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So either I completely missed the thread or this has not been discussed already (which would blow my mind!!): is there a starships books planned for Starfinder?

Every space themed RPG I played in the past had one or more starships books (Babylon 5 2nd edition being the last in that genre). And clearly, I am not the only one who would love to explore Starfinder's space combat more deeply?

My dream book would either be 160 or 256-page hardcover book arranged by factions / race (Hellknights, Swarm, Eox fleet, etc.). It would contain several ships for each race / factions such as light fighter, heavy fighter, cruiser, destroyer, dreadnaught, civilian ships, transports, deep space explorers. etc. Each ship would have a full set of stats, flavor text and art. Some important ships and transports would have floor layout so my party could use them.

You could also add advanced combat rules, new equipment, weapons, etc. And an ambitious project could also include simplified rules for mass combat...

Anyway, am I the only one who'd be over the moon for such a product?? If not, let Paizo know of your interest so they can see the potential profits to such a book!

Starfinder is such a great RPG, I just want to see it grow to its full potential.

Cheers!


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Hi guys,

Further to the new Bestiary 4 and the Wrath of the Righteous Adventure Path, I decided to include Demogorgon, an all-time classic, to the Demon Lords roster.

I took the 3.5 stats published in Dragon #357 written by James Jacobs and tried my best to figure out the rules used to built the current lords and apply them to Demogorgon.

The result is this (see past the stats for rules observations):

---Apologies if I break some copyrights rules, just delete the post---

Demon Lord, Demogorgon (Prince of Demons)

The demon towers a full eighteen feet in height, his body at once sinuous like that of a snake and powerful like that of a great ape. Two baleful baboon heads leer from atop his lumbering shoulders, from which writhe two long tentacles. His lower torso is saurian, like some great reptile with an immense forked tail. The air itself around his frame seems to ripple with fear from his proximity.

DEMOGORGON - CR 30

Domains: Chaos, Evil, Magic, Water
Aura demonic command (120 ft., DC 39), frightful presence (120 ft., DC 39), unholy aura (DC 29)

CE Huge outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +15/-5; Senses darkvision 60 ft., detect good, detect law, true seeing; Perception +56

DEFENSE

AC 51, touch 23, flat-footed 36 (-2 size, +11 Dex, +24 natural, +4 deflection, +4 armor)
hp 869 (37d10+666); regeneration 30 (deific or mythic)
Fort +42, Ref +27, Will +34
Defensive Abilities Abyssal resurrection, freedom of movement; DR 20/cold iron, good and epic; Immune ability damage and drain, bleed, charm and compulsion effects, death effects, electricity, energy drain, petrification, poison; Resist acid 30, cold 30, fire 30; SR 41

OFFENSE

Speed 50 ft., fly 60 ft. (good), swim 50 ft.
Melee 2 tentacles +58 (1d8+21/19-20 plus rot), 2 bites +56 (2d6+13), 1 tail slap +56 (2d6+13/19-20 plus energy drain)
Space 15 ft.; Reach 15 ft.
Special Attacks rot, energy drain, dual action, gaze, symbol
Spell-Like Abilities (CL 30th; concentration +41)
Constant - detect good, detect law, freedom of movement, greater magic fang, tongues, fly, unholy aura (DC 29)
At will - astral projection, blasphemy (DC 28), charm monster (DC 25), desecrate, greater dispel magic, greater teleport, plane shift (DC 26), project image (DC 28), telekinesis (DC 26), shapechange, unhallow, unholy blight (DC 25)
3/day - gate, heal, power word stun (DC 29), quickened greater dispel magic, quickened feeblemind (DC 26), summon demons (swift action)
1/day - dominate monster (DC 30), symbol of death (DC 29), symbol of fear (DC 27), symbol of Insanity (DC 29), Symbol of Pain (DC 26), symbol of persuasion (DC 27), symbol of sleep (DC 26), symbol of stunning (DC 28), symbol of weakness (DC 28), time stop, weird (DC 30)

STATISTICS

Str 42, Dex 32, Con 46, Int 30, Wis 26, Cha 32
Base Atk +37; CMB +55 (+59 bull rush, +59 sunder), CMD +76 (+78 vs. bull rush, +78 vs. sunder)
Feats Awesome Blow, Combat Reflexes, Critical Focus, Greater Bull Rush, Greater Sunder, Improved Bull Rush, Improved Critical (tentacles, tail), Improved Initiative, Improved Sunder, Iron Will, Multiattack, Power Attack (-10/+20), Quicken Spell-Like Ability (greater dispel magic, feeblemind), Staggering Critical (DC 47), Stunning Critical (DC 47)
Skills Acrobatics +51, Bluff +51, Diplomacy +51, Disguise +48, Fly +51, Heal +45, Intimidate +48, Knowledge (Arcana) +47, Knowledge (Engineering) +47, Knowledge (Planes) +50, Knowledge (Religion) +50, Perception +56, Sense Motive +48, Spellcraft +47, Stealth +51, Swim +56, Use Magic Device +51; Racial Modifiers +8 Perception
Languages Abyssal, Aquan, Infernal, Common, Celestial, Draconic, tongues, telepathy 300'
SQ amphibious, item master

