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  1. Arcanodaemon
  2. Medium Outsider (Evil, Extraplanar, Daemon)
  3. Hit Dice: 16d8 (outsider) +80 (152 hp)
  4. Initiative: +9 (+5 Dex, +4 Improved Initiative)
  5. Speed: 30 ft., fly 60 ft. (good)
  6. Armor Class: 27 (+5 Dex, +12 natural), touch 15, flat-footed 22 (27 in Gehenna)
  7. Base Attack/Grapple: +16/+20
  8. Attack: 2 claws +20 and bite +15 or melee touch +20 or ranged touch +21
  9. Full Attack: 2 claws +20 (1d4 plus +4 and Fort save DC 28 or cursed) and bite +15 (2d6 plus +2) or melee touch +20 or ranged touch +21
  10. Space/Reach: 5 ft./5 ft.
  11. Special Attacks: caress of Sheol, spell-like abilities, spells, summon daemons
  12. Special Qualities: Alternate form, arcane archive, DR 10/good and mithril, darkvision 60 ft., eidetic spell memory, greater daemon, immunity to acid, mind affecting effects, and poison, resistance to electricity, cold, and fire 10, SR 30
  13. Saves: Fort +13 Ref +13 Will +15
  14. Abilities: Str 18, Dex 20, Con 20, Int 26, Wis 24, Cha 24
  15. Skills: Bluff +27, Concentration +13, Craft (alchemy) +16, Craft (calligraphy) +16, Decipher Script +19, Diplomacy +31 (+33 against evil creatures), Disguise +16 (+18 observed in character), Forgery +8, Hide +9, Intimidate +23 (+25 against evil creatures), Knowledge (arcane) +27, Knowledge (history) +16, Knowledge (religion) +16, Knowledge (the planes) +27, Listen +16, Move Silently +13, Search +18, Sense Motive +27, Spellcraft +29, Spot +16, Survival +16 (+18 extraplanar, find/follow tracks)
  16. Feats: Empower Spell, Evil Brand, Heighten Spell, Improved Initiative, Quicken Spell, Scribe Scroll (B), Violate Spell (fireball)
  17. Environment: Gehenna or Carceri
  18. Organization: Solitary or Cabal (1-3 Arcanadae)
  19. Challenge Rating: 16
  20. Treasure: Double standard
  21. Alignment: Always neutral evil
  22. Advancement: 17-32 HD (Medium), 33-48 HD (Large)
  23. Level Adjustment: –
  24.  
  25. The fiend sitting down at the table before you speaks a word of magic, and it’s version of a scroll appears in a left hand decorated with expensive rings. Nearly as disturbing as it's appearance, the fanged, yet well-groomed muzzle, the unblinking and malevolent amber eyes carefully assessing every aspect of your being, is the matter of which the scroll is composed. It is the much-shrunken skin of a petitioner, the skin that would once compose it’s face having been warped in such a way as to form a crude handle to unroll it, and the back of the skin having been flayed until it resembles the coloration and texture of parchment.
  26.  
  27. The scroll squirms slightly as it is set down on the table, and the fiend and turns it around so as to allow you to examine it. Simultaneously, the jackal-headed creature begins speaking.
  28.  
  29. The Blood War is the largest and most destructive conflict in the Realms Beyond, with daemons selling their martial services to either side and both sides. Behind the hordes of lesser daemons are the utterly mercenary, and extremely intelligent fiends known as the arcanodaemons. Second only to the dreaded ultradaemons in terms of power and influence within the planes of pure evil, the arcanodaemons are manipulators of all beings around them for no greater purpose than greater power and wealth for themselves at the expense of all creatures that are unfortunate enough to find themselves drawn into their schemes.
  30.  
  31. In terms of their role in the daemonic hierarchy, arcanodaemons are the scribes, recordkeepers, and diplomats of the daemons. For the most part, arcanodaemons are created through promotion from nycadaemons. Although like most daemons, they may create others of their kind through breeding, those created through such means are generally given scribe duty in the Tower Arcane until they have ‘proven themselves’ through sufficiently dispassionate and malevolent manipulation of everyone and everything around them.
  32.  
  33. Arcanodaemons are found primarily within Gehenna, although due to the construction of the Tower of Incarnate Pain, increasing numbers of arcanodaemons can additionally be found in Othrys in Carceri as well. Within Gehenna, the one structure that most epitomizes their power and strength is the Tower Arcane, also known as the Tower of the Arcanodaemons, an enormous monument to their magical prowess, influence, and the virtually infinite profits that they have made from renting the services of their lesser brethren out to both the Perditions and the Abyss in the Blood War.
  34.  
  35. Like all Daemons, arcanodaemons are properly described as hermaphroditic and are sometimes referred to by planar scholars with the impersonal pronoun “it”, although naturally never to the face of one of them. Even outside of the context of their extremely infrequent mating, arcanodaemons will often pick a gender to ‘be’ as a personal affectation when they think, often correctly, that choosing one or the other genders used by mortals may prove to be advantageous in their machinations.
  36.  
  37. Arcanodaemons range anywhere from six to twelve feet in height and their bodies are covered in short fur, typically brown. At the same time, other natural colorations are known even though their magical prowess ensures that they can appear with any coloration that they choose and in fact, will often impersonate each other if such would prove beneficial towards their ends. While generally humanoid in form, the head of an arcanodaemon is that of a jackal or war dog, and although arcanodaemons speak with a measured, often vainglorious tone to their voice, they tend to stare with malice at all those around them. Arcanodaemons are typically dressed in elaborate and expensive robes, and their grooming and personal upkeep are impeccable as befitting their status in daemonic society.
  38.  
  39. Combat: Arcanodaemons loathe hand-to-hand combat, preferring subtle manipulations that instead cause their opponents to undermine each other in ways that they can profit from, whether financially or through increased power for themselves. Should they discover a situation that they cannot avoid in which combat is possible, they will typically travel with several bodyguards of lesser daemons or other creatures that they have either bribed into cooperating, which is the less-preferred method of acquiring aid, since if any being knows how to make a counteroffer, it is an arcanodaemon, or charmed using their spell-like ability or spells prepared specifically for such a purpose. Such creatures are treated as nothing but fodder to preserve the arcanodaemon, and are used as such. If this proves insufficient,arcanodaemons often use their magical powers to prepare contingent spells to get them out of dangerous situations rapidly, preferably through teleports or even gates or planeshifts if they are sufficiently powerful enough to cast them. If combat is absolutely inevitable, they often prepare incredibly destructive and painful spells which are usually violated or empowered.
  40.  
  41. Spell-like Abilities (Sp): Always active: tongues At will: animate dead, burning hands, charm monster, contagion, deeper darkness, detect evil, detect good, dimension door, fly (unlimited duration), heat metal, invisibility (self only), magic missile, produce flame, telekinesis, greater teleport, undetectable alignment, warp wood. 1/day: fear, project image. An arcanadaemon casts it’s spell-like abilities at 16th level. The saving throws against an arcanadaemon’s spell-like abilities are DC 17 + spell level. The saving throw DC’s are Charisma-based.
  42.  
  43. Alternate Form (Su): An arcanadaemon can shift between it's natural form and any humanoid form at will as a standard action and can remain in humanoid form indefinitely. The ability is otherwise similar to alter self cast by a 16th level caster.
  44.  
  45. Arcane Archive (Su): All arcanadaemons have the ability to tap into the memories and accumulated knowledge of their kin as stored in the Tower Arcane in Gehenna. Accordingly, a number of times a day equal to their Intelligence modifier, an arcanadaemon may acquire knowledge in a manner analogous to a lore check, using their innate wizard caster levels to determine the bonus to the roll.
  46.  
