Lots of Demons (was Carrion Luggage)
-
Dangersaurus
- Ungern
- Posts: 99
- Joined: Mon Jun 11, 2007 7:00 am
Lots of Demons (was Carrion Luggage)
Updated! Here are a whole bunch of demons from my notes - All based on their 1E power levels if possible. If you like those power levels, the alkilith (reclassed as a Type IV here) might need some paring back to match. If you like demons as they were in 2E, add some offensive spell-like abilities and bump everything up to +2 or better weapons to hit.
I'm also giving most all demons a "Type". This adds a bit more flexibility to the gate powers of most demons, so players beware.
All demons have the following abilities in common:
Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, teleportation without error.
Most demons have the ability to gate in other demons. Unless specifically noted, all demons have the ability to gate in dretch at their normal chances.
Experience: If you swap abilities in or out to make variations on these basic types, I counted the above abilities as 2 x Special I (telepathy, d12 hit dice), 5 x Special II (immunites, darkness), and 1 x Special III (teleport w/o error, gate.)
MANES (SUB-DEMON)
NO. ENCOUNTERED: 4-16
SIZE: Small
HD: 1 (d12)
MOVE: 20 ft.
AC: 13
ATTACKS: 2 claws (1d2), and 1 bite (1d4)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, teleport without error
SAVES: M, P
INT: Inferior
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: Nil
XP: 34+2
(snip direct cut-n-paste flavor text)
Darkness: Manes can emanate darkness in a 5' radius.
DRETCH
NO. ENCOUNTERED: 2-8 or 5-20
SIZE: Small
HD: 4 (d12)
MOVE: 20 ft.
AC: 18
ATTACKS: 2 claws (1d4), and 1 bite (2d4+1)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, spell-like abilities, gate, SR 6
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 3
XP: 390+4
(Snip more direct quotes from MM1)
Telepathic Communication: Dretch can communicate telepathically with anyone they can see.
Darkness: Dretch can emanate darkness in a 5' radius.
Spell-like Abilities: Dretch have the ability to use any of the following spell-like abilities, one at a time, at will: scare and telekinesis (50 lbs.) A dretch can use the following abilities each once per day: stinking cloud, teleport without error. Caster level is 4th unless otherwise noted.
Gate: A dretch can attempt to gate in another dretch or a Type I demon with a 25% chance of success.
TYPE I (BAR-LGURA)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Medium
HD: 6 (d12)
MOVE: 20 ft., 45 ft. (climb), 40' ft. (jump)
AC: 23
ATTACKS: 2 claws (1d6), and 1 bite (2d6)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, spell-like abilities, gate, SR 9
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 6
XP: 1,920+6
(snip)
Telepathic Communication: Bar-Lgura can communicate telepathically with anyone they can see.
Darkness: Bar-lgura can emanate darkness in a 5' radius.
Spell-like Abilities: Bar-lgura have the ability to use any of the following spell-like abilities, one at a time, at will: create water, cause fear (by touch), detect illusion, dispel magic, entangle, plant growth, teleport without error, and telekinesis (250 lbs.) A Bar-lgura can use the following abilities each twice per day: change self, invisibility, major image. Caster level is 6th unless otherwise noted.
Gate: A Bar-lgura can attempt to gate in another Type I demon with a 25% chance of success.
TYPE I (CHASME)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Medium
HD: 7 (d12)
MOVE: 15 ft. (climb), 50' ft. (fly)
AC: 21
ATTACKS: 2 claws (2d4), and 1 bite (2d6)
SPECIAL: Immunity (full): poison; immunity (half): cold, electricity, fire; telepathic communication, deepvision 90 ft., darkness, buzzing, spell-like abilities, gate, SR 8
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 7
XP: 2,070+7
(bzzzz-snip)
Telepathic Communication: Chasme can communicate telepathically with anyone they can see.
Darkness: Fly demons can emanate darkness in a 5' radius.
Buzzing: At all times except when using spell-like powers a chasme creates a buzz and drone in a horrid rasping voice. This causes opponents of less than 10 Hit Dice or Levels to save vs. intelligence each round or fall asleep. Sleeping vicitms can be woken with vigorous shaking, otherwise sleep persists for 2d4 hours or until the chasme drains the victim's blood for 1d4 points of damage.
Spell-like Abilities: Chasme have the ability to use any of the following spell-like abilities, one at a time, at will: detect good, detect invisibility (as detect illusion, but for invisibility only), teleport without error, and telekinesis (150 lbs.) Caster level is 7th unless otherwise noted.
Gate: A Chasme can attempt to gate in another Type I demon with a 15% chance of success.
TYPE I (VROCK)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Large
HD: 8 (d12)
MOVE: 30 ft., 50 ft. (fly)
AC: 20
ATTACKS: 2 talons (1d4), 2 claws (1d8) and 1 bite (1d6)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, spell-like abilities, gate, SR 10
SAVES: M, P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 8
XP: 2,925+8
Vrock demons are among the weakest of the true demons. They usually appear as a cross between a human and a vulture or some other carrion bird.
Telepathic Communication: Vrock can communicate telepathically with anyone they can see.
Darkness: Vrock can emanate darkness in a 5' radius.
Spell-like Abilities: Vrock have the ability to use any of the following spell-like abilities, one at a time, at will: detect invisible (as detect illusion, but for invisibility only), teleport without error, and telekinesis (200 lbs.) Caster level is 8th unless otherwise noted.
