Demon Lord Template

The Serge

First Post
While I recognize that some of you don't care or don't think Demon Lords need a little boosting, I am asking for the more mature of you to be objective and critique thise Template. Ideally, a Demon Lord created from this should be about as strong as an Advanced Solar... maybe more so. I'm thinking between 20 and 25 CR at least. I'm also attempting to reflect the "chaos" inherent in The Abyss by making a lot of the building random (in the event a creator decided to roll dice instead of picking and chosing). So, any constructive input is appreciated (ruleslawyer, U_K, Mirtek, Nightfall, and others are more than welcome to respond to this on the DDG boards as well).

After honing this (and drawing up Koteschie or whatever that knot-kneed bastard calls himself), I will work on Demon Prince and Demiurge templates.

Creating a Demon Lord

"Demon Lord" is a template that can be added to any Demon or Tanar'ri (particularly Nalfeshnee, Marilith, and Balor), Chaotic evil Infernal, or non-Lawful Outsider with at least 20 HD or 25 ECL. On rare occasions (DM discretion), a being of such depraved evil and ties to the nihilism of The Abyss will metamorphosize into a Demon Lord. Likewise, on rare occasions, Demon Princes and Demiurge will bless (or curse, depending on one's outlook) a mortal being with this status. In both cases, such an "ascension" requires that the mortal have at least 20 class levels.

Demon Lords are the thousands of singularly powerful Demons that supercede the power of the Balor Demons. Some command the respect and fear of their lesser brethren. While some Demon Lords are integrally involved with the Blood War, others spend their time seeking greater power in The Abyss. Others, instead, use their newfound might to prosecute wars against Abyssal rivals or enemies from other realities. Still, some seek to compete with the gods and powers, hoping to gain the worship and fear from mortals, while some Lords prefer to simply kill, maim, and destroy. Simply put, there are no real generalities that can be made about Demon Lords as a whole as each is a pure individual whose ties with others lies in their power. However, despite their might, Demon Lords tend to be weaker than Demon Princes and pale before the god-like majesty of the Demiurge.

As befitting their chaotic nature, Demon Lords often do not share much in the way of similar powers, appearance, or techniques. Thus, the following template is broad and open to a great deal of flexibility. If there?s one thing to expect from Demon Lords, Demon Princes, and Demiurge, it is the unexpected.

The base creature's type changes to that of Demon. The Demon Lord uses all the base creature's statistics and special abilities except as noted here:

HD: A Demon Lord receives the maximum hit point per die.

Speed: The base speed is increased by 10 to all modes of movement. There is a 75% chance that the Demon Lord will gain an additional mode of movement, 15% chance it will gain two additional modes of movement, and a 10% chance that the mode of movement will not change. In any case, the ability to Fly is always at least double that of the base movement (average), and other modes are equal to the base mode. (Movement modes may be further adjusted based upon the Ravaged Form ability described below)

AC: Demon Lords gain a profane bonus of +6 to their AC.

Spell-like Abilities or Psionics: Demon Lords retain the special attacks of the base creature unless such attacks had the Good descriptor. In this case, the special attack with the Good descriptor is replaced with the Evil version. Thus, if a Solar becomes a Demon Lord, it loses the spell-like ability holy smite, replacing it with unholy blight. In the case of Healing spells, such abilities are replaced with Necromantic spells of the appropriate type. If there is no clear opposite, the Demon Lord retains the ability. The caster level for such abilities is always the Demon Lord's HD + 6. As beings of chaos and destruction, Demon Lords often do not share many of the same spells. Thus, in addition to the spells listed below, Demon Lords also gain access to spell levels from which they may supplement their spell selection. As a general rule, Demon Lords will not have access to spells that heal, return life to, or otherwise benefit another being. Additionally, Demon Lords never have access to spells like limited wish, miracle, or wish. Beyond that, Demon Lords have a startling array of diverse spell-like abilities. In some cases, a Demon Lord may not have a powerful 9th level spell-like abilities that it can cast weekly, instead replacing that slot for more slots elsewhere. All Demon Lords gain the following spell-like abilities: at will: blasphemy, chaos hammer, deeper darkness, fear, unhallow, unholy aura, unholy blight + 40 additional spell levels under 8th level. 6/day: destruction + 9 additional spell levels. 3/day: implosion. 1/day: 16 spell levels. 1/week: 9 spell levels.

