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Not quite BG2, but anyway. ;) Each day (or few days) I'll be posting a bigtime baddie from the Lower Planes on this thread. I'm talking serious bigtime baddies - Princes of the Abyss, Grand Dukes of Hell (Baator), Lords of Hades, that kind of bigtime. ;)
These 3rd Ed stats come courtesy of www.creaturecatalog.com. Let's start off with the biggest Kahuna - the Lord Below, the Lord of the Nine, Archdevil among Archdevils - Asmodeus, Overlord of Hell. Asmodeus is rated as a Greater Power in Faerun - putting him on par with gods such as Bane and Cyric. They don't come tougher than this guy. [img]graemlins/firedevil.gif[/img] <font color="red"> ASMODEUS (Arch-Devil) Large Outsider (Evil, Lawful) Hit Dice: 66d8+858 (1155 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 40 ft, fly 60 ft (good) AC: 43 (-1 size, +7 Dex, +27 natural) Attacks: Ruby Rod +86/+81/+76/+71/+66/+61 melee; or slam +81melee Damage: Ruby Rod 1d10+21 and serious wounds; or slam 1d6+16 Face/Reach: 5 ft by 5 ft/10 ft Special Attacks: Spell-like abilities, spells, psionics, gaze attacks, Ruby Rod of Asmodeus, summon devils Special Qualities: Damage reduction 40/+4, SR 33, regeneration 30, devil qualities, see in darkness, telepathy Saves: Fort +48, Ref +42, Will +47 Abilities: Str 42, Dex 24, Con 36, Int 34, Wis 34, Cha 42 Skills: Bluff +82, Concentration +79, Diplomacy +82, Disguise +82, Gather Information +82, Heal +78, Jump +82, Knowledge (arcana) +78, Knowledge (Hell’s politics) +78, Knowledge (history) +78, Knowledge (nobility) +78, Knowledge (planes) +78, Knowledge (religion) +78, Listen +78, Move Silently +73, Search +78, Sense Motive +78, Scry +78, Spellcraft +78, Spot +78 Feats: Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Empower Spell, Extend Spell, Expertise, Great Cleave, Improved Disarm, Improved Initiative, Improved Trip, Maximize Spell, Mobility, Power Attack, Silent Spell, Sunder Climate/Terrain: Any land and underground Organization: Solitary or troupe (2-5 pit fiends) Challenge Rating: 44 Treasure: Double standard Alignment: Always lawful evil Advancement: — Asmodeus, the Overlord of Hell, rules the dukes and arch-devils by might and wit. Of all the arch-devils he is the most cunning and artful. His mighty palace, the citadel Malsheem, rests upon the floor of the lowest rift in Nessus, Hell’s ninth, and bottommost plane. Nessus is the deepest pit of Baator, a plain shattered by rifts deeper than the deepest ocean trench. It's unmapped and undescribed, which suits the Lord Below just fine. The citadel stands on the shore of a lake of fluid ice that feeds the River Lethe. This layer is a land of extremes - the coldest freezes, the hottest fires, the steepest cliffs. Asmodeus appears as a very handsome human standing about 13 feet tall. His hair is black, as is his goatee; his eyes burn red. Small horns jut from his forehead. COMBAT Asmodeus will attack first using his gaze weapon, then his spells and spell-like abilities, followed up by his Ruby Rod. If things go against him (not likely) or he becomes bored with combat, he will summon other devils to finish the combat, while he attends to business elsewhere. 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, hold monster, ice storm, improved invisibility, magic circle against good, major image, mass charm, polymorph self, produce flame, pyrotechnics, raise dead, dead magic, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, wall of fire, wall of ice, and wish; 1/day—greater restoration, meteor swarm (any), shapechange and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 26 + spell level). Spells: Asmodeus casts arcane spells as a 20th-level sorcerer (save DC 26 + spell level) and divine spells as a 20th-level cleric (save DC 23 + spell level). He has access to the domains of Evil, Knowledge, Law, and Strength. Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 26 + spell level). Gaze Attacks (Su): Asmodeus has three different gaze weapons. He may use one each round. Each gaze weapon has a range of 30 feet and functions as a spell cast by a 20th-level sorcerer. The save DC for each gaze attack is 59. Chill: This functions as the slow spell, Will negates. Fear: This functions as the fear spell, Will negates. Fear and Weakness: This causes an opponent to be affected by a fear spell and a ray of enfeeblement, Fortitude negates. Ruby Rod of Asmodeus: Asmodeus carries a glowing ruby rod that has the following powers. ?? Acts as a rod of absorption (Rods, rod of absorption, page 196 in the DMG). ?? Functions as a +5 greatclub. ?? Any creature touched is affected as if by inflict serious wounds as cast by a 20th-level cleric (3d8+15 points of damage). ?? Once per round, it may fire a ray of acid (24d4 points of acid damage), frost (12d6 points of cold damage), or lightning (24d8 points of electrical damage) to a range of 60 feet; Reflex save (DC 20) for half. Each may be used a total of three times per day. Summon Devils (Sp): Three times per day Asmodeus can automatically summon 1d2 cornugons or gelugons, or 1d4 pit fiends. Regeneration (Ex): Asmodeus takes normal damage from holy and blessed weapons of at least +4 enchantment. 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): Asmodeus can communicate telepathically with any creature within 100 feet that has a language. Asmodeus first appeared in the 1e MM (Gary Gygax, 1977). </font> [ 01-25-2002: Message edited by: Memnoch ]</p> |
AC 43?
This is 3rd ed right? |
Yep. [img]smile.gif[/img]
Here's another one, a demoness this time...you may have heard of her. ;) <font color="orange"> LOLTH (Demon Queen of Spiders) Large Outsider (Chaotic, Evil) Hit Dice: 46d8+540 (746 hp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: 50 ft, climb 30 ft AC: 48 (-1 size, +9 Dex, +30 natural) Attacks: Bite +59 melee Damage: Bite 1d8+19 and poison Face/Reach: 5 ft by 10 ft/5 ft Special Attacks: Spell-like abilities, spells, psionics, web, poison, summon demons, summon spiders Special Qualities: Damage reduction 30/+3, SR 32, susceptibility to holy water, demon qualities, telepathy, darkvision 60 ft Saves: Fort +37, Ref +34, Will +38 Abilities: Str 36, Dex 28, Con 34, Int 32, Wis 36, Cha 40 Skills: Bluff +61, Climb +67, Concentration +58, Diplomacy +61, Escape Artist +55, Gather Information +61, Intimidate +61, Jump +59, Knowledge (Abyssal politics) +57, Knowledge (arcana) +57, Knowledge (planes) +57, Knowledge (religion) +57, Listen +61, Move Silently +55, Scry +57, Search +57, Sense Motive +59, Spellcraft +57, Spot +61 Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Dodge, Empower Spell, Great Cleave, Improved Initiative, Maximize Spell, Mobility, Power Attack, Weapon Focus (bite) Climate/Terrain: Any land and underground Organization: Solitary or troupe Challenge Rating: 42 Treasure: Double standard Alignment: Always chaotic evil Advancement: — Lolth is a very powerful and feared demoness. Her Abyssal lairs are collectively and rightfully known as the Demonweb pits. She usually takes the form of a large, 9-foot long black widow spider, though she enjoys appearing as an exquisitely beautiful female drow. Little is known about her aims, and only the fact that the drow worship of Lolth causes her to assume form on the Material Plane permits compilation of any substantial information whatsoever. COMBAT Lolth attacks using her bite and spell-like abilities in combat. If she is confronted in drow form she will use her spells, before assuming her true form; that of a giant black widow spider. Spell-Like Abilities: At will—blasphemy, confusion, deeper darkness, desecrate, detect good, detect law, dispel magic, fear, greater dispelling, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, and unholy blight; 3/day—heal (self only) and shapechange; 1/day—word of chaos. These abilities are as the spells cast by a 20th-level sorcerer (save DC 25 + spell level). Spells: Lolth casts arcane spells as a 20th-level sorcerer (save DC 25 + spell level) and divine spells as a 20th-level cleric (save DC 23 + spell level). She has access to the domains of Chaos, Evil, Destruction, and Trickery. Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 25 + spell level). Web (Ex): Lolth can shoot webs from her abdomen at a range of 30 feet. This attack resembles the web spell with the following exceptions: the webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free from the webs is 45, and there is a 75% chance that the webbing won’t burn if any sort of fire is applied to it (check each round). In addition, the webs are coated with an acidic poison that deals 1d6 points of damage per round of contact. Poison (Ex): Bite, Fortitude save (DC 45); initial damage 3d6 temporary Constitution, secondary damage 3d6 temporary Constitution. Summon Demons (Sp): Three times per day Lolth can automatically summon 1d4 vrocks or hezrous, or 1d3 glabrezus. Summon Spiders (Sp): Three times per day Lolth can automatically summon 2d4 Medium-size, 1d6 Large, 1d4 Huge, or 1d2 phase spiders. Susceptibility to Holy Water (Ex): Lolth is especially vulnerable to holy water, taking 3d6 points of damage from a direct hit, and 3 points of damage from a splash. Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20 Telepathy (Su): Lolth can communicate with any creature within 100 feet that has a language. Lolth first appeared in module D3 (Gary Gygax, 1980).</font> |
Holy cow. Where can you find them? Games or what??
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<font color="gold">Hey, cool, Memny! I've wondererd for so long from where you get those fact!</font>
see ya! |
Ok, here's another one, one of the Lords of the Nine (the Lords of the Nine each rule a layer of the Nine Hells).
