Daemons


3.5/d20/OGL


Daemon, Irae
Mercenary of Wrath
Large Outsider (Daemon, Evil, Extraplanar)
Hit Dice:
13d8+130 (188 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 29 (-1 size, +1 Dex, +19 natural), touch 10, flat-footed 28
Base Attack/Grapple: +13/+27
Attack: +3 wounding glaive +25 melee (2d8+18 + 1 Con/19-20)
Full Attack: +3 wounding glaive +25/+20/+15 melee (2d8+18 + 1 Con/19-20) or 2 claws +22 melee (1d6+10 plus curse) and bite +20 melee (1d8+5 plus curse)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rotting words, spell-like abilities, spells
Special Qualities: Consuming anger, damage reduction 10/good, darkvision 60 ft., immunity to acid, cold, poison and petrification, resistance to electricity 10 and fire 10, see in darkness, spell resistance 26, telepathy
Saves: Fort +18, Ref +9, Will +12
Abilities: Str 31, Dex 13, Con 31, Int 18, Wis 18, Cha 16
Skills: Yes
Feats: Cleave, Improved Initiative, Improved Sunder, Multiattack, Power Attack
Environment: The Wastes of Despair
Organization: Solitary
Challenge Rating: 13
Treasure: No coins; no goods; no items
Alignment: Always neutral evil
Advancement: 14-26 HD (Large); 27-39 HD (Huge)
Level Adjustment:

The irae, the mercenaries of wrath, epitomise senseless hate and insatiable anger; the sin of wrath. They are the bubbling tar that poisons love and friendship. They are the intoxicating, cloying incense that festers contempt and boundless rage. Screams of torment are their fruit and the choking gasps of the dying are their wine.

Their very presence incites uncontrollable hate; there is nothing that exists that is not foe. To all, all are enemies; of vilest sort, the cruelest nature and must be extinguished.

The irae marshal across the Lower Realities, the Depths Below, for the eternal Blood Conflict, the planes-spanning war to determine and define Evil across Creation. Mercenaries through and through, loyalty is only to the highest bidder and even then, it is not unheard of for them to turn if offered a better price. To an irae, none are allies, all must be exterminated with excessive force.

Unfortunates accuse them of being traitors, the irae simply consider this as another method of renegotiation. Either way, others simply do not survive long enough to be anything other than a cursory and fleeting distraction.

The irae are also cannibals. Dismissing the idea that the consumption of the dead grants any beneficial effects, the irae consume to rob victims of any hope of resurrection or revival, to savor the sweet poison of lingering fear and pain, to consume the remaining vestiges of the opponent's soul. It is the ultimate act of defilement, the vilest act of hate.

An irae appears as a handsome humanoid of either gender; with ghostly pale skin criss-crossed with scars and fresh wounds. Their hair appears wind tossed and is an oily black; nauseating to smell. Their eyes are entirely blood-red with no pupils or irises, and when angered turn a complete black, unsettling and horrifying.
Their outermost front teeth end in fangs, eternally dripping blood and their tongues are as a serpents.
Increasingly, whispers and rumors assert this is not their true form, that what they look like are tremendous wingless serpents whose wounds bleed a choking bile, with slavering maws that drink in light, leaving only oblivion.

Consuming Anger (Su): A choking miasma of hateful rage envelops the irae. As long as this aura is in effect, an irae is always assumed to be raging (this has not be factored into the statistic block above) and is never fatigued. A remove curse or break enchantment is able to remove and dispel this rage but the irae may restore it as a free action on its next turn.
Additionally, the irae may project a magic circle against good centred on it out to a radius of 20 ft. The irae may change this to a magic circle against chaos or magic circle against law as a standard action if it so wishes.
Additionally, foes within 20 ft of the daemon must succeed on a DC Will 20 Will save or start violently attacking all within sight, their attitude changing to hostile. This attitude can only be changed with a successful DC 20 Diplomacy check at -3 penalty. A creature that successfully saves cannot be affected again by the same irae's aura for 24 hours. The Save DC is Charisma-based.

Curse (Su): A creature struck by a irae's bite or claw attack must succeed on a DC 26 Fortitude save or be infected with a vile curse known as faceless hate. The save DC is Constitution-based.

Rotting Words (Ex): An irae does not normally speak, preferring to resolutely remain mute. 3/day, however, it may pronounce such horrific words of spiteful hate that its words of wrath causes a creature to bleed from every orifice. A foe must be able to hear the irae speak though not necessary understand what is being said; it is the intent rather than the meaning that drives this power.
All within 30 feet of the irae hear a terrible chorus of whispered anguish that causes the very air to rot and stagnate, and must succeed on a DC 26 Fortitude save or permanently lose 1 Con score and 1 Wis score.