Gate: A Vrock can attempt to gate in another Type I demon with a 10% chance of success.
TYPE II (HEZROU)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Large
HD: 9 (d12)
MOVE: 15 ft., and 30 ft. (swim)
AC: 22
ATTACKS: 2 talons (1d3), and 1 bite (4d4)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, spell-like abilities, gate, SR 11
SAVES: M, P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 9
XP: 4,500+9
(snip)
Telepathic Communication: Hezrou demons can communicate telepathically with anyone they can see.
Darkness: Hezrou can emanate darkness in a 15' radius.
Spell-like Abilities: Hezrou have the ability to use any of the following spell-like abilities, one at a time, at will: cause fear (as a 6th level wizard), levitate (as an 8th level wizard), detect invisibile (as detect illusion, but for invisibility only), teleport without error, and telekinesis (300 lbs.) Caster level is 9th unless otherwise noted.
Gate: A Hezrou demon can attempt to gate in another Type II demon with a 20% chance of success.
TYPE III (GLABREZU)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Large
HD: 10 (d12)
MOVE: 20 ft.
AC: 24
ATTACKS: 2 pincers (2d6), 2 claws (1d3), and 1 bite (4d4)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, spell-like abilities, gate, SR 12
SAVES: M, P
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 10
XP: 8,750+10
(snippy)
Telepathic Communication: Glabrezu demons can communicate telepathically with anyone they can see.
Darkness: A glabrezu demon can emanate darkness in a 10' radius.
Spell-like Abilities: Glabrezu have the ability to use any of the following spell-like abilities, one at a time, at will: cause fear (as a 6th level wizard), levitate (as an 8th level wizard), pyrotechnics (as a 6th level druid), polymorph self, teleport without error, and telekinesis (400 lbs.) Caster level is 10th unless otherwise noted.
Gate: Glabrezu can attempt to gate in another Type I, II, or III demon with a 30% chance of success.
TYPE IV (ALKILITH)
NO. ENCOUNTERED: 1-3
SIZE: Large
HD: 11 (d12)
MOVE: 15 ft.
AC: 17
ATTACKS: 4 pseudopods (2d4 + acid)
SPECIAL: Immunity (full): acid, gases; immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., acidic poison, spell-like abilities, gate, SR 8, half damge from slashing or bludgeoning, +2 or better or cold iron weapons to hit
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 11
XP: 14,675+11
(snip - and it's a shame, because I managed to torture a coherent paragraph out of Planescape "Chant" in the Planescape Monstrous Compendium.)
Telepathic Communication: Alkiliths can communicate telepathically with anyone they can see.
Acidic Poison: If an alkilith hits with its psuedopods, a vile, corrosive slime is smeared across its victim. The victim has to make a successful saving throw versus constitution or suffer an additional ld6 points of damage per round for the next 1d6 rounds or until the slime is cleaned off. This acid can eat through all materials except stone. The Castle Keeper should roll a save for a random piece of of the victim's equipment each round. Armor that is damaged loses 1 bonus to AC (per failure). Weapons lose gain a penalty to damage each time they fail. Once the AC bonus for armor or maximum damage for a weapon is zero, the item is destroyed. Most other items are completely dissolved in 4 rounds.
Spell-like Abilities: Alkiliths have the ability to use any of the following spell-like abilities, one at a time, at will: gaseous form (with additional properties of cloudkill), cause disease, command any oozes, slimes & fungi, detect magic, dispel magic, enervation, hold person, putrefy food and water (by touch), stinking cloud, wall of ice. An alkilith can create a cone of cold three times per day. Caster level is 11th unless otherwise noted.
Gate: An Alkilith can attempt to gate in 1d3 chasme or one hezrou with a 50% chance of success.
TYPE IV (NALFESHNEE)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Large
HD: 11 (d12)
MOVE: 20 ft., 30 ft. (fly)
AC: 21
ATTACKS: 2 claws (1d4), and 1 bite (2d4)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, spell-like abilities, gate, SR 13, +1 or better weapons to hit
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 10
XP: 12,225+11
(snip)
Telepathic Communication: Nalfeshnee can communicate telepathically with anyone they can see.
Darkness: Nalfeshnee demons can emanate darkness in a 10' radius.
Spell-like Abilities: Nalfeshnee demons have the ability to use any of the following spell-like abilities, one at a time, at will: major image, cause fear (as a 6th level wizard), levitate (as a 12th level wizard), detect magic, read languages, dispel magic, polymorph self, teleport without error, symbol (fear or discord), project image, and telekinesis (500 lbs.) Caster level is 11th unless otherwise noted.
Gate: A nalfeshnee can attempt to gate in another Type I, II, III, or IV demon with a 60% chance of success.
I'm also giving most all demons a "Type". This adds a bit more flexibility to the gate powers of most demons, so players beware.
All demons have the following abilities in common:
Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, teleportation without error.
Most demons have the ability to gate in other demons. Unless specifically noted, all demons have the ability to gate in dretch at their normal chances.
Experience: If you swap abilities in or out to make variations on these basic types, I counted the above abilities as 2 x Special I (telepathy, d12 hit dice), 5 x Special II (immunites, darkness), and 1 x Special III (teleport w/o error, gate.)