<font color="silver"> BAALZEBUL (Arch-Devil) Large Outsider (Evil, Lawful) Hit Dice: 55d8+715 (962 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 40 ft, fly 60 ft (good) AC: 41 (-1 size, +7 Dex, +25 natural) Attacks: 2 slams +59 melee, bite +54 melee Damage: Slam 1d8+15, bite 1d8+7 Face/Reach: 5 ft by 5 ft/10 ft Special Attacks: Spell-like abilities, spells, psionics, fear and weakness gaze, summon devils Special Qualities: Damage reduction 40/+4, SR 32, regeneration 25, devil qualities, see in darkness, telepathy Saves: Fort +42, Ref +26, Will +41 Abilities: Str 40, Dex 24, Con 36, Int 34, Wis 34, Cha 36 Skills: Balance +62, Bluff +68, Concentration +68, Diplomacy +68, Disguise +68, Escape Artist +62, Gather Information +68, Heal +67, Intimidate +68, Knowledge (arcana) +67, Knowledge (Hell’s politics) +67, Knowledge (planes) +67, Knowledge (religion) +67, Listen +68, Move Silently +62, Scry +55, Search +67, Sense Motive +68, Spellcraft +67, Spot +55 Feats: Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Empower Spell, Extend Spell, Expertise, Great Cleave, Improved Disarm, Improved Initiative, Maximize Spell, Mobility, Power Attack, Silent Spell Climate/Terrain: Any land and underground Organization: Solitary or troupe (2-5 cornugons) Challenge Rating: 40 Treasure: Double standard Alignment: Always lawful evil Advancement: — The sixth and seventh planes of Hell, Malbolge and Maladomini, are ruled by Baalzebul, “Lord of the Flies”. He is an arch-devil of great power, second only to Asmodeus. Maladomini is the plane of ruins. Here will be found the moated castles of the malebranche. Under the blood-black sky, petitioners quarry, carve, and build new cities for Baalzebul. The land, once fertile, is scarred by mine pits, slag heaps, brackish canals, and half-destroyed ruins. Cities are built upon cities, but only one, the newest, Malagard, stands above the surface. Beneath, the ruins are dungeons so extensive that even the lesser fiends fear what lurks in them. Baalzebul appears as a 12-foot tall humanoid with a large, long head. Two huge fly-like eyes dominate the head. His mouth is filled with razor sharp teeth. Two large horns jut from the sides of his head. What is not widely known is that Baalzebul is the fallen tome archon Triel, who was cast out of Mount Celestia near the beginning of time. While he rules Maladomini with an iron fist, he dreams and schemes always of regaining his former glory upon the Holy Mountain. COMBAT Baalzebul attacks with his slam and bite, as well as his spells and spell-like abilities. He will open combat with his gaze attack. 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, hold monster, improved invisibility, magic circle against good, major image, mass charm, 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— greater restoration, meteor swarm (any), shapechange, and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 23 + spell level). Spells: Baalzebul 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 Evil, Knowledge, Law, and Trickery. Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, dispel good, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 23 + spell level). Fear and Weakness Gaze (Su): 30 feet; Fortitude save (DC 50) or flee in fear for 2d6 rounds and be affected as by a ray of enfeeblement spell as cast by a 20th-level sorcerer. Summon Devils (Sp): Three times per day Baalzebul can automatically summon 1d6 cornugons or 1d2 pit fiends. Regeneration (Ex): Baalzebul takes normal damage from holy and blessed weapons of at least +4 enchantment. 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): Baalzebul can communicate telepathically with any creature within 100 feet that has a language. Baalzebul first appeared in the 1e MM (Gary Gygax, 1977).</font> [ 02-05-2002: Message edited by: Memnoch ]</p> |
<font color="lightgreen"> Ok, this may sound stupid and ignorant, but is 43 AC good or bad?? It seems bad to me, but I only use 2e rules... might be different in 3e...</font>
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In 3rd edition the AC is finally "working" as it should - bigger number means bigger and better. Negative number means negative and bad. So 40+ AC is something very creepy...
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Say hello to Tiamat, formidable guardian of Avernus, the first layer of Hell.
<font color="green"> 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 Tiamat the Many-Mawed, the enormous five-headed Chromatic Dragon, guards the entrance to Avernus, the first layer of Hell. Also known as the Queen of Many Colors and of None, she has five heads - red, blue, green, black and white - representing each type of evil chromatic dragon. Tiamat, apart from being the Queen of Evil Dragons, has started to build up a sizable base of worshippers in Faerun, particularly in the southern states of Chessenta and Mulhorand. She is also known as the Queen of Darkness on another world known as Krynn. As the topmost layer of the Nine Hells, Avernus is often referred to in devilish circles as 'the front parlor.' Its sky is dark red and starless. It is a rocky wasteland, the few plants are stunted and twisted. Many of the devils within this layer are "outcast", out of favor deeper in the Hells, but not in so much trouble that they must flee to Gehenna or Hades. Combat: Multiple Heads: As shown above, Tiamat gains five bite attacks per round. A head can be severed with a slashing weapon if the wielder 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> |
thanks for saying where you got the stats from. i seriously doubted you had typed em all out by hand !
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methinks i should have a go [img]smile.gif[/img]
lets see then...... GIANT SLUG Huge Vermin Hit Dice: 12d8+12 (66 hp) Initiative: +0 Speed: 20 ft, burrow 10 ft AC: 16 (-2 size, +8 natural) Attacks: Bite +11 melee Damage: Bite 2d6+6 Face/Reach: 10 ft by 20 ft/10 ft Special Attacks: Spit acid Special Qualities: Vermin, immune to blunt weapons, blindsight Saves: Fort +9, Ref +4, Will +4 Abilities: Str 19, Dex 10, Con 12, Int —, Wis 10, Cha 2 Skills: Listen +10 Climate/Terrain: Temperate and warm marsh and underground Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Always neutral Advancement: 13-21 HD (Huge); 22-36 HD (Gargantuan) Giant slugs dwell away from light, preferring the depths of dungeons and similar places. Giant slugs are able to eat substances like wood or burrow through very hard earth using their rasp-like tongues. Giant slugs appear as larger versions of normal slugs. They are about 25 feet long and can grow to be 50 feet in length. Most are pale gray in color with a pale white underbelly. COMBAT A giant slug attacks with its bite, but prefers to attack targets with its highly corrosive spittle. Spit Acid (Ex): Stream of acid, 5 feet high, 5 feet wide, and 60 feet long, once per round, damage 4d8, Reflex half DC 17. Giant slugs are immune to their own acid and that of other giant slugs. Immune to Blunt Weapons (Ex): Due to its soft tissue and lack of bones, a giant slug takes no damage from bludgeoning attacks. Blindsight (Ex): Giant slugs have no visual organs but can ascertain all foes within 60 feet using sound, scent, and vibration. Salt Vulnerability (Ex): A giant slug is highly susceptible to salt, taking 1d8 points of damage per pound of salt. The Giant Slug first appeared in the 1e MM (Gary Gygax, 1977). hehehe [img]smile.gif[/img] |
Thanks, RM, you're welcome to contribute, but if you're posting normal monsters, post them in the evil denizens thread, rather than this one. I'm trying to reserve this one for unique (one-of-a-kind) evil monsters like demon lords, etc. who actually have names. ;)
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Hey Memnoch what about Mephistopheles?
IIRC he was the second in command in the hierarchy of hell! |
Ask and you shall receive!
<font color="yellow"> MEPHISTOPHELES (Arch-Devil) Large Outsider (Evil, Lawful) Hit Dice: 62d8+682 (961 hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 40 ft, fly 60 ft (good) AC: 41 (-1 size, +6 Dex, +26 natural) Attacks: Large +5 vorpal pitchfork +80/+75/+70/+65/+60/+55 melee; or 2 claws +74 melee Damage: Large +5 vorpal pitchfork 2d6+18 and 2d6 electrical, fire, or cold; or claw 1d8+13 Face/Reach: 5 ft by 5 ft/10 ft (15 ft with pitchfork) Special Attacks: Spell-like abilities, spells, psionics, fear gaze, summon devils Special Qualities: Damage reduction 40/+4, SR 32, regeneration 25, devil qualities, see in darkness, telepathy Saves: Fort +45, Ref +39, Will +45 Abilities: Str 36, Dex 22, Con 32, Int 34, Wis 34, Cha 36 Skills: Balance +68, Bluff +75, Concentration +73, Diplomacy +75, Disguise +75, Escape Artist +68, Gather Information +75, Heal +74, Intimidate +75, Knowledge (arcana) +74, Knowledge (Hell’s politics) +74, Knowledge (planes) +74, Knowledge (religion) +74, Listen +74, Move Silently +68, Scry +74, Search +74, Sense Motive +74, Spellcraft +74, Spot +74 Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Expertise, Great Cleave, Improved Critical (pitchfork), Improved Disarm, Improved Initiative, Improved Trip, Mobility, Power Attack, Spring Attack, Sunder, Weapon Focus (pitchfork), Whirlwind Attack Climate/Terrain: Any land and underground Organization: Solitary or troupe (2-5 gelugons) Challenge Rating: 40 Treasure: Double standard Alignment: Always lawful evil Advancement: — The eighth plane of Hell, Caina, is ruled by Mephistopheles. His main aim is to wrest the seventh plane from Baalzebul and with the strength gained, challenge Asmodeus for the overlordship of the hells. His great iron citadel sits in the icy mountains of the frozen plane. The eighth plane is a plane of frozen marshes and steaming slime pits. Mephistopheles appears as a great blue-black humanoid about 8 feet tall. He has very handsome features with black scales. His wings are deep blue, as are his horns and talons. His eyes are pale blue with red irises and pupils. His normal speech is a whispering wind. COMBAT Mephistopheles attacks using his fear gaze, followed by his spells and spell-like abilities. If engaged in melee combat, he will use his +5 pitchfork, rarely relying on his talons. Spell-Like Abilities: At will—animate dead, blasphemy, charm person, comprehend languages, cone of cold, 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), shapechange, and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 23 + spell level). Spells: Mephistopheles 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 Evil, Knowledge, Law, and War. Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, dispel good, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 23 + spell level). Fear Gaze (Su): 30 feet; Will save (DC 54) or flee in fear for 2d6 rounds. Summon Devils (Sp): Three times per day Mephistopheles can automatically summon 1d6 gelugons or 1d2 pit fiends. Regeneration (Ex): Mephistopheles takes normal damage from holy and blessed weapons of at least +4 enchantment. Vorpal Pitchfork: +5 vorpal pitchfork , treat as a trident (Mephistopheles scores a critical hit on a roll of 19-20 due to his Improved Critical feat); deals 2d6 points of damage and 2d6 points of cold, electrical, or fire damage (Mephistopheles chooses the type of additional damage each time he hits with his trident). It also has the vorpal weapon special qualities (Vorpal, page 187 in the Dungeon Master’s Guide). 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): Mephistopheles can communicate telepathically with any creature within 100 feet that has a language. Mephistopheles first appeared in Dragon 75 (Gary Gygax, 1982).</font> |
Gee!Thanks Memnoch!I am anxiously waiting the next post!!!!
