[WarcraftRPG]Monstres

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Doomguard
;Large Outsider (Demonic, Evil, Extraplanar, Lawful)
Hit Dice:;16d8+96 (168 hp)
Initiative:;+5
Speed:;40 ft. (8 squares), fly 70 ft. (poor)
Armor Class:;35 (-1 size, +1 Dex, +5 Large breast plate, +20 natural), touch 10, flat-footed 34
Base Att/Grapple:;+16/+29
Attack:;+1 Large fel scimitar +26 melee (1d8+10/15-20 plus 1d6 fel) or slam +24 melee (1d6+9)
Full Attack:;+1 Large fel scimitar +26/+21/+16/+11 melee (1d8+10/15-20 plus 1d6 fel) or 2 slams +24 melee (1d6+9)
Space/Reach:;10 ft./10 ft.
Special Attacks:;Spell-like abilities, doom stomp
Special Qualities:;Darkvision 60 ft., improved vision, damage reduction 15/good, spell resistance 30, demonic traits (frightful presence DC 22), outsider traits
Saves:;Fort +16, Ref +11, Will +15
Abilities:;Str 29, Dex 13, Con 22, Int 18, Wis 20, Cha 19
Skills:;Bluff +23, Climb +28, Concentration +25, Intimidate +23, Jump +29, Listen +24, Move Silently +20, Search +23, Sense Motive +24, Spellcraft +23, Spot +24, Survival +24
Feats:;Cleave, Great Cleave, Improved Critical (scimitar), Improved Initiative, Power Attack, Weapon Focus (scimitar)
Environment:;Twisting Nether
Organization:;Solitary or gang (2-4)
Challenge Rating:;15
Treasure:;Standard goods and items, including +1 Large fel scimitar and large breastplate; double coins
Alignment:;Always lawful evil
Advancement:;17-24 HD (Large);25-48 HD (Huge)
Level Adjustment:;-

The massive, muscular being stand over 12 feet tall and has red scaly flesh and small dark wings. It wears a breastplate emblazoned with a bizarre symbol and wields a mighty scimitar in one hand.

Description
The fearsome doomguard once served as Archimonde's personal escorts. Although they were often called upon to perform a number of duties for the Legion, their loyalties lay with him alone. The doomguard were left to their own devices after Archimonde's defeat at the World Tree on Mount Hyjal. They now roam the universe serving as mercenaries for whoever will have them. They enjoy wearing large breastplates emblazoned with the symbol of Archimonde despite his defeat. They believe he will one day return to rule them once more.

Despite their appearance and disposition, doomguard are sought after for service. These monstrous, fiery warriors are nearly immune to magic and can defeat entire armies with their sheer strength alone.

Combat
Doomguard begin a battle by sizing up their foes. They cast deeper darkness if they believe their opponents will not be able to see through it, covering their actions while they cast additional spells. Fire storm is their first choice against seemingly powerful opponents who might not be ready with abjurations against fire. A doomguard will even cast fire storm with itself in the area, taking advantage of its immunity to fire. Detect magic determines if greater dispel magic would be useful against particular opponents. Doomguard will cast immolation as soon as possible when facing multiple opponents who may not be immune to the flames or if opponents may try to use cold attacks against them. When there is enough time to prepare even more spells, doomguard cast unholy aura and dispel good on themselves.

They follow these actions up by wading into melee. When two or more doomguard work together, one will engage in melee while the others cast cripple on potentially dangerous melee foes. After that, they prefer to split up and engage separate melee targets. They doom stomp when faced with two or more opponents in range who might be dazed and knocked prone by the effect. They almost always doom stomp when faced with four or more potential targets in range. (This tactic deals more overall damage than a full attack, but it is sometimes better to use a full attack against one particularly powerful opponent than to cause minor damage to all opponents in range.)

If the battle is going poorly, a doomguard will cast demonic doom on a remaining melee foe. Doomguard usually try to teleport without error to disengage once reduced to below 50 hit points. They cast spells from a distance while their allies continue the fight. Once all doomguard are reduced to below 50 hit points they all teleport without error to escape.

If the battle is going well, doomguard take their time finishing off opponents. They cast unholy blight to watch and be amused as their foes are sickened by the effect.

Spell-Like Abilities: At will - blasphemy, cripple*, deeper darkness, desecrate, detect chaos, detect good, detect magic, fear, greater dispel magic, immolation, rain of fire*, read magic, telekinesis, teleport without error (self plus maximum load of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire; 3/day - withering blight; 1/day - demonic doom, dispel good, and fire storm. Caster level 16th; save DC 14 + spell level.

* Indicates a spell described in the Warcraft RPG.

Doom Stomp (Su): As an attack action, a doomguard can stomp a hoof on the ground to produce a shockwave that knocks back and dazes creatures. All Medium and smaller creatures within a 10-foot radius take 1d6+9 points of damage and must make a DC 27 Fortitude save or be knocked back 5 feet directly away from the doomguard. If that space is occupied, the creature automatically falls prone in its space. Creatures knocked back are dazed for 1 round and must make a DC 27 Reflex save or fall prone in their new space. A dazed creature can take no actions (but defends itself normally).

Improved Vision (Su): Doomguard continually see invisibility as the spell cast by a 20th-level sorcerer.

