View Full Version : Demonomicon of Iggwilv: Masters of the Abyss

2007-08-25, 02:10 PM
This is gonna be a little project of mine that is my way of showing appreciation to Dragon magazine's Demonomicon of Iggwilv articles. For those who don't read that magazine they present a method of creating demon lords and some... hints at some of the upcoming stars of the Abyss. I'll be using their method to churn out demon lords for other people to use, simple no? Since this is a nod to Dragon I'll be finishing out the stat blocks for the ones they hinted at before moving on to custom demon lords. If anyone has any ideas for a demon lord just lemme know and I'll try and make one for you. Just give a name, what their a demon lord/lady of, and the CR you want them to be. (Keep it under 30 since Demogorgon caps out at 33 and he IS the prince of demons. But no lower then 22 either, that'd be too weak.)

Anyway, here's the first one I'll be doing, if you see any mistakes please, TELL ME so I can correct it.

The creature before you is an impossibly immense worm, trailing off into the distance far enough to wrap around distant mountain peaks. It's pod-like head splits open multiple ways to reveal a monstrously complex arrangement of jaws and hooked tentacles of muscle, like an immense carnivorous floor. Spindly looking legs scrabble and tear up clods of earth as large as horses and the impending sense of doom is only rivaled by the sheer horror and insanity this being evokes with it's mere presence on the mortal coil.

Ugudenk, The Squirming King CR 30
Colossal Outsider (Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice: 40d8+520+40 (724 hp)
Initiative: +4
Speed: 40 ft., burrow 40 ft, swim 20 ft., fly 40 ft. (poor)
Armor Class: 50 (-8 size, +48 natural), touch 2, flat-footed 50
Base Attack: +30/+56
Attack: Bite +33* (3d8+30/19-20x2)
Full Attack: Bite +33* (3d8+30/19-20x2) or Crush (4d8+30)
Space/Reach: /20 ft.
Special Attacks: breath weapon, improved grab, spell-like abilities
Special Qualities: tremorsense 60 ft., endless, form of madness (DC 32), superior fast healing, immunity to ability damage, ability drain, mind-affecting attacks, and poison, resistance to acid, cold, electricity, and fire 10, DR 20/cold iron, epic, and good, SR 43, telepathy 100 ft., true seeing
Saves: Fort +37, Ref +24, Will +23
Abilities: Str 51, Dex 10, Con 37, Int 5, Wis 12, Cha 14
Skills: Balance +30, Intimidate +32, Search +27, Sense Motive +31, Spot +31, Survival +31, Swim +55
Feats: Ability Focus (breath Weapon), Dark Speech, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Toughness, Lightening Reflexes, Power Attack, Weapon Focus (Bite), Quicken Spell-Like Ability (greater dispel magic, fly)
Environment: 177th layer of the Abyss (Writhing Realm)
Organization: Unique
*10 point power attack


Ugudenk is a demon lord who has not far surpassed his primordial urges and hungers. When confronted with living victims it is quick to swallow the foolish beings and let it's stomach finish the job while it continues with whatever rampage it is currently on. Against foes who use magic to try and escape or battle it, Ugudenk will blast them with quickened greater dispel magic before trying to swallow them. Despite it's dim intelligence it makes for a canny opponent and will use full power attacks against unarmored targets while taking cumulative -5 power attack penalties against armored ones until it begins to miss it's prey.

Breath Weapon (Su): 600-foot line, once every 10 rounds, damage 20d10 acid and knocked prone. A successful Reflex save (DC 44) halves the acid damage and negates the knockdown effect. The save DC is constitution-based.
Endless (Su): Ugudenk's body is enormously long, to a scale measured in miles. No being can attest to ever seeing the opposite end of the demon lord's body, prompting the theory the Ugudenk is merely the extension of an undiscovered Abyssal layer. Despite his size, the only part of Ugudenk's body that is capable of fighting is the mouth end-treat this section as a colossal creature, with the remainder of his body burrowed down below sight (and eventually, into its lair in the Writhing Realm). "Killing" Ugudenk merely results in the temporary destruction of his mouth-even effects like destruction that normally destroy a creature's entire body are only capable of destroying the first 100 or so feet of his length. In such a case, the rest of Ugudenk's body withdraws with lightning speed into the Abyss, where the obyrinth lord slowly regenerates back to life. Killing Ugudenk permanently may be impossible as long as the Withering Realm exists.
Form of Madness (su): Any creature within 120 feet that observes Ugudenk must make a Will Save. Failure indicates the creature realizes Ugudenk could erupt from any earthly surface at any time. As long as the victim is in contact with the ground or any structure attacked to the ground, he suffers a -4 penalty on all attack rolls, skill checks, saving throws, and initiative checks. On the first round of combat against a creature with a burrow speed, the character must make a Will save or be paralyzed with horror for 1d6 rounds. This is a mind-affecting fear effect that does not affect chaotic evil outsiders. Even creatures that are normally immune to fear can be affected by Ugudenk's form of madness, although they suffer its effects for only 1 hour if they fail their saving throw-for all other creatures the effect is permanent until cured via heal or greater restoration (both of which require a DC 35 caster level check to succeed) or miracle or wish. The save DC is Charisma-based.
Spell-like Abilities: (DC is 12+spell's level) CL 24
At Will: astral projection, word of chaos, desecrate, detect good, detect law, greater dispel magic, greater teleport, plane shift, telekinesis, unhallow, cloak of chaos, chaos hammer, fear, fly
3/day: creeping doom, insanity, quickened greater dispel magic, quickened fly
1/day: imprisonment, earthquake
Superior Fast Healing (Ex) Ugudenk has fast healing 40. Once "killed," Ugudenk regains hit points at the rate of 40 per month of inactivity in the Writhing Realm-once he returns to positive hit points, his fast healing rate returns to normal.

