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Thread: Unique Fiends
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2024-02-27, 08:04 AM (ISO 8601)
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2024-04-08, 02:04 AM (ISO 8601)
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Re: Unique Fiends
Erbash
Unique Quasit
Size/Type: Tiny Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 3d8 (13 hp)
[b]Initiative: +7
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15
Base Attack/Grapple: +3/-6
Attack: Claw +8 melee (1d3-1 plus poison)
Full Attack: 2 claws +8 melee (1d3-1 plus poison) and bite +3 melee (1d4-1)
Space/Reach: 2˝ ft./0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, Cute, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 10
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Skills: Bluff +6 (+8 to seem harmless), Diplomacy +2, Disguise +0 (+2 acting, -2 creatures that are fierce or ugly, +2 harmless creatures), Hide +17, Intimidate +0, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6
Feats: Improved Initiative, Weapon Finesse
Challenge Rating: 2
Alignment: chaotic evil
Erbash ia a quasit who is burdened with being too cute for a proper demon
Cute
A character that is Too Cute suffers a –2 penalty on all Intimidate skill checks due to innate adorability. Additionally, the cuteness within shines through no matter how the character attempts to hide it, resulting in a –2 penalty on all Disguise checks made to impersonate someone or something that is less adorable, but gains a +2 bonus on bluff or disguise checks to seem less dangerous if the person they are imteracting with can see them
Poison (Ex)
Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
Spell-Like Abilities
At will—detect good, detect magic, and invisibility (self only); 1/day—cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th.
The save DCs are Charisma-based.
Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su)
A quasit can assume another form at will as a standard action. Erbash can assume the form of either a wolf or a bat.
A quasit can assume another form at will as a standard action. Each quasit can assume one or two forms from the following list: bat, Small or Medium monstrous centipede, toad, and wolf.Last edited by Bohandas; 2024-05-19 at 09:54 PM.
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2024-04-08, 08:25 AM (ISO 8601)
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2024-04-08, 10:49 AM (ISO 8601)
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Re: Unique Fiends
Why wasn't Erbash immediately sentenced to death for disgusting adorableness? I'd say there has to be something in Too Cute that makes even greater devils hesitate to harm such a fluffy eyecandy.
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2024-05-19, 09:53 PM (ISO 8601)
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Re: Unique Fiends
Statue of Winged Villany
A certain sculptor was a serial killer who dabbled in black magic and then he himself was killed by another serial killer while working on this statue and this happened
Half-Fiend animated statue
Size/Type: Large Outsider (Augmented Construct)
Hit Dice: 4d10+30 (52 hp)
Initiative: +2
Speed: 40 ft, Fly 40 ft (average)
Armor Class: 17 (-1 size, +6 natural +2 dex), touch 11, flat-footed 15
Base Attack/Grapple: +3/+10(?)
Attack: Slam +7 melee (1d8+7) or claw +7 melee (1d6+5)
Full Attack: Slam +7 melee (1d8+7) plus bite +2 melee (1d8+2), or 2 claws +7 melee (1d6+5) plus bite +2 melee (1d8+2)
Space/Reach: 10 ft./10 ft. (tall)
Special Attacks: Trample, smite good +4, magic strike
Special Qualities: Construct traits, darkvision 60 ft., low-light vision; Hardness 8, construct immunities, poison immunity, Resistance to acid 10, cold 10, electricity 10, and fire 10, Spell-resistance 14, flight, DR 5/Magic
Saves: Fort +1, Ref +3, Will -4
Abilities: Str 20, Dex 14, Con Ř, Int 4, Wis 1, Cha 4
Skills: Climb +8.5, Disguise +0.5, Hide +5.5, Intimidate +0.5, Jump +8.5,
Feats: Power Attack, Cleave
Flight (su)- despite the wings the flight is primarily supernatural and does not work in an antimagic field
Construct immunities: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless or specifically does extra damage to evil outsiders). Not at risk of death from massive damage. Does not eat, sleep, or breathe.
Smite Good (Su) Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.
Magical Strike - A half-fiend’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Wolves can be cute. I've changed it to be specifically a wolf or a bat as the alternate formsLast edited by Bohandas; 2024-05-19 at 09:54 PM.