Doomguard and d20
If you are using the doomguard in a d20 campaign that is not set on the world of Azeroth, treat them as devils. They gain baatezu traits, and other baatezu are immune to the doom guard's frightful presence. Doomguard also gain the following special attack.

Summon Baatezu (Sp): Once per day, a doomguard can summon two barbazu, lemures, or osyluths or one cornugon, erinyes, or gelugon.
Dreadlord (Nathrezim)
;Medium Outsider (Demonic, Evil, Extraplanar, Lawful)
Hit Dice:;8d8+12 (52 hp)
Initiative:;+7
Speed:;30 ft. (6 squares), fly 50 ft. (good)
Armor Class:;27 (+3 Dex, +8 natural, +6 insight), touch 19, flat-footed 24
Base Att/Grapple:;+8/+11
Attack:;Claw +11 melee (1d4+6) or spell +11 melee touch or spell +11 ranged touch
Full Attack:;2 claws +11 melee (1d4+6) or spell +11 melee touch or spell +11 ranged touch
Space/Reach:;5 ft./5 ft.
Special Attacks:;Dominate, energy drain, summon infernal, spell-like abilities, spells, vampiric aura
Special Qualities:;Damage reduction 5/good or silver, darkvision 60 ft., fast healing 5, fiendish defense, spell resistance 14, demonic traits (frightful presence DC 22), outsider traits
Saves:;Fort +8, Ref +9, Will +14
Abilities:;Str 17, Dex 16, Con 14, Int 24, Wis 22, Cha 26
Skills:;Bluff +19, Concentration +13, Diplomacy +23, Disguise +19, Gather Information +19, Hide +14, Intimidate +23, Knowledge (arcana) +18, Knowledge (the planes) +18, Listen +17, Move Silently +14, Search +18, Sense Motive +17, Spellcraft +18, Spot +17
Feats:;Improved Initiative, Iron Will, Persuasive
Environment:;Twisting Nether
Organization:;Solitary or troup (1 dreadlord and 6-15 ghouls)
Challenge Rating:;11
Treasure:;Double standard
Alignment:;Always lawful evil
Advancement:;9-16 (Medium)
Level Adjustment:;-

The humanoid's skin is pale as a corpse, while its claws and horns are displayed in wicked curves. Leathery batlike wings flare out from his back.

Description
In the nathrezims eyes, malice is the ultimate gift. To torment another creature with physical and moral agony offers something superior to happiness or contentment. Dreadlords prefer to turn their talents to psychic assault and manipulation, seeking to dissolve the bonds that unify individuals, groups, and nations and leave their mortal victims floundering amidst chaos and decay. A nathrezim-occupied world eventually abandons higher morality as irrelevant to the context in which its inhabitants find themselves, joining the dreadlords in their callous worship of the malign.

Combat
Although fierce warriors, nathrezim prefer a leadership role, standing behind a wall of ghouls or other allies and retreating when their enemies press too close. This is particularly true of the weaker nathrezim, whose magical abilities cannot always prevent their swift, bloody execution by a determined fighter, wizard, or rogue.

Vampiric Aura (Su): Living creature hit by a nathrezim's claw attack gain one negative level. The Fortitude DC to remove a negative level is 13 + 1 for every 2 character levels the dreadlord has. The save DC is Charisma-based. For each such negative level bestowed, the dreadlord gains 5 temporary hit points.

Once per day, a nathrezim may extend this aura to all undead and demons within a 15-foot radius for 1 round/character level.

Dominate (Su): A dreadlord can crush an opponent's will just by looking into his eyes. This is similar to a gaze attack, except that the dreadlord must use a standard action, and those merely looking at the dreadlord are not affected. Anyone the dreadlord targets must succeed on a DC 22 Will save or fall under the dreadlord's influence as though by a dominate monster spell (caster level 16th). The ability has a range of 30 feet.

Spell-Like Abilities: At will - carrion swarm* (DC 23), deeper darkness, detect chaos, detect good, detect magic, greater teleport (self plus 50 pounds of objects only), hold monster (DC23), read magic, sleep (DC 19); 3/day - plane shift, sending, summon swarm (bats only); 1/day - dream, nightmare (DC 23). Caster level 12th. The save DC is Charisma-based.

Spells: A dreadlord knows and casts arcane spells as an 8th level sorcerer, gaining bonus spells for a high Charisma score.

Typical Sorcerer Known Spells (6/8/8/7/5, save DC 18 + spell level):0 - acid splash, dancing lights, daze, ghost sound, open/close, mage hand, prestidigitation, touch of fatigue; 1st - cause fear, chill touch, disguise self, mage armor, shield; 2nd - cripple*, detect thoughts, invisibility; 3rd - clairaudience/clairvoyance, dispel magic; 4th - phantasmal killer.

* Indicates a spell described in the Warcraft RPG.

Vampiric Aura (Su): A dreadlord has a vampiric aura it can focus on itself or extend around itself up to a 30-foot radius (adjusting the aura's size is a free action). A dreadlord that strikes with its claw attack or an ally within this aura gains hit points each time it deals damage successfully to a creature. The hit points gained equal the damage inflicted, up to a total equal to the Hit Dice of the dreadlord or of the ally (whichever is lower). So, a 10 HD ally within an 8 HD dreadlord's aura can gain no more than 8 hit points per strike (or fewer if the damage rolled is less than that). A creature cannot gain more hit points than its normal maximum.