MANES (SUB-DEMON)
NO. ENCOUNTERED: 4-16
SIZE: Small
HD: 1 (d12)
MOVE: 20 ft.
AC: 13
ATTACKS: 2 claws (1d2), and 1 bite (1d4)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, teleport without error
SAVES: M, P
INT: Inferior
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: Nil
XP: 34+2
(snip direct cut-n-paste flavor text)
Darkness: Manes can emanate darkness in a 5' radius.
DRETCH
NO. ENCOUNTERED: 2-8 or 5-20
SIZE: Small
HD: 4 (d12)
MOVE: 20 ft.
AC: 18
ATTACKS: 2 claws (1d4), and 1 bite (2d4+1)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, spell-like abilities, gate, SR 6
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 3
XP: 390+4
(Snip more direct quotes from MM1)
Telepathic Communication: Dretch can communicate telepathically with anyone they can see.
Darkness: Dretch can emanate darkness in a 5' radius.
Spell-like Abilities: Dretch have the ability to use any of the following spell-like abilities, one at a time, at will: scare and telekinesis (50 lbs.) A dretch can use the following abilities each once per day: stinking cloud, teleport without error. Caster level is 4th unless otherwise noted.
Gate: A dretch can attempt to gate in another dretch or a Type I demon with a 25% chance of success.
TYPE I (BAR-LGURA)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Medium
HD: 6 (d12)
MOVE: 20 ft., 45 ft. (climb), 40' ft. (jump)
AC: 23
ATTACKS: 2 claws (1d6), and 1 bite (2d6)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, spell-like abilities, gate, SR 9
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 6
XP: 1,920+6
(snip)
Telepathic Communication: Bar-Lgura can communicate telepathically with anyone they can see.
Darkness: Bar-lgura can emanate darkness in a 5' radius.
Spell-like Abilities: Bar-lgura have the ability to use any of the following spell-like abilities, one at a time, at will: create water, cause fear (by touch), detect illusion, dispel magic, entangle, plant growth, teleport without error, and telekinesis (250 lbs.) A Bar-lgura can use the following abilities each twice per day: change self, invisibility, major image. Caster level is 6th unless otherwise noted.
Gate: A Bar-lgura can attempt to gate in another Type I demon with a 25% chance of success.
TYPE I (CHASME)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Medium
HD: 7 (d12)
MOVE: 15 ft. (climb), 50' ft. (fly)
AC: 21
ATTACKS: 2 claws (2d4), and 1 bite (2d6)
SPECIAL: Immunity (full): poison; immunity (half): cold, electricity, fire; telepathic communication, deepvision 90 ft., darkness, buzzing, spell-like abilities, gate, SR 8
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 7
XP: 2,070+7
(bzzzz-snip)
Telepathic Communication: Chasme can communicate telepathically with anyone they can see.
Darkness: Fly demons can emanate darkness in a 5' radius.
Buzzing: At all times except when using spell-like powers a chasme creates a buzz and drone in a horrid rasping voice. This causes opponents of less than 10 Hit Dice or Levels to save vs. intelligence each round or fall asleep. Sleeping vicitms can be woken with vigorous shaking, otherwise sleep persists for 2d4 hours or until the chasme drains the victim's blood for 1d4 points of damage.
Spell-like Abilities: Chasme have the ability to use any of the following spell-like abilities, one at a time, at will: detect good, detect invisibility (as detect illusion, but for invisibility only), teleport without error, and telekinesis (150 lbs.) Caster level is 7th unless otherwise noted.
Gate: A Chasme can attempt to gate in another Type I demon with a 15% chance of success.
TYPE I (VROCK)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Large
HD: 8 (d12)
MOVE: 30 ft., 50 ft. (fly)
AC: 20
ATTACKS: 2 talons (1d4), 2 claws (1d8) and 1 bite (1d6)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, spell-like abilities, gate, SR 10
SAVES: M, P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 8
XP: 2,925+8
Vrock demons are among the weakest of the true demons. They usually appear as a cross between a human and a vulture or some other carrion bird.
Telepathic Communication: Vrock can communicate telepathically with anyone they can see.
Darkness: Vrock can emanate darkness in a 5' radius.
Spell-like Abilities: Vrock have the ability to use any of the following spell-like abilities, one at a time, at will: detect invisible (as detect illusion, but for invisibility only), teleport without error, and telekinesis (200 lbs.) Caster level is 8th unless otherwise noted.
Gate: A Vrock can attempt to gate in another Type I demon with a 10% chance of success.
TYPE II (HEZROU)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Large
HD: 9 (d12)
MOVE: 15 ft., and 30 ft. (swim)
AC: 22
ATTACKS: 2 talons (1d3), and 1 bite (4d4)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, spell-like abilities, gate, SR 11
SAVES: M, P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 9
XP: 4,500+9
(snip)
Telepathic Communication: Hezrou demons can communicate telepathically with anyone they can see.
Darkness: Hezrou can emanate darkness in a 15' radius.
Spell-like Abilities: Hezrou have the ability to use any of the following spell-like abilities, one at a time, at will: cause fear (as a 6th level wizard), levitate (as an 8th level wizard), detect invisibile (as detect illusion, but for invisibility only), teleport without error, and telekinesis (300 lbs.) Caster level is 9th unless otherwise noted.
