2011-03-08, 09:47 PM (ISO 8601)
Eldritch Horror in the Playground
Re: GITP Monster Competition LV - Once More, With Spirit
"He who fights monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you." - Fredrich Nietzsche
Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 12d8+60 (114 HP)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30ft. (6 squares)
Armor Class: 28 (+3 Dex, +7 natural, +7 armor), touch 13, flat-footed 24
Base Attack/Grapple: +12/+22
Attack: +22 melee (1d8+12/19-20/x2, Blade of Suffering or +22 melee w/ 15ft. reach (1d3+12, Lash of Torment
Full Attack: +22/+17/+12 melee (1d8+12/19-20/x2, Blade of Suffering and +22/+17/+12 melee (1d6+12/x2, Lash of Torment
Special Attacks: Blade of Suffering, Dueling Ground, Lash of Torment, Spell-like abilities
Special Qualities: Damage Reduction 15/cold iron or good, darkvision 60ft., immunity to electricity and poison, Glory Seeker, resistance to acid 10, cold 10, and fire 10, spell resistance 24, telepathy 100ft., Victory Beyond Death
Saves: Fort +13, Ref +12, Will +10
Abilities: Str 30, Dex 19, Con 20, Int 17, Wis 15, Cha 18
Skills: Climb +18, Jump +18, Hide +12, Intimidate +16, Knowledge (The Planes) +15, Listen +14, Move Silently +12, Spot +14, Survival +14, Tumble +14
Feats: Greater Two-Weapon Fighting, Improved Disarm, Improved Initiative, Improved Two-Weapon Fighting, Track (B), Two-Weapon Fighting
Organization: Always Solitary
Challenge Rating: 12
Treasure: +2 adamantine breastplate, Blade of Suffering, Lash of Torment, plus standard (coins only)
Alignment: Always chaotic evil
Advancement: By class levels, see Victory Beyond Death
Blocking the road ahead of you stands an armored figure. It looks like a man, but one hideously scarred, every inch of his exposed flesh criss-crossed with healed and half-healed lines of scar tissue. In one hand, he holds a pitted black sword that he waves in a challenging, beckoning manner, and in the other he clutches a barbed whip that seems to lash around of its own accord.
Hochmyts, sometimes known as ‘Pride Demons’ or ‘Duelist Demons’ are a very rare sight for most travelers, and one best avoided at all costs. As befits their name, hochmyts are obsessed with finding worthy opponents with which they can cross blades, and when they think they have found one, will pursue the unfortunate subject of their twisted respect with singleminded dedication. This means they are most commonly encountered on the Prime Material, it being the most fruitful hunting grounds for warriors of sufficient talent. Oddly for a entity of chaos, duelist demons adhere rigidly to their own twisted code of honor – they do not strike from ambush, and always attempt to offer the target of their pursuit the chance to engage in single combat, using their Dueling Ground ability to enforce the combat once accepted. Should the terms of the duel be broken, they will freely divide their attention to fend off other opponents, singling out warriors over casters, but their original target remains the primary focus for attacks. They never retreat unless threatened with destruction by a nonhumanoid creature – in such a case, they will teleport to safety and return when rested and healed.
Meeting a hochmyt in battle can be as difficult as evading it, though, and far more deadly, for the challenging spirit of these warrior fiends is potent enough to transcend death. Many an unlucky swordsman has triumphed over a hochmyt, only to soon find their minds drifting irresistibly towards seeking skilled opponents to challenge, even as raised lines of scar tissue begin to push free of their flesh. Within days or weeks, the warrior has transformed entirely, and the hochmyt that they defeated lives to walk the world once more. Holy magics can suppress or slow the transformation, but once it takes root, only the greatest of powers can remove it entirely.
If engaged in a duel, a hochmyt will close to melee on foot, battering away at its opponent with its sword and whip. In a ‘free fight’, it behaves much the same, but with the addition of its Greater Teleport spell-like ability to close the distance against enemies attempting to stay out of range. It enjoys using its Lash of Torment to disarm or trip enemies, particularly those it has concluded to be weak opponents or otherwise unworthy of its respect, hoping to goad the enemy or any nearby allies of the enemy into violating the dueling circle so that it can battle them all at once.
