Shinn
2016-07-13, 04:50 PM
Hi everyone,
As a DM with a Demonologist PC (the Mongoose class), I had to create some new Fiends for the concerned player.
Wanting to have something quite different from the classical Fiends, such as the flaming Balor-like, winged piglets, or bubbling things, I tried to base myself on our abyss. Yeah, our ocean's abyss.
None of these demons are named, but they can be quite powerful (and deadly) in hands of a creative DM ; we have a Corruptor demon, an Overlord/Assassin demon, and three Brute demons to begin with. Soon I will add new demons and devils, if you don't see anything wrong with these first ones.
The Mialoch family
Mialochs is a family of lesser demons, led by more powerful beings of Azuvidexus, and trained for combat. They're cannon fodder for the Voracious Maw, but can handle themselves quite good against adventurers. Sometimes, they can even ally themselves with Aberrations such as Aboleths, as they seems to have the same origin : Bards tales about time where Azuvidexus took some Aboleths to create the first spawns of Mialochs.
Specific features :
- They're both Outsiders, with the Evil and Chaotic subtypes
- It smells like a fish. Attacks with fire are more efficient, as they seems to be part-melting, part-vaporising with fire : they have Fire Vulnerability [Ex]
- A Mialoch use twice his CR as a bonus to Intimidate checks, but don't add his Charisma modifier : they have an aura of fear assisting a disturbing appearance
- Every Mialoch have immunities to poison, cold, and drowning damage (underwater only). Plus they have a DR 20/Acid.
Vepch (CR 1)
XP 400
CE Medium Outsider (evil)
Initiative : +3 ; Senses : Perception -1
Defense
AC 23, touch 13, flat-footed 17 (+5 natural, +3 Dexterity, +2 Shield)
HP 6 (1d8+2)
Fort +2, Ref +3, Will -1
SR 12
Offense
Speed 20 ft.
Melee Shield bash, +1 (1d4)
Statistics
11 Str, 16 Dex, 15 Con, 9 Int, 9 Wis, 12 Cha
ABB +1, CMB +1, CMD +1 (+5 against Bull Rush)
Skills Intimidation +2, Knowledge (Planes) +3
Languages Aquan, Abyssal
Special abilities
A Vepch is proficient with any shield, but not with any armor or any weapon.
Ecology
Environment evil-aligned plane, underwater, abyss
Organisation solitary, pair or compagny (5-20)
Treasure Standard, plus a Shield or Tower Shield
A Vepch looks like an anthropomorphic scaly dragonfish (just look some pics), but more twisted and infernal ; a fishy humanoid with scales, devious grin constelled with jaws, and a little goatee that glows a little. The main troops of the Mialoch Family are the Vepch, demons born and trained since years and centuries to use shield ; they work with phalanx moves, blocking the way to help some more dangerous demons. They're also used by other demons to jobs like bodyguards, or suicide troopers.
Ceimar (CR 2)
XP 600
CE Medium Outsider (evil)
Initiative : +2 ; Senses : Perception +2
Defense
AC 20, touch 12, flat-footed 18 (+2 Dexterity, +8 armor)
HP 9 (2d8)
Fort +2, Ref +3, Will -1
SR 13
Offense
Speed 40 ft.
Melee 4 great maces, +2/+2/+2/+2 (2d4+3)
Statistics
17 Str, 15 Dex, 10 Con, 16 Int, 15 Wis, 15 Cha
ABB +2, CMB +5 (+9 in a Bull Rush), CMD +2
Skills Intimidation +4, Knowledge (Planes) +8
Languages Aquan, Abyssal
Feats Multiattack (4 crab-like arms)
Special abilities
Multi-legged : With many legs, such as centipede, Ceimars are really fast (40 ft), and are deadly rams in a bull rush : it helps them to charge, with a +4 to CMB in a Bull Rush attempt.
Chitin : The chitin exoskeleton of a Ceimar are, sadly, conductive. So they take 10% more damage on electric attacks (rounded down). However, it helps supporting any armor without any speed penalty.
A Ceimar is proficient with any armor, and with any type of martial bludgeoning weapon.
Ecology
Environment evil-aligned plane, underwater, abyss
Organisation solitary or pair
Treasure Standard, plus heavy armor, and four bludgeoning weapons.
Part crab, part centipede, a Ceimar is like a centaur being, but more heavily armored ; “a crab mounted on a batonym with glowing eyes” is actually a good example of the demon’s description. Troop soldiers of the Mialoch family, they are used as rams or devastating chargers who can reverse the story of a battle.