Gate: A Hezrou demon can attempt to gate in another Type II demon with a 20% chance of success.
TYPE III (GLABREZU)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Large
HD: 10 (d12)
MOVE: 20 ft.
AC: 24
ATTACKS: 2 pincers (2d6), 2 claws (1d3), and 1 bite (4d4)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, spell-like abilities, gate, SR 12
SAVES: M, P
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 10
XP: 8,750+10
(snippy)
Telepathic Communication: Glabrezu demons can communicate telepathically with anyone they can see.
Darkness: A glabrezu demon can emanate darkness in a 10' radius.
Spell-like Abilities: Glabrezu have the ability to use any of the following spell-like abilities, one at a time, at will: cause fear (as a 6th level wizard), levitate (as an 8th level wizard), pyrotechnics (as a 6th level druid), polymorph self, teleport without error, and telekinesis (400 lbs.) Caster level is 10th unless otherwise noted.
Gate: Glabrezu can attempt to gate in another Type I, II, or III demon with a 30% chance of success.
TYPE IV (ALKILITH)
NO. ENCOUNTERED: 1-3
SIZE: Large
HD: 11 (d12)
MOVE: 15 ft.
AC: 17
ATTACKS: 4 pseudopods (2d4 + acid)
SPECIAL: Immunity (full): acid, gases; immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., acidic poison, spell-like abilities, gate, SR 8, half damge from slashing or bludgeoning, +2 or better or cold iron weapons to hit
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 11
XP: 14,675+11
(snip - and it's a shame, because I managed to torture a coherent paragraph out of Planescape "Chant" in the Planescape Monstrous Compendium.)
Telepathic Communication: Alkiliths can communicate telepathically with anyone they can see.
Acidic Poison: If an alkilith hits with its psuedopods, a vile, corrosive slime is smeared across its victim. The victim has to make a successful saving throw versus constitution or suffer an additional ld6 points of damage per round for the next 1d6 rounds or until the slime is cleaned off. This acid can eat through all materials except stone. The Castle Keeper should roll a save for a random piece of of the victim's equipment each round. Armor that is damaged loses 1 bonus to AC (per failure). Weapons lose gain a penalty to damage each time they fail. Once the AC bonus for armor or maximum damage for a weapon is zero, the item is destroyed. Most other items are completely dissolved in 4 rounds.
Spell-like Abilities: Alkiliths have the ability to use any of the following spell-like abilities, one at a time, at will: gaseous form (with additional properties of cloudkill), cause disease, command any oozes, slimes & fungi, detect magic, dispel magic, enervation, hold person, putrefy food and water (by touch), stinking cloud, wall of ice. An alkilith can create a cone of cold three times per day. Caster level is 11th unless otherwise noted.
Gate: An Alkilith can attempt to gate in 1d3 chasme or one hezrou with a 50% chance of success.
TYPE IV (NALFESHNEE)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Large
HD: 11 (d12)
MOVE: 20 ft., 30 ft. (fly)
AC: 21
ATTACKS: 2 claws (1d4), and 1 bite (2d4)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, spell-like abilities, gate, SR 13, +1 or better weapons to hit
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 10
XP: 12,225+11
(snip)
Telepathic Communication: Nalfeshnee can communicate telepathically with anyone they can see.
Darkness: Nalfeshnee demons can emanate darkness in a 10' radius.
Spell-like Abilities: Nalfeshnee demons have the ability to use any of the following spell-like abilities, one at a time, at will: major image, cause fear (as a 6th level wizard), levitate (as a 12th level wizard), detect magic, read languages, dispel magic, polymorph self, teleport without error, symbol (fear or discord), project image, and telekinesis (500 lbs.) Caster level is 11th unless otherwise noted.
Gate: A nalfeshnee can attempt to gate in another Type I, II, III, or IV demon with a 60% chance of success.
-
Dangersaurus
- Ungern
- Posts: 99
- Joined: Mon Jun 11, 2007 7:00 am
serleran wrote:
You know what would make this even better? Putting all the conversions in a single thread.
Otherwise, for those who need them... yay.
Yah, I've got the day off and am posting them as I do them... besides, this way they each get a really bad pun F'rex, I've got a Zorbo ready, but I can't think of anything funny involving Anthony Quinn.
Seriously, I'll try not to flood. As the monster master, I'm sure you've got all the conversions you need, but does anyone else have any requests for 3-4 monsters that fit a theme? My to-do list is pretty big, so whatever anybody wants I'm sure it's on there.
- slimykuotoan
- Greater Lore Drake
- Posts: 3669
- Joined: Sun Mar 11, 2007 8:00 am
- Location: Nine Hells
re
Awesome!
I'd love to see types II and III if you've got 'em.
I'd love to see types II and III if you've got 'em.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
Hey those look great, Dangersaurus. I have several plastic minis of them which I normally wouldn't use since they're not in the M&T. Seems I have less time to convert stuff from 1E/2E, so I just use the M&T.
_________________
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
_________________
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Re: Lots of Demons (was Carrion Luggage)
Dangersaurus wrote:
Updated! Here are a whole bunch of demons from my notes - All based on their 1E power levels if possible. If you like those power levels, the alkilith (reclassed as a Type IV here) might need some paring back to match. If you like demons as they were in 2E, add some offensive spell-like abilities and bump everything up to +2 or better weapons to hit.
