magic_unlocked
2008-02-08, 03:44 PM
The Daemon.
Large Outsider [Extraplanar, Evil]
Hit Dice: 15d8 + 90 + 15 (180 HP)
Initiative: +7
Speed: 50ft
Armor Class: 27 (-1 size, +3 dex, +5 insight, +10 natural)
Base Attack/Grapple: +15/+29
Attack: Claw +30 melee (1d8 +10, 19-20/x2) or Slam +30 melee (1d8 +10, 19-20/x2)
Full-Attack: 2 claws +30 melee (1d8 +10, 19-20/x2) or 2 slams +30 melee (1d8 +10, 19-20/x2)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, Rend
Special Qualities: Reduction Field, Damage Reduction 26/cold iron or magic or good, Fast Healing 5, Spell Resistance 25, True Seeing, Immunity to Fire, Flaming Body, dark vision 60ft, Insight
Saves: fort +15 / ref +12 / will +14
Abilities: STR 30, DEX 16, CON 23, INT 23, WIS 20, CHA 22
Skills: Pending
Feats: Improved initiative, Power Attack, Cleave, Great Cleave, Improved Toughness, Greater Resiliency
Environment: Pending
Organization: Solitary
Challenge Rating: Pending
Alignment: Always Neutral Evil
Treasure: Pending
This creature, the Daemons, are an elite group of demonic outsiders that specialize in the double-dealings of information. They serve both sides of the Blood War, but only to the highest bidder, or sometimes both. They relish close-range combat and are not above in joining either side of the feud. However, Demons and Devils instantly recognize a Daemon and will not kill it by orders of the higher ups, even Balors and Pit Fiends obey this order, usually.
Special Attacks:
Spell-like abilities: At Will Quickened True Strike, 2/day haste. Caster Level 15
1/week Greater Scrying, Foresight Caster Level 20
Rend: A Daemon that hits with two claw attacks can rend the target dealing additional damage equal to 2d6 + 10 damage.
Special Qualities:
Flaming Body: The body of a daemon is wreathed in flame. Anyone grappling a daemon takes 1d6 points of fire damage per round.
Insight: The nature of a daemon sees multiple time streams at once, to a very minor limited effect. It gains its wisdom modifier as a bonus to AC and to attack rolls. This bonus is in effect even it is bound or helpless and looses this bonus if it becomes dazed, stunned or unconscious.
Reduction Field: The nature of a demon is highly destructive to surrounding energy, regardless of its source. Any spell, spell-like ability, supernatural ability, psionic power or psi-like ability cast at a daemon, or an area effect that targets a daemon suffers a -4 caster/manifester level and a -2 to the DCs of the spell or power.
True Seeing: A daemon is under a constant true seeing effect.
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Okay, I made this monster out of boredom and have yet to actually test it so I need a CR for it. And I have yet to make fluff for this beastie as well. What says the playground for fluff ideas concerning this creature?
Edit 1.0: Added some flavor text.
Large Outsider [Extraplanar, Evil]
Hit Dice: 15d8 + 90 + 15 (180 HP)
Initiative: +7
Speed: 50ft
Armor Class: 27 (-1 size, +3 dex, +5 insight, +10 natural)
Base Attack/Grapple: +15/+29
Attack: Claw +30 melee (1d8 +10, 19-20/x2) or Slam +30 melee (1d8 +10, 19-20/x2)
Full-Attack: 2 claws +30 melee (1d8 +10, 19-20/x2) or 2 slams +30 melee (1d8 +10, 19-20/x2)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, Rend
Special Qualities: Reduction Field, Damage Reduction 26/cold iron or magic or good, Fast Healing 5, Spell Resistance 25, True Seeing, Immunity to Fire, Flaming Body, dark vision 60ft, Insight
Saves: fort +15 / ref +12 / will +14
Abilities: STR 30, DEX 16, CON 23, INT 23, WIS 20, CHA 22
Skills: Pending
Feats: Improved initiative, Power Attack, Cleave, Great Cleave, Improved Toughness, Greater Resiliency
Environment: Pending
Organization: Solitary
Challenge Rating: Pending
Alignment: Always Neutral Evil
Treasure: Pending
This creature, the Daemons, are an elite group of demonic outsiders that specialize in the double-dealings of information. They serve both sides of the Blood War, but only to the highest bidder, or sometimes both. They relish close-range combat and are not above in joining either side of the feud. However, Demons and Devils instantly recognize a Daemon and will not kill it by orders of the higher ups, even Balors and Pit Fiends obey this order, usually.
Special Attacks:
Spell-like abilities: At Will Quickened True Strike, 2/day haste. Caster Level 15
1/week Greater Scrying, Foresight Caster Level 20
Rend: A Daemon that hits with two claw attacks can rend the target dealing additional damage equal to 2d6 + 10 damage.
Special Qualities:
Flaming Body: The body of a daemon is wreathed in flame. Anyone grappling a daemon takes 1d6 points of fire damage per round.
Insight: The nature of a daemon sees multiple time streams at once, to a very minor limited effect. It gains its wisdom modifier as a bonus to AC and to attack rolls. This bonus is in effect even it is bound or helpless and looses this bonus if it becomes dazed, stunned or unconscious.
Reduction Field: The nature of a demon is highly destructive to surrounding energy, regardless of its source. Any spell, spell-like ability, supernatural ability, psionic power or psi-like ability cast at a daemon, or an area effect that targets a daemon suffers a -4 caster/manifester level and a -2 to the DCs of the spell or power.
True Seeing: A daemon is under a constant true seeing effect.
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Okay, I made this monster out of boredom and have yet to actually test it so I need a CR for it. And I have yet to make fluff for this beastie as well. What says the playground for fluff ideas concerning this creature?
Edit 1.0: Added some flavor text.