Ugudenk's Goals: Ugudenk's goals are unknown. The obyrith lord seems, for the most part, content to burrow through the cavernous reaches of the Writhing Realm, periodically surfacing in other layers of the Abyss (and rarely, on the Material Plane) to consume objects as varied as titans, castles, lakes, and artifacts. There seems to be no pattern or schedule to what Ugudenk consumes, but stories tell of some scholars who, upon determining the nature of Ugudenk's seemingly random feastings, went mad and took their own lives-invariably by allowing immense monsters to consume them. Ugudenk does seem to have a particular attraction to Hollow's Heart, the Abyssal Layer ruled by Fraz-Urb'luu, although this is likely due to the fact that a permanent portal between their two realms exists at the location known as the spiral of Ugudenk, one of the few constant and immutable regions in the Prince of Deception's realm. Fraz-Urb'luu's attempts to uproot and remove Ugudenk from his realm are something of a shared joke among the other demon lords, who somtimes refer to Ugudenk as Fraz-Urb'luu's "infestation problem".

Cult: Ugudenk has no cult. Except for madmen who seek to draw his attention to people or things that have wronged them.

Minions: As with his cult, Ugudenk is directly served by few creatures. Wormlike monsters and invertebrate obyrinths are common in regions he has appeared in (and sudden uprisings from the ground by such creatures always presage his arrival but these creatures seem more to be opportunity feeders then follow the obyrith lord's side, hoping for scraps from his table rather than actual minions.

Realm: Ugudenk's realm is the 177th layer of the Abyss, a place called the Writhing Realm. This entire layer is underground, consisting of endless tunnels and caverns left behind by Ugudenk's endless burrowing. It's not uncommon to encounter coils of the obyrith lord blocking the caverns and tunnels here, but his ravenous maw only rarely appears in the Writhing Realm itself. Rumors hold that Ugudenk himself is an Abyssal layer, that his "body" is but a single feeding tentril that extends from this unknown realm into the Abyss through an as-yet undiscovered portal deep within the Writhing Realm.

This is an example of how my statblocks will be done. For the other already partially preconcieved demon lords I won't be typing out the cult, realm, and whatnot since I don't want to anger the people from Dragon but I will for custom ones.

2007-08-25, 03:02 PM
How exactly does... he use teleport and fly...?

2007-08-25, 07:04 PM
How exactly does... he use teleport and fly...?

I'd say that its part of the madness personally but both are explainable with little cinematics. Teleport is as simple as diving under ground and the 'head' part appearing at the correct destination while fly is that self same important section lifting off the ground to be able to attack enemies.

2007-08-27, 12:25 PM
List of Demon Lords to come:
Shaktari, Queen of Mariliths (Tanar'ri)
Dwiergus, The Chrysalis Prince (Obyrinth)
Lascer, Lord of the Shadow Shoal (Tanar'ri)
Ardat, the Unavowed (Tanar'ri)
Ptizun, Lord of Lingering Suicide (Loumara)
Orosiel, the Forgotten Prince (Obyrinth)

This is just the list as it looks now and if you hadn't guessed I'm already taking ideas for who/what to put on this list since the official ones stop at Ardat.


Space Reserved for Shaktari

2007-09-25, 06:53 PM
Nice. But why would Ugudenk have improved natural armor as a Feat twice? Just give him the natural armor as is "for free". As the article said, you have to be a bit more liberal when applying the demon lord template.

2007-09-25, 06:57 PM
Nice. But why would Ugudenk have improved natural armor as a Feat twice? Just give him the natural armor as is "for free". As the article said, you have to be a bit more liberal when applying the demon lord template.

I had feats to burn and not enough books around to find a better fit for it really.

2007-09-26, 01:43 PM
so what happens if you attack the coils you find in his layer?

2007-09-26, 02:16 PM
I'd say that its part of the madness personally but both are explainable with little cinematics. Teleport is as simple as diving under ground and the 'head' part appearing at the correct destination while fly is that self same important section lifting off the ground to be able to attack enemies.

It just seems a bit odd. I'd replace fly with a fly speed (it's slightly better, but odds are in a single fight it won't expend all its uses of quickened fly), and teleport and plane shift with a Supernatural ability that allows him to create semi-permanent travel gates which only last as long as he's using them. Not sure what to do about shapechange, though.

so what happens if you attack the coils you find in his layer?

