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#41 |
Zartan
![]() Join Date: October 15, 2001
Location: Oslo, Norway
Age: 36
Posts: 5,367
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A bit off topic, but Krisnach, you dont have to fight Demogorgon. He comes with ToB, and even with it, you dont have to fight him. You know, since he's so strong (he really is, belive me), the game producers made an option so you can avoid fighting him.
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#42 |
The Magister
![]() Join Date: February 17, 2002
Location: Sweden
Posts: 122
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This Thread is amusing, altough as i will never get to fight any of these people i really dont care much of their attacks and Hp, their history in the 9 Levels of Hell are much more interesting to me [img]smile.gif[/img]
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Magic for the fun of it, war because the need for it. And Murder for the pleasure of it. BackStab is the word of ecstacy. |
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#43 |
Zartan
![]() Join Date: October 15, 2001
Location: Oslo, Norway
Age: 36
Posts: 5,367
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GERYON (Arch-Devil)
Huge Outsider (Evil, Lawful) Hit Dice: 44d8+396 (594 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 20 ft, fly 50 ft (average) AC: 36 (-2 size, +2 Dex, +26 natural) Attacks: 2 slams +56 melee, tail sting +55 melee Damage: Slam 2d6+14, tail sting 2d4+7 and poison Face/Reach: 10 ft by 30 ft/10 ft Special Attacks: Spell-like abilities, spells, poison, fear gaze, improved grab, tear, bull’s horn, summon devils Special Qualities: Damage reduction 40/+5, SR 30, regeneration 20, devil qualities, see in darkness, telepathy Saves: Fort +33, Ref +26, Will +31 Abilities: Str 42, Dex 14, Con 28, Int 24, Wis 24, Cha 28 Skills: Bluff +53, Concentration +53, Diplomacy +53, Heal +51, Intimidate +53, Knowledge (arcana) +51, Knowledge (Hell’s politics) +51, Knowledge (planes) +51, Knowledge (religion) +51, Listen +51, Scry +51, Search +51, Sense Motive +51, Spellcraft +51, Spot +51 Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Expertise, Great Cleave, Improved Critical (tail sting), Improved Initiative, Mobility, Multiattack, Power Attack, Weapon Focus (tail sting) Climate/Terrain: Any land and underground Organization: Solitary or troupe (2-5 osyluths) Challenge Rating: 31 Treasure: Triple standard Alignment: Always lawful evil Advancement: — Geryon is the ruler of Stygia, Hell’s fifth plane. Geryon dwells in a great fortress in the city of Tantlin in the very middle of the plane, and seldom ventures forth. He appears as a 10-foot tall snake-humanoid. His upper torso is that of a handsome man with dark hair and eyes, while his lower torso is that of a huge, 30-foot long, snake. Huge, black bat-like wings protrude from his back. His tail ends in a razor-sharp stinger. COMBAT Geryon attacks with his massive fists and poisonous tail in combat. One of his favorite tactics is to grab an opponent and sting it to death with his tail. Spell-Like Abilities: At will—animate dead, blasphemy, charm person, comprehend languages, daylight, desecrate, detect good, detect magic, detect thoughts, dispel magic, fireball, geas/quest, hold person, ice storm, improved invisibility, magic circle against good, major image, polymorph self, produce flame, pyrotechnics, raise dead, read magic, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, wall of ice, and wish; 1/day—mass charm, meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level). Spells: Geryon casts arcane spells as a 20th-level sorcerer (save DC 19 + spell level) and divine spells as a 20th-level cleric (save DC 17 + spell level). He has access to the domains of Evil, Law, and Strength. Fear Gaze (Su): Gaze, 30 feet; Will save (DC 41) or flee in fear for 2d6 rounds. Improved Grab (Ex): To use this ability, Geryon must hit with a claw attack. If he gets a hold he can sting with his tail. Tear (Ex): Geryon automatically hits a held opponent of up to Large size with all his melee attacks each round he maintains the hold. Poison (Ex): Tail sting, Fortitude save (DC 41); initial and secondary damage 2d6 points of temporary Constitution damage. Summon Devils (Sp): Three times per day Geryon can automatically summon 1d3 osyluths or barbazu, or 1d2 hamtula or pit fiends. Regeneration (Ex): Geryon takes normal damage from holy and blessed weapons of at least +5 enchantment. Bulls Horn: Geryon carries a great horn which he can blow as a full round action. The horn summons 5d4 6 HD minotaurs. It may be blown thrice per week. Devil Qualities (Ex): Immune to fire and poison; cold and acid resistance 20. See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by deeper darkness spells. Telepathy (Su): Geryon can communicate telepathically with any creature within 100 feet that has a language. EDIT: ![]() [ 04-15-2002, 09:42 AM: Message edited by: Sir Exxon ] |
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#44 | |
Ironworks Moderator
![]() Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
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Quote:
Recently Levistus, working through his underlings (and with some help from Asmodeus - unknown to Levistus of course), wrested control of Tantlin back from Geryon and banished the Wild Beast to the wilds of Stygia. Asmodeus felt that Geryon was too chaotic and unpredictable and that Levistus, encased in ice as he is, was easier to manipulate than Geryon. Ah, the machinations of devils! ![]() |
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#45 |
Drow Warrior
![]() Join Date: December 11, 2001
Location: Canada, AB
Age: 40
Posts: 264
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So are all the powerhouses demons, or are there some spiffy dragons around as well? Maybe Gem ones? I'm just a dragon freak, so...
