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Kennisiou
2014-07-09, 03:43 PM
So in my the campaign I'm DM'ing the players were tracking a treasure stolen by pirates only to find that when they reached the pirate hideout they'd all been slaughtered. They found the treasure they were looking for, a golden box inlaid with gems, open and from within they heard the screams of the damned. On the wall, Erythnuul's holy symbol was painted in blood. That's where I ended the session.

I had searched MMI and MMII and decided on what demons they should fight already as a level 11 party, but I got to thinking... there's a lot more monsters than this in D&D. A lot. I have definitely not read the entries for every monster in every handbook. Heck, I don't remember anything from any entries that I have read unless they're a monster that I'm using as the race for a recurring character. All the stuff I went with was from MMI and none of the demons had any specific ties to the deity Erythnuul. What I'm wondering is, are there any demons that are appropriate for a mid-op level 11 party to fight that are specifically tied to Erythnuul? Or just any demons from CR 9-14 that are fun/interesting to fight that would make better encounters than the demons early on? Also, magical disguises will not present a challenge to the party. They chipped in a bunch of money for their artificer and got items that let him analyze dweomer and true seeing. If the reason the demon is interesting is because you don't know it's a demon that's just not really going to work for the encounter.

Thanks in advance.

Eldan
2014-07-09, 04:02 PM
By standard fluff, demons aren't tied to any gods at all, they are their own thing, like devils, archons, slaad, etc.

He is mentioned as having troll worshippers and war trolls are CR 12, but not very interesting.

With his ties to blood, how about vampires?

ANd if you want something unusual: Pathfinder creatures can easily be converted. How about the Felius (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-felius), a demon able to turn its victims into werewolves? OR simply, the Aeshma Rage Demon? (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-aeshma-rage-tohc) Both quite fitting for Erythnul.

Rama
2014-07-09, 04:13 PM
You might need to tone it down a little, but a Ragewalker (MMIII) could be fun.

Miss Disaster
2014-07-10, 11:32 AM
Here's 2 good, balanced and thematically-appropriate templates for monsters who are Erythnul servants:

http://community.wizards.com/forum/previous-editions-general/threads/2187691

http://www.giantitp.com/forums/showthread.php?250176-The-Ravager-of-Erythnul-%283-5-PrC-remake-PEACH%29

I especially like the latter one by Person Man, here on the GitP forums.

Yora
2014-07-10, 12:29 PM
Demons that would thematically fit with Erythnul as a deity of war and slaughter would be:

Hezrou: They are often described as the overseers of hordes of smaller demons, driving them into battle.
Marilith: Often take the role as generals of the Abyss, though they are not particularly brutal and savage.
Vrock: I think older sources described them as rather violent.
Armanite: From the Planescape Box Set and in Fiendish Codex 1. Basically centaurs from hell! (Though from the Abyss, actually)
Bulezau: From Planescape Monster Compendium 2 and also in Fiendish Codex 1. These goat men demons are the most violent and savage of all demons.
Goristro: From the Planescape Box Set and in Fiendish Codex 1. They are like huge, even dumber minotaurs. They are basically the heavy siege weapons of demon armies. They just walk up to the walls of an enemy stronghold and start tearing it to pieces.
And I think the Monster Manual 3 or 4 had a kind of demon specifc to Erythnul, but I don't remember the name.

Miss Disaster
2014-07-10, 01:23 PM
Doing a little theistic research on Erythnul, it seems his primary herald is a Balor. In his realm on the 3rd layer of Pandemonium, his main allies and servants are Howlers, Nalfeshnee Demons and Glabrezu Demons.

Here's another very cool homebrew PrC (here at GitP) that is themed after Erythnul.

http://www.giantitp.com/forums/showsinglepost.php?p=5441839&postcount=1

afroakuma
2014-07-10, 02:57 PM
In addition to the garngraths and windblades (MMIV, I believe), let me supply you with a few.

Shesspaath
Medium Outsider (Chaotic, Evil, Extraplanar)
HD 10d8+70 (115 hp)
Speed 50 ft. (10 squares)
Init: +9
AC 20; touch 15; flat-footed 15 (+5 Dex, +5 natural)
BAB +10; Grp +16
Attack Bite +16 melee (1d8+6, 19-20/x2 + 1 vile) or whipclaw +16 melee (1d6+6, x3)
Full-Attack Bite +16 melee (1d8+6, 19-20/x2 + 1 vile) and two claws +11 melee (1d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with whipclaw)
Special Attacks Bloody howl, spell-like abilities, whipclaw
Special Qualities Carnage haze, darkvision 60 ft., DR 10/lawful, immunities, low-light vision, resistance to acid 10 and cold 10, scent, SR 20
Saves Fort +14 Ref +12 Will +9
Abilities Str 22, Dex 21, Con 24, Int 11, Wis 14, Cha 18
Skills Balance +18, Climb +19, Escape Artist +18, Hide +18, Listen +17, Search +13, Spot +17, Tumble +18
Feats Awareness, Improved Initiative, Power Attack, Vile Natural Attack (bite)BoVD
Environment Windswept Depths of Pandemonium (Citadel of Slaughter)
Organization Solitary, tear (3-5) or ravage (6-9)
Challenge Rating 10
Treasure Half standard
Alignment Always chaotic evil (neutral)
Advancement 11-14 HD (Medium); 15-21 HD (Large)

A massive claw lunges out at you from the shadows. As it snaps back, you see the thing it's attached to, a knot of muscle and fang and horrid, pitch-black eyes that seem to shift along the head like melting tar. Fur matted with blood obscures black flesh studded with fragments of bone, which gives way to the flensed-looking muscles of the creature's four limbs.

