Stating Demon Lords from Lore


Homebrew and House Rules

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An up coming game with my friends is going to be heavily involving demon lords from the Lore of Golarion, specifically, Nurgal, Jezelda, Yhidothrus, Shivaska, and few nascent ones. The plot, kill them all. As you can imagine that is a lot of demon to stat up and I am at bit of a loss.

I know am looking in the HD range of 31-38, and other basic statistics, plus the demon subtype and demon lord traits. The hard part, is special abilities and gear. Any advice would be greatly apricated.


Are you looking for specifics or for a general starting point?

If it's the latter, at the risk of sounding like Captain Obvious, start off with the Details section in their Deities page. Taking Baphomet as an example, you can see how his Areas of Concern, Favored Weapon, and--more broadly--Domains inform his special attacks and special abilities.


Phoebus Alexander wrote:
Are you looking for specifics or for a general starting point?

Both is appreciated, and we all need a Captain Obvious every so often.


Another thing that I now realize after looking through several books, I have no idea how the base stats (Str, Dex, Con, Int, Wis, Cha) allotted. I heard Pazio uses 15 point buy for most of the stat lines they make, but for the life of me I cannot figure out how 15 point buy can turn into the (deservedly) bonkers high stats a demon lord has. Does anyone posses or know the location of the Elder Knowledge I seek?


As far as I know, point buy is strictly for PCs and NPCs with class levels.

You'd be better served looking at the ability score ranges for published demon lord stat blocks, and picking something comparable for your new demon lord's CR. If the demon is a bruiser type, lean toward the higher end of the range for physical scores; if they focus more on magic or charm or trickery, do that with their mental stats instead.


Ok, so looking at Jezelda as a craft test, as the demon lord of werewolves how does Str 30, Dex 28, Con 30, Int 26, Wis 30, Cha 27, seem for base stats?

Note that Str and Con would probably increase while in hybrid and animal form.

Dark Archive

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Lord of Conflict wrote:

An up coming game with my friends is going to be heavily involving demon lords from the Lore of Golarion, specifically, Nurgal, Jezelda, Yhidothrus, Shivaska, and few nascent ones. The plot, kill them all. As you can imagine that is a lot of demon to stat up and I am at bit of a loss.

I know am looking in the HD range of 31-38, and other basic statistics, plus the demon subtype and demon lord traits. The hard part, is special abilities and gear. Any advice would be greatly apricated.

Some random thoughts;

Nurgal - sun, senseless war. Signature weapon, heavy mace with a small sun for a head. (Fiery Burst, but also radiates searing heat that damages those nearby) Powers - light from eyes and mouth when he's in combat blinds attackers and reveals invisible / strips away illusions. Murderous Command / Confusion powers, good at inciting others into fighting each other, and those affected by either his Murderous Command or Confusion powers also are affected by Rage.

Jezelda - moon, werewolves. No signature weapon, she's actually very good at disarming folk and rending / sundering items. Powers - her bite causes people to *immediately* turn into werewolves and begin savagely attacking non-werewolves in the area (she cannot choose their targets, and they tend to pick the closest). She can command werewolves, and also create an area of moonlight that causes any shapeshifter (particularly were-critters) to transform (or be unable to transform) at her will, or to cast an area dispel effect that forces polymorphed / shape changed or wild shaped folk back into their native forms (or curse someone she hits to be locked into a form).

Yhidothrus - age, time, worms. Powers - aura causes foes to be weakened as if they were moved into the venerable age category (save to be less aged, just 'old'). Those killed by his attacks mummify and decay within minutes, a slow disintegration, and must be revived quickly, or not at all. Can burst apart into a colossal worm-swarm, becoming immune to most weapon attacks and single-target spells.

And I got nuthin' for Shivaska, that's not one I'd even noticed, somehow!


Lord of Conflict wrote:

Ok, so looking at Jezelda as a craft test, as the demon lord of werewolves how does Str 30, Dex 28, Con 30, Int 26, Wis 30, Cha 27, seem for base stats?

Note that Str and Con would probably increase while in hybrid and animal form.

Looking at the published demon lords, Kostchtchie (CR 26) has a total of 191 points across his six ability scores, Baphomet (CR 27) has 207, Xoveron (CR 27) has 189, Dagon (CR 28) has 201, Shax (CR 28) has 201, Sifkesh (CR 28) has 207, Deskari (CR 29) has 207, Nocticula (CR 30) has 219, and Pazuzu (CR 30) has 213. So while I get what you're saying about ability score increases for when Jezelda assumes different forms, right now she's got the lowest ability score spread out of all the demon lords. You'd have to give her an extra 18 ability score points when she transforms to put her on part with Xoveron. That's of course within the range of "just" an augmented version of Mythical Beast Shape IV.


Phoebus Alexandros wrote:
Kostchtchie (CR 26) has a total of 191 points across his six ability scores, Baphomet (CR 27) has 207, Xoveron (CR 27) has 189, Dagon (CR 28) has 201, Shax (CR 28) has 201, Sifkesh (CR 28) has 207, Deskari (CR 29) has 207, Nocticula (CR 30) has 219, and Pazuzu (CR 30) has 213.

Please tell me the secret source of this math so that I may use it in future.

Phoebus Alexandros wrote:
right now she's got the lowest ability score spread out of all the demon lords

Would Str 38, Dex 28, Con 35, Int 28, Wis 33, Cha 27, with transformed being Str 43, Con 40, be more in line?

Something I probably should have mentioned earlier, at the moment I am placing the above list of demon lords at Nurgal CR29, Jezelda CR27, Yhidothrus CR30, Shivaska CR26.


Sorry, I didn't say that right. I don't mean points in terms of points buy. I meant points as in totaling their ability scores together. So for CR 27 you have a range of 189-207, and from there you're looking to see to what extent that disparity is compensated by special attacks, special abilities, defenses, etc.

So, depending on what else you give Jezelda, you could keep her at the current stat array (which totals out to the same as Xoveron's). The question you should ask yourself is to what extent a lycanthropic demon lord will default to a humanoid form* and/or limit her ability to shapeshift. I would offer to you that her default stat array should be for her humanoid form, that she should change shape into wolf or hybrid form as a free action (as per the Shapechange spell, that the ability scores indicated in the Werewolf (Hybrid Form) template should be enhanced or penalized when she's in both hybrid and wolf form, and that those bonuses/penalties should be informed by their equivalents for the appropriate Beast Shape spell (for a Large or Huge creature, whichever you think would fit Jezelda as a wolf or hybrid).

Regardless, I wouldn't go with odd number adjustments.

* Also, what does Jezelda "do" when she's in humanoid form? Is it maybe the only form in which she can actually cast spells (as opposed to spell-like abilities)? Does she have a special scimitar (her chosen weapon, per her deity page) that she uses in this form, which she can use in her other forms as per the Weapon Shift chain of feats?


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The 15-point buy is to allow Paizo to create creatures that can be used in almost any game. It also does not factor in size, racial adjustments, level/HD increases or magic. Since the 15-point buy is for standard games which do not fit Demon Lords, I would adjust that upward. Demon Lords to me should start with a 25 point buy.

The Half Fiend template gives +4 to three stats and +2 to the other three. That is not taking into account a demon lord is more powerful and fully demonic. I would probably just double those. That would give a +8 to three stats and a +4 to the other three. Most Demon Lord are large if not huge so that should also be taken into account. Looking at some polymorph spells it seems large gets a +4 to STR and -2 to DEX, where huge often gets +6 to STR and -4 to DEX.

Give the Demon Lords a bonus of +1 per 4 HD like a PC gains for level to account for that. The last thing I would do would be to use the bonuses from the APB optional rules but not count them as enchantment bonuses. Since Demon Lords will be 20+ HD they get at least the maximum bonus of +6/+4*+2 on both mental and physical and 8 more points for going over. You could even use the bonus for saves AC and other abilities as well.

Last thing to consider is Demon Lords are ancient immortal characters. I would also give them the mental adjustments for age but ignore the physical penalties. Basically, grant them the equivalent of the mythic path ability longevity.

This is just an idea of how it can be done. It has no basis in the rules but still gives you a framework to work with.


Mysterious Stranger wrote:
use the bonuses from the APB optional rules

Would you kindly tell me what book "APB" is an acronym an for? Also, grand thought process.

Phoebus Alexandros wrote:
Also, what does Jezelda "do" when she's in humanoid form? Is it maybe the only form in which she can actually cast spells (as opposed to spell-like abilities)? Does she have a special scimitar (her chosen weapon, per her deity page) that she uses in this form, which she can use in her other forms as per the Weapon Shift chain of feats?

According to Book of the Damned Jezelda "prefers her human form when interacting with those ignorant of her true nature," and "She assumes her wolf form when hunting and feeding. In combat, she prefers her hybrid form."

Also from Book of the Damned
"Jezelda is an accomplished shapeshifter, and she can transition between her three forms with incredible speed, sometimes quickly enough to avoid being struck in combat or to gain bonuses on certain combat maneuver checks."

I was debating on giving her a special scimitar or just a high level one that was more of a show piece, but the Weapon Shift chain of feats now makes me more inclined to something special.