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The stats are changed a bit since moving to a new server. Check out http://www.enworld.org/cc/converted/...l/asmodeus.htm
Notice the different CR, 37. Demogorgon or Fraz-Urb `Luu would kick his butt, both of them still have CR of 45. I guess he hasnt updated them yet. Anthraxus used to give em a run for their money with CR 45, but he's down to 32 now. Not that it really matters, at their power levels its more a question of home ground advantage then how much heat you're packing. FRAZ-URB’LUU (Demon Prince) Huge Outsider (Chaotic, Evil) Hit Dice: 77d8+924 (1270 hp) Initiative: +9 (+5 Dex, +4 Improved Initiative) Speed: 40 ft, fly 50 ft (average) AC: 35 (-2 size, +5 Dex, +22 natural) Attacks: 2 slams +94 melee, bite +92 melee, tail slash +92 melee Damage: Slam 2d6+19, bite 2d6+9, tail slash 2d4+9 Face/Reach: 10 ft by 10 ft/15 ft Special Attacks: Spell-like abilities, spells, psionics, improved grab, tear, summon demons, summon prince or lord Special Qualities: Damage reduction 35/+4, SR 30, immunities, demon qualities, telepathy, darkvision 60 ft Saves: Fort +52, Ref +45, Will +53 Abilities: Str 48, Dex 20, Con 34, Int 36, Wis 36, Cha 39 Skills: Balance +82, Bluff +91, Concentration +89, Diplomacy +91, Gather Information +91, Intimidate +91, Intuit Direction +90, Jump +96, Knowledge (Abyssal politics) +90, Knowledge (arcana) +90, Knowledge (planes) +90, Knowledge (history) +90, Knowledge (geography) +90, Knowledge (religion) +90, Listen +90, Move Silently +82, Scry +90, Search +90, Sense Motive +90, Spellcraft +90, Spot +90 Feats: Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Empower Spell, Extend Spell, Great Cleave, Improved Critical (slam, bite, tail), Improved Initiative, Improved Unarmed Attack, Multiattack, Power Attack, Quicken Spell, Spell Penetration, Stunning Fist, Weapon Focus (slam, bite, tail) Climate/Terrain: Any land and underground Organization: Solitary or troupe (2-4 nalfeshnees or 1-2 balors) Challenge Rating: 45 Treasure: Double standard Alignment: Always chaotic evil Advancement: — Fraz-Urb ‘Luu dwells on an abyssal plane that seems totally flat and featureless. The dreary place is actually alive to the demon’s wishes, and shapes itself accordingly into hills, caves, etc. From the experiences of two individuals who have been there and returned, the horrible place is not only depressing and sickening, but magic items there lose their dweomer. Therefore, it seems almost certain that any magic treasure Fraz-Urb ‘Luu possesses (save for artifacts and relics) will be spoiled. For several centuries Fraz-Urb ‘Luu was trapped under Castle Greyhawk in a stone prison. Many adventurers unwary enough to converse with him were destroyed forever. Eventually two powerful individuals, a wizard and a cleric, were duped into performing a series of heroic deeds that set him free. As their just rewards, the demon prince transported them to his abyssal lair where they still serve as his slaves. Fraz-Urb ‘Luu is looking for his staff, a powerful artifact which is said to combine the powers of several staves and rods. The dreaded artifact was stolen from him while he was imprisoned, and even the other demon princes do not desire its recovery. Fraz-Urb ‘Luu appears as a hulking, 18-foot tall humanoid. His body is covered in short, coarse, blue hair. His feet are broad and splayed, and his hands are large and stubby. His visage is beautiful, but cruel, and the mouth is huge and fanged. Large, ragged ears jut from the central portion of the skull to beyond the domed, rather pointed, head. He has pale gray skin and two vast wings of dull black project from his back. His tail is hairless, from a gray base to a pale blue tip. COMBAT Fraz-Urb ‘Luu will pummel and bite a foe in combat, or use his tail to slash an opponent or entwine an opponent while he bites and pummels him. One of his favorite tactics, after a group of would-be-slayers has been worn down, is to summon another demon prince to deal with them. Fraz-Urb ‘Luu will teleport away when the prince or lord arrives. Spell-Like Abilities: At will—blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, hypnotic pattern, mislead, polymorph self, polymorph other, pyrotechnics, read magic, 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—plane shift, power word blind, and prismatic spray. These abilities are as the spells cast by a 20th-level sorcerer (save DC 24 + spell level). Spells: Fraz-Urb ‘Luu casts arcane spells as a 20th-level sorcerer (save DC 24 + spell level) and divine spells as a 20th-level cleric (save DC 23 + spell level). He has access to the domains of Chaos, Evil, Knowledge, and Trickery. Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 24 + spell level). Improved Grab (Ex): To use this ability, Fraz-Urb ‘Luu must hit an opponent with a slam attack or his tail attack. If he gets a hold he tears the flesh. Tear (Ex): Fraz-Urb ‘Luu automatically hits a held opponent with all his melee attacks each round he maintains the hold. Summon Demons (Sp): Three times per day Fraz-Urb ‘Luu can automatically summon 1d2 balors, 1d3 nalfeshnees, or 1d4 mariliths. Summon Prince or Lord (Sp): Once per day Fraz-Urb ‘Luu can attempt to deceive another demon prince or lord into believing that he or she has been summoned by the party (so long as the party and Fraz-Urb ‘Luu are on the same plane) with a 70% of success. If the deception succeeds, the summoned demon prince (lord) or princess (lady) appears believing to have been summoned by those opposing Fraz-Urb ‘Luu. Immunities (Ex): Fraz-Urb ‘Luu is immune to all mind-influencing effects and detection spells and effects. Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20. Telepathy (Su): Fraz-Urb ‘Luu can communicate telepathically with any creature within 100 feet that has a language. |
Nice!Is there anywhere I can find stats for these critters but on second edition rules?