This is great, thanks!
Now I would like to ask some questions:
1) Can I put them into the Creatures Features netbook I am working on? (It's a free netbook that will be available on Dragonsfoot soon, although always adding some more stuff delays its publication...).
2) Can I get the texts that have been "snipped", and are they OGC?
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Homebrews Wiki a list of campaign settings on the web.
Zulgyan wrote:
My Congrats to you, thanks dangersaurus.
Turanil: set a limit number, say 300. Once you get it realease it. Then start a new one!
300 creatures in the netbook is still a long way to go... In fact I plan to stop with these demons and a bunch of special skeletons I got somewhere else. The thing is, there aren't demons in the M&T, and no real demons yet in the Creatures Features netbook, so I thought of adding these. Now I can convert a few from the SRD after all, but if someone had already written some fluff text it would be less to do for me. I plan to release a first draft (with pics and all) the 4th or August as I go on vacation thereafter. Then, when coming back (only 1 week later), I will work on the color cover. Once this is done I hope people will have made some comments or edit on the first draft, so I can produce a final version. Still a few days to wait guys!
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Homebrews Wiki a list of campaign settings on the web.
-
Dangersaurus
- Ungern
- Posts: 99
- Joined: Mon Jun 11, 2007 7:00 am
Re: Lots of Demons (was Carrion Luggage)
Turanil wrote:Dangersaurus wrote:
1) Can I put them into the Creatures Features netbook I am working on? (It's a free netbook that will be available on Dragonsfoot soon, although always adding some more stuff delays its publication...).
Sure thing. You may want to change the names on the non-OGC monsters (alkilith to slime demon, chasme to fly demon, bar-lgura to organgutan demon... ecch, maybe something less bland.)
Quote:
2) Can I get the texts that have been "snipped", and are they OGC?
The snipped texts are 100% direct lifts from old 1E rulebooks. Great for my personal notebooks, but definitely copyrighted. Many of the demons have flavor text in the SRD that you can lift if you are making the netbook under the OGL.
I hope to have more in a few days (no promises though - I just started a new job, in-laws are in town, baby on the way in 31 days, etc.)
Zulgyan wrote:
Excelent Turanil! Real thanks for all that hard work!
All with pics? Superb.
So far the netbook is going to have around 30 pics, but unless I do some for the demons, there are none for them yet. Later I may do a few demon pics heavily inspired from the 1e ones...
_________________
Homebrews Wiki a list of campaign settings on the web.
Turanil wrote:
So far the netbook is going to have around 30 pics, but unless I do some for the demons, there are none for them yet. Later I may do a few demon pics heavily inspired from the 1e ones...
Very excellent, Dom. Any chance to see some examples???
_________________
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
-
Dangersaurus
- Ungern
- Posts: 99
- Joined: Mon Jun 11, 2007 7:00 am
Here are three more from the MM, one from MM2, and one from a Dragon article:
Note: I'm attempting to stay within the 1st edition power scale and fit most all of the demons to a "Type"... this is somewhat tough with these, since doing so would result in marilith and balor demons being outclassed by supposedly lower Types. I decided to beef up these two demons, making them fit a little better with the power levels of other demons and with the power levels in the M&T - all IMO of course.
TYPE II (BABAU)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Medium
HD: 8 (d12)
MOVE: 40 ft.
AC: 23
ATTACKS: 2 claws (1d4+3), and 1 horn (2d4+3) or by weapon (+3 damage)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, enfeebling gaze, great strength, rogue abilities, slime, vulnerable to cold iron, spell-like abilities, gate, SR 10
SAVES: M, P
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 6
XP: 3,675+8
(snipped TSR text)
Telepathic Communication: A babau demon can communicate telepathically with anyone it can see.
Darkness: Babau can emanate darkness in a 5' radius.
Enfeebling Gaze: Any living being that meets a babau's gaze must make an intelligence save or be affected as if hit with a ray of enfeeblement spell. The maximum range of this gaze is 20 feet.
Great Strength: A babau has a 19 strength, adding +3 to its chances to hit and melee damage.
Rogue Abilities: Babau have all the abilities of a 9th level thief.
Slime: A babau demon can exude a reddish slime over its whole body.This substance causes slashing and piercing attacks to do only half normal damage, as the weapons tend to slide off the demon's body.
Vulnerable to Cold Iron: Hits from cold iron weapons cause 2 additional points of damage to the babau.
Spell-like Abilities: Babau have the ability to use any of the following spell-like abilities, one at a time, at will: cause fear (by touch), levitate (as a 10th level wizard), fly (as an 11th level wizard), dispel magic (as a 12th level wizard), polymorph self, and heat metal (as a 14th level druid). Caster level is 8th unless otherwise noted.
Gate: A babau can attempt to gate in a Type I or II demon (except vrock and hezrou demons) with a 25% chance of success.
TYPE V (MARILITH)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Large
HD: 10 (d12)
MOVE: 30 ft.
AC: 26
ATTACKS: 1 tail (2d8+3), and 6 weapons
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, constrict, fiendish prowess, spell-like abilities, gate, SR 16, +1 or better weapons to hit
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 10
XP: 9,750+10
(snip)
Telepathic Communication: Mariliths can communicate telepathically with anyone they can see.
Darkness: Marilith demons can emanate darkness in a 5' radius.