Some (work in progress) special abilities I had typed out for Jezelda after looking at Book of the Damned and Set's suggestions

Swift changing (Su)
Jezelda is an accomplished shapeshifter, and she can
transition between her three forms with incredible speed.
Jezelda can change between her 3 forms as a free action once per round, without a check. Jezelda can change form in combat to give herself a +5 Dodge bonus to AC for the round or a +5 bonus to combat the maneuver checks: Trip, Overrun, or Bull Rush

Curse of Lycanthropy (Su)
Jezelda's bite attack in animal or hybrid form infects a humanoid target with a particularly fearsome form of lycanthropy that transforms them into fiendish werewolves (Fortitude DC 25 negates). If the victim’s size is not within two size categories of the Jezelda, this ability has no effect.

Lunar Power
The light of the moon impowers Jezelda's Spell-Like Abilities increasing the save DC by 5, and healing her an amount equal to x2 the spells level. The light of a full moon instead increases her save DCs by 10 and heals her an amount equal to x4 the spells level.


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Sorry, that should be ABP from Pathfinder Unchained. Auto Bonus Progression is an optional way to give the characters the stat bonuses that are assumed without having to use magic items slots.


Mysterious Stranger wrote:
that should be ABP from Pathfinder Unchained.

Found it, thank you.

A ruff first draft of Jezelda's base stats. I will iron this out before I touch her alt forms. Thoughts, opinions, and critiques welcome

Jezelda CR27
XP 4,915,200
CE Medium outsider (chaotic, demon, evil, extraplanar, Shapechanger)
Init +9; Senses darkvision 60 ft, Sent, detect good, detect law, true seeing,; Perception +54
Aura frightful presence (120 ft., DC ), unholy aura (20 ft., DC )
DEFENSE
AC 40, touch 24, flat-footed 22 (+4 deflection, +9 Dex, +1 dodge, +8 natural, +8 profane)
hp 627 (33d10+462); regeneration 30 (deific or mythic)
Fort +30, Ref +20, Will +29
Defensive Abilities critical healing, freedom of movement, heretical; DR 20/cold iron, epic, Silver and good; Immune ability damage and drain, bleed, charm and compulsion effects, death effects, electricity, energy drain, petrification, poison, slashing weapons; Resist acid 30, cold 30, fire 30; SR 39
OFFENSE
Speed 50 ft.,
Melee 33\28\23\18\13\8\3,
Space 5 ft.; Reach 30 ft.
Special Attacks
Spell-Like Abilities (CL 27th; concentration +24)
Constant—detect good, detect law, freedom of movement, true seeing, unholy aura
At will—
3/day—
1/day—
STATISTICS
Str 38, Dex 28, Con 39, Int 28, Wis 33, Cha 27
Base Atk +33; CMB +47; CMD 66 ()
Feats: Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Dodge, Improved Critical (Bite), Improved Critical (claw), Mobility, Spring Attack, Staggering Critical, Whirlwind Attack, Improved Natural Attack (Bite), Improved Natural Attack (Claw), Multiattack, Weapon Focus (Bite),
Skills Acrobatics +39, Bluff +41, Intimidate +41, Knowledge (arcana) +30, Knowledge (history) +14, Knowledge (local) +29, Knowledge (planes) +30, Knowledge (religion) +34, Perception +54, Sense Motive +36, Spellcraft +34, Stealth +42, Use Magic Device +23, Climb +29, Swim +34; Racial Modifiers +10 Perception
Languages Abyssal, Celestial, Common, Varision, Shoanti; telepathy 300 ft.
SQ demon lord traits,


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I am statting up Nurgal as he may end up featuring as an Antagonist in my wotr I am running on play by post, so far its just flavorful abilities.

Anarya, Ellena and Yathlara dont look here it is a work in progress:

special abilities:

Undying:
Unless both Nurgal and Nergal are killed within a year and a day of each other, they, within 6 rounds, come back to life upon being killed, as if affected by true resurection, but take a d6 level drain. This level drain does stack with itself. The other brother is immidiatly informed mythically that his brother has fallen, and is thus within a weakened state.
If one of them kills the other, the victor immidiatly ascends as a full deity.

Death throes:
If Nurgal is struck down, he explodes in a mighty explosion of irresistable force damage, dealing 3 times the damage of a Balors death throes, only to then reform himselfs within 6 rounds.

Challenge:
Nurgal has all class abilities of a level 20 cavalier.

Moon weakness:
Under the light of the moon, several of his abilities are surpressed.
He is also the reason why the midnight isles have a very large moon.

Aura of dessication:

Pierce fire immunity (as per Shamiras ability)


Liliyashanina wrote:
I am statting up Nurgal as he may end up featuring as an Antagonist in my wotr I am running on play by post, so far its just flavorful abilities.

Would you be willing to share the completed work when you have the opportunity?

question for Liliyashanina:

Liliyashanina wrote:
Unless both Nurgal and Nergal are killed within a year and a day of each other, they, within 6 rounds, come back to life upon being killed

Does that mean after one year and a day the slain one reformers over the course of 6 rounds or something else?


Sure

reincarnation rules:

You kill him, he, like any demon lord, resurrects. However, he does not have the "once a year" limitation of other demonlord.
However, his resurrection is more annoying in that his brother, whom he hates and who is a duke of hell, has to be killed too to cancel his resurrection. However, his brother may show up to kill Nurgal himself and ascend immidiatly, setting the stage for a 3 ways battle.
I have it for flavor that he is regarded as the hardest/riskiest kill in the Abyss for this reason. This ability is not common knowledge, but Nocticula knows because she had to deal with this, and Nurgal is one of the few kills she failed to achieve.


That is positively wicked Liliyashanina. If the PCs do not learn of it ahead of time they will have a well earned "oh shrak" moment.


Second draft. Thoughts, opinions, and critiques welcome.

Jezelda
XP 4,915,200
CE Medium outsider (chaotic, demon, evil, extraplanar, Shapechanger)
Init +9; Senses darkvision 60 ft, Sent, detect good, detect law, true seeing,; Perception +54
Aura frightful presence (120 ft., DC ), unholy aura (20 ft., DC )
DEFENSE
AC 40, touch 24, flat-footed 22 (+4 deflection, +9 Dex, +1 dodge, +8 natural, +8 profane)
hp 627 (33d10+462); regeneration 30 (deific or mythic)
Fort +30, Ref +20, Will +29
Defensive Abilities critical healing, freedom of movement, heretical; DR 20/cold iron, epic, Silver and good; Immune ability damage and drain, bleed, charm and compulsion effects, death effects, electricity, energy drain, petrification, poison, slashing weapons; Resist acid 30, cold 30, fire 30; SR 39
OFFENSE
Speed 50 ft.,
Melee 33\28\23\18\13\8\3 ,
Space 5 ft.; Reach 30 ft.
Special Attacks
Spell-Like Abilities (CL 27th; concentration +24)
Constant—detect good, detect law, freedom of movement, true seeing, unholy aura
At will—astral projection, blasphemy (DC28), Deeper Darkness, Rage, dominate animal (DC24), magic fang, mirror image (DC23), moonstruck (DC25), greater dispel magic, greater teleport, unhallow,
3/day—summon demons, summon nature's ally VIII (Wolves, and Dire wolves), (needs 3 more)
1/day—Time Stop, mass charm monster (DC29), freedom,
STATISTICS
Str 38, Dex 28, Con 39, Int 28, Wis 33, Cha 27
Base Atk +33; CMB +47; CMD 66 ()
Feats 16: Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Dodge, Improved Critical (Bite), Improved Critical (claw), Mobility, Spring Attack, Staggering Critical, Whirlwind Attack, Improved Natural Attack (Bite), Improved Natural Attack (Claw), Multiattack, Weapon Focus (Bite),
Skills Acrobatics +39, Bluff +41, Intimidate +41, Knowledge (arcana) +30, Knowledge (history) +14, Knowledge (local) +29, Knowledge (planes) +30, Knowledge (religion) +34, Perception +54, Sense Motive +36, Spellcraft +34, Stealth +42, Use Magic Device +23, Climb +29, Swim +34; Racial Modifiers +10 Perception
Languages Abyssal, Celestial, Common, Varision, Shoanti; telepathy 300 ft.
SQ demon lord traits,
ECOLOGY
Environment any (Abyss)
Organization solitary (unique)
Treasure triple


Lord of Conflict wrote:
That is positively wicked Liliyashanina. If the PCs do not learn of it ahead of time they will have a well earned "oh shrak" moment.

I mean, if I was genuinely planning to murder a bunch of demonlords, I would ask her, as the entity with the highest number of demonlord kills in the multiverse, for her expert opinion. She may killsteal one or 2.


Liliyashanina wrote:
if I was genuinely planning to murder a bunch of demon lords, I would ask her, as the entity with the highest number of demon lord kills in the multiverse, for her expert opinion.

I had not thought of that.

Alpha Lycan
Jezelda is THE Alpha werewolf, and all others obey her commend. Jezelda can control any number of werewolves within 360 feet of her location as per dominate person (DC 26 negates).


