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The Demon of the Dark Abyss:; Demons!
Topic Started: May 27 2011, 01:25 AM (990 Views)
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The Demon From the Dark Abyss:


"From the Outer Darkness, the Abyss, horrors come. Spewing forth from the vile lairs to bring terror to those they can; dominating the weak and helpless, destroying the strong so one day they can rule the world!"

~ Malakar Seer of Valusia

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The Demon of the Shadows:

"This thing of the Abyss is humanoid in shape with large bat-like wings protruding from it's back, it is about 6 foot tall and 180 pounds, eyes that can glow red if it wants them to. Nasty claw-like hands and a sharp toothed maul that could easily tear through a Man's throat! It clings to the shadows like it is part of them, then it slowly creeps towards it's victims and at the last moment screeches it horrible high pitched scream to terrify it's victims and carry them off to their agonizing doom!"

Medium Outsider (Demon).
Init: +7 (+4 Dex, +3 Ref).
Sense: Listen: +7, Spot: +7, Improved Sense.
Languages: Demonic, Stygian (Old and new), 2 more languages of the area it in.

Dodge Value: 17 (+4, +2 natural, +1 Dodge).
Hit Dice: 3d8+6 (19 hit points): DR: 5.
Saves: Fort: +5, Ref: +7, Will: +4.

Speed: 40 ft, Fly: 60 ft (Good).
Space/reach: 5 ft./ 5 ft.
BAB: +3/Grapple: +5.
Melee: Claws: +7 finesse (1d6+2) or Wind Buff: +7 finesse (1d4+1).
Full Attack: 2 Claw: +7 finesse (1d6+2) and Wing Buff : +7 finesse (1d4+1).

MAB: + 1 (used to entrance its victims).
Special Attacks: Improved Grab, Hypnotic Entrance (as spell), Wing Buff.

Abilities: Str 14, Dex 18, Con 14, Int 12, Wis 12, Cha 10.
Special Qualities: Manifest, Improved Sense.
Feats: Manifest Attack, Dodge.
Skills: Hide: +10*, Move Silenty: + 10.
Intimidate (Dex): +10, Bluff: +6.
Knowledge (Arcana): + 8.
Escape Artist: +10, Tumble: +10.

Possessions: Piles of bones.
Personality: Slick and black, a compulsion to eat its victims for no other reason that it can and wants to!

Improved Sense: This ability allows it to move in complete darkness and know, feel, see in some mental imagery of it's near surroundings, out to 60 ft. but it's eyes must glow bright red for it to do so, so it instead listens for it's approaching prey, before unleashing itself on them!

Hypnotic Entrance: used as a free action, this entity can cause it's victim to stand ridged as it swoops in to tear them apart! As Entrance spell.

Damage Reduction: Cannot be penetrated by any use Armour Piercing from any known weapon!

Wing Buff: This attack can cause those it hits with it's wing buff to make a Str vs Str (they can used their Dex if it is better for them) opposed roll to keep standing, if the target fails, they fall prone! Wing Buff cannot be used in enclosed spaces, they need at least 10 ft. area around them to unravel their wings to attack!

*+8 to Hide if it is hiding within the shadows!


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Marilith: by Malcadon:

Large Outsider (demon)
Climate/Terrain Any land or underground.
Organizations Solitary.
Init +14; Senses Listen +31, Spot +31.
Languages Demonic, Old Stygian, Acheronian.
____________________________________
Dodge 25.
Parry 18.
Immune electricity and poison.
Resist: acid, cold & fire, Vulnerability sliver.
hp 216 (16 HD); DR 16
Fort +19, Ref +14, Will +14
____________________________________
Speed 40 ft. (8 squares)
Melee Primary broadsword +24/+19/+14/+9 melee (1d10+9/19-20, AP12) and 5 broadswords +24 melee (1d10+4/19-20, AP12) and tail slap +22 melee (4d6+4)
Melee 6 slams +24 melee (1d8+9) and tail slap +22 melee (4d6+4)
Space 10 ft.; Reach 5 ft.; Power Points 12 (48 )
Base Atk +16; Grp +29; Magic Atk +15
Sorcery Knowledge of summoning, plus 1d4+1 other styles
Special Attacks Constrict 4d6+13, improved grab, spells, versatility
____________________________________
Abilities Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24
SQ Manifest, true seeing
Feats Combat Expertise, Combat Reflexes, Multiattack, Multi-weapon Fighting, Power Attack, Steely Gaze
Skills Bluff +26, Concentration +28, Diplomacy +30, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +23, Preform (dance) +26, Search +23, Sense Motive +23, Knowledge (arcana) +23, Spot +31, Survival +4 (+6 following tracks)
Possessions Six weapons, jewelry
Advancement 15-20 HD (Huge); 21-42 HD (Gargantuan), or by character class
____________________________________

It is said that this type of demon goes by many names, but they are known as the Marilith by most mortals. Mariliths usually hold a variety of weapons in each of their six hands and wears many bangles and jewels. They are usually bare-chested, but some are known to ware breast-plates. Mariliths typically stands about 9 feet tall and measures about 20 feet from head to tip of tail. They weighs about 4,000 pounds.


Combat

Though Mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a Marilith’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.

Constrict: A Marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Detect Thoughts: They can read the surface thoughts of anyone within 100 feet. This ability allows the Marilith to communicate with mortals without knowing their language.

Improved Grab: To use this ability, a Marilith must hit with her tail slap attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she succeeds on the grapple check, she can constrict.

Manifest: As a standard action, a Marilith can either leave Earth and return to her home place or appear on Earth. In either case, it manifests at the new location at the end of her turn.

True Seeing: Mariliths have the ability to see all things as they actually are. She can see thought illusions and invisibility. She can see the true form of altered and changed creatures. This ability not penetrate soled objects, negate concealment, to see thought mundane disguises.

Versatility: Mariliths are treated as being proficient with everything, like a 7th level barbarian. Unlike a barbarian, they can still take combat feats bared from 7th level barbarian (unless she gains 7 levels of Barbarian).

Skills: Mariliths have a +8 racial bonus on Listen and Spot checks.

Feats: In combination with her natural abilities, a Marilith’s Multi-weapon Fighting feat allows her to attack with all her arms at no penalty.