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#46 |
Zartan
![]() Join Date: October 15, 2001
Location: Oslo, Norway
Age: 36
Posts: 5,367
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Suzaku, I think Memnoch wants us to keep this thread to only Lords of Darkness, like Devils and Demons. Like this guy:
---------------------------------------------------------------------- ORCUS (Demon Prince of Undead) Huge Outsider (Chaotic, Evil) Hit Dice: 50d8+750 (1200 hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 40 ft., fly 60 ft. (average) AC: 40 (-2 size, +6 Dex, +26 natural) Attacks: Wand of Orcus +66/+61/+56 melee (or slam +66/+61/+56 melee), tail sting +63 melee Damage: Wand of Orcus 1d8+17 and annihilation; slam 2d6+17, tail sting 2d4+8 and poison Face/Reach: 10 ft. by 10 ft./10 ft. Special Attacks: Spell-like abilities, spells, fear aura, poison, summon demons, summon undead Special Qualities: Damage reduction 40/+4, poison and electricity immunity, resistances (cold, acid, fire 20), darkvision 60 ft., SR 40, telepathy, speak with dead Saves: Fort +42, Ref +33, Will +39 Abilities: Str 45, Dex 23, Con 40, Int 24, Wis 34, Cha 36 Skills: Bluff +63, Climb +62, Concentration +65, Diplomacy +63, Disguise +63, Escape Artist +56, Gather Information +63, Heal +62, Intimidate +64, Jump +67, Knowledge (arcana) +62, Knowledge (planes) +63, Knowledge (undead) +65, Listen +62, Move Silently +56, Scry +62, Search +62, Sense Motive +62, Spellcraft +62, Spot +62. Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Great Cleave, Improved Initiative, Multiattack, Mobility, Power Attack, Spring Attack, Sunder, Weapon Focus (slam, Wand of Orcus) Climate/Terrain: Any land and underground Organization: Solitary or troupe (Orcus plus 1-2 mariliths, 1-3 glabrezus, and 4-20 zombies or shadows) Challenge Rating: 32 Treasure: Double standard Alignment: Always chaotic evil Advancement: — Orcus is one of the strongest and most powerful of all demon lords. He fights a never-ending war that spans the many layers of the Abyss with the forces of Graz’zt. Orcus is known as the Prince of the Undead, for it is said in secret that he alone invented the first undead that walked the worlds. Orcus appears as a grossly fat demon some 15 feet tall. His gray body is covered with goatish hair, and his head is goat-like, although his horns are similar to those of a ram. His great legs are also goat-like, but his arms are human. Vast bat-like wings sprout from his back, and his long snaky tail is tipped with a razor sharp poisonous tip. Combat Orcus prefers to melee with his fists. If pressed, he will use his spells and spell-like abilities. He wields his Wand whenever possible. If combat is going against him, he will summon demons and undead to cover his escape. Spell-Like Abilities: At will—animate dead, blasphemy, charm monster, charm person, deeper darkness, desecrate, detect good, detect law, detect thoughts, dispel magic, fear, greater dispelling, lightning bolt, polymorph self, pyrotechnics, read magic, see invisible, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire; 1/day—feeblemind. These abilities are as the spells cast by a 20th-level sorcerer (save DC 23 + spell level). Spells: Orcus casts arcane spells as a 20th-level sorcerer (save DC 23 + spell level) and divine spells as a 20th-level cleric (save DC 22 + spell level). He has access to the domains of Chaos, Death, Evil, Destruction and War. Fear Aura (Su): All within 60 feet; Will save (DC 48) or flee in fear for 2d6 rounds. If the save is successful, that creature cannot be affected again by Orcus’ fear aura for one day. Poison (Ex): Tail sting; initial damage 3d6 temporary Constitution, secondary damage death, Fortitude save (DC 50). Speak with Dead (Su): Orcus can, at will, speak with dead (as the spell of the name). Summon Demons (Sp): Three times per day, Orcus can automatically summon one balor, 1d3 nalfeshnees, or 1d4 mariliths. Summon Undead (Sp): As their prince, Orcus can automatically summon 100 HD of undead per day. Demon Qualities (Ex): Orcus is immune to poison and electricity; and has cold, fire, and acid resistance 20. Telepathy (Su): Orcus can communicate telepathically with any creature within 100 feet that has a language. ---------------------------------------------------------------------- ![]() |
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#47 |
The Magister
![]() Join Date: August 12, 2001
Location: Miami FL
Posts: 135
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Memnoch, put on some dragons, or give a more in depth story about the demon lords or something, and i agree, don't put the stats on there, just the stories
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A breath on the back of your neck. You turn around. You look me in the eye. But it is already to late. |
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#48 |
Zartan
![]() Join Date: October 15, 2001
Location: Oslo, Norway
Age: 36
Posts: 5,367
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You want I dragon? Cant give it to you. Cause there doesnt excist a Dragon which has a real name and is real known, just different types. And this thread is for unique species.
