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demogorgon
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Revising Salient Divine Abilities |
A few people had been asking, how powerful would 'my' Demogorgon be. The following incarnation of Demogorgon is converted from 1st Edition, with some minor additions from the Immortals Handbook. In terms of power he is equivalent to a Lesser Deity. Check out the stats for his Avatar at the bottom, which is the equivalent of a Quasi-deity. I should also point out that this is work in progress. The following Spell-like Ability lists and Spell lists are wrong for both Demogorgon and his Avatar. Also stats for Venomfountain have yet to be added, and the write-ups are spartan at best. I'll look to add to this as and when I get the chance. Regarding his Challenge Rating, technically it should be 60 with a full compliment of four artifacts, but I just can't think what kind of magic items suit Demogorgon, if any. Use of 'Demogorgon' here is not done in the course of trade and is not intended as a challenge to any trademarks. Demogorgon (Prince of Demons) Huge Outsider (Chaotic, Evil, Extraplanar)
This monster stands 18 feet tall and has two vicious looking baboon-like heads. Its body is reptilian and heavily scaled. It has tentacles in place of arms and a long forked tail. Demogorgon is one of the six monarchs of the demonium; those beings who contest to dominate all demonkind. Combat Demogorgon will seek to melee as soon as possible against a small number of foes, resorting to spell-like abilities and spells when faced with large numbers of opponents or those who seek to evade combat with the demon monarch. Demogorgon's natural weapons, as well as any weapons he wields are treated as being chaotic-aligned, epic and evil-aligned for the purpose of overcoming damage reduction. Constrict (Ex): Demogorgon will constrict any grappled victim for 4d6+39 damage (tentacle) or 4d6+19 (tail attack). Demon Traits: Demogorgon can communicate telepathically with any creature within 100 feet that has a language. He is immune to electricity and poison and he has cold resistance 50 and fire resistance 50. Divine Toughness (Ex): Demogorgon's Hit Dice become d20s. Divine Traits: Demogorgon is effectively a lesser eity and as such adds a +8 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Dual Actions (Ex): Demogorgon can take two rounds worth of actions in any given round, as if he were two creatures. Energy Drain (Su): Any living creature hit by Demogorgon's tail slaps gain 2d4 negative energy levels. Before 24 hours have passed the afflicted opponent must make a Fortitude save (DC 55) to remove it. Failure means the opponents Hit Dice/Levels are reduced by the given amount. Gaze Attacks (Su): Each of Demogorgon's heads has its own gaze attack, and the demon monarch can use a third gaze attack involving both heads at the same time.
Improved Grab (Ex): To use this ability, Demogorgon must hit with a tentacle or tail attack. He can then attempt to grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict the target. Outsider Traits: Demogorgon has darkvision (60 foot range). He cannot be raised or resurrected. Rotting Touch (Su): Any living creature touched by Demogorgon's tentacles must succeed at a Fortitude save (DC 55) or its flesh and bones begin to rot taking 1d6 Constitution damage immediately and 1 point of Constitution damage per round thereafter until it dies or a remove disease spell is cast. Lost points only return with natural healing and cannot be restored by magic. Regeneration (Su): Demogorgon takes normal damage from weapons that are epic and good-aligned, and spells or effects with the good or lawful descriptor. Spell-like Abilities: At will - blindness/deafness (DC 27), create greater undead, detect good, detect law, detect magic, detect secret doors, disguise self, enervation (DC 29), false vision, greater dispel magic, greater shadow evocation (DC 29), greater teleport, invisibility, magic circle against good, mislead, nondetection, nightmare (DC 30), obscuring mist, power word blind, prying eyes, screen, shadow walk, unhallow; 3/day - power word kill, shades, wish; 1/day - eclipse; 1/week - demise unseen. Caster Level 58th. The save DCs are Charisma-based. Spells: As a 25th-level
sorceror (Caster Level 58th). Summon Demons (Sp): Three times per day Demogorgon can automatically summon 1d8 vrocks, 1d6 hezrous, 1d4 glabrezu, 1d3 nalfeshness, 1d2 marilith or 1 balor. Skills: Demogorgon receives a +8 racial bonus to Spot and Listen checks due to his multiple heads. Possessions:
Avatar of Demogorgon Huge Outsider (Chaotic, Evil, Extraplanar)
[See the description of Demogorgon above for details]. Demogorgon's Avatar is employed by Demogorgon when he is required to have a presence on a prime material world. Combat Demogorgon's Avatar attacks much as Demogorgon, although it does not have the dual actions ability. The Avatar of Demogorgon's natural weapons, as well as any weapons it wields are treated as being chaotic-aligned, epic and evil-aligned for the purpose of overcoming damage reduction. Constrict (Ex): Demogorgon's Avatar will constrict any grappled victim for 2d8+28 damage (tentacle) or 2d8+14 (tail attack). Demon Traits: Demogorgon can communicate telepathically with any creature within 100 feet that has a language. He is immune to electricity and poison and he has cold resistance 25 and fire resistance 25. Divine Traits: Demogorgon's Avatar is effectively a quasi-deity and as such adds a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.. Energy Drain (Su): Any living creature hit by the Avatar of Demogorgon's tail slaps gain 2 negative energy levels. Before 24 hours have passed the afflicted opponent must make a Fortitude save (DC 37) to remove it. Failure means the opponents Hit Dice/Levels are reduced by the given amount. Gaze Attacks (Su): Each of the Avatar of Demogorgon's heads has its own gaze attack, and can use a third gaze attack involving both heads at the same time.
Improved Grab (Ex): To use this ability, the Avatar of Demogorgon must hit with a tentacle or tail attack. It can then attempt to grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict the target. Outsider Traits: The Avatar of Demogorgon has darkvision (60 foot range). It cannot be raised or resurrected. Rotting Touch (Su): Any living creature touched by the Avatar of Demogorgon's tentacles must succeed at a Fortitude save (DC 37) or its flesh and bones begin to rot taking 1d6 Constitution damage immediately and 1 point of Constitution damage per hour thereafter until it dies or a remove disease spell is cast. Lost points only return with natural healing and cannot be restored by magic. Regeneration (Su): Demogorgon's Avatar takes normal damage from weapons that are epic and good-aligned, and spells or effects with the good or lawful descriptor. Spell-like Abilities: At will - blindness/deafness (DC 27), create greater undead, detect good, detect law, detect magic, detect secret doors, disguise self, enervation (DC 29), false vision, greater dispel magic, greater shadow evocation (DC 29), greater teleport, invisibility, magic circle against good, mislead, nondetection, nightmare (DC 30), obscuring mist, power word blind, prying eyes, screen, shadow walk, unhallow; 3/day - power word kill, shades, wish; 1/day - eclipse; 1/week - demise unseen. Caster Level 29th. The save DCs are Charisma-based. Spells: As a 12th-level
sorcerer (Caster Level 29th). Summon Demons (Sp): Once per day Demogorgon's Avatar can automatically summon 1d8 vrocks, 1d6 hezrous, 1d4 glabrezu, 1d3 nalfeshness, 1d2 marilith or 1 balor. Skills: Demogorgon's Avatar
receives a +8 racial bonus to Spot and Listen checks due to his multiple
heads. |
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