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Succubus: by Malcadon:

Medium Outsider (demon)
Climate/Terrain Any land or underground
Organizations Solitary
Init +9; Senses Listen +12, Spot +19
Languages Demonic, Old Stygian, Acheronian
____________________________________
Dodge 19 (23 vs. attacks of opportunity)
Parry 12 (8 vs. silver weapons)
Immune electricity and poison
hp 33 (6 HD); DR 9
Resist acid, cold & fire Vulnerability sliver
Fort +7, Ref +9, Will +7
____________________________________
Speed 30 ft. (6 squares), fly 50 ft. (average)
Melee 2 Claws +10 finesse (1d6+2)
Power Points 8 (24)
Base Atk +6; Grp +8; Magic Atk +11
Sorcery Knowledge of summoning & hypnotism, plus 1d3 other styles
Special Att Energy drain
____________________________________
Abilities Str 14, Dex 18, Con 14, Int 17, Wis 15, Cha 27
SQ Detect Thoughts, Change Shape, Manifest
Feats Dodge, Mobility, Persuasive
Skills Bluff +19, Concentration +10, Diplomacy +12 (+14 when acting), Disguise +17* (+19* when acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen +12, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following track), Use Rope +1 (+3 with binding)
Possessions probably jewelry, otherwise a nudist
Advancement 7-12 HD (medium) or by character class (probably Temptress)
____________________________________

A succubus is about 6 feet tall in its natural form and weighs about 125 pounds.


Combat

Succubi are not warriors. They flee combat whenever they can. If forced to fight, they can attack with their claws, but they prefer to turn foes against one another. Succubi use their change shape ability to assume humanoid guise, and can maintain this deception indefinitely. Their preferred tactic when dealing with heroes is to feign friendship and create an opportunity to be alone with one of them, whereupon the succubus applies her life-draining kiss. Succubi are not above taking on the role of a damsel in distress.

Detect Thoughts: They can dead the surface thoughts of anyone within 100 feet. This ability allows the Succubus to communicate with mortals without knowing their language and to batter take the form a victim would find sexually desirable.

Change Shape: An succubus can assume the form of any Medium humanoid.

Energy Drain: A succubus drains energy from a mortal she lures into a sexual act, or by simply planting a kiss on the victim. This acts just like the Energy Drain from page 228, but the kiss or embrace has the effect of a hypnotic suggestion spell, asking the victim to accept another kiss from the succubus. They can also generate Power Points through sex as if they had the Improved Secret Arts ability. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The victim must succeed on a DC 21 Will save to negate the effect of the hypnotic suggestion. The DC is 21 for the Fortitude save to remove the Wisdom or Power Point drain. These save DCs are Charisma-based.

Manifest: As a standard action, a succubus can either leave Earth and return to her home place or appear on Earth. In either case, she manifests at the new location at the end of her turn.

Skills: Succubi have a +8 racial bonus on Listen and Spot checks.

*While using her change shape ability, a succubus gains a +10 circumstance bonus on Disguise checks.


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Spawn of Dagon, “Iziaxth” By Unknown:

Large Outsider (Demon).
Hit Dice: (10d10 + 50) 120 hp; 10 HD.
Initiative: +3.
Move: 25 feet; swim 40.
Dodge Defence: 22 (8 shell/scales; 3 Dexterity).
DR: 8 (shell/scales).
Base Attack/Grapple: +4 / +10.
Attack: Crab Claw +10 melee [2d8+6 AP 7], Bite [2d6], or Tentacle Slam [2d6+12]
Full Attack: Claw and bite +10/+9 melee or Two Tentacle Slams +10
Special Attack: Improved Grab, Terror, Swallow Whole.
Special Qualities: Amphibious, Aquatic Mastery, Scent, Immunities, Carapace
Saves: Fort +10; Ref +6; Will +4
Abilities: Str 26 +6; Dex 16 +3; Con 20 +5; Int 6; Wis 14 +2; Cha 18 +4
Skills: Swim +4, Knowledge (Sea) +6.
Feats:
Climate/Terrain: Aquatic
Organization: Solitary

• Amphibious: Deep Ones possess both lungs and gills and can operate on land or underwater indefinitely.

• Aquatic Mastery: Deep Ones are masters of the underwater environment , able to survive the low temperatures and massive pressures at the ocean floor. Due to this intense familiarity with the terrain in an aquatic environment a Deep One gains a +1 circumstance bonus to attack rolls, a +2 circumstance bonus to DV, a +4 circumstance to Initiative and Hide, Listen, Move Silently, Search, Spot, Survival skill checks and +8 circumstance bonus to Swim checks. A Deep One may take 10 on a Swim check even if distracted or endangered.

• Carapace: The thick crab shell that covers most of the creature is tough, covered in barnacles and strange bone-like protrusions. As a result any weapon striking Iziaxth has a 50% of being forced to role for breaking- furthermore any weapon that risks being sundered deals no damage as the shell of the creature is simply too thick! Treat this as an automatic Sunder attempt. The limbs may be targeted individually but attacks suffer -2 to do so. The tentacles of which there are six may sustain up to one quarter of the creatures hit points before they are severed. The head can sustain up to three quarters of the creatures total hit points before being severed. The damage must be cumulative- that is to say directed at the same appendage; it cannot be split between limbs.(1)

• Immunities: Iziaxth is immune to all physical damage, except that dealt by either fire, or objects made from silver.

• Improved Grab: If a Deep One successfully attacks an opponent with a claw they may attempt to grapple as a free action without provoking an attack of opportunity.

• Swallow Whole: If Iziaxth succeeds on an attack and grapple check with its claw it may another grapple check the follow round, if the second check is made it may swallow the helpless victim whole (death, no save). Alternatively, it may attempt is with a bite attack as follows. If Iziaxth succeeds on a bite attack and a grapple check it may swallow whole as a free action that round- however the victim gets a reflex save (DC 15) to escape as (s)he is thrown tossed around in the creatures horrible maw as it attempts to swallow the victim.

• Terror: Although not a supernatural creature per se, a Deep One's appearance is hideous to human beings and provokes Terror of the Unknown on all land dwelling creatures.

(1) Due to this unique rule some clarification is in order. For every tentacle that is severed the creature suffers a -2 permanent loss to Dexterity. Obviously, if the head is severed the creature dies outright unable to keep fighting.