  47. Caress of Sheol (Su): Any creature struck by an arcanadaemon's claw attack must make a Fortitude save (DC 23) or suffer 2 points of vile Strength drain. The save DC is Constitution-based.
  48.  
  49. Eidetic Spell Memory (Ex): Arcanadaemons are some of the most naturally gifted spellcasters throughout the Depths Below and the Realms Beyond. As a result, an arcanadaemon that has lost their spellbook retains the memory of two spells per point of Intelligence modifier, with a maximum of two spells per level from the last time they studied it; they may not prepare any spells aside from those that they have memorized in this manner until they acquire a new spellbook and study it accordingly. For the purposes of determining an arcanadaemon’s Eidetic Spell Memory, only the base Intelligence and inherent bonuses to their ability score apply, and not any enhancement bonuses due to spells or magical items.
  50.  
  51. Skills: Bluff, Decipher Script, Knowledge (arcana), and Spellcraft are considered racial skills for Arcanadaes.
  52.  
  53. Spells (Sp): An arcanadaemon may cast spells as a Wizard of 3/4ths HD in terms of access to spells, and at a caster level equivalent to the caster level of their spell-like abilities. Arcanadaemons tend to prepare destructive spells, but also keep a wide array of escape and defensive spells in reserve for any situation. All arcanadaemons receive Scribe Scroll as a free feat.
  54.  
  55. Summon Daemon (Sp): An arcanadaemon may attempt to summon 1d6 mezzodaemons, 1d2 derghodaemons, or another arcanadaemon. They may attempt this once per day, with a 40% chance of success, and there is a 25% probability that any daemon summoned may turn on their arcanadaemon summoner.
  56. Last edited by Palindrome on Fri Apr 04, 2008 3:13 pm, edited 3 times in total.
  57. The Horror Begins
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  77. Re: Daemonic Revisions
  78. Postby Palindrome » Wed Apr 02, 2008 10:51 pm
  79.  
  80. Piscodaemon
  81. Medium Outsider (Evil, Extraplanar, Daemon)
  82. Hit Dice: 9d8 (outsider) plus +54 (90 hp)
  83. Initiative: +9 (+5 Dex, +4 Improved Initiative)
  84. Speed: 30 ft., swim 60 ft.
  85. Armor Class: 25 (+10 natural, +5 Dex), touch 15, flat-footed 25
  86. Base Attack/Grapple: +9/+15
  87. Attack: 2 claws +16 and +11 tentacles or melee touch +15 or ranged touch +12
  88. Full Attack: 2 claws +16 (2d8 plus +6/19-20/x2 and roll for amputation) and +11 tentacles (1d10 plus +3 and Fort save DC 22 or poison) or melee touch +15 or ranged touch +14
  89. Space/Reach: 5 ft./5 ft.
  90. Special Attacks: amputating critical, spell-like abilities, summon daemons, venomous tentacles
  91. Special Qualities: Damage reduction 10/good, eyestalks, lesser daemon traits, immunity to acid and poison, resistance to electricity, cold, and fire 10, SR 23, watery fortitude
  92. Saves: Fort +11 Ref +10 Will +7
  93. Abilities: Str 22, Dex 20, Con 22, Int 12, Wis 14, Cha 17
  94. Skills: Bluff +7, Diplomacy +7, Gather Information +6, Hide +9, Intimidate +15, Jump +12, Knowledge (local [Grey Wastes]) +5, Knowledge (the planes) +5, Search +5, Sense motive +6, Spot +14, Survival +5, Swim +18
  95. Feats: Ability Focus (poison), Improved Critical (claws), Improved Initiative, Weapon Focus (claws)
  96. Environment: Lower Planes (Gehenna, The Grey Wastes, or Carceri)
  97. Organization: Company (4-6 Piscodae, 30-40 Mezzodae)
  98. Challenge Rating: 11
  99. Treasure: Standard
  100. Alignment: Always neutral evil
  101. Advancement: 10-18 HD (Medium), 19-27 HD (Large)
  102. Level Adjustment: –
  103.  
  104. The first thing that catches your attention is the scream, followed by the stench of the vapors wafting across the field. It pierces the air like the noise of a whistle, accompanied by a strange crunching noise. As the vapors disperse, a scene of horror becomes visible.
  105.  
  106. A creature six feet tall is leaning over the body of a mezzodaemon that seems to be...leaking. It’s chitinous exterior is a shade of red so bright that it stands in stark contrast to the otherwise bleak surroundings of the Grey Wastes. There is another crunching sound, and then the mezzodaemon screams again as something goes flying several feet away from it. A second later, the nauseating realization sinks in that this was part of its arm.
  107.  
  108. A single eyestalk extends from the mezzodaemon tormentor’s head and swivels around to stare at you...
  109.  
  110. Even the least of daemons hardly need much persuasion in order to give in to the malign urgings that drive them through existence. However, for greater daemons to be able to provide the services of their brethren to all beings with sufficient wealth and power to purchase it, they must be able to ensure that those below them are focused on something more than random destruction. As a result, placed above the derghodaemons in power are the piscodaemons, the overseers and more often than not, constant tormentors, of the mezzodaemons that they have been placed in charge of by those with more power.
  111.  
  112. To be a piscodaemon is to be just intelligent enough to realize the potential of greater promotion (unlike the derghodaemons), but simultaneously low enough in power to be vulnerable to the attacks of the lesser Daemons that they command. As a result, the position of piscodaemon in Daemonic society is the one which has the highest turnover rate. Piscodaemons that are brutal, but not clever enough to get away with it tend to get slaughtered by their own soldiers when they can get away with it, while piscodaemons that are sufficiently clever to be brutal and successful are promoted into hydrodaemons. The only other way in which a piscodaemon may attract enough attention to gain promotion is to be asked by a more powerful daemon to betray it’s current superior. In such circumstances, if the betrayal is successful and if the higher-ranking daemon feels like keeping it’s word (a thoroughly rare occasion), a piscodaemons may be promoted into a hydrodaemon accordingly.
  113.  
  114. Piscodaemons often amuse themselves by ‘disciplining’ their lessers through slowly amputating slices of their own charges’ limbs in the rare situations where killing them outright would be inconvenient (particularly in the case of derghodaemons, since having three arms means to a piscodaemons' twisted logic that they can ‘lose a spare’). Furthermore, they will behave the same way towards captured prisoners if they are not strictly ordered not to do otherwise by their superiors.
  115.  
  116. A piscodaemon stands approximately six feet tall and possesses a chitinous exoskeleton the color of a cooked lobster, along with a set of tail-fins which they can use to swim efficiently and rapidly in bodies of liquid if they have to, although they are not immune to the memory-draining powers of the Styx as the marraenodaemons or hydrodaemons are. It’s legs end in taloned claws like those of a vulture, and it’s muscular arms are humanoid, although they are tipped with the claws of a lobster. Completing their bizarre appearance are their black, insectile eyes; mounted on two separate eyestalks nearly a foot long when fully extended that seem to move and twitch of their own volition and attached to a head like that of a carrion crawler.
  117.  
  118. Combat: Piscodaemons will seek to approach their foes as rapidly as possible through their teleport without error capability in order to use their amputating criticals on their opponents. In situations where more subtlety is required, a piscodaemon will instead choose to cast deeper darkness followed by blink, and then sneak up on their prey within the dark and use phantasmal killer on them, or poison them with their tentacles.
  119.  
  120. Amputating Critical (Ex): The claws of a piscodaemon are their deadliest and most sadistic weapons, which they enjoy using on their victims whenever the opportunity presents itself: namely most of the time. As a result, if a piscodaemon succeeds in making a critical hit upon an opponent their size category or smaller, then the victim must make a Fort save DC 20 or else either an arm or a leg of their foe has been sliced clean off with a 50% chance of either. The Fortitude save is Constitution-based, and if the opponent is wearing armor, then each point of enhancement bonus to the armor provides a +1 bonus to the save.
