LOTRfan
2011-06-10, 10:01 AM
Okay, here is another demon who originally appeared in the Buffy the Vampire Slayer spin-off, Angel. This creature is difficult to kill, not counting save-or-dies, unless characters have a decent number of ranks in Knowledge (the Planes).
Demon, Mohra
Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 14d8+98 (161 hp)
Initiative: +7
Armor Class: 21 (+8 natural, +3 Dex), touch 13, flatfooted 18
Base Attack/Grapple: +14/+18
Attack: +2 Greatsword +20 melee (2d6+6/18-20)
Full Attack: +2 Greatsword +20/+15+10 melee (2d6+6/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like Abilities, Sneak Attack
Special Qualities: Regeneration 10, Damage Reduction 10/Law and Cold Iron, Darkvision 60 ft., Immunity to Acid and Poison, Resistance to cold 10 and electric 10, A Thousand Eyes, Blood of Eternity, Spell Resistance 23
Saves: Fort +16, Ref +12, Will +8
Abilities: Str 19, Dex 16, Con 24, Int 11, Wis 20, Cha 12
Skills: Hide +28, Jump +21, Listen +20, Move Silently +28, Search +17, Spot +20, Survival +20, Tumble +20
Feats: Improved Initiative, Improved Critical (Great sword), Weapon Focus (Great sword), Quicken Spell-like Ability (Inflict Critical Wounds), Quick Draw
Environment: The Infinite Layers of the Abyss
Organization: Solitary, or Pair
Challenge Rating: 14
Treasure: Double Standard
Alignment: Always Chaotic Evil
Advancement: Special (See A Thousand Eyes Ability)
Level Adjustment: -----
An imposing humanoid creature can be seen briefly in the darkness. It has green skin, with a red crystal on its forehead. It moves with extreme grace and an unnatural silence.
Mohras (sometimes called Abyssal Assassins) are a breed of demon that specialize in hunting down and killing mortal champions of Good and Law. They have a perverse enjoyment out of making Clerics and Paladins suffer, in particular. Mohras appear to be green-skinned humanoids with many spikes protruding from their flesh, though most don't see them before it is too late.
Mohras make excellent warriors because they cannot be killed by conventional weaponry or magic; there are ancient writings that say that they can only be killed by "bringing darkness to a thousand eyes." Those well versed in planar lore know that these "eyes" are metaphorical, and that this statement actually refers to the gem each Mohra has.
Some people try to kill Mohras for a very special property they have; their blood has a very potent healing quality, which can give those injected with it the near-invincibility of the demon.
Mohras are commonly found in the more organized areas of the Abyss, such as Red Shroud's town of Broken Reach.
Combat
Mohras like to sneak up on their foes using their invisibility, before launching devastating attacks in pairs against a single target. If facing a group, they attack the most powerful-looking Paladin or Cleric. Mohras are not afraid of combat, as they are exceedingly hard to kill. If knocked unconscious by nonlethal damage, they appear dead.
A Thousand Eyes (Ex): The only way to kill a Mohra is to break the crystal that grows on its forehead. The crystal can be sundered like a regular object. It has hardness 12, and 36 hp. Each time the Mohra is knocked unconscious from taking nonlethal damage, it advances further by 1 HD. It can continue to advance in such a matter until it reaches 28 HD. For every two HD the Mohra advances, it gains a +2 bonus on all ability scores. Upon achieving their 21st HD, they become large, also gaining the ability increases due to the size increase.
Blood of Eternity (Su): The blood of a Mohra demon has very powerful regenerative properties. If someone was to pour at least an ounce of it into their bloodstream (usually through an open wound or something similar), the person gains the Regeneration property for 1d10 hours. It functions like the Mohra's Regeneration ability. At the same time, however, the person is infused with evil, gaining the Chaotic, Evil, and Extraplanar subtypes. They retain their old alignment, but they count as Chaotic Evil whenever it would have a negative affect on them (such as if they are stricken by a holy weapon, or are subjected to a Paladin's smite evil attempt. If dismissal or banishment is used on them, they are sent to a random layer of the Abyss.
Regeneration (Ex): Nothing bypasses the Mohra's regeneration. Any limbs that are lost regrow in 3d6 rounds, and any limb can be reattached by holding the limb at the stump.
Spell-like Abilities: At will- true seeing. 3/day- greater invisibility, doom (DC 16), entropic shield. 1/day- Inflict critical wounds (DC 19), harm (DC 21), destruction (DC 21), fear (DC 19). 1/week- teleport. Caster Level 16th. The save DCs are Wisdom-based.
Sneak Attack (Ex): This ability functions as the Rogue's ability, and it deals an extra 4d6 damage.
Skills: Mohra Demons gain a +8 bonus on all Hide and Move Silently checks.
Demon, Mohra
Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 14d8+98 (161 hp)
Initiative: +7
Armor Class: 21 (+8 natural, +3 Dex), touch 13, flatfooted 18
Base Attack/Grapple: +14/+18
Attack: +2 Greatsword +20 melee (2d6+6/18-20)
Full Attack: +2 Greatsword +20/+15+10 melee (2d6+6/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like Abilities, Sneak Attack
Special Qualities: Regeneration 10, Damage Reduction 10/Law and Cold Iron, Darkvision 60 ft., Immunity to Acid and Poison, Resistance to cold 10 and electric 10, A Thousand Eyes, Blood of Eternity, Spell Resistance 23
Saves: Fort +16, Ref +12, Will +8
Abilities: Str 19, Dex 16, Con 24, Int 11, Wis 20, Cha 12
Skills: Hide +28, Jump +21, Listen +20, Move Silently +28, Search +17, Spot +20, Survival +20, Tumble +20
Feats: Improved Initiative, Improved Critical (Great sword), Weapon Focus (Great sword), Quicken Spell-like Ability (Inflict Critical Wounds), Quick Draw
Environment: The Infinite Layers of the Abyss
Organization: Solitary, or Pair
Challenge Rating: 14
Treasure: Double Standard
Alignment: Always Chaotic Evil
Advancement: Special (See A Thousand Eyes Ability)
Level Adjustment: -----
An imposing humanoid creature can be seen briefly in the darkness. It has green skin, with a red crystal on its forehead. It moves with extreme grace and an unnatural silence.
Mohras (sometimes called Abyssal Assassins) are a breed of demon that specialize in hunting down and killing mortal champions of Good and Law. They have a perverse enjoyment out of making Clerics and Paladins suffer, in particular. Mohras appear to be green-skinned humanoids with many spikes protruding from their flesh, though most don't see them before it is too late.
Mohras make excellent warriors because they cannot be killed by conventional weaponry or magic; there are ancient writings that say that they can only be killed by "bringing darkness to a thousand eyes." Those well versed in planar lore know that these "eyes" are metaphorical, and that this statement actually refers to the gem each Mohra has.
Some people try to kill Mohras for a very special property they have; their blood has a very potent healing quality, which can give those injected with it the near-invincibility of the demon.
Mohras are commonly found in the more organized areas of the Abyss, such as Red Shroud's town of Broken Reach.
Combat
Mohras like to sneak up on their foes using their invisibility, before launching devastating attacks in pairs against a single target. If facing a group, they attack the most powerful-looking Paladin or Cleric. Mohras are not afraid of combat, as they are exceedingly hard to kill. If knocked unconscious by nonlethal damage, they appear dead.
A Thousand Eyes (Ex): The only way to kill a Mohra is to break the crystal that grows on its forehead. The crystal can be sundered like a regular object. It has hardness 12, and 36 hp. Each time the Mohra is knocked unconscious from taking nonlethal damage, it advances further by 1 HD. It can continue to advance in such a matter until it reaches 28 HD. For every two HD the Mohra advances, it gains a +2 bonus on all ability scores. Upon achieving their 21st HD, they become large, also gaining the ability increases due to the size increase.
Blood of Eternity (Su): The blood of a Mohra demon has very powerful regenerative properties. If someone was to pour at least an ounce of it into their bloodstream (usually through an open wound or something similar), the person gains the Regeneration property for 1d10 hours. It functions like the Mohra's Regeneration ability. At the same time, however, the person is infused with evil, gaining the Chaotic, Evil, and Extraplanar subtypes. They retain their old alignment, but they count as Chaotic Evil whenever it would have a negative affect on them (such as if they are stricken by a holy weapon, or are subjected to a Paladin's smite evil attempt. If dismissal or banishment is used on them, they are sent to a random layer of the Abyss.
Regeneration (Ex): Nothing bypasses the Mohra's regeneration. Any limbs that are lost regrow in 3d6 rounds, and any limb can be reattached by holding the limb at the stump.
Spell-like Abilities: At will- true seeing. 3/day- greater invisibility, doom (DC 16), entropic shield. 1/day- Inflict critical wounds (DC 19), harm (DC 21), destruction (DC 21), fear (DC 19). 1/week- teleport. Caster Level 16th. The save DCs are Wisdom-based.
Sneak Attack (Ex): This ability functions as the Rogue's ability, and it deals an extra 4d6 damage.
Skills: Mohra Demons gain a +8 bonus on all Hide and Move Silently checks.