Iziaxth is a demon spawn of the Great Old One, Dagon, worshipped by the Deep Ones off the coast of Zingara. It appears as a giant crab towering some eight feet tall with the following differences; instead of legs it slithers or swims with six large tentacles that coil out from the main shell in an obscene mockery of aquatic life; its head is a large elongated eel head which replaces the standard mouth and crab eyes found on most crabs. The head is filled with rows of razor sharp teeth and the slimy writhing head is more than capable of swallowing human victims’ whole.


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Anatha Metis: By Vincent N. Darlage

Medium Outsider (demon lord)
Climate/Terrain: Any land and underground
Organization: Solitary
Initiative: +17 (+4 Dex, +9 Reflex, +4 Improved Initiative)
Senses: Listen +10, Spot +10, scent
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Dodge Defence: 26 (+4 Dex, +1 Dodge, +4 natural, +5 class level)
Hit Points: 156 (6d8+14d6+80) DR 4 (demon lord)
Saves: Fort +13, Ref +13, Will +21
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Space/Reach: 5 ft. (1)/5 ft. (1).
Speed: 40 ft.; fly 60 ft.; swim 60 ft.
Melee: Labrys +14/+9/+4 melee (1d10+3/ x3/ AP 5)
Base Atk +11/+6/+1 Grapple: +14
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Abilities: Str 16, Dex 18, Con 18, Int 23, Wis 21, Cha 34
Special Attacks: Paralysis, petrify
Special Qualities: Immunities, manifest, weakness, iron will, sorcerous blood
Feats: Dodge, Focused Magical Link, Hexer, Improved Evil Eye, Improved Initiative, Improved Sorcerous Sight, Menacing Aura, Opportunistic Sacrifice, Ritual Sacrifice, Steely Gaze
Skills: Bluff +30, Craft (alchemy) +28, Craft (herbalism) +20, Decipher Script +9, Diplomacy +35, Gather Information +29, Heal +21, Hide +13, Intimidate +35, Knowledge (arcana) +28, Knowledge (nature) +19, Knowledge (religion) +28, Move Silently +13, Perform (ritual) +21, Sleight-of-Hand +13, Spot +28, Sense Motive +29, Swim +26
Power Points: 19 (base 10, +5 Wis, +4 bonus; 76 maximum)
Magic Attack Bonus: +22 (+10 natural, +12 Charisma); +1 for curses and +1 for evil eye spells
Advancement: By character class (usually scholar)

Anatha Metis is a powerful gorgon lord, a courtier to the demon goddess Mdetis. She has four great wings which can also serve as fins if she wants to swim. In appearance, she is a gorgon, but far more powerful, wonderful, and awful. She speaks Demonic, Old Shemitish, Old Stygian, and Acheronian. She has all the powers described earlier for the base gorgon (Next Post), plus Anatha can cast the following spells, in addition to invocation of Mdetis (a stone variant of Invocation of Xuthalla, but she does not require the prerequisites):
Curses: Lesser ill-fortune, doom of the doll
Hypnotism: Dance of Mdetis (a variant of Dance of Atali from Conan: Scrolls of Skelos), domination, dread serpent, enslave, entrance, gaze upon thy death*, greater gaze upon thy death*, hypnotic suggestion, illusion, improved gaze upon thy death*, torment
Nature: Summon beast
Necromancy: Raise corpse, death touch, agonising doom
Prestidigitation: Conjuring, greater telekinesis, telekinesis
* new spell described On this Page:

Anatha can be summoned with a summon demon spell. Alternatively, she makes a good subject for a greater demonic pact spell. Anatha has knowledge of (though not the ability to cast) all the additional sorcery styles and the usual Summoning spells, as well as the spells she can personally cast.

In addition to the powers and abilities of regular gorgons, Anatha Metis has the following Special Quality:

Sorcerous Blood (Su): Anatha Metis's blood has sorcerous qualities. Blood from the left side of her body can be used to heal and cure all wounds, diseases, and poisons instantly in a miraculous manner. Blood from her right side is a deadly poison unless the drinker is a worshipper of Mdetis, when the poison acts as a temporary talisman (see demonic pact for a description of demonic talismans). Blood spilled on the ground creates animals (if from the left) or monsters (if from the right). Any intentional use of her blood for a benefit is cause for a Corruption check. If used as a poison, treat as an Apple of Derketa from Conan the Roleplaying Game, but requiring five saves instead of four.


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Gorgon: By Vincent N. Darlage

Medium Outsider (demon)
Climate/Terrain: Any land and underground
Organization: Solitary
Initiative: +11 (+2 Dex, +5 Reflex, +4 Improved Initiative)
Senses: Listen +10, Spot +10, scent
------------------------------------------------------------------
Dodge Defence: 17 (+2 Dex, +1 Dodge, +4 natural)
Hit Points: 39 (6 HD+12)
Saves: Fort +7, Ref +7, Will +8
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Space/Reach: 5 ft. (1)/5 ft. (1).
Speed: 40 ft..
Melee: Labrys +7/+2 melee (1d10+1/ x3/ AP 3)
Base Atk +6/+1 Grapple: +7
----------------------------------------------------------------
Abilities: Str 13, Dex 14, Con 15, Int 18, Wis 17, Cha 29
Special Attacks: Paralysis, petrify
Special Qualities: Immunities, manifest, weakness
Feats: Dodge, Improved Initiative, Steely Gaze
Skills: Bluff +18, Craft (alchemy) +13, Craft (herbalism) +9, Decipher Script +8, Diplomacy +18, Hide +11, Intimidate +18, Knowledge (arcana) +13, Knowledge (religion) +13, Move Silently +11, Perform (ritual) +18, Spot +12, Sense Motive +13
Power Points: 13 (base 10, +3 Wis)
Magic Attack Bonus: +12 (+3 natural, +9 Charisma)
Advancement: By character class (usually scholar)

A gorgon's face, when filled with life vitality, is a mask of inhuman beauty. Her lips, soft and moist, are full and crimson. 'Glossy ebon hair tumbles across shoulders of glowing pearl, to fall in tides of silken night through which thrust the round moons of her breasts. She was beauty incarnate – save for the great dark orb between her brows' (L. Sprague de Camp and Lin Carter, Black Tears). The third eye is totally black – no white, no iris, no other colour.

When manifesting, a gorgon must choose its body shape; it does not change once she manifests on Earth. Her body is covered in fish scales, but the form of her body varies. She can take on a horse body (like a scaly centaur), or she can take on a lion's body (like a scale-covered sphinx), or she can manifest a cobra's body with a fish tail, or she can create a beautiful (but scaled) humanoid woman's body.

