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Hipster Dixit
2014-08-02, 09:05 AM
http://i59.tinypic.com/f38j92.png




http://i59.tinypic.com/96yx3r.png





INTRODUCTION Post 2 - Table of contents (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870504#post17870504) Post 3 - What is coming next? (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870510#post17870510)

CHAPTER ONE: CLASSES Post 4 - Class Variants (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870524#post17870524) Demonbrand Post 10 - Prestige Classes (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870561#post17870557) Blazing warlord Living nest Soulkeeper

CHAPTER TWO: CHARACTER OPTIONS Races COMING SOON Post 23 - Feats (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870621#post17870621) Abyssal Hertior feats Vile feats Feat description Grafts COMING SOON Invocations COMING SOON Post 24 - Soulmelds (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870626#post17870626) Fiendish soulmelds Soulmeld descrption Post 25 - Vestiges (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870631#post17870631) Demon lords as vestiges Vestiges descrption

CHAPTER THREE: EQUIPMENT New Materials COMING SOON Magic Items COMING SOON Post 31 - Artifacts (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870660#post17870660) Agnamelek, the Twin Suns Undying Mask

CHAPTER FOUR: DENIZENS OF THE ABYSS Post 37 - Deities (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870687#post17870687) The nyurvata template Post 38 - Monsters (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870700#post17870700) Arachexia Gyzzrah Extaron Gromlak Hellnaut Hultzimar Stenriex Post 39 - Monsters (continued) (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870706#post17870706) Gyzzrah Skaruntiel Hell Gorger Tanar'ri Ilchtinya Krum Malshanax Radiplob Post 40 - Abyss Gods (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870711#post17870711) Alyorna Cyndrazar Elimdal Juiblex Post 41 - Abyss Gods (continued) (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870714#post17870714) Marzurg Nephram Niashtad Ogrim Post 42 - Abyss Gods (continued) (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870725#post17870725) Ulagresh Other Notable Creatures COMING SOON

Current Version: 2.06
V. 2.0 (08/02/2014) General Completely overhauled graphics and organization for better reading and manteinance Temporarily removed some material until reworking
V. 2.01 (08/05/2014) Classes Added the warden, a good-aligned cabalist class variant Feats Added the Blessing of the Pit feat
V. 2.02 (08/11/2014) Monsters Introduced the gyzzrah subtype, with six new monsters
V. 2.03 (08/15/2014) General Reworked base classes (a little) and prestige classes (much more) to give them a stronger classic D&D feel, improve playability, and increase balance (Hopefully) fixed all CD/DC typos Monsters Added krum Nerfed stenriex' Litanies of Power
V. 2.04 (08/20/2014) General Fixed typos and grammar issues here and there Monsters Added arachexia Added hell gorger Added ilchtinya Added malshanax Added radiplob
V. 2.05 (09/07/2014) General Fixed typos and other errors Classes Temporarily removed classes and prestige classes in preparation for further content Vestiges Re-introduced four vestiges previously removed: Baphomet, Demogorgon, Malcanthet and Pazuzu Artifacts Removed Godlsayer Monsters Changed monsters format and stat block Abyss Gods Removed Thandarax and Vergron General rework of all the remaining abyss gods
V. 2.06 (10/09/2014) General Minor formatting changes in order to (hopefully) improve readability Classes Re-added the Demonbrand as a Zealot class variant Prestige Classes Re-introduced the Blazing Warlord, the Living Nest, and the Soulkeeper


Acronym
Full name


BoED
Book of Exalted Deeds


BoVD
Book of Vile Darkness


CAdv
Complete Adventurer


CArc
Complete Arcane


CD
Complete Divine


CW
Complete Warrior


FB
Frostburn


FC I
Fienidsh Codex I


FF
Fiend Folio


HoH
Heroes of Horror


LM
Liber Mortis


LoM
Lords of Madness


MM II to V
Monster Manual II to V


PHB II
Player Handbook II


SpC
Spell Compendium


SW
Stormwrack



While not official, a well made homebrew 3.5 conversion of Book of Vile Darkness and its supplements can be found here (http://images.wikia.com/d20npcs/images/c/cc/Leaflets_of_Triel.pdf).
All material contained in this book is nonprofit. Images used are borrowed by Magic: the Gathering Trading Card Game and are made by the respective artists. I do not own those images. © 1991-2014 Wizards of the Coast. All rights reserved.





Ladies and gentlemen, I present you Ars Deamonica, the D&D 3.5 fiend-related homebrew compendium with tons of new material to run exciting games in the Abyss. An introduction will follow; for those who want to get immediately into action, just check the menu above!

What in the Abyss am I reading?

Ars Deamonica is a free homebrew handbook (still work in progress) for Dungeons and Dragons 3.5 edition that introduces new material and reworks and expands some of the already existing stuff about the lower plane of the Abyss and its inhabitants. It started as a rewrite of Fiendish Codex I - Hordes of the Abyss, my favourite D&D splatbook of all time, but soon evolved into something different. The ultimate goal for this project is to reach the size of a regular D&D handbook, or why not, even more.

I need your help

If you read until now, you may think the premises are ambitious. Well, they surely are. Furthermore, I'm not an expert homebrewer (let alone a good designer), so... I really need a hand, and that's why I'm turning to you playgrounders. In particular, my concerns are:

My english is very, very bad, as you can see. The whole book is full of syntax and grammar errors, my vocabulary is lacking and I struggle a bit to express the ideas i have in mind. I will be really grateful to everyone that help me find the inaccuracies and make this material more readable and enjoyable.
This is my first homebrew, and I know it can be done a lot better. Stuff could be unbalanced, monsters probably have myriad of errors in their stat blocks, and so on. Constructive criticism, even if harsh, is very appreciated. Also, I'm always looking for new input and suggestions for the next brew. If you have a request for something that could fit in this book, then do not be afraid to ask! When possible, I'll try to satisfy it.
I thank you in advance for your support.

What's left? Have fun!

I really love homebrewing, and like all the other people here, I put all my efforts and passion in what I do. But what use have homebrew, if not shared? If you like my work, feel free to use it! Just let me know how it goes :D

Have a pleasant reading

Michael G.

Hipster Dixit
2014-08-02, 09:06 AM
TABLE OF CONTENTS



Now, before diving into the actual stuff, this brief overview will help you getting a sense of what you are going to find.




Post
Category
Name
Description



4 (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870524#post17870524)
Class Variants
Demonbrand
The demonbrand is someone who has agreed to serve a mighty evil god in return for great power. Much like a warlock, he can cast spell-like abilities, but he is also an excellent warrior who can bring devastation to the battlefield. His abilities changes in relation to the demon lord he serves.



10 (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870557#post17870557)
Prestige Classes
Blazing Warlord
A veteran of war who fights with the strength of a meteor and leads his allies to victory. For worshippers of Ogrim.




Living Nest
A sneaky spy and trained assassin that gains the control of a swarm and spreads the contagion in the name of Alyorna.




Soulkeeper
A being who uses the souls of other creatures to gain various powers, and guards the Dead Gate for the demon lord Elimdal.



23 (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870621#post17870621)
Feats
Abyssal Hertior Feats
Abyssal Hertior is a category of feats that made its appearance in Fiendish Codex I, and represent a character's link with the lower planes. They usually provide the characters with supernatural abilities, but always display a small physical change that helps other people to identify the character as a spawn of the Abyss.




Vile Feats
Vile feats are found in various handbooks, such as Book of Vile Darkness and Elder Evils. They are only for evil characters.



24 (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870626#post17870626)
Soulmelds
Fiendish Soulmelds
A new category of soulmelds, only available to meldshapers who tie their soul to the Abyss.



25 (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870631#post17870631)
Vestiges
Abyssal Vestiges
A new kind of vestiges, granted by demon lords.



31 (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870660#post17870660)
Artifacts
Agnamelek, the Twin Suns
Owned by the demon lord Ogrim, this pair of swords turn the wielder into a god of fire and an unstoppable war machine.




Undying Mask
Owned by the demon lord Elimdal, the wearer of this mask gains all the features of an undead and becomes unkillable.



37 (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870687#post17870687)
Deities
Brakhvata and Nyurvata
This section simplifies rules about godly entities, splitting them into two categories. A new template for god-like monsters and characters is also introduced.



38 (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870700#post17870700)
Monsters
Arachexia
Arachexia are giant insects who infest underground caves. Their saliva is highly corrosive.




Gyzzrah
Gyzzrah are a race of lawful demons who got corrupted by Baator, forsaking their chaotic nature in favor of order. They has been kept in slavery by devils for a long time before managing to escape




-> Extaron
Extarons are pit fighters and soldiers. They are seasoned warriors who do not fear any threat




-> Gromlak
The lowest-grade gyzzrah, they are employed for the hardest and more unpleaseant jobs. They powerful muscles allow them to lift any weight




-> Hellnaut
A sort of undead construct made by body part of dead gyzzrah, hellnauts are mighty war machines used to destroy the enemy soldiers and fortifications alike




-> Hultzimar
Perhaps the only gyzzrah who retained a spark of chaos, hultzimars are deceptive tricksters who master illusion magic




-> Stenriex
Stenriex represent the dominant cast in gyzzrah hierarchy. They are erudites and cunning diplomats, and have thaumaturgic powers thanks to an ancient and powerful kind of magic



39 (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870706#post17870706)
Monsters (continued)
-> Skaruntiel
Skaruntiel are elite agents and mighty warriors, adept in finding and killing demons.




Hell Gorger
Enormous, worm-like creatures that dwell into volcanoes and other very hot places. Their breath is a stream of incandescent fluids.




Tanar'ri
A race of wicked creatures native of the Abyss. Their cruelty is only outmatched by their selfishness.




-> Iltichnya
A demon of the depths. His ability to meld with the surrounding water makes his a dangerous threat.




-> Krum
One of the weakest demons, they are annoying pests who can actually cause troubles when in great numbers.




-> Malshanax
A sort of ice-themed balor caouterpart, malshanax are powerful demons who rule upon the frozen wastes.




-> Radiplob
Amphibious demons that live in marshes, they come equipped with an axe that conduct a virulent disease.



40 (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870711#post17870711)
Abyss Gods
Alyorna
Alyorna is a female demon, whose body is made from a swarm of insects. She can switch between her normal form and a swarm form, and spreads a lethal disease. She is the patron of swarms and sickness.




Cyndrazar
Cyndrazar is a succubus who developed astonishing psionic cabalitites as a result of millennia of torture. The pain broke her mind, driving her mad. Her only desire is to inflict as much suffering as possible to others.




Elimdal
Elimdal is an agent of the god of death, Nerull, a being who has power over both life and death. He is the guardian of the Dead Gate, a door to the afterlife.




Juiblex
A rework of the classic demon lord, now with 150% more slime.



41 (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870714#post17870714)
Abyss Gods (continued)
Marzurg
A demon plant who hates civilization and despoilers. Her spores destroy magic items while her powerful tentacles crush her enemies.




Nephram
The most erudite demon and a powerful mage. He made a pact with foreign entities to obtain great power.




Niashtad
The demon prince of sadness, Niashtad feeds on the depression of his victims. Hundreds of mouths scattered over his body allow him to snatch an unlimited number of enemies to suck away their life force.




Ogrim
Ogrim is a skilled tactician and an unbeatable fighter. He is the owner of Agnamelek, the Twin Suns.



42 (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870725#post17870725)
Abyss Gods (continued)
Ulagresh
Ulagresh is the lord of oceans and pollution, a mighty alien creature which has an extradimensional portal inside his stomach

Hipster Dixit
2014-08-02, 09:09 AM
WHAT IS COMING NEXT?



Ars Daemonica is an ever-growing project that gets regularly (when possible) updated with the latest fiendish goodies. If you are eager to know what's cooking in the abyssal pans, well keep reading!


Demon Lord-related specific prestige classes

Some of these are already up. The goal is to make a theurgic prestige class for every single demon lord presented in this book, to give an unique feel to characters that worship the evil gods. This is meant to replace the "Thrall of..." classes from Book of Vile Darkness.

New lords of the Abyss

If the Abyss is endless like they say, there is room for an additional bunch of demon lords! Next on the list:

Dar'Gazak: A powerful desert fiend whose realm is an endless stretch of sand.
Krragerash: A dragon-shaped demon who rules among fiendish disnosaurs in a prehistoric land. His breath is molten lava.
Randalion: A strange being, Randalion is probably the only demon lord who is not inherently evil. The reasons behind his deeds are often inscrutable.
Low-level campaigns material

As it is, Ars Daemonica offers very little to low-level games. This will be addressed soon, with the addition of new regular demons for normal encounters, and unique demon lords servants to act as bosses or mini-bosses in low to mid-level campagins.

Official stuff retool

WotC material is good, but sometimes I feel it could use a little tuning. It surely is easier to work on already existing stuff that creating new one from scratch, so here's my plans:

Warlock class from Complete Arcane will be reworked with a stronger demonic feel and better overall abilities.
Some demon lords I am particularly attached to (Baphomet, Demogorgon, Lolth, Malcanthet, Pazuzu) will get a spa treatment, with respect to the original fluff. In addition, there are a lot of demon lords who just got a brief mention in splatbooks and are ready to receive stats and abilities.
Cool but subpar prestige classes (Acolyte of the Skin, Master of Radiance, and much more) will be redone so they won't be flavor-only choices anymore.
More options

What happens when a cabalist fails to resurrect a dead god? Unfortunately to him, undead gods are nothing to scoff at... and this is only the beginning. Exsisting material will be constantly improved to provide a better experience.

Beyond the multiverse

The multiverse, although really wide, is not infinite. They whisper about an endless space, populated by unspeakable creatures born from our worst nightmares... and that the bottom of the Abyss, the unattainable lowest layer, is a door to that world. While this could seem to scream "Far Realms", it will be actually an entire different world, inspired by phyrexia and tyranids. The invasion will bring:

Harbinger: A demonbrand variant that trades spell-like abilities with psionic powers and get new abilities related on the horros from beyond.
Pale Night: A re-imagining of the classic demon lord as an envoy of the endless space.
Grafts: New cyber-fantasy otherworldly grafts and rebalancing of the existing ones.

And much more is coming. Stay tuned!

Hipster Dixit
2014-08-02, 09:12 AM
CHAPTER ONE: CLASSES




CLASS VARIANTS






ZEALOT (http://www.giantitp.com/forums/showthread.php?376090-Harness-the-power-of-the-gods!-The-Zealot-%28a-wannabe-Cleric-replacer%29) CLASS VARIANT: THE DEMONBRAND

http://i62.tinypic.com/2h4ydz8.png

Raella, a Demonbrand of Alzrius



Demon lords are exceptionally powerful creatures, with the power to tear entire nations apart. Even they, though, need trusted servants in order to conduct their most importants tasks. Demonbrands are their patron's right arm, acting either as cunning diplomats, skillful warleaders, or whatever is required of them. They receive various gifts and powers from their fiendish patrons, which they use to destroy all enemies of their masters.



Alignment
As the Zealot, a Demonbrand's alignement must exactly match that of his patron.

Class Skills
A Demonbrand does not lose nor gain class skills.

Level 1st (5th, 9th, 13th, 17th): Demon Form (Su) (replaces: Judgement)
A Demonbrand is fueled by the power of the Abyss. At levels 1, 3, and every three levels afterwards, a Demonbrand gains an Abyssal Hertior feat as a bonus feat. He must meet the prerequisites. (Abyssal Hertior feats can be found here (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870621#post17870621))

At 1st level, as a swift action, a Demonbrand can enter or exit a state called Demon Form. While he is in Demon Form, he ignores the drawbacks of any Abyssal Hertior feat he possesses. While he is not in Demon Form, all the Abyssal Hertior feats he possesses are suppressed, not providing their benefits nor their drawbacks. A Demonbrand in his Demon Form always displays some change in his physical appearance, such as red skin, glowing eyes, smoke from the mouth, and the like, but these are only cosmetic changes that have no in-game effect.

At 5th level, while in Demon Form, a Demonbrand gains a +2 bonus on Strength, Damage Reduction/Good and Magic equal to half his level, and his attacks (both by natural and manufactured weapons) are considered Chaotic and Evil-aligned for bypassing Damage Reduction.

At 10th level, while in Demon Form, a Demonbrand gains an additional +2 bonus on Charisma, Spell Resistance equal to 10 + his HD and grows by one size. This ability does not stack with similar effects, such as an Enlarge Person spell.

At 14th level, a Demonbrand's type change into outsider and gains the chaotic and evil subtypes. He may choose at any time whether he is considered an Outsider or his previous type, taking whichever is more beneficial to him. In addition, after one minute of uninterrupted concentration, he may duplicate the effect of a Plane Shift spell, only to move between the material plane and his patron's home plane. While in Demon Form, a Demonbrand gains an additional +2 bonus on Dexterity.

At 19th level, while in Demon Form, a Demonbrand gains an additional +2 bonus on Strength, Dexterity and Charisma. He also gains the tanar'ri subtype (he does not gain the Summon ability), and his Damage Reduction improves to /Cold Iron, Good and Epic. He may cast Teleport (greater) at will as a spell-like ability (self only, plus 50 pounds of objects).




http://i62.tinypic.com/vih91t.png

A Demonbrand in demon form



Level 1st: Servant of a Demon (Replaces: Sacred Investiture)
Much like the Zealot, a Demonbrand must follow a specific code of conduct, determined mostly by his patron's attitude and interests. A Demonbrand's patron must be a demon lord.

Level 20th: Paragon of the Abyss (replaces: Paragon of the Gods)
At 20th level, the Demonbrand has the power to challenge his own patron, freeing himself from obedience. A a result, his patron brutally rejects him, and will never accept him again among his servants. No other demon lord would ever accept to become his patron. He loses the Servant of the Gods feat, along with the Patron's blessing class feature, but does not lose any other class feature. Although disowned by the patron, the Demonbrand is now free and with a strong reputation through the multiverse, making him a super villain that underwent countless challenges to satisfy his patron. Because of this, he will most likely have his own personal crowd of worshippers. From now on, the Demonbrand is permanently in Demon Form and cannot revert into normal form by any means. Also, his Demon Form becomes an Extraordinary Ability. He grows by one size (up to huge) and gains the Epic Leadership feat as a bonus feat, with the same rules of the Leadership feat granted by the General of the Abyss feature. He does not need to meet the prerequisites. Finally, he gains the nyurvata template (see here (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870687#post17870687) for additional details). He is now able to claim a layer of the Abyss as his personal domain and become to all intentions and purposes a new demon lord.




http://i60.tinypic.com/15fsvlt.png

By rejecting his patron, a demonrand can attain the power of a god

Hipster Dixit
2014-08-02, 09:14 AM
New reserved #1

Hipster Dixit
2014-08-02, 09:15 AM
Reserved #1

Hipster Dixit
2014-08-02, 09:17 AM
Reserved #2

Hipster Dixit
2014-08-02, 09:18 AM
Reserved #3

Hipster Dixit
2014-08-02, 09:19 AM
Reserved #4

Hipster Dixit
2014-08-02, 09:20 AM
PRESTIGE CLASSES





BLAZING WARLORD

http://i60.tinypic.com/2hi8i0o.png

Kamal, a blazing warlord, after using Comet Form



Only those with fire burning inside them are chosen by Ogrim to be his soldiers. They must prove to be the strongest in battle, killing countless devils in the everburning battlefields of the blood war. The few who survive, the most cunning and powerful warriors, are blessed by the Scorching Star and become the generals of his troops, fighting alongside him against the threat coming from Baator, forever, or until death comes to honor their memory.


Hit Die
d10.

Requirements
To qualify to become a blazing warlord, a character must fulfill all the following criteria.

Intimidate 13 ranks. Servant of the Gods* feat. (patron must be Ogrim) Veteran of the Blood War* feat. Demon Form class feature. Must know at least one 2nd level Desert Wind, Diamond Mind, Iron Heart or White Raven maneuvre. Must be able to cast 2nd level divine spells.
(*New feat, described [http://www.giantitp.com/forums/showthread.php?376090-Harness-the-power-of-the-gods!-The-Zealot-%28a-wannabe-Cleric-replacer%29]here[/URL])


Class Skills
The blazing warlord's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Martial Lore (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha)

Skill Points at Each Level
4 + Int Modifier.





Table 1.3: The blazing warlord


Level
BAB
Fort
Ref
Will
Features
Man. known
Man. readied
Stances known
Spellcasting


1st
+1
+2
+2
+0
Battleborn, Burning Spirit stance (attack), Overheat
0
0
1
+1 level of existing spellcasting class


2nd
+2
+3
+3
+0
Comet Form (fire body)
1
0
0
+1 level of existing spellcasting class


3rd
+3
+3
+3
+1
Bonus Fighter Feat
0
0
0
+1 level of existing spellcasting class


4th
+4
+4
+4
+1
Burning Spirit stance (heat wave)
1
0
0
+1 level of existing spellcasting class


5th
+5
+4
+4
+1
Comet Form (swift movement)
0
1
0
+1 level of existing spellcasting class


6th
+6/+1
+5
+5
+2
Bonus Fighter Feat
1
0
1
-


7th
+7/+2
+5
+5
+2
Burning Spirit stance (fusion)
0
0
0
+1 level of existing spellcasting class


8th
+8/+3
+6
+6
+2
Comet Form (shooting star)
1
0
0
+1 level of existing spellcasting class


9th
+9/+4
+6
+6
+3
Bonus Fighter Feat
0
1
0
+1 level of existing spellcasting class


10th
+10/+5
+7
+7
+3
Paragon of the Twin Suns
1
0
0
+1 level of existing spellcasting class





Class Features

Weapon and Armor Proficiency
Blazing warlords gain no proficiency with any weapon or armor.

Maneuvres and Stances
At each even-numbered level, a blazing warlord gains one new maneuvre known. At 1st and again at 6th level, he learns a new martial stance. You must meet a maneuvre's or stance's prerequisite to learn it. He adds his full blazing warlord levels to his initiator level to determine his total initiator level and his highest level maneuvres known. He may learn maneuvres and stances from the following disciplines: Desert Wind, Diamond Mind, Iron Heart, and White Raven.

Spellcasting
At every level, except 6th, a blazing warlord learns new spells and increases his caster level as if he gained a level in the spellcasting class to which he belonged prior to gaining the blazing warlord level. He does not, however, gain any other ability of that class. If he had more than one spellcasting class before becoming a blazing warlord, he must decide to which class to add each level for the purpose of determining spell learned and caster level increase.

Level 1st: Battleborn (Ex)
A blazing warlord is a well-trained soldier; for him, a full plate armor is as comfortable as silk underwear. At 1st level, he does not get armor check penalties, reduced speed or maximum Dexterity bonus when wearing any kind of armor. He can also sleep in armor without penalties.

Level 1st (4th, 7th): Burning Spirit Stance (Su)
At 1nd level, a blazing warlord learns how to project his inner power to shape an avatar made of fire. While the blazing warlord is in a stance from any discipline he knows, he can forgo its normal benefit as a swift action to gain the effect of Burning Spirit stance. This ability lasts for a number of rounds equal to the blazing warlord's HD, but they do not need to be consecutive. He can stop using Burning Spirit stance and resume gaining the normal benefit of the stance as a swft action.
While in Burning Spirit stance, a blazing warlord is surrounded by a flaming spirit, made in his own image. Each round, the spirit can make a full attack as a full-round action against a creature, using the blazing warlord's base attack bonus, and adding the blazing warlord's Charisma modifier to the attack rolls. It acts in the blazing warlord's turn, but separately from him, as it it were a different creature. It can use either a longsword or a longbow, and can switch between the two as a free action. Regardless of the weapon used, it deals only 1d6 fire damage, plus the blazing warlord's Charisma modifier, with each attack.

At 4th level, once per round as a free action, the blazing warlord can command the spirit to slam the ground instead of making a full attack. If he does, creatures within 15 ft. from the blazing warlord take damage equal to the blazing warlord's Charisma modifier, and if they are within one size category from him (for example, if the blazing warlord is of medium size, this affects creatures of large size or lower), they are pushed 5 ft. back. Creatures damage by this effect are at risk of catching fire and must succeed on a fortitude save (DC 10 + half the blazing warlord's HD + the blazing warlord's Charisma modifier) to avoid becoming sickened for one round due to the burst of heat.

At 7th level, a blazing warlord may fuse with the spirit to become one again, doubling his power for a limited amount of time. Once per day as a swift action, while in Burning Spirit Stance, a blazing warlord can suppress the effects of the stance. If he does, he gains the ability to conjure, as a free action, one longsword or one longbow of his size. Those weapons have a +5 enhancement bonus and are treated as having the Fiery Blast property, even if that would not normally be allowed for non epic weapons. The blazing warlord add his Charisma modifier to attack and damage rolls, and all the fire damage he deals is converted into hellfire damage. While this effect is active, the blazing warlord cannot exit from the stance, and every round passed counts as two rounds for the purpose of determining the remaining duration of Burning Spirit stance.

Level 1st: Overheat (Su)
A blazing warlord's fire directly comes from Ogrim and has nothing to do with common fire. At 1st level, the blazing warlord's spells and attacks ingore any Fire Resistance, and even deal half Fire damage to opponents immune to Fire.

Level 2nd (5th, 8th): Comet Form (Su)
A champion of Ogrim can crush his enemies with the power of a meteor. This ability replaces Demon Form. While in this form, a blazing warlord's body is ablaze, emitting fiery sparkles and dazzling light. At 2nd level, on top of the benefits already granted to him by Demon Form, a blazing warlord is under the effect of a Haste spell, and gains immunity to fire. A creature who is grappling with him takes fire damage equal to the blazing warlord's HD. The area within 20 ft. from him is under the effect of a Daylight spell.

At 5th level, once per round, a blazing warlord may choose to move his speed as a swift action. If he does, he needs to move in a straight line, but ignores difficult terrain. Creatures that are in the blazing warlord's path are involved in an overrun attack as soon as they come in contact with him. The blazing warlord uses his Charisma modifier in place of his Strength modifier for this attack, and has an additional +4 bonus on the check. If the overrun attempt fails, the movement ends, and the balzing warlord falls prone as normal. Regardless of the outcome, creatures that are involved in the overrun check take damage as if they were grappling with the blazing warlord, and must make a fortitude save (DC 10 + half the blazing warlord's HD + the blazing warlord's Charisma modifier) or become blinded for 1 round. A blazing warlord can use this ability once per day per point of Charisma modifier.

At 8th level, once per day, as a full-round action, the blazing warlord can transform into a real comet and launch himself into the air. He travels at a speed of 20 miles and has no need to eat, drink, sleep or breathe. He may change the direction of his flight, though doing this requires a bit of time due the great speed not allowing quick maneuvres. A blazing warlord can breach the atmosphere when using this ability, allowing him to go into the astral plane and travel to other planes of exsistence. He can remain in this state virtually forever, if he wishes so; the effect ends only when he lands upon a surface.
Once the blazing warlord reaches his destination, he lands with a tremendous impact. Creatures within 100 ft. from the impact point take 1d8 damage for every two HD the blazing warlord possesses, half bludgeoning, half hellfire. A succesfull fortitude save (10 + half the blazing warlord's HD + the blazing warlord's Charisma modifier) halves the damage. Creatures in the area are subject to a bull rush attack (the blazing warlord uses his Charisma modifier in place of his Strength modifier and is considered of huge size). If they are pushed back, they must also succeed in a reflex save (DC equal to 10 + half the blazing warlord's HD + the blazing warlord's Charisma modifier) or fall prone. Finally, they must make another reflex saving throw to avoid being permanently blinded and deafened. Creatures within 50 ft. from the impact point instead take 1d8 damage per blazing warlord's HD, and the blazing warlord's size is considered colossal for the purpose of the bull rush check. The massive explosion generated by the crash moves up a cloud of dust and rubble: after the impact, the area within 100 ft. from the impact point is under the effect of an Obscuring Mist spell for 10d4 minutes, and the terrain becomes dense rubble.

Level 3rd (6th, 9th): Bonus Feat
At 3rd level, and every three levels after, a blazing warlord gains an [Abyssal Hertior] or [Fighter] feat as a bonus feat. He is treated as having a fighter level equal to his HD for the purpose of qualifying for those feats. He must meet the prerequisites.


Level 10th: Paragon of the Twin Suns (Ex)
At 10th level, a warrior of Ogrim can, for a limited time, gain the power to fight like his patron, vanquishing all the enemies in his path. When using his Thrall of a Demon feat, a blazing warlord he may, instead of the usual effect, ask Ogrim to lend him the Twin Suns. If he chooses so, he only needs a full-round action to use the feat, instead of one minute. For 1d6 minutes, the blazing warlord effectively become the master of Agnamelek, the Twin Suns (see the here for details) and gains all the abilities granted by it.



Blazing Warlord Lore

Characters with ranks in Knowledge (the planes) or Martial Lore can research blazing warlords to learn more about them. When a character makes a skill check, read the following.



Check result
Knowledge acquired


10
Blazing warlords are Ogrim's personal agents and war veterans. They summon swords made of fire to smite their enemies


15
A Blazing warlord can move with the speed of a comet, burning everything in his path


20
The most powerful blazing warlords can gain the power of the Twin Suns for a limited amount of time


25
The character gains knowledge about specific blazing warlords in the world




LIVING NEST

http://i60.tinypic.com/2gxeejr.png

Chanassa, a living nest



A demon lord needs secret agents, trusty servants who act in the shadows for their patron's interests. They steal valuable information, kill specific targets, and protect their patron from conspiracies. Being Alyorna a master assassin herself, there is no surprise in the fact that she has the most efficient and best trained hitmans: they have eyes everywhere and nothing splips away from them. They work unrelentingly to help their patron reach her ultimate goal: the infection of all the multiverse.


Hit Die
d6.

Requirements
To qualify to become a living nest, a character must fulfill all the following criteria.

Sneak Attack +3d6. Gather Information 13 ranks. Servant of the Gods* feat. (patron must be Alyorna) Demon Form class feature. Must be able to cast 2nd level divine spells.
(*New feat, described here (http://www.giantitp.com/forums/showthread.php?376090-Harness-the-power-of-the-gods!-The-Zealot-%28a-wannabe-Cleric-replacer%29))


Class Skills
The living nest's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex)

Skill Points at Each Level
8 + Int Modifier.





Table 1.4: The living nest


Level
BAB
Fort
Ref
Will
Features
Sneak Attack
Spellcasting


1st
+1
+0
+2
+0
Death Attack, Plaguebearer (blood), Unseen Spies
+1d6
+1 level of existing spellcasting class


2nd
+2
+0
+3
+0
Hive Form (hide)

+1 level of existing spellcasting class


3rd
+3
+1
+3
+1
Bonus Feat
+2d6
-


4th
+4
+1
+4
+1
Plaguebearer (contagion)

+1 level of existing spellcasting class


5th
+5
+1
+4
+1
Hive Form (inhabit)
+3d6
+1 level of existing spellcasting class


6th
+6/+1
+2
+5
+2
Bonus Feat

+1 level of existing spellcasting class


7th
+7/+2
+2
+5
+2
Plaguebearer (drain)
+4d6
+1 level of existing spellcasting class


8th
+8/+3
+2
+6
+2
Hive Form (conduct spell)

+1 level of existing spellcasting class


9th
+9/+4
+3
+6
+3
Bonus Feat
+5d6
+1 level of existing spellcasting class


10th
+10/+5
+3
+7
+3
Paragon of Blight

+1 level of existing spellcasting class





Class Features

Weapon and Armor Proficiency
Living nests gain no proficiency with any weapon or armor.

Sneak Attack
At 1st level, and every odd level after, the damage done by a living nest's Sneak Attack increases by 1d6.

Spellcasting
At every level, except 3rd, a living nest learns new spells and increases his caster level as if he gained a level in the spellcasting class to which he belonged prior to gaining the living nest level. He does not, however, gain any other ability of that class. If he had more than one spellcasting class before becoming a living nest, he must decide to which class to add each level for the purpose of determining spell learned and caster level increase.

Level 1st: Death Attack (Ex)
At 1st level, a Living Nest gains the Death Attack ability, as an Assassin. The save DC for this ability is equal to 10 + half the Living Nest's level + the Living Nest's Intelligence modifier.

Level 1st (4th, 7th): Plaguebearer (Su)
A living nest is the embodiment of affliction, a being whose only desire is to infect the world for the sake of his patron. At 1st level, a living nest's blood becomes the vehicle of a terrible disease, known simply as the Scourge. The mere contact with the infected blood is enough to spread the disease. Any creature that deals slashing or piercing damage to the living nest with a melee weapon must succed on a fortitude save (DC equal to 10 + half the living nest's HD + the living nest's Charisma modifier) to avoid getting the disease. A creature that deals that damage with a manufactured weapon is also allowed a reflex save, with the same DC, to avoid getting splashed by the blood. Creatures immune to disease are not immune to the Scourge (as long as they have a Constitution score), but they get a +4 on saves against it.
The Scourge is a very adaptive disease and can evolve to better suit the living nest's needs. It can either deal 1d8 Strength, Dexterity or Constitution damage. Every time a creature takes damage by the disease, she must make a fortitude save or get one of the following conditions: blinded, exhausted, or nauseated. The condition lasts until the creature makes the following saving throw against the disease, but can be healed separately. As a standard action, a living nest may choose what ability is damaged by the Scourge and what condition it is bestowed, although this has no effect on those who already got the disease or the doses already produced. He may also choose the incubation period, which must stay between 1 round and 1 day.
As a standard action, a living nest can deal 1 damage to himself with a slashing or piercing weapon in order to spill his own blood. He can collect the blood into a flask that can be used in the same way as a poison, to infect creatures with the Scourge. The poison lasts a number of days equal to the living nest's Charisma modifier before becoming inert, and it becomes ineffective after one succesfull hit. Alternatively, as a swift action, he can deal 1 damage to himself with the aforementioned weapon to coat that weapon with the disease. In addition, you may produce a dose of antidote to the Scourge in the same way you produce a dose of poison. You may produce a number of doses of poison or antidote every day equal to your Charisma modifier. You are immune to the Scourge.

At 4th level, the Scourge becomes terribly contagious. Every creature within 5 ft. from a creature that took damage from the Scourge in the last 24 hours must make a fortitude save (DC equal to the Scourge DC) or get the disease as well. Creatures infected this way do not become contagious: only those infected directly from a living nest's blood are.

At 7th level, the Scourge reaches its final state. It deals damage to all three ability scores, and becomes ability drain. Creatures that take damage also get the selected condition without making an additional saving throw, and the disease can only be healed through Heal or effects of a similar level of power.

Level 1st: Unseen Spies (Ex)
Alyorna's agents have a net of informers that is really hard to shut down. At 1st level, once per day per point of Charisma modifier, a living nest can use a full-round action to convince a small, flying insect (for example a fly, or a hornet) to become a spy. This works exactly as the spell Prying Eyes, with the following exceptions: range is not limited, the "eyes" are of the Vermin type, and the living nest can have a maximum amount of such spies equal to his living nest level, plus his Charisma modifier. After a number of days equal to the living nest's Charisma modifier, if an insect is not persuaded again using the same method, it returns free.

Level 2nd (5th, 8th): Hive Form (Su)
A living nest breeds a large number of insects in his body, which are useful for various tasks. This ability replaces Demon Form. In this form, the living nest grows large holes all over his body from which swarms of buzzing insects enter and exit. While in Hive Form, on the top of the benefits already granted to him by Demon Form, as a swift action a living nest can release the creatures inside his body. Treat this as a Locust Swarm, Rapture (FF), with the fiendish template applied to it. The swarm appears in the same square as the living nest, and every round the two take their actions simultaneously. As long as the living nest is in Hive Form, he can give simple telepathic orders to the swarm, as long as the distance between the two is not greater than 1000 ft., in which case the link is broken and the swarm becomes free. The swarm won't recognize his owner if he is not in Hive Form, and will act freely, even attacking him. A swarm that is in the same square of the living nest can enter in him as a swift action, if the living nest is in Hive Form. If the swarm dies, or becomes free, a new one grows in the living nest's body in 24 hours. A living nest is immune to every attack and ability of a swarm he controls.
While a living nest and his swarm are in the same square, the swarm may suppress his Distraction ability and become perfectly silent. The living nest gains the Hide in Plain Sight ability of a ranger, except he can use it in any terrain, and also gains the benefits of the Darkstalker feat (LoM).

At 5th level, a living nest can breed a new kind of swarm. Treat it as a Locust Swarm, Bloodfiend (FF), with the fiendish template applied to it. When the swarm enters in the living nest's body after being released, he immediately gets to full health. It cannot be released again until the next round. In addition, the swarm gains the Inhabit ability of a Hellwasp Swarm, except that it may choose to not deal Constitution damage to its host. A Swarm can use this ability once per day per point of the living nest's Charisma modifier.

At 8th level, the swarm bred by a living nest becomes equal to a Brood Keeper Larva Swarm (MM III), with the fiendish template applied to it. When the living nest releases the swarm, he may sacrifice an available spell slot, and choose a spell of that level he knows. Every time the swarm deals swarm damage to a creature, but not more than once per day per point of the living nest's Charisma modifier, that creature gets under the effect of the chosen spell. If the spell allows a saving throw or Spell Resistance, this applies as normal.

Level 3rd (6th, 9th): Bonus feat (Su)
At 3rd, 6th and 9th level, a living nest gains a bonus feat. It must either be an [Abyssal Hertior], [Ambush] or [Luck] feat, or any other feat that requires Sneak Attack as a prerequisite. He must meet all the prerequisites. Alternatively, he may choose to learn two Skill Tricks for which he meets the prerequisites. (Ambush feats, Luck feats and Skill Tricks are found in Complete Scoundrel.)

Level 10th: Paragon of Blight (Ex)
At 10th level, with the help of his patron, a living nest can unleash a horrible epidemic. When the living nest uses his Thrall to a Demon feat he may, instead of a usual effect, gain a 50 ft. emanation centered on him. If he chooses so, he only needs a full-round action to use the feat, instead of one minute. Creatures in the emanation must succeed on a DC 30 fortitude save or contract a disease, chosen from the Contagion spell's list. The incubation period is 1 day. Creatures immune to disease are not immune to this effect. Once per round as a free action, a living nest can force each creature within 50 ft. from him that have contracted the disease to make another DC 30 fortitude save. If they fail, they immediately take the disease's damage, and are nauseated for 1 round. This effect lasts for 1d6 minutes.



Living Nest Lore

Characters with ranks in Knowledge (the planes) can research living nests to learn more about them. When a character makes a skill check, read the following.



Check result
Knowledge acquired


10
Living Nests are trained assassins and spies at Alyorna's service. They brew a powerful toxin in their blood


15
A living nest grows a swarm of insects inside his body, which help him in battle


20
The most powerful living nests can provoke a blight that affects a huge area


25
The character gains knowledge about specific living nests in the world




SOULKEEPER

http://i59.tinypic.com/2eq8adx.png

Kerwall, a soulkeeper, in Wraith Form



Who follows the Path of the Soul inevitably bump into Elimdal, master of the afterlife. Those who do not care about morality are eager to follow his teachings, for no creature knows more about the soul than him. He gives great rewards to the ones that show faith to him, and the most loyal eventually join the ranks of the guardians of the Dead gate, tho door from which the spirits of the dead must pass in order to reach the aferworld.


Hit Die
d8.

Requirements
To qualify to become a soulkeeper, a character must fulfill all the following criteria.

Knowledge (the planes) 13 ranks. Fiendish Soul* feat. Servant of the Gods* feat. (patron must be Elimdal) Demon Form class feature. Must be able to shape soulmelds. Must be able to cast 2nd level divine spells.
(*New feat, described here (http://www.giantitp.com/forums/showthread.php?376090-Harness-the-power-of-the-gods!-The-Zealot-%28a-wannabe-Cleric-replacer%29))

Class Skills
The soulkeeper's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Magic Device (Cha)

Skill Points at Each Level
4 + Int Modifier.





Table 1.5: The soulkeeper


Level
BAB
Fort
Ref
Will
Features
Chakra Opened
Meldshaping
Spellcasting


1st
+0
+2
+0
+2
Open Chakra, Urn of Souls
Arms
+1 level of existing meldshaping class
+1 level of existing spellcasting class


2nd
+1
+3
+0
+3
Wraith Form (concealment)
Brow
+1 level of existing meldshaping class
+1 level of existing spellcasting class


3rd
+2
+3
+1
+3
Expanded Soulmeld Capacity (+1)

-
+1 level of existing spellcasting class


4th
+3
+4
+1
+4
Bonus Feat
Shoulders
+1 level of existing meldshaping class
+1 level of existing spellcasting class


5th
+3
+4
+1
+4
Wraith Form (incorporeal)

+1 level of existing meldshaping class
+1 level of existing spellcasting class


6th
+4
+5
+2
+5
Expanded Soulemld Capacity (+2)
Throat
+1 level of existing meldshaping class
-


7th
+5
+5
+2
+5
Bonus Feat

+1 level of existing meldshaping class
+1 level of existing spellcasting class


8th
+6/+1
+6
+2
+6
Wraith Form (rejuvenation)
Waist
+1 level of existing meldshaping class
+1 level of existing spellcasting class


9th
+6/+1
+6
+3
+6
Expanded Soulmeld Capacity (+3)

+1 level of existing meldshaping class
+1 level of existing spellcasting class


10th
+7/+2
+7
+3
+7
Paragon of the Dead Gate
Heart
+1 level of existing meldshaping class
+1 level of existing spellcasting class





Class Features

Weapon and Armor Proficiency
Soulkeepers gain no proficiency with any weapon or armor.

Open Chakra
As the soulkeeper advances in level, he can bind soulmelds to his chakras. At 1st level, he can bind soulmelds to his arms chakra.

At 2nd level, he can bind soulmelds to his brow chakra.

At 4th level, he can bind soulmelds to his shoulders chakra.

At 6th level, he can bind soulmelds to his throat chakra.

At 8th level, he can bind soulmelds to his waist chakra.

At 10th level, he can bind soulmelds to his heart chakra.

Meldshaping
At every level, except 3rd, a soulkeeper increases his meldshaper level, the number of soulmelds he can shape, the number of chakra binds he can create, and his essentia pool as if he gained a level in the meldshaping class to which he belonged prior to gaining the soulkeeper level. He does not, however, gain any other ability of that class. If he had more than one meldshaping class before becoming a soulkeeper, he must decide to which class to add each level for the purpose of determining his essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

Spellcasting
At every level, except 6th, a soulkeeper learns new spells and increases his caster level as if he gained a level in the spellcasting class to which he belonged prior to gaining the soulkeeper level. He does not, however, gain any other ability of that class. If he had more than one spellcasting class before becoming a soulkeeper, he must decide to which class to add each level for the purpose of determining spell learned and caster level increase.

Level 1st: Urn of Souls
At 1st level, a soulkeeper gains the ability to shape a new soulmeld, the Urn of Souls. This soulmeld is always shaped and does not occupy a body slot, nor it counts towards the limit of soulmelds the soulkeeper can shape every day. Differently from other soulmelds, a soulkeeper cannot invest essentia in the Urn of Souls. The save DC for this soulmeld is based on the soulkeeper's Charisma modifier instead of his Constitution modifier.
A soulkeeper can bind the Urn of Souls to a chakra he opened. As a swift action, he can spend one soul point (see description) to bind the Urn of Souls to a free chakra. He does not gain the benefits of the chakra bounds if the number of soul points he has is 0.
As long as you are not in Wraith Form (see below), the Urn of Souls is not visible from the outside.

Level 2nd (5th, 8th): Wraith Form (Su)
At 2nd level, a soulkeeper's Demon Form is replaced by a new ability, called Wraith Form. In this form, his body becomes smoky and evanescent as he experiences the transition into the spirit world. When in Wraith Form, on top of the benefits already received by Demon Form, a soulkeeper gains concealment, a melee touch attack that deals 1d6 Constitution damage to living targets (fortitude negates), and a fly speed equal to tiwce his land speed, with average maneuvrability. As a downside, he is now vulnerable to turning and rebuking as if he were an Undead.

At 5th level, the soulkeeper gains the incorporeal subtype and the Ghostly Grasp feat (LM). He loses concealment provided by the 2nd level version of this ability. His fly speed improves to good maneuvreability.

At 8th level, if the soulkeeper dies when in Wraith Form, he gains the Rejuvenation ability of a Ghost. He loses this ability if his soul is imprisoned (for example, as a result of a Trap the Soul spell) or destroyed. His fly speed improves to prefect maneuvreability.

Level 3rd (6th, 9th): Expanded Soulmeld Capacity
At 3rd level, and every three levels after, the essentia capacity of every [Fiendish] and [Necrocarnum] soulmeld shaped by a soulkeeper is increased by 1.

Level 4th (7th): Bonus Feat (Su)
At 4th and 7th level, a soulkeeper gains an [Abyssal Hertior] or feat as a bonus feat. He must meet the prerequisites.

Level 10th: Paragon of the Dead Gate (Su)
At 10th level, the soulkeeper earns the final reward for his faith. He is given the two keys of the Dead Gate by Elimdal himself, and can use them to subvert the natural order.
When the soulkeeper uses his Thrall to a Demon feat he may, instead of the usual effect, choose to open the Dead Gate. If he chooses so, he only needs a full-round action to use the feat, instead of one minute. Upon doing this, the soulkeeper may call the name of 10d8 HD of dead creatures. Those creatures are immediately resurrected and appear within 100 ft. from the soulkeeper. A soulkeeper cannot resurrect creatures whose soul is trapped (as per a Trap the Soul spell), or destroyed. After that, the area within 10 miles from the soulkeeper gets under the effect of Desecrate and Unhallow, as the spells. The area becomes dark and cloudy, permanently falling under shadowy illumination, and every creature that dies in the area raises as a free-willed Wraith 1d6 rounds later. This effect lasts for 2d4 years and can only be dispelled though Miracle, a carefully worded Wish, artifact-grade magic items and/or epic spells.
In addition, when you open the Dead Gate, you are pervaded by the essence of the afterworld, gaining additional benefits depending on the key you used. The benefits last for 1d6 minutes.

[I]Key of Life: The soulkeeper is surrounded by a bright halo. Creatures within 15 ft. from the soulkeeper gain Regeneration 5, overcome by negative energy. The soulkeeper gains a melee touch attack that duplicates the effect of a Heal spell, with no caster level cap on effect (caster level 30). Undead and creatures damaged by positive energy are entitled a DC 30 will save against this ability; if they succeed, they take half damage, otherwise, they are outright destroyed. Liches, Ghosts, and other creatures with the ability to reform theirselves after death that are killed by this effect are destroyed forever. Key of Death: Tendrils of dark energy wrap the soulkeeper's body. The soulkeeper gains a gaze attack that kills living creatures (DC 30 will negates). As a standard action, a soulkeeper may affect all creatures in a 50 ft. cone with this ability. This is a necromantic, death effect.


Soulkeeper Lore

Characters with ranks in Knowledge (religion) or Knowledge (the planes) can research soulkeepers to learn more about them. When a character makes a skill check, read the following.



Check result
Knowledge acquired


10
Soulkeeper are Elimdal's servants. Much like their patron, they can steal the soul of the dead to gain various powers


15
A soulkeeper founds himself between the material and the spirit world, gaining ghostly features


20
The most powerful soulkeeper may ask Elimdal to open the Dead Gate for a moment, causing either an avalanche of pure life or death


25
The character gains knowledge about specific soulkeepers in the world





New Soulmeld: Urn of Souls
URN OF SOULS
[Evil, Necrocarnum]

A smoky, dark purple globe appears inside you, at the height of your solar plexus.

Classes Soulkeeper
Chakra Crown, Feet, Hands, Arms, Brow, Shoulders, Throat, Waist, Heart
Saving Throw Yes

Whenever a living creature dies within 30 ft. from you, she must make a will save. If she fails, her soul is imprisoned in this soulmeld (as per a Trap the Soul spell), and you gain one soul point. You can have a maximum of soul points equal to your soulkeeper level at any time.
As a swift action, you can spend any number of soul points to gain one of the following effects. A soulkeeper can spend soul points a number of times equal to his Charisma modifier every day (this does not take into account soul points spent to bind the Urn of Souls to a chakra, as noted above).

You gain 1 point of temporary essentia for every soul point spent. You may immediately allocate this essentia. The temporary essentia last for 1d6 rounds. You gain the benefits of a Consumptive Field spell (SpC). For the purpose of this effect, you are treated as having killed a number of creatures equal to the soul points spent.
Chakra Bind(Crown)
Your head becomes wrapped in a white, burning flame called soulflame, giving you a frightening look.

You gain the Horrific Appearance ability of a ghost, with range 20 ft.
As a standard action, you may spend any number of soul points. Every creature within 10 ft. from you, plus 5 ft. for every soul point spent, must make a will save or be under the effect of a Phantasmal Killer spell.

Chakra Bind(Feet)
Your feet are engulfed in soulflame, allowing you to travel in and out of the spirit world with ease.

Every time you make a movement, you may instead teleport (as per the Greater Teleport spell) in the designated location.
As a standard action, you may spend anu number of soul points to duplicate the effect of a Dimension Door spell, with range equal to 100 ft. for every soul point you spent.

Chakra Bind(Hands)
A sharp sword made by soulflame erupt for one of your hands. This weapon is capable to directly hit the soul while leaving the body unharmed.

A longsword of your size materialize in one of your free hands. Every attack made with this weapon is treated as a touch attack. When used against living, corporeal creatures, this weapon deals no damage, and bestows 1d3 negative levels to the target. Creatures with negative energy resistance of immunity are immune to these negative levels. When used against incorporeal creatures, it is treated as a ghost touch weapon and deals damage normally. This weapon cannot be disarmed or sundered.
As an immediate action, you may spend any number of soul points. The next time you succesfully strike an incorporeal creature with this weapon this turn, if that creature has a number of HD not greater than three times the number of soul points spent, she must make a will save or be under the effect of an Incorporeal Nova spell (SpC).

Chakra Bind(Arms)
Both your arms are burning with soulflame. You can shoot that flames to destroy your foes.

You gain a ranged touch attack with a range of 60 ft. that deals 1d8 damage for every two HD you possess, plus your Charisma modifier, half cold, half negative energy.
You can make this attack as a full-round action, spending any amount of soul points. If you do, this ability does not require an attack roll anymore, and it affects every creature in a 60 ft. line. Creature are entitled a reflex save to halve the damage. The area affected by this ability becomes under the effect of a Spiritwall spell (SpC), with both sides of the wall emitting the groan. The wall lasts for 1 rounds for every soul point spent.

Chakra Bind(Brow)
Your eyes become pure soulflame, allowing you to see the very soul of creatures.

By seeing a creature, you know the exact amount of HP she currently have, her alignment, if she is controlled by someone else (such as per a Dominate Person spell), and if she has one or more of the following conditions: confused, energy drained, exhausted, fatigued, frightened, panicked, shaken.
As a swift action, you may spend any number of soul points you become able to see through physical objects in a range of 100 ft. and gain 360° vision, becoming immune to surprise and flanking. You also are under the effect of See Invisibility, as the spell. This lasts 1 minute for every soul point spent.

Chakra Bind(Shoulders)
Soulflame set your shoulders ablaze, weaving a mantle you can use to protect yourself.

You are under the effect of Spell Immunity, with caster level equal to your HD, and Death Ward or Life Ward (SpC), as the spells (chosen when binding the Urn of Souls to this chakra). If you choose the former, while this effect is active, you are healed by positive energy and damaged by negative energy, regardless of your type and abilities. If you choose the latter, you are healed by negative energy and damaged by positive energy.
As an immediate action, you may spend 1 soul point to switch between Life and Death, and change the spells to which you are immune.

Chakra Bind(Throat)
Your throat shines with blazing soulflame, as you speak with the voice of the afterlife.

You are under the effect of Speak With Animals, Speak with Plants and Tongues, as the spells. As a standard action you can duplicate the effect of a Speak With Dead spell, with caster level equal to your HD.
As a standard action, you may spend any number of soul points to duplicate the effect of a Power Word spell which level is not greater than the number of souls spent. (Additional Power Word spells can be found in Races of the Dragon.)

Chakra Bind(Waist)
Soulflame intertwines a shroud that wraps your body and shields you from enemy attacks.

You gain a deflection bonus to AC (that stacks with other deflection bonuses you might have) and DR/- equal to half your soul points. In addition, you are immune to force damage.
As an immediate action, you may spend any number of soul points. For the next 1d4 minutes, you negate any lethal damage you would take. Any time you negate damage this way, creatures within 10 ft. from you take the same amount of damage (reflex halves). You can absorb a maximum of 6 points of damage for every soul point spent before this effect ends.

Chakra Bind(Heart)
Soulflame burns where lies your heart, pulsating along it. This drastically improves your regenerative abilities.

You gain Fast Healing equal to your Charisma modifier.
When you would make a fortitude save, you may insted spend 1 soul point. If you do, you automatically succeed on the save, and if you made the save against an effect that normally would have a lesser effect on a successful save, you instead completely negate the effect.

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CHAPTER 2: CHARACTER OPTIONS




FEATS




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A brave knight confronts a mighty demon... who will prevail?



Abyssal Hertior feats

Abyssal Hertior feats first appeared in Fiendish Codex I - Hordes of the Abyss. They represent the character's connection to the Abyss, mostly thanks to one of his ancestors being a demon. Some of the feats found here are a rework of official WotC feats, wile others are brand new.


Vile feats

Vile feats are found in Book of Vile Darkness, Elder Evils and Heroes of Horror. They usually give supernatural abilities, and can be taken only by Evil characters.




Table 2.1: Abyssal Hertior feats


Feat name
Description


Abyssal Wayfarer
You can orient yourself well in the Abyss


Channel the Dark Power
Your spell-like abilities are stronger against Good creatures


Claws of the Beast
You grow powerful claws


Conduit of Vile Magic
You gain spell-like abilities


Demonic skin
Your skin become harder, offering you more protection


Eye of the Abyss
You gain the vision of a fiend


Fiendish Retribution
Your blows inflict lots of damage to Good creatures


Heart of the Nabassu
You can absorb negative levels and release them in a deadly burst


Noxious Talons
Part of the damage you deal is vile damage


Ocular Implant
You grow the eye of a Retreiver


Otherworldly Countenance
Your appearance fascinates or nauseates creatures


Precognitive Visions
You experience visions from the future that halp you in combat


Unleash the Bone Horror
use your own bones as deadly weapons


Vestigial Wings
Grow small wings that could allow you to fly





Table 2.2: General feats


Feat name
Description


Fiendish Soul
You can shape soulmelds with the [Fiendish] descriptor


Mark of the Abyss
You gain the tanar'ri subtype


Pact with the Demon
You can bind vestiges with the [Abyssal] descriptor





Table 2.3: Vile feats


Feat name
Description


Blessing of the Pit
Your patron bless you with fiendish abilities


Blood Magic
You can sacrifice your vital energy to regain spells cast


Bound to Wicked Powers
You please the spirits with an offering


By the Will of a Twisted Mind
Your manifester ability improves when you are confused


Deformity (hump)
You grow a hump that sustains you without food and water


Drunken in Fear
Damaging feared creatures makes you regain health


Pitch-black Soul
The taint inside you corrupts your soulmelds


Slayer of Innocents
Your homicidal instinct inflicts bad conditions on enemies


Symphony of the Night
Your Bardic Music inspires dread and sorrow


Veteran of the Blood War
You inflict bonus damage to devils


Worshipper of the Sacred Evil
You learned how to earn the favor of your god







Feats description
ABYSSAL WAYFARER
[Abyssal Hertior]

You have a sort of internal compass that helps you orientating when travelling in the Abyss.

Prerequisites: None.

Benefits: While in the Abyss, you gain a bonus on Survival checks equal to the number of Abyssal Hertior feats you possess. If you possess at least six other Abyssal Hertior feats, you may cast Find the Path as a spell-like ability once per day. The destination must be a place in the Abyss.

Special: You are not familiar with the geography of other places. While you are outside of the Abyss, you gain a -2 penalty on Survival checks.



BLESSING OF THE PIT
[Vile]

You awaken fiendish traits, thanks to a deeper connection with your patron.

Prerequisites: Thrall of a Demon feat.

Benefits: Your natural attacks are considered either made by cold iron or silver (chosen upon taking this feat) for the purpose of overcoming Damage Reduction. You gain Darkvision 30 ft. and Resistance 5 against an energy type of your choice. If you already have Darkvision and/or Energy Resistance, increase their values by those provided by this feat. If you possess the Demon Form class feature, the benefits provided by this feat are suppressed while you are not in Demon Form. A character that possesses this feat can qualify for feats and presitge classes as if he had the Demon Form class feature.



BLOOD MAGIC
[Vile]

By mixing a bit of your own blood in a spell, you can prevent arcane energies to go away from you.

Prerequisites: Con 18, must be able to cast at least one 1st level arcane spell.

Benefits: Three times per day, when you cast an arcane spell you can take an amount of Constitution damage equal to the spell's level (spell level increase due to metamagic is taken into account). If you do, you immediately regain the spell slot, as if the spell had not been cast.

Special: You cannot use this ability if you are not a living creature or if you are immune to Constitution damage.



BOUND TO WICKED POWERS
[Vile]

Through a bloody sacrifice you earn the favor of vestiges you bind.

Prerequisites: Cha 18, must be able to bind at least one vestige.

Benefits: When you make a pact with a vestige, you can double the duration of the ritual and sacrifice a living creature with HD not lower than the level of the vestige your are summoning. If you do, you automatically succeed on the binding check to bind that vestige, and you gain a bonus equal to one third the HD of the creature, rounded down (minimum 1) to the save DC of the abilities granted by that vestige.



BY THE WILL OF A TWISTED MIND
[Vile]

After staring deep in the endless mind of mad gods, you grasp a glimpse of true perfection in what others call insanity.

Prerequisites: Int, Wis or Cha 18, must be able to manifest at least one 1st level psionic power.

Benefits: When you suffer the effect of a Confusion spell or any other similar effect, you can, as a full-round action, ignore the effects of the confusion and manifest a psionic power you know, spending the maximum number of power points allowed to you. When you manifest a power this way, whenever you would make a manifester level check to overcome Power Resistance, you roll twice and take the better result.

Special: You cannot use this feat if you are mindless or immune to confusion.



CHANNEL THE DARK POWER
[Abyssal Hertior]

Creatures of Light stand defenseless against your magic as you are empowered by Fiendish arts.

Prerequisites: The ability to cast spells or spell-like abilities.

Benefits: You gain a bonus to overcome the Spell Resistance of Good creatures equal to half the number of Abyssal Hertior feats you possess.

Special: Dark Magic is less effective against your siblings: Evil-aligned and Chaos-aligned creatures get a +1 bonus on saves against your spells and spell-like abilities.



CLAWS OF THE BEAST
[Abyssal Hertior]

Your hands assume the shape of a claw, allowing you to deal more damage with your attacks.

Prerequisites: None.

Benefits: You gain a claw natural attack for each hand you have that deals 1d4 damage for medium creatures. For every three Abyssal Hertior feats you possess, your claws receive a cumulative +1 enhancement bonus to attack and damage rolls.

Special: Your talons make subtle manipulation of objects more difficult, imposing a -2 penalty on Sleight of Hand checks.



CONDUIT OF VILE MAGIC
[Abyssal Hertior]

The Abyss itself blessed you with a glimpse of its foul power.

Prerequisites: Three Abyssal Hertior feats.

Benefits: Choose a spell from the Evil or Chaos domain that a cleric with level equal to your HD minus 4 could cast (minimum 1). You can cast that spell as a spell-like ability once per day, with caster level equal to your HD. Every time you take an Abyssal Hertior feat you can swap the spell granted by this feat with another spell, following the same restrictions. You can take this feat more than once, either choosing a different spell, or gaining an additional use of a spell-like ability you already have.