See in Darkness (Su): The irae can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Spell-Like Abilities: At will - blasphemy, confusion, desecrate, dispel good, dispel magic, greater teleport, invisibility (self only), mirror image, plane shift, reverse gravity, unholy aura, unholy blight, unhallow; 3/day - blade barrier, flame strike, power word stun, waves of fatigue, waves of hate; 1/day - destruction, implosion, waves of exhaustion. Caster level 13th. The save DCs are Charisma-based.

Spells: Irae can cast divine spells as 13th-level clerics. An irae has access to two of the following domains: Evil, Destruction, Hate, War or Wrath. The save DCs are Wisdom-based.

Typical Cleric Spells per Day:
6/7/7/6/6/4/3/2; save DC = 14 + spell level.
0 - cure minor wounds, detect magic, detect poison, inflict minor wounds (x3); 1st - bane, cause fear, entropic shield, doom, inflict light wounds, protection from good; 2nd - align weapon, bull's strength, death knell, inflict moderate wounds, shatter, silence, undetectable alignment; 3rd - animate dead, bestow curse, contagion, deeper darkness, inflict serious wounds, invisibility purge; 4th - dismissal, divine power, freedom of movement, poison, inflict critical wounds, spell immunity; 5th - insect plague, mass inflict light wounds, slay living, symbol of pain; 6th - create undead, harm, mass inflict moderate wounds; 7th - destruction, mass inflict serious wounds.


Daemon, Malzalalim
Princeps of Gluttony
Large Outsider (Extraplanar, Daemon, Evil)
Hit Dice:
17d8+204 (280 hp)
Initiative: +13
Speed: 40 ft. (8 squares), fly 60 ft. (good)
Armor Class: 41 (-1 size, +9 Dex, +23 natural), touch 18, flat-footed 32
Base Attack/Grapple: +17/+32
Attack: Claw +27 melee (2d8+11 + bite + 1 vile)
Full Attack: 2 claws +27 melee (2d8+11 + bite + 1 vile) and 2 wings +25 melee (2d6+5 + bite + 1 vile) and bite +25 melee (4d6+5 + 1 vile)
Space/Reach: 10 ft./10 ft.
Special Attacks: Distended maw, gluttonous feast, improved grab, spell-like abilities, spells, wake of famine
Special Qualities: Damage reduction 20/good, darkvision 60 ft., disingenuous facade, immunity to acid, cold, poison and petrification, resistance to electricity 10 and fire 10, see in darkness, spell resistance 33, telepathy
Saves: Fort +22, Ref +19, Will +18
Abilities: Str 33, Dex 28, Con 35, Int 26, Wis 23, Cha 24
Skills: Bluff +31, Concentration +29, Diplomacy +35, Disguise +18 (+20 acting), Hide +26, Intimidate +31, Knowledge (arcana) +29, Knowledge (the Planes) +29, Listen +28, Move Silently +31, Search +28, Sense Motive +28, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking, Use Magic Device +31
Feats: Cleave, Evil Brand[sup]B BovD[/sup], Improved Initiative, Iron Will, Multiattack, Power Attack, Vile Natural Attack[sup]BoVD[/sup]
Environment: The Wastes of Despair
Organization: Solitary
Challenge Rating: 20
Treasure: No coins; no goods; no items
Alignment: Always neutral evil
Advancement: 18-33 HD (Large); 34-51 HD (Huge)
Level Adjustment:

From the loathsome nalfeshnee to the entomic ice devil; from the horrific pit fiend to the psychotic hezrou, fiends are hideous in their evil; its abhorrence erupts from their essences like a foul gangrenous rupture. From which no light or hope emits; only an ever darkening maw, leaving only emptiness and despair.

It is often said too that fiends, who so represent evil in its singularity and completeness, are themselves intimately and always empty. That their sins are ever to gluttonously wreck ruin and worse upon mortals and immortals alike, so that they may know the base illusion of contentment.

Yet, still, there exist fiends that clothe themselves in enticing form and enrapturing flesh so as to tempt mortals, and in doing so damn them. It is not surprising, perhaps, to learn these are among the weakest of all fiendish castes. Mortals invariably react more readily and with greater ardour when challenged with a being so overwhelmingly and transparently corrupt.

In the Wastes of Despair, there are entities herein that bring this disingenuous facade to its logical conclusion. These beings, outwardly beautiful and perfect of form, represent the literal sin of gluttony. The gnawing hunger that drives sinners and innocents alike to gouge themselves on excess and sybaritic pleasures; their falls, made all the more harder.

Formed from the birth screams of the Wastes of Despair, the malzalalim number among the most ancient of the fiends that infest the Lower Realities to this day like maggots feasting upon a colossal cadaver.

Dedicated connoisseurs, these greater daemons of gluttony would consume anything and everything to the point of surfeit and waste, leaving starvation and famine in their wake.

The malzalalim are rumored to the be creations of entities known as the Anathema. As the 'signs of evil,' the malzalalim spread their malignancy via vectors and hosts, parastising others to spread their unique aspect of pure evil across creation.

