Yeenoghu as a Demigod

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.
 
Last edited:

log in or register to remove this ad



Kesh said:
Great! Now I have something for my Gnoll clerics to properly use... time to eat some PCs. :D

Yeah, I could never handle gnolls worshiping Malar or Eruthnyl (spelling?). With all the new vile and corrupt spells the gnoll clerics of Yeenoghu i have created for my game are oing to be seriously nasty.
 



mkletch said:
Shouldn't he have Fire Resistance 51 for his divine rank?

Yeah, I was a bit confused there. Deities get fire resistance 20 +1 per divine rank, and tanar'ri get fire resistance 20. I wasn't sure if they stacked, but now that you mention it, it does seem right. So Yeenoghu would have fire resistance 41, I'll change it above.

Thanks

Dirge
 

You asked for it...

Well, here's my version of Baalzebul, completed before BoVD came out. I probably won't change anything since I think this version captures the type of power and threat an Arch-Devil and Lord of the Nine personifies much better than the representations in BoVD.

BAALZEBUL, Arch-Duke, Arch-Devil and Lord of the Nine
Lord of the Nine (Arch-Devil) Blackguard 20 ex-Paladin 10
CR 61; Huge Outsider (Devil); HD 52d8+416 and 20d10+160 and 10d10+80; hp 1375; Init +11; Spd 80 ft., fly 240 ft. (perfect); AC 79, touch 46, flat-footed 72; Atk +83/+78/+73/+68 melee (2d8+16 and Rotting Wrath Hand of Perfection (slam)), or +80/+75/+70/+65 ranged (1d8+11 and greater slaying +6 mighty composite longbow (+5)), or +74/+69/+64/+59 ranged (Hell's Fire, ranged touch attack, or spell); Face/Reach 10 ft. by 10 ft./15 ft.; SA Hellish Aura, Hell's Fire, spell-like abilities, call baatezu, smite good 3/day (+22 Atk bonus, +40 damage), sneak attack +7d6, Rotting Wrath, Shadow of Perfection; SQ Lord of the Nine traits, Arch-Devil qualities, Lord of Flies, Master of the Web, Price of Perfection, Infernal Majesty (Divine Rank 11), Might of Hell, dark blessing, detect good, lay on hands (440 points), poison use, DR 50/+12, fast healing 15, SR 70, command undead; AL LE; SV Fort +56, Ref +55, Will +57; Str 42, Dex 25, Con 26, Int 31 Wis 29, Chr 48. 18' tall
Skills and Feats: Alchemy +20, Appraise +56, Bluff +84, Concentration +59, Craft (carpentry) +32, Craft (sculpture) +32, Craft (stonemasonry) +32, Diplomacy +103, Disguise +42, Escape Artist +42, Gather Information +97, Hide +39, Intimidate +69, Knowledge (Arcana) +42, Knowledge (Architecture) +25, Knowledge (Celestial Politics) +32, Knowledge (Hellish Politics) +65, Knowledge (The Planes) +36, Knowledge (Religion) +61, Listen +48, Move Silently +32, Perform +31, Scry +63, Search +60, Sense Motive +71, Spellcraft +48, Spot +39.
Automatic Quicken Spell (3)Blinding Speed (3), Cleave, Craft Epic Magic Arms and Armor, Craft Magic Arms and Armor, Craft Wondrous Items, Dodge, Empower Spell, Epic Leadership, Extra Smiting, Extra-Turning, Far Shot, Great Cleave, Great Smiting, Improved Initiative, Leadership, Maximize Spell, Mobility, Planar Turning, Point Blank Shot, Power Attack, Quicken Spell, Quicken Turning, Reach Spell, Unholy Strike.
Hellish Aura (Ex): Baalzebul's presence is so vile that it causes lesser beings to cower or pay homage to the evil he represents. All within 900 feet of Baalzebul must succeed in a Will save DC 43. Those who succumb to The Lord of Flies evil suffer one of the two following effects as determined by the Lord of the Seventh (who can change the effect, or discontinue it, as a free action):
Cower: Affected beings cower before the might of Baalzebul. They can defend themselves normally but take no actions.
Fright: Affected beings become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. Baalzebul's mere glance makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Baalzebul can make his servants, "worshippers," beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until Baalzebul dismisses it.
Hell's Fire (Su): Baalzebul may use Hell's Fire 22/day, a five-foot wide line of diabolical energy dealing 22d12 points of damage, up to 2200 feet away. Baalzebul's Hell's Fire appears like black bolt of negative energy surrounded by thousands of horribly buzzing flies. Hell's Fire ignores mortal magic like anti-magic field, but may only remove one layer of prismatics per blast. Walls of force are not affected by Hell's Fire.
The Might of Hell (Su): Baalzebul's presence is so terrible that he can corrupt an entire area with but a thought. Thrice per day as a free action, Baalzebul may unhallow an area equal to 1560 feet.