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Not online as far as I know. [img]graemlins/awcrap.gif[/img]
Here's another arch-devil, one of the Lords of the Nine (though me may have recently been dethroned by the Hag Countess Malagard). <font color="red"> MOLOCH (Arch-Devil) Large Outsider (Evil, Lawful) Hit Dice: 42d8+462 (651 hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 40 ft AC: 38 (-1 size, +6 Dex, +23 natural) Attacks: 2 claws +48 melee, bite +46 melee; or Medium-size +5 6-tailed shocking whip +52/+47/+42/+37/+32/+27 ranged Damage: Claw 1d6+7, bite 1d8+3; or Medium-size +5 6-tailed shocking whip 2d6+12 and 2d6 electrical Face/Reach: 5 ft by 5 ft/10 ft Special Attacks: Spell-like abilities, spells, psionics, breath weapon, improved grab, summon devils Special Qualities: Damage reduction 30/+3, SR 29, regeneration 20, devil qualities, see in darkness, telepathy Saves: Fort +34, Ref +29, Will +31 Abilities: Str 25, Dex 22, Con 32, Int 26, Wis 26, Cha 27 Skills: Bluff +50, Concentration +53, Diplomacy +50, Disguise +50, Intimidate +50, Knowledge (arcana) +50, Knowledge (Hell’s politics) +50, Knowledge (planes) +50, Knowledge (religion) +50, Listen +50, Move Silently +48, Scry +50, Search +50, Sense Motive +50, Spellcraft +50, Spot +50 Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Mobility, Multiattack, Power Attack, Sunder Climate/Terrain: Any land and underground Organization: Solitary or troupe (1-4 cornugons) Challenge Rating: 33 Treasure: Double standard Alignment: Always lawful evil Advancement: — The Sixth circle of Hell rests upon a huge rockfall. Most of the plane is made of city-sized angular black stones, and these cover almost the entire realm. The piling up of these stones creates vast ridges and gigantic black canyons. The sky of the plane is alight with blood-red steam, and the odor of burning permeates the oppressive air as stinking vapors rise from the regions below. The layer of black stones, hundreds of miles in thickness, rests upon an infinite sea of lava, which heats the vast pits of boiling pitch in which the damned souls are tormented. The entire plane is dotted with the copper-shod fortresses of the arch-devil Moloch, a grand duke of hell and viceroy of Baalzebul. Baalzebul denies Moloch a permanent home, and forces him to move from location to location often. Great enmity exists between Moloch and Geryon. If it were not for Baalzebul, there would be open warfare between the two, much to Moloch’s detriment and Mephistopheles’ delight. Moloch is a great, square-bodied creature standing around 14 feet tall. He has red-orange skin, short thick arms and legs, and huge square hands and feet. His feet and head are horned. His head is huge with slanting eyes and gaping mouth. COMBAT Moloch attacks with either a claw/claw/bite routine or his weapon and spell-like abilities. Spell-Like Abilities: At will—animate dead, blasphemy, burning hands, charm person, comprehend languages, desecrate, detect good, detect magic, detect thoughts, dispel magic, fireball, fire charm, fly, 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— flame strike, meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 18 + spell level). Spells: Moloch casts arcane spells as a 20th-level sorcerer (save DC 18 + spell level) and divine spells as a 20th-level cleric (save DC 18 + spell level). He has access to the domains of Evil, Law, and Strength. Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, and levitate. These abilities are as the spells cast by a 20th-level sorcerer (save DC 18 + spell level). Breath Weapon (Su): 30 feet, cone, once per round; Will save (DC 42) or flee in fear for 2d6 rounds. Improved Grab (Ex): To use this ability, Moloch must hit a Large or smaller creature with a claw attack. Tear (Ex.): Moloch automatically hits a held opponent with his claws and bite attack each round he maintains the hold. Summon Devils (Sp): Three times per day Moloch can automatically summon 1d4 cornugons or 1d2 pit fiends. Regeneration (Ex): Moloch takes normal damage from holy and blessed weapons of at least +3 enchantment. Medium-Size 6-Tailed Shocking Whip: Medium-size +5 ranged weapon, 2d6+5 points of subdual damage and 2d6 points of electrical damage. 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): Moloch can communicate telepathically with any creature within 100 feet that has a language. Moloch first appeared in Dragon 75 (Gary Gygax, 1982).</font> [ 02-18-2002: Message edited by: Memnoch ]</p> |
Damn....I´m sure glad I didn´t bump into some of these guys or dolls in BG2ToB that would probally have been quite devastating even for my lvl. 26 party of mages...Ouch!
I really don´t know a lot about these things....I only play the game and enjoy the forum, but is it possible to make these monsters with IE or something like that? Sparhawk fell to his knees as the great God finally appeared to him. |
Tiamat isnt so tough... I kicked his ars in final fantasy 1
heh... |
I had the misfortune of running into tiamat with a highlevel planescape party.
We didn't stop running until we reached mount celestia.... It was terrifying. Thanks to those guys a dungeon master always has the final word on over confident arrogant players... |
Hmmmm...I´m wondering??
What about a demon like Err´tu...He is summoned by some smuck in the Icewind Dale triology and the teams up with an evil mage in order to gain an ancient artifact that´ll make him more powerfull than the nine demonlords of hell. ....Do some kind of stats exist on that guy, could be funny to see who it is Drizzt, Bruenor, Wulfgar, Regis and Catie Brie (is´nt that some cheese??) are gonna be fightin in the book by Salvatore...I highly recommend it by the way [img]redface.gif[/img] ) Tynian thoughtfully scraped the puddle of brain aside with his mailed foot |
<font color = "lightgreen">Errtu is just an everyday, ordinary, run-of-the-mill Balor; compared to the entities listed by Memnoch, he is puny.
Memnoch, are the old favorites Pazuzu, Orcus, and Jubilex (squishy) still hanging around? Or are those future updates and I am simply jumping the gun? Also, do they dare list stats for non-standard entities/cosmic horrors such as Chtulhu, Yog-Sothoth, and Nyarlathotep?</font> [ 02-01-2002: Message edited by: Azred ]</p> |
<blockquote>quote:</font><hr>Originally posted by Sparhawk:
Hmmmm...I´m wondering?? What about a demon like Err´tu...He is summoned by some smuck in the Icewind Dale triology and the teams up with an evil mage in order to gain an ancient artifact that´ll make him more powerfull than the nine demonlords of hell. ....Do some kind of stats exist on that guy, could be funny to see who it is Drizzt, Bruenor, Wulfgar, Regis and Catie Brie (is´nt that some cheese??) are gonna be fightin in the book by Salvatore...I highly recommend it by the way [img]redface.gif[/img] ) <hr></blockquote> It's an excellent series, the IWD Series. If you haven't read the Legacy of the Drow Quartet yet, do so - there's more of Errtu in them. Errtu is a balor. You can find the stats for the balor here, in anothyer thread I posted. Here's a summary of what it is. <font color="red"> The greatest and most terrible of the true tanar'ri, the balors are the undisputed terrors of the Abyss. They are the very motivation behind the tanar'ri involvement in the Blood War. In every sense of the word, balors are the quintessential tanar'ri. They derive great pleasure from the suffering of others and go out of their way to torment lesser beings and cause them pain. Balors are repulsive and loathsome to behold. They are towering humanoids with deep, dark red skin. They have huge wings that propel them with unnatural speed and agility. They have long, wicked claws and grotesque fangs that drip with venom. Balors are commonly surrounded by searing flames. Balors exist for one purpose only: to wage the Blood War. They are driven by the strongest primal desire to fight and will command whole legions of beings into battle. Balors also recognize a subtle but important aspect of the War: the prime material plane. They will often make pacts with mortals to perform services for the purpose of gaining power in the prime material plane. Balors know that the more followers or allies they can gain in the prime material, the more power they will have there. There are at least 24 balors known to exist. The creatures do not inhabit any particular area of the Abyss, but wander about forming armies for battle with the baatezu (q.v.). </font> Here's a drawing. [img]http://communities.msn.co.uk/_Secure/0MQD**7sRvLZnC0hg*3b7ibTqJgqAU7JpEDN2CPqXl5XLl2Zm6 aIAG8ca6Z8lO9KcU*8BAsT30xkoLf9AMDZJkQ/tanarri.gif[/img] |
<blockquote>quote:</font><hr>Originally posted by Azred:
Memnoch, are the old favorites Pazuzu, Orcus, and Jubilex (squishy) still hanging around? Or are those future updates and I am simply jumping the gun? Also, do they dare list stats for non-standard entities/cosmic horrors such as Chtulhu, Yog-Sothoth, and Nyarlathotep?</font> <hr></blockquote> You are simply jumping the gun, but that's ok! Here you go. ;) <font color="gray"> JUIBLEX (The Faceless Lord) Large Outsider (Chaotic, Evil) Hit Dice: 29d8+319 (449 hp) Initiative: +4 (+4 Improved Initiative) Speed: 10 ft AC: 36 (-1 size, +27 natural) Attacks: Slam +39 melee Damage: Slam 2d6+15 and 1d6 acid Face/Reach: 5 ft by 20 ft/10 ft Special Attacks: Spell-like abilities, spells, psionics, acid, slime spittle, summon demons Special Qualities: Amorphous, damage reduction 30/+3, SR 28, demon qualities, telepathy, darkvision 60 ft Saves: Fort +27, Ref +16, Will +24 Abilities: Str 30, Dex 10, Con 32, Int 26, Wis 26, Cha 21 Skills: Climb +39, Concentration +40, Diplomacy +34, Gather Information +34, Intimidate +34, Intuit Direction +37, Knowledge (Abyssal politics) +37, Knowledge (arcana) +37, Knowledge (planes) +37, Listen +37, Move Silently +29, Scry +37, Search +37, Sense Motive +37, Spellcraft +37, Spot +37 Feats: Cleave, Combat Reflexes, Great Cleave, Improved Critical (slam), Improved Initiative, Power Attack, Weapon Focus (slam) Climate/Terrain: Any land and underground Organization: Solitary or troupe (2-8 ochre jellies, 1-4 gray oozes, and 1-4 black puddings) Challenge Rating: 37 Treasure: Double standard Alignment: Always chaotic evil Advancement: — There is no question that this is the most disgusting and loathsome of all demons. Juiblex is foul and nauseating in the extreme, reclusive and resentful of intrusion by any form of normal creature. He surrounds his person with oozes of all kinds. It is said by some that all such creatures are his spawn and find their way to the Material Plane by oozing through the cracks of the earth from the depths of the Abyss. Juiblex has no set form. He takes the form of a 9-foot tall column of ooze, striated in disgusting blackish greens, foul browns and yellows, and sickly translucent grays. From this mass protrude several glaring red eyes. Juiblex can spread himself into a vast pool of slime or rise in a towering column of disgusting ordure 12 or more feet in height. COMBAT Juiblex’s dripping form can lash forward in melee to cause terrible damage–both from the force of his blow and the caustic properties of his noisome secretions. Spell-Like Abilities: At will—blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, pyrotechnics, read magic, 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—fire storm. These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level). Spells: Juiblex casts arcane spells as a 20th-level sorcerer (save DC 15 + spell level) and divine spells as a 20th-level cleric (save DC 18 + spell level). He has access to the domains of Chaos, Evil, and Water. Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, dispel good, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level). Acid (Ex): Juiblex secretes an acid that dissolves only flesh. Any melee hit deals acid damage, in addition to normal slam damage. Slime Spittle (Su): Once per minute, 20 foot line of slime; Fortitude save (DC 35) or 1d6 points of acid damage and 1d6 points of temporary Constitution damage per round. On the first round the slime may be scraped off (most likely destroying the scraper in the process), but after that it must be burnt, frozen, or cut away (applying damage to the victim as well). Extreme cold or heat, sunlight, or a remove disease spell destroys the slime. Against wood or metal, it deals 2d6 points of damage per round, ignoring metal’s hardness, but not that of wood. The slime does not harm stone. A metal or wooden weapon that touches the slime dissolves immediately unless it makes a successful Reflex save (DC 35). Amorphous (Ex): Juiblex is not subject to critical hits, and having no clear front or back, cannot be flanked. Summon Demons (Sp): Three times per day, Juiblex can automatically summon one balor, or two nalfeshnee or glabrezu, or 1d6 hezrous. Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20. Telepathy (Su): Juiblex can communicate telepathically with any creature within 100 feet that has a language. Juiblex first appeared in the 1e MM (Gary Gygax, 1977).</font> |