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2024-05-20, 09:36 AM (ISO 8601)
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2024-05-22, 06:50 PM (ISO 8601)
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Re: Unique Fiends
Derelictis, the planned end
"A war is only as good as the progress it pushes you to achieve." The Blood War has been going on for untold eons, to the point that it has almost faded into the background of the Hells. Wake up, fill forms, climb the ladder, make deals, kill demons, die. Rinse and repeat. And though most devils are content with upholding their unholy mission to bring law to the whole multiverse, a few high-ranking devils have their sights beyond even that. Asmodeus is one of them. As a former angel, the Lord of the Nine knows better than most that the legions of Good are more fearful than most baatezu give them credit for. While the unorganized but endlessly numerous demons have damage reduction bypassed only by the powers of good, and thus seem tailor-made to stall devils without being able to meaningfully harm them, angels and devils natively bypass each other's defenses, and the invasion of the endtimes shall be swift, violent, and murderous. Something that the devils are unused to after millenia of what basically amounts to a cold war. And as the prescient possessor of a shard of evil, Asmodeus knows that he is destined to eventually win the War of Law and Chaos. Thus, he started preparing. He made a deal with the Mother of Demons herself, Pale Night, to gain access to some of the eternally young eladrin children she keeps in her home of Androlynne, as well as parts of captured angels and gardinals' bodies. After countless experiments, Asmodeus finally succeeded in fusing the still-living skin of the celestials to a horned devil, forming an hybrid creature that he called Derelictis. They are tailor-made to destroy angels and other celestials, but lose any defense against devils and demons in the process. This is by design, as Derelictis's celestial half may one day bring them to betray devils. For now, Asmodeus keeps Derelictis in his palace, personally supervising their growth, and experimenting to one day reproduce his success and create an army that the heavens shall fear.
Derelictis is as fanatically loyal to Asmodeus as before the experiments, though they see the presence of the remains of the eladrin spirit as an invasion of their psyche. They constantly struggle to keep it contained and seek a way to retain their newfound power while getting rid of this unwanted guest. This struggle is Derelictis's greatest shame, and they would never tell Asmodeus, in fear of being discarded. They regularly go as far as leaving the palace when Asmodeus is not around and planeshifting to other planes, including the Material, in search of someone or something that could separate the merged souls, though anyone who helps them is eventually killed in order to keep the secret.
Derelictis speaks all languages and can communicate through telepathy.
Derelictis
Size/Type: Large Outsider (Extraplanar, Evil, Lawful)
Hit Dice: 18d8+126 (207 hp)
[b]Initiative: +7
Speed: 40 ft. (8 squares), fly 70 ft. (perfect) (14 squares)
Armor Class: 35 (-1 size, +7 Dex, +19 natural), touch 16, flat-footed 28
Base Attack/Grapple: +18/+32
Attack: Cold Iron +1 spiked chain +28 melee (2d6+16 plus stun) or tail +27 melee (2d6+10 plus infernal wound) or light ray +24 ranged touch (2d12)
Full Attack: Cold Iron +1 spiked chain +28/+23/+28/+13 and tail +22 or 2 light rays +24
Space/Reach: 10 ft./10 ft. (20ft with spiked chain)
Special Attacks: Fear aura, infernal wound, spell-like abilities, stun, planeshift
Special Qualities: Alternate form, protective aura, corrupted gaze, damage reduction 15/evil, traits of the baatezu, traits of the celestials, regeneration 5, spell resistance 30, tongues, false aura, double personality
Saves: Fort +18, Ref +18, Will +15
Abilities: Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 26
Skills: Bluff +29, Concentration +28, Diplomacy +31, Disguise +29 (+31 to act as a celestial), Gather Information +15, Intimidate +31, Knowledge (Arcana) +23, Knowledge (the Planes) +23, Knowledge (Religion) +23, Listen +11, Search +9, Spellcraft +25
Feats: Apostate, Blessing of the Godless, Combat Reflexes, Corrupt Spell-like Ability, Malign Spell Focus, Quick Draw, Tainted Fury (corruption score 15)
Challenge Rating: 21
Alignment: Lawful Evil
In its natural form, Derelictis looks like a grotesque horned devil on which the humanoid-looking skin of a Ghaele eladrin is absurdly stretched, showing tears and only superficially matching the features of the body below, though a closer inspection actually reveals that the skin is actually fused to said body. A pointy tail goes through the skin and whips around violently, and a spiked chain slithers under the skin before emerging in a fraction of a second in the creature's hands. Derelictis often choose the shape of an elf with long fiery red hair, similar enough to a firre eladrin that most people only notice a difference after interacting directly with them, if at all.
Combat
Derelictis fights violently by drawing their spiked chain and swinging it at all opponents. If they are fighting obviously good-aligned opponents, they will trigger their Tainted Fury or use their spell-like abilities to wipe them out. If overwhelmed and below half HP, they will immediately retreat by teleporting away and try to come back to Asmodeus's palace. If attacked in the palace, Derelictis fights to the death.