Special Qualities: The Demon Lord retains all of the base creature's special qualities. In the event that the base creature has qualities that are alignment specific, like protection from evil, the Demon Lord will gain the Evil version. The Demon Lord also gains the following:
*Tanar'ri Qualities: If any of the benefits of these traits overlap with those of the base creature, the Demon Lord retains the better of the two.
*Damage Reduction: Roll a 6-sided die and refer to the following results:
1-2 = 15/+1 on any existing DR.
3-4 = 10/+2 on any existing DR.
5-6 = 5/+3 on any existing DR.
If the base creature did not possess damage reduction, it gains 10/+2 DR.
*Spell Resistance equals the Demon Lord?s CR+10.
*Fast Healing/Regeneration (Ex): There is a 15% chance that the Demon Lord gains Fast Healing 10 unless struck by a cold iron or holy weapon of at least +3 enchantment strikes the Duke, or a 15% chance that the Demon Lord gains Regeneration equal to their Constitution modifier unless struck by a cold iron or holy weapon of at least +3 enhancement. Finally, there is a 60% chance that the Demon Lord gains neither quality.
*The might of a Demon Lord is such that it gains a degree of might unknown to mortals and lesser Demons. A Demon Lord gains immunity to polymorphing, petrification, or any other attack that alters its form.

Call Tanar'ri (Sp): As a standard action, all Demon Lords force their lesser brethren to obey or face obliteration. Each Demon Lord may call on lesser Demons totaling up to 30 HD two times a day. Many Demon Lords typically call certain Demon types, although a few Lords seem capable of calling any and all kinds of Demons. Since these Demons are called, they have the ability to summon other Demons as their Monster Manual descriptions allow. Despite their tremendous might, Demon Lords earn no greater loyalty from lesser Demons, instead ensuring their lackeys' obedience through threat of pain or destruction. As a result, most Demon Lords are willing to call Demons when the need arises. The type of Demon called tends to reflect the kind of evil the Demon Lord represents. Thus, a Demon Lord associated with fetid swamps is likely to be able to call up to nine Hezrou demons, while a Demon Lord dedicated to promises of power and corruption may seek the company of Glabrezu demons. Of course, it is just as likely that the Demon Lord will call any kind of Demon regardless of it's association.

Abilities: Increase from the base creature as follows: Str +4, Con +4, Dex +2, Int +2, Wis +2, Cha +2

Class Levels: The Demon Lord acquires class levels. All Demon Lords have at least 10 levels in at least one class suited to their lust for destruction and power. Adjustments for skills, ability scores, and feats may be made here in addition to those associated with HD and size adjustments.

Abyssal Blessing (Su): Most Demon Lords will exhibit special abilities or qualities different from their peers. For example, while most Demon Lords are completely immune to all kinds of electricity, magical or mundane, a Demon Lord ruling over a burning section of The Abyss may be immune to fire as well. Each Demon Lord gains one special ability and one special quality for every 30 total HD and Levels possessed. Bear in mind that some of these abilities have no apparent association with the Demon Lord's goal or origins.

Ravaged Form: Many Demon Lords lose the general build of the base creature. This happens randomly as the creature evolves into a greater form of Demon. At times the change results in only extraordinary capabilities like enhanced sensory or tactile abilities. More rarely, the Demon Lord gains supernatural powers instead, like a hypnotic gaze or breath weapon. The following chart is only the beginning of the options available to an ascending Demon Lord. The Demon Lord has a 70% chance of attaining a new form based upon the chart below. Once become a Demon Lord, there is a 50% chance that additional HD over 25 will grant the Demon Lord the potential of further mutation.

