true deities (with the definition of a deity being one who can grant spells to worshippers). The possible exceptions would be Asmodeus, Tiamat and Lolth (who is a demoness but also a deity, which makes one of the most powerful of the demonlords). Keep in mind also that in 3rd Ed level 25 is just about unattainable by any except munchkins and munchkin DMs. It's not like BG2/ToB where you can get up to level 40. To put things into perspective: Elminster is a 35th level character and he is just about the most powerful mortal in Faerun. The Simbul of Aglarond is a 32nd-level character. Larloch the Shadowking, who was mighty in the days of Netheril, 1500 years ago, is a 32nd level character. Fzoul Chembryl, leader of the Zhentarim and Chosen of Bane, is "only" a 17th level character. To have even ONE 25th level character would be extremely rare - to have FOUR of them would be just about impossible. How many Elminsters/Simbuls/Fzouls would band together to fight a goddess? Not many. ;) Anyway, this is how I see the totem pole: </font>
[ 04-24-2002, 10:45 AM: Message edited by: Memnoch ] |
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[ 04-24-2002, 11:42 AM: Message edited by: Ar-Cunin ] |
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<font color="yellow"> Prehistory of Hell Copyright © 1999 by Heiner de Wendt "And so it came that the first life appeared on the Outer Planes, known at that times as the Land of Spirits. And that was the first life, spirits of ideas, embodiments of concepts. It is not known which spirit race became existent first, or if all of them were born at once - eventually, though, they found out they were not able to live together, and separated themselves from each other. And thus it was that the Center Lands became only the home of the remaining life, those concept spirits who agreed and understood the ideas of all, and were able to live together with all of their brethren. The others, though, went away, forming the far lands of the Center into separate regions. And thus formed Arborea, great Mount Celestia, Pandemonium, the Abyss, and all the others. And among them all was Baator. The spirit beings of the Deep Lands, now separated from the Center Land, lived in the Scattered Land, or Taeter Nasse, Web of Atrocity, and in the Land of Pure Hatred, and Barathrum, the Deep Pit, the Abyss. These were the first of the Deep Lands. Those beings that were called Barathros, denizens of Barathrum, dwelled in the nine-layered pit, rising in power as they descended. Those spirit beings dwelling here began their life as blind, deaf and dumb weaklings, but they carried the seed of immortality, hatred and subjugation in themselves. But some of them had already grown, back in the times when all Spirit beings still dwelled in the Center Lands. The more powerful they were, the fewer they were. Thus, the weakest of the Barathros dwelled in the first layer, while in the Ninth layer, only the most powerful of these beings lived. They were the lords of Barathros, rulers of the Deepest Pit, the purest and most powerful embodiments of their concepts. And thus did the Spirit beings live in their lands, struggling against each other in their obsession to proof that only the concepts they represented were the right ones. But then, a new form of life arouse, life that was born out of matter, but imbued with spirit - mortals. And these beings were the beginning of a new era, as they were born without concepts in mind, instead able to learn them, or - impossible to imagine for the Spirit beings of the Land of Spirits - even create new concepts. And every time a mortal died, his spirit went to the Land of Spirits, and formed it. Every mortal that reached the Land of Spirits brought with him new concepts, new ideas. And thus it was that the Land of Spirits was scattered even more, and new races arose. And not only were new races created, but also new Lands, and new names: Pandemonium, as the concept of howling evil insanity, Gehenna, as the concept of bitterness and mercilessness, and so on. Those mortals that agreed with the concepts of the Spirit beings, though, became part of that race. The Barathros allowed this; they assimilated all new souls to gain more power. The denizens of the Scattered Land were too chaotic for a common behavior - they included some of the new spirits into their race, those that were vile and raging