I was wondering that myself. I'd assume you could eventually deal enough damage to destroy that section, decapitating the demon lord. This would force what's left of him to retreat and would leave a hideously long interplanar corpse stretching throughout the multiverse. I'd also guess that, next time he regenerates, Ugudenk will eat said corpse, followed by you. Or he could just move while you're busy attacking him, forcing you to concentrate on a new section from scratch.

2007-09-26, 04:54 PM
I had feats to burn and not enough books around to find a better fit for it really.

How about the good old Lightning Reflexes, Iron Will or Great Fortitude?

2007-09-26, 05:04 PM
I'm Looking Forward To Seeing Shaktari, Queen of Mariliths :smallcool:

2007-09-26, 06:51 PM
Here is my take on Ardat the Unavowed:

Ardat the Unavowed CR 25
Demon Queen of Harpies

Before you is a twelve-foot tall three-headed female humanoid with the legs of a bird of prey and black-feathered raven-like wings. The central head is that of a feral savage harpy, while the right head is that of a twisted old crone and the left head is that of a beautiful seductive woman.

Always CE Large Outsider (chaotic, evil, extraplanar, tanaríri)
Initiative: +12 (+8 dex, +4 improved initiative)
Senses: Darkvision 60 ftí Listen +30, Spot +26
Languages: Abyssal, Common, Telepathy 300 ft

Armor Class: 44 (-1 size, +16 natural, +8 dex, +10 deflection, +3 insight)
Flat footed 44 (Improved uncanny dodge)
Touch 38
Hit Dice: 31 (388 hp); Fast heal 8; DR 20 cold iron, epic and good
Immune Electricity, mind-affecting effects, poison, sonic
Resist Acid 10, cold 10, fire 10; SR 28
Fort +38 Ref +25; improved evasion Will +22

Speed 30 ft (6 squares), fly 40 ft (average)
Melee 2 large +6 chaotic unholy longswords +46/+41/+36/+31
(2d8+15 plus 2d6 chaotic & 2d6 unholy)
2 talons +37 (1d6+4)
2 wing slams +37 (1d8+4)
Space/Reach: 10 ft/10 ft
Base Atk +31; Grp +44
Atk Options Flyby attack, power attack, sneak attack +10d6, wingstorm
Special Actions Captivating song, shriek, summon tanaríri, Sunder enchantment
Spell-like abilities Ė CL 22nd
At will: astral projection, blasphemy, confusion, desecrate, detect good, detect law, greater dispel magic, greater teleport, plane shift, shapechange, suggestion, telekinesis, unhallow, unholy aura, unholy blight
3/day Ė any symbol, antipathy, demand
1/day Ė dominate monster, powerword kill

Abilities: Str28, Dex26, Con27 Int18 Wis16 Cha30
SA: Captivating song, shriek, sneak attack +10d6, summon harpies, summon tanaríri
SQ: Improved evasion, improved uncanny dodge, outsider traits, sunder enchantment, superior two-weapon fighting, tanaríri traits
Feats: Ability focus (Captivating song)(B), Dark Speech, Dodge, Flyby Attack, Hover, Improved Initiative (B), Combat Reflexes (B), Iron Will, Multiattack, Persuasive, Skill Focus (oratory)(B), Weapon Focus (Claws)(B), Weapon Focus (Longsword), Wingstorm

Skills: Balance +29, Bluff +50, Climb+26, Concentration +42, Diplomacy +52, Escape Artist +25, Gather Information +31, Hide +21, Intimidate +50, Jump +30,Knowledge (Local) +21, Listen +30, Move Silently +42, Perform (Oratory) +47, Search +31, Sense Motive +37, Spot +26, Tumble +46, Use Magic Device +44

Possessions: 2 large +6 Chaotic UnholyLongswords

Captivating Song (Su): When Ardat sings, all creatures in a 300-foot spread must succeed a DC 37 Will save or become captivated. This is a sonic, mind-affecting effect. A creature that made the save is immune to Ardatís song for 24 hours. The save DC is Charisma-based.
A captivated victim walks toward the Harpy Queen, taking the most direct route possible. If the path leads to a dangerous area (through flame, a cliff, or the like), the victim gets a second saving throw. Captivated victims can take no actions but to defend themselves. A victim within 5 feet of Ardat stands there and offers no resistance to her attacks. This effect continues for as long as Ardat sings and for 1 round thereafter. A bardís countersong ability allows the captivated creature to attempt a new will save.

Shriek (Su): Each of Ardatís three heads can unleash a blood-chilling shriek as a move action. Once a head shrieks, it may not do so for 1d4 rounds. All three heads can shriek simultaneously as a full around action. Each shriek affects all creatures in a 60-foot radius spread. Ardatís left headed shriek deals 1d6 points of Int drain, the right head deals 1d6 Wis drain, and the central head deals 1d6 Cha drain. A successful Will Save DC35 negates the ability drain but leaves the target shaken for 1d4 rounds nevertheless. A creature that would normally be drained to 0 points in any ability score by this attack instead left at a score of 1 and is driven permanently insane, such that he sees his allies as his enemies and does everything in his power to murder said allies. This insanity can be cured by greater restoration, miracle, or wish. This is a sonic, mind-affecting effect. The save DC is Charisma-based.