Fiendish Defense (Ex): Nathrezim receive an insight bonus to their armor class equal to their Wisdom bonus. This ability does not function in medium or heavy armor.

Dreadlord Characters
A dreadlord's favored class is rogue.
Eredar Warlock
;Huge Outsider (Demonic, Extraplanar)
Hit Dice:;24d8+72 (180 hp)
Initiative:;+4
Speed:;50 ft. (10 squares), fly 90 ft. (good)
Armor Class:;26 (-2 size, +5 natural, +4 deflection, +1 luck, +4 profane, +4 mage armor), touch 21, flat-footed 26
Base Att/Grapple:;+24/+37
Attack:;Claw +27 melee (1d8+7 plus 1d6 fel and 1d6 fire)
Full Attack:;2 claws +27 melee (1d8+7 plus 1d6 fel and 1d6 fire)
Space/Reach:;15 ft./15 ft.
Special Attacks:;Spells, fel strike, summon infernal, spell-like abilities
Special Qualities:;Darkvision 60 ft., arcane mastery, chaotic casting, nether spells, warlock abilities, antimagic resistance, regeneration 10, damage reduction 15/good, spell resistance 30, demonic traits (frightful presence DC 26), outsider traits
Saves:;Fort +17, Ref +16, Will +16
Abilities:;Str 21, Dex 10, Con 17, Int 22, Wis 14, Cha 19
Skills:;Appraise +33, Bluff +31, Concentration +30, Decipher Script +33, Diplomacy +35, Intimidate +33, Knowledge (arcana) +33 (+6 Int, 27 ranks), Knowledge (the planes) +33, Listen +29, Sense Motive +29, Spellcraft +35 (+37 to decipher scrolls), Spot +293, Survival +29 (+31 when following tracks), Use Magic Device +31 (+33 with scrolls)
Feats:;Combat Casting, Combat Expertise, Improved Initiative, Item Creation Feat (any one), Lightning Reflexes, Quicken Spell, Silent Spell, Spell focus (any one), Still Spell
Environment:;Twisting Nether
Organization:;Solitary or troupe (1 advanced eredar, 2-5 eredar)
Challenge Rating:;23
Treasure:;Double standard
Alignment:;Always chaotic evil
Advancement:;25-48 (Huge; 49-72 (Gargantuan)
Level Adjustment:;-

The creature is of impressive size, far larger than any human or orc, with a bulky muscular body and a long tail. Long pointed ears sweep back from its bestial face and horns sprout from its wide brow.

Description
Eredar were supreme sorcerers at the dawn of the universe. Some believe that they devoured their own world by using radical warlock magics. They consumed all life around them and set out to find more places of mystical power. The eredar were Sargeras's first recruits in the Burning Legion, serving as tactical advisors and intelligence officers. Eredar warlocks are now counted as some of the greatest sorcerers in the universe.

Preeminence in eredar warlock society depends almost entirely upon magical power. Those who command the greatest selection of paramount spells (see below) - and thus in theory the greatest magical arsenal - rise to higher ranks. Those whose arcane abilities top out at such pitiful cantrips as wish and shapechange are grunts and lackeys, scarcely worthy of notice.

Combat
Eredar warlocks are spellcasters first. They have been known to flick their fingers in an enemy's direction, causing flesh, bone, and even steel to flare with entropic fire. They avoid combat with even an innocuous foe until they can establish a collection of defensive and self-enhancement spells. Most maintain a mage armor or frost armor effect continuously.

If the enemy seems weak and not worth the expenditure of spells, eredar warlocks wade into combat with their claws. If the enemy is strong, an eredar warlock creates an advantage of numbers, summoning monsters, enchanting his opponents, and using spells that divide his enemies.

Spells (Sp): Eredar warlocks know and cast arcane spells as 20th-level sorcerers (save DC 14 + spell level). They can learn warlock spells and spells from the Death, Destruction, and Evil domains as sorcerer spells.

Spell-Like Abilities: At will - arcane eye, arcane lock, arcane mark, contingency, control undead, darkness, detect magic, detect scrying, dimension door, disguise self, geas/quest, greater dispel magic, hold monster, identify, knock, mage armor, major creation, nondetection, read magic, scrying, sequester, simulacrum, spell turning, suggestion, true seeing, unseen servant, water breathing; 1/day - symbol of pain, gate. Caster level 24th; save DC 14 + spell level.

Chaotic Casting (Ex): Eredar warlocks can substitute fel damage for any elemental damage type when casting a damaging spell. Treat this ability as a metamagic effect that does not change the spell's level. According, it increases casting time for spells not already altered with metamagic feats.

Nether Spells (Ex): All eredar warlocks spells receive the benefits of Extend Spell at no cost. The eredar warlock can also apply Quicken Spell, Silent Spell, and Still Spell to any spell from the illusion school at no cost - it does not increase the casting time or require a higher spell slot. Eredar warlocks do not need spell components.

Eredar Warlock Abilities: Advanced eredar warlocks can choose any of the following abilities in place of a feat:

Craft Vessel (Ex): The eredar warlock can imbue an intelligent creature with magic. This ability functions as an Item Creation feat that can create use-activated or spell trigger items. Spell trigger vessels can contain spells up to 6th level. All vessels are intelligent magic items and obey the standard rules for such, including the development of intelligent item abilities and extraordinary powers. Generally, the eredar warlock removes the imbued creature's memory of her condition, charms her to use her new abilities in the warlock's service, or keeps her caged as a living tool and standard of the Burning Legion.