  121.  
  122. Opponents that have had an arm or arms cut off are unable to hold anything with their stumps as a result, and cannot cast spells unless they can cast them stilled. Opponents that have had a leg or legs cut off have their speed reduced to 5 ft./round and are affected with agonizing pain as per the effects of the spell wrack. Furthermore, wounds from the amputated limb bleed, causing an additional 5 points of damage/round until healed (Heal DC 10, or a heal spell).
  123.  
  124. Eyestalks (Ex): A piscodaemon’s eyes are mounted at the ends of highly mobile stalks nearly a foot long which it can move in all directions, or even independently of each other. As a result, it is difficult to surprise a piscodaemon and all piscodaemon may be considered to possess uncanny dodge.
  125.  
  126. Lesser Daemon Traits (Ex):
  127. • If a piscodaemon is killed outside of the Grey Wastes of Despair, it is demoted to derghodaemon status for a century per hit die and unable to leave the Grey Wastes during it’s period of demotion (at least 900 years). If a piscodaemon is killed within the Grey Wastes of Despair it is permanently dead.
  128. • Piscodaemons may communicate telepathically within any creature with a mind within 100 feet.
  129.  
  130. Spell-like abilities (Sp): At will: alter self, animate dead, blink, contagion, charm person, deeper darkness, fear, jump, major image, meld into stone, protection from good, produce flame, stinking cloud, greater teleport (self plus 50 pounds). 2/day: phantasmal killer A Piscodaemon casts it’s spell-like abilities at 9th level. The saving throws against a Piscodaemon’s spell-like abilities are DC 13 + spell level. The saving throw DC’s are Charisma-based.
  131.  
  132. Summon Daemons (Sp): A Piscodaemon may summon 1d8 mezzodaemons three times a day, or it may attempt to summon 1d2 other piscodaemons with a 35% probability of success. All daemons summoned by a piscodaemon possess a 25% probability of turning on their summoner.
  133.  
  134. Venomous Tentacles (Su): The tentacles of a piscodaemon, in addition to being covered with vicious serrations that tear through flesh and metal, exude an extremely potent toxin that can destroy all beings unfortunate enough to be affected by it. As a result, all beings touched by a piscodaemon’s tentacles must make a Fort save DC 22 or else take 1d6 Con damage immediately, be slowed for 1d6 rounds, and then take 2d6 secondary Con damage. If the Fort save is successful, then victims of a piscodaemon’s tentacles are only slowed for 1d6 rounds. The save DC is Constitution-based.
  135.  
  136. Watery Fortitude (Su): A piscodaemon receives +1 profane bonus against spells or spell-like abilities with the [Water] descriptor.
  137. Last edited by Palindrome on Fri Apr 04, 2008 3:14 pm, edited 1 time in total.
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  148. Re: Daemonic Revisions
  149. Postby KingCrazyGenius » Thu Apr 03, 2008 3:11 am
  150.  
  151. Having the evil subtype already makes the Arcanodaemon's natural weapons evil-aligned, so that second sentence in the Caress of Sheol is redundant.
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  161. Re: Daemonic Revisions
  162. Postby Palindrome » Thu Apr 03, 2008 3:38 am
  163.  
  164. KingCrazyGenius wrote:Having the evil subtype already makes the Arcanodaemon's natural weapons evil-aligned, so that second sentence in the Caress of Sheol is redundant.
  165.  
  166.  
  167. Edited accordingly.
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  178. Re: Daemonic Revisions
  179. Postby bluegodjanus » Thu Apr 03, 2008 4:05 pm
  180.  
  181. Having a greater daemon subtype and lesser daemon subtype seems an unnecessary division.
  182. There is no emotion, there is peace
  183. There is no ignorance, there is knowledge
  184. There is no passion, there is serenity
  185. There is no chaos, there is harmony
  186. There is no death, there is the Force
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  197. Re: Daemonic Revisions
  198. Postby Palindrome » Thu Apr 03, 2008 4:15 pm
  199.  
  200. bluegodjanus wrote:Having a greater daemon subtype and lesser daemon subtype seems an unnecessary division.
  201.  
  202.  
  203. It has mechanical and flavor import, though. Different things happen upon greater daemonic death as compared to lesser daemonic death. Furthermore, the greater daemons are capable of breeding with each other to produce more of the same kind (although this is looked down upon), while lesser daemons aren't. They either spawn from the plane, or else they rise through the castes.
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  214. Re: Daemonic Revisions
  215. Postby bluegodjanus » Thu Apr 03, 2008 4:28 pm
  216.  
  217. Palindrome wrote:
  218. bluegodjanus wrote:Having a greater daemon subtype and lesser daemon subtype seems an unnecessary division.
  219.  
  220.  
  221. It has mechanical and flavor import, though. Different things happen upon greater daemonic death as compared to lesser daemonic death. Furthermore, the greater daemons are capable of breeding with each other to produce more of the same kind (although this is looked down upon), while lesser daemons aren't. They either spawn from the plane, or else they rise through the castes.
  222.  
  223.  
  224. While that's all true, I don't think a slightly different daemon subtype is a good way to represent that. We don't have Least, Lesser, Greater, and True Demon, for example.
  225. There is no emotion, there is peace
  226. There is no ignorance, there is knowledge
  227. There is no passion, there is serenity
  228. There is no chaos, there is harmony
  229. There is no death, there is the Force
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  240. Re: Daemonic Revisions
  241. Postby veekie » Fri Apr 04, 2008 10:31 am
  242.  
  243. bluegodjanus wrote:
  244. Palindrome wrote:
  245. bluegodjanus wrote:Having a greater daemon subtype and lesser daemon subtype seems an unnecessary division.
  246.  
  247.  
  248. It has mechanical and flavor import, though. Different things happen upon greater daemonic death as compared to lesser daemonic death. Furthermore, the greater daemons are capable of breeding with each other to produce more of the same kind (although this is looked down upon), while lesser daemons aren't. They either spawn from the plane, or else they rise through the castes.
  249.  
  250.  
  251. While that's all true, I don't think a slightly different daemon subtype is a good way to represent that. We don't have Least, Lesser, Greater, and True Demon, for example.
  252.  
  253.  
  254. Would different names than 'greater' or 'lesser' resolve the issue?
  255. Given that they have fundamentally different origins, and some mechanical variance, I see it as essentially the same as the demon subtypes.
  256. Love, Justice, and Steam-Powered Robots.
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  258.  
  259. This was no chicken. This was evil manifest.
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  267. Re: Daemonic Revisions
  268. Postby Kain Darkwind » Fri Apr 04, 2008 2:25 pm
  269.  
  270. I think BGJ is suggesting we take it out of the subtype, which I am in agreement about.
  271.  
  272.  
  273. We have distinctions between demons and devils that boil down to a caste system. A lemure is a least devil, a balor is a true mazza'im/tanar'ri. There is no problem making a distinction between greater and lesser yugoloths.
  274.  
  275. However, that distinction shouldn't be in the Subtype part of the stat block. More in the area of flavor, ecology, that sort of thing.
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  285. Re: Daemonic Revisions
  286. Postby Palindrome » Fri Apr 04, 2008 3:11 pm
  287.  
  288. Alright. It's gone, and when I return to the issue for Depths of Despair, it'll have a paragraph for it there.
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  299. Re: Daemonic Revisions
  300. Postby Palindrome » Fri Apr 04, 2008 5:50 pm
  301.  