Sneak Attack (Ex): Whenever Ardat successfully attacks an opponent who is denied its dexterity bonus, she does additional 10d6 damage. This however, do not affect creatures that are immune to critical hits (undead, constructs, etc).

Summon Tanaríri (Sp): Once per day Ardat can automatically summon 1d6 succubi or 1d4 vrocks. This is equivalent to a 9th level spell.

Improved Evasion (Ex): The Harpy Queen takes half damage even if she failed a Reflex save. She loses this benefit if she is immobilized.

Improved Uncanny dodge (Ex): Ardat retains her dexterity bonus even if she is caught flat-footed or struck by an invisible attacker. She cannot be flanked. She cannot be sneak attacked unless the attacked is at least 24th level. She is denied this benefit if she is immobilized.

Sunder Enchantment (Su): Ardatís touch functions as a break enchantment spell (CL 20th), sundering enchantments, transmutations, and curses. If the creature that placed the above effect that is broken is within 30 feet of Ardat when she sunders that creatureís effect, that creature takes 20d6 points of nonlethal damage and is stunned for 1d4 rounds as the backlash of its own magic strikes it. A successful Fort DC 35 save halves this nonlethal damage and negates the stunning. The save DC is Charisma-based.

Superior Two-Weapons Fighting (Ex): Because of her two additional heads, both of Ardatís hands function as primary hands when wielding a weapon, thus she suffers no penalties when attacking with two weapons.

Skills: Ardat has the following racial bonuses to the following skills: a +10 to Listen checks, +6 bonus to Search & Spot checks, and +4 to bluff checks.

Ardat is usually accompanied by a cadre of her Soul Sirens, at any given moment, she is accompanied by at least 1d6+6 of them, each at least a 4th level bard/4th level ranger. She and her minions will immediately use their captivating song to enthrall opponents, letting them come to the Sirens and the Harpy Queen so they can kill them at their leisure. They will resort to other measures only if their enemy prove resistant to their song. Ardat is careful when using her Shriek, making sure none of her minions are in range.

If Ardat is force into melee combat, she does so with devastating results, cutting down opponents with her two magic blades, ripping them to shreds with her feet talons, and knocking them back with her huge wings.

Ardatís Goals: A relatively minor demon lord, Ardatís current obsession is vengeance against her newest archenemy Baphomet. The Prince of Beasts enlisted the aid of her Soul Sirens in a battle on the contested layer of Vorgannund. Baphomet betrayed the Soul Sirens, leaving them stranded on the layer. The Queen of the Harpies has only recently recovered her agents and is plotting an invasion of the Endless Maze. Ardat also faces competition from Celaeno, another demon lord who claim rulership over harpies and evil avians.

Ardatís Cult: The vast majority of Ardatís worshippers are harpies, many of whom worshipped her as a goddess. Some chaotic evil sirens worship her as well, but among humanoids, her cult is nonexistent (excluding the odd and demented loner thralls). Sacrifices to Ardat are lashed to thorny trees, flayed, and left to die of exposure or starvation - during this grueling execution, harpies sing to keep the victim enthralled.

Ardatís Minions: favored minions are harpies, although she also employs all manner of evil fey, succubi, and vrocks. Her favored cultists are a cabal of half fiend harpy ranger/bards known as the Soul Sirens.

Ardatís Realm: Ardat does not control a layer of the Abyss. A nomadic demon lord, she and her flocks of Soul Sirens drift from realm to realm in search of victims to recruit to her slowly growing army of enthralled minions. Her favored haunts are the Grand Abyss, the Plains of Gallant, and the shores of the Scalding Sea, although sheís been spotted with increasing frequency on Torremor, causing many to believe she is courting Pazuzu for her budding revenge against Baphomet.

I created Ardat as a 20th level rogue harpy, of course (I actually made an Excell spreadsheet for the demon lord template!). Her bonus feats came from her abilities as a 20th level rogue, although I did dropped some what I think are irrelevant abilities such as the trapfinding ability.

2007-09-27, 03:11 PM
Alright then, couple of changes to Ugudenk.

-Removed shapechange outright. Doesn't really seem to fit the more I think about it.

-Removed fly and replaced it with a 40 ft. fly speed. (Something as big as Ugudenk should not be a swift flyer)

-Kept planeshift and teleport. Like I said before, I think it only really needs a little cinematics to explain their use, but people are more then welcome to alter Ugudenk for their own game.

-Swapped Improved Natural Armor for Great Fortitude and Lightening Reflexes.

-Working on what happens when swallowed whole by Ugudenk.

As for what happens when coils are attacked...well...you'd probably get it's attention very quickly. Which could be good or bad depending on your intent for drawing Ugudenk's eyes. If you somehow managed damage enough to destroy a section (which is unstatted), you'd get it's regeneration kicking in again. Anywho.