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#49 |
Ironworks Moderator
![]() Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
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OK then, some quick history to put these beings into perspective. [img]smile.gif[/img] Let's start with the home of the devils, tyrannically militaristic Nine Hells, where the rule of law reveals evil's heart.
The Nine Hells, also known as Baator, is the home of the devils, the epitome of premeditated, crafted cruelty. In addition to the devils, other lawful dieties of evil call this plane home, such as Kurtulmak of the kobolds and Sekolah of the sahuagin (both deities are mentioned in BG2). The nominal generals of the devil armies are eight mighty pit fiends known as the Dark Eight. The founder of the Dark Eight was the now-dead pit fiend Cantrum. The Dark Eight are:
But even the mighty Dark Eight must bow their heads to the Lords of the Nine. They are the true rulers of the Nine Hells, one for each layer of the Nine-Layered Pit. The Lords of the Nine have transcended even the mighty pit fiends - they are something even greater, approaching the power of lesser to intermediate deities. Many call them arch-devils, but nobody's ever asked one and lived. They can manifest avatars - something that the Dark Eight cannot. The Lords of the Nine see the Blood War as something beneath them - they are more concerned with domestic plots and schemes, like overthrowing the strongest of their order, or claiming another's layer as their own. So they delegate the responsibility of fighting the Blood War to the fiends and pursue their own dark personal agendas. The Lords of the Nine are: Lord of the First: the pit fiend Bel, the Warlord of Avernus. Bel deposed the former Lord of the First, the archdevil Zariel, and usurped her, thus becoming the first pit fiend to ever ascend to the status of Lord. He dwells in the Bronze Citadel, the massive bronze city covering dozens of square miles and featuring twelve concentric ring walls, each bristling with war machines. The city is filled with petitioners, both lemures and soul shells, and hundreds of thousands of lesser devils of all types bound for the Blood War. Because Avernus is the likeliest beachhead for any massed demonic attack, Bel is tasked with the important responsibility of repulsing any such attack (it also keeps him busy enough to keep from plotting against the other Lords). Bel is fortunate that he does not have to worry about the defense of the entrance from Avernus into Dis, the second layer of Hell. That entrance, located near a landmark called the Pillar of Skulls, is guarded by a truly fearsome sentinel - the five-headed Chromatic Dragon, Tiamat, also known as the Queen of Many Colors and of None. Tiamat considers the politics of the Hells to be beneath her, and only gets involved in the Blood War in the event of demonic incursions that threaten this gate. Lord of the Second: Dispater the Archduke. Unlike Bel, Dispater is not a pit fiend - he is an elite archdevil in the prime of his power. Dispater never loses his temper. Though anger burns bright within his chest, he prides himself on his restraint and his smooth manner. Should he actually lose his temper, chances are he'll annihilate the witnesses rather than let them report his shame. He dwells in the Iron Tower in the city of Dis, which makes up the entire second layer of Hell (it's a HUGE city). Lord of the Third: Mammon the Viscount. The archdevil Mammon resembles a 30-foot long serpent with a human torso, head, and arms. Mammon, who dwells in the Sinking City of Minauros, is a turncoat's turncoat. Although he once allied with Dispater and Mephistopheles against Asmodeus, he was the first to abase himself before the Dark Lord when Asmodeus finally proved victorious at the close of a failed rebellion called the Reckoning. Lords of the Fourth: Lady Fierna and Archduke Belial. The archdevil Belial is one of the most ancient of archdevils and has ruled the Fourth Layer for time untold. Fierna is Belial's daughter; he now lets her wear the mantle of leadership in public, but really the two of them rule the fiery layer of Phlegethos together. They host a legion of more than five-thousand hamatula devils here, a force kept in reserve should a demonic attack pierce this far into the Nine Hells. A pit fiend named Gazra nominally commands this force in the name of the Dark Eight, but in reality he answers to Belial and Fierna. Lord of the Fifth: Prince Levistus. The Frozen Prince rules Stygia from the heart of a massive iceberg that floats in the middle of the harbor of the city of Tantlin, Stygia's capital. He is not there by choice: he was imprisoned by Asmodeus for a past betrayal, but Asmodeus allows him control over Stygia anyway (see a couple of posts above for the reason why). One of Levistus's