Bloody Howl (Su) Once every 1d4 rounds, a shesspaath can let out a bloodcurdling howl that inspires terror in those who hear it. All creatures within 60 feet of a howling shesspaath must succeed on a Will save (DC 19) or become shaken for 2d4 rounds. While so shaken, wounds a creature receives bleed heavily, resulting in the loss of 1 hp per round until treated with a Heal check (DC 15), heal, restoration or remove disease.

Carnage Haze (Su) Whenever a shesspaath draws blood in combat, it collects the spilled fluids of battle in a haze around itself, making it more difficult to strike. A shesspaath that has dealt 5 or more damage to a living creature in combat becomes shrouded in a blurring mist of blood and sweat that gives it 20% concealment against attacks relying on sight. True seeing can see the creature within the carnage, allowing attacks at no penalty, as will any measure that does not rely on sight to find the target. Gust of wind will clear the carnage haze completely. The carnage haze lasts for 1 minute.

Immunities (Ex) Shesspaathi are immune to electric and sonic damage, fear effects, negative energy and energy drain. They are not immune to ability damage or ability drain from sources other than negative energy attacks.

Spell-Like Abilities (Sp) At will - doom, entropic shield, sound burst. 3/day - blood windSpC, chaos hammer, gust of wind, spider climb. 1/day - absorb strengthBoVD, confusion. Caster level 10th, save DCs Charisma-based.

Whipclaw (Ex) Once per round as a standard action, a shesspaath can dislocate a locking joint in its forelimb and use the resultant stretched limb to make a whiplike attack. If the whipclaw hits, the shesspaath can immediately pull itself into a square adjacent to the victim and make a full attack. If the whipclaw misses, the shesspaath has provoked an attack of opportunity and takes a -2 penalty to resist trip attempts made against it until its next turn. The whipclaw limb retracts and snaps back into place automatically; there is no action required to do so. This ability does not function through blood wind.

Shesspaathi are the hounds of Erythnul, wicked and monstrous creatures that are as likely to do violence to one another as to anything else unless threatened by something far stronger. Striking from stealth with blood wind and using their whipclaw to appear in melee suddenly, these vicious beasts thrive in carnage and chaos, frequently beginning an encounter by attacking each other to draw blood and trigger their carnage haze.

Orkath
Large Outsider (Chaotic, Evil, Extraplanar)
HD 8d8+40 (76 hp)
Speed 30 ft. (6 squares); climb 20 ft.
Init: +5
AC 18; touch 14; flat-footed 13 (+5 Dex, +4 natural, -1 size)
BAB +8; Grp +18
Attack Spear +13 melee (2d6+6)
Full-Attack Spear +13/+8 melee (2d6+6) or two slams +13 melee (1d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks Rage, sneeze, spell-like abilities, summon howler
Special Qualities Darkvision 60 ft., DR 10/magic, immunity to cold and poison, limbs, resistance to acid 10 and sonic 10, SR 18, trap sense +2
Saves Fort +12 Ref +11 Will +7
Abilities Str 23, Dex 21, Con 20, Int 12, Wis 12, Cha 9
Skills Balance +16, Bluff +10, Climb +17, Concentration +16, Intimidate +10, Jump +17, Listen +12, Survival +12, Spot +12
Feats Improved Bull Rush, Power Attack, Shock TrooperCW
Environment Windswept Depths of Pandemonium (Citadel of Slaughter)
Organization Solitary, pair, hunt (3-4 plus 1-2 howlers) or gang (5-12 plus 3-6 howlers)
Challenge Rating 8
Treasure Standard
Alignment Always chaotic evil
Advancement By character class

Like a spider made of a mishmash of other creatures, this top-heavy creature crawls toward you on an assortment of limbs, the eyes staring out of the gorilla-like face in its torso glaring at you, red and angry, as the nostrils flare. A true head, distorted with features like a bugbear, leers down at you as it brings a spear to bear. No ape has ever been this hairless, or this hideous. The shape of this creature makes mockery of the drider.

Limbs (Ex) Orkaths steal limbs severed from the corpses of slain foes, whatever their origin, to shamble around atop; their own legs are thin, spidery and incapable of carrying their weight. An attack made against the limbs can sever them from the orkath, reducing its mobility. The attacker must declare that she is attacking the limbs; this attack is made at a -4 penalty and deals 2 fewer damage, but if successful knocks one of the stolen limbs off of the torso, wherein it immediately decays to nothing. For each limb it loses, an orkath's speed is reduced by 5 ft. and its Dexterity by 2 points. An orkath that has lost six or more of its limbs is immobilized.