Although Baalzebul detests the forces of righteousness, he also fears them. As a result, he finds it difficult to enter any hallowed site. If Baalzebul attempts to enter a hallowed site, he must make a Will DC save equal to 30 + the divine rank of the represented god + the god's Charisma modifier (if this is unknown, assume a +9); Baalzebul cannot use his spell resistance to overcome this effect. If Baalzebul succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once Baalzebul breaches holy ground, the god in question is immediately alerted to the Lord of the Seventh's presence and will often send an avatar or will arrive in person to deal with the intrusion.
Spell-Like Abilities: At will - aid, animate objects, bestow curse, blasphemy, cause fear, charm monster, contagion, continual flame, deeper darkness, delayed blast fireball, demand, detect chaos, detect good, dimensional anchor, discern lies, dominate monster, enthrall, flamestrike, geas/quest, greater command, greater dispelling, imprisonment, improved invisibility, infernal favor (as divine favor), magic circle against chaos, magic circle against good, magic vestment, major image, mirage arcana, persistent image, polymorph self, repulsion, resist elements, summon monster VII, speak with dead, storm of vengeance, symbol (any), unhallow, unholy aura, unholy blight. 6/day - destruction, firestorm, meteor swarm; 3/day - blade barrier, damnation, earthquake, harm, hellball, permanency. 1/day - crown of vermin, energy drain, mass charm, power word blind, power word kill, power word stun, prismatic spray, wish. All spells are cast as a 58th level Sorcerer (save DC 32 + spell level). Baalzebul also casts spells from the Noblity domain. These spells are included in the list above.
Call Baatezu (Sp): As a move equivalent action, Baalzebul can call Baatezu. Baalzebul may call, up to six times a day, 21 Lemures, 18 Osyluths or Barbazu, 15 Abishai, Erinyes or Hamatulas, 12 Cornugons or Gelugons, or 6 Pit Fiends. Since these Devils are called, they have the ability to summon other Devils as their Monster Manual descriptions allow. Baalzebul has always been of the opinion that great generals lead from the rear, instructing their troops with the proper strategy and utilizing the appropriate tactics to ensure victory. As such, Baalzebul will call Devils as soon as he finds himself under attack before retreating to the rear to cast all manner of terrible spells and effects. Baalzebul calls on Cornugons Devils over all others, valuing their extreme loyalty (as far as Devils go), their healthy array of powers, and their organized and dependable nature. All Cornugons are then expected to summon a troupe of Hamatulas who then form an infantry. Baalzebul will call Gelugons if it appears that his Cornugons are not up a task, but tries to avoid them since he knows that they are the favored Devil of Mephitopheles. Only under extreme duress will Baalzebul call Pit Fiends, who he perceives as spies for Asmodeus.
Regeneration (Ex): Baalzebul takes normal damage from holy and blessed weapons of at least +6 enchantment.
Arch-Devil Qualities: Baalzebul is immune to fire and poison; he can see in darkness, even that created by deeper darkness spells; he can initiate telepathic communication with any creature within 100 feet; Baalzebul benefits from immunity to polymorphing, petrification, or any other attack to alter his form; he is not subject to energy drain, ability drain, or ability drain; immune to mind-affecting effects. Baalzebul is immune to death effects if the attacker has fewer HD/class levels than his CR or is of Lesser god rank or higher. He is immune to disease and poison, stunning, sleep, paralysis, and disintegration. Baalzebul can also sense anything within one mile around the mentioning of his name, title or an item of importance to him.
Baalzebul is immortal and cannot die from natural causes. He does not age, and does not need to eat, sleep, or breathe.
Infernal Majesty (Ex): As the Lord of the Seventh, Baalzebul has a status equivalent to that of the gods. While in Maladomini (and anywhere else on Hell that Asmodeus allows), Baalzebul functions as an Intermediate god with a divine rank of 11. Refer to Deities and Demigods for information on benefits Baalzebul receives.
Protective Aura (Su): As a free action, Baalzebul can surround himself with a cloud of buzzing flies with a 20 foot radius. This acts as a double-strength magic circle against good and as a minor globe of invulnerability, both cast as a 52nd level Sorcerer. The aura can be dispelled, but Baalzebul can create it again as a free action on his next turn.
Fallen Celestial Immunities and Resistance (Ex): Baalzebul is immune to electricity, cold, and acid.
Keen Vision (Ex): Baalzebul has low-light vision and 60-foot darkvision.
Spells: As a fallen Solar, Baalzebul still retains the ability to cast divine spells from the cleric list and from the Air, Destruction, Evil, Fire, Law, and War domains as a 23rd level cleric.
8/7/7/7/7/5/5/5/5 (save DC 19 + spell level).
