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The Daemons of Hades 
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Red Cap
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Post The Daemons of Hades
Yaldabaoth, the Arch-Daemon
You have clawed your way through endless hordes of life-destroying daemons and avoided the attentions of the supreme agents of death, the Horsemen of the Apocalypse, seeking the grim fortress where the fabled Yaldabaoth rules over his grey and desolate domains. You storm into the presence of a … you can’t see anything, except for the very, very vague outlines of a colossal serpentine form and what looks like a horrible burning sun where a face would be. You realize, in a moment, that it is the horror of Yaldabaoth that has burned this land into cinders.

Your will immediately collapses and you exist only to serve your new Lord.


Size: Colossal (100" long)
HP: 500 (as 30 HD creature)
Move: 40” (walk), 90” (fly)
AC: 34
Attacks: Bite, Tail Sweep (see below)
Special: Burning Gaze, Daemon Lord Traits, Inexorable Word, Lord of Hades, Prince of Daemons, Spell-Like Abilities, Summoning
Saves: P,M
Int: Supra-Genius
Alignment: Neutral Evil
Treasure: 18
XP: 500,000

Bite: Yaldabaoth's bite inflicts truly colossal damage, an amazing 4d12+10 as well as injecting a horrid poison, which upon failure of a Constitution save, inflicts level drain of 1d4 levels per round, with no end except by restoration or other such spell. Any victim of Yaldabaoth's horrid bite becomes a skeletal champion or lich of appropriate hit dice. Their soul is consumed by Yaldabaoth forever. He can make one of these horrible attacks in any given round as part of his ordinary attack routine.

Burning Gaze: Yaldabaoth's horrible burning visage, said to resemble that of a terrible lion, immediately blinds any opponent who fails to make a Wisdom save and inflicts unholy damage of 6d6 against any opponent within 60' of the titanic daemon. Additionally, his gaze is in a constant 360 and he cannot be surprised, flanked or back attacked. Any victims slain by Yaldabaoth's burning gaze are reborn as ghosts of appropriate hit dice.

Daemon Lord Traits: Yaldabaoth is immune to poison, disease, energy drain, petrification, polymorph, death attacks and mind-affecting spells. He has 80% spell resistance. He has constant true seeing and a perpetual magic circle against good with a range of 200". He can telepathically communicate with any being within sight range. He can teleport without error at will and cast gate once per day. Like all daemons, he can use the daemonic drain special ability, allowing him to sap one level with all saves made at a -2 (though this ability is freakishly redundant).

Inexorable Word: Yaldabaoth's most terrifying weapon, arguably is the Inexorable Word, which rather than simply slaying all living things in the area, force a Charisma save in order for all living things within a mile to lose all will to exist, save to serve Yaldabaoth and harvest souls for him. This should be considered as a domination effect, with a new Charisma save able to be made every day, but with no restrictions regarding the orders he can give them. He can use this horrible tool only once per day.

Lord of Hades: Yaldabaoth is supreme in the blasted wastes of Hades and can control the weather and shape the geography of Hades at will.

Prince of Daemons: Yaldabaoth can shape new daemons directly from the damned neutral evil souls that populate Hades, as well as being able to promote up to 1d20 daemons one step in their progression in any round.

Summoning: Yaldabaoth can summon 2d20 HD of daemons once per day and place them anywhere he desires within his colossal sight range. He can also summon any one of the Four Horseman with an equal chance of calling each.

Swallow Whole: On a roll of 19 or 20 with its bite attack, Yaldabaoth will immediately swallow an opponent whole, who must make a Charisma save. If they succeed, they are simply destroyed physically. If they fail, they will be vomited forth as a daemon of appropriate hit dice.

Spell-Like Abilities:
Constant: fear (within 1 mile radius)
At Will: animate dead, limited wish, mental domination, wish (grant another)
3/day: energy drain, mass mental domination, power word kill, symbol (any)
1/day: time stop, wish (for himself)

Tail Sweep: Yaldabaoth's massive serpentine tail is capable of sweeping across a 30x30 area of the battlefield, inflicting 4d4+10 damage as well as tripping an opponent. He can select one such opponent to be drawn into his devastating crushing coils, which inflict 14d6 damage per round unless a Strength save is made to break out of them. The crushed bodies of anyone slain by Yaldabaoth's horrible coils ooze forth as a gibbering mouther of hit dice equal to the slain creature. Yaldabaoth can make one of these attacks as part of his ordinary attack routine.