Tausihr (CR 3)
XP 800
CE Medium Outsider (evil)
Initiative : +2 ; Senses : Perception +1
Defense
AC 12, touch 12, flat-footed 10 (+2 Dexterity). Can't be touched by melee attacks while in the sky.
HP 16 (3d8+3)
Fort +4, Ref +5, Will +4
SR 14
Offense
Speed Fly 70 ft (perfect).
Melee Take things and make it fall on the battlefield (1d6 damage per 100 lb or 10 ft fall), +5
Statistics
27 Str, 15 Dex, 13 Con, 12 Int, 12 Wis, 08 Cha
ABB +3, CMB +11, CMD +4
Skills Intimidation +6, Knowledge (Planes) +6
Languages Aquan, Abyssal
Feats Weapon proficiency (Falling objects), Greater Weapon Proficiency (Falling objects)
Treasure None.
Special abilities
Tausihrs are neither proficient with armors nor with weapons. They only have proficiencies in falling objects (with a +2 proficiency bonus).
Ecology
Environment evil-aligned plane, underwater, abyss
Organisation solitary, pair or flocks (3-5)
Treasure None.
Intelligent beings despite their bestial, non-humanoid appearance, Tausihrs are master of the battles, commanding legions of lesser demons, such as Lemures or Vepchs. They looks like our real abyss chimeras, holding whatever they find to throw it on their opponents. Unlike Vepchs or Ceimars, they can be proud enough for being true leaders of demons, despite their leadership is only gained by terror.
Matulor (CR 4)
XP 1200
CE Medium Outsider (evil)
Initiative : +3 ; Senses : Perception +0
Defense
AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 14 (4d8-4)
Fort +3, Ref +7, Will +4
SR 15
Offense
Speed 40 ft. (run, swimming, burrowing, climbing)
Melee Bite +4 (1d6+1)
Statistics
12 Str, 17 Dex, 09 Con, 15 Int, 11 Wis, 10 Cha
ABB +4, CMB +4, CMD +4
Skills Intimidation +8, Knowledge (Planes) +9
Languages Aquan, Abyssal, Common
Special abilities
Sneak attack : Matulors have a sneak attack feature : if the demon strikes a flat-footed opponent, he does an extra 2d6 damage.
Apt to every situation : A Matulor is trained to scout his unit to every terrain : it can have every move (except flying) at a 40 ft speed, and give this ability (speed AND move type) to up to 4 CR of creatures following him.
Spy of the Mialochs : A Matulor, as the scout of the Mialochs, should be able to hide itself in many situations : he can use the spell-like “Invisibility” ability at will, and give it up to 4 CR of creatures, as long as they’re at close range.
Matulors are not proficient with any weapon (except it jaws), and prefer to use it invisibility to avoid attacks. It also uses cannon fodder when available.
Ecology
Environment evil-aligned plane, underwater, abyss
Organisation Solitary
Cunning member of the Mialoch family, a Matulor is perhaps the most “humanoid” demon of the whole demonic family : even if it looks like an anthropomorphized moray, with an only arm, it can be considered by most adventurers as something related to a rogue or a scout. That’s his demonic role : it brutally slays whatever come too close from it, or from it lesser demonic slaves. He especially loves when some mortal tries to outsmart him, and enslave him for his natural scout and assassin talents. These mortals souls are excellent source of bargaining for enslaving lesser entities.
Creir (CR 5)
XP 1600
CE Medium Outsider (evil)
Initiative : +0 ; Senses : Perception +14 to see any sentient soul (immune to darkness penalties)
Defense
AC 14, touch 10, flat-footed 14 (+4 Armor), plus penalties (see below)
HP 32 (5d8+10)
Fort +7, Ref +5, Will +9
SR 16
Offense
Speed 30 ft.
Melee Touch of the soul +5 (melee attack, triggers an Attack of Opportunity if miss) (6d6, DC 15 Fort 2d6+1d4)
Statistics
13 Str, 11 Dex, 14 Con, 14 Int, 19 Wis, 17 Cha
ABB +5, CMB +6, CMD +7
Skills Intimidation +10, Knowledge (Planes) +9, Perception +14
Languages Aquan, Abyssal, plus the language of it most common prey.