First draft for the weapon of the demon lord of werewolves. Thoughts, opinions, and critiques welcome.

Jezelda's weapon is the the Moon's Claw, a +5 Menacing, Gory, mithril scimitar bearing moon and wolf motifs. The scimitar is specially designed to merge with the forms of shape changers. If a wielder of this weapon uses an ability, spell, or class feature to change form to something with natural attacks the wielder can add the weapons enchantments and damage type to all natural attacks used by the form.


Sense nothing has been said of the of the above stats, I can only assume they are not completely messed up, (if I am wrong, please correct me), so I will be moving on to the hybrid form.

If I understand the Natural Attacks rules in Core, Jezelda's attacks should look like this, 2 claw +47 (1d6+14), 2 bite +47 (1d8+14, plus trip), Gore +47 (1d8+14). BAB 33+Str 14. This seems rather high, did I mess up?

Grand Lodge

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Especially if your players are not familiar with the bells and whistles of 'Mythic' powers from the Mythic book -- go through that and give your Demon Lords Mythic abilities. And Hero Points, again, especially if your Players don't have them. (If your group knows Mythic really well and is used to using Hero Points then it will have much less impact in your game when all the sudden a Demon Lord uses a power that's RAW that the player doesn't know.)

Also, Third-Party-Publisher stuff has all kinds of crazy-poor design intended to be really powerful. Google a CR 40 monster from a 3PP and look at some of its broken abilities to see if any of them can be used to make Shivaska, Nurgal or Jezelda even more unique.

. . . .

And depending on the layout of your campaign, you may consider really detailing these Layers of The Abyss. Making the battlefield truly unique by giving it dynamics and abilities of its own -- even giving the Layer of The Abyss its own spot in Initiative -- can really fire up the differences between PCs fighting monsters in a 30x30 room in a standard dungeon crawl.


W E Ray wrote:
consider really detailing these Layers of The Abyss. Making the battlefield truly unique by giving it dynamics and abilities of its own

Definitely something I need to put more thought into. Hero Points are something I have not considered, I will look into it.


Second draft for the weapon of the demon lord of werewolves. Thoughts, opinions, and critiques welcome.
Moon's Claw
AURA, CL 27,
Jezelda's weapon is the the Moon's Claw, a +5 Menacing, Gory, Anarchic, mithril scimitar bearing moon and wolf motifs. The scimitar is specially designed to merge with the forms of shape changers. If a wielder of this weapon uses a supernatural/racial ability, spell, spell-like or class feature to change form to something with natural attacks the wielder can add the weapons enchantments and damage type to all natural attacks used by the form.
Destruction
If the Moon's Claw is soaked in the freshly spilled blood of a werewolf on the night of new moon for 2 months straight, the blade shatters and is destroyed


I am reasonably confident that I got the number crunch correct. Please some-one, anyone, tell me if I am wrong!

Jezelda's 3 Forms:
Jezelda
XP 4,915,200
CE Medium outsider (chaotic, demon, evil, extraplanar, Shapechanger)
Init +9; Senses darkvision 60 ft, Sent, detect good, detect law, true seeing,; Perception +54
Aura frightful presence (120 ft., DC ), unholy aura (20 ft., DC )
DEFENSE
AC 40, touch 24, flat-footed 22 (+4 deflection, +9 Dex, +1 dodge, +8 natural, +8 profane)
hp 627 (33d10+462); regeneration 30 (deific or mythic)
Fort +30, Ref +20, Will +29
Defensive Abilities critical healing, freedom of movement, heretical; DR 20/cold iron, epic, Silver and good; Immune ability damage and drain, bleed, charm and compulsion effects, death effects, electricity, energy drain, petrification, poison, slashing weapons; Resist acid 30, cold 30, fire 30; SR 39
OFFENSE
Speed 50 ft.,
Melee 33\28\23\18\13\8\3 ,
Space 5 ft.; Reach 30 ft.
Special Attacks
Spell-Like Abilities (CL 27th; concentration +24)
Constant—detect good, detect law, freedom of movement, true seeing, unholy aura
At will—astral projection, blasphemy (DC28), Deeper Darkness, Rage, dominate animal (DC24), magic fang, mirror image (DC23), moonstruck (DC25), greater dispel magic, greater teleport, unhallow,
3/day—summon demons, summon nature's ally VIII (Wolves, and Dire wolves), (needs 3 more)
1/day—Time Stop, mass charm monster (DC29), freedom,
STATISTICS
Str 38, Dex 28, Con 39, Int 28, Wis 33, Cha 27
Base Atk +33; CMB +47; CMD 66 ()
Feats 16: Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Dodge, Improved Critical (Bite), Improved Critical (claw), Mobility, Spring Attack, Staggering Critical, Whirlwind Attack, Improved Natural Attack (Bite), Improved Natural Attack (Claw), Multiattack, Weapon Focus (Bite),
Skills Acrobatics +39, Bluff +41, Intimidate +41, Knowledge (arcana) +30, Knowledge (history) +14, Knowledge (local) +29, Knowledge (planes) +30, Knowledge (religion) +34, Perception +54, Sense Motive +36, Spellcraft +34, Stealth +42, Use Magic Device +23, Climb +29, Swim +34; Racial Modifiers +10 Perception,
Languages Abyssal, Celestial, Common, Varision, Shoanti; telepathy 300 ft.
SQ demon lord traits,
ECOLOGY
Environment any (Abyss)
Organization solitary (unique)
Treasure triple (Decorum Band, Moon's Claw, Necklace of Fireballs TVII)

Jezelda Hybrid form
XP 4,915,200
CE Medium outsider (chaotic, demon, evil, extraplanar, Shapechanger)
Init +9; Senses darkvision 60 ft, Sent, detect good, detect law, true seeing,; Perception +54
Aura frightful presence (120 ft., DC ), unholy aura (20 ft., DC )
DEFENSE
AC 44, touch 24, flat-footed 26 (+4 deflection, +9 Dex, +1 dodge, +12 natural, +8 profane)
hp 759 (33d10+594); regeneration 30 (deific or mythic)
Fort +30, Ref +20, Will +29
Defensive Abilities DR 20/cold iron, epic, Silver and good; Immune ability damage and drain, bleed, charm and compulsion effects, death effects, electricity, energy drain, petrification, poison, slashing weapons; Resist acid 30, cold 30, fire 30; SR 39
OFFENSE
Speed 50 ft.,
Melee 33\28\23\18\13\8\3 (if using a weapon), 2 claw +47 (1d6+14), 2 bite +47 (1d8+14, plus trip), Gore +47 (1d8+14)
Space 5 ft.; Reach 30 ft.
Special Attacks
Spell-Like Abilities (CL 27th; concentration +24)
Constant—detect good, detect law, freedom of movement, true seeing, unholy aura
At will—astral projection, blasphemy (DC28), Deeper Darkness, Rage, dominate animal (DC24), magic fang, mirror image (DC23), moonstruck (DC25), greater dispel magic, greater teleport, unhallow,
3/day—summon demons, summon nature's ally VIII (Wolves, and Dire wolves), (needs 3 more)
1/day—Time Stop, mass charm monster (DC29), freedom,
STATISTICS
Str 46, Dex 28, Con 47, Int 28, Wis 33, Cha 27
Base Atk +33; CMB +47; CMD 66 ()
Racial Modifiers +10 Perception, +8 Survival when tracking by scent, +8 to sent based Perception
Languages Abyssal, Celestial, Common, Varision, Shoanti; telepathy 300 ft.
SQ demon lord traits,
ECOLOGY
Environment any (Abyss)
Organization solitary (unique)
Treasure triple (Decorum Band, Moon's Claw, Necklace of Fireballs TVII)

Jezelda Dire Wolf form
XP 4,915,200
CE Medium outsider (chaotic, demon, evil, extraplanar, Shapechanger)
Init +9; Senses darkvision 60 ft, Sent, detect good, detect law, true seeing,; Perception +54
Aura frightful presence (120 ft., DC ), unholy aura (20 ft., DC )
DEFENSE
AC 44, touch 24, flat-footed 26 (+4 deflection, +9 Dex, +1 dodge, +12 natural, +8 profane)
hp 759 (33d10+594); regeneration 30 (deific or mythic)
Fort +30, Ref +20, Will +29
Defensive Abilities DR 20/cold iron, epic, Silver and good; Immune ability damage and drain, bleed, charm and compulsion effects, death effects, electricity, energy drain, petrification, poison, slashing weapons; Resist acid 30, cold 30, fire 30; SR 39
OFFENSE
Speed 50 ft.
Melee 2 bite +47 (2d6+14, plus trip), Gore +47 (2d6+14)
Special Attacks
Spell-Like Abilities (CL 27th; concentration +24)
Constant—detect good, detect law, freedom of movement, true seeing, unholy aura
At will—astral projection, blasphemy (DC28), Deeper Darkness, Rage, dominate animal (DC24), magic fang, mirror image (DC23), moonstruck (DC25), greater dispel magic, greater teleport, unhallow,
3/day—summon demons, summon nature's ally VIII (Wolves, and Dire wolves), needs 3 more
1/day—Time Stop, mass charm monster (DC29), freedom,
STATISTICS
Str 46, Dex 28, Con 47, Int 28, Wis 33, Cha 27
Base Atk +33; CMB +47; CMD 66 (70 vs Trip)

Do these seem fitting for a demon lord of werewolves?

