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Reimagining SRD Fiends I: The Babau, Glabrezu and Erinyes
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Author:  KaiserKris [ Mon Dec 13, 2010 6:00 am ]
Post subject:  Reimagining SRD Fiends I: The Babau, Glabrezu and Erinyes

You do not see the nightmarish, skeletal fiend until it is nearly too late, as it materializes into thin air, where it had been crawling along the ceiling, a vicious looking spearpoint aimed towards your throat.

Babau:
No. Encountered: 1, 2-4
Size: Medium
HP: 52 (7d10)
Move: 40 (walk and crawl)
AC: 20
Attacks: +1 Shortspear (+4, d6+4 damage)
Special: Acid Blood, Babau Agility, Bloodvision, Demonic Aura, Motion Sense, Immunities, Sneak Attack, Spell-Like Abilities
Primes: Strength, Dexterity
Int: Average
Alignment: Chaotic Evil
Type: Extraplanar (demon)
Treasure: +1 Shortspear
XP: 1080 + 7

Special Abilities:
Acid Blood: Anyone striking a Babau with melee weapons must make a Dexterity save or suffer 2d4 acid damage from the Babau’s extraordinarily acidic blood.

Babau Agility: Babau are supernaturally agile, and if they succeed in a Dexterity save that would normally result in half-damage, they avoid all damage. They are also considered to constantly enjoy the benefits of spider crawl and jump.

Back Attack: If a Babau manages to catch an enemy from the rear, it can inflict triple damage with its first attack.

Bloodvision: The Babau can detect the presence of an injured individual within a mile, and if he inflicted the wound himself, can identify the individual by the scent of their blood alone.

Demonic Aura: All individuals passing within the presence of a demon must make a save against fear at the base Charisma save + the demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and saving throws while the demon is within sight.

Motion Sense: The Babau has no eyes in the proper sense of the term, and is thus totally immune to all blinding attacks or abilities that interfere with regular sight. It ‘sees’ largely by a combination of scent and motion sense. An unwounded individual is capable of attempting a Dexterity save at CL 25 to avoid the Babau taking notice of it. This must be done every round that the Babau can see the individual. The motion sense of the Babau also means that invisibility is useless against it. Its motion sense seems to be tied into its hearing, and sonic attacks force a Constitution check against stunning for the Babau. If it fails, it suffers a -2 penalty to all rolls for 1d4 rounds.

Immunities: Babaus are immune to acid, poison and fear. They can only be harmed with +1 or better magical weapons, or weapons that are either good-aligned or made of cold iron.

Spell-Like Abilities: Babaus can use darkness, invisibility and silence at will.

It has been said that the babaus are the assassins of the Abyss. While it is true that these skeletal monstrosities are quite adept at that job, they prefer the role of hunter and relish stalking and brutally murdering their prey. Babaus are frequently summoned by powerful spellcasters who employ the fiends to protect their fortresses and dungeons from unwanted guests. Many babaus find these contracts to be agreeable enough, as long as there is much killing to be had.

Physically, the babau resembles a humanoid skeleton, with a thin layer of leathery flesh forced upon it. Up close, one of its most notable features is its lack of eyes- babaus do not see but employ powerful senses of hearing and scent to stalk their prey. They are quite strong and extraordinarily agile- babaus are capable of crawling along ceilings as fast as they can walk on the ground, and do both much quicker than the average adventurer. Quite often, though, they do not immediately swoop in for the kill, but play mind games with adventurers, using their spell-like abilities and senses to track and toy with their prey. Unlike many demons, they have no ability or particular interest in summoning others of their kind in combat situations, preferring to either work alone or in small teams.

If there is anything that a Babau enjoys more than wanton slaughter, it is the thrill of the hunt and the unique, acrid scent of blood and fear on their prey.

The colossal demon stands before you, a vaguely wolf-shaped head regarding you with a dark intelligence. It seems to smile before asking you what your greatest desire is. You feel a dark shiver run through your body as your lips begin to move, and reveal to the creature horrible, dark desires that you did not even know you had. It laughs lowly and tells you that it can make those desires come to pass. With arch irony, it even goes so far as to say ‘your wish is my command’.