Special abilities
Mockery of the Divine : During it mortal life, a Creir had been either deceived by deities, or disappointed. Now each time someone want to cast a Divine spell on 30 feets around a Creir, he have to pass a Spellcraft check (DC 20+Spell level) or lose the prepared spell without any benefit. Even if the Spellcaster wins the check, each numeric part of the spell will be halved (an Inflict Minor Wounds spell will only deal 1d4 damage). It works as long the Creir is concentrating.
Shaping by Souls : Each time a Creir slays a sentient being with it touch, he gains the ability to change it form to fit the shape of the victim : for example if it kills a troll, the demon gain the ability to have a troll-shape body. Each time the demon changes shape, every sentient seeing it with less HD have to make a Will save (DC 15) or be staggered for two turns.
Planar traveler : A Creir is able to render itself more bound to its plane, and less to the Material plane. As a full-round action of concentration, which triggers an attack of opportunity, he has 50% of chance to automatically avoid a hit, but a 20% chance to automatically fail his own attack. If it victim can either see or touch incorporeal creatures, the 50% penalty is halved ; if he can do both, then the strike have no penalties (his own penalties can never be halved nor negated).
See the inner light : Creirs can see both the material world and the souls within ; it cannot be flanked if it pass a Perception vs Stealth check, see perfectly in every darkness, and can detect sentient life at will with a Perception vs Stealth check. They can see alignment, but only the presence of an alignment (it only detects unaligned or True Neutral creatures).
A Creir is not proficient with any weapon, except his soul touch ability, but is proficient with any armor a Cleric could use without penalty.
Ecology
Environment evil-aligned plane, underwater, abyss
Organisation Solitary
Treasure Standard, plus a parody of Divine symbol (usually a twisting version of a Good-aligned god). 1d4 lb of Thinuan jewels (part tainted glass, part metal, fully useless for weapons).
Maybe the deadliest of the Mialoch demonic family, the Creir is part-darkness, part-soul. The whole head of it humanoid shape, the hands and the feets are made of pure soul, while the lower body seems made of pure black (think about barreleye fishes). Rumours says that each time a Good-aligned Cleric sacrifies himself to a demon for saving someone else, his soul is corrupted to create a new Creir.
Do you have any tips ? Critics ? It would be good for me to know if I these demons are balanced enough to be given as enemies and bound allies to the demonologist PC.
(I can try Devils equivalents too)
As a DM with a Demonologist PC (the Mongoose class), I had to create some new Fiends for the concerned player.
Wanting to have something quite different from the classical Fiends, such as the flaming Balor-like, winged piglets, or bubbling things, I tried to base myself on our abyss. Yeah, our ocean's abyss.
None of these demons are named, but they can be quite powerful (and deadly) in hands of a creative DM ; we have a Corruptor demon, an Overlord/Assassin demon, and three Brute demons to begin with. Soon I will add new demons and devils, if you don't see anything wrong with these first ones.
The Mialoch family
Mialochs is a family of lesser demons, led by more powerful beings of Azuvidexus, and trained for combat. They're cannon fodder for the Voracious Maw, but can handle themselves quite good against adventurers. Sometimes, they can even ally themselves with Aberrations such as Aboleths, as they seems to have the same origin : Bards tales about time where Azuvidexus took some Aboleths to create the first spawns of Mialochs.
Specific features :
- They're both Outsiders, with the Evil and Chaotic subtypes
- It smells like a fish. Attacks with fire are more efficient, as they seems to be part-melting, part-vaporising with fire : they have Fire Vulnerability [Ex]
- A Mialoch use twice his CR as a bonus to Intimidate checks, but don't add his Charisma modifier : they have an aura of fear assisting a disturbing appearance
- Every Mialoch have immunities to poison, cold, and drowning damage (underwater only). Plus they have a DR 20/Acid.
Vepch (CR 1)
XP 400
CE Medium Outsider (evil)
Initiative : +3 ; Senses : Perception -1
Defense
AC 23, touch 13, flat-footed 17 (+5 natural, +3 Dexterity, +2 Shield)
HP 6 (1d8+2)
Fort +2, Ref +3, Will -1
SR 12
Offense
Speed 20 ft.
Melee Shield bash, +1 (1d4)
Statistics
11 Str, 16 Dex, 15 Con, 9 Int, 9 Wis, 12 Cha
ABB +1, CMB +1, CMD +1 (+5 against Bull Rush)
Skills Intimidation +2, Knowledge (Planes) +3
Languages Aquan, Abyssal
Special abilities
A Vepch is proficient with any shield, but not with any armor or any weapon.