The origins of Yaldabaoth are unknown, except that that the titanic beast has existed in Hades for uncountable eons and has an unfathomable hatred of mortal life and the existence of free will. It is conjectured by some scholars that Yaldabaoth is a twisted mirror image of the Architect Himself, a being motivated by an evil so all-consuming as to beggar either Asmodeus or Demogorgon. It is said that Yaldabaoth connives to play the demons and devils against each other while he husbands titanic howling armies of daemons to sweep through material reality, destroying all mortal souls and subjecting all to the horrible rule of Hades …

He is largely known by his lieutenants, the Four Horsemen of the Apocalypse, who bring War, Famine, Pestilence and Death, spreading ruin and desolation in his name.

Combat: Yaldabaoth is a horrible opponent who desires nothing more than to erase his opponents from a given battlefield. He will immediately use time stop in order to call up reinforcements and warp the grim wastes of Hades in any fashion he desires to his advantage. He will then usually remain mostly stationary in combat, using his terrifyingly vast reach in order to destroy enemies with

Bargaining: Yaldabaoth does not generally suffer bargains from mortals and will usually simply destroy or enslave anyone who dares call upon him. His ability to grant favors should be understood as virtually infinite, though if he deigns to bargain, the price he demands will likely be colossal- if a powerful autocrat pledges the souls of an entire empire to his dark worship, he may humour them.


Fri Mar 15, 2013 4:08 am
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Greater Lore Drake
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Post Re: The Daemons of Hades
Again, good stuff and good to see you back and posting great things (well diabolic things that will be great at scaring the heck out of the players - if I ever get a chance to run a game again)

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Fri Mar 15, 2013 3:14 pm
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Mogrl

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Post Re: The Daemons of Hades
Nice work!

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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
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Fri Mar 15, 2013 8:44 pm
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Red Cap
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Post Re: The Daemons of Hades
Cacodaemon
This spheroid fiend looks at you with one massive unblinking eye as it drifts leisurely in your direction, titanic mouth pulled apart in a foul grin which opens up to reveal what looks like the unholy cross of a monster’s maw and an electrical storm, belching forth a sizzling ball of lightning which flies towards you with unholy rapidity. You hear it cackle in an impossibly low voice spiked with hints of electricity.

No. Encountered: 1-2, 5-6
Size: Medium (6’ across)
HD: 8d10+8 (average 48 hp)
Move: 30” floating
AC: 19
Attacks: Bite (2d12+4 damage, disease) or Ball Lightning (2d6, 5’ radius burst, 100 foot range)
Special: Gaseous Body, Lesser Daemon Traits, Spell-Like Abilities, Summoning, Swallow Whole
Saves: P
Int: Average to Above Average
Alignment: Neutral Evil
Type: Extraplanar (daemon)
Treasure: 8
XP: 975 (+ 384 for average HP)

Disease: The disease that cacodaemons infect those who are bitten by them slowly drains Wisdom and Charisma, 1d4 per day. If a victim’s Charisma or Wisdom drain to 0, they become a virtual shade and draw daemons towards them, eager to consume their immortal soul.

Gaseous Body: Due to their body being largely composed of lighter-than-air gases, cacodaemons are able to constrict their forms to fit into surprisingly narrow corridors, including corridors no wider than 2” wide.

Lesser Daemon Traits: Like all daemons, cacodaemons are resistant to disease, poison and fear. They can use the spell-like ability daemonic drain three times a day, allowing them to drain a level from an opponent and giving them 1d10 hit points in healing from the drained level. They have darkvision out to 120” and can communicate telepathically with all creatures within 100’. Like all daemons, they trap the soul of anyone they slay, storing it in a gem located inside their body.

Spell-Like Abilities:
At Will: protection against good
3/day: dispel good, fear, lightning bolt
1/day: chain lightning, true seeing

Summoning: Cacodaemons are capable of summoning one of their fellows once per day.