Jezelda's special abilities:

Swift changing (Su)
Jezelda is an accomplished shapeshifter, and she can
transition between her three forms with incredible speed.
Jezelda can change between her 3 forms as a free action once per round, without a check. Jezelda can change form in combat to give herself a +5 Dodge bonus to AC for the round or a +5 bonus to combat the maneuver checks: Trip, Overrun, or Bull Rush

Curse of Lycanthropy (Su)
Jezelda's bite attack in animal or hybrid form infects a humanoid target with a particularly fearsome form of lycanthropy that transforms them into fiendish werewolves (Fortitude DC 25 negates). If the victim’s size is not within two size categories of the Jezelda, this ability has no effect.

Lunar Power
The light of the moon empowers Jezelda's Spell-Like Abilities increasing the save DC by 5, and healing her an amount equal to x2 the spells level. The light of a full moon instead increases her save DCs by 10 and heals her an amount equal to x4 the spells level.

Alpha Lycan
Jezelda is THE Alpha werewolf, and all others obey her commend. Jezelda can control any number of werewolves within 360 feet of her location as per dominate person (DC 26 negates).

Blessing of True Lycanthropy
Jezelda can bless an afflicted werewolf to become a natural born werewolf

Lycanthropic Empathy (Ex) In any form, Jezelda
can communicate and empathize with animals related to
wolves. She can use Diplomacy to alter such
an animal’s attitude, and when so doing gain a +8 racial
bonus on the check.


Ok first all nesseat demon and demon lord have at least 5 profane bonus to armor for every 10 point of hd after 20

As for 1 of her ability I could put to her that she gain +8 racial bonus to attack and damage to all non werewolf since she hate all non werewolf (+2 for every 10 hd like noticula that have 4d6 sneak attack)
She could also have a the teamwork ability of the inquisitor/hunter as long she is fighting with werewolf


Zepheri wrote:
demon lord have at least 5 profane bonus to armor for every 10 point of hd after 20.

The matches up better thanks.

Zepheri wrote:
racial bonus to attack and damage to all non werewolf since she hate all non werewolf

For clarification, do you mean all non werewolf were-creatures, or all non werewolves?

Zepheri wrote:
She could also have a the teamwork ability of the inquisitor/hunter as long she is fighting with werewolf

That sounds wicked, team work is the dream work after all.


She thinks the all other lycanthropy (except for werewolf) are a blasphemy to the curse so she hate that

As for the teamwork are feat that works only if other creature posese that feat like outflank but the inquisitor and the hunter have ability to share or to act as if other creature posese that feat
Remember that wolf like to hunt in groups rather than alone


Zepheri wrote:
lycanthropy (except for werewolf) are a blasphemy to the curse

Thank you for clarifying.

Zepheri wrote:
Remember that wolf like to hunt in groups rather than alone

I should have thought of that.


How does this look, is it to much, to little, to complicated?

Pack Tactics
When Jezelda receives a flanking bonus from a werewolf, wolf, or worg, she gains a +5 instead of the usual bonus, and gains as well as grants the benefits of the Teamwork feats Coordinated Capture, Coordinated Charge, and Coordinated Distraction.


Lord of Conflict wrote:

How does this look, is it to much, to little, to complicated?

Pack Tactics
When Jezelda receives a flanking bonus from a werewolf, wolf, or worg, she gains a +5 instead of the usual bonus, and gains as well as grants the benefits of the Teamwork feats Coordinated Capture, Coordinated Charge, and Coordinated Distraction.

Much better I see this:

Pack aura
All werewolf, wolf and worg that are at least 40 feet of her gain outflank and any teamwork that jezelda posese


Zepheri wrote:

Pack aura

All werewolf, wolf and worg that are at least 40 feet of her gain outflank and any teamwork that jezelda posese

That does sound simpler.

Yhidothrus First Draft:
Yhidothrus CR30
XP 9,830,400
CE Colossal outsider (chaotic, demon, evil, extraplanar)
Init +; Senses darkvision 60 ft., detect good, detect law, see in darkness, true seeing; Perception +
Aura unholy aura (DC )
DEFENSE
AC 36, touch 31, flat-footed 31 (+10 deflection, +5 Dex, +5 natural, +14 profane)
hp 792 (36d10+612); regeneration 30 (deific or mythic)
Fort +37, Ref +17, Will +33
Defensive Abilities Abyssal resurrection, freedom of movement; DR 20/cold iron, epic, and lawful; Immune ability damage and drain, charm and compulsion effects, death effects, electricity, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 41
OFFENSE
Speed ft.
Melee Slam +39 (2d8+20), Bite +39 (4d6+20)
Space
Special Attacks
Spell-Like Abilities (CL 30th)
Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC )
At will—astral projection, blasphemy (DC ), chaos hammer (DC ), deeper darkness, desecrate, greater dispel magic, greater teleport, telekinesis (DC ), unhallow +2
3/day—summon demons, +3
1/day—time stop, +2
STATISTICS
Str 50, Dex 20, Con 45, Int 35, Wis 36, Cha 20
Base Atk +27; CMB +55; CMD 80
Feats x18 Combat Expertise, Combat Reflexes, Awesome Blow,
Skills
Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Undercommon, Necril; telepathy 300 ft., tongues
SQ Massive
ECOLOGY
Environment any (Abyss)
Organization solitary (unique)
Treasure triple


Thoughts, opinions, and critiques welcome.

Yhidothrus Second Draft:

Yhidothrus CR30
XP 9,830,400
CE Colossal outsider (chaotic, demon, evil, extraplanar)
Init +; Senses detect good, detect law, true seeing, Blindsight 120ft; Perception +
Aura unholy aura (20 ft, DC 31)
DEFENSE
AC 36, touch 31, flat-footed 31 (+10 deflection, +5 Dex, +5 natural, +14 profane)
hp 792 (36d10+612); regeneration 30 (deific or mythic)
Fort +37, Ref +17, Will +33
Defensive Abilities Abyssal resurrection, freedom of movement; DR 20/cold iron, epic, and lawful; Immune ability damage and drain, charm and compulsion effects, death effects, electricity, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 41
OFFENSE
Speed ft.
Melee Slam +39 (2d8+20), Bite +39 (4d6+20)
Space
Special Attacks
Spell-Like Abilities (CL 30th, Wisdom Based)
Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC 31),
At will—astral projection, blasphemy (DC 30), chaos hammer (DC 27), deeper darkness, desecrate, greater dispel magic, telekinesis (DC 28), unhallow, dispel magic, entropic shield, destruction (DC 31), ray of enfeeblement (DC 24), confusion (DC 27),
3/day—summon demons, bestow curse (DC 26), sands of time (DC 26), suffocation (mass) (DC 32),
1/day—time stop,
STATISTICS
Str 50, Dex 20, Con 45, Int 35, Wis 36, Cha 20
Base Atk +27; CMB +55; CMD 80
Feats x18 Combat Expertise, Combat Reflexes, Awesome Blow,
Skills
Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Undercommon, Necril; telepathy 300 ft., tongues
SQ Massive
ECOLOGY
Environment any (Abyss)
Organization solitary (unique)
Treasure triple


Any thoughts, opinions, and critiques, any at all?

Yhidothrus Third Draft:

Yhidothrus CR30
XP 9,830,400
CE Colossal outsider (chaotic, demon, evil, extraplanar)
Init +; Senses detect good, detect law, true seeing, Blindsight 120ft; Tremersense 300ft, Perception +57
Aura unholy aura (20 ft, DC 31)
DEFENSE
AC 36, touch 31, flat-footed 31 (+10 deflection, +5 Dex, +5 natural, +14 profane)
hp 792 (36d10+612); regeneration 30 (deific or mythic)
Fort +37, Ref +17, Will +33
Defensive Abilities Abyssal resurrection, freedom of movement; DR 20/cold iron, epic, and lawful; Immune ability damage and drain, charm and compulsion effects, death effects, electricity, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 41
OFFENSE
Speed 50 ft, Borrow .
Melee Slam +39 (2d8+30), Bite +39 (4d6+30 plus grab)
Space 40, Reach, 30
Special Attacks: Swallow Whole (10d6+20 bludgeoning damage plus )
Spell-Like Abilities (CL 30th, Wisdom Based)
Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC 31),
At will—astral projection, blasphemy (DC 30), chaos hammer (DC 27), deeper darkness, desecrate, greater dispel magic, telekinesis (DC 28), unhallow, dispel magic, entropic shield, destruction (DC 31), ray of enfeeblement (DC 24), confusion (DC 27),
3/day—summon demons, bestow curse (DC 26), sands of time (DC 26), suffocation (mass) (DC 32), Quicken (greater dispel magic), Empowered ray of enfeeblement (DC 24),
1/day—time stop,
STATISTICS
Str 50, Dex 20, Con 45, Int 35, Wis 36, Cha 20
Base Atk +27; CMB +55; CMD 80
Feats x18 Combat Expertise, Combat Reflexes, Awesome Blow, Craft Magic Arms and Armor, Craft Wondrous Item, Quicken Spell-Like Ability (greater dispel magic), Empower Spell-Like Ability (ray of enfeeblement), Eschew Materials,
Skills
Intimidate +41, Knowledge (arcana) +48, Knowledge (history) +48, Knowledge (local) +48, Knowledge (planes) +48, Knowledge (religion) +48, Knowledge (Geography) +48 Perception +57, Sense Motive +49, Spellcraft +48, Use Magic Device +41, Climb +56, Swim +56, Acrobatics +41,
Racial Modifiers +8 Perception,
Size Modifiers -16 Stealth,
Languages Abyssal, Celestial, Common, Undercommon, Necril; telepathy 300 ft., tongues
SQ Massive, Powerful Blows (Slam), Powerful Blows (Bite),
ECOLOGY
Environment any (Abyss)
Organization solitary (unique)
Treasure triple