Glabrezu:
No. Encountered: 1-2
Size: Large
HP: 129 (12d10+36)
Move: 30
AC: 22
Attacks: 2x Pincers (2d6+3), Bite (2d8+3)
Special: Demonic Aura, Immunities, Irresistible Question, Shapeshifter, Spell-Like Abilities, Summoning, Wishes
Primes: Strength, Constitution, Charisma
Int: Genius
Alignment: Chaotic Evil
Type: Extraplanar (demon)
Treasure:
XP: 5500 + 12

Special Abilities:
Demonic Aura: All individuals passing within the presence of a demon must make a save against fear at the base Charisma save + the demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and saving throws while the demon is within sight.

Immunities: Glabrezu are immune to acid, poison, charm and fear. They can only be harmed with +2 or better magical weapons, or weapons that are either good-aligned or made of cold iron.

Irresistible Question: Glabrezu possess the supernatural ability to ask up to three questions of any mortal being. There is no saving- the individual automatically reveals to the Glabrezu the answer and as often as not, their answer will be something they were hesistant to reveal to themselves. The first question a Glabrezu can demand is ‘who are you’, whereupon the individual reveals their real name to the Glabrezu. The second question is ‘what is your greatest desire’, which compels the revelation of a deeply held desire to the demon. This desire will usually be a hidden or darker desire. The third question is ‘what is your greatest fear’, which compels a brutally honest answer to the Glabrezu. This ability cannot be resisted by any mortal being, and cannot be used for any other purpose.

Shapeshifter: Glabrezu are capable of disguising themselves in the form of any of the humanoid races, with the revelation of this form requiring a true seeing spell.

Spell-Like Abilities: Glabrezu possess up to 20 spell levels in 1st to 5th level illusionist or wizard spells, which they can cast at will, 2 6th level and 1 7th level spell that they can cast once per day.

Summoning: Glabrezu are capable of summoning 1d2 succubi/incubi or vrocks once per day.

Wishes: A Glabrezu can grant a limited wish to a mortal humanoid once per day, and a wish to a mortal humanoid once per month.

While the role of the succubus and incubus in inflaming the physical desires of mortals is quite obvious, the glabrezu traffics in desires for power and prestige. Usually appearing in a disguise, the glabrezu finds an ambitious mortal and compels them to reveal their desires, then offer to assist them in reaching that goal. Glabrezus are masters of using wishes, and can achieve shockingly subtle and detailed results without any risk to them. They are masters of manipulation, and enjoy watching mortals destroy themselves, and even more so when the individuals involved had originally noble motivations.

Though they prefer the role of manipulator, they are far from cowardly and will not hesitate to destroy any mortal that stands in the way of their complex and vile schemes to bring about chaos and destruction. As their massive true forms would indicate, they are immensely powerful and almost invariably possess formidable magical power to bring to bear as well. They are also fond of asking their enemies questions in combat- if a glabrezu knows an enemy’s greatest fear, they can manifest illusions of that fear in combat. Or, by knowing an enemy’s true name, they can escape from the combat and return later, attacking their would-be foe through their family and friends.

The female fiend has been hunting you for some reason you cannot even fathom. You’ve crossed hundreds of miles from your first appearance, but she appears again, always on your trail. Finally you come face to face with her, seeing her beautiful features marred by a look of sadistic glee as she draws a flaming arrow from her bow, intent on slaying you.

Erinyes:
No. Encountered: 1-2, 4-6
Size: Medium
HP: (10d10)
Move: 30 (walk), 60 (fly)
AC: 23
Attacks: 2x +1 Weapon (+4 hit, +4 damage, +1d6 bonus flame damage)
Special: Bond of Hatred, Devilish Attributes, Hair Rope, Immunities, Magical Bracers, Summoning
Primes: Strength, Dexterity
Int: High
Alignment: Lawful Evil
Type: Extraplanar (devil)
Treasure: +1 flaming magical weapon or shield.
XP: 3000 + 10

Special Abilities:
Covenant of Destruction: An erinyes has the ability to form a covenant of destruction with an individual, allowing them to track that individual, regardless of distance or time elapsed. It also allows them to teleport themselves to within a few miles of the individual they are bonded with, regardless of previous distance or plane. An erinyes can only be bonded in such a way to one person at a time, and must continue hunting them until either they or the erinyes is dead.