Memnoch
If you have time, can you please post the stats of 3rd ed Demo-Gorgon? Pls pls [img]smile.gif[/img] |
Always got time for you guys - that's what I'm here for. ;)
*minor Watchers Keep spoiler* <font color="orange"> DEMOGORGON (Demon Prince) Huge Outsider (Chaotic, Evil) Hit Dice: 66d8+924 (1221 hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 30 ft AC: 42 (-2 size, +6 Dex, +28 natural) Attacks: 2 tentacles +79 melee, tail lash +77 melee, 2 bites +77 melee Damage: Tentacle 2d6+14 and disease, tail lash 2d6+7 and energy drain, bite 2d6+7 Face/Reach: 10 ft by 10 ft/15 ft Special Attacks: Spell-like abilities, spells, psionics, disease, energy drain, summon demons, gaze attacks Special Qualities: Damage reduction 40/+4, SR 34, demon qualities, telepathy, darkvision 60 ft Saves: Fort +49, Ref +41, Will +47 Abilities: Str 38, Dex 22, Con 38, Int 34, Wis 34, Cha 34 Skills: Balance +72, Bluff +78, Climb +80, Concentration +80, Diplomacy +78, Escape Artist +72, Gather Information +78, Heal +78, Intimidate +78, Knowledge (Abyssal politics) +78, Knowledge (arcana) +78, Knowledge (planes) +78, Knowledge (religion) +78, Listen +78, Move Silently +72, Scry +78, Search +78, Sense Motive +78, Spellcraft +78, Spot +78 Feats: Ambidexterity, Blind-Fight, Combat Casting, Cleave, Dodge, Great Cleave, Improved Disarm, Improved Initiative, Improved Trip, Mobility, Multiattack, Power Attack, Spring Attack, Sunder, Weapon Focus (bite, tentacle, tail) Climate/Terrain: Any land and underground Organization: Solitary or troupe (1-2 balors plus 1-4 glabrezu) Challenge Rating: 45 Treasure: Double standard Alignment: Always chaotic evil Advancement: — It is contended by some that this demon prince is supreme. His hatred for Orcus is immense and unending, followed closely by his hatred for Graz’zt. Demogorgon appears as an 18-foot tall reptilian-humanoid. He has two heads that bear the visages of baboons. His blue-green skin is plated with snake-like scales, his body and legs are those of a giant lizard, his twin necks resemble snakes, and his thick tail is forked. In place of arms, he has two huge tentacles. COMBAT Demogorgon attacks first using his gaze weapons and should any survive the onslaught, he will utilize his tentacles, tail, and bites. He uses his spells and spell-like abilities liberally in combat, and should the combat go against him, he will summon demons to cover his escape. Spell-Like Abilities: At will- blasphemy, charm monster, charm person, deeper darkness, desecrate, detect good, detect law, detect thoughts, fear, greater dispelling, 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 ice; 1/day—feeblemind, power word (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 22 + spell level). Spells: Demogorgon casts arcane spells as a 20th-level sorcerer (save DC 22 + spell level) and divine spells as a 20th-level cleric (save DC 22 + spell level). He has access to the domains of Chaos, Evil, Trickery, and War. Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 22 + spell level). Disease (Su): Supernatural disease—tentacle attack, Fortitude save (DC 57), incubation period 1 day; damage 1d6 temporary Constitution. Unlike normal diseases, this continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic (see Disease page 74 in the DMG). Energy Drain (Su): Living creatures hit by Demogorgon’s tail lash receive two negative levels. The Fortitude save to remove a negative level has a DC of 57. Gaze Attacks (Su): Each of Demogorgon’s head’s can emit one gaze effect each round; hypnotism and insanity. If he focuses both gazes on one foe, he can dominate his opponent. Each gaze effect resembles a spell cast by a 20th-level sorcerer. All gazes have a range of 50 feet and a save DC of 57. Hypnotism: Left head; the target must succeed at a Will save or be affected as though by the spell. Insanity: Right head; the target must succeed at a Will save or be affected as though by the spell. Domination: Both heads combined; the target must succeed at a Will save or be affected as though by the spell. Summon Demons (Sp): Three times per day Demogorgon can automatically summon summon 1d2 balors, 1d3 nalfeshnees or glabrezu, or 1d4 mariliths. Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20. Telepathy (Su): Demogorgon can communicate telepathically with any creature within 100 feet that has a language. Demogorgon first appeared in the Monster Manual (Gary Gygax, 1977). </font> |
[img]smile.gif[/img] Thanks
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about 24-25 years ago (damn i feel old) i DMed my brother and a few of his friends.they all had high level characters and had gotten over confident and wanted to take on a demon lord,so i arranged a meeting with asmodeus.fifteen minutes of play and they were dead.i did teleport them back out to be reserected,though it cost them all the really nice items they had brought with them.
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Any chances you guys could put up some nonevil people, specificaly stats for people like Alustriel, Elmunchkin, Drizzt, Halastar blackcloak or anyone interesting like that. Dosnt matter if its 2 ed or not.
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Tarrasque
CLIMATE/TERRAIN: Any land FREQUENCY: Unique ORGANIZATION: Solitary ACTIVITY CYCLE: See below DIET: Omnivore INTELLIGENCE: Animal (1) TREASURE: See below ALIGNMENT: Nil NO. APPEARING: 1 ARMOR CLASS: -3 MOVEMENT: 9, Rush 15 HIT DICE: 300 hp (approx. 70 HD) THAC0: -5 NO. OF ATTACKS: 6 DAMAGE/ATTACK: 1-12/1-12/2-24/5-50/1-10/1-10 SPECIAL ATTACKS: Sharpness bite, terror SPECIAL DEFENSES: See below MAGIC RESISTANCE: Nil SIZE: G (50' long) MORALE: Champion (15) XP VALUE: 107,000 The legendary tarrasque, for there is fortunately only one known to exist, is the most dreaded monster native to the Prime Material plane. The creature is a scaly biped with two horns on its head, a lashing tail, and a reflective carapace. Combat: The tarrasque is a killing machine and when active (see below) eats everything for miles around, including all animals and vegetation. Normal attacks are with its two forelimb claws (1d12 points of damage each), a sweeping tail lash (2d12 points of damage), a savage bite (5d10 points of damage plus acts as a sword of sharpness, severing a limb on a natural attack roll of 18 or better), and two thrusting horn attacks (1d10 points of damage each). Once every turn, the normally slow-moving tarrasque can rush forward at a movement rate of 15, making all horn attacks cause double damage and trampling anything underfoot for 4d10 points of crushing damage. The mere sight of the tarrasque causes creatures with less than 3 levels or Hit Dice to be paralyzed with fright (no saving throw) until it is out of their vision. Creatures of 3 or more levels or Hit Dice flee in panic, although those of 7 or more levels or Hit Dice that manage to succeed with a saving throw vs. paralyzation are not affected (though they often still decide to run away). The tarrasque's carapace is exceptionally tough and highly reflective. Bolts and rays such as lightning bolts, cones of cold, and even magic missiles are useless against it. The reflection is such that 1 in 6 of these attacks actually bounces directly back at the caster (affecting him normally), while the rest bounce off harmlessly to the sides and into the air. The tarrasque is also immune to all heat and fire, and it regenerates lost hit points at a rate of 1 hit point per round. Only enchanted weapons (+1 or better) have any hope of harming the tarrasque. The Tarrasque is totally immune to all psionics. Habitat/Society: It is fortunate that the tarrasque is active only for short periods of time. Typically, the monster comes forth to forage for a week or two, ravaging the countryside for miles around. The tarrasque then seeks a hidden lair underground and lies dormant, sleeping for 5d4 months before coming forth again. Once every decade or so, the monster is particularly active, staying awake for several months. Thereafter its period of dormancy is 4d4 years unless disturbed. The ratio of active to dormant states seems to be about 1:30. Ecology: Slaying of the tarrasque is said to be possible only if the monster is reduced to -30 or fewer hit points and a wish is then used. Otherwise, even the slightest piece of the tarrasque can regenerate and restore the monster completely. Legend says that a great treasure can be extracted from the tarrasque's carapace. The upper portion, treated with acid and then heated in a furnace, is thought to yield gems (10d10 diamonds of 1,000 gp base value each). The underbelly material, mixed with the creature's blood and adamantite, is said to produce a metal that can be forged by master dwarven blacksmiths into 1d4 shields of +5 enchantment. It takes two years to manufacture each shield, and the dwarves aren't likely to do it for free. It is hoped that the tarrasque is a solitary creation, some hideous abomination unleashed by the dark arts or by elder, forgotten gods to punish all of nature. The elemental nature of the tarrasque leads the few living tarrasque experts to speculate that the elemental princes of evil have something to do with its existence. In any case, the location of the tarrasque remains a mystery, as it rarely leaves witnesses in its wake, and nature quickly grows over all remnants of its presence. It is rumored that the tarrasque is responsible for the extinction of one ancient civilization, for the records of their last days spoke of a ``great reptilian punisher sent by the gods to end the world.'' Note: Creatures with a minus THAC0 can only be hit on a 1. This above is from the second edition i have a copy on the computer and also an copy of third edition to. one thing is the third edition most of the enteries are fairly same but changing stuff around to fit the rule of 3rd ed plus it also removed the last part about you geting stuff from its armor cause its the only moster around so how would you know ? [img]smile.gif[/img] |
Here's an interesting character - spawn of Tiamat, the Great Serpent of Avernus, and one of the Dark Eight of Baator.
