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LOTRfan
2010-10-23, 01:14 PM
Since Halloween is coming up, and since I've been wanting to this for a while, I statted up the Demons, except for a conventional, generic D&D setting. I sort of need help finding the CR for them. If there are any other problems, please mention them. Thanks!

Devilspawned Subtype
Devilspawned are corrupted Petitioners of Baator. The Material Plane myth that souls damned to Baator become Lemures are completely untrue. They are randomly generate from the Spawning Pit, and the higher ranking devils laugh at the fact that mortals believe they have a shot at becoming one of them. No, the petitioners are corrupted, but not into Devils. They become devilspawned, vile creatures that are created from the souls that endure torture for centuries in the city of Jangling Hiter. As they are constantly ripped apart, sliced opened, carved into pieces, and several other terrible acts (only to reform the day after to endure more torture), the humanity is burned out from the soul. These creatures are always evil perversions of “natural” ghosts, and they hail from the Nine Hells of Baator.

Traits: The Devilspawned possess the following traits, unless otherwise mentioned in their entries:
• Darkvision 120 ft
• Lowlight Vision
• Resistance to Cold and Fire 10
• Tongues (Su): All Devilspawned can speak with any creature with a language as though using the tongues spell (caster level equaling the creature’s HD). This is always active.
• Detect Thoughts (Su): A Devilspawned can continuously use the detect thoughts spell (caster level equals its HD). Devilspawned may repress and resume this ability as a free action.
• Telekinesis (Su): A Devilspawned can use Telekinesis as an at-will spell-like ability (caster level equals ½ creature’s HD).
• Possession (Su): A Devilspawned with a Charisma score of at least 13 may possess a suitable humanoid host that is not in the area of a consecration or warded by protection from evil and similar effects. This humanoid is referred to as a vessel, or “meat-suit”. Devilspawned may attempt to possess a host as a full round action. It appears as though it is forcing its form into the vessel’s mouth and nose. In order to do this, the Devilspawned must be in a square adjacent to the vessel. The humanoid is allowed a Will save (DC ½ the Devilspawned’s HD plus its charisma modifier) to prevent the possession. In times of stress (such as a Barbarian in a rage, or a target under a fear effect), the DC is increased by 5. Once per week, the vessel may attempt to force the Devilspawned out by making another Will save at a -4 penalty.
A possessing Devilspawned has immediate access to the vessel’s thoughts and memories, and takes full control of the body. Harming the vessel does not harm the Devilspawned, and if the vessel dies, it is brought back to life by a true resurrection spell (only to die when the Devilspawned leaves the vessel). The Vessel gains a +4 profane bonus to strength and constitution, and has its mental abilities switched to that of the Devilspawned’s. They gain damage reduction 10/cold iron and fast healing 3, as well. The Devilspawned and the Vessel combine feats and skills (add the new ability modifier to the vessel’s skills, unless the Devilspawned also has ranks in that skill). The Vessel also adds the Devilspawned's Base Attack Bonus to all attack rolls, and gain a slam attack (1d8 damage for a medium vessel). This lasts until the Devilspawned is either forced out through exorcism or willingly leaves.
The Devilspawned keeps all abilities mentioned above when possessing a target. Any other ability the Devilspawned can be assumed to also work when possessing a vessel, unless mentioned otherwise.
• Invulnerability: Unless possessing a host, a Devilspawned cannot be harmed while on the Material Plane. They can still be turned and rebuked by Clerics who can turn/rebuke Outsiders, however.