ECOLOGY

Environment any (Abyss)
Organization solitary (unique)
Treasure triple

SPECIAL ABILITIES

Aura of Demonic Command (Su) As the Prince of Demons, Demogorgon exude an aura of demonic command to a radius of 120 feet. With a few exceptions, no demons within this area can take any action without Demogorgon's permission. Demogorgon reflexively grants permission to act on the demon's turn. An affected demon in the area must make a DC 39 Will save whenever he attempts any action that Demogorgon does not permit. Success indicates that he may take the action, while failure means the demon not only loses the action but also takes 2d6 points of Charisma damage as Demogorgon's wrath tears into his mind. Demons within the area that Demogorgon is not aware of may act as they will. Demon lords are not affected by Demogorgon's aura of Demonic Command. The save DC is Charisma-based.

Dual Action (Ex) Demogorgon, having two heads with distinct intelligences and personalities, can take two rounds' worth of actions in any given round, as if he were two creatures. This ability functions as the Dual Initiative universal monster rule (q.v.).

Gaze (Su) Each of Demogorgon's heads has its own gaze attack. Any creature within 30 feet of the demon lord must make two successful DC 39 Will saving throws each round at the beginning of its turn, the first save against Demogorgon's beguiling gaze and the second one against his insanity gaze. The save DC is Charisma-based.

Demogorgon can actively target a foes with his beguiling gaze and insanity gaze, in which case each gaze requires a standard action to activate. As a standard action, he may lock the gazes of both heads on a single target and use a special hypnosis effect. He cannot use his hypnosis gaze during the same round in which he uses his beguiling gaze, his insanity gaze, or both.

Beguiling Gaze: The gaze attack of Aameul, Demogorgon's left head, is the equivalent of a charm monster spell.

Insanity Gaze: The gaze attack of Hethradiah, Demogorgon's right head, is the equivalent of an insanity spell.

Hypnosis Gaze: Only a target with 15 Hit Dice or more is allowed a save to avoid the gaze of both Demogorgon's heads. Those who succomb to this gaze are affected as though by a hypnosis spell.

Energy Drain (Su) Any living creature hit by Demogorgon's tail slap gains 1d6 negative levels. For each negative level bestowed, Demogorgon heals 5 points of damage. If the amount of healing is more than the damage he has taken, he gains any excess as temporary hit points. A DC 46 Fortitude save removes these negative levels. The save DC is Constitution-based.

Item Master (Ex) Demogorgon can use any magic item, even spell completion items such as wands or scrolls. He can also create any magic item or construct as though he had the necessary feats and prerequisite spells or other requirements.

Mage Armor (Su) Demogorgon is constantly surrounded by an aura of force that provides armor protection identical to a mage armor spell that cannot be dispelled.

Rot (Su) Any living creature touched by Demogorgon's tentacle must succeed on a DC 46 Fortitude save or its flesh and bones rot away. The creature takes 1d8 points of Constitution damage immediately and 2 points of Constitution damage every hour thereafter until it dies or a remove disease is cast. This spell stops further damage only if the caster makes a DC 30 Caster Level check. The save DC is Constitution-based.

Symbol (Sp) Demogorgon may cast any symbol spell once per day as a spell-like ability.

*********************

Now a couple of observations.

CR 30: I'm not certain Demogorgon with these stats would be CR 30 as the dual action is really really badass and maybe CR 33 as Mr. Jacobs put it was more like it although I did not want to break the CR cap set by Paizo.

Domains: made them up but seemed logical unless someone found real domains for him somewhere.

AC 51: readjusted the AC to Paizo standards for CR 30 creature. It should be 48, but Baba Yaga has 51, so why not, he's THE Demon Prince after all.

Saves: based on the way Nocticula was built with base Fort +12, Ref +20 and Will +20 +stat bonus +4 for unholy aura, but changed the +20 to Fort instead and put the +12 base to Ref

Melee: includes greater magic fang. I was not sure how to apply the primary vs secondary attack since the Demon Lord Xoveron was written with all of its attacks as primary with full STR bonus. Took the conservative approach as written in Dragon 357.

Spell-like abilities: taken from Dragon 357 and updated with what I saw for the current demon lords.

Stats: as Dragon 357 (same goes for HD 37d10 (5.5 average) plus 666 CON bonus)

Feats: took some of my liking and some from Dragon 357, gave a total of 17 like Nocticula.

Skills: took the same rule as Nocticula which is HD (36 in her case, 37 form Demogorgon) + stat bonus +3 if class (took same class skills as Nocticula).

All special abilities exactly as Dragon 357.

CMD: Someone tell me how the current demon lords end up with more than 80 for CMD, I have not figured that one out. Demogorgon CMD was calculated as per the basic rules.

So that's it. Let me know what you think so I can make the most perfect and Paizo compliant rules possible.

Mr. Jacob, I would be honored if you were to let me know what you think of these stat blocks assuming they do not get deleted!

Cheers!