Devilish Disguise: Like all true devils, Erinyes have the ability to assume the shape of a humanoid creature, disguising their infernal nature and alignments. Attempts to magically detect alignment must make a successful Wisdom check at 18 + 10 or roll a natural 20. True seeing will punch through this disguise, however. An Erinyes also has the ability to speak in any language she desires, as well as to use telepathy. Whenever she speaks, all within hearing range will hear her words in their native language, unless she specifically wills otherwise.

Hair Rope: All Erinyes possess magical ropes made from their own hair, which they can ensnare enemies with as a ranged touch attack, at up to 20 feet. Once trapped, the Erinyes can pull on the rope to trip an enemy, or use it to bring them aloft into the air. The trapped victim gets one immediate chance to make a Strength save to break free from the hair rope, before the erinyes is either capable of making a free trip attack, swinging the helpless victim around or flying into the air with them. When an erinyes reaches 100 feet in the air, they will let go of the rope, letting the unfortunate individual plummet to earth.

Immunities: Erinyes can only be damaged with +1 or greater magical weapons, or silver/good-aligned weaponry. Erinyes are also immune to fire, poison and fear spells.

Magical Bracers: All Erinyes possess magical bracers, which they can shape into any +1 flaming weapon they desire, from a composite bow to a lance. One of the bracers can also become a +1 shield, giving the Erinyes a total bonus of +2 to AC. Reshaping a weapon is a standard action.

Summoning: An Erinyes can summon another Erinyes or 1d4 bearded devils once per day.

The Erinyes are the elite warriors of Hell’s armies and are additionally charged with carrying out Hell’s grim justice, hunting down and destroying those who have wronged their devilish masters or hindered their agendas. While physically beautiful, erinyes lack the sensuality of Tempter Devils or Succubi, and live entirely for combat and bloodshed. In the great hierarchy of Hell, Erinyes are considerably elevated in rank, and many occupy positions of considerable authority in Hell.

In combat, Erinyes tend to use their ability to fly, along with their immense skill with powerful composite bows to rain flaming death upon enemies. They are also particularly fond of using their magical ropes to trap enemies, dragging them high up into the sky and dropping them from great heights. Though they enjoy the carnage of warfare immensely, they are also disciplined and intelligent fiends, and are willing to accept orders from more elevated fiends.

Erinyes can be found serving mortals as well, though they detest such service and frequently turn upon mortal masters as soon as is possible, killing them as brutally as their minds can manage. They can be found in the service of all of the archdevils, but Proserpina is most famous for her elite guard of Erinyes warriors.

Author:  KaiserKris [ Sun Dec 26, 2010 5:28 am ]
Post subject:  Re: Reimagining SRD Fiends I: The Babau, Glabrezu and Erinye

Alecto, Queen of the Erinyes
You’ve encountered erinyes before, and defeated them- but there is something different about this fiend, an aura of astounding power and menace. She carries a flaming longsword in her hand, and the other hand crackles with magical power.

No. Encountered: Unique
Size: Medium
HP: 155 (17d10+51)
Move: 30 (walk), 60 (fly)
AC: 33
Attacks: 2x +3 Weapon (+6 hit, +6 damage, +2d6 bonus hellfire damage)
Special: Class Abilities, Covenant of Destruction, Devilish Attributes, Hair Rope, Immunities, Magical Bracers, Reverse Gravity, Slaying Arrows, Spell-Like Abilities, Summoning
Stats: Str: 20 (+4), Dex: 24 (+6), Con: 18 (+3), Int: 19 (+3), Wis: 20 (+4), Cha: 22 (+5)
Primes: Strength, Dexterity, Charisma
Alignment: Lawful Evil
Type: Extraplanar (devil)
Treasure: +3 hellfire magical weapon or shield.
XP: 23500 + 17

Special Abilities:
Class Abilities: Alecto possesses the class abilities of a 17th level blackguard.