<font color="red"> Mordukhavar the Reaver Climate / Terrain Any (Baator) Frequency Unique Organization Solitary Activity Cycle Any Diet Scavenger Intelligence Genius (18) Treasure G, W Alignment Lawful Evil -------------------------------------------------------------------------------- No. Appearing 1 Armor Class -7 Movement 12, fly 24 (C) Hit Dice 24 (190 hit points) Thac0 1 No. of Attacks 6 + special Damage / Attack 1d6 / 1d6 / 2d8 / 2d8 / 3d12 / 1d10 Special Attacks Special Special Defenses Special Magic Resistance 65% Size G (170' long with a 100' tail) Morale 20 (Fearless) XP Value 46 000 Sages speak of Mordukhavar in whispers. Reputed to be the offspring of Tiamat and one of the Dark Eight, the two-headed Mordukhavar is one of the most powerful abominations ever to climb from the pits of Baator. The creature's wings are powerful, batlike appendages with wicked claws, and its thick tail ends in a cruel barb. Combat: Mordukhavar prefers close combat, as it enjoys rending flesh and shattering bone. Like its pit fiend cousins, Mordukhavar can attack six times per round, dividing its attacks between six different opponents. Mordukhavar attacks with its scaly wings (1-6 points of damage), its razor-sharp claws (2-16 points of damage), its terrible bite (3-36 points of damage), and its wyvernlike tail (1-10 points of damage). Those truck by its physical attacks must make a successful saving throw vs. poison or fall into a coma in 1d4 rounds. (Slow poison retards the onset of the coma by another 2d6 rounds, and neutralize poison nullifies the effect entirely.) Mordukhavar has two powerful breath weapons, each from one of its heads. The first, from the right head, is a devastating gout of hellfire 5 feet wide and 55 feet long, and it causes 22d10 points of damage to creatures caught within the area of effect. The second, from the left head, is a spray of corrosive acid 5 feet wide at its point of origin, 45 feet long, and 15 feet wide at its base; it causes 20d8 points of damage and forces all items to make appropriate saving throws. Victims of either breath weapon can make a successful saving throw vs. breath weapon to reduce damage by half. Failure against the corrosive spray indicates that the acid completely destroys the items in question. Damage inflicted to either head counts only against Mordukhavar's total hit points, but neutralizing one or both heads by magic or other means reduces the number of breath weapon attacks or eliminates the dragon's breath weapons entirely. Mordukhavar can also employ the following spell-like abilities, once per round at will: advanced illusion, animate dead, charm person, detect invisibility, detect magic, fireball, hold person, improved invisibility, infravision, know alignment, polymorph self, produce flame, pyrotechnics, suggestion, symbol (pain), teleport without error, and wall of fire. It can also wield Wizard and Priest spells at the 14th level of ability. Once per day, the creature can polymorph itself into the form of a 30'-tall pit fiend. Mordukhavar is immune to poison, acid, and fire (both magical and nonmagical), and it suffers half damage from cold-based and gaseous attacks. Only weapons of +3 or greater enchantment can damage this creature, and it regenerates 3 hit points per round. Finally, Mordukhavar can gate in six lesser baatezu or three greater baatezu. As a last resort, it has a 65% chance to summon an avatar of Tiamat to aid it in battle. Habitat/Society: Seemingly ignored by the Lords of the Nine and distrusted by almost all of the Dark Eight, Mordukhavar moves between the Nine Layers of Baator, gathering information and making deals on behalf of Tiamat. Recently, Mordukhavar received command of a large detachment of baatezu with orders to fight in the Blood War. If this is true, then Tiamat has certainly entered the conflict between Law and Chaos - but for what purpose? Mordukhavar's recent commission is sure to unsettle members of the Dark Eight. A few successes on the battlefield, and it could find itself the newest member of the ruling Pit Fiends of Baator - an incident sure to raise Tiamat's influence in Hell. Ecology: Mordukhavar clearly holds some close connection with Tiamat. If the creature is really the offspring of the Chromatic Dragon and one of the Eight, then the baatezu now possess one of the most powerful weapons in the Blood War. Occasionally, Mordukhavar answers the summons of an evil Wyrm or Great Wyrm as a representative of Tiamat. Such visitations to the Prime Material Plane are rare, but they usually involve the long-term plans of the Chromatic Dragon. </font> http://communities.msn.co.uk/_Secure...rdukhavar2.GIF |
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BAPHOMET (Demon Lord) Large Outsider (Chaotic, Evil) Hit Dice: 35d8+245 (402 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 50 ft AC: 37 (-1 size, +4 Dex, +24 natural) Attacks: Bite +48 melee, butt +46 melee, Huge +4 halberd +50 melee; or Huge +4 halberd +52/+47/+42/+37/+32/+27 melee Damage: Bite 1d8+13, butt 1d8+6, Huge +4 halberd 2d8+10; or Huge +4 halberd 2d8+17 Face/Reach: 5 ft by 5 ft/10 ft (15 ft with halberd) Special Attacks: Spell-like abilities, spells, armor damage, breath weapon, roar, summon demons, summon minotaurs Special Qualities: Damage reduction 30/+3, SR 28, demon qualities, telepathy, darkvision 120 ft Saves: Fort +26, Ref +23, Will +25 Abilities: Str 36, Dex 18, Con 24, Int 22, Wis 22, Cha 20 Skills: Bluff +40, Climb +48, Concentration +42, Diplomacy +40, Intimidate +40, Knowledge (Abyssal politics) +41, Knowledge (arcana) +41, Knowledge (planes) +41, Listen +53, Move Silently +39, Search +41, Sense Motive +41, Spellcraft +41, Spot +41 Feats: Cleave, Combat Casting, Great Cleave, Improved Initiative, Mutliattack, Power Attack, Weapon Focus (bite, butt, halberd) Climate/Terrain: Any land and underground Organization: Solitary or troupe (2-8 minotaurs) Challenge Rating: 36 Treasure: Double standard Alignment: Always chaotic evil Advancement: — Baphomet is the lord of minotaurs. He is hated by Yeenoghu, and the two are warring against each other. Baphomet appears as a 12-foot tall bullheaded ogre, with large curving horns. His body is covered with black hair and his hands and feet are broad and thick with stubby fingers and toes. His tail is bovine. COMBAT Baphomet attacks using his bite, butting with his head, and his Huge +4 halberd. Spell-Like Abilities: At will—blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, passwall, 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; 3/day—maze, shapechange, and wall of stone; 1/day—fire storm. These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level). Spells: Baphomet casts arcane spells as a 20th-level sorcerer (save DC 15 + spell level) and divine spells as a 20th-level cleric (save DC 16 + spell level). He has access to the domains of Chaos, Evil, and War. Armor Damage (Ex): Baphomet’s halberd can catch and tear an opponent’s armor. If the opponent has both armor and a shield, roll 1d6: A roll of 1-4 affects the armor and a roll of 5-6 affects the shield. Make a grapple check whenever Baphomet hits with his halberd attack, adding to an opponent’s roll any magical bonus for the armor or shield. If Baphomet wins, the affected armor or shield is torn away and destroyed. Breath Weapon (Su): Line of unholy water, 5 feet wide, 5 feet high, and 10 feet long, 10d6 points of damage to outsiders of any good alignment, once per 1d4 rounds (but no more than six times per day), Reflex save half (DC 34). Roar (Su): Three times per day, 30-foot radius, Will save (DC 24) or flee in fear for 6 rounds. Summon Demons (Sp): Three times per day Baphomet can automatically summon one balor or nalfeshnee, or 1d3 mariliths. Summon Minotaurs (Sp): Once per day Baphomet can automatically summon 2d4 minotaurs. Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20. Telepathy (Su): Baphomet can communicate telepathically with any creature within 100 feet that has a language. Skills: Baphomet receives a +12 racial bonus on Listen checks. Baphomet first appeared in module S4 (Gary Gygax, 1982).</font> |
okay okay this may delve into the fantasy realm which myself and one of my freinds created but oh well, ALL MUST KNOW THE POWER OF KMAZ!