Swallow Whole: On a roll of 20, with their bite, cacodaemons can attempt to swallow one Small or Medium creature whole, with the creature landing inside a pocket dimension approximately 10x10 large, in which they suffer 2d6 electrical damage and 1d6 acid damage from the strange insides of the cacodaemon. They cannot escape, but if the cacodaemon is slain before they die, they will emerge from the burst body of the cacodaemon.

One of the more common daemons of Hades, the cacodaemons reside within caves and fissures of the blasted wastes, coming out mostly to hunt the desperate souls which land from time to time on Hades. Though not noted for being fast, they are able to squeeze themselves into shockingly small spaces and possess potentially devastating magical abilities which allow them to efficiently hunt and trap damned souls, which they pass on to their superiors.

Cacodaemons are not exclusive to any one of the Four Horsemen’s ranks and are equally common throughout all of the Grey Wastes. Like most daemons, they rarely bother to negotiate with mortals and usually greet mortals with a mighty belch of lightning. When a cacodaemon has gathered souls equal to its hit dice, it will attempt to return to its master, passing on the soul energy in the hopes of having some of the residual scraps gifted to it. Like other daemons, cacodaemons do not serve out of a sense of duty or sheer terror, but simple expediency.

In combat, cacodaemons will usually remain as far aloft as they can, using their ability to belch forth powerful electrical spells and blasts to maximum effect. They will only bite if they are pressed to, even though their bite inflicts horrible damage and infects enemies with a disease.


Fri Mar 15, 2013 10:30 pm
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Red Cap
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Post Re: The Daemons of Hades
Doll Daemon
There is something subtly off about the extremely lifelike doll, lovely as it is. That being said, no one at the orphanage has the heart to give away something which has seemingly given so much comfort to large numbers of dying children …

No. Encountered: 1
Size: Small (usually around 1’, occasionally up to about 2’)
HD: 3d10+3 (average 18 hp)
Move: 30” (walk, but usually immobile)
AC: 17
Attacks: See Below
Special: Addictive, Lesser Daemonic Traits, Self-Destruction, Spell-Like Abilities
Saves: M
Int: Above Average
Alignment: Neutral Evil
Type: Extraplanar (daemon)
Treasure: None
XP: 60 (+54 average for HP)

Addictive: Anyone who picks up a Doll Daemon must make a Charisma save or become effectively addicted to the doll, needing to keep it in their possession. The doll can make one suggestion a day to that individual. The individual can make one Charisma save a day to break the addiction, but does so on a -1 cumulative penalty each day. Forcible separation from the doll causes temporary shock, causing a -1 penalty on all rolls for 1d4 hours. The individual will instinctively try to hoard and protect the doll and will go so far as to attack allies to protect it (though they get another Charisma save at that point).

Lesser Daemon Traits: Like all daemons, doll daemons are resistant to disease, poison and fear. They can use the spell-like ability daemonic drain three times a day, allowing them to drain a level from an opponent and giving them 1d10 hit points in healing from the drained level. They have darkvision out to 120” and can communicate telepathically with all creatures within 100’. Like all daemons, they trap the soul of anyone they slay, storing it in a gem located inside their body.

Self-Destruction: When a doll daemon is destroyed on the material plane, its body is destroyed in a blast which inflicts 6d6 damage within a 20 foot radius, with a Dexterity save reducing damage by half.

Spell-Like Abilities:
Constant: detect thoughts
1/day: cause disease, telekinesis (50 lbs)

It is said that the doll daemons represent the nadir of Yaldabaoth’s complete hatred for all life, a daemon which does not go forth to conquer nations or slay heroes, but simply to kill innocent people, especially children, which it often relishes in making ill at the same time that it makes them hopelessly addicted to it. While it occasionally allows these children to recover in the hopes of corrupting them, generally their goal is to make them suffer and die, their souls trapped to be fed to Yaldabaoth on his endless quest for godhood, and for the doll daemon to perhaps be promoted to a higher form.

Doll daemons are not physically powerful and will often try to negotiate if pressed. Their ability to make their presence essential to heroes necessitates careful handling as they are formidably wily creatures.


