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 AuthorTopic: Tales from the Unknown (Read 165 times)
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 Re: Tales from the Unknown
« Reply #30 on Aug 13, 2007, 8:30am »
[Quote]

Armanite

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Armanites resemble fiendish centaurs covered by a full plate armor. They are fierce enemies in battle and their charges are deeply feared. On the layers of the Abyss they usually wander in groups guided by a chief called knecht or pathwarden. Because of their unusual discipline, they are often employed by powerful abyssal lords as mercenaries. Most of armanites come from the Plains of Gallenshu (377th layer of the Abyss); on this layer there are 24 cities of armanites, each ruled by an armanite called konsul.
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 Re: Tales from the Unknown
« Reply #31 on Aug 13, 2007, 8:52am »
[Quote]

Babau

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Babau resemble tall, gaunt, elongated, skeleton-like humanoids. They are about 6 feet tall and weigh 140 pounds. Their skin is a dark brown-reddish-black in color, glossy, leather-like, and highly form fitting, hence the skeletal appearance. They have sly, sneaky, goblin-like faces, and long, thin, claw-like fingers. They always walk with a sneaky, alert posture. The most notable feature of the Babau, however, is the single, short, curved horn coming from the back/top of their head. Covering a Babau from head to toe is a red, jelly-like slime which protects them from attacks.

Babau are native to the Outer Plane of the Abyss (Dungeons & Dragons), like the majority of all Demons in Dungeons & Dragons.

Babau are the cunning and sneaky but powerful assassins of the Abyss. They are very careful and devious, and always form cunning plans before doing anything (or at least before combat). Babau sometimes work with Succubi, but hate and are hated by Glabrezu, Hezrous, Nalfeshnees and Vrocks. They are particularily fond of the flesh of Nalfeshnees, and Nalfeshnees especially fear and despise them with a passion. Due to their horn, Babau are sometimes known as the 1-horned horror, and due to their color, as the ebony death.

Babau are assassins, and hence they are sneaky, sly, cunning and stealthy, and this is the governing factor in their combat. They are adept at hiding, moving silently, searching, listening, and making sneak attacks, and use this greatly to their advantage in fights. For actually damaging foes, Babau prefer to use weapons. If they are unarmed, they will use their claws, and their horn. They tend to start fights with an ambush, and excellently use a combination of sneak attacks and multiple attacks. They tend to attack the most powerful foe first if they are fighting multiple enemies, seeking to eliminate the true threat and then toy with the others. Due to the protective slime mentioned before covering a Babau, melee attacks against them only cause half damage, plus they cause damage to the weapon used.

Babau also have numerous spell-like abilities, which vary between game edition and between source.

They also have the typical demon characteristics of immunity to poison and electricity, and resistance to fire, cold and acid.

They can telepathically communicate with any creature that has a language within 100 feet.

Last but not least, once per day a Babau can summon another Babau to aid it. This ability is equivalent to a third level spell.

Chasme

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Chasmes are merciless demons resembling great flies. They enjoy torturing and tormenting other beings, also demons, especially if they are sure of their impunity. Because of their cruelty, chasmes are often charged with torturing enemies and deserters. Sometimes chasmes can be found in group acting as patrols; they fly in the skies of The Abyss looking for intruders.

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 Re: Tales from the Unknown
« Reply #32 on Aug 13, 2007, 8:58am »
[Quote]

Bulezau

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Bulezaus are the core of the heavy infantry of the armies of The Abyss. Bulezaus have the shape of a big man with the head of a ram. Despite their appearance they are good warriors, particularly in melee combat. They aggregate in groups only if they have a powerful leader able to control them; whenever this leader passes away, it is almost certain that bulezaus will start fight each other until death.
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 Re: Tales from the Unknown
« Reply #33 on Aug 13, 2007, 9:12am »
[Quote]

Dybbuk
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Dybbuks belong to the race of demon called loumara. Dybbuks are incorporeal creatures and so they do not have a specific physical form. Their shape resembles a jellyfish with a simply sketched human face.

Dybbuks can possess and control dead bodies, so they spent a lot of time looking for a good body to animate. After taking the control of a body, dybbuks try to insert themselves in the society of the victim, pursuing their plans or, more probably, looking for a better body.

Dybbuks are lonely creatures and they can be found in group only where they can find a lot of corpse to possess, such as on a battlefield.
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 Re: Tales from the Unknown
« Reply #34 on Aug 13, 2007, 11:13am »
[Quote]

Ekolid

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Ekolids belong to the ancient race of demon called obyrith. Being obiryths, ekolids have monstrous forms, which can drive mad anyone who dares look at them. At first, they remember the union of an ant, a scorpion and a spider, but their real fiendish shape can not be compared to any other creature.