So while I hit a brick wall on special abilities for a demon lord/qlippoth lord who has enough "wibbily wobbly timey whymy" to warrant the Doctor take a look at it, let us discuses spell like abilities. This creature strikes me as a spell heavy character (despite its insane size) but I am at a bit of a loss on how much magic to give it without going over board. Any advice and/or suggested creatures I can use as a comparison?


A First Draft for some of Yhidothrus's special abilities.

Horrific Appearance (Su): A creature that succumbs to Yhidothrus's horrific appearance ages and rots, the character ages by two age categories receiving none of the bonuses and all of the negatives if any, in addition the character becomes infested with worms and larva inflicting a 1d6 Con and 1d6 Str Damage for 1d4 rounds.

Massive (Ex) Because Yhidothrus is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to a Yhidothrus’s movement, though areas of forest or settlements are considered difficult terrain to Yhidothrus. A Huge or smaller creature can move through any square occupied by Yhidothrus, or vice-versa. Yhidothrus can make attacks of opportunity only against foes that are Huge or larger, and can be flanked only by Huge or larger foes. Yhidothrus gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Huge or smaller creature to climb a Yhidothrus—this generally requires a successful DC 30 check, and unlike the normal rules about Yhidothrus and attacks of opportunity, a Small or larger creature that climbs on a Yhidothrus’s body provokes an attack of opportunity from it.


Second Draft.

Horrific Appearance (Su): A creature that succumbs to Yhidothrus's horrific appearance ages and rots, the character ages by two age categories receiving none of the bonuses and all of the negatives if any, in addition the character becomes infested with worms and larva inflicting a 1d6 Con and 1d6 Str Damage for 1d4 rounds. If a creature is killed by this damage, its body bursts open releasing a Leach Swarm.


I would really apricate anything anyone would like to add about anything I have posted. I do check in and read everything that is posted, and take it into consideration.

Shivaska First Draft:

Shivaska CR26
XP 2,457,600
CE medium outsider (chaotic, demon, evil, extraplanar)
Init +; Senses darkvision 60 ft. All-Round Vision, detect good, detect law, true seeing, all round vision; Perception +
Aura frightful presence (120 ft., DC ), unholy aura (DC )
DEFENSE AC , touch , flat-footed (+ deflection, +12 Dex, + natural, + profane, size)
hp (31d10+); regeneration 30 (deific or mythic)
Fort +20, Ref +29, Will +27
Defensive Abilities Abyssal resurrection, freedom of movement,
DR 20/cold iron, epic, and good;
Immune ability damage, ability drain, charm effects, compulsion effects, death effects, electricity, energy drain, petrification, and poison;
Resist acid 30, fire 30;
SR 37
OFFENSE Speed ft.,
Melee: 1 Bite (1d8+12), 4 Claw (1d6+12), 12 chains (2d4+12 plus Grab)
Ranged ()
Space ft.; Reach ft.
Special Attacks constrict (1d4+3), grab, strangle
Spell-Like Abilities (CL 26th; concentration +)
Constant—air walk, detect good, detect law, freedom of movement, true seeing, unholy aura (DC )
At will—astral projection, blasphemy* (DC ), desecrate*, greater dispel magic, greater teleport, telekinesis* (DC ), shapechange, unhallow, unholy blight* (DC )
3/day—
1/day—
STATISTICS
Str 35, Dex 34, Con 30, Int 31, Wis 31, Cha 29
Base Atk +31; CMB +43; CMD 65 (70 vs trip)
Feats Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Improved Natural Attack (Bite), Multiattack,
Skills
Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Undercommon; telepathy 300 ft.
SQ demon lord traits, quickness
ECOLOGY Environment (Abyss)
Organization solitary (unique)
Treasure triple
Strangle (Ex) Much like the chokers she currently resembles Shivaska has an unerring talent for seizing her victims by the neck. A creature that is grappled by Shivaska cannot speak or cast spells with verbal components.

Quickness (Su) Like a choker Shivaska is supernaturally quick. She can take an extra move action during her turn each round.

Imprisonment (Su) Any foe grappled by Shivaska's chains for 4 rounds and and fails a DC24 Will save is transported, across planes if necessary, to a small cell deep inside Shivaska’s clockwork lair in the Abyss.


I think the word is "DOT."

Grand Lodge

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I don't do much in the way of Crunch theory or application; I'm a Flavor guy. So I'm not really looking at stat-blocks, but I became interested in this Thread four weeks ago when I posted -- and I check in periodically to see which Demon Lords you have stat-blocks for. It's potentially an invaluable Thread for me in the future -- when I need to consider Crunch for Jezelda, Yhidothrus, Shivaska, and whomever comes next. In time, I could see this Thread becoming very heavily referenced by the Community, once there are a dozen or more stat-blocks up everyone can use (at the very least as inspiration).

So,.... Keep 'em coming!


W E Ray wrote:
I don't do much in the way of Crunch theory or application; I'm a Flavor guy.

Funny enough I am the same way.

W E Ray wrote:
I became interested in this Thread four weeks ago when I posted -- and I check in periodically to see which Demon Lords you have stat-blocks for. It's potentially an invaluable Thread for me in the future

I really apricate your kind words, I was starting to think there was no interest in any of the stats I posted.

I realized recently that I did not give the appropriate class modifiers from Outsider bonuses.

Skill correction:

Yhidothrus
Skills
Intimidate +44, Knowledge (arcana) +48, Knowledge (history) +51, Knowledge (local) +48, Knowledge (planes) +51, Knowledge (religion) +48, Knowledge (Geography) +48 Perception +60, Sense Motive +52, Spellcraft +51, Use Magic Device +41, Climb +59, Swim +56, Acrobatics +41,
Racial Modifiers +8 Perception,
Size Modifiers -16 Stealth,
Jezelda
Skills Acrobatics +39, Bluff +44, Intimidate +44, Knowledge (arcana) +30, Knowledge (history) +14, Knowledge (local) +29, Knowledge (planes) +33, Knowledge (religion) +34, Perception +57, Sense Motive +39, Spellcraft +34, Stealth +45, Use Magic Device +23, Climb +29, Swim +34, Survival +47, Knowledge (Nature) +45,
Racial Modifiers +10 Perception,


Shivaska Second Draft:

Shivaska CR26
XP 2,457,600
CE medium outsider (chaotic, demon, evil, extraplanar)
Init +12; Senses darkvision 60 ft., detect good, detect law, true seeing, all round vision; Perception +52
Aura frightful presence (120 ft., DC ), unholy aura (DC )
DEFENSE AC 44, touch 29, flat-footed 22 (+7 deflection, +12 Dex, +5 natural, +10 profane)
hp 465 (31d10+155); regeneration 30 (deific or mythic)
Fort +20, Ref +29, Will +27
Defensive Abilities Abyssal resurrection, freedom of movement,
DR 20/cold iron, epic, and good;
Immune ability damage, ability drain, charm effects, compulsion effects, death effects, electricity, energy drain, petrification, and poison;
Resist acid 30, fire 30;
SR 37
OFFENSE Speed ft.,
Melee: 1 Bite +43 (1d8+12), 4 Claw +43 (1d6+12), 12 chains +41 (2d4+6 plus Grab)
Space 10 ft.; Reach 15 ft.
Special Attacks constrict (1d4+3), grab, strangle
Spell-Like Abilities (CL 26th; concentration +)
Constant—air walk, detect good, detect law, freedom of movement, true seeing, unholy aura (DC )
At will—astral projection, blasphemy* (DC ), desecrate*, greater dispel magic, greater teleport, telekinesis* (DC ), shapechange, unhallow, unholy blight* (DC ), feeblemind (DC ),
3/day—time stop, mind blank, black tentacles (DC ), veil, stoneskin,
1/day—shapechange, Uncanny Reminder (DC ), Temporal Stasis
STATISTICS
Str 35, Dex 34, Con 30, Int 31, Wis 31, Cha 29
Base Atk +31; CMB +43 (+10 grappling); CMD 65 (70 vs trip)
Feats Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Improved Natural Attack (Bite), Multiattack, Improved Natural Attack (Claw), Improved Unarmed Strike, Improved Grapple, Greater Grapple, Body Shield,
Skills
Acrobatics +32, Bluff +43, Climb +35, Craft (Clockwork) +44, Diplomacy +17, Escape Artist +46, Heal +40, Intimidate +32, Knowledge (Planes) +33, Knowledge (Engineering) +43, Knowledge (Religion) +30, Knowledge (Local) +30, Knowledge (History) +30, Knowledge (Dungeoneering) +41, Perception +52, Sense Motive +33, Spellcraft +31, Stealth +46, Survival +30, Swim +22, Use Magic Device +40,
Racial Modifiers +8 Perception,
Languages Abyssal, Celestial, Common, Undercommon; telepathy 300 ft.
SQ demon lord traits, quickness
ECOLOGY Environment (Abyss)
Organization solitary (unique)
Treasure triple

Imprisonment (Su) Any foe grappled by Shivaska's chains for 10 rounds and and fails a DC25 Will save is transported, across planes if necessary, to a small cell deep inside Shivaska’s clockwork lair in the Abyss.