Derelictis's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Alternate Form (Su)
Derelictis can shift between its devil form, a humanoid and a globe form as a standard action. In humanoid or devil form, it cannot use its light rays, but it can use its gaze attack and spell-like abilities and make physical attacks. In globe form, it can use its light rays and use spell-like abilities, but it cannot use its gaze attack. The globe form is incorporeal, and Derelictis has no Strength score while in that form.
Derelictis remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, though Derelictis reverts to their original form when killed. A true seeing spell or ability reveals both the devil and globe forms simultaneously.
Corrupted Gaze (Su)
Slay good creatures of 5 or less HD, range 60 feet, Will DC 27 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nongood creatures of 5 or less HD, and good creatures with more than 5 HD, must succeed on a DC 27 Will save or suffer the fear effect. The save DCs are Charisma-based.
Double Personality (Ex)
If Derelictis falls unconscious (but not if they are dead), the eladrin spirit takes over their body and they wake up after 1d4 rounds, automatically stabilizing if Derelictis was dying and being able to make one standard or move action per round in that case until in positive hit points again. The eladrin is chaotic good, but otherwise uses Derelictis's statblock. They have little memory of their life before the torturous experiments they suffered and have even forgotten their own name, but they will not hesitate to use their new powerful body for good. Derelictis makes a DC 30 Will save every 10 minutes and regains control if successful.
False Aura (Su)
Derelictis can project either a good or evil aura (as an outsider of their HD with respectively the Good and Evil subtype), or neither by superimposing both, and change between these options as a standard action. Any attempt to detect Derelictis's alignment reveals good, neutral or evil on the good-evil axis depending on the projected aura rater than Derelictis's actual alignment.
Fear Aura (Su)
Derelictis can radiate a 5-foot-radius fear aura as a free action. A good creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 18th). A good creature that successfully saves cannot be affected again by Derelictis’s aura for 24 hours. Nongood creatures are immune to the aura. The save DC is Charisma-based.
Infernal Wound (Su)
The damage Derelictis deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 26 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by Derelictis’s tail must succeed on a DC 26 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.
Light Ray (Ex)
Derelictis in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type.
Planeshift (Su)
Due to their nature, Derelictis is less bound to Baator than most devils and can planeshift three times per day to a plane of their choosing. However, they constantly fear the eladrin taking over without the unholy influence of Baator, and rarely spend more than a day at a time outside of the Nine Hells.
Protective Aura (Su)
Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Derelictis. Otherwise, it functions as a magic circle against good effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 18). This aura can be dispelled, but Derelictis can create it again as a free action on their next turn. (The defensive benefits from the circle are not included in Derelictis’s statistics block.)
Regeneration (Ex)
Evil aligned spells and weapons deal lethal damage to Derelictis.
Spell-like abilities (Sp)
At will—detect chaos, detect good, dispel chaos (DC 23), dispel good (DC 25*), distort weapon, magic circle against good, greater teleport (self plus 50 pounds of objects only); persistent image (DC 23), unholy blight (DC 24*) 3/day—fireball (DC 21), lightning bolt (DC 21), unholy storm (DC 23*) 1/day—blasphemy. Caster level 18th. The save DCs are Charisma-based. *spells with the evil descriptor, including all spell-like abilities affected by the Corrupt spell-like ability feat, gain a +2 profane bonus to their save DC
Stun (Su)
Whenever Derelictis hits with a spiked chain attack, the opponent must succeed on a DC 29 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of Derelictis, not of the spiked chain.
Traits of the baatezu
-darkvision 60 ft., low-light vision
-Immunity to fire and poison.
-Resistance to acid 10 and cold 10.
-See in Darkness (Su).
-Telepathy 100ft.
Traits of the celestials
The various celestial body parts integrated in Derelictis's body grant them the following benefits :
—Immunity to electricity and petrification.
—Tongues (Su): Derelictis can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.Last edited by Beni-Kujaku; 2024-05-26 at 04:46 AM.
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2024-05-24, 05:54 AM (ISO 8601)
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Re: Unique Fiends
Ah, those wacky Devils and their wacky weapon programmes! (I was mulling doing something with a DR bypass matching its alignment, rather than opposed to it, for a while, but I may as well drop the idea now. This is one very well-thought-out way to go about that. Good job well done there!)
Speed: 40 ft. (4 squares), fly 70 ft. (perfect)
Space/Reach: 10 ft./10 ft. (20ft with spiked chain)
Alternate Form (Su)
Derelictis can shift between its devil form, a humanoid and a globe form
Corrupted Gaze (Su)
Slay good creatures of 5 or less HD, range 60 feet, Will DC 27 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nongood creatures of 5 or less HD, and good creatures with more than 5 HD, must succeed on a DC 27 Will save or suffer the fear effect. The save DCs are Charisma-based.