D% Ravaged Form Effect
01 - 30 No noticeable variation --
31 - 32 Vestigial wings --
33 - 34 Extra arm 1 additional attack
35 - 36 2 extra arms 2 additional attacks
37 - 38 Tail --
39 - 40 Tail with spikes or club 1 add-tional attack, lowest attk bonus
41 - 42 Tail, prehensile 1 additional weapon att-ck
43 - 44 Emaciated Undead Traits
45 - 46 Emaciated -2 Str, +2 Int, ½ damage fro- piercing or slashing weapons
47 - 48 Wide Mouth Improved Grapple
49 - 50 Large eyes Spot +1
51 - 52 Extra eye(s) Spot +1 per extra eye
53 - 54 Bizarre eyes Cast confusion 1/day
55 - 56 Muscular Legs + 10 base speed
57 - 58 Extra leg(s) + 5 base speed per leg
59 - 60 Horns Gore 2d6 (Large)
61 - 62 Thick "skin" +2 natural armor increase
63 - 64 Scaly "skin" +3 natural armor increase
65 - 66 Muscular arms +2 Strength increase
67 - 68 Slender build +2 Dexterity increase
69 - 75 Wings (or extra pair) Fly 90 (average) or 30' increase
76 - 77 Oozing pustules Poison touch, Fortitude DC = 1- + ½ HD + Constitution modifier
78 - 79 Steaming pustules ¼ Concealment
80 - 85 80% flaming body/20% freezing body 5? radius elemental damage 4d6
86 - 87 Breath Weapon See below
88 - 89 Magical Power 9th level spell-like ability 1/day
90 Epic Magical Power Spellcraft DC 40 Epic Spell 1/day
91 - 95 Roll twice
96 - 98 Adopt another form See below
99 - 100 Roll three times

Breath Weapon: The Demon Lord gains the ability to breath some form of damaging effect. Roll the d8 to determine the type. The Demon Lord may breathe three times a day every 1d8 rounds. In the event that the Demon Lord gains two (or more) breath weapons, the maximum uses for breath weapons remains three times a day total.
1. Cone of Fire
2. Line of Lightning
3. Cone of Acidic Gas
4. Line of Acid
5. Cone of Ice
6. Sonic Cone
7. Line of Force
8. Roll twice
The damage is always ½ the Demon Lord's HDd8. Refer to the Dragon section in the Monster Manual for the range and area of effect information based on size.

Adopt another form: The Demon Lord adopts the traits (and the general appearance) of one of the following monster types:
1. Construct
2. Ooze
3. Plant
4. Vermin
There is a 25% chance of one of these traits being applied.

Challenge Rating: +3 + class level

Treasure: double standard base creature's.

Alignment: Always Chaotic evil

Advancement: By class progression
 

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Very intereseting!
I am going to apply it and see what comes out of it.
I hope it is not overpowered....which is often a problem with homebrewed demon lords and princes.
 


I think the demon lord template is a little bit overpowered....
Here is what I think you should do the fix it up a little bit.

First I would said all spell-like abilities be performed at 20th level of ability. Second, all demon lords would gain the following powers if not already:
blasphemy, desecrate, chaos hammer. deeper darkness, detect good, detect law, detect magic, fear, greater dispelling, teleport without error, unhallow, unholy aura, and unholy blight.

They would have another 15 (plus their int, wis and cha mod) in levels of spells to choose from, but all have to be from 6th level or below.

If the base creature already has 5 or more spell like abilities it can use at will, that level drops to just 10. Also, base creatures will at-will spell like abilities may also replace an old spell-like power with a new one, as long as it is both of the same level or below.

I would dump the 6/day destruction and 3/day implosion power. Too powerful.

I would have the following:
6/day - Spell levels equal to sum of Int, Wis, and Cha mod, but all spells must be 7th level or lower.
3/day - as above.
1/day - 9 spell levels.

SR- With the creature's HD, and the 10 character class, this would go up way too high for a demon lord (since its SR is based on CR) Thus I would suggest a base 15 plus the demon's Con. Mod, plus a roll of 2d12.

And speaking of character classes, I would rather dump that part, unless the fiend in question already have a character class.

Also in adopt form, I would add
Elemental and perhaps tauric form.

Under ravaged form effect, I would add Increased girth-- the demon lord became fat and gross ( a la Orcus).

Instead of being really specific in Ravaged Forms, like "xtra arms", try for "extra limbs"...thus it can be an arm, a tentacle, a tendril, whatever.

Hopes this helps!
 

Thanks!

