Beruflich Dokumente
Kultur Dokumente
Abilities Str 31, Dex 27, Con 28, Int 14, Wis 22, Cha 23
Feats Improved Bull Rush, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Power Attack,
Vital Strike, Weapon Focus (spiked chain)
Skills Bluff +24, Diplomacy +21, Fly +15, Intimidate +24, Knowledge (planes) +20, Perception +24, Sense
Motive +21, Spellcraft +20, Stealth +22
Treasure standard (+1 unholy spiked chain, ring of protection +1, amulet of natural armor +1, bracers of
armor +2)
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Infernal Wound (Su) The damage a horned devil deals with its tail causes persistent wounds that deal
2d6 points of bleed damage. Bleeding caused in this way is difficult to staunch – a DC 26 Heal check
stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on
a DC 26 caster level check or the spell does not function. Success indicates the healing works normally
and stops all bleed effects.
Stun (Su) Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC
27 Fortitude save or be stunned for 1d4 rounds. This ability is a function of the horned devil, not of the
spiked chain. The save DC is Strength-based.
Abilities Str 37, Dex 29, Con 35, Int 26, Wis 30, Cha 26
Feats Cleave, Great Cleave, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will,
Multiattack, Power Attack, Quicken Spell-Like Ability, Vital Strike
Skills Appraise +17, Bluff +31, Diplomacy +31, Disguise +27, Fly +30, Intimidate +31, Knowledge (arcana)
+28, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft
+31, Stealth +28, Survival +22, Use Magic Device +28
Treasure bracers of armor +5, amulet of mighty fists +3, instant fortress, black diamond (5,000 gp)
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Devil Shaping (Su) Three times per day, a pit fiend can spend a minute to transform nearby lemures into
other lesser devils. A pit fiend can transform one lemure for every Hit Die the pit fiend possesses. It can
then reshape these lemures into a number of Hit Dice's worth of lesser devils equal to the number of
lemures affected. For example, a typical 20 Hit Dice pit fiend could transform 20 lemures into two bone
devils (10 HD each), or three bearded devils (6 HD each, leaving two lemures unchanged), or any other
combination of lesser devils. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming
stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into
the shape of a new lesser devil ready to follow the orders of the pit fiend. Although pit fiends can,
technically, elevate a mass of 20 lemures into a new pit fiend, most are hesitant to do so since they have
no special control over a devil created in this manner.
Disease (Su) Devil Chills: Bite—injury; save Fort DC 32; onset immediate; frequency 1/day; effect 1d4 Str
damage; cure 3 consecutive saves.
Poison (Ex) Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 1d6 Con damage; cure
3 consecutive saves.
These are absolutely terrible. I don't know what inspired these "devils" of yours, but they are grossly
overpowered and just seem stuffed with high ability scores and SLAs and special abilities for the heck of
it. And did that say "a pit fiend"? I would think such a mighty beast would be utterly unique, the lord of
whatever terrifying domain these dudes come from.
KingCrazyGenius wrote:
These are absolutely terrible. I don't know what inspired these "devils" of yours, but they are
grossly overpowered and just seem stuffed with high ability scores and SLAs and special
abilities for the heck of it. And did that say "a pit fiend"? I would think such a mighty beast
would be utterly unique, the lord of whatever terrifying domain these dudes come from.
Objections noted.
Phaedros wrote:
The belier devil seems to be missing a few things...
Objection noted.
Abilities Str 18, Dex 27, Con 22, Int 23, Wis 24, Cha 27
Feats Ability Focus (beguile), Combat Expertise, Combat Reflexes, Deceitful, Dodge*, Improved Initiative,
Mobility*, Quicken Spell-like Ability, Weapon Finesse
Skills Acrobatics +20, Bluff +28, Diplomacy +24, Disguise +28, Fly +23, Knowledge (arcana) +20,
Knowledge (planes) +20, Knowledge (religion) +20, Perception +23, Perform (dance) +20, Profession
(courtesan) +20, Sense Motive +22, Spellcraft +20, Stealth +24
Treasure double (bracers of armor +3, ring of protection +1, 10d10 gp, 4d10 x 10 gp worth of jewelry)
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Beguile (Su) A lilim can gain control of a living creature temporarily. The target acts as the lilim desires
for one round. (Will DC 26 negates) Against a creature already under the influence of one of the lilim's
enchantment abilities, this ability can be used as a swift action. Once a creature has saved against this
ability, it cannot be targeted by the same lilim's beguile for 24 hour. This restriction does not apply to
those under the influence of one of the lilim's other enchantment abilities. This is a mind-affecting
enchantment ability.
Poison (Ex) Touch—contact; save Fort DC 24; frequency 1/round for 8 rounds; effect 1d3 Wis damage,
secondary effect paralysis; cure 2 consecutive saves. DC includes +2 racial bonus.
Speed 30 ft.
Melee 2 long tentacles and +14 (1d8+3 plus grab)
4 short tentacles +14 (1d4 + 1 plus grab)
Space 10 ft.; Reach 5 ft. (10 ft. with long tentacles)
Base Atk +9; Combat +15 (+20 grapple)
Special Actions extract, mind blast
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Psionics (Caster level 12th; Concentration +13 (+17 to cast defensively))
At will—charm monster (DC 19), detect thoughts (DC 17), dimension door, levitate, plane shift, suggestion
(DC 18)
1/day—dominate monster (DC 24), mass suggestion (DC 21)
Constant - biofeedback, defensive precognition
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Abilities Str 16, Dex 14, Con 24, Int 21, Wis 17, Cha 21
Feats Combat Casting, Improved Initiative, Iron Will, Reasoned Strike, Weapon Focus (tentacle)
Skills Bluff +19, Diplomacy +19, Intimidate +22, Knowledge (dungeoneering) +22, Knowledge (history)
+19, Perception +20, Sense Motive +20, Spellcraft +22, Stealth +15
Treasure double standard
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Extract (Ex): An ulitharid that begins its turn with at least four tentacles attached can make a CMB check
to coup de grace its foe. If the creature fails its Fortitude save, the ulitharid extracts the opponent’s brain.
If the removal of the brain would kill the creature, it dies; some creatures can live without a brain.
Grab: Ulitharids can grapple Huge creatures if they can reach their head. An ulitharid gains a +2
circumstance bonus to its CMB and CMD for grappling per tentacle attached at the start of its turn. An
ulitharid that pins its opponent wraps at least four tentacles around its opponent's head and can extract
the next round.
Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on
a DC 21 Will save or take 6d10 damage and be stunned for 1d6 + 1 rounds. A successful save reduces
the damage to the minimum and negates the stun.
Interesting. I would have used the giant and advanced templates on it, for a total of +8 Str, +2 Dex, +8
Con, +4 Int, +4 Wis, +4 Cha
That would be straight forward, but ulitharids aren't really giant illithids; they are at the very low extreme
of the Large size category. I also like using 3.5 differences between similar creatures when statting out
monsters.
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