Devilspawned Fiend
Medium Outsider (Devilspawned, Evil, Incorporeal, Extraplanar)
Hit Dice: 9d8+45 (104 hp)
Initiative: +8
Speed: Fly 60 ft. (12 squares)
Armor Class: 20 (+4 Dex, +6 Deflection), touch 20, flat-footed 16
Base Attack/Grapple: +6/---
Attack: -----
Full Attack: -----
Space/Reach: 5 ft./5 ft.
Special Attacks: Telekinesis, Possession
Special Qualities: Darkvision 120 ft., Lowlight Vision, Undead Traits, Detect Thoughts, Tongues, Resistance to cold and fire 10, turning immunity.
Saves: Fort +11, Dex +10, Will +11
Abilities: Str ---, Dex 18, Con 21, Int 24, Wis 21, Cha 23
Skills: Bluff +20, Intimidate +20, Hide +16, Spot +17, Listen +17
Feats: Improved Initiative, Lightning Reflexes, Iron Will, Persuasive
Environment: The Nine Hells of Baator
Organization: Solitary, or Group (3-4 Devilspawned Fiends)
Challenge Rating:
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: 10-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: -----

As the creature inside the vessel is exorcised, a large black cloud of smoke flies out of the poor soul’s mouth. Despite being a formless incorporeal mass, its size and high pitched shrieking is very intimidating.

Devilspawned Fiends are the most common of the Devilspawned. These creatures were originally souls damned to Baator, but after hundreds of years of torture, they are transformed into creatures similar to ghosts. Devilspawned Fiends are enslaved by Devils. They are used as servants and easy conduits to the mortal realm. Their usually chaotic nature is relatively easy to suppress, and are seen as more reliable than enslaved demons in the eyes of their overlords. These creatures can forcibly take control of mortals and use their bodies as pawns, because in their natural forms (although more powerful) they lack any ability to attack.

Combat
Devilspawned Fiends do not enter combat while in their natural form. In fact, they usually enter their natural form when attempting to flee. They use their vessels to the greatest advantage, slaughtering any who get in the way. They have no regard for the vessel’s life, and will continually attack for as long as it feels necessary.

Tongues (Su): Devilspawned Fiends can speak with any creature with a language as though using the tongues spell (caster level 9th). This is always active.

Detect Thoughts (Su): A Devilspawned can continuously use the detect thoughts spell (caster level 9th). Devilspawned may repress and resume this ability as a free action.

Telekinesis (Su): A Devilspawned can use Telekinesis as an at-will spell-like ability (caster level 4th).

Possession (Su): As shown in the subtype description (DC 20).

Invulnerability: The Devilspawned Fiend is cannot be harmed when in its natural form on the Material Plane. They can still be turned and rebuked by Clerics who can turn/rebuke Outsiders, however.

Sample Meat-suit, 1st Level Human Warrior
Medium Humanoid (Human)
Hit Dice: 1d8+3 (7 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+4 chain shirt), touch 10, flat-footed 14
Base Attack/Grapple: +1/+4
Attack: Slam +10 melee (1d8+3 damage)
Full Attack: Slam +10 melee (1d8+3 damage), or Longbow +7 ranged (1d8 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Telekinesis
Special Qualities: Damage Reduction 10/Cold Iron, Fast Healing 3, Darkvision 120 ft., Lowlight vision, Detect Thoughts, Resistance to Cold and Fire 10, Tongues
Saves: Fort +5, Ref +2, Will +7
Abilities: Str 17, Dex 11, Con 16, Int 24, Wis 21, Cha 23
Skills: Bluff +20, Intimidate +20, Hide +16, Spot +19, Listen +19
Feats: Power Attack, Cleave, Improved Initiative, Lightning Reflexes, Iron Will, Persuasive
Environment: Any Urban
Organization: Solitary, or Group (3-4 possessed individuals)
Challenge Rating:
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: -----
Level Adjustment: -----

A man stands before you. His eyes become completely black orbs. He says quietly, “You have no idea what you got yourself into…”

Tongues (Su): Devilspawned Fiends can speak with any creature with a language as though using the tongues spell (caster level 9th). This is always active.

Detect Thoughts (Su): A Devilspawned can continuously use the detect thoughts spell (caster level 9th). Devilspawned may repress and resume this ability as a free action.

Telekinesis (Su): A Devilspawned can use Telekinesis as an at-will spell-like ability (caster level 4th).

Maintained by Evil (Ex): Whenever the vessel is killed in combat, it automatically comes back to life as though true resurrection was cast on it. If this happens even once, however, the host will die once the Devilspawned Fiend stops possessing the body.

Crossroads Demon
Medium Outsider (Devilspawned, Evil, Incorporeal, Extraplanar)
Hit Dice: 8d12+32 (84 hp)
Initiative: +5
Speed: Fly 60 ft. (12 squares)
Armor Class: 23 (+8 Deflection, +5 Dexterity), touch 23, flat-footed 18
Base Attack/Grapple: +6/---
Attack: -----
Full Attack: -----
Space/Reach: 5 ft./5 ft.
Special Attacks: Telekinesis, Possession
Special Qualities: Resistance to Cold and Fire 10, Darkvision 120 ft., Lowlight vision, Tongues, Detect Thoughts, Turning Immunity, Crossroads Deal, Undead traits, Greater Teleport
Saves: Fort +10, Ref +11, Will +14
Abilities: Str ---, Dex 20, Con 18, Int 24, Wis 26, Cha 27
Skills: Diplomacy +24, Bluff +21, Intimidate +21, Sense Motive +21, Hide +16
Feats: Persuasive, Negotiator, Skill Focus: Diplomacy
Environment: The Nine Hells of Baator
Organization: Solitary
Alignment: Usually Lawful Evil
Challenge Rating:
Treasure: None
Advancement: 9-16 HD (Medium)
Level Adjustment: -----

These creatures are a group of Devilspawned Fiends that specialize in faustian pacts. Summoned using a relatively easy ritual, these creatures are capable of performing miracles- for a price. Crossroads Demons, while weaker than Devilspawned Fiends, are higher up in the Devilspawned Hierarchy because of their abilities to gather souls for their masters. They appear as a cloud of smoke in their natural forms, and when possessing a body, the whites of a vessel’s eyes become red. Despite the name given to them by the common folk, these monsters are not Demons (in fact, the are more commonly associated with Devils)

Combat
Crossroads demons almost never fight, even when possessing a vessel. They prefer to flee, leaving a dazed and confused person behind. When necessary, however, they use their telekinetic powers in their attempt to survive.

Tongues (Su): Devilspawned Fiends can speak with any creature with a language as though using the tongues spell (caster level 8th). This is always active.

Detect Thoughts (Su): A Devilspawned can continuously use the detect thoughts spell (caster level 8th). Devilspawned may repress and resume this ability as a free action.

Telekinesis (Su): A Devilspawned can use Telekinesis as an at-will spell-like ability (caster level 4th).

Possession (Su): As shown in the subtype description (DC 22).

Invulnerability (Ex): These creatures are invulnerable on the Material Plane unless they are possessing a host. They can still be turned and rebuked by Clerics who can turn/rebuke Outsiders, however.

Crossroads Deal (Su): When summoned at a crossroads, people may attempt to bargain with a Crossroads Demon. This deal, called a faustian pact, usually entails the summoner getting a miracle in exchange for their souls (which are collected 1-10 years later). The exact terms of the agreement must be discussed, and possible results of the deal could include a permanent +20 profane bonus to a certain skill, a true resurrection of a lost loved one, or a +4 profane bonus to the ability score of the summoner’s choice. The deal is sealed with a kiss, at which point the miracle occurs and the summoner is branded as property of one of the Nine Archdukes of Hell. Miracle can only be cast by the Crossroads Demon when making a deal.

Greater Teleport (Sp): Once per day, a Crossroads Demon may use greater teleport as a spell-like ability. Caster level 8th.

Sample Meat Suit, 3rd Level Elf Bard
Medium Humanoid (Elf)
Hit Dice: 3d6+6 (17 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 13 (+1 Dex +2 leather armor), touch 11, flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Slam +11 melee (1d8+3 damage)
Full Attack: Slam +11 melee (1d8+3 damage), or Shortbow +9 ranged (1d6+1 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Telekinesis
Special Qualities: Bardic Music (countersong, fascinate), Bardic knowledge, inspire courage +1, Crossroads Deal, Resistance to Fire and Cold 10, Tongues, Detect Thoughts, Maintained by Evil, Bard spells, Damage Reduction 10/Cold Iron, Fast Healing 3, Darkvision 120 ft., Lowlight vision
Saves: Fort +3, Ref +4, Will +11
Abilities: Str 17, Dex 13, Con 14, Int 24, Wis 26, Cha 27
Skills: Diplomacy +24, Bluff +27, Intimidate +21, Sense Motive +21, Hide +16, Perform (Oratory) +14, Perform (String) +14
Feats: Eschew Materials, Still Spell
Environment: Any Urban
Organization: Solitary
Alignment: Usually Lawful Evil
Challenge Rating:
Treasure: Standard
Advancement: -----
Level Adjustment: -----

A young, elven female appears when the ritual is complete. She smiles grimly, and her beautiful eyes gain a red hue.

Tongues (Su): Devilspawned Fiends can speak with any creature with a language as though using the tongues spell (caster level 8th). This is always active.

Detect Thoughts (Su): A Devilspawned can continuously use the detect thoughts spell (caster level 8th). Devilspawned may repress and resume this ability as a free action.

Telekinesis (Su): A Devilspawned can use Telekinesis as an at-will spell-like ability (caster level 4th).

Crossroads Deal (Su): When summoned at a crossroads, people may attempt to bargain with a Crossroads Demon. This deal, called a faustian pact, usually entails the summoner getting a miracle in exchange for their souls (which are collected 1-10 years later). The exact terms of the agreement must be discussed, and possible results of the deal could include a permanent +20 profane bonus to a certain skill, a true resurrection of a lost loved one, or a +4 profane bonus to the ability score of the summoner’s choice. The deal is sealed with a kiss, at which point the miracle occurs and the summoner is branded as property of one of the Nine Archdukes of Hell. Miracle can only be cast by the Crossroads Demon when making a deal.

Greater Teleport (Sp): Once per day, a Crossroads Demon may use greater teleport as a spell-like ability. Caster level 8th.

Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Bard Spells: Spells Known- 0th Level- Dancing Lights, Daze, Mage Hand, Detect Magic, Resistance, Open/Close; 1st Level- Cause Fear, Lesser Confusion, Charm Person. Commonly Prepared- 0th Level- Dancing Lights, Detect Magic, Open/Close. 1st Level- Stilled Resistance.

Maintained by Evil (Ex): Whenever the vessel is killed in combat, it automatically comes back to life as though true resurrection was cast on it. If this happens even once, however, the host will die once the Devilspawned stops possessing the body.

Acheri
Small Outsider (Devilspawned, Evil, Incorporeal, Extraplanar)
Hit Dice: 15d12+105 (182 hp)
Initiative: +11
Speed: Fly 60 ft. (12 squares)
Armor Class: 24 (+1 size +5 Deflection, +7 Dex), touch 24, flat-footed 16
Base Attack/Grapple: +11/---
Attack: -----
Full Attack: -----
Space/Reach: 5 ft./5 ft.
Special Attacks: Telekinesis, Rend
Special Qualities: Turning immunity, Physical Manifestation, Resistance to Cold and Fire 10, Tongues, Detect Thoughts, Lowlight Vision, Darkvision 120 ft.
Saves: Fort +16, Ref +16, Will +15
Abilities: Str ---, Dex 24, Con 24, Int 12, Wis 22, Cha 21
Skills: Hide +25, Move Silently +25, Jump +23, Intimidate +23, Survival +24
Feats: Improved Initiative, Power Attack,
Environment: The Nine Hells of Baator
Organization: Solitary
Alignment: Usually Neutral Evil
Challenge Rating:
Treasure: None
Advancement: 16-30 HD (Small)
Level Adjustment: -----

A black cloud rolls into an area, and seems to form a thick barrier. In a mere few seconds, this condensed cloud forms into a small human girl. She seems horribly deformed and zombie-like in appearance. Her fingers are replaced with sharp claws.

Acheris are bestial Devilspawned usually used in conjunction with Hellhound Retreivers, and are the lowest caste because of their limited intelligence (compared to other Devilspawned). Unlike the more common castes, Acheris do not need to possess targets to interact with the physical world: they can manifest into corrupted forms of how they looked during childhood. This form includes sharp claws that they use to disembowel enemies. Acheris are rare, and if not commanded by a more intelligent evil-aligned creature, they go on a rampaged.

Combat
Unlike other Devilspawned, these beasts run straight into the thick of combat. They prefer to focus on one target, and try their best to rend that one individual to death before moving onto the next. If there are multiple enemies, they will attack and use their natural forms to flee, before coming back to attack. Using these hit-and-run tactics, these creatures are terrible foes.

Tongues (Su): Devilspawned Fiends can speak with any creature with a language as though using the tongues spell (caster level 8th). This is always active.

Detect Thoughts (Su): A Devilspawned can continuously use the detect thoughts spell (caster level 8th). Devilspawned may repress and resume this ability as a free action.

Manifestation (Su): Acheris can manifest as corrupted, deformed childhood versions of themselves. This makes them corporeal. They lose the incorporeal subtype, and gain a strength score equaling their charisma score (21), and their ability to use strength-based skills (already reflected in statistics). Manifesting and demanifesting is a standard action. They gain the following statistics when in their manifested form:
• Speed: 30 ft. (6 squares), fly 60 ft.
• Base Attack/Grapple: +11/+12
• Attack: Claw +17 Melee (1d8+5 damage)
• Full Attack: 2 Claws +17 Melee (1d8+5 damage)
• Special Attacks: Rend
• Special Qualities: Fast Healing 3, Damage Reduction 10/Cold Iron

Rend (Ex): When an Acheri attacks an opponent with both claw attacks in a single round, it automatically tears the flesh, dealing an additional 2d8+10 damage. This can only be done when the Acheri is manifested.

Invulnerability (Ex): An Acheri cannot be harmed on the Material Plane unless it is manifested. They can still be turned and rebuked by Clerics who can turn/rebuke Outsiders, however.

This is not a Devilspawned creature, but it is related.

Hellhound Retriever
Medium Outsider (Evil, Lawful, Extraplanar)
Hit Dice: 8d8+40 (76 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+4 natural +2 dexterity), touch 12, flat-footed 14
Base Attack/Grapple: +6/+9
Attack: Bite +10 melee (1d8+3 damage), or Claw +9 melee (1d4+3 damage
Full Attack: Bite +10 melee (1d8+3 damage) and 2 Claws +4 melee (1d4 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drag to Hell
Special Qualities: Darkvision 60 ft, Natural Invisibility, scent, Tracker of Pact Makers
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 17, Dex 14, Con 14, Int 9, Wis 12, Cha 6
Skills: Listen +18, Intimidate +18, Move Silently +18, Search +18, Spot +18, Survival +18
Feats: Alertness, Track, Weapon Focus (Bite)
Environment: Nine Hells of Baator
Organization: Solitary, Pair, or team (1-6 Hellhound Retrievers plus 1 Crossroads Demon)
Challenge Rating:
Treasure: None
Alignment: Always Lawful Evil
Advancement: 9-16 HD (Medium) 17-24 HD (Large)
Level Adjustment: ------

Although unseen, you can hear two large dogs running towards the man fleeing in front of you, barking. The man falls to the ground, while scratch and bite marks appear on him out of nowhere. He is mauled to death, blood splattering everywhere, and the barking stops as soon as their victim draws its last breath.

Hellhound Retrievers are a unique breed of hellhound native to Baator. They are bred specifically to be deployed with Crossroads Demon, a type of demon specifically made and enslaved by the Baatezu to make deals with mortals. Hellhound Retrievers are sent to collect the souls of mortals that make deals with the demon. Hellhound Retrievers are never tiring, always pursuing their targets until either they kill them, or die trying. In order to help gain advantage over their targets, they are bred to be naturally invisible. Hellhounds cannot enter structures that have Devil’s Shoestring on hanging from the inside of the door.

Combat
Hellhound Retrievers rarely enter combat, unless they see their targets. After sighting their prey, they ruthlessly attack and fight to the death. They ignore all other combatants unless directly ordered to attack their prey’s allies by a Crossroads Demon.

