LEGEND's 13 Halloween Builds: 13. TOOTH FAIRY

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ICE MEPHIT (PL 4)

Post by legend » Tue May 15, 2012 9:37 am

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STR 0, STA 0, AGL 3, DEX 2, FGT 3, INT -2, AWE 0, PRE 2
Powers:
Breath Weapon: Cone Area Damage 1 Linked to Cone Area Affliction 4 (Frostbite; Resisted by Dodge, Overcome by Fortitude; Impaired & Vulnerable), Extra Condition, Limited degree 2 • 6 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Fire or Magic descriptors) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Fast Healing: Regeneration 2, Source (cold or ice) • 1 point
Fly: Flight 1, Wings • 1 point
Immunity to Cold: Immunity 10 (Cold Effects) • 10 points
Natural Armor: Protection 3 • 3 points
Outsider: Immunity 2 (Need for Sleep, Starvation & Thirst) • 2 points
Size: Shrinking 3, Permanent, Innate • 7 points
Spell-Like Abilities: Array (12 points) • 13 points
• Magic Missile: Perception Ranged Damage 3, Split 3 • 12 points
• Chill Metal: Perception Ranged Damage 3, Sustained, Limited to metal or targets in contact with metal • 1 point
Summon Mephit: Summon 7 (Ice Mephit without Summon Mephit power), Unreliable (50/50) • 7 points
Advantages: Improved Initiative, Languages 1 (Auran)
Skills: Deception 3 (+5), Intimidation 0 (+1), Perception 4 (+4), Persuasion 1 (+3), Sleight of Hand 3 (+5), Stealth 1 (+7)
Offenses:
Initiative +7
Unarmed +3, Close, Damage 0
Defenses: Dodge 4, Parry 5, Will 3, Fortitude 3, Toughness 3
Power Points: Abilities 16 + Powers 72 + Advantages 2 + Skills 6 + Defenses 7 = 103
Descriptors: Air, Cold, Extraplanar, Outsider

legend
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MAGMA MEPHIT (PL 4)

Post by legend » Tue May 15, 2012 9:37 am

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STR 0, STA 0, AGL 1, DEX 1, FGT 3, INT -2, AWE 0, PRE 2
Powers:
Breath Weapon: Cone Area Fire Damage 3 • 6 points
Claws: Strength-based Fire Damage 1 • 1 point
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Cold or Magic descriptors) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Fast Healing: Regeneration 2, Source (fire, magma, lava) • 1 point
Fly: Flight 1, Wings • 1 point
Immunity to Fire: Immunity 10 (Fire Effects) • 10 points
Lava Form: Damage 2, Reaction; Insubstantial 1; Quirk (cannot fly) • 12 points
Natural Armor: Protection 3 • 3 points
Outsider: Immunity 2 (Need for Sleep, Starvation & Thirst) • 2 points
Size: Shrinking 3, Permanent, Innate • 7 points
Summon Mephit: Steam 7 (Magma Mephit without Summon Mephit power), Unreliable (50/50) • 6 points
Advantages: Improved Initiative, Languages 1 (Ignan)
Skills: Deception 3 (+5), Intimidation 0 (+1), Perception 4 (+4), Persuasion 1 (+3), Sleight of Hand 3 (+4), Stealth 1 (+5)
Offenses:
Initiative +5
Claws +3, Close, Fire Damage 1
Defenses: Dodge 3, Parry 4, Will 3, Fortitude 3, Toughness 3
Power Points: Abilities 10 + Powers 71 + Advantages 2 + Skills 6 + Defenses 7 = 96
Descriptors: Fire, Extraplanar, Outsider

legend
Superhero
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Posts: 2000
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OOZE MEPHIT (PL 4)