Constrict: When a marilith demon strikes with its tail it automatically wraps around an opponent. The victim must make a successful strength save to avoid a consticting hold that causes 2d8+3 damage each round.
Fiendish Prowess: Mariliths are strong and skilled warriors. Mariliths add +3 to all melee damage rolls.
Spell-like Abilities: Mariliths have the ability to use any of the following spell-like abilities, one at a time, at will: charm person, levitate (as an 11th level wizard), read languages, detect invisible (as detect illusion, but for invisibility only), pyrotechnics, polymorph self, project image, and teleport without error. Caster level is 10th unless otherwise noted.
Gate: A marilith demon can attempt to gate in any one demon with a 50% chance of success.
Note: The majority of any magical treasure possessed by a marilith will be made up of magical weapons - which the marilith will use in combat.
TYPE VI (BALOR)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Large
HD: 12 (d12)
MOVE: 15 ft., 40 ft. (fly)
AC: 22
ATTACKS: 1 +1 sword (2d6+5) or 1 whip (1d4+4 + entangle)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, entangle, fiendish prowess, fiery aura, spell-like abilities, gate, SR 15, +1 or better weapons to hit
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 12
XP: 14,100+12
(snip)
Telepathic Communication: Balors can communicate telepathically with anyone they can see.
Darkness: Balors can emanate darkness in a 10' radius.
Entangle: When a balor strikes a medium or smaller opponent with its whip it automatically wraps around an opponent. The victim must make a successful strength save to avoid being drawn in and immolated in the balor's fiery aura.
Fiendish Prowess: Balor demons are nearly unstoppable opponents. They add +4 to all melee damage rolls.
Fiery Aura: A balor is surrounded by an aura of leaping flames. Anyone grappling with a balor or drawn into the aura by the balor's whip takes 4d6 damage.
Spell-like Abilities: Balors have the ability to use any of the following spell-like abilities, one at a time, at will: cause fear (as a 6th level wizard), detect magic, detect invisible (as detect illusion, but for invisibility only), dispel magic, read magic, read languages, suggestion, symbol (fear, discord, sleep or stunning), and telekinesis (600 lbs.) Caster level is 12th unless otherwise noted.
Gate: A balor demon can attempt to gate in a Type III or IV demon with a 70% chance of success.
Note: Though the balor presented here is armed with a +1 sword of great size, other balors may use more powerful magic weapons.
TYPE VI (GORISTRO)
NO. ENCOUNTERED: 1
SIZE: Large
HD: 20 (d8+6)
MOVE: 40 ft.
AC: 22
ATTACKS: 2 claws (5d6), and 1 stomp (5d8)
SPECIAL: Immunity (full): cold, fire, poison; immunity (half): electricity; telepathic communication, deepvision 90 ft., darkness, hardy, regenerate, rock throwing, spell-like abilities, SR 12, +1 to +3 or better weapons to hit
SAVES: P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 10
XP: 41,250+20
(snip)
Telepathic Communication: Goristroi can communicate telepathically with anyone they can see.
Darkness: Goristro demons can emanate darkness in a 60' radius.
Hardy: Goristroi always have at least 7 hit points per hit die, represented by rolling 1d8+6. Those with 140-160 hit points are 21' feet tall, those with 161-200 hit points are 22' tall, those with 201-240 hit points are 23' tall, and those with 241-280 hit points are 24' tall or taller. All goristro require magical weapons to hit, with the tallest two categories requiring +2 and +3 weapons.
Because of this great size, however, goristroi are comparatively rather clumsy. Opponents of medium or smaller size gain a +4 to their AC when fighting a goristro.
Regenerate: Goristro demons regenerate slowly, at a rate of 1 hit point every ten minutes.
Rock Throwing: Goristroi can hurl boulders up to 690 feet. Successful attacks inflict 2d12 points of damage. Unlike giants, goristroi have no special skill at catching boulders.
Spell-like Abilities: Goristro demons have the ability to use any of the following spell-like abilities, one at a time, at will: detect illusion, cause fear (as a 6th level wizard), levitate, spider climb, and teleport without error. Caster level is 20th unless otherwise noted.
YEENOGHU
NO. ENCOUNTERED: 1 (Unique being)
SIZE: Large
HD: 22 (d12)
MOVE: 45 ft.
AC: 25
ATTACKS: 3 flail heads (1d10 + special)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., ethereal and astral vision, darkness, Yeenoghu's Adamantine Flail, spell-like abilities, gate, SR 16, +1 or better weapons to hit
SAVES: M, P
INT: Superior
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 20
XP: 90,100+22
(snip)
Telepathic Communication: Yeenoghu can communicate telepathically with anyone he can see. He may communicate with any of his worshippers, one per round, at will regardless of distance.
Ethereal and Astral Vision: Yeenoghu can see into the ethereal and astral planes.
Darkness: Yeenoghu can emanate darkness in a 10' radius.
Yeenoghu's Adamantine Flail: This artifact-weapon is a 7' long adamantine staff with three spiked balls affixed to the end with long chains. Each head of Yeenoghu's Adamantine Flail has a different magical effect. Roll seperately to hit with each head. The first head causes fear, the second causes paralysis, and the third causes confusion. Each effect lasts for 1d6 rounds. Successful wisdom, constitution and intelligence saves, respectively, will negate each of these effects.
