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Old 02-03-2002, 06:21 PM   #31
Thrawn
The Magister
 

Join Date: June 18, 2001
Location: straton, colorado, usa
Posts: 124
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]
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Old 02-05-2002, 09:03 AM   #32
Memnoch
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Here's an interesting character - spawn of Tiamat, the Great Serpent of Avernus, and one of the Dark Eight of Baator.


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.


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Old 02-17-2002, 12:18 AM   #33
Memnoch
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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).
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Old 02-17-2002, 05:32 PM   #34
Kmazi
Elite Waterdeep Guard
 

Join Date: February 15, 2002
Location: Hartland, Wisconsin
Posts: 41
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...
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*Stats*<br />Kmazi- lvl 17 Sorcerer 66 Hp -2 Ac<br />Str- 18<br />Dex- 15<br />Con- 15<br />Int- 15<br />Wis- 10<br />Car- 09<br />Most Powerful Foes Defeated- Thaxll\'ssillyia, Nizidramanii\'yt, and Firkraag<br />Favorite Spells-<br />Level 1- Magic Missile<br />Level 2- Mirror Image <br />Level 3- Ghost Armor<br />Level 4- Stone Skin<br />Level 5- Shadow Door<br />Level 6- Spell Deflection<br />Level 7- Finger of Death/ Mordenkainen\'s Sword<br />Level 8- Abi-Dalzim\'s Horrid Wilting/ Spiralcrum<p>\"Death Comes To Those Who Go Against The Followers Of Kmaz Lord Of All Dragons\"
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Old 02-18-2002, 05:47 AM   #35
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Jack Burton
 

Join Date: May 15, 2001
Location: The Netherlands
Age: 40
Posts: 5,888
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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Old 02-18-2002, 07:55 AM   #36
Memnoch
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Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771

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).
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Old 02-18-2002, 09:14 AM   #37
Anarion
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quote:
Originally posted by Memnoch:

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).




Do you live breathe and eat bg2 memmnoch?
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Old 02-18-2002, 05:07 PM   #38
Sparhawk
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Join Date: June 2, 2001
Location: In the oldest monarchy - Denmark
Age: 47
Posts: 1,071
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
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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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Old 04-14-2002, 10:02 AM   #39
Memnoch
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Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
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.


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.

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Old 04-14-2002, 10:22 AM   #40
Sir Exxon
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Join Date: October 15, 2001
Location: Oslo, Norway
Age: 36
Posts: 5,367
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.



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