Post by legend » Tue May 15, 2012 9:37 am

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STR 2, STA 1, AGL 0, DEX 0, FGT 3, INT -2, AWE 0, PRE 2
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure); Movement 1 (Environmental Adaptation - Aquatic), Permanent; Swimming 2 • 7 points
Breath Weapon: Cone Area Damage 1 Linked to Cone Area Affliction 4 (Acid; Resisted by Dodge, Overcome by Fortitude; Impaired & Vulnerable), Extra Condition, Limited degree 2 • 6 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Magic descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Fast Healing: Regeneration 2, Source (water) • 1 point
Fly: Flight 1, Wings • 1 point
Natural Armor: Protection 3 • 3 points
Outsider: Immunity 2 (Need for Sleep, Starvation & Thirst) • 2 points
Size: Shrinking 3, Permanent, Innate • 7 points
Spell-Like Abilities: Array (10 points) • 11 points
• Acid Arrow: Ranged Acid Damage 3, Secondary Effect, Accurate • 10 points
• Stinking Cloud: Cloud Area Affliction 4 (Nauseated; Resisted by Fortitude; Dazed, Stunned), Limited Degree • 1 point
Summon Mephit: Summon 6 (Water Mephit without Summon Mephit power), Unreliable (50/50) • 6 points
Advantages: Languages 1 (Aquan), Power Attack
Skills: Close Combat: Unarmed 1 (+4), Deception 3 (+5), Intimidation 0 (+1), Perception 4 (+4), Persuasion 1 (+3), Sleight of Hand 4 (+4), Stealth 3 (+6)
Offenses:
Initiative +0
Unarmed +4, Close, Damage 2
Defenses: Dodge 3, Parry 4, Will 3, Fortitude 4, Toughness 4
Power Points: Abilities 12 + Powers 66 + Advantages 2 + Skills 8 + Defenses 8 = 96
Descriptors: Extraplanar, Outsider, Water

legend
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Posts: 2000
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SALT MEPHIT (PL 5)

Post by legend » Tue May 15, 2012 9:38 am

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STR 3, STA 1, AGL -1, DEX -1, FGT 3, INT -2, AWE 0, PRE 2
Powers:
Breath Weapon: Cone Area Damage 1 Linked to Cone Area Affliction 4 (Salt Crystals; Resisted by Dodge, Overcome by Fortitude; Impaired & Vulnerable), Extra Condition, Limited degree 2 • 6 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Magic descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Fast Healing: Regeneration 2, Limited to while in arid environment • 1 point
Fly: Flight 1, Wings • 1 point
Natural Armor: Protection 4 • 4 points
Outsider: Immunity 2 (Need for Sleep, Starvation & Thirst) • 2 points
Size: Shrinking 3, Permanent, Innate • 7 points
Spell-Like Abilities: Array (24 points) • 25 points
• Glitterdust: Perception Ranged Cloud Area Affliction 3 (Resisted by Fortitude; Impaired, Disabled, Unaware), Limited to vision, Linked to Perception Ranged Cloud Area Nullify Concealment 3, Effortless, Simultaneous • 24 points
• Draw Moisture: Burst Area Damage 5 • 1 point
Summon Mephit: Summon 7 (Salt Mephit without Summon Mephit power), Unreliable (50/50) • 7 points
Advantages: Languages 1 (Terran), Power Attack
Skills: Close Combat: Unarmed 1 (+4), Deception 3 (+5), Intimidation 0 (+1), Perception 4 (+4), Persuasion 1 (+3), Sleight of Hand 4 (+3), Stealth 3 (+5)
Offenses:
Initiative -1
Unarmed +4, Close, Damage 3
Defenses: Dodge 2, Parry 4, Will 3, Fortitude 4, Toughness 5
Power Points: Abilities 10 + Powers 75 + Advantages 2 + Skills 7 + Defenses 8 = 102
Descriptors: Earth, Extraplanar, Outsider

legend
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Posts: 2000
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STEAM MEPHIT (PL 4)