Lord of the Flies (Ex): Having grown accustomed to this once hated title, Baalzebul has embraced the idea of being Lord of the Flies. No manner of vermin will attack Baalzebul unless compelled to do so by a god of at least Intermediate or Greater divine rank. Furthermore, no manner of insect-related spell, be it insect swarm, creeping doom, or crown of vermin, can harm, distract, or otherwise be a detriment to The Lord of the Flies. However, these benefits come with a price. Due to the curse he suffers under from Asmodeus, Baalzebul has a withered, horrible form he is unable to change. Baalzebul cannot use Transmutation or Illusionary magics to adjust his form, although he can (and often does) use specially adjusted programmed illusion and projected images that represent him as a crowned Solar. Once a year, to further incense Baalzebul, Asmodeus allows The Lord of the Flies to assume his true form for 24 hours.
Master of the Web (Su): Of all the Lords of the Nine (save Asmodeus), Baalzebul has the widest network of spies and informants. Spread across the Cosmos like maggots across a colossal corpse, this network is further bolstered by Baalzebul's extremely powerful remote sensing ability. As a standard action, Baalzebul can perceive everything within a 11 mile radius at up to 10 locations 6/day for an hour at a time. This supernatural effect can take place anytime Baalzebul's name or one of his titles is spoken for up to an hour after its spoken. This remote sensing power can cross planes and penetrate any barrier except a divine shield (see Deities and Demigods) or an area otherwise blocked by a being with a divine rank or virtual divine rank equal to or higher than Baalzebul's, in any of the personal abodes or within 900 feet of the other Lords of the Nine, or anywhere in the layer of Nessus. This ability is not affected by misdirection or nondetection or similar spells; however, six flies always appear in the given area, generally settling on a nearby wall or surface, causing some to feel a terrible, oppressive presence as if they were being scryed. Additionally, while Baalzebul can attempt this ability in an area protected by the hallow spell, he must penetrate the area as stipulated The Might of Hell ability, although if he succeeds in breeching the area, the god is not alerted of his presence. It has been suggested that Baalzebul has the ability to speak to his servants through this ability, but such reports have yet to be confirmed.
Price of Perfection (Ex): Baalzebul can aid a being grow even closer to perfection for a minor price. 9/day, Baalzebul can grant a being an additional level in the her highest class, or grant a person a level in a class if that person possesses an NPC (aristocrat, commoner, etc.) class. When this occurs, the client receives the maximum hp, skill points, any feats or bonus feats, and most other class benefits. However, the client does not receive any bonuses to saves, and actually receives a -3 penalty to their Will save each time. These effects are cumulative and kept secret from the client. Usually, Baalzebul will then send a servant to tempt the foolish client to a terrible, lawful evil act, hastening them for death and descent into Hell's Seventh layer, Maladomini. Occasionally, Baalzebul will instead allow the victim to rise up to 21 level, or until they reach a -7 penalty on their Will saves. At this point, the victim is immediately required to make a Will save 42. If the victim fails, Cornugon Devils burst from the ground (or the sky, or the ocean, or wherever) and drag the victim down into Hell. If the victim succeeds, she is required to make this save every day, incurring a -1 penalty each day. Only an atonement spell and a quest cast by a 21st level Cleric can absolve the fool who agreed to the Price of Perfection. While the atonement eliminates the penalties and stalls the impending doom that awaits the victim for 21 days, the victim also looses all levels gained from the Price of Perfection while on her quest. If the victim does not complete the quest within 21 days, they are immediately dragged into Hell.
Rotting Wrath (Ex): In the unlikely event that Baalzebul actually engages in melee combat, not only do his deceptively powerful slams deal striking damage, they also confer his Rotting Wrath. Similar to the effect of a rod of withering, this horrible attack is more potent, causing maggots to explode from a terrible, magically induced wound. While it deals the same 1d4 points of temporary Constitution and Strength damage (permanent drain on a critical hit), there is no save to avoid the effect.
Shadow of Perfection (Ex): Although Baalzebul's actual appearance is hideous and deformed, Asmodeus allowed his shadow to remain that of a huge, beautiful Solar, an eternal reminder to The Lord of the Flies that nothing -- save Asmodeus himself -- is perfect. This shadow confers special powers to Baalzebul. As a move equivalent action, Baalzebul can cause his shadow to move once every 1d4 rounds. Those who fall with it's face (equal to Baalzebul's own reach), are faced with a miniscule aspect of the perfection that Baalzebul once possessed. The victim becomes ever closer to the perfect servant as envisioned by Baalzebul, one with great physical prowess and limited intellect and personality: the perfect slave. When one falls into or steps into the Shadow of Perfection, he must make a Will save DC 42 to withstand the effect. If the victim fails, he immediately receives a +6 bonus to his Strength, Dexterity, and Constitution, while simultaneously suffering a -6 penalty to Intelligence, Wisdom, and Charisma. The effect lasts for six rounds as the victim attempts to deal with utter, diabolical perfection. Repeated immersion in the Shadow of Perfection allows the bonuses and penalties to stack. If either the victim's Wisdom or Charisma reach 0, he is immediately struck dead and an undead servant to Baalzebul.