enough; the others were either slain or ignored, dwelling alongside the masters of the Scattered Land. The denizens of the Land of Pure Hatred were different, though. They observed, and planned. They watched as the mortal spirits began to rise, and reach power that was nearly as great as that of the Lords of Pure Hatred. These Lords and all their lesser brethren were soldiers seemingly fighting for all sides - for that of rage and that of obsessive, destructive rigidity. The truth, though, was that they fought for hatred, and nothing else, as that was what they were all about. With the rise of the mortal spirits, though, they recognized their power stumbling. Many of them were slaughtered in the Great War of Concepts, and the power of the remaining ones slowly vanished as the mortal spirits took their place, one by one. But after a long, long time of observing, the Lords of Pure Hatred reacted, and they reacted perfectly. With all their might, they started a new age of the Great War, forcing or tempting all of the mortal spirits of Pure Hatred to fight the Spirit Beings of The Scattered Lands, Taeter Nasse, as well as those of Barathrum. And they tempted the young mortal spirits to overcome the Ancients and take their place. And thus, the War of Concepts turned into a war of the Spirits of the Mortals against the true Spirit beings. Seemingly, the Spirits of the Mortals were victorious. But the truth was that only the Lords of Pure Hatred had won. The Spirit beings of Barathrum and Taeter Nasse were defeated, and the Lords of Pure Hatred helped the Mortal Spirits' lords to create new orders or new chaos respectively. They gave the new rulers their names, and they told them the names for the Lands over which they ruled. Barathrum was now called Barathrum Attorquo - The Ascended Deep Pits. And the denizens of that Land were now called Barathrum Attorquo Zelotes, the Ardent Denizens of Barathrum Attorquo. Over time, these names corrupted into Ba'Attor, and Ba'Att'Ze, and finally into Baator and Baatezu. The same happened with the denizens of Taeter Nasse- the Ta'Na'Ri, with "Ri" being the corrupted rest of "Risor", or mocker. And as a mockery of the ancient name of their opposing Land, Taeter Nasse was now called The Abyss, taking the name of Barathrum for itself. The mortal spirits of Pure Hatred, of course, were not allowed to take over anything - most of them were slaughtered in the Great War, and the remaining ones were weak and easily subjugated. And thus have the Lords of Pure Hatred done, forcing them to remain in whatever form they get, without any chance of rising in power, so that the status of the Lords of Pure Hatred and their lesser brethren shall never be threatened again. And in the Deep Lands, which were then called the Lower Planes, the Lords of Pure Hatred have proofed that their concept was more powerful than those of Rage and Rigidity, as they had defeated them, and now, secretly, controlled them. But not yet have they finished their war. The mortal spirits reaching Ba'Attor still turned into those beings that originally dwelled there, and only by having them changed artificially, and not be allowed to develop, was the defeat of the Concept of Evil Rigidity assured. And although the Chaos hides most of this, the same applies for what was now called the Abyss, and the more powerful denizens of that Land force those that just arrive into forms they like. From there on, the mortal spirits were unable to return to the normal development of the ancient denizens of Taeter Nasse, and can be allowed to develop into whatever they want - they will never be one of those who could threaten the Lords of Pure Hatred. Still, the danger exists. A denizen of Barathrum might slip through the rigidity of the Baatezu, or a denizen of Taeter Nasse might escape the artificial chaos of the Tanar'ri. If such a being succeeds in rising in power, the consequences might be as a multiversal earthquake. Maybe one such being is enough to challenge the Lords of Baator or of the Abyss or even the Lords of Pure Hatred themselves. Maybe, though, one such being is enough to let the ancient Spirit Beings of Taeter Nasse and Barathrum return, if they do still exist..." </font> [ 05-07-2002, 07:43 AM: Message edited by: Memnoch ] |
<font color="gold">Ah, thank you. All bow down to the mighty Memnoch!...and [img]graemlins/choc.gif[/img] of course... :D </font>