Ecology
Environment evil-aligned plane, underwater, abyss
Organisation solitary, pair or compagny (5-20)
Treasure Standard, plus a Shield or Tower Shield
A Vepch looks like an anthropomorphic scaly dragonfish (just look some pics), but more twisted and infernal ; a fishy humanoid with scales, devious grin constelled with jaws, and a little goatee that glows a little. The main troops of the Mialoch Family are the Vepch, demons born and trained since years and centuries to use shield ; they work with phalanx moves, blocking the way to help some more dangerous demons. They're also used by other demons to jobs like bodyguards, or suicide troopers.
Ceimar (CR 2)
XP 600
CE Medium Outsider (evil)
Initiative : +2 ; Senses : Perception +2
Defense
AC 20, touch 12, flat-footed 18 (+2 Dexterity, +8 armor)
HP 9 (2d8)
Fort +2, Ref +3, Will -1
SR 13
Offense
Speed 40 ft.
Melee 4 great maces, +2/+2/+2/+2 (2d4+3)
Statistics
17 Str, 15 Dex, 10 Con, 16 Int, 15 Wis, 15 Cha
ABB +2, CMB +5 (+9 in a Bull Rush), CMD +2
Skills Intimidation +4, Knowledge (Planes) +8
Languages Aquan, Abyssal
Feats Multiattack (4 crab-like arms)
Special abilities
Multi-legged : With many legs, such as centipede, Ceimars are really fast (40 ft), and are deadly rams in a bull rush : it helps them to charge, with a +4 to CMB in a Bull Rush attempt.
Chitin : The chitin exoskeleton of a Ceimar are, sadly, conductive. So they take 10% more damage on electric attacks (rounded down). However, it helps supporting any armor without any speed penalty.
A Ceimar is proficient with any armor, and with any type of martial bludgeoning weapon.
Ecology
Environment evil-aligned plane, underwater, abyss
Organisation solitary or pair
Treasure Standard, plus heavy armor, and four bludgeoning weapons.
Part crab, part centipede, a Ceimar is like a centaur being, but more heavily armored ; “a crab mounted on a batonym with glowing eyes” is actually a good example of the demon’s description. Troop soldiers of the Mialoch family, they are used as rams or devastating chargers who can reverse the story of a battle.
Tausihr (CR 3)
XP 800
CE Medium Outsider (evil)
Initiative : +2 ; Senses : Perception +1
Defense
AC 12, touch 12, flat-footed 10 (+2 Dexterity). Can't be touched by melee attacks while in the sky.
HP 16 (3d8+3)
Fort +4, Ref +5, Will +4
SR 14
Offense
Speed Fly 70 ft (perfect).
Melee Take things and make it fall on the battlefield (1d6 damage per 100 lb or 10 ft fall), +5
Statistics
27 Str, 15 Dex, 13 Con, 12 Int, 12 Wis, 08 Cha
ABB +3, CMB +11, CMD +4
Skills Intimidation +6, Knowledge (Planes) +6
Languages Aquan, Abyssal
Feats Weapon proficiency (Falling objects), Greater Weapon Proficiency (Falling objects)
Treasure None.
Special abilities
Tausihrs are neither proficient with armors nor with weapons. They only have proficiencies in falling objects (with a +2 proficiency bonus).
Ecology
Environment evil-aligned plane, underwater, abyss
Organisation solitary, pair or flocks (3-5)
Treasure None.
Intelligent beings despite their bestial, non-humanoid appearance, Tausihrs are master of the battles, commanding legions of lesser demons, such as Lemures or Vepchs. They looks like our real abyss chimeras, holding whatever they find to throw it on their opponents. Unlike Vepchs or Ceimars, they can be proud enough for being true leaders of demons, despite their leadership is only gained by terror.
Matulor (CR 4)
XP 1200
CE Medium Outsider (evil)
Initiative : +3 ; Senses : Perception +0
Defense
AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 14 (4d8-4)
Fort +3, Ref +7, Will +4
SR 15
Offense
Speed 40 ft. (run, swimming, burrowing, climbing)
Melee Bite +4 (1d6+1)
Statistics
12 Str, 17 Dex, 09 Con, 15 Int, 11 Wis, 10 Cha
ABB +4, CMB +4, CMD +4
Skills Intimidation +8, Knowledge (Planes) +9
Languages Aquan, Abyssal, Common
Special abilities
Sneak attack : Matulors have a sneak attack feature : if the demon strikes a flat-footed opponent, he does an extra 2d6 damage.
