Daemon Lord by Ogre_Bane
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 15d8+45 (112 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 30 ft., (poor)
AC: 26 (-1 size, +17 natural)
Attacks: 2 slam +19 melee, bite +17 melee
Damage: Slam 1d10+5, bite 3d10+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Eye rays, frightful presence, gaze, spells
Special Qualities: DR 15/law and good and magic, fast healing 5, immunities, SR 17, Creature of Chaos, Chaos Pact
Saves: Fort +12, Ref +9, Will +9
Abilities: Str 21, Dex 11, Con 17, Int 12, Wis 11, Cha 18
Skills: Bluff +16, Concentration +15, Diplomacy +16, Hide +12, Intimidate +16, Listen +14, Move Silently +12, Search +13, Spellcraft +13, Spot +14
Feats: Alertness, Cleave, Great Cleave, Improved Initiative, Power Attack, (b)Multi Attack

Environment: Any land, underground
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always chaotic evil
Advancement: 16-30 HD (Large); 31-45 HD (Huge)


Adapted monster of Chaos from the 2nd edition module, Chaos Spawn.

3.5 ready!

This monster appears to be humanoid shape, although the size of an ogre. Its face is covered with sharp, wicked barbs and its eyes are blood red and appear to be liquid. Its mouth is filled with wicked teeth the size of daggers and it constantly has a horrible looking grin. Its skin tone is a yellow color, similar to the color of a sick person. Its arms and legs are powerful and trunk-like in size.

The Daemon Lord is a being of pure hatred, chaos and evil summoned from the depths of the Abyss and unleashed upon Krynn to destroy anything and everyone. Summoning the Daemon Lord is a powerful ritual known only to the pawns of Chaos.

The Daemon Lord appears to be a large, ogre-sized monster with pale, light yellow colored skin. There are several horns jutting from the tough hide of the Daemon Lord. It has a large mouth filled with several, dagger-sized fangs that can tear through metal. Its long, powerful arms can give devastating slams from club-like fists.

The Daemon Lord can speak Common, Abyssal, Elven, and many other languages, but prefers to speak Abyssal.

Combat
The Daemon Lord enters melee combat with joyful enthusiasm, smashing all enemies into pulp around it. It attacks all creautes in range until they are severely wounded, and then moves on to a fresh opponent. When all enemies are battered and dying, it then begins the process of finishing off each enemy, with long, slow, torturous pain. The daemon lord's weapons are considered chaotic and evil for the purposes of overcoming damage reduction.

The Daemon Lord uses its special abilites against strong melee fighters and spell casters, since it knows they can do the most harm.

Eye Rays (Su): The Daemon Lord can shoot powerful electrical blasts from its eyes. The Daemon Lord must make a range touch attack against any opponent within 30 feet. If it succeeds, the attack deals 4d6 points of electrical damage and the victim must make a Fortitude Save (DC 20). If the victim fails the save, it takes full damage and is thrown back 5 feet and prone, as if it were hit with a bull rush attack. Victims that pass the saving throw take half damage and are not thrown back. The Daemon Lord can use this attack three times per day. The save DC is Constitution based.

Frightful Presence (Ex): The very presence of the Daemon Lord is enough to scare most creatures away. Creatures with 6 or fewer hit dice must flee the area, no saving throw allowed. Creatures with more than 6 hit dice must make a Will Save (DC 21) or suffer a -2 morale penalty to all attack rolls, saving throws, and skill checks due to the frightening presence of the Daemon Lord. This save is Charisma based.

Gaze (Su): If the Daemon Lord makes a gaze attack, the opponent must make a Will Save (DC 17) or be paralyzed with fear for 1d10 rounds. Creatures that pass this saving throw are immune to the Daemon Lord's gaze attack for 24 hours. The Daemon Lord can use this attack three times per day. This save is Wisdom based.

Spells (Sp): The Daemon Lord casts spells as if it were a 10th level sorcerer. Save DC for spells is 14 + spell level.

Damage Reduction (Su): DR 15/law and good and magic.

Fast Healing (Ex): The Daemon Lord heals 5 points of damage each round, from any attack source. It continues to do this until it is brough below 0 hit points.

Immunities (Ex): The Daemon Lord is immune to all fire-based attacks, whether magical or mundane. It is also immune to lightning and acid attacks.

Spell Resistance (Ex): SR 20

Creature of Chaos (Ex): The Daemon Lord is completely made from the very substance of Chaos. Only magical attacks, magical weapons with a +1 or greater enchantment (after bypassing its damage reduction first) or holy weapons will harm them. A person using a holy enchanted weapon automatically deals double damage to the Daemon Lord.

Chaos Pact (Su): The most horrific of all the powers of the Daemon Lord is the special pact it has made with the god Chaos. By serving Chaos, it has been granted immunity to all attacks except by the creatures that saw it summoned. This often means that once summoned, the Daemon Lord will slay any creatures in audience. However, if the Daemon Lord does not know someone else is witnessing its summoning....

Society
The Daemon Lord exists only to create chaos, kill and maim victims. the Daemon Lord has many Daemon warriors guarding it at all times. The Daemon Lord does not specify what it must kill, often destroying buildings as well as summoning creautes just to destroy them.

Since it believes it is immortal and no harm can come to it, the Daemon Lord fears nothing except Chaos himself.

The ritual to summon the Daemon Lord requires no less than 12 daemon warriors. The warriors then sacrifice themselves, ritually, over a pool of innocent blood. Once they have all been sacraficed, the Daemon Lord appears and kills any witnessing the summoning.

This creature has not yet been play tested.
This is not a kender type creature.

 



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