Sat Mar 16, 2013 6:39 am
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Red Cap
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Post Re: The Daemons of Hades
Bellodaemon (Daemon of War)
The titanic fiend emerges onto the battlefield, dripping in gore from countless slain corpses, bearing the face of a great bird of prey and a huge rack of bloodspattered antlers on a massively muscled, heavily armoured body. It lets out a terrifying howl before charging you, powerful weapons ready to bring to bear against you ..

No. Encountered: 1-2
Size: Large (12’)
HD: 15d10+30 (105 hp average)
Move: 30’ (walk)
AC: 24
Attacks: 2x Large Waraxe (2d8+9 dmg, reach 10’), 2x Large Warhammer (2d8+9 dmg, reach 10’) or 1x thrown Waraxe and 1x thrown Warhammer (2d8+9 dmg each, range 60) or 4x Fists (2d4+6 damage)
Special: Greater Daemonic Traits, Howl of Terror, Spell-Like Abilities, Summoning, Weapon Enchantment
Saves: P, M
Int: High
Alignment: Neutral Evil
Type: Extraplanar (daemon)
Treasure: 15
XP: 13700 (plus 1575 average for HP)

Greater Daemonic Traits: Like all greater daemons, a bellodaemon gives off a constant magic circle against good and is immune to fear, charm, poison, disease, energy drain and death attacks. They possess darkvision out to 120’ and can communicate telepathically with any beings within 100 feet. They can teleport without error at will. At will, it can use daemonic drain to siphon off a level from an opponent and gain 1d10 hit points. Any opponent whom the bellodaemon kills has their soul trapped in a magical gem inside the bellodaemon’s body.

Howl of Terror: Any time it desires, it can issue forth a great howl which acts as a fear spell against all opponents within 60’ of the bellodaemon.

Spell-Like Abilities:
Constant: freedom of movement
At Will: command, heat metal
3/day: blade barrier, dispel good, wall of iron
1/day: energy drain, plane shift

Summoning: Once per day, a bellodaemon can summon 1d2 cacodaemons.

Weapon Enchantment: While wielding its large axe and hammer, a bellodaemon imbues them with terrifying qualities. The axe becomes a vorpal weapon, hacking off some part of the target’s anatomy with a critical roll of 20. The hammer strikes with incredible force, such that any target must make a Strength save or be knocked backwards 2d10+6 feet, with enough force that they incur falling damage as appropriate. When thrown, these weapons will immediately return to the bellodaemon. If slain, they will revert to “mere” +3 enchanted weapons of appropriate size.

The ferocious bellodaemons are the favoured servants of the Horseman of War and among the most powerful and feared of the daemons. Known for their hideous strength, many are surprised at their intelligence and strategic inclinations, as they are as much grim generals as they are gorestrewn champions on the battlefield. They go about their deadly work with grim efficiency, taking no particular joy in their work- daemons are singularly joyless fiends, their bitterness and brutality being motivated by a dull hatred of all mortal life.

Though bellodaemons are usually associated with the Horseman of War, they are occasionally found in the service of the other Horsemen as enforcers and mid-level commanders. If summoned by mortals, they may entertain an offer to perform the grim work of slaughter for appropriate payment, but only if they are certain the number of souls they harvest are in excess of any that may be protected by their actions.


Sat Mar 16, 2013 8:58 pm
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Red Cap
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Post The Mordudaemon (Murder Daemon)
Mordudaemon (Murder Daemon)
At first glimpse, the mordudaemon looks like a very tall, lanky human, but as you examine it closely, it is clear that it is actually wearing another being's skin in particular a horrifying mask which is stretched over its face, from which a steady trickle of blood begin pouring from eyes, ears and nose. From a huge gash in the throat, a tongue licks up drops of blood and the slit throat curves upwards as in a horrifying smile as it lurches towards you, quickly.

No. Encountered: 1
Size: Medium (7')
HD: 9d10+9 (54 hp average)
Move: 40’ (walk)
AC: 20
Attacks: Slam (1d8+3) or Weapon (+3 to damage)
Special: Backstab, Lesser Daemonic Traits, Skin Mask, Spell-Like Abilities
Saves: P, M
Int: High
Alignment: Neutral Evil
Type: Extraplanar (daemon)
Treasure: 7
XP: 4000 (+486 for hp (average))

Backstab: A Mordudaemon that successfully sneaks up on an opponent does increased damage comparable to that of a rogue of the same level.