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It's a commonly-held misconception that Tiamat rules Avernus, the first layer of Hell - she doesn't, Bel the pit fiend does. Tiamat GUARDS the entrance from Avernus to Dis (the second layer) which lies near the Pillar of Skulls, which is where she lairs. This was allegedly the result of a long-ago contract with Asmodeus. She cares nothing for the politics of the Nine Hells and only gets involved in the Blood War if demonic incursions threaten this gate, in which case she can be a very fearsome adversary. Her treasure hoard is said to rival that of a hundred Prime worlds. In her natural form, Tiamat is a thick-bodied dragon with five heads and wyvern's tail. Each head is a different color - white, black, red, blue and green, and her massive body is striped in those colours. Here are her stats. <font color="red"> Tiamat Colossal Dragon Hit Dice: 49d12+588 (906 hp) Initiative: +4 (Improved Initiative) Speed: 40 ft., Fly 150 ft. (clumsy), Sw 40 ft. AC: 50 (-8 size, +48 natural) Attacks: 5 Bites, +60 melee; 2 wings, +55 melee; sting, +55 melee Damage: Bite, 4d6+19; wings, 2d8+9; sting, 4d6+9 plus poison Face/Reach: 15'x40' / 15' Special Attacks: Breath weapons, frightful presence, sound imitation, spells, spell-like abilities Special Defenses: Scent, spell resistance 30, damage reduction (25/+4), immunities, see invisibility, keen senses, water breathing Saves: Fort +39, Ref +27, Will +34 Abilities: Str 49, Dex 10, Con 35, Int 28, Wis 25, Cha 28 Skills: Alchemy +35, Bluff +61, Concentration +63, Diplomacy +61, Gather Information +59, Intimidate +61, Knowledge (Arcana) +31, Knowledge (Dragonkind) +34, Knowledge (History) +31, Knowledge (the Planes) +31, Knowledge (Religion) +31, Listen +61, Scry +61, Search +61, Sense Motive +59, Spellcraft +61, Spot +61, Wilderness Lore +33. Feats: Alertness, Blind-Fight, Combat Casting, Hover, Improved Critical (Bite), Improved Initiative, Expertise, Fly-By Attack, Power Attack, Quicken Spell-like Ability (domination), Snatch, Wingover Climate/Terrain: Any land and underground Organization: Solitary (1), Troupe (Tiamat and 1d6 chromatic dragons of age categories d8+4) Challenge Level: 25 (solitary) Treasure: When traveling, Tiamat carries her magic items and 2d12+2 gems of various sizes. Her lair contains 2d4 level 20 treasures. Alignment: Always lawful evil Advancement Range: N/A Combat: Multiple Heads: As shown above, Tiamat gains five bite attacks per round. A head can be severed with a slashing weapon if the weilder inflicts a single blow causing 185 hp damage. Breath Weapons (Su): Must wait d4 rounds between using breath weapons. As she has five heads, each head can deliver a different breath weapon. DC 46 Reflex save for half damage for each type of breath weapon: Cold: 12d6 damage Acid: 24d4 damage Gas: 24d6 damage Lightning: 24d8 damage Fire: 24d10 damage Frightful Presence (Ex): Can cause "panicked" or "shaken" state in creatures under 49 HD within a 480' range (DC 43 Will save negates for one day). Sound Imitation (Ex): Tiamat can mimic any sound or voice. DC 43 Will save to detect. Spells: Tiamat is a 20th-level sorcerer and a 20th-level Cleric with access to the domains of Evil and Law. Spell-like Abilities: In addition to her spells, Tiamat can cast each of the following three times per day as a 20th-level caster: command plants, control weather, darkness, domination, fog cloud, gust of wind, mirage arcana, plant growth, suggestion, summon swarm, veil, ventriloquism. DCs against these spells are 19 plus the spell level. She can corrupt water once per day. She can charm reptiles three times per day (as mass charm spell, DC 27 Will save negates). Poison (Ex): Stung creatures suffer 3d6 temporary Constitution damage (DC 46 Fort save to negate). After 1 minute, make a second save or suffer an additional 3d6 temporary Constitution damage. Water Breathing (Ex): At will, always active. Magic Items: Tiamat typically carries these items (not included in stats): amulet of the planes, +8 bracers of armor, carpet of flying, cloak of displacement, crystal ball with detect thoughts, darkskull, iron bands of Bilarro, iron flask, orb of storms, portable hole, +5 ring of deflection, +5 ring of resistance, rod of rulership, rod of splendor. </font> [ 05-07-2002, 11:31 AM: Message edited by: Memnoch ] |
Ah yes, thank you(do they all have to be evil?).
