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Demon Troupe

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GLABREZU

Huge Outsider (Chaotic, Extraplanar, Evil)


Hit Dice:
12d8+120 (174 hp)
Initiative:
+0
Speed:
40 ft. (8 squares)
Armor Class:
27 (–2 size, +19 natural) touch 8, flat-footed 27
Base Attack/Grapple:
+12/+30
Attack:
Pincers +20 melee (2d8+10)
Full Attack:
2 pincers +20 melee (2d8+10) and 2 claws +18 melee (1d6+5) and bite +18 melee
(1d8+5)
Space/Reach:
15 ft./15 ft.
Special Attacks:
Improved grab, spell-like abilities, summon demon
Special Qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison,
resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft., true
seeing
Saves:
Fort +18, Ref +8, Will +11
Abilities:
Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20
Skills:
Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate
+24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense
Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks)
Feats:
Cleave, Great Cleave, Multiattack, Persuasive, Power Attack
Environment:
A chaotic evil-aligned plane
Organization:
Solitary or troupe (1 glabrezu, 1 succubus, and 2–5 vrocks)
Challenge Rating:
13
Treasure:
Standard coins; double goods; standard items
Alignment:
Always chaotic evil
Advancement:
13–18 HD (Huge); 19–36 HD (Gargantuan)
Level Adjustment:

Like succubi, glabrezu tempt victims into ruin, but they lure their prey with power or wealth rather
than passion.
Glabrezu have penetrating violet eyes, and their skin color ranges from deep russet to pitch black.
A glabrezu stands about 15 feet tall and weighs about 5,500 pounds.
Combat
Glabrezu prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these
enormous demons attack with a vengeance. They follow a confusion attack with melee attacks,
hoping to finish off wounded foes with chaos hammer or unholy blight.
A glabrezu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and
evil-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a glabrezu must hit a Medium or smaller opponent with a
pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of
opportunity.
Spell-Like Abilities: At will—chaos hammer (DC 19), confusion (DC 19), dispel magic, mirror
image, reverse gravity (DC 22), greater teleport (self plus 50 pounds of objects only), unholy blight
(DC 19); 1/day—power word stun. Caster level 14th. The save DCs are Charisma-based.
Once per month, a glabrezu can fulfill a wish for a mortal humanoid. The demon can use this
ability to offer a mortal whatever he or she desires—but unless the wish is used to create pain and
suffering in the world, the glabrezu demands either terrible evil acts or great sacrifice as
compensation.
Summon Demon (Sp): Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2
vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This
ability is the equivalent of a 4th-level spell.
True Seeing (Su): Glabrezu continuously use true seeing as the spell (caster level 14th).
Skills: Glabrezu have a +8 racial bonus on Listen and Spot checks.

SUCCUBUS
Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:
6d8+6 (33 hp)
Initiative:
+1
Speed:
30 ft. (6 squares), fly 50 ft. (average)
Armor Class:
20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple:
+6/+7
Attack:
Claw +7 melee (1d6+1)
Full Attack:
2 claws +7 melee (1d6+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Energy drain, spell-like abilities, summon demon
Special Qualities:
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and
poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100
ft., tongues
Saves:
Fort +6, Ref +6, Will +7
Abilities:
Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26
Skills:
Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19 acting), Escape
Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen +19, Move
Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope +1
(+3 with bindings)
Feats:
Dodge, Mobility, Persuasive
Environment:
A chaotic evil-aligned plane
Organization:
Solitary
Challenge Rating:
7
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
7–12 HD (Medium)
Level Adjustment:
+6
A succubus is 6 feet tall in its natural form and weighs about 125 pounds.
Combat
Succubi are not warriors. They flee combat whenever they can. If forced to fight, they can attack
with their claws, but they prefer to turn foes against one another. Succubi use their polymorph
ability to assume humanoid guise, and can maintain this deception indefinitely. Their preferred
tactic when dealing with heroes is to feign friendship and create an opportunity to be alone with
one of them, whereupon the succubus applies her life-draining kiss. Succubi are not above taking
on the role of a damsel in distress when encountered within a dungeon.
A succubus’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned
and evil-aligned for the purpose of overcoming damage reduction.
Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or
by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must
start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows
one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept
another kiss from the succubus. The victim must succeed on a DC 21 Will save to negate the effect
of the suggestion. The DC is 21 for the Fortitude save to remove a negative level. These save DCs
are Charisma-based.
Spell-Like Abilities: At will—charm monster (DC 22), detect good, detect thoughts (DC 20),
ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on
duration), suggestion (DC 21), greater teleport (self plus 50 pounds of objects only). Caster level
12th. The save DCs are Charisma-based.
Summon Demon (Sp): Once per day a succubus can attempt to summon 1 vrock with a 30%
chance of success. This ability is the equivalent of a 3rd-level spell.
Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 12th).
Succubi usually use verbal communication with mortals.
Skills: Succubi have a +8 racial bonus on Listen and Spot checks.
*While using her polymorph ability, a succubus gains a +10 circumstance bonus on Disguise
checks.

VROCK
Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice:
10d8+70 (115 hp)
Initiative:
+2
Speed:
30 ft. (6 squares), fly 50 ft. (average)
Armor Class:
22 (–1 size, +2 Dex, +11 natural), touch 11, flat-footed 20
Base Attack/Grapple:
+10/+20
Attack:
Claw +15 melee (2d6+6)
Full Attack:
2 claws +15 melee (2d6+6) and bite +13 melee (1d8+3) and 2 talons +13 melee
(1d6+3)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Dance of ruin, spell-like abilities, spores, stunning screech, summon demon
Special Qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison,
resistance to acid 10, cold 10, and fire 10, spell resistance 17, telepathy 100 ft.
Saves:
Fort +14, Ref +9, Will +10
Abilities:
Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Skills:
Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one)
+15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15,
Spot +24, Survival +3 (+5 following tracks)
Feats:
Cleave, Combat Reflexes, Multiattack, Power Attack
Environment:
A chaotic evil-aligned plane
Organization:
Solitary, pair, gang (3–5), or squad (6–10)
Challenge Rating:
9
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
11–14 HD (Large); 15–30 HD (Huge)
Level Adjustment:
+8
A vrock is about 8 feet tall and weighs about 500 pounds.
Combat
Vrocks are vicious fighters who like to fly down into the enemy and cause as much damage as
possible. They prance about in battle, taking briefly to the air and bringing their clawed feet into
play. Despite their advantage in mobility, the vrocks’ deep love of battle frequently leads them into
melee combats against heavy odds.
A vrock’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and
evil-aligned for the purpose of overcoming damage reduction.
Dance of Ruin (Su): To use this ability, a group of at least three vrocks must join hands in a
circle, dancing wildly and chanting.
At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius.
All creatures except for demons within the radius take 20d6 points of damage (Reflex DC 18 half ).
Stunning, paralyzing, or slaying one of the vrocks stops the dance. The save DC is Charisma-
based.
Spell-Like Abilities: At will—mirror image, telekinesis (DC 18), greater teleport (self plus 50
pounds of objects only); 1/day—heroism. Caster level 12th. The save DCs are Charisma-based.
Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds as a free
action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock.
They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for
10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines
are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its
duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim
with a vial of holy water.
Stunning Screech (Su): Once per hour a vrock can emit a piercing screech. All creatures except
for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1
round. The save DC is Constitution-based.
Summon Demon (Sp): Once per day a vrock can attempt to summon 2d10 dretches or another
vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.
Skills: Vrocks have a +8 racial bonus on Listen and Spot checks.

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