BLACKDIRGE
Adventurer
As suggested in the BoVD I have added a single divine rank to a demon lord to allow him to grants spells and be more of a challenge to epic characters. It really did make him quite a bit tougher. I chose Yeenoghu because I just really like gnolls, I will post his divine stats here.
If anyone else had done this, put the results here as well and maybe we can end up with all the demnlords/archdevils statted as gods.
Yeenoghu
Demigod
Symbol: A triple headed flail
Home Plane: The Abyss
Alignment: Chaotic Evil
Portfolio: Gnolls, savagery, undead (ghouls)
Worshipers: Gnolls, cultists, demonologists
Cleric Alignments: CE, CN, NE
Domains: Chaos, Demonic, Bestial
Favored Weapon: Heavy flail
Yeenoghu, Demon Prince of Gnolls
Large Outsider (Chaotic, Evil)
Divine Rank: 1
Hit Dice: 33d8+363 (627 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: 80ft
AC: 50 (-1 size, +9 Dex, +8 divine, +6 insight, +18 natural)
Attacks: Huge +5 triple flail +52/+47/+42/+37 melee
Damage: Huge +5 triple flail 1d12+24/19-20 (for each of 1d3 heads)
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities
Special Qualities: Divine immunities, DR 36/+6, fast healing 5, fire resistance 41, outsider traits, scent, see invisible, summon ghouls, summon gnolls, summon tanar'ri, tanar'ri traits; SR 33.
Saves: Fort +30; Ref +28; Wil +26
Abilities: Str 37; Dex 28; Con 32; Int 26; Wis 25; Cha 25
Skills: Animal Empathy +25, Balance +47, Climb +37, Concentration +45, Diplomacy +12, Escape Artist +43, Handle Animal +29, Hide +39, Intimidate +41, Intuit Direction +41, Jump +51, Knowledge (nature) +42, Listen +41, Move Silently +43, Ride +12, Search +28, Sense Motive +41, Spot +41, Tumble +47, Wilderness Lore +27;
Feats: Cleave, Dark Speech, Dodge, Great Cleave, Improved Initiative, Power Attack, Sunder, Track, Weapon Focus (triple flail);
Domain Powers: Cast chaos spells at +1 caster level; +1 divine bonus on attacks and damage rolls with unarmed attacks and natural weapons.
Salient Divine Abilities: battlesense, banestrike (lawful outsiders)
Spell-like abilities: At will --- blasphemy, bull's strength, deeper darkness, desecrate, detect good, detect law, detect thoughts, greater dispelling, greater magic fang, suggestion, telekinesis, teleport without error, tongues (self only), unhallow, unholy aura, unholy blight; 1/day --- shapechange, spread of savagery. Caster level 20th; save DC 17 + spell level
Divine Spell-like abilities: At will --- magic fang, bull's strength, greater magic fang, claws of the savage, charm monster, hold monster, whirlwind of teeth, spread of savagery, were-doom, demonflesh, demoncall, demonwings, dimensional anchor, lesser planar binding, fiendish clarity, utterdark, gate, protection from law, shatter, magic circle against law, chaos hammer, dispel law, animate objects, word of chaos, cloak of chaos, summon monster IX. Caster level 11th (12th for chaos spells); save DC 18 + spell level.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.
Fast Healing (Ex): Yeenoghu regains lost hit points at the rate of five per round. Fast healing does not restore hit points lost from starvation, thirst or suffocation, and it does not allow Yeenoghu to regrow or reattach lost body parts.
Outsider Traits: Yeenoghu has darkvision 60ft.
Scent (Ex): Yeenoghu can detect approaching enemies, sniff out hidden foes and track by sense of smell.
See Invisibility (Su): Invisible creature or objects are always visible to Yeenoghu, as if he had a see invisibility spell (caster 20th level) active.
Summon Ghoul (Sp): Once per day Yeenoghu can automatically summon 1d6+6 ghouls. These special ghouls have maximum hit points and a +5 profane bonus to turn resistance, AC, and attack and damage rolls.
Summon Gnolls: Once per day, Yeenoghu can automatically summon 11d6 gnolls or 3d4 5th level gnoll fighters.
Summon Tanar'ri (Sp): Once per day Yeenoghu can automatically summon 1d2+1 vrocks.
Tanar'ri Traits: Yeenoghu can communicate telepathically with any creature within 100 ft that has a language.
Possessions: Yeenoghu wields a huge +5 triple flail. This is a unique exotic weapon. Each time a hit is scored, roll 1d3 to see how many of the heads hit the target. Each head deals 1d12+24 points of damage. If more than one head hits the same target, the victim must make a Fortitude save (DC 17) or be paralyzed for 2d6 rounds. If all three hit, the target must also make a Will save (DC 17) or be confused for 10 rounds.
Other Divine Powers
As a demigod, Yeenoghu treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.
