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Rykounagin
2005-09-02, 06:52 PM
Monster [Spawn]:

The [Spawn] series revolves around the concept of the greater beings having “power droppings” that they leave all over the place. This oft manifests into the twisted spawn of hell, the abyss, or even the greater planes. These creatures are normally found on their connected plane, however, they can often be found on other planes after a greater demon or the likes has walked upon it, building themselves from the remains of a cast spell or even from the scorched ground their feet have touched.

These creatures are also summonable by a “Summon Monster 5” spell, adherent to their normal alignment, and can also be racially be summoned by a demon, devil, or the likes of their home plane as if they were summoning a bearded devil or such things.

HELLSPAWN

Hit Dice: 9d8+12 (58 HP)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 35 ft. (7 squares)
Armor Class: 18 (+3 Dex, -1 Size, +6 Natural Armor, +2 Large Metal Shield)
Base Attack/Grapple: +9/4
Attack: +10 Large +1 Flaming Spear (3d6+5), +9 Leg (1d8+4)
Full Attack: +10/5 Large +1 Flaming Spear (3d6+5), +9/4 Six Legs (1d8+4)
Space/Reach: 10ft/10ft.
Special Attacks: Innate Magic, Cone of Flame, Damned Thrust
Special Qualities: Elemental Resistance 5, Spell Resistance 15, Walk of the Spider, Darkvision.
Saves: Fort +9, Ref +8, Will +4
Abilities: Str 19, Dex 17, Con 15, Int 11, Wis 7, Cha 17
Skills: Climb +28, Concentration +14, Hide +9, Knowledge (Arcana) +12, Knowledge (Planes) +12, Spellcraft +15.
Feats: Power Attack, Improved Sunder, Cleave.
Environment: Hell.
Organization: Solitary, Pack (2-4)
Challenge Rating: 9
Treasure: Standard
Alignment: Lawful Evil
Advancement: By Character Class
Level Adjustment: +8
This creature of the hells stands on six large rectangular legs with curved sides and corners, such as a spider as the legs at the top double back to the torso of a man, a plate of metal hanging from a chain of steel, it’s black hair a mane down it’s back, curved black horns protruding from the top of it’s forehead. In it’s hands, it holds a massive spear of gold, inset with large rubies, markings of darkness carved upon it just as the same tattoos cover it’s chest.
COMBAT
Hellspawn are drawn too violence upon the planes of hell, outside it’s cities or within as “guard dogs”. Though they possess a wicked intelligence, they are quite animalistic. In combat they usually chose to use vertical terrain to their advantage, or use their spears in close combat. They enjoy pinning their foes with their powerful legs, and finishing them off with the spear.
Innate Magic: Once Per Day: Darkness, Invisibility,
Scorching Ray; Caster Level Sorcerer of 13th Level.
Cone of Flame: Once every 2d4 Rounds, a Hellspawn may make a cone of flame 50 ft long, and 5 feet wide, that deals 6d8 flame damage.
Damned Thrust: A Hellspawn may make a charge action. If the blow hits, deal “vicious” damage for each die of damage to the target, so that the spear does 5d6, however, the bite back is more powerful, dealing 4d6 damage to the Hellspawn.
Elemental Resistance: Hellspawn have an elemental resistance against all elements, equal to 5, and 10 against flame. They are also immune to death spells, and poison.
Spell Resistance: A Hellspawn has a Spell Resistance of 15.
Walk of the Spider: Hellspawn gain a +20 to all climb checks, and are capable of walking upon surfaces 3/day as per the “Spider Climb” spell, cast at will.