Paramount Spell (Ex): The eredar warlock has mastered a single spell transcending the normal limits of arcane accomplishment. Such spells are treated as 12th-level spells, and the warlock has one 12th-level slot for each paramount spell known. Examples include chittering death, whose slow march can devastate continents, and consumption of the sun, which would have made the demon Archimonde supreme (requiring simply a suitable power source). There is no paramount spell without at least one viable countermeasure. In some cases, this countermeasure is as simple as greater dispel magic; in others, it requires complex actions or components. An eredar warlock can take this ability multiple times.

Swallow Power (Su): Whenever the eredar warlock's spell resistance blocks an effect, he recovers a spell of the same level that he had prepared and then cast. For example, if his spell resistance protects him against a lightning bolt, he can recover one of the 3rd-level spells he previously cast.
Felguard
;Medium Outsider (Demonic, Evil, Extraplanar, Lawful)
Hit Dice:;3d8+9 (22 hp)
Initiative:;+2
Speed:;30 ft. (6 squares)
Armor Class:;18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Att/Grapple:;+3/+6
Attack:;Greatsword +7 melee (2d6+4/19-20 plus 1d6 fel) or slam +6 melee (1d4+4)
Full Attack:;Greatsword +7 melee (2d6+4/19-20 plus 1d6 fel) or slam +6 melee (1d4+4)
Space/Reach:;5 ft./5 ft.
Special Attacks:;Fel strike, spell-like abilities
Special Qualities:;Damage reduction 5/good or silver, darkvision 60 ft., demonic traits (frightful presence DC 11), outsider traits
Saves:;Fort +6, Ref +5, Will +3
Abilities:;Str 16, Dex 14, Con 17, Int 8, Wis 10, Cha 11
Skills:;Climb +9, Diplomacy +2, Intimidate +6, Jump +9, Knowledge (nature) +1, Listen +6, Sense Motive +6, Spot +6, Survival +6
Feats:; Power Attack, Weapon Focus (greatsword)
Environment:; Twisting Nether
Organization:;Solitary, team (2-5), troop (6-11), or squad (12-21)
Challenge Rating:;3
Treasure:;None
Alignment:;Always lawful evil
Advancement:;4-6 HD (Medium)
Level Adjustment:;-

The demonic being stands about 8 feet tall. It has well-defined muscles under red scaly flesh, and its legs end in cloven hooves. Three small horns protrude from its head, while two long horns sweep out from its back. It wields a strangely-shaped greatsword in both hands; the blade is formed of odd angular cuts, curves, sharp points and barbs.

Description
The felguard are the Legion's basic foot soldiers. They operate under the direction of doom guard, pit lords and other Legion commanders and generals. Felguard are treated like fodder, driving the Legion's hold on the universe forward like a relentless force of nature.

Combat
Felguard are trained only to fight, so that's about all they do. In combat they split up to take on as may foes as possible. At first glance this tactic might seem like a mistake since it divides their power, but this is just for the first round or two. The felguard use this tactic to locate weakness in the enemy lines. Once a weak opponent has been located, all nearby felguard retarget to this individual. Felguard are good at coordinating their attacks and flanking their opponents.

Spell-Like Abilities: At will - detect chaos, detect good, detect magic. Caster level 5th; save DC 10 + spell level.
Fel Stalker
;Fel Stalker;Fel Hunter
;Medium Outsider (Chaotic, Demonic, Evil, Extraplanar);Medium Ousider (Chaotic, Demonic, Evil, Extraplanar)
Hit Dice:;6d8+18 (45 hp);9d8+18 (45 hp)
Initiative:;+6;+6
Speed:;50 ft. (10 squares);50 ft. (10 squares)
Armor Class:;19 (+2 Dex, +7 natural), touch 17, flat-footed 17;19 (+2 Dex, +7 natural), touch 17, flat-footed 17
Base Att/Grapple:;+6/+13;+9/+16
Attack:;Claw +13 melee (1d6+7 plus 1d6 fel) or mana burn +8 ranged touch;Claw +16 melee (1d6+7 and 1d6 fel) or mana burn +11 ranged touch
Full Attack:;2 claws +13 melee (1d6+7 plus 1d6 fel) and bite +11 melee (1d8+3 plus 1d6 fel);2 claws +16 melee (1d6+7 and 1d6 fel) and bite +14 melee (1d8+3 and 1d6 fel)
Space/Reach:;5 ft./5 ft.;5 ft./5 ft.
Special Attacks:;Pounce, fel strike, mana burn;Punce, fel strike, mana burn, spell-like abilities
Special Qualities:;Darkvision 60 ft., sense magic, scent, improved scent, damage reduction 5/good, spell resistance 11, demonic traits (frightful presence DC 12), outsider traits;Darkvision 60 ft., sense magic, scent, improved scent, damage reduction 5/good, spell resistance 13, demonic traits (frightful presence DC 14), outsider traits
Saves:;Fort +8, Ref +7, Will +7;Fort +9, Ref +8, Will +8
Abilities:;Str 24, Dex 15, Con 17, Int 4, Wis 14, Cha 8;Str 24, Dex 15, Con 17, Int 8, Wis 14, Cha 10
Skills:;Climb +10, Hide +11, Jump +10, Listen +11, Move Silently +11, Sense Motive +5, Spot +11, Survival +19, Swim +10;Climb +11, Concentration +11, Hide +14, Jump +11, Listen +20, Move Silently +14, Sense Motive +6, Spot +20, Survival +22, Swim +11
Feats:;Alertness, Improved Initiative, Multiattack;Alertness, Improved Intiative, Multiattack, Spell Focus (transmutation)
Environment:;Any land or underground;Any land or underground
Organization:;Solitary or pack (2-8);Solitary or pack (2-8)
Challenge Rating:;6;8
Treasure:;None;Single gold band worth 100 gp
Alignment:;Always chaotic evil;Always neutral evil
Advancement:;7-12 HD (Medium); 13-18 HD (Large);10-12 HD (Medium); 13-18 HD (Large)
Level Adjustment:;-;-