Supernatural Chains (Su) The 12 chains coming from Shivaska's back are +5 Ghost Touch Spiked chains that cannot be disarmed, and are used as secondary natural attacks.

Strangle (Ex) Much like the chokers she currently resembles Shivaska has an unerring talent for seizing her victims by the neck. A creature that is grappled by Shivaska cannot speak or cast spells with verbal components.

Quickness (Su) Like a choker Shivaska is supernaturally quick. She can take an extra move action during her turn each round.


I messed up on Yhidothurs's BAB so here is a correction
Base Atk +36; CMB +64; CMD 89 (Cannot be tripped)
Melee Slam +48 (2d8+30), Bite +48 (4d6+30 plus grab)

Yhidothrus special abilities:

Digest Time (Su) Any creature swallowed whole by Yhidothrus must make a DC 30 will save every round they rename swallowed, on a success the character gains 1 temporary negative level, on a failed save the character takes 1d4 permanent negative levels.

Lord of Worms (Su) Yhidothrus, is immune to the damage and special abilities of any worms, leaches, and other similar vermin (including swarms and their effects such as distraction). As a swift action he can command the actions of any worms, leaches, and other similar vermin within 100 ft. An intelligent version of the before mentioned can resist this control with a DC 40 will save.

Jezelda special abilities:

Blessing of True Lycanthropy (Su) Jezelda can bless an afflicted werewolf turning them into a natural born werewolf with all the bonuses that it grants

Pack Tactics (Ex) When Jezelda receives a flanking bonus from a werewolf, wolf, direwolf or worg, she gains a +5 instead of the usual bonus, and gains the Teamwork feats Coordinated Capture, Coordinated Charge, and Coordinated Distraction as bonus feats. All werewolves, wolves, direwolves, and worgs in 50 ft, working with Jezelda, are treated as if they possessed the same teamwork feats as Jezelda for the purpose of determining whether she receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for Jezelda to receive the listed bonus.

I decided to make a larger list of demon lords, because I am a sucker for math and writers block induced headaches.

Abraxas early draft:

Abraxas
CR30
XP 9,830,400
CE Colossal outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses detect good, detect law, true seeing, All-round Vision, Dark vision 60; Perception +61
Aura unholy aura (20 ft, DC )
DEFENSE
AC , touch , flat-footed (+10 deflection, + Dex, +5 natural, +14 profane)
hp (36d10+); regeneration 30 (deific or mythic)
Fort +, Ref +, Will +
Defensive Abilities Abyssal resurrection, freedom of movement; DR 20/cold iron, epic, and lawful; Immune ability damage and drain, charm and compulsion effects, death effects, electricity, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 41
OFFENSE
Speed 50 ft,

Melee 2 Bite + (+1d6 plus grab, and poison)
Space 5, Reach 10,
Special Attacks:
Spell-Like Abilities (CL 30th, Intelligence Based)
Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC ),
At will—astral projection, blasphemy (DC ), deeper darkness, desecrate, greater dispel magic, telekinesis (DC ), unhallow, entropic shield, destruction (DC ), Acid Arrow,
3/day—summon demons, bestow curse (DC ),
1/day—
STATISTICS
Str 28, Dex 30, Con 29, Int 44, Wis 39, Cha 32
Base Atk +27; CMB +; CMD (cannot be tripped)
Feats x18 Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Eschew Materials, Fleshwarper, Brew Potion, Inscribe Magical Tattoo, Craft Construct, Weapon Focus (Whip), Spell Penetration, Greater Spell Penetration, Skill Focus (Spellcraft), Skill Focus (Kn: Arcane), Quicken Spell-Like Ability (Burning Ray), Empower Spell-Like Ability (), Quicken Spell-Like Ability (), Empower Spell-Like Ability (), Spell Focus (Evocation),
Skills
Acrobatics +30, Appraise +43, Bluff +34, Climb +29, Craft (Alchemy) +56, Craft (Calligraphy) +53, Craft (Construct) +53, Craft (Weapons) +53, Craft (Armor) +53, Diplomacy +50, Disable Device +20, Fly +30, Handle Animal +31, Heal +34, Knowledge (Planes) +56, Knowledge (Arcane) +62, Knowledge (History) +53, Knowledge (Religion) +53, Knowledge (Engineering) +33, Linguistics +53, Perception +61, Sense Motive +53, Sleight of Hand +30, Spellcraft +62, Stealth +49, Survival +34, Swim +29, Use-Magic-Device +50
Racial Modifiers +8 Perception,
Languages Abyssal, Celestial, Common; telepathy 300 ft., tongues
SQ
ECOLOGY
Environment any (Abyss)
Organization solitary (unique)
Treasure triple

Final Incantation (Su) as a full round action Abraxas can utter the final incantation undoing the very laws of magic itself, this can be used in one of four ways. Regardless of how it is used, Abraxas looses the ability to use his spell-like abilities for a 1d6 hours.
Dispel: Abraxas briefly unmakes all magic around him. Abraxas makes a Spellcraft check vs DC 35, if he succeeds all ongoing magic effects in a 120 foot sphere are dispelled, and the area becomes a Magic Dead zone for 2d10 minutes.
Destruction: Abraxas unmakes a single item. The item gets a Will save vs Abraxas's caster level check at a –15 penalty to avoid being permanently destroyed. Even artifacts are subject to final incantation.
Strip: Abraxas unmakes a the very magical abilities of a single creature. Targeted creature makes a will save vs Spellcraft. On a success the character losses all spontaneous and prepared spell slots until there next long rest. On a failure the character permanently looses all spell casting capabilities, only divine intervention can restore a characters spell casting capabilities.
Remove: Abraxas removes all knowledge of a spell from a world. Abraxas makes a DC 40 Knowledge Arcane check, if he succeeds a single spell or piece of mystical lore is erased from the minds and recordings of an entire world.

Language Mastery (Ex) Abraxas can speak, read, and understand all languages.

Andirifkhu early draft:

Andirifkhu CR26
XP 2,457,600
CE medium outsider (chaotic, demon, evil, extraplanar)
Init +13; Senses darkvision 60 ft., detect good, detect law, true seeing, all round vision; Perception +
Aura frightful presence (120 ft., DC ), unholy aura (DC )
DEFENSE AC , touch , flat-footed (+7 deflection, + Dex, +5 natural, +10 profane)
hp (31d10+); regeneration 30 (deific or mythic)
Fort +45, Ref +30, Will +19
Defensive Abilities Abyssal resurrection, freedom of movement,
DR 20/cold iron, epic, and good;
Immune ability damage, ability drain, charm effects, compulsion effects, death effects, electricity, energy drain, petrification, and poison;
Resist acid 30, fire 30;
SR 37
OFFENSE Speed ft.,
Melee: 44\39\34\29\24\19\14, Hair +44 (2d4+13, Reach, Disarm)
44\39\34\29\24\19\14\12\7\3 (with Multi-weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, I think?)

Space ft.; Reach ft.
Special Attacks
Spell-Like Abilities (CL 26th; concentration +)
Constant—air walk, detect good, detect law, freedom of movement, true seeing, unholy aura (DC )
At will—astral projection, blasphemy* (DC ), desecrate*, greater dispel magic, greater teleport, telekinesis* (DC ), shapechange, unhallow, unholy blight* (DC ), Pace Wall,
3/day—
1/day—
STATISTICS
Str 28, Dex 37, Con 30, Int 32, Wis 29, Cha 29
Base Atk +31; CMB +43 (+10 grappling); CMD 65
Feats Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Combat Expertise, Weapon Focus (kukris), Bleeding Critical, Multi-weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Dazzling Display, Brutal Coup de Grace, Quick Draw, Two-Weapon Defense, Improved Dirty Trick, Double Slice,
Skills
Acrobatics +22, Bluff +32, Climb +27, Craft Traps +45, Diplomacy +29, Disable Device +46, Escape Artist +46, Heal +19, Intimidate +40, Knowledge (Planes) +34, Knowledge (Engineering) +45, Knowledge (Religion) +31, Knowledge (History) +31, Knowledge (Dungeoneering) +42, Linguistics +31, Perception +51, Sense Motive +32, Slight of Hand +32, Spellcraft +45, Stealth +35, Survival +29, Swim +19, Use Magic Device +40,
Racial Modifiers +8 Perception,
Languages Abyssal, Celestial, Common,; telepathy 300 ft.
SQ demon lord traits, quickness
ECOLOGY Environment (Abyss)
Organization solitary (unique)
Treasure triple ()

Sneak attack (ex) This ability functions just like the rogue ability of the same name, allowing Andirifkhu to deal an additional +10d6 points of damage when attacking a flat-footed or flanked foe. if Andirifkhu takes levels in a class that grants sneak attack damage (such as a rogue) it stacks with this ability. If Andirifkhu deals nonlethal damage this way to a creature that is unaware of her presence, the creature is unaware it has been attacked or has taken damage (instead experiencing a sense of unexplained weariness or weakness).