Perfection. Triel the Great was the most perfect of the celestial hosts. An unparalleled speaker, a dedicated aid to his superiors, and the trusted ally to Eblis, the greatest of all Solars. Yet, in Triel never achieved enough perfection, even less so beings like Humans and Elves. In time, he came to question the perfection of the gods who would create such imperfect creatures, who would allow Evil to proliferate, who would allow the Cosmos to function in such a chaotic manner. He knew he could accomplish what they were incapable of accomplishing, having controlled those celestials that served him to a degree unlike any other Solar, even Eblis. Eventually, it would be this overwheening arrogance, this desire for perfection and his inability to see his own flaws that would allow Triel the Great to not only support Eblis when the latter challenged the various good pantheons, but would cause Triel, above all others save Eblis, to fall the deepest into the Nine Hell. While Eblis would be exiled to the layer of Avernus for his questioning of Asmodeus, Triel, witnessing another being who had so long ago fallen as well only to create an ordered, structured society, became a part of the great machine of Hell.

Triel, now known as Triel the Fallen, became a powerful Duke of Hell. He created the perfect armies, gathered the best servants, developed the best plans, and forced them to work to a degree unknown before in Hell. With this power, Triel grew to know of everything happening in Hell and beyond with which he had an interest, allowing nothing, not even a fly, to escape his notice. In time, his servants called him The Lord of the Flies, Baalzebul, and it was due to his perfect planning and his genius that Triel overthrew the original Lord of the Seventh, whose name is now lost to all time. As he embraced the mantle of Lord of the Seventh, so too did he shed his given name and became Baalzebul.