The creature looks vaguely like a hound - though one with a massive, toothy head that makes up nearly a third of its length. Great horns jut from above a single eye that glares furiously from the center of its forehead.

Description
Fel stalkers are the hunting hounds of the pit lords, starving both for blood and for arcane energy. The corner of the Twisting Nether that spawned them is a void, drained of magic and substance and filled with drifting corpses. Maggot fel stalkers embedded in the nearby planar substance mature, hunt, and often lay young before the pit lord rangers find them and train them.

Fel stalkers have been observed with 2, 4, or 6 legs, which indicates breed rather than power.

Combat
Fel stalkers treat spellcasters, particularly arcane spellcasters, as layered desserts with meat on the outside and magic on the inside. Less magical characters are worth notice only if they have damaged the fel stalker in the past round. Fel stalkers generally use their arcane vortex ability whenever in combat, unless instructed otherwise by their pit lord.

Pounce (Ex): If a fel stalker leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Mana Burn (Su): Once every 1d4 rounds, the fel stalker's eye can emit a mana burn effect per the spell as a sorcerer of a level equal to its HD. (Mana burn is described in Chapter Four: Magic of the Warcraft RPG.)

Sense Magic (Su): The fel stalker senses magic as though continuously under the effects of detect magic spell, except the fel stalker immediately receives all information that would normally take 3 rounds to receive, and automatically succeeds at all Spellcraft skill checks to determine the school of magic involved in each aura. The fel stalker can also track the "scent" of magic as easily as any normal odor.

Improved Scent (Ex): The fel stalker makes a Survival check rather than a Wisdom check when tracking by scent.

Skills: Fel stalkers receive a +4 racial bonus on all Listen and Spot checks, and a +8 racial bonus on all Survival checks.

Fel Hunter
The most intelligent of fel stalkers are selected and trained specially to hunt spellcasters. They look much like a normal fel stalker, except for a golden band placed around one of their horns marking them as hunters.

Combat
Normal fel stalkers prefer spellcasters, but fel hunters are so well trained that they ignore melee opponents entirely in favor of spellcasters, especially arcane casters.

A fel hunter has the same abilities as a fel stalker, as noted above. It also manifests demonic spell-like abilities - brought out due to its higher intelligence, coupled with the intense training it undergoes to become an elite spellcaster killing machine.

Spell-Like Abilities: At Will - detect good, detect law, dispel magic, and read magic; 1/day - cause fear and darkness. Caster level 12th, save DC 12 + spell level.
Infernal
;Large Construct (Extraplanar)
Hit Dice:;16d10+30 (118 hp)
Initiative:;-1
Speed:;20 ft. (4 squares) (can't run)
Armor Class:;28 (-1 size, -1 Dex, +20 natural), touch 8, flat-footed 28
Base Att/Grapple:;+12/+25
Attack:;Slam +20 melee (2d10+9 plus 2d6 fire)
Full Attack:;2 slams +20 melee (2d10+9 plus 2d6 fire)
Space/Reach:;10 ft./10 ft.
Special Attacks:;Fire aura, heat, burn, meteoritic impact
Special Qualities:;Darkvision 60 ft., magic immunity, damage reduction 15/adamantine, construct traits
Saves:;Fort +5, Ref +4, Will +5
Abilities:;Str 28, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills:;-
Feats:;-
Environment:;Any land or underground
Organization:;Solitary or pack (2-8)
Challenge Rating:;12
Treasure:;None
Alignment:;Always neutral
Advancement:;17-32 (Large); 33-48 (Huge)
Level Adjustment:;-

The creature is of tremendous size, its roughly humanoid and brutish form engulfed in sulfurous flames.

Description
Infernals are hulking brutes engulfed in arcane fire, entropic manifestations that warlocks conjure forth from the Nether. Infernals burst through the planar veil to strike like entropic meteorites, devastating everything in their impact radius. The infernals then rise to smash any and all targets in the area. Ripped from the void and cut off from the sustaining energies of the Twisting Nether, infernals endure for hours, perhaps days at most. Still, they can wreak tremendous havoc in that time, acting as engines of pure destruction.

Combat
An infernal always appears in the air when summoned and falls to earth with meteoritic impact (see below). It then stands and attacks as directed by its summoner. An infernal is not terrifically bright, however, and can obey only the simplest of tactical orders. Even then, it often resorts to the mindless tactic of attacking the nearest enemy (as defined by its orders) each round.

An infernal endures on the Material Plane as long as the summon spell that brought it, for a number of hours equal to its Hit Dice, or until destroyed (whichever is shortest).