Post by legend » Tue May 15, 2012 9:38 am

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STR 0, STA 0, AGL 1, DEX 1, FGT 3, INT -2, AWE 0, PRE 2
Powers:
Breath Weapon: Cone Area Damage 1 Linked to Cone Area Affliction 4 (Steam; Resisted by Dodge, Overcome by Fortitude; Impaired & Vulnerable), Extra Condition, Limited degree 2 • 6 points
Claws: Strength-based Fire Damage 1 • 1 point
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Cold or Magic descriptors) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Fast Healing: Regeneration 2, Source (boiling water, hot & humid environment) • 1 point
Fly: Flight 1, Wings • 1 point
Immunity to Fire: Immunity 10 (Fire Effects) • 10 points
Natural Armor: Protection 3 • 3 points
Outsider: Immunity 2 (Need for Sleep, Starvation & Thirst) • 2 points
Size: Shrinking 3, Permanent, Innate • 7 points
Spell-Like Abilities: Array (12 points) • 13 points
• Rainstorm of Boiling Water: Ranged Burst Area Damage 4 • 12 points
• Blur: Visual Concealment 4, Partial • 1 point
Summon Mephit: Steam 6 (Steam Mephit without Summon Mephit power), Unreliable (50/50) • 6 points
Advantages: Improved Initiative, Languages 1 (Ignan)
Skills: Deception 3 (+5), Intimidation 0 (+1), Perception 4 (+4), Persuasion 1 (+3), Sleight of Hand 3 (+4), Stealth 1 (+5)
Offenses:
Initiative +5
Claws +3, Close, Fire Damage 1
Defenses: Dodge 3, Parry 4, Will 3, Fortitude 3, Toughness 3
Power Points: Abilities 10 + Powers 72 + Advantages 2 + Skills 6 + Defenses 7 = 97
Descriptors: Fire, Extraplanar, Outsider

legend
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Posts: 2000
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WATER MEPHIT (PL 4)

Post by legend » Tue May 15, 2012 9:38 am

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STR 2, STA 1, AGL 0, DEX 0, FGT 3, INT -2, AWE 0, PRE 2
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure); Movement 1 (Environmental Adaptation - Aquatic), Permanent; Swimming 2 • 7 points
Breath Weapon: Cone Area Acid Damage 3 • 6 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Magic descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Fast Healing: Regeneration 2, Source (water) • 1 point
Fly: Flight 1, Wings • 1 point
Natural Armor: Protection 3 • 3 points
Outsider: Immunity 2 (Need for Sleep, Starvation & Thirst) • 2 points
Size: Shrinking 3, Permanent, Innate • 7 points
Spell-Like Abilities: Array (10 points) • 11 points
• Acid Arrow: Ranged Acid Damage 3, Secondary Effect, Accurate • 10 points
• Stinking Cloud: Cloud Area Affliction 4 (Nauseated; Resisted by Fortitude; Dazed, Stunned), Limited Degree • 1 point
Summon Mephit: Summon 6 (Water Mephit without Summon Mephit power), Unreliable (50/50) • 6 points
Advantages: Languages 1 (Aquan), Power Attack
Skills: Close Combat: Unarmed 1 (+4), Deception 3 (+5), Intimidation 0 (+1), Perception 4 (+4), Persuasion 1 (+3), Sleight of Hand 4 (+4), Stealth 3 (+6)
Offenses:
Initiative +0
Unarmed +4, Close, Damage 2
Defenses: Dodge 3, Parry 4, Will 3, Fortitude 4, Toughness 4
Power Points: Abilities 12 + Powers 66 + Advantages 2 + Skills 8 + Defenses 8 = 96
Descriptors: Extraplanar, Outsider, Water

legend
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Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

BALOR (PL 14)

