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Krimm_Blackleaf
2007-12-01, 05:59 AM
-Ancient Baatorians-
More of the most ancient evils. (http://www.giantitp.com/forums/showthread.php?t=85327)

http://www.waynebarlowe.com/inferno_images/barlowe_littlelegbeast.jpg

Hell's Firstborn (Haazekthok)
Gargantuan Outsider (Evil, Extraplanar, Lawful)
HD: 25d8+225 (337 hp)
Initiative: +17
Speed: 50 feet (10 squares)
Armor Class: 40 (+9 Dex, +25 Natural, -4 size), touch 15, flat-footed 31
Base Attack/Grapple: +25/+49
Attack: 2 claws +33 melee (4d6+12/19-20) or bite +32 melee (6d6+12)
Full Attack: 2 claws +33 melee (4d6+12/19-20) and bite +30 melee (6d6+6)
Space/Reach: 20ft./20ft.
Special Attacks: Rage, spell-like abilities, symbol of pain
Special Qualities: Darkvision 60 ft., DR 15/epic and good, immunity to electricity and fire, regeneration 5, resistance to acid 10, cold 10, see in darkness, SR 33
Saves: Fort +27, Ref +25, Will +17
Abilities: Str 35, Dex 28, Con 29, Int 6, Wis 13, Cha 16
Skills: Balance +19, Concentration +24, Diplomacy +5, Hide +7, Intimidate +28, Jump +27, Listen +34, Move Silently +19, Sense Motive +16, Spot +34
Feats: Improved Critical (claw), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Weapon Focus (claw)
Epic Feats: Epit Fortitude, Superior Initative
Environment: Nine Hells of Baator
Organization: Solitary or pair
Challenge Rating: 20
Treasure: None
Alignment: Always Lawful evil
Advancement: 26-38(Gargantuan), 39-50(Collossal)
Level Adjustment: --

Walking on unusually thin legs is a hulking creature of overwhelming horror. Easily the height of five men or more and covered in a thick, coal-black skin, it gazes down upon you with four unnerving orange eyes. It has two muscular arms with meaty hands covered in countless black hook-like razored claws. On it's back appear to be two detached, floating, rigid wings that also seem functionless but also on it's back are several infernal glowing sigils that merely looking upon send shock waves of agony through you.

Haazekthoks are the primordial creatures of Baators origin, before the angels fell and the Baatezu took over. They are what demons would have been if forged from eternal law instead of chaos. It is said that there were once many breeds of these devils but now all that reminds are the dim-witted creatures that roam the most desolate of Hells planes. They like to feed on the flesh of devils and mortals alike, but devil meet is in higher stock.

Haazekthoks stand about 25 to 30 feet in height and weigh 5 tons. They do not speak, but understand Abyssal and Infernal.

COMBAT
Despite their dim wits, Hells firstborn are natural killers. They prefer to fly into a rage and tear into their enemies with their razored claws and powerful jaws. If they cannot reach their enemies they will attempt to hold them in place or do away with them at a distance. They really enjoy getting their foes within range of their painful sigils, as they enjoy the look of agony on a meals face. Most Haazkethoks will fight to the death, but aren't unknown to run from a losing battle.

See in Darkness (Su): Haazekthoks can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Rage (Ex): Haazekthoks rage as a 20th level barbarian. Unlike barbarians, they may rage and retain a lawful alignment simultaneously.

Symbol of Pain (Su): Hell's firstborn are creatures that after millenia of existence know how to cause pain. They have supernatural sigils on their back that act just as the spell of the same name(Fort DC 25 negates).

Spell-like abilities: at will - blasphemy, darkness, desecrate, detect good, detect chaos, dispel good, dispel chaos, greater teleport(self plus 50 pounds of material), heat metal, telekinesis; 3/day - destruction, harm, implosion, time stop; 1/day - mass hold monster, meteor swarm

Regeneration (Ex): Hell's firstborn take normal damage only from good-aligned, epic weapons and spells and effects of the good descriptor.

Skills: Haazekthoks have a +8 racial bonus to Listen and Spot checks.

Mind Devil (Redaegon)
Medium Outsider (Evil, Extraplanar, Lawful, Psionic)
HD: 9d8+18 (59 hp)
Initiative: +2
Speed: 40 feet (8 squares)
Armor Class: 17 (+2 Dex, +5 Natural), touch 12, flat-footed 15
Base Attack/Grapple: +9/+10
Attack: Masterwork dagger +15 melee (1d4+6/19-20)
Full Attack: 6 masterwork daggers +15 melee (1d4+6/19-20)
Space/Reach: 5ft./5ft.
Special Attacks: Halo of knives, manifesting, spell-like abilities
Special Qualities: Darkvision 60 feet, DR 10/good, immunity to fire and poison, naturally psionic, resistance to acid 10 and cold 10, see in darkness, SR 19
Saves: Fort +8, Ref +8, Will +10
Abilities: Str 12, Dex 15, Con 14, Int 23, Wis 14, Cha 19
Skills: Autohyponosis +16, Bluff +14, Concentration +14, Decipher Script +14, Diplomacy +18, Disguise +14(+16 while acting in character), Hide +10, Intimidate +11, Knowledge (arcana) +16, Knowledge (psionics) +20, Knowledge (religion) +16, Knowledge (the planes) +18, Listen +10, Move Silently +10, Psicraft +20, Search +11, Sense Motive +10, Spot +10, Survival +2(+4 on other planes, following tracks)
Feats: Dodge, Empower Power, Iron Will, Quicken Power
Environment: Nine Hells of Baator
Organization: Solitary, pair or fellowship (3-10 plus 3-15 soul shells)
Challenge Rating: 11
Treasure: Standard
Alignment: Always Lawful evil
Advancement: By character class (favored class: Kineticist)
Level Adjustment: +6