Meteoritic Impact (Ex): A summoned infernal appears in the air and slams to the ground with devastating force. This is handled as per the rain of fire spell (see Chapter Four: Magic in the Warcraft RPG). The infernal takes no falling damage from this impact.

Fire Aura (Ex): Infernals burn with intense heat. All creatures within a 10-foot radius of an infernal take 1d6 points of fire damage each round.

Heat (Ex): Merely touching or being touched by an infernal automatically deals 2d6 points of fire damage.

Burn (Ex): Those hit by an infernal's slam attack must succeed at a DC 18 Reflex save or catch fire. The flames burns for 1d4 rounds. A burning creature can take a move action to put out the flames. Creatures hitting an infernal with natural weapons or unarmed attacks take fire damage as though hit by the infernal's attack and also catch fire unless they succeed at a Reflex save.

Magic Immunity (Ex): The infernal is immune to all spells, spell-like abilities, and supernatural effects, except as follows. Spells and effects with the cold descriptor slow an infernal (as the spell) for 1 round per spell level of the spell cast, with no saving throw. Summoned infernals do not wink out in a magically created antimagic field.
Pit Lord
;Huge Outsider (Chaotic, Demonic, Evil, Extraplanar)
Hit Dice:;20d8+160 (250 hp)
Initiative:;+1
Speed:;50 ft. (10 squares), fly 40 ft. (poor)
Armor Class:;36 (-2 size, +1 Dex, +5 Huge breast plate, +22 natural), touch 10, flat-footed 35
Base Att/Grapple:;+20/+41
Attack:;+1 Gargantuan unholy two-bladed sword of acid and frost +33 melee (3d6+20/17-20 plus 1d6 fel and 1d6 cold or 1d6 acid), or bite +32 melee (2d8+19 plus 1d6 fel)
Full Attack:;+1 Gargantuan unholy two-bladed sword of acid and frost +31/+26/+21/+16 and +32 melee (3d6+14/3d6+7/17-20 plus 1d6 fel and 1d6 cold or 1d6 acid), or bite +32 melee (2d8+19 plus 1d6 fel)
Space/Reach:;15 ft./10 ft.
Special Attacks:;Spell-like abilities, fel strike, sweeping cleave, tail sweep, doom stomp, summon demons, death throes
Special Qualities:;Darkvision 60 ft., see invisibility, detect magic, rebirth, divination sensitivity, regeneration 10, damage reduction 15/good, spell resistance 33, demonic traits (frightful presence DC 23), outsider traits
Saves:;Fort +20, Ref +13, Will +16
Abilities:;Str 37, Dex 13, Con 26, Int 14, Wis 18, Cha 16
Skills:;Bluff +12, Concentration +32, Diplomacy +12, Gather Information +12, Intimidate +31, Knowledge (arcana) +26, Knowledge (the planes) +26, Listen +32, Sense Motive +28, Spellcraft +26, Spot +32, Survival +16
Feats:;Blind-fight, Cleave, Exotic Weapon Proficiency (two-bladed sword), Improved Critical (two-bladed sword), Power Attack, Two-Weapon Fighting, Weapon Focus (two-bladed sword)
Environment:;Any land or underground
Organization:;Solitary or pack (2-8)
Challenge Rating:;21
Treasure:;Standard goods and items, including +1 Gargantuan unholy two-bladed sword of acid and frost and huge breastplate; double coins
Alignment:;Always chaotic evil
Advancement:;21-30 (Huge); 31-60 (Gargantuan)
Level Adjustment:;-

The hulking creature has a massive humanoid torso that joins to a tremendous equine body with a flexible carapace. Monstrous tusks jut out from his fanged mouth, and a long thick tail thunders behind his huge frame. A mane of living fire runs down his spine between sinewy, leathery wings. He carries a massive warblade in his hands and wears light plate armor on his scaled torso.

Description
The pit lord are usually nothing more than butchers: brutal killers, occasional torturers, and hunters that prefer intelligent prey. They are engines of hate and flame, bred for only one purpose: to destroy everything in their path. Occasionally, one rises above all others and becomes a leader of the Legion's armies. When reproached by mortal paladins or hacked at by heroes defending their towns, the pit lords smile ever more widely. Gore, screams, and suffering prove to them their victory, and the horror and anger of those mortals capable of opposing them serve as the applause.

Pit lords have a humanoid head, arms, and torso, although the head has far too many teeth. (More grow continuously, forming a forest of ivory needles in the pit lord's mouth.) Their waist attaches seamlessly to a headless equine body plated with a flexible, multipart carapace.

Combat
Pit lords like melee combat. As long as they stay alive and give as good as they get, they think having their guts spilled on the ground and their eyes gouged out is bracing. It's more fun to do it to someone else, of course.

Pit lords wade right into battle; the more opponents the better. If the pit lord has a chance to prepare, or if facing a great many opponents, it casts haste on itself. Against large numbers of enemies to all sides a pit lord uses its doom stomp, sweeping cleave, and tail sweep abilities to thin them out. Once the pit lord can focus things down to just a few melee opponents, the pit lord begins full attack actions.

Only after being slain and rising again with its rebirth ability does a pit lord really summon other demons and use its spell-like abilities. Pit lords usually summon one infernal, but when facing many weaker opponents the pit lord summons several fel stalkers instead. Pit lords favor their demonic doom, carrion swarm, shockwave, and earthquake spell-like abilities.