Mistress of Blades (ex) Andirifkhu counts all light one-handed slashing weapons under her Weapon Focus feat.

Lethal Locks (Su) Andirifkhu can use her long crimson hair as a secondary natural attack that does Slashing damage.

Trap Mistress (Su) Andirifkhu can craft any mechanical trap in half the normal amount of time, If she uses her hair in the creation of the trap, she can increase the Save DC, Perception to notice DC, and Disable Device DC by 10.

Agile Blade Work (ex) Andirifkhu can use her Dexterity Modifier in place of her Strength Modifier for attack rolls and damage rolls when using light one-handed weapons.


a modification to Jezelda's weapon:

Moon's Claw
Scimitar
Lesser Artifact or just powerful weapon?
Belongs to demon lord of werewolves. Werewolf primarily uses natural attacks, maybe it merges with her alt forms?
1d6, 18-20/x2 Slashing
AURA, CL 27,
Jezelda's weapon is the the Moon's Claw, a +5 Menacing, Gory, Anarchic, mithril scimitar bearing moon and wolf motifs. The scimitar is specially designed to merge with the forms of shape changers. If a wielder of this weapon uses a supernatural/racial ability, spell, spell-like or class feature to change form to something with natural attacks the wielder can add the weapons enchantments and damage type to all natural attacks used by the form. As a standard action, she can call the scimitar to her hand from any distance, even across planar boundaries.
Destruction
If the Moon's Claw is soaked in the freshly spilled blood of a werewolf on the night of new moon for 2 months straight, the blade shatters and is destroyed

Abraxas's whip:

Abraxas's Whip Intelligent Major Artifact
Stats Int=20, Wis=17, Cha=15
Aura: mixed, CL=30
Senses=Sight 60, Dark-vision 60, Read Languages, Read Magic,
Languages: Abyssal, Celestial, Common,
Purpose: steal mystical knowledge
Aligbment CE, Ego=22
Personality: Draws out the S in words, not because it has to, it finds it funny. It claims magic has a taste (evocation is spicy, necromancy is sour, transmutation is meaty, divination is fruity, enchantment is sweet, illusion is smoky, conjuration is herbal, abjuration is like eggs). Despite being made by Abraxas it has no true loyalty to its creator, it loyalty is only to those of stronger will then it, and it will not hesitate to take advantage of weakness.
Abraxas's Whip is a +5 Unholy, Deadly Whip that takes the form of a living snake with a handle at its tail. When the whip lands a hit it deals an addition 1d4 Piercing damage and Poison (injury, save: Fortitude DC 15, Frequency: 1/round for 4 rounds, Effect: 1d2 Con, Cure: 2 saves). The whip can siphon magical energy from spellcasting foes it strikes: up to 15 times per day as a swift action as the wielder strike such a foe, they can attempt to drain magic. When a wielder does so, the target must attempt a Will save (DC 25). If the target succeeds, it takes 2d4 points of ability damage to its Intelligence, Wisdom, or Charisma score (whichever is highest). If the target fails, the whip deals 3d6 points of ability drain to this ability score instead, and it absorbs one spell from the target. If the target is a spontaneous caster, one of its highest-level available spell slots is expended, and you regain a spell slot or regain the use of a spell-like ability of an equal or lower level (wielders choice; if the wielder does not have the ability to spontaneously cast spells or spell-like abilities, they receive no benefit from this). If the target is a prepared spellcaster, one of its highest level spells (determined randomly) is lost as if cast, and that spell becomes stored in the whip (as per a major ring of spell storing). The whip can store only ten spells at a time in this way; if the wielder drains another spell while the whip already contains 10, the contained spell is replaced by the new spell drained. As a standard action, the whip's chosen wielder can call the whip to their hand from any distance, even across planar boundaries.
It has the fallowing 3 powers
3 times per day Abraxas's Whip can transform into an Advanced Venomous Snake (100HP, poison stays the same as the whip) as per polymorph, if its HP drops to 0 it changes back into whip form.
Overwhelming Poison 3/per day
Fire Snake 3/per day (DC 20)
Destruction
Abraxas's Whip can be destroyed

I ran out of ideas at the destruction method for the whip, any suggestions?


Abraxas Second Draft:

Abraxas
CR30
XP 9,830,400
CE meduim outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses detect good, detect law, true seeing, All-round Vision, Dark vision 60; Perception +61
Aura unholy aura (20 ft, DC )
DEFENSE
AC 50, touch 20, flat-footed 26 (+10 deflection, +10 Dex, +5 natural, +14 profane, +11 armor)
hp 684 (36d10+324); regeneration 30 (deific or mythic)
Fort +21, Ref +30, Will +20
Defensive Abilities Abyssal resurrection, freedom of movement; DR 20/cold iron, epic, and lawful; Immune ability damage and drain, charm and compulsion effects, death effects, electricity, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 41
OFFENSE
Speed 50 ft, Swim 50 ft,
Melee: 36\31\26\21\16\11\6\1 Whip (1d3+1d6+9+poison), 2 Bite +31 (+1d6 plus grab, and poison)
Space 5, Reach 10,
Special Attacks: Final Incantation,
Spell-Like Abilities (CL 30th, Intelligence Based)
Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC ),
At will—astral projection, blasphemy (DC ), deeper darkness, desecrate, greater dispel magic, telekinesis (DC ), unhallow, entropic shield, destruction (DC ), Acid Arrow, Bestow Curse (DC ), Wall of Lava, Summon Monster 4 (fiendish snakes and fiendish dire snakes only), Incendiary Cloud (DC ), Fleeting Memory (DC ), Charm Monster (DC ), Prismatic Spray (DC ), Power Word Blind (DC ), Sign of Wrath (DC ), Suggestion (DC ), Greater Arcane Sight, Hideous Laughter (DC ), Touch of Idiocy (DC ),
3/day—summon demons, Weird (DC ), Wail of the Banshee (DC ), Meteor Swarm (DC ), Stormbolts (DC ), Rain of Arrows (DC ), Artificer's Curse (DC ),
1/day—Time Stop, Geas/Quest (DC ), Hungry Darkness (DC ), Wish, Prismatic Sphere,
STATISTICS
Str 28, Dex 30, Con 29, Int 44, Wis 39, Cha 32
Base Atk +27; CMB +; CMD (cannot be tripped)
Feats Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Eschew Materials, Craft Construct, Weapon Focus (Whip), Spell Penetration, Greater Spell Penetration, Skill Focus (Spellcraft), Skill Focus (Kn: Arcane), Quicken Spell-Like Ability (Burning Ray), Empower Spell-Like Ability (), Quicken Spell-Like Ability (), Empower Spell-Like Ability (), Spell Focus (Evocation), Spell Focus (Enchantment), Accursed Critical,
Skills
Acrobatics +30, Appraise +43, Bluff +34, Climb +29, Craft (Alchemy) +56, Craft (Calligraphy) +53, Craft (Construct) +53, Craft (Weapons) +53, Craft (Armor) +53, Diplomacy +50, Disable Device +20, Fly +30, Handle Animal +31, Heal +34, Knowledge (Planes) +56, Knowledge (Arcane) +62, Knowledge (History) +53, Knowledge (Religion) +53, Knowledge (Engineering) +33, Linguistics +53, Perception +61, Sense Motive +53, Sleight of Hand +30, Spellcraft +62, Stealth +49, Survival +34, Swim +29, Use-Magic-Device +50
Racial Modifiers +8 Perception,
Languages Abyssal, Celestial, Common; telepathy 300 ft., tongues
SQ: Crafting Mastery,
ECOLOGY
Environment any (Abyss)
Organization solitary (unique)
Treasure triple (+5, 75%, heavy fortification, Spellsink, Breastplate, Abraxas's Whip and Shield)
Combat Gear:
Language Mastery (Ex): Abraxas can speak, read, and understand all languages.

I felt unsatisfied with the first version of this ability, so how does this look instead?