Natural Invisibility (Su): This ability is constant, allowing a Hellhound Retriever to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell. A see invisibility spell reveals a fiendish dog that looks identical to the common hellhound.

Tracker of Pact Makers (Ex): Once a Hellhound Retriever has a scent, it never stops tracking its target. If a Hellhound Retriever succeeds on its first survival check when tracking a being, it may always choose to automatically succeed on all survival checks that deal with that individual being. This works at all times except when the target moves to another plane (at which point the Hellhound Retriever knows the target has gone to another plane, but doesn’t know which plane).

Drag to Hell (Su): After killing a target, the Hellhound can use Plane Shift (caster level 15) to bring both itself and the soul of its victim to Baator. Regardless of alignment, Baator is now where that person will spend the afterlife, even if resurrected (if the person is resurrected, he will return next time he dies).

Mulletmanalive
2010-10-24, 11:36 AM
I'd personally suggest using Outsider HD for these things, for the simple reason that even weak demons tend to be REALLY powerful while possessing a body.

Notice how the Flight 666 demon was competent enough to KO another guy in one hit while possessing a slightly saggy middle-aged pilot and that's supposed to be the WEAKEST demon they faced...

Beyond that, there is no evidence from the series that any of the things can use powers while outside a body.

Subtype looks solid, though it could do with some adjustment: To be honest, you could just put in a cosmology note saying that sinners retain their mind as petitioners rather than becoming Lemures and just allow them to turn into demons when they break.

Highly opinionated statement concludes...

LOTRfan
2010-10-24, 02:48 PM
I'd personally suggest using Outsider HD for these things, for the simple reason that even weak demons tend to be REALLY powerful while possessing a body.

Outsider HD for the actual creature, or the possessed creature (or both?)

Notice how the Flight 666 demon was competent enough to KO another guy in one hit while possessing a slightly saggy middle-aged pilot and that's supposed to be the WEAKEST demon they faced...

Interesting, I don't remember that being mentioned. I'll take your word for it.

Beyond that, there is no evidence from the series that any of the things can use powers while outside a body.

It has been stated that they are more powerful outside their host, and I didn't know how else to make them more powerful (without just adding a ton of HD), so I took some liberties.

Subtype looks solid, though it could do with some adjustment: To be honest, you could just put in a cosmology note saying that sinners retain their mind as petitioners rather than becoming Lemures and just allow them to turn into demons when they break.

Any suggestions on how it could be adjusted?

Highly opinionated statement concludes...

Thank you for your "highly opinionated statement."

Mulletmanalive
2010-10-24, 03:22 PM
Oh, wait, i know what you mean now...

In the whole Phantom Traveller thing, the demon got more powerful when it manifested. Yeah, it's just that we never actually see any other demons manifest beyond that Acherai [sp] thing. Well, and the devas...

I'm just going on a comment Bobby made in Devil's Trap about how everything they'd faced previously was in the minor leagues...

Perhaps giving demons limits and allowing them to manifest in certain circumstances? It does seem fitting for the convoluted nature of their plans in the series

I'd say that the demon aught to have Outsider HD, simply for potence, and then apply it's BAB and such to the host. It might be worth making smoke-form demons immune to harm and more or less everything barring bindings, adding that whole double edge sword that comes with fighting something that can only really be fought while it's wearing an innocent.

LOTRfan
2010-10-27, 09:30 PM
Alright, I changed their HD to Outsider (incorporeal outsiders still have constitution, right?), and made them invulnerable to attack when not possessing creatures.

I'm decidedly against the Devilspawned besides the Acheris manifesting, on the grounds that in All Hell Breaks Lose, Part 1, Sam says that it was one of the Acheri's distinguishing features. As for the Devas, they seem to be a sepparate but related creature, like the Hellhounds (speaking of which, I statted them too, and I am going to post them up).

I've also decided that the creatures statted here can use their powers outside of their hosts, just to make them more deadly and to hinder players more in combat if they choose to just force the creature out and not find a way to send it back to its home plane.

Any more suggestions?
Also, what CR would these creatures be (including the meatsuits)?

EDIT: BABs and Saves are fixed. Also slightly refluffed the subtype.