Ultimately, a pit lord is no fool. When facing defeat, a pit lord uses teleport without error to escape the fight. If retreat is not possible, the pit lord goes out with full attack actions and centers himself as best he can for his death throes to hopefully take many of his enemies with him.

Spell-Like Abilities: At will - bestow curse, blasphemy, carrion swarm*, chaos hammer, charm monster, clairaudience/clairvoyance, cripple*, deeper darkness, desecrate, detect good, detect law, dimensional anchor, dispel good, fear, greater dispel magic, haste, immolation*, magic circle against good (self only), produce flame, pyrotechnics, rain of fire*, read magic, shockwave*, telekinesis, teleport without error (self plus maximum load of objects only), tongues (self only), unhallow, unholy aura, unholy blight, wall of fire, and withering blight; 3/day - demonic doom, earthquake, and gate. Caster level 20th; save DC 13 + spell level.

* Indicates a spell described in Chapter Four: Magic of the Warcraft RPG.

Sweeping Cleave (Su): As an attack action, a pit lord can swing his Gargantuan two-bladed sword in a tremendous 180-degree arc in front of himself. All creatures within 15 feet on that half of the battle field take 3d6+14 points of damage (Reflex DC 33 half).

Tail Sweep (Su): A pit lord can sweep with his trail as an attack action. The sweep affects a half circle with a diameter of 15 feet, centered on his rear. Medium creatures and smaller within the swept area are affected. The sweep automatically deals 2d8+6 points of damage. Affected creatures can attempt DC 33 Reflex saves to take half damage.

Dooom Stomp (Su): As a full attack action, a pit lord can stomp on the ground to produce a shockwave that knocks back, stuns, and dazes creatures. All Large and smaller creatures within a 10-foot radius take 1d8+13 points of damage and must make a DC 33 Fortitude save or be knocked back 5 feet directly away from the pit lord. If that space is occupied, the creature automatically falls prone in its space. Creatures knocked back are stunned for 1 round and the dazed for 1 round, and must make a DC 33 Reflex save or fall prone in their new space. A stunned creature loses its Dexterity bonus to AC (if any) and can take no actions. Foes gain a +2 bonus to hit stunned characters. A dazed creature can take no actions (but defends itself normally).

Summon Demons (Su): Once per day, a pit lord can automatically summon 1 infernal or 2d4 fel stalkers. Demons summoned remain for 20 rounds.

Death Throes (Su): WHen a pit lord is slain for good (within the time limit of his rebirth ability), he explodes in a blinding flash of light that deals 50 points of damage to all creatures within 100 feet (Reflex DC 23 half).

See Invisibility (Su): Pit lords continuously see as though under the effects of a see invisibility spell.

Detect Magic (Su): Pit lord continuously see magic auras as though under the effects of a detect magic spell.

Rebirth (Su): When a pit lord is slain, it immediately rises again as though the target of a touch of life spell (see Chapter Four: Magic in the Warcraft RPG), but the effect is permanent. This ability cannot be used again for 20 rounds, so if the pit lord is slain again in that time period then he remains dead.

Divination Sensitivity (Su): A pit lord is automatically aware of anyone observing it through a magical sensor. In turn, it can see and hear the caster. If it so desires, a pit lord may step through the sensor into the presence of the caster, accompanied by any willing allies within 30 feet.

Skills: Pit lords gain a +4 racial bonus to Intimidate, Listen, and Spot checks.

Pit Lord Characters
Pit lords favor the barbarian class. Pit lord barbarians have equipment appropriate to an NPC barbarian of their ECL.

Pit Lords and d20
If you are using pit lords in a d20 campaign that is not set on the world of Azeroth, treat them as demons. They gain tanar'ri qualities, and other tanar'ri are immune to the pit lord's frightful presence. Pit lords also gain the following special attack.

Summon Tanar'ri (Sp): Once per day, a pit lord can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor.
Tainted
Strong demons - the heroes of their kind - can corrupt individuals, tribes, or even whole species. The victims must drink of the demon's blood. This act begins a transformation, taking anywhere from years to generations to millennia, that converts the creatures and their descendants into demons. Those who have begun but not completed this process are tainted creatures.

Sample Tainted Creature
This example uses an orc as the base creature, adding a monstrous form.

;Tainted, Orc
;Large Monstrous Humanoid (Augmented Orc)
Hit Dice:;6d8+24 (51 hp)
Initiative:;+2
Speed:;30 ft. (6 squares)
Armor Class:;13 (-1 size, -1 Dex, +2 natural, +3 studded leather armor), touch 8, flat-footed 13
Base Att/Grapple:;+4/+14
Attack:;Falchion +11 melee (2d4+9/18-20) or javelin +0 ranged (1d6+9) or bite +6 melee (1d8+9)
Full Attack:;Falchion +11 melee (2d4+9/18-20) or javelin +0 ranged (1d6+9) or bite +6 melee (1d8+9)
Space/Reach:;10 ft./10 ft.
Special Attacks:;Monstrous form, battle rage, human foe
Special Qualities:;Darkvision 60 ft., low-light vision, resistance to acid 10, cold 10, and electricity 10, unnatural fury, weapon familiarity (orcish claws of attack)
Saves:;Fort +9, Ref +1, Will +1
Abilities:;Str 24, Dex 9, Con 18, Int 8, Wis 9, Cha 8
Skills:;Handle Animal (wolf) +1, Hide -4, Intimidate +3, Jump +7, Listen +1, Move Silently +0, Spot +2, Swim +6
Feats:;Alertness, Power Attack, Martial Weapon Proficiency (battleaxe), Weapon Focus (falchion)
Environment:;Temperate hills
Organization:;Solitary
Challenge Rating:;7
Treasure:;Standard
Alignment:;Always chaotic evil
Advancement:;7-12 HD (Large)
Level Adjustment:;+9

The creature looks much like an orc but of massive size, standing perhaps 8 feet tall, its green skin is mottled with gray and its dark hair hangs in thick tangles. Its eyes shine with a crazed, savage light.

