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  1. - Top - End - #1
    Halfling in the Playground
     
    ClericGuy

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    Default Rollyn's Demon Homebrew Compendium (3.5, WIP, PEACH)

    Hello Playgrounders!

    I've been planning for and running a Blood Bond - centered campaign for about a year now and have since made a few fiends that I think could use some critiquing and feedback.
    Entries in stat blocks with a "?" are things I know I definitely need collaboration for, but feel free to PEACH anything you find, off.

    Let's get to it!
    Rollyn

    I cannot claim credit for the following entries but wanted to include them here because I requested them in the "Request A Homebrew" thread.
    Lurker-in-Shadow
    Child of Madness (Class)

    And here begins my workings:

    Nerukan
    Medium Outsider (Chaotic, Evil, Extraplanar)
    Hit Dice: 4d8+4 (22 hp)
    Initiative: +7
    Speed: 30 ft Climb 30 ft
    AC: 17 (+3 Dex, +4 Natural), touch 13, flat-footed 14
    BAB/Grapple: +4/+6
    Attack: Tail Club +6 melee (1d8 +4 plus 1 profane)
    Full Attack: Tail Club +6 melee (1d8 +4 plus 1 profane) and 2 Claws +2 melee (1d6 +1 plus 1 profane) and Bite +1 melee (1d4 +1 plus 1d6 fire plus 1 profane)
    Face/Reach: 5 ft./5 ft.
    Special Attacks: Being of Chaos, Breath Weapon (2d6 Chaotic), Burning Bite
    Special Qualities: Darkvision 60 ft, Immune to Fire, Resist 10 Acid, Vulnerability to Cold
    Saves: Fort +5, Ref +7, Will +4
    Abilities: Str 15, Dex 16, Con 12, Int 6, Wis 11, Cha 12
    Skills: Climb +14, Hide +7, Jump +6, Listen +2, Move Silently +7, Spot +4
    Feats: Improved Init, Ability Focus (Breath Weapon), Claws of the BeastB*
    Environment: The Abyss
    Organization: Solitary, Pair, or Band (1d6 Nerukan + 1d2 Bar-Igura)
    Challenge Rating: ? (I was hoping to make it roughly equivalent to the Hell Hound, so close to 4)
    Alignment: Always Chaotic Evil
    Treasure: ? (I leaning towards None)
    Advancement: 5-6 HD (Medium), 7 - 12 HD (Large)

    Two figures, which you previously thought were hanging chains covered in a dried gore, have begun to slide into the rafters. You look up and see a big ape-like creature with green reptilian skin. The beast lets out a chattering screech and its mouth, which seems just too large for the body, is filled with razor sharp teeth, and two forked tongues.
    The beasts’ eyes, four eyes, one set directly over the other, are a dark green rimmed in alternating red and black. The beasts’ arms are massive, tensed with a ridiculous mass of muscle. Their tails, 3 feet long and each ending in a huge crushing bone, rise up behind their heads and swing down toward you.


    Skills: Nerukans have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
    Burning Bite: On a successful bite attack the Nerukan deals 1d6 fire damage as if its bite were a flaming weapon.
    Being of Chaos: Natural weapons deal +1d6 chaotic damage against lawful creatures and are treated as chaotic to overcome damage reduction.
    Breath Weapon (Su): 15-foot cone, once every 2d4 rounds, damage 2d6 chaotic, Reflex DC 15 half. The save DC is Constitution-based.
    The air around you becomes deathly still. You smell the vile sting of brimstone as you feel your body wracked in pain. All around you, you see dozens of eyes, of all sorts of colors and shapes staring at you from the empty space between you and the beast before you. With the eyes appear many wickedly fanged mouths. In an instant the eyes open and the mouths bear their thousands of fangs. Your arm feels as though it is about to be ripped apart, and as you break your stare with the myriad of horrific figures you see a half dozen claws and tentacles wrapped around it. You shake your arm in protest of the assailants but you quickly realize that it is not any foreign being but instead the unimaginable mass IS your arm. Just as quickly as they appeared the eyes and mouths disappear and the horrific tangled mess of your arm returns to its original form, although it is covered in a thick black blood and is searing with pain.

    *Claws of the Beast feat is from Fiendish Codex I
    Last edited by RollynT.Glal; 2012-09-06 at 11:24 PM.