The secret to the gorgon's power is that she leaches the life force from others. She can steal energy from plants, animals and people, draining them to dry husks. She needs to feed daily and can spend minutes, days, weeks or even a month to drain a person dry. Her vampiric thirst for energy drains entire lands dry, turning fertile valleys and pastures into the worst of deserts. She is said to the invulnerable and unkillable. Her flesh is composed of matter drawn to her and held together by her own vile will. It is a trifling matter for her to repair her flesh. The life forces she drains from others gives her an incalculable store of energy to make such repairs. Further, she shields herself with dark powers of hellish magic. Any she looks upon is transfixed by paralysis to serve as a human banquet. She maintains the rest of the town as slaves, using magic to keep them from leaving the boundaries.

Most gorgons are also scholars, often of considerable power. They favour the Hypnotism sorcery style, particularly domination. Gorgons speak Demonic, Old Shemitish, Old Stygian, and Acheronian.

A gorgon can be summoned with a summon demon spell. Alternatively, it makes a good subject for a demonic pact spell. Even gorgons who are not themselves scholars will have knowledge of (though not the ability to cast) 1d4+1 sorcery styles and the usual Summoning spells. Gorgon scholars can add the spells they personally know to that.


Combat

Gorgons immobilise their prey and then drain off their vital energies.

Immunities (Su): Gorgons are immune to all physical damage, except that dealt by either fire or objects made from silver or objects striking directly at their black third eye. Silver weapons are not generally manufactured during the Hyborian Age, though improvised weapons made from silver benches, candlesticks, mugs etc. could be used. If a critical hit is struck, presume it struck the third eye.
Manifest (Su): As a standard action, the gorgon can either leave Earth and return to its home place, or appear on Earth. In either case, it manifests at the new location at the end of its action.
Paralysis (Su): Any creature who meets the gaze of its third eye is immobilised unless a Will save (DC set by Magic Attack roll) is made.
Petrify (Su): Creatures paralysed by the gorgon are slowly petrified as she drains away their vital energies.
Weakness (Su): If the third eye is struck, the creature will wither away and either die or return to its home plane.


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Lesser Black One:

Large Outsider (native)
Hit Dice: 6d8+24 (51 hp)
Initiative: +7 (+2 Dex, +5 Ref)
Speed: 25 ft. (5 squares)
Dodge Defence: 19 (-1 size, +2 Dex, +8 natural)
DR: 7

Base Attack/Grapple: +6/+15
Attack: Claw +0 melee (1d8+5)
Full Attack: 2 claws +10 melee (1d8+5) and bite +5 melee (1d4+2)
Space/Reach: 5 ft./10 ft.
Special Attacks: —
Special Qualities: —
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 20, Dex 14, Con 19, Int 13, Wis 9, Cha 15

Skills: Balance +11, Climb +13, Bluff +11, Jump +13, Knowledge (arcana) +10, Hide +10, Intimidate +11, Move Silently +10, Perform (ritual) +11, Search +10
Feats: Improved Sunder, Power Attack, Steely Gaze
Environment: Isle of the Black Ones
Organization: Solitary or group (6-10)
Advancement: —

No one knows the origin of the Black Ones, save perhaps those mad scholars who drink deep of the wisdom contained in the Scrolls of Skelos. Whatever it is, they seem to inhabit a single island far out in the Western Ocean. These creatures appear to have existed for centuries, if not millenia, on the Isle. They constructed an elaborate city at one point, though the ravages of time transformed it into a ruin long ago. Of the handful left, most refuse to ever speak to a mortal; indeed they fight in utter silence, not even grunting or gasping as they slay.

Combat: The Black Ones have no respect at all for humans. They regard humans as animals; they do, however, recognize an armed human as a potential threat. As such, they will typically wait until hungry crews drug themselves on the fruit of their island before gathering the main bulk for transformation into statues. Stragglers or those who go off alone will be quickly attacked by at least one of these creatures, often with a small group waiting nearby in case the hunter needs assistance. When attacking in melee, the Black One may choose to either rend with his claws (inflicting slashing damage) or close his hand into a great fist (inflicting blunt damage).


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Insectoid Demon: By Thulsa

Large Outsider (demon)
Hit Dice: 8d8+44 (94 hp)
Initiative: +9 (+3 Dex, +6 Ref)
Speed: 20 ft. (4 squares), fly 60 ft. (good)
DV (Dodge): 23 (+10 base, +11 natural, +3 Dex, -1 size)
DR: 10 (exoskeleton)

Base Attack/Grapple: +8/+18
Attack: Claw +13 melee (2d4+6 plus wounding, 20/x2, AP 1)
Full Attack: Claw +13/+13 melee (2d4+6 plus wounding, 20/x2, AP 1) and bite +11
melee (2d6+3, 20/x2, AP 1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Blood drain, drone, wounding
Special Qualities: Darkvision (60 ft.), immunity to cold and poison, spider climb
Saves: Fort +12, Ref +9, Will +8
Abilities: Str 22, Dex 17, Con 23, Int 14, Wis 14, Cha 15

Skills: Bluff +10, Climb +17, Concentration +14, Escape Artist +6, Hide +14, Intimidate +15, Listen +21, Move Silently +14, Search +12, Sense Motive +11, Spot +21, Survival +9 (+11 following tracks)
Feats: Cleave, Multiattack, Power Attack
Environment: Any land and underground
Organization: Solitary
Advancement: —

These foul creatures from the Outer Dark resemble large, black flies with skull-like heads, hairy legs and withered wings. They do not speak any languages, but seem to understand the commands of sorcerers and demon lords well enough. Insectoid demons enter combat and attempt to drone as many of their opponents to sleep as they can. Creatures that
resist are attacked with claws and bite. Once the insectoid demon has droned all its opponents to sleep, or they have fled, it feasts on any sleeping creatures, draining their blood.

Blood Drain (Ex): An insectoid demon can drain blood from a living creature by making a successful grapple check. If it pins its foe, it drains blood, dealing 1d4 points of Constitution damage each round the pin is maintained. Once the insectoid demon has drained 4 points, it flies off to digest its meal. The insectoid demon rarely uses this against an awakened foe. It usually saves this attack for opponents it has droned to sleep.