Kmaz Dragon Lord/Ruler of Termas Hit Dice: 47d20+821(1761 hp) Initiatetive: +4 (Improved Initiative) Speed: 40 ft., Fly 60 ft. (good) AC: 68 (-8 size, +64 natural) Attacks: 2 bites; +60 melee; 8 claws; +45 melee; 2 wings; +55 melee; tail saber; +60 melee Damage: Bite, 7d4+15; claw, 3d6+5; wings, 2d8+5; tail saber, 3d12+2 Face/Reach: 20'x40'/20' Special Attacks: Breath Weapons, frightful presence, illusion, spells, spell-like abilities Special Defenses: Scent, spell resistance 35, damage reduction(20/+8), immunities, keen senses, space breathing Saves: Fort +40, Ref + 25, Will + 38 Abilities: Str 52, Dex 18, Con 45, Int 32, Wis 60, Cha 15 Skills: Alchemy +35, Bluff +55, Concentration +70, Diplomacy +65, Gather Information +50, Intimidate +70, Knowledge (Arcane) +35, Knowledge (Dragonkind) +34, Knowledge (History) +32, Knowledge (the planes) +31, Knowledge (Religion) +31, Listen +65, Scry +61, Search +62, Sense Motive +60, Spellcraft + 65, Spot +60, Wilderness Lore +35 Feats: Alertness, Blind-Flight, Combat Casting, Hover, Improved Critical (Tail Saber), Improved Initiative,Expertise, Fly-By Attack, Power AttackQuicken Spell-Like Ability (domination), Wingover Climate/Terrain: Any Organization: Solitary (1), Troupe (Kmazi *Grandson*, Elders of Termas 1-5) Challenge Level: 25 (solitary) Treasure: Wishing Crystal, Random Tomes and Scrolls Alignment: Always Lawful Neutral Advancement Range: N/A Kmaz the Wise- Ruler of termas a Planet from another dimension, HAs the largest library of tomes in the other universe, controler of the Termasian power, and ruler of the nine moons and 8 galaxies, believed to have created the other dimension with nothing but his mind, known to many as a god of the living physical plane , resides on termas's highest peak in a castle compleatly constructed out of Energy Crystallynes (strongest substance in that universer and most valuable). It is rumored that he is over 999,999 trillion years old. Combat: Crystal Claws- Kmaz gains 1 attack for each claw (4 on each hand), a claw can be severed with a slashing weaponif the wielder inflicts a single blow causing 200 hp damage. Breath Weapons- Must wait 1d6 rounds between using breath weapons. Kmaz releases an all elemental blast. DC 48 Reflex save for half damage: All Element 22d12 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). Illusion (Ex) Can cause "dazed" or "confused" state in creatures under 51 HD within a 320' range (Dc 40 Will save negates for one day). Spells: Kmaz is a 30th-level sorcerer and a 25th-level Cleric with access to all domains except Evil. Spell-like Abilities: In addition to his spells, Kamz can cast each of the following 3 times per day as a 30th-level caster: control weather, command plants, darkness, domination, fog cloud, gust of wind, mirage, plant growth, suggestion, summon hoard, veil, ventriloquism, memory erase, memory plant, summon gigas dragon. Dcs against these spells are 20 pluss the spell level. He can clense water once per day. He can charm reptiles 4 times per day(as mass charm spell, DC 30 Will save negates). Crystal Scales (Ex): Will block any piercing damage and gives +2 versus slashing weapons, automatic. Space Breathing (Ex): At will, always active. Magic Items: Kmaz typically carries these items(not included in stats): Amulet of Terra, +10 Bracers of Armor, Orb of Termasian Power, +10 Ring of Absorbion, Cloak of Power, Rod of Ruin, Rod of Termas, Rod of Arcane Power, Circlet of Power, Gauntlets of Improves Phasing +5, Orb of Genocide, Orb of Complete Control. Heheheh... |
This is really good, Memnoch! And really entertaining as well. I never digged so deep in AD&D (read: Had never heard of it before BG2 [img]tongue.gif[/img] ), but this is really interesting! Please continue! [img]smile.gif[/img]
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GRAZ’ZT (Demon Prince) Large Outsider (Chaotic, Evil) Hit Dice: 62d8+620 (899 hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 40 ft AC: 49 (-1 size, +6 Dex, +29 natural, +5 shield); 44 (without shield) Attacks: Large +5 vorpal bastard sword +79/+74/+69/+64/+59/+54 melee; or Large +5 vorpal bastard sword +79/+74/+69/+64/+59/+54 melee and +3 guisarme +74 melee Damage: Large +5 vorpal bastard sword 2d8+17 and 2d4 acid; or Large +5 vorpal bastard sword 2d8+17 and 2d4 acid and +3 guisarme 2d4+9 Face/Reach: 5 ft by 5 ft/10 ft (15 ft with guisarme) Special Attacks: Spell-like abilities, spells, psionics, fear aura, summon demons Special Qualities: Damage reduction 40/+4, SR 30, demon qualities, telepathy, darkvision 60 ft Saves: Fort +43, Ref +39, Will +44 Abilities: Str 34, Dex 22, Con 30, Int 32, Wis 32, Cha 40 Skills: Bluff +77, Concentration +72, Diplomacy +77, Escape Artist +68, Gather Information +77, Hide +64, Heal +73, Intimidate +77, Knowledge (Abyssal politics) +73, Knowledge (arcana) +73, Knowledge (planes) +73, Knowledge (religion) +73, Listen +73, Move Silently +68, Scry +73, Search +73, Sense Motive +73, Spellcraft +73, Spot +73 Feats: Ambidexterity, Blind-Fight, Cleave, Combat Casting, Dodge, Great Cleave, Improved Critical (bastard sword), Improved Disarm, Improved Initiative, Improved Trip, Mobility, Power Attack, Spring Attack, Sunder, Two-Weapon Fighting, Weapon Focus (bastard sword), Whirlwind Attack Climate/Terrain: Any land and underground Organization: Solitary or troupe (2-4 lamias plus 2-4 succubi or mariliths) Challenge Rating: 42 Treasure: Double standard Alignment: Always chaotic evil Advancement: — One of the most powerful demon rulers in the Abyss is Lord Graz’zt, dedicated foe of both Demogorgon (q.v.) and Orcus (q.v.). The never-ending war between Graz’zt and the other demon lords rages across the Abyss showing no mercy to those that get in its way. (This war ended with Orcus's death at the hands of the drow goddess Kiaransalee.) Graz’zt is one of the handsomest of the demon lords, at least by human standards. He appears as a large, 9-foot tall humanoid with black skin and green glowing eyes. His slanted eyes and pointed ears are merely indicative of his demonic nature. Graz’zt has six fingers on each hand and six toes on each foot. Graz'zt has achieved a certain level of notoriety in the Forgotten Realms world for his audacity in kidnapping the avatar of Waukeen, the Goddess of Trade of that world. COMBAT Graz’zt attacks using his spells, spell-like abilities and bastard sword. On occasion he has been known to forego the use of his shield and wield two weapons, his bastard sword and a guisarme (that he wields one-handed). Spell-Like Abilities: At will—blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, magic missile, mirror image, polymorph self, pyrotechnics, read magic, see missile, mirror image, 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—disintegrate, fire storm, polymorph any object, and trap the soul. These abilities are as the spells cast by a 20th-level sorcerer (save DC 25 + spell level). Spells: Graz’zt casts arcane spells as a 20th-level sorcerer (save DC 21 + spell level) and divine spells as a 20th-level cleric (save DC 21 + spell level). He has access to the domains of Chaos, Evil, Knowledge, and War. Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 25 + spell level). Fear Aura (Su): 60 feet; Will save (DC 51) or flee in fear for 2d6 rounds. If the save is successful, that creature cannot be affected again by Graz’zt’s fear aura for one day. Summon Demons (Sp): Three times per day Graz’zt can automatically summon 1d2 balors, 1d3 nalfeshnees, or 1d4 mariliths. Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20. Telepathy (Su): Graz’zt can communicate telepathically with any creature within 100 feet that has a language. Graz’zt first appeared in module S4 (Gary Gygax, 1982).</font> |
<blockquote>quote:</font><hr>Originally posted by Memnoch:
<font color="green"> GRAZ’ZT (Demon Prince) Large Outsider (Chaotic, Evil) Hit Dice: 62d8+620 (899 hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 40 ft AC: 49 (-1 size, +6 Dex, +29 natural, +5 shield); 44 (without shield) Attacks: Large +5 vorpal bastard sword +79/+74/+69/+64/+59/+54 melee; or Large +5 vorpal bastard sword +79/+74/+69/+64/+59/+54 melee and +3 guisarme +74 melee Damage: Large +5 vorpal bastard sword 2d8+17 and 2d4 acid; or Large +5 vorpal bastard sword 2d8+17 and 2d4 acid and +3 guisarme 2d4+9 Face/Reach: 5 ft by 5 ft/10 ft (15 ft with guisarme) Special Attacks: Spell-like abilities, spells, psionics, fear aura, summon demons Special Qualities: Damage reduction 40/+4, SR 30, demon qualities, telepathy, darkvision 60 ft Saves: Fort +43, Ref +39, Will +44 Abilities: Str 34, Dex 22, Con 30, Int 32, Wis 32, Cha 40 Skills: Bluff +77, Concentration +72, Diplomacy +77, Escape Artist +68, Gather Information +77, Hide +64, Heal +73, Intimidate +77, Knowledge (Abyssal politics) +73, Knowledge (arcana) +73, Knowledge (planes) +73, Knowledge (religion) +73, Listen +73, Move Silently +68, Scry +73, Search +73, Sense Motive +73, Spellcraft +73, Spot +73 Feats: Ambidexterity, Blind-Fight, Cleave, Combat Casting, Dodge, Great Cleave, Improved Critical (bastard sword), Improved Disarm, Improved Initiative, Improved Trip, Mobility, Power Attack, Spring Attack, Sunder, Two-Weapon Fighting, Weapon Focus (bastard sword), Whirlwind Attack Climate/Terrain: Any land and underground Organization: Solitary or troupe (2-4 lamias plus 2-4 succubi or mariliths) Challenge Rating: 42 Treasure: Double standard Alignment: Always chaotic evil Advancement: — One of the most powerful demon rulers in the Abyss is Lord Graz’zt, dedicated foe of both Demogorgon (q.v.) and Orcus (q.v.). The never-ending war between Graz’zt and the other demon lords rages across the Abyss showing no mercy to those that get in its way. (This war ended with Orcus's death at the hands of the drow goddess Kiaransalee.) Graz’zt is one of the handsomest of the demon lords, at least by human standards. He appears as a large, 9-foot tall humanoid with black skin and green glowing eyes. His slanted eyes and pointed ears are merely indicative of his demonic nature. Graz’zt has six fingers on each hand and six toes on each foot. Graz'zt has achieved a certain level of notoriety in the Forgotten Realms world for his audacity in kidnapping the avatar of Waukeen, the Goddess of Trade of that world. COMBAT Graz’zt attacks using his spells, spell-like abilities and bastard sword. On occasion he has been known to forego the use of his shield and wield two weapons, his bastard sword and a guisarme (that he wields one-handed). Spell-Like Abilities: At will—blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, magic missile, mirror image, polymorph self, pyrotechnics, read magic, see missile, mirror image, 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—disintegrate, fire storm, polymorph any object, and trap the soul. These abilities are as the spells cast by a 20th-level sorcerer (save DC 25 + spell level). Spells: Graz’zt casts arcane spells as a 20th-level sorcerer (save DC 21 + spell level) and divine spells as a 20th-level cleric (save DC 21 + spell level). He has access to the domains of Chaos, Evil, Knowledge, and War. Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 25 + spell level). Fear Aura (Su): 60 feet; Will save (DC 51) or flee in fear for 2d6 rounds. If the save is successful, that creature cannot be affected again by Graz’zt’s fear aura for one day. Summon Demons (Sp): Three times per day Graz’zt can automatically summon 1d2 balors, 1d3 nalfeshnees, or 1d4 mariliths. Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20. Telepathy (Su): Graz’zt can communicate telepathically with any creature within 100 feet that has a language. Graz’zt first appeared in module S4 (Gary Gygax, 1982).</font><hr></blockquote> Do you live breathe and eat bg2 memmnoch? |
I really like these damned creatures...and I certanly hope that they´ll stay clear of me...I´ll stay clear off them allright!!