  2. - Top - End - #2
    Halfling in the Playground
     
    ClericGuy

    Join Date
    Feb 2011
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    Ohio
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    Default Re: Rollyn's Demon Homebrew Compendium (3.5, WIP, PEACH)

    Tunnel Demon (Flujjetrit)
    Huge Outsider (Chaotic, Evil, Extraplanar)
    HD: 6d8 + 54 (81 hp)
    Initiative: -3
    Speed: 30 ft Burrow 50 ft
    AC: 15 (-3 Dex, -2 Size, +10 Nat) Touch 5 FF 15
    BAB/Grapple: +4/+24
    Attacks: Bite +14 melee (2d6 + 10 + Abyssal Sweats) or Thrash + 14 melee (1d8 + 10)
    Face/Reach: 15 ft/ 10 ft
    Special Attacks: Abyssal Sweats, Improved Grab, Swallow Whole, Vitriolic Regurgitation
    Special Qualities: Immunity to Acid, Scent, Tremorsense 30 ft, Slime Coat
    Saves: Fort +13, Ref +2, Will +5
    Abilities: Str 31, Dex 4, Con 26, Int 1, Wis 10, Cha 3
    Skills: -
    Feats: Improved Toughness, Alertness, Ability Focus (Disease)
    Environment: The Abyss
    Organization: Solitary
    Challenge Rating: ?
    Treasure: ? (Maybe ½ gems or something, but probably None)
    Alignment: Always Chaotic Evil (Is that allowed for creatures with less than 3 Int)
    Advancement: 7 – 10 HD (Huge), 11 – 20 HD (Gargantuan)

    The ground beneath you lurches upward and quickly buckles. A few feet ahead of you a dark figure bursts forth, covered in dirt. As it slides out of the earth you begin to make out certain features. The body is segmented like a fishing worm, but these seem to be covered in thick plates. The head is covered in 12 seemingly ramdomly placed eyes and an immense mouth, far too large for the rest of the head. The head ends in 8 large chitinous blades that round off the body. Its about 15 feet in length but it doesn't taper off in height, only in its width.

    Abyssal Sweats (Su): Supernatural Disease – Bite, Fortitude DC 21, incubation period 1 minute; damage 1d6 Str. The save DC is Constitution-based.
    Unlike normal diseases, Abyssal Sweats continues until the victim reaches Strength 0 or is cured. Abyssal Sweats can only be cured by a successful DC 20 caster level check on a Heal spell.
    Vitriolic Regurgitation (Ex): Once every 1d10 rounds the Tunnel Demon may expel a group of 1d4 small Vitriolic Jellies. The Tunnel Demon expels them into randomly rolled spaces within a 15 ft cone. The Jellies survive for 10 – 1d4 rounds before drying out and effectively dying.
    Upon being expelled the Jellies damage the Tunnel Demon for 2d6 points of damage. The Tunnel Demon may not use this ability if the damage could possibly kill it (it cannot be used if the Tunnel Demon has 11 hp or less).
    The beast arches its back until it is only resting on the rear third of its length. A sickly coughing and choking sound escapes its unbelievably wide mouth, and suddenly a flood of green-black ichor covers the ground in front of it. Streams of black blood trickle down between the worm’s teeth. As you rush towards the creature’s side you notice a thick green blob in the substance moving out to your companions, then you see another, and another. Suddenly you slip on a slick patch of the grass and feel a burning up your leg.
    Swallow Whole (Ex): If the Tunnel Demon begins its turn with an opponent held in its mouth, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. The Tunnel Demon may swallow any creature of Large size or smaller.
    Every turn the opponent is within the Tunnel Demon, the swallowed opponent takes 1d6 crushing damage and 2d4 acid damage
    Slime Coat (Ex): The Tunnel Demon is covered in a thick viscous layer of acid. This deals damage 21 to objects for every full round of contact.


    Vitriolic Jelly
    Small Outsider (Chaotic, Evil, Extraplanar)
    HD: 1d10 + 3 (8 hp)
    Initiative: +0
    Speed: 15 ft
    AC: 10 Touch 10 FF 10
    BAB/Grapple: +1/-5
    Attacks: Slam +0 melee (1d3 – 1 + 2d4 Acid)
    Face/Reach: 5 ft/ 5 ft
    Special Attacks: Acid
    Special Qualities: Ooze traits
    Saves: Fort +3, Ref +0, Will -5
    Abilities: Str 8, Dex 10, Con 17, Int -, Wis 1, Cha 1
    Skills: -
    Feats: Toughness
    Environment: Inside Tunnel Demons; The Abyss
    Organization: Batch (1d4); Solitary, Pair, Batch (1d4), Clutch (4d4)
    Challenge Rating: ?
    Treasure: None
    Alignment: Always Chaotic Evil
    Advancement: 2 - 4 HD (Small), 5 – 10 HD (Medium)

    Acid (Ex): A Vitriolic Jelly secretes a powerful acid that dissolves organic material and metal. Any melee hit deals the acid damage. Armor and clothing dissolves and becomes useless immediately unless it succeeds a DC 13 Reflex save. A metal or wooden weapon that strikes a Vitriolic Jelly also dissolves immediately unless it succeeds on a DC 13 Reflex save. The save DCs are Constitution-based.
    The jelly’s acidic touch deals 8 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
    Last edited by RollynT.Glal; 2012-09-05 at 07:54 PM.