Double Personality (Ex)
If Derelictis falls unconscious (but not if they are dead), the eladrin spirit takes over their body and they wake up after 1d4 rounds, automatically stabilizing if Derelictis was dying and being able to make one standard or move action per round in that case until in positive hit points again. The eladrin is chaotic good, but otherwise uses Derelictis's statblock. They have little memory of their life before the torturous experiments they suffered and have even forgotten their own name, but they will not hesitate to use their new powerful body for good. Derelictis makes a DC 30 Will save every 10 minutes and regains control if successful.
Fear Aura (Su)
Derelictis can radiate a 5-foot-radius fear aura as a free action. A good creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 18th). A good creature that successfully saves cannot be affected again by Derelictis’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Infernal Wound (Su)
The damage Derelictis deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 26 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by Derelictis’s tail must succeed on a DC 26 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.Last edited by Metastachydium; 2024-05-24 at 05:55 AM.
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2024-05-24, 07:18 AM (ISO 8601)
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Re: Unique Fiends
I love that devils are such mad scientists in their free time. If you throw a shiny rock in the Hells, you can be sure that within a week somebody will have found a way to create a slingshot that blinds the opponent just before it hits them in the head.
Thanks.
You can blame WotC for this one. The base devil for Derelictis is a horned devil, with increased charisma, a few Good-killing new abilities, and twisted celestial special attacks. And the horned devil has a 20ft reach with its spiked chain. Also, spiked chains have a 10ft reach, not 15ft. Aren't you mistaking it for a whip (which would have a 30ft reach)?
I wanted to leave that to the reader, but yes, the eyes and skin are of a ghaele (thus changing into a globe of light and having a killing gaze, obviously modified to work on good creatures rather than evil).
I can't take credit for those ones. They're just the Ghaele and cornugon abilities.
30 does not have a clear origin, as I did not want the DC to go up if Derelictis became stronger (if they train and gain class levels, I'd expect them to be able to keep the eladrin MORE in check, not less). I'd love to imagine a kind of anime scene where devils of all people try to power-of-friendship their own living weapon back to their side. "Don't give up! You still have so much to kill for! Think of your friends! What would Satan think of you right now!?"
Ah, damn, my Ctrl+C/Ctrl+V failed me! It's supposed to only affect good creatures. Devils are immune, but so are demons and neutral creatures. The point was to make Derelictis almost as useless to the Blood War as they were dangerous to the forces of Good.Resurrecting the Negative LA thread, comments and discussion are very welcome!
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2024-05-24, 01:26 PM (ISO 8601)
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Re: Unique Fiends
They absolutely do and I absolutely am (have I mentioned yet how I also hate whips?). Don't mind me.
I can't take credit for those ones. They're just the Ghaele and cornugon abilities.
30 does not have a clear origin, as I did not want the DC to go up if Derelictis became stronger (if they train and gain class levels, I'd expect them to be able to keep the eladrin MORE in check, not less). I'd love to imagine a kind of anime scene where devils of all people try to power-of-friendship their own living weapon back to their side. "Don't give up! You still have so much to kill for! Think of your friends! What would Satan think of you right now!?"
Ah, damn, my Ctrl+C/Ctrl+V failed me! It's supposed to only affect good creatures. Devils are immune, but so are demons and neutral creatures. The point was to make Derelictis almost as useless to the Blood War as they were dangerous to the forces of Good.
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2024-05-25, 02:35 PM (ISO 8601)
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Re: Unique Fiends
BK: Good one.
Tikoosar, Unique Fiend
Size/Type: Tiny Outsider (Swarm, Chaotic, Evil)
Hit Dice: 16d8+80 (152 hp)
Initiative: +8
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 26 (+2 size, +4 Dex, +10 natural), touch 16, flat-footed 22
Base Attack/Grapple: +16/—
Attack/Full: Swarm (5d6 plus disease plus 1d6 Dex damage)
Space/Reach: 10 ft./0 ft.