2007-09-27, 04:07 PM
I'm actually working on Shaktari right now. And also have a marilith question. Why don't they have a penalty on all of their other hand attacks? Their all made at the same bonus!...Oh wait. I figured it out. All the hand attacks get a -4. D'uh.

2007-09-29, 04:31 AM
Actually, I thought Mariliths had a subpar version of Superior Two/Multi-Weapon Fighting(Ettins and Multi-Headed template have the best), so that they still need the TWF/MWF tree, but only to gain additional attacks. It also combines with the penalty reduction from the base TWF/MWF Feat to reduce all penalties from TWF/MWF to 0.

In combination with its natural abilities, a marilithís Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

Be sure to grant her PMWF. The regular Mariliths would apparently rather waste their Feats on things like Weapon Focus(longsword) and Combat Expertise.:smallyuk: Of course, to be truly evil, she must have Pounce, so as to deliver 24*3d6*2(144-864) Constitution damage with her full attack+secondary damage.:smallbiggrin:

2007-09-30, 08:35 PM
Lascer of the Shadow Shoal CR 26

Rising from the Abyssian depths is a nine-foot tall, pale and emaciated humanoid with twin rapiers that are actually wired to his hands and shards of broken glass pierce his feet. His jaw is filled with needle-like teeth. An immense wound from his gullet to groin has been stitched shut with thick black twine; but now and then, tiny spidery legs slip out between the stitches as the nightmares inside of him probe for release.

Always CE Large Outsider (aquatic, chaotic, evil, extraplanar, tanaríri)
Initiative: +8 (dex)
Senses: Darkvision 60 ftí Listen +19, Spot +4
Languages: Abyssal, Common, Telepathy 300 ft

Armor Class: 46 (-1 size, +14 natural, +8 dex, +5 deflection, +4 insight, +6 profane)
Flat footed 46 (Unearthly Evasion)
Touch 32
Hit Dice: 22 (300 hp); Fast heal 10; DR 20 cold iron, epic and good
Immune Acid, electricity, poison
Resist Cold 10, fire 10; SR 39
Fort +24 Ref +23; Unearthly Evasion Will +19

Speed 30 ft (6 squares), swim 40 ft
Melee Primary large +6 rapier +34/+29/+24/+19 (2d6+15 (18-20/x2))
Secondary large +6 rapier +34/+29/+24 (2d6+15 (18-20/x2))
Bite +30 (2d6+5 plus 11 vile & 2 negative levels
Space/Reach: 10 ft/10 ft
Base Atk +22; Grp +36
Atk Options Cleave, combat reflexes, death attack, disruptive attack, power attack, sneak attack +5d6, soul draining bite
Special Actions nightmare swarm, summon tanaríri, unearthly evasion
Spell-like abilities Ė CL 22nd
At will: astral projection, blasphemy, confusion, desecrate, detect good, detect law, greater dispel magic, fly, greater teleport, plane shift, shapechange, suggestion, telekinesis, unhallow, unholy aura, unholy blight, water walk
3/day Ė any symbol, greater invisibility, insanity, undetectable alignment
2/day Ė freedom of movement, ghost sound, obscuring mist
1/day Ė deeper darkness, discern location, misdirection, nondetection, weird

Abilities: Str30, Dex26, Con28 Int16 Wis19 Cha20
SA: Death attack, disruptive attack, nightmare swarm, sneak attack +5d6, soul draining bite, summon tanaríri
SQ: Amphibious, enhanced power, outsider traits, tanaríri traits, unearthly evasion
Feats: Cleave (B), Combat Expertise (B), Combat Reflexes, Dark Speech, Great Fortitude, Greater Two-weapon Fighting (B), Improved Two-weapon Fighting (B), Iron Will, Lightning Reflexes, Multiattack, Power Attack (B), Toughness (B), Weapon Focus (Bite), Weapon Focus (Rapier) (B)
Skills: Balance +22, Bluff +30, Climb +20, Diplomacy +28, Disable Device +13, Disguise +15 (+17 acting), Hide +29, Intimidate +24, Jump +29, Listen +19, Move Silently +33, Sense Motive +29, Spot +4, Swim +35, Tumble +35, Use Magic Device +30
Possessions: 2 large +6 Rapiers.

Amphibious (Ex): Although Lascer have the aquatic subtype, he can survive indefinitely on land.

Death Attack (Ex): If Lascer studies a victim for 3 rounds and hen makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Lascerís choice). Lascer must make this attack within 3 rounds after the initial 3 rounds of studying his target. Otherwise, Lascer must spend another 3 rounds of studying the victim. This also applies if Lascerís attack is attempted and fails.
If Lascerís attack succeeds, the target must make a Fortitude save DC 28 against the kill effect or dies. If the target fails the save against a paralyzation attack, itís mind and body becomes enervated, rendering it completely helpless and unable to act for 10 plus 1d6 rounds.

Disruptive Attack (Su): Whenever Lascer touches a living corporeal non-outsider, which includes his biting attack, he automatically deals 11 points of vile damage. This does not extend to weapons that he is wielding.

Enhanced Power (Su): The save DCs of all of Lascerís special and supernatural attacks and spell-like abilities are raised by +4.