KL said:
I think the demon lord template is a little bit overpowered....
Okay, let's see....

KL said:
First I would said all spell-like abilities be performed at 20th level of ability.
Well, the reason I won't use this suggestion is because I think that the Demon Lords should have greater spell-like abilities than Balors.

KL said:
Second, all demon lords would gain the following powers if not already:
blasphemy, desecrate, chaos hammer. deeper darkness, detect good, detect law, detect magic, fear, greater dispelling, teleport without error, unhallow, unholy aura, and unholy blight.
You think I should expand the list slightly? Well, I may consider that. The reason I didn't give them the detect good and detect magic is because that was originally supposed to be a Demon Lord quality that is constantly in effect. If forgot add it. As for the others, I'll think about it after I build a Demon Lord or two...

KL said:
They would have another 15 (plus their int, wis and cha mod) in levels of spells to choose from, but all have to be from 6th level or below.
Love the modifier idea, although I will likely keep the spell levels as they are.

KL said:
If the base creature already has 5 or more spell like abilities it can use at will, that level drops to just 10. Also, base creatures will at-will spell like abilities may also replace an old spell-like power with a new one, as long as it is both of the same level or below.
This actually is not a bad idea.... I may incorporate this suggestion as an explicit rule rather than as a infered rule.

KL said:
I would dump the 6/day destruction and 3/day implosion power. Too powerful.
Well, again, I want these guys to put the fear of the gods into a Balor, so I figured I'd increase their destructive powers. However, your following suggestion is sound.

KL said:
I would have the following:
6/day - Spell levels equal to sum of Int, Wis, and Cha mod, but all spells must be 7th level or lower.
3/day - as above.
1/day - 9 spell levels.

KL said:
SR- With the creature's HD, and the 10 character class, this would go up way too high for a demon lord (since its SR is based on CR) Thus I would suggest a base 15 plus the demon's Con. Mod, plus a roll of 2d12.
Well, consider that I see these guys on par with demigods, I think the SR is fine. Keep in mind that CR is rather touch and go once you exceed 20. Furthermore, I want these guys just shy of Infernal power, so...

KL said:
And speaking of character classes, I would rather dump that part, unless the fiend in question already have a character class.
Again, I see them as demigods, the reason for the class levels... which, among other things, gives them more feat access.

KL said:
Also in adopt form, I would add
Elemental and perhaps tauric form.
I thought about Elemental, but couldn't see a reason for it. I'll go back and review. I'll also consider Tauric... although I think it's a stupid template, it (and Chimeric form or whatever) would be good editions I didn't think about.

KL said:
Under ravaged form effect, I would add Increased girth-- the demon lord became fat and gross ( a la Orcus).
Superb suggestion!

KL said:
Instead of being really specific in Ravaged Forms, like "xtra arms", try for "extra limbs"...thus it can be an arm, a tentacle, a tendril, whatever.
Another good idea.

KL said:
Hopes this helps!
Yes, it did! I appreciate it!
 

The main reason why I think you should tone down some of the magical powers and character classes is because I was comparing the powers of the lords created by the template to the demon princes described in Book of Vile Darkness. This is some common powers they all share:

Armor class at least 35. All has an Insight bonus to AC, usually equal to their wisdom modifier.

All has Dgm Red at least 15/+6. SR at least 30.

All 5 demon princes described (Demogorgon, Graz'zt, Juiblex, Orcus and Yeenoghu) all has the following spell-like powers:
blasphemy, deeper darkness, desecrate, detect good, detect law, detect thoughts, greater dispelling, teleport without error, telekineses, tongues, unhallow, unholy aura, unholy blight, see invisibility as a constant power, and able to raise a wall (type depends on the prince, Juiblex can raise a wall of ooze, Orcus a wall of fire, etc). Each has its own spells that the others do not, of course.

Thus when it comes to template, I am hoping that it wouldn't create ultra powerful demon lords, and tha the result would be on par, but do not surpass these five. The highest CR is Demogorgon's, at 30.
 

Oh.

Well, one of the reasons I created the Template was to give people an alternative to the "Lords of Evil" in the Book of Vile Darkness, all of whom I consider to be too weak.