...But like I saw in an earlier response to this post... Would it be possible for you MEMNOCH to create a new thread with the stats for some of the good creatures, characters in the universe? I´m thinking that stats for Elminster, Drizzt, Thalantyr(BG1) and perhaps Kelemvor |
Damn this thread sank bigtime. Let's bring it back up with some up-to-date nasties. Baalzephon is a Duke of Hell, one of the Dark Eight that command the armies of the Nine Hells in the Blood War. The Dark Eight answer to the Lords of the Nine and ultimately to the Dark Lord, Asmodeus.
<font color="red"> BAALZEPHON (Duke of Hell) Large Outsider (Evil, Lawful) Hit Dice: 35d8+280 (437 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 40 ft, fly 60 ft (average) AC: 33 (-1 size, +2 Dex, +22 natural) Attacks: +3 vorpal bastard sword +46/+41/+36/+31/+26 melee; or 2 claws +42 melee, 2 wings +40 melee, bite +40 melee, tail slap +40 melee Damage: +3 vorpal bastard sword 1d10+11; or claw 1d6+8, wing 1d4+4, bite 2d6+4 and poison plus disease, tail slap 2d4+4 Face/Reach: 5 ft by 5 ft/10 ft Special Attacks: Spell-like abilities, fear aura, improved grab, constrict 2d4+12, summon devils Special Qualities: Damage reduction 25/+3, SR 29, devil qualities, see in darkness, telepathy, regeneration 15, darkvision 60 ft Saves: Fort +27, Ref +21, Will +24 Abilities: Str 27, Dex 15, Con 27, Int 22, Wis 20, Cha 20 Skills: Bluff +40, Climb +43, Concentration +43, Diplomacy +40, Disguise +30, Gather Information +37, Hide +33, Intimidate +35, Jump +43, Knowledge (arcana) +41, Listen +35, Move Silently +27, Search +43, Spellcraft +43, Spot +35 Feats: Blind-Fight, Cleave, Dodge, Great Cleave, Improved Critical (bastard sword), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bastard sword) Climate/Terrain: Any land and underground Organization: Solitary or troupe (2-5 erinyes, and 6-10 barbazu) Challenge Rating: 20 Treasure: Double standard Alignment: Always lawful evil Advancement: — The great pit fiend Baalzephon is the Prime Minister of Dis, leading the vassals and armies of Dispater. He is almost always found in Dispater’s palace or at the right-hand of the arch-devil himself. Baalzephon appears as a normal pit fiend. COMBAT Great Baalzephon attacks with his +3 vorpal bastard sword and his spell-like abilities. Spell-Like Abilities: At will—animate dead, blasphemy, charm person, comprehend languages, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wall of fire; 1/week—wish; 1/day—meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level). Fear Aura (Su): As a free action, Baalzephon can create an aura of fear in a 20-foot radius. It is otherwise identical with fear cast by a 20th-level sorcerer (save DC 32). If the save is successful, that creature cannot be affected again by Baalzephon’s fear aura for one day. Poison (Ex): Bite, Fortitude save (DC 33); initial damage 1d6 temporary Constitution, secondary damage death. Disease (Su): Even if an affected creature saves against the poison, it must succeed at a Fortitude save (DC 33) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength). See Disease, page 74 in the Dungeon Master’s Guide. Improved Grab (Ex): To use this ability, Baalzephon must hit a Medium-size or smaller opponent with its tail slap attack. If he gets a hold, he can constrict. Constrict (Ex): Baalzephon deals 2d4+12 points of damage with a successful grapple check against Medium-size or smaller creatures. Summon Devils (Sp): Three times per day Baalzephon can automatically summon three lemures, osyluths, or barbazu, two erinyes, hamatulas, or cornugons, or one pit fiend. Regeneration (Ex): Baalzephon takes normal damage from holy and blessed weapons of at least +3 enchantment. 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): Baalzephon can communicate telepathically with any creature within 100 feet that has a language. </font> |
<font color="gold">CAARCRINOLAAS (Duke of Hell)
Medium-Size Outsider (Evil, Lawful) Hit Dice: 34d8+340 (493 hp) Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: 40 ft, 60 ft (good) AC: 41 (+3 Dex, +8 chainmail, +20 natural) Attacks: +3 scythe +46/+41/+36/+31/+26 melee; or horn +42 melee Damage: +3 scythe 2d4+11; or horn 1d6+8 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Spell-like abilities, psionics, fear, summon devils Special Qualities: Damage reduction 25/+3, SR 28, devil qualities, see in darkness, telepathy, regeneration 15, darkvision 60 ft Saves: Fort +29, Ref +22, Will +28 Abilities: Str 27, Dex 17, Con 31, Int 26, Wis 28, Cha 28 Skills: Bluff +35, Climb +30, Concentration +47, Diplomacy +46, Disguise +39, Gather Information +35, Intimidate +43, Knowledge (arcana) +45, Knowledge (planes) +39, Knowledge (religion) +28, Listen +39, Move Silently +38, Scry +40, Search +31, Sense Motive +36, Spellcraft +43, Spot +39 Feats: Blind-Fight, Cleave, Combat Casting, Great Cleave,Improved Critical,Improved Initiative, Power Attack, Sunder, Weapon Focus (scythe) Climate/Terrain: Any land and underground Organization: Solitary or troupe (1 pit fiend, 2-5 barbazu, and 4-7 hamatulas) Challenge Rating: 19 Treasure: Standard plus +3 chainmail and +3 scythe Alignment: Always lawful evil Advancement: By character class Caarcrinolaas is a duke in the service of Mammon. He leads 36 companies of hamatulas into combat. He is indifferent to the ambitions of others, preferring to follow orders and wait for any opportunity that comes along to better himself. Let others risk their necks in intrigues; Caarcrinolaas will sit and watch patiently. Caarcrinolaas appears as a gray-brown furred humanoid with a dog’s head and yellow eyes. He has scarlet bat-like wings and upright, scarlet horns. His hooves are black and his forked tail is scarlet. In the center of his brow is a third horn. Taller than the other two, it stands straight up, and Caarcrinolaas can use it in combat, though he rarely, if ever, does. He wears +3 chainmail. COMBAT In combat, Caarcrinolaas attacks with his +3 scythe. He wears an iron collar that protects him from any form of decapitation. Spell-Like Abilities: At will—animate dead, blasphemy, charm person, comprehend languages, desecrate, detect good, detect magic, dispel magic, fire shield, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wish; 2/day—flesh to stone; 1/day—circle of death, meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level). Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, and levitate. These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level). Fear (Su): Touch; Will save (DC 37) or flee in fear for 2d6 rounds. If the save is successful, that creature cannot be affected again by Caarcrinolas’ fear touch for one day. Summon Devils (Sp): Three times per day, Caarcrinolaas can automatically summon 3 lemures, hamatulas, barbazu, or 2 erinyes, osyluths, or cornugons, or one pit fiend. Regeneration (Ex): Caarcrinolaas takes normal damage from holy and blessed weapons of at least +3 enchantment. 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): Caarcrinolaas can communicate telepathically with any creature within 100 feet that has a language. </font> |
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