Post by legend » Tue May 15, 2012 11:22 am

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STR 7, STA 6, AGL 4, DEX 4, FGT 10, INT 4, AWE 4, PRE 5
Powers:
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to cold iron weapons or effects with the Good descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 45 (Acid Damage, Aging, Cold Damage, Disease, Electricity Damage, Fire Damage, Magic Effects, Need to Sleep, Poison, Starvation & Thirst), Half Effect (Acid, Cold, Magic Effects Effects) • 30 points
Flaming Body: Damage 9, Reaction • 36 points
Fly: Flight 2, Wings • 2 points
Natural Armor: Protection 10 • 10 points
Spell-Like Abilities: Array (88 points) • 98 points
• Implosion: Perception Ranged Affliction 9 (Resisted by Fortitude; Impaired; Disabled), Progressive, Limited degree, Limited to Toughness, Linked to Perception Ranged Damage 9, Resistible (Fortitude) Linked to Perception Ranged Weaken Toughness 9 (Resisted by Fortitude), Progressive; Quirk 2 (no affect on gaseous or incorporeal creatures) • 88 points
• Blasphemy: Perception Ranged Affliction 8 (Resisted by Will), Variable Conditions (Hearing Impaired or Hindered; Hearing Disabled or Immobile; Hearing Unaware, Incapacitated, or Paralyzed), Limited to creatures without Evil descriptor • 1 point
• Dispel Magic, Greater: Perception Ranged Nullify Magic 10, Broad, Effortless, Simultaneous, Precise • 1 point
• Dominate Monster: Perception Ranged Affliction 9 (Resisted by Will; Dazed, Compelled, Controlled), Cumulative, Mental Link, Subtle • 1 point
• Fire Storm: Ranged Cylinder Area Fire Damage 8, Selective • 1 point
• Insanity: Perception Ranged Affliction 8 (Resisted by Will; Dazed, Stunned, Controlled), Insidious, Limited (Controlled condition is random; Roll 1D20: 1-2 attack caster, 3-4 act normally, 5-10 babble incoherently, 11-14 flee, 15-20 attack nearest creature), Permanent • 1 point
• Power Word Stun: Perception Ranged Affliction 14 (Resisted by Fortitude; Dazed, Stunned, Incapacitated), Progressive • 1 point
• Summon Demon: Summon 14, Broad (Demon), Unreliable (50/50) • 1 point
• Teleport, Greater: Teleport 21, Change Direction, Increased Action • 1 point
• Telekinesis: Move Object 7 • 1 point
• Unholy Aura: Protection from Good: Enhanced Defenses 12 (Dodge 3, Parry 3, Will 3, Fortitude 3) Linked to Immunity 30 (Control Effects, Magic), Sustained, Half Effect (Magic), Limited (Magic - spells or spells cast by creatures with the Good descriptor); Affects Others Only, Burst Area, Selective • 1 point
Telepathy: Area Mental Communication 1, Selective Linked to Comprehend 2 (Speak & Understand Languages) • 10 points
Size: Growth 3, Permanent, Innate • 9 points
True Seeing: Enhanced Perception 8 Linked to Senses 7 (Vison Counters Concealment, Vison Counters Illusion, Darkvision, Extended Vision), Dimensional (Ethereal) • 12 points
Unarmed Strike: Strength-based Damage 4 • 4 points
Equipment:
Flaming Whip: Damage 4, Variable Descriptor 2 (bludgeoning, fire, slashing), Reach 3, Fast Grab, Improved Grab, Improved Hold • 12 points
Magic Vorpal Longsword: Strength-based Slashing Damage 4, Accurate, Improved Critical 5 • 10 points
Advantages: Close Attack 4, Equipment 5, Improved Initiative, Languages 3 (Abyssal, Celestial, Draconic), Power Attack, Takedown
Skills: Athletics 9 (+16), Close Combat: Sword 1 (+15), Deception 9 (+14), Expertise: Magic 11 (+15), Insight 10 (+14), Intimidation 9 (+15), Investigation 10 (+14), Perception 13 (+17), Persuasion 11 (+16), Ranged Combat: Magic 6 (+10), Stealth 13 (+14)
Offenses:
Initiative +8
Spell-Like Abilities, Varies, Varies
Magic Vorpal Longsword +17, Close, Damage 11 (Crit 16-20)
Unarmed Strike +14, Close, Damage 11
Defenses: Dodge 9, Parry 12, Will 9, Fortitude 11, Toughness 16
Power Points: Abilities 76 + Powers 167 + Advantages 15 + Skills 51 + Defenses 21 = 330
Descriptors: Chaotic (including natural & wieled weapons), Demon, Extraplanar, Evil (including natural & wieled weapons), Outsider