Spell-like Abilities: Yeenoghu has the ability to use any of the following spell-like abilities, one at a time, at will: magic missile, detect magic, read magic, read languages, detect invisibility (as detect illusion, for but for invisibility only), fly, hold person, dispel magic, suggestion, polymorph self, teleport without error, telekinisis (1,000 lbs.), transmute rock to mud, and mass charm. Yeenoghu uses these spells as a 22nd level caster.
Gate: Yeenoghu can attempt to gate in d4+1 Type I demons with an 80% chance of success. He may also create 66 gnolls (with maximum hit points) or summon 16 ghouls at will.
Note: I'm attempting to stay within the 1st edition power scale and fit most all of the demons to a "Type"... this is somewhat tough with these, since doing so would result in marilith and balor demons being outclassed by supposedly lower Types. I decided to beef up these two demons, making them fit a little better with the power levels of other demons and with the power levels in the M&T - all IMO of course.
TYPE II (BABAU)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Medium
HD: 8 (d12)
MOVE: 40 ft.
AC: 23
ATTACKS: 2 claws (1d4+3), and 1 horn (2d4+3) or by weapon (+3 damage)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, enfeebling gaze, great strength, rogue abilities, slime, vulnerable to cold iron, spell-like abilities, gate, SR 10
SAVES: M, P
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 6
XP: 3,675+8
(snipped TSR text)
Telepathic Communication: A babau demon can communicate telepathically with anyone it can see.
Darkness: Babau can emanate darkness in a 5' radius.
Enfeebling Gaze: Any living being that meets a babau's gaze must make an intelligence save or be affected as if hit with a ray of enfeeblement spell. The maximum range of this gaze is 20 feet.
Great Strength: A babau has a 19 strength, adding +3 to its chances to hit and melee damage.
Rogue Abilities: Babau have all the abilities of a 9th level thief.
Slime: A babau demon can exude a reddish slime over its whole body.This substance causes slashing and piercing attacks to do only half normal damage, as the weapons tend to slide off the demon's body.
Vulnerable to Cold Iron: Hits from cold iron weapons cause 2 additional points of damage to the babau.
Spell-like Abilities: Babau have the ability to use any of the following spell-like abilities, one at a time, at will: cause fear (by touch), levitate (as a 10th level wizard), fly (as an 11th level wizard), dispel magic (as a 12th level wizard), polymorph self, and heat metal (as a 14th level druid). Caster level is 8th unless otherwise noted.
Gate: A babau can attempt to gate in a Type I or II demon (except vrock and hezrou demons) with a 25% chance of success.
TYPE V (MARILITH)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Large
HD: 10 (d12)
MOVE: 30 ft.
AC: 26
ATTACKS: 1 tail (2d8+3), and 6 weapons
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, constrict, fiendish prowess, spell-like abilities, gate, SR 16, +1 or better weapons to hit
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 10
XP: 9,750+10
(snip)
Telepathic Communication: Mariliths can communicate telepathically with anyone they can see.
Darkness: Marilith demons can emanate darkness in a 5' radius.
Constrict: When a marilith demon strikes with its tail it automatically wraps around an opponent. The victim must make a successful strength save to avoid a consticting hold that causes 2d8+3 damage each round.
Fiendish Prowess: Mariliths are strong and skilled warriors. Mariliths add +3 to all melee damage rolls.
Spell-like Abilities: Mariliths have the ability to use any of the following spell-like abilities, one at a time, at will: charm person, levitate (as an 11th level wizard), read languages, detect invisible (as detect illusion, but for invisibility only), pyrotechnics, polymorph self, project image, and teleport without error. Caster level is 10th unless otherwise noted.
Gate: A marilith demon can attempt to gate in any one demon with a 50% chance of success.
Note: The majority of any magical treasure possessed by a marilith will be made up of magical weapons - which the marilith will use in combat.
TYPE VI (BALOR)
NO. ENCOUNTERED: 1-3 or 1-6
SIZE: Large
HD: 12 (d12)
MOVE: 15 ft., 40 ft. (fly)
AC: 22
ATTACKS: 1 +1 sword (2d6+5) or 1 whip (1d4+4 + entangle)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., darkness, entangle, fiendish prowess, fiery aura, spell-like abilities, gate, SR 15, +1 or better weapons to hit
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 12
XP: 14,100+12
(snip)
Telepathic Communication: Balors can communicate telepathically with anyone they can see.
Darkness: Balors can emanate darkness in a 10' radius.
Entangle: When a balor strikes a medium or smaller opponent with its whip it automatically wraps around an opponent. The victim must make a successful strength save to avoid being drawn in and immolated in the balor's fiery aura.
Fiendish Prowess: Balor demons are nearly unstoppable opponents. They add +4 to all melee damage rolls.
Fiery Aura: A balor is surrounded by an aura of leaping flames. Anyone grappling with a balor or drawn into the aura by the balor's whip takes 4d6 damage.
Spell-like Abilities: Balors have the ability to use any of the following spell-like abilities, one at a time, at will: cause fear (as a 6th level wizard), detect magic, detect invisible (as detect illusion, but for invisibility only), dispel magic, read magic, read languages, suggestion, symbol (fear, discord, sleep or stunning), and telekinesis (600 lbs.) Caster level is 12th unless otherwise noted.