  302. Derghodaemon
  303. Large Outsider (Evil, Extraplanar, Daemon)
  304. Hit Dice: 8d8 +48 (84 hp)
  305. Initiative: +5 (+5 Dex)
  306. Speed: 45 ft.
  307. Armor Class: 27 (-1 size, +13 natural, +5 Dex), touch 14, flat-footed 27
  308. Base Attack/Grapple: +8/+20
  309. Attack: +15 primary claw or +15 primary weapon or melee touch +15 or ranged touch +12
  310. Full Attack: +15 primary claw (1d6 +8) and +13 4 secondary claws (1d6 +4) or +13/+8 longsword (1d6 +8) and +9 battleaxe (1d8 +4) and +13 3 claws (1d6 +4) or melee touch +15 or ranged touch +12
  311. Space/Reach: 10 ft./10 ft.
  312. Special Attacks: chattering mandibles, improved grab, spell-like abilities, summon yugoloth
  313. Special Qualities: Damage reduction 10/good, lesser daemon traits, immunity to acid and poison, resistance to electricity, cold, and fire 10, SR 22, telepathy 30 ft., uncanny dodge
  314. Saves: Fort +11 Ref +10 Will +7
  315. Abilities: Str 26, Dex 20, Con 18, Int 10, Wis 14, Cha 15
  316. Skills: Balance +9, Diplomacy +4, Hide +4, Intimidate +13, Listen +6, Move Silently +9, Search +10, Sense Motive +6, Spot +13, Survival +6 (+8 find/follow tracks)
  317. Feats: Expertise (B), Improved Multiattack, Multiattack, Multiweapon Fighting
  318. Environment: Depths Below (Gehenna, The Grey Wastes, or Carceri)
  319. Organization: Group (4-16) or Horde (50-100)
  320. Challenge Rating: 12
  321. Treasure: Standard and 1-2 weapons
  322. Alignment: Always neutral evil
  323. Advancement: 9-16 HD (Large), 17-24 HD (Huge)
  324. Level Adjustment: –
  325.  
  326. Out of the mists of the Wastes emerges a bizarre creature as if from a nightmare. It rapidly runs towards you with a bizarre gait upon three muscular legs that protrude from a greyish-blue, segmented and spherical torso in a triangular pattern. Above the spherical body is a short neck topped with a triangular, insectile head, two waving, whip-thin antennae, and blank, empty composite eyes. It makes an odd, clacking sound from it’s mandible-jaws, and even as you try and cast a spell to save yourself, you find it slipping away from your mind even as it raises swords to hack you down from two of it’s five arms.
  327.  
  328. You find yourself unable to know your own name, much less the spell that would have enabled you to escape as you attempt to run backwards. The last thing you know at all is the feeling of metal slicing into your body in two different places.
  329.  
  330. Derghodaemons are one of the mainstays of the mercenary forces that the greater daemons rent out to both sides of the Blood War and use to defend their own keeps from the attacks of their innumerable rivals. While unintelligent by daemonic standards and extremely stubborn, they are also quite strong and competent at slaughtering their opponents.
  331.  
  332. An average derghodaemon stands approximately eight feet tall, with three muscular legs spaced around the bottom hemisphere of a spherical torso in the pattern of an equilateral triangle. The torso of a derghodaemon is perfectly spherical and segmented like a piece of fruit, and colored greyish-black with short, sporadic spines on it’s exterior. A derghodaemon’s head is triangular in shape, with large, dark blue composite eyes and a mouth composed of two sharp and interlocking mandibles. Any Derghodaemon may rotate it’s head in a complete circle atop their necks. Derghodaemons additionally possess five arms equally spaced around their torso. A derghodaemon’s arm is nearly as long as long as it is tall, and has four spindly fingers tipped with sharp claws.
  333.  
  334. Derghodaemons are incapable of speech, but are quite capable of communicating through telepathy. Without exception, the only thoughts that they are capable of expressing in this manner are those of brutal destruction.
  335.  
  336. Combat: One of the major factors that prevents derghodaemons from being more effective in combat is the fact that they are among the least intelligent daemons anywhere to the point where this may actually hinder them in combat as they forget to use their spell-like abilities. Instead, they prefer to close in to melee even when a spell-like ability could aid them. Unfortunately, it is exceptionally rare for derghodaemons to ever be found alone, and more than make up for their stupidity with their tenacity in groups that can range from four up to hundreds at a time. As a result, most derghodaemon tactics, unless carefully instructed by a more powerful daemon to act differently, tend to range from charging and hacking opponents to death, disabling them by chittering and then hacking them to death, or surrounding their opponents and grabbing them so other derghodaemons can slaughter them.
  337.  
  338. Chattering Mandibles (Su): Once a day a derghodaemon may chatter its mandibles rapidly, temporarily destroying the minds of vulnerable creatures with fewer hit die than itself and forcing them to make a Will save DC 17 or else be feebleminded as the spell for 1d6 rounds. All derghodaemons are immune to each other’s chattering.
  339.  
  340. Spell-like abilities (Sp): At will: alter self, animate dead, contagion, charm person, deeper darkness, fear, telekinesis, produce flame, teleport without error (self plus 50 pounds). 2/day: sleep A derghodaemon casts it’s spell-like abilities at 8th level. The saving throws against a derghodaemon’s spell-like abilities are DC 12 + spell level. The saving throw DC’s are Charisma-based.
  341.  
  342. Skills: Because of a derghodaemon’s extremely unusual anatomy it receives a +4 racial bonus on all Balance checks.
  343. The Horror Begins
  344. Orcus, Demon Prince of the Undead
  345. User avatar
  346. Palindrome
  347. Why don't I have a custom title yet?
  348.  
  349. Posts: 2223
  350. Joined: Tue Apr 01, 2008 8:16 pm
  351. Location: The Abyss
  352. Top
  353. Re: Daemonic Revisions
  354. Postby The Serge » Fri Apr 04, 2008 7:06 pm
  355.  
  356. Where's the ultradaemon?
  357. Image
  358. User avatar
  359. The Serge
  360. The Maker (Site Admin)
  361.  
  362. Posts: 2521
  363. Joined: Tue Apr 01, 2008 8:13 am
  364. Location: The Lost Library of Midlorr
  365. Top
  366. Re: Daemonic Revisions
  367. Postby Palindrome » Fri Apr 04, 2008 7:08 pm
  368.  
  369. The Serge wrote:Where's the ultradaemon?
  370.  
  371.  
  372. It's coming along a bit later, because it has a lot of huge discussion associated with it.
  373. The Horror Begins
  374. Orcus, Demon Prince of the Undead
  375. User avatar
  376. Palindrome
  377. Why don't I have a custom title yet?
  378.  
  379. Posts: 2223
  380. Joined: Tue Apr 01, 2008 8:16 pm
  381. Location: The Abyss
  382. Top
  383. Re: Daemonic Revisions (Ultrodaemon)
  384. Postby Palindrome » Fri Apr 04, 2008 7:58 pm
  385.  
  386. Originally by Iron Magus
  387.  
  388. I did modify the ultrodae to ultrodaemon, and I'm hoping this is the most recent version.
  389.  
  390. ULTRODAEMON
  391.  
  392. Advancing before you is a tall, grey-skinned humanoid, its hypnotic fire-opal eyes gazing dispassionately towards you. Aside from its eyes, it has no face. It is clothed in a black cloak, and a longsword is held in its hand. The reality around it is blurred and distorted: it seems to be in many places at once. It stops and a voice in your head whispers hideous thoughts to you. It raises its hand before a beam of darkness strikes out at you. As it disappears, a dark voice mocks you, before phantoms of the night assail you.
  393.  