The balor is among the most powerful types of tanar'ri. Of all the inhabitants of the Abyss, they are second in power only to the Abyssal Lords, acting as the generals of their demonic armies.

legend
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BEBILITH (PL 11)

Post by legend » Tue May 15, 2012 11:22 am

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STR 8, STA 8, AGL 1, DEX -1, FGT 7, INT 0, AWE 2, PRE 2
Powers:
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Good descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Natural Armor: Protection 7 • 7 points
Natural Attacks: Array (16 points) • 18 points
• Bite: Strength-based Damage 4 Linked to Weaken Stamina 12 (Poison; Resisted by Fortitude) • 16 points
• Claws: Strength-based Damage 3 Linked to Weaken Toughness 13 (Rend Armor), Affects Objects Only, Limited to armor & shields • 1 point
• Web: Ranged Affliction 8 (Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered & Vulnerable, Defenseless & Immobile), Extra Condition, Limited Degree • 1 point
Outsider: Immunity 2 (Need for Sleep, Starvation & Thirst) • 2 points
Plane Shift: Movement 3 (Dimension Travel) • 6 points
Telepathy: Area Mental Communication 1, Selective Linked to Comprehend 2 (Speak & Understand Languages) • 10 points
Scent: Senses 2 (Acute Smell, Tracking) • 2 points
Size: Growth 8, Permanent, Innate • 17 points
Advantages: Close Attack 2, Improved Hold, Improved Initiative, Languages 1 (Abyssal), Power Attack, Takedown
Skills: Athletics 5 (+13), Insight 6 (+8), Intimidation 0 (+6), Investigation 8 (+8), Perception 6 (+8), Persuasion 1 (+3), Ranged Combat: Web 7 (+6), Stealth 15 (+8)
Offenses:
Initiative +5
Bite +9, Close, Damage 12 Linked to Weaken Stamina 12
Claws +9, Close, Damage 11 Linked to Weaken Toughness 13 (armor & shields)
Web +6, Ranged, Affliction 8
Defenses: Dodge 5, Parry 7, Will 5, Fortitude 8, Toughness 15
Power Points: Abilities 18 + Powers 84 + Advantages 7 + Skills 24 + Defenses 15 = 148
Descriptors: Chaotic (including natural & wieled weapons), Demon, Extraplanar, Evil (including natural & wieled weapons), Outsider

A bebilith is a massive demonic spider. They delight in causing suffering and pain in others, but especially so in demons whom they hunt for food. The bebilith seem to be some form of supernatural demon predators.

Bebiliths have spider-shaped bodies, with long fore-legs ending in razor-sharp claws. These claws are used to penetrate and rip armor plating from the bebiliths’ foes. Just as with spiders, bebiliths have a lethal bite, but rather than a venom (to which demons are immune), they inject a vile fluid that causes an accelerated rotting of the flesh.

Bebiliths are incredibly aggressive and will attack anything they see.

legend
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DRETCH (PL 4)

Post by legend » Tue May 15, 2012 11:22 am

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STR 1, STA 2, AGL 0, DEX 0, FGT 2, INT -2, AWE 0, PRE 0
Powers:
Claws: Strength-based Damage 2, Multiattack 3 • 5 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to cold iron weapons or effects with the Good descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 25 (Acid Damage, Aging, Cold Damage, Disease, Electricity Damage, Fire Damage, Need to Sleep, Poison, Starvation & Thirst), Half Effect (Acid, Cold, Fire, Effects) • 18 points
Natural Armor: Protection 2 • 2 points
Spell-Like Abilities: Array (8 points) • 10 points
• Scare: Perception Ranged Burst Area Affliction 2 (Resisted by Will; Impaired, Compelled (flee), Controlled (flee)) • 8 points
• Stinking Cloud: Cloud Area Affliction 4 (Nauseated; Resisted by Fortitude; Dazed, Stunned), Limited Degree • 1 point
• Summon Demon: Summon 6 (Dretch), Unreliable (50/50) • 1 point
Telepathy: Area Mental Communication 1, Selective Linked to Comprehend 2 (Speak & Understand Languages) • 10 points
Size: Shrinking 2, Permanent, Innate • 5 points
Skills: Close Combat: Unarmed 1 (+3), Intimidation 0 (-1), Investigation 4 (+2), Perception 4 (+4), Stealth 3 (+5)
Offenses:
Initiative +0
Claws +3, Close, Multiattack Damage 3
Spell-Like Abilities, Varies, Varies
Defenses: Dodge 3, Parry 4, Will 3, Fortitude 4, Toughness 4
Power Points: Abilities 6 + Powers 72 + Advantages 0 + Skills 6 + Defenses 8 = 82
Descriptors: Chaotic (including natural & wieled weapons), Demon, Extraplanar, Evil (including natural & wieled weapons), Outsider