Lesser Daemonic Traits: As Lesser Daemon.

Skin Mask: Mordudaemons carry a number of masks made from the perserved skin of their victims, which allowing them to change their form as they wear them. When wearing a skin mask, they suppress their own abilities and take on the class abilities of the individual whose "skin" they are wearing, at a hit dice level comparable to that of the Mordudaemon. They can reassume their normal form at any time, but expend the use of their skin mask.

Spell-Like Abilities:
Contant: jump, freedom of movement, spider climb
At Will: stinking cloud, telekinesis
1/day: blade barrier, true seeing

Summoning: Once per day, a mordudaemon can summon another mordudaemon.

One of the most loathsome and horrifying of all the daemons, the mordudaemons are the elemental spirits of bloody, fiendish murder, psychopaths who relentlessly persue terror and death as a science. Though they favor stalking amongst civilized peoples and preying upon them, their ability to take on the persona of people they slay with their skin masks make them valuable infiltrators as well, though it is rare for a mordudaemon to be able to suppress its urge to kill and dismember for long. They view murder as an art- the only one with any value, as it brings mortal life one step closer to being extinguished.

Mordudaemons are closest to the Horsemen of Death and War, though they do not align themselves exclusively with any individual force. If summoned to the mortal planes, they often appear amenable to bargaining, as long as they are able to work their bloody masterpieces on mortals. However, any sign of weakness is likely to result in the summoner being brutally slaughtered, with bodily parts arranged in some intricate pattern, their faces peeled off carefully and used as the newest mask for the mordudaemon.


Mon Apr 15, 2013 10:10 pm
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Post Pestudaemon (Plague Daemon)
Pestudaemon (Plague Daemon)
The miasmic fiend flies towards you on muck-spattered fly's wings, bearing a grotesquely swollen head, body covered in weeping sores and egg-suzed buboes. When it opens its mouth to speak, blood-smeared pus flows liberally from the creatures mishappen, toothless mouth. Its breathes are the sounds of the death rattle. It bears a bow, which it draws back, aimed at you ...


No. Encountered: 1, 4-6
Size: Medium (6')
HD: 13d10+13 (78 HP average)
Move: 30' walk, 60' fly
AC: 21
Attacks: 2x Slam (2d4+3), 2x Plague Bow (1d8+3, disease, range 100)
Special: Greater Daemon Traits, Miasmic Aura, Plague Bow, Spell-Like Abilities, Stench, Summoning
Saves: P, M
Int: Average
Alignment: Neutral Evil
Type: Extraplanar (daemon)
Treasure: 8
XP: 7000 (+1014)

Greater Daemon Traits: As Greater Daemon

Miasmic Aura: The mere presence of a Pestudaemon is enough to force all people within 60' feet to make an immediate Constitution save or contract a disease, which drains 1d4 points of Strength, Dexterity and Constitution per day for 1d6 rounds. This disease if it develops can only be cured with magic. If Constitution reaches 0, the victim dies and is raised as a plague zombie in the service of the Pestudaemon.

Plague Bow: The Plague Bow which a Pestudaemon wields is a +1 composite bow, which causes a disease (which drains 1d4 Strength per hour) in any victim it strikes, if they fail a Constitution save against disease. A critical hit with the bow (a roll of natural 20) forces a save against death. Additionally, as an unholy weapon, it inflicts 1d6 bonus damage against any creatures of good alignment. Any good-aligned creature who attempts to handle the weapon suffers 1d6 damage per round they touch it.

Spell-Like Abilities:
Constant: stinking cloud (around self)
At Will: blindness, cause disease, deafness, telekinesis
3/day: cloudkill
1/day: finger of death

Stench: The stink of living decay around a Pestudaemon is so intense that it permeates all beings who come within 100' of it, causing a -2 penalty to all Charisma checks to positively influence another person. It also forces a save every 1d6 rounds while it is active to prevent vomiting profusely, which is a full-round action.

Summoning: A Pestudaemon can summon a langudaemon or another pestudaemon once per day.