Ekolids are driven by the need to reproduce. During any battle, using their supernatural speed, they constantly try to implant egg in their enemies.

Ekolids are rarely found in groups, except on Zionyn (663th layer of the Abyss), where they live at the service of Obox-ob.
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 Re: Tales from the Unknown
« Reply #35 on Aug 13, 2007, 11:52am »
[Quote]

Marilith
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Mariliths appear as creatures with the upper body of a woman, the lower body and tail of a serpent, and six arms. Each arm carries decorative jewelries, and wields a different weapon (usually enchanted long swords). Mariliths favor their weapons highly-- if one should ever be lost or stolen, they go to great lengths to see that the weapon is retrieved.

Although they are strategists, mariliths eagerly join any melee combat given the chance. They attack with six weapons, a snapping tail which grabs, can cast illusionary and charm magics, and can gate in other tanar'ri.

Mariliths are the generals and coordinators of the Blood War (though given the chaotic nature of tanar'ri, it is not usually possible to coordinate their activities, mariliths are charged with it, nonetheless). In the hierarchy of tanar'ri, mariliths rank only below balors.
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Mariliths and Balors are native to the Abyss

Balors
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In the original Monster Manual, balors are twelve foot tall, winged humanoids with horns and demonic features. They prefer to wield swords and many-tailed whips. They are able to create flames around themselves and shed darkness at will. They possess a strong charisma that attracts other chaotic evil creatures. They tend towards organized evil. Six are known to exist.

In the 2nd edition Monstrous Manual, balors are the most powerful tanar'ri. They exist solely to wage the Blood War, and roam the Abyss, forming legions to command in battle. They have huge wings, claws, venomous fangs, and are commonly surrounded by flame. They wield a many-tailed whip and a greatsword that resembles a bolt of lightning. At least 24 are known to exist.

In current editions of Monster Manual, balors are 12 foot humanoids with bat wings, bull horns, clawed hands and a mane. Their dark red skin is bathed in flame. They wield a vorpal sword in one hand and a flaming whip in the other. They are generals of demonic armies.

Balors are among the most powerful demons of the abyss, surpassed only by the demon lords. There are exceptional lesser demons that may surpass a balor, but few possess more potential.
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 Re: Tales from the Unknown
« Reply #36 on Mar 6, 2009, 4:45am »
[Quote]

The Celestial Hebdomad
All members of the Celestial Hebdomad possess the following special qualities:
Aura of Menace (Su): A righteous aura surrounds the paragon when it fights or gets angry. Any hostile creature within a 20-foot radius of the paragon must make a Will save (DC 10+1/2 the paragon's Hit Dice + its Cha modifier) to resist its effects. Those who fail take a -4 morale penalty on attacks, AC, and saves for one day. If an affected creature makes a succesful hit against the paragon, that creature (only) can attempt a new saving throw. A creature that makes a successful saving throw against the effect cannot be affected again by that paragon's aura for one day.

Indelible Imprint (Su): When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 100 feet who have dealt damage to the paragon within the past day must make a Will save(DC 10+1/2 the paragon's Hit Dice+Cha Modifier). Those that succeed suffer no ill effects. Creatures that fail receive an unsightly rune upon their faces that instantly identifies them to any lawful good outsider as a murderer of a member of the hebdomad. The mark may be removed with a wish or miracle spell.

Magic Circle Against Evil (Su): A magic circle against evil effect always surrounds the paragon, identical with the spell (CL= paragon's HD). The effect can be dispelled, but the paragon can create it again during its next turn as a free action.

Summon Archons (Sp): Twice per day, a member of the Celestial Hebdomad can automatically summon 4d10 lantern archons, 2d4 sword archons, 1d4 trumpet archons, 1d2 Throne archons, or another member of the Hebdomad.

Teleport (Su): As a move action, the paragon can use greater teleport at will (CL 14th), except that the paragon can transport only itself and up to 100 pounds of objects.

Tongues (Su): The Paragon can speak with any creature that has a language, as though using a tongue spell (CL 14th). This ability is always is always active.


Barachiel, the Messenger - Ruler of Lunia, the bottom layer of Celestia, also known as the Silver Heaven.
[image]
This empyreal figure appears as a 9-foot tall androgynous human with silver skin and dark violet eyes. Great wings covered with silver feathers grace his shoulders. He wears a flowing violet robe adorned with tiny motes of light that glow like stars. He wields a longsword that crackles with electricity and carries a burnished silver trumpet.