Blade of Suffering (Su): This pitted sword constantly drips with a black, foul-smelling ichor that burns to the touch. It counts as a +2 unholy longsword that automatically bypasses any material-based form of damage reduction. If borne by the victim of Victory Beyond Death, it applies a -1 penalty on the Will save. If this weapon ever leaves the possession of the hochmyt while it is still alive, the demon can cause it to vanish and reappear in hand as a free action, though it considers being disarmed ‘fair’ and will not use this ability while within a dueling circle.
Dueling Ground (Su): If a hochmyt issues a challenge to single combat, and its target accepts, the hochmyt can create a supernaturally enforced area in which to do battle. This takes the form of a circle 40ft. in diameter, with the two duelists initially positioned on opposite sides of the circle. While the circle remains intact, it blocks line of effect for any spells, attacks, or abilities in both directions, regardless of the height of the origin point. Any creature attempting to cross the circle, direct an attack, or cast a spell past it must succeed on a DC22 Will save, else it automatically fails. If they succeed, the attack functions as normal, but the dueling circle is immediately broken and vanishes. The save DC is Charisma-based and includes a +2 racial modifier.
Glory Seeker (Ex): Hochmyts thirst for a worthy challenge, and almost unconsciously restrain themselves from going all-out when faced with an opponent even marginally less capable than themselves in melee combat. If attacking an enemy with a lower total attack bonus than the hochmyt (not counting any voluntary penalties such as Power Attack or fighting defensively), the hochmyt takes a penalty to damage on all its attacks equal to the difference in their attack bonuses. This penalty still applies even when the hochmyt is not inside a dueling circle.
Lash of Torment (Su): this long whip appears to be made of raw red muscle, thrashing and flailing with a will of its own, and is lined with jagged barbs of black iron all along its length. It counts as a +2 wounding whip in all respects save that it always deals lethal damage, even to targets with armor or natural armor. If the wielder is stunned or otherwise unable to take a standard action, the Lash of Torment will attack the nearest enemy within reach on its own, though it suffers a -5 penalty to attacks while doing so. It applies a -1 penalty on the Will save for any bearer suffering from Victory Beyond Death. If this weapon ever leaves the possession of the hochmyt while it is still alive, the demon can cause it to vanish and reappear in hand as a free action, though it considers being disarmed ‘fair’ and will not use this ability while within a dueling circle.
Spell-Like Abilities: At will – greater teleport (self only); 1/day - locate creature; 1/year – planeshift (self only)
Victory Beyond Death (Ex): By far the most horrifying ability of the hochmyt is its power to infect anyone who slays it with a portion of its demonic spirit, and slowly overpower their own soul to replace it with the demon’s own essence. Any humanoid or outsider who kills a hochmyt by means of any direct attack is immediately effected with this condition – if the demon dies to another cause, it instead reappears on a random layer of the Abyss after 1 year. A victim so corrupted can be purified by a Remove Curse spell within 24 hours of slaying the demon, but after that time expires, only a Wish or Miracle can remove the taint. Victory Beyond Death functions similar to a disease, requiring a DC22 Will save once every 24 hours to resist 1d6 points of Charisma drain. Additionally, after a save is failed, any time a character meets an opponent they judge sufficiently worthy to be an equal match one-on-one (any single creature with a CR equal to the character's level) during the next 24 hours, they must succeed on another DC22 Will save or attempt to challenge them in single combat to the death, mocking and verbally abusing them if they refuse.
As the character’s Charisma approaches 0, their appearance gradually transforms to resemble a hochmyt, and they begin to take on its mindset as well. If their Charisma ever drops to 0, the full transformation immediately takes effect – the character dies, and transforms into the hochmyt with all of its memories and skills as detailed above. A character slain in this fashion can only be brought back to life by a True Resurrection spell. The save DC is Charisma-based and includes a +2 racial modifier.
Last edited by The Glyphstone; 2011-03-15 at 03:49 PM.
Originally Posted by Red Fel, on quest rewards