Drone (Su): At all times, the insectoid demon drones and buzzes like a fly. All creatures within a 30-foot radius that hear it must succeed on a Will save (DC 16) or fall into a comatose sleep for 1d4 hours. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). A creature that successfully saves cannot be affected again by the same insectoid demon’s drone for one day. Note that the insectoid demon can drain blood from a sleeping creature without automatically waking it up. In such an event, the sleeping creature receives a new Will save (same DC) each round the stirge demon drains blood. The save DCs are Charisma based.

Wounding (Ex): An insectoid demon’s claw attack deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (plants, constructs) are immune to the insectoid demon’s wounding ability.

Spider Climb (Ex): Insectoid demons can walk on walls, floors, ceilings, and other such surfaces at their normal movement rate. This is an inherent ability and cannot be dispelled or negated.

Skills: Insectoid demons have a +8 racial bonus on Listen and Spot checks.


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The Lords of the Black Circle
Medium Outsider (Demon).
Hit Dice: 13d8+39 (97 hp).
Initiative: +12 (+4 Dex, +8 Ref).
Speed: 30 ft.
Dodge Defence: 23 (+9 level, +4 Dex).
Parry Defence: 24 (+9 level, +5 Str).
DR: 5 (Natural).

Base Attack/Grapple: +13/+18.
Attack: Broadsword: +18 mêlée.
Full Attack: Broadsword: +18/+13/+8 mêlée.
Damage: Broadsword: (1d10+5) 19-20/x2; AP: 8.
Space/Reach: 5 ft. /5 ft.
Special Attacks: Halt, puppet, sorcery.
Special Qualities: Manifest.
Saves: Fort: +11, Ref: +12, Will: +13.
Abilities: Str 20, Dex 18, Con 17, Int 14, Wis 20, Cha 22.

Skills: Bluff:[16] +22, Craft (Alchemy):[14] +18, Craft (Herbalism):[14] +18, Hide:[16] +20, Knowledge (Arcana):[16] +18, Listen:[14] +19, Move Silently:[12] +20, Perform (Ritual):[16] +30, Spot:[14] +19, Search:[16] +18.

Feats: Combat Expertise, Improved Unarmed Strike, Improved Grapple, Improved Disarm, Improved Feint.

Magic Attack: +12 (+6 MAB, +6 Cha).
Power Points: 20/40 (Base PP: 10, +5 Wis, +5 Bonus).
Sorcery Styles: Hypnotism, Necromancy, Oriental Magic.
Spells: Entrance, Hypnotic Suggestion, Dread Serpent, Domination, Savage Beast, Conjuring, Telekinesis, Raise Corpse, Agonising Doom, Death Touch, Draw Forth the Heart, Yimsha’s Carpet.

Reputation: 23 (+13 lvl, +6 Cha, +0 CoH, +4 SS).
Social Status: +4.
Leadership: —.
Code of Honour: None.
Allegiances: Cabal of Yimsha.
Possessions: Robes (black), loincloth, sandals, belt, spell component pouch, belt pouch: x2, candles: x10, flint and steel, knife, broadsword.

Halt (Sp): Treat as an entrance spell cast by a 13th level Scholar, but without the HD limit and no Power Point cost.

Puppet (Sp): Treat as a dominate spell cast by a 13th level scholar, but without the HD limit, no Power Point cost, and no verbal communication required.

Skills: +4 to Move Silently, and a +8 to Perform (Ritual).





The Lords of the Black Circle

There are four Lords of the Black Circle. They are usually seen together, covered from neck to foot in long black robes, with wide sleeves hiding their shrivelled hands. Their tall, gaunt forms exude a chilly menace, and all the terror of the Outer Dark lies in their unsettling gaze. They are completely bald, resembling misshapen vultures as their heads bob and nod in unison. Their true forms are said to be more than mortal men can bear. Characters who see more of the Lords of the Black Circle than their heads – such as a hand or a foot – must make a Terror check (DC 16). Failure means the character is frightened and takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. The character will flee from the Lords of the Black Circle as fast as possible. Once out of sight of the Lords of the Black Circle the character may act normally.

The Lords of the Black Circle obey the Master of Yimsha completely. They are his second line of defence after his acolytes, though they are known to deal with perceived threats anywhere within sight of the Master’s Keep. They use the spell Yimsha’s carpet to travel to and from the mountain. Rather than attack directly, they prefer to use their halt and puppet powers to induce enemies to kill themselves. As an alternative, they may puppet a creature into giving them its weapon, then halt the creature while they deliver a coup de grace with that weapon. Throughout combat a Lord of the Black Circle remains expressionless. The Lords of the Black Circle are tied to the pomegranate altar of the Black Circle. If the crystal on the altar is destroyed, they are instantly banished to their realms in the Outer Dark.


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G'Ilugz
Medium Outsider (Demon).
Init: +4.
Sense: Listen: +6, Spot: +6, Low-Light Vision, Scent.
Language: Demonic.

Dodge Defence: 13 (+2 Natural, +1 Dex).
Hit Dice: 3d8+6 (19 hit points): DR: 2.
Saves: Fort: +5, Ref: +4, Will: +4.

Speed: 30 ft.
BAB/Grapple: +3/+5.
Attacks: Claw: +5 mêlée.
Full Attacks: 2 Claws: +5 mêlée, Bite: +0 mêlée.
Damage: Claw: 1d6+2, Bite: 1d8+1.
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: -.

Abilities: Str 15, Dex 13, Con 14, Int 6, Wis 12, Cha 6.
Special Qualities: Low-Light Vision.
Feats: Power Attack, Cleave.

Skills: Climb: +10, Hide:[4] +5, Intimidate (Str): +6, Jump: +12, Knowledge (Arcana):[2] +0, Knowledge (Geography):[2] +0, Knowledge (Nature):[2] +0, Listen:[5] +6, Move Silently:[5] +6, Spot:[5] +6, Survival:[5] +6, Tumble:[6] +7.

Advancement: 4-6 HD (Medium), 7-10 HD (Large).

Personality: A beast, ferocious and destructive, but seems capable of following command by a powerful Sorcerer without the usual Demonic need to conspire against it's summoner.

Appearance: With thick shaggy matted fur covering a hunched body, humanoid in shape, muscular and taut. It face is a grotesque construction of ferocious red eyes and a wide mouth full of sturdy fangs.


Zenobia and Garek witness a dark shape, bulky and covered in ragged black fur, it's fangs and claws were like razor-edged daggers and it's eyes blazed red as fire!