A dretch is the least powerful of demonkind, although still a deadly foe to any mortal creature. While pathetic creatures, they are thoroughly wicked and possess a driving need to cause dismay and ruin. Dretches usually gather in large mobs which they use to overwhelm their victims. Singularly, these demons are rather cowardly.

legend
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GLABREZU (PL 12)

Post by legend » Tue May 15, 2012 11:23 am

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STR 9, STA 6, AGL 0, DEX 0, FGT 7, INT 3, AWE 3, PRE 4
Powers:
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Good descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 45 (Acid Damage, Aging, Cold Damage, Disease, Electricity Damage, Fire Damage, Magic Effects, Need to Sleep, Poison, Starvation & Thirst), Half Effect (Acid, Cold, Fire, Magic Effects Effects) • 28 points
Natural Armor: Protection 7 • 7 points
Pincers: Strength-based Damage 3 • 3 points
Spell-Like Abilities: Array (50 points) • 58 points
• Power Word Stun: Perception Ranged Affliction 10 (Resisted by Fortitude; Dazed, Stunned, Incapacitated), Progressive • 50 points
• Chaos Hammer: Perception Ranged Burst Area Damage 6, Limited to creatures without Chaos descriptor, Linked to Perception Ranged Burst Area Affliction 6 (Resisted by Will; Dazed, Hindered, Impaired & Vulnerable), Extra Condition 4, Limited Degree 2, Limited to creatures without Chaos descriptor • 1 point
• Confusion: Perception Ranged Affliction 9 (Resisted by Will; Dazed, Stunned, Controlled), Limited (Controlled condition is random; Roll 1D20: 1-2 attack caster, 3-4 act normally, 5-10 babble incoherently, 11-14 flee, 15-20 attack nearest creature), Insidious • 1 point
• Dispel Magic: Perception Ranged Nullify Magic 12, Broad, Simultaneous, Precise • 1 point
• Mirror Image: Visual Concealment 4, Increased 8, Resistible (Insight) Linked to Visual Illusion 12, Limited to duplicates of self • 1 point
• Reverse Gravity: Perception Ranged Cylinder Area Move Object 12, Limited to up • 1 point
• Summon Demon: Summon 16, Broad (Demon), Unreliable (50/50)
• Teleport, Greater: Teleport 21, Change Direction, Increased Action • 1 point
• Unholy Blight: Perception Ranged Burst Area Damage 9, Limited to creatures without the Good descriptor, Linked to Perception Ranged Burst Area Affliction 9 (Resisted by Will; Impaired), Limited degree 2, Limited to creatures without the Good descriptor • 1 point
Telepathy: Area Mental Communication 1, Selective Linked to Comprehend 2 (Speak & Understand Languages) • 10 points
True Seeing: Enhanced Perception 10 Linked to Senses 7 (Vison Counters Concealment, Vison Counters Illusion, Darkvision, Extended Vision), Dimensional (Ethereal) • 13 points
Size: Growth 6, Permanent, Innate • 13 points
Advantages: Fast Grab, Languages 3 (Abyssal, Celestial, Draconic), Power Attack, Second Chance (Deception), Takedown 2
Skills: Athletics 8 (+14), Close Combat: Unarmed 3 (+10), Deception 8 (+12), Expertise: Magic 6 (+9), Insight 6 (+9), Intimidation 4 (+7), Investigation 6 (+9), Perception 9 (+12), Persuasion 1 (+5), Stealth 15 (+9)
Offenses:
Initiative +0
Pincers +10, Close, Damage 12
Spell-Like Abilities, Varies, Varies
Defenses: Dodge 5, Parry 9, Will 6, Fortitude 9, Toughness 13
Power Points: Abilities 40 + Powers 153 + Advantages 8 + Skills 33 + Defenses 19 = 254
Descriptors: Chaotic (including natural & wieled weapons), Demon, Extraplanar, Evil (including natural & wieled weapons), Outsider