  394. ULTRODAEMON (CR 20)
  395. Always NE Medium Outsider (Daemon, Evil, Extraplanar)
  396. Init +10 (+10 Dexterity); Senses darkvision 60 ft., arcane sight, detect good, read magic, true seeing; Listen +29, Spot +29
  397. Languages Abyssal, celestial, draconic, infernal, tongues; telepathy 100 ft.
  398. ____________________________________________________________
  399.  
  400. AC 35 (+10 Dexterity, +15 natural), touch 20, flat-footed 25; Miss Chance 20%
  401. hp 207 (18d8 + 126); DR 15/good and mithril
  402. Immune acid, poison
  403. Resist cold 10, electricity 10, fire 10; deception; SR 34 (CR + 14)
  404. Fort +18, Ref +21, Will +19
  405. ____________________________________________________________
  406.  
  407. Speed 30 ft. (6 squares)
  408. Melee +3 longsword of wounding +29 (1d8 + 11 plus 1 Con) or
  409. Melee claw +26 (1d6 + 8) or
  410. Melee +3 longsword of wounding +29/+24/+19/+14 melee (1d8 + 11 plus 1 Con) and
  411. Melee claw +21 (1d6 + 8) or
  412. Melee 2 claws +26 (1d6 + 8) or
  413. Ranged energy drain +28 ranged touch (2d4 negative levels)
  414. Base Atk +18; Grp +26
  415. Special Actions Hypnotic gaze (Will save DC 27), summon daemon
  416. ____________________________________________________________
  417.  
  418. Spell-like Abilities (CL 18th); Greater Spell Penetration, Spell Penetration
  419. Always active–arcane sight, detect good, read magic, tongues, true seeing
  420. At will–[i]animate dead, animate objects, blasphemy (DC 25), color spray (DC 19), contagion (DC 22), [i]desecrate, detect chaos, detect evil, detect law, detect thoughts (DC 20), deeper darkness, dominate monster (DC 28), fear (DC 22), fly, geas (DC 25), greater dispel magic, greater scrying (DC 25), greater teleport (self plus 50 pounds of object only), hold monster (DC 24), invisibility, magic circle against good, mislead (DC 24), persistent image (DC 23), polymorph, power word stun, produce flame, solid fog, suggestion (DC 22), telekinesis (DC 23), unhallow (DC 23), unholy aura (DC 26), unholy blight (DC 22), wall of fire
  421. 3/day–acidic cloud (DC 26; as incendiary cloud, but acid damage), horrid wilting (DC 26), mass hold monster (DC 26), mass suggestion (DC 25), quickened hold monster (DC 27)
  422. 1/day–mass inflict critical wounds (DC 26), power word kill, symbol (any type; DC depends on symbol), weird (DC 27)
  423. ____________________________________________________________
  424.  
  425. Abilities Str 26, Dex 31, Con 24, Int 27, Wis 27, Cha 26
  426. SQ Deception, misleading appearance (Will save DC 29)
  427. Feats Ability Focus (misleading appearance), Greater Spell Penetration, Persuasive, Quickened Spell-Like Ability (hold monster), Skill Focus (Bluff), Spell Focus (enchantment), Spell Penetration
  428. Skills Balance +12, Bluff +42, Concentration +28, Diplomacy +33, Disguise +19 (+21 when acting in character), Gather Information +29, Intimidate +41, Jump +10, Knowledge (any three) +29, Listen +29, Move Silently +31, Search +29, Sense Motive +29, Spellcraft +29, Spot +29, Survival +18 (+20 when following tracks), Tumble +31
  429. Possessions +3 longsword of wounding
  430. ____________________________________________________________
  431.  
  432. Blur (Su): An ultrodaemon's eyes constantly warp the reality around it. This creates a 20% miss chance for all attacks directed against the ultrodaemon.
  433.  
  434. Deception (Su): An ultrodaemon is a master of lies, and even arcane power has been known to be unable to penetrate or protect from their lies.
  435.  
  436. If a caster casts a spell that reveals information or the truth about an ultrodaemon, the caster must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the ultrodaemon's racial HD (DC 29). If this fails, the spell fails to reveal anything about the ultrodaemon, and the ultrodaemon becomes aware of the spell and its failure. The caster does not become aware of the failure of his or her spell. This ability applies to all divination spells cast against an ultrodaemon, as well as any other spells that reveal truth about an ultrodaemon (including revealing information about its properties, location or activities, revealing its presence or making it speak the truth), such as invisibility purge or zone of truth. If this ability stops an always active or permanent ability from functioning properly, a new check should be made every 24 hours; otherwise, only one check is made per spell.
  437.  
  438. Furthermore, if an ultrodaemon uses a mind-affecting effect against a creature with non-natural immunity or resistance to mind-affecting effects, the ultrodaemon may make a caster level check (1d20 + the ultrodaemon's racial HD) against a DC of 11 + the caster level of the spellcaster who cast the spell. If it succeeds, the ultrodaemon may ignore the immunity or resistance. A separate check should be made against each such protection, and a new check should be made when another mind-affecting ability is used.
  439.  
  440. Energy Drain (Su): As a standard action, an ultrodaemon may fire a ray dealing 2d4 negative levels, with a range of 75 feet. This is usable once every 1d4 rounds.
  441.  
  442. Hypnotic Gaze (Su): Fascinated for 2d4 rounds, 30 feet, Will DC 27 negates. The save DC is Charisma-based.
  443.  
  444. Misleading Appearance (Su): When any creature sees an ultrodaemon, they must make a DC 29 Will save, or they will see the ultrodaemon as a figure they trust and respect. This effect, or lack thereof, lasts for 24 hours, after which a new save is made. An ultrodaemon may appear to each individual creature as a different figure, although it is unaware whom those who fail their saves see. This ability has no effect on the blind or mindless. The save DC is Charisma-based.
  445.  
  446. Summon Daemon (Sp): Twice per day an ultrodaemon can automatically summon 1 arcanodaemon or nycadaemon, 2 yagnodaemons, or 3 lesser daemons. This ability is the equivalent of an 8th-level spell.
  447.  
  448. Skills (Ex): An ultrodaemon has a +8 racial bonus on Bluff and Intimidate checks.
  449. ____________________________________________________________
  450.  
  451. STRATEGY AND TACTICS
  452.  
  453. Ultrodaemons typically try to avoid direct conflict, trying to manipulate and deceive their adversaries to turn them to the cause of Evil or to permanently remove them from their schemes. However, they will enter combat if they find it advantageous, and will attack with their spell-like abilities while misdirecting their foes and turning them against one another. They take a cruel delight in inflicting pain on their enemies, and will often torture their foes for information once the battle is won. Ultrodaemons typically only enter combat when they know who and what they are dealing, and their strengths and weaknesses. They use their spell-like ability to keeps their enemies away from them, and will only enter melee as a last resort.
  454. Ultrodaemons will sometimes have some form of protection with them, be it deceived mortals on the Mortal Coil, or small groups of lesser daemons in Hades, Gehenna and Carceri. At other times, several ultrodaemons may work together against a mutual foe for the benefit of all, although each will believe that it is gaining the greatest advantage. If acting as officers for troops in the Blood War, their forces can be far more extensive.
  455.  
  456. SAMPLE ENCOUNTER
  457. Ultrodaemons are masters of lies and deceit. They will often manipulate others into their service; and they are evil masterminds of the highest degree usually seen by mortals.
  458. Individual (EL 20):[/i] A lone ultrodaemon recently called to the material by a foolish wizard, now deceased, or an ultrodaemon looking for new, powerful mortals to manipulate for its ends.
  459. EL 20: An ultrodaemon has entered the Mortal Coil after tricking a misguided wizard into calling it. It attempts to destabilise the kingdom, sponsoring dark cults and assassinating key officials. As the player characters investigate, the ultrodaemon recognises the threat they pose and moves to eliminate them personally.