Standing here before you is a creature of red, chitinous flesh. It's head looks like that of a smooth, hairless humanoid head without ears or a nose, and in the place of the nose is a skull-like hole. It's eyes are yellow and tired but penetrate you like daggers. He wears a long, nearly organic looking cloak, on the back of which is a glowing diabolical sigil. Floating above his head are six well crafted daggers, pointed upward and outward and centered around a small ball of fire.

Redaegons are Baatorians from before the fall of Asmodeus and Hell came under his control. A race that used to be strong and lived in great mass, they now dwindle to only a little over a thousand individuals and they all show signs of age and weariness. Despite their very slowly aging bodies, they have powerful minds with vast psionic capabilities, as well as natural magical capabilities.

Redaegons stand about 6 feet tall, weigh 150 pounds and are fluent with Abyssal, Celestial, Common and Infernal.

COMBAT
Mind devils like to keep their distance in combat, preferring psionic devastation in mass against their enemies. In closer combat they use their halo of daggers to cut their foes to ribbons. If a reasonable distance from foes they like to hold back slightly on their most powerful abilities and like to use those of one or two levels lower until higher ones seem necessary. If in combat with other devils it prefers to use powers of the fire descriptor to spare their allies.

Halo of Knives (Su): Surrounding a Redaegon's head in a slowly spinning halo is a set of 6 masterwork knives. Whenever the mind devil choses, they may attack with each of them as a full-attack action and with one as an attack action. The attack and damage rolls are determined by the Redaegon's Intelligence modifier.

See in Darkness (Su): Redaegons can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Naturally Psionic: Redaegons are naturally psionic creatures, and gain an additional amount of power points equal to their racial HD and any psionic class levels.

Spell-like Abilities: at will - darkness, detect chaos, detect good, greater teleport(self plus 50 pounds of material), levitate, magic missile; 3/day - air walk, blasphemy, invisibility, plane shift, unhallow; 1/day - deeper darkness, forcecage. CL 9th, save DC's are Cha based.

Manifesting: Redaegons manifest powers as 9th level Kineticists. The save DCs are Int based.

Typical Kineticist Powers Known (pp 108, base save 16+power level): 1st - catfall, conceal thoughts, disable, force screen, mind thrust; 2nd - concussion blast, control air, ego whip, energy missile; 3rd - body adjustment, energy burst, energy cone, telekinetic force; 4th - control body, death urge, energy ball, mindwipe; 5th - energy current, fiery discorporation.

Levels of Kineticist stack with this to determine power points, powers known and manifester level.

Ramos
2007-12-01, 06:13 AM
Not bad-though the Haazekthok has pretty low ability scores especially considering its gargantuan size.

Is their Greater Teleport ability limited to themselves or can they teleport others too?

Why a rage ability? Rage is not an ability that reflects Law at all in its flavor. You can give the same bonuses via a "killer's persistence" ability that gives a +3 cumulative bonus to strength, constitution and will saves each round the combat continues to a maximum of +9 (to reflect the Nine Hells) so it really fits with the flavor.

Baron Corm
2007-12-01, 02:10 PM
What are the goals of the redaegon? They have a plane shift ability, are lawful evil outsiders, and are not baatezu. I'd think that they would 1. leave their plane which was taken over by the baatezu and 2. set about killing things on the material plane. Also, why would redaegon's be allied with devils, as you said under their combat block? And I agree that rage doesn't belong on the haazekthok.

Where did you get that amazing picture? Don't tell me you drew it...

Krimm_Blackleaf
2007-12-01, 07:29 PM
The reason I have them with rage is because I see them as like... the dinosaur's of hell and no matter how lawful they are they're still pretty basic and primordial. They're structured as any other devil, but they can still be prone to fits of rage when dealing with opponents or food.
Another way of looking at it... since demons are the first of all creatures in the outer planes it could have been that the Hell's firstborn were just demonic immigrants from ages past and are the anathema to the fallen angel, the axiomatic demon. I don't know if that makes sense to anyone else, but I think it makes about as much sense as the fallen angel story.
EDIT: No, I didn't make that. It's made by Wayne Barlowe.