Nightmare Swarm (Su): Up to 3 times per day as a standard action, Lascer can pull apart his stitched up ventral wound to release a cloud of nightmarish life. He can direct this cloud to strike at up to three targets within 60 feet; each creature attacked must make a Will Save DC 30 to realize that the nightmares are only partially real. With a success, the target is shaken for 1d6 rounds. If the target fails the Will save, he cowers in fear for 1d4 rounds. Each round this condition persists, he must make a Fortitude Save DC 30 or die from the overwhelming fright.
If Lascer ever takes more than 50 points of damage from a single attack, a nightmare swarm is automatically released from his body targeting the nearest three creatures (this counts against his daily limit of three Ė if heís already used this ability three times, nothing occurs when he takes more than 50 points of damage). This is a mind-affecting, necromantic, fear effect. The save DC is Charisma-based.

Sneak Attack (Ex): Whenever Lascer successfully attacks an opponent who is denied its dexterity bonus, he does an additional 5d6 damage. This however, do not affect creatures that are immune to critical hits (undead, constructs, etc).

Soul Draining Bite (Su): Upon a successful bite attack, Lascer bestow 2 negative levels. A creature whose negative levels equal his Hit Dice is transformed into a blot of shadows and is inhaled by Lascer, affecting him with the effects of a heal spell and a haste spell (CL20th). A Fort save DC 34 removes the negative levels. The save DC is Constitution-based.

Summon Tanaríri (Sp): Once per day Lascer can automatically summon 1d4 kelvezus. This is equivalent to a 9th level spell.

Unearthly Evasion (Ex): If Lascer makes a successful Reflex save against an attack that normally deals half damage on a successful save, he instead takes no damage. He takes only half damage if the save succeeds. His ability to dodge attacks is so great that such attacks directed at him suffer s 50% miss chance if he is aware of the attacking creature, or a 20% miss chance if he is not. Lascer cannot be flanked. He retains his Dexterity bonus even if caught flat-footed or struck by an invisible attacker

Feats: Lascer gains bonus feats as a 12th level fighter.

As befits his nature, Lascer prefers quiet assassination rather than all out melee. At first opportunity he uses greater invisibility to study his victims. Then he would use a spell-like ability such as obscuring mist, or even a symbol, to catches his victims off-guard before launching a death attack. If forced into melee, he will summon kelvezus, or release a nightmare swarm and tried once again, retreat, teleporting away, and back again, this time invisible, looking for a chance to use his death attack.

Lascerís Goals: The demon lord Lascer was once a human planar explorer, credited with discovering the repulsive layer of the Abyss known as Zionyn, ruled by the obyrith lord Obox-ob. Upon his first visit, Lascer barely escape with his life. On a second ill-advised visit, he was captured by Obox-ob and through unspeakable methods and rites, the Prince of Vermins transformed Lascer into what he is today. Lascer is basically Obox-obís slavish minion. The obyrith lord initially send Lascer out as a spy and he even went as far as infiltrating the court of Grazízt. Rumor has it that Obox-ob is grooming Lascer into an assassin of tanaríri demon lords.

Lascerís Cult: Lascer has a small but powerful cult known as the Shadow Shoal, although the leaders of this cult has been destroyed and their fortress at the undersea complex called the Coral Citadel was breached and looted by adventurers. Lascer is in the process of rebuilding this resource. Sacrifices to Lascer are tortured first, forced to walk on broken glass and to have their hands pierced by long length of wire before they are vivisected and eaten by sea spiders, crabs, and lampreys.

Lascerís Minions: Apart from his assassin cultists, Lascer has few minions. He often uses kelvezus on assassination missions that are not important enough to warrant his personal attention.

Lascerís Realm: Lascer do not rule an Abyssal layer. Hated by the tanaríri as a traitor and mockery, Obox-ob modified Lascer so that he now prefers to dwell in the deepest reaches of the Abyssian Ocean, or Dagonís layer of Shadowsea. Lascerís personal home is a mobile fortress called the Seahold. It is constructed of half-living and half-fossilized creatures of the sea; a spine-covered abomination which many claim to be able to move back and forth from the Abyssian Ocean to the deep oceans of the Material Plane.

Notes: I build Lascer as from a 12th level fighter/10th level assassin. I incorporated his assasin spells into spell-like abilities and the corrupted creature template from BoVD.

2007-10-01, 02:26 PM
One of the demon lords I really want to see statted up is Cabiri the Many-Eyed (Obryith). According to one of the Savage Tide articles, he's currently trapped in the Wells of Darkness and acts as a vestige, but when he was free he had powerful divination abilities; he served a major role as information-gatherer in the war between the Queen of Chaos and the Wind Dukes of Aqaa.

Dante & Vergil
2007-10-17, 05:53 PM
The Demonominicon of Iggwilv was one of my favorite publications from Dragon magazine. I like what you guys have done here, keep up the good work!!!!!:smallbiggrin: :smallcool: :smallbiggrin:

2007-10-23, 07:07 PM
I am working on Dwiergus the Chrysalis Prince.
Another one is the nabassu nursemother Keekaku (from Planes of Chaos, I think). I also have an idea for Bzzelzebuzz, the Lord of the Greatflies (Chasmes).