Combat: Tooth and claw; it will attempt to grapple if it feels an advantage.

Skills: Gets a +8 bonus to Climb and Jump and can 'Take 10,' even when threatened. A G'Ilugz gets a +4 to Intimidate.

Ecology/Habitat/Society: The G'Ilugz is from hot and jungle/swamp world of harsh lands.


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Spawn of the Black Heart
Medium Outsider (Demon).
Init: +11 (+4 Dex, +3 Ref, +4 Improved Initiative).
Sense: Listen: +13, Spot: +6, Darkvision: 120 ft.

Dodge Defence: 16 (+2 Natural, +4 Dex).
Hit Dice: 3d8+12 (25 hit points): DR: 3 (porous body).
Saves: Fort: +7, Ref: +7, Will: +2.

Speed: 30 ft./fly 60 ft. (good).
BAB/Grapple: +3/+10.
Attacks: Slam: +5 mêlée.
Damage: Slam: 1d8+1.
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Smothering Strike.


Abilities: Str 13, Dex 18, Con 18, Int 10, Wis 13, Cha 3.
Special Qualities: Banished by Sunlight, Malleable Form.
Feats: Improved Initiative, Weapon Focus (Slam).

Skills: Hide: +22, Move Silently: +9.

Advancement: 4-5 HD (Medium), 6-8 HD (Large).

Personality: Keen and cautious, patient and stealthy, his killer bids it's time to tackle it's prey.

Appearance: This horrible toad-like being was set to guard a mysterious temple on an uncharted isle outside the Black Coast in æons past. A rude lumpen figure carved of grey stone set with seven glowing orange jewels for eyes, the creature resembles a humanoid toad or frog, with a hideous misshapen head, mottled leathery skin and sharp claws on its limbs.

Banished by Sunlight (Su): The spawn of the black heart is unable to endure the light of the sun and will be banished back to it's nameless hell when exposed to full sunlight. It is not destroyed by the sunlight and cannot take any action once exposed.

Darkvision (Ex): The spawn of the black heart can see in the dark to 120 feet. Darkvision enables the spawn of the black heart to see in black and white only, but it is otherwise like normal sight, and the spawn can function perfectly well with no light.

Malleable Form (Ex): The spawn of the black heart is comprised of tendrils of smoke-stained liquid and a thin, but very strong and pliable, porous membrane of charnel tissue, in which dozens of glowing eyes and it's black heart is embedded. While not immune to critical attacks (it's eyes and heart can be struck), the spawn's pliable and ever-changing body make it especially resilient to damage. The spawn of the black heart may ignore the AP value of penetrating attacks from piercing weapons. It may also shift it's body into whatever shape or form it needs to pass through cracks and passages, no matter how small. At the Game Master's discretion, it may take 1d4 combat rounds for the spawn of the black heart to reshape or flatten it's body to squeeze through such gaps.

Smothering Strike (Ex): The spawn of the black heart may attempt to grapple with a foe. If it wins a grapple check, then it may attempt a smothering strike. It receives a +6 modifier to it's base grapple attack due to the Demon's malleable body. Once it has engulfed a target, it immediately inflicts slam damage and the target immediately begins to suffocate as the spawn of the black heart forces itself into the mouth of the victim and into their lungs. Each round after the initial attack, the victim must make a Fortitude save (DC 16) or fall into unconsciousness from lack of oxygen. The spawn continues to inflict full slam damage each round until dislodged from the grapple.

Skills: The spawn of the black heart receives a +8 bonus modifier to Hide and Listen skills. The porous, smoke-like body of the spawn make for excellent cover in darkness. Due to their multiple glowing red eyes, the Hide bonus works only when motionless, with eyes hidden in the folds of their own body. As such, while wreathed in darkness and hidden, the spawn of the black heart must be treated as if they were blind for purposes of Spot checks. Because of this flaw, the spawn's hearing is especially keen, accounting for their improved Listen skill.

Organisation: Solitary.

Climate/Terrain: Any region with no sunlight to banish it.


Manifesting like a shadowy cloud of luminous, sanguine eyes glowing in the dark, the spawn of the black heart is ever changing, it's form shifting from a great, winged demon wreathed in smoke to an amorphous mass which drapes about it's victims like a death shroud. It's eyes grow brighter, twitching more furiously, with each kill.

The spawn of the black heart is a Demon from some unknown outer region summoned by a sorcerer who gains possession of, or creates the vessel necessary to call upon this terrible entity. The creature focuses it's dreadful essence upon a mummified black heart, which has been properly prepared according to a series of dark summoning rituals to bind it's essence to the mortal realm. The creature manifests as a floating monstrosity, composed entirely of writhing strands of smoke wrapped around a pulsing, porous membrane which stretched over a vicious fluid in which he heart, and dozens of glowing red eyes reside. It can close these eyes and draw itself into the shadows, disappearing from sight. The beast is able to change it's form to parody any number of shapes, though it commonly takes the shape of a pulsing, gargoyle-like monstrosity carried aloft on great wings.

If the beast is slain in combat, then it's corpse will begin to dissolve into a powdery, charcoal-like substance, leaving only a shrivelled black heart, which beats with unusual life. If the blackened heart is not destroyed by fire, then the beast will arise again the following night, to pursue it's slayers. Scholars with a familiarity in the school of Summoning might identify the foul object for what it is, the key ingredient in the black heart of darkness ritual.

Because the spawn are banished by the light of the sun, these beasts have an unnatural fear of any light, shunning those places which are well lit in the night time. As cunning creatures, they are very patient, and will wait months, years, or even a lifetime if need be to slay their prey.

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Set, the Grand Demon Lord of the Black Ring; the Great Serpent

Huge Outsider (Demon).
Init: +37 (+19 Dex, +18 Ref).
Sense: Listen: +50, Spot: +47, Darkvision: 60 ft.

Parry Defence: 48 (+22 Natural, +28 Str, -2 Size).
Dodge Defence: 39 (+22 Natural, +19 Dex, -2 Size).
Hit Dice: 30d8+660 (795 hit points): DR: 11.
Saves: Fort: +40, Ref: +37, Will: +35.

Speed: 75 ft. Swim: 75 ft. Burrow: 35 ft.
BAB: +30/Grapple: +62.
Attacks: Bite: +56/+51/+46/+41/+36/+31/+26 mêlée.
Damage: Bite: (6d6+14) 18-20/x2.
Space/Reach: 15 ft. by 15 ft./10 ft.
Special Attacks: Improved Grab, Constrict, Poison (1d8 Constitution damage for 5 rounds, Fortitude DC: 47), Sorcery (Hypnotism, Curses).