Covenant of Destruction: Alecto has the ability to form a covenant of destruction with an individual, allowing them to track that individual, regardless of distance or time elapsed. It also allows them to teleport themselves to within a few miles of the individual they are bonded with, regardless of previous distance or plane. Unlike normal erinyes, Alecto has the power to cancel a Covenant and can hold a Covenant of Destruction on a number of beings equal to her Charisma modifier.

Devilish Attributes: Like all true devils, Alecto has the ability to assume the shape of a humanoid creature, disguising their infernal nature and alignments. Attempts to magically detect alignment must make a successful Wisdom check at the base CL + 15 or roll a natural 20. True seeing will punch through this disguise, however. Alecto also has the ability to speak in any language she desires, as well as to use telepathy. Whenever she speaks, all within hearing range will hear her words in their native language, unless she specifically wills otherwise. Alecto has perfect darkvision.

Hair Rope: Alecto possesses a magical rope made from her own hair, which they can ensnare enemies with as a ranged touch attack, at up to 20 feet. Once trapped, Alecto can pull on the rope to trip an enemy, or use it to bring them aloft into the air. The trapped victim gets one immediate chance to make a Strength save to break free from the hair rope, before Alecto is either capable of making a free trip attack, swinging the helpless victim around or flying into the air with them. When Alecto reaches 100 feet in the air, they will let go of the rope, letting the unfortunate individual plummet to earth.

Immunities: Alecto can only be damaged with +3 or greater magical weapons, or +1 silver/good-aligned weaponry. Alecto is also immune to fire, poison, charm, death, polymorph, petrifaction and fear spells.

Magical Bracers: Alecto possesses magical bracers, which they can shape into any +3 hellfire weapon they desire, from a composite bow to a lance. One of the bracers can also become a +3 shield, giving the Erinyes a total bonus of +4 to AC. Reshaping a weapon is a standard action.

Reverse Gravity: Alecto is capable of altering gravitational forces upon an individual, causing them either to helplessly fall upwards, or flying creatures to fall to earth. She can target any creatures in a 10x10 foot radius.

Slaying Arrow: Twice per day, Alecto can imbue an arrow with powerful killing magic, killing any enemy below 10 HD that it hits instantly and destroying the body. Any creature of 10 HD or above must make a Charisma save against death, or suffer the same fate. A successful save result in normal damage from the arrow.

Spell-Like Abilities: Alecto benefits from constant true sight and emits a constant magic circle against either good or chaos, depending on the foes she is battling at the moment. She can cast teleport without error and shout at will, and plane shift twice per day.

Summoning: Alecto can summon 1d4+1 Erinyes to assist her once per day.

Alecto is the self-styled ‘Queen of the Erinyes’, though her title is an honorary one and few except for the erinyes themselves regularly use it, though Proserpina frequently addresses Alecto as such as a gesture of respect and courtesy. Indeed, the two are extremely close allies and through Alecto, Proserpina commands the allegiance of most of the erinyes in Hell. Alecto is usually deeply engaged in the Blood War with the demons, and is only occasionally pulled from her martial duties to pursue some particularly important mission for her mistress, Proserpina.

In combat, Alecto is not unlike her lesser kin, the erinyes, though her blackguard class abilities and handful of spell-like abilities give her tactical options that other erinyes lack. She will almost invariably use the first round of any given combat to summon other erinyes to her side, using them to harass enemies as she uses her Slaying Arrows to kill the most important party members. She uses smite good on the party’s clerics and paladins, if any, always seeking to kill the divine casters first. If a party attempts to escape, she will invoke a Covenant of Destruction upon them and stalk them relentlessly, often appearing briefly to summon erinyes, which will harass the party.

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