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Old 01-23-2002, 08:18 AM   #1
Memnoch
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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]


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).


[ 01-25-2002: Message edited by: Memnoch ]

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Old 01-23-2002, 08:21 AM   #2
Anarion
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AC 43?

This is 3rd ed right?
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Old 01-23-2002, 08:26 AM   #3
Memnoch
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Yep. [img]smile.gif[/img]

Here's another one, a demoness this time...you may have heard of her.


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).
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Old 01-23-2002, 09:50 AM   #4
Jan
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Holy cow. Where can you find them? Games or what??
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Old 01-23-2002, 09:54 AM   #5
Sir Exxon
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Hey, cool, Memny! I've wondererd for so long from where you get those fact!


see ya!
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Old 01-24-2002, 05:02 AM   #6
Memnoch
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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).


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).


[ 02-05-2002: Message edited by: Memnoch ]

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Old 01-24-2002, 05:21 AM   #7
LennonCook
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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...
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Old 01-24-2002, 08:42 AM   #8
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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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Old 01-25-2002, 08:00 AM   #9
Memnoch
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Say hello to Tiamat, formidable guardian of Avernus, the first layer of Hell.


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.
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Old 01-25-2002, 08:42 AM   #10
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thanks for saying where you got the stats from. i seriously doubted you had typed em all out by hand !
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