Abilities: Str 67, Dex 48, Con 55, Int 43, Wis 45, Cha 41.
Special Qualities: Fast Healing 3, Immune to critical hits, Shape-changing.
Feats: Power Attack, Cleave, Improved Bull Rush, Awesome Blow, Titanic Blow, Improved Critical (Bite), Combat Reflexes, Greater Critical (Bite), Improved Sunder, Sleep Mastery, Steely Gaze.

Skills: Appraise:[33] +46, Balance:[15] +34, Bluff:[33] +48, Climb:[3] +31, Concentration:[13] +35, Decipher Script:[33] +49, Diplomacy:[33] +54, Escape Artist:[33] +52, Hide:[33] +52, Intimidate (Str):[20] +50.

Knowledge (Arcana):[33] +51, Knowledge (Architecture):[20] +36, Knowledge (Dungeoneering):[20] +36, Knowledge (Geography):[10] +26, Knowledge (History):[33] +49, Knowledge (Local: Stygia):[20] +36, Knowledge (local: Old Stygia):[4] +20, Knowledge (Nature):[13] +31, Knowledge (Nobility):[13] +29, Knowledge (Religion):[18] +36.

Listen:[33] +50, Move Silently:[33] +52, Perform (Dance):[16] +31, Search:[20] +36 (+38 vs secret doors, etc.), Sense Motive:[20] +37, Spot:[30] +47, Survival:[13] +30 (+32 underground and above, * also to not get lost or avoid natural hazards), Swim:[13] +41.

Magic Attack Bonus: +15, Magic Attack: +30.
Power Points: 36/72 (Base PP:4, +17 Wis, +15 bonus).
Sorcery Styles: Hypnotism, Curses.
Spells: ~ Hypnotism: Entrance, Terrible Fascination (Defensive Blast), Hypnotic Suggestion. Curses: Lesser Ill-Fortune, Weapon Curse (Defensive Blast), Greater Ill-Fortune.


Advancement: 31-40 HD (Gargantuan), 41-50 HD (Colossal).

Personality: Destroy any who invade it's domain without enacting the proper rites!

Appearance: The long scaly truck of a great serpent. Varied colours stripped it's massive torso, thick as a large tree trunk, capable of crushing an elephant.

Combat: The demon Set will attack anyone invading the temple or tomb it is using as an abode and will not cease until it's victims are dead or have left the area. The demon Set is cunning, and knows it's powers. Yet it fled the Hyborian barbarians as even their numbers were greater than he!

Improved Grab (Ex): If the demon Set hits with it fang attack, it may attempt to start a grapple as a free action and without provoking an attack of opportunity. The demon Set need not make a touch attack to start the grapple either. The contest ‘jumps’ straight to the opposed grapple checks and proceeds from there as normal.

Constrict (Ex): While grappling, a demon Set can cause 2d6+28 damage with a successful grapple check.

Skills: Can Take 10,' while climbing even if threatened.

Organisation: Set is the ruler of his domain.

Climate/Terrain: The Great Serpent is an unnatural thing, an abomination to all nature. Even experienced warriors have been known to turn and run if they encounter it. It will not stray far from the temple it guards.


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Creating Set

Human foes he did not fear, nor any death by steel or fire. But this was a black land of sorcery and nameless horror. Set the Old Serpent, men said, banished long ago from the Hyborian Kingdoms, yet lurked in the shadows of the cryptic temples, and awful and mysterious were the deeds done in the nighted shrines.


Used the Monster Creation point system at back of Hyborian Bestiary and summoned Set with a Master of the Black Ring who can summon a 30 HD Demon, which in this case was Set.

20th level Lord of the Black Ring:


Wis: 18 at 1st level, now 26 Wisdom and +8 PP, +3 Scholar, +4 Lord of the Black Ring.

Base PP: 4, +8 Wis, +3 scholar, +4 Lord of the Black Ring.+ 16 (8 feats of “Mystic Potency”). Plus Feat “Beyond the Limits,” so Sorcerer with starting Constitution of 18, will have 22 at 20th level and can Push his Power Points to -41.

Both feats are from the Barbaric Sorcerer.

Total: 35/105.

Maximum Power Points to casting spell is 146 PP.

Points to Create Grand Demon lord is 584. 569 in Human Shape (Note was not as precise as I was with Serpent-form as with human-form, just removed as few abilities and changed a few feats, reduced Str and Con and raise Dex, etc.).


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Set in Human Form
Medium Outsider (Demon).
Init: +39 (+21 Dex, +18 Ref).
Sense: Listen: +50, Spot: +47, Darkvision: 60 ft.

Parry Defence: 44 (+22 Natural, +20 Str).
Dodge Defence: 41 (+22 Natural, +21 Dex).
Hit Dice: 30d8+600 (735 hit points): DR: 11.
Saves: Fort: +40, Ref: +39, Will: +35.

Speed: 30 ft. Swim: 20 ft.
BAB: +30/Grapple: +50.
Attacks: Any Weapon: +48/+43/+38/+33/+28/+23/+18 mêlée.
Damage: Any Weapon: (? +20).
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved Grab, Sorcery (Hypnotism, Curses).


Abilities: Str 51, Dex 52, Con 47, Int 43, Wis 45, Cha 41.
Special Qualities: Fast Healing 3, Immune to critical hits, Shape-changing.
Feats: Power Attack, Cleave, Improved Bull Rush, Brawl, Quick Draw, Improved Unarmed Strike, Combat Reflexes, Improved Critical (Improved Unarmed Strike), Improved Sunder, Sleep Mastery, Steely Gaze.

Skills: Appraise:[33] +46, Balance:[15] +36, Bluff:[33] +48, Climb:[3] +23, Concentration:[13] +31, Decipher Script:[33] +49, Diplomacy:[33] +54, Escape Artist:[33] +56, Hide:[33] +55, Intimidate (Str):[20] +42.

Knowledge (Arcana):[33] +51, Knowledge (Architecture):[20] +36, Knowledge (Dungeoneering):[20] +36, Knowledge (Geography):[10] +26, Knowledge (History):[33] +49, Knowledge (Local: Stygia):[20] +36, Knowledge (local: Old Stygia):[4] +20, Knowledge (Nature):[13] +31, Knowledge (Nobility):[13] +29, Knowledge (Religion):[18] +36.