  3. - Top - End - #3
    Barbarian in the Playground
    Join Date
    Jun 2012

    Default Re: Rollyn's Demon Homebrew Compendium (3.5, WIP, PEACH)

    Alignment: Always Chaotic Evil (Is that allowed for mindless creatures)
    Zombies are Neutral Evil, but is the Vitriolic Jelly made of evil? They lack the Chaotic, Evil and Extraplanar subtype if it's the case (if it's not, they still lack the Extraplanar subtype).

  4. - Top - End - #4
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
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    Default Re: Rollyn's Demon Homebrew Compendium (3.5, WIP, PEACH)

    Quote Originally Posted by RollynT.Glal View Post
    Nerukan
    Medium Outsider (Chaotic, Evil, Extraplanar)
    Hit Dice: 4d8+4 (22 hp)
    Initiative: +7
    Speed: 30 ft., Climb 30 ft.
    AC: 17 (+3 Dex, +4 Natural), touch 13, flat-footed 14
    BAB/Grapple: +4/+6
    Attack: Tail Club +6 melee (1d8+4 plus 1 profane)
    Full Attack: Tail club +6 melee (1d8+4 plus 1 profane) and 2 claws +1 melee (1d6+2 plus 1 profane) and Bite +1 melee (1d4+2 plus 1d6 fire plus 1 profane)

    Space/Reach: 5 ft./5 ft.
    Special Attacks: Being of Chaos, Breath Weapon (2d6 chaotic), Burning Bite
    Special Qualities: Darkvision 60 ft, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft.

    Saves: Fort +5, Ref +7, Will +4
    Abilities: Str 15, Dex 16, Con 12, Int 6, Wis 11, Cha 12
    Skills: Climb +14, Hide +7, Jump +6, Listen +2, Move Silently +7, Spot +4
    Feats: Improved Initiative, Ability Focus (Breath Weapon), Claws of the BeastB*
    Environment: The Abyss
    Organization: Solitary, Pair, or Band (1d6 Nerukan plus 1d2 Bar-Igura)
    Challenge Rating: 4
    Alignment: Always Chaotic Evil
    Treasure: None
    Advancement: 5-6 HD (Medium), 7-12 HD (Large)
    Corrections are in red, most are minor corrections (standard spelling and formatting). You didn't include the profane bonus to damage from the feat you gave them. I fail to see why it can't use its tail club at the same time it uses its claws and bite, especially since you have made its claws a secondary attack.

    Grapple is BAB + Str Mod + special size; since it is Medium its size is +0.

    Generally creatures gain a size when they double their hit dice (hence Large going to 12 HD).

    You are missing some demon traits (assuming these are actually demons) so I put them in. If they are lacking some of these traits, you should mention it since it is impossible to tell whether these traits were missing by accident or on purpose. I wasn't sure whether you wanted them able to summon others of their kind (and I suggest not since they are already quite powerful).

    Demon Traits

    Most demons possess the following traits (unless otherwise noted in a creature’s entry).

    Immunity to electricity and poison.
    Resistance to acid 10, cold 10, and fire 10.
    Summon (Sp): Many demons share the ability to summon others of their kind (the success chance and type of demon summoned are noted in each monster description). Demons are often reluctant to use this power until in obvious peril or extreme circumstances.
    Telepathy.
    Debby
    Last edited by Debihuman; 2012-09-04 at 02:25 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  5. - Top - End - #5
    Halfling in the Playground
     
    ClericGuy

    Join Date
    Feb 2011
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    Ohio
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    Default Re: Rollyn's Demon Homebrew Compendium (3.5, WIP, PEACH)

    Thanks for the replies!

    @ Debby - Thanks for fixing my math ! And I'm really glad you caught the Claws of the Beast being totally missed. As for having demonic traits these two aren't Tanar'ri or even true demons, they are more akin to the Hell Hound in that they are merely inhabitants of the outer realm without having the same qualities as the dominant species.

    @ Network - Changed the Jellies to Chaotic Evil Outsiders with Ooze traits, isn't the Abyss just so fun with its mindless evil?!