Apt to every situation : A Matulor is trained to scout his unit to every terrain : it can have every move (except flying) at a 40 ft speed, and give this ability (speed AND move type) to up to 4 CR of creatures following him.
Spy of the Mialochs : A Matulor, as the scout of the Mialochs, should be able to hide itself in many situations : he can use the spell-like “Invisibility” ability at will, and give it up to 4 CR of creatures, as long as they’re at close range.
Matulors are not proficient with any weapon (except it jaws), and prefer to use it invisibility to avoid attacks. It also uses cannon fodder when available.
Ecology
Environment evil-aligned plane, underwater, abyss
Organisation Solitary
Cunning member of the Mialoch family, a Matulor is perhaps the most “humanoid” demon of the whole demonic family : even if it looks like an anthropomorphized moray, with an only arm, it can be considered by most adventurers as something related to a rogue or a scout. That’s his demonic role : it brutally slays whatever come too close from it, or from it lesser demonic slaves. He especially loves when some mortal tries to outsmart him, and enslave him for his natural scout and assassin talents. These mortals souls are excellent source of bargaining for enslaving lesser entities.
Creir (CR 5)
XP 1600
CE Medium Outsider (evil)
Initiative : +0 ; Senses : Perception +14 to see any sentient soul (immune to darkness penalties)
Defense
AC 14, touch 10, flat-footed 14 (+4 Armor), plus penalties (see below)
HP 32 (5d8+10)
Fort +7, Ref +5, Will +9
SR 16
Offense
Speed 30 ft.
Melee Touch of the soul +5 (melee attack, triggers an Attack of Opportunity if miss) (6d6, DC 15 Fort 2d6+1d4)
Statistics
13 Str, 11 Dex, 14 Con, 14 Int, 19 Wis, 17 Cha
ABB +5, CMB +6, CMD +7
Skills Intimidation +10, Knowledge (Planes) +9, Perception +14
Languages Aquan, Abyssal, plus the language of it most common prey.
Special abilities
Mockery of the Divine : During it mortal life, a Creir had been either deceived by deities, or disappointed. Now each time someone want to cast a Divine spell on 30 feets around a Creir, he have to pass a Spellcraft check (DC 20+Spell level) or lose the prepared spell without any benefit. Even if the Spellcaster wins the check, each numeric part of the spell will be halved (an Inflict Minor Wounds spell will only deal 1d4 damage). It works as long the Creir is concentrating.
Shaping by Souls : Each time a Creir slays a sentient being with it touch, he gains the ability to change it form to fit the shape of the victim : for example if it kills a troll, the demon gain the ability to have a troll-shape body. Each time the demon changes shape, every sentient seeing it with less HD have to make a Will save (DC 15) or be staggered for two turns.
Planar traveler : A Creir is able to render itself more bound to its plane, and less to the Material plane. As a full-round action of concentration, which triggers an attack of opportunity, he has 50% of chance to automatically avoid a hit, but a 20% chance to automatically fail his own attack. If it victim can either see or touch incorporeal creatures, the 50% penalty is halved ; if he can do both, then the strike have no penalties (his own penalties can never be halved nor negated).
See the inner light : Creirs can see both the material world and the souls within ; it cannot be flanked if it pass a Perception vs Stealth check, see perfectly in every darkness, and can detect sentient life at will with a Perception vs Stealth check. They can see alignment, but only the presence of an alignment (it only detects unaligned or True Neutral creatures).
A Creir is not proficient with any weapon, except his soul touch ability, but is proficient with any armor a Cleric could use without penalty.
Ecology
Environment evil-aligned plane, underwater, abyss
Organisation Solitary
Treasure Standard, plus a parody of Divine symbol (usually a twisting version of a Good-aligned god). 1d4 lb of Thinuan jewels (part tainted glass, part metal, fully useless for weapons).
Maybe the deadliest of the Mialoch demonic family, the Creir is part-darkness, part-soul. The whole head of it humanoid shape, the hands and the feets are made of pure soul, while the lower body seems made of pure black (think about barreleye fishes). Rumours says that each time a Good-aligned Cleric sacrifies himself to a demon for saving someone else, his soul is corrupted to create a new Creir.
Do you have any tips ? Critics ? It would be good for me to know if I these demons are balanced enough to be given as enemies and bound allies to the demonologist PC.
(I can try Devils equivalents too)