Senses: Yeenoghu can see, hear, touch and smell at a distance of one mile. As a standard action, he can perceive anything within one mile of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for up to one hour.
If anyone else had done this, put the results here as well and maybe we can end up with all the demnlords/archdevils statted as gods.
Yeenoghu
Demigod
Symbol: A triple headed flail
Home Plane: The Abyss
Alignment: Chaotic Evil
Portfolio: Gnolls, savagery, undead (ghouls)
Worshipers: Gnolls, cultists, demonologists
Cleric Alignments: CE, CN, NE
Domains: Chaos, Demonic, Bestial
Favored Weapon: Heavy flail
Yeenoghu, Demon Prince of Gnolls
Large Outsider (Chaotic, Evil)
Divine Rank: 1
Hit Dice: 33d8+363 (627 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: 80ft
AC: 50 (-1 size, +9 Dex, +8 divine, +6 insight, +18 natural)
Attacks: Huge +5 triple flail +52/+47/+42/+37 melee
Damage: Huge +5 triple flail 1d12+24/19-20 (for each of 1d3 heads)
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities
Special Qualities: Divine immunities, DR 36/+6, fast healing 5, fire resistance 41, outsider traits, scent, see invisible, summon ghouls, summon gnolls, summon tanar'ri, tanar'ri traits; SR 33.
Saves: Fort +30; Ref +28; Wil +26
Abilities: Str 37; Dex 28; Con 32; Int 26; Wis 25; Cha 25
Skills: Animal Empathy +25, Balance +47, Climb +37, Concentration +45, Diplomacy +12, Escape Artist +43, Handle Animal +29, Hide +39, Intimidate +41, Intuit Direction +41, Jump +51, Knowledge (nature) +42, Listen +41, Move Silently +43, Ride +12, Search +28, Sense Motive +41, Spot +41, Tumble +47, Wilderness Lore +27;
Feats: Cleave, Dark Speech, Dodge, Great Cleave, Improved Initiative, Power Attack, Sunder, Track, Weapon Focus (triple flail);
Domain Powers: Cast chaos spells at +1 caster level; +1 divine bonus on attacks and damage rolls with unarmed attacks and natural weapons.
Salient Divine Abilities: battlesense, banestrike (lawful outsiders)
Spell-like abilities: At will --- blasphemy, bull's strength, deeper darkness, desecrate, detect good, detect law, detect thoughts, greater dispelling, greater magic fang, suggestion, telekinesis, teleport without error, tongues (self only), unhallow, unholy aura, unholy blight; 1/day --- shapechange, spread of savagery. Caster level 20th; save DC 17 + spell level
Divine Spell-like abilities: At will --- magic fang, bull's strength, greater magic fang, claws of the savage, charm monster, hold monster, whirlwind of teeth, spread of savagery, were-doom, demonflesh, demoncall, demonwings, dimensional anchor, lesser planar binding, fiendish clarity, utterdark, gate, protection from law, shatter, magic circle against law, chaos hammer, dispel law, animate objects, word of chaos, cloak of chaos, summon monster IX. Caster level 11th (12th for chaos spells); save DC 18 + spell level.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.
Fast Healing (Ex): Yeenoghu regains lost hit points at the rate of five per round. Fast healing does not restore hit points lost from starvation, thirst or suffocation, and it does not allow Yeenoghu to regrow or reattach lost body parts.
Outsider Traits: Yeenoghu has darkvision 60ft.
Scent (Ex): Yeenoghu can detect approaching enemies, sniff out hidden foes and track by sense of smell.
See Invisibility (Su): Invisible creature or objects are always visible to Yeenoghu, as if he had a see invisibility spell (caster 20th level) active.
Summon Ghoul (Sp): Once per day Yeenoghu can automatically summon 1d6+6 ghouls. These special ghouls have maximum hit points and a +5 profane bonus to turn resistance, AC, and attack and damage rolls.
Summon Gnolls: Once per day, Yeenoghu can automatically summon 11d6 gnolls or 3d4 5th level gnoll fighters.
Summon Tanar'ri (Sp): Once per day Yeenoghu can automatically summon 1d2+1 vrocks.
Tanar'ri Traits: Yeenoghu can communicate telepathically with any creature within 100 ft that has a language.
Possessions: Yeenoghu wields a huge +5 triple flail. This is a unique exotic weapon. Each time a hit is scored, roll 1d3 to see how many of the heads hit the target. Each head deals 1d12+24 points of damage. If more than one head hits the same target, the victim must make a Fortitude save (DC 17) or be paralyzed for 2d6 rounds. If all three hit, the target must also make a Will save (DC 17) or be confused for 10 rounds.
Other Divine Powers
As a demigod, Yeenoghu treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.
Senses: Yeenoghu can see, hear, touch and smell at a distance of one mile. As a standard action, he can perceive anything within one mile of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for up to one hour.
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