Special: Since you are permeated with fiendish magic, you receive a -1 malus on saving throws of spells and spell-like abilities of Good creatures.



DEFORMITY (HUMP)
[Vile]

You grow a hump on your back. While not beautiful, it helps you to survive in difficult conditions.

Prerequisites: Willing Deformity.

Benefits: You can survive without eat or drink for a number of days equal to twice your Constitution modifier.

Special: You get very clumsy, taking a -2 penalty on Tumble checks.



DEMONIC SKIN
[Abyssal Hertior]

Your skin has rough, scaly patches that enhance your natural armor.

Prerequisites: None.

Benefits: You gain a bonus to your natural armor equal to half the number of Abyssal Hertior feats you possess.

Special: Your hardened skin makes you less flexible, imposing a -2 penalty on Escape Artist checks.



DRUNKEN IN FEAR
[Vile]

You relieve in causing terror to others.

Prerequisites: Base attack bonus +7

Benefits: When you deal weapon damage to a shaken creature, you heal 1 point of damage per four HD you possess (minimum 1). You heal twice that amount when dealing damage to a frightened creature and three times that amount when dealing damage to a cowering creature.



EYES OF THE ABYSS
[Abyssal Hertior]

Your eyes glow a strange color. This glow strengthens your perception.

Prerequisites: None.

Benefits: You gain gain Darkvision 30 ft. and a bonus on Search and Spot checks equal to the number of Abyssal Hertior feats you possess. If you have at least five other Abyssal Hertior feats, you are permanently under the effect of See Invisibility, as the spell.

Special: The glow in your eyes distracts other people. You gain a -2 penalty on Diplomacy checks.



FIENDISH RETRIBUTION
[Abyssal Hertior]

You gain the ability to punish your foes for crossing your path.

Prerequisites: None.

Benefits: Once per day per Abyssal Hertior feat you possess, you can Smite as a paladin of your level. Unlike a paladin, you can Smite creatures of any alignment.

Special: You prefer to solve problems straight. You gain a -2 penalty on Bluff checks.



FIENDISH SOUL
[General]

Someone has the demon inside him, you have it in your very soul.

Prerequisites: Non-Good alignment, Meldshaper level 1st.

Benefits: Add all the Soulmelds with the [Fiendish] descriptor to the list of Soulmelds you can shape. The DC of all the abilities granted by your [Fiendish] Soulmelds increase by 1.

Normal: you cannot shape Soulmelds with the [Fiendish] descriptor.



HEART OF THE NABASSU
[Abyssal Hertior]

Your ancestry traces back to a place where the Abyss meets the Negative Energy Plane.

Prerequisites: None.

Benefits: Every time you would gain a negative level, you instead do not gain it. You can do this a number of times per day equal to the number of Abyssal Hertior feats you possess. When you have absorbed the maximum amount of negative levels for the day, you may choose to release the energies accumulated as a standard action: each creature within 20 ft. of you takes 1d6 negative energy damage per negative level absorbed (Fortitude DC 14 + the number of Abyssal Hertior feats you possess half).

Special: Your barest tie to the Negative Energy Plane is offputting to animals. You take a -2 penalty on Handle Animal checks.



NOXIOUS TALONS
[Abyssal Hertior]

Your weapons are corrupted with evil taint.

Prerequisites: One or more natural weapons.

Benefits: When you attack a Good creature with a weapon (both natural or manufactured), you ignore one point of Damage Reduction that creature possesses for every Abyssal Hertior feat you possess, and one point of natural armor for every two Abyssal Hertior feats you possess. In addition, whenever you deal damage with your natural weapons, an amount of that damage equal to the number of Abyssal Hertior feats you possess is considered Vile damage. (Vile damage is described in Book of Vile Darkness)

Special: The taint exuded by your body hampers your ability to heal others. You gain a -2 penalty on Heal checks.



MARK OF THE ABYSS
[General]

You get demonic features through an unspeakable ritual.

Prerequisites: -

Benefits: You gain the Tanar'ri, Chaotic, and Evil subtypes (your type does not change), your alignment shift one step towards Chaotic Evil, and you no longer age. Your soul becomes tied to the Abyss, and if you die you can never be restored to life, except by Wish or Miracle.

Special: You do not immediately gain the benefits of this feat upon taking it. To obtain them you must undergo a 24 hours long ritual performed by a demonologist, which requires appropriate components worth 50.000 gp.



OCULAR IMPLANT
[Abyssal Hertior]

One of your eyes has a mechanical enhancement.

Prerequisites: Two Abyssal Hertior feats

Benefits: As a standard action, you can fire a ray from your eye. This a ranged touch attack with a range of 60 ft. A creature struck by this ray must succeed on a Fortitude save with DC equal to 14 + the number of Abyssal Hertior feats you possess, or experience one of the following effects, chosen randomly. Once you used this ability, you cannot use it again for the next 1d4 minutes.



d4
Effect


1
1d6 cold damage per Abyssal Hertior feat (save half)


2
1d6 electricity damage per Abyssal Hertior feat (save half)


3
1d6 fire damage per Abyssal Hertior feat (save half)


4
Paralyzed for 1 round per three Abyssal Hertior feats (save negates)



Special: The implant somehow hampers your vision. You get a -2 penalty on Search checks.



OTHERWORLDLY COUNTENANCE
[Abyssal Hertior]

You become either beautiful or hideous, in a manner that is not possible for human beings.

Prerequisites: Three Abyssal Hertior feats.

Benefits: Upon taking this feat, you must choose between beautiful or hideous. If you choose the former, you gain a bonus to Perform checks equal to the number of Abyssal Hertior feats you possess, and any creature with HD equal or less than you that see your face must succeed a Will save (DC 10 + half your HD + your Charisma modifier) or become fascinated, as the spell. If you choose the latter, you gain a bonus on Intimidate checks equal to the number of Abyssal Hertior feats you possess, and any creature with HD equal or less to yours that see your face must make a Will save (DC 10 + half your HD + your Charisma modifier) or become sickened. This effect lasts until the affected creatures loses line of sight with you. A given creature can be affected by this ability only once every 24 hours.

Special: You have a really particular appearance, thus getting a -2 penalty on Disguise checks.



PACT WITH THE DEMON
[General]

You praised the Demon Lords and so they agreed to lend you some of their power.

Prerequisites: Non-Good alignment, Binder level 1st.

Benefits: You can now bind Vestiges with the [Fiendish] descriptor. Once per day, as a full-round action, you may choose to unbind any number of Vestiges without the [Fiendish] descriptor and bind the same number of vestiges with the [Fiendish] descriptor. After 1d4 minutes, unbind all the Vestiges you bound with this effect and bind the Vestiges that were previously bound to you.

Normal: You cannot bind Vestiges with the [Fiendish] descriptor.



PRECOGNITIVE VISIONS
[Abyssal Hertior]

You experience visions of the future.

Prerequisites: None.

Benefits: You gain a pool of prophecy points equal to the number of Abyssal Hertior feats you possess. Every time you make an attack roll, skill check, initiative check or saving throw, or you are attacked, you may expend any amount of prophecy points to gain a bonus on that attack roll, skill check, initiative check, saving throw, or AC for that attack. Every 2d4 hours, the pool refills itself to the maximum.

Special: Your visions create hallucinations. You gain a -2 malus on Spot checks.



PITCH-BLACK SOUL
[Vile]

The taint in which you relieve corrupted your very soul.

Prerequisites: Con 18, must be able to shape at least one Soulmeld.

Benefits: When you shape soulmelds for the day, choose one of them. The essentia capacity of that soulmeld is increased by one, and it gains the [Evil] descriptor. If one or more of the abilites granted by that soulmeld deal damage, the damage type is changed to negative energy, and all the natural weapons granted bt that soulmeld deal negative energy damage instead of their normal damage type. If one or more abilities granted by the soulmeld duplicate the effect of Light or Daylight, or otherwise produce light, they instead duplicate respectively Darkness or [I]Deeper Darkness, and shadowy illumination is produced instead of light.



SLAYER OF INNOCENTS
[Vile]

You inspire terror in the mind of the meek.

Prerequisites: Str 18, Power Attack.

Benefits: When you deal damage with a weapon, if the target has equal or fewer HD than you, it must succeed on a Will save with DC equal to 10 + 1/2 your HD + your Strength modifier or fall under a particular effect, determined by how much damage the attack did. You can use this ability only once per round. The effects lasts for 1 round. Any creature that succeed on the save is immune to this ability for the next 24 hours. This is a mind-affecting ability.



Damage
Effect


0-10
Nothing


11-20
Shaken


21-30
Sickened


31-40
Nauseated


41+
Frightened





SYMPHONY OF THE NIGHT
[Vile]

Your music inspire dread and sorrow instead of joy and greateness.

Prerequisites: Bardic Music ability, Cha 18

Benefits: You gain a +2 bonus on Perform checks and concentration checks during night, or when near graveyards or other locations full of dark power. Your Bardic Music abilities change their effect as following.

[I]Song of Doom: Whenever an enemy within 30 ft. of you would roll a save against a Bardic Music effect or any other effect that relies on sound or deals sonic damage, he rolls twice and takes the lowest result. (Replaces Countersong)
Disgust: Each opponent within 30 ft. of you is sickened. (Replaces Fascinate)
Instill Fear: Each opponent within 30 ft. of you get a -1 morale malus on saving throws against Charm and Fear and -1 on attack rolls. At 8th level, and every six bard levels thereafter, this malus decreases by 1 (-2 at 8th, -3 at 14th, and -4 at 20th). (Replaces Inspire Courage)
Cause Ineptitude: Each enemy within 30 ft. of you get a -4 penalty on skill checks with a skill of your choice. (Replaces Inspire Competence)
Enslave: After 1 minute of uninterrupted concentration and music you cast Dominate Person, with caster level equal to your Bard level. (Replaces Suggestion)
Melody of Weakness: Every enemy within 30 ft. of you get 1d3 negative levels. At level 17, this increases to 1d6 negative levels. These levels are removed as soon as Melody of Weakness ends. (Replaces Inspire Greatness)
Maledict: As a full-round action you can cast Bestow Curse, with caster level equal to your Bard level. (Replaces Song of Freedom)
Hero's Downfall: An enemy within 30 ft. of you gets a -4 morale malus on saving throws and a -4 malus to AC. (Replaces Inspire Heroics)
Domination: After 1 minute of uninterrupted concentration and music you cast Mass Dominate Person, with caster level equal to your Bard level. (Replaces Mass Suggestion)




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A demonologist contacts his patron to receive knowledge



UNLEASH THE BONE HORROR
[Abyssal Hertior]

You can cause your bones to erupt from your skin, increasing the lethality of your attacks.

Prerequisites: None.

Benefits: As a swift action you can make your bones emerge in the form of razor-sharp spikes. This process inevitably rips apart your skin and destroy your muscles, resulting in the loss of 1 hp for every Abyssal Hertior feat you possess. While in this state, your bones act as a spiked armor and spiked gauntlet. If you already wield a weapon in your hand (both natural or manufactured), the spike gauntlet damage is added to that of the previous weapon. Whenever you deal damage with your bones, they suck the marrow from the enemy through a tiny hole. If the damaged creature possesses a Constitution score, You gain 1d4 temporary hp for every two Abyssal Hertior feat you possess. The maximum amount of temporary hp that you can have through this ability cannot be greater than twice your HD. At the beginning of your round, if this ability is active, you lose 1 HP for every Abyssal Hertior feat you possess. This always makes you lose your actual hp, not your temporary. If you reach negative hp due to this ability, you die normally. As a swift action, you can retract your bones back into your body. When you do so, you lose all the temporary hp gained by this feat, and you heal an amount of damage equal to half that amount.

Special: The constant manipulation of your body weakens your metabolism. You gain a -1 malus on saving throws against poisons and diseases.



VESTIGIAL WINGS
[Abyssal Hertior]

You sprout wings that grow bigger as your heritage becomes more evident.

Prerequisites: None.

Benefits: You gain a bonus on Jump checks equal to the number of Abyssal Hertior feats you possess. If you have at least three other Abyssal Hertior feats, you gain the Slow Fall ability of a Monk of your level. If you have at least seven other Abyssal Hertior feats, you gain a fly speed equal to your land speed with average maneuvreability. For every two other Abyssal Hertior feats you possess beyond the seventh, the maneuvreability improves by one step and the fly speed increases by 10 ft.

Special: Your wings render you inadapt to swim. You gain a -2 malus on Swim checks.



VETERAN OF THE BLOOD WAR
[Vile]

You crossed the battlefield of the Blood War and survived, no one is better than you at slaying devils.

Prerequisites: Base Attack Bonus +5

Benefits: Any weapon you wield is treated as having the bane property when used against creatures with the Baatezu subtype.



WORSHIPPER OF THE SACRED EVIL
[Vile]

You learned how to please the dark gods and earn rewards for your faith.

Prerequisites: True Believer (CD), Wis 18, must worship an Evil deity.

Benefits: You can make a sacrifice to your deity that requires 1 hour to be completed and 1000 gp in components. Once done, you gain a bonus equal to your Wisdom modifier to Rebuke Undead and Intimidate checks, and your caster level is considered 2 points higher when casting divine spells. These bonuses last for 24 hours.

Hipster Dixit
2014-08-02, 09:39 AM
SOULMELDS





Soulmelds are spiritual energy given form through incarnum and fused with the soul of a creature. Those who are able to shape and use soulmelds are called meldshapers. All the details about soulmelds and meldshaping classes can be found in Magic of Incarnum.


Fiendish Soulmelds

The vast majority of the soulmelds presented in this book have the [Fiendish] descriptor. A meldshaper cannot shape those soulmelds unless he has the Fiendish Soul feat (see the Feat section for details).



Table 2.4: Incarnate/Soulborn soulmelds


Chakra
Soulmeld
Basic effect


Crown
Coat of the Lurking Thug
Bonus on damage and attack rolls when flaking



Veil of the Spider Queen
Bestow malus on Will saves to male opponents



Woeful Mask
Bestow malus on attack rolls and skill checks to opponents


Feet
Firestride Greaves
Increase land speed


Hands
Cloak of the Cruel Hunter
Improve archery abilities



Halo of the Fire Tyrant
Gain DR/Cold Iron


Arms
Deepterror's Skin
Gain swim speed



Flesripper's Gloves
Bonus on Grapple checks


Brow
Cloak of the Cruel Hunter
Improve archery abilities



Warmaiden's Hood
Bonus on Intimidate checks against Evil outsiders


Shoulders
Flesripper's Gloves
Bonus on Grapple checks



Shadowwoven Mantle
Gain various bonuses when in an area without illumination


Throat
Alluring Countenance
Bonus on charisma-based checks against creatures of the opposite sex



Stomach of the Slime
Immunity to ingested poisons


Waist
Coat of the Lurking Thug
Bonus on damage and attack rolls when flaking



Deepterror's Skin
Gain swim speed



Shadowwoven Mantle
Gain various bonuses when in an area without illumination


Heart
Halo of the Fire Tyrant
Gain DR/Cold Iron


Soul
Veil of the Spider Queen
Bestow malus on Will saves to male opponents



Warmaiden's Hood
Bonus on Intimidate checks against Evil outsiders





Table 2.5: Totemist soulmelds


Chakra
Soulmeld
Basic effect


Feet
Legs of the Crawling Worm
Improve stability


Arms
Mane of the Dire Predator
Gain frightful presence


Shoulders
Demonfly Wings
Attack provokes wounds


Throat
Jaws of the Demoneater
Gain bite attack







Soulmelds description
ALLURING COUNTENANCE
[Evil, Fiendish, Mind-affecting]

A thin layer of incarnum forms a semi-transparent mask on your face, shaped as the most beautiful man or woman ever seen by mortal eyes.

Classes Incarnate, Soulborn
Chakra Throat
Saving Throw Yes

You gain a +1 bonus on Charisma checks and Charisma-based skill checks for every point of essentia invested against Humanoid creatures of your opposite sex (and gay people).

Chakra Bind(Throat)
Your lips become swollen and seductive, so much that no one can resist your allure.

You gain the Energy Drain ability of a Succubus. The save DC is equal to this soulmeld's DC.



CLOAK OF THE CRUEL HUNTER
[Fiendish]

Classes Incarnate, Soulborn
Chakra Brow, Hands
Saving Throw None

Incarnum forms a green mantle on your shoulders. While wearing it, you feel like the best sniper in the country.

You gain the Rapid Shot feat, even if you do not meet the prerequisites. Essentia: if at least three points of essentia are invested, you gain the Manyshot feat, even if you do not meet the prerequisites.

Chakra Bind(Hands)
Your hands strike clear and precise as a layer of incarnum surrounds them.

You deal additional damage with ranged weapons equal to your Dex modifier. This does not stack with effects that grant the same bonus.

Chakra Bind(Brow)
As incarnum fills your eyes, you are confident that you'll never miss a shot with a bow.

You ignore partial concealment when you attack with ranged weapons. Essentia: For every point of essentia invested, you gain +1 on attack rolls with ranged weapons.



COAT OF THE LURKING THUG
[Fiendish]

Incarnum forms a layer of sticky jelly around your body that slowly tickles to the ground.

Classes Incarnate, Soulborn
Chakra Crown, Waist
Saving Throw Yes

You gain a +1 bonus per point of essentia invested on attack and damage rolls when flanking an enemy.

Chakra Bind(Crown)
The strange subsstance that covers your body gets a little translucent, and it is very difficult now to see you when you lurk in the darkness.

When you succeed on a Hide check and you are in an area of shadowy illumination or lower, you become under the effect of an Invisibility spell, for 1d4 rounds. Essentia: for every point of essentia invested, increase the duration by 1d4 rounds. If at least 4 essentia is invested, this becomes Greater Invisibility.

Chakra Bind(Waist)
The goo becomes highly corrosive and punish everyone that is foolish enough to approach you.

You are coated in green slime. Every time a creature strikes you in melee, she takes 1d4 acid damage per point of essentia invested (Reflex negates).



DEEPTERROR'S SKIN
[Fiendish, Evil]

Your hands and feet become webbed and a caudal fin makes its appearance on your back.

Classes Incarnate, Soulborn
Chakra Arms, Waist
Saving Throw None

You gain a swim speed equal to your land speed. Essentia: For every point of essentia invested, your swim speed increase by 5 ft.

Chakra Bind(Arms)
Your arms tremble with dark energies, eager to dispense pain and suffering among the righteous.

Any scythe and sickle you wield gains the profane propriety. Essentia: For every point of essentia invested, you deal an additional point of damage with scythes and sickles against Good creatures.

Chakra Bind(Waist)
Scales cover your body, and a colorful crest appears on your head.

You gain the aquatic subtype and the Amphibious special quality. While underwater you are under the effect of Freedom of Movement, as the spell, and you gain a +2 bonus on Strength and Dexterity.



DEMONFLY WINGS
[Fiendish, Mind-affecting]

A pair of beetle-like wings made by incarnum are shaped on your back.

Classes Totemist
Chakra Shoulders (Totem)
Saving Throw Yes

When you hit a creature with a melee attack, you inflict a wound. The wound deals 1 damage per point of essentia invested for 1d6 rounds or until the creature heal at least 1 point of damage, or a DC 15 Heal check is made to stop the bleeding. Multiple wounds do not stack. Creatures immune to critical hits are immune to this effect.

Chakra Bind(Shoulders)
The wings on your back open: while they'll not make you fly, they have other interesting uses.

As a standard action you can emit a buzz sound that put creatures to sleep. Creatures within 10 ft. of you must succeed on a Will save or fall asleep for 1d6 rounds. Once a creature has succeeded or failed the throw, she is immune to this ability for the next 24 hours. Once you used this effect, you cannot use it again for the next 1d4 + 1 rounds. This is a mind-affecting ability. Essentia: For every point of essentia invested, increase the range by 5 ft.

Chakra Bind(Totem)
Your skin becomes black and filthy, you grow a huge pointy nose and your eyes are now so big they cover half of your face. Your nose act like a syringe, allowing you to suck blood from your victims.

You gain the Blood Drain ability of a Vampire, with the following exceptions: you gain actual hit points instead of temporary hit points, and you can heal a maximum amount of hit points every day equal to twice your meldshaper level per point of essentia.



FIRESTRIDE GREAVES
[Fiendish]

Classes Incarnate, Soulborn
Chakra Feet
Saving Throw Yes

Incarnum forms a pair of fiery boots on your feet.

You land speed is increased by 5 ft. per point of essentia invested.

Chakra Bind(Feet)
The fire around the boots grows more intense and crackles loud.

When you move you leave behind you a trail of flame. All the squares in which you move are on fire, and every creature that passes through that squares take 1d8 Fire damage per point of essentia invested (Reflex halves). The trail lasts for 1 round before disappearing.



FLESHRIPPER'S GLOVES
[Fiendish]

Classes Incarnate, Soulborn
Chakra Arms, Shoulders
Saving Throw None

Incarnum shapes these red gloves, as hard as stone. The strength of your grip improves and so do your wrestling skills.

You gain a +1 bonus on grapple checks per point of essentia invested.

Chakra Bind(Arms)
The gloves start glowing with a menacing light, making you even stronger and capable to choke enemies to death.

When you win a grapple check, if it is the second grapple check you win against the same opponent in a row, that opponent immediately begins to drown and becomes unable to breathe until he escapes the grapple.

Chakra Bind(Shoulders)
Your muscular tone substantially improve, veins get larger and are more visible on your skin. You feel like you could crush a boulder between your fingers.

You gain the Powerful Build special quality.



HALO OF THE FIRE TYRANT
[Fiendish]

As you shape this soulmeld you get surrounded by the everlasting fire of the Abyss, shaped as a burning halo.

Classes Incarnate, Soulborn
Chakra Hands, Heart
Saving Throw Yes

You gain DR 1/Cold Iron and Good per point of essentia invested (it stacks with itself).

Chakra Bind(Hands)
Your hands are ablaze and become red and muscular, while your nails grow fierce.

As a move action you may conjure a masterwork whip in your hand. The whip has 5 hp, it always deals lethal damage and you are proficient with it. You gain the Entangle ability of a Balor when you use this whip. [/I]Essentia: For every point of essentia invested, the enhancement bonus of the whip increases by 1 and its hp increase by five. You may choose to apply the [I]flaming or flaming burst property to the whip instead of the flat bonus.

Chakra Bind(Heart)
A little burning fire shines very bright on your chest, where lays your heart.

When you get to -10 hp or lower you explode in a violent burst of fire. Creatures within 15 ft. of you take 2d10 Fire damage (reflex half), and you are brought to 0 hp, stable. This ability can trigger only once per day. Essentia: For every point of essentia invested, increase damage by 2d10 and range by 10 ft.



JAWS OF THE DEMONEATER
[Fiendish]

Classes Totemist
Chakra Throat (Totem)
Saving Throw None

Incarnum forms a huge insect-like mandible in your face, strong enough to tear apart even the most resistant metal.

You gain a bite natural attack that deals 1d6 damage for medium creatures. Essentia: For every two points of essentia invested, your bite attack deals damage as if you were one size category larger. If at least four essentia are invested, your bite attack counts as adamantine for the purpose of overcoming Damage Reduction and Hardness.

Chakra Bind(Throat)
Inside your mouth you find a new organ that allows you to spit nearly unescapable webs.

Once per day per point of essentia invested, you can use the Web ability of a Bebilith.

Chakra Bind(Totem)
Your skin is covered by a black sturdy exoskeleton, while your arms ad legs become thinner, and a thousand little teeth form upon the surface of the jaws, allowing you to shred parts of their equipment while you crush the weak body of your enemies.

When you hit an enemy with your bite, you can attempt to destroy his armor. As part of this action you make a grapple check against your enemy as a free action: if you win, you deal an amount of damage equal to 4d6 + your Strength modifier to the armor he is wearing.



LEGS OF THE CRAWLING WORM
[Fiendish]

Classes Totemist
Chakra Feet (Totem)
Saving Throw Yes

Incarnum forms a pair of boots with a myriad of little insect-like pods attached to them. Thanks to the boots, you feel very stable on the ground.

You are treated as a quadrupedal creature whenever it would be more beneficial to you.

Chakra Bind(Feet)
The pods on the boots grow larger and start crawling on their own, giving you the ability to climb any surface without effort.

You are permanently under the effect of a Spider Climb spell.

Chakra Bind(Totem)
Your face becomes completely white, blank and smooth, without nose or lips, and your eyes are now two holes without eyelids. Your breath is very lethal for living creatures.

As a standard action you breathe forth a cloud of fetid gas in a 30 ft. cone. Enemies in the area must succeed on a Fortitude save or take 1 Constitution damage, and become nauseated for 1 round for every point of essentia invested. Once you use this ability, you cannot use it for the next 1d4 + 1 rounds. Essentia: For every two points of essentia invested, increase the Constitution damage by 1.



MANE OF THE DIRE PREDATOR
[Fiendish]

Classes Totemist
Chakra Arms (Totem)
Saving Throw Yes

A huge orange mane envelops your shoulders and back, making your enemies tremble as you prepare to attack them.

You gain the Frightful Presence ability of a Dragon. Essentia: If at least four points of essentia are invested, creatures that failed the throw against this ability are frightened instead of shaken.

Chakra Bind(Arms)
Your arms are enveloped by two leonine arms made of incarnum, granting you the ability to swipe with the speed of a feline.

You gain Two-Weapon Rend as a bonus feat, even if you do not meet the prerequisites.

Chakra Bind(Totem)
You grow brownish fur all over your body, your eyes become yellow and your canine become fangs. When battle comes, you can't wait to rush recklessly into it.

When you charge, you get an additional +2 bonus on attack roll and an additional -2 penalty on AC. You also gain Pounce.



SHADOWWOVEN MANTLE
[Darkness, Fiendish]

A cloak woven with the purest darkness wraps your figure.

Classes Incarnate, Soulborn
Chakra Shoulders, Waist
Saving Throw None

You gain a +1 bonus on attack rolls and initiative checks for every point of essentia invested while in an area of shadowy illumination or lower, and you gain Darkvision 60 ft. You are dazzled while under normal light and completely blind within strong illumination, like that of a Daylight spell.

Chakra Bind(Shoulders)
A faint black mist leaks from under the mantle and scatters in the air.

You can cast Darkness as a spell-like ability at will, with caster level equal to your meldshaper level. Essentia: if you invested at least 4 essentia, you cast Deeper Darkness instead.

Chakra Bind(Waist)
The mantle twists around you and overlaps perfectly to your body. Now your entire person seems made by pure darkness.

As a swift action you become ethereal. You can remain in this state for a maximum of 2 rounds per day. This rounds do not need to be consecutive, and you can suppress this ability as a swift action. You can use this ability only in an area with shadowy illumination or lower. While ethereal, all the weapons you wield (included natural weapons) gain the ghost touch property. Essentia: For every point of essentia invested, increase the maximum duration of this ability by 2 rounds.



STOMACH OF THE SLIME
[Fiendish]

You seem engulfed in a semi-transparent black ooze.

Classes Incarnate, Soulborn
Chakra Throat
Saving Throw None

You are immune to ingested poisons and can never contract diseases by food.

Chakra Bind(Throat)
A sort of stilyzed digestive system made by incarnum is drawn from your throat to your belly.

Once per day per point of essentia invested you can spit a slimy substance from your mouth. Within the next minute, it grows until becomes a Black Pudding. The Pudding follows all your orders until it dies. When you use this ability, all the Black Puddings you previously summoned through this ability instantly die.



VEIL OF THE SPIDER QUEEN
[Evil]

Classes Incarnate, Soulborn
Chakra Crown, Soul
Saving Throw None

Incarnum forms a veil around your head, similar to that of a braid, but black and with the weave shaped as a spider web.

Male creatures get a -1 malus on saving throws for every point of essentia invested against your mind-affecting spells, powers and abilities.

Chakra Bind(Crown)
[I]Incarnum leaks into the silk filaments of the veil permeating it with a faint glow.

You can rebuke spiders like an evil cleric rebukes Undead, with level equal to your meldshaper level. You can do this 3 + you Charisma modifier times per day. Essentia: For every point of essentia invested, you gain a +2 bonus on the rebuke check.

Chakra Bind(Soul)
The part of the veil that covers your face is removed and everyone can see you in your eyes, turned into pools of anuniform, ebony black. Thanks to the wisdom of the Spider Queen no one can keep their secrets anymore.

You are under the effect of the True Seeing, Discern Lies and Detect Thoughts spells.

Special You cannot shape this soulmeld if you are not female.



WARMAIDEN'S HOOD
[Fiendish]

Classes Incarnate, Soulborn
Chakra Brow, Soul
Saving Throw None

Incarnum takes the form of a black hood that partially covers your face. Althouh your countenance is hidden, a frightening glare erupt from your eyes and your voice is mighty and imperious.

You gain a +2 bonus per point of essentia invested on Intimidate checks against Evil Outsiders.

Chakra Bind(Brow)
No change is visible from the outside, but inside, your brain works frantically thinking up a new strategy to destroy your opponents.

You can use all Knowledge skills untrained, but only to identify monsters and their vulnerabilities. Essentia: for every point of essentia invested, you gain a +2 bonus on Knowledge checks made to identify monsters and their vulnerabilities.

Chakra Bind(Soul)
A layer of snake-like scales cover your body and you become the unrivaled master of the battlefield as you are filled with the true power of the Tanar'ri.

You grow four additional arms, equal in shape to the arms your specie normally has. Essentia: if you invested ad least 4 points of essentia, you gain the Multiweapon Fighting feat, even if you do not meet the prerequisites.



WOEFUL MASK
[Fiendish, Evil, Mind-affecting, Sonic]

Classes Incarnate, Soulborn
Chakra Crown
Saving Throw None

As you shape this soulmeld, a mask covers your head. The mask represents a very stilised face, filled with sorrow, and emits en eerie sound that makes people feel weak and demotivated.

Each enemy within 30 ft. of you takes a -1 morale malus on attack rolls and skill checks. This is a sonic effect. Essentia: for every 2 points of essentia invested, the malus decreases by 1.

Chakra Bind(Crown)
As the mask is filled with incarnum, thin tendrils of a dark substance emerge from who hears the sound of the mask and feed you with their sadness.

While there is at least one enemy under the effect of this soulmeld, you gain 5 temporary hp and 1 temporary essentia per point of essentia invested in this soulmeld. You can immediately allocate this essentia when you gain it.

Hipster Dixit
2014-08-02, 09:41 AM
VESTIGES





Vestiges are entities trapped by the gods in a sort of limbo between life and death. Through a mysterious ritual, they grant powers to special creatures known as binders. Additional information about pact magic and binders can be found in Tome of Magic.


Demon lords as vestiges

The Cursed Ones are not the only beings available to make a pact. Nyurvata (see here for details) can project their soul outside of the body and reach binders to grant them a bit of their power. The level of a demon lord vestige is determined by the number of followers he has: the larger his cult, the greater the power it can grant.
Demon lord vestiges have a special descriptor: [Abyssal]. Vestiges with the [Abyssal] descriptor cannot be bound unless the binder has the Pact with the Demon feat.



Table 2.6: Vestiges by level


Level
Vestige
Binding DC
Special Requirements


1st
Juiblex
15
Yes


2nd
Baphomet
17
Yes


2nd
Cyndrazar
18
Yes


2nd
Niashtad
20
No


3rd
Ulagresh
21
Yes


4th
Marzurg
24
Yes


4th
Pazuzu
22
Yes


5th
Alyorna
26
Yes


6th
Demogorgon
27
Yes


7th
Ogrim
31
No


8th
Elimdal
35
No


8th
Malcanthet
32
Yes


8th
Nephram
33
Yes






Vestiges description
ALYORNA, THE PLAGUEMOTHER
[Abyssal]

Vestige Level 5th
Binding DC 26
Special Requirements Yes.

Alyorna is the queen of insects and illness. Her minuscule servants provide silent death to those foolish enough to challenge her power.

Special Requirements
You must put a nest of flying insects (such as an honeycomb) on the seal before beginning the ritual. In addition, you cannot bind Alyorna if Marzurg is already bound to you.

Manifestation
A cloud of buzzing flies come out from the nest, slowly froming the shape of a woman with four scorpion stings exiting from her back. Her voice is similar to the drone of a thousand insects.

Sign
A myriad of little humps, constantly moving, emerge on your skin as a result of a myriad insects swarming inside you.

Influence
Your main concern becomes to spread malady among the largest amount of creatures possibile, and you always look for the chance of infecting healthy people during your adventures.

Granted Abilities
Assassin's Blade: Any weapon you wield (both natural and manufactured) is considered having the keen property, and its critical damage multiplier is increased by 1.I Am the Swarm: You gain Medium Fortification and the Distraction special quality of a Swarm. Distraction also applies to all creatures adjacent to you. You can suppress or reactivate the Distraction ability as a swift action. You do not gain this ability if you do not show Alyorna's sign.Immune Carrier: You gain immunity to all diseases.Shadow Walker: You gain a bonus on Hide and Move Silently checks equal to half your binder level.Unleash the Plaguespreaders: As a full-round action you can duplicate the effect of an Insect Plague spell, with caster level equal to your binder level. Whenever a creature summoned by this effect deals at least 1 lethal damage to another creature, the latter must succeed on a Fortitude save or fall under the effect of a Contagion spell. You can use this ability once per day for every three binder levels you possess.


BAPHOMET, PRINCE OF BEASTS
[Abyssal]

Vestige Level 2nd
Binding DC 17
Special Requirements Yes.

Baphomet, king of the arena, ruler of all beasts, was a savage warrior that never refused a challenge. His physical might was nearly unrivaled among Demon Lords.

Special Requirements
When you bind Baphomet you must bellow wildly and dance around the sigil for the entire duration of the ritual.

Manifestation
None, since Baphomet is currently dead.

Sign
Two bull-like horns appear on your head.

Influence
You seek battle in every moment. During combat, you must stand on the front and attack without caring of the consequences. When someone challenges your physical prowess or martial ability, you must accept the challenge.

Granted Abilities
Horns of the Beast: You gain a gore natural attack that deals 1d8 damage for medium creatures. When you make a full attack, you can also attack with your gore weapon using your full attack bonus. You do not gain this ability if you do not show Baphomet's sign.Feral Speech: You gain the Wild Empathy ability of a Druid, with level equal to your binder level.Reckless Assault: You gain Powerful Charge (MM III) as a bonus feat. Whenever you succesfully hit a creature at the end of a charge, you can make a bull rush attempt against that creature as a free action. If you win the check, you are not compelled to move with the target.


CYNDRAZAR, THE MAD GODDESS
[Abyssal]

Vestige Level 2nd
Binding DC 18
Special Requirements Yes.

Once a beautiful woman craved by mortals and immortals alike, centuries of torture transformed her in a horrible mask of pain and madness that inspires the worst atrocities ever seen.

Special Requirements
When you bind Cyndrazar, you must voluntarily perforate your own eyes with a sharp tip. This deals 1 damage to you. When Cyndrazar is no longer bound, your eyes immediately return to their previous state.

Manifestation
An ear-piercing scream erupts from the seal, as the figure of a naked impaled woman appears. Your mind is crowded by chaotic voices and whispers, and as the link between you two forms, you understand the true meaning of insanity.

Sign
Your eyes disappear leaving your ocular holes empty and bleeding. You are blind. Immunity to blindness does not negate this effect.

Influence
You become mad and paranoid, always talking to yourself at low voice. You relieve in other's pain and you never lose the opportunity to torture someone, be it an animal or a person. You gain a -2 malus on saving throws against confusion.

Granted Abilities
Brainshock: As a standard action you can duplicate the effect of the Mind Thrust psionic power, with manifester level equal to you binder level. The number of power points spent is considered equal to your binder level (this does not increase the DC of this ability). Once you used this ability, you must wait 5 rounds before you can use it again.Mental Projection: You gain Blindsense 60 ft. and Blindsight 5 ft.Psisense: You are permanently under the effect of the Detect Psionics psionic power, with manifester level equal to your binder level.Unavoidable Fate: You cannot choose to suppress Cyndrazar's sign.Vision of Torture: Every time you take at least 1 point of lethal damage, the creature that damaged you must succeed on a will save or fall under the effect of the Inflict Pain psionic power, with manifester level equal to your binder level, for 1 round.


DEMOGORGON, PRINCE OF DEMONS
[Abyssal]

Vestige Level 6th
Binding DC 27
Special Requirements Yes.

Demogorgon was once the prince of all denizens of the Abyss (barring Pale Night). Despite being self-declared, no one dared challenge openly his title while he was alive, though this certainly didn't stop many demon lords to engage war against him.

Special Requirements
You must bow down with the forehead touching the ground for all the duration of the ritual.

Manifestation
None, since Demogorgon is currently dead.

Sign
Your skin becomes thick and hard as that of a demon, covered in yellowish fur.

Influence
You demand absolute obedience by anyone you meet whose authority is less than yours. If someone refuses to follow your orders, you are not afraid to convince him through force.

Granted Abilities

Answer the Call of the Prince: When you bind Demogorgon, you duplicate the effect of a Planar Ally (lesser) spell, except you can only receive the assistance of creatures with the Tanar'ri subtype or the Fiendish template. No XP cost is required. The summoned creatures do not ask you any payment and follow any orders you give them, except those that are explicitly suicidal. They immediately return to their home plane when you are no longer bound to Demorogon. At binder level 16th you duplicate Planar Ally instead.Disfiguring Touch: As a standard action, you can make a melee touch attack aganst an opponent that deals 1d6 damage for every binder level you possess, and 1d6 Charisma damage. A succesful Fortitude save negates the Charisma damage. Once you use this ability, you cannot use it again for the next 5 rounds.Fiendish Authority: Any creature with the Tanar'ri subtype and worshippers of Demogorgon have their initial attitude shifted one step closer to friendly towards you.Skin of the Abyssal Lord: You gain Resistance 10 to Fire, Cold and Acid, Immunity to Electricity and Poison, and Telepathy 100 ft. You do not gain this ability if you do not show Demogorgon's sign.


ELIMDAL, MERCHANT OF SOULS
[Abyssal]

Vestige Level 8th
Binding DC 35
Special Requirements No.

Elimdal is the gatekeeper of the dead. He rules equally among the three realms of life, death and undeath.

Manifestation
Lots of tormented souls come out from the seal, each one with a lugubrious look on its face. Then Elimdal appears, and as soon as he makes a simple gesture, all the souls enter into you from your nose, mouth and ears.

Sign
Tendrils of a semi-transparent matter flow around you, sometimes breaking the silence with a gloomy lament.

Influence
Your soul is committed to Emlidal. If you die while bound to Emlidal, your soul is taken by him as if you failed a check against his Essence Trap ability (see Emlidal, Merchant of Souls in Chapter 4 for details).

Granted Abilities
March of the Forsaken Souls: You are permanently under the effect of a Desecrate spell, with caster level equal to your binder level, you acting as an altar of an evil deity. You are considered of the Undead type for the purpose of this ability. In addition, whenever a creature dies within the range of this ability, if she has at least 5 HD, there is a 50% chance that she will raise as a free willed Wraith 1d4 rounds later from the corpse. Creatures that meet this fate are considered under the effect of a Trap the Soul spell, but instead of a gem, their soul is trapped into the Wraith born from them. If a creature with at least 16 HD wuold become a Wraith, she becomes a Dread Wraith instead. Undead created by this ability are never hostile to you, but usually attack the nearest living creature. You do not gain this ability if you do not show Elimdal's sign.Lord of the Dead: As a standard action you can duplicate the effect of a Control Undead spell, with caster level equal to your binder level. You cannot control more than 2 HD of Undead for every binder level you possess at any time.Open the Dead Gate: You can use the power granted by the Death Domain, with cleric level equal to your binder level, at will. In addition, once per day, you can duplicate the effect of a Raise Dead spell, without needing to provide material components.Twilight Soul: You are healed by both positive and negative energy.


JUIBLEX, THE FACELESS LORD
[Abyssal]

Vestige Level 1st
Binding DC 15
Special Requirements Yes.

Juiblex is the king of Oozes, whose only occupation is to eat and consume everything it can reach with its slimy tentacles.

Special Requirements
Juiblex' seal must we written with a special viscous ink that can be easily found in most vile magic stores, with a price of 1 sp per use.

Manifestation
A huge shapeless body slowly rise from the seal, muttering an incomprehensible cry. Then countless eyes open upon all its surface and start looking feverishly in every direction. Its voice is very cavernous, and it's difficult to understand what it says.

Sign
A greenish substance constantly perspires from your body. It is higlhy corrosive, though for some reason it does not harm your clothes and equipment. A multitude of red eyes also appears all over your body.

Influence
You feel the urge to eat everything that seems even remotely edible to you, and you can oppose to it only with a great mental effort. You need to consume three times the amount of rations normally required every day.

Granted Abilities
Acid Body: You deal an additional 1d4 acid damage with each successful melee attack, plus an additional 1d4 for every three binder levels you possess. Any creature grappling or otherwise coming in contact with you takes the damage as well. You do not gain this ability if you do not show Juiblex' sign.Ocular Mass: You gain All-around Vision. You do not gain this ability if you do not show Juiblex' sign.[LIST]Ooze Friend: Mindless creatures of the Ooze type whose HD are not greater than yours never adopt an aggressive behavior against you, unless you harm them.Slimy: You can squeeze into holes and tight passages as if you were two size smaller. In addition, your opponents take a -4 penalty on confirming critical hits against you.


MALCANTHET, MISTRESS OF PLEASURE
[Abyssal]

Vestige Level 8th
Binding DC 32
Special Requirements Yes.

Malcanthet, the former queen of all forbidden pleasures, was and still is one of the most worshipped demon lords. Many are those who seek her thrill and excitement.

Special Requirements
Before starting the ritual, you must bind yourself with ropes, tiers, or other similar things.

Manifestation
None, since Malcanthet is currently dead. But some binders swear that they feel a vague pain during the ritual, as if someone hit them with a barbed whip...

Sign
Other creatures perceive you as the most beautiful thing they ever seen, even if your appearance do not change. Hormones boil into those who stare at you.

Influence
You become nymphomaniac, trying to seduce every person you meet and engage with them in sadomasochistic sex.

Granted Abilities
Dangerous Games: You are permanently under the effect of the Masochism and Sadism spells (both BoVD), with caster level equal to your binder level.Forbidden Allure: You gain a +15 bonus on Bluff and Diplomacy checks, and you can make rushed Diplomacy checks without penalties. You do not gain this ability if you do not show Malcanthet's sign.Sacrilegious Grace: You gain a deflection bonus to your AC equal to your Charisma modifier. In addition, any opponent attempting to attack or perform any other action that would cause harm to you must succeed on a Will save (DC 10 + your Charisma modifier) or entirely lose the action. This ability only works if the enemy has line of sight with you. This is a mind-affecting ability.Visage of the Goddess: You gain the Dominate ability, as a Vampire (DC 10 + your Charisma modifier).


MARZURG, THE ROTTEN BLOSSOM
[Abyssal]

Vestige Level 4th
Binding DC 24
Special Requirements Yes.

Deep in the festering woods, Marzurg always seeks for victims to beguile. Her inebriating smell made many seasoned adventurers fall into her clutches.

Special Requirements
You can make the binding ritual only in the middle of a forest. In addition, you cannot bind Marzurg if Alyorna is already bound to you.

Manifestation
A bud appears on the seal, of a shimmering tonality of red-purple. Then the bud opens into a gorgeous mass of soft petals and a charming smell spreads from it, though in the centre, the flower is putrefying and invaded by mold. The voice that comes out of the rotting mass is warm and sweet, articulating promises of pleasure.

Sign
Your skin becomes green as clorophyll fills your veins and sharp thorns grow all over your body.

Influence
You hate civilization and cities, and seek refuge in a forest as soon as your duties allow you to.

Granted Abilities
Pheromones: As a swift action, you can let loose a 20 ft. wide cloud of phermonoes centered on you. Any creature within range must succeed on a Will save or fall under the effect of a Charm Monster spell, with a duration of one minute per binder level you possess. A creature that succeeds on the save feels something really dangerous about you, and her initial attitude towards you shifts two steps closer to hostile. You can use this ability only once per day per three beinder levels you possess. This is a mind-affecting ability. Creatures that do not breathe are immune to it.Vampiric Thorns: You grow sharp thorns all over your body. You gain a special slam natural attack that deals damage equal to a dagger of your size, plus your Strength modifier. Alternatively, if you already possess a claw, slam, tail slap or tentacle attack, it deals damage as if you were 1 size category larger. Every time you successfully hit an opponent with your natural attack, the opponent must succeed on a Fortitude save or become fatigued, and you gain 5 temporary hp. You do not gain the temporary hp if the opponent succeeds on the save. You do not gain this ability if you do not show Marzurg's sign.Witch of the Forest: As a standard action, you can duplicate the effect of a Bestow Curse spell. After you used this ability, you must wait 5 rounds before you can use it again.Wrath of Nature: As a standard action, you can duplicate the effect of a Rusting Grasp spell, except that you can destroy manufactured objects of any material. Magic items get a +4 bonus on the save against this ability. Once you used this ability, you must wait 5 rounds before you can use it again.


NEPHRAM, WHISPERER OF SECRETS
[Abyssal]

Vestige Level 8th
Binding DC 33
Special Requirements Yes.

Nephram is the most erudite being in the Abyss. He is deeply connected with an endless extradimensional space called the Void, from which it comes all his power.

Special Requirements
You must put on the seal a book containing information you do not know.

Manifestation
The book opens, and its pages start turning one after another. The figure of Nephram appears, with the hands pointed towards the sky, and while the pages turn you are filled with knowledge and power.

Sign
You become very skinny, so much that pretty much every single bone is visible from outside. Your eyes become azure and emit a dim glow.

Influence
You become obsessed with knowing everything about anything, you can't help asking question and doing research about things that you do not already know. You gain a -2 penalty on listen and spot checks due to you being constantly lost in thoughts.

Granted Abilities
Beseech the Dark Masters: Once per day, you may duplicate the effect of a Contact Other Plane spell, with caster level equal to your binder level, to ask questions to the long-forgottend deities of the Void. You always get the correct answer. Upon using this ability, you must succeed on a DC 16 Wisdom check, or have your Wisdom reduced to 8 for 1 day.Disrupt Spell: As a standard action, you may duplicate the effect of a Dispel Magic (greater) spell, with caster level equal to your binder level. After you used this ability, you cannot use it again for the next 5 rounds.Future Sight: You occasionally experience a vision of a particular event right before it happens. Whenever you make an attack roll, saving throw or skill check, there is a 20% chance that the roll automatically becomes a natural 20.Void Rift: As a full-round action, you can open a breach into reality at any point within 60 ft. of you to bring a tiny portion of Void matter into the multiverse. The matter concentrates into a pitch-black sphere with a diameter of 1 foot. Any creature that comes in contact with the sphere takes 1d6 damage per binder level you possess for every round of contact. A creature reduced to 0 hp by this ability becomes immediately devoured by the Void, leaving no remains. In addition, any creature within 15 ft. of the sphere is slowed (as the spell, no save) due to the gravity being intensified by the mass of the sphere. You can move the sphere up to 30 ft. per round by concentrating. The sphere lasts for 1 round per Binder level you possess before collapsing into nothingness. You can use this ability only once per day for every four binder levels you possess.


NIASHTAD, THE HOWLING SORROW
[Abyssal]

Vestige Level 2nd
Binding DC 20
Special Requirements No.

Seeking only to extirpate all the joy and glee existing, Niashtad barely remembers how much he chased those feelings when he was mortal.

Manifestation
The area around the seal is covered in shadowy illumination as any light seems to run away. A faint music begin to play, a tune full of melancholy and sorrow, as a profile vaguely human in shape appears in the dark.

Sign
A large amount of mouths with sharp teeth spread on your skin.

Influence
You are unable of feeling positive emotions, and you always see the worst side of things. Deep inside you, you envy all the happy creatures in the universe and wish only sadness and suffering for them.

Granted Abilities
Chorus of Dismay: You gain the Aura of Despair ability of a Blackguard. This is a sonic, mind-affecting ability. You do not gain this ability if you do not show Niashtad's sign.Eat Depression: Whenever an opponent within 20 feet from you fails a check, you heal 1 hp per four binder levels you possess (minumum 1). This ability does not work if the creature fails the check on purpose or because she tried to do task that is clearly impossible for her.Obliterating Shriek: As a standard action you can duplicate the effect of the Sound Burst spell. Once you used this ability, you cannot use it again for the next 5 rounds.Jaws: You gain Improved Grab. You do not gain this ability if you do not show Niashtad's sign.


OGRIM, THE SCORCHING STAR
[Abyssal]

Vestige Level 7th
Binding DC 31
Special Requirements No.

Ogrim is a mighty warlord, winner of uncounted battles in the Blood War. His army possess a discipline unusual for demon standards and even the greatest demon lords fear his tactical ability and martial prowess.

Manifestation
A shining blaze erupt from the seal, so bright that no one could look into it. After a moment, the tremendous figure of Alzrius emerges from the flames and speaks with a voice that would give the chills even to the bravest hero.

Sign
While bound to Ogrim you are surrounded by a mantle of flames that dance around you and radiate a dazzling light.

Influence
Those under the influence of Ogrim can express themselves only in the middle of the battlefield. They take a -4 penalty on Charisma while out of combat.

Granted Abilities
Death Star: You are permanently under the effect of the Daylight and Fire Shield (bothw arm and chill) spells, with caster level equal to your binder level. Any creature within 10 ft. of you takes Fire Shield damage at the beginning of each round (Reflex half). You do not gain this ability if you do not show Ogrim's sign.Fires of War: When you bind Ogrim you can choose a Desert Wind maneuvre or stance with level not greater than the maximum level a Warblade or your level could know minus 2, ignoring all the prerequisites. You can freely use that maneuvre or enter that stance. After you used a maneuvre granted by this ability, you cannot use it again for the next 5 rounds. (Maneuvres and Stances are described in Tome of Battle - Book of Nine Swords)Hands Ablaze: Every weapon you wield and natural weapon you possess gain the flaming burst property.Scorching Flames: Whenever you deal Fire damage, you ignore 1 point of Fire Resistance for every binder level you possess.


PAZUZU, RULER OF THE LOWER AERIAL KINGDOMS
[Abyssal]

Vestige Level 4th
Binding DC 22
Special Requirements Yes.

When alive, Pazuzu was a very ancient demon that ruled in the skies. He used to bring disease and famine among mortals through his faithful servants.

Special Requirements
During the ritual you must shout "Pazuzu" three times at your loudest.

Manifestation
None, since Pazuzu is currently dead.

Sign
You grow two pairs of brown plumed wings on your back.

Influence
Those under the influence of Pazuzu become untrustworthy, deceiving strangers and friends alike just for the pleasure of doing it, and they don't lose any opportunity to cause gratuitous suffering and destruction.

Granted Abilities
Breath of Famine: You gain a breath weapon, a 45 ft. cone of withering air and insects. Living creatures caught in the area take 1d8 damage for every two binder levels you possess (Reflex half), and must succeed on a Fortitude save or take 1d4 Strength damage. Creatures of the Plant type instead take 1d6 damage per binder level, and noncreature plants are outright destroyed. After you used this ability, you must wait 5 rounds before you can use it again.Foul Breeze: As a standard action you can duplicate the effect of a Gust of Wind spell, with caster level equal to your binder level. After you used this ability, you must wait 5 rounds before you can use it again.Wings of Ruin: You gain wings that grant you a fly speed equal to twice your land speed, with clumsy maneuvrablity. For every five binder levels you possess, increase the maneuvrability by one step. You also gain Flyby Attack as a bonus feat, without needing to meet the prerequisites. You do not gain this ability if you do not show Pazuzu's sign.


ULAGRESH, SOVEREIGN IN THE DEEP
[Abyssal]

Vestige Level 3rd
Binding DC 21
Special Requirements Yes.

Ulagresh rules over a vast underwater realm in the Abyss. His foul presence is enough to contaminate any water within many miles from him.

Special Requirements
The surface on which you draw Ulagresh's seal must be submerged by water.

Manifestation
The water that covers the seal becomes muddy and polluted. Then, six tentacles emerge from it, while a voice that seems to come from the bottom of the earth starts talking.

Sign
Your skin transforms into black, fish-like scales, your nostrils close as gills appear on your shoulders, and you grow fins on legs and arms.

Influence
You lose interest into everything that is not related to the ocean depths and how to pollute them.

Granted Abilities
Deep Dweller: You gain the Aquatic subtype and a swim speed equal to your land speed. You become immune to any damage dealt by pressure and cold temperature in deep waters. You lose the ability to breathe air, and you can stay out of water for a maximum number of rounds equal to your Constitution modifier before you start drowning. You also gain Darkvision 90 ft. You do not gain this ability if you do not show Ulagresh's sign.Dimensional Warp: Once per day as a full-round action, you may summon a creature from Ulagresh's home plane. This ability works like Summon Monster, with caster level equal to your binder level, except you can summon any creature of the Aberration type with HD equal or lower than you binder level. The summoned creature gains the Aquatic subtype and a swim speed of 30 ft.Instill Madness: As a standard action, you can make an opponent within 30 ft. of you fall under the effect of the Confusion spell (Will negates). This is a mind-affecting ability. After you used this ability, you cannot use it again for the next 5 rounds.Pressure Wave: You gain a ranged touch attack with a range of 60 ft. that deals 1d6 bludgeoning damage for every two binder levels you possess. You can only use this attack underwater. Any creature hit by this attack is subject to a bull rush attempt (you use your Charisma modifier in place of you Strength modifier). You do not suffer the normal consequences of failing a bull rush attempt when using this ability. You can use this attack to make full attacks.

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CHAPTER 3: EQUIPMENT




ARTIFACTS



Artifacts are items of legend, usually crafted by god themselves. Their power is unimaginable, and draws the attention of entire organizations, as well as powerful beings from all the multiverse. Artifacts magic is so powerful it ignores the rules of ordinary magic: unlike normal magic items, artifacts function normally insude anti-magic fields. In addition, an artifact is nearly indestructible, and cannot be damaged in any way by conventional means. Every artifact has a single, specific mean of destruction, but there could be other ways.




http://i62.tinypic.com/fvb3tg.png

An artifact gives to his owner the power to change the world



Agnamelek, the Twin Suns

In very, very old times, way before planar travel was disallowed by a mysterious and alien force, there used to be a comet wandering in the sky from time to time. People soon learned to hate it, because it always appeared before a huge calamity, such as a devastating earthquake or a century-long war. They called it Agnamelek, harbinger of doom. Due to the fact the comet displayed a bizarre shape, as it was made by two smaller comets constantly revolving one around the other, and also thanks to its brightness, so great that illuminated nights like they were days, someone also dubbed it the twin suns. Agnamelek was visible not only from the material plane, but also from other planes. Denizens of the lower planes were especially interested in it, given its peculiarities. For centuries the most erudite demons and devils racked their brains to discover its origin and the source of its power. One day, a very powerful archdevil, certain that the comet hid a treasure beyond any comprehension, came up with the manner of bringing the comet to Baator. To accomplish this, he called the most powerful wizards of the Nine Hells and together they performed a spell which power was never seen in the last ten thousand years. Thanks to this effort, the comet crashed upon Avernus' surface, the first layer of Baator. The archdevil, whose name is lost through the maze of history, immediately reached the landing site and what he found surprised him above all expectations. Lying in the hundred feet deep crater, there were two swords. The blades were shining with arrogance at the sun, giving to watchers the feeling of being in the presence of a tremendous power. The archdevil was going to take the swords, but an unexpected event prevented that. Despite the business being secret, some information became known to the citizens of the Abyss, which didn't want to lose such a marvelous opportunity. They attacked in mass and a huge clash begun. Soon more from either side joined the battle, and from then demons and devils are occupied in the conflict known as the Blood War. Since then, Agnamelek has been sought after demons and devils, and changes master very often. Who possesses it is pervaded by the will to fight, which is the reason why its holder never leaves the battlefields of the Blood War. When the planar boundaries were sealed and the travel disallowed, Agnamelek's master was Zariel, a very belligerent archdevil and skilled swordmaster. Then, two hundred years after the Cataclysm, when the barrier was broken, the Blood War started again. It is said that Zariel was later killed by a Balor after an incredible battle, and that the Balor became the new master of the twin suns. His name is Alzrius, and since then he is known throughout the multiverse as Alzrius, the Lord of Infernal Light.

Agnamelek are two +10 cold iron ghost touch longswords. They deal an additional 2d8 hellfire damage with every hit (hellfire damage acts as fire damage except it ignores fire resistance and immunity). When they are swung they burst out a tongue of flames, effectively giving them a reach of 60 ft. Unlike other weapons with reach, they can be used at any distance within reach without penalties.
Agnamelek's peculiarity is that they fuse with the soul of their bringer, so that only he can use them. As a swift action, Agnamelek's master can summon the two swords in his hands or make them disappear. While the swords are not summoned, they are hidden within the master's soul. In addition, while Agnamelek are wielded by the master, they produce the following effects.

Bonus feats: Agnamelek's master gains the following feats as bonus feats: Two-Weapon Fighting, Improved Two-Weapon Fighting, Superior Two-Weapon Fighting, and Perfect Two-Weapon Fighting. He does not need to meet the prerequisites.Fiery Aura: The temperature raises to extreme heat in the area within 60 ft. of the master. Any creature in the area takes 1d6 hellfire damage per point of Charisma modifier the master possesses at the beginning of her round. Metallic objects in the area are subject to the effect of a permanent Metal Melt spell (SpC). Metallic magic items are allowed a fortitude save with DC 20 + the master's Charisma modifier to avoid the effect.Sunburn: The area within 60 ft. from the master is permanently under the effect of Daylight, as the spell. This effect automatically dispels any magical darkness, no matter how much high is the caster level. Creatures that directly look at the master must make a Fortitude save with DC equal to 20 + the master's Charisma modifier or become permanently blind.Death Star: The master gains immunity to Fire and Cold and a deflection bonus to AC equal to his Charisma modifier. In addition, he deflects all incoming rays, lines, and cones. This applies before Spell Resistance.
Whoever kills the current master automatically becomes the new master. A soulless creature (such a golem) cannot be the master. If such a creature happens to kill Agnamelek's master, than the first creature with a soul that touches the twin suns become their new master.



Undying Mask

The Undying Mask is an artifact belonging to Elimdal, and its story is deeply connected with that of the Merchant of Souls. Despite its appearance being very simple (a squared wooden mask with two eyes drew upon it), it bears an unimaginable power.

The mask grants Undead traits and a gaze attack that duplicates the effect of a Fear spell (Will DC 30 negates). This is a mind-affecting ability. In addition, its wearer is prevented from dying. He normally acts even when he gets to negative HPs, and when his negative HP count reaches -10, he does not die, as long as he wears the mask. A creature cannot go below -10 hp by any means. Once the mask is put on, it welds with the bearer's face, becoming very difficult to remove. A DC 25 Strength check is required to put off the mask. If the bearer is unwilling, the check must be made as a swift action right after winning a grapple check.

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CHAPTER 4: DENIZENS OF THE ABYSS




DEITIES



The vast majority of the population of the multiverse is made by ordinary beings, that live their life engrossed in the daily troubles. Then, there is a small percentage of beings destined to greatness. This creatures provoke great turmoil, redefine the assets, write the history. But there is a class of beings who reach the highest reaches of existence: they have many names, but deep inside, everyone thinks to them as gods. While the common people does not see the difference, erudites split this category in two groups, Brakhvata and Nyurvata.