2007-10-23, 07:14 PM
Quick question about the first Demon prince...

His Endless ability is a Su. What happens when there's a powerful enough Anti-Magic field around?

2007-10-23, 09:02 PM
*Cough* I've run into...larger then minor problems but smaller then major ones with Shaktari, mostly on the fact shes a good bit more powerful then she should be for her level and I've been working on fixing it.

2007-10-23, 10:01 PM
Regarding Lascer: Might limit the release of the swarm on 50+ points of damage from a single attack to SLASHING damage... although I guess bludgeoning could pop the seams... Not really seeing it on most piercing attacks, let alone say... lightning or sonic.

2007-11-02, 07:55 PM
Dwiergus the Chrysalis Prince CR 25

Before you is a 30-feet diamater mass of churning Chaos, a thick soup of swirling demonic arms, legs, heads, wings, tentacles and other body parts that liquefy as quickly as they are formed. Your mind reels from the maddening presence of this creature.

Always CE Gargantuan Outsider (chaotic, evil, extraplanar, obyrith)
Initiative: +7 (+3 dex, +4 improved initiative)
Senses: Darkvision 60 ftí Listen +39, Spot +39
Aura Form of madness (120 ft, Will Save DC30)
Languages: Abyssal, Common, Telepathy 100 ft

Armor Class: 47 (-4 size, +12 armor +20 natural, +3 dex, +4 deflection, +2 insight)
Flat footed 44
Touch 13
Hit Dice: 34 (561 hp); Fast heal 12; DR 20 cold iron, epic and good
Immune Critical hits, mind-affecting effects, flanking, poison, sneak attack, transformation
Resist Acid 10, cold 10, electricity 10, fire 10; SR 38
Fort +23 Ref +24 Will +23

Speed 60 ft (6 squares)
Melee 6 claws +50 (2d6+10 plus chaos taint)
Range Abyssal cocooning +33 touch
Space/Reach: 20 ft (4x4)/20 ft (4)
Base Atk +34; Grp +65
Atk Options Chaos taint, power attack, spring attack
Special Actions Abyssal cocooning, demonic transformation
Spell-like abilities Ė CL 22nd
At will: astral projection, baleful polymorph, chaos hammer, cloak of chaos, desecrate, detect good, detect law, greater dispel magic, greater teleport, nightmare, plane shift, shapechange, telekinesis, unhallow, word of chaos
3/day Ė any symbol, polymorph any object, temporal stasis
1/day Ė implosion, shades

Abilities: Str48, Dex17, Con34 Int18 Wis14 Cha26
SA: Abyssal cocooning, Chaos taint, Demonic transformation
SQ: Obyrith traits, outsider traits
Feats: Combat expertise, Dark speech, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lighning Reflexes, Mobility, Power Attack, Spring Attack, Track, Weapon Focus (claws)

Skills: Climb+56, Concentration+33, Diplomacy+12, Escape Artist +40, Intimidate +45, Jump +60, Listen +39, Move Silently +19, Search +40, Sense Motive +39, Spot +39, Survival+39 (+43 following tracks), Tumble +44, Use Rope+40 (+44 binding)

Abyssal Cocooning (Su): Once every 1d4 rounds, Dwiergus can expel a clot of silk and flesh at any target within a range of 120 ft. He must make a ranged touch attack to strike his target. If he hits, the sticky stuff begins growing over and into the victimís flesh, inflicting 1d6 points of Dexterity drain per round. Each round the victim may make a Fortitude save DC 39 to resist taking damage. If he makes five consecutive successful saves in a row, the stuff dies and the victim is freed. During this period, a dispel chaos, banishment, or word of law can ďkillĒ the flesh and silk, causing it to crumble away to ashes. If a victim is reduced to a Dexterity of 0, he becomes completely encased in a chrysalislike tomb. This chrysalis has hardness 30 and 66 hp and SR 36 against spells and spell-like abilities that target it. If the chrysalis is destroyed, the victim inside must make a DC25 Fortitude save or die Ė if he survives, he may be extracted safely (but still at 0 Dexterity). A victim allowed to remain inside of the chrysalis for 24 hours emerge at the end of that time as a half-fiend thrall of Dwiergus, his former personality gone forever. The save DC is Constitution-based.

Chaos Taint (Su): A blow from Dwiergusí claws infused the victim with the raw substance of Chaos, which attacks the victim physically and mentally. The victim must make a Fortitude DC39 or his body became a spongy amorphous and fiendish-looking mass. The save DC is Constitution-based.
An affected creature is unable to hold or use any item. Clothing, armor, rings and helmets become useless. Large items that are worn, such as armor, backpacks and even shirts, hamper the victim, reducing his Dexterity by 4. The victim is unable to act and think coherently, thus it is unable to cast spells or use magic items. He attacks blindly at friends and foes alike (with Ė4 penalty on attack rolls and 50% miss chance).
Each round spent in this state causes 1 point of wisdom drain to the victim from the mental shock. If his Wisdom is reduced to 0, he becomes a fiendish chaos beast. A victim may try to regain and hold his own shape by making a DC15 Charisma check. A success re-establish the victimís normal form for one minute. On a failure, a creature can still repeat this check each round until successful.
The Chaos Taint is not a disease or a curse so it is difficult, if not impossible to remove. A shapechange or stoneskin spell do not dispel the Taint but fixes the victimís form for the duration of the spell. A dispel chaos, restoration, heal or greater restoration spell is required to remove the affliction ( a separate restoration is required to restored any drained Wisdom).