most daring plots was the kidnapping of Shailiana, a Faerie Queen of the eladrin (celestial race) of Arborea (home of the Seldarine), centuries ago. He demanded the ransom of a thousand eladrini souls for her safe return. The eladrin complied (not as a group; each volunteered as an individual), and Levistus, true to his word, went along with his side of the bargain - with the minor detail that the Faerie Queen had been tortured to the brink of insanity and implanted with various baatezu-engineered... creatures (it's rumored that Levistus first engineered the spinal leech for this occasion). She ruled Arborea for a few years, giving out mad decisions and having random fits of anger, violence, depression, and sorrow. Eventually, Shailiana was slain by her right-hand ghaele eladrin knight, who then killed himself in order to preserve his honor. She was replaced by the tulani eladrin Naiwen. This was Levistus' masterstroke - Naiwen was one of the eladrin who freely offered herself up as ransom for Shailiana. Levistus had her brain removed and replaced with that of an erinyes, and then sent her back to Arborea, where she ended up becoming the Faerie Queen and caused much strife before she was discovered and slain. Thus Levistus managed to bring evil into the heart of Arborea. Lord of the Sixth: the Hag Countess Malagard, Viscount of Baazebul and the ruler of Malbolge. The Hag Countess is not an archdevil but a supremely powerful night hag from Hades. Moloch the archdevil once ruled this layer but was cast down when he defied Asmodeus during the Reckoning. Moloch fled to Gehenna where he plots his vengeance against both Asmodeus and the Hag Countess, who betrayed him. Lord of the Seventh: Baalzebul, ruler of the layer of Maladomini. Now we're getting into some heavyweights. Baalzebul is actually the fallen tome archon Triel who was expelled from the lofty heights of Mount Celestia millenia ago for the pursuit of law and perfection taken to extremes. Asmodeus quickly promoted Triel to devilhood, and he took the name Baalzebul, or "Lord of the Flies". Baalzebul's relentless drive for hellish perfection quickly led to his ascension to Lord of the Seventh. Baazebul also plotted against Asmodeus during the Reckoning, and to punish him, Asmodeus transformed his formerly angelic body into a sluglike, melted form, thus leading to his nickname "the Slug Archduke". Baalzebul has never forgotten this, and his hatred for the King of the Nine Hells runs deep. Lord of the Eighth: Mephistopheles, ruler of Cania, the eighth layer. Mephistopheles once secretly engineered his own coup, placing a pit fiend named Baron Molikroth on his throne in an effort to discover which of his vassals was loyal to him. Once he had discovered who was willing to plot against him he placed himself back on the throne and executed them by having them ripped apart by gelugons one small piece at a time. (ouch!) Mephistopheles is also tasked with the responsibility of guarding the main gate into the ninth layer, Nessus. This gate is a massive pit several hundred feet across and is guarded by thousands of powerful gelugon devils. And finally, the Lord of the Ninth: Asmodeus, the Dark Lord of Nessus. Also known as the Overlord of the Hells, Prince of Darkness, and the Angel of the Bottomless Pit. He is also known by the following names: Melchiresha, Asmodeus, Asmada'i, Satanael, Lucifer Morningstar, Apollyon the Destroyer, Abbadon, Iblis, Shaitan. Of the Nine, Asmodeus reigns supreme. He always has and it often appears as if he always will. He alone among the Lords of the Nine has the status of a Greater Power. It is rumored that at the beginning of time he was formerly a Crown Archon who fell into evil from Mount Celestia but this is unconfirmed (Baalzebul would be the only one who would know for sure, and he isn't saying anything). Asmodeus holds an army of MILLIONS of devils - larger than any ever fielded in the Blood War - deep in the bowels of his fortress Malsheem, in the deepest rifts of Nessus, for a "cataclysmic event" that would lead to a conclusion of the Blood War, at the end of the world. Incidentally, Malsheem is the biggest fortress anywhere on the Outer Planes (or the Primes, for that matter). It's about the size of a hundred Waterdeeps. Wow, that ended up going longer than I thought. Hope you enjoy it. [img]smile.gif[/img] [ 05-14-2002, 07:17 AM: Message edited by: Memnoch ] |
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#50 |
Zartan
![]() Join Date: October 15, 2001
Location: Oslo, Norway
Age: 36
Posts: 5,367
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Wow, that gotta be the most entertaining post I've ever read in my time here at IW. Incredibly good, Memnoch! [img]graemlins/thumbsup.gif[/img]
How fun it must be to know such things... |
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