Note: Classic Geryhawk (Boccob, Hextor, Pelor), Forgottem Realms (Bane, Mystra, Oghma) and other deities from different settings may be either Brakhvata, Nyurvata or even something entirely different. This is a choice made by the DM when adapting the material from this book to an already existing setting.



Brakhvata

A Brakhvata is an entity hard to define. They have unlimited power, but never interfere into worldly matters, preferring to act indirectly through their agents. A Brakhvata is made by pure essence and does not possess a physical body, nor he resides in a particular place - he is everywhere, or better, he is everything, and his knowledge and comprehension of universe is infinite. If he wishes, though, a Brakhvata may choose to manifest himself in a physical form, though this is such a rare event that never happens more than once or twice in a hundred thousand years. The Brakhvata do not act through a comprehensible scheme, their mind being unimaginably far from that of mortals, but that does not mean they do not have goals. For this reason, their will often goes against morality or is simply misunderstood, causing even great calamities such as war. Being outside of human categories, a Brakhvata do not possess an alignment, though he does have an inclination, reflected in his sphere of influence: A Brakvata who has murder and death as his sphere of influence will draw evil-aligned worshippers, and will be tagged as an evil deity by people, although this is not true.
The origin of the Brakhvata is unknown. It is said that they existed even before time itself, and will survive the end of days. They probably had a role in the creation of the multiverse. Brakhvata are eternal and cannot be harmed or destroyed by any means. Some believe that should a Brakhvata's sphere of influence completely disappear from the multiverse, the related Brakhvata would cease to exist forever. Others claim that Brakhvata are not truly immortal, and one could become one of them by killing one. During the millennia, many challenged the gods to ascend to their position, but no one succeded... at least until now.




http://i61.tinypic.com/2jcu2s2.png

Although Brakhvata could seem distant and indifferent, they always listen to mortals' prayers



Nyurvata

Nyurvata, while not destined to transcend matter and perceive the secret of existence like Brakhvata, have the power to define the trend of an age, or even more. This beings are on the top of entire nations and their influence spreads throughout the multiverse. They are worshipped in the same way as Brakhvata, and the majority of people does not even know the difference. In fact, there are similarities: like Brakhvata, Nyurvata have their sphere of influence and can communicate and grant powers to their worshippers. The greatest difference, though, is the fact that Nyurvata are made by matter and have a physical body. Like the most insignificant earthworm, they can exist only in one place at a time, do not have perfect knowledge, and their power is limited (at least, compared to that of Brakhvata).
Everyone can become a Nyurvata. The only requirement is to have a sufficient number of worshippers. There is not a fixed quantity, but it should be more or less at least equal to the number of inhabitants of a large nation. A Nyurvata possesses the nyurvata template, as described below.

The nyurvata template

“Nyurvata” is a template that can be added to any creature with at least 20 HD (referred to hereafter as the base creature). The base creature’s type remains unchanged. The nyurvata uses all the base creature’s statistics and special abilities except as noted here.

HD
A nyurvata always has maximum hit points.

Special Attacks
A nyurvata creature retains all the special attacks of the base creature and also gains the following.

Divine Influence: upon taking the template, the creature chooses three cleric domains. The creature can grant those domains to her worshippers as if she were a deity. In addition, she can cast the spell granted by those domains as spell-like abilities, with the following per-day use restrictions.

1st to 3th level spells: At will.4th to 6th level spells: 3/day.7th to 9th level spells: 1/day.
If the spells require XP components or material components worth more than 50 GPs, the creature must provide them. In addition, the creature can make pacts with binders, that will bind her as a vestige (see the Character Options section for more details)

Special Qualities
A nyurvata retains all the special qualities of the base creature and also gains the following.

Divine Body: the creature possesses the following immunities: ability damage, ability drain, death effects, diseases, disintegration, energy drain, mind-affecting abilities, paralysis, petrification, poison, polymorph, sleep, stunning.
Divine Transcendence: the creature do not ages and cannot die of old age. She can communicate with her followers at any distance, even across planar boundaries, and knows the exact number of creatures that are praying to her at any moment. If the creature dies, her soul keeps to wander in the multiverse, retaining a portion of the creature's consciousness. Even if dead, as long as if there is at least one worshipper, the creature keeps to provide spells and vestige for clerics and binders, but she is unable to communicate, so for example she won't respond to a Commune spell. A dead nyurvata cannot be resurrected, even with Miracle, True Resurrection or Wish, although some say there is some secret ritual that could make this possible. If the number of worshippers falls to 0, the creature immediately loses the template, and if she is dead, she dies for good. In addition, the creature can cast Teleport (greater) as a spell-like ability at will (only self plus equipment), with caster level equal to her HD.
Challenge Rating
The same of the base creature +3.

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MONSTERS




Table 4.1: Monsters by Challenge Rating


Name
CR


Krum (tanar'ri)
1


Arachexia, larva
3


Gromlak (gzyrrah)
4


Radiplob (tanar'ri)
5


Extaron (gzyrrah)
7


Hultzimtar (gzyrrah)
8


Iltichnya (tanar'ri)
9


Stenriex (gzyrrah)
12


Arachexia, adult
13


Hell Gorger
16


Skaruntiel (gzyrrah)
16


Hellnaut (gzyrrah)
18


Malshanax (tanar'ri)
19





ARACHEXIA

Arachexia are giant insect-like creatures that infest bogs and underground caves on the lower planes. They produce a powerful acid wich they use to incapacitate their foes before infesting them with their eggs.


http://i61.tinypic.com/23le7tj.png



Huge Vermin (Extraplanar)
Hit Dice: 20d8 + 100 (190 hp)
Initiative: +8
Speed: 40 ft. (8 squares), cimb 20 ft.
Armor Class: 28, touch 12, flat-footed 24 (-2 size, +4 Dex, +16 natural)
Base Attack/Grapple: +15/+31
Attack: Bite +23 melee (2d6 + 9 + 1d6 acid + slow) or Acid Spit +20 ranged (1d6 + slow)
Full Attack: Bite +23 (2d6 + 9 + 1d6 acid + slow) and Sting +18 (1d8 + 4 + Implant); or Acid Spit +20 ranged (1d6 + slow)
Space/Reach: 15 ft./15 ft.
Special Attacks: Acid Spit, Assault, Constrict (2d8 + 9 + 1d6 acid + slow), Caustic Saliva, Improved Grab, Implant
Special Qualities: Damage Reduction 5/-, Darkvision 60 ft. Exoskeleton, Immunity to Acid, Mindless, Scent
Saves: Fort +17, Ref +10, Will +6
Abilities: Str 29, Dex 18, Con 21, Int -, Wis 11, Cha 11
Skills: Climb + 17, Hide +8, Jump +17, Spot +8
Feats: -
Environment: Infinite Layers of the Abyss (underground)
Organization: Solitary or brood (1d3 plus 2d4 larvae)
Alignment: Always Neutral
Challenge Rating: 13
Treasure: Standard
Advancement: 14-19 HD (Huge); 20-38 HD (Gargantuan)
Level Adjustment: —

Combat

Arachexia usually begin the combat jumping to an opponent from afar and slaughering him with its powerful mandibles. Their sturdy exoskeleton makes them very hard to take down.

Acid Spit (Ex)
An arachexia can spit a jet of acid from its mouth as a standard action. It is a ranged touch attack with a range of 60 ft. that deals 1d6 acid damage and can slow the opponent (see below).

Assault (Ex)
Arachexia love to take their opponents by surprise jumping into them from a great distance. As a full-round action, an arachexia can move up to twice his base land speed in every direction. It must move in a straight line, and ignores any speed penalty imposed by difficult terrain and such. If the arachexia ends this movement inside a square already occupied by another creature, the arachexia makes an overrun attempt against that creature. The creature cannot choose to avoid the overrun. If the arachexia succeeds in knocking the opponent prone, it can make a full attack against that opponent as a free action.

Caustic Saliva (Ex)
Arachexia have a special organ inside their mouth that produce a highly corrosive acid. Creatures hit by an arachexia's bite or acid spit must make a DC 24 fortitude save or be under the effect of a Slow spell for 1d4 rounds. Each round the creature begins under the effect of this ability, she also takes 1d6 acid damage. The DC is Constitution-based.

Constrict (Ex)
An arachexia deals automatic slam and acid damage with a successful grapple check.

Exoskeleton (Ex)
The exoskeleton of an arachexia is so hard that many adventurers broke their weapon on it. Every time a creature misses a melee attack with a manufactured weapon against an arachexia, that weapon takes damage equal to the damage it would have dealt to the arachexia, not taking into account Damage Reduction.

Implant (Ex)
Arachexia are infamous for their habit of laying eggs into other creatures' bodies. Whenever an arachexia succesfully hits an opponent with its sting attack, the opponents must succeed on a DC 24 Fortitude check or become infested by arachexia's eggs. The DC is Constitution-based. Beginning from the next round, the creature takes 1d6 Constitution damage and 1d6 acid damage every round. A Remove Disease spell or any other similar spell or effect kills the eggs, ending the effect. When the creature reaches 0 HP, she explodes in a violent outurst, dying immediately and dealing 3d6 acid damage to all creatures within 10 ft. (reflex DC 24 halves). A number of arachexia larvae appear from the dead body, based on the dead creature's size: 1 for medium or smaller, 2 for large, 3 for huge, 4 for gargantuan, and 5 for colossal. The save DC is Constitution-based.

Improved Grab (Ex)
To use this ability, an arachexia must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Mindless (Ex)
Arachexia are immune to all mind-affecting spells and effects.

Skills
Arachexia have a +8 racial bonus on Climb, Hide, Jump, and Spot checks.

Small Vermin (Extraplanar)
Hit Dice: 5d8 + 10 (32 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 14, touch 6, flat-footed 30 (+1 size, +3 Dex)
Base Attack/Grapple: +3/+1
Attack: Bite +6 melee (1d6 + 2 + 1d4 acid) or Acid Spit +8 ranged touch (1d4 acid)
Full Attack: Bite +6 melee (1d6 + 2 + 1d4 acid) or Acid Spit +8 ranged touch (1d4 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid Spit, Constrict (1d6 + 3), Caustic Saliva, Improved Grab
Special Qualities: Blindsight 50 ft., Scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 14, Dex 17, Con 15, Int 2, Wis 11, Cha 11
Skills: -
Feats: -
Environment: Infinite Layers of the Abyss (underground)
Organization: Solitary or brood (2d4 plus 1 adult)
Alignment: Neutral Evil
Challenge Rating: 3
Treasure: Standard
Advancement: -
Level Adjustment: —

Combat

Arachexia larvae do not have an exoskeleton yet, so they are much easier to kill than their parents. They can still be a dangerous threat due to the powerful acid secreted by their mouth.

Acid Spit (Ex)
An arachexia larva can spit a jet of acid from its mouth as a standard action. It is a ranged touch attack with a range of 30 ft. that deals 1d4 acid damage.

Caustic Saliva (Ex)
An arachexia larva deals 1d4 bonus acid damage with each bite attack.

Mindless (Ex)
Arachexia are immune to all mind-affecting spells and effects.



GYZZRAH

"Gyzzrah" is a word in the Infernal language that means "slave". They a race of demons who underwent a tough period of subjugation under the devils of baator, but eventually managed to escape and return home. Millennia ago, the blood war was all the rage and countless beings from the Abyss and Baator were perpetually clashing and killing each other. One day, the devil princess Zariel, leader of the devil troops, decided to run a huge operation to brutally humiliate her enemies. She and her soldiers managed to slip into the Abyss and ambush a large contingent of the demon army; then, thanks to powerful infernal magic, they captured the demons and brought them in the Nine Hells. Here the captured tanar'ri underwent magic surgery to alter their features, mostly to prevent escaping, and then were made slaves, forced to obey against their chaotic nature and perpetually tortured. During this period, due to the influence of the plane in which they were and the continuous physical and psychological violence they were subject, gyzzrah slowly forsaken their natural chaotic attitude, instead embracing order and law. They became very organized and developed a rigid hierarchy, in which the top was occupied by the gyzzrah who enjoyed the most freedom, namely stenriex and skaruntiel. They began to coordinate a rebellion, waiting only for the right moment to strike. And then after centuries of patient waiting, the moment came. When the news about the killing of the archdevil Zariel by demons was spread, gyzzrah took advantage of the brief moment of confusion among devils to start the uprising. A great clash followed, in which many devils and gyzzrah died, but in the end, thanks to the lead of their commander Syndromai, they escaped fron the clutches of baatezu and returned back to their home plane. Now gyzzrah inhabit their own layer of the abyss and are ruled by Syndromai, who is known thgoughout the multiverse as the Slave King, an epithet he does not like very much. Their lawful nature make them hostile against tanar'ri (this is mutual of course), resulting in habitual fights between them. The only thing that lets gyzzrah put aside this feud is their excessive hate towards devils. For this reason, gyzzrah actively take part in the blood war and often fight alongside demons, usually to stab them in the back after the end of the battle.

Gyzzrah traits

Gzyrrah is a new demon subtype. Most gzyrrah possess the following traits (unless otherwise noted in a creature’s entry).

Abyssal Lineage: For the purpose of any effect that would affect him, a gzyrrah is considered having the tanar'ri subtype. Acid, cold and fire Resistance 10. Darkvision 60 ft. Disciplined (Ex): Willing or not, gyzzrah personality has been reshaped from chaotic and indisciplined to obedient and law-abiding by a long stay in the Nine Hells. The DC to change a gyzzrah's attitude through a Diplomacy check is increased by 4. Gyzzrah have a +4 racial bonus on saves against fear effects and mind-affecting abilities. Immunity to electricity and poison. Phantom Step (Su): Being deprived of teleportation, gzyrrah developed a different way to elude devil's monitoring. As a standard action, a gzyrrah can become ethereal, as per the Ethereal Jaunt spell, with the following exceptions: he can move at his normal speed, and can still be hit and damaged by sources that bypass his Regeneration ability. He can return to his normal state as a swift action. Regeneration (Ex): Baatezu magically altered gzyrrah physiology during centuries, so they could constantly torture and oppress them without killing them. Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor deal normal damage to a gzyrrah. Lost limbs and body parts regrow in 2d4 minutes. Unquenchable Grudge (Ex): All gzyrrah, from the dullest lackey to the Slave King himself, equally hate devils for what they did to them. A gzyrrah has the Favored Enemy (baatezu) ability of a Ranger with level equal to his HD.

Gyzzrah as a template
For those who want to apply gyzzrah fluff to regular demons.

“Gyzzrah” is a template that can be added to any outsider with the tanar'ri subtype (referred to hereafter as the base creature). The base creature’s type remains unchanged. The gyzzrah uses all the base creature’s statistics and special abilities except as noted here.

Alignment
A gyzzrah's alignment becomes lawful.

Special Qualities
A gyzzrah loses Summon Demon, Telepathy, and any spell-like or supernatural ability that allows him to teleport that he possessed before taking the template. He may still regain those abilities later from other sources (class features, feats, etc.). He retains all the other special qualities of the base creature and also gains the following.

Disciplined (Ex): Willing or not, gyzzrah personality has been reshaped from chaotic and indisciplined to obedient and law-abiding by a long stay in the Nine Hells. The DC to change a gyzzrah's attitude through a Diplomacy check is increased by 4. Gyzzrah have a +4 racial bonus on saves against fear effects and mind-affecting abilities. Phantom Step (Su): Being deprived of teleportation, gzyrrah developed a different way to elude devil's monitoring. As a standard action, a gzyrrah can become ethereal, as per the Ethereal Jaunt spell, with the following exceptions: he can move at his normal speed, and can still be hit and damaged by sources that bypass his Regeneration ability. He can return to his normal state as a swift action. Regeneration (Ex): Baatezu magically altered gzyrrah physiology during centuries, so they could constantly torture and oppress them without killing them. Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor deal normal damage to a gzyrrah. Lost limbs and body parts regrow in 2d4 minutes. Unquenchable Grudge (Ex): All gzyrrah, from the dullest lackey to the Slave King himself, equally hate devils for what they did to them. A gzyrrah has the Favored Enemy (baatezu) ability of a Ranger with level equal to his HD.
Subtypes
A gyzzrah loses the [Chaotic] subtype and gains the [Lawful] subtype.

Challenge Rating
The same of the base creature +1.


Extaron

Extarons are gyzzrah who has been employed by devils for bloody arena fights, and sometimes used as low-grade soldiers against their former brothers in the blood war. Having survived centuries of battles, extarons are very quick, strong and devious, and represent a formidable threat.


http://i57.tinypic.com/2njllwh.png


Large Outsider (Evil, Extraplanar, Gyzzrah, Lawful)
Hit Dice: 8d8 + 48 (84 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 21, touch 12, flat-footed 14 (-1 size, +4 Dex, +1 buckler, +3 natural, +4 mithral chain shirt)
Base Attack/Grapple: +7/+20
Attack: +1 silver spiked chain +13 melee (2d6 + 5, plus trip) or +1 silver longsword +12 melee (2d6 + 5/19-20) or +1 composite longbow (+5 Str bonus) +11 ranged (2d6 + 5/x3)
Full Attack: +1 silver spiked chain +13/+8 melee (2d6 + 5, plus trip) or +1 silver longsword +12/+7 melee (2d6 + 5/19-20) or +1 composite longbow (+5 Str bonus) +11/+6 ranged (2d6 + 5/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like Abilities
Special Qualities: Abyssal Lineage, Battle Insight, Combat Training, Damage Reduction 10/Cold Iron or Chaos, Darkvision 60 ft., Disciplined, Immunity to Electricity and Poison, Phantom Step, Regeneration 5, Resistance to Acid 10, Cold 10 and Fire 10, Ringmaster, Unquenchable Grudge
Saves: Fort +16, Ref +12, Will +8
Abilities: Str 20, Dex 18, Con 23, Int 15, Wis 12, Cha 14
Skills: Bluff +17, Climb +16, Escape Artist +15, Intimidate +17, Jump +16, Listen +12, Ride +15, Spot +12, Swim +16, Tumble +15
Feats: Blind-Fight, Combat Expertise, Improved Initiative, Improved Trip, Power Attack, Quick Draw
Environment: Infinite Layers of the Abyss
Organization: Solitary or squad (1d6)
Alignment: Lawful Evil
Challenge Rating: 7
Treasure: Standard
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: —

Combat

Extarons have many aces up to their sleeves. They usually begin the combat buffing themselves with Blur and Bull's Strength. When possible, they prefere melee combat, using their spiked chain to trip opponents and switching to longsword when they need a free hand. Against flying opponents, they just draw their composite longbow and fire a storm of arrows.

Abyssal Lineage (Ex)
For the purpose of any effect that would affect him, an extaron is considered having the Tanar'ri subtype.

Battle Insight (Ex)
Extaron's natural cunning allow them to find out their enemies' weaknesses after seeing them in action for a few seconds. As a swift action an extaron can designate an opponent he is able to see. If the opponent remains within sight until the beginning of the next round, the extaron gains a +2 bonus to AC and saves against that creature's attacks, and when attacking that creature he gains a +2 on attack rolls and the critical range of his weapons doubles (this stacks with effects that provide similar benefits). The bonuses last until the end of the encounter.

Combat Training
Extraons are old-time warriors, trained for battle since their birth. They receive an amount of bonus [Fighter] feats equal to that of a fighter with level equal to half their racial HD. They must meet the prerequisites. An extaron qualifies for feats as if he had a number of figher levels equal to his racial HD.

Disciplined (Ex)
The DC to change an extaron's attitude through a Diplomacy check is increased by 4. In addition, extaron have a +4 racial bonus on saves against fear effects and mind-affecting abilities.

Phantom Step (Su)
As a standard action, an extaron can become ethereal, as per the Ethereal Jaunt spell, with the following exceptions: he can move at his normal speed, and can still be hit and damaged by Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor. He can return to his normal state as a swift action.

Ringmaster (Ex)
Extarons are accustomed to pit fighting, thus knowing all sort of dirty tricks to win the battle. An extaron gains a +4 bonus on Intimidate and Bluff checks, and can demoralize an opponent or feint in combat as a swift action. As a standard action, an extaron can make a special melee attack. If the attack hits, the opponent must make a DC 16 reflex save or be affected by one of the following conditions: blinded, sickened or staggered. The condition lasts for 1d6 rounds.

Regeneration (Ex)
Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor deal normal damage to an extaron. Lost limbs and body parts regrow in 2d4 minutes.

Spell-like Abilities
At will - Guided Shot (SpC), Wraithstrike (SpC); 3/day - Blur, Bull's Strength, Infernal Wound (SpC). Caster level 7th.

Unquenchable Grudge (Ex)
Extarons have the Favored Enemy (baatezu) ability of a Ranger with level equal to their racial HD (8th).


Gromlak

In the gzyrrah hierarchy, gromlaks occupy the lowest grade. They have been (and still are) used as beasts of burden, their powerful muscels allowing them to lift impossible weights, and seldom as bodyguards. Being their intelligence very low, they always resolve disagreements with a good old beating.


http://i58.tinypic.com/2psf1cl.png



Medium Outsider (Evil, Extraplanar, Gyzzrah, Lawful)
Hit Dice:4d8 + 20 (38 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15, touch 12, flat-footed 14 (+1 Dex, +4 natural)
Base Attack/Grapple: +4/+14
Attack: Slam +10 melee (2d6 + 6)
Full Attack: 2 Slams +10 melee (2d6 + 6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Throw Anything
Special Qualities: Abyssal Lineage, Damage Reduction 5/Cold Iron or Chaos, Darkvision 60 ft., Disciplined, Heap of Muscles, Immunity to Electricity and Poison, Phantom Step, Powerful Build, Regeneration 5, Resistance to aAcid 10, Cold 10 and Fire 10, Spiteful Rage, Unquenchable Grudge
Saves: Fort +8, Ref +5, Will +4
Abilities: Str 22, Dex 12, Con 18, Int 6, Wis 10, Cha 8
Skills: Climb +13, Intimidate +6, Jump +13, Swim +13
Feats: Improved Natural Attack (slam), Improved Toughness (LM)
Environment: Infinite Layers of the Abyss
Organization: Solitary, gang (3-5) or working squad (1d6 plus 1-2 extaron)
Alignment: Lawful Evil
Challenge Rating: 4
Treasure: Standard
Advancement: 5-8 HD (Medium); 9-16 HD (Large)
Level Adjustment: —

Combat

Gromlaks are very straightforward when in a fight: they usually just charge at the enemy that seems the weakest, punch him a bit, and then throw him against another enemy.

Abyssal Lineage (Ex)
For the purpose of any effect that would affect him, a gromlak is considered having the Tanar'ri subtype.

Disciplined (Ex)
The DC to change an extaron's attitude through a Diplomacy check is increased by 4. In addition, gromlak have a +4 racial bonus on saves against fear effects and mind-affecting abilities.

Heap of Muscles (Ex)
Gromlaks are accustomed to lift and carry massive loads. A gromlak carrying capacity is equal to three times the normal amount allowed by his Strength score.

Powerful Build (Ex)
As the Half-giant ability.

Regeneration (Ex)
Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor deal normal damage to a gromlak. Lost limbs and body parts regrow in 2d4 minutes.

Phantom Step (Su)
As a standard action, a gromlak can become ethereal, as per the Ethereal Jaunt spell, with the following exceptions: he can move at his normal speed, and can still be hit and damaged by Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor. He can return to his normal state as a swift action.

Spiteful Rage (Ex)
Gromlaks aren't known for their cleverness, but they have a good memory. In particular, they remember every vexation withstanded during their slavery. Sometimes, a circumstance digs those grievous memories out and when it happens, the fury explodes. Every time a gromlak takes lethal damage, there is a 20% chance that he enters in a blood frenzy which has the same effects of the Rage ability of a 1st level barbarian. The frenzy lasts for 1 minute.

Throw Anything (Ex)
This ability is similar to the Rock Throwing ability of giants, with the exception that a gromlak can throw anything instead of just rocks, included other creatures. He can throw creatures and objects up to small size with a range increment of 60 ft. A gromlak needs to succeed on a grapple check to throw an unwilling creature. Creatures and objects threw by a gromlak deal 2d6 damage + the gromlak's Strength modifier, either bludgeoning, piercing or slashing (depending on the nature of the thrown object). The thrown creature or object also takes the damage.

Unquenchable Grudge (Ex)
Gromlak have the Favored Enemy (baatezu) ability of a Ranger with level equal to their racial HD (4th).


Hellnaut

Hellnauts are immense war machines created by baatezu necromancers and stenriex from the corpses of other gzyrrah. Much like golems, they follow the orders of their creator. Hellnauts make very powerful siege engines, given their ability to raze an entire city in a few minutes.


http://i57.tinypic.com/j0cu9w.png



Gargantuan Undead (Evil, Extraplanar, Gzyrrah, Lawful)
Hit Dice: 40d12 (260 hp), + 56 temporary hit points
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 35, touch 24, flat-footed 35 (-4 size, +14 deflection, +15 natural)
Base Attack/Grapple: +20/+46
Attack: Slam +30 melee (2d8 + 14 + 4d6 sonic) or Annihilating Beam +20 ranged touch (20d6)
Full Attack: 4 Slams +30 melee (2d8 + 14 + 4d6 sonic) or Annihilating Beam +20 ranged touch (20d6)
Space/Reach: 20 ft./20 ft.
Special Attacks: Annihilating Beam, Shatterward, Telluric Shock
Special Qualities: Abyssal Lineage, Damage Reduction 15/Adamantine and Chaos, Darkvision 60 ft., Immunity to Electricity and Poison, Mindless, Phantom Step, Protective Field, Regeneration 10, Resistance to Acid 10, Cold 10 and Fire 10, Unquenchable Grudge
Saves: Fort +12, Ref +13, Will +22
Abilities: Str 39, Dex 10, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Infinite Layers of the Abyss
Organization: Solitary or siege gang (1 plus 1d3 stenriex plus 2d6 extaron)
Alignment: Lawful Evil
Challenge Rating: 19
Treasure: Standard
Advancement: -
Level Adjustment: —

Combat

Hellnauts are mindless beings created only for the purpose of destroying everything. That said, they do not waste time thinking up to a strategy. They simply attack every enemy they see, firing their beams to out of reach opponents and crushing the earth when they found themselves outnumbered.

Abyssal Lineage (Ex)
For the purpose of any effect that would affect it, a hellnaut is considered having the Tanar'ri subtype.

Annihilating Beam (Su)
Hellnauts can project a powerful high-density stream of magical particles to obliterate enemies. This is a ranged touch attack with a range of 100 ft. that deals 20d6 damage. Creatures within 5 ft. from the target also take the damage, but are entitled a DC 30 reflex save to halve the damage. Creatures reduced to 0 or fewer hit points by this attack are entirely disintegrated, leaving behind only a trace of fine dust. Against objects, this attack has the same effects of a Disintegration spell (caster level 20). After it used this ability, a hellnaut must wait 1d4 rounds before ha can use it again. The save DC is Constitution-based.

Mindless (Ex)
Hellnauts are immune to all mind-affecting spells and effects.

Phantom Step (Su)
As a standard action, a hellnaut can become ethereal, as per the Ethereal Jaunt spell, with the following exceptions: it can move at its normal speed, and can still be hit and damaged by Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor. It can return to his normal state as a swift action.

Protective Field (Ex)
A hellnaut is equipped with a strong shiled that protects it from most attacks. This works as the spell Spell Turning, except it can also affect ranged touch spells, and it simply negates spells instead of reflecting them back to the caster. The number of spell levels a hellnaut can negate is equal to his Strength modifier (14). In addition, a Hellnaut has a number of temporary HP equal to four times his Strength modifier (56). At the beginning of every round, a hellnaut recovers 1d4 lost spell levels and 1d4 * 4 lost temporary HP. Their value can never exceed the initial value.

Regeneration (Ex)
Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor deal normal damage to a hellnaut. Lost limbs and body parts regrow in 2d4 minutes.

Shatterward (Su)
When a hellnaut comes to destroy, no barrier will help. A hellnaut's natural attack ingore any deflection bonus to AC, as well as any other bonus provided by [Force] effects (such as a Force Screen power or a Mage Armor spell). A hellnaut can immediately dispel any object made of ectoplasm or force (for example, an Astral Construct, or a Wall of Force) just by touching it. Whenever a hellnaut succesfully strikes a creature or object with his natural attacks, the creature or object gets under the effect of a targeted Dispel Magic (greater) spell (caster level 20th).

Telluric Shock (Ex)
Hellnauts' limbs constantly generate a vibration that cracks the earth and crushes buildings like they were made of paper. A hellnaut deals an additional 4d6 sonic damage with every succesful attack. This damage ignores any Hardness and Damage Reduction based on material, and is tripled against objects. As a full-round action, a hellnaut can slam the ground, causing the earth to split and tremble: the area within 50 ft. from the hellnaut is under the effect of an Earthquake spell, and creatures in the area take 10d8 piercing and bludgeoning damage from the earth reaving (reflex DC 30 halves). After that, a hellnaut cannot use this ability again for the next 1d4 rounds. The save DC is Constitution-based.

Unquenchable Grudge (Ex)
Hellnaut have the Favored Enemy (baatezu) ability of a Ranger with level equal to their racial HD (40th).


Hultzimar

Hultzimar are strange creatures. During slavery, their duty was to entertain the devil aristocracy, usually taking the role of a mad jester or a storyteller. They eventually developed mind-influencing abilities that helped gyzzrah a lot during the rebellion. Many say that hultzimar are the only gyzzrah that retained a spark of their original chaotic nature, and while this is true to all appearances, their personality is strictly devoted to order and law.


http://i59.tinypic.com/n4yy5k.png



Medium Outsider (Evil, Extraplanar, Gzyrrah, Lawful)
Hit Dice: 7d8 + 14 (45 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 20, touch 16, flat-footed 14 (+6 Dex, +4 natural)
Base Attack/Grapple: +7/+8
Attack: Rainbow Rod +13 ranged touch (various effects)
Full Attack: Rainbow Rod +13 ranged touch (various effects)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disturbing Fanfare, Spell-like Abilities
Special Qualities: Abyssal Lineage, Collective Hallucination, Damage Reduction 10/Cold Iron or Chaos, Darkvision 60 ft., Disciplined, Immunity to Electricity and Poison, Phantom Step, Regeneration 5, Resistance to Acid 10, Cold 10 and Fire 10, Unquenchable Grudge
Saves: Fort +6, Ref +10, Will +4
Abilities: Str 13, Dex 22, Con 14, Int 15, Wis 10, Cha 21
Skills: Balance + 17, Bluff +16, Concentration +13, Diplomacy +16, Disguise +16, Escape Artist + 16, Intimidate +15, Listen +11, Perform +16, Tumble + 17
Feats: Combat Casting, Symphony of the Night*, Weapon Finesse
Environment: Infinite Layers of the Abyss
Organization: Solitary or pair
Alignment: Lawful Evil
Challenge Rating: 8
Treasure: Standard
Advancement: 7-14 HD (Medium); 14-28 HD (Large)
Level Adjustment: —

*New feat, described here (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870621#post17870621).

Combat

Hultzimars are not good fighters, but have a wide array of spell-like abilities they use to bewilder their enemies. When out of tricks, a hultzimar simply fires a bolt from his rainbow rod and watches the result.

Abyssal Lineage (Ex)
For the purpose of any effect that would affect him, a hultzimar is considered having the Tanar'ri subtype.

Collective Hallucination (Su:
The presence of a hultzimar has a weird influence on creatures' mind. The area within 30 ft. of a hultzimar is permanently under the effect of a Hallucinatory Terrain spell (DC 18). An hultzimar can alter the changes provoked by this ability as a free action, within the spell's limits. A creature that succeeds on the saving throw cannot fall under the effect of this ability for the next 24 hours. This is a mind-affecting ability. The save DC is Charisma-based.

Disciplined (Ex)
The DC to change a hultzimar's attitude through a Diplomacy check is increased by 4. In addition, hultzimar have a +4 racial bonus on saves against fear effects and mind-affecting abilities.

Disturbing Fanfare
A hultzimar has the Bardic Music ability of a 7th level bard, except that he does not need an instrument.

Phantom Step (Su)
As a standard action, a hultzimar can become ethereal, as per the Ethereal Jaunt spell, with the following exceptions: he can move at its normal speed, and can still be hit and damaged by Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor. He can return to his normal state as a swift action.

Regeneration (Ex)
Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor deal normal damage to a hultzimar. Lost limbs and body parts regrow in 2d4 minutes.

Spell-like Abilities
At will - Color Spray (DC 16), Prestidigitation, Ray of Stupidity (SpC), (DC 17), Silent Image (DC 16), Ventriloquism (DC 16); 3/day - Alter Self, Hideous Laughter (DC 17), Hypnotic Pattern (DC 17), Mirror Image, Suggestion (DC 18), Touch of Idiocy (DC 17); 1/day - Confusion (DC 19), Minor Creation, Shadow Conjuration (DC 19). Caster level 7th.

Unquenchable Grudge (Ex)
Hultzimar have the Favored Enemy (baatezu) ability of a Ranger with level equal to their racial HD (7th).

The Hultzimar's Rainbow Rod

Every hultzimar carries one of these rods. A rainbow rod can be used to deliver a melee or ranged touch attack (range 60 ft.). A creature hit by this attack is subject to one of the following effects, chosen randomly. A rainbow rod has 20 charges when created, and consumes one each time it is used. When carried by a Hultzimar, a Rainbow Rod recovers 1 charge every minute. A rainbow rod's market price is 5,000 gp.



d8
Effect


1
1d8 fire damage


2
2d6 acid damage


3
2d8 electricity damage


4
Poison, initial and secondary damage 1d4 Strength (fortitude negates)


5
Slowed, as the Slow spell, for 1d6 rounds (will negates)


6
Confused, as the Confusion spell, for 1d6 rounds (will negates)


7
Sent to another plane for 1d4 rounds. After that, the creature returns where she previously was (will negates)


8
Subject to two effects; roll twice more, ignoring any "8" results




Stenriex

Stenriex are high-caste gzyrrah, and very intelligent creatures. During gzyrrah slavery, baatez used them as researchers, scientists, diplomats, and in general for any buisness that required a certain intellect and speech. For this reasons, stenriex had a little more freedom than their brothers. Unfortunately for devils, this ultimately turned into gyzzrah's advantage, since it led to the discovery of wordcasting, a powerful and ancient source of magic that was fundamental in the gyzzrah rebellion. As a result of being one of the most important factors that allowed gyzzrah to free themselves, stenriex are now on the top of gyzzrah society, occupying the most eminent and influential positions.


http://i58.tinypic.com/2rz8d2b.png



Medium Outsider (Evil, Extraplanar, Gzyrrah, Lawful)
Hit Dice: 12d8 + 36 (90 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)
Base Attack/Grapple: +12/+14
Attack: Darkblast +12 ranged touch (6d6 + 7)
Full Attack: Darkblast +12/+7 ranged touch (6d6 + 7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkblast, Eye of the Mind, Litanies of Power, Spell-like Abilities
Special Qualities: Abyssal Lineage, Damage Reduction 5/Cold Iron or Chaos, Darkvision 60 ft., Disciplined, Immunity to Electricity and Poison, Phantom Step, Regeneration 5, Resistance to Acid 10, Cold 10, and Fire 10, Unquenchable Grudge
Saves: Fort +10, Ref +11, Will +13
Abilities: Str 15, Dex 19, Con 14, Int 24, Wis 23, Cha 24
Skills: Bluff +22, Concentration +18, Decipher Script +25, Diplomacy +22, Intimidate +22, Knowledge (arcana) +22, Knowledge (geography) +22, Knowledge (history) +22, Knowledge (nature) +22, Knowledge (religion) +22, Knowledge (the planes) +22, Speak Language +22, Spellcraft +22, Use Magic Device +22
Feats: Improved Initiative, Improved Toughness (LM), Skill Focus (Decipher Script), Spell Penetration, Spell Penetration (greater)
Environment: Infinite Layers of the Abyss
Organization: Solitary or inquisition squad (1d4 plus 2d6 extaron)
Alignment: Lawful Evil
Challenge Rating: 12
Treasure: Standard
Advancement: 13-24 HD (Medium); 25-48 HD (Large)
Level Adjustment: —

Combat

Stenriex are very fragile and prefer to stay out of melee range, firing their powerful litanies from safety. They are a versatile threat and will adapt his strategy depending on the foes they are confronting. When possible, a stenriex will try to find a diplomatc solution to avoid a struggle.

Abyssal Lineage (Ex)
For the purpose of any effect that would affect him, a stenriex is considered having the Tanar'ri subtype.

Darkblast (Su)
Darkblast is a ranged touch attack with a range of 60 ft. that deals 6d6 plus the stenriex' Intelligence modifier (7) negative energy damage. Undead creatures are not healed by Darkblast, instead taking no damage from it. Darkblast works as a weapon in some regards, and as a spell in others. A Stenriex can make a full attack using his Darkblast.

Disciplined (Ex)
The DC to change a stenriex's attitude through a Diplomacy check is increased by 4. In addition, stenriex have a +4 racial bonus on saves against fear effects and mind-affecting abilities.

Eye of the Mind (Su)
Stenriex received enlightment thanks to their study, and can now perceive things as they really are. A stenriex is permanently under the effect of True Seeing, as the spell. He has a gaze attack that duplicates the effect of a Zone of Truth spell, applied individually to creatures that fail a DC 23 will save. Unlike the normal version of the spell, creatures subject to this effect are compelled to anwser any question the stenriex, and only him, asks to them. This is a mind-affecting ability. By concentrating his gaze towards a creature as a standard action, a stenriex may duplicate the effect of a Shatter Mind Blank power against that creature (will DC 23 negates).

Litanies of Power (Su)
"Knowledge is power" is an old saying, and it is especially valid when talking about stenriex. During the centuries of slavery spent on research, they found an ancient source of magic that goes back to time immemorable, which uses the power of an archaic language to shape reality. In order to use this power, a stenriex must recite a special formula, called litany, which must be written on a support, usually paper or a similar material. The support is immediately destroyed after the litany has been recited. To recite a litany takes up a standard action, due to the great effort required to speak in the old language. A litany cannot be recited inside an area wherein sound is impeded (for example, as a result of a Silence spell, or underwater), and requires the reciter the ability to speak loud. Unless noted otherwise, the DC for a litany is equal to 10 + half the stenriex HD + the stenriex' Intelligence modifier. The range of a litany is 100 ft.
Before reciting a litany, a creature must make a Decipher Script check as a free action. If the result of the check is lower than 30, the litany has no effect, but the support is still destroyed. After a litany is succesfully recited, the creature is fatigued for 1d4 rounds. A creature cannot recite litanies if she is fatigued, exhausted, or immune to fatigue. When making the check, but before seeing the result, a creature may declare she wants to empower the litany. An empowered litany takes up a full-round action to be used and does not have the usual effect, instead provoking a more powerful one. The minumim result required in the Decipher Script check of an empowered litany is 35, and after reciting an empowered litany (either with success or not), a creature is exhausted for 1d4 rounds. Litanies are subject to Spell Resistance, and effects like Dispel Magic or antimagic fields interact with litanies as if they were spells. A stenriex has access to the following litanies (caster level 12th).

Litany of Binding: Black tendrils wrap around the victim, impending her movements. Target creature must succeed on a Will save or become pinned and unable to cast spells, spell-like abilities or activate magic items. She cannot use extraordinary or supernatural abilities that would allow her to teleport to another location, or have effects akin to the following spells: Dimension Door, Ethereal Jaunt, or Teleport. A succesful DC 30 Strength check or a DC 40 Escape Artist check allows the creature to free herself. Duration is permanent. Empowerment: The victim is trapped in a special demiplane where time is frozen. Target creature must succeed on a Will save or get under the effect of Temporal Stasis, as the spell. Litany of Creation: The life force that permeates the universe is called and woven together to create new matter. This litany duplicates the effect of a True Creation spell (no XP cost required). Alternatively, this litany can summon a creature, as per the Summon Monster spell, except any creature with 8 or less HD can be summoned. Regardless of the choice, this effect lasts for 1d4 minutes. Empowerment: If this litany is used to create an object, it can also create magic items which market price is not greater than 50,000 gp. If used to summon a creature, 1d4 + 1 creatures are summoned instead. The creatures do not need to be the same. Litany of Judgment: Righteous will be elevated, while unworthy will be punished. If target creature's alignment is lawful, she gains the benefits of a Heal spell and gains a +2 bonus on Strength, Dexterity and Constitution. She also gets under the effect of Haste, as the spell. Otherwise, the creature must succeed on a fortutude save or become blinded, deafened and nauseated, and take 1d4 damage to each ability score. This effect lasts for 1 minute. Empowerment: The litany has the same effect of the normal version, but it affects every creature within 15 ft. from the reciter. Litany of Shaping: This litany twists existing matter into new shapes. The target must succeed on a will save (only for harmful effects) or become affected by one of the following: Baleful Polymorph, Disintegration, Fabricate or Polymorph, as the spells. Except for Disintegration, this effect lasts for 1d4 hours. Empowerment: the litany instead duplicates the effects of either Destruction or Polymorph Any Object, as the spells. The target is allowed a will save to negate the effect. For the latter, duration is always 1d4 hours. Litany of Stars: Makes the sky fall, bringing utter destruction. For 1d4 minutes, night falls in the area within 100 ft. from the reciter (this works as a Darkness spell). A meteor falls in a point designed by the reciter, dealing 12d6 damage, half bludgeoning, half fire, in a 15 ft. radius. Creatures damaged by the meteor must make a reflex save or fall prone. The terrain within 15 ft. from the impact point becomes dense rubble. Empowerment: A myriad of meteors fall from the sky. Creatures within 100 ft. from the reciter take 6d6 damage per round, half bludgeoning, half fire, and every round the area within 100 ft. from the reciter gets under the effect of an Earthquake spell. This lasts for 1d4 rounds. The meteor shower rises a cloud of dust, impeding vision. The area affected by the earthquake is under the effect of Obscuring Mist for 1d4 minutes, and the terrain becomes dense rubble.
A stenriex usually begins combat with 1d4 written scroll fragments for every litany he knows.

Phantom Step (Su)
As a standard action, a stenriex can become ethereal, as per the Ethereal Jaunt spell, with the following exceptions: he can move at its normal speed, and can still be hit and damaged by Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor. He can return to his normal state as a swift action.

Regeneration (Ex)
Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor deal normal damage to a hultzimar. Lost limbs and body parts regrow in 2d4 minutes.

Spell-like Abilities
At will - Arcane Sight, Nondetection, Sending; 3/day - Analyze Dweomer, Contact Other Plane, Dismissal (DC 22), Dispel Magic (greater) (DC 23), Telepathic Bond; 1/day - Repulsion. Caster level 12th.

Unquenchable Grudge (Ex)
Stenriex have the Favored Enemy (baatezu) ability of a Ranger with level equal to their racial HD (12th).

Hipster Dixit
2014-08-02, 10:05 AM
Skaruntiel

Skaruntiel are elite warriors, trained to find and kill demons of the abyss. After captivating the tanar'ri who later became gzyrrah, devils' bitter sense of humor suggested to employ some of them in killing their former brothers. Skaruntiels were extensively used in the blood war until the rebellion, and now they are often generals that lead the gzyrrah troops to battle.


http://i61.tinypic.com/2it6611.png



Large Outsider (Evil, Extraplanar, Gzyrrah, Lawful)
Hit Dice: 17d8 + 136 (195 hp)
Initiative: +10
Speed: 40 ft. (8 squares), fly 80 ft. (good)
Armor Class: 32, touch 16, flat-footed 26 (-1 size, +6 Dex, +17 natural)
Base Attack/Grapple: +17/+29
Attack: +5 axiomatic Morningstar +32 melee (2d8 + 15 + 2d6 against chaotic creatures) or +2 axiomatic keen wounding Scimitar +27 melee (2d6 + 12 + 2d6 against chaotic creatures/15-20)
Full Attack: +5 axiomatic Morningstar +32 melee (2d8 + 15 + 2d6 against chaotic creatures) and +2 axiomatic keen wounding Scimitar +27 melee (2d6 + 7 + 2d6 against chaotic creatures/15-20) and 2 Wings +27 melee (1d6 + 5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Demonbane, Spell-like abilities
Special Qualities: Abyssal Lineage, Aura of Inevitability, Damage Reduction 15/Cold Iron and Chaos, Darkvision 60 ft., Disciplined, Fiend Sense, Immunity to Electricity and Poison, Phantom Step, Regeneration 10, Resistance to Acid 10, Cold 10 and Fire 10, See Invisibility, Spell Resistance 28, Unquenchable Grudge
Saves: Fort +16, Ref +15, Will +12
Abilities: Str 30, Dex 22, Con 25, Int 19, Wis 17, Cha 23
Skills: Climb +30, Concentration +27, Gather Information 26, Hide +26, Intimidate +26, Jump +30, Knowledge (the planes) +24, Listen +23, Move Silently +26, Spot +23, Swim +30
Feats: Improved Initiative, Improved Natural Attack (morningstar), Improved natural Attack (scimitar), Improved Toughness (LM), Maximize Spell-like Ability (Orb of Force), Quicken Spell-like Ability (Dispel Magic)
Environment: Infinite Layers of the Abyss
Organization: Solitary or elite squad (1d3)
Alignment: Lawful Evil
Challenge Rating: 16
Treasure: Standard
Advancement: 18-25 HD (Large); 26-50 HD (Huge)
Level Adjustment: —

Combat

Skaruntiel love melee combat and will confront their enemies directly, confident of their strength. They rapidly get rid of casters with quickened Dispel Magic (greater) and proceed mauling the weakest opponent with their powerful weapons or Disintegration, preserving Destruction and Transformation to reverse the situation if things go wrong.

Abyssal Lineage (Ex)
For the purpose of any effect that would affect him, a skaruntil is considered having the Tanar'ri subtype.

Aura of Inevitability (Su)
For most creatures, a skaruntiel represents one of the worst nightmares: when one of them stalks a prey, she knows there is no escape from her fate. The area within 100 ft. from a skaruntiel is under the effect Dimensional Lock, as the spell. Ethereal creatures in the area immediately revert to their physical form, if they have any. In addition, creatures the area are prevented from communicating through magical means: effects such as Sending, Commune, Contact Other Plane and the like cannot be activated inside the area. Skaruntiel are immune to their own Aura of Inevitability.

Demonbane (Su)
Skaruntiel are formidable warriors, but they really stand out when confronting demons. Every skaruntiel has two weapons, a +5 axiomatic morningstar and a +2 axiomatic keen wounding scimitar, both fused into their arms. Those weapons are treated as natural weapons, and both of them are considered primary weapons. A skaruntiel can make a full attack as a standard action using his natural weapons. In addition, when striking a chaotic evil outsider, a skaruntiel's natural weapons ignore that creature's Damage Reduction and are considered having the Dread property against that creature, even if this would not normally be allowed for non-epic weapons. If that creature has Regeneration, a skaruntiel's natural weapons deal normal damage to her.

Disciplined (Ex)
The DC to change a stenriex's attitude through a Diplomacy check is increased by 4. In addition, skaruntiel have a +4 racial bonus on saves against fear effects and mind-affecting abilities.

Fiend Sense (Ex)
Skaruntiel are very adept at tracking demons. A skaruntiel can pinpoint the exact location of any chaotic evil outsider within 100 ft. from him. He can see the true form of any chaotic evil outsider, as per the True Seeing spell, and ignores any concealment that creature might possess.

Phantom Step (Su)
As a standard action, a stenriex can become ethereal, as per the Ethereal Jaunt spell, with the following exceptions: he can move at its normal speed, and can still be hit and damaged by Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor. He can return to his normal state as a swift action.

Regeneration (Ex)
Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor deal normal damage to a skaruntiel. Lost limbs and body parts regrow in 2d4 minutes.

See Invisibility (Su)
Permanent, as the spell.

Spell-like Abilities
At will - Bestow Curse (DC 20), Blade Barrier (DC 22), Demon Dirge (SpC) (DC 19), Energy Immunity (SpC), maximized Orb of Force (SpC), Slay Living (DC 21), Wall of Force; 3/day - Destruction (DC 23), Dictum (DC 23), Plane Shift, quickened Dispel Magic (greater) (DC 22), Scrying (greater), Transformation. Caster level 17th.

Unquenchable Grudge (Ex)
Skaruntiel have the Favored Enemy (baatezu) ability of a Ranger with level equal to their racial HD (12th).



HELL GORGER

Hell gorgers are dreadful creatures that live in the lower planes. They usually have their nest underground, in a very hot place, such as inside a volcano. Every hell gorger has a special organ inside its body which perpetually generates an impressive amount of heat, which is necessary for its survival. To keep this organ active, though, a hell gorger needs to feed very often, preying on any creature without distinction.


http://i61.tinypic.com/25rdyra.png



Gargantuan Magical Beast (Extraplanar)
Hit Dice: 22d8 + 220 (319 hp)
Initiative: -1
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 26, touch 5, flat-footed 30 (-4 size, -1 Dex, +21 natural)
Base Attack/Grapple: +22/+46
Attack: Bite +30 melee (2d8 + 12 + 3d6 hellfire)
Full Attack: Bite +30 melee (2d8 + 12 + 3d6 hellfire)
Space/Reach: 20 ft./20 ft.
Special Attacks: Breath Weapon, Death Throes, Improved Grab, Swallow Whole, Trample (2d8 + 15)
Special Qualities: Damage Reduction 10/Adamantine, Immunity to Acid and Fire, Tremorsense 100 ft.
Saves: Fort +23, Ref +12, Will +4
Abilities: Str 34, Dex 8, Con 30, Int 2, Wis 4, Cha 7
Skills: -
Feats: -
Environment: Infinite Layers of the Abyss (underground)
Organization: Solitary
Alignment: Always Neutral
Challenge Rating: 16
Treasure: Standard
Advancement: 18-27 HD (Gargantuan); 28-54 HD (Colossal)
Level Adjustment: —

Combat

Hell gorgers always rush into their opponents, wrecking everything that lies within their path. Their breath can melt even the hardest metal.

Breath Weapon (Ex)
A hell gorger's breath weapon is a 40 ft. cone of incandescent gastric fluids. Creatures and unattended objects in the area take 12d6 damage, half acid, half hellfire (Reflex DC 27 halves). Terrain in the area affected by this ability melts, dealing 2d6 acid damage and 2d6 hellfire damage to creatures who begin their round inside it, and reducing their speed by half. This effect lasts for 1d6 rounds. Once it used this ability, a hell gorger must wait 1d4 rounds before it can use it again. The save DC is Constitution-based.

Death Throes (Ex)
When a hell gorger dies, the small fusion core inside its body collaspes, provoking a devastating explosion. Creatures within 100 ft. of the hell gorger take 15d6 hellfire damage (reflex DC 29 half). The save DC is Constitution-based.

Improved Grab
To use this ability, a hell gorger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Swallow Whole (Ex)
A hell gorger can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 4d6 + 12 points of bludgeonind damage plus 5d6 points of hellfire damage per round from the hell gorger’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan hell gorger’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Trample (Ex)
Reflex DC 31 half. The save DC is Strength-based.



TANAR'RI

Creatures with the tanar'ri subtype are often referred as demons. They are the embodiment of savagery and cruelty, perfectly incarnating the chaotic and evil nature of their native plane, the Abyss.


Iltichnya

Iltichnya are aquatic predators, found in the oceanic depths of the Abyss. They spend the majority of the time hunting everything that moves, which they torture with immense pleasure before devouring it.


http://i61.tinypic.com/24epefc.png



Medium Outsider (Aquatic, Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 10d8 + 50 (95 hp)
Initiative: +9
Speed: swim 60 ft.
Armor Class: 24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
Base Attack/Grapple: +9/+15
Attack: Bite +15 melee (1d8 + 6 + poison)
Full Attack: Bite +15 melee (1d8 + 6 + poison) and 2 claws +13 melee (1d6 + 3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bewildering Song, Poison, Spell-like Abilities, Summon Demon, Tentacles
Special Qualities: Blindsight 100 ft., Damage Reduction 5/Cold Iron or Good, Immunity to Electricity and Poison, Permanent Invisibility, Resistance to Acid 10, Cold 10, and Fire 10, Telepathy 100 ft.
Saves: Fort +12, Ref +12, Will +10
Abilities: Str 23, Dex 20, Con 20, Int 15, Wis 17, Cha 16
Skills: Hide +18, Concentration +18, Intimidate +16, Listen +16, Move Silently +18, Search +15, Spot +16, Swim +27, Survival +16
Feats: Darkstalker (LoM), Improved Initiative, Multiattack, Improved Natural Attack (claw)
Environment: Infinite Layers of the Abyss (sea)
Organization: Solitary
Alignment: Chaotic Evil
Challenge Rating: 9
Treasure: Standard
Advancement: 11-20 HD (Medium); 21-40 HD (Large)
Level Adjustment: —

Combat

Iltichnya carefully study their opponents before attacking. They usually sneak unnoticed thanks to their invisibility, then grab an enemy with their tentacles and weaken him with poison before fleeing somewhere to safely consume the meal. If needed, they use the Bewildering Song ability to help the escape.

Bewildering Song (Su)
Iltichnya can emit a bewitching tune that distracts their foes while they flee. As a swift action, an iltichnya activates a 30 ft. emanation centered on him. Creatures in the emanation must succeed on a DC 18 will save or be fascinated as long as they stay within the emanation, and for 1d6 rounds after. Creatures that succeed on the save are immune to this ability for the next 24 hours. An iltichnya can suppress this ability as a free action. This is a sonic, mind-affecting ability. The save DC is Charisma-based.

Permanent Invisibility (Su)
Iltichnya can perfectly meld with the surrounding water, becoming nearly undetectable. While underwater, an iltichnya is permanently under the effect of Invisibility, as the spell. If he breaks the effect (for example, by attacking a creature), he becomes invisible again at the beginning of his next round. Creatures grappling with an iltichnya become invisible as well.

Poison (Ex)
Injury, fortitude DC 19, initial damage 1d4 Str and Dex, secondary damage paralysis.

Spell-like Abilities
3/day - Poison (DC 16), Pressure Sphere (SW) (DC 15), Stinking Cloud (DC 16); 1/day - Freedom of Movement, Scales of the Sealord (SW), Thalassemia (SW) (DC 17). Caster level 10th.

Tentacles (Ex)
Iltichnya possess several tentacles that, while not suited for dealing damage, are really useful for snatching foes. Once per round as a free action, an iltichnya can start a grapple with an adjacent foe, without provoking an opportunity attack. He has a +4 racial bonus on this check. The tentacles secrete a strange substance, very sticky, that makes escaping very difficult to grappled opponents. Creatures grappling with a iltichnya do not gain the benefits of spell and effects that would make them automatically succeed on a grapple check, such as Freedom of Movement.

Summon Demon (Sp)
Once per day, an iltichnya can attempt to summon 1d4 skulvyn (FF) or 1 iltichnya with a 50% chance of success. This ability is the equivalent of a 4th level spell.


Krum

Krum are are small fiends, found in every layer of the abyss, whose favourite activity is to provoke brawls and disorder wherever they go. Their unsettled and hyperactive nature makes them mostly an annoyance even for other demons, who often gather in packs and hunt them for the pure pleasure of doing that.


http://i60.tinypic.com/24vlgfl.png



Small Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 1d8 + 1 (5 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 14, touch 13, flat-footed 12 (+1 size, +4 Dex, +1 natural)
Base Attack/Grapple: +1/-3
Attack: Whip +2 (1d2 + entangle) or claw +2 (1d3)
Full Attack: Whip +2 (1d2 + entangle); or 2 claws +2 (1d3) and gore -3 (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like Abilities, Summon Demon
Special Qualities: Darkvision 60 ft., Immunity to Electricity and Poison, Resistance to Acid 10, Cold 10, and Fire 10, Telepathy 100 ft.
Saves: Fort +3, Ref +5, Will +0
Abilities: Str 11, Dex 14, Con 12, Int 13, Wis 7, Cha 9
Skills: Climb +4, Intimidate +3, Jump +4, Swim +4
Feats: Improved Trip
Environment: Infinite Layers of the Abyss
Organization: Solitary, gang (2d6) or mod (10d4)
Alignment: Chaotic Evil
Challenge Rating: 1
Treasure: Standard
Advancement: 2 HD (Small)
Level Adjustment: —

Combat

Krum always move in packs, taking advantage of their numeric superiority. They assault who they think is the weakest of their opponents, entangling him with the whip and butchering him while on the ground. As soon as things start going wrong, they scatter in every direction, using Obscuring Mist to help the escape.

Spell-like Abilities
1/day - Obscuring Mist. Caster level 1st.

Summon Demon (Sp)
Once per day, a Krum can attempt to summon 1 krum or 1 mane (FC I) with a 10% chance of success. This ability is the equivalent of a 1st level spell.

Whip:
A krum's whip can always deal lethal damage. In addition, when a krum strikes a creature with his whip, he can make a trip attempt against that creature as a free action.


Malshanax

Malshanax are cruel and mighty demons that who in the perpetually frozen layers of the Abyss. It is said they are the only demons (except demon lords) who can compete against the dreaded balors; actually, they are often found arguing or fighting with them. Malshanax love to spread suffering and always take advantage of their superior strength to oppress the ones who are weaker than them.


http://i61.tinypic.com/2iubc09.png



Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 20d8 + 240 (330 hp)
Initiative: +9
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 36, touch 14, flat-footed 31 (-1 size, +5 Dex, +22 natural)
Base Attack/Grapple: +20/+32
Attack: +2 blue ice Ranseur +29 melee (2d6 + 12 + 1d6 fatigue/x3) or Claw +27 melee (1d8 + 8)
Full Attack: +2 blue ice Ranseur +29/+24/+19/+14 melee (2d6 + 12 + 1d6 cold + fatigue/x3) or 2 Claws +27 melee (1d8 + 8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Awaken Snow, Freezing Outburts, Frost Barrage, Ranseur, Spell-like Abilities, Summon Demon
Special Qualities: Damage Reduction 20/Cold Iron and Good, Darkvision 60 ft., Immunity to Cold, Electricity and Poison, Permafrost, Resistance to Acid 10 and Fire 10, Spell Resistance 30, Telepathy 100 ft.
Saves: Fort +23, Ref +17, Will +20
Abilities: Str 26, Dex 21, Con 32, Int 22, Wis 26, Cha 31
Skills: Concentration +34, Diplomacy +33, Intimidate +33, Knowledge (the planes) +29, Listen +31, Search +29, Sense Motive +31, Spellcraft +29, Spot +31, Survival +31, Use Magic Device +33
Feats: Combat Casting, Combat Expertise, Improved Initiative, Improved Toughness (LM), Quicken Spell-like Ability (Flesh to Ice), Quicken Spell-like Ability (Wall of Ice)
Environment: Infinite Layers of the Abyss
Organization: Solitary or troupe (1 plus 1 marilith plus 2-5 hezrous)
Alignment: Chaotic Evil
Challenge Rating: 19
Treasure: Double Standard
Advancement: 21-30 HD (Large); 31-60 HD (Huge)
Level Adjustment: —

Combat

Malshanax are very powerful creatures who do not fear any foe. If they don't feel threatened they charge into battle and slaughter their enemies with their +2 blue ice ranseur, otherwise, they prefer to stay at distance, throwing spell-like abilities to the opponents while covering behind their snow minions.

Awaken Snow (Su)
Once per day as a standard action, a malshanax can infuse life force into a pile of snow, transforming it in a powerful and obedient soldier. This ability is similar to a Summon Monster spell, except the malshanax can only summon earth elementals. Creatures summoned by this effect lose the earth subtype and gain the cold subtype, lose the Earth Mastery ability, and can use the Earth Glide ability to glide through snow and ice, but not stone or dirt. They also deal an additional 1d8 cold damage with each succesful attack. A malshanax can summon 1 elder elemental, 1d4 greater elementals, or 2d6 huge elementals. A malshanax needs at least 60 cubic ft. of ice and snow to use this ability. Creatures summoned by this effect last for 1 hour before melting.