Abraxas's Final Incantation Second Draft:

Final Incantation (Su): as a full round action Abraxas can utter the final incantation undoing the very laws of magic itself, he primarily uses this in one of 3 ways. Regardless of how it is used, Abraxas looses the ability to use his spell-like abilities for a 1d6 rounds.
Unmake Area: Abraxas unmakes all magic around him. Abraxas makes a Spellcraft check vs DC 35, if successful all magic in 300 foot radius (10xHD), is unmade creating a dead magic zone for 30 hours (an hour per caster level). Magic items in this zone when it takes effect must make a DC 20 Will save or loose all magical abilities (wielded items can use there wielders will save) magic based constructs must also roll a will save or be destroyed. Artifacts are immune to destruction from effect.
Unmake Individual: Abraxas focus the Final Incantation towards an individual or object. The target rolls a Will save vs Abraxas Caster Level check, none intelligent magic items and mindless magic based constructs receive no save. If a living (non construct) target fails this save they permanently lose all spell casting abilities, these abilities cannot be recovered by mortal magic, not even miracle or wish. If an item fails this save it looses all magic abilities and is destroyed. Artifacts get a +5 bonus on their roll. Creatures like Grave Knights can be permanently destroyed by this method.
Unmake Lore: Abraxas erases all knowledge and lore of a single subject or spell from a worlds minds and records. Abraxas rolls an appropriate Knowledge check vs a DC 40 (Kn: Arcane for a spell, Kn: History for lore on a warlord ect), if successful the specific information is erased from all records and memories of targeted world.


Abraxas spell list changes:
Spell-Like Abilities (CL 30th, Intelligence Based)
Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC ),
At will—astral projection, blasphemy (DC ), deeper darkness, desecrate, greater dispel magic, telekinesis (DC ), unhallow, entropic shield, destruction (DC ), Acid Arrow, Bestow Curse (DC ), Wall of Lava, Summon Monster 4 (fiendish snakes and fiendish dire snakes only), Incendiary Cloud (DC ), Fleeting Memory (DC ), Prismatic Spray* (DC ), Power Word Blind* (DC ), Greater Arcane Sight, Hideous Laughter (DC ), Touch of Idiocy (DC ), Scorching Ray*, Magic Missile*, Fireball* (DC ), Lightning Bolt* (DC ), Ice Storm* (DC ), Chain Lightning* (DC ), Freezing Sphere (DC ), Black Tentacles* (DC ), Symbol of Pain (DC ), Debilitating Pain (DC ), Pain Strike, Mass (DC ), Inflict Pain (DC ), Mindshock (DC ), Excruciating Deformation (DC ), Eyebite, Transmute Blood To Acid (DC ), Boneshatter (DC ),
3/day—summon demons, Weird (DC ), Wail of the Banshee (DC ), Meteor Swarm* (DC ), Stormbolts (DC ), Rain of Arrows (DC ), Artificer's Curse (DC ), plane shift (to his realm in the Abyss only),
1/day—Time Stop*, Geas/Quest (DC ), Hungry Darkness (DC ), Wish*, Prismatic Sphere*,
* Abraxas can use the mythic version of this ability in his realm.

Final Incantation complete overhaul:
Final Incantation (Su): as a full round action Abraxas, once per encounter, can utter the final incantation undoing the very laws of magic itself. When used this has general effect, and a targeted effect.
-General: The Final Incantation is of such power that it effects all around it when uttered. A 360 ft sphere dead magic zone appears centered on Abraxas's location at time of use for 36 hours and he looses the ability to use his spell-like and supernatural abilities for a 2d6 rounds. This happens when ever the Final Incantation is uttered regardless of intent.
-Targeted: When Abraxas speaks the Final Incantation it is to unmake the vary essence of magic. Abaraxas chooses one target he is aware of in 120 feet. Magic items, constructs and undead created by feats or spells are destroyed with no save. Artifacts, Mythic constructs and Mythic undead created by feats or spells get a will save DC 60 to avoid destruction, on a success the target is instead stunned for 2d4 rounds. Minor Artifacts get a +5 bonus on their roll, Major Artifacts get a +10, if successful the artifact is suppressed for 2d6 days instead of destroyed. Other targets of this effect loose all magical abilities (spell casting, spell like and supernatural abilities ect), Mythic targets can make a will save DC 60 to avoid this, on a success the target is instead stunned for 2d4 rounds. These abilities cannot be recovered by mortal magic, not even miracle or wish. Creatures like Grave Knights can be permanently destroyed by this.
Abaraxas can also use the Final Incantation to erases all knowledge and lore of a single subject or spell from a worlds minds and records.
Gms are encouraged to think of other creative ways Abraxas can utilized the Final Incantation.


Abraxas spell remake in progress:

Spell-Like Abilities (CL 30th, Intelligence Based; concentration +47)
Constant—detect good, detect law, freedom of movement, tongues, true seeing, unholy aura (DC ),
At will—L2-Acid Arrow, L9-astral projection, L4-Bestow Curse (DC ), L7-blasphemy (DC ), L4-Black Tentacles* (DC ), L4-Boneshatter (DC ), Detect Thoughts (DC ), L6-Chain Lightning* (DC ), L3-deeper darkness, L8-destruction (DC ), L2-desecrate, L1-entropic shield, L4-Fleeting Memory (DC ), L3-greater dispel magic, L2-Spectral Hand, L5-telekinesis (DC ), L5-unhallow, Summon Monster 4 (fiendish snakes and fiendish dire snakes only),
3/day—summon demons, Weird (DC ), Wail of the Banshee (DC ), Meteor Swarm* (DC ), plane shift, Quicken destruction (DC ), (to his realm in the Abyss only),
1/day—Time Stop*, Geas/Quest (DC ), Hungry Darkness (DC ), Wish*, Empower Meteor Swarm* (DC ),
* Abraxas can use the mythic version of this ability in his realm.

Wizard Spells Known (CL 20th; concentration +37)
-9th (7)—Dominate Monster (2, DC ), Maximize Disintegrate (2, DC ), Transmute Blood To Acid (2, DC ), Wish,
-8th (7)—Horrid Wilting (2, DC ), Polar Ray, Incendiary Cloud (2, DC ), Scintillating Pattern (DC ), Temporal Stasis (DC ),
-7th (7)—Banishment (DC ), Finger of Death(DC ), Teleport, Greater, Power Word Blind* (2, DC ), Prismatic Spray* (DC ),
-6th (7)—Acid Fog, Disintegrate (2, DC ), Maximize Fireball* (2, DC ), Maximize Lightning Bolt* (2, DC )
-5th (8)—Acidic Spray (DC ), Baleful Polymorph (2, DC ) Icy Prison (DC ), Maximize Scorching Ray* (2),
-4th (8)—Maximize Magic Missile*(3), Overwhelming Grief (DC ),
-3rd (8)—Excruciating Deformation (2, DC ), Fireball* (2, DC ), Howling Agony (DC ), Lightning Bolt* (2, DC ), Sands of Time (DC ),
-2nd (8)—Blood Transcription, Disfiguring Touch* (2, DC ), Scorching Ray* (3), Web (DC ),
-1st (9)—Burning Hands (4, DC ), Magic Missile*(3), Shield (2), Interrogation,
-0 (at will)—Arcane Mark, Bleed, Detect Magic, Jolt,

Final Incantation 5th or 6th draft:

Final Incantation (Su): as a full round action Abraxas, once per encounter, can utter the final incantation undoing the very laws of magic itself. When used two things happen, a general effect, and a targeted effect.
-General: The Final Incantation is of such power that it effects all around it when uttered. A 360 ft sphere (10x HD) dead magic zone appears centered on Abraxas's location at time of use for 36 hours (10x HD) and he looses the ability to use his spell-like, spells, and supernatural abilities for a 3d6 rounds. This happens when ever the Final Incantation is uttered regardless of intent.
-Targeted: When Abraxas speaks the Final Incantation it is to unmake the vary essence of magic. Abaraxas chooses one target he is aware of in 120 feet. Magic items, constructs and undead created by feats or spells are destroyed with no save. Artifacts, Mythic constructs and Mythic undead created by feats or spells get a will save DC 60 to avoid destruction, on a success the target is instead stunned for 2d4 rounds. Minor Artifacts get a +5 bonus on their roll, Major Artifacts get a +10, if successful the artifact is suppressed for 2d6 days instead of destroyed. Other targets of this effect loose all magical abilities (spell casting, spell like and supernatural abilities ect), Mythic targets can make a will save DC 60 to avoid this, on a success the target is instead stunned for 2d4 rounds. These abilities cannot be recovered by mortal magic, not even miracle or wish. Creatures like Grave Knights can be permanently destroyed by this.

Abraxas special abilities:

Undersized Weapons (Ex) Although Abraxas is Large, his upper
torso is the same size as that of a Medium humanoid. As a
result, he wields weapons as if they were one size category
smaller than their actual size (Medium).

Poison and Pain (Su): Abraxas's knowledge of that which envenoms and hurts is vast and deadly. Abraxas can sacrificed a prepared spell slot to cast any spell with the poison or pain descriptor of an equal spell level. The DCs off all spells with the poison and pain descriptor increase by +10

Vast Spell Knowledge (Ex): Abraxas knows all wizard spells from Core, Ultimate Magic and all spells with the Pain, Poison, and Evil descriptor and can prepare all known spells them from memory.

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