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Krimm_Blackleaf
2006-12-28, 09:17 PM
These two were brought over from the Demon Lord contest. Which seems to have perished in a horrible fiery threadcrash. So I bring you both my entries for critique.
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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 hezrou's.
Challenge rating: 26
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
2006-12-28, 09:18 PM
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.

Krimm_Blackleaf
2006-12-29, 10:47 PM
Cult of Charun
The cult of Charun the Hammerer is mostly full of barbaric warriors proudly wielding thier mighty maul's in combat. Clerics of Charun are more than often hulking brutes and masterful warriors. They usually dress in furs and dark brown and red robes, wielding hammers even if not proficient in any way.

Quests in the name of Charun are almost always bloody warfare on other demon lords or good aligned churches and organizations and if there are any survivors they use them all as either food (the church is commonly full of cannibals) or sacrifices.

Clerics of Charun have access to the Evil, Chaos, War and Destruction domains. The unholy symbol of Charun is a bloody maul held horizontally by a powerful demonic fist. His favored weapon is of course, the maul.