Freezing Outburst (Su)
As a standard action, a malshanax can throw his ranseur. This is treated as a splash weapon attack. Upon reaching destination, the ranseur explodes in a burst of chilly wind: creatures within 15 ft. from the impact point are immediately turned into ice, as per the Flesh to Ice spell (FB) (Fortitude DC 30 to negate). This attack completely destroys the ranseur. After this, a malshanax cannot conjure another ranseur for the next 1d4 + 1 rounds. The save DC is Charisma-based.

Frost Barrage (Su)
As a standard action, a malshanax can stir his ranseur to conjure a small avalanche: creatures in a 30 ft. cone take 10d6 damage, half bludgeoning, half cold (Reflex DC 30 halves). The area affected by this ability becomes covered in snow, impeding movement. The speed of every creature in the area is reduced to 5 ft. and creatures take a -4 penalty on attack rolls, reflex saves, Dexterity checks and Dexterity-based skill checks while in the area. The snow can be melted with heat. This ability effectively creates 30 cubic feet of snow. The save DC is Charisma-based.

Permafrost (Su)
Malshanax bring winter wherever they go. The temperature in the area within 40 ft. from a malshanax is always set on extreme cold. The area is also under the effect of a Control Weather spell. The current season is always considered winter for the purpose of this ability.

Ranseur (Su)
A malshanax can conjure, as a swift action, a +2 blue ice ranseur of his size. He can hit adjacent opponents with the ranseur with no penalties. A malshanax' ranseur has the ability to condense the water vapor in the air to create ice and snow. Every time a malshanax succesfully strikes an opponent with his ranseur, the creature and all creatures adjacent to her take 1d6 cold damage, and must succeed on a DC 30 Fortitude save or being fatigued for 1d4 rounds. The save DC is Charisma-based.

Spell-like Abilities
At will - Blasphemy (DC 27), Flesh to Ice (FB) (DC 25), Dispel Magic (greater), Heartfreeze (FB) (DC 26) Ice Rift (FB), Ice to Flesh (FB), Move Snow and Ice (FB), Teleport (greater) (only self, plus 50 pounds of objects), Wall of Ice (DC 24), Whiteout (FB); 1/day - Cometstrike (FB) (DC 29), Iceberg (FB) (DC 29). Caster level 20th.

Summon Demon (Sp)
Once per day, a malshanax can automatically summon 1d3 hezrou, 1 glabrezu, 1 nalfeshnee or 1 malshanax. This ability is the equivalent of a 9th level spell.


Radiplob

Radiplob are a race of amphibious demons who lives in the Abyssal marshes and seas. They usually eat rotten carcasses, which are copious in the filthy waters they live in, but do not despise fresh meat, so they can be seen every now and then wandering in smalls gangs to assault wanderers or other demons.


http://i61.tinypic.com/ngejbk.png



Medium Outsider (Aquatic, Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 6d8 + 24 (51 hp)
Initiative: +7
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
Base Attack/Grapple: +6/+11
Attack: Radiplob Blightaxe +11 melee (1d12 + 7 + disease) or bite +11 melee (1d6 + 2)
Full Attack: Radiplob Blightaxe +11/+6 melee (1d12 + 7 + disease) or bite +11 melee (1d6 + 2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blightaxe, Spell-like Abilities, Summon Demon
Special Qualities: Amphibious, Damage Reduction 5/Cold Iron or Good, Darkvision 60 ft., Immunity to Diseases, Electricity and Poison, Resistance to Acid 10, Cold 10, and Fire 10, Rot Smell, Telepathy 100 ft.
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 21, Dex 16, Con 18, Int 13, Wis 15, Cha 10
Skills: Concentration +13, Hide +12, Intimidate +9, Listen +11, Move Silently +12, Search +10, Spot +11, Survival +11, Swim +22
Feats: Improved Initiative, Power Attack, Track
Environment: Infinite Layers of the Abyss (marshes)
Organization: Solitary or hunting squad (1d8)
Alignment: Chaotic Evil
Challenge Rating: 5
Treasure: Standard
Advancement: 7-9 HD (Medium); 10-18 HD (Large)
Level Adjustment: —

Combat

Radiplob are fierce warriors that do not fear a fight. When possible, they try to lure their enemies in water, where they have the advantage, before finishing them with powerful blows.

Amphibious (Ex)
Radiplob can breathe both air and water.

Blightaxe (Su)
Each radiplob carries a special weapon called blightaxe. It deals damage equal to a greataxe of its size. Damage done by a blightaxe cannot be treated unless the healer succeeds on a DC 15 Heal check (for mundane healing), or a DC 15 caster level check (for magical healing). In addition, every time a creature is succesully hit by a blightaxe, she contracts a special disease called depth sickness (Injury DC 15, incubation period 1d4 rounds, damage 1d4 Str and Con).

Rot Smell (Ex)
Radiplob's putrid flesh emanates a disgusting smell that incapacitates their foes. Creatures within 10 ft. from a radiplob take a -2 penalties on saving throws against poisons and diseases, and must succeed on a DC 16 fortitude save or be nauseated for 1d4 rounds. Creatures that succeed on the save are immune to the smell of the same radiplob for 24 hours. The DC is Constitution-based.

Spell-like Abilities
3/day - Curse Water, Ghoul Touch (DC 13), Scare (DC 13), Silence Teleport (greater) (only self, plus 50 pounds of objects); 1/day - Bestow Curse (DC 14). Caster level 6th.

Summon Demon (Sp)
Once per day, a Radiplob can attempt to summon 1 skulvyn (FF) or 1 radiplob, with a 40% chance of success. This ability is the equivalent of a 3rd level spell.

Skills
Radiplob receive a +8 bonus on Hide and Move Silently checks when they are in a swamp or are at least partially submerged in water.

Hipster Dixit
2014-08-02, 10:06 AM
ABYSS GODS




Table 4.1: Abyss gods by Challenge Rating


Name
CR
Favourite Weapon
Domains Granted


Nephram
21
Omenstick (quarterstaff)
Evil, Fate (SpC), Knowledge, Magic


Alyorna
22
Sting (dagger)
Chaos, Corruption (FC I), Evil, Pestilence (SpC)


Elimdal
22
Reaver (scythe)
Death, Evil, Healing, Undeath (SpC)


Juiblex
22
Slimegrasp (spiked gauntlet)
Corruption (FC I), Destruction, Evil, Ooze (FCI)


Marzurg
23
Unarmed Strike, natural weapons
Charm, Corruption (FC I), Evil, Plant


Niashtad
23
Tongue (whip)
Darkness (SpC), Envy (SpC), Evil, Hatred (SpC)


Ogrim
23
Brigthflame (Longsword)
Destruction, Fire, Light, War


Cyndrazar
24
Torment (flail)
Entropy (FC I), Evil, Madness (SpC), Suffering (SpC)


Ulagresh
24
Mindcrusher (greatclub)
Corruption (FC I), Darkness (SpC), Madness (SpC), Water





Alyorna, the Plaguemother

The lady of swarms and queen of plague, Alyorna, is the god of killing and blight. She is the sister of the evil god Marzurg, against who is perpetually in dispute. The origin of the feud between the two is the fact that, when they were still adolescent, Marzurg convinced her parents to repudiate the sister. Living on the street, Alyorna became good at thieving and other petty crimes, eventually becoming a reknowed assassin. During all her life, Alyorna plotted to kill her sister, but when she was finally on the point of doing that, she was discovered. Alyorna was hang for murder, but Marzurg did not have a better fate, cause she was burned alive for witchcraft. After death, the two revived as demons in the Abyss, keeping all the hatred they had in life for each other. Now Alyorna and her servants act as hired assassins, on the payroll of who offers more. The nature of the Abyss and its inhabitants make sure she is always busy. her realm is the 91st layer, Loathsome Bog, a land of noxious marshes overrun by a miryad of swarms.

Servants, Enemies and Goals

Alyorna put all her efforts in the attempt of killing Marzurg. Her goal is to defeat her sister in direct combat, then capture and torture her for ages, before finally killing her. Alyorna would generously reward anything that would help her performing that task, but will hunt and destroy anyone that would try to slaughter Marzurg before her, thus depriving Alyorna of that pleasure. The plaguemother has a rather numerous crowd of worshippers on the material plane, primarily assassins, thieves, criminals, and a lot of psychopaths obsessed with insects.

Alyorna Lore

Characters with ranks in Knowledge (the planes) can research Alyorna to learn more about her. When a character makes a skill check, read the following.



Check result
Knowledge acquired


15
Alyorna is a powerful demon living in the Abyss, patron of blight and swarms.


20
Alyorna's weapons convey a powerful venom that affects even those immune to diseases.


25
Alyorna can transform herself into a swarm and infest other creatures, eating them from the inside.


30
Alyorna is a master assassin and can disappear from sight as easily as she breathes, before striking her opponents from the shadows.



This figure, vaguely resembling a woman, is entirely made by fluttering insects. Her four arms have razor-sharp blades attached to them, constantly dripping a greenish, liquid toxin.

Large Nyurvata Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 22d8 + 228 (404 hp)
Initiative: +16
Speed: 40 ft. (8 squares), fly 90 ft. (perfect, Swarm Form only)
Armor Class: 37, touch 21, flat-footed 26 (-1 size, +12 Dex, +16 natural)
Base Attack/Grapple: +22/+32
Attack: Razorblade +33 (1d8 + 6 + disease/15-20/x4) or Swarm (5d6 + disease + infest) (Swarm Form only)
Full Attack: 4 Razorblades +33 (1d8 + 6 + disease/15-20/x4) or Swarm (5d6 + disease + infest) (Swarm Form only)
Space/Reach: 10 ft./10 ft.
Special Attacks: Assimilate Swarm, Infest, Lady of Flies, Plaguemother, Razorblades, Spell-Like Abilities, Summon Demon
Special Qualities: Blindsight 100 ft., Camouflage, Damage Reduction 20/Cold Iron, Good and Epic, Divine Influence, Divine Trascendence, Form Switch, Immunity to Ability Damage, Ability Drain, Death Effects, Diseases, Disintegration, Electricity, Energy Drain, Mind-Affecting Abilities, Paralysis, Petrification, Poison, Polymorph, Sleep and Stunning, Resistance to Acid 10, Cold 10, and Fire 10, Spell Resistance 36, Telepathy 100 ft.
Saves: Fort +22, Ref +25, Will +19
Abilities: Str 22, Dex 34, Con 29, Int 20, Wis 22, Cha 30
Skills: Bluff +35, Diplomacy +35, Disguise +35, Gather Information +35, Hide +41, Intimidate +35, Knowledge (the planes) +30, Listen +31, Move Silently +45, Search +30, Sense Motive +31, Spot +31
Feats: Ability Focus (Plaguemother), Dark Speech, Darkstalker (LoM), Epic Toughness, Flyby Attack, Improved Critical (Razorblades), Improved Initiative, Weapon Finesse
Environment: Infinite Layers of the Abyss (Loathsome Bog)
Organization: Solitary (Unique)
Alignment: Neutral Evil
Challenge Rating: 22
Treasure: Quadruple standard
Advancement: 22-33 HD (Large)
Level Adjustment: —

Combat

Alyorna is a fierce combatant and loves to test her skills against worthy opponents. She weakens her enemies using any kind of disease before delivering the final blow to them. If she is in danger, she resorts to swarm form to protect herself and regain lost health.

Assimilate Swarm (Ex)
Alyorna can absorb other swarms to rejuvenate herself. While in Swarm Form (see below), whenever Alyorna is in the same space of a creature with the Swarm subtype controlled by her, she can absorb the creature as a free action. The creature effectively disappears, guzzled in Alyorna's body. Alyorna recovers an amount of HP equal to the absorbed creature's current HP. She cannot exceed her maximum HP with this ability.

Camouflage (Ex)
The insects that constitute Alyorna's body can quickly alter their color to match that of the surrounding environment. Alyorna can use the Hide skill in any terrain, even if it does not grant cover or concealment, and even when observed. She ignores the normal penalties when using the Hide skill when running or charging.

Divine Influence (Ex)
Alyorna grant spells and casts spell-like abilities from the following domains: Chaos, Corruption (FC I), Evil, and Pestilence (SpC). DC = 20 + the spell's level. Caster level 22nd.

Divine Trascendence (Ex)
Alyorna do not ages and cannot die of old age. She can communicate with her followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to her at any moment. Alyorna cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while she has at least one worshipper. If the number of her worshippers falls to 0, Alyorna immediately loses the template, and if she is dead, her soul is forever destroyed.

Form Switch (Ex)
As a swift action, Alyorna can switch between her two forms: Normal Form and Swarm Form. While in Normal Form, she loses her Assimilare Swarm and Infest special attacks. While in Swarm Form, she gains the Swarm subtype (Fine creatures), gains a swarm attack that deal 5d6 damage, and loses her Razorblades special attack. The DC for her Distraction special quality is 30. Also, while in Swarm Form, Alyorna occupies the space of a Gargantuan creature instead of that a Large creature.

Infest (Ex)
Alyorna can infest the body of a living creature to breed new swarms under her control. Every time she deals Swarm damage, the damaged creature must succeed on a DC 30 Fortitude save to avoid being inhabited by Alyorna's insects. If the attack succeeds, Alyorna loses 10 HP due to the loss of some of her body. A creature that fails the save takes 1d6 Constitution damage at the beginning of her turn. When her Constitution becomes 0, a Hellwasp Swarm emerges from the dead body, under Alyorna's control. Remove Disease, Heal or any other similar spell or effect immediately kills the insects, ending the infestation. The save DC is Constitution-based.

Lady of Flies (Su)
Alyorna rebukes Vermins as a cleric with level equal to her HD rebukes Undead, at will. Vermins rebuked by Alyorna are always commanded.

Plaguemother (Ex)
Alyorna is the mother of any plague that blights the multiverse, and thus carries all of them. Creatures damaged by Alyorna's Razorblades or Swarm attack must succeed on a DC 32 Fortitude save or contract a special disease. Creatures immune to disease are not immune to this effect, as long as they have a Constitution score. Alyorna's disease deals either 1d8 damage to a single ability score, 1d6 damage to two ability scores, or 1d4 damage to three ability scores of Alyorna's choice. The incubation period may vary between 1 round and 1 day. Alyorna can chosse between any of these variables as a free action. The save DC is Constitution-based

Razorblades (Ex)
While in Normal Form (see above), each of the four Alyorna's arms is fitted with sharp, dangerous blades. Those blades deal 1d8 damage, plus Alyorna's Strength modifier, threaten a critical hit with a roll of 18-20 (incremented to 15-20 due to the Improved Critical feat), and have a critical multiplier of x4. Also, Razorblades have the vorpal property.

Spell-like Abilities
At will - Acid Fog (DC 26), Antilife Shell, Banishment (DC 26), Blasphemy (DC 27), Circle of Death (DC 26), Cloudkill (DC 25), Creeping Doom, Dispel Magic (greater), Hold Person (mass) (DC 27), Geas/Quest (DC 26), Miasma (SpC) (DC 26), Spell Turning, Swamp Lung (SpC) (DC 27), Teleport (greater) (self only, plus 50 pounds of objects), Word of Chaos (DC 27); 3/day - Dimensional Lock, Horrid Wiltling (DC 28), Implosion (DC 29), Polymorph Any Object, Power Word Kill, Storm of Vengeance (DC 29), Superior Invisibility, Unholy Aura; 1/day - Miracle (DC 29). Caster level 22nd.

Summon Demon (Sp)
Once per day Alyorna can automatically summon 1d3 glabrezu, 1 nalfeshnee, or 1 kelvezu (MM II). This ability is the equivalent of a 9th level spell.

Skills
Alyorna has a +8 racial bonus on any Hide and Move Silently check.



Cyndrazar, the Mad Goddess

Cyndrazar, patron of persecutors and psychopaths, is a demented creature whose mind is twisted by countless years of brutal tortures. It is whispered that she once was member of the Radiant Sisters, Malcanthet's personal guard, and one of the most beautiful succubi ever seen. She committed the mistake to turn against her mistress, who in return asked Pazuzu for help. The ruler of the lower Aerial Kingdoms managed to capture Cyndrazar, and tossed her in the dungeons of his fortress, Vanelon. Here, Cyndrazar has been subject to countless tortures that eventually broke her mind, driving her mad but at the same time awakening a massive power inside her brain. Today, Cyndrazar is still kept prisoner in Vanelon, on Pazunia, the 1st layer of the Abyss. Pazuzu believes that she could eventually dethrone him, but does not dare to challenge her openly, fearing a possible reprisal.

Servants, Enemies and Goals

Cyndrazar's only goal is to rape, torture and murder anyone on the multiverse. She does not have a large amount of followers, revered only by the most twisted psychos and serial torturers.

Cyndrazar Lore

Characters with ranks in Knowledge (the planes) can research Cyndrazar to learn more about her. When a character makes a skill check, read the following.



Check result
Knowledge acquired


15
Cyndrazar is a demon driven mad by millennia of torture. She is a powerful psionic.
[/tr]

20
Cyndrazar can make her enemies feel the same pain that she feels.


25
Cyndrazar's presence makes her enemies unable to teleport away or manifest psionic powers.


30
Cyndrazar's body perpetually regenerates itself. Cold Iron and blessed weapons are required to destroy her forever.



A naked woman with alabaster skin is stabbed by a sharp pole. The pole enters from her coccyx and exits right below her neck, allowing her to move the head, and is affixed in a huge, squared pedestal. All the torture instrument is made by black, polished metal, and is dirty with the blood of the ex succubus. Cyndrazar is bald, her body full of scars and wounds, and her ocular holes are empty and constantly bleeding.

Medium Nyurvata Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 24d8 + 302 (494 hp)
Initiative: +0
Speed: 0 ft. (0 squares)
Armor Class: 30, touch 30, flat-footed 30 (+15 deflection, +5 natural)
Base Attack/Grapple: +24/-
Attack: Psychic Lance +39 (10d6 + 15 + targeted Dispel Magic (greater))
Full Attack: Psychic Lance +39/+34/+29/+24 (10d6 + 15 + targeted Dispel Magic (greater))
Space/Reach: 15 ft./0 ft.
Special Attacks: Crush Sanity, Psi-like abilities, Psionic Powers, Psychic Lance, Summon Demon
Special Qualities: Damage Reduction 5/Cold Iron, Good and Epic, Divine Influence, Divine Trascendence, Immunity to Ability Damage, Ability Drain, Death Effects, Diseases, Disintegration, Electricity, Energy Drain, Mind-affecting Abilities, Paralysis, Petrification, Poison, Polymorph, Sleep and Stunning, Impaled, Mind Shield, Obliteration Field, Regeneration 20, Resistance to acid 10, cold 10, and fire 10, Share Torment, Spell Resistance 38, Telepathy 100 ft., Touchsight 100 ft.
Saves: Fort +24, Ref -, Will +12
Abilities: Str -, Dex -, Con 30, Int 40, Wis 6, Cha 28
Skills: Intimidate +36, Knowledge (psionic) +42, Knowledge (religion) +42, Knowledge (the planes) +42, Listen +25, Search +42, Sense Motive + 25, Spot +25
Feats: Dark Speech, Epic Toughness, Improved Toughness (LM), Chaotic Mind, Psionic Body, Psionic Shot, Quicken Power, Return Shot, Wounding Attack
Environment: Infinite Layers of the Abyss (Pazunia)
Organization: Solitary (Unique)
Alignment: Chaotic Evil
Challenge Rating: 24
Treasure: Quadruple standard
Advancement: 24-38 HD (Medium)
Level Adjustment: —

Combat

Cyndrazar does not even know the meaning of words as pity and leniency, and will violently attack anyone that dares to challenge her. Her favourite tactic is to melt the minds of her enemies with her psi-like abilities and special attacks, reserving her Psychic Lance to the foes who are immune to them.

Crush Sanity (Ex)
Cyndrazar can drive a mind mad just by touching it with her thought. As a standard action, Cyndrazar can force a maximum of 6 creatures within 100 ft. from her to make a DC 37 Will save. On failure, creatures suffer one of the following effects, determined randomly. Each creature rolls separately to determine the effect. This is a mind-affecting ability. This effect can be reverted with Break Enchanment, Aura Alteration, and other similar spells or effects. The DC is Intelligence-based.



d6
Effect


1
The creature start attacking their allies to the best of her abilities.


2
The creature is confused, as per the Insanity spell.


3
The creature is cowering in fear.


4
The creatures is exhausted and nauseated.


5
The creature falls asleep.


6
The creature has her Intelligence, Wisdom and Charisma scores dropped to 1.



Divine Influence (Ex)
Cyndrazar grant spells and casts spell-like abilities from the following domains: Entropy (FC I), Evil, Madness (SpC), and Suffering (SpC). The save DCs are Intelligence-based. Caster level 24th.

Divine Trascendence (Ex)
Cyndrazar do not ages and cannot die of old age. She can communicate with her followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to her at any moment. Cyndrazar cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while she has at least one worshipper. If the number of her worshippers falls to 0, Cyndrazar immediately loses the template, and if she is dead, her soul is forever destroyed.

Impaled (Ex)
Despite being of medium size, Cyndrazar occupies the space of a huge creature due to the spike that perforates her body being affixed in a 15 ft. wide pedestal. The pain that torments her is so strong that she is not able to move, let alone free herself. Cyndrazar has no Strength nor Dexterity score, and she automatically loses any Strength and Dexterity-based check. Also, she cannot perform any movement and cannot be moved by any means, nor can she teleport, become ethereal and such, and she is unable to speak. She can't be freed from her torture without anything less than artifact-grade items or epic magic. At the beginning of her turn, Cyndrazar takes 20 damage from the spike. This damage overcomes her Regeneration ability (see below).

Mind Shield (Ex)
Cyndrazar's absurdly powerful mind projects a telekinetic field that shields her from upcoming attacks. She gains a deflection bonus her AC equal to her Intelligence modifier (already included in the stat block).

Psi-like abilities
At will - Cloud Minds (mass) (DC 31), Decerebrate (DC 32), Energy Conversion (DC 32), Fuse Flesh (DC 31), Insanity (DC 32), Psionic Disintegration (DC 31), Psionic Moment of Prescience; 3/day - Affinity Field (DC 34), Assimilate (DC 34), Recall Death (DC 33), Microcosm, Temporal Acceleration, Timeless Body; 1/day - Reality Revision (DC 34). Manifester level 24th.

Psionic Powers
Cyndrazar manifests powers as a 20th level Telepath. Her key manifesting ability is Intelligence.

Typical Psion powers known (493 Power Points; save DC 25 + the power's level)

1 - Charm, Psionic, Disable, Empathy, Mindlink, Sense Link; 2 - Brain Lock, Concealing Amorpha, Energy Push, Read Thoughts; 3 - Body Adjustment, Crisis of Breath, Energy Wall, False Sensory Input, Telekinetic Thrust; 4 - Dominate, Psionic, Psychic Reformation, Schism, Telekinetic Maneuver, Wall of Ectoplasm; 5 - Incarnate, Major Creation, Psionic, Mind Probe, True Seeing, Psionic; 6 - Contingency, Psionic, Mind Switch, Retrieve, Suspend Life; 7 - Crisis of Life, Sequester, Psionic, Ultrablast; 8 - Bend Reality, Matter Manipulation, True Metabolism; 9 - Affinity Field, Apopsi, Psychic Chirurgery.

Psychic Lance (Ex)
By concentrating, Cyndrazar can condense her phychic energy to fire it against her enemies. This is a ranged attack with a range increment of 100 ft. that deals 10d6 damage, plus Cyndrazar's Intelligence modifier. Cyndrazar applies her intelligence modifier instead of her dexterity modifier to the attack roll. Cyndrazar can make full attacks using her Psychic Lance. Phychic Lance hits incorporeal creatures as if it were a ghost touch weapon and ignores any Damage Reduction the target might possess. Also, a creature damaged by this attack suffers the effect of a targeted Dispel Magic (greater) spell (caster level 24th).

Obliteration Field (Ex)
Cyndrazar emanates a 100 ft. aura that duplicates the effect of Dimensional Lock, as the spell, and Null Psionics Field and Touchsight, as the powers, except that Cyndrazar can "see" through any obstacle. Cyndrazar can normally manifest psionic powers and psi-like abilities inside the area.

Regeneration (Ex)
Cold Iron and Good-aligned weapons deal normal damage to Cyndrazar. If ishe loses a limb or body part, the lost portion regrows in 2d4 minutes.

Share Torment (Ex)
Whenever Cyndrazar takes lethal damage, every creature within 100 ft. from her ability must succeed on a DC 37 Will save or take half that amount of damage as untyped damage. Mindless creatures are immune to this effect. The save DC is Intelligence-based.

Summon (Sp)
Once per day Cyndrazar can automatically summon 1d6 Hezrou or 1d3 Sibriex (FC I). This ability is the equivalent of a 9th level spell.


Elimdal, Merchant of Souls

Elimdal is the mighty god of life and death, patron of necromancers. Not much is known about him, beside the fact that he is one of the oldest beings living in the Abyss. He is famous for possessing the Undying Mask, an artifact that, according to stories, was crafted by the legendary god of death Nerull, and gives true immortality to its wearer. His realm is the 455th layer of the Abyss, the Deadlands, a cold desert in part covered by permafrost and littered by ancient ruins.

Servants, Enemies and Goals

Elimdal's actions are often inscrutable, and no one could possibly guess his true amis. He is lonely and minds his own business, thus making very few allies and enemies. Elimdal is a skillful diplomat and always seek to avoid conflict, even though this could be difficult in a plane where everyone wants to start figths and bloodshed at any time. The only thing in which Elimdal clearly has interest is how to acquire an increasingly number of souls, but the reason behind this is, as always, unknown. Apparently, Elimdal's only duty is to guard the Dead Gate, a portal that leads to Afterworld, the land in which lie the spirits of the evil dead. The gate is said to be opened by Nerull himself and is located in Rigormors, an enormously vast necropolis found right in the middle of the Deadlands. Apparently, Elimdal possesses the gate keys, but no one can even imagine what could be unleashed if the gate would be opened.

Elimdal Lore

Characters with ranks in Knowledge (the planes) can research Elimdal to learn more about him. When a character makes a skill check, read the following.



Check result
Knowledge acquired


15
Elimdal is a powerful entity that watches the Dead Gate on behalf of the god of death Nerull. He is literally immortal.


20
Elimdal can kill anyone just by touching him, and can magically age his opponents.


25
Elimdal uses soulflame, a particular type of energy extracted by souls, to damage and weaken his opponents.


30
To permanently kill Elimdal, one must remove the Undying Mask from his face.



The 10 ft. tall figure is a full-bodied demon with livid skin. His face is hidden by a rough wooden mask with two eyes awkwardly drew upon it, while the body is perpetually surrounded by the whirling spirits of the dead he trapped for his purposes.

Large Nyurvata Outsider (Evil, Extraplanar)
Hit Dice: 22d8 (176 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 30, touch 13, flat-footed 28 (-1 size, +4 Dex, +17 natural)
Base Attack/Grapple: +22/31
Attack: Touch +26 (Death)
Full Attack: Touch +26 (Death)
Space/Reach: 10 ft./10 ft.
Special Attacks: Aeon Shift, Call Spirits, Fear Gaze, Reap Soul, Soulflame, Spell-like Abilities
Special Qualities: Between Two Worlds, Darkvision 60 ft., Divine Influence, Divine Trascendence, Immunity to Ability Damage, Ability Drain, Death Effects, Diseases, Disintegration, Energy Drain, Mind-affecting Abilities, Paralysis, Petrification, Poison, Polymorph, Sleep and Stunning, Lifesense, Profane Aura, Regeneration 10, Spell Resistance 36, Telepathy 100 ft., Undead Traits, Undying
Saves: Fort +17, Ref +17, Will +20
Abilities: Str 20, Dex 18, Con -, Int 25, Wis 35, Cha 34
Skills: Bluff +37, Diplomacy +37, Intimidate +37, Knowledge (arcane) +32, Knowledge (religion) +32, Knowledge (the planes) +32, Listen +37, Search +32, Spellcraft +32, Spot +37
Feats: Ability Focus (Aeon Shift), Ability Focus (Reap Soul), Ability Focus (Soulflame), Dark Speech, Epic Fortitude, Great Fortitude, Improved Initiative, Quicken Spell-like Ability (Heal)
Environment: Infinite Layers of the Abyss (Deadlands)
Organization: Solitary (Unique)
Alignment: Neutral Evil
Challenge Rating: 22
Treasure: Quadruple standard
Advancement: 22-34 HD (large)
Level Adjustment: —

Combat

Elimdal usually does not draw enough attention to risk a battle, but he is able to defend himself pretty well when needed. He uses the spirit of the dead to summon powerful spectres, and can fire a barrage of mighty soulflame. When cornered, he simply kills the nearest enemy with his touch.

Aeon Shift (Su)
Master of life and decay, Elimdal has the power to drastically increase the aging rate of his opponents. As a standard action, Elimdal can designate a 20 ft. area within 100 ft. from him. Creatures in the area must succeed on a DC 35 Fortitude save at the beginning of each round or take 2 damage to Strength, Dexterity and Constitution and become fatigued. Constructs, Undead, and creatures without a Constitution score experience a different effect, instead taking take 10d6 damage at the beginning of each round (no save). The save DC is Wisdom-based.

Between Two Worlds (Ex)
Walking between the realm of life and the realm of death, Elimdal finds himself at ease in both. Elimdal is healed by both positive and negative energy.

Call Spirits (Su)
As the keeper of the Dead Gate, Elimdal can summon the spirits of the Afterworld to serve as his minions. This ability works as the Summon Monster spell, except Elimdal can summon any Undead creature with 20 or less HD. If the summone creature does not have the Incorporeal subtype, she gains it. Creature summoned by this ability remain indefinitely under Elimdal's control. Elimdal can have a maximum of 22 HD of creatures summoned through this ability at the same time.

Divine Influence (Ex)
Elimdal grant spells and casts spell-like abilities from the following domains: Death, Evil, Healing, and Undeath (SpC). DC = 22 + the spell's level. Caster level 22nd.

Divine Trascendence (Ex)
Elimdal do not ages and cannot die of old age. He can communicate with his followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to him at any moment. Elimdal cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while he has at least one worshipper. If the number of his worshippers falls to 0, Elimdal immediately loses the Nyurvata template, and if he is dead, his soul is forever destroyed.

Fear Gaze (Ex)
The Undying Mask grants Elimdal a gaze attack that duplicates the effect of a Fear spell (Will DC 30 negates). This is a mind-affecting ability.

Lifesense (Ex)
Elimdal notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast Deathwatch.

Profane Aura (Su)
Elimdal is surrounded by a 60 ft. aura that duplicates the effects of the Desecrate and Unhallow spells, with Elimdal acting as an altar to an Evil deity. Non-Evil creatures in the area take a -2 penalty on all saves. This penalty increases to -4 for Good creatures and -6 for creatures with the Good subtype. Undead creatures in the area automatically fall under the effect of a Control Undead spell. Undead with an Intelligence score of at least 1 are entitled a DC 34 will save at the beginning of each round to resist this effect. The save DC is Wisdom-based.

Reap Soul (Su)
With a single touch, Elimdal can force a soul to abruptly exit from the body that hosts it, sending it directly in the Afterworld. As a standard action, Elimdal can make a melee touch attack against a living creature. If the attack succeeds, the creature dies immediately. Creatures with immunity to Death effects are entitled a DC 35 Fortitude save to negate the effect. The save DC is Wisdom-based.

Regeneration
No form of damage deals lethal damage to Elimdal. Elimdal loses this ability if he is deprived of his Undying Mask (see below).

Soulflame (Su)
Elimdal can wield the souls of the dead as a powerful weapon capable of destroying the mightiest foe. As a standard action, Elimdal can affect a maximum of 1d6 areas, each with a radius of 10 ft., which must be within 50 ft. from the each other. Living creatures in the areas take 20d6 damage, half cold, half negative energy, and get 1d4 negative levels. A succesful DC 35 Fortitude save halves the damage and negates the negative levels. Soulfire keeps burning in the areas for the following 1d6 rounds, dealing 5d6 damage, half cold, hal negative energy, and bestowing 1 negative levels to creatures that begin their turn inside one of the areas affected by this ability. A succesful DC 35 Fortitude save halves the damage and negates the negative level. Elimdal can use this ability only once every 1d4 rounds. The save DCs are Wisdom-based.

Spell-like Abilities
At will - Animate Dead, Antilife Shell, Banishment (DC 28), Blasphemy (DC 29), Create Undead, Create Undead (greater), Dispel Magic (greater), Evil Glare (SpC) (DC 29), Geas/Quest (DC 28), quickened Harm (DC 28), Heal (DC 28), Repulsion (DC 29), Spiritwall (DC 27), Teleport (greater) (self only, plus 50 pounds of objects); 3/day - Energy Drain (DC 31), Holy Aura, Unholy Aura, True Resurrection; 1/day - Miracle (DC 31). Caster level 22nd.

Undying
Elimdal received a powerful artifact from Nerull himself, the Undying Mask. This artifact grants Elimdal Undead traits and Regeneration 10 (see above). In addition, the power of the mask pevents him from dying. As long as he wears it, Elimdal cannot die by any means, and always acts as if he had 1 HP, even when he has less.



Juiblex, the Faceless Lord

Juiblex is the horrifying patron of molds and oozes. It is whispered that it was born somewhere outside the multiverse, in a terrible place beyond the stars, that mortals can only dream of in their worst nightmares. He came on the Abyss on very ancient times, when the most simple forms of life began to appear on the material plane, and it is still there, custodian of secrets that should not ever be revealed. Juiblex inhabits the 528th layer of the Abyss, Molor, an immense complex cavern overrun by mold, fungi and strange plants.

Servants, Enemies and Goals

Apparently, except consuming everything it can put its clutches on, Juiblex has no other goals. The other demon gods fear it because of its alien nature and try to avoid any contact, but they are seldom forced to enter the battlefield to stop its endless food race. When this happens, the abyss gods temporarily put aside the many grudges they have against each other to focus against the common enemy. Juiblex does not have many followers, drawing mostly madmen and screwed people. Its cult is kept secret, and requires a lot of human and animal sacrifices to satiate the appetite of the Faceless Lord. Juiblex' clergy is made by insane fanatics that believe that it is omnipotent, and would do anything to allow its coming on the material plane.

Juiblex Lore

Characters with ranks in Knowledge (the planes) can research Juiblex to learn more about it. When a character makes a skill check, read the following.



Check result
Knowledge acquired


20
Juiblex is a powerful abomination that lives underground on the Abyss. Its mere sight is sufficient to destroy one's mind.


25
Juiblex produces a corrosive substance that consumes everything.


30
Juiblex recovers very quickly from damage and magic does not affect him.


35
Juiblex can be damaged by blessed weapons and cold. He is also vulnerable to direct sunlight.



This monster is an enormous, repulsive mass of pitch-black slime, constantly boiling over. A thousand glowing red eyes are scattered upon all the body, disappearing and then reappearing in another place. His voice is a tremendous roar that seems to come from a place beyond the edge of the universe.

Colossal Nyurvata Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 21d8 + 387 (555 hp)
Initiative: -2
Speed: 40 ft. (8 squares)
Armor Class: 30, touch 0, flat-footed 30 (-8 size, -2 Dex, +30 natural)
Base Attack/Grapple: +21/53
Attack: Slam +30 (6d6 + 16 + 10d6 acid + nausea)
Full Attack: Slam +30 (6d6 + 16 + 10d6 acid + nausea)
Space/Reach: 25 ft./25 ft.
Special Attacks: Acid, Constrict (6d6 + 16), Engulf, Improved Grab, Spell-like Abilities
Special Qualities: All-Around Vision, Darkvision 60 ft., Divine Influence, Divine Transcendence, Immunity to Ability Damage, Ability Drain, Acid, Bludgeoning, Death Effects, Diseases, Disintegration, Energy Drain, Mind-Affecting Abilities, Paralysis, Petrification, Piercing, Poison, Polymorph, Sleep and Stunning, Light Blindness, Magic Immunity, Not of This World, Regeneration 20, Telepathy 100 ft.
Saves: Fort +28, Ref +10, Will +13
Abilities: Str 43, Dex 6, Con 42, Int 15, Wis 12, Cha 28
Skills: Climb + 40, Intimidate +33, Knowledge (the planes) +26, Listen +24, Search +29, Sense Motive +24, Spot +29
Feats: Ability Focus (Acid), Blind-Fight, Dark Speech, Epic Toughness, Improved Natural Attack (slam), Improved Toughness (LM), Power Attack, Weapon Focus (slam)
Environment: Infinite Layers of the Abyss (Molor)
Organization: Solitary (Unique)
Alignment: Chaotic Evil
Challenge Rating: 22
Treasure: Quadruple standard
Advancement: 21-32 HD (large)
Level Adjustment: —

Combat

Juiblex does not know the meaning of 'combat': it will try to eat all its opponents even when in danger, seeing every potential threat as dinner. It will engulf and digest every creature that comes into its presence, being them friends of foes, maybe except those who bring a meal more appealing than themselves.

Acid (Ex)
Juiblex secretes an extremely powerful acid that dissolves any material. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 38 Reflex saves. A weapon that strikes Juiblex also dissolves immediately unless it succeeds on a DC 38 Reflex save. In addition, a creature hit by Juiblex' attack must succeed on a DC 38 Fortitude save or become nauseated for 1d6 rounds. The save DCs are Constitution-based.

Juiblex' acidic touch deals 36 points of damage per round to objects. Juiblex must remain in contact with the object for 1 full round to deal this damage.

All-Around Vision (Ex)
Juiblex' thousand eyes provide it a +4 racial bonus on Search and Spot checks. Juiblex cannot be flanked.

Constrict (Ex)
Juiblex deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

Divine Influence (Ex)
Juiblex grant spells and casts spell-like abilities from the following domains: Corruption (FC I), Destruction, Evil, Ooze (FC I). DC = 19 + the spell's level. Caster level 21st.

Divine Transcendence (Ex)
Juiblex do not ages and cannot die of old age. It can communicate with its followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to it at any moment. Juiblex cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while it has at least one worshipper. If the number of its worshippers falls to 0, Juiblex immediately loses the template, and if it is dead, its soul is forever destroyed.

Engulf (Ex)
Juiblex can simply mow down Gargantuan or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. Juiblex merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against it, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 36 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based.

Improved Grab (Ex)
To use this ability, Juiblex must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Light Blindness (Ex)
Abrupt exposure to bright light (such as sunlight or a Daylight spell) blinds Juiblex for 1 round. On subsequent rounds, it is dazzled as long as it remain in the affected area.

Magic Immunity (Ex)
Juiblex is immune to any spell or spell-like ability that allows spell resistance. It regrows lost limbs and body parts in 1 round.

Not of This World (Ex)
Juiblex is an abominable creature, its very existence being a blight on the universe. Its form is so inconceivable that just seeing him makes one's mind melting in the attempt of processing it. Any creature that sees Juiblex must make a DC 29 Will save or take 1d6 Wisdom damage and become cowering for 1 minute. The DC is Charisma-based. In addition, creatures that try to establish a link with Juiblex mind, such as by a Detect Thoughts spell, have their Wisdom immediately reduced to 0, and this damage cannot be restored by anything short than Miracle or Wish. Even in this case, the creature does not remember anything about what he saw in Juiblex' mind. Mindless creatures are immune to this effects.

Regeneration (Ex)
Cold and Good-aligned weapons deal normal damage to Juiblex. If it loses a limb or body part, the lost portion regrows in 1 round.

Spell-like Abilities
At will - Acid Fog (DC 25), Banishment (DC 25), Blasphemy (DC 26), Cloudkill (DC 24), Deeper Darkness, Destruction (DC 26), Disintegrate (DC 25), Dispel Magic (greater), Geas/Quest (DC 25), Power Word Blind, Slime Wave (SpC) (DC 26), Teleport (greater) (self only, plus 50 pounds of objects); 3/day - Freedom, Horrid Wiltling (DC 27), Imprisonment (DC 28), Power Word Kill, Power Word Stun, Wail of the Banshee (DC 28); 1/day - Miracle (DC 28), Shapechange. Caster level 21st.

Hipster Dixit
2014-08-02, 10:07 AM
Marzurg, the Rotten Blossom

Marzurg, the fierce and sensual protector of the wilds, is the patron of evil druids, shamans, and everyone who hates civilization. She despises everything that is the result of an industrial or artigianal process, barring maybe the most simple items made by wood and bones. Many demonologists assert that once upon a time, Marzurg was a mortal woman, and sister of the demon god Alyorna. The two were born in an aristocratic family, but since her first years Marzurg has been a free spirit, averse to constraints and akin to the wild nature. In the adolescence, she discovered and joined a circle of witches, worshippers of the demon lord Malgarius, who held their rites in the forest outside town. Apparently, one day Alyorna discovered this, and started blackmailing Marzurg with the threat of revealing everything to their parents. Mazrurg, in return, contrived a plan to drive Alyorna out of home, and in the end she managed to do that, convincing her parents that Alyorna was a witch. This episode is considered the beginning of the hatred between the two gods. In the end, Alyorna managed to show everyone that Marzurg was a witch, even if at the price of her own life. Since Marzurg had the mark of the witch, her soul went to Malgarius, who grafted it into a plant to serve as his personal plaything. Without drawing attention, Marzurg began to gather more and more strength until she managed to make contact with the demon lord Lazbral'thull. Together they defeated Malgarius, trapping his soul into an artifact, the Seed of Malgarius. Then, Marzurg gunned down her former ally, locking him up in the Wells of Darkness. Marzurg rules upon the 398th layer of the Abyss, Festerwood, a decaying forest full of rotten plants and morasses.

Servants, Enemies and Goals

Marzurg's goals are primarily two: get rid of her sister once and for all, and expand her domains as much as possible. She is very belligerent, perpetually engaging war against the other gods of the Abyss. Apart from her sister, she despises the demon lord Nephram and his blasphemous technology. Many evil gods have more than one reason to wish death to Marzurg, but her two worst enemies are the ones she tricked to ascend to her status: Malgarius and Lazbral'thull. Should they ever regain freedom, they would commit all their existence to kill Marzurg.

Marzurg Lore

Characters with ranks in Knowledge (the planes) can research Marzurg to learn more about her. When a character makes a skill check, read the following.



Check result
Knowledge acquired


15
Mazrurg is a powerful evil being that cruelly punish who does not show respect to nature.


20
Marzurg has a scent that enthralls who smells it, and can command the surrounding vegetation to entrap her foes.


25
Marzurg drains her opponents' life force, and can place a curse that transforms a creature into a miserable tree.


30
When she plant her roots on the ground, Marzurg can only be killed with fire.



This figure, gorgeous and frightening at the same time, is 20 ft. tall. A naked, beautiful woman with brown-greenish skin and hair that resemble vines emerges from the waist up from a huge, withered flower, with pulpy petals of every tones of red and purple. From the bottom part of the flower emerges a tangle of big, moving roots covered by sharp thorns.

Huge Nyurvata Plant (Augmented Outsider, Evil, Extraplanar)
Hit Dice: 26d8 + 394 (602 hp)
Initiative: +11
Speed: 50 ft. (10 squares)
Armor Class: 40 (-2 size, +7 Dex, +25 natural), touch 15, flat-footed 33
Base Attack/Grapple: +19/+35
Attack: Tentacle +28 melee (2d8 + 11 + 1d3 negative levels + poison/19-20)
Full Attack: 4 Tentacles +28 melee (2d8 + 11 + 1d3 negative levels + poison/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Constrict (2d8 + 11), Curse of the Festerwood, Drain Life, Improved Grab, Poison, Putrefy, Spell-like Abilities, Summon Demon
Special Qualities: Alluring Scent, Damage Reduction 20/Good and Epic, Darkvision 60 ft., Divine Influence, Divine Transcendence, Immunity to Ability Damage, Ability Drain, Electricity, Death Effects, Diseases, Disintegration, Energy Drain, Mind-Affecting Abilities, Paralysis, Petrification, Poison, Polymorph, Sleep and Stunning, Plant Traits, Spell Resistance 36, Telepathy 100 ft., Tremorsense 100 ft., Vulnerability to Fire, Unstoppable Growth
Saves: Fort +28, Ref +15, Will +15
Abilities: Str 32, Dex 24, Con 36, Int 22, Wis 24, Cha 30
Skills: Bluff +39, Diplomacy +39, Intimidate +39, Knowledge (nature) +35, Knowledge (the planes) +35, Listen +36, Search +35, Spot +36
Feats: Ability Focus (Poison), Ability Focus (Putrefy), Dark Speech, Epic Toughness, Improved Critical (Tentacle), Improved Initiative, Improved Natural Attack (Tentacle), Improved Toughness (LM), Power Attack
Environment: Infinite Layers of the Abyss (Festerwood)
Organization: Solitary (Unique)
Alignment: Neutral Evil
Challenge Rating: 23
Treasure: Quadruple standard
Advancement: 26-39 HD (Huge)
Level Adjustment: —

Combat

Marzurg loves action and do not lose an occasion to take the field personally. She allures the weaker minds thanks to her scent and incapacitates the other with poison, while mauling them with her strong roots. If the enemies rely upon magic items, Marzurg releases her spores to immediately destroy their equipment.

Alluring Scent (Ex)
Marzurg's flower emanates an exciting smell that makes everyone fall in love with her. Creatures within 60 ft. from Marzurg must make a DC 36 Will save or be under the effect of a Charm Monster spell. Charmed creatures must succeed on another saving throw the following round to avoid falling under the effect of Dominate Monster. This is a mind-affecting ability. Creatures that succeed on the save are immune to this ability for the next 24 hours. Creatures that do not need to breathe are immune to this effect. The save DC is Constitution-based.

Constrict (Ex)
Marzurg deals automatic tentacle damage with a successful grapple check.

Curse of the Festerwood (Su)
As a standard action, Marzurg can put a terrible hex on an opponent within 100 ft. from her. The creature must succeed on a DC 33 Will save or be turned into a wretched tree: she becomes unable to do any action, except from purely mental ones and speaking, and her type becomes Plant (do not recalculate Base Attack Bonus, Hit Dice, Saves or Skill points). Other creatures become fatigued and shaken, and get 1d4 negative levels, as long as they stay within 15 ft. of the cursed creature. Remove Curse does not break this hex, although Break Enchantment, Miracle and Wish do. The save DC is Charisma-based.

Divine Influence (Ex)
Marzurg grant spells and casts spell-like abilities from the following domains: Charm, Corruption, Evil, and Plant. DC = 20 + the spell's level. Caster level 26th.

Divine Transcendence (Ex)
Marzurg do not ages and cannot die of old age. She can communicate with her followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to her at any moment. Marzurg cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while she has at least one worshipper. If the number of her worshippers falls to 0, Marzurg immediately loses the Nyurvata template, and if she is dead, her soul is forever destroyed.

Drain Life (Ex)
On a succesful hit, Marzurg absorbs her opponent's vital fluids to rejuvenate herself. Marzurg bestows 1d3 negative levels with each succesful hit. The DC to remove a negative level is 36. For each negative level bestowed, Marzurg heals 5 hp. The save DC is Constitution-based.

Improved Grab (Ex)
To use this ability, Marzurg must hit with her slam attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, it establishes a hold and can constrict.

Poison (Ex)
Injury, DC 38; initial damage paralysis, no secondary damage. Creatures normally immune to poisons are not immune to Marzurg's, as long as they possess a Constitution score, although they receive a +4 bonus on the save.

Putrefy (Ex)
As a standard action, Marzurg can emit a cloud of withering spores. Each non-magical manufactured object in a 60 ft. area centered on her is immediately destroyed. Magic items must instead succeed on a DC 38 Will save or fall under the effect of a Mage's Disjunction spell. The save DC is Constitution-based.

Spell-like Abilities
At will - Animate Plants, Bestow Curse (greater) (SpC) (DC 26), Blasphemy (DC 27), Destruction (DC 27), Geas/Quest (DC 26), Transmute Metal to Wood, True Seeing, Teleport (greater) (only self, plus 50 pounds of objects), Wall of Stone, Word of Chaos (DC 26); 3/day - Antipathy (DC 28), Control Plants (DC 28), Foresight, Protection from Spells, Shambler, Storm of Vengeance (DC 29); 1/day - Miracle (DC 29). Caster level 26th.

Summon Demon (Sp)
Once per day Marzurg can automatically summon 3d6 Succubi, 2d4 Fiendish Treants, or 1 Marilith. This ability is the equivalent of a 9th level spell.

Unstoppable Growth (Ex)
As a move action, Marzurg may choose to plunge her roots inside the ground, causing vegetation to grow extremely wild and sucking nourishment from the soil. She cannot do this if she is not upon fertile, natural terrain. While Marzurg's roots are planted, she gains Regeneration 15, overcome by Fire, and the area within 100 ft. from her is under the Entangle and Black Tentacles spells, with the following changes: the tentacles' bonus on grapple checks and the damage they deal is the same of Marzurg's tentacles, included negative levels and poison. In addition, Marzurg can hit an opponent within 100 ft. from her with her natural attacks, as if they had reach. As a downside, Mazrurg cannot move, and she loses her Dexterity bonus to AC. She can pull out the roots as a move action.


Nephram, Whisperer of Secrets

Nephram is a malevolent god of magic, knowledge and ominous prophecies. He is probably the most erudite being in the Abyss, and many come from all parts of the multiverse to seek his guidance. Legends tell that in ancient times, Nephram made a contract with dark gods and primordial entities living in an extradimensional space, which existence is parallel with that of the Astral Plane, but cannot be accessed to with normal means. Such space is virtually endless, and it is known as "the Void". No one who has been in the void came back to tell what he saw, but it is whispered that it may host beings who were already ancient when the multiverse was born. Nephram's realm is th 116th layer of the Abyss, the Tower of Omens, an enormous building surrounded by a wasteland. Nobody could tell what lies within its walls.

Servants, Enemies and Goals

Nephram's ambition has no limits. His ultimate goal would be becoming a brakhvata and join his masters in the Void, and devotes all his efforts to realize it. He lives in seclusion within his towers and does not employ his time making and destroying alliances like other demon lords; instead, his great knowledge often comes in hand to them, who turn into Nephram to receive advice on important matters. In return, they make sure to not perform hostile acts against him. This truce keeps going on from millennia, but the untrustworthy nature of the gods of the Abyss makes it very ephemeral. Nephram's worshippers in the material plane are primarily wizards, necromancers, and mad prophets, but Nephram's cult can give nearly endless power to anyone, provided they are ready to sacrifice everything to obtain it.

Nephram Lore

Characters with ranks in Knowledge (the planes) can research Nephram to learn more about him. When a character makes a skill check, read the following.



Check result
Knowledge acquired


15
Nephram is the evil god of magic, omens and knowledge. He is one of the most erudite beings in the multiverse.


20
Nephram can pledge his alien masters to obtain powerful artifacts.


25
Nephram can see through illusions and lies, and automatically senses all the dangers coming.


30
At the point of death, Nephram will come back as a powerful entity of the Void, spreading death and destruction.



This hunched figure is just 10 feet tall; a grey, shabby skin barely covering a heap of bones without flesh. the head is that of a giant vulture, out of proportion with the rest of the body. He tensely grasps a black book covered in strange symbols with his dirty nails.

Large Nyurvata Outsider (Evil, Extraplanar)
Hit Dice: 22d8 + 132 (308 hp)
Initiative: +10
Speed: 40 ft. (8 squares), fly 80 ft. (good) (Form of Doom only)
Armor Class: 36 (-1 size, +6 Dex, +2 insight, +19 natural), touch 15, flat-footed 27
Base Attack/Grapple: +22/+31
Attack: Claw +33 (2d6 + 12) (Form of Doom only)
Full Attack: 2 Claws +33 (2d6 + 12), and 2 Wings +31 (1d8 + 6) (Form of Doom only)
Space/Reach: 10 ft./10 ft.
Special Attacks: Devouring Rift, Endless Knowledge, Sinister Offering, Spell-like Abilities, Void Shards
Special Qualities: Arcane Sense, Aura of Terror, Damage Reduction 10/Good and Epic, Darkvision 60 ft., Divine Influence, Divine Transcendence, Foresight, Form of Doom, Immunity to Ability Damage, Ability Drain, Death Effects, Diseases, Disintegration, Energy Drain, Mind-Affecting Abilities, Paralysis, Petrification, Poison, Polymorph, Sleep and Stunning, Telepathy 100 ft., True Seeing, Warp Body, Weave Twist
Saves: Fort +19, Ref +21, Will +23
Abilities: Str 20, Dex 23, Con 22, Int 40, Wis 27, Cha 34
Skills: Concentration +31, Decipher Script +40, Diplomacy +37, Intimidate + 37, Knowledge (all) + 48, Listen +33, Search +40, Spellcraft +40, Spot +33, Use Magic Device +37
Feats: Ability Focus (Aura of Terror), Ability Focus (Void Shards), Dark Speech, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-like Ability (Disintegration)
Environment: Infinite Layers of the Abyss (Tower of Omens)
Organization: Solitary (Unique)
Alignment: Neutral Evil
Challenge Rating: 21
Treasure: Quadruple standard
Advancement: 22-33 HD (Large)
Level Adjustment: —

Combat

Nephram mostly hates combat and will try to avoid it by any means. If forced to take the field, he will stay at distance, making use of his spell-like ability to protect himself and defeat the opponents. If his Form of Doom is activated, though, he becomes an unstoppable war machine, brutally charging the enemies until they are all dead.

Arcane Sense (Su)
Nephram is deeply attuned with magic, and can sense it like mortals see shapes and colors. Nephram is permanently under the effect of the Arcane Sight (greater) spell, and can duplicate the effect of Analyze Dweomer as a free action. Caster level 22nd.

Aura of Terror (Su)
While in Form of Doom (see below), Nephram emanates waves of ineffable dread. Any creature within 60 ft. of Nephram must succeed on a DC 35 Will save or become Frightened for 1 hour. A creature that succeeds on the save is immune to this ability for the next 24 hours. This a fear, mind-affecting ability. The save DC is Charisma-based.

Divine Influence (Ex)
Nephram grant spells and casts spell-like abilities from the following domains: Evil, Fate (SpC), Knowledge, and Magic. DC = 22 + the spell's level. Caster level 22th.

Divine Transcendence (Ex)
Nephram do not ages and cannot die of old age. He can communicate with his followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to him at any moment. Nephram cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while he has at least one worshipper. If the number of his worshippers falls to 0, Nephram immediately loses the Nyurvata template, and if he is dead, his soul is forever destroyed.

Endless Knowledge (Ex)
Nephram listens to the whispers that come from an infinite void beyond the universe. This ability works as the Bardic Knowledge ability of the Bard, with Nephram using his racial HD instead of Bard levels.

Foresight (Su)
Permanent, as the spell.

Form of Doom (Ex)
Once upon a time, Nephram made a pact with powerful gods, long forgotten, to obtain the absolute knowledge. At the right time, they will come to demand their part of the bargain. Should Nephram ever be reduced to 0 hp or lover, he will not die. Instead, tendrils of cosmic essence will come out of nowhere and fill his body, transforming him into an incarnation of utter horror. Upon transformation, Nephram healls to full hp and recovers from any condition. His body is enclosed in a black substance that makes him look bigger and much more frightening: he gains two claws and two wings natural attacks that deal respectively 2d6 and 1d8 base damage. These attack ignore any kind of Damage Reduction and Hardness, and use Nephram's Charisma modifier in place of his Strength modifier as a bonus to attack rolls and damage. He also gains a fly speed of 80 ft., with good maneuvrability, and can use the following special attacks and qualities: Aura of Terror, Void Shards, Wapr Body, and Weave Twist. The duration of Form of Doom is permanent, and can be activate only once. If Nephram dies while in Form of Doom, he immediately loses the Nyurvata template and his soul is forever taken by his alien masters, leaving out any possibility of contacting or resurrecting it.

Sinister Offering (Ex)
Nephram devoted himself to osbcure, omnipotent entities that dwell far outside the multiverse. With a proper offering, those entities can provide Nephram with the power he needs. Nephram can perform a special ritual that requires 24 hours to complete. In this ritual, he must sacrifice any number of living creatures. At the end of the ritual, Nephram is provided with a magic item of his choice, with a market price in gp not greater than the total amount of HD of creatures sacrificed, multiplied by 1000.

Spell-like Abilities
At will - Antimagic Field, Banishment (DC 29), Blasphemy (DC 29), Contact other Plane, quickened Disintegration (DC 28), Discern Location, Dispel Magic (greater), Detect Magic, Forcecage, Geas/Quest (DC 28), Prying Eyes (greater), Read Magic, Scrying (greater) (DC 30), Telepathic Bond, Teleport (greater) (only self plus 50 pounds of objects), Vision; 3/day - Freedom, Imprisonment (DC 31), Mage's Disjunction (CD 31), Planar Binding (greater) (DC 30), Polymorph Any Object (CD 30), Prismatic Sphere (DC 31), Shades (DC 31), True Creation; 1/day - Miracle (DC 31). Caster level 22nd.

True Seeing (Su)
Permanent, as the spell.

Void Shards (Su)
While in Form of Doom (see above), as a standard action, Nephram can let loose a volley of sharp splinters from his wings in a 60 ft. cone. Creatures in the area take 10d6 damage (Reflex DC 35 halves), and become covered by a black, consuming substance. Each round, they must succeed on a DC 20 Strength check, or take 1d4 damage to Strength and Dexterity, and become entangled until the next round. Any creature whose Strength or Dexterity score is reduced to 0 by this ability becomes utterly devoured by the Void, leaving no remains. This effect lasts until one check is succeeded. Nephram can use this ability only once every 1d4 rounds. The save DC is Charisma-based.

Warp Body (Su)
While in Form of Doom (see above), Nephram's body becomes one with the essence of the Void, absorbing part of the damage dealt to it. When Nephram would take damage from any source, he only takes half of it. In addition, the everchanging nature of the Void makes him recover very fast from injuries, granting him Fast Healing 20.

Weave Twist (Su)
Nephram's presence causes an interference in the usual flow of magic. While in Form of Doom (see above), any creature attempting to cast a spell or a spell-like ability within 100 ft. from Nephram must succeed on a DC 32 caster level check, or lose the spell or spell-like ability.

Skills
Nephram has a +8 racial bonus to all Knowledge checks (already included in the stat block).


Niashtad, the Howling Sorrow

Patron of the miserable and depressed, Niashtad is a deplorable wretch that feeds on the negative feelings of other beings. Niashtad's realm is found on the 307th layer of the Abyss and it is called the Withered Grove. It is a tangled forest of grey, dried shrubs and trees. The entire layer is a maze in which Niashtad likes to lure his victims, who slowly lose their sanity in the attempt to find a way to escape.

Servants, Enemies and Goals

Niashtad craves loneliness, so it is rare for him to muscle in the affairs of other demon lords, preferring to spend his time luring new victims to his realm and sucking away all the joy and happiness they might possess. Since such emotions are rare among natives of the Abyss, Niashtad often makes raids on the upper planes to find preys. This behaivior made him infamous among both archons and eladrin, who are waiting for the right time to strike their revenge.

Niashtad Lore

Characters with ranks in Knowledge (the planes) can research Niashtad to learn more about him. When a character makes a skill check, read the following.



Check result
Knowledge acquired


15
Niashtad is a powerful demon lord which revels in the other's misfortune. His body is covered by a multitude of mouths.


