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#11 |
Guest
Posts: n/a
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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] |
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#12 |
Ironworks Moderator
![]() Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
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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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#13 |
Quintesson
![]() Join Date: January 21, 2002
Location: Thessaloniki,Hellas
Age: 44
Posts: 1,050
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Hey Memnoch what about Mephistopheles?
IIRC he was the second in command in the hierarchy of hell!
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\"Sorrow is the future tense of love\" |
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#14 |
Ironworks Moderator
![]() Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
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Ask and you shall receive!
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). |
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#15 |
Quintesson
![]() Join Date: January 21, 2002
Location: Thessaloniki,Hellas
Age: 44
Posts: 1,050
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Gee!Thanks Memnoch!I am anxiously waiting the next post!!!!
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\"Sorrow is the future tense of love\" |
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#16 |
Dungeon Master
![]() Join Date: March 29, 2001
Location: Australia
Posts: 60
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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. |
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#17 |
Quintesson
![]() Join Date: January 21, 2002
Location: Thessaloniki,Hellas
Age: 44
Posts: 1,050
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Nice!Is there anywhere I can find stats for these critters but on second edition rules?
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#18 |
Ironworks Moderator
![]() Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
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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). 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). [ 02-18-2002: Message edited by: Memnoch ] |
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#19 |
Quintesson
![]() Join Date: June 2, 2001
Location: In the oldest monarchy - Denmark
Age: 47
Posts: 1,071
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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.
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"Between the years when the oceans drank Atlantis and the rise of the sons of Arius. There was an age undreamed of, when shining kingdoms lay spread across the world. Hither came Conan, the cimmarian, sword in hand. It is I, his chronicler who knows well his saga. Now let me tell you of the days of high adventure!" "Unleash the Casey!" "Make no mistake, should you choose to test my resolve in this matter, you will be looking at an outcome that will have a finality, that is beyound your comprehension. And you will not counting the days or the months or the years, but milleniums in a place with no doors!" |
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#20 |
Elite Waterdeep Guard
![]() Join Date: January 27, 2002
Location: usa
Posts: 41
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Tiamat isnt so tough... I kicked his ars in final fantasy 1
heh...
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