  460. Team (EL 22-24): These groups contain two to four individuals. They will be ultrodaemons working together for mutual benefit, but each will backstab the other(s) should an opportunity for increased power arrive.
  461. Troupe (EL 20-23): These groups contain 1-2 ultrodaemons and 1-10 lesser daemons. These will be daemons the ultrodaemons have coerced into service as agents and bodyguards, and will be highly loyal to the ultrodaemon out of fear.
  462. Advanced Ultrodaemon (EL 25): This is an ultrodaemon advanced to 36 racial HD (see below). It may be performing a service in return for a reward from a cosmic daemon, or it may be acting on its own, as one of the most powerful lords of Evil to descend upon a mortal coil.
  463. Ultrodaemon Noble (EL 31): This an ultrodaemon advanced to 20 racial HD with 10 class levels in wizard. It may be performing some scheme to gain more power, or more deceit for later use. These beings are arch-manipulators of immense proportions.
  464.  
  465. ECOLOGY
  466. Ultrodaemons are among the most powerful of daemons; terrifying exemplars of pure Evil equal to the dreaded pit fiends and balors of Lawful and Chaotic Evil. Immortal outsider questing for pure evil for the multiverse and pure power for themselves, ultrodaemons consume their time spreading webs of lies and machinations of deceit across the Cosmos.
  467. Environment: Ultrodaemons are most common in Hades and Gehenna, and there are also many in Carceri. They may also be found on the Mortal Coil; manipulating, deceiving and damning mortals for their cause, and on other Outer Planes, acting as agents to draw other alignments into their lies.
  468. Typical Physical Characteristics: An ultrodaemon appears as a tall, grey-skinned humanoid, with no face save two dispassionate eyes reminiscent of fire-opals. They typically dress in black capes and cloaks and carry magical longswords. An ultrodaemon is about 7 feet tall and weighs about 180 pounds.
  469. Alignment: As some of the highest exemplars of pure Evil, ultrodaemons are almost always NE. There are some cases of ultrodaemons betraying pure Evil and turning to Lawful and Chaotic Evil, but even these rare cases are more common by far than the tiny minority who have turned their backs on Evil and risen to Good.
  470.  
  471. ULTRODAEMON LORE
  472. Characters with ranks in Knowledge (the planes) can learn more about ultrodaemons. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
  473.  
  474. Knowledge (the planes)
  475. DC Result
  476. 18 This creature is an Outsider. Reveals outsider traits.
  477. 23 This creature has the [Evil] subtype.
  478. 28 This creature is an ultrodaemon, one of the feared types of daemon. They exist to spread pure Evil across the multiverse. Reveals daemon traits.
  479. 33 Ultrodaemons are known for their great lies and deceptions. They have many enchantment- and illusion-based abilities.
  480. 38 Ultrodaemons are known to be able to resist and penetrate attempts to break their lies through magic.
  481.  
  482.  
  483. SOCIETY
  484. Ultrodaemons are among the foremost paragons of Evil in the Cosmos. Second only to the Diseased Eight and the maladaemons in power (and not even them for the greatest of the ultrodaemons, the General of Gehenna and Mydianchlarus the Oinodaemon) and with a hideous reputation cruelty; ultrodaemons are some of the most feared beings in Creation. Throughout the ranks of the daemons, this fear holds true – almost none will challenge an ultrodaemons, save the arcanadaemons in their own realm. As the highest caste, ultrodaemons serve as officers and generals in the daemons' mercenary armies in The Blood War. Although it is feasible for a group of lesser-ranked daemons to defeat an ultrodaemon, none would try, such is their reputation. Only a tiny fraction of daemons become ultrodaemons, but the number that does is enough, for their webs of lies multiply their power a hundredfold. Cruel, aloof and seemingly emotionless, most would agree that the ultrodaemons number among the greatest threats to all that is good and just in the Cosmos.
  485.  
  486. TYPICAL TREASURE
  487.  
  488. Ultrodaemons typically collect many items for contingencies and to take advantage of certain situations. The items they carry typically empower the user in lies and trickery. Ultrodaemons typically have standard coins, double goods and standard items, plus their +3 longsword of wounding.
  489.  
  490. FOR PLAYER CHARACTERS
  491.  
  492. An ultrodaemon can be called to serve player characters by certain spells (see below).
  493.  
  494. Summoning Ultrodaemons
  495.  
  496. An ultrodaemon may be called by the gate, greater planar ally and greater planar binding spells. Doing so is usually foolish, as the ultrodaemon's great intelligence and ability to lie will often allow it to trick the summoners for its own ends.
  497.  
  498. ULTRODAEMONS WITH CLASS LEVELS
  499.  
  500. Many ultrodaemons take class levels to better allow to beguile their foes and spread their evil. Wizards are the most common, due to the ultrodaemon focus on knowledge. Ultrodaemon wizards are often diviner, enchanters, illusionists or necromancers, with their barred schools typically being abjuration conjuration, evocation and transmutation. Other ultrodaemons take advantage of their fiendish power, being sorcerers, warlocks or witches (especially those aligned with the night hags). Some become rogues, bards and assassins, reinforcing their powers for trickery and lies; while others take advantage of their formidable mental prowess, becoming psions and psychic warriors. Fighters and marshals are less common, sometimes taken as a secondary class, to better allow the ultrodaemons to lead troops in The Blood War. Ultrodaemons despise divine casters, seeing them as weak, and classes associated with other alignments (like barbarians), as foolish distractions from true evil. An ultrodaemon's favoured class is wizard.
  501.  
  502. ADVANCED ULTRODAEMONS
  503.  
  504. An ultrodaemon advances in racial HD by promoting pure evil across the multiverse; spreading its web of lies ever further, and attracting power to itself through trickery and backstabbing.
  505.  
  506. An ultrodaemon may be advanced in racial HD up to a maximum of 54 racial HD. In addition to the normal benefits for advancing in Outsider HD, the ultrodaemon's caster level for its spell-like abilities is equal to its racial HD, and it spell resistance is equal to its CR from racial HD advances plus 14. Furthermore, it gains the following benefits at the racial HD indicated:
  507. -20 HD: Resistances improve to cold 15, electricity 15 and fire 15.
  508. -24 HD: Damage reduction improves to 15/epic, good and mithril. Telepathy increases to a range of 200 feet.
  509. -27 HD: Energy drain increases to 3d4 negative levels in damage and to a range of 100 feet. Summon daemon may be used thrice per day, and it is now equivalent to a 9th-level spell.
  510. -28 HD: Damage reduction improves to 20/epic, good and mithril.
  511. -30 HD: Resistances improve to cold 20, electricity 20 and fire 20.
  512. -34 HD: Telepathy increases to a range of 300 feet.
  513. -36 HD: Energy drain increases to 4d4 negative levels in damage and to a range of 125 feet. Summon daemon now summons 3 arcanadaemons or nycadaemons, 4 yagnodaemons or 6 lesser daemons.
  514. -37 HD: Size increases to Large. As a result of this, it gains +8 Str bonus, a +4 Con bonus, its natural armour bonus improves to +17 and its claw damage improves to 1d8. It suffers a -2 Dex penalty, a -1 size penalty to AC and attacks, and a -4 penalty on Hide checks. It CR increases by +1. In addition to the size increase, acidic cloud horrid wilting, mass hold monster and mass suggestion become usable at will. Mass inflict critical wounds, power word kill, symbol (any type) and weird become usable 3/day.
  515. -38 HD: Resistances improve to cold 25, electricity 25 and fire 25.
  516. -44 HD: Telepathy increases to a range of 400 feet.
  517. -45 HD: Energy drain increases to 5d4 negative levels in damage and to a range of 150 feet. Mass inflict critical wounds, power word kill, symbol (any type) and weird become usable at will.