Listen:[33] +50, Move Silently:[33] +56, Perform (Dance):[16] +31, Search:[20] +36 (+38 vs secret doors, etc.), Sense Motive:[20] +37, Spot:[30] +47, Survival:[13] +30 (+32 underground and above, * also to not get lost or avoid natural hazards), Swim:[13] +33.

Magic Attack Bonus: +15, Magic Attack: +30.
Power Points: 36/72 (Base PP:4, +17 Wis, +15 bonus).
Sorcery Styles: Hypnotism, Curses.
Spells: ~ Hypnotism: Entrance, Terrible Fascination (Defensive Blast), Hypnotic Suggestion. Curses: Lesser Ill-Fortune, Weapon Curse (Defensive Blast), Greater Ill-Fortune.


Advancement: 31-40 HD (Medium), 41-50 HD (Large).

Personality: Destroy any who invade it's domain without enacting the proper rites! He gave life to the Serpent-men of old and no basks in a mild contentment, though sometimes his thoughts stray to the north and the threat it may bring.

Appearance: A tall beautiful muscular dusky skinned Stygian, he is well over seven feet. He is hairless whether through preference to look like his subjects or otherwise. Proud and full of humour. He prefers to lounge and wait for others to tend him; though may enjoy converse with a total stranger (before he eats them).

Combat: Set in human-form will attack anyone invading the temple or tomb it is using as an abode and will not cease until it's victims are dead or have left the area. The demon Set is cunning, and knows it's powers. Yet it fled the Hyborian barbarians as even their numbers were greater than he!

Improved Grab (Ex): If the demon Set hits with it's unarmed strike attack, it may attempt to start a grapple as a free action and without provoking an attack of opportunity. The demon Set need not make a touch attack to start the grapple either. The contest ‘jumps’ straight to the opposed grapple checks and proceeds from there as normal.

Organisation: Set is the ruler of his domain.

Climate/Terrain: The Great Serpent in human-form is an unnatural thing, an abomination to all nature even in it's beauty. Experienced warriors have been known to turn and run if they encounter it. It will not stray far from the temple it guards unless it wishes to wander to another site.


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Man-Serpent (Progeny of Set, Apophistine, God in the Bowl )
Huge Outsider (Demon)
Climate/Terrain: Any land or underground (Stygia).
Organization: Solitary or pair.
Initiative: +6.
Senses: Listen +10, Spot +10, darkvision 60 ft.
Languages: Demonic, Old Stygian.
–––––––––––––––––––––––––––––––
Dodge Defence: 13.
Hit Points: 52 (5 HD); DR 5.
Saves: Fort +10, Ref +6, Will +6.
Weaknesses: Sorcerous Phase Vulnerability.
–––––––––––––––––––––––––––––––
Speed: 30 ft., climb 30 ft., swim 30 ft.
Space: 15 ft.; Reach: 10 ft.
Melee: Slam +13 (1d8+10, AP –).
Base Atk: +5; Grp +23
Magic Atk: +5.
Sorcery (non-caster) Summoning – greater demonic pact, summon demon, summon elemental; Plus all spells in 1d3+1 other styles.
Power Points: 13 (max 26).
Special Attacks: Constricting Grapple.
–––––––––––––––––––––––––––––––
Abilities: Str 30, Dex 15, Con 22, Int 16, Wis 15, Cha 17.
Special Qualities: Improved Terror of the Unknown.
Feats: Stealthy, Steely Gaze.
Skills: Bluff +11, Craft (alchemy) +11, Decipher Script +11, Hide +4, Intimidate +11, Knowledge (arcana) +11, Knowledge (religion) +11, Move Silently +12, Sense Motive +10.

Possessions: Leftover items from previous sacrifices; gold and jewellery

Advancement: 6–11 HD (Huge), 12–23 HD (Gargantuan), 24+ HD (Colossal), or by character class (usually scholar)

The hideous Stygian man-serpents are a very rare and powerful variety of demon. It is said that Set himself saw their creation of in the ages before mankind. They are enormous black snakes covered in strange and twisting
colour patterns, ending not in a serpent’s head but the fanged face of a man. They are said to be the ancient gods of prehistory, locked away in sarcophagi under the Stygian pyramid tombs, emerging after being disturbed to wreak
havoc upon the people of this age.

Behind their statuesque faces of emotionless flesh unfurls a twenty to thirty foot long serpentine body that shimmers when it moves like oil on top of water. Frequently found buried in the gilded offerings of Set cultists and sacrifices, it is not uncommon for a man–serpent to only allow its face to show before uncoiling its thick body to crush its prey.

Man–serpents make useful subjects for a demonic pact spell. These huge creatures have access to 1d3+1 sorcery styles and the usual Summoning spells in which they could teach those who summon them in accordance to
the religion of Set. Man-serpent scholars can add the spells
they personally know to the list they can teach.

Combat
A man-serpent can either batter opponents with the weight of its coiled body or try to get them between its rings of flesh to crush the life from them. Many who first see a man-serpent cannot understand what they are seeing
and go insane with fear, making chasing them down and eating them that
much easier.

Constricting Grapple: The crushing coils of a man-serpent prevent their victims from breathing. Anyone grappling a man-serpent begins to suffocate as described on page 221 of Conan the Roleplaying Game. In addition, a
successful grapple check allows the man-serpent to inflict 1d8+10 damage with an AP of 10 – every two points of damage inflicted by this attack reduces the suffocating victim’s rounds of remaining breath by one.

Improved Terror of the Unknown: So unnatural is the look of the man-serpent that it can add its Charisma bonus to the DC of any Terror of the Unknown checks made due to its appearance. Additionally, a natural roll of ‘1’ on this check will cause the target’s heart to stop – killing them in a number of rounds equal to their Constitution bonus (or instantly if their Constitution bonus is 0 or less).

Sorcerous Phase Vulnerability: Anyone speaking the words that unweave to a man-serpent will inflict great pain upon it. Simply uttering the mundane words is enough to do so, but remembering the words requires a Knowledge (arcana) check at DC 20. If the words are spoken aloud, however, any man-serpents within range of hearing will be struck by enough pain to impose a –4 penalty on attack rolls and skill checks for the rest of that round and the one following.


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