I see the greatest of the Demon Princes and Lords of the Nine as rivaling true gods in power (Lesser to Greater). Demon Lords, like Kostchtchie, should be around the power of a quasi or demigod.

In the end, I will have my own version of Demogorgon and the rest of the higher level Demon Princes (whom I refer to as the Demiurge) that will be significantly more powerful than the anemic "official" versions in the BoVD.

Still, I do appreciate your critique since I offered some good advice for the Template. I created my version of Kostchtchie based upon it and I'm pleased with it.

I may do one more Demon Lord before working on the Demon Prince Template.
 

I have some questions.

1. Emanciated under Ravaged Form effects. Undead traits - does this include no con and a d12 HD? and being turnable? Neither of these things are close to being any boon to an average outsider...

2. Maybe CR+3 is a little low. If you compare all the abilities the Demon Lord gets to the powers a Half-Fiend at +2 CR gets, the last point of CR sure packs a lot of punch.

3. If one skipped the character classes, would you still consider it CR +3, or did you sort of figure that into what the total CR should be (i.e 3 lvls of loremaster wont mean much for a creature this powerful, but the ekstra +3 in CR does. Hope you get my point.)

4. When you have completed the Demon Prince template (and Demiurge), will you ever create a download with all the fiendish templates and lords etc. 8demons and devils) you have created?
I would just love such a pdf/document.

Please keep up the good work!

-Sorcica
 
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Sorcica said:
I have some questions.
I have answers!

Sorcica said:
1. Emanciated under Ravaged Form effects. Undead traits - does this include no con and a d12 HD? and being turnable? Neither of these things are close to being any boon to an average outsider...
This is why I post these things!

No, it does not mean this... although it may. Ideally, the Demon Lord/Prince/Demiurge gains some of the benefits of the Undead, but one of the penalties. I will write up precisely what they get and add it to the template. Thanks!

Sorcica said:
2. Maybe CR+3 is a little low. If you compare all the abilities the Demon Lord gets to the powers a Half-Fiend at +2 CR gets, the last point of CR sure packs a lot of punch.
You may be right... But, until I've the opportunity to test these, I'll leave it as is.

Sorcica said:
3. If one skipped the character classes, would you still consider it CR +3, or did you sort of figure that into what the total CR should be (i.e 3 lvls of loremaster wont mean much for a creature this powerful, but the ekstra +3 in CR does. Hope you get my point.)
Well, not that the description says 3 + class levels.

Sorcica said:
4. When you have completed the Demon Prince template (and Demiurge), will you ever create a download with all the fiendish templates and lords etc. 8demons and devils) you have created?
I would just love such a pdf/document.
The Demon Prince Template is on this very board! And, I already posted Templates for the Dukes of Hell, Arch-Devils, and The Lords of the Nine!

If I knew how to do this, I would. I've a buddy I may ask to help me post this stuff once I fix the glitches. Indeed, the only way to fix the glitches is to run the characters and to create different kinds of fiends. After I'm done with the Demons, I'm going to work on the Celestials. Now, that will be fun!

Sorcica said:
Please keep up the good work!

-Sorcica
Thanks! And I appreciate your questions/comments. Feel free to do the same with the Demon Princes.
 

The Serge said:




Well, not that the description says 3 + class levels.

Yes, I'm aware of that. What I meant was if one didn't give the Lord any class levels, should the CR be more than +3. If a very powerful creature get some character lvls, it might not make the creature that more dangerous to warrant the increase in CR (i.e. a gold great wyrm that has a level in bard and wizard). But the class levels CR could compensate in total for the CR +3 being a bit low.
Hope I'm making myself clear this time 'round :)

The Demon Prince Template is on this very board! And, I already posted Templates for the Dukes of Hell, Arch-Devils, and The Lords of the Nine!

i've seen 'em and I like 'em. But at the time, I planning a Demon Lord BBEG.


If I knew how to do this, I would. I've a buddy I may ask to help me post this stuff once I fix the glitches. Indeed, the only way to fix the glitches is to run the characters and to create different kinds of fiends. After I'm done with the Demons, I'm going to work on the Celestials. Now, that will be fun!

Looking forward to it. Oh, and don't forget the Daemons, pleeease...

-Sorcica
 

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