Combat

Disingenuous Facade (Su): A malzalalim obfuscates the hideousness of its evil behind a unique form of glamour. Outwardly sensuous, the approachability of its evil entices the foolish and the corrupt to gorge themselves upon excess.

A malzalalim can radiate a 20-foot-radius aura of temptation as a free action. A creature in the area must succeed on a DC 24 Will save or perceive the greater daemon as Friendly, and will do all in its power to engorge itself on food. The creature will attempt to eat itself to death. The save DC is Charisma-based.

This may involve the creature repeatedly casting heroes' feast to satiate its hunger, or consuming pouch-fulls of rations at a time. Any time the creature consumes food to the point of vomiting (the limit for food is equal to the creature's Constitution score), it must succeed on a DC 30 Fort save or become sickened and nauseated (as the conditions), and take 3 points of vile damage; a successful save causes the creature to take a single point of vile damage. Any time the creature takes more damage than its Constitution score, it must save against another DC 30 Fort or die.

A creature that successfully saves cannot be affected again by the same malzalalim's aura for 24 hours. Other daemons are immune to the aura. The save DC is Constitution-based.

Distended Maw (Ex): A malzalalim despises clothes and is usually encountered naked, all but flaunting its shapely body and finely formed features. True seeing spells, however, reveal the utter wrongness and horror of the creature. A malzalalim appears as if almost cleaved in twain from throat to groin. The cut itself is stitched shut and criss-crossed by many threads of razor-wire, that flares an angry red along the edges.
A malzalalim can fracture these threads and distend its maw to reveal the utter gluttony encapsulated in its form.

A malzalalim can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8+13 points of bludgeoning damage and 13 points of acid damage per round from the malzalalim's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 21). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A malzalalim is counted as a Huge creature for this ability, thusly its gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Gluttonous Feast (Ex): A malzalalim not only induces the sin of gluttony in others, but is also an avid disciple of its own failings. Dismissing the idea that the consumption of others grants any beneficial effects, the malzalalim consume as the ultimate act of defilement, the vilest act of hate. It can feast to produce the following effects.

Feast of Mouths: 13/day, a malazalalim can open small, viciously toothed maws in the palms of its hands or upon its wings. Its claws and wing slams deal additional bite damage.

Feast of Terror: 6/day, in full view of the victim's allies, a malzalalim can punish and defile the matter and flesh of victims to evoke startling, constricting terror in all creatures within a 30-foot radius. The victim so eaten is dealt the same damage as if passing through the malzalalim's gizzard and also 1 point of vile damage. A creature in the area must succeed on a DC 30 Will save or be affected as though by a fear spell (CL 20th). The save DC is Constitution-based.

Feast of Unmaking: A malzalalim consumes to rob victims of any hope of resurrection or revival, to savor the sweet poison of lingering fear and pain, and to consume the remaining vestiges of the opponent's soul. 1/week, a malzalalim can consume a creature to obliterate it. Creatures 'killed' in this manner are beyond any hope of resurrection or equivalent, and are disintegrated as the spell (CL 20th).

Wasteful Feast: 6/day, a malzalalim can express the utter banality of evil through the act of engorging on those slaughtered and vomiting the creature back up. Each time, the victim passes through the malzalalim's gizzard, it is dealt 13 points of acidic damage. Additionally, the victim suffers from 1 point of damage each to its Intelligence, Wisdom and Charisma scores. A malzalalim can eat and vomit the same creature 6/day if it decides to forego turning its attention on others.

Improved Grab (Ex): To use this ability, a malzalalim must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Spell-Like Abilities:: At will—bestow curse, blasphemy, create undead, desecrate, dispel good, greater dispel magic, greater teleport, invisibility (self only), magic circle against good, mass hold monster, mirror image, plane shift, power word stun, reverse gravity, unholy aura, unholy blight, unhallow; 3/day—blade barrier, flame strike, waves of fatigue; 1/day—destruction, earthquake, implosion, waves of exhaustion. Caster level 17th. The save DCs are Charisma-based.

Spells: Malzalalim can cast divine spells as 17th-level clerics. A malzalalim has access to two of the following domains: Destruction, Evil, Gluttony. The save DCs are Wisdom-based.
Typical Cleric Spells Prepared: 6/8/8/7/6/6/5/4/3. Save DC = 16 + spell level.

Wake of Famine (Ex): Thousands of gnashing, thrashing mouths converge invisibly around the malzalalim in a 30-foot radius. As a standard action every 1d3 rounds, the malzalalim can force these mouths to ingurgitate its surroundings. Buildings are devoured greedily and nature itself is deprived of its nutrients to be ultimately rendered barren. This is exactly as the blight spell, except everything within a 30-foot radius is affected. Damage dealt in this manner is converted into temporary hit points for the malzalalim.

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