The malignant, repulsive Pestudaemons are the primary servants of the Horseman of Pestilance and they buzz about in the skies around his twisted palace, cackling as they shoot down the damned souls that come to them. Slick with filth and pus, a Pestudaemon's stench can be smelled miles off and up close is overwhelming. Happily doing the will of their dark master, the Horseman of Pestilance, as well as the Unmaker, Yaldabaoth the Arch-Daemon, they are occasionally called into the material plane by necromancers and other foul magicians to wreak havoc.

Pestudaemons prefer to fight at a distance, using their plague bows to quickly lay enemies low. They typically employ their finger of death spell-like ability on a powerful-seeming spellcaster or other primary target. If they are in serious trouble, they will retreat in order to find easier prey elsewhere.


Tue Apr 16, 2013 12:26 am
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Unkbartig
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Post Re: The Daemons of Hades
I love these, they are amazing!!!


Fri Apr 19, 2013 5:20 pm
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Post Re: The Daemons of Hades
I just spent a good portion of the evening re-reading and devouring your devil and demonic hordes. Priceless stuff KK.

~O

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Mon May 20, 2013 4:50 am
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Post Re: The Daemons of Hades
Omote wrote:
I just spent a good portion of the evening re-reading and devouring your devil and demonic hordes. Priceless stuff KK.

~O

This got my hopes up, I saw the post in oragne and then it was Omote. How do the trolls not have a Daemons and Cevils book with all this priceless stuff produced by one person, just contract him up to write the book he already has so much priceless material posted on the boards


Mon May 20, 2013 1:48 pm
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Post Re: The Daemons of Hades
KK has his hordes, sort of, tailor made for his own campaigns and their own history. That's OK. The devilishness of his writings are on par with how I see the beings of the hells working in the C&C game. They are tough, and not to be taken lightly.

C&C has their own versions in the works, possibly a book on the planes of existence. However, that tome looks to be pretty far off at this point.

~O

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Tue May 21, 2013 5:52 pm
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Post Re: The Daemons of Hades
Omote wrote:
C&C has their own versions in the works, possibly a book on the planes of existence. However, that tome looks to be pretty far off at this point.

~O

And has been for several years... :(

R-

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Tue May 21, 2013 6:06 pm
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Post Re: The Daemons of Hades
Rigon wrote:
Omote wrote:
C&C has their own versions in the works, possibly a book on the planes of existence. However, that tome looks to be pretty far off at this point.

~O

And has been for several years... :(

R-


Don't say things like this, you take the hope that Omote started to grow in my little young rpg heart and broke it :cry:


Tue May 21, 2013 6:49 pm
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Post Re: The Daemons of Hades
Marasmudaemon (Famine Demon)
A horrific fiend lurches towards you, a near-skeletal jackal's head, outsized, spindly limbs and a grotesquely swollen belly. As it lurches through the food market, all the food within spontaneously rots and withers, turning putrid and inedible. It grabs villagers with surprising speed and turns fat, prosperous townsfolk into starving wrecks on the verge of death ... with sallow, seemingly unfocused eyes, it turns towards you and you sense a hunger, a vile hunger for slow, horrific destruction. Instead of roaring, it calls with the heartbreaking cry of every starving child in the world ...

No. Encountered: Usually 1
Size: Large (8')
HD: 12d10+12 (72 HP average)
Move: 40' walk
AC: 20
Attacks: 2x Slam (1d6+2, famine touch)
Special: Aura of Ruin, Greater Daemon Traits, Touch of Famine, Spell-Like Abilities, Summoning
Saves: P, M
Int: Above Average
Alignment: Neutral Evil
Type: Extraplanar (daemon)
Treasure: 7
XP: 5525 (+12/hp)

Aura of Ruin: All food or edible plants within a 50' radius of a Marasmudaemon immediately turn rotten and putrid, unless blessed by a cleric of at least half the level of the daemon. This includes food within the stomach of anyone it approaches, which necessitates an immediate Constitution save against disease or the victim will begin to uncontrollably vomit, unable to take any actions other than moving until they break the effect with a Constitution save. Any food that was consumed in the previous six hours is vulnerable to the effect.

Greater Daemon Traits: As Greater Daemon.

Touch of Famine: Every attack that the daemon makes forces a Constitution save, or the victim will become progressively emaciated and weakened, losing -1d4 to all physical attributes and 1 to all mental attributes.