Special Attacks: Disease, distraction, spell-like abilities, improved swarm damage, Dex damage
Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm traits, darkvision 60’, Damage Reduction 10/cold iron and good, Spell Resistance 26, Fast Healing 10, Telepathy 100’, Alternate Form, Hive Mind
Saves: Fort +15, Ref +16, Will +14
Abilities: Str 12, Dex 18, Con 20, Int 12, Wis 18, Cha 20
Skills: Balance +31, Climb +28, Hide +27, Listen +23, Move Silently +27, Spot +23, Swim +31, Concentration +23, Knowledge (the Planes) +20
Feats: Improved Initiative, Lightning Reflexes, Ability Focus (disease), Ability Focus (distraction), Mindsight, Quicken SLA (Summon Swarm, 3/day)
Challenge Rating: 12
Treasure: See below
Alignment: Chaotic Evil
Tikoosar appears to be a swarm of rats or of fiendish rats, but is actually a unique fiend with a hive mind. It was created by a demon lord to infiltrate and destroy a fortress from within. It will usually be found near some kind of valuable target.
It will often spend several days or weeks animating objects and fetching fiendish dire rats or other creatures while trying to maintain a low profile, then all hell will break loose as it commands the animated objects to attack.
By serving in this way, it hopes to eventually be granted additional powers that will allow it to reproduce and to rule its own domain. In the meantime, it is smuggled in an out of a target facility by other fiends.
Alternate Form (Ex): The individual ‘rats’ that compose the fiend can take on a fiendish appearance or a normal rat appearance. It can switch the appearance as a standard action. Which appearance it chooses is generally the one that would blend in better depending on whether it’s in the Abyss or on the Material Plane.
Spell-like Abilities: At will - Animate Objects, Greater Invisibility, Magic Mouth, Summon Swarm; 1/day - Permanency, Programmed Illusion, Halaster’s Fetch I. Caster level 16. It can use a SLA and its swarm attack in the same round.
Improved swarm damage (Ex): Its swarm attack does an extra d6 of damage compared to the standard for its HD.
Disease (Ex)
Filth fever—swarm attack, Fortitude DC 25, incubation period instantaneous, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Distraction (Ex)
Any living creature that begins its turn with the swarm in its square must succeed on a DC 25 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills
It has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. It can always choose to take 10 on all Climb checks, even if rushed or threatened. It uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.Last edited by kinem; 2024-05-26 at 12:34 PM.
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2024-05-25, 05:57 PM (ISO 8601)
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Re: Unique Fiends
Ooh, swarm outsiders are nice!
A 16 RHD swarm deals 4d6 (1d6+1d6/5 RHD), not 5d6
That's a lot of SR. This will be a pain to kill.
Hive Mind needs to be a special quality on swarms. Is Tikoosar still exclusively sent to infiltration missions nowadays? Or does it have any plans of its own?
Does it go to the Material often? It says that it can take on the appearance of regular rats, but that is a bit pointless if it cannot planeshift. Does it have access to gates, or to a powerful demon used as a way to go to the Prime?
SUPERIOR invisibility? That sounds like something too powerful for a created demon, and vastly above the rest of its power level. Maybe it should be adressed in the fluff, just as a line saying that it is able to completely disappear from any sense and thus becomes the perfect assassin, or explaining that it was engineered to be completely impossible to follow or something. I'm honestly not sure why it has so much illusion magic (not saying that it is bad, mind you, I'm just confused as to what the original mission was that required the infiltrator to be able to sling 9th level spells around), and its lore could use more fleshing out anyway. Halaster's fetch is also an extremely weird one. In most fights, it is equivalent to SM1, which is to say irrelevant. What would make a created demon require Halaster's fetch? Can it include the called fiendish creatures in its swarm? Or is it made as a way to slowly overrun the castle from within by fiendish animals (in that case, maybe more than 1/day would have a better way of success)? This one definitely deserves a mention as well (which, I guess, also applies to Animate Object+Permanency). Is the point that Tikoosar spent weeks inside the fortress destabilizing it from the inside with multiple animated objects and fetched creatures?
Thank you for instantaneous diseases.
Why does it have the skill bonuses of a swimming creature, but does not have a swim speed?Resurrecting the Negative LA thread, comments and discussion are very welcome!
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2024-05-26, 08:15 AM (ISO 8601)
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2024-05-26, 12:41 PM (ISO 8601)
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Re: Unique Fiends
BK and M:
Thanks. I did intend for it to do more damage than a regular swarm. Its defenses were a bit too good for its CR so I lowered the SR and changed the Invisibility to just Improved, although now at will. The Swim thing is copied directly from the Rat Swarm.
BK: Yes, it slowly builds up an army of Animated Objects to attack the enemy from within the stronghold. The fetched creatures play a bit of the same role, but also as a distraction; if an enemy sees a larger rat around, that rat could seem like a likely ringleader and draw an attack or lead enemies away.Last edited by kinem; 2024-05-26 at 02:18 PM.