Glabrezu are one of the most powerful types of demonic tanar'ri. A glabrezu tempts its victims into ruin by luring them with power or wealth. Their imposing stature radiates authority and control, which they use to sway mortals into accepting their gifts...for a price. They use lies and deception to destroy the lives of all whom these demons meet.

legend
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HEZROU (PL 9)

Post by legend » Tue May 15, 2012 11:23 am

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STR 7, STA 5, AGL 0, DEX 0, FGT 6, INT 2, AWE 2, PRE 3
Powers:
Bite: Strength-based Damage 2 • 2 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Good descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 45 (Acid Damage, Aging, Cold Damage, Disease, Electricity Damage, Fire Damage, Magic Effects, Need to Sleep, Poison, Starvation & Thirst), Half Effect (Acid, Cold, Fire, Magic Effects Effects) • 28 points
Natural Armor: Protection 7 • 7 points
Poisonous Stench: Affliction 7 (Resisted by Fortitude; Impaired, Stunned), Reaction, Limited degree • 21 points
Size: Growth 2, Permanent, Innate • 5 points
Spell-Like Abilities: Array (40 points) • 45 points
• Chaos Hammer: Perception Ranged Burst Area Damage 5, Limited to creatures without Chaos descriptor, Linked to Perception Ranged Burst Area Affliction 5 (Resisted by Will; Dazed, Hindered, Impaired & Vulnerable), Extra Condition 4, Limited Degree 2, Limited to creatures without Chaos descriptor • 40 points
• Blasphemy: Perception Ranged Affliction 8 (Resisted by Will), Variable Conditions (Hearing Impaired or Hindered; Hearing Disabled or Immobile; Hearing Unaware, Incapacitated, or Paralyzed), Limited to creatures without Evil descriptor • 1 point
• Gaseous Form: Flight 1, Affects Others; Immunity 2 (Critical Hits); Insubstantial 2 • 1 point
• Summon Demon: Summon 9, Broad (Demon), Unreliable (50/50) • 1 point
• Teleport, Greater: Teleport 21, Change Direction, Increased Action • 1 point
• Unholy Blight: Perception Ranged Burst Area Damage 6, Limited to creatures without the Good descriptor, Linked to Perception Ranged Burst Area Affliction 6 (Resisted by Will; Impaired), Limited degree 2, Limited to creatures without the Good descriptor • 1 point
Telepathy: Area Mental Communication 1, Selective Linked to Comprehend 2 (Speak & Understand Languages) • 10 points
Advantages: Fast Grab, Languages 3 (Abyssal, Celestial, Draconic), Power Attack, Precise Attack (Close Concealment), Takedown
Skills: Athletics 5 (+9), Close Combat: Unarmed 3 (+9), Expertise: Magic 6 (+8), Intimidation 5 (+9), Investigation 6 (+8), Perception 9 (+11), Sleight of Hand 7 (+7), Stealth 9 (+7)
Offenses:
Initiative +0
Bite +9, Close, Damage 9 (Fast Grab)
Spell-Like Abilities, Varies, Varies
Unarmed +9, Close, Damage 7 (Fast Grab)
Defenses: Dodge 4, Parry 6, Will 5, Fortitude 8, Toughness 12
Power Points: Abilities 42 + Powers 140 + Advantages 7 + Skills 25 + Defenses 12 = 227
Descriptors: Chaotic (including natural & wieled weapons), Demon, Extraplanar, Evil (including natural & wieled weapons), Outsider

Hezrou demons dