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View Full Version : Demon lord contest entry thread (Contest)



InaVegt
2006-11-09, 09:33 AM
I was reading through my copy of BoVD today and thought: Wouldn't it be fun to create some more demon lords. And since there are at least 666 layers there are plenty of layers which have no demon lord yet.

Categories

The demon lord itself (obligatory) (use old 3.5 format, as detailed in the sticky, give a discription as well)
The layer of the abyss it resides on. (optional) (Including qualities of the plane, a generic description and at least one location)
The thrall of <insert name here> PRC (optional)
Plot hooks (optional)This contest will accept entries till the midnight between 5 and 6 december, using CET (Central european summer time, GMT +1)

Krimm_Blackleaf
2006-11-10, 01:18 AM
Charun The Hammerer
(THIS SPOT RESERVED FOR PICTURE)
Huge Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
Hit Dice: 38d8+418 (589 hp)
Initiative: +5
Speed: 60 ft. (12 squares)
Armor Class: 42 (-3 size, +5 Dex, +24 Natural, +5 Insight, +1 Weapon Supremacy)
Base Attack/Grapple: +38/+64
Attack: +5 Adamantine Maul +63 melee (3d8+34; 20/x3)
Full Attack: +5 Adamantine Maul +63/+58/+53/+48 melee (3d8+34; 20/x3) and claw +39 melee (2d6+9; 20/x2) or two claws +54/+49 melee (2d6+18; 20/x2)
Space/Reach: 15 ft./15 ft.
Special Attacks: Awesome blow, Hammerer, spell-like abilities, summon tanar'ri
Special Qualities: Damage reduction 20/epic and good, darkvision 60 ft., immunity to electricity, fire, and poison, resistance to acid 20 and cold 20, spell resistance 40, telepathy 100 ft., true seeing, Weapon Master
Saves: Fort +34, Ref +28, Will +28
Abilities: Str 47, Dex 21, Con 32, Int 22, Wis 20, Cha 33
Skills: Balance +35, Bluff +41, Climb +43, Concentration +41, Craft (weaponsmithing) +16, Hide +27, Intimidate +52, Jump +53, Knowledge (arcana) +23, Knowledge (the planes) +25, Knowledge (religion) +15, Listen +46, Move Silently +20, Search +25, Sense Motive +45, Spellcraft +22, Spot +46, Survival +46, Swim +48, Use Magic Device +41.
Feats: Ability Focus (hammerer), Cleave, Crushing Strike, Dark Speech, Exotic weapon proficiency (maul), Greater weapon focus, Greater weapon specialization, Great Cleave, Melee weapon mastery (bludgeoning), Power Attack, Weapon Focus (maul), Weapon specialization (maul), Weapon Supremacy (maul).
Environment: Infinite Layers of the Abyss
Organization: Solitary or with 2-5 Balors, 3-7 Mariliths and 5-15 vrocks.
Challenge rating: 29
Treasure: Triple Standard plus +5 Adamantine Maul
Alignment: Chaotic Evil
Advancement: None
Level Adjustment: --

This massive creature of ugly muscle and raw power stands with the impressive height of three and a half tall men. His skin is dark red and somewhat warty and his wild eyes send a chill down your spine as he rushes at you with his gargantuan hammer.

Charun the Hammerer is a massive brutish demon lord who's very existance seems to be to cause damage and pain to all around him. If he has no planar travellers to bulley he often slaughters his own minions out of boredom. He has no home plane but often travels to the layers of other demon lords or to layers which have no ruler.
Charun is distantly related to Kostchtchie, although no one is exactly sure what kind of relations they are. That aside, Kostchtchie and Charun are vicious rivals, waging wars on eachother to see who is the greater warrior but Kostchtchie is often found the victor because the only times they've fought, he has been in higher numbers and they've only fought on his layer, The Iron Wastes.

Combat

Charun relishes in causing as much pain and damage with his hammer as possible. He likes to get his foes into 10-foot squares and use his Hammerer ability. If he can't he likes to make full power attacks against the most apparent threats to him.

Awesome blow (Ex): Whenever Charun uses the Power Attack feat he may add 3 damage for every 2 base attack bonus he takes from his attack roll and double that damage if wielding a weapon in two hands. This only works when wielding a maul of his appropriot size.

Hammerer (Ex): As a standard action, Charun may use his maul to great effect. He makes a single attack roll to one 10-foot square with his full attack bonus. This is the attack roll used against all within the square and if it overcomes thier AC does full max damage and those hit must make a fortitude save (DC 39) or take 3d6 Con damage from the shattering of thier very bones. Those without actual skeletal structures are unaffected by the con damage. The save DC is Strength based.

Weapon Master (Ex): Charun the hammerer is a master of causing pain with his precious hammer. So he may take feats normally reserved for fighters. He must still meet all the other prerequisites for feats.

Spell-like abilities: at will-Astral Projection, Chaos Hammer, Blasphemy, Rage; 3/day-Limited Wish, Symbol of Pain, Symbol of Death, Unhallow; 1/day Time Stop, Wish

Summon Tanar'ri (Sp): Charun can automatically summon either one balor, one maralith or 1d4 hezrous. This works just like the summon monster spell. This is the equivalent of a 9th level spell (Caster level 20th).

True Seeing (Su): Charun has a continuous true seeing ability, as the spell (caster level 20th).

Krimm_Blackleaf
2006-11-10, 02:56 AM
Thrall of Charun
http://www.wizards.com/dnd/images/ss_gallery/49220.jpg
Thornus Daark the Thrall of Charun and two unwitting victems.

Thralls of Charun are wicked, brutal barbaric masters of the hammer and love to invoke pain in others, even allies. They can range anywhere from high priests of Charun, to evil warlords to barbarian leaders. One thing is known though, a Thrall of Charun is not something to be taken lightly in battle.

HD: d10

Requirements
Alignment: Chaotic Evil or Nuetral Evil
BAB: +6
Skills: Intimidate 8 ranks, Knowledge (religion) 4 ranks
Feats: Exotic Weapon Proficiency (maul), Power Attack, Thrall to Demon, Weapon focus (maul)
Special: Must commit a sacrifice of an intelligent creature to charun the hammerer on a blood-stained alter. The sacrifice must be done with a hammer and in the company of another worshipper of Charun.

Class skills: Balance (Dex), Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Ride (Dex), Survival (Wis) and Swim (Str)
Skill-points per level: 4+Int modifier

{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Weapon Master
2nd|+2|+3|+0|+0|Improved Power Attack
3rd|+3|+3|+1|+1|Bonus Feat
4th|+4|+4|+1|+1|Hammerer +2
5th|+5|+4|+1|+1|Summon Demon
6th|+6|+5|+2|+2|Bonus Feat
7th|+7|+5|+2|+2|Hammerer +4|
8th|+8|+6|+2|+2|Bone Breaker
9th|+9|+6|+3|+3|Bonus Feat
10th|+10|+7|+3|+3|Hammer of Death
[/table]

Weapon Proficiency: Thralls of Charun are proficient with all simple and martial weapons aswell as all types of armors and shields.

Weapon Master (Ex): Thralls of Charun are allowed to take feats which are normally only reserved for fighters of thier Thrall of Charun levels and Thrall of Charun levels stack with fighter levels to determine fighter levels when picking feats.

Improved Power Attack (Ex): Whenever a Thrall of Charun uses the power attack feat he may add 3 damage for every 2 base attack bonus he loses from his attack roll and 4 damage for every 2 points of base attack bonus if wielding a maul in both hands. This only works while using a maul.

Bonus Feat: Thralls of Charun may select a bonus feat taken from the list of fighter bonus feats at 3rd, 6th and 9th level.

Hammerer (Ex): Thralls of Charun are masters of the maul. When wielding a maul in one or both hands they add a +2 profane bonus to all attack and damage rolls. At 7th level they add +4 instead of +2 to attack and damage rolls while using mauls.

Summon Demon (Sp): At 5th level, Thralls of Charun may summon a demon of 6 HD or less once per day. At 9th level they may summon 1d4 of the same demon or one of his Thrall of Charun level and use it three times per day. This is equivalent to a 4th level spell (Caster level 15th).

Bone Breaker (Su): Whenever a Thrall of Charun uses his maul in combat, it gains the wounding property. This con damage is mostly from the shattering of bones on impact so creatures with no skeletal structures are immune to the con damage.

Hammer of Death (Su): Twice per day, a thrall of charun may make an attack against an opponant that utterly destroys them. They make a normal attack roll using a maul and if the attack hits the victem must make a fortitude save (DC 20+Thrall's Str modifier) or be killed, thier bodies utterly destroyed, but leaving thier equipment intact. If they pass thier saving throw they take damage as normal.

Ex-Thralls of Charun: If a Thrall of Charun ever gains a nonevil and/or lawful alignment or stops worshipping Charun the Hammerer he loses all his special ability gained from his class but retains HD, HP, Base attack bonus, Base save bonuses and bonus feats. If he wants to return to his former status he must get an evil alignment and make another sacrifice to charun using a maul or similar weapon.

KazilDarkeye
2006-11-19, 04:31 PM
Xaratt, Master of the sentient plane
Medium Outsider (Chaotic,Evil,Extraplanar,Tanar'ri)
Hit Dice: 20d8+5
Initiative: +5
Speed: 40ft, burrow 60ft, fly 20ft (perfect)
AC:30 (+5 Dex, +15 Deflection) touch 30, flat footed 25
Attack: Draining touch+5 melee (touch of Xaratt)
Full Attack: Draining touch+5 melee (touch of Xaratt)
Space/Reach: 5ft/5ft
Special Attacks: Summon Demons, Touch of Xaratt, Energy Drain Aura, Command of the Plane, Spell-Like Abilities, Breath Weapon
Special Qualities: Immunity to electricity, fire and poison, resistance to cold and acid 20, binding of Xaratt, DR 20/cold iron, magic and good, SR 35, Darkvision 120ft, Partial incorporeality
Saves: Fort+5 Ref+5,Will+5
Abilities: Str20, Dex20, Con20, Int20, Wis20, Cha20
Skills: Intimidate+21, Sense Motive+20, Knowledge(all except nobility)+36,Spellcraft+16, Concentration+23, Use Magic Device +30
Feats:Maximise Spell-Like Ability, Empower Spell-Like Ability, Extend Spell-Like Ability, Enlarge Spell-Like Ability, Quicken Spell-Like Ability
Environment: Infinite Layers of the Abyss (Xaratt)
Organisation: Solitary or with 20 blood fiends
Challenge Rating:?
Treasure: Standard plus 50,000gp extra of magic items
Alignment: Chaotic Evil

This creature appears to be made out of pure shadow set against an even darker background. He appears to be wearing a cape with long shadowy tendrils seeping out like blood

Xaratt is one of the lesser-known demon lords, and those that do know of him wish they didn't.
His home layer, Xaratt, is the 665th layer of the Abyss, is a constantly changing environment (even more so than the rest of the Abyss) because it shapes to his very thought. When the layer was created only 3 demon lords contested for it;Grazz't, Demogorgon and Orcus. They all gave up its conquest after the very nature of the layer (which never wished to have a master) combined with the hatred btween the warring demon lords to create Xaratt himself.
Ironically the only demon lord he sees as an ally is Orcus, who has given him the use of blood fiends.

Combat

Xaratt can lead a battle in many different ways, but he prefers the simplest ways until his enemies have either been slain, or have taken him to below half his total hit points. In this case he deems them worthy and attempts to touch them with his tendrils

Summon Demons (SP)

Once per day Xaratt can automatically summon either 1d10 blood fiends, 1d8 juvenile nabassu, or 1d6 mature nabassu. This functions as a summon monster spell. Spell Level 9, Caster Level 20

Partial Incorporeality (Su)

Although not incorporeal himself, Xaratt has some traits of these creatures. Firstly, he can't be detected with spot or listen checks unless he wishes. Also he has a 50% chance of ignoring damage from a nomagic source, even if it would get past his damage reduction.

Binding of Xaratt (SP)

Thanks to a very powerfull curse/divine intervention, Xaratt cannot leave his layer.

Breath Weapon (Ex)

Once every 1d8 rounds Xaratt can unleash either a 60ft line of negative energy, or a 30ft cone of negative energy. It does 10d10 points of negative energy damage (which can heal his blood fiend minions). Reflex Save DC 30 for half. It still does half its regular damage on characters protected from negative energy, or quarter on a successful reflex save.

Command of the Plane (SP)

Xaratt can alter the layer with a thought (a standard action[he has to make his mind up]) meaning he can change an area's terrain as long as nobody is in it.
In addition he can duplicate wheather effects and the following spells 1/day for each(mind fog, acid fog, ice age, forbiddance, inflict mass light wounds)
whether or not anyone is in the terrain.

Spell-Like Abilities (SP)
At will: Fireball, cone of cold, lightning bolt, earthquake, unholy blight, desecrate,power word stun, power word blind, symbol of pain, symbol of fear, blasphemy, word of chaos. CL 20th, Save DC:20 +spell level

Energy Drain Aura (Su)

Any creature within 30ft on Xaratt must make a DC 30 Fortitude save every 1d10 round or gain 2 negative levels. The DC to remove these is DC 28

Touch of Xaratt (Sp)

Any creature hit by the touch attack of Xaratt can suffer any of the following affects:

Baleful Polymorph and Polymorph any Object
The subject must succeed on a DC30 Fortitude Save or be tranformed into any creature/object Xaratt wishes, then making a Will save at the same DC or lose thier free will

Flesh to Stone and Animate Objects
The subject must succeed on a DC 30 Fortitude save or be turned to stone. If they are turned to stone they are animated as per animate objects

Embrace the Dark Chaos

Be tranformed in a fiendish creature under Xaratt's control

Be tranformed into a half fiend inder Xaratt's control

Be tranformed into an aspect of Orcus, then plane shifted to Thanatos


Whatever the effect, it can be negated with a DC 30 save.

KazilDarkeye
2006-12-29, 03:30 PM
Plot Hook: An evil cult is looking for a ritual lost to the sands of time to release Xaratt of his bonds and allow him to leave his layer to wreak havoc on the material world...

Bwahahahahahahahahahahahahahahahahahahahahahahahah ahahahahahahah!

Nightclaws
2006-12-29, 04:01 PM
Dreta, The Lesser God of Wolves
Medium Outsider (Chaotic,Evil,Extraplanar,Tanar'ri)
Hit Dice: 20d8+3
Initiative: +7 due to wolf senses
Speed: 30ft (normal) 45ft (Wolf)
AC:30 (+7 Dex, +12 Deflection) touch 30, flat footed 40
Attack: Nightclaws+4 melee (touch of Dreta)
Full Attack: Inu claw+6 melee (touch of Dreta)
Space/Reach: 5ft/5ft
Special Attacks: Summon Dire Wolves, Touch of Dreta, Bloodlust Aura.
Special Qualities: Immunity to fire, resistance to cold and acid 20, DR 20/cold iron, magic and good, SR 35, Darkvision 120ft,
Saves: Fort+5 Ref+5,Will+6
Abilities: Str20, Dex21, Con20, Int19, Wis20, Cha20
Skills: Intimidate+21, Sense Motive+25, Knowledge (Nature)+36,Listen +20, Concentration+23, Climb +15, Spot +15
Feats: Cleaving attack, Improved Natural attack, Evasion, Improved Evasion, Multi-attack.
Environment: Forest of the Lost (Dreta)
Organisation: With 20 differant wolf types
Challenge Rating: ?
Treasure: Standard plus 20,000gp of magical items
Alignment: Neutral Evil

This demon lord looks like a wolf on two legs, with massive claws on his hands, He wears hide trousers only for his armour is his black fur.

His home layer is named by him as The Forest if the Lost, A layer of dark trees and large growth which reduce a players movement, Ready for the wolf lord to attack.

Summon Dire Wolves:
Once per day, Dreta can summon 1d8 Dire Wolves and 2d6 Wolves.

Touch of Dreta:
The touch of Dreta is said to be poisonous, Especially if he rips the skin.
Any creature hit by the touch atttack of Dreta causes the creature to be poisoned.

Bloodlust Aura:
Any creature 30 ft around Dreta gains +1 attack but -2 defense.