Rage (Ex) As a barbarian, twice per day.

Sneeze (Su) Three times per day, an orkath can unleash a disgusting spray of mucus from the face in its torso. This sneeze of mucus covers a 30 ft. cone. Creatures caught within the cone must make a Reflex save (DC 19) or be coated in the clinging mucus, which can only be removed after ten minutes or with the application of universal solvent. The mucus entangles and acts as a dimensional anchor effect on those coated in it. As a move action, a creature can attempt a second Reflex save to shake off just enough of the mucus that they are no longer entangled.

Spell-Like Abilities (Sp) At will - absorb weaponSpC, angry acheBoVD, death grimaceBoVD. 3/day - blade of pain and fearSpC, hold person (Heightened to 4th level), ray of enfeeblement, web. 1/day - meld into stone. Caster level 8th, save DCs Charisma-based.

Summon Howler (Sp) Once per day an orkath can attempt to summon a howler with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

Trap Sense (Ex) As a barbarian.

Orkaths are the throng of Erythnul's immortal legions, the milling horde of eternal massacre. Wielding lethal spears and with the ability to prevent even the most elusive quarry's escape, they take a perverse enjoyment in prolonging the misery of their victims before the final festival of slaughter begins. Orkaths prize the limbs of the slaughtered, which they use to replace their original limbs, long since hacked off in the carnage of Erythnul's service. Many orkaths bear spears made with special materials, or +1 spears with a single weapon property of no more than +1 value (often wounding).

Manithma
Large Outsider (Chaotic, Evil, Extraplanar)
HD 6d8+36 (63 hp)
Speed 30 ft. (6 squares); fly 30 ft. (average)
Init: +2
AC 17; touch 11; flat-footed 15 (+6 natural, +2 Dex, -1 size)
BAB +6; Grp +17
Attack Claw +13 melee (1d6+7 + 1d6 fire)
Full-Attack 2 claws +13 melee (1d6+7 + 1d6 fire) and bite +8 melee (1d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks Distorted claws, flaming claws, rend 2d6+10 + 2d6 fire, spell-like abilities
Special Qualities Darkvision 90 ft., DR 5/magic, fast healing 5, hateblood, immunity to electricity and sonic, resistance to acid 10 and cold 10, SR 16
Saves Fort +11 Ref +7 Will +4
Abilities Str 25, Dex 14, Con 23, Int 8, Wis 9, Cha 8
Skills Balance +11, Climb +16, Heal +8, Intimidate +8, Jump +16, Listen +10, Spot +10
Feats Alertness, Track, Violate Spell-Like Ability (burning hands)BoVD
Environment Windswept Depths of Pandemonium (Citadel of Slaughter)
Organization Solitary or fright (3-12)
Challenge Rating 7
Treasure Standard
Alignment Always chaotic evil (neutral)
Advancement By character class

The nature of the motion throws you off-balance, for the creature descending upon you is neither flying nor falling, but rather almost sliding itself awkwardly into place. Slender and wiry, it flexes gnarled hands broken open to expose immense warped claws down to the fingerbone, which smoke and crackle with unseen fire. You can see the blod flowing red and raw under translucent skin, and you could swear that the blood can also see you. The creature turns its hammershaped, head, mouth gnashing at the sky, to regard you with one pitch-black eye.

Distorted Claws (Su) Any time a manithma's claws threaten a critical hit against a good-aligned creature, that critical hit is automatically confirmed.

Flaming Claws (Su) A manithma's claws burn with unearthly heat, dealing an extra 1d6 fire damage per hit.

Hateblood (Su) Whenever a manithma is dealt 10 or more damage from a single attack with a slashing or piercing weapon, its blood spurts out and coalesces in the jellylike drops of a bloodboater ooze swarmFF, which appears in a square adjacent to the manithma. These swarms attack any creatures other than the manithma that spawned them and survive outside of its body for up to 1 hour. As a standard action, a manithma can devour an adjacent bloodboater swarm to recover 1d6+6 hp.

Spell-Like Abilities (Sp) At will - bestow woundBoVD, burning hands 3/day - cruel disappointmentBoVD, dispel good. 1/day - produce flame, reality blindBoVD. Caster level 6th, save DCs Charisma-based.

Manithmas are the lesser cohort, the torturers and the feasters of blood. Erythnul's manithma demons slide jerkily through the air in disturbing fashion, stalking with tremendous purpose and violent thought when they touch the ground. Their role is to bring suffering and serve as a macabre audience for the carnage unfolding below, though sometimes they become unwitting participants when their living blood is desired to add to the chaos.

afroakuma
2014-07-10, 05:40 PM
Anyway, I hope those help you. The other thing you can do is add windblade NPCs; windrazor rangers, rogues and sorcerers, windscythe clerics and fighters.