Demonic Transformation (Su): On a successful touch attack, Dwiergus can transform a chaos beast into a demon. The beast must make a Fort DC39 save to resist the transformation. The transformation is instantaneous. For standard chaos beasts, the Chrysalis Prince may transform them into any demon of CR 8 or less. If he uses this ability on a chaos beast that he himself has transformed via his Chaos Taint ability, the CR of the new demonic form is equal to the original creatureís CR before it was turned into a chaos beast. Demons created in this manner retain no memories of their previous incarnation, although they are aware of the fact that were transformed by Dwiergus and are compelled to serve him if he so commands them. The save DC is Constitution-based.

Form of Madness (Su): Any creature within 120 feet that observes Dwiergus must make a Will Save DC31. Failure indicates the creature thinks he recognizes a part of Dwiergusí form as being identical to part of his own body. He is seized with an irrational but overwhelming urge to cut out the offending part of his body, and unless restrained, seeks out a slashing weapon and attacks himself with it, effectively making a coup de grace attempt against himself. If he survives, he may seem normal, but each time he encounters a new creature of his type, there is a 10% chance that he recognizes the taint of Dwiergus in their form. In this case, he attacks that creature for 1d6 rounds, doing everything in his power to kill it. If the victim of this assault survives, the afflicted character believes heís excised the taint and returns to normal. Finally, each time the insane character wakes from sleeping, he must make a new Will save to resist the urge to try to cut out another part of his own tainted flesh with another coup de grace attempt. This is a mind-affecting effect that does not affect chaotic evil outsiders. This madness is permanent unless cure via a heal or greater restoration (both of which require a DC35 caster level check to succeed) or miracle or wish. The save DC is Charisma based.

Chitin Armor (Ex): As a free action, Dwiergus can form plates of chitinous armor that constantly shifts and moves all over his body, giving him a +12 armor bonus (included in the stats above).

Shape of Chaos (Ex): Dwiergusí constantly shifting body allows him to see in all directions at once, and thus he cannot be flanked. His amorphous nature also renders him immune to critical hits and sneak attack damage. Any transformation magic and/or effects directed against Dwiergus, such as baleful polymorph and petrification automatically fails.

Dwiergus is usually accompanied by a host of chaos beasts that he has transformed, as well as demons that he has transformed from chaos beast. He is also protected by a legion of thralls created from his Abyssal cocoons. In combat, Dwiergus have these minions surrounds him in a protective circle while he uses his greater reach to strike at opponents, hoping to encase them in his chrysalis or turn them into chaos beasts.

Dwiergus Goals: Like most obyriths, Dwiergusí goals are inscrutable and unfathomable to most mortals. He seem to have little concern or interests other than a desire to convert all he sees and encountered into demonic life. Luckily, he rare leaves his realm.

Dwiergus' Cult: The Chrysalis has no organized cult, although some spellcasters have used him as a weapon against their foes, calling him or his aspect to the Material Plane and unlleashing him on enemy fortresses or cities, leaving swaths of demonic life in his wake.

Dwiergus' Minions: Dwiergus has few servants aparts from the demons, chaos beasts and thralls that he transformed; even they tend to be short lived as the unpredictable obyrith lord absorbs them in his mass.

Dwiergus' Realm: The 558th layer of the Abyss, named the Fleshforges, is ruled by the Chrysalis Prince. It is an infinite ever-shifting plastic realm of living hate and protoplasm. Other demon lords, notably Demogorgon and Baphomet have tapped into this realm, creating smaller portal pools in their strongholds to serve as cauldrons in which can they create new minions. The sibiriexes are thought to have been originate from this realm's undulant boewls. Lakes of organic fluid and mountains of twisted bones mock saner landscapes, and the swirling core floats the Chitin Palace of Dwiergus himself. The palace itself is supposedly a living organic edifice grown from Dwiergus' body and thus can commands it and even wear it like a suit of armor. No one as of yet is sane enough to try to investigate this hiedous realm.

2007-11-02, 08:23 PM
Here's a demon lord I made some time ago.
Charun the Hammerer and
the Thrall of Charun (http://www.giantitp.com/forums/showthread.php?t=30601)

2007-11-03, 06:57 PM
Here's a demon lord I made some time ago.
Charun the Hammerer and
the Thrall of Charun (http://www.giantitp.com/forums/showthread.php?t=30601)

Nice, although I think the CR is a bit on the high side. He is probably around 26 or 27.

Oh, what about making a new demon servant for Charun? Dragon magazine acutally had a monster called Charuntes, who is based on Charun.