20
Niashtad can grapple the opponents with his tongues, which have the ability to nullify magic.


25
Niashtad can yell with such intensity that the brain of his opponents are melted by the vibrations.


30
Niashtad feeds on depression, drawing life from fatigued opponents.



The fiend is about 10 ft. tall. His face is an empty screen that lacks all the normal features like eyes, mouth, and nose. The naked, dark grey skin is fully covered by thoudands of little muttering mouths that constantly sing a gloomy tune.

Medium Nyurvata Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 23d8 + 299 (483 hp)
Initiative: +11
Speed: 40 ft. (8 squares), fly 80 ft. (perfect)
Armor Class: 38, touch 16, flat-footed 31 (-1 size, +7 Dex, 22 natural)
Base Attack/Grapple: +23/+37
Attack: Tongue +29 ranged (2d8 + 10), or Touch +28 melee
Full Attack: Tongue +29 ranged (2d8 + 10), or Touch +28 melee
Space/Reach: 10 ft./10 ft.
Special Attacks: Bite of Calamity, Constrict (2d6 + 10), Devastating Scream, Grasping Tongues, Improved Grab, Spell-like Abilities, Summon Demon, Tonguestorm
Special Qualities: Anthem of Sorrow, Blindsight 100 ft., Countless Jaws, Damage Reduction 20/Cold Iron, Good and Epic, Death Inside, Devour Sadness, Divine Influence, Divine Trascendence, Immunity to Ability Damage, Ability Drain, Death Effects, Diseases, Disintegration, Electricity, Energy Drain, Mind-affecting Abilities, Paralysis, Petrification, Poison, Polymorph, Sleep and Stunning, Resistance to Acid 10, Cold 10, and Fire 10, Spell Resistance 35, Telepathy 100 ft.
Saves: Fort +25, Ref 20, Will +19
Abilities: Str 31, Dex 25, Con 34, Int 24, Wis 22, Cha 30
Skills: Concentration +38, Intimidate +36, Knowledge (the planes) +33, Listen +32 Search +33, Sense Motive +32, Spot +32
Feats: Ability Focus (Devastating Scream), Ability Focus (Devour Sadness), Improved Initiative, Improved Natural Attack (tongue), Improved Toughness (LM), Quicken Spell-like Ability (Permanent Image),
Environment: Infinite Layers of the Abyss (Withered Grove)
Organization: Solitary (Unique)
Alignment: Chaotic Evil
Challenge Rating: 23
Treasure: Quadruple standard
Advancement: 23-36 HD (Large)
Level Adjustment: —

Combat

Niashtad doesn't like fighting and will try to avoid it if possible, preferring to watch his victims that drive mad from afar. When he is compelled to take the field, though, he is a force to be reckoned with. He always tries to grapple as many opponents as he can with his tongues and slowly grind them with his devastating mandibles, while destroying the others with powerful screams.

Anthem of Sorrow (Ex)
Niashtad's many mouths perpetually emit an eerie tune that fills the listeners with anguish. Any creature within 60 ft. from Niashtad takes a -2 penalty on ability checks, attack rolls, skill-checks, and saving throws. Creatures attempting to cast a spell or spell-like ability must succeed on a DC 33 caster level check or lose the spell-or spell-like ability. Niashtad can use this ability only once every 1d4 rounds. This is a sonic, mind-affecting ability. The check DC is based on Niashatd's HD.

Bite of Calamity (Ex)
Niashtad's mouth are equipped with a set of sharp teeth which rip apart the flesh of enemies who touch him. Any creature that hits Niashtad in melee is automatically grappled. The attacker can drop off the weapon to avoid this. In addition, whenever a creature fails a grapple check against Niashtad, if the creature is in contact with Niashtad's body, she takes 15d6 piercing and slashing damage from the teeth. This damage counts are adamantine, chaotic, epic and evil for the purpose of overcoming damage reduction.

Devastating Scream (Ex)
As a standard action, Niashtad launches a terrible wail from all his mouths. Living creatures within 30 ft. of Niashtad must succeed on a DC 35 Fortitude save or be reduced to -1 hp, unconscious and dying, their brain crushed by the violence of the sonic wave. Constructs and Undead instead take 10d10 sonic damage due to the intense vibration. The save DC is COnstitution-based.

Constrict (Ex)
Niashtad deals automatic tongue damage with a successful grapple check.

Countless Jaws (Ex)
Niashtad is never considered in a grapple and can grapple any number of creatures at the same time.

Death Inside (Ex)
Niashtad is immune to any effect that requires a Fortitude save, unless it also works on objects.

Devour Sadness (Ex)
Niashtad feasts on the negative emotions of his opponents. Any creature that loses a grapple check against Niashtad must succeed on a DC 33 Will save or become fatigued. At the beginning of each round, Niashtad gains 10 temporary hp for each fatigued or exhausted creature that is grappling with him. The save DC is Charisma-based.

Divine Influence (Ex)
Niashtad grant spells and casts spell-like abilities from the following domains: Darkness (SpC), Envy (SpC), Evil, and Hatred (SpC) DC = 20 + the spell's level. Caster level 23rd.

Divine Transcendence (Ex)
Niashtad do not ages and cannot die of old age. He can communicate with his followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to him at any moment. Niashtad cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while he has at least one worshipper. If the number of his worshippers falls to 0, Niashtad immediately loses the Nyurvata template, and if he is dead, his soul is forever destroyed.

Grasping Tongues (Ex)
As a standard action, Niashtad can send forth a tongue from one of his mouths. This is a ranged attack with a range of 60 ft. that deal 2d6 base damage, plus Niashtad's Strength modifier, and can be used to grapple an enemy with the Improved Grab ability. A creature tied by Niashtad's tongue is completely encased in an Antimagic Field until he breaks free. Whenever Niashtad wins a grapple check, he may drag the creature toward him by 5 ft. for every 5 points he surpassed the enemy's grapple check.ith Niashtad, a creature is considered within an Antimagic Field. Niashtad's tongues have 50 hp and AC 20.

Improved Grab (Ex)
To use this ability, Niashtad must hit with his tongue attack or his touch. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict,

Spell-like Abilities
At will - Blasphemy (DC 27), Destruction (DC 27), Dispel Magic (greater), Eyebite (DC 26), Geas/Quest (DC 26), Insanity (DC 27), quickened Permanent Image (DC 26), Project Image (DC 27), Symbol of Weakness (DC 27), Teleport (greater) (only self plus 50 pounds of objects); 3/day - Dimensional Lock, Etherealness, Protection from Spells, Shades (DC 29), Time Stop, Wail of the Banshee (DC 29); 1/day - Miracle (DC 29). Caster level 23rd.

Summon Demon (Sp)
Once per day, Niashtad can automatically summon 1d3 Sorrowsworn Demons (MM III). This ability is the equivalent of a 9th level spell.

Tonguestorm (Ex)
As a full-round action, Niashtad can make a tongue attack against each enemy within 20 ft. of him.


Ogrim, the Scorching Star

Bloodthirsty and indomitable, Ogrim is the mightiest warlord of the Abyss. His only concerns are war, slaughter, destruction, and looting. He is the head of the demon troops in the Blood War, and thanks to the twin swords Agnamelek, very few dare to challenge him in the battlefield. A former balor, Ogrim ascended to godhood by defeating the devil sword lady Zariel in a direct confrontation. Being Zariel the former owner of Agnamelek, Ogrim now possesses the power of the legendary weapons. Ogrim's realm is the Burning Wastes, layer 24th, a land where flow rivers of flames and is never night. The layer is a permanent battlefield and contains many permanent portals that lead into Avernus, the first layer of Baator, and from which come the diabolic legions.

Servants, Enemies and Goals

Ogrim's only concern is to wipe out every single baatezu from the multiverse, and will do that until death. He is constantly looking for good soldiers to fill his ranks. There has been rumors lately that Ogrim is preparing a huge offensive against the devils with the intent of penetrating into Baator and conquer Avernus. The new ruler of Avernus, though, named Bel, is a very tough opponent, so this might be easier to say than to do.

Ogrim Lore

Characters with ranks in Knowledge (the planes) can research Ogrim to learn more about him. When a character makes a skill check, read the following.



Check result
Knowledge acquired


15
Ogrim is the god of fire and war and a former balor, always fighting against devils. His ability at strategy makes him a tough opponent.


20
Ogrim fights with Agnamelek, two legendary swords bound to his essence. Who kills Ogrim becomes their new owner.


25
Ogrim's flames can damage even those normally immune to fire, and its heat can melt even the hardest metal.


30
A shiled of light surrounds Ogrim; it protects him from attacks and blinds who looks at him.



A majestic demon with membranous wings stands 20 ft. tall. A red scaly skin marked by the scars of a thousand battles covers a very muscular body. His eyes are always vigilant and his face confident: he never lost a battle, and certainly do not want to start now.

Huge Nyurvata Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 22d8 + 220 (396 hp)
Initiative: +12
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 39 (-2 size, +7 Dex, +9 deflection, +5 natural), touch 25, flat-footed 32
Base Attack/Grapple: +22/+38
Attack: Agnamelek +42 (2d8 + 22/19-20, +2d8 hellfire) or bite +32 (2d6 + 12)
Full Attack: Agnamelek +42/+37/+32/+27 (2d8 + 22/19-20, +2d8 hellfire) and Agnamelek +42/+37/+32/+27 (2d8 + 22/19-20, +2d8 hellfire) and bite +27 (2d6 + 12)
Space/Reach: 15 ft./15 ft. (60 ft. with Agnmamelek)
Special Attacks: Agnamelek, Death Throes, Spell-like Abilities, Summon Demon
Special Qualities: Damage Reduction 20/Cold Iron, Good and Epic, Death Star, Divine Influence, Divine Trascendence, Fiery Aura, Hellborn, Immunity to Ability Damage, Ability Drain, Cold, Death Effects, Diseases, Disintegration, Electricity, Energy Drain, Fire, Hellfire, Mind-affecting Abilities, Paralysis, Petrification, Poison, Polymorph, Sleep and Stunning, Resistance to Acid 10, Spell Resistance 33, Sunburn, Telepathy 100 ft., True Seeing
Saves: Fort +19, Ref +21, Will +23
Abilities: Str 35, Dex 26, Con 31, Int 24, Wis 24, Cha 29
Skills: Concentration +31, Decipher Script +40, Diplomacy +37, Intimidate + 37, Knowledge (all) + 48, Listen +33, Search +40, Spellcraft +40, Spot +33, Use Magic Device +37
Feats: Combat Reflexes, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Monkey Grip (CW), Perfect Two-Weapon Fighting, Power Attack, Robilar's Gambit (PHB II), Two-Weapon Fighting, Two-Weapon Pounce (PHB II), Two-Weapon Rend (PHB II), Wield Oversized Weapon (CW)
Environment: Infinite Layers of the Abyss (Tower of Omens)
Organization: Solitary (Unique)
Alignment: Chaotic Evil
Challenge Rating: 22
Treasure: Quadruple standard
Advancement: 22-33 HD (Large)
Level Adjustment: —

Ogrim often leads his troops in battle so it's not rare to encounter him in the battlefield. Though he loves direct fighting, he is not stupid and will not put himself or his soldiers in danger to seek an impossible victory, and he prefers to retreat than lose important individuals. When in combat, Ogrim will try to kill the weakest opponents first with swift and powerful strikes, in order to outnumber the strongest enemies. He never underestimates his foes and always takes the field with a well-thought strategy in mind.

Agnamelek
Ogrim is in possession of the twin comet swords Agnamelek, an artifact that can transform every battlefield into a raging inferno. Agnamelek are two +10 adamantine ghost touch longwords that deal an additional 2d8 hellfire damage on every hit, and allow Ogrim to attack opponents up to 60 ft. of him. In addition, Agnamelek grant Ogrim the following special qualities: Death Star, Fiery Aura, and Sunburn. Additional details on Agnamelek are found here (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870660#post17870660).

Death Throes (Ex)
When killed, Ogrim explodes in a blinding flash of light that deals 100 points of hellfire damage to anything within 100 ft. (Reflex DC 31 halves). The save DC is Constitution-based.

Death Star
Agnamelek's light protects Ogrim from the dangers of battle. Ogrim has Immunity to Fire and Cold, and a +9 deflection bonus to AC (already included in the stat block). In addition, the light deflects all incoming rays, lines, and cones. This applies before rolling to overcome the Ogrim’s Spell Resistance.

Divine Influence (Ex)
Ogrim grant spells and casts spell-like abilities from the following domains: Destruction, Fire, Light and War. DC = 19 + the spell's level. Caster level 22th.

Divine Transcendence (Ex)
Ogrim do not ages and cannot die of old age. He can communicate with his followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to him at any moment. Ogrim cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while he has at least one worshipper. If the number of his worshippers falls to 0, Ogrim immediately loses the Nyurvata template, and if he is dead, his soul is forever destroyed.

Fiery Aura
Ogrim's body emanates a halo of burning flames. Temperature in the area within 60 ft. of Ogrim is always set on extreme heat. Each creature in the area takes 9d6 hellfire damage at the beginning of each round (Reflex DC 29 halves). Metallic objects in the area are subject to the effect of a Metal Melt spell (SpC), with permanent duration. Metallic magic items are entitled a DC 29 Fortitude save to avoid this effect.

Hellborn (Ex)
Ogrim is immune to fire and hellfire damage. In addition, any fire damage dealt by Ogrim's extraordinary, supernatural and spell-like abilities is converted into hellfire damage. (hellfire damage acts as fire damage except it ignores fire resistance and immunity, and deal full damage to objects.)

Spell-like Abilities
At will - Blade Barrier (DC 25), Blasphemy (DC 26), Delayed Blast Fireball (DC 26), Dispel Magic (greater), Dominate Monster (DC 28), Geas/Quest (DC 25), Insanity (DC 26), Mage's Sword, Power Word Stun, Telekinesis (DC 24), Teleport (greater) (only self plus 50 pound of objects), Unholy Aura; 3/day - Fire Storm (DC 27), Implosion (DC 28), Meteor Swarm (DC 28), Sunburst (DC 27); 1/day - Miracle (DC 28). Caster level 22nd.

Summon Demon (Sp)
Once per day Ogrim can automatically summon 3d6 paltheree (MM II), 1 molydeus (FC I), or 1 balor. This ability is the equivalent of a 9th level spell.

Sunburn
Ogrim is surrounded by a circle of blinding light. The area within 60 ft. of Ogrim is permanently under the effect of a Daylight spell. This effect automatically dispels any magical darkness to which it comes in contact. Creatures that directly look at Ogrim must succeed on a DC 29 Fortitude save or become permanently blinded.

True Seeing (Su)
Permanent, as the spell.

Bonus Feats
As Agnamelek's master, Ogrim has the following feats as bonus feats: Two-Weapon Fighting, Improved Two-Weapon Fighting, Superior Two-Weapon Fighting, and Perfect Two-Weapon Fighting.

Hipster Dixit
2014-08-02, 10:08 AM
Ulagresh, Sovereign in the Deep

Ulagresh is the king of the deep, of corruption and madness, and is the fiendish patron of pirates and all the filthy creatures that dwell underwater, such as Kuo-Toa and Aboleths. Much like Juiblex, he is not native of the Abyss, instead coming from another universe, a place of true horror. Ulagresh does not inhabit a particular layer, but lives inside an enormous oceanic whirpool, called Leviathan's Eye. The Leviathan's Eye always changes its location, constantly moving and travelling between different layers. Killing Ulagresh would probably end the whirpool, although no one tried to do that until now.

Servants, Enemies and Goals

Ulagresh causes a lot of trouble to other demon lords, polluting water, provoking turmoils, and killing indiscriminately. The other evil gods of the Abyss mostly hate him for his alien nature, just like they hate Juiblex, and are trying to make a colaition against him, although due to their unorganized nature this is turning out to be very difficult. Ulagresh does not have many followers among humanoids, but is revered by a huge number of intelligent underwater creatures, such as aboleths, sahuagin, and many others, which often come to the surface to kidnap fishmen and travellers that they later offer as a sacrifice to their abominable patron.

Ulagresh Lore

Characters with ranks in Knowledge (the planes) can research Ulagresh to learn more about him. When a character makes a skill check, read the following.



Check result
Knowledge acquired


20
Ulagresh is an otherworldly creature that lives inside a moving giant whirpool in the oceanic depths of the Abyss.


25
Ulagresh is surrounded by a cloud of bewildering gas, and his touch can render the victims stupid.


30
Being close to Ulagresh means feeling the extreme pressure and cold of the oceanic dpeths.


35
Ulagresh's stomach contains a portal to another dimension. He can drag his opponents into it by sucking air or water.



This gigantic creature displays a strange mixture of various traits: the body is that of a fish, with hard, glossy scales; the head is stretched, with a sharp, long beak, and instead of the caudal fin, he has six powerful tentacles. His whole body shows a pattern of lines that sparkle with yellow-greenish, pulsating light.

Colossal Nyurvata Outsider (Aquatic, Chaotic, Evil, Extraplanar)
Hit Dice: 24d8 + 366 (558 hp)
Initiative: +0
Speed: fly 80 ft. (good), swim 80 ft.
Armor Class: 40 (-8 size, +38 natural), touch 2, flat-footed 40
Base Attack/Grapple: +24/+58
Attack: Bite +30 melee (6d6 + 14) or Tentacle +28 melee (6d6 + 7 + 1 Int and Wis damage)
Full Attack: Bite +30 melee (6d6 + 14) and 6 Tentacles +28 melee (6d6 + 7 + 1 Int and Wis damage)
Space/Reach: 25 ft./25 ft.
Special Attacks: Constrict (6d6 + 14), Dementing Caress, Extradimensional Warp, Improved Grab, Rampage, Spell-like Abilities, Suck Into Nowhere
Special Qualities: Amphibious, Blindsight 100 ft., Damage Reduction 20/Good and Epic, Deep Waters, Divine Influence, Divine Transcendence, Immunity to Ability Damage, Ability Drain, Bludgeoning, Cold, Death Effects, Diseases, Disintegration, Electricity, Energy Drain, Mind-affecting Abilities, Paralysis, Petrification, Piercing, Poison, Polymorph, Sleep and Stunning, Not of this World, Spell Resistance 36, Spread Pollution, Telepathy 100 ft., Tentacles
Saves: Fort +27, Ref +14, Will +20
Abilities: Str 38, Dex 10, Con 36, Int 20, Wis 23, Cha 31
Skills: Concentration +40, Knowlegde (the planes) +32, Intimidate +37, Listen +33, Search +32, Spot +33, Swim +49
Feats: Awesome Blow, Epic Toughness, Improved Bull Rush, Improved Grapple, Improved Natural Attack (bite), Improved Natural Attack (tentacle), Improved Toughness (LM), Multiattack, Power Attack
Environment: Infinite Layers of the Abyss (Leviathan's Eye)
Organization: Solitary (Unique)
Alignment: Chaotic Evil
Challenge Rating: 24
Treasure: Quadruple standard
Advancement: 24-38 HD (Colossal)
Level Adjustment: —

Combat

Ulagresh is very powerful and does not fear any challenge. He usually begins spitting out some aberrations, then statrs mauling the opponents with his mighty tentacles. If the enemies are too much, he simply sucks them into his belly to teleport them in a distant universe.

Amphibious (Ex)
Ulagresh can breathe both air and water.

Constrict (Ex)
Ulagresh deals automatic tentacle damage with a successful grapple check.

Dementing Caress (Ex)
With a touch, Ulagresh can force an opponent to glimpse his terrifying home plane. Although the sight lasts only for the tiny fraction of a second, it is enough to deform an opponent's mind to a great extent. Any creature hit by Ulagresh's tentacles must succeed on a DC 35 Will save or take 1 Intelligence and Wisdom damage. A creature who took 3 or more ability damage from this ability in a single round must succeed on another Will save or becomes confused, as per the Insanity spell.

Deep Waters (Ex)
Those who stay close to Ulagresh experience the terryfying pressure of oceanic depths. At the beginning of each round, any creature within 60 ft. of Ulagresh takes 10d4 bludgeoning damage due to the insane pressure, and 10d4 non-lethal damage due to extreme cold. A succesful DC 33 Fortitude save halves the bludgeoning damage and negates the non-lethal damage. The save DC is Charisma-based.

Divine Influence (Ex)
Ulagresh grant spells and casts spell-like abilities from the following domains: Corruption (FC I), Darkness (SpC), Madness (SpC), and Water. DC = 20 + the spell's level. Caster level 24th.

Divine Transcendence (Ex)
Ulagresh does not age and cannot die of old age. He can communicate with his followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to him at any moment. Ulagresh cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while she has at least one worshipper. If the number of her worshippers falls to 0, Ulagresh immediately loses the Nyurvata template, and if he is dead, his soul is forever destroyed.

Extradimensional Warp (Ex)
Ulagresh's stomach contains a portal that leads to his home plane of exsistence. As a standard action, Ulagresh can summon a couple of creatures from the portal, and spit them forth from his mouth. The number and type of the summoned creatures are determined randomly, choosing from the table below. All creatures summoned by this ability have a fly speed of 80 ft. (average) and gain the Amphibious special quality. Ulagresh can use this ability only once every 1d4 rounds.



d6
Creature Summoned
Number


1
Aboleth
2d6


2
Aboleth Mage
1


3
Eye of the Deep (LoM)
2d4


4
Chuul
2d6


5
Water Naga
2d6


6
Seryulin, Greater (MM III)
1d6



Should Ulagresh ever die, the portal will permanently stay opened at the location of Ulagresh's death.

Improved Grab (Ex)
To use this ability, Unagresh must hit with his slam attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict.

Rampage (Ex)
As a standard action, Ulagresh can make a tentacle attack against each opponent within his reach.

Spell-like Abilities
At will - Acid Fog (DC 26), Banishment (DC 27), Blasphemy (DC 27), Cloudkill (DC 25), Control Weather, Deeper Darkness, Destruction (DC 27), Dispel Magic (greater), Geas/Quest (DC 25), Mudslide (SW) (DC 26), Teleport (greater) (self only, plus 50 pounds of objects), Waterspout (SW) (DC 27); 3/day - Depthsurge (SW) (DC 28), Freedom, Imprisonment (DC 28), Tsunami (SpC) (DC 29), Maelstrom (SpC) (DC 28); 1/day - Miracle (DC 29). Caster level 24th.

Spread Pollution (Ex)
Ulagresh emanates a cloud of filthy fluids that duplicate the effects of the spells Fog Cloud and Mind Fog (Will DC 35), on a 60 ft. radius around him. The save DC is Constitution-based.

Not of this World (Ex)
Ulagresh is an abominable creature, his very existence being a blight on the universe. His form is so inconceivable that just seeing him makes one's mind melting in the attempt of processing it. Any creature that sees Ulagresh must make a DC 32 Will save or take 1d6 Wisdom damage and become cowering for 1 minute. In addition, creatures that try to establish a link with Ulagresh's mind, such as by a Detect Thoughts spell, have their Wisdom immediately reduced to 0, and this damage cannot be restored by anything short than Miracle or Wish. Even in this case, the creature does not remember anything about what he saw in Ulagresh's mind. Mindless creatures are immune to this effects. The save DC is Charisma-based.

Suck Into Nowhere (Ex)
As a standard action, Ulagresh can suck the water or air in front of him to draw enemies into his belly. At the beginning of each round, any creature in a 60 ft. cone must succeed on a DC 35 swim check, or be sucked into Ulagresh's mouth. On the following round, the creature must win a grapple check against Ulagresh or fall into the portal inside his stomach, being teleported into another universe from which she can never return back. Ulagresh cannot make bite attacks while using this ability. After Ulagresh activated this ability, he keeps sucking until he suppresses the ability as a swift action. The save DC is Constitution-based.

Tentacles (Ex)
Ulagresh has six powerful tentacles that uses to destroy his opponents. Ulagresh can grapple up to six foes without being considered in a grapple.

Hipster Dixit
2014-08-02, 10:10 AM
Reserved #29

Hipster Dixit
2014-08-02, 10:11 AM
Reserved #30

Hipster Dixit
2014-08-02, 10:12 AM
Reserved #31

Hipster Dixit
2014-08-02, 10:13 AM
Reserved #32

Hipster Dixit
2014-08-02, 10:14 AM
Reserved #33

Hipster Dixit
2014-08-02, 10:16 AM
Reserved #34

Hipster Dixit
2014-08-02, 10:18 AM
Done! You can now post freely. I know there are still formatting issues and links may be broken. I will fix these problems as soon as possible.

For those who followed Ars Daemonica since V. 1.X here is the complete list of changes from the previous installment (1.3 (http://www.giantitp.com/forums/showthread.php?361626-Ars-Daemonica-Homebrew-stuff-for-Abyss-lovers-%28PEACH%29)).

General Modified demon lord names and fluff in order to not overlap with D&D official material anymore. Index allows fast scrolling between pages. Temporarily removed some material until rework. Classes Added ex-cabalists and ex-demonbrand sections. Added lore sections to all classes. Cabalist: Changed Eldirtch Blast name to not interact with class features with the same name granted by other classes. Cabalist: Ritual of Calling (ghost) now allows to steal one of the summoned spirit's class feature or feat. Cabalist: Ritual of Calling (elder evil) now allows to resurrect a dead god (nyurvata). Demonbrand: Buffed up Demon Form a little bit to help it be in par with the equivalent abilitiy provided by prestige classes. Prestige ClassesAdded spellshaper. DeitiesSimplified deities fluff

In additon, as I said in the introduction, I now accept requests, as long as they are somehow related to demons. Works will be added to the compendium, with a gratitude note to the user who made the request.

spikeof2010
2014-08-02, 04:20 PM
So THAT's why you locked the other thread.

I'm impressed, I plan on reading this very avidly!

Hipster Dixit
2014-08-02, 05:56 PM
Thank you. Content itself has underwent little changes, the majority of work has been put in creating a more organized environment (read: lots of reserved posts) and making the introduction more attractive, while facilitating navigation through the book... and of course, removing all the conflicts between WotC material and mine, that can now be used together with no problems. I hope you won't be disappointed. I also see that views on the old topic skyrocketed since it has been closed... could be the secret of popularity :D

...
2014-08-02, 06:34 PM
If I may post a suggestion, I think we need to find an (un)stable balance between Tyranids and Lovecraft in the Far Realm. Fortunately, though, there is a way to keep the Far Realm "livable" without stopping people from Realm Far in while backward speak to beginning, and other strange things like that. My idea is that the Far Realm is only habitable for natives of the Far Realm. Both the Far Realm and the Material Plane seem normal to the Far Realm's denizens, but when someone from the Material Plane goes to the Far Realm, things happen.

Network
2014-08-02, 06:58 PM
General of the Abyss
At 16th level, the faith that the patron puts in the demonbrand is so much that he allows him to lead his armies into battle. The demonbrand gains the Leadership feat, with the following differences: the cohort and followers must be Outsiders with the tanar'ri subtype. The demonbrand's cohort and followers level is considered equal to its HD for the purpose of this ability, and he gains an additional HD of 2nd level followers equal to 1/5 the HD of 1st level followers, rounded down (until someone finds a 1 HD tanar'ri).
Actually, there is a 1 HD tanar'ri. It's called the mane and you can find it in either the BoVD or FCI. Though I am worried that allowing you to choose tanar'ris based on Hit Dice alone may lead to abuse : many outsiders (and even some demons) have a CR higher than their HD, and the class feature is worded in a way that would allow template stacking abuse (mane half-fiend paragons are also 1 HD tanar'ris, for example). I suggest you explicitely disallow creatures with templates and limit the cohort and followers on both HD and CR.

AuraTwilight
2014-08-02, 08:33 PM
If I may post a suggestion, I think we need to find an (un)stable balance between Tyranids and Lovecraft in the Far Realm. Fortunately, though, there is a way to keep the Far Realm "livable" without stopping people from Realm Far in while backward speak to beginning, and other strange things like that. My idea is that the Far Realm is only habitable for natives of the Far Realm. Both the Far Realm and the Material Plane seem normal to the Far Realm's denizens, but when someone from the Material Plane goes to the Far Realm, things happen.

Actually, this isn't exactly true. Fluff indicates that the Material Plane is as horrific to the Far Realms as it is to the Material Plane. The Pseudonatural creature template is fluffed as Far Realms natives being unable to retain their normal forms, powers, or minds when they visit.

...
2014-08-02, 08:47 PM
Actually, this isn't exactly true. Fluff indicates that the Material Plane is as horrific to the Far Realms as it is to the Material Plane. The Pseudonatural creature template is fluffed as Far Realms natives being unable to retain their normal forms, powers, or minds when they visit.

I know, I'm talking about homebrewing it.

AuraTwilight
2014-08-02, 08:56 PM
....Uh. Why? What's the purpose of the change?

...
2014-08-02, 09:03 PM
....Uh. Why? What's the purpose of the change?

Because then we can stick with the OP's Far Realm homebrew concept while still having there go they when backward speaking visitors.

Hipster Dixit
2014-08-03, 03:43 AM
If I may post a suggestion, I think we need to find an (un)stable balance between Tyranids and Lovecraft in the Far Realm. Fortunately, though, there is a way to keep the Far Realm "livable" without stopping people from Realm Far in while backward speak to beginning, and other strange things like that. My idea is that the Far Realm is only habitable for natives of the Far Realm. Both the Far Realm and the Material Plane seem normal to the Far Realm's denizens, but when someone from the Material Plane goes to the Far Realm, things happen.


Actually, this isn't exactly true. Fluff indicates that the Material Plane is as horrific to the Far Realms as it is to the Material Plane. The Pseudonatural creature template is fluffed as Far Realms natives being unable to retain their normal forms, powers, or minds when they visit.

Uhm, I did not want to create confusion. I am not going to do a far realms remake, just a sort of alternative. This and the classic far realms could even exist in the same universe because they are entirely different things, although they have something in common. I used the words "far realms" only to explain my idea better, I think I'll edit the description. Anyway, I second ...'s (what :D) idea that far realms beings should not be affected too much by material plane's different structure, that is also what we can extrapolate from Lovecraft's work (of course Lovecraft didn't make D&D handbooks, but is still a primary souce of inspiration); at least, that's how I would rule it if I were a DM, even with official fluff saying the opposite. Just a matter of preference.

That said, this is still in a very conceptual stage and every suggestion is appreciated. By now, I think to the inhabitants as highly evolved beings, a sort of organic machines, able to adapt very quickly to different conditions, in possess of alien, advanced technology. Their only purpose is to assimilate, destroy, and expand their world.


Actually, there is a 1 HD tanar'ri. It's called the mane and you can find it in either the BoVD or FCI. Though I am worried that allowing you to choose tanar'ris based on Hit Dice alone may lead to abuse : many outsiders (and even some demons) have a CR higher than their HD, and the class feature is worded in a way that would allow template stacking abuse (mane half-fiend paragons are also 1 HD tanar'ris, for example). I suggest you explicitely disallow creatures with templates and limit the cohort and followers on both HD and CR.

Oh, didn't know that... poor Mane, I skipped it :D anyway, in the first draft, I made the choice limited by CR, instead of HD, but then I changed it, cause that seemed very inelegant... official stuff always uses HD, CR is only here for players and DM and usually does not have an in-game impact. You are right, though. I think I'll just do as you suggest until we find a better solution. For template stacking, this is a thing i haven't considered, although I suppose this also happens with regular Leadership... I'll make that templates add to a creature's HD an amount equal to their level adjustment.

Network
2014-08-03, 09:34 AM
Oh, didn't know that... poor Mane, I skipped it :D anyway, in the first draft, I made the choice limited by CR, instead of HD, but then I changed it, cause that seemed very inelegant... official stuff always uses HD, CR is only here for players and DM and usually does not have an in-game impact. You are right, though. I think I'll just do as you suggest until we find a better solution. For template stacking, this is a thing i haven't considered, although I suppose this also happens with regular Leadership... I'll make that templates add to a creature's HD an amount equal to their level adjustment.
Normally, I would agree on the CR thing. Most homebrews that use CR mechanically really shouldn't, but I figured that General of the Abyss should be an exception, for two reasons:
* Regular Leadership has a level limit based on ECL, while General of the Abyss was based on HD alone (ECL is always equal or higher than HD). Basing it on both HD and CR, while making templated creatures less accessible, is one way to balance it.
* Many tanar'ris (the mane comes to mind) have no LA. Sometimes, they are too powerful to be used pre-epic (such as the balor), others have a game-breaker or two (glabrezu), but others have no such excuse (babau). Being forced to use only those with LA would lead to a too small selection.

A justification of sorts is that a demon lord would handpick the demons he assigns as allies to his mortal followers. He would only allow those of a certain power level (CR) and only if he was sure the follower could hold the demon in check (HD). Most demons aren't really attracted to the demonbrand at all but are bullied into serving him, unlike with Leadership.

Hipster Dixit
2014-08-05, 04:46 AM
Normally, I would agree on the CR thing. Most homebrews that use CR mechanically really shouldn't, but I figured that General of the Abyss should be an exception, for two reasons:
* Regular Leadership has a level limit based on ECL, while General of the Abyss was based on HD alone (ECL is always equal or higher than HD). Basing it on both HD and CR, while making templated creatures less accessible, is one way to balance it.
* Many tanar'ris (the mane comes to mind) have no LA. Sometimes, they are too powerful to be used pre-epic (such as the balor), others have a game-breaker or two (glabrezu), but others have no such excuse (babau). Being forced to use only those with LA would lead to a too small selection.

A justification of sorts is that a demon lord would handpick the demons he assigns as allies to his mortal followers. He would only allow those of a certain power level (CR) and only if he was sure the follower could hold the demon in check (HD). Most demons aren't really attracted to the demonbrand at all but are bullied into serving him, unlike with Leadership.

Your argument is good, I must say. And it is surely better doing this than thinking up to a LA for every demon published. Now that I think about it, a 13th level demonbrand with +10 Charisma (a lot, but it is doable) could have a Marilith as a cohort... well I suppose the problem is the Leadership feat itself. I know that feat has awful mechanics; maybe with your help we can craft a new ability that does the same thing, but in a much more balanced way.

Anyway, new update. Changelog:

V. 2.01 (08/05/2014) Classes Added the warden, a good-aligned cabalist class variant Feats Added the Blessing of the Pit feat

Coming next: Warlock rewrite, featuring a lot of new invocations. Also, demonbrand casting will probably be switched from spells to invocations in the future (more fitting IMO).

Network
2014-08-05, 12:11 PM
Your argument is good, I must say. And it is surely better doing this than thinking up to a LA for every demon published. Now that I think about it, a 13th level demonbrand with +10 Charisma (a lot, but it is doable) could have a Marilith as a cohort... well I suppose the problem is the Leadership feat itself. I know that feat has awful mechanics; maybe with your help we can craft a new ability that does the same thing, but in a much more balanced way.
The marilith trick wouldn't work since a cohort's level is limited by your own, so a 13th level character cannot have a cohort of a level higher than 11. Also, General of the Abyss is a 16th level ability, so I don't see how you can get it at 13th level in the first place...

Making a new ability may be a good way to prevent abuse. I suggest to write a list of demons that can be selected as followers or cohorts. My current idea would include dretch, mane and quasit as followers, and babau, bebilith, nalfeshnee, succubus and vrock as cohorts. Class levels and templates with LA would be allowed. I think quasits deserve to be an option on this list, even if they aren't tanar'ris.

Hipster Dixit
2014-08-05, 02:29 PM
The marilith trick wouldn't work since a cohort's level is limited by your own, so a 13th level character cannot have a cohort of a level higher than 11. Also, General of the Abyss is a 16th level ability, so I don't see how you can get it at 13th level in the first place...

It seems by brain stopped working when I wrote that :D well just ignore it...


Making a new ability may be a good way to prevent abuse. I suggest to write a list of demons that can be selected as followers or cohorts. My current idea would include dretch, mane and quasit as followers, and babau, bebilith, nalfeshnee, succubus and vrock as cohorts. Class levels and templates with LA would be allowed. I think quasits deserve to be an option on this list, even if they aren't tanar'ris.

Good idea. I also wanted to include as followers other creatures with the Thrall of a Demon Feat, whose patron is the same of the demonbrand. I'll make it for the next update, thank you.

Network
2014-08-05, 04:50 PM
As a small favor I have a request for a monster. I recently had the idea for a lawful race of tanar'ri. My sketch involves demons that were captured and put into slavery by powerful devils and slowly got corrupted by the palatable law of the Nine Hells, before ultimately managing to regain their freedom and return to the Abyss. What these demons can do or look like is up to you. Could you make something with that concept?

Hipster Dixit
2014-08-06, 02:09 AM
As a small favor I have a request for a monster. I recently had the idea for a lawful race of tanar'ri. My sketch involves demons that were captured and put into slavery by powerful devils and slowly got corrupted by the palatable law of the Nine Hells, before ultimately managing to regain their freedom and return to the Abyss. What these demons can do or look like is up to you. Could you make something with that concept?

It will be a pleasure. Just one thing: I am just not sure about what do you mean by "race"... I suppose that every kind of demon (vrock, hezrou, dretch, etc) makes up a different race, much like humanoids have elves, dwarves, and so on. So maybe you're just requesting a couple of new monsters, all with a shared theme... In that case, I would go with a new subtype that includes the common traits (and I could make that they also count as tanar'ri and maybe baatezu for any purpose) and then write some new demons with that subtype. Is this what you meant?

Network
2014-08-06, 12:34 PM
It will be a pleasure. Just one thing: I am just not sure about what do you mean by "race"... I suppose that every kind of demon (vrock, hezrou, dretch, etc) makes up a different race, much like humanoids have elves, dwarves, and so on. So maybe you're just requesting a couple of new monsters, all with a shared theme... In that case, I would go with a new subtype that includes the common traits (and I could make that they also count as tanar'ri and maybe baatezu for any purpose) and then write some new demons with that subtype. Is this what you meant?
Sorry, no, I meant a sub-kind of tanar'ri, like, say, a vrock. Or maybe a template. I'd prefer if the monster didn't have baatezu traits, since it is a demon, not a devil (and certainly not a mix of the two). Feel free to make anything from a lawful babau to a lawful succubus if it's what you want, as long as it's a tanar'ri with the Lawful subtype instead of the Chaotic one (with a bit more than that, like unique 'lawful' powers).

Hipster Dixit
2014-08-06, 02:16 PM
Sorry, no, I meant a sub-kind of tanar'ri, like, say, a vrock. Or maybe a template. I'd prefer if the monster didn't have baatezu traits, since it is a demon, not a devil (and certainly not a mix of the two). Feel free to make anything from a lawful babau to a lawful succubus if it's what you want, as long as it's a tanar'ri with the Lawful subtype instead of the Chaotic one (with a bit more than that, like unique 'lawful' powers).

Ok well I started working on this today. I already made a new subtype and two demons, and four other will be completed in a few days. One of the qualities of the new demons is that they count as tanar'ri for any purpose, so it's kinda like they are a new type of tanar'ri (they also count as baatezu as now but I'll change it no problem). If you don't like this and want regular tanar'ri instead, just give to each of them the abilities granted by the new subtype and stick with the old tanar'ri. Anyway, I'll post the template and the first bunch of new demons tomorrow (sadly I'm not at home now) so you can see if you like them and/or what modifications you want me to make; if the result does not come up with your expectations, then if you have patience I'll try something else ;) Have a nice day! (whatever time of the day is where you live)

Hipster Dixit
2014-08-07, 11:40 AM
Here we are as promised (sorry double post). I did not included the following entries in the compendium already because I plan to release them all at once when they are ready; I just spoiler you what I came up with until now so you can review.

So, the new demons are called gyzzrah. I didn't came up with the fluff yet but taking into account what you said it would be like this: during a devil raid the the Abyss, a bunch of demons has been captured and became slaves. Devils magically altered their physiology a bit cutting their telepathy and teleportation ability in order to prevent escaping. After centuries of slavery, though, they managed to revolt against their slavers, thanks to their leader Syndromai, which after this became famous as the Slave King. Gyzzrah managed to return in the Abyss but many years spent in the Nine Hells changed them from what they were before, making them more attuned to law than to chaos.

Hope you like the stuff ;) I don't know if they have enough "lawful" flavor but while I can easily depict common good and evil abilities in my head I find it more difficult with law and chaos... anyway, coming next are: a gyzzrah erudite caster with a little trunenaming flavor (CR 12), a gyzzrah specialized in hunting and killing tanar'ri (CR 16) and a big gyzzrah siege engine (CR 18).

Gzyrrah


Gzyrrah traits

Gzyrrah is a new demon subtype. Most gzyrrah possess the following traits (unless otherwise noted in a creature’s entry).

Abyssal Lineage: For the purpose of any effect that would affect him, a gzyrrah is considered having the tanar'ri subtype. Acid, cold and fire Resistance 10. Darkvision 60 ft. Disciplined (Ex): Willing or not, gyzzrah personality has been reshaped from chaotic and indisciplined to obedient and law-abiding by a long stay in the Nine Hells. The DC to change a gyzzrah's attitude through a Diplomacy check is increased by 4. Gyzzrah have a +4 racial bonus on saves against fear effects and mind-affecting abilities. Immunity to electricity and poison. Phantom Step (Su): Being deprived of teleportation, gzyrrah developed a different way to elude devil's monitoring. As a standard action, a gzyrrah can become ethereal, as per the Ethereal Jaunt spell, with the following exceptions: he can move at his normal speed, and can still be hit and damaged by sources that bypass his Regeneration ability. He can return to his normal state as a swift action. Regeneration (Ex): Baatezu magically altered gzyrrah physiology during centuries, so they could constantly torture and oppress them without killing them. Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor deal normal damage to a gzyrrah. Unquenchable Grudge (Ex): All gzyrrah, from the dullest lackey to the Slave King himself, equally hate devils for what they did to them. A gzyrrah has the Favored Enemy (baatezu) ability of a Ranger with level equal to his HD.

Gyzzrah as a template
For those who want to apply gyzzrah fluff to regular demons.

“Gyzzrah” is a template that can be added to any outsider with the tanar'ri subtype (referred to hereafter as the base creature). The base creature’s type remains unchanged. The gyzzrah uses all the base creature’s statistics and special abilities except as noted here.

Alignment
A gyzzrah's alignment becomes lawful.

Special Qualities
A gyzzrah loses Telepathy and any spell-like or supernatural ability that allows him to teleport that he possessed before taking the template. He may still regain those abilities later from other sources (class features, feats, etc.). He retains all the other special qualities of the base creature and also gains the following.

Disciplined (Ex): Willing or not, gyzzrah personality has been reshaped from chaotic and indisciplined to obedient and law-abiding by a long stay in the Nine Hells. The DC to change a gyzzrah's attitude through a Diplomacy check is increased by 4. Gyzzrah have a +4 racial bonus on saves against fear effects and mind-affecting abilities. Phantom Step (Su): Being deprived of teleportation, gzyrrah developed a different way to elude devil's monitoring. As a standard action, a gzyrrah can become ethereal, as per the Ethereal Jaunt spell, with the following exceptions: he can move at his normal speed, and can still be hit and damaged by sources that bypass his Regeneration ability. He can return to his normal state as a swift action. Regeneration (Ex): Baatezu magically altered gzyrrah physiology during centuries, so they could constantly torture and oppress them without killing them. Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor deal normal damage to a gzyrrah. Unquenchable Grudge (Ex): All gzyrrah, from the dullest lackey to the Slave King himself, equally hate devils for what they did to them. A gzyrrah has the Favored Enemy (baatezu) ability of a Ranger with level equal to his HD.
Subtypes
A gyzzrah loses the [Chaotic] subtype and gains the [Lawful] subtype.

Challenge Rating
The same of the base creature +1.

EXTARON

Extarons are gyzzrah who has been employed by devils for bloody arena fights, and sometimes used as low-grade soldiers against their former brothers in the blood war. Having survived centuries of battles, extarons are very quick, strong and devious, and represent a formidable threat.




http://i57.tinypic.com/2njllwh.png



Large outsider (evil, extraplanar, gzyrrah, lawful)

CR 7
Aligment Lawful Evil

HP 84 (8d8 + 48)
AC 21, touch 12, flat-footed 14 (-1 size, +4 Dex, +1 buckler, +3 natural, +4 mithral chain shirt)
Saves Fort +11, Ref +9, Will +6

Initiative +8
Speed 40 ft. (8 squares)
Melee +1 silver spiked chain +13/+8 (2d6 + 5, plus trip)
or
Melee +1 silver longsword +13/+8 (2d6 + 5/19-20)
Ranged +1 composite longbow (+5 Str bonus) +12/+7 (2d6 + 5/x3)
BAB +7, Grapple +20
Space 10 ft., Reach 10 ft.

Abilities Str 20, Dex 18, Con 23, Int 15, Wis 12, Cha 14
Feats Blind-Fight, Combat Expertise, Improved Initiative, Improved Trip, Power Attack, Quick Draw
Skills Bluff +17, Climb +16, Escape Artist +15, Intimidate +17, Jump +16, Listen +12, Ride +15, Spot +12, Swim +16, Tumble +15

Special Attacks Spell-like Abilities
Special Qualities Battle Insight, Combat Training, Damage Reduction 10/Cold Iron or Good, gzyrrah traits, Regeneration 5, Ringmaster
Possessions Buckler, mithral chain shirt, 30 silver arrows

Combat

Extarons have many aces up to their sleeves. They usually begin the combat buffing themselves with Blur and Bull's Strength. When possible, they prefere melee combat, using their spiked chain to trip opponents and switching to longsword when they need a free hand. Against flying opponents, they just draw their composite longbow and fire a storm of arrows.

Battle Insight (Ex): Extaron's natural cunning allow them to find out their enemies' weaknesses after seeing them in action for a few seconds. As a swift action an extaron can designate an opponent he is able to see. If the opponent remains within sight until the beginning of the next round, the extaron gains a +2 bonus to AC and saves against that creature's attacks, and when attacking that creature he gains a +2 on attack rolls and the critical range of his weapons doubles (this stacks with effects that provide similar benefits). The bonuses last until the end of the encounter.

Combat Training: Extraons are old-time warriors, trained for battle since their birth. They receive an amount of bonus [Fighter] feats equal to that of a fighter with level equal to half their racial HD. They must meet the prerequisites. An extaron qualifies for feats as if he had a number of figher levels equal to his racial HD.

Ringmaster (Ex): Extarons are accustomed to pit fighting, thus knowing all sort of dirty tricks to win the battle. An extaron gains a +4 bonus on Intimidate and Bluff checks, and can demoralize an opponent or feint in combat as a swift action. As a standard action, an extaron can make a special melee attack. If the attack hits, the opponent must make a CD 16 reflex save or be affected by one of the following conditions: blinded, sickened or staggered. The condition lasts for 1d6 rounds.

Spell-like Abilities: At will - Guided Shot (SpC), Wraithstrike (SpC); 3/day - Blur, Bull's Strength, Infernal Wound (SpC). Caster level 7th.

GROMLAK

In the gzyrrah hierarchy, gromlaks occupy the lowest grade. They have been (and still are) used as beasts of burden, their powerful muscels allowing them to lift impossible weights, and seldom as bodyguards. Being their intelligence very low, they always resolve disagreements with a good old beating.




http://i58.tinypic.com/2psf1cl.png



Medium outsider (evil, extraplanar, gzyrrah, lawful)

CR 4
Aligment Lawful Evil

HP 38 (4d8 + 20)
AC 15, touch 12, flat-footed 14 (+1 Dex, +4 natural)
Saves Fort +8, Ref +5, Will +4

Initiative +1
Speed 30 ft. (6 squares)
Melee 2 Slams +10 (2d6 + 6)
BAB +4, Grapple +14
Space 5 ft., Reach 5 ft.

Abilities Str 22, Dex 12, Con 18, Int 6, Wis 10, Cha 8
Feats Improved Natural Attack, Improved Toughness (LM)
Skills Climb +13, Intimidate +6, Jump +13, Swim +13

Special Attacks Throw Anything
Special Qualities Damage Reduction 5/Cold Iron or Good, gzyrrah traits, Heap of Muscles, Powerful Build, Regeneration 5, Spiteful Rage

Combat

Gromlaks are very straightforward when in a fight: they usually just charge at the enemy that seems the weakest, punch him a bit, and then throw him against another enemy.

Heap of Muscles (Ex): Gromlaks are accustomed to lift and carry massive loads. A gromlak carrying capacity is equal to three times the normal amount allowed by his Strength score.

Powerful Build (Ex): As the Giant ability.

Spiteful Rage (Ex): Gromlaks aren't known for their cleverness, but they have a good memory. In particular, they remember every vexation withstanded during their slavery. Sometimes, a circumstance digs those grievous memories out and when it happens, the fury explodes. Every time a gromlak takes lethal damage, there is a 20% chance that he enters in a blood frenzy which has the same effects of the Rage ability of a 1st level barbarian. The frenzy lasts for 1 minute.

Throw Anything (Ex): This ability is similar to the Rock Throwing ability of giants, with the exception that a gromlak can throw anything instead of just rocks, included other creatures. He can throw creatures and objects up to small size with a range increment of 60 ft. A gromlak needs to succeed on a grapple check to throw an unwilling creature. Creatures and objects threw by a gromlak deal 2d6 damage + the gromlak's Strength modifier, either bludgeoning, piercing or slashing (depending on the nature of the thrown object). The thrown creature or object also takes the damage.

HULTZIMAR

Hultzimar are strange creatures. During slavery, their duty was to entertain the devil aristocracy, usually taking the role of a mad jester or a storyteller. They eventually developed mind-influencing abilities that helped gyzzrah a lot during the rebellion. Many say that hultzimar are the only gyzzrah that retained a spark of their original chaotic nature, and while this is true to all appearances, their personality is strictly devoted to order and law.




http://i59.tinypic.com/n4yy5k.png



Medium outsider (evil, extraplanar, gzyrrah, lawful)

CR 8
Aligment Lawful Evil

HP 45 (7d8 + 14)
AC 20, touch 16, flat-footed 14 (+6 Dex, +4 natural)
Saves Fort +6, Ref +10, Will +4

Initiative +6
Speed 30 ft. (6 squares)
Melee Rainbow Rod (touch) +13 (various effects)
Ranged Rainbow Rod (touch) +13 (various effects)
BAB +7, Grapple +8
Space 5 ft., Reach 5 ft.

Abilities Str 13, Dex 22, Con 14, Int 15, Wis 10, Cha 21
Feats Combat Casting, Symphony of the Night*, Weapon Finesse
Skills Balance + 17, Bluff +16, Concentration +13, Diplomacy +16, Disguise +16, Escape Artist + 16, Intimidate +15, Listen +11, Perform +16, Tumble + 17

Special Attacks Disturbing Fanfare, Spell-like Abilities
Special Qualities Collective Hallucination, Damage Reduction 10/Cold Iron or Good, gzyrrah traits, Regeneration 5

*New feat, described here (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870621#post17870621).

Combat

Hultzimars are not good fighters, but have a wide array of spell-like abilities they use to bewilder their enemies. When out of tricks, a hultzimar simply fires a bolt from his rainbow rod and watches the result.

Collective Hallucination (Su): The presence of a hultzimar has a weird influence on creatures' mind. The area within 30 ft. from a hultzimar is permanently under the effect of a Hallucinatory Terrain spell (CD 18). An hultzimar can alter the changes provoked by this ability as a free action, within the spell's limits. A creature that succeeds on the saving throw cannot fall under the effect of this ability for the next 24 hours. This is a mind-affecting ability.

Disturbing Fanfare: A hultzimar has the Bardic Music ability of a 7th level bard, except that he does not need an instrument.

Spell-like Abilities: At will - Color Spray (CD 16), Ray of Stupidity (SpC), (CD 17), Silent Image (CD 16), Ventriloquism (CD 16); 3/day - Alter Self, Hideous Laughter (CD 17), Hypnotic Pattern (CD 17), Mirror Image, Suggestion (CD 18), Touch of Idiocy (CD 17); 1/day - Confusion (CD 19), Minor Creation, Shadow Conjuration (CD 19). Caster level 7th.


The hultzimar's rainbow rod

Every hultzimar carries one of these rods. A rainbow rod can be used to deliver a melee or ranged touch attack (range 60 ft.). A creature hit by this attack is subject to one of the following effects, chosen randomly. A rainbow rod has 20 charges when created, and consumes one each time it is used. When carried by a Hultzimar, a Rainbow Rod recovers 1 charge every minute. A rainbow rod's market price is 5,000 gp.



d8
Effect


1
1d8 fire damage


2
2d6 acid damage


3
2d8 electricity damage


4
Poison, initial and secondary damage 1d4 Strength (fortitude negates)


5
Slowed, as the Slow spell, for 1d6 rounds (will negates)


6
Confused, as the Confusion spell, for 1d6 rounds (will negates)


7
Sent to another plane for 1d4 rounds. After that, the creature returns where she previously was (will negates)


8
Subject to two effects; roll twice more, ignoring any "8" results

Network
2014-08-07, 12:36 PM
Thanks, I love them. I can only wait for you to make the other three. I'd be particularly interested to see the truenaming one.

I still have a few comments to make on the above ones:
* The gyzzrah template says the gyzzrah has all the special qualities of the base creature, but Phantom Step says they lose teleportation. Are they intended to lose teleportation and telepathy like the other gyzzrah or not?
* The Extaron's combat training, as written, also applies to hit dies from class levels, which would mean that an extaron fighter has more feats than any fighter and qualifies for them twice as fast. I think the ability should only take into account racial hit dies, to prevent that kind of abuse.
* The Gromlak's powerful build says it's the same as that of a redcap. This is not really helpful, since the redcap's powerful build is identical to the half-giant's, which is in the SRD. You could just copy the text from there, that'd be helpful.
* No really anything to fix with the hultzimar, though I could see them having ulterior motives for their help in the rebellion.

Hipster Dixit
2014-08-07, 01:37 PM
Thanks, I love them.

I'm glad. Feel free to make more suggestions if you like.


I'd be particularly interested to see the truenaming one.

It will not actually use utterances (I mostly hate that subsystem) but I'll borrow some truenaming mechanics. I'm still a bit unsure on how to go with him, but I'll figure it out.


The gyzzrah template says the gyzzrah has all the special qualities of the base creature, but Phantom Step says they lose teleportation. Are they intended to lose teleportation and telepathy like the other gyzzrah or not?

Yes they are. Fixed.


The Extaron's combat training, as written, also applies to hit dies from class levels, which would mean that an extaron fighter has more feats than any fighter and qualifies for them twice as fast. I think the ability should only take into account racial hit dies, to prevent that kind of abuse.

Yea, that was an oversight, fixed now. Not that having twice as many the feats would make a fighter unbalanced...


The Gromlak's powerful build says it's the same as that of a redcap. This is not really helpful, since the redcap's powerful build is identical to the half-giant's, which is in the SRD. You could just copy the text from there, that'd be helpful.

Well you're right, this simplify things. I'll also correct all the other powerful builds in the compendium, maybe tomorrow.


No really anything to fix with the hultzimar, though I could see them having ulterior motives for their help in the rebellion.

Why not, fluff is still work in progress by now, I'll flesh it out more on the next days.

Network
2014-08-07, 02:47 PM
It will not actually use utterances (I mostly hate that subsystem) but I'll borrow some truenaming mechanics. I'm still a bit unsure on how to go with him, but I'll figure it out.
That's understandable. Not many people like that subsystem. For the record there are ways to use truenaming that don't rely on utterance. For example, the brimstone speaker has class features that require truespeak checks to activate with a fixed DC. Unlike the bereft's class features, they don't count as utterances.

Yea, that was an oversight, fixed now. Not that having twice as many the feats would make a fighter unbalanced...
Forgot to mention something. You probably intended the bonus feats to be selected from the list of fighter bonus feats, but that isn't mentioned in the ability. You fixed the problem with feat requirements, but not the rate of feat gain. As written, an extaron wizard would gain 1 bonus feat every four levels and be able to select metamagic feats or the like with it. Probably an oversight.

Hipster Dixit
2014-08-09, 01:14 PM
Forgot to mention something. You probably intended the bonus feats to be selected from the list of fighter bonus feats, but that isn't mentioned in the ability. You fixed the problem with feat requirements, but not the rate of feat gain. As written, an extaron wizard would gain 1 bonus feat every four levels and be able to select metamagic feats or the like with it. Probably an oversight.

Of course! Fixed, thank you.

Here we have two others gzyrrah ready to be PEACHed. Stenriex caused me the most trouble and I still do not know if they are balanced for their CR and/or if their litanies could be improved in some way (of course it could). Anyway hope you like them!

STENRIEX

Stenriex are high-caste gzyrrah, and very intelligent creatures. During gzyrrah slavery, baatez used them as researchers, scientists, diplomats, and in general for any buisness that required a certain intellect and speech. For this reasons, stenriex had a little more freedom than their brothers. Unfortunately for devils, this ultimately turned into gyzzrah's advantage, since it led to the discovery of the litanies of power, a mighty and ancient source of magic that was fundamental in the gyzzrah rebellion. As a result of being one of the most important factors that allowed gyzzrah to free themselves, stenriex are now on the top of gyzzrah society, occupying the most eminent and influential positions.




http://i58.tinypic.com/2rz8d2b.png



Medium outsider (evil, extraplanar, gzyrrah, lawful)

CR 12
Aligment Lawful Evil

HP 90 (12d8 + 36)
AC 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)
Saves Fort +10, Ref +11, Will +13

Initiative +8
Speed 30 ft. (6 squares), fly 60 ft. (average)
Ranged +12/+7 Darkblast (6d6 + 7)
BAB +12, Grapple +14
Space 5 ft., Reach 5 ft.

Abilities Str 15, Dex 19, Con 14, Int 24, Wis 23, Cha 24
Feats Improved Initiative, Improved Toughness (LM), Skill Focus (Speak Language), Spell Penetration, Spell Penetration (greater)
Skills Bluff +22, Concentration +18, Decipher Script +22, Diplomacy +22, Intimidate +22, Knowledge (arcana) +22, Knowledge (geography) +22, Knowledge (history) +22, Knowledge (nature) +22, Knowledge (religion) +22, Knowledge (the planes) +22, Speak Language +25, Spellcraft +22, Use Magic Device +22

Special Attacks Darkblast, Eye of the Mind, Litanies of Power, Spell-like Abilities
Special Qualities Damage Reduction 5/Cold Iron or Chaos, gzyrrah traits, Regeneration 5

Combat

Stenriex are very fragile and prefer to stay out of melee range, firing their powerful litanies from safety. They are a versatile threat and will adapt his strategy depending on the foes they are confronting. When possible, a stenriex will try to find a diplomatc solution to avoid a struggle.

Darkblast (Su): As a 12th level cabalist. If a stenriex takes levels in the cabalist class, those levels stack with his racial HD to determine Darkblast advancement.

Eye of the Mind (Su): Stenriex received enlightment thanks to their study, and can now perceive things as they really are. A stenriex is permanently under the effect of True Seeing, as the spell. He has a gaze attack that duplicates the effect of a Zone of Truth spell, applied individually to creatures that fail a CD 23 will save. Unlike the normal version of the spell, creatures subject to this effect are compelled to anwser any question the stenriex, and only him, asks to them. This is a mind-affecting ability. By concentrating his gaze towards a creature as a standard action, a stenriex may duplicate the effect of a Shatter Mind Blank power against that creature (will CD 23 negates).