Hellspawn as Characters
Most Hellspawn are fighters or barbarians, due to their bestial nature.
-Str +6, Dex +4, Con +2, Int -2, Wis -6, Cha +4
-Large Size, -1 penalty to Armor Class, -1 Penalty to Attack rolls, -4 Penalty on Hide Checks, +4 on Grapple Checks, lifting and carrying limits are double that of medium size characters.
-Space/Reach: 10ft./10ft.
-Darkvision out too 100 ft.
-Elemental Resistance: Elemental Resistance of 5, and is immune to Poison and Death effects.
-Spell Resistance is equal too 15+character level.
-Walk of the Spider: See Hellspawn description.
-Innate Magic: Once Per day: Darkness, Invisibility, Scorching Ray. Caster Level is equal to character level.
Cone of Fire: See Hellspawn Description.
Level Adjustment: +8

Variant: Abyssal Spawn
Abyssal Spawn follow the same concepts behind the Hellspawn, they are merely creatures of the same proportions, though their legs can be anything from the spiders to that of an octopus or even a lions. Also note that their primary element is that of Lightening and their alignment is Chaotic Evil.

HELLSPAWN LORD
Hit Dice: 16d8+50 (180)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares)
Armor Class: 24 (+4 Dex, -2 Size, +6 Natural Armor, +5 +3 Large Metal Shield)
Base Attack/Grapple: +11/6
Attack: +14 Large +3 Vicious Flaming Burst Spear (3d6+5[10d6]), +11 Leg (1d8+4)
Full Attack: +14/6 Large +3 Vicious Flaming Burst Spear (3d6+5[2d6]), +11/6 Six Legs (1d8+4)
Space/Reach: 20ft/15ft.
Special Attacks: Innate Magic, Cone of Flame, Damned Thrust.
Special Qualities: Elemental Resistance 15, Spell Resistance 20, Walk of the Spider, Darkvision, Telepathy.
Saves: Fort +14, Ref +12, Will +10
Abilities: Str 22, Dex 19, Con 20, Int 14, Wis 11, Cha 19
Skills: Climb +35, Concentration +20, Hide +14, Knowledge (Arcana) +17, Knowledge (Planes) +17, Spellcraft +22.
Feats: Power Attack, Improved Sunder, Cleave, Greater Cleave, Improved Bullrush, Combat Brute, Shock Trooper
Environment: Hell.
Organization: Solitary, Minions (2-4 Hellspawn, 1-2 Hellspawn Masters)
Challenge Rating: 16
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: By Character Class
Level Adjustment: +14
This creature of the hells stands on six large rectangular legs with curved sides and corners, such as a spider as the legs at the top double back to the torso of a man, a plate of metal hanging from a chain of steel, it’s black hair a mane down it’s back, curved black horns protruding from the top of it’s forehead. In it’s hands, it holds a massive spear of gold, inset with large rubies, markings of darkness carved upon it just as the same tattoos cover it’s chest and arms. However, unlike others, it stands perhaps a good 18 feet, even more massive then the others, it’s eyes replaced by burning flames that lick up over it’s horns and into the air.
COMBAT
Hellspawn lords are much more devious then their weaker minions. They prefer to distract their foes with their minions (if available) and bombard their foes with Fireballs and Scorching Rays, hiding themselves in Darkness spells while cutting of the enemies escape with walls of fire. They oft carry Hellspawn Masters with them upon their legs, or in a close knit entourage to lend them their support, and in dire circumstances, offer them up as a shield.
Innate Magic: At Will: Darkness, Invisibility, Scorching Ray, Fireball, Wall of Flame; Caster Level Sorcerer of 18th Level.
Cone of Flame: Once every 2d4 Rounds, a Hellspawn may make a cone of flame 100 ft long, and 10 feet wide, that deals 8d8 flame damage.
Damned Thrust: A Hellspawn may make a charge action. If the blow hits, deal “vicious” damage for each die of damage to the target, so that the spear does 10d6, however, the bite back is more powerful, dealing 8d6 damage to the Hellspawn.
Elemental Resistance: Hellspawn have an elemental resistance against all elements equal too 10, and is immune to flame. They are also immune to death spells, and poison.
Spell Resistance: A Hellspawn has a Spell Resistance of 20.
Walk of the Arachnid: Hellspawn gain a +20 to all climb checks, and are capable of walking upon surfaces 8/day as per the “Spider Climb” spell, cast at will.



