Monday, January 3, 2011

General Rules: Monsters - Demon, Chasme

Demon, Chasme (from the Book of Vile Darkness)
Large Outsider (Chaotic, Evil)

Hit Dice: 9d8+36 (76 hit points)
Initiative: +3
Speed: 30 feet, fly 50 feet (perfect)
Armor Class: 26 (-1 size, +3 Dexterity, +14 natural); touch 12, flat-footed 23
BAB/Grapple: +9/+17
Attack: Claw +12 melee (1d8+4, slashing, 20 x2)
Full Attack: 2 claws +12 melee (1d8+4, slashing, 20 x2) and bite +10 melee (1d6+2, bludgeoning, piercing, and slashing, 20 x2) and gore +10 melee (1d6+2, piercing, 20 x2)
Space/Reach: 5 feet by 5 feet/10 feet
Special Attacks: Drone, fear aura, spell-like abilities, wounding
Special Qualities: Demon traits, DR 20/+2, outsider traits, SR 23, summon demon
Saves: Fortitude +10, Reflex +9, Will +8
Abilities: Str 19, Int 14, Wis 14, Dex 16, Con 18, Cha 14
Skills: Concentration +16, Hide +11, Intimidate +14, Listen +14, Move Silently +15, Search +14, Spot +14, Survival +8
Feats: Flyby Attack, Multiattack, Power Attack
Environment: Any land and underground
Organization: Solitary, pair, or gang (3 - 4)
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 10 - 18 Hit Dice (Large)

Chasmes are disgusting, flylike demons. Experts in punishment and torture, they sometimes gain positions of power and influence in the Hells. If in the service of a demon lord, chasmes are the taskmasters that keep other demons serving that lord in line and doing the jobs assigned to them (a feat that can only be accomplished through pain and intimidation). other times, hoever, chasmes carve out a little niche for themselves and act as very minor demon nobility, ruling over a number of lesser demons such as rutterkins and dretches. Traditionally, chasmes hate succubi and kill them when they can. They also do not like vrocks, whom they see as rivals. They fear and obey more powerful demons such as hezrous and glabrezu.

Like giant flies with tufts of hair sprouting about their thick, insectoid flesh, chasmes have large buzzing wings and six limbs, two of which resemble long, thin human arms. Their head are vaguely humanlike, although exaggerated and ugly, with a hard, hooked horn where a human's nose would be.

Combat
Chasmes like to torment their foes before slaying them. Thus, they often besiege enemies with contagion, wave of grief, or insect plague before going in for the kill.

Drone (Su): As a full-round action, a chasme can beat its wings to create a droning buzz in a 60-foot spread. Each creature in the area must make a Will save (DC 16) or fall asleep for 2d10 rounds. There is no Hit Dice limit for this effect. This ability otherwise functions like the sleep spell. Demons and creatures immune to sleep effects are immune to this effect.

Fear Aura (Su): As a free action, a chasme can create an aura of fear in a 5-foot radius. The effect is otherwise identical with a fear spell (caster level 10th; Will save DC 16 negates. If the save is successful, that creature cannot be affected again by that chasme's fear aura for 24 hours.

Spell-Like Abilities (Sp): At will - contagion, darkness, desecrate, detect good, dispel magic, fly, insect plague, ray of enfeeblement, protection from good, see invisibility, telekinesis, teleport without error (self plus 50 pounds of gear only), wave of grief; Once per day - circle of nausea, unholy aura. Caster level 10th; Save DC 12 + spell level.

Wounding (Su): A wound resulting from a chasme's attack bleeds for an additional 1 point of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss. The bleeding can be stopped only by a successful Heal check (DC 10) or the application of a cure spell or some other healing spell.

Summon Demon (Sp): Once per day, a chasme can attempt to summon 1d4 rutterkins or 1 chasme with a 40% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Chasmes are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: A chasme has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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