Litanies of Power (Su): "Knowledge is power" is an old saying, and it is especially valid when talking about Stenriex. During the centuries of slavery spent on research, they found an ancient source of magic that goes back to time immemorable, which uses the power of an archaic language to shape reality. In order to use this power, a stenriex must recite a special formula, called litany, which must be written on a support, usually paper or a similar material. The support is immediately destroyed after the litany has been recited. To recite a litany takes up a standard action, due to the great effort required to speak in the old language. A litany cannot be recited inside an area wherein sound is impeded (for example, as a result of a Silence spell, or underwater), and requires the reciter the ability to speak loud. The range of a litany is 100 ft.
Before reciting a litany, a creature must make a Speak Language check as a free action. If the result of the check is lower than 30, the litany has no effect, but the support is still destroyed. After a litany is succesfully recited, the creature is fatigued for 1d4 rounds. A creature cannot recite litanies if she is fatigued, exhausted, or immune to fatigue. When making the check, but before seeing the result, a creature may declare she wants to empower the litany. An empowered litany takes up a full-round action to be used and does not have the usual effect, instead provoking a more powerful one. The minumim result required in the Speak Language check of an empowered litany is 40, and after reciting an empowered litany (either with success or not), a creature is exhausted for 1d4 rounds. An exhausted creature or a creature immune to exhaustion cannot recite empowered litanies. Litanies are subject to Spell Resistance, and effects like Dispel Magic or antimagic fields interact with litanies as if they were spells. A stenriex has access to the following litanies (caster level 12th).

Litany of Binding: Black tendrils wrap around the victim, impending her movemets. Target creature is pinned and cannot cast spells, spell-like abilities or activate magic items. She cannot use extraordinary or supernatural abilities that would allow her to teleport to another location, or have effects akin to the following spells: Dimension Door, Ethereal Jaunt, or Teleport. A succesful CD 30 Strength check or a CD 40 Escape Artist check allows the creature to free herself. Duration is permanent. Empowerment: The victim is trapped in a special demiplane where time is frozen. Target creature is under the effect of an Imprisonment spell. Litany of Creation: The life force that permeates the universe is called and woven together to create new matter. This litany duplicates the effect of a True Creation spell (no XP cost required). Alternatively, this litany can summon a creature, as per the Summon Monster spell, except any creature with 8 or less HD can be summoned. Regardless of the choice, this effect lasts for 1d4 minutes. Empowerment: If this litany is used to create an object, it can also create magic items which market price is not greater than 50,000 gp. If used to summon a creature, 2d4 creatures are summoned instead. The creatures do not need to be the same. Litany of Judgment: Righteous will be elevated, while unworthy will be punished. If target creature's alignment is lawful, she gains the benefits of a Heal spell and gains a +4 bonus on Strength, Dexterity and Constitution. She also gets under the effect of Haste, as the spell. This effect lasts for 1d4 minutes. Otherwise, the creature is blinded, deafened and nauseated and takes 1d4 damage to each ability score. Empowerment: The litany has the same effect of the normal version, but it affects every creature within 30 ft. from the reciter. Litany of Shaping: This litany twists existing matter into new shapes. The target is affected by of the following: Baleful Polymorph, Disintegration, Fabricate or Polymorph, as the spells. Except for Disintegration and Fabricate, this effect lasts for 1d4 hours. Empowerment: the litany instead duplicates the effects of either Destruction or Polymorph Any Object, as the spells. For the latter, duration is 1d4 hours. Litany of Stars: Makes the sky fall, bringing utter destruction. For 1d4 minutes, night falls in the area within 100 ft. from the reciter (this works as a Darkness spell). A meteor falls in a point designed by the reciter, dealing 12d6 damage, half bludgeoning, half fire, in a 15 ft. radius. Creatures damaged by the meteor must make a CD 23 reflex save or fall prone. The terrain within 15 ft. from the impact point becomes dense rubble. Empowerment: A myriad of meteors fall from the sky. Creatures within 100 ft. from the reciter take 6d6 damage per round, half bludgeoning, half fire, and every round the area within 100 ft. from the reciter gets under the effect of an Earthquake spell (DC 23). This lasts for 1d4 rounds. The meteor shower rises a cloud of dust, impeding vision. The area affected by the earthquake is under the effect of Obscuring Mist for 1d4 minutes, and the terrain becomes dense rubble.
A stenriex usually begins combat with 1d4 written scroll fragments for every litany he knows.

Spell-like Abilities: At will - Arcane Sight, Nondetection, Sending; 3/day - Analyze Dweomer, Contact Other Plane, Dismissal (CD 22), Dispel Magic (greater) (CD 23), Telepathic Bond; 1/day - Repulsion. Caster level 12th.


SKARUNTIEL

Skaruntiel are elite warriors, trained to find and kill demons of the abyss. After captivating the tanar'ri who later became gzyrrah, devils' bitter sense of humor suggested to employ some of them in killing their former brothers. Skaruntiels were extensively used in the blood war until the rebellion, and now they are often generals that lead the gzyrrah troops to battle.




http://i61.tinypic.com/2it6611.png



Large outsider (evil, extraplanar, gzyrrah, lawful)

CR 16
Aligment Lawful Evil

HP 195 (17d8 + 136)
AC 34, touch 16, flat-footed 28 (-1 size, +6 Dex, +19 natural)
Saves Fort +16, Ref +15, Will +12

Initiative +10
Speed 40 ft. (8 squares), fly 80 ft. (good)
Melee +5 axiomatic morningstar +31 (2d8 + 15 + 2d6 against chaotic creatures),
+2 axiomatic keen wounding scimitar +28 (2d6 + 12 + 2d6 against chaotic creatures/15-20),
and 2 wings +21 (2d6 + 5)
BAB +17, Grapple +29
Space 10 ft., Reach 10 ft.

Abilities Str 30, Dex 22, Con 25, Int 19, Wis 17, Cha 23
Feats Darkstalker (LoM), Improved Initiative, Improved Natural Attack (morningstar), Improved natural Attack (sickle), Improved Toughness (LM), Quicken Spell-like Ability (Dispel Magic)
Skills Climb +30, Concentration +27, Gather Information 26, Hide +26, Intimidate +26, Jump +30, Knowledge (the planes) +24, Listen +23, Move Silently +26, Spot +23, Swim +30

Special Attacks Demonbane, Spell-like abilities
Special Qualities Aura of Inevitability, Damage Reduction 15/Cold Iron and Chaos, Fiend Sense, gzyrrah traits, Regeneration 10, See Invisibility, Spell Resistance 28

Combat

Skaruntiel love melee combat and will confront their enemies directly, confident of their strength. They rapidly get rid of casters with a quickened Dispel Magic and proceed mauling the weakest opponent with their powerful weapons or Disintegration, preserving Destruction and Transformation to reverse the situation if things go wrong.

Aura of Inevitability (Su): For most creatures, a skaruntiel represents one of the worst nightmares: when one of them stalks a prey, she knows there is no escape from her fate. The area within 100 ft. from a skaruntiel is under the effect Dimensional Lock, as the spell. Ethereal creatures in the area immediately revert to their physical form, if they have any. In addition, creatures the area are prevented from communicating through magical means: effects such as Sending, Commune, Contact Other Plane and the like cannot be activated inside the area.

Demonbane (Su): Skaruntiel are formidable warriors, but they really stand out when confronting demons. Every skaruntiel has two weapons, a +5 axiomatic morningstar and a +2 axiomatic keen wounding scimitar, both fused into their arms. Those weapons are treated as natural weapons, and both of them are considered primary weapons. A skaruntiel can make a full attack as a standard action using his natural weapons. In addition, when striking a chaotic evil outsider, a skaruntiel's natural weapons ignore that creature's Damage Reduction and are considered having the Dread property against that creature, even if this would not normally be allowed for non-epic weapons. If that creature has Regeneration, a skaruntiel's natural weapons deal normal damage to her.

Fiend Sense (Ex): Skaruntiel are very adept at tracking demons. A skaruntiel can pinpoint the exact location of any chaotic evil outsider within 100 ft. from him. He can see the true form of any chaotic evil outsider, as per the True Seeing spell, and ignores any concealment that creature might possess.

See Invisibility (Su): Permanent, as the spell.

Spell-like Abilities: At will - Bestow Curse (CD 20), Blade Barrier (CD 22), Demon Dirge (SpC) (CD 19), Disintegration (CD 22), Dispel Magic, Energy Immunity (SpC), Locate Creature, Slay Living (CD 21), Wall of Force; 3/day - Antimagic Ray (SpC) (CD 23), Destruction (CD 23), Dictum (CD 23), Plane Shift, Scrying (greater), Transformation. Caster level 17th.

...
2014-08-09, 06:56 PM
I've been thinking about this for a long time, and I finally decided that we need more devils. Haven't you noticed that in almost any given sourcebook with fiends, there are more Demons than there are Devils? I think it's time to change that for the better. Here are my ideas:

-Slaver Devil

-Demonkiller Devil

-Corrupter Devil (you know, for real this time)

-Soul-Selling Devil

-Diplomat Devil (not an oxymoron, there are plenty of LN outsiders that have things the Devils want)

Debihuman
2014-08-10, 06:57 AM
Throughout the Compendium you have CD used for DC for checks and saves. Unless you are abbreviating for Complete Divine, you might want to revise this. I admit I am not a fan of the statistic block you use. It's woefully incomplete when you compare it to the format used in the Online SRD. http://www.d20srd.org/indexes/monsters.htm and just click on any sample monster. The Demon Lords seem a bit underpowered for their Challenge Rating.

Thus far, my favorite demon lord has to be Marzurg.

Debby

Hipster Dixit
2014-08-10, 10:19 AM
I've been thinking about this for a long time, and I finally decided that we need more devils. Haven't you noticed that in almost any given sourcebook with fiends, there are more Demons than there are Devils? I think it's time to change that for the better. Here are my ideas:

-Slaver Devil

-Demonkiller Devil

-Corrupter Devil (you know, for real this time)

-Soul-Selling Devil

-Diplomat Devil (not an oxymoron, there are plenty of LN outsiders that have things the Devils want)

Although this compendium is about the abyss and not baator, there is surely room for new devil stuff, especially regarding Avernus, the highest layer of Baator which is deeply involved in the blood war. It is not my priority but I will surely fulfill your request given the time.


snip

You know, since you are one of the most experienced monster reviewers here, I could hardly wait your appearance :D


Throughout the Compendium you have CD used for DC for checks and saves. Unless you are abbreviating for Complete Divine, you might want to revise this.

Yes it's because in my native language it is said CD instead of DC. Sometimes it slips my mind and I make that mistake. There are many other mistakes in the compendium, I'll correct everything given enough time. Thanks for pointing it out.


I admit I am not a fan of the statistic block you use. It's woefully incomplete when you compare it to the format used in the Online SRD.

I borrowed the stat block used in Fiendish Codex, Elder Evils and a few other handbooks, because I find it more concise and I overall like it better than the one frm SRD. I honestly do not get how should it be incomplete. I intentionally not included things like organization, environment, treasure etc. because I think every DM can easily fill those spaces with eveything is best suited for his campagin. Now that you made me think about it, though, I could add advancement and level adjustment. I skipped them for demon lords cause they are not meant to be advanced or used by players but could be useful for the non-epic monsters I'm making.


The Demon Lords seem a bit underpowered for their Challenge Rating.

Unfortunately, challenge rating is always the toughest part. Do you think this is valid for every demon lord in this thread, or only for some of them? I wouldn't mind lowering their CR by 1 or 2; in fact, I would really like to. Do you think it would work? Another thing: I'd like to add some spell-like abilities to my demon lord, since I recently found they are awfully lacking by that side. Would this increase their CR too much?


Thus far, my favorite demon lord has to be Marzurg.

I am glad you like her.

Thanks for the insight, it is very useful. As always, suggestions are really appreciated if you have any.

Now, here we have the hellnaut ,a gigantic undead siege engine made of body parts of dead gyzzrah. This is the last gyzzrah (not taking into account Syndromai, their king, which will soon make his appearance as a demon lord) and once they are all reveiwed by the requester, I'll add them to the compendium. Hope you like it.

HELLNAUT

Hellnaught are immense war machines created by baatezu necromancers and stenriex from the corpses of other gzyrrah. Much like golems, they follow the orders of their creator. Hellnauts make very powerful siege engines, given their ability to raze an entire city in a few minutes.



IMAGE PENDING



Gargantuan undead (evil, extraplanar, gzyrrah, lawful)

CR 18
Aligment Lawful Evil

HP 260 (40d12)
AC 38, touch 24, flat-footed 38 (-4 size, +14 deflection, +18 natural)
Saves Fort -, Ref +13, Will +22

Initiative +0
Speed 40 ft. (8 squares)
Melee 4 slams +30 (2d8 + 14 + 4d6 untyped)
Ranged Annihilating Beam +20 (20d6)
BAB +20, Grapple +46
Space 20 ft., Reach 20 ft.

Abilities Str 39, Dex 10, Con -, Int -, Wis 11, Cha 1
Feats -
Skills -

Special Attacks Annihilating Beam, Shatterward, Telluric Shock
Special Qualities Damage Reduction 15/Adamantine and Chaos, gzyrrah traits, Protective Field, Regeneration 10

Combat

Hellnauts are mindless beings created only for the purpose of destroying everything. That said, they do not waste time thinking up to a strategy. They simply attack every enemy they see, firing their beams to out of reach opponents and crushing the earth when they found themselves outnumbered.

Annihilating Beam (Su): Hellnauts can project a powerful high-density stream of magical particles to obliterate enemies. This is a ranged touch attack with a range of 100 ft. that deals 20d6 damage. Creatures within 5 ft. from the target also take the damage, but are entitled a CD 30 reflex save to halve the damage. Creatures reduced to 0 or fewer hit points by this attack are entirely disintegrated, leaving behind only a trace of fine dust. Against objects, this attack has the same effects of a Disintegration spell (caster level 20).

Protective Field (Ex): A hellnaut is equipped with a strong shiled that protects it from most attacks. This works as the spell Spell Turning, except it can also affect ranged touch spells, and it simply negates spells instead of reflecting them back to the caster. The number of spell levels a hellnaut can negate is equal to his Strength modifier (14). In addition, a Hellnaut has a number of temporary HP equal to four times his Strength modifier (56). At the beginning of every round, a hellnaut recovers 1d4 lost spell levels and 1d4 * 4 lost temporary HP. Their value can never exceed the initial value.

Shatterward (Su): When a hellnaut comes to destroy, no barrier will help. A hellnaut's natural attack ingore any deflection bonus to AC, as well as any other bonus provided by [Force] effects (such as a Force Screen power or a Mage Armor spell). A hellnaut can immediately dispel any object made of ectoplasm or force (for example, an Astral Construct, or a Wall of Force) just by touching it. Whenever a hellnaut succesfully strikes a creature or object with his natural attacks, the creature or object gets under the effect of a targeted Dispel Magic (greater) spell (caster level 20th).

Telluric Shock (Ex): Hellnauts' limbs constantly generate a vibration that cracks the earth and crushes buildings like they were made of paper. A hellnaut deals an additional 4d6 untyped damage with every succesful attack. This damage ignores any Hardness and Damage Reduction based on material, and is tripled against objects. As a full-round action, a hellnaut can slam the ground, causing the earth to split and tremble: the area within 50 ft. from the hellnaut is under the effect of an Earthquake spell (CD 30), and creatures in the area take 10d8 piercing and bludgeoning damage from the earth reaving (reflex CD 30 halves). After that, a hellnaut cannot use this ability again for the next 1d4 rounds.

Network
2014-08-10, 11:42 AM
Comments on the gzyrrah:

Regeneration (Ex): Baatezu magically altered gzyrrah physiology during centuries, so they could constantly torture and oppress them without killing them. Chaotic-aligned weapons and spells or effects with the [Chaos] descriptor deal normal damage to a gzyrrah.
You didn't mention how long it takes for limbs to regenerate.

Before reciting a litany, a creature must make a Speak Language check as a free action. If the result of the check is lower than 30, the litany has no effect, but the support is still destroyed. After a litany is succesfully recited, the creature is fatigued for 1d4 rounds. A creature cannot recite litanies if she is fatigued, exhausted, or immune to fatigue. When making the check, but before seeing the result, a creature may declare she wants to empower the litany. An empowered litany takes up a full-round action to be used and does not have the usual effect, instead provoking a more powerful one. The minumim result required in the Speak Language check of an empowered litany is 40, and after reciting an empowered litany (either with success or not), a creature is exhausted for 1d4 rounds. An exhausted creature or a creature immune to exhaustion cannot recite empowered litanies. Litanies are subject to Spell Resistance, and effects like Dispel Magic or antimagic fields interact with litanies as if they were spells. A stenriex has access to the following litanies (caster level 12th).
Using Speak Language checks for the ability is inelegant, since that skill is explicitely noted as not needing any check. You could replace it with Decipher Script, Spellcraft, Use Magic Device or the like (I think Decipher Script is the most appropriate one, though). Also, the text for empowered litanies implies that a stenriex could cast a regular litany, then while still fatigued an empowered litany (since noting prevents him from casting an empowered litany when simply fatigued), but for some reason not the other way around.

Aura of Inevitability (Su): For most creatures, a skaruntiel represents one of the worst nightmares: when one of them stalks a prey, she knows there is no escape from her fate. The area within 100 ft. from a skaruntiel is under the effect Dimensional Lock, as the spell. Ethereal creatures in the area immediately revert to their physical form, if they have any. In addition, creatures the area are prevented from communicating through magical means: effects such as Sending, Commune, Contact Other Plane and the like cannot be activated inside the area.
Can they deactivate this ability? If not, they are more or less prevented from using their own Ethereal Jaunt ability.

Demonbane (Su): Skaruntiel are formidable warriors, but they really stand out when confronting demons. Every skaruntiel has two weapons, a +5 axiomatic morningstar and a +2 axiomatic keen wounding scimitar, both fused into their arms. Those weapons are treated as natural weapons, and both of them are considered primary weapons. A skaruntiel can make a full attack as a standard action using his natural weapons. In addition, when striking a chaotic evil outsider, a skaruntiel's natural weapons ignore that creature's Damage Reduction and are considered having the Dread property against that creature, even if this would not normally be allowed for non-epic weapons. If that creature has Regeneration, a skaruntiel's natural weapons deal normal damage to her.
Fortunately demon PCs are rare, because this ability would cause regular TPK otherwise. Aside from this, I think it's good and thematical.

Spell-like Abilities: At will - Bestow Curse (CD 20), Blade Barrier (CD 22), Demon Dirge (SpC) (CD 19), Disintegration (CD 22), Dispel Magic, Energy Immunity (SpC), Locate Creature, Slay Living (CD 21), Wall of Force; 3/day - Antimagic Ray (SpC) (CD 23), Destruction (CD 23), Dictum (CD 23), Plane Shift, Scrying (greater), Transformation. Caster level 17th.[/SPOILER]
Transformation should be Tenser's Transformation (the first part was removed in the SRD for legislative reasons), but the rest of the list is good.

HELLNAUT

Hellnaught are immense war machines created by baatezu necromancers and stenriex from the corpses of other gzyrrah. Much like golems, they follow the orders of their creator. Hellnauts make very powerful siege engines, given their ability to raze an entire city in a few minutes.



IMAGE PENDING



Gargantuan undead (evil, extraplanar, gzyrrah, lawful)

CR 18
Aligment Lawful Evil

HP 260 (40d12)
AC 38, touch 24, flat-footed 38 (-4 size, +14 deflection, +18 natural)
Saves Fort -, Ref +13, Will +22

Initiative +0
Speed 40 ft. (8 squares)
Melee 4 slams +30 (2d8 + 14 + 4d6 untyped)
Ranged Annihilating Beam +20 (20d6)
BAB +20, Grapple +46
Space 20 ft., Reach 20 ft.

Abilities Str 39, Dex 10, Con -, Int -, Wis 11, Cha 1
Feats -
Skills -

Special Attacks Annihilating Beam, Shatterward, Telluric Shock
Special Qualities Damage Reduction 15/Adamantine and Chaos, gzyrrah traits, Protective Field, Regeneration 10

Combat

Hellnauts are mindless beings created only for the purpose of destroying everything. That said, they do not waste time thinking up to a strategy. They simply attack every enemy they see, firing their beams to out of reach opponents and crushing the earth when they found themselves outnumbered.

Annihilating Beam (Su): Hellnauts can project a powerful high-density stream of magical particles to obliterate enemies. This is a ranged touch attack with a range of 100 ft. that deals 20d6 damage. Creatures within 5 ft. from the target also take the damage, but are entitled a CD 30 reflex save to halve the damage. Creatures reduced to 0 or fewer hit points by this attack are entirely disintegrated, leaving behind only a trace of fine dust. Against objects, this attack has the same effects of a Disintegration spell (caster level 20).

Protective Field (Ex): A hellnaut is equipped with a strong shiled that protects it from most attacks. This works as the spell Spell Turning, except it can also affect ranged touch spells, and it simply negates spells instead of reflecting them back to the caster. The number of spell levels a hellnaut can negate is equal to his Strength modifier (14). In addition, a Hellnaut has a number of temporary HP equal to four times his Strength modifier (56). At the beginning of every round, a hellnaut recovers 1d4 lost spell levels and 1d4 * 4 lost temporary HP. Their value can never exceed the initial value.

Shatterward (Su): When a hellnaut comes to destroy, no barrier will help. A hellnaut's natural attack ingore any deflection bonus to AC, as well as any other bonus provided by [Force] effects (such as a Force Screen power or a Mage Armor spell). A hellnaut can immediately dispel any object made of ectoplasm or force (for example, an Astral Construct, or a Wall of Force) just by touching it. Whenever a hellnaut succesfully strikes a creature or object with his natural attacks, the creature or object gets under the effect of a targeted Dispel Magic (greater) spell (caster level 20th).

Telluric Shock (Ex): Hellnauts' limbs constantly generate a vibration that cracks the earth and crushes buildings like they were made of paper. A hellnaut deals an additional 4d6 untyped damage with every succesful attack. This damage ignores any Hardness and Damage Reduction based on material, and is tripled against objects. As a full-round action, a hellnaut can slam the ground, causing the earth to split and tremble: the area within 50 ft. from the hellnaut is under the effect of an Earthquake spell (CD 30), and creatures in the area take 10d8 piercing and bludgeoning damage from the earth reaving (reflex CD 30 halves). After that, a hellnaut cannot use this ability again for the next 1d4 rounds.
Many comments on this one. First, since it has no Intelligence score, it should have the Mindless special quality. Disintegration at will from Annihilating Beam may be a bit too much for their CR : I suggest to put a limit of 3 uses per day. Since the Protective Field ability gives them a lot of temporary hit points continuously, you could put these hit points as a note on the HD line (something like "HP 260 (40d12); plus 56 temporary hit points from Protective Field special quality"). Finally, I feel like the untyped damage from Telluric Shock oughts to be sonic damage instead, since it is caused by vibration after all. Sonic damage is the closest D&D approximation of vibration damage, and many effects that deal that type of damage have nothing to do with sound.

I like the fact that the hellnaut is an undead instead of an outsider, even though it also has many things in common with constructs. However, this is kinda weird that they are one of the only two undead to retain regeneration despite having no Constitution score (the other, the atropal, has the excuse of being the spawn of a god). I feel like you could replace it with fast healing, or even a special form of fast healing that doesn't allow recovery of chaotic damage.


Comments on devils:

-Demonkiller Devil
Ever heard of the orthon? It's a devil that specializes in killing demons, found in FCII.

-Corrupter Devil (you know, for real this time)
Harvester devil? I don't see how they are not "real" corrupter devils, since they are ripoffs of the Devil from folkloric legends about selling your soul. They're also from FCII.

-Diplomat Devil (not an oxymoron, there are plenty of LN outsiders that have things the Devils want)
This role is generally assumed to be part of the erinye's duty, expecially if you have read FCII.

Hipster Dixit
2014-08-10, 12:23 PM
You didn't mention how long it takes for limbs to regenerate.

I based it on the Pit Fiend's Regeneration, which does not say that. Trolls Regeneration does that, though. I guess 2d4 minutes is fair, I'll add it.


Using Speak Language checks for the ability is inelegant, since that skill is explicitely noted as not needing any check. You could replace it with Decipher Script, Spellcraft, Use Magic Device or the like (I think Decipher Script is the most appropriate one, though).

You are right. Decipher Script is ok then, I was uncertain between the two in the first place, so it's ok.


Also, the text for empowered litanies implies that a stenriex could cast a regular litany, then while still fatigued an empowered litany (since noting prevents him from casting an empowered litany when simply fatigued), but for some reason not the other way around.

I assumed that an exhausted creature also counted as fatigued for the purpose of that ability. Much like a frightened creature could also count as shaken... well I see this could lead to some misunderstandings. I'll clarify that.


Can they deactivate this ability? If not, they are more or less prevented from using their own Ethereal Jaunt ability.

Yea, very stupid. I'll make that they are immune to their own aura of inevitabilty.


Fortunately demon PCs are rare, because this ability would cause regular TPK otherwise. Aside from this, I think it's good and thematical.

Yes that was my exact thought :D thing is, I like NPC fighting between them during player encounters in my campaings so I also like monsters to have abilities they will most never use on PCs.


Transformation should be Tenser's Transformation (the first part was removed in the SRD for legislative reasons), but the rest of the list is good.

I know. Should I clarify? I thought people who do not possess the old player's handbook may be mislead if i wrote the original name.


First, since it has no Intelligence score, it should have the Mindless special quality.

I don't find that special quality on SRD, although I can see what you are pointing by looking at the construct traits. I thought having no Intelligence score would be sufficient, but I can clarify.


Disintegration at will from Annihilating Beam may be a bit too much for their CR : I suggest to put a limit of 3 uses per day.

Disintegration is only against objects, so I don't think it is too OP since what they are meant to do is obliterate buildings all day. Do you think the base damage against creatures is too high? I can lower it, or put a cooldown, or both.


Since the Protective Field ability gives them a lot of temporary hit points continuously, you could put these hit points as a note on the HD line (something like "HP 260 (40d12); plus 56 temporary hit points from Protective Field special quality")

Good idea, will do.


Finally, I feel like the untyped damage from Telluric Shock oughts to be sonic damage instead, since it is caused by vibration after all. Sonic damage is the closest D&D approximation of vibration damage, and many effects that deal that type of damage have nothing to do with sound.

Why not, sonic damage needs some love after all.


I like the fact that the hellnaut is an undead instead of an outsider, even though it also has many things in common with constructs. However, this is kinda weird that they are one of the only two undead to retain regeneration despite having no Constitution score (the other, the atropal, has the excuse of being the spawn of a god). I feel like you could replace it with fast healing, or even a special form of fast healing that doesn't allow recovery of chaotic damage.

Well i designed the hellnaught as a sort of undead golem, so yeah, it shares a lot of traits with constructs. I put regeneration cause after all they are made by gyzzrah body parts, which even in death retain their special qualities. I'll think about it.

I will do the changes tomorrow since I must go now. Thanks for the tons of useful advice!

Network
2014-08-10, 12:42 PM
I assumed that an exhausted creature also counted as fatigued for the purpose of that ability. Much like a frightened creature could also count as shaken... well I see this could lead to some misunderstandings. I'll clarify that.
Sorry, I meant that regular litanies require the character to not be fatigued or exhausted, and make them fatigued. Empowered litanies require the character to not be exhausted, but as written they can still be used when you are simply fatigued. You only have to change the latter part, saying that a character cannot use an empowered litanie when fatigued or exhausted.

I know. Should I clarify? I thought people who do not possess the old player's handbook may be mislead if i wrote the original name.
I think it is unlikely, but using either name is mostly a question of preference, anyway.

I don't find that special quality on SRD, although I can see what you are pointing by looking at the construct traits. I thought having no Intelligence score would be sufficient, but I can clarify.
Mindless is listed as a special quality in the lemure statblock (see here (http://www.d20srd.org/srd/monsters/devil.htm#lemure)), though for some reasons constructs, undead and vermins from the SRD don't have it listed, even when they don't have an Intelligence score either. I guess it is because their type already gives them immunity to mind-affecting effects.

Disintegration is only against objects, so I don't think it is too OP since what they are meant to do is obliterate buildings all day. Do you think the base damage against creatures is too high? I can lower it, or put a cooldown, or both.
I was mostly worried about the damage against creatures, indeed. 18th-level characters won't last long against an opponent that spams an attack that deals 20d6 points de damage. I suppose putting a cooldown could work, since the ray is about as powerful as a dragon's breath weapon (which has a cooldown). Using dragons as a reference, annihilating beam should be useable once every 1d4 rounds, which would let them blast buildings all day without it being the only attack they'll ever need.

...
2014-08-10, 04:36 PM
Although this compendium is about the abyss and not baator, there is surely room for new devil stuff, especially regarding Avernus, the highest layer of Baator which is deeply involved in the blood war. It is not my priority but I will surely fulfill your request given the time.


Yeah, I was suspecting that, but some new devils would still be nice.
:smalltongue:

kinem
2014-08-10, 06:31 PM
Is there a saving throw against the Stenriex's litanies? If not then they are way overpowered. It goes without saying that you are putting these abilities into the hands of any PC with a planar ally spell.

Hipster Dixit
2014-08-11, 03:07 AM
Sorry, I meant that regular litanies require the character to not be fatigued or exhausted, and make them fatigued. Empowered litanies require the character to not be exhausted, but as written they can still be used when you are simply fatigued. You only have to change the latter part, saying that a character cannot use an empowered litanie when fatigued or exhausted.

Oh ok, I see now. Will fix.


Mindless is listed as a special quality in the lemure statblock (see here (http://www.d20srd.org/srd/monsters/devil.htm#lemure)), though for some reasons constructs, undead and vermins from the SRD don't have it listed, even when they don't have an Intelligence score either. I guess it is because their type already gives them immunity to mind-affecting effects.

I'll add the mindless quality then, no problem.


I was mostly worried about the damage against creatures, indeed. 18th-level characters won't last long against an opponent that spams an attack that deals 20d6 points de damage. I suppose putting a cooldown could work, since the ray is about as powerful as a dragon's breath weapon (which has a cooldown). Using dragons as a reference, annihilating beam should be useable once every 1d4 rounds, which would let them blast buildings all day without it being the only attack they'll ever need.

Yeah ok, cooldown is the way to go.


Is there a saving throw against the Stenriex's litanies? If not then they are way overpowered. It goes without saying that you are putting these abilities into the hands of any PC with a planar ally spell.

They do not allow a saving throw, yes, this is intentional. That is why I was so concerned about balance in the first place... I wanted to go with something new with them, but admittedly I might just have overdone that, especially because advanced stenriex could become really powerful since the check requirement does not increase with HD while the skill bonus does. Now, to fix this, I am thinking to add a mechanic similar to truenaming, based on the enemy's HD instead of allowing a saving throw... for example, that the Decipher Script check must be at least equal to 10 + twice the target creature's HD for a litany to work. Apart from this, should I nerf litanies? Are their effects too strong?

EDIT: Updated the compendium with the new monsters. Changelog:

V. 2.02 (08/11/2014) Monsters Introduced the gyzzrah subtype, with six new monsters

Debihuman
2014-08-11, 06:15 AM
The Demon Lords are listed as having an ability called "Demigod" but you note none of the abilities that go with it other than the ability to grant spells from 2 domains.

Debby

Hipster Dixit
2014-08-11, 06:57 AM
The Demon Lords are listed as Demigods but you didn't give them Divine Rank and they're missing the abilities that go with it.

My bad, the nyurvata template was called "demigod" in earlier versions and apparently when I changed the name I forgot to update demon lords' description. They are not meant to have divine rank. Good catch, fixed now. I also lowered the CR of each demon lord by 1 (except Nephram, who I think is good where he is). Do you think it's enough or other changes are needed?

Also, I feel the urge to rework the classes because i feel they have some overcomplicated mechanics and are really not D&D-esque... especially prestige classes. Expect an update soon.

Debihuman
2014-08-11, 07:17 AM
Yeah I knew there was something off. All 3 abilities from the template should be added to each demon lord with the template and they need a 3rd domain. I was editing my text when you posted.

Debby

Hipster Dixit
2014-08-11, 08:10 AM
Yeah I knew there was something off. All 3 abilities from the template should be added to each demon lord with the template and they need a 3rd domain. I was editing my text when you posted.

Ok done, I also added the special qualities granted by tanar'ri traits and updated gyzzrah stat blocks as well. Demon lords still lack the Summon ability; I'll add it soon, along with some spell-like abilities.

kinem
2014-08-11, 01:19 PM
They do not allow a saving throw, yes, this is intentional. That is why I was so concerned about balance in the first place... I wanted to go with something new with them, but admittedly I might just have overdone that, especially because advanced stenriex could become really powerful since the check requirement does not increase with HD while the skill bonus does. Now, to fix this, I am thinking to add a mechanic similar to truenaming, based on the enemy's HD instead of allowing a saving throw... for example, that the Decipher Script check must be at least equal to 10 + twice the target creature's HD for a litany to work.

That could work but I'm not a fan of mechanics based on HD. It doesn't really correspond to anything in the game world such as mental or physical toughness; it penalizes PCs with LAs who tend to be weak already; it ignores the defenses of those characters who invest a lot of their options in getting high saving throws. Maybe if you also allow a saving throw it's OK.


Apart from this, should I nerf litanies? Are their effects too strong?

I would say so. In particular: Imprisonment is not something 12th level PCs would have a chance of reversing; it can be worse than just killing the character. Also, nauseating the whole party (especially with no saving throw) for 1d4 minutes is just game over; they are as good as helpless as that point. Obviously, the Decipher Script check is not an answer to that since it's just one die roll: if it succeeds, it still works on the whole party if they are within range. With saving throws, it might be OK. Even with saving throws, the litanies are impressively powerful.

Hipster Dixit
2014-08-15, 08:16 AM
That could work but I'm not a fan of mechanics based on HD. It doesn't really correspond to anything in the game world such as mental or physical toughness; it penalizes PCs with LAs who tend to be weak already; it ignores the defenses of those characters who invest a lot of their options in getting high saving throws. Maybe if you also allow a saving throw it's OK.

I would say so. In particular: Imprisonment is not something 12th level PCs would have a chance of reversing; it can be worse than just killing the character. Also, nauseating the whole party (especially with no saving throw) for 1d4 minutes is just game over; they are as good as helpless as that point. Obviously, the Decipher Script check is not an answer to that since it's just one die roll: if it succeeds, it still works on the whole party if they are within range. With saving throws, it might be OK. Even with saving throws, the litanies are impressively powerful.

Ok I modified stenriex' Litanies using your suggestions, hopefully they are more balanced now. Thank you.

2.03 update live! Classes has been reworked, one the most important changes being the addition of per-day spells instead of at will spell-like abilities. I much as I do not like per-day casting as a mechanic, I must admit that D&D spells are clearly not designed to be used at will... also, prestige classes are now open to a much wider array of characters.

V. 2.03 (08/15/2014) General Reworked base classes (a little) and prestige classes (much more) to give them a stronger classic D&D feel, improve playability, and increase balance (Hopefully) fixed all CD/DC typos Monsters Added krum Nerfed stenriex' Litanies of Power

...
2014-08-15, 10:33 PM
1. Some of you Demon Lords, although awesome, seem more NE than CE. Maybe they could be demigods that reside in the abyss instead?

2. Aquatic Demons are awesome. Make more please.

Hipster Dixit
2014-08-16, 02:25 AM
1. Some of you Demon Lords, although awesome, seem more NE than CE. Maybe they could be demigods that reside in the abyss instead?

Do you think so? Thing is, the difference between a demon lord and a demigod that lives in the abyss is very, very subtle (to me at least). Also remember that some demon lords (Elimdal, Marzurg, Vergron) became demons using the Mark of the Abyss feat, which inevitably shifted their alignment towards chaos, regardless of their original attitude. That said, you could be right... to which demon lords are you referring in particular?


2. Aquatic Demons are awesome. Make more please.

I agree. Since I'll keep making monsters for now, expect new aquatic demons very soon ;)

Hipster Dixit
2014-08-17, 10:41 AM
Ok I present you 3 new demons, as always, ready to be PEACHed before they're added to the compendium. Two of them are acquatic demons (as requested by ..., hope you like them!), while the other is a sort of ice-themed counterpart of the balor.

ILTICHNYA

Iltichnya are cunning predators, often found in the oceanic depths of the Abyss. They spend the majority of the time hunting everything that moves, which they torture with immense pleasure before devouring it.




http://i61.tinypic.com/24epefc.png



Medium outsider (aquatic, chaotic, evil, extraplanar, tanar'ri)

CR 9
Aligment Chaotic Evil

HP 95 (10d8 + 50)
AC 24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
Saves Fort +12, Ref +12, Will +10

Initiative +9
Speed swim 40 ft.
Melee Bite +15 (1d8 + 6 + poison) and 2 claws +13 (1d6 + 3)
BAB +9, Grapple +15
Space 5 ft., Reach 5 ft.

Abilities Str 23, Dex 20, Con 20, Int 15, Wis 17, Cha 16
Feats Darkstalker (LoM), Improved Initiative, Multiattack, Improved Natural Attack (claw)
Skills Hide +18, Concentration +18, Intimidate +16, Listen +16, Move Silently +18, Search +15, Spot +16, Swim +27, Survival +16

Special Attacks Bewildering Song, Poison, Spell-like Abilities, Summon, Tentacles
Special Qualities Blindsight 100 ft., Damage Reduction 5/Cold Iron or Good, Immunity to electricity and poison, Permanent Invisibility, Resistance to acid 10, cold 10, and fire 10, Telepathy 100 ft.

Advancement 11-20 HD (Medium); 21-40 HD (Large)

Combat

Iltichnya carefully study their opponents before attacking. They usually sneak unnoticed thanks to their invisibility, then grab an enemy with their tentacles and weaken him with poison before fleeing somewhere to safely consume the meal. If needed, they use the Bewildering Song ability to help the escape.

Bewildering Song (Su): Iltichnya can emit a bewitching tune that distracts their foes while they flee. As a swift action, an iltichnya activates a 30 ft. emanation centered on him. Creatures in the emanation must succeed on a DC 18 will save or be fascinated as long as they stay within the emanation, and for 1d6 rounds after. Creatures that succeed on the save are immune to this ability for the next 24 hours. An iltichnya can suppress this ability as a free action. this is a sonic, mind-affecting ability.

Permanent Invisibility (Su): Iltichnya can perfectly meld with the surrounding water, becoming nearly undetectable. While underwater, an iltichnya is permanently under the effect of Invisibility, as the spell. If he breaks the effect (for example, by attacking a creature), he becomes invisible again at the beginning of his next round. Creatures grappling with an iltichnya become invisible as well.

Poison (Ex): Injury, fortitude DC 19, initial damage 1d4 Str and Dex, secondary damage paralysis.

Spell-like Abilities: 3/day - Poison (DC 16), Pressure Sphere (SW) (DC 15), Stinking Cloud (DC 16); 1/day - Freedom of Movement, Scales of the Sealord (SW), Thalassemia (SW) (DC 17). Caster level 10th.

Tentacles (Ex): Iltichnya possess several tentacles that, while not suited for dealing damage, are really useful for snatching foes. Once per round as a free action, an iltichnya can start a grapple with an adjacent foe, without provoking an opportunity attack. He has a +4 racial bonus on this check. The tentacles secrete a strange substance, very sticky, that makes escaping very difficult to grappled opponents. Creatures grappling with a iltichnya do not gain the benefits of spell and effects that would make them automatically succeed on a grapple check, such as a Freedom of Movement spell.

Summon (Sp): Once per day, an iltichnya can attempt to summon 1d4 skulvyn (FF) or 1 iltichnya with a 50% chance of success. This ability is the equivalent of a 4th level spell.

MALSHANAX

Malshanax are cruel and mighty demons that live in the perpetually frozen layers of the Abyss. It is said they are the only demons (except demon lords) who can compete against the dreaded balors; actually, they are often found arguing or fighting with them. Malshanax love to spread suffering and always take advantage of their superior strength to oppress the ones who are weaker than them.




http://i61.tinypic.com/2iubc09.png



Large outsider (chaotic, evil, extraplanar, tanar'ri)

CR 19
Aligment Chaotic Evil

HP 330 (20d8 + 240)
AC 36, touch 14, flat-footed 31 (-1 size, +5 Dex, +22 natural)
Saves Fort +23, Ref +17, Will +20

Initiative +9
Speed 30 ft. (6 squares), fly 60 ft. (good)
Melee +2 blue ice ranseur +29/+24/+19/+14 (2d6 + 12 + 1d6 cold/x3)
or
Melee 2 claws +27 (1d8 + 8)
BAB +20, Grapple +32
Space 10 ft., Reach 10 ft.

Abilities Str 26, Dex 21, Con 32, Int 22, Wis 26, Cha 31
Feats Combat Casting, Combat Expertise, Improved Initiative, Improved Toughness (LM), Quicken Spell-like Ability (Flesh to Ice), Quicken Spell-like Ability (Wall of Ice)
Skills Concentration +34, Diplomacy +33, Intimidate +33, Knowledge (the planes) +29, Listen +31, Search +29, Sense Motive +31, Spellcraft +29, Spot +31, Survival +31, Use Magic Device +33

Special Attacks Awaken Snow, Ranseur, Spell-like Abilities, Summon
Special Qualities Damage Reduction 20/Cold Iron and Good, Darkvision 60 ft., Immunity to cold, electricity and poison, Permafrost, Resistance to acid 10 and fire 10, Spell Resistance 30, Telepathy 100 ft.

Advancement 21-30 HD (Large); 31-60 HD (Huge)

Combat

Malshanax are very powerful creatures who do not fear any foe. If they don't feel threatened they charge into battle and slaughter their enemies with their +2 blue ice ranseur, otherwise, they prefer to stay at distance, throwing spell-like abilities to the opponents while covering behind their snow minions.

Awaken Snow (Su): Once per day as a standard action, a malshanax can infuse life force into a pile of snow, transforming it in a powerful and obedient soldier. This ability is similar to a Summon Monster spell, except the malshanax can only summon earth elementals. Creatures summoned by this effect lose the earth subtype and gain the cold subtype, lose the Earth Mastery ability, and can use the Earth Glide ability to glide through snow and ice, but not stone or dirt. They also deal an additional 1d8 cold damage with each succesful attack. A malshanax can summon 1 elder elemental, 1d4 greater elementals, or 2d6 huge elementals. A malshanax needs at least 60 cubic ft. of ice and snow to use this ability. Creatures summoned by this effect last for 1 hour before melting.

Permafrost (Su): Malshanax bring winter wherever they go. The temperature in the area within 40 ft. from a malshanax is always set on extreme cold. The area is also under the effect of a Control Weather spell. The current season is always considered winter for the purpose of this effect.

Ranseur (Su): A malshanax can conjure, as a swift action, a +2 blue ice ranseur of his size. He can hit adjacent opponents with the ranseur with no penalties. A malshanax' ranseur has the ability to condense the water vapor in the air to create ice and snow. Every time a malshanax succesfully strikes an opponent with his ranseur, the creature and all creatures adjacent to her take 1d6 cold damage, and must make a DC 30 fortitude save or being fatigued for 1d4 rounds. As a standard action, a malshanax can stir his ranseur to conjure a small avalanche: creatures in a 30 ft. cone take 10d6 damage, half bludgeoning, half cold (reflex CD 30 halves). The area affected by this ability becomes covered in swon, impeding movement. The speed of every creature in the area is reduced to 5 ft. and creatures take a -4 penalty on attack rolls, reflex saves, Dexterity checks and Dexterity-based skill checks while in the area. The snow can be melted with heat. This ability effectively creates 30 cubic feet of snow.
As a standard action, a malshanax can throw his ranseur. This is treated as a splash weapon attack. Upon reaching destination, the ranseur explodes in a burst of chilly wind: creatures within 15 ft. from the impact point are immediately turned into ice, as per the Flesh to Ice spell (FB) (fortitude DC 30 to negate). This attack completely destroys the ranseur. After this, a malshanax cannot conjure another ranseur for the next 1d4 + 1 rounds.

Spell-like Abilities: At will - Blasphemy (DC 27), Flesh to Ice (FB) (DC 25), Dispel Magic (greater), Heartfreeze (FB) (DC 26) Ice Rift (FB), Ice to Flesh (FB), Move Snow and Ice (FB), Teleport (greater) (only self, plus 50 pounds of objects), Wall of Ice (DC 24), Whiteout (FB); 1/day - Cometstrike (FB) (DC 29), Iceberg (FB) (DC 29). Caster level 20th.

Summon (Sp): Once per day, a malshanax can automatically summon 1d3 hezrou, 1 glabrezu, or 1 nalfeshnee. This ability is the equivalent of a 9th level spell.

RADIPLOB

Radiplob are a race of amphibious demons who lives in the Abyssal marshes and seas. They usually eat rotten carcasses, which are copious in the filthy waters they live in, but do not despise fresh meat, so they can be seen every now and then wandering in smalls gangs to assault wanderers or other demons.




http://i61.tinypic.com/ngejbk.png



Medium outsider (aquatic, chaotic, evil, extraplanar, tanar'ri)

CR 5
Aligment Chaotic Evil

HP 51 (6d8 + 24)
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
Saves Fort +9, Ref +8, Will +7

Initiative +7
Speed 20 ft. (4 squares), swim 40 ft.
Melee Radiplob blightaxe +11/+6 (1d12 + 7 + disease) and bite +6 (1d6 + 2)
or
Melee bite +11 (1d6 + 5) and 2 claws +6 (1d4 + 2)
BAB +6, Grapple +11
Space 5 ft., Reach 5 ft.

Abilities Str 21, Dex 16, Con 18, Int 13, Wis 15, Cha 10
Feats Improved Initiative, Power Attack, Track
Skills Concentration +13, Hide +12, Intimidate +9, Listen +11, Move Silently +12, Search +10, Spot +11, Survival +11, Swim +22

Special Attacks Blightaxe, Spell-like Abilities, Summon
Special Qualities Amphibious, Damage Reduction 5/Cold Iron or Good, Darkvision 60 ft., Immunity to diseases, electricity and poison, Resistance to acid 10, cold 10, and fire 10, Rot Smell, Telepathy 100 ft.

Advancement 7-9 HD (Medium); 10-18 HD (Large)
Level Adjustment +5

Combat

Radiplob are fierce warriors that do not fear a fight. When possible, they try to lure their enemies in water, where they have the advantage, before finishing them with powerful blows.

Amphibious (Ex): Radiplob can breathe both air and water.

Blightaxe (Su): Every radiplob carries a special weapon called blightaxe. It deals damage equal to a greataxe of its size. Damage done by a blightaxe cannot be treated unless the healer succeeds on a DC 15 Heal check (for mundane healing), or a DC 15 caster level check (for magical healing). In addition, every time a creature is succesully hit by a blightaxe, she contracts a special disease called depth sickness (Injury DC 15, incubation period 1d4 rounds, damage 1d4 Str and Con).

Rot Smell (Ex): Radiplob's putrid flesh emanates a disgusting smell that incapacitates their foes. Creatures within 10 ft. from a radiplob take a -2 penalties on saving throws against poisons and diseases, and must succeed on a DC 16 fortitude save or be nauseated for 1d4 rounds. Creatures that succeed on the save are immune to the smell of the same radiplob for 24 hours. The DC is Constitution-based.

Skills: Radiplob receive a +8 bonus on Hide and Move Silently checks when they are in a swamp or are at least partially submerged in water.

Spell-like Abilities: 3/day - Curse Water, Ghoul Touch (DC 13), Scare (DC 13), Silence Teleport (greater) (only self, plus 50 pounds of objects); 1/day - Bestow Curse (DC 14). Caster level 6th.

Summon (Sp): Once per day, a Radiplob can attempt to summon 1 skulvyn (FF) or 1 radiplob, with a 40% chance of success. This ability is the equivalent of a 3rd level spell.


Radiplob Doombringer, 9th Level Demonbrand

Medium outsider (aquatic, chaotic, evil, extraplanar, tanar'ri)

CR 14
Aligment Chaotic Evil

HP 157 (6d8 + 30 plus 9d8 + 60)
AC 24, touch 14, flat-footed 20 (+4 Dex, +6 natural, +4 chitin armor)
Saves Fort +16, Ref +12, Will +14

Initiative +8
Speed 20 ft. (4 squares), swim 40 ft.
Melee +1 aquatic radiplob blightaxe +19/+14 (1d12 + 9 + disease) and bite +6 (1d6 + 6)
or
Melee bite +18 (1d6 + 6) and 2 claws +13 (1d4 + 3)
BAB +12, Grapple +18
Space 5 ft., Reach 5 ft.

Abilities Str 23, Dex 18, Con 20, Int 15, Wis 16, Cha 20
Feats Channel the Dark Power*, Combat Casting, Dark Speech (FC I), Fiendish Retribution*, Improved Critical (radiplob blightaxe), Heart of the Nabassu*, Improved Initiative, Improved Toughness (LM), Noxious Talons*, Power Attack, Thrall to a Demon (Ulagresh)*
Skills Bluff +10, Concentration +14, Diplomacy +15, Gather Information +12, Hide +13, Intimidate +9, Knowledge (religion) +7, Knowledge (the planes) +7, Listen +7, Move Silently +13, Search +11, Sense Motive +8, Spot +12, Survival +12, Swim +23, Use Magic Device +10

Special Attacks Blightaxe, Spell-like Abilities
Special Qulities Amphibious, Demonbrand Abilities, Damage Reduction 5/Cold Iron or Good, Darkvision 60 ft., Immunity to diseases, electricity and poison, Resistance to acid 10, cold 10, and fire 10, Rot Smell, Telepathy 100 ft.
Possessions Chitin armor, mantle of charisma +4, ring of spell storing (minor)

Advancement By character class
Level Adjustment +5

*New feat, described here (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870621#post17870621).

Combat

Demonbrand abilities: Blessed Gear (+1 aquatic radiplob blightaxe), Demon Form, Envoy of the Archfiend, Fiendish Arts (caster level 9th), Patron's Blessing (lesser), Patron's Blessing (greater).

Rot Smell (Ex): DC 18.

Skills: A radiplob doombringer receive a +8 bonus on Hide and Move Silently checks when they are in a swamp or are at least partially submerged in water.

Spell-like Abilities: 3/day - Curse Water, Ghoul Touch (DC 18), Scare (DC 18), Silence Teleport (greater) (only self, plus 50 pounds of objects); 1/day - Bestow Curse (DC 19). Caster level 6th.


Radiplob as Characters

Raiplob characters possess the following racial traits.

+10 Strength, +6 Dexterity, +8 Constitution, +2 Intelligence, +4 Wisdom. Medium size. Base land speed 20 ft. and a swim speed of 40 ft. Racial Hit Dice: A radiplob begins with six levels of outsider, which provide 6d8 HD, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5. A radiplob’s outsider levels give it skill points equal to 9 × (8 + Int modifier). His class skills are Concentration, Hide, Intimidate, Listen, Move Silently, Search, Spot, Survival, and Swim. A radiplob’s outsider levels give it three feats. +6 natural armor bonus Natural Weapons: bite (1d6) and 2 claws (1d4) Tanar'ri traits: Darkvision 60 ft., Immunity to electricity and poison, Resistance to acid 10, cold 10, and fire 10, Telepathy 100 ft. Immunity to diseases. Special Attacks: Spell-like abilities. Special Qualities: Amphibious, Damage Reduction 5/Cold Iron or Good, Rot Smell. Automatic Languages: Abyssal. Bonus Languages: Common, Infernal, Celestial. Favored class: fighter level adjustment: +6.

...
2014-08-17, 06:06 PM
Do you think so? Thing is, the difference between a demon lord and a demigod that lives in the abyss is very, very subtle (to me at least). Also remember that some demon lords (Elimdal, Marzurg, Vergron) became demons using the Mark of the Abyss feat, which inevitably shifted their alignment towards chaos, regardless of their original attitude. That said, you could be right... to which demon lords are you referring in particular?


Here's my list:

-Elimdal: He seems more like a patron of people who are commited to creating undead, which is neither lawful or chaotic if you are doing it for personal power, not to mention that the mindless undead are NE. You could say the same with his murder sprees, as they seem to be dedicated to a cause rather than just being out-of-the-blue.
EDIT: Okay, I guess the feat kind of works for this, but it's a stretch.

-Marzurg: As a rule I think nature patrons should follow the druid alignment rules, and Marzug seems to be no exception. Her acts seem to be neither lawful or chaotic, just like Elimdal.
EDIT: I know about the feat thing, but she really just doesn't seem the type.

-Nephram: Doesn't seem all that chaotic, just evil. I really have nothing else to say about him.

-Ulagresh: First of all, aboleths are lawful and he is chaotic, there's a bit of a problem in that field. That said, he isn't that lawful either, and I have a special place for him. Now, if you've seen any of my other threads involving aboleths, you probably know I'm going to suggest he's another Elder Evil, like the ones in LoM. He's just one that is interested in the waters of the planes for some reason.

That's all of the ones I could find.

Hipster Dixit
2014-08-18, 09:52 AM
Here's my list:

-Elimdal: He seems more like a patron of people who are commited to creating undead, which is neither lawful or chaotic if you are doing it for personal power, not to mention that the mindless undead are NE. You could say the same with his murder sprees, as they seem to be dedicated to a cause rather than just being out-of-the-blue.
EDIT: Okay, I guess the feat kind of works for this, but it's a stretch.

-Marzurg: As a rule I think nature patrons should follow the druid alignment rules, and Marzug seems to be no exception. Her acts seem to be neither lawful or chaotic, just like Elimdal.
EDIT: I know about the feat thing, but she really just doesn't seem the type.

-Nephram: Doesn't seem all that chaotic, just evil. I really have nothing else to say about him.

-Ulagresh: First of all, aboleths are lawful and he is chaotic, there's a bit of a problem in that field. That said, he isn't that lawful either, and I have a special place for him. Now, if you've seen any of my other threads involving aboleths, you probably know I'm going to suggest he's another Elder Evil, like the ones in LoM. He's just one that is interested in the waters of the planes for some reason.

That's all of the ones I could find.

Well... your points are valid, I guess. I could just remove the tanar'ri subtype from them and make them NE or whatever. They do not necessarily need to be CE, after all. I'll make it on the next update.

New monster! The hell gorger, terror of the lower planes.

Hell Gorger

Hell gorgers are dreadful creatures that live in the lower planes. They usually have their nest underground, in a very hot place, such as inside a volcano. Every hell gorger has a special organ inside its body which perpetually generates an impressive amount of heat, which is necessary for its survival. To keep this organ active, though, a hell gorger needs to feed very often, preying on any creature without distinction.


HELL GORGER, ADULT




http://i61.tinypic.com/25rdyra.png



Gargantuan outsider (extraplanar)

CR 16
Aligment Neutral Evil

HP 279 (18d8 + 198)
AC 30, touch 5, flat-footed 30 (-4 size, -1 Dex, +25 natural)
Saves Fort +21, Ref +10, Will +10

Initiative -1
Speed 30 ft. (6 squares), burrow 10 ft.
Melee Bite +26 (4d6 + 12 + 3d6 hellfire)
BAB +18, Grapple +42
Space 20 ft., Reach 20 ft.

Abilities Str 34, Dex 8, Con 30, Int 2, Wis 4, Cha 7
Feats Ability Focus (Breath Weapon), Awesome Blow, Improved Toughness (LM), Improved Natural Attack (bite), Iron Will, Power Attack
Skills Hide +20, Listen, +17, Spot +17, Survival +11

Special Attacks Breath Weapon, Improved Grab, Swallow Whole, Trample (4d6 + 18)
Special Qualities Damage Reduction 10/Adamantine, Death Throes, Immunity to acid and fire, Tremorsense 100 ft.

Advancement 18-27 HD (Gargantuan); 28-54 HD (Colossal)

Combat

Hell gorgers always rush into their opponents, wrecking everything that lies within their path. Their breath can melt even the hardest metal.

Breath Weapon (Ex): A hell gorger's breath weapon is a 40 ft. cone of incandescent gastric fluids. Creatures and unattended objects in the area take 12d6 damage, half acid, half hellfire (reflex DC 29 halves). The DC is Constitution-based. Terrain in the area affected by this ability melts, dealing 2d6 acid damage and 2d6 hellfire damage to creatures who begin their round inside it, and reducing their speed by half. This effect lasts for 1d6 rounds. Once it used this ability, a hell gorger must wait 1d4 rounds before it can use it again.

Death Throes (Ex): When a hell gorger dies, the small fusion core inside its body collaspes, provoking a devastating explosion. Creatures within 100 ft. from the hell gorger take 15d6 hellfire damage (reflex DC 29 halves). the DC is Constitution-based.

Swallow Whole (Ex): Creatures swallowed by a hell gorger take 4d6 + 12 bludgeoning and 10d6 hellfire damage every round. A hell gorger's gizzard has 50 HP and AC 20.


HELL GORGER, LARVA

Medium outsider (extraplanar)

CR 4
Aligment Neutral Evil

HP 63 (6d8 + 36)
AC 21, touch 6, flat-footed 30 (-4 Dex, +15 natural)
Saves Fort +10, Ref +1, Will +3

Initiative -4
Speed 20 ft. (4 squares), burrow 5 ft.
Melee Bite +11 (1d8 + 5 + 1d6 hellfire)
BAB +6, Grapple +11
Space5 ft., Reach 5 ft.

Abilities Str 21, Dex 4, Con 20, Int 2, Wis 4, Cha 7
Feats Improved Toughness (LM), Improved Natural Attack (bite), Iron Will
Skills Hide +8, Listen, +5, Spot +5

Special Attacks Improved Grab, Swallow Whole
Special Qualities Immunity to fire, Tremorsense 40 ft.

Combat

Hell gorger larvaes need a lot of nutriment to grow, so they spend the whole day eating. Usually, the parents supply food to them, but sometimes they are pushed into hunting alone. They are still dangerous foes.

Swallow Whole (Ex): A hell gorger larva can stretch his mouth to a surprising extent. It can swallow creatures up to medium size. Creatures swallowed by a hell gorger larva take 1d8 + 5 bludgeoning and 2d6 hellfire damage every round. A hell gorger's gizzard has 10 HP and AC 5.

Network
2014-08-18, 11:31 AM
The comments of ... made me want to take a look at the demon lords. As a general comment, the description of them is a wall of text and could be separated into many shorter paragraphs, for easier reading. Specific comments are as follow (I did my review very fast, so I skipped those in which I didn't find obvious flaws at first glance).

Cyndrazar's regeneration doesn't say how long it takes for her limbs to regenerate. Furthermore, magic and energy damage ignore damage reduction, so normally they should ignore regeneration too. Is the last part intended?

Elimdal is said to be very ancient, but his age doesn't make any sense in regard to his own origins. He's a tanar'ri, which makes sense since he's made from a mortal's soul (like tanar'ri are), except most obyriths (and even some ancient tanar'ris, such as Demogorgon, said to be the first tanar'ri) should be older than him. Plus, even if he somehow was the oldest demon (not just tanar'ri) in the Abyss, there'd be a big difference between that and being one of the first in the Multiverse, since many D&D books refer to things that are older than the planes (FCI itself has a draeden that was trapped in the Abyss because the plane formed around him, ELH has the leshay and the hecatoncheires, and Elder Evils has Atropus, to name only a few).

Nephram has the Antimagic Penetration special quality, but that ability will never come into action since it is a supernatural ability, which would be negated before he can take advantage of it. Plus, it's not clear whether he casts spells as a 21st-level wizard or a 20th-level wizard, since he's explicitely referenced as both. He should have 2 more feats since he has 21 HD, not 15.

Niashtad is a male, right? Then why does the end of the first paragraph keeps referring to him as him/her or him (her)? Is he somehow androgynous (not necessarily a bad thing)? He lacks the extraplanar subtype, and he should have 9 feats instead of 8 (since he has 26 HD). Aside from this, I like this one.