Gate: A balor demon can attempt to gate in a Type III or IV demon with a 70% chance of success.
Note: Though the balor presented here is armed with a +1 sword of great size, other balors may use more powerful magic weapons.
TYPE VI (GORISTRO)
NO. ENCOUNTERED: 1
SIZE: Large
HD: 20 (d8+6)
MOVE: 40 ft.
AC: 22
ATTACKS: 2 claws (5d6), and 1 stomp (5d8)
SPECIAL: Immunity (full): cold, fire, poison; immunity (half): electricity; telepathic communication, deepvision 90 ft., darkness, hardy, regenerate, rock throwing, spell-like abilities, SR 12, +1 to +3 or better weapons to hit
SAVES: P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 10
XP: 41,250+20
(snip)
Telepathic Communication: Goristroi can communicate telepathically with anyone they can see.
Darkness: Goristro demons can emanate darkness in a 60' radius.
Hardy: Goristroi always have at least 7 hit points per hit die, represented by rolling 1d8+6. Those with 140-160 hit points are 21' feet tall, those with 161-200 hit points are 22' tall, those with 201-240 hit points are 23' tall, and those with 241-280 hit points are 24' tall or taller. All goristro require magical weapons to hit, with the tallest two categories requiring +2 and +3 weapons.
Because of this great size, however, goristroi are comparatively rather clumsy. Opponents of medium or smaller size gain a +4 to their AC when fighting a goristro.
Regenerate: Goristro demons regenerate slowly, at a rate of 1 hit point every ten minutes.
Rock Throwing: Goristroi can hurl boulders up to 690 feet. Successful attacks inflict 2d12 points of damage. Unlike giants, goristroi have no special skill at catching boulders.
Spell-like Abilities: Goristro demons have the ability to use any of the following spell-like abilities, one at a time, at will: detect illusion, cause fear (as a 6th level wizard), levitate, spider climb, and teleport without error. Caster level is 20th unless otherwise noted.
YEENOGHU
NO. ENCOUNTERED: 1 (Unique being)
SIZE: Large
HD: 22 (d12)
MOVE: 45 ft.
AC: 25
ATTACKS: 3 flail heads (1d10 + special)
SPECIAL: Immunity (half): cold, electricity, fire, poison; telepathic communication, deepvision 90 ft., ethereal and astral vision, darkness, Yeenoghu's Adamantine Flail, spell-like abilities, gate, SR 16, +1 or better weapons to hit
SAVES: M, P
INT: Superior
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 20
XP: 90,100+22
(snip)
Telepathic Communication: Yeenoghu can communicate telepathically with anyone he can see. He may communicate with any of his worshippers, one per round, at will regardless of distance.
Ethereal and Astral Vision: Yeenoghu can see into the ethereal and astral planes.
Darkness: Yeenoghu can emanate darkness in a 10' radius.
Yeenoghu's Adamantine Flail: This artifact-weapon is a 7' long adamantine staff with three spiked balls affixed to the end with long chains. Each head of Yeenoghu's Adamantine Flail has a different magical effect. Roll seperately to hit with each head. The first head causes fear, the second causes paralysis, and the third causes confusion. Each effect lasts for 1d6 rounds. Successful wisdom, constitution and intelligence saves, respectively, will negate each of these effects.
Spell-like Abilities: Yeenoghu has the ability to use any of the following spell-like abilities, one at a time, at will: magic missile, detect magic, read magic, read languages, detect invisibility (as detect illusion, for but for invisibility only), fly, hold person, dispel magic, suggestion, polymorph self, teleport without error, telekinisis (1,000 lbs.), transmute rock to mud, and mass charm. Yeenoghu uses these spells as a 22nd level caster.
Gate: Yeenoghu can attempt to gate in d4+1 Type I demons with an 80% chance of success. He may also create 66 gnolls (with maximum hit points) or summon 16 ghouls at will.
I will add into the netbook only those demons that have a counterpart in the d20SRD (so no Arkilith or Goristroi). I will probably beef them up if the srd versions are more powerful. On the other hand, I will probably keep most of your HD rather than the SRD's since you use d12 where SRD uses d8.
Some of the netbook's drawings where done by myself, and there is another contributor, as well as drawings from centuries ago to which no copyrights are attached. At this time I have not the time to set up back a ftp access (and find the appropriate software, where I wrote my passwords, etc.) so I won't post drawings for the moment.
_________________
Homebrews Wiki a list of campaign settings on the web.
Zulgyan wrote:
You draw them yourselve?
Rhuvein wrote:
Any chance to see some examples???
Some of the netbook's drawings where done by myself, and there is another contributor, as well as drawings from centuries ago to which no copyrights are attached. At this time I have not the time to set up back a ftp access (and find the appropriate software, where I wrote my passwords, etc.) so I won't post drawings for the moment.
_________________
Homebrews Wiki a list of campaign settings on the web.
I read a post from the publisher of Necromancer Games which stated that many 1e monsters not in the SRD are also now OGL. This content was published in the Tome of Horror series. That series is 100% OGL (not the art). Therefore the names of the monsters can be used. But what about the stats? If they are adapted to C&C they would not be directly infringing upon 1e, so there shouldn't be any legal issues (hmmm, even if they were copies it might be ok, since they are now OGL).
Any update on the netbook?
Cheers.
Any update on the netbook?
Cheers.