Spell-Like Abilities:
At Will: fear
3/day: insect plague
1/day: control weather, energy drain

Summoning: Once per day, a marasmudaemon can summon another of its kind or 1d2+1 dolorodaemons (pain daemons).

Though all of the daemons are foul creatures, the grotesque marasmudaemons are one of the most vile and terrifying. Never vocalizing save in the agonized howls of starving children, these horrible monstrosities seek nothing but to spread ruin and famine wherever they go, destroying mortal life in a slow, agonizing and hopeless fashion rather than with the crushing violence of a bellodaemon or the foul epidemics of pestudaemons. Marasmudaemons usually operate alone but are cunning creatures and are willing to work with cultists or other entities who advance their ultimate goals.

Marasmudaemons typically avoid combat with prepared adventurers whenever possible, preferring to spread their ruin far from interference. They use their abilities to control weather in order to induce ruinous floods or droughts that can devastate far wider areas than their natural abilities to putrify food and drink ever could. If caught in a situation where force is necessary, they usually summon dolorodaemons in order to do their dirty work and teleport away to their lair in order to continue their foul machinations. Only if absolutely pressed will it actively engage adventurers.


Sun Aug 04, 2013 6:02 am
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Red Cap
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Posts: 299
Location: Manitoba, Canada
Post Thanatodaemon (Death Daemon)
Thanatodaemon
The grimly hooded creature emerges from a bank of fog, pointing in the middle distance, towards a gravestone that is marked irrevocably with your name on it. A dull feeling of inevitably descends over you as your life slowly ebbs away, eyes growing dim, limbs growing heavy, years of your life peeling away from you in mere seconds ...

No. Encountered: 1
Size: Medium (7')
HD: 16d10+16 (average 96 hp)
Move: 30' (walk), 90' (fly)
AC: 22
Attack: 2x Claws or 2x Weapon (+1 damage, plus Touch of Death)
Special: Aura of Death and Decay, Greater Daemon Traits, Lord of the Dead, Spell-Like Abilities, Vision of Death, Summoning, Touch of Death
Saves: M, P
Int: Genius
Alignment: Neutral Evil
Type: Extraplanar (daemon)
Treasure: 16
XP: 13300 + 16

Aura of Death and Decay: The Thanatodaemon's mere presence spreads death and misery and living mortals can only spend a short time around it. For every HD a being possesses is one minute before they must start saving against death, with a -1 penalty inflicted for each subsequent round. Failure to make the save means the subject is aged 2d4 years. Already dead things must make a similar save or be decomposed beyond ability to be resurrected.

Greater Daemon Traits: As a greater daemon, the Thanatodaemons possess all the traits of a greater member of their kindred.

Spell-Like Abilities:
At Will: vampiric touch, enervate, animate undead
3/day: create undead, create greater undead, finger of death, energy drain
1/day: gate (noxudaemon, 50% chance of answering)

Lord of the Dead: No simple undead is capable of willingly attacking a thanatodaemon and even intelligent undead must make a Charisma save to be able to do so. A Thanatodaemon can rebuke/command undead as a cleric of its level.

Vision of Death: A Thanatodaemon is capable of showing any individual a compelling vision of their demise. If an individual is ever put in a situation reminiscent of that vision ever again, they must make a Charisma save against fear or be affected by the fear spell for 1d4 hours.

Summoning: A Thanatodaemon can summon 1d2 Mordudaemons or another Thanatodaemon.

Touch of Death: Every time that a Thanatodaemon strikes an enemy with its claws or a melee weapon, that victim is aged 1d4% fo their lifespan. This effect is permanent unless the target gains a full restoration or wish spell.

Thanatodaemons are rarely summoned into this world as they exemplify the most sinister and patient means of death, that is, death through natural aging. When they do appear, however, they are a terrifying force, with their merest presence causing mortals to age, wither and die, along with their baleful touch. Thanatodaemons are fully capable of communicating through telepathy, but rarely do, instead using their ability to give visions of death and baleful gestures to make their point known. Even seasoned Necromancers are known to turn away in horror from these creatures.