Barachiel (bah-ray-kee-eh)rules Lunia, the bottom layer of the great heavenly mountain, also known as the Silver Heaven. He commands Celestia's defenses against incursion, though he rarely has much to do in that capacity. In addition, he is the herald and messenger of the archon paragons, even visiting the importance. He leads the trumpet archons and is a patron of mortal heralds as well.
The Citadel of Stars is Barachiel's home on the shore of the Silver Sea. A towering fortress with gleaming white marble walls, The Citadel entertains an almost constant stream of trumpet archons coming in and going out on their missions across the planes.

Barachiel, The Messenger
Large Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 33d8+264 (412hp)
Initiative: +12
Speed: 40ft.(8 squares), fly 120ft. (perfect)
Armor Class: 42 (-1size, +12 Dex, +7 natural, +9 deflection, +5 insight), 35 touch, 30 flat-footed
Bab/Grp: +33/+45
Attack: Large electrified longsword +40 melee (2d6+12/19-20 plus 2d6 electricity) or Lightning stroke +44 ranged touch (10d6)
Full Attack: +41/+36/+31/+26 melee Large electrified longsword (2d6+12/19-20 plus 2d6 electricity) or Lightning stroke +44 ranged touch (10d6)
Space/Reach: 10ft./10ft.
Special Attacks: Electrify Blade, Lightning Stroke, Spells, Spell-like abilities, Summon Archons, Trumpet
Special Qualities: Aura of Menace,DR 15/evil, Darkvision 60ft, Immunity to electricity and petrification, indelible imprint, low-light vision, magic circle against evil, SR 32, Teleport, Tongues
Saves: Fort+26(+30 vs poison), Ref+30, Will+25
Abilities: STR 27, DEX 34, CON 27, INT 27, WIS 20, CHA 29
Skills: Concentration+44, Diplomacy+53, Handle Animal+45, Heal+41, Intimidate+45, Knowledge(arcana,history,nobility,religion,the planes)+44, Listen+41, Perform(sing)+45, Search+44, Sense Motive+41, Spellcraft+48, Spot+41, Survival+5(+9 on other planes,+9 following tracks)
Feats: Combat Expertise, Dodge, Iron Will, Mobility, Nimbus of Light, Quick Draw, Quicken Spell, Spring Attack, Stigmata, Weapon Focus (Longsword), Whirlwind Attack, Word of Creation
Environment: Seven Mounting Heavens of Celestia(Lunia)
CR: 22
Alignment: Lawful Good
Treasure: Triple Standard
Organization: Solitary, or Barachiel plus 2-8 Trumpet

Combat
Barachiel prefers to use lightning bolts in combat, nut faced with enemies immune to electricity. He turns to his spells and spell-like abilities. He does not hesitate to use his summon archons ability if he needs help.
Any weapon Barachiel wields is treated as good-aligned and lawful-aligned for the purpose of overcoming DR.
Electrify Blade (Su): Any metal weapon Barachiel wields crackles with electrical energy. He normally attacks with a Large longsword but can use any metal weapon in this manner. If he drops the weapon (or is disarmed), it loses its electrical power. A weapon charged in this manner deals an additional 2d6 points of electricity damage on a successful melee attack. In addition, Barachiel can use the weapon to make touch attacks to deliver only the 2d6 points of electricity damage. When wielded normally, Barachiel's lightning blade overcomes the damage reduction of other creatures as though it were a natural weapon (using Barachiel's damage reduction 15/evil). As a touch attack, the lightning blade can affect any creature that is harmed by magical electricity. The effec can be dispelled, but Barachiel can renew it the next round as a free action.
Lightning Stroke (Su): When holding a metal object (including a lightning blade), Barachiel can project a stroke of lightning toward any foe within 100ft. He must make a raged touch attack to hit the target, dealing 10d6 points of electricity damage with a successful attack.

Spells: Barachiel can cast divine spells as a 20th cleric with the Herald, Good and Law domains.
Spell-like abilities: At will - consecrate, daylight, detect chaos, detect evil, continual flame, crown of brilliance(DC 25),dream,greater dispel magic, hallow,heavenly lightning, holy aura (DC 27), holy smite(DC 26), holy word (DC 26), message, nightmare(DC 23), powerword stun,ray of hope (DC 20), sending, shield of the archons, sword of conscience(DC 26), tomb of light(DC 29), true seeing, vision of heaven (DC 23)
1/day - miracle (DC 31), true ressurection. CL 20th. The save DC's are Charisma based.
Trumpet (Su): Barachiel's trumpet, like that of a trumpet archon, produces music of utter clarity, piercing beauty, and if Barachiel wills it, paralyzing awe. All creatures except archons within 100ft of the blast must make a DC 35 Fortitude save or be paralyzed for 1d4 rounds. If the trumpet is ever stolen, it becomes a chunk of useless lead until Barachiel can recover it, The save DC is Charisma-based.
Aura of Menace (Su): Will DC 35 negates
Indelible Imprint (Su): Will DC 35 negates



Domiel, the Mercy-Bringer- Ruler of the Golden Heaven of Mercuria, the second layer of Celestia.
[image]
This celestial stands 12 feet tall and resembles an androgynous human with subtle masculine traits. He has golden skin, black hair, and bright golden eyes that burn like miniature suns. His great wings are sheathed in golden feathers, and he wields a massive flaming Greatsword. He is barechested, muscular and doesn't wear armor. His handsome face bears a stern yet wise countenance.