    Coming up next is the first Tanar'ri: Speed Demon (Xiliq)

  6. - Top - End - #6
    Troll in the Playground
     
    PirateGirl

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    Default Re: Rollyn's Demon Homebrew Compendium (3.5, WIP, PEACH)

    FYI: I just noticed the attack lines are wrong. "A creature’s primary attack damage includes its full Strength modifier (1½ times its Strength bonus if the attack is with the creature’s sole natural weapon) and is given first. Secondary attacks add only ½ the creature’s Strength bonus and are given second in the parentheses. "

    Attack: Tail Club +6 melee (1d8+2 plus 1 profane)
    Full Attack: Tail club +6 melee (1d8+2 plus 1 profane) and 2 claws +1 melee (1d6+1 plus 1 profane) and Bite +1 melee (1d4+1 plus 1d6 fire plus 1 profane)

    Since you titled it "Rollyn's Demon Homebrew," it wasn't clear if these creatures were actual demons or not.

    Debby
    Last edited by Debihuman; 2012-09-06 at 04:00 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  7. - Top - End - #7
    Halfling in the Playground
     
    ClericGuy

    Join Date
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    Ohio
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    Default Re: Rollyn's Demon Homebrew Compendium (3.5, WIP, PEACH)

    About 12 seconds after posting that I realised why "Speed Demon" sounded so familiar... So instead here is the "Icewind Demon".

    Icewind Demon (Xiqil)
    Medium Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
    Hit Dice: 5d8 (22 hp)
    Initiative: +3
    Speed: 30 ft., Fly 60 ft. (Good)
    AC: 19 (+3 Dex, +3 Shield, +3 Natural) Touch 13, Flat-Footed 16
    BAB/Grapple: +5/+7
    Attack: Claw +7 melee (1d4+2)
    Full Attack: 1 Claw +7 melee (1d6+2) and 2 Tails +2 melee (1d6+1) and Bite +2 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Flyby Attack, Heart Tear, Icy Wings, Summon Tanar'ri, Wicked Claws
    Special Qualities: Immunity to cold, and poison, resistance to acid 10, electricity 10, and fire 10, telepathy 100 ft
    Saves: Fort +4, Ref +7, Will +5
    Abilities: Str 15, Dex 17, Con 10, Int 11, Wis 12, Cha 14
    Skills: Hide +8, Intimidate +6, Jump +6, Knowledge (The Planes) +5, Listen +6, Move Silently +8, Search +4, Spot +5, Survival +5 (+7 on non-Abyssal planes)
    Feats: Flyby Attack, Improved Bull Rush, Power AttackB
    Environment: Infinite Layers of the Abyss (Typically Any Cold)
    Challenge Rating: ?
    Alignment: Always Chaotic Evil
    Treasure: Standard (including shield)
    Advancement: By Character Class
    Level Adjustment: ?

    The creature floats less than a foot above the snowdrifts, held aloft by two sets of bony wings sprouting from its back. Its head is that of an albino jackal, pure white in color except for the eyes which are a deep red. It has a thick mane of silvery-white hair that leads down its back and all the way down its two tails. Its body is striped with pale blue and silver ridges that appear to be thick scars. The fiend's legs, which it has not yet used, are tightly bent and covered in a thick layer of pale blue fur and end in grey hooves.
    The demon's massive right claws are drenched with blood and in its left arm it holds the skull of some extinct horror. In a flash it covers the distance between you and you feel a warmth running down your chest before everything goes dark. In the distance you can hear the howls of a successful hunt

    Flyby Attack (Ex): When flying the Xiqil may take a move action and another standard action at any point during the move. The Xiqil may not take a second move action on a round when it makes a flyby attack.
    Heart Tear (Ex): On a turn where the Xiqil flies 60 feet without a direction change the Xiqil may make a single Claw attack. If successful the Claw attack deals (2d6+6)
    Icy Wings (Su): When flying the Xiqil's wings drastically cool the surrounding air. For 1 round every square the Xiqil flew through deals 1 point of Cold damage to any creature that passes through the square. If a creature ends it turn in a square that the Xiqil had flown through the square deals 1d4 points of cold damage to the creature.
    Summon Tanar'ri (Sp): Once per day a Xiqil may attempt to summon 1 Xiqil with 35% chance of success. This ability is the equivalent of a ?-level spell.
    Wicked Claws (Ex): One set of the Xiqil's claws are treated as if they were one size category larger, for calculating damage rolls.

    New Item: Bloodsnow Demon's Shield
    The metal-hard skull of an unimaginable ancient creature, fashioned, quite haphazardly into a makeshift shield. The creature seems to have adapted in a similar way to the manticore, because the wielder can make one of the skull's many horns shoot out. There doesn't appear to be any end to the number of horns in the skull, whether that means it was killed with an infinite supply of weaponry or, more terrifyingly, it is still growing the horns is yet to be determined.
    This shield acts as a Spined Shield (+1 Heavy Steel Shield covered in spines. 3/day wielder may shoot a spike)(DMG 221) except that it may be held by druid's without disrupting their druidic powers.
    Last edited by RollynT.Glal; 2012-09-08 at 08:18 PM.

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