Variant: Abyssal Spawn Lord
Abyssal Spawn Lords follow the same concepts behind the Hellspawn Lords, they are merely creatures of the same proportions, though their legs can be anything from the spiders to that of an octopus or even a lions. Also note that their primary element is that of Lightening and their alignment is Chaotic Evil, they also possess Lightening Bolt, instead of Fireball.


Hellspawn Master
Hit Dice: 6d6 (20)
Initiative: +2
Speed: 30ft.
Armor Class: 14
Base Attack/Grapple: +3/+3
Attack: +4 +1 Lightening Whip 1d4+1d6+2
Full Attack: +4 +1 Lightening Whip 1d4+1d6+2
Space/Reach: 5ft/5ft
Special Attacks: Intimidate
Special Qualities: Inspire Hellspawn.
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 13, Dex 13, Con 12, Int 16, Wis 14, Cha 16
Feats: Combat Reflexes, Power Attack.
Environment: Hell
Organization: Solitary, Masters (1-2), Packmaster (1-2 Hellspawn Masters, 2-4 Hellspawn)
Challenge Rating: 4
Treasure: Standard
Alignment: Lawful Evil
Advancement: By Class Levels
Level Adjustment: +3
A humanoid figure, depicted as “the devil”, his figure a skeletal man with oily skin, hair black and slicked back with pale ivory horns. He wears a lime green coat with two pockets, his white gloved hands when not preoccupied sit inside the pockets. His legs are those of a satyr, black hooves with dark fur. His eyes gleam of malicious intents.
COMBAT
Intimidate: Once during combat, the Master may attempt too intimidate a foe into submission. This is a gaze attack, the will save of which is DC 14. The target if fails is considered afraid for 1d4+1 rounds.
Inspire Hellspawn: With a diplomacy check of 10, and will give a +2 to all checks, attacks, saves, or skills for 1d4 rounds.

How To Create Your Own Spawn
[Spawn] are a very easy thing to make. First off, you must create your basic spawn, with a specific base plane. For example you might have a “Mechanicus” spawn that hails from the Mechanicus plane, made entirely of metal plates and such, or an angel type from the celestial planes with white wings and a golden aura. There are as many types of Spawn as there are planes, so hence there’s a lot of room for creation. Now, first off, all spawn must have an elemental base, of either Sonic, Fire, Ice, Lightening, or Acid. A base spawn will usually have a resistance of 5 to all elements, and a 10 for their primary kind. They will also have innate spells or at least special abilities connected to their home plane. They will also always have a powerful weapon of some kind, a magical spear, sword, axe, bow, ect. After all of this, it is merely up in the air, aside from the fact that they are ALL immune to poison and death spells. This includes any attempts to resurrect them!

Cantankerous
2005-09-02, 07:01 PM
It's nice concept you started off with, but I think all three monsters need some work and balancing. Not to mention that I think already we have a bit of a surplus of the "big evil really badass monster that should make you pee your pants."

Rykounagin
2005-09-02, 07:03 PM
I appciate the critique, but I have to ask "balancing how"? Balancing is very general....

P.S. These monsters are more designed either as a "mini-boss" for lower level characters of either equal-too or slightly lower levels then the CR, in the event they're stalking about the planes. Or as "minions" or explicable demonic random encounters when near demons, angels, ect.

Cantankerous
2005-09-02, 07:21 PM
There's a big HD-CR discrepancy, for one thing. Consider dismissal.

The Glyphstone
2005-09-03, 06:07 AM
It'd save some space if you cut out the LA for playing as a Hellspawn/Abyssal Lord. As it stands, they start at a minimum ECL 24, out of reach for anything that's not fairly Epic - so including rules on them as characters won't be used very often, and makes the entry longer.

Rykounagin
2005-09-03, 11:27 AM
I could most likely take that into account glyph... hmmm, well the reason I want all of that in there is simply because I want to have everything, and also want the ability to have them as characters, say in the event that someone wants to use it as some sort of "material planes villain" or something. But thanks for the feedback.