  518. -46 HD: Damage reduction improves to 25/epic, good and mithril.
  519. -48 HD: Resistances improve to cold 30, electricity 30 and fire 30.
  520. -54 HD: Energy drain increases to 6d4 negative levels in damage and to a range of 175 feet. Summon daemon may be used 4 times per day; it now summons 6 arcanodaemons or nycadaemons, 9 yagnodaemons or 12 lesser daemons; the daemons summoned are advanced to double standard HD; and it is now the equivalent of an epic spell. Telepathy increases to a range of 500 feet.
  521.  
  522. A typical ultrodaemon advanced to double standard racial HD is shown below.
  523.  
  524. ULTRODAEMON, ADVANCED (CR 25)
  525. Always NE Medium Outsider (Daemon, Evil, Extraplanar)
  526. Init +15 (+11 Dexterity, +4 Improved Initiative); Senses darkvision 60 ft., arcane sight, detect good, read magic, true seeing; Listen +48, Spot +48
  527. Languages Abyssal, celestial, draconic, infernal, tongues; telepathy 300 ft.
  528. ____________________________________________________________
  529.  
  530. AC 36 (+11 Dexterity, +15 natural), touch 21, flat-footed 25; Miss Chance 20%
  531. hp 414 (36d8 + 252); DR 20/epic, good and mithril
  532. Immune acid, poison
  533. Resist cold 20, electricity 20, fire 20; deception; SR 43 (CR + 14)
  534. Fort +27, Ref +31, Will +33
  535. ____________________________________________________________
  536.  
  537. Speed 30 ft. (6 squares)
  538. Melee +4 longsword of wounding +48 (1d8 + 11 plus 1 Con) or
  539. Melee claw +44 (1d6 + 8) or
  540. Melee +4 longsword of wounding +48/+43/+38/+33 melee (1d8 + 11 plus 1 Con) and
  541. Melee claw +39 (1d6 + 8) or
  542. Melee 2 claws +44 (1d6 + 8) or
  543. Ranged energy drain +47 ranged touch (4d4 negative levels)
  544. Base Atk +36; Grp +44
  545. Special Actions Blinding speed, hypnotic gaze (Will save DC 39), summon daemon
  546. ____________________________________________________________
  547.  
  548. Spell-like Abilities (CL 36th); Epic Spell Penetration, Greater Spell Penetration, Spell Penetration
  549. Always active–arcane sight, detect good, read magic, tongues, true seeing
  550. At will–animate dead, animate objects, blasphemy (DC 26), color spray (DC 20), contagion (DC 23), desecrate, detect chaos, detect evil, detect law, detect thoughts (DC 21), deeper darkness, dominate monster (DC 29), fear (DC 23), fly, geas (DC 26), greater dispel magic, greater scrying (DC 26), greater teleport (self plus 50 pounds of object only), hold monster (DC 25), invisibility, magic circle against good, mislead (DC 25), persistent image (DC 24), polymorph, power word stun, produce flame, solid fog, suggestion (DC 23), telekinesis (DC 24), unhallow (DC 24), unholy aura (DC 27), unholy blight (DC 23), wall of fire
  551. 3/day–acidic cloud (DC 27; as incendiary cloud, but acid damage), horrid wilting (DC 27), mass hold monster (DC 27), mass suggestion (DC 26), quickened hold monster (DC 28)
  552. 1/day–mass inflict critical wounds (DC 27), power word kill, symbol (any type; DC depends on symbol), weird[/i] (DC 28)
  553. ____________________________________________________________
  554.  
  555. Abilities Str 26, Dex 32, Con 24, Int 28, Wis 28, Cha 28
  556. SQ Deception, misleading appearance (Will save DC 39)
  557. Feats Ability Focus (hypnotic gaze), Ability Focus (misleading appearance), Greater Spell Penetration, Improved Initiative, Persuasive, Quickened Spell-Like Ability (hold monster), Skill Focus (Bluff), Spell Focus (Enchantment), Spell Penetration
  558. Epic Feats Blinding Speed, Epic Skill Focus (Bluff), Epic Spell Penetration, Epic Will
  559. Skills Balance +15, Bluff +71, Concentration +46, Diplomacy +56, Disguise +29 (+33 when acting in character),Gather Information +48, Intimidate +62, Jump +12, Knowledge (any four) +48, Listen +48, Move Silently +50, Search +48, Sense Motive +48, Spellcraft +48, Spot +48, Survival +28 (+30 when following tracks), Tumble +50
  560. Possessions +4 longsword of wounding
  561. ____________________________________________________________
  562.  
  563. Blur (Su): An advanced ultrodaemons's eyes constantly warp the reality around it. This creates a 20% miss chance for all attacks directed against the advanced ultrodaemons.
  564.  
  565. Deception (Su): An advanced ultrodaemons is a master of lies, and even arcane power has been known to be unable to penetrate or protect from their lies.
  566.  
  567. If a caster casts a spell that reveals information or the truth about an advanced ultrodaemons, the caster must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the advanced ultrodaemon's racial HD (DC 47). If this fails, the spell fails to reveal anything about the advanced ultrodaemons, and the advanced ultrodaemon becomes aware of the spell and its failure. The caster does not become aware of the failure of his or her spell. This ability applies to all divination spells cast against an advanced ultrodaemon, as well as any other spells that reveal truth about an advanced ultrodaemon (including revealing information about its properties, location or activities, revealing its presence or making it speak the truth), such as invisibility purge or zone of truth. If this ability stops an always active or permanent ability from functioning properly, a new check should be made every 24 hours; otherwise, only one check is made per spell.
  568.  
  569. Furthermore, if an advanced ultrodaemon uses a mind-affecting effect against a creature with non-natural immunity or resistance to mind-affecting effects, the advanced ultrodaemons may make a caster level check (1d20 + the advanced ultrodaemon's racial HD) against a DC of 11 + the caster level of the spellcaster who cast the spell. If it succeeds, the advanced ultrodaemon may ignore the immunity or resistance. A separate check should be made against each such protection, and a new check should be made when another mind-affecting ability is used.
  570.  
  571. Energy Drain (Su): As a standard action, an advanced ultrodaemons may fire a ray dealing 4d4 negative levels, with a range of 125 feet. This is usable once every 1d4 rounds.
  572.  
  573. Hypnotic Gaze (Su): Fascinated for 2d4 rounds, 30 feet, Will DC 39 negates. The save DC is Charisma-based.
  574.  
  575. Misleading Appearance (Su): When any creature sees an advanced ultrodaemon, they must make a DC 39 Will save, or they will see the advanced ultrodaemon as a figure they trust and respect. This effect, or lack thereof, lasts for 24 hours, after which a new save is made. An advanced ultrodaemon may appear to each individual creature as a different figure, although it is unaware whom those who fail their saves see. This ability has no effect on the blind or mindless. The save DC is Charisma-based.
  576.  
  577. Summon Daemon (Sp): Thrice per day an advanced ultrodaemons can automatically summon 3 arcanadaemonss or nycadaemons, 4 yagnoaemons, or 6 lesser daemons. This ability is the equivalent of a 9th-level spell.
  578.  
  579. Skills (Ex): An advanced ultrodaemons has a +8 racial bonus on Bluff and Intimidate checks.
  580. ____________________________________________________________
  581.  
  582. ULTRODAEMONS IN MIDLORR
  583. Due to the Forbidden Magic in Midlorr, it is difficult for ultrodaemons to enter Midlorr. If called or other brought to Midlorr, an ultrodaemon will attempt to capitalise on the eventuality. Many of them have knowledge of some of the secrets lying behind the Godspell, and all know that mastery over this land would bring them massive power. Those powerful or foolish enough to use Forbidden Magic may encounter an ultrodaemon as a side effect of their meddling.