Thandarax's Vigorous Body ability could be cut into powerful build, pounce, and another (which could still be called vigorous body). Powerful build and pounce should be explained, instead of referring to an ability of another monster (which is kinda silly, because I don't think Thandarax is a redcap nor a lion). Saying his move speed is greater than that of another creature is not something that goes in a special quality (unless he has a variable move speed) ; take the dwarf as an example. The dwarf has no 'slower than normal' special quality, but it's movement speed is different.

Vergon's unforgiving winter means he deals more cold damage against creatures immune to cold than against those merely resistant to it. Why? Because let's say he deals 2 points of cold damage. Against a creature immune to cold, it becomes 1 point, but any creature with a resistance to cold of 4 or more will take no damage. I suggest you make the ability more similar to the Searing Spell feat and make it ignore resistance to cold altogether. Finally, Vergon has 9 feats while he should have 11 (since he has 30 HD).

Hipster Dixit
2014-08-18, 01:21 PM
As a premise, I'll say that yes, there are a lot of errors and inconsistencies here and there. I'm not so experienced and many things splis my mind... but again, thanks for helping me out :D


Cyndrazar's regeneration doesn't say how long it takes for her limbs to regenerate.

Right, I'll add it.


Furthermore, magic and energy damage ignore damage reduction, so normally they should ignore regeneration too. Is the last part intended?

As far as I know, energy and magic do not nornally bypass regeneration.


Elimdal is said to be very ancient, but his age doesn't make any sense in regard to his own origins. He's a tanar'ri, which makes sense since he's made from a mortal's soul (like tanar'ri are), except most obyriths (and even some ancient tanar'ris, such as Demogorgon, said to be the first tanar'ri) should be older than him. Plus, even if he somehow was the oldest demon (not just tanar'ri) in the Abyss, there'd be a big difference between that and being one of the first in the Multiverse, since many D&D books refer to things that are older than the planes (FCI itself has a draeden that was trapped in the Abyss because the plane formed around him, ELH has the leshay and the hecatoncheires, and Elder Evils has Atropus, to name only a few).

Elimdal is a tanar'ri because he has the Mark of the Abyss feat, but he acquired it only recently. Anyway, I'm going to go with ...'s suggestion and just make him a non-demon evil god.

I must admit, I myself I'm not very proud of some parts of the fluff. I should rewrite them, but I find writing extensively in english very difficult. If someone wants to suggest some good fluff, that would be a great help!


Nephram has the Antimagic Penetration special quality, but that ability will never come into action since it is a supernatural ability, which would be negated before he can take advantage of it.

Mmm that's stupid, I'll make it Ex.


Plus, it's not clear whether he casts spells as a 21st-level wizard or a 20th-level wizard, since he's explicitely referenced as both. He should have 2 more feats since he has 21 HD, not 15.

He casts as a 20th level wizard in regard of spells per day, but his caster level is 21. I'll make it clearer.

Regarding Abraxas, there is a considerable disparity between his HD and his CR. Should I lower his CR to 24? He is strong but I don't know.


Niashtad is a male, right? Then why does the end of the first paragraph keeps referring to him as him/her or him (her)? Is he somehow androgynous (not necessarily a bad thing)? He lacks the extraplanar subtype, and he should have 9 feats instead of 8 (since he has 26 HD). Aside from this, I like this one.

Maybe he has identity crysis :D ok no he is male, I'll correct the typos and add the feat.


Thandarax's Vigorous Body ability could be cut into powerful build, pounce, and another (which could still be called vigorous body). Powerful build and pounce should be explained, instead of referring to an ability of another monster (which is kinda silly, because I don't think Thandarax is a redcap nor a lion). Saying his move speed is greater than that of another creature is not something that goes in a special quality (unless he has a variable move speed) ; take the dwarf as an example. The dwarf has no 'slower than normal' special quality, but it's movement speed is different.

All true. I'll just leave abilities listed in the SRD unexplained, as I already did elsewhere.


Vergon's unforgiving winter means he deals more cold damage against creatures immune to cold than against those merely resistant to it. Why? Because let's say he deals 2 points of cold damage. Against a creature immune to cold, it becomes 1 point, but any creature with a resistance to cold of 4 or more will take no damage. I suggest you make the ability more similar to the Searing Spell feat and make it ignore resistance to cold altogether. Finally, Vergon has 9 feats while he should have 11 (since he has 30 HD).

I see the point, will do.

As I recently reworked the classes, I could do a similar things with demon lords, adjusting their CR when needed and adding new (hopefully) unique and flavorful abilities... why not.

Network
2014-08-18, 02:56 PM
As far as I know, energy and magic do not nornally bypass regeneration.

Regeneration: Sources that bypass Cyndrazar's Damage Reduction also deal lethal damage to her.
Cyndrazar's regeneration ability is linked to her damage reduction, and magic or energy damage ignores damage reduction. If you wanted to avoid this, then you had to say that cold iron weapons (since her dr is X/cold iron) deal lethal damage to her (and not say anything about her damage reduction).

Elimdal is a tanar'ri because he has the Mark of the Abyss feat, but he acquired it only recently. Anyway, I'm going to go with ...'s suggestion and just make him a non-demon evil god.

I must admit, I myself I'm not very proud of some parts of the fluff. I should rewrite them, but I find writing extensively in english very difficult. If someone wants to suggest some good fluff, that would be a great help!
I'll see what I can do about it.

He casts as a 20th level wizard in regard of spells per day, but his caster level is 21. I'll make it clearer.
Caster level past 20 doesn't increase spells per day and the like, so saying he casts as a 21st-level wizard is exactly the same as saying he has spells per days as a 20th-level wizard, but a caster level of 21. The former also prevents confusion.

Regarding Abraxas, there is a considerable disparity between his HD and his CR. Should I lower his CR to 24? He is strong but I don't know.
Outsiders usually have a CR close to their HD (and, in some cases, higher), but I'd have to see his stats to be sure.

Aldreck
2014-08-18, 03:44 PM
Just did a proof-read of the contents page and base classes, looking for spelling mistakes, suggestions for improving the grammar, things that need clarifying etc. Here are my suggestions

Table of Contents:

Cabalist: mis-spelled as 'calabist' in the description.
Warden: 'Which' mis-spelled as 'wich', last part should be 'help others' rather than 'help the others'.
Demonbrand: First sentence might be better as 'The demonbrand is someone who has agreed to serve a mighty evil god in return for great power.' For the last sentence, 'accepted to serve' might be better as either 'consents to serve' or simply 'serves'.
Soulkeeper: 'various power' should be pluralized to 'various powers'.
Abyssal Hertior Feats: 'identify' works better than 'tag' in the last sentence.
Agnamelek: should be 'these two swords' or 'this pair of swords' rather than 'this two swords'.
Hellnaut: Mis-spelled 'hellanuts' in the description.
Alyorna: 'made by' should be either 'made from' or possibly 'formed from'. Use 'vermin' instead of 'vermins' in the last sentence.
Cyndrazar: 'as much suffering as possible' works better than 'the most possible suffering'
Elimdal: Comma after 'agent of the god of death'. 'power over life and death' rather than 'power on life and death'. 'afterworld' might be better as 'underworld' or 'afterlife', unless 'afterworld' is a specific name for the underworld of your setting.
Marzurg: 'spore' should be pluralized to 'spores'.
Niashtad: 'a hundred of moths' should be 'hundreds of moths', or if you prefer, 'a swarm of moths'.
Thandarax: 'strongest preys' should be singular, 'strongest prey'. 'allow' should be 'allows'.
Vergron: 'kneeling' in the last sentence should be 'kneel'.

Cabalist:

Fluff: 'study' works better than 'inspect'.
Black Grimoire: 'He can also learn new spells by copying them from spellbook' needs an 'another' before spellbook.
Ritual of Calling: 'performing' on the third line mis-spelled as 'preforming'. 'he becomes under the effect of Magic Jar' should use 'falls' rather than 'becomes'. In the pargraph on the 20th level resurrection ritual, 'end' is mispelled as 'ned' in 'At the ned of the ritual', and the last sentence should be 'dies again' instead of 'die again'.
Silent Guardians: 'any creature dead within 1 day per cabalist level' might be better worded as 'any creature that has not been dead for more than 1 day per caster level'.

Warden:

Therapist: 'providing' rather than 'provide'.
Heavenly Radiance: 'Nimus' and 'Nimbus' are both used. I don't have BoED, but I asuume 'Nimbus' is correct.
Guardian Spirit: Please clarify, can the Warden assign the guardian to him/herself?

Demonbrand:

Envoy of the Archfiend: should be 'meet' instead of 'met' in 'Such creatures become aware of his position as soon as they met him'.

Patron's Gift:
Alyorna: 'fears not becoming ill' sounds like they're afraid of being free from illness; I'd change it to something like 'have nothing to fear from illness'.
Juiblex: Please clarify, does the slime have a duration, or does it go away after the first blow is struck?
Marzurg: 'The elects by Marzurg' makes little sense, should be 'those chosen by Marzurg' or something similar.
Vergron: 'The blessed by Vergron' should be either 'Those blessed by Vergron' or 'The blessed of Vergron'.

Patron's Gift, 13th level:
Marzurg: 'Who revers Marzurg' should be 'Those who rever Marzurg'.
Nephram: 'easily' rather than 'easy'.
Niashtad: 'the weak minds' should be 'the weak-minded'.
Ogrim: 'he acts as he had 1 HP' should be 'he acts as if he had 1 HP'.

Patron's Gift, 17th level:
Cyndrazar: Take out the 'a' in 'Everyone that comes too near to a Cyndrazar's champion'. Also, 'close' might work better than 'near'. Pluralize 'vision' to 'visions'. For 'every creature within 60 ft. from the demonbrand', replace the 'from' with 'of'. 'get under the effect of Insanity, as the spell' needs rewording, I suggest 'suffer the effects of an Insanity spell'.
Nephram: 'shrug off spells like nothing' might be better as 'shrug off spells as though they were nothing'

General of the Abyss: 'so great' works better than 'so much'
Ex-Demonbrands: ' the cohort gained from the General of the Abyss class feature won't probably ask the demonbrand's call', I assume you mean 'answer' rather than 'ask'. 'he usually assign to the demonbrand a particularly difficult task to perform', 'assign' should be 'assigns'

I'd be happy to proofread the rest if/when I can find the time.
Keep up the good work, I'm eager to see what else comes out of this.

...
2014-08-18, 10:29 PM
You know, I think I have a great idea for an offshoot of demons that will solve the problem of Marzurg at the same time. There are some demons and demon lords who have been touched by whatever gives druids their powers and shifted to a NE alignment, as well as being summoned by nature's ally spells and some nature-related powers. Along with new demons, there could be a template, and Marzurg could have been affected by this power after her transformation into a demon.

Debihuman
2014-08-19, 07:42 AM
You need list all the immunities from Divine Body in the Text of Special Abilities for all creatures with the Nyurvata Template.

Divine Body and Divine Transcendence should be Extraordinary abilities. The (Ex) designation is missing.

Please break up the paragraphs.

Add the following to all creatures with the Nyurvata Template.

Divine Body (Ex): Creatures with the Nyurvata Template possess the following immunities: ability damage, ability drain, death effects, diseases, disintegration, energy drain, mind-affecting abilities, paralysis, petrification, poison, polymorph, sleep, and stunning.

Divine Transcendence (Ex): A creature with the Nyurvata Template does not age and cannot die of old age. 'They can communicate with their followers telepathically across any distance, even planar boundaries and always know the exact number of followers praying to them at any moment. If a creature with the Nyurvata Template dies, its soul wanders the multivers, retaining a portion of it consciousness. As long as it has a least one worshiper, it can provide spells for her clerics and act as a vestige to its binders but is otherwise unable to communicate with them. A dead nyurvata cannot be resurrected, even with miracle, true resurrection or wish. Some rumors say there is a secret ritual that could make this possible. If its number of worshipers falls to 0, the creature immediately loses the Nyurvata template; and if she is dead, she dies a true death. Last of all. the creature can cast teleport (greater) as a spell-like ability at will (only self plus equipment), with caster level equal to its HD.

Debby

Hipster Dixit
2014-08-19, 07:59 AM
Cyndrazar's regeneration ability is linked to her damage reduction, and magic or energy damage ignores damage reduction. If you wanted to avoid this, then you had to say that cold iron weapons (since her dr is X/cold iron) deal lethal damage to her (and not say anything about her damage reduction).


Caster level past 20 doesn't increase spells per day and the like, so saying he casts as a 21st-level wizard is exactly the same as saying he has spells per days as a 20th-level wizard, but a caster level of 21. The former also prevents confusion.

I see the point here. I'll correct those parts.


Outsiders usually have a CR close to their HD (and, in some cases, higher), but I'd have to see his stats to be sure.

Yeah, well he is an arcane cheater of mystra so I figured he deserves to have a high CR. Also, as a wizard, he can beat virtually any opponent given preparation. Given he is the god of knowledge, he will be prepared for any encounter.


Just did a proof-read of the contents page and base classes, looking for spelling mistakes, suggestions for improving the grammar, things that need clarifying etc. Here are my suggestions

Wow thanks a lot man. I'll incorporate the changes on the next update.


You know, I think I have a great idea for an offshoot of demons that will solve the problem of Marzurg at the same time. There are some demons and demon lords who have been touched by whatever gives druids their powers and shifted to a NE alignment, as well as being summoned by nature's ally spells and some nature-related powers. Along with new demons, there could be a template, and Marzurg could have been affected by this power after her transformation into a demon.

Good idea. I see a couple of new plant demons eager to be homebrewed, too.

Anyway, tomorrow I'll make a new update, adding the new monsters to the compendium. Thursday, I'll go on a two days vacation; after that, I'll focus on reworking the demon lords. They were the first thing I made when I started working on Ars Daemonica 1.0, and they underwent pretty much no change since then, meaning they need a lot of work to be in pair with the newest creations. I already have a couple of ideas... I'll work on fluff, too.

Last but not the least, new monster. With it, a total of 5 new monsters will be added to the compendium on the next update. I fear it may be too strong for its CR... what do you think?

Arachexia

Arachexia are giant insect-like creatures that infest bogs and underground caves on the lower planes. They produce a powerful acid wich they use to incapacitate their foes before infesting them with their eggs.


ARACHEXIA, ADULT




http://i61.tinypic.com/23le7tj.png



Huge outsider (evil, extraplanar)

CR 13
Aligment Neutral Evil

HP 162 (13d8 + 104)
AC 28, touch 5, flat-footed 24 (-2 size, +4 Dex, +16 natural)
Saves Fort +16, Ref +12, Will +8

Initiative +8
Speed 40 ft. (8 squares), climb 20 ft.
Melee Bite +20 (2d8 + 9 + 2d6 acid + slow/19-20) and sting +15 (18 + 4 + inoculate)
Ranged touch Acid Spit +15 (2d6 acid + slow)
BAB +13, Grapple +29
Space 15 ft., Reach 15 ft.

Abilities Str 29, Dex 18, Con 26, Int 5, Wis 11, Cha 11
Feats Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Weapon Focus (bite), Weapon Focus (sting)
Skills Hide +20, Listen +16, Move Silently +20, Search +13 Spot +16

Special Attacks Acid Spit, Assault, Constrict (2d8 + 13), Caustic Saliva, Improved Grab, Inoculate
Special Qualities Blindsight 50 ft., Damage Reduction 5/-, Exoskeleton, Fast Healing 5, Immunity to acid, Scent

Advancement 14-19 HD (Huge); 20-38 HD (Gargantuan)

Combat

Arachexia usually begin the combat jumping to an opponent from afar and slaughering him with its powerful mandibles. Their sturdy exoskeleton makes them very hard to take down.

Acid Spit (Ex): An arachexia can spit a jet of acid from its mouth as a standard action. It is a ranged touch attack with a range of 60 ft. that deals 2d6 acid damage and can slow the opponent (see below).

Assault (Ex): Arachexia love to take their opponents by surprise jumping into them from a great distance. As a full-round action, an arachexia can move up to twice his base land speed in every direction. It must move in a straight line, and ignores any speed penalty imposed by difficult terrain and such. If the arachexia ends this movement inside a square already occupied by another creature, the arachexia makes an overrun attempt against that creature. The creature cannot choose to avoid the overrun. If the arachexia succeeds in knocking the opponent prone, it can make a full attack against that opponent as a free action.

Caustic Saliva (Ex): Arachexia have a special organ inside their mouth that produce a highly corrosive acid. Creatures hit by an arachexia's bite or acid spit must make a DC 24 fortitude save or be under the effect of a Slow spell for 1d4 rounds. The DC is Constitution-based. Each round the creature begins under the effect of this ability, she also takes 2d6 acid damage.

Exoskeleton (Ex): The exoskeleton of an arachexia is so hard that many adventurers broke their weapon on it. Every time a creature misses a melee attack with a manufactured weapon against an arachexia, that weapon takes damage equal to the damage it would have dealt to the arachexia, not taking into account Damage Reduction.

Inoculate (Ex): Arachexia are infamous for their habit of laying eggs into other creatures' bodies. Whenever an arachexia succesfully hits an opponent with its sting attack, the opponents must succeed on a DC 24 fortitude check or become infested by arachexia's eggs. The DC is Constitution-based. Beginning from the next round, the creature takes 1d6 Constitution damage and 1d6 acid damage every round. A Remove Disease spell or any other similar spell or effect kills the eggs, ending the effect. When the creature reaches 0 HP, she explodes in a violent outurst, dying immediately and dealing 3d6 acid damage to all creatures within 10 ft. (reflex DC 24 halves). A number of arachexia larvae appear from the dead body, based on the dead creature's size: 1 for medium or smaller, 2 for large, 3 for huge, 4 for gargantuan, and 5 for colossal.


ARACHEXIA, LARVA

Small outsider (evil, extraplanar)

CR 3
Aligment Neutral Evil

HP 25 (3d8 + 12)
AC 14, touch 6, flat-footed 30 (+1 size, +3 Dex)
Saves Fort +6, Ref +6, Will +3

Initiative +3
Speed 20 ft. (4 squares), climb 10 ft.
Melee Bite +6 (1d6 + 2 + 1d4 acid)
Ranged Acid Spit (1d4 acid)
BAB +3, Grapple +1
Space5 ft., Reach 5 ft.

Abilities Str 14, Dex 17, Con 16, Int 2, Wis 11, Cha 11
Feats Improved Toughness (LM), Improved Natural Attack (bite)
Skills Hide +9, Listen +6, Move Silently +9, Spot +6

Special Attacks Acid Spit, Constrict (1d6 + 3), Caustic Saliva, Improved Grab
Special Qualities Blindsight 50 ft., Scent

Combat

Arachexia larvae do not have an exoskeleton yet, so they are much easier to kill than their parents. They can still be a dangerous threat due to the powerful acid secreted by their mouth.

Acid Spit (Ex): An arachexia larva can spit a jet of acid from its mouth as a standard action. It is a ranged touch attack with a range of 30 ft. that deals 1d4 acid damage.

Caustic Saliva (Ex): An arachexia larva deals 1d4 bonus acid damage with each bite attack.

EDIT:


You need list all the immunities from Divine Body in the Text of Special Abilities for all creatures with the Nyurvata Template.

Divine Body and Divine Transcendence should be Extraordinary abilities. The (Ex) designation is missing.

Please break up the paragraphs.

Add the following to all creatures with the Nyurvata Template.

Divine Body (Ex): Creatures with the Nyurvata Template possess the following immunities: ability damage, ability drain, death effects, diseases, disintegration, energy drain, mind-affecting abilities, paralysis, petrification, poison, polymorph, sleep, and stunning.

Divine Transcendence (Ex): A creature with the Nyurvata Template does not age and cannot die of old age. 'They can communicate with their followers telepathically across any distance, even planar boundaries and always know the exact number of followers praying to them at any moment. If a creature with the Nyurvata Template dies, its soul wanders the multivers, retaining a portion of it consciousness. As long as it has a least one worshiper, it can provide spells for her clerics and act as a vestige to its binders but is otherwise unable to communicate with them. A dead nyurvata cannot be resurrected, even with miracle, true resurrection or wish. Some rumors say there is a secret ritual that could make this possible. If its number of worshipers falls to 0, the creature immediately loses the Nyurvata template; and if she is dead, she dies a true death. Last of all. the creature can cast teleport (greater) as a spell-like ability at will (only self plus equipment), with caster level equal to its HD.

Debby

Ok, this is going to be a lot of work. As always, thanks :D

EDIT 2:

New update! Changelog:

V. 2.04 (08/20/2014) General Fixed typos and grammar issues here and there Monsters Added arachexia Added hell gorger Added ilchtinya Added malshanax Added radiplob

Hipster Dixit
2014-08-25, 09:52 AM
Here I present you the first 3 demon lords remade. Not many changes are occurred, but I feel the format is better and they are more balanced to their CR now. Please tell me if something is wrong or if you have suggestions!

Alyorna, the Plaguemother

The lady of swarms and queen of plague, Alyorna, is the god of killing and blight. She is the sister of the evil god Marzurg, against who is perpetually in dispute. The origin of the feud between the two is the fact that, when they were still adolescent, Marzurg convinced her parents to repudiate the sister. Living on the street, Alyorna became good at thieving and other petty crimes, eventually becoming a reknowed assassin. During all her life, Alyorna plotted to kill her sister, but when she was finally on the point of doing that, she was discovered. Alyorna was hang for murder, but Marzurg did not have a better fate, cause she was burned alive for witchcraft. After death, the two revived as demons in the Abyss, keeping all the hatred they had in life for each other. Now Alyorna and her servants act as hired assassins, on the payroll of who offers more. The nature of the Abyss and its inhabitants make sure she is always busy. her realm is the 91st layer, Loathsome Bog, a land of noxious marshes overrun by a miryad of swarms.

Servants, Enemies and Goals

Alyorna put all her efforts in the attempt of killing Marzurg. Her goal is to defeat her sister in direct combat, then capture and torture her for ages, before finally killing her. Alyorna would generously reward anything that would help her performing that task, but will hunt and destroy anyone that would try to slaughter Marzurg before her, thus depriving Alyorna of that pleasure. The plaguemother has a rather numerous crowd of worshippers on the material plane, primarily assassins, thieves, criminals, and a lot of psychopaths obsessed with insects.

Alyorna Lore

Characters with ranks in Knowledge (the planes) can research Alyorna to learn more about it. When a character makes a skill check, read the following.



Check result
Knowledge acquired


15
Alyorna is a powerful demon living in the Abyss, patron of blight and swarms.


20
Alyorna's weapons convey a powerful venom that affects even those immune to diseases.


25
Alyorna can transform herself into a swarm and infest other creatures, eating them from the inside.


30
Alyorna is a master assassin and can disappear from sight as easily as she breathes, before striking her opponents from the shadows.



This figure, vaguely resembling a woman, is entirely made by fluttering insects. Her four arms have razor-sharp blades attached to them, constantly dripping a greenish, liquid toxin.

Large Nyurvata Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)

CR 22
Aligment Chaotic Evil

HP 404 (22d8 + 228)
AC 38, touch 21, flat-footed 26 (-1 size, +12 Dex, +17 natural)
Saves Fort +22, Ref +25, Will +19

Initiative +16
Speed 40 ft. (8 squares), fly 90 ft. (perfect, Swarm Form only)
Melee 4 Razorblades +33 (1d8 + 6 + disease/15-20/x4) or Swarm (5d6 + disease + infest, Swarm Form only)
BAB +22, Grapple +32
Space 10 ft., Reach 10 ft.

Abilities Str 22, Dex 34, Con 29, Int 20, Wis 22, Cha 30
Feats Ability Focus (Plaguemother), Dark Speech, Darkstalker (LoM), Epic Toughness, Flyby Attack, Improved Critical (Razorblades), Improved Initiative, Weapon Finesse
Skills Bluff +35, Diplomacy +35, Disguise +35, Gather Information +35, Hide +41, Intimidate +35, Knowledge (the planes) +30, Listen +31, Move Silently +45, Search +30, Sense Motive +31, Spot +31

Special Attacks Assimilate Swarm, Infest, Lady of Flies, Plaguemother, Razorblades, Spell-Like Abilities, Summon
Special Qualities Blindsight 100 ft., Camouflage, Damage Reduction 20/Cold Iron, Good and Epic, Divine Influence, Divine Trascendence, Form Switch, Immunity to Ability Damage, Ability Drain, Death Effects, Diseases, Disintegration, Electricity, Energy Drain, Mind-Affecting Abilities, Paralysis, Petrification, Poison, Polymorph, Sleep and Stunning, Resistance to Acid 10, Cold 10, and Fire 10, Spell Resistance 36, Telepathy 100 ft.

Combat

Alyorna is a fierce combatant and loves to test her skills against worthy opponents. She weakens her enemies using any kind of disease before delivering the final blow to them. If she is in danger, she resorts to swarm form to protect herself and regain lost health.

Assimilate Swarm (Ex)
Alyorna can absorb other swarms to rejuvenate herself. While in Swarm Form (see below), whenever Alyorna is in the same space of a creature with the Swarm subtype controlled by her, she can absorb the creature as a free action. The creature effectively disappears, guzzled in Alyorna's body. Alyorna recovers an amount of HP equal to the absorbed creature's current HP. She cannot exceed her maximum HP with this ability.

Camouflage (Ex)
The insects that constitute Alyorna's body can quickly alter their color to match that of the surrounding environment. Alyorna can use the Hide skill in any terrain, even if it does not grant cover or concealment, and even when observed. She ignores the normal penalties when using the Hide skill when running or charging.

Divine Influence (Ex)
Alyorna grant spells and casts spell-like abilities from the following domains: Chaos, Corruption (FC I), Evil, and Pestilence (SpC). DC = 20 + the spell's level. Caster level 22nd.

Divine Trascendence (Ex)
Alyorna do not ages and cannot die of old age. She can communicate with her followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to her at any moment. Alyorna cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while she has at least one worshipper. If the number of her worshippers falls to 0, Alyorna immediately loses the template, and if she is dead, her soul is forever destroyed.

Form Switch (Ex)
As a swift action, Alyorna can switch between her two forms: Normal Form and Swarm Form. While in Normal Form, she loses her Assimilare Swarm and Infest special attacks. While in Swarm Form, she gains the Swarm subtype (Fine creatures), gains a swarm attack that deal 5d6 damage, and loses her Razorblades special attack. The DC for her Distraction special quality is 30. Also, while in Swarm Form, Alyorna occupies the space of a Gargantuan creature instead of that a Large creature.

Infest (Ex)
Alyorna can infest the body of a living creature to breed new swarms under her control. Every time she deals Swarm damage, the damaged creature must succeed on a DC 30 Fortitude save to avoid being inhabited by Alyorna's insects. If the attack succeeds, Alyorna loses 10 HP due to the loss of some of her body. A creature that fails the save takes 1d6 Constitution damage at the beginning of her turn. When her Constitution becomes 0, a Hellwasp Swarm emerges from the dead body, under Alyorna's control. Remove Disease, Heal or any other similar spell or effect immediately kills the insects, ending the infestation. The save DC is Constitution-based.

Lady of Flies (Su)
Alyorna rebukes Vermins as a cleric with level equal to her HD rebukes Undead, at will. Vermins rebuked by Alyorna are always commanded.

Plaguemother (Ex)
Alyorna is the mother of any plague that blights the multiverse, and thus carries all of them. Creatures damaged by Alyorna's Razorblades or Swarm attack must succeed on a DC 32 Fortitude save or contract a special disease. Creatures immune to disease are not immune to this effect, as long as they have a Constitution score. Alyorna's disease deals either 1d8 damage to a single ability score, 1d6 damage to two ability scores, or 1d4 damage to three ability scores of Alyorna's choice. The incubation period may vary between 1 round and 1 day. Alyorna can chosse between any of these variables as a free action. The save DC is Constitution-based

Razorblades (Ex)
While in Normal Form (see above), each of the four Alyorna's arms is fitted with sharp, dangerous blades. Those blades deal 1d8 damage, plus Alyorna's Strength modifier, threaten a critical hit with a roll of 18-20 (incremented to 15-20 due to the Improved Critical feat), and have a critical multiplier of x4. Also, Razorblades have the vorpal property.

Skills
Alyorna has a +8 racial bonus on any Hide and Move Silently check.

Spell-like Abilities
At will - Acid Fog (DC 26), Antilife Shell, Banishment (DC 26), Blasphemy (DC 27), Circle of Death (DC 26), Cloudkill (DC 25), Creeping Doom, Dispel Magic (greater), Hold Person (mass) (DC 27), Geas/Quest (DC 26), Miasma (SpC) (DC 26), Spell Turning, Swamp Lung (SpC) (DC 27), Teleport (greater) (self only, plus 50 pounds of objects), Word of Chaos (DC 27); 3/day - Dimensional Lock, Horrid Wiltling (DC 28), Implosion (DC 29), Polymorph Any Object, Power Word Kill, Storm of Vengeance (DC 29), Superior Invisibility, Unholy Aura; 1/day - Miracle (DC 29). Caster level 22nd.

Summon (Sp)
Once per day Alyorna can automatically summon 1d3 glabrezu, 1 nalfeshnee, or 1 kelvezu (MM II). This ability is the equivalent of a 9th level spell.

Cyndrazar, the Mad Goddess

Cyndrazar, patron of persecutors and psychopaths, is a demented creature whose mind is twisted by countless years of brutal tortures. It is whispered that she once was member of the Radiant Sisters, Malcanthet's personal guard, and one of the most beautiful succubi ever seen. She committed the mistake to turn against her mistress, who in return asked Pazuzu for help. The ruler of the lower Aerial Kingdoms managed to capture Cyndrazar, and tossed her in the dungeons of his fortress, Vanelon. Here, Cyndrazar has been subject to countless tortures that eventually broke her mind, driving her mad but at the same time awakening a massive power inside her brain. Today, Cyndrazar is still kept prisoner in Vanelon, on Pazunia, the 1st layer of the Abyss. Pazuzu believes that she could eventually dethrone him, but does not dare to challenge her openly, fearing a possible reprisal.

Servants, Enemies and Goals

Cyndrazar's only goal is to rape, torture and murder anyone on the multiverse. She does not have a large amount of followers, revered only by the most twisted psychos and serial torturers.

Cyndrazar Lore

Characters with ranks in Knowledge (the planes) can research Cyndrazar to learn more about it. When a character makes a skill check, read the following.



Check result
Knowledge acquired


15
Cyndrazar is a demon driven mad by millennia of torture. She is a powerful manifester.


20
Cyndrazar can make her enemies feel the same pain that she feels.


25
Cyndrazar's presence makes her enemies unable to teleport away or manifest psionic powers.


30
Cyndrazar's body perpetually regenerates itself. Cold Iron and blessed weapons are required to destroy her forever.



A naked woman with alabaster skin is stabbed by a sharp pole. The pole enters from her coccyx and exits right below her neck, allowing her to move the head, and is affixed in a huge, squared pedestal. All the torture instrument is made by black, polished metal, and is dirty with the blood of the ex succubus. Cyndrazar is bald, her body full of scars and wounds, and her ocular holes are empty and constantly bleeding.

Medium Nyurvata Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)

CR 24
Alignment Chaotic Evil

HP 494 (24d8 + 302)
AC 30, touch 30, flat-footed 30 (+15 deflection, +5 natural)
Saves Fort +24, Ref -, Will +12

Initiative +0
Speed 0 ft. (0 squares)
Ranged Psychic Lance +39/+34/+29/+24 (10d6 + 15 + targeted Dispel Magic (greater))
BAB +26, Grapple -
Space 15 ft., Reach 0 ft.

Abilities Str -, Dex -, Con 30, Int 40, Wis 6, Cha 28
Feats Dark Speech, Epic Toughness, Improved Toughness (LM), Chaotic Mind, Psionic Body, Psionic Shot, Quicken Power, Return Shot, Wounding Attack
Skills Intimidate +36, Knowledge (psionic) +42, Knowledge (religion) +42, Knowledge (the planes) +42, Listen +25, Search +42, Sense Motive + 25, Spot +25

Special Attacks Crush Sanity, Psi-like abilities, Psionic Powers, Psychic Lance, Summon
Special Qualities Damage Reduction 5/Cold Iron, Good and Epic, Divine Influence, Divine Trascendence, Immunity to Ability Damage, Ability Drain, Death Effects, Diseases, Disintegration, Electricity, Energy Drain, Mind-Affecting Abilities, Paralysis, Petrification, Poison, Polymorph, Sleep and Stunning, Impaled, Mind Shield, Obliteration Field, Regeneration 24, Resistance to acid 10, cold 10, and fire 10, Share Torment, Spell Resistance 38, Telepathy 100 ft., Touchsight 100 ft.

Combat

Cyndrazar does not even know the meaning of words as pity and leniency, and will violently attack anyone that dares to challenge her. Her favourite tactic is to melt the minds of her enemies with her psi-like abilities and special attacks, reserving her Psychic Lance to the foes who are immune to them.

Crush Sanity (Ex)
Cyndrazar can drive a mind mad just by touching it with her thought. As a standard action, Cyndrazar can force a maximum of 6 creatures within 100 ft. from her to make a DC 37 Will save. On failure, creatures suffer one of the following effects, determined randomly. Each creature rolls separately to determine the effect. This is a mind-affecting ability. This effect can be reverted with Break Enchanment, Aura Alteration, and other similar spells or effects. The DC is Intelligence-based.



d6
Effect


1
The creature start attacking their allies to the best of her abilities.


2
The Creature is confused, as per the Insanity spell.


3
The creature is cowering in fear.


4
The creatures is exhausted and nauseated.


5
The creature falls asleep.


6
The creature has her Intelligence, Wisdom and Charisma scores dropped to 1.



Divine Influence (Ex)
Cyndrazar grant spells and casts spell-like abilities from the following domains: Entropy (FC I), Evil, Madness (SpC), and Suffering (SpC). The save DCs are Intelligence-based. Caster level 24th.

Divine Trascendence (Ex)
Cyndrazar do not ages and cannot die of old age. She can communicate with her followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to her at any moment. Cyndrazar cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while she has at least one worshipper. If the number of her worshippers falls to 0, Cyndrazar immediately loses the template, and if she is dead, her soul is forever destroyed.

Impaled (Ex)
Despite being of medium size, Cyndrazar occupies the space of a huge creature due to the spike that perforates her body being affixed in a 15 ft. wide pedestal. The pain that torments her is so strong that she is not able to move, let alone free herself. Cyndrazar has no Strength nor Dexterity score, and she automatically loses any Strength and Dexterity-based check. Also, she cannot perform any movement and cannot be moved by any means, nor can she teleport, become ethereal and such, and she is unable to speak. She can't be freed from her torture without anything less than artifact-grade items or epic magic. At the beginning of her turn, Cyndrazar takes 23 damage from the spike. This damage overcomes her Regeneration ability (see below).

Mind Shield (Ex)
Cyndrazar's absurdly powerful mind projects a telekinetic field that shields her from upcoming attacks. She gains a deflection bonus her AC equal to her Intelligence modifier (already included in the stat block).

Psi-like abilities
At will - Cloud Minds (mass) (DC 31), Decerebrate (DC 32), Energy Conversion (DC 32), Fuse Flesh (DC 31), Insanity (DC 32), Psionic Disintegration (DC 31), Psionic Moment of Prescience; 3/day - Affinity Field (DC 34), Assimilate (DC 34), Recall Death (DC 33), Microcosm, Temporal Acceleration, Timeless Body; 1/day - Reality Revision (DC 34). Manifester level 24th.

Psionic Powers
Cyndrazar manifests powers as a 20th level Telepath.

Typical Psion Powers Known (493 Power Points; save DC 25 + the power's level)

1 - Charm, Psionic, Disable, Empathy, Mindlink, Sense Link; 2 - Brain Lock, Concealing Amorpha, Energy Push, Read Thoughts; 3 - Body Adjustment, Crisis of Breath, Energy Wall, False Sensory Input, Telekinetic Thrust; 4 - Dominate, Psionic, Psychic Reformation, Schism, Telekinetic Maneuver, Wall of Ectoplasm; 5 - Incarnate, Major Creation, Psionic, Mind Probe, True Seeing, Psionic; 6 - Contingency, Psionic, Mind Switch, Retrieve, Suspend Life; 7 - Crisis of Life, Sequester, Psionic, Ultrablast; 8 - Bend Reality, Matter Manipulation, True Metabolism; 9 - Affinity Field, Apopsi, Psychic Chirurgery.

Psychic Lance (Ex)
By concentrating, Cyndrazar can condense her phychic energy to fire it against her enemies. This is a ranged attack with a range increment oof 100 ft. that deals 10d6 damage, plus Cyndrazar's Intelligence modifier. Cyndrazar applies her intelligence modifier instead of her dexterity modifier to the attack roll. Cyndrazar can make full attacks using her Psychic Lance. Phychic Lance hits incorporeal creatures as if it were a ghost touch weapon and ignores any Damage Reduction the target might possess. Also, a creature damaged by this attack suffers the effect of a targeted Dispel Magic (greater) spell (caster level 24th).

Obliteration Field (Ex)
Cyndrazar emanates a 100 ft. aura that duplicates the effect of Dimensional Lock, as the spell, and Null Psionics Field and Touchsight, as the powers, except that Cyndrazar can "see" through any obstacle. Cyndrazar can normally manifest psionic powers and psi-like abilities inside the area.

Regeneration (Ex)
Cold Iron and Good-aligned weapons deal normal damage to Cyndrazar. If ishe loses a limb or body part, the lost portion regrows in 2d4 minutes.

Share Torment (Ex)
Whenever Cyndrazar takes lethal damage, every creature within 100 ft. from her ability must succeed on a DC 37 Will save or take half that amount of damage as untyped damage. Mindless creatures are immune to this effect. The save DC is Intelligence-based.

Summon (Sp)
Once per day Cyndrazar can automatically summon 1d6 Hezrou or 1d3 Sibriex (FC I). This ability is the equivalent of a 9th level spell.

Juiblex, the Faceless Lord

Juiblex is the horrifying patron of molds and oozes. It is whispered that it was born somewhere outside the multiverse, in a terrible place beyond the stars, that mortals can only dream of in their worst nightmares. He came on the Abyss on very ancient times, when the most simple forms of life began to appear on the material plane, and it is still there, custodian of secrets that should not ever be revealed.

Servants, Enemies and Goals

Apparently, except consuming everything it can put its clutches on, Juiblex has no other goals. The other demon gods fear it because of its alien nature and try to avoid any contact, but they are seldom forced to enter the battlefield to stop its endless food race. When this happens, the abyss gods temporarily put aside the many grudges they have against each other to focus against the common enemy. Juiblex inhabits the 528th layer of the Abyss, Molor, an immense complex cavern overrun by mold, fungi and strange plants. Juiblex does not have many followers, drawing mostly madmen and screwed people. Its cult is kept secret, and requires a lot of human and animal sacrifices to satiate the appetite of the Faceless Lord. Juiblex' clergy is made by insane fanatics that believe that it is omnipotent, and would do anything to allow its coming on the material plane.

Juiblex Lore

Characters with ranks in Knowledge (the planes) can research Juiblex to learn more about it. When a character makes a skill check, read the following.



Check result
Knowledge acquired


20
Juiblex is a powerful abomination that lives underground on the Abyss. Its mere sight is sufficient to destroy one's mind.


25
Juiblex produces a corrosive substance that consumes everything.


30
Juiblex recovers very quickly from damage and magic does not affect him.


35
Juiblex can be damaged by blessed weapons and cold. He is also vulnerable to direct sunlight.



This monster is an enormous, repulsive mass of pitch-black slime, constantly boiling over. A thousand glowing red eyes are scattered upon all the body, disappearing and then reappearing in another place. His voice is a tremendous roar that seems to come from a place beyond the edge of the universe.

Colossal Nyurvata Outsider (Chaotic, Evil)

CR 22
Alignment Chaotic Evil

HP 555 (21d8 + 387)
AC 30, touch 0, flat-footed 30 (-8 size, -2 Dex, +30 natural)
Saves Fort +28, Ref +10, Will +13

Initiative -2
Speed 40 ft. (8 squares)
Melee Slam +30 (6d6 + 16 + 10d6 acid + nausea)
BAB +21, Grapple +53
Space 25 ft., Reach 25 ft.

Abilities Str 43, Dex 6, Con 42, Int 15, Wis 12, Cha 28
Feats Ability Focus (Acid), Blind-Fight, Dark Speech, Epic Toughness, Improved Natural Attack (slam), Improved Toughness (LM), Power Attack, Weapon Focus (slam)
Skills Climb + 40, Intimidate +33, Knowledge (the planes) +26, Listen +24, Search +29, Sense Motive +24, Spot +29

Special Attacks Acid, Constrict (6d6 + 24), Engulf, Improved Grab, Spell-like Abilities
Special Qualities All-Around Vision, Darkvision 60 ft., Divine Influence, Divine Trascendence, Immunity to Ability Damage, Ability Drain, Acid, Bludgeoning, Death Effects, Diseases, Disintegration, Energy Drain, Mind-Affecting Abilities, Paralysis, Petrification, Piercing, Poison, Polymorph, Sleep and Stunning, Light Blindness, Magic Immunity, Not of This World, Regeneration 20, Telepathy 100 ft.

Combat

Juiblex does not know the meaning of 'combat': it will try to eat all its opponents even when in danger, seeing every potential threat as dinner. It will engulf and digest every creature that comes into its presence, being them friends of foes, maybe except those who bring a meal more appealing than themselves.

Acid (Ex)
Juiblex secretes an extremely powerful acid that dissolves any material. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 38 Reflex saves. A weapon that strikes Juiblex also dissolves immediately unless it succeeds on a DC 38 Reflex save. In addition, a creature hit by Juiblex' attack must succeed on a DC 38 Fortitude save or become nauseated for 1d6 rounds. The save DCs are Constitution-based.

Juiblex' acidic touch deals 36 points of damage per round to objects. Juiblex must remain in contact with the object for 1 full round to deal this damage.

All-Around Vision (Ex)
Juiblex' thousand eyes provide it a +4 racial bonus on Search and Spot checks. Juiblex cannot be flanked.

Constrict (Ex)
Juiblex deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

Divine Influence (Ex)
Juiblex grant spells and casts spell-like abilities from the following domains: Corruption (FC I), Destruction, Evil, Ooze (FC I). DC = 19 + the spell's level. Caster level 21st.

Divine Trascendence (Ex)
Juiblex do not ages and cannot die of old age. It can communicate with its followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to it at any moment. Juiblex cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while it has at least one worshipper. If the number of its worshippers falls to 0, Juiblex immediately loses the template, and if it is dead, its soul is forever destroyed.

Engulf (Ex)
Juiblex can simply mow down Gargantuan or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. Juiblex merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against it, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 36 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based.

Improved Grab (Ex)
To use this ability, Juiblex must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Light Blindness (Ex)
Abrupt exposure to bright light (such as sunlight or a Daylight spell) blinds Juiblex for 1 round. On subsequent rounds, it is dazzled as long as it remain in the affected area.

Magic Immunity (Ex)
Juiblex is immune to any spell or spell-like ability that allows spell resistance. It regrows lost limbs and body parts in 1 round.

Not of This World (Ex)
Juiblex is an abominable creature, its very existence being a blight on the universe. Its form is so inconceivable that just seeing him makes one's mind melting in the attempt of processing it. Any creature that sees Juiblex must make a DC 29 Will save or take 1d6 Wisdom damage and become cowering for 1 minute. The DC is Charisma-based. In addition, creatures that try to establish a link with Juiblex mind, such as by a Detect Thoughts spell, have their Wisdom immediately reduced to 0, and this damage cannot be restored by anything short than Miracle or Wish. Even in this case, the creature does not remember anything about what he saw in Juiblex' mind. Mindless creatures are immune to this effects.

Regeneration (Ex)
Cold and Good-aligned weapons deal normal damage to Juiblex. If it loses a limb or body part, the lost portion regrows in 1 round.

Spell-like Abilities
At will - Acid Fog (DC 25), Banishment (DC 25), Blasphemy (DC 26), Cloudkill (DC 24), Deeper Darkness, Destruction (DC 26), Disintegrate (DC 25), Dispel Magic (greater), Geas/Quest (DC 25), Power Word Blind, Slime Wave (SpC) (DC 26), Teleport (greater) (self only, plus 50 pounds of objects); 3/day - Freedom, Horrid Wiltling (DC 27), Imprisonment (DC 28), Power Word Kill, Power Word Stun, Wail of the Banshee (DC 28); 1/day - Miracle (DC 28), Shapechange. Caster level 21st.

EDIT: Sorry if I am working slowly, I know you were already expecting an update. Unfortunately, I am experiencing some real life troubles in these days, but I'm still working on the project. Here there is Elimdal reworked. I tried to incorporate all the suggestions made by you guys when reworking the demon lords, please let me know if something is still missing or anything.

Elimdal, Merchant of Souls

Elimdal is the mighty god of life and death, patron of necromancers. Not much is known about him, beside the fact that he is one of the oldest beings living in the Abyss. He is famous for possessing the Undying Mask, an artifact that, according to stories, was crafted by the legendary god of death Nerull, and gives true immortality to its wearer.

Servants, Enemies and Goals

Elimdal's actions are often inscrutable, and no one could possibly guess his true amis. He is lonely and minds his own business, thus making very few allies and enemies. Elimdal is a skillful diplomat and always seek to avoid conflict, even though this could be difficult in a plane where everyone wants to start figths and bloodshed at any time. The only thing in which Elimdal clearly has interest is how to acquire an increasingly number of souls, but the reason behind this is, as always, unknown. His realm is the 455th layer of the Abyss, the Deadlands, a cold desert in part covered by permafrost, littered by ancient ruins. Apparently, Elimdal's only duty is to guard the Dead Gate, a portal that leads to Afterworld, the land in which lie the spirits of the evil dead. The gate is said to be opened by Nerull himself and is located in Rigormors, an enormously vast necropolis found right in the middle of the layer. Apparently, Elimdal possesses the gate keys, but no one can even imagine what could be unleashed if the gate would be opened.

Elimdal Lore

Characters with ranks in Knowledge (the planes) can research Elimdal to learn more about it. When a character makes a skill check, read the following.



Check result
Knowledge acquired


15
Elimdal is a powerful entity that watches the Dead Gate on behalf of the god of death Nerull. He is literally immortal.


20
Elimdal can kill anyone just by touching him, and can magically age his opponents.


25
Elimdal uses soulflame, a particular type of energy extracted by souls, to damage and weaken his opponents.


30
To permanently kill Elimdal, one must remove the Undying Mask from his face.



The 10 ft. tall figure is a full-bodied demon with livid skin. His face is hidden by a rough wooden mask with two eyes awkwardly drew upon it, while the body is perpetually surrounded by the whirling spirits of the dead he trapped for his purposes.

Large Nyurvata Outsider (Evil, Extraplanar)

CR 22
Alignment Neutral Evil

HP 176 (22d8)
AC 30, touch 13, flat-footed 28 (-1 size, +4 Dex, +17 natural)
Saves Fort +17, Ref +17, Will +20

Initiative +8
Speed 30 ft. (6 squares)
Melee touch Touch +26 (Death)
BAB +22, Grapple +31
Space 10 ft., Reach 10 ft.

Abilities Str 20, Dex 18, Con -, Int 25, Wis 34, Cha 34
Feats Ability Focus (Aeon Shift), Ability Focus (Reap Soul), Ability Focus (Soulflame), Dark Speech, Epic Fortitude, Great Fortitude, Improved Initiative, Quicken Spell-like Ability (Heal)
Skills Bluff +37, Diplomacy +37, Intimidate +37, Knowledge (arcane) +32, Knowledge (religion) +32, Knowledge (the planes) +32, Listen +37, Search +32, Spellcraft +32, Spot +37
Possessions Undying Mask

Special Attacks Aeon Shift, Call Spirits, Reap Soul, Soulflame, Spell-like Abilities
Special Qualities Between Two Worlds, Darkvision 60 ft., Divine Influence, Divine Trascendence, Immunity to Ability Damage, Ability Drain, Death Effects, Diseases, Disintegration, Energy Drain, Mind-affecting Abilities, Paralysis, Petrification, Poison, Polymorph, Sleep and Stunning, Lifesense, Profane Aura, Regeneration 10, Spell Resistance 36, Telepathy 100 ft., Undead Traits, Undying

Combat

Elimdal usually does not draw enough attention to risk a battle, but he is able to defend himself pretty well when needed. He uses the spirit of the dead to summon powerful spectres, and can fire a barrage of mighty soulflame. When cornered, he simply kills the nearest enemy with his touch.

Aeon Shift (Su)
Master of life and death, Elimdal has the power to drastically increase the aging rate of his opponents. As a standard action, Elimdal can designate a 30 ft. area within 100 ft. from him. Creatures in the area must succeed on a DC 35 Fortitude save at the beginning of each round or take 2 damage to Strength, Dexterity and Constitution and become fatigued. Constructs, Undead, and creatures without a Constitution score experience a different effect, instead taking take 10d6 damage at the beginning of every round (no save). The save DC is Wisdom-based.

Between Two Worlds (Ex)
Walking between the realm of life and the realm of death, Elimdal finds himself at ease in both. Elimdal is healed by both positive and negative energy.

Call Spirits (Su)
As the keeper of the Dead Gate, Elimdal can summon the spirits of the Afterworld to serve as his minions. This ability works as the Summon Monster spell, except Elimdal can summon any Undead creature with 20 or less HD. If the summone creature does not have the Incorporeal subtype, she gains it. Creature summoned by this ability remain indefinitely under Elimdal's control. Elimdal can have a maximum of 22 HD of creatures summoned through this ability at the same time.

Divine Influence (Ex)
Elimdal grant spells and casts spell-like abilities from the following domains: Death, Evil, Healing, and Undeath (SpC). DC = 22 + the spell's level. Caster level 22nd.

Divine Trascendence (Ex)
Elimdal do not ages and cannot die of old age. He can communicate with his followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to him at any moment. Elimdal cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while he has at least one worshipper. If the number of his worshippers falls to 0, Elimdal immediately loses the Nyurvata template, and if he is dead, his soul is forever destroyed.

Lifesense (Ex)
Elimdal notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast Deathwatch.

Profane Aura (Su)
Elimdal is surrounded by a 60 ft. aura that duplicates the effects of the Desecrate and Unhallow spells, with Elimdal acting as an altar to an Evil deity. Non-Evil creatures in the area take a -2 penalty on all saves. This penalty increases to -4 for Good creatures and -6 for creatures with the Good subtype. Undead creatures in the area automatically fall under the effect of a Control Undead spell. Undead with an Intelligence score of at least 1 are entitled a DC 34 will save at the beginning of each round to resist this effect. The save DC is Wisdom-based.

Reap Soul (Su)
With a single touch, Elimdal can force a soul to abruptly exit from the body that hosts it, sending it directly in the Afterworld. As a standard action, Elimdal can make a melee touch attack against a living creature. If the attack succeeds, the creature dies immediately. Creatures with immunity to Death effects are entitled a DC 35 Fortitude save to negate the effect. The save DC is Wisdom-based.

Regeneration
No form of damage deals lethal damage to Elimdal. Elimdal loses this ability if he is deprived of his Undying Mask (see below).

Soulflame (Su)
Elimdal can wield the souls of the dead as a powerful weapon capable of destroying the mightiest foe. As a standard action, Elimdal can affect a maximum of 1d6 areas, each with a radius of 10 ft., which must be within 50 ft. from the each other. Living creatures in the areas take 20d6 damage, half cold, half negative energy, and get 1d4 negative levels. A succesful DC 35 Fortitude save halves the damage and negates the negative levels. Soulfire keeps burning in the areas for the following 1d6 minutes, dealing 5d6 damage, half cold, hal negative energy, and bestowing 1 negative levels to creatures that begin their turn inside one of the areas affected by this ability. A succesful DC 35 Fortitude save halves the damage and negates the negative level. The save DCs are Wisdom-based.

Spell-like Abilities
At will - Animate Dead, Antilife Shell, Banishment (DC 28), Blasphemy (DC 29), Create Undead, Create Undead (greater), Dispel Magic (greater), Evil Glare (SpC) (DC 29), Geas/Quest (DC 28), Harm (DC 28), Heal (DC 28), Repulsion (DC 29), Spiritwall (DC 27), Teleport (greater) (self only, plus 50 pounds of objects); 3/day - Energy Drain (DC 31), Holy Aura, Unholy Aura, True Resurrection; 1/day - Miracle (DC 31). Caster level 22nd.

Undying
Elimdal received a powerful artifact from Nerull himself, the Undying Mask. This artifact grants Elimdal Undead traits and Regeneration 10 (see above). In addition, the power of the mask pevents him from dying. As long as he wears it, Elimdal cannot die by any means, and always acts as if he had 1 HP, even when he has less.

Debihuman
2014-08-27, 12:04 PM
Not sure if you want her to have 2 arms or 4. I rather like the 4-armed version (revision as per my later post).

Also her BAB as a Plant would be 19 not 18. Melee attack is BAB + size modifier + Str modifier (19 -2 + 8= 25). I did not check her skills.

Some of her information was contradictory so I fixed that. Also, I edited some text to be clearer. How much damage does she do with Constrict? How should she advance? I couldn't tell if the Nyurvata Template added Ex abilities or not so I made them Ex abilities. Please let me know what they should be.

Here would be her revisions (still not complete as constriction damage is needed and advancement)

You need to add some information in her background as to why she has the Plant Type and not the Outsider Type.

Debby

Edited to remove stat block I made as it is unnecessary.

Hipster Dixit
2014-08-28, 01:46 AM
Thank you. I am planning to rework Marzurg today, or tomorrow at the latest. I want to give her a witch-like feeling, which was suggested by fluff but not implemented. Your revision will be of a great help.


I think Marzurg should have 2 slams not 4 and be able to use 4 tentacles as a secondary attack. Giving her 4 slams makes no sense if she's supposed to look like a human (as we have 2 arms).

I think I did not depict very well in the descrption the idea I have of her in my mind... I'll try to explain it better. She has the body of a normal human, but the body emerges from a huge flower. From under the flower, a mass of strong roots and vines emerge. Those roots are not plunged in the earth, and she uses those as pseudopods, to walk and to attack (the slam attack are made with those, that's why four attacks).


Some of her information was contradictory so I fixed that. Also, I edited some text to be clearer. How much damage does she do with Constrict? How should she advance? I couldn't tell if the Nyurvata Template added Ex abilities or not so I made them Ex abilities. Please let me know what they should be.

(Ex) is ok. I'll include all those informations in the reworked version.


You need to add some information in her background as to why she has the Plant Type and not the Outsider Type.

I'll do as suggested by another user: stick with the outsider type and add a template that gives her plant-y features. On a more general note, if you had a look to the already retooled demon lords I posted above, I drastically cut fluff bits to the advantage of more general information, because admittedly my english skills do not allow me to write fluff without a great effort and a lot of inconsistencies and such.


Work in Progress but this is a standard 3.5 stat block.

I see you want to convince me to adopt the SRD stat block at all costs :D well, to tell the truth, I might actually do that, for consistency's sake. As I said, though, I don't like it very much cause I find it inelegant and not so immediate to read. What about pathfinder stat block? It has all the information needed and it looks much better, in my opinion. I could adapt it to 3.5...

Debihuman
2014-08-28, 04:52 AM
The easiest stat block to critique is the standard 3.5 because all the relevant information is on the same line and there's no scanning up or down to see if something was left out. Pathfinder uses different rules than 3.5 so either go entirely Pathfinder (which I'm not yet competent to critique so you won't get feedback from me on any Pathfinder material) or keep it 3.5. Blending the two makes it impossible to give any accurate feedback so I tend to avoid doing so.

I a not forcing you to do anything. I put it in spoiler so I could see the issues with it. The problem with non-standard stat blocks is that is too easy to miss stuff. Case in point: Her Environment should match the plane she is from.

I really like her being the Plant Type; I think she'd also have the Augmented Outsider Subtype. She's stuck on a Forest-like level of the Abyss so you could tie her story to Malgarius (the Demonic Tree who originally held a level of the abyss but was defeated). I even like her with 4 arms instead of just two (though that bias comes from the picture I found below):
http://fc02.deviantart.net/fs71/f/2013/243/1/c/30_monster_girls___07_plant_girl_by_fgtru-d6kipzf.png

The area around her has entangle and black tentacles and she uses her roots for walking. That makes more sense than what I originally was thinking. I don't recommend you allow her to attack with her roots since she'd be unable to move while attacking.

[Edit]I removed the stat block.

Debby

Hipster Dixit
2014-08-28, 11:05 AM
The easiest stat block to critique is the standard 3.5 because all the relevant information is on the same line and there's no scanning up or down to see if something was left out. Pathfinder uses different rules than 3.5 so either go entirely Pathfinder (which I'm not yet competent to critique so you won't get feedback from me on any Pathfinder material) or keep it 3.5. Blending the two makes it impossible to give any accurate feedback so I tend to avoid doing so.

I see your point. My greatest concern, after all, is that people read, criticize and use my material, so i think I'll start using the SRD stat block by now. I'll update the other monsters in the compendium on the next version.


I am not forcing you to do anything.

I know, I was joking :D your suggestions are actually quite useful.


I really like her being the Plant Type; I think she'd also have the Augmented Outsider Subtype. She's stuck on a Forest-like level of the Abyss so you could tie her story to Malgarius (the Demonic Tree who originally held a level of the abyss but was defeated). I even like her with 4 arms instead of just two (though that bias comes from the picture I found below):
http://fc02.deviantart.net/fs71/f/2013/243/1/c/30_monster_girls___07_plant_girl_by_fgtru-d6kipzf.png

The area around her has entangle and black tentacles and she uses her roots for walking. That makes more sense than what I originally was thinking. I'll revise the stat block (and give her back 4 slams). I don't recommend you allow her to attack with her roots since she'd be unable to move while attacking.

I connected her with Malgarius, it makes sense after all. Now, while the picture you are referring is very similar to what I have in mind, I depict Marzurg as slightly different. In my mind, her body is that of a normal human, of medium size, while the flower and the roots are of huge size. She does not use her human arms to attack. Since her vines are plenty, she does not need to use all of them to move, but can save four of them, for example, to attack. Theoretically, she could have more than 4 natural attacks, but they seemed too much to me.

Anyway, you can see the new Marzurg with your own eyes, right below. I am still open to further changes, of course. Hope you like her.

Marzurg, the Rotten Blossom

Marzurg, the fierce and sensual protector of the wilds, is the patron of evil druids, shamans, and everyone who hates civilization. She despises everything that is the result of an industrial or artigianal process, barring maybe the most simple items made by wood and bones. Many demonologists assert that once upon a time, Marzurg was a mortal woman, and sister of the demon god Alyorna. The two were born in an aristocratic family, but since her first years Marzurg has been a free spirit, averse to constraints and akin to the wild nature. In the adolescence, she discovered and joined a circle of witches, worshippers of the demon lord Malgarius, who held their rites in the forest outside town. Apparently, one day Alyorna discovered this, and started blackmailing Marzurg with the threat of revealing everything to their parents. Mazrurg, in return, contrived a plan to drive Alyorna out of home, and in the end she managed to do that, convincing her parents that Alyorna was a witch. This episode is considered the beginning of the hatred between the two gods. In the end, Alyorna managed to show everyone that Marzurg was a witch, even if at the price of her own life. Since Marzurg had the mark of the witch, her soul went to Malgarius, who grafted it into a plant to serve as his personal plaything. Without drawing attention, Marzurg began to gather more and more strength until she managed to make contact with the demon lord Lazbral'thull. Together they defeated Malgarius, trapping his soul into an artifact, the Seed of Malgarius. Then, Marzurg gunned down her former ally, locking him up in the Wells of Darkness. Marzurg rules upon the 398th layer of the Abyss, Festerwood, a decaying forest full of rotten plants and morasses.