Baalzebul is just second to Mephistopheles when it comes to sheer power, and certainly the most dangerous of the Lords of the Nine, having a network of spies that surpass those of virtually any other group in the Cosmos. He controls every aspect of his layer, knows who enters and leaves, and monitors his servants regularly. Nothing happens in Maladomini unless he wills it. He holds court regularly, reminding others of his past and the perfect future he foresees when he rules all. Baalzebul tends to refer to himself in the third person, and spends the bulk of his developing incredible, infallible plots to bring down the Seven Heavens, destroy the Demons of The Abyss, or lay low The Lady of Pain. Once he deals with Mephistopheles and Asmodeus, all of his dreams will be perfected.

Baalzebul hates Mephistopheles, recognizing the latter's pitiable existence, not to mention the appalling manner in which the Lord of the Eighth allowed his Dukes to challenge him. For untold millennia, Baalzebul and Mephistopheles fought, but Baalzebul always knew that his true goal was not control of Cania, but all of Hell, and only Mephisto stood in his way. Eventually, the Reckoning occurred, and Baalzebul made his true desire known. But, like all the Lords of the Nine, he lost. As a punishment for his deed and to humble him a bit, Asmodeus shattered Baalzebul?s perfect form, turning him into a horrid, slug-like monster, and cast him back into Maladomini. From that day forth, Baalzebul has seethed in silent, hidden rage, awaiting the days when he would destroy Asmodeus for curse.

In the distant past, Baalzebul appeared as a Solar, perfect in form. While he did not have the eye-numbing beauty of Belial, he was truly awe-inspiring, towering almost 20 feet tall with three pairs of wings, and a great golden crown. Now, he appears as heaping mass of fatty, wrinkled flesh covered in writhing maggots. His once beautiful, glowing eyes are now huge and multifaceted like those of a fly, and his crown melted onto his head, forming a pair of iron horns. Still, both his shadow and his voice retain their beauty, and, if one looks at him from the right angle, one can see the perfection that was once Baalzebul. Soon, he intends to regain it and with his perfect plans in place, he will.
 

BLACKDIRGE said:


Yeah, I was a bit confused there. Deities get fire resistance 20 +1 per divine rank, and tanar'ri get fire resistance 20. I wasn't sure if they stacked, but now that you mention it, it does seem right. So Yeenoghu would have fire resistance 41, I'll change it above.

Actually, you were right. They do not stack. My only reference (at work) was a file I had with a demigod I created. A Nightwalker was the base creature, so it had Fire Resist 50 from the Nightshade Abilities, not the divine conversion/template.

Sorry for the confusion.

-Fletch!
 
Last edited:

mkletch said:


Actually, you were right. They do not stack. My only reference (at work) was a file I had with a demigod I created. A Nightwalker was the base creature, so it had Fire Resist 50 from the Nightshade Abilities, not the divine conversion/template.

Sorry for the confusion.

-Fletch!

No problem, but the more I think about it the more i like the fire resistance stacking. I mean, why would a demon who becomes a god lose the fire resistance he origonally had? I think it works just fine stacking.

Dirge
 

Remove ads

Top