  584.  
  585.  
  586.  
  587.  
  588. ____________________________________________________________
  589. The Horror Begins
  590. Orcus, Demon Prince of the Undead
  591. User avatar
  592. Palindrome
  593. Why don't I have a custom title yet?
  594.  
  595. Posts: 2223
  596. Joined: Tue Apr 01, 2008 8:16 pm
  597. Location: The Abyss
  598. Top
  599. Re: Daemonic Revisions
  600. Postby Palindrome » Sat Apr 05, 2008 5:31 pm
  601.  
  602. Hydrodaemon
  603. Large Outsider (Evil, Extraplanar, Daemon)
  604. Hit Dice: 7d8 +14 (45 hp)
  605. Initiative: +5 (+5 Dex)
  606. Speed: 30 ft., swim 80 ft.
  607. Armor Class: 23 (-1 size, +9 natural, +5 Dex), touch 14, flat-footed 18
  608. Base Attack/Grapple: +7/+15
  609. Attack: bite +10 and 2 claws +8 or hindclaws +8 or melee touch +10 or ranged touch +11
  610. Full Attack: bite +10 (2d6 +4) and 2 claws +8 (1d6 +2) or hindclaws +8 (1d4 +2) or melee touch +10 or ranged touch +11
  611. Space/Reach: 5 ft./5 ft.
  612. Special Attacks: spell-like abilities, somnolent venom, summon daemons
  613. Special Qualities: Damage reduction 10/good, glide, lesser daemon traits, immunity to acid and poison, resistance to electricity, cold, and fire 10, SR 21, Styx adaptation
  614. Saves: Fort +7 Ref +10 Will +8
  615. Abilities: Str 18, Dex 20, Con 14, Int 14, Wis 16, Cha 16
  616. Skills: Bluff +6, Disguise +4, Hide +6, Intimidate +6, Jump +6, Listen +6, Search +11, Sense Motive +6, Spot +13, Survival +13 (+15 find/follow tracks), Swim +14
  617. Feats: Improved Natural Attack, Multiattack, Rapid Swimming
  618. Environment: Depths Below (Acheron, The Grey Wastes, or Carceri)
  619. Organization: Solitary or Squad (1d10 Hydrodae)
  620. Challenge Rating: 11
  621. Treasure: Standard
  622. Alignment: Always neutral evil
  623. Advancement: 8-14 HD (Large), 15-21 HD (Huge)
  624. Level Adjustment: –
  625.  
  626. Walking along the Styx, the feeling of being followed...pursued...becomes ever more pervasive. In a sense, you almost wish that you could be left alone with the despair instead, and at regular intervals, you’d swear that the Styx rippled, as if something was swimming underneath it’s filthy brownish/black surface.
  627.  
  628. Suddenly, the water seems to boil, as amphibian monstrosities leap out from the water, spraying you with drops of the accursed river that sting your skin and benumb it. Out of the corner of your eye, you can see more of the creatures gliding towards you upon skin-flaps underneath their arms, while the ones closest to you open their mouths and spray your face.
  629.  
  630. Your face burns, and then instantly goes numb as the impulse to go to sleep finally overwhelms you.
  631.  
  632. Hydrodaemons occupy a unique place in the ranks of lesser daemons in that they are the lowest ranking daemons that have an opportunity to act in a manner which is not immediately supervised by the piscodaemons or higher ranking daemons such as nycodaemons. Very rarely directly associated with daemonic armies, they are instead deployed alone or in small groups to serve as guards and scouts by their superiors to particularly strategic locations in order to monitor troop movements of rival daemonic, Abyssal, or hellish forces, or to cause as much damage as possible and then retreat back into the Styx before they can get caught. For this reason hydrodaemons are also among the most bribed lesser daemons in existence and often keep a personal stash of wealth that they have accumulated as a result of selective negligence in their duties buried in the offal of the Stygian riverbed. This is a very dangerous game for the hydrodaemon due to the fact that they are the first to be slain/demoted for treachery if it is unsuccessful, but it also reflects the first chance in which daemons have the opportunity to learn how to be as treacherous and subtle as they are vicious.
  633.  
  634. Due to the geography of Gehenna, hydrodaemons are exceptionally rare there as compared to the Grey Wastes of Despair or Acheron, only existing in the former Depth Below in those locations where water from the Styx has the chance to pool, or in moats surrounding important daemonic installations. As a result, it is believed that hydrodaemons first arose in the Grey Wastes of Despair, and spread with the Daemons as they expanded to other portions of the Depths Below.
  635.  
  636. From a distance, hydrodaemons can be confused with slaad. However, upon closer examination the fact that hydrodaemons have almost no diversity among their kind in terms of skin coloration or general body form helps to distinguish them from the exemplars of chaos. A hydrodaemon when standing fully upright on dry land (which they almost never do, preferring to be hunched over instead) is nearly ten feet tall and is strongly amphibian in appearance, with a jaundice-yellow, rubbery, and wart-splotched skin, amber eyes, elongated, clawed hands, and a truly revolting stench arising from the fact that they spend most of their time swimming or wading in the Styx. A hydrodaemon that has cause to raise their arms reveals a pair of membranous flaps that they can use to glide upon while out of the water, and otherwise serve as fins while they are submerged. Hydrodaemon are most comfortable in an aquatic environment as befitting their name, and are extremely adept swimmers.
  637.  
  638. Combat: As hydrodaemon are the least powerful daemons that are Styx-adapted, a common tactic for them is to ‘pick off’ solitary opponents (especially if they are spellcasters, which they are familiar with, and fear) and dunk them in the Styx, causing them to lose access to all of their special powers, or simply try and drown them where and when nobody will ever notice. If combat goes against a hydrodaemon, they will resort to dimension door or greater teleport in order to escape instead. Hydrodaemons that are deployed in groups are far more dangerous, and will often use feints, illusions, summoned water elementals, zombies, and other distraction techniques in order to pull apart the groups that they are fighting against.
  639.  
  640. Glide (Ex): A hydrodaemon that jumps into the air can glide for a number of rounds equal to their Dexterity modifier. While a hydrodaemon is gliding, they are considered to have a flight maneuverability of (poor). While gliding, a hydrodaemon may attack with its two hind claws; this has been included in the attack routine above.
  641.  
  642. Skills: A hydrodaemon treats Search, Spot, Survival, and Swim as class skills.
  643.  
  644. Somnolent Venom (Su): Once every 1d4 rounds a hydrodaemon may spit a corrosive secretion from its mouth that does 1d10 points of acid damage and forces it’s victim to make a Will save DC 17 or else fall asleep as the spell for 1d8 rounds. (Range increment 30 ft.)
  645.  
  646. Spell-like abilities (Sp): At will: alter self, animate dead, contagion, charm person, create water, darkness, dimension door, greater teleport, minor image, produce flame, water walk (self only). 1/day summon monster VI (Large water elemental only). Hydrodaemons cast their spell-like abilities at 7th level. Saving throws against a hydrodaemon’s spell-like abilities are DC 13 + spell level. The saving throw DC’s are Charisma-based.
  647.  
  648. Summon Daemons (Sp): Twice a day, a hydrodaemon may summon another hydrodaemon with a 50% probability of success. All daemons summoned by a hydrodaemon possess a 25% probability of turning on their summoner.
  649.  
  650. Styx adaptation (Ex): Hydrodaemons are among the few denizens of the Depths Below that can swim freely in the Styx without being vulnerable to it’s memory-removing properties. As a result, all hydrodaemons are immune to Styx immersion. This immunity, however, does not extend to other forms of memory loss, modification, or removal, either produced magically through spells such as modify memory or feeblemind, or through other means.
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