Servants, Enemies and Goals

Marzurg's goals are primarily two: get rid of her sister once and for all, and expand her domains as much as possible. She is very belligerent, perpetually engaging war against the other gods of the Abyss. Apart from her sister, she despises the demon lord Nephram and his blasphemous technology. Many evil gods have more than one reason to wish death to Marzurg, but her two worst enemies are the ones she tricked to ascend to her status: Malgarius and Lazbral'thull. Should they ever regain freedom, they would commit all their existence to kill Marzurg.

Marzurg Lore

Characters with ranks in Knowledge (the planes) can research Marzurg to learn more about her. When a character makes a skill check, read the following.



Check result
Knowledge acquired


20
Mazrurg is a powerful evil being that cruelly punish who does not show respect to nature.


25
Marzurg has a scent that enthralls who smells it, and can command the surrounding vegetation to entrap her foes.


30
Marzurg drains her opponents' life force, and can place a curse that transforms a creature into a miserable tree.


35
When she plant her roots on the ground, Marzurg can only be killed with fire.



This figure, gorgeous and frightening at the same time, is 20 ft. tall. A naked, beautiful woman with brown-greenish skin and hair that resemble vines emerges from the waist up from a huge, withered flower, with pulpy petals of every tones of red and purple. From the bottom part of the flower emerges a tangle of big, moving roots covered by sharp thorns.

Huge Nyurvata Plant (Augmented Outsider, Evil, Extraplanar)
Hit Dice: 26d8+394 (602 hp)
Initiative: +11
Speed: 50 ft. (10 squares)
Armor Class: 40 (-2 size, +7 Dex, +25 natural), touch 15, flat-footed 33
Base Attack/Grapple: +19/+35
Attack: Tentacle +28 melee (2d8 + 11 + 1d3 negative levels + poison/19-20)
Full Attack: 4 Tentacles +28 melee (2d8 + 11 + plus 1d3 negative levels + poison/19-20)
Space/Reach: 15 ft./15 ft. (100 ft. w/tentacles)
Special Attacks: Constrict (2d8 + 11), Curse of the Festerwood, Drain Life, Improved Grab, Poison, Putrefy, Spell-like Abilities, Summon Demon
Special Qualities: Alluring Scent, Damage Reduction 20/Good and Epic, Darkvision 60 ft., Divine Influence, Divine Transcendence, Immunity to Ability Damage, Ability Drain, Electricity, Death Effects, Diseases, Disintegration, Energy Drain, Petrification, Mind-Affecting Abilities, Paralysis, Petrification, Poison, Polymorph, Sleep and Stunning, Plant Traits, Spell Resistance 36, Telepathy 100 ft., Tremorsense 100 ft., Vulnerability to Fire, Unstoppable Growth
Saves: Fort +28, Ref +15, Will +15
Abilities: Str 32, Dex 24, Con 36, Int 22, Wis 24, Cha 30
Skills: Bluff +39, Diplomacy +39, Intimidate +39, Knowledge (nature), +35 Knowledge (the planes) +35, Listen +36, Search +35, Spot +36
Feats: Ability Focus (Poison), Ability Focus (Putrefy), Dark Speech, Epic Toughness, Improved Critical (Tentacle), Improved Initiative, Improved Natural Attack (Tentacle), Improved Toughness (LM), Power Attack
Environment: Abyss (Festerwood)
Organization: Solitary (Unique)
Alignment: Neutral Evil
Challenge Rating: 23
Treasure: Standard
Advancement: 26-39 HD (Huge)
Level Adjustment: —

Combat

Marzurg loves action and do not lose an occasion to take the field personally. She allures the weaker minds thanks to her scent and incapacitates the other with poison, while mauling them with her strong roots. If the enemies rely upon magic items, Marzurg releases her spores to immediately destroy their equipment.

Alluring Scent (Ex)
Marzurg's flower emanates an exciting smell that makes everyone fall in love with her. Creatures within 60 ft. from Marzurg must make a DC 36 Will save or be under the effect of a Charm Monster spell. Charmed creature must make another saving throw the following round to avoid falling under the effect of Dominate Monster. This is a mind-affecting ability. Creatures that succeed on the save are immune to this ability for the next 24 hours. Creatures that do not need to breathe are immune to this effect. The save DC is Constitution-based.

Constrict (Ex)
Marzurg deals automatic tentacle damage with a successful grapple check.

Curse of the Festerwood (Su)
As a standard action, Marzurg can put a terrible hex on an opponent within 100 ft. from her. The creature must succeed on a DC 33 Will save or be turned into a wretched tree: she becomes unable to do any action, except from purely mental ones and speaking, and her type becomes Plant (do not recalculate Base Attack Bonus, Hit Dice, Saves or Skill points). Other creatures become fatigued and shaken, and get 1d4 negative levels, as long as they stay within 15 ft. of the cursed creature. Remove Curse does not break this hex, although Break Enchantment, Miracle and Wish do. The save DC is Charisma-based.

Divine Influence (Ex)
Marzurg grant spells and casts spell-like abilities from the following domains: Charm, Corruption, Evil, and Plant. DC = 20 + the spell's level. Caster level 26th.

Divine Transcendence (Ex)
Marzurg do not ages and cannot die of old age. She can communicate with her followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to her at any moment. Marzurg cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while she has at least one worshipper. If the number of her worshippers falls to 0, Marzurg immediately loses the Nyurvata template, and if she is dead, her soul is forever destroyed.

Drain Life (Ex)
On a succesful hit, Marzurg absorbs her opponent's vital fluids to rejuvenate herself. Marzurg bestows 1d3 negative levels with each succesful hit. The DC to remove a negative level is 36. For each negative level bestowed, Marzurg heals 5 hp. The save DC is Constitution-based.

Improved Grab (Ex)
To use this ability, Marzurg must hit with her slam attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, it establishes a hold and can constrict.

Poison (Ex)
Injury, DC 38; initial damage paralysis, no secondary damage. Creatures normally immune to poisons are not immune to Marzurg's, as long as they possess a Constitution score, although they receive a +4 bonus on the save.

Putrefy (Ex)
As a standard action, Marzurg can emit a cloud of withering spores. Each non-magical manufactured object in a 60 ft. area centered on her is immediately destroyed. Magic items must instead succeed on a DC 38 Will save or fall under the effect of a Mage's Disjunction spell. The save DC is Constitution-based.

Spell-like Abilities
At will - Animate Plants, Bestow Curse (greater) (SpC) (DC 26), Blasphemy (DC 27), Destruction (DC 27), Geas/Quest (DC 26), Transmute Metal to Wood, True Seeing, Teleport (greater) (only self, plus 50 pounds of objects), Wall of Stone, Word of Chaos (DC 26); 3/day - Antipathy (DC 28), Control Plants (DC 28), Foresight, Protection from Spells, Shambler, Storm of Vengeance (DC 29); 1/day - Miracle (DC 29). Caster level 26th.

Summon Demon (Sp)
Once per day Marzurg can automatically summon 3d6 Succubi, 2d4 Fiendish Treants, or 1 Marilith. This ability is the equivalent of a 9th level spell.

Unstoppable Growth (Ex)
As a move action, Marzurg may choose to plunge her roots inside the ground, causing vegetation to grow extremely wild and sucking nourishment from the soil. She cannot do this if she is not upon fertile, natural terrain. While Marzurg's roots are planted, she gains Regeneration 15, overcome by Fire, and the area within 100 ft. from her is under the Entangle and Black Tentacles spells, with the following changes: the tentacles' bonus on grapple checks and the damage they deal is the same of Marzurg's tentacles, included negative levels and poison. In addition, Marzurg can hit an opponent within 100 ft. from her with her natural attacks, as if they had reach. As a downside, Mazrurg cannot move, and she loses her Dexterity bonus to AC. She can pull out the roots as a move action.

Network
2014-08-28, 08:37 PM
Huge Nyurvata Plant (Augmented Outsider, Evil, Extraplanar)
[...]
Alignment: Chaotic Neutral
If she has the Evil alignment subtype only, why is she chaotic neutral? Her alignment subtype should match her alignment, since she's an unique monster. Glancing at the fluff, I'd say it makes more sense for her to be chaotic than to be evil, so she should have the Chaos subtype (with the chaotic neutral alignment).

Hipster Dixit
2014-08-29, 02:12 AM
If she has the Evil alignment subtype only, why is she chaotic neutral? Her alignment subtype should match her alignment, since she's an unique monster. Glancing at the fluff, I'd say it makes more sense for her to be chaotic than to be evil, so she should have the Chaos subtype (with the chaotic neutral alignment).

Sorry, that was a typo. She is meant to be Neutral Evil. I am still actually unsure about her alignment, though... her connection with nature would make her neutral, while her wild personality would shift her alignment towards chaos. On the other hand, she needs to be evil, because she really enjoys murdering and destroying anything that is not part of her world. I'll keep her NE for now, but I'll think about it.

Debihuman
2014-08-29, 06:44 AM
I like the changes you made. As you can see from my edits, I've removed my stat block so as not to conflict with anything you are doing. I never think you need to put your finished creatures in spoilers.

Here is how her (Marzurg) attack lines should look:

Attack: Tentacle +28 melee (2d8+11/10-20 plus 1d3 negative levels plus poison)
Full Attack: 4 Tentacles +28 melee (2d8+11/19-20 plus 1d3 negative levels plus poison)

The main damage has the improved critical not the poison.

Yeah, I like her as neutral evil. She is too single minded in going after her sister to be chaotic for example.

Debby

Hipster Dixit
2014-08-29, 12:28 PM
The main damage has the improved critical not the poison.

Yeah, right, will fix. Glad you like the changes.

I put the monsters in spoilers to not clutter too much the page. I think it makes the comments easier to read, less scrolling.

Anyway, this is Nephram. He underwent a lot of changes from his previous version. As a premise, since his fluff is not complete yet, I'll say that the 'Void' is a sort of extradimensional space coexistent with the Astral Plane, a "negative" of it, in which live all sort of mighty creatures coming from a past more ancient than the multiverse. Good reading.

Nephram, Whisperer of Secrets

Nephram is the god of secrets, magic, knowledge and prophecies, patron of evil wizards, scholars, and spies. [FLUFF TO COME]

Nephram Lore

Characters with ranks in Knowledge (the planes) can research Nephram to learn more about him. When a character makes a skill check, read the following.



Check result
Knowledge acquired


15
Nephram is the evil god of magic, omens and knowledge. He is one of the most erudite beings in the multiverse.


20
Nephram made a pact with beings older than the universe to obtain all the magic items he needs.


25
Nephram can see through illusions and lies, and automatically senses all the dangers coming.


30
At the point of death, Nephram will come back as a powerful entity of the Void, spreading death and destruction.



This hunched figure is just 10 feet tall; a grey, shabby skin barely covering a heap of bones without flesh. the head is that of a giant vulture, out of proportion with the rest of the body. He tensely grasps a black book covered in strange symbols with his dirty nails.

Large Nyurvata Outsider (Evil, Extraplanar)
Hit Dice: 22d8 + 132 (308 hp)
Initiative: +10
Speed: 40 ft. (8 squares), fly 80 ft. (good) (Form of Doom only)
Armor Class: 36 (-1 size, +6 Dex, +2 insight, +19 natural), touch 15, flat-footed 27
Base Attack/Grapple: +22/+31
Attack: Claw +33 (2d6 + 12) (Form of Doom only)
Full Attack: 2 Claws +33 (2d6 + 12), and 2 Wings +31 (1d8 + 6) (Form of Doom only)
Space/Reach: 10 ft./10 ft.
Special Attacks: Devouring Rift, Endless Knowledge, Sinister Offering, Spell-like Abilities, Summon Demon, Void Shards
Special Qualities: Arcane Sense, Aura of Terror, Damage Reduction 10/Good and Epic, Darkvision 60 ft., Divine Influence, Divine Transcendence, Foresight, Form of Doom, Immunity to Ability Damage, Ability Drain, Death Effects, Diseases, Disintegration, Energy Drain, Mind-Affecting Abilities, Paralysis, Petrification, Poison, Polymorph, Sleep and Stunning, Telepathy 100 ft., True Seeing, Warp Body, Weave Twist
Saves: Fort +19, Ref +21, Will +23
Abilities: Str 20, Dex 23, Con 22, Int 40, Wis 27, Cha 34
Skills: Concentration +31, Decipher Script +40, Diplomacy +37, Intimidate + 37, Knowledge (all) + 48, Listen +33, Search +40, Spellcraft +40, Spot +33, Use Magic Device +37
Feats: Ability Focus (Aura of Terror), Ability Focus (Void Shards), Dark Speech, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-like Ability (Disintegration)
Environment: Infinite Layers of the Abyss (Tower of Omens)
Organization: Solitary (Unique)
Alignment: Neutral Evil
Challenge Rating: 21
Treasure: Quadruple standard
Advancement: 22-33 HD (Large)
Level Adjustment: —

Combat

Nephram mostly hates combat and will try to avoid it by any means. If forced to take the field, he will stay at distance, making use of his spell-like ability to protect himself and defeat the opponents. If his Form of Doom is activated, though, he becomes an unstoppable war machine, brutally charging the enemies until they are all dead.

Arcane Sense (Su)
Nephram is deeply attuned with magic, and can sense it like mortals see shapes and colors. Nephram is permanently under the effect of the Arcane Sight (greater) spell, and can duplicate the effect of Analyze Dweomer as a free action. Caster level 22nd.

Aura of Terror (Su)
While in Form of Doom (see below), Nephram emanates waves of ineffable dread. Any creature within 60 ft. of Nephram must succeed on a DC 35 Will save or become Frightened for 1 hour. A creature that succeeds on the save is immune to this ability for the next 24 hours. This a fear, mind-affecting ability. The save DC is Charisma-based.

Divine Influence (Ex)
Nephram grant spells and casts spell-like abilities from the following domains: Evil, Fate (SpC), Knowledge, and Magic. DC = 22 + the spell's level. Caster level 22th.

Divine Transcendence (Ex)
Nephram do not ages and cannot die of old age. He can communicate with his followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to him at any moment. Nephram cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while he has at least one worshipper. If the number of his worshippers falls to 0, Nephram immediately loses the Nyurvata template, and if he is dead, his soul is forever destroyed.

Endless Knowledge (Ex)
Nephram listens to the whispers that come from an infinite void beyond the universe. This ability works as the Bardic Knowledge ability of the Bard, with Nephram using his racial HD instead of Bard levels.

Foresight (Su)
Permanent, as the spell.

Form of Doom (Ex)
Once upon a time, Nephram made a pact with powerful gods, long forgotten, to obtain the absolute knowledge. At the right time, they will come to demand their part of the bargain. Should Nephram ever be reduced to 0 hp or lover, he will not die. Instead, tendrils of cosmic essence will come out of nowhere and fill his body, transforming him into an incarnation of utter horror. Upon transformation, Nephram healls to full hp and recovers from any condition. His body is enclosed in a black substance that makes him look bigger and much more frightening: he gains two claws and two wings natural attacks that deal respectively 2d6 and 1d8 base damage. These attack ignore any kind of Damage Reduction and Hardness, and use Nephram's Charisma modifier in place of his Strength modifier as a bonus to attack rolls and damage. He also gains a fly speed of 80 ft., with good maneuvrability, and can use the following special attacks and qualities: Aura of Terror, Void Shards, Wapr Body, and Weave Twist. The duration of Form of Doom is permanent, and can be activate only once. If Nephram dies while in Form of Doom, he immediately loses the Nyurvata template and his soul is forever taken by his alien masters, leaving out any possibility of contacting or resurrecting it.

Sinister Offering (Ex)
Nephram devoted himself to osbcure, omnipotent entities that dwell far outside the multiverse. With a proper offering, those entities can provide Nephram with the power he needs. Nephram can perform a special ritual that requires 24 hours to complete. In this ritual, he must sacrifice any number of living creatures. At the end of the ritual, Nephram is provided with a magic item of his choice, with a market price in gp not greater than the total amount of HD of creatures sacrificed, multiplied by 1000.

Spell-like Abilities
At will - Antimagic Field, Banishment (DC 29), Blasphemy (DC 29), Contact other Plane, quickened Disintegration (DC 28), Discern Location, Dispel Magic (greater), Detect Magic, Forcecage, Geas/Quest (DC 28), Prying Eyes (greater), Read Magic, Scrying (greater) (DC 30), Telepathic Bond, Teleport (greater) (only self plus 50 pounds of objects), Vision; 3/day - Freedom, Imprisonment (DC 31), Mage's Disjunction (CD 31), Planar Binding (greater) (DC 30), Polymorph Any Object (CD 30), Prismatic Sphere (DC 31), Shades (DC 31), True Creation; 1/day - Miracle (DC 31). Caster level 22nd.

Summon Demon (Sp)
Once per day Nephram can automatically summon . This ability is the equivalent of a 9th level spell.

True Seeing (Su)
Permanent, as the spell.

Void Shards (Su)
While in Form of Doom (see above), as a standard action, Nephram can let loose a volley of sharp splinters from his wings in a 60 ft. cone. Creatures in the area take 10d6 damage (Reflex DC 35 halves), and become covered by a black, consuming substance. Each round, they must succeed on a DC 20 Strength check, or take 1d4 damage to Strength, Dexterity, and Constitution, and become entangled until the next round. This effect lasts until one check is succeeded. Nephram can use this ability only once every 1d4 rounds. The save DC is Charisma-based.

Warp Body (Su)
While in Form of Doom (see above), Nephram's body becomes one with the essence of the Void, absorbing part of the damage dealt to it. When Nephram would take damage from any source, he only takes half of it. In addition, the everchanging nature of the Void makes him recover very fast from injuries, granting him Fast Healing 20.

Weave Twist (Su)
Nephram's presence causes an interference in the usual flow of magic. While in Form of Doom (see above), any creature attempting to cast a spell or a spell-like ability within 100 ft. from Nephram must succeed on a DC 34 caster level check, or lose the spell or spell-like ability. The DC is based on Nephram's HD and includes a +2 racial bonus.

Skills
Nephram has a +8 racial bonus to all Knowledge checks (already included in the stat block).

Zakaroth
2014-08-30, 06:55 AM
I just wanted to say that I really like your work and want to encourage you to keep it going. Its very well presented, especially the way you added pictures (very fitting, not too many, nor too big).

Debihuman
2014-08-31, 01:59 PM
Okay, I'm going through the monsters now that Marzurg is completed.

I'm gong to start from the top now.

There's a problem with the arachiexias because they are extremely overpowered as they should be comparable to Nalfeshnee.

Considering what they do, they should be extraplanar Vermin and not Outsiders at all They should also be mindless (so no feats except bonus feats and no skills).

It has ability scores that are just too high for CR 13. These are epic numbers and not appropriate for CR 13. Str 19 is probably as high as it should go with Dex being around 12 since exoskeletons are generally not dexterous. Con should be lower than Str so probably no more than 17.

Their damage is far too much with both acid and slow. It is also a rather boring monstert. We have monsters that spit acid and slow people. You need to be more interesting than that.

Inoculate should be changed to Implant (see Xill for an example) as that is the standard name of the ability.

Debby

Hipster Dixit
2014-08-31, 05:22 PM
I just wanted to say that I really like your work and want to encourage you to keep it going. Its very well presented, especially the way you added pictures (very fitting, not too many, nor too big).

Thanks a lot. I really appreciate your support. A lot of changes are happening, stay tuned for the upcoming updates!


There's a problem with the arachiexias because they are extremely overpowered as they should be comparable to Nalfeshnee.

I am also concerned about arachexias being too strong for their CR, although for different reasons than you. I think they may have too strong defensive abilities: DR/5- and Fast Healing 5 allow him to take a lot of hits. Should I remove Fast Healing, maybe?


Considering what they do, they should be extraplanar Vermin and not Outsiders at all They should also be mindless (so no feats except bonus feats and no skills).

Well, I meditated on this a lot. I ended up making them outsiders because they are native of the lower planes. They just happened to... look like giant insects. I think they should be outsiders, although I'll change my mind if I find examples of vermins native of the lower planes. I agree on the mindless part, though. I'll fix that.


It has ability scores that are just too high for CR 13. These are epic numbers and not appropriate for CR 13.

I based arachexias on the bebilith, since it is the SRD monster that is conceptually closest to him. The bebilith (CR 10) has the same Strength and Constitution modifers of the arachexia, and has overall better stats. I do not think stats are a problem here.


Str 19 is probably as high as it should go with Dex being around 12 since exoskeletons are generally not dexterous. Con should be lower than Str so probably no more than 17.

Maybe... but I love the idea of arachexias being (relatively) fast and nimble, despite of their size. I'll think about it.


Their damage is far too much with both acid and slow.

Could be. The best way to prove it would be playtesting, but unfortunately I have no way to do that... anyway, I'll bring the bebilith again on the table. By just looking at numbers, he can potentially do more damage than the arachexia, provided all three attack hit the target. In addition, he has poison on his side, which deals an average of 3.5 Constitution damage. Provided the opponent has 14 Con, it's 13 damage at level 13 (and secondary damage is twice that amount), while the arachexia's acid deals 2d6 (average: 7), albeit without saving throw, but with the hindrance of acid resistance. Then, the arachexia can constrict, slow, and deal continuous acid damage, but are also 3 CR higher. I may remove constrict, but I don't think other changes are needed.


It is also a rather boring monstert. We have monsters that spit acid and slow people. You need to be more interesting than that.

Well, not to defend myself at all costs, but I actually like the arachexia. It is not an innovative monster (although I did not recall seeing anything similar to Exoskeleton before), but it does what is supposed to do pretty well: defeat its enemies with the sheer force of its mandibles. Plus a nasty trick of two, named acid and implant. I have a weakness for that kind of monsters. That said, they could surely use more original abilities... maybe a different side effect for the acid, for example. I see what I can do.


Inoculate should be changed to Implant (see Xill for an example) as that is the standard name of the ability.

Thanks for the catch, I knew there was something similar, but I was not able to remember where :D

Network
2014-09-01, 11:44 AM
Well, I meditated on this a lot. I ended up making them outsiders because they are native of the lower planes. They just happened to... look like giant insects. I think they should be outsiders, although I'll change my mind if I find examples of vermins native of the lower planes. I agree on the mindless part, though. I'll fix that.
Abyssal ant swarms (from Fiend Folio) are aberrations native to the lower planes. The only real reason they're aberrations is because they have an intelligence score, so I guess its not too far-fetched to see vermins (of the vermin type) native to one of these planes as well, assuming they are mindless.

And if all else fail, you can just make them magical beasts.

kinem
2014-09-01, 03:18 PM
Not all creatures from the outer planes should be outsiders. There should be some use in a planar adventure for effects that deal with other types, and some cases when an evil-outsider-bane weapon doesn't help. Planescape says this explicitly, since it has to deal with the issue on a regular basis.

(I would also say that 'outsider' should NOT be a creature type at all as it is FAR too broad - it is beyond ridiculous that devas and bebiliths are both of the same creature type, while war trolls and regular trolls are of different creature types - but that rant goes beyond the question of what should be done within the rules as they exist.)

In the case of the arachiexias, it should be an aberration or magical beast if it has intelligence, or a vermin if not.

Sting damage should be 1d8+4, not 18+4.

Overall damage is not excessive. CR is hard to evaluate since if the party has heal or remove disease available, the Implant attack is not that dangerous; but if not, it is save-or-die. I think there should be a mundane way to cut or burn out the eggs.

I don't like the Exoskeleton ability. First, if it were true that "The exoskeleton of an arachexia is so hard that many adventurers broke their weapons on it", then it would have to be a consequence of a more general rule that attacking an object with a high hardness can damage a weapon in the same way. There is no such general rule. Therefore, whatever is breaking weapons, it sure as hell has nothing to do with the thing being hard.

Why is that important? Fairness and role-playing-gameness. The game world should work in ways that are fair to the players; if a fighter might lose his weapon (which players tend to hate), he should probably have a chance to know that in advance; but even if not, he is surely owed an in-game explanation that makes sense flavorwise, which this does not given that hardness normally doesn't work that way and there is no reason it should be different here.

Also, even if such an ability exists, the weapon should not be damaged if the weapon would not have succeeded on a touch attack, since in that case it never even made contact. (Ironically, that would mean that when you fight one of these things, you'd want to roll a natural 1.)

I should add that overall, Hipster, I really like your work :)

Debihuman
2014-09-01, 03:45 PM
I have mixed feelings about the Outsider Type. On the one hand, it's necessary for Celestials and Fiends. On the other hand, creatures that would normally fit in other categories such as extraplanar Vermin, Magical Beasts, and Aberrations make more sense if they keep those assignations. This is where monster design comes into play. If every creature from the Outer Planes is an Outsider, then they can never be raised and are always subject to banishment. It also means that they can all be called via planar ally. Just pointing that out as well.

Debby

Network
2014-09-01, 04:05 PM
This is where monster design comes into play. If every creature from the Outer Planes is an Outsider, then they can never be raised and are always subject to banishment. It also means that they can all be called via planar ally. Just pointing that out as well.
Banishment doesn't require the creature to be an outsider. For the record, it even works on humanoids (albeit only those outside of their native plane). The fact that outsiders cannot be raised is somewhat mitigated by the fact that death is cheap in the outer planes. Baatezus can only be killed in Baator, while anyone who dies on Ysgard is resurrected literally the morning after, etc. Also, the fact that all outer planes have gods on them that have made strong alliances with natives helps ensure that true resurrection is always available. The thing about planar ally is true, though.

Hipster Dixit
2014-09-02, 09:24 AM
Ok, well, I am almost convinced to change the arachexia's type to vermin. That would mean that the hell gorger should mecome a magical beast, too. I'll bring to the table another example I just found: the Abyssal Greater Basilisk. He is an outsider, with the Agumentet Magical Beast subtype. Would that work for arachexias as well, changing magical beast with vermin?


Not all creatures from the outer planes should be outsiders. There should be some use in a planar adventure for effects that deal with other types, and some cases when an evil-outsider-bane weapon doesn't help. Planescape says this explicitly, since it has to deal with the issue on a regular basis.

On this note... I don't know. This may be just a matter of preference, but I like to think that outer planes should be radically different from material plane. I mean, outsiders are creatures whose essence is tied to a plane different to that of the material plane. This would mean that all creatures of the outer planes should be outsiders... since their essence is tied to that of their home plane. Regarding game mechanics, though, I agree this statement is counterproductive since it forces the game designer to ignore the most logical choice (vermin type) and find another way to emulate what that choice would give (all the vermin features, etc.). Sorry if I did not explained myself well, I hope the general meaning of what I just wrote is understandable. Anyway, as I said, I think that Outsider (Agumented Vermin) should just work fine.


Overall damage is not excessive. CR is hard to evaluate since if the party has heal or remove disease available, the Implant attack is not that dangerous; but if not, it is save-or-die. I think there should be a mundane way to cut or burn out the eggs.

This reminds me of Prometheus :D (the movie). Well, the Xill allows a Heal check to do what you say, so why not.


I don't like the Exoskeleton ability. First, if it were true that "The exoskeleton of an arachexia is so hard that many adventurers broke their weapons on it", then it would have to be a consequence of a more general rule that attacking an object with a high hardness can damage a weapon in the same way. There is no such general rule. Therefore, whatever is breaking weapons, it sure as hell has nothing to do with the thing being hard.

Why is that important? Fairness and role-playing-gameness. The game world should work in ways that are fair to the players; if a fighter might lose his weapon (which players tend to hate), he should probably have a chance to know that in advance; but even if not, he is surely owed an in-game explanation that makes sense flavorwise, which this does not given that hardness normally doesn't work that way and there is no reason it should be different here.

Although I see your point, I must reluctantly say that me and you have different points of view on this matter. Let me explain.

D&D is a tabletop game, so it must keep a relatively semplicity on rules. To do this, it must often sacrifice realism, which is not necessarily a bad thing. Now, I agree that in a real-life situation, every creature and object should have the Exoskeleton ability, based on its hardness, and the hardness of the hitting object. Since it is D&D, this rule is just ignored because it would be too complicated, but this does not mean that I can not apply it to a single case... it is just a game, after all. Mechanics and fun should have the priority. I needed a way to make peole feel that the arachexia have a really hard carapace, so I made the exoskeleton ability. This ability helps defining the arachexia as what it is, and does not have anything to do with the gameworld physics. With a proper knowledge check, a character can discover it, same as any other special ability (many are more dangerous than this), so I think it is fair enough. Player should be prepared for their encounters. Again, I don't think I explained myself the way I wanted to, but I hope the general meaning is clear. Thanks anyway for your opinion.


Also, even if such an ability exists, the weapon should not be damaged if the weapon would not have succeeded on a touch attack, since in that case it never even made contact. (Ironically, that would mean that when you fight one of these things, you'd want to roll a natural 1.)

This is true, I think I missed the wording a bit. I'll redo it.


I should add that overall, Hipster, I really like your work :)

Thanks. I'm constantly working on improving my previous work, while adding as much new stuff as possible. I also want to thank all the other users who are regularly posting in this thread, for their valuable help and great support. Big things are coming, stay tuned.

Debihuman
2014-09-02, 11:01 AM
I think the Abyssal Greater Basilisk changes to Outsider type and gains augmented magical beast subtype because a template was used in its creation, even though none is mentioned in the SRD. I don't know if it was an oversight or something that was cut for space in the editing. Since we don't have an Abyssal Creature Template but we do have a Fiendish Creature template, I think that's where the change was made.

It looks like this is just an Advanced Fiendish Basilisk so its Type should not have changed to Outsider, which is consistent since it uses the HD of a magical beast. It's Type and Subtype should be Magical Beast (Extraplanar).

Bite damage is also wrong. If the damage for a Medium bite is 1d8 then a Large bite should increase to 2d6 as per the weapon's chart, and then it should increase to 3d6 because it has improved natural weapon feat. This is why you have to be very careful when using WotC material. It is rife with errors.

Debby

Network
2014-09-02, 02:17 PM
I think the Abyssal Greater Basilisk changes to Outsider type and gains augmented magical beast subtype because a template was used in its creation, even though none is mentioned in the SRD. I don't know if it was an oversight or something that was cut for space in the editing. Since we don't have an Abyssal Creature Template but we do have a Fiendish Creature template, I think that's where the change was made.

It looks like this is just an Advanced Fiendish Basilisk so its Type should not have changed to Outsider, which is consistent since it uses the HD of a magical beast. It's Type and Subtype should be Magical Beast (Extraplanar).

Bite damage is also wrong. If the damage for a Medium bite is 1d8 then a Large bite should increase to 2d6 as per the weapon's chart, and then it should increase to 3d6 because it has improved natural weapon feat. This is why you have to be very careful when using WotC material. It is rife with errors.

Debby
That, except that the abyssal greater basilisk has significantly improved ability scores compared to the regular basilisk (this cannot be due to the fiendish template, since it doesn't change ability scores, and the difference is higher than what it would get from HD increase), and so we can assume that the creature uses a custom template (like the dread wraith and the greater shadow).

Bite damage is not wrong, it just uses another way to calculate the increase, which is the same as that of true dragons (1d8>2d6>2d8>4d6). Both this and the traditional method (1d8>2d6>3d6>4d6) get the same result half of the time, and the other half the method used by dragons is weaker. I suspect it is a relic of an early phase in game development, and for some reason the abyssal greater basilisk was stuck using it.

(int) darkness
2014-09-03, 11:19 AM
Can I just say these classes are sexy as hell and I really want to play a normal power 3.5 game so I can play the demonbrand.

Hipster Dixit
2014-09-03, 06:35 PM
Ok guys, your arguments are convincing enough. Arachexia will become vermins, and hell gorger magical beasts. It really makes more sense, on a second thought.


Can I just say these classes are sexy as hell and I really want to play a normal power 3.5 game so I can play the demonbrand.

Many thanks. If you ever happen to play one, let me know how it goes, I'm curious :)

... Now. I finished working on demon lords. These are the last three:

Niashtad, the Howling Sorrow

Patron of the miserable and depressed, Niashtad is a deplorable wretch that feeds on the negative feelings of other beings. Niashtad's realm is found on the 307th layer of the Abyss and it is called the Withered Grove. It is a tangled forest of grey, dried shrubs and trees. The entire layer is a maze in which Niashtad likes to lure his victims, who slowly lose their sanity in the attempt to find a way to escape.

Servants, Enemies and Goals

Niashtad craves loneliness, so it is rare for him to muscle in the affairs of other demon lords, preferring to spend his time luring new victims to his realm and sucking away all the joy and happiness they might possess. Since such emotions are rare among natives of the Abyss, Niashtad often makes raids on the upper planes to find preys. This behaivior made him infamous among both archons and eladrin, who are waiting for the right time to strike their revenge.

Niashtad Lore

Characters with ranks in Knowledge (the planes) can research Niashtad to learn more about him. When a character makes a skill check, read the following.



Check result
Knowledge acquired


15
Niashtad is a powerful demon lord which revels in the other's misfortune. His body is covered by a multitude of mouths.


20
Niashtad can grapple the opponents with his tongues, which have the ability to nullify magic.


25
Niashtad can yell with such intensity that the brain of his opponents are melted by the vibrations.


30
Niashtad feeds on depression, drawing life from fatigued opponents.



The fiend is about 10 ft. tall. His face is an empty screen that lacks all the normal features like eyes, mouth, and nose. The naked, dark grey skin is fully covered by thoudands of little muttering mouths that constantly sing a gloomy tune.

Medium Nyurvata Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 23d8 + 299 (483 hp)
Initiative: +11
Speed: 40 ft. (8 squares), fly 80 ft. (perfect)
Armor Class: 38, touch 16, flat-footed 31 (-1 size, +7 Dex, 22 natural)
Base Attack/Grapple: +23/+37
Attack: Tongue +29 ranged (2d8 + 10), or Touch +28 melee
Full Attack: Tongue +29 ranged (2d8 + 10), or Touch +28 melee
Space/Reach: 10 ft./10 ft.
Special Attacks: Bite of Calamity, Constrict (2d6 + 10), Devastating Scream, Grasping Tongues, Improved Grab, Spell-like Abilities, Summon Demon, Tonguestorm
Special Qualities: Anthem of Sorrow, Blindsight 100 ft., Countless Jaws, Damage Reduction 20/Cold Iron, Good and Epic, Death Inside, Devour Sadness, Divine Influence, Divine Trascendence, Immunity to Ability Damage, Ability Drain, Death Effects, Diseases, Disintegration, Electricity, Energy Drain, Mind-affecting Abilities, Paralysis, Petrification, Poison, Polymorph, Sleep and Stunning, Resistance to Acid 10, Cold 10, and Fire 10, Spell Resistance 35, Telepathy 100 ft.
Saves: Fort +25, Ref 20, Will +19
Abilities: Str 31, Dex 25, Con 34, Int 24, Wis 22, Cha 30
Skills: Concentration +38, Intimidate +36, Knowledge (the planes) +33, Listen +32 Search +33, Sense Motive +32, Spot +32
Feats: Ability Focus (Devastating Scream), Ability Focus (Devour Sadness), Improved Initiative, Improved Natural Attack (tongue), Improved Toughness (LM), Quicken Spell-like Ability (Permanent Image),
Environment: Infinite Layers of the Abyss (Withered Grove)
Organization: Solitary (Unique)
Alignment: Chaotic Evil
Challenge Rating: 23
Treasure: Quadruple standard
Advancement: 23-36 HD (Large)
Level Adjustment: —

Combat

Niashtad doesn't like fighting and will try to avoid it if possible, preferring to watch his victims that drive mad from afar. When he is compelled to take the field, though, he is a force to be reckoned with. He always tries to grapple as many opponents as he can with his tongues and slowly grind them with his devastating mandibles, while destroying the others with powerful screams.

Anthem of Sorrow (Ex)
Niashtad's many mouths perpetually emit an eerie tune that fills the listeners with anguish. Any creature within 60 ft. from Niashtad takes a -2 penalty on ability checks, attack rolls, skill-checks, and saving throws. Creatures attempting to cast a spell or spell-like ability must succeed on a DC 33 caster level check or lose the spell-or spell-like ability. Niashtad can use this ability only once every 1d4 rounds. This is a sonic, mind-affecting ability. The check DC is based on Niashatd's HD.

Bite of Calamity (Ex)
Niashtad's mouth are equipped with a set of sharp teeth which rip apart the flesh of enemies who touch him. Any creature that hits Niashtad in melee is automatically grappled. The attacker can drop off the weapon to avoid this. In addition, whenever a creature fails a grapple check against Niashtad, if the creature is in contact with Niashtad's body, she takes 15d6 piercing and slashing damage from the teeth. This damage counts are adamantine, chaotic, epic and evil for the purpose of overcoming damage reduction.

Devastating Scream (Ex)
As a standard action, Niashtad launches a terrible wail from all his mouths. Living creatures within 30 ft. of Niashtad must succeed on a DC 35 Fortitude save or be reduced to -1 hp, unconscious and dying, their brain crushed by the violence of the sonic wave. Constructs and Undead instead take 10d10 sonic damage due to the intense vibration. The save DC is COnstitution-based.

Constrict (Ex)
Niashtad deals automatic tongue damage with a successful grapple check.

Countless Jaws (Ex)
Niashtad is never considered in a grapple and can grapple any number of creatures at the same time.

Death Inside (Ex)
Niashtad is immune to any effect that requires a Fortitude save, unless it also works on objects.

Devour Sadness (Ex)
Niashtad feasts on the negative emotions of his opponents. Any creature that loses a grapple check against Niashtad must succeed on a DC 33 Will save or become fatigued. At the beginning of each round, Niashtad gains 10 temporary hp for each fatigued or exhausted creature that is grappling with him. The save DC is Charisma-based.

Divine Influence (Ex)
Niashtad grant spells and casts spell-like abilities from the following domains: Darkness (SpC), Envy (SpC), Evil, and Hatred (SpC) DC = 20 + the spell's level. Caster level 23rd.

Divine Transcendence (Ex)
Niashtad do not ages and cannot die of old age. He can communicate with his followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to him at any moment. Niashtad cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while he has at least one worshipper. If the number of his worshippers falls to 0, Niashtad immediately loses the Nyurvata template, and if he is dead, his soul is forever destroyed.

Grasping Tongues (Ex)
As a standard action, Niashtad can send forth a tongue from one of his mouths. This is a ranged attack with a range of 60 ft. that deal 2d6 base damage, plus Niashtad's Strength modifier, and can be used to grapple an enemy with the Improved Grab ability. A creature tied by Niashtad's tongue is completely encased in an Antimagic Field until he breaks free. Whenever Niashtad wins a grapple check, he may drag the creature toward him by 5 ft. for every 5 points he surpassed the enemy's grapple check.ith Niashtad, a creature is considered within an Antimagic Field. Niashtad's tongues have 50 hp and AC 20.

Improved Grab (Ex)
To use this ability, Niashtad must hit with his tongue attack or his touch. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict,

Spell-like Abilities
At will - Blasphemy (DC 27), Destruction (DC 27), Dispel Magic (greater), Eyebite (DC 26), Geas/Quest (DC 26), Insanity (DC 27), quickened Permanent Image (DC 26), Project Image (DC 27), Symbol of Weakness (DC 27), Teleport (greater) (only self plus 50 pounds of objects); 3/day - Dimensional Lock, Etherealness, Protection from Spells, Shades (DC 29), Time Stop, Wail of the Banshee (DC 29); 1/day - Miracle (DC 29). Caster level 23rd.

Summon Demon (Sp)
Once per day, Niashtad can automatically summon 1d3 Sorrowsworn Demons (MM III). This ability is the equivalent of a 9th level spell.

Tonguestorm (Ex)
As a full-round action, Niashtad can make a tongue attack against each enemy within 20 ft. of him.

Ogrim, the Scorching Star

Bloodthirsty and indomitable, Ogrim is the mightiest warlord of the Abyss. His only concerns are war, slaughter, destruction, and looting. He is the head of the demon troops in the Blood War, and thanks to the twin swords Agnamelek, very few dare to challenge him in the battlefield. A former balor, Ogrim ascended to godhood by defeating the devil sword lady Zariel in a direct confrontation. Being Zariel the former owner of Agnamelek, Ogrim now possesses the power of the legendary weapons. Ogrim's realm is the Burning Wastes, layer 24th, a land where flow rivers of flames and is never night. The layer is a permanent battlefield and contains many permanent portals that lead into Avernus, the first layer of Baator, and from which come the diabolic legions.

Servants, Enemies and Goals

Ogrim's only concern is to wipe out every single baatezu from the multiverse, and will do that until death. He is constantly looking for good soldiers to fill his ranks. There has been rumors lately that Ogrim is preparing a huge offensive against the devils with the intent of penetrating into Baator and conquer Avernus. The new ruler of Avernus, though, named Bel, is a very tough opponent, so this might be easier to say than to do.

Ogrim Lore

Characters with ranks in Knowledge (the planes) can research Ogrim to learn more about him. When a character makes a skill check, read the following.



Check result
Knowledge acquired


15
Ogrim is the god of fire and war and a former balor, always fighting against devils. His ability at strategy makes him a tough opponent.


20
Ogrim fights with Agnamelek, two legendary swords bound to his essence. Who kills Ogrim becomes their new owner.


25
Ogrim's flames can damage even those normally immune to fire, and its heat can melt even the hardest metal.


30
A shiled of light surrounds Ogrim; it protects him from attacks and blinds who looks at him.



A majestic demon with membranous wings stands 20 ft. tall. A red scaly skin marked by the scars of a thousand battles covers a very muscular body. His eyes are always vigilant and his face confident: he never lost a battle, and certainly do not want to start now.

Huge Nyurvata Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 22d8 + 220 (396 hp)
Initiative: +12
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 39 (-2 size, +7 Dex, +9 deflection, +5 natural), touch 25, flat-footed 32
Base Attack/Grapple: +22/+38
Attack: Agnamelek +42 (2d8 + 22/19-20, +2d8 hellfire) or bite +32 (2d6 + 12)
Full Attack: Agnamelek +42/+37/+32/+27 (2d8 + 22/19-20, +2d8 hellfire) and Agnamelek +42/+37/+32/+27 (2d8 + 22/19-20, +2d8 hellfire) and bite +27 (2d6 + 12)
Space/Reach: 15 ft./15 ft. (60 ft. with Agnmamelek)
Special Attacks: Agnamelek, Death Throes, Spell-like Abilities, Summon Demon
Special Qualities: Damage Reduction 20/Cold Iron, Good and Epic, Death Star, Divine Influence, Divine Trascendence, Fiery Aura, Hellborn, Immunity to Ability Damage, Ability Drain, Cold, Death Effects, Diseases, Disintegration, Electricity, Energy Drain, Fire, Hellfire, Mind-affecting Abilities, Paralysis, Petrification, Poison, Polymorph, Sleep and Stunning, Resistance to Acid 10, Spell Resistance 33, Sunburn, Telepathy 100 ft., True Seeing
Saves: Fort +19, Ref +21, Will +23
Abilities: Str 35, Dex 26, Con 31, Int 24, Wis 24, Cha 29
Skills: Concentration +31, Decipher Script +40, Diplomacy +37, Intimidate + 37, Knowledge (all) + 48, Listen +33, Search +40, Spellcraft +40, Spot +33, Use Magic Device +37
Feats: Combat Reflexes, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Monkey Grip (CW), Perfect Two-Weapon Fighting, Power Attack, Robilar's Gambit (PHB II), Two-Weapon Fighting, Two-Weapon Pounce (PHB II), Two-Weapon Rend (PHB II), Wield Oversized Weapon (CW)
Environment: Infinite Layers of the Abyss (Tower of Omens)
Organization: Solitary (Unique)
Alignment: Chaotic Evil
Challenge Rating: 22
Treasure: Quadruple standard
Advancement: 22-33 HD (Large)
Level Adjustment: —

Ogrim often leads his troops in battle so it's not rare to encounter him in the battlefield. Though he loves direct fighting, he is not stupid and will not put himself or his soldiers in danger to seek an impossible victory, and he prefers to retreat than lose important individuals. When in combat, Ogrim will try to kill the weakest opponents first with swift and powerful strikes, in order to outnumber the strongest enemies. He never underestimates his foes and always takes the field with a well-thought strategy in mind.

Agnamelek
Ogrim is in possession of the twin comet swords Agnamelek, an artifact that can transform every battlefield into a raging inferno. Agnamelek are two +10 adamantine ghost touch longwords that deal an additional 2d8 hellfire damage on every hit, and allow Ogrim to attack opponents up to 60 ft. of him. In addition, Agnamelek grant Ogrim the following special qualities: Death Star, Fiery Aura, and Sunburn. Additional details on Agnamelek are found here (http://www.giantitp.com/forums/showthread.php?364869-Ars-Daemonica-Reloaded-The-3-5-fiendish-homebrew-compendium&p=17870660#post17870660).

Death Throes (Ex)
When killed, Ogrim explodes in a blinding flash of light that deals 100 points of hellfire damage to anything within 100 ft. (Reflex DC 31 halves). The save DC is Constitution-based.

Death Star
Agnamelek's light protects Ogrim from the dangers of battle. Ogrim has Immunity to Fire and Cold, and a +9 delfection bonus to AC (already included in the stat block). In addition, the light deflects all incoming rays, lines, and cones. This applies before rolling to overcome the Ogrim’s Spell Resistance.

Divine Influence (Ex)
Ogrim grant spells and casts spell-like abilities from the following domains: Destruction, Fire, Light and War. DC = 19 + the spell's level. Caster level 22th.

Divine Transcendence (Ex)
Ogrim do not ages and cannot die of old age. He can communicate with his followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to him at any moment. Ogrim cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while he has at least one worshipper. If the number of his worshippers falls to 0, Ogrim immediately loses the Nyurvata template, and if he is dead, his soul is forever destroyed.

Fiery Aura
Ogrim's body emanates a halo of burning flames. The temperature within 60 ft. of Ogrim is always set on extreme heat. Each creature in the area takes 9d6 hellfire damage at the beginning of each round (Reflex DC 29 halves). Metallic objects in the area are subject to the effect of a Metal Melt spell (SpC), with permanent duration. Metallic magic items are entitled a DC 29 Fortitude save to avoid this effect.

Hellborn (Ex)
Ogrim is immune to fire and hellfire damage. In addition, any fire damage dealt by Ogrim's extraordinary, supernatural and spell-like abilities is converted into hellfire damage. (hellfire damage acts as fire damage except it ignores fire resistance and immunity, and deal full damage to objects.)

Spell-like Abilities
At will - Blade Barrier (DC 25), Blasphemy (DC 26), Delayed Blast Fireball (DC 26), Dispel Magic (greater), Dominate Monster (DC 28), Geas/Quest (DC 25), Insanity (DC 26), Mage's Sword, Power Word Stun, Telekinesis (DC 24), Teleport (greater) (only self plus 50 pound of objects), Unholy Aura; 3/day - Fire Storm (DC 27), Implosion (DC 28), Meteor Swarm (DC 28), Sunburst (DC 27); 1/day - Miracle (DC 28). Caster level 22nd.

Summon Demon (Sp)
Once per day Ogrim can automatically summon 3d6 paltheree (MM II), 1 molydeus (FC I), or 1 balor. This ability is the equivalent of a 9th level spell.

Sunburn
Ogrim is surrounded by a circle of blinding light. The area within 60 ft. of Ogrim is permanently under the effect of a Daylight spell. This effect automatically dispels any magical darkness to which it comes in contact. Creatures that directly look at Ogrim must succeed on a DC 29 Fortitude save or become permanently blinded.

True Seeing (Su)
Permanent, as the spell.

Bonus Feats
As Agnamelek's master, Ogrim has the following feats as bonus feats: Two-Weapon Fighting, Improved Two-Weapon Fighting, Superior Two-Weapon Fighting, and Perfect Two-Weapon Fighting.

Ulagresh, Sovereign in the Deep

Ulagresh is the king of the deep, of corruption and madness, and is the fiendish patron of pirates and all the filthy creatures that dwell underwater, such as Kuo-Toa and Aboleths. Much like Juiblex, he is not native of the Abyss, instead coming from another universe, a place of true horror. Ulagresh does not inhabit a particular layer, but lives inside an enormous oceanic whirpool, called Leviathan's Eye. The Leviathan's Eye always changes its location, constantly moving and travelling between different layers. Killing Ulagresh would probably end the whirpool, although no one tried to do that until now.

Servants, Enemies and Goals

Ulagresh causes a lot of trouble to other demon lords, polluting water, provoking turmoils, and killing indiscriminately. The other evil gods of the Abyss mostly hate him for his alien nature, just like they hate Juiblex, and are trying to make a colaition against him, although due to their unorganized nature this is turning out to be very difficult. Ulagresh does not have many followers among humanoids, but is revered by a huge number of intelligent underwater creatures, such as aboleths, sahuagin, and many others, which often come to the surface to kidnap fishmen and travellers that they later offer as a sacrifice to their abominable patron.

Ulagresh Lore

Characters with ranks in Knowledge (the planes) can research Ulagresh to learn more about him. When a character makes a skill check, read the following.



Check result
Knowledge acquired


20
Ulagresh is an otherworldly creature that lives inside a moving giant whirpool in the oceanic depths of the Abyss.


25
Ulagresh is surrounded by a cloud of bewildering gas, and his touch can render the victims stupid.


30
Being close to Ulagresh means feeling the extreme pressure and cold of the oceanic dpeths.


35
Ulagresh's stomach contains a portal to another dimension. He can drag his opponents into it by sucking air or water.



This gigantic creature displays a strange mixture of various traits: the body is that of a fish, with hard, glossy scales; the head is stretched, with a sharp, long beak, and instead of the caudal fin, he has six powerful tentacles. His whole body shows a pattern of lines that sparkle with yellow-greenish, pulsating light.

Colossal Nyurvata Outsider (Aquatic, Chaotic, Evil, Extraplanar)
Hit Dice: 24d8 + 366 (558 hp)
Initiative: +0
Speed: fly 80 ft. (good), swim 80 ft.
Armor Class: 40 (-8 size, +38 natural), touch 2, flat-footed 40
Base Attack/Grapple: +24/+58
Attack: Bite +30 melee (6d6 + 14) or Tentacle +28 melee (6d6 + 7 + 1 Int and Wis damage)
Full Attack: Bite +30 melee (6d6 + 14) and 6 Tentacles +28 melee (6d6 + 7 + 1 Int and Wis damage)
Space/Reach: 25 ft./25 ft.
Special Attacks: Constrict (6d6 + 14), Dementing Caress, Extradimensional Warp, Improved Grab, Rampage, Spell-like Abilities, Suck Into Nowhere
Special Qualities: Amphibious, Blindsight 100 ft., Damage Reduction 20/Good and Epic, Deep Waters, Divine Influence, Divine Transcendence, Immunity to Ability Damage, Ability Drain, Bludgeoning, Cold, Death Effects, Diseases, Disintegration, Electricity, Energy Drain, Mind-affecting Abilities, Paralysis, Petrification, Piercing, Poison, Polymorph, Sleep and Stunning, Not of this World, Spell Resistance 36, Spread Pollution, Telepathy 100 ft., Tentacles
Saves: Fort +27, Ref +14, Will +20
Abilities: Str 38, Dex 10, Con 36, Int 20, Wis 23, Cha 31
Skills: Concentration +40, Knowlegde (the planes) +32, Intimidate +37, Listen +33, Search +32, Spot +33, Swim +49
Feats: Awesome Blow, Epic Toughness, Improved Bull Rush, Improved Grapple, Improved Natural Attack (bite), Improved Natural Attack (tentacle), Improved Toughness (LM), Multiattack, Power Attack
Environment: Infinite Layers of the Abyss (Leviathan's Eye)
Organization: Solitary (Unique)
Alignment: Chaotic Evil
Challenge Rating: 24
Treasure: Quadruple standard
Advancement: 24-38 HD (Colossal)
Level Adjustment: —

Combat

Ulagresh is very powerful and does not fear any challenge. He usually begins spitting out some aberrations, then statrs mauling the opponents with his mighty tentacles. If the enemies are too much, he simply sucks them into his belly to teleport them in a distant universe.

Amphibious (Ex)
Ulagresh can breathe both air and water.

Constrict (Ex)
Ulagresh deals automatic tentacle damage with a successful grapple check.

Dementing Caress (Ex)
With a touch, Ulagresh can force an opponent to glimpse his terrifying home plane. Although the sight lasts only for the tiny fraction of a second, it is enough to deform an opponent's mind to a great extent. Any creature hit by Ulagresh's tentacles must succeed on a DC 35 Will save or take 1 Intelligence and Wisdom damage. A creature who took 3 or more ability damage from this ability in a single round must succeed on another Will save or becomes confused, as per the Insanity spell.

Deep Waters (Ex)
Those who stay close to Ulagresh experience the terryfying pressure of oceanic depths. At the beginning of each round, any creature within 60 ft. of Ulagresh takes 10d4 bludgeoning damage due to the insane pressure, and 10d4 non-lethal damage due to extreme cold. A succesful DC 33 Fortitude save halves the bludgeoning damage and negates the non-lethal damage. The save DC is Charisma-based.

Divine Influence (Ex)
Ulagresh grant spells and casts spell-like abilities from the following domains: Corruption (FC I), Darkness (SpC), Madness (SpC), and Water. DC = 20 + the spell's level. Caster level 24th.

Divine Transcendence (Ex)
Ulagresh does not age and cannot die of old age. He can communicate with his followers at any distance, even across planar boundaries, and knows the exact number of creatures praying to him at any moment. Ulagresh cannot be resurrected, even with Miracle, True Resurrection or Wish, but keeps granting spells and vestige while she has at least one worshipper. If the number of her worshippers falls to 0, Ulagresh immediately loses the Nyurvata template, and if he is dead, his soul is forever destroyed.

Extradimensional Warp (Ex)
Ulagresh's stomach contains a portal that leads to his home plane of exsistence. As a standard action, Ulagresh can summon a couple of creatures from the portal, and spit them forth from his mouth. The number and type of the summoned creatures are determined randomly, choosing from the table below. All creatures summoned by this ability have a fly speed of 80 ft. (average) and gain the Amphibious special quality. Ulagresh can use this ability only once every 1d4 rounds.



d6
Creature Summoned
Number


1
Aboleth
2d6


2
Aboleth Mage
1


3
Eye of the Deep (LoM)
2d4


4
Chuul
2d6


5
Water Naga
2d6


6
Seryulin, Greater (MM III)
1d6



Should Ulagresh ever die, the portal will permanently stay opened at the location of Ulagresh's death.

Improved Grab (Ex)
To use this ability, Unagresh must hit with his slam attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict.

Rampage (Ex)
As a standard action, Ulagresh can make a tentacle attack against each opponent within his reach.

Spell-like Abilities
At will - Acid Fog (DC 26), Banishment (DC 27), Blasphemy (DC 27), Cloudkill (DC 25), Control Weather, Deeper Darkness, Destruction (DC 27), Dispel Magic (greater), Geas/Quest (DC 25), Mudslide (SW) (DC 26), Teleport (greater) (self only, plus 50 pounds of objects), Waterspout (SW) (DC 27); 3/day - Depthsurge (SW) (DC 28), Freedom, Imprisonment (DC 28), Tsunami (SpC) (DC 29), Maelstrom (SpC) (DC 28); 1/day - Miracle (DC 29). Caster level 24th.

Spread Pollution
Ulagresh emanates a cloud of filthy fluids that duplicate the effects of the spells Fog Cloud and Mind Fog (Will DC 35), on a 60 ft. radius around him. The save DC is Constitution-based.

Not of this World (Ex)
Ulagresh is an abominable creature, his very existence being a blight on the universe. His form is so inconceivable that just seeing him makes one's mind melting in the attempt of processing it. Any creature that sees Ulagresh must make a DC 32 Will save or take 1d6 Wisdom damage and become cowering for 1 minute. In addition, creatures that try to establish a link with Ulagresh's mind, such as by a Detect Thoughts spell, have their Wisdom immediately reduced to 0, and this damage cannot be restored by anything short than Miracle or Wish. Even in this case, the creature does not remember anything about what he saw in Ulagresh's mind. Mindless creatures are immune to this effects. The save DC is Charisma-based.

Suck Into Nowhere (Ex)
As a standard action, Ulagresh can suck the water or air in front of him to draw enemies into his belly. At the beginning of each round, any creature in a 60 ft. cone must succeed on a DC 35 swim check, or be sucked into Ulagresh's mouth. On the following round, the creature must win a grapple check against Ulagresh or fall into the portal inside his stomach, being teleported into another universe from which she can never return back. Ulagresh cannot make bite attacks while using this ability. After Ulagresh activated this ability, he keeps sucking until he suppresses the ability as a swift action. The save DC is Constitution-based.

Tentacles (Ex)
Ulagresh has six powerful tentacles that uses to destroy his opponents. Ulagresh can grapple up to six foes without being considered in a grapple.

Thandarax and Vergron are entirely removed. I didn't like their concept very much since the beginning, and being inabile to come up with a satisfying rework, I preferred to get rid of them. Fear not, because eight new demon lords are already WIP, and sooner or later they will all be released. To complete the next update (2.5) I still need to make a few things: update the vestiges with the retooled demon lords, update the normal monsters stat blocks, update artifacts (their effect has been modified too), and double check everything else just to be sure. It's a matter of few days. I'll also temporarily remove all the classes, included prestige classes, with a view to a new project I'm working on, which is complementary to the compendium.

That's all for now. It's 1:30 AM here so I go to bed. Good night!

Network
2014-09-03, 09:10 PM
Thandarax and Vergron are entirely removed. I didn't like their concept very much since the beginning, and being inabile to come up with a satisfying rework, I preferred to get rid of them. Fear not, because eight new demon lords are already WIP, and sooner or later they will all be released. To complete the next update (2.5) I still need to make a few things: update the vestiges with the retooled demon lords, update the normal monsters stat blocks, update artifacts (their effect has been modified too), and double check everything else just to be sure. It's a matter of few days. I'll also temporarily remove all the classes, included prestige classes, with a view to a new project I'm working on, which is complementary to the compendium.

That's all for now. It's 1:30 AM here so I go to bed. Good night!
I'm sure I could rework Thandarax, I'd just have to get rid of his friendship with Demogorgon. Vergron I'm not sure. Could you PM me a copy of these two demon lords so I can work on them? Especially Thandarax, it's story only really needs minor adjustments. And I could use Vergron's stats for other purposes.

Hipster Dixit
2014-09-07, 08:56 AM
2.05 update now live! Changelog:

V. 2.05 (09/07/2014) General Fixed typos and other errors Classes Temporarily removed classes and prestige classes in preparation for further content Vestiges Re-introduced four vestiges previously removed: Baphomet, Demogorgon, Malcanthet and Pazuz. Artifacts Removed Godlsayer Monsters Changed monsters format and stat block Abyss Gods Removed Thandarax and Vergron General rework of all the remaining abyss gods

(int) darkness
2014-09-08, 07:37 AM
Noooooo!

Why'd you remove the demonbrand? I was just about to convince a player to do it. D:

Hipster Dixit
2014-09-08, 09:43 AM
I removed the demonbrand because some his abilities do not longer match the reworked demon lords. But fear not, I am already working to allow the return of the demonbrand! You will see with your own eyes very soon.

P.s. PM for you.

Hipster Dixit
2014-10-09, 09:37 AM
I'm back! Sorry for the long abscence. Fear not people, the project is not dead. Just minor changes for now, that go along with my new Zealot class, which you can find in my signature. Good reading!

V. 2.06 (10/09/2014) General Minor formatting changes in order to (hopefully) improve readability Classes Re-added the Demonbrand as a Zealot class variant Prestige Classes Re-introduced the Blazing Warlord, the Living Nest, and the Soulkeeper