Description
Orcs once cultivated a shamanistic society upon the dying world of Draenor. Then the dark magics of the Burning Legion corrupted them. Lured to the world of Azeroth through a dimensional gateway, they were manipulated into waging war against human nations. Recently, most orcs threw off the shackles of demonic influence and now strive to recover their lost heritage. Some orcs remain under the thrall of the Burning Legion, however, to the point where they are twisted into mockeries of their former selves.

Combat
Orcs appear to other races as a barbaric and brutal people, but they are proud and noble in their way. Those subject to demonic taint give vent to their brutish ways, however.

Battle Rage (Ex): A tainted orc can channel his warrior fury to become truly fearsome in combat. This is considered a racial ability and works almost exactly like the barbarian's rage (PHB, Chapter 3: Classes). The only distinction is that the orc can normally fly into a rage once each day. If the tainted orc is of a class that provides a similar rage ability (such as the barbarian class), the orc's racial battle rage allows him to rage one additional time that day. Regardless, a tainted orc may rage only once per encounter.

Human Foe (Ex): A tainted orc gains a +1 racial bonus on attack rolls against humans.

Monstrous Form (Ex): The tainted orc has swelled in size due to the Burning Legion's corruption. He is now considered a Large creature.

Unnatural Fury (Ex): Anger rules the tainted orc's heart. Attempts to use Diplomacy or Intimidation to influence his attitude suffer a -5 circumstance penalty, and he gains a +1 morale bonus on saves against fear and charm effects.

Skills: A tainted orc has a +2 racial bonus on Handle Animal (wolf) and Intimidate checks.

Creating A Tainted Creature
"Tainted" is an inherited template that can be added to any humanoid, monstrous humanoid, fey, or giant ( hereafter referred to as the base creature). A tainted creature uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type change to monstrous humanoid. Do not recalculate the creature's Hit Dice, base attack bonus, or saves. Size is unchanged.

Speed: Same as the base creature.

Special Attacks: A tainted creature retains all the special attacks of the base creature and may also gain one of the following abilities. All tainted creatures deriving from the same pact gain the same ability. GMs can create alternate abilities, adjusting the CR accordingly.

Spell-Like Abilities: 3/day - a specific arcane spell of 1st level, cast as a sorcerer of the tainted creature' HD.

Monstrous Form (Ex): The creature's size increases one category, using the rules in Chapter 4: Advancing Monsters the MM. This size increase changes the creature's abilities and natural armor. It adds one attack (claw, bite, or gore) to its natural weapon sequence.

In addition, tainted creatures who have recently consumed the blood of a very strong demon gain the following special attack.

Fel damage (Su): All of a tainted creature's attacks do fel damage, including attacks made with weapons. Fel damage bypasses damage resistance.

Special Qualities: A tainted creature retains all the special qualities of the base creature. It also gains darkvision out to 60 feet and resistance to acid 10, cold 10, and electricity 10. Finally, it may gain one of the following qualities. All tainted creatures deriving from the same pact gain the same quality. GMs can create alternate qualities, adjusting the CR accordingly.

Arcane Defense (Ex): The tainted creature has spell resistance equal to 6 + its Hit Dice.

Unnatural Fury (Ex): Anger rules the creature's heart. Attempts to use Diplomacy or Intimidation to influence its attitude suffer a -5 circumstance penalty, and the creature gains a +1 morale bonus on saves against fear and charm effects.

Damage Reduction (Ex): The tainted creature has damage reduction 5/magic. If the base creature already has damage reduction, choose the better of the two values.

Blindsight (Ex): The tainted creature has a demonic awareness of the physical world, giving it blindsight out to 60 feet.

Immunities (Ex): The tainted creature is immune to fire and poison.

Additional Movement (Ex): The tainted creature gains either a flight speed equal to its normal speed (average maneuverability), a swim or land speed equal to its normal speed, or a burrow speed of 10 feet.

Saves: Same as the base creature.

Abilities: Increase from the base creature as follows: Str +4, Con +2.

Skills: Same as the base creature.

Feats: Same as the base creature.

Environment: Same as the base creature.

Organization: Same as the base creature, or a troupe serving an appropriate demon.

Challenge Rating: Same as the base creature +1. With fel damage, same as the base creature +2.

Treasure: Same as the base creature.

Alignment: Always evil (any).

Advancement: Same as base creature.

Level Adjustment: Same as the base creature +3.

Tainted Creature Characters
Tainted creatures typically serve the Burning Legion in one fashion or another. Tribes, nations, and species, that accept a demon's pact become tools. Individuals worthy of personal recruitment often become the lieutenants to powerful demons, class levels compensating for their innate inferiority.
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