Thanatodaemons exclusively serve the Horseman of Death and hold most other daemons in disdain, with the obvious exception of their ultimate lord, Yaldabaoth. They rarely bargain with mortals, for their goal is the spread of death and decay and their victory is the greatest of all inevitabilities.


Wed Aug 14, 2013 1:50 am
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Red Cap
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Post The Noxudaemon
Noxudaemon
The Noxudaemon does not even seem to appear as a corporeal being so much as a malignant haze which blots out light and life with equal fervour. Sickly-green eyes float amid the haze, which slowly coalesces into a form like that of a terrible serpent, though still somewhat hazy and indistinct to the eye. In its dimness, it is a terrible reflection of the great daemon lord Yaldabaoth.

No. Encountered: 1
Size: Large (20’ long, 10’ tall)
HD: 20d10+20 (average 120 hp)
Move: Anywhere within sight range immediately
AC: 22
Attack: 2x Bite (2d10+4 damage, drains one level)
Special: Fog of Death, Gaseous Form, Greater Daemon Abilities, Miasmic Healing, Spell-Like Abilities, Summoning
Saves: M, P
Int: Genius
Alignment: Neutral Evil
Type: Extraplanar (daemon)
Treasure: 18
XP: 35,000 +20/hp

Fog of Death: Being touched by a Noxudaemon’s horrible body dooms all whom touch it to a terrible death within 1d20 days unless a limited wish or wish spell can be cast to reverse the effects. Killing the Noxudaemon will also end the curse. Healing magic is only 50% effective within 100’ of the Noxudaemon.

Gaseous Form: Noxudaemons have the ability to shift into a highly gaseous form, in which weapons attacks are largely useless- only the magical “bonus” damage or holy damage will be accrued. Spells which afflict area of effect damage, however, are still effective against the Noxudaemon. Noxudaemons can shift their gaseous form anywhere within its sight range (around a mile in open terrain) as a move action.

Greater Daemon Traits: As a greater daemon, the Thanatodaemons possess all the traits of a greater member of their kindred.

Miasmic Healing: The presence of a Noxudaemon provides a constant 1d8 fast healing bonus to all daemons and undead.

Spell-Like Abilities:
At Will: animate undead, cloudkill, dispel good, fear, telekinesis
3/day: create undead, create greater undead, finger of death, energy drain
1/day: gate (Horseman, 20% chance of response, or another noxudaemon, 50% chance of response), power word kill, unholy word, wish (grant another’s)
1/year: wish (for itself)

Summoning: Once per day, a noxudaemon can summon itself or 1 of any type of daemon lesser than its own HD but over 12 HD, or 1d2 daemons with HD between 9 and 12, or 1d4 of any lesser type of daemon.

The terrible noxudaemons are among the most powerful of daemonkind, with only the Four Horsemen and the great Yaldabaoth holding uncontested dominion over them. Possessed of a darkly mutable form and wielding vast and terrible magical power over death, the noxudaemons are possessed of intellects equal to that of pit fiends and raw power to that of balors, but like all daemons, they move with a certain nihilistic torpor, as if bored by the existence of opposition as much as violently angered by it.

Noxudaemons are actually more willing to bargain than many daemons, though the price they exact for their services is terrible indeed, usually involving the slaughter of entire towns or peoples. It is rumoured that a noxudaemon offered its aid in stabilizing the weakened Quzarim Empire, but at the price of annihilating the entire Hayani people who lived inside its borders- over one million souls. Horrifically, the mass slaughter began and was halted only by the Isaurian military conquest of all of Quzarim’s western provinces. In the end, however, the daemon’s will had been enacted- a vast, calculated slaughter of countless thousands of innocents, along with tens of thousands of warriors.

Noxudaemons loathe combat, but if pressed into it, they will mercilessly use their most powerful abilities to destroy enemies as quickly as possible before resuming whatever dark plans they were engineering. If threatened with destruction, they will generally retreat.


Tue Aug 27, 2013 1:18 am
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Ungern
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Posts: 58
Post Re: The Daemons of Hades
Love the stats! Just getting into C&C from 1st edition AD&D and creating adventure hooks. One involves a cult of daemon worshippers and The Books of Keeping (as per 5th edition MM). But I just can't call them yugoloths...


Fri Mar 03, 2017 3:52 am
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