Domiel (doh-mee-ehl) rules the Golden Heaven of Mercuria, the second layer of Celestia. Great tombs and wondrous mausoleums dot Mercuria's golden landscape, and Domiel has sworn an oath to prevent their desecration. Domiel also opposes tyranny, visiting death and ruin upon evil tyrants and all who follow them.
Aurilon, the Golden Spire, serves as Domiel's redoubt. The 400-foot-tall tower of burnished gold rises from a pristine lake formed by the meeting of four rivers, in the middle of a verdant valley.

Domiel, The Mercy-Bringer
Large Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 30d8+300 (435hp)
Initiative: +9
Speed: 40ft.(8 squares), fly 90ft. (good)
Armor Class: 42 (-1size, +5 Dex, +7 natural, +12 deflection, +9 insight), 35 touch, 37 flat-footed
Bab/Grp: +30/+43
Attack: Large +5 Holy Flaming Greatsword +44 melee (2d8+18/17-20 plus 2d6 holy and 1d6 fire)
Full Attack: +44/+39/+34/+29 melee Large +5 Holy Flaming Greatsword +44 melee (2d8+18/17-20 plus 2d6 holy and 1d6 fire)
Space/Reach: 10ft./10ft.
Special Attacks: Spells, Spell-like abilities, Summon Archons
Special Qualities: Aura of Menace,DR 15/evil, Darkvision 60ft, Immunity to electricity and petrification, indelible imprint, low-light vision, magic circle against evil, SR 35, Teleport, Tongues
Saves: Fort+27(+31 vs poison), Ref+22, Will+26
Abilities: STR 28, DEX 20, CON 30, INT 28, WIS 28, CHA 35
Skills: Appraise+9(+13 weapon smithing),Concentration+43, Diplomacy+53, Handle Animal+45, Heal+42, Intimidate+45, Knowledge(arcana,history,nobility,religion,the planes)+42, Listen+44, Perform(sing)+45, Search+42, Sense Motive+42, Spellcraft+46, Spot+44, Survival+9(+13 on other planes,+9 following tracks)
Feats: Alertness, Cleave, Combat Reflexes, Improved Critical(greatsword), Improved Initiative, Nimbus of Light, Power Attack, Quick Draw, Stigmata, Weapon Focus (Greatsword), Word of Creation
Environment: Seven Mounting Heavens of Celestia(Mercuria)
CR: 24
Alignment: Lawful Good
Treasure: Triple Standard
Organization: Solitary

Combat
Domiel strides into battle wielding jis magnificent greatsword. Any Weapon Domiel wields is treated as good-aligned and lawful-aligned for purpose of overcoming damage reduction.

Spells: Domiel can cast divine spells as a 20th cleric with the Celestial, Good and Law domains.
Spell-like abilities: At will - consecrate, daylight, detect chaos, detect evil, continual flame, crown of brilliance(DC 28 ), greater dispel magic, hallow, holy smite(DC 26), holy word (DC 29), message, ray of hope (DC 23), sending, shield of the archons, sword of conscience(DC 26), tomb of light(DC 29), true seeing, vision of heaven (DC 23)
3/day - finger of death (DC 29), 1/day - miracle (DC 31), powerword kill. CL 20th. The save DC's are Charisma based.
Aura of Menace (Su): Will DC 37 negates
Death Ward (Ex): Domiel is immune to death spells, magical death effects, energy drain, and any negative energy effects (including inflict wounds spells and chill touch) as if he were constantly protected by the death ward spell.
Indelible Imprint (Su): Will DC 37 negates


Erathaol, the Seer - Ruler of Venya, the Pearly Heaven, the third layer of Celestia.[image]
This being appears as an 8-foot-tall androgynous human with subtle masculine traits, white-feathered wings, pearly skin and golden hair. He carries a beautiful and ornate quarterstaff, one end wreathed in flames, the other end coated with frost. His rich blue robes are adorned with arcane symbols stiched with silver thread and sewn with pearls. he looks both regal and wise.
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