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View Full Version : [3.5 Unique Demon] Sondok, She Who Stands In Doorways



Xefas
2012-07-15, 09:17 PM
http://i.imgur.com/Aafkv.jpg
Sondok, She Who Stands in Doorways
Warding Soul of the Green Sun, Demon of the Second Malfean Circle

Within the 627th layer of the Infinite Abyss, the dread heart of Malfeas, the Green Sun, beats his rage upon the brass towers and obsidian streets of the Demon City. But he is no simple destroyer – while the hubris of the gods has damned him to a state of righteous fury, unending until the traitor deities drown in their own blood, he has retained a spark of creativity. And what wonders does his solar forge produce! Works of artifice, horrific and beautiful, churn forth from the molten core of Ligier's workshop, and these things he takes a measure of pride in. Some, he graciously gifts to the devout supplicants who swear to go forth and inact his revenge upon the gods. Others, he keeps for himself, sealed away in a vault, not hidden, for it is not his nature for subtlety, but rather brazenly guarded by a thousand demonic legions, and adorned with grandeur the likes of which draws would-be thieves from all across the Abyss. The general of these legions is one of the Green Sun's own seven souls, the lady Sondok.

It is with glee and deep spiritual fulfillment that Sondok accepts all challenges and welcomes all burglars, that she might flay them and hang their skins upon the halls of her citadel, proclaiming her supremacy as a guardian without peer. But it is not enough for her to face denizens drawn from a mere six hundred and sixty-six planes. How boring would it be to manage only a single well-fortified position, its attributes known all too well? So, Sondok has used her agents in the mortal realm to spread word of her and her might among several cults and arcane cabals. Through their summoning rituals, she has been brought to the Prime Material Plane many times, called upon to safeguard various items of importance, always reaping a hefty profit from her employer. Numerous treasure hunters, spelunking into old thought-to-be-abandoned dungeons, or putting down otherwise minor heretical sects have been slain by squads of highly disciplined demon soldiers with origins unknown. The unluckiest may find themselves faced by She Who Stands In Doorways, herself.

The lady is a being of no great personal stature in comparison to any human. But her menacing presence looms like a torrential pillar of heatless flame. The weak and unworthy might be spared, set fleeing by word or magic, not out of mercy, but out of a disdain for letting her blades drink of pitiful mortal blood. The strong are dispatched with an elation that almost pierces the contemptuously stoic expression cemented into the warden's face, a mask to guard the fiercly cunning and tactical mind beneath, always plotting, always analyzing.

The strongest – well, that is another story altogether. Sondok is no demon of carnal pleasures. Her vices are, and have always been, violence and strategy. But, once, a scant few decades ago, she fell victim to the love of a powerful mortal sorcerer, and birthed a half-fiend daughter into this world. Unfortunately, this would be the seed of her undoing. Since her creation, it was known to her that the immortality granted to her by the Green Sun could be unwoven by the blood of her own child. And yet, love triumphed in her heart, and she created one anyway. Left in a terrible position, Sondok locked away her feelings and made to slay both father and daughter, to preserve her invincibility.

In the end, not even a demon's heart so cold as hers could drive her to murder her own child. Instead, she merely took the life of her lover, to preserve the secret of their daughter's existence, before hiding her away in a small human settlement, far away from any danger. To this day, she dares not return to check in on her long-lost spawn, lest the spies of her rivals suspect something. Sondok still nurses a broken heart, and its pain fuels her brutality into something that awes even the other residents of the Demon City.

Size/Type: Medium Outsider (Extraplanar, Chaotic, Evil)
Hit Dice: 18d8+180 (261 hp)
Initiative: +16
Speed: 80ft
Armor Class: 29, touch 27, flat-footed 17 (+12 dex, +2 armor, +5 profane)
Base Attack/Grapple: +18/+28
Attack: Thiefbutcher +33 (4d6+17) [17-20/x2) or Forgeward +32 (1d12+15) [20/x3]
Full Attack: Thiefbutcher +33/+28/+23/+18 and Forgeward +32/+27/+22
Space/Reach: 5 ft./5 ft.
Special Attacks: Pyrokinesis, Spell-like Abilities, Natural Initiator
Special Qualities: DR 10/Cold Iron and Good, Darkvision 60ft, immunity to electricity and poison, resistance 10 to acid, cold, and fire, telepathy, spell resistance 26, Warding Soul, Grace of the Wardens, Mighty Thews, Demonic Companion, Flamestride, Immortality, Shackled
Saves: Fort +26, Ref +28, Will +26
Abilities: Str 30, Dex 35, Con 30, Int 19, Wis 30, Cha 21
Skills: Balance +33, Escape Artist +33, Jump +51, Diplomacy +26, Intimidate +26, Knowledge (Local) +25, Knowledge (The Planes) +25, Listen +31, Sense Motive +31, Spellcraft +25, Spot +31, Tumble +33
Feats: Power Attack, Combat Reflexes, Improved Initiative, Eyes in the Back of Your Head(cw), Quicken Spell-like Ability (Greater Dispel Magic), Improved Two-Weapon Fighting, Greater Two-Weapon Fighting
Challenge Rating: 18
Alignment: Neutral Evil

Equipment: Thiefbutcher is a +3 Keen Greatsword with the unique property of acting as a "Bane" weapon against any target that has ever stolen something of value. It does not differentiate between stealing out of necessity, or repenting for one's theft, and considers killing someone in order to repossess their belongings as a form of theft (and so most adventurers handily qualify – therefore this bonus is factored into the above stat-block). Forgeward is a +4 Defending Greataxe with the unique property of allowing its wielder to double the armor class bonus they would normally acquire from its Defending property, but only against the attacks of someone that has killed the wielder before. Sondok also wears an exquisite array of adornments, some of which are metallic and armor-like, although they do not protect enough of her to truly count as "armor", instead acting as +2 Clothing.

Warding Soul (Su): As a standard action, Sondok may swear an oath over an adjacent place or object, promising to protect it at all costs, whether personally or by some other means at her disposal (such as by posting trusted minions to its defense). She is constantly aware of all creatures within 100ft of one of her warded objects, and may see, hear, and speak telepathically through them. If it is a particular place, such as a building, the focal point of her protection is a 100ft radius around a central or important feature of that place. An altar in a church, a throne in a castle, the oldest tree in a forest, etc. It is within this radius that she may project her senses. Finally, as a standard action, she may teleport across any distance or planar boundary to stand adjacent to a warded object (or somewhere within the focal point of a protected place).

If an object is ever successfully stolen and kept away from its proper owner, or a place is ever seized and held, for a continuous 24 hours, Sondok's warding ceases. Similarly, if her oath is ever completed (such as swearing to protect a bridge for one season, and then doing so), her magic will fade as well.

Grace of the Warden (Su): Sondok adds her Charisma modifier as a Profane bonus to all saving throws and her armor class whenever she is actively protecting a place or object. This bonus is factored into the above stat-block. In addition, she considers any influence that would attempt to convince or compel her to stand down from her stewardship a request on par with suicide. As such, even spells as potent as "Dominate Monster", and similar effects that cannot compel self-destructive actions, are incapable of commanding this behavior.

Mighty Thews (Ex): Sondok may wield two-handed weapons appropriately sized for her, or one-handed or light weapons sized for a creature one category larger than herself, as if they were one-handed weapons appropriate for her, with the exception that these larger weapons count as two-handed weapons for the purposes of applying her Strength modifier to damage and for the Power Attack feat. In addition, she takes no attack penalties for wielding a weapon in each hand; this ability functions as the feat "Two-Weapon Fighting" for the purposes of satisfying prerequisites.

Demonic Companion: Sondok has a pet demon formed from the spirits of hunting dogs whose souls had descended into the Abyss after death for their bloodthirsty nature. "Biryu" appears as an enormous black mastiff, and uses the traits of a Fiendish Dire Wolf that has been Advanced to 15 hit dice. It has 18 ranks in Survival, coupled with its Wisdom modifier, its +4 racial bonus to tracking, and an additional unique +8 profane bonus to tracking, it rolls checks to track with a +31 modifier. If Biryu should ever die, but Sondok still remain, he will automatically reform at her side upon the next midnight.

Flamestride (Ex): Sondok is immune to damage from all non-magical fire and heat, and may balance and stride across any fire, lava, or molten metal as if it were solid ground.

Pyrokinesis (Su): Sondok may manipulate fire, which functions like the "Control Fire" psionic power, with the exception that she may maintain her concentration with a simple Swift Action every round, and that any DC this ability imposes is 29 instead of what it would normally be (this DC is wisdom-based).

Spell-like Abilities: Caster level 18
At will – Alarm, Detect Magic, Greater Dispel Magic, Identify, See Invisibility, Suggestion
3/day – Banishment
1/day – Permanent Image

Natural Initiator (Ex): Sondok may use the following martial maneuvers at will, as many times per encounter as she wishes, with an initiator level of 18. She may still only have one stance active at a time, as per normal.
Tiger Claw – Wolf Fang Strike, Sudden Leap, Fountain of Blood
Devoted Spirit – Vanguard Strike, Foehammer, Rallying Strike
Stances – Iron Guard's Glare, Thicket of Blades, Wolverine Stance

Immortality (Ex): When Sondok is slain, her essence coalesces within the sanctum of her master, the Green Sun. At any point after five days have passed, if he should bid her rise again, she will do so, unmarred but undoubtedly burning with a fierce vengeance. The only method of foiling her resurrection is to slay one of her half-mortal offspring and douse her with their blood before killing her. This act will unravel her completely. Note that Thiefbutcher and Forgeward share a special link with her, and will disappear upon her death, and reappear at her side once she is reborn. Suffering true annihilation will sever this connection and allow others to acquire these weapons.

Shackled (Ex): Sondok is bound to the Abyss by the power of the old Lawgivers. She cannot use magic to shift herself to another plane or planar layer, nor can any other demon do so for her. However, she may use static portals or planar rifts for traveling, and the magics of non-demons may call her to other planes as normal.

Grimsage Matt
2012-07-15, 10:18 PM
I like this. Might use it in one of my campains.

Steward
2012-07-15, 10:58 PM
The descriptive text is phenomenal. You tell a really compelling story with so few words! I really like her Warding Soul ability. Can she use it on more than one object/place at a time, or does each new usage break her magical link to whatever she was guarding before that?

I think it's a good idea that she can use magic, psionics, and maneuvers. It gives someone running a campaign with this character a wide variety of options to use in and out of combat.


It does not differentiate between stealing out of necessity, or repenting for one's theft, and considers killing someone in order to repossess their belongings as a form of theft

Neat! So does that mean that Sondak herself is vulnerable to its effect? I mean, if she's ever killed a thief in order to repossess her stolen property, she's clearly violating this aspect of the Thiefbutcher's effect.

Xefas
2012-07-16, 12:50 AM
I did a few tweaks. I had a few feats mixed up with an earlier version, and I added a clause to the end of her Immortality.


I like this. Might use it in one of my campains.

The descriptive text is phenomenal. You tell a really compelling story with so few words!
Glad you guys like it. :smallsmile:


I really like her Warding Soul ability. Can she use it on more than one object/place at a time, or does each new usage break her magical link to whatever she was guarding before that?
She can ward as many places/things as she wants to at a time. Just keep in mind that she takes her job very seriously. If she doesn't think she'll be able to truly protect something, or if she thinks something isn't worth protecting, she won't ward it. Doing so would be a fundamental infraction upon her very core beliefs, on par with Gandhi suddenly deciding to run naked through the street shooting up pedestrians with an automatic weapon. Its just not something she does, even if she might be able to use it for, say, espionage purposes.

This did remind me to add another few lines to the end of that ability, though.


Neat! So does that mean that Sondak herself is vulnerable to its effect? I mean, if she's ever killed a thief in order to repossess her stolen property, she's clearly violating this aspect of the Thiefbutcher's effect.

Well, that's assuming anyone has ever succeeding in taking something she was guarding. Still, she would qualify for the fact that she's probably slain adventurers and then taken their stuff to add to her own private holdings. The people who don't qualify are going to be stuff like folks with a vow of poverty or... people who go to work in the morning and work a regular job for a standard wage. Which, admittedly, is truly a rare thing in a D&D setting.

Perhaps an adventurer who has only ever slain zombies, mindless golems, and such, might sneak by? I don't think you technically own something if you aren't self-aware.