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But if you insist. [img]smile.gif[/img] Bahamut, the Platinum Dragon, is the King of Good Dragons. Also known as the Master of the North Wind, he dwells in a magnificent flying palace in Mercuria, the second layer of Mount Celestia. This palace can travel through the first four layers of the Holy Mount at will. He is also a major power on Krynn, where he goes by such names as Paladine and Fizban. In his natural form, Bahamut is a long, sinuous dragon covered in silver-white scales that sparkle and gleam even in the dimmest light. Bahamut's catlike eyes are deep blue, as azure as a midsummer sky, some say - others insist that they are frosty indigo, like the heart of a glacier. More likely these accounts reflect the Platinum Dragon's shifting moods. <font color="silver"> Bahamut Colossal Dragon Hit Dice: 53d12+742 (1086 hp) Initiative: +4 (Improved Initiative) Speed: 60 ft., Fly 300 ft. (poor), Sw 60 ft. AC: 54 (-8 size, +52 natural) Attacks: Bite, +66 melee; 2 claws, +61 melee; 2 wings, +61 melee; tail slap, +61 melee Damage: Bite, 4d8+21; claws, 4d6+10; wings, 2d8+10; tail slap, 4d6+10 Face/Reach: 10'x50' / 20' Special Attacks: Breath weapons, frightful presence, spells, spell-like abilities Special Defenses: Scent, spell resistance 30, damage reduction (25/+4), immunities, see invisibility, keen senses, water breathing Saves: Fort +43, Ref +29, Will +42 Abilities: Str 53, Dex 10, Con 39, Int 35, Wis 36, Cha 35 Skills: Alchemy +40, Animal Empathy +40, Bluff +65, Concentration +72, Diplomacy +65, Disguise +34, Escape Artist +56, Gather Information +65, Heal +41, Intimidate +65, Intuit Direction +41, Knowledge (Arcana) +34, Knowledge (Dragonkind) +37, Knowledge (History) +34, Knowledge (Nature) +34, Knowledge (the Planes) +34, Knowledge (Religion) +34, Listen +71, Scry +68, Search +65, Sense Motive +69, Spellcraft +68, Spot +71, Wilderness Lore +41. Feats: Alertness, Blind-Fight, Combat Casting, Hover, Improved Critical (Bite), Improved Disarm, Improved Initiative, Expertise, Fly-By Attack, Power Attack, Quicken Spell-like Ability (sunburst), Snatch, Wingover Climate/Terrain: Any land and underground Organization: Solitary (1), Troupe (Bahamut and seven great gold wyrms) Challenge Level: 25 (solitary) Treasure: When traveling, Bahamut carries his magic items and 1d8+4 gems of various sizes. Bahamut's palace contains 2d4 level 20 treasures. Alignment: Always lawful good Advancement Range: N/A Combat: Breath Weapons (Su): Must wait d4 rounds between using breath weapons. Cold: 36d10 damage (DC 50 Reflex save for half) Gaseous Form: stunned and turned gaseous for 32 rounds (DC 50 Fortitude save negates) Disintegration: (DC 50 Fortitude save negates) Frightful Presence (Ex): Can cause "panicked" or "shaken" state in creatures under 53 HD within a 480' range (DC 48 Will save negates for one day). Spells: Bahamut is a 20th-level sorcerer and a 20th-level Cleric with access to the domains of Good and Air. Spell-like Abilities: In addition to his spells, Bahamut can cast each of the following three times per day as a 20th-level caster: control water, control winds, control weather, create food and water, detect thoughts, feather fall, fog cloud, foresight, quest, speak with animals, and sunburst. Can shapechange at will. DCs against these spells are 14 plus the spell level. Immunities (Ex): Immune to acid, cold, electricity, fire, poison, sleep, and paralysis. Immune to spells and spell-like powers of 5th level or less. See Invisible (Ex): Range 1600', always active. Keen Senses (Ex): Excellent vision; has darkvision to range of 1600'. Water Breathing (Ex): At will, always active. Magic Items: Bahamut typically carries these items (not included in stats): amulet of proof against detection and location, bracers of armor +8, cloak of displacement, cubic gate, cube of force, gem of brightness, glove of storing, portable hole, +5 ring of deflection, +5 ring of resistance, rod of alertness, rod of cancellation, rod of enemy detection, staff of power. </font> |
I've always suspected that Bahamut and the 'Platinum Dragon' Paladine from Krynn were the one and only... sweet [img]smile.gif[/img]
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I couldn't help thinking you had something else in mind when you said 'Meet Tiamat' and later 'Bahamut,' Memnoch ;)
Great work though, it's interesting to see the stats for the demons and demonesses that are discussed so often but never actually analysed in detail. |
Hi everybody, do you have 'evil planes' except 4 the nine layers of hell, and memnoch can you please answer my thread lords of light, it's about the good rulers of some planes, so can you post stats of them too?
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i meant 9 layers of hell
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Yo Memnoch, you got ones for, Ashutaros, Berial,Billet,or Paimon?
I really wanna see Berial though. |
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Thats a coooooooooool monster but ehhhhhh....... how da hell do ya kill that things [img]graemlins/monster3.gif[/img]
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<font color="gold">You meen Belial, Jaegan? If so, here he is:
BELIAL (Arch-Devil) Large Outsider (Evil, Lawful) Hit Dice: 51d8+510 (739 hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 40 ft, 60 ft (good) AC: 39 (-1 size, +6 Dex, +24 natural) Attacks: Huge +5 Military fork of pain +67/+62/+57/+52/+47/+42 melee Damage: Huge +5 Military fork of pain 2d6+16 and pain Face/Reach: 5 ft by 5 ft/10 ft (15 ft with fork) Special Attacks: Spell-like abilities, spells, psionics, fear gaze, summon devils Special Qualities: Damage reduction 30/+3, SR 31, regeneration 25, devil qualities, see in darkness, telepathy Saves: Fort +37, Ref +33, Will +37 Abilities: Str 32, Dex 22, Con 30, Int 30, Wis 30, Cha 36 Skills: Balance +57, Bluff +64, Concentration +61, Diplomacy +64, Gather Information +64, Heal +61, Intimidate +61, Knowledge (arcana) +61, Knowledge (Hell’s politics) +61, Knowledge (planes) +61, Knowledge (religion) +61, Listen +61, Move Silently +57, Scry +61, Search +61, Sense Motive +61, Spellcraft +61, Spot +651 Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Great Cleave, Improved Critical (military fork), Improved Initiative, Mobility, Power Attack, Spring Attack, Sunder, Weapon Focus (military fork), Whirlwind Attack Climate/Terrain: Any land and underground Organization: Solitary or troupe (Belial plus 2-3 pit fiends) Challenge Rating: 38 Treasure: Double standard Alignment: Always lawful evil Advancement: — Great Belial rules Phlegethos, Hell’s fourth plane from his citadel located in the volcanic city of Abriymoch. He is firmly in the camp of Baalzebul, hating Geryon nearly as much as does Moloch. Belial must guard against the machinations of Mammon, so he does not have freedom to act. Belial appears as a 10-foot tall handsome humanoid with blue-black skin. His eyes are slanted and red. Belial has no wings. COMBAT Belial prefers to use his military fork in combat as well as his spells and spell-like abilities. Spell-Like Abilities: At will—animate dead, blasphemy, charm person, comprehend languages, daylight, desecrate, detect good, detect magic, detect thoughts, dispel magic, fireball, geas/quest, hold person, improved invisibility, magic circle against good, major image, polymorph self, produce flame, pyrotechnics, raise dead, read magic, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, wall of fire, and wish; 1/day—meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 23 + spell level). Spells: Belial casts arcane spells as a 20th-level sorcerer (save DC 23 + spell level) and divine spells as a 20th-level cleric (save DC 20 + spell level). He has access to the domains of Evil, Law, and War. Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 25 + spell level). Fear Gaze (Su): 30 feet; Will save (DC 45) or flee in fear for 2d6 rounds. Summon Devils (Sp): Three times per day Belial can automatically summon 1d6 osyluths, 1d4 barbazu, or 1d2 hamatula or pit fiends. Regeneration (Ex): Belial takes normal damage from holy and blessed weapons of at least +3 enchantment. Military Fork of Pain: Huge Martial weapon, reach, 2d6 points of piercing damage, x3 crit (Belial scores a critical hit on a roll of 19-20 due to the Improved Critical feat). Any creature struck must succeed at a Fortitude save (DC 22) or be affected as if by a symbol of pain cast by a 20th-level sorcerer. Devil Qualities (Ex): Immune to fire and poison; cold and acid resistance 20. See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by deeper darkness spells. Telepathy (Su): Belial can communicate telepathically with any creature within 100 feet that has a language.</font> |
Thanx, that is awsome, and I guess it is Belial... I donno I have a hard time translating.. Like for one of them I thought it was Beluzebabul not baalzebul?
Oresamawa saikyo no Omega da |
Btw, Do Paimon, Billet, Ashutaros exsist?
Cause maybe I said em wrong. -------------------------------------------- |
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In the D&D world, Baalzebul is actually the fallen tome archon Triel, formerly of Mount Celestia, who was expelled from the lofty heights of Holy Mount millenia ago for the pursuit of law and perfection taken to extremes. Asmodeus quickly promoted Triel to devilhood, and he took the name Baalzebul, or "Lord of the Flies". Baalzebul's relentless drive for hellish perfection quickly led to his ascension to Lord of the Seventh. Baazebul also plotted against Asmodeus during the Reckoning, and to punish him, Asmodeus transformed his formerly angelic body into a sluglike, melted form, thus leading to his nickname "the Slug Archduke". Baalzebul has never forgotten this, and his hatred for the King of the Nine Hells runs deep.
A number of diabolical names appear to have been taken from John Milton's epic poem Paradise Lost (which in turn seems to have sourced considerable material from the Bible). More data about Paradise Lost can be found here. Here they are, as they are depicted in Paradise Lost: Beelzebub ~ Satan's lieutenant and chief supporter. In the debate among the devils in Book II, Beelzebub speaks last and presents the plan for a furtive revenge against God by perverting man, which is, in fact, Satan's own plan, which Beelzebub only pretends to suggest of his own volition. He is described as appearing like "a pillar of state" [ii.301] a majestic, wise statesman. Belial ~ a fallen angel who speaks second during the demonic council [ii.108], conceding God is too powerful to oppose and they should wait for his amnesty. His graceful manner conceals a vice-ridden soul. Mammon ~ a fallen angel who speaks third at Satan's council [ii.229], suggesting that the devils make the best of their present situation in Hell and not oppose God any further. Moloch ~ a bellicose angel, the first speaker at the council in Hell [ii.43], fiercely advocating a return to open war against God, even should it conclude with their destruction. You can see where Gary Gygax and co. got their ideas from. [img]smile.gif[/img] [ 05-14-2002, 11:11 AM: Message edited by: Memnoch ] |
<font color="gold">I thought Baalzebul was Lord of the Eighth..oh well.
Anyway, Memnoch, in God-terms(intermediate powers, etc), how big powers does Asmodues have? Just curious.</font> |
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[ 01-27-2003, 03:42 AM: Message edited by: Memnoch ] |
There are a number of fallen archons and fallen aasimon (planetars, devas, etc) in Hell (more so than in the Abyss, since the lawful, regimented nature of Hell suits them more than the chaos of the Abyss). They usually rise to positions of great prominence. The most famous example of this is the Lord of the Eighth Layer, Baalzebul, who was once known as the tome archon Triel. It is rumored that Asmodeus himself was once a fallen Crown or Throne Archon from Mount Celestia who was cast out eons ago and has now grown so much in strength in Hell that he now dwarfs his former peers in power.
Another example is the fallen archon Azazel, the Bearer of the Eye Standard of Baator. Azazel (or Asael) is a prominent member of the Baatoran hierarchy, equal in status to the lesser Baatoran nobles such as Mulciber. He has been in Baator for as long as anyone can remember, yet still retains his status as a fallen archon. His appearance is much like that of a deva, save for the defiant and angry expression he always wears. Nevertheless, his mood is so proud and arrogant that he is instantly distinguishable from any celestial. He carries at all times the Eye Standard, a large white banner bearing in steel green depiction of the three-armed eye symbol for Baator. He is often seen with the leaders of the plane on balconies at military rallies, and his standard is a potent symbol of dedication for aspiring baatezu. Azazel can never truly be killed, because he is made of a little of the proud, defiant spirit of the plane. If ever his physical form is destroyed, he returns unchanged within days. He is presently commander of the Company of the Eye Standard, a regiment of myriad baatezu named for his own fabled flag. Before that, he was involved with the Baatoran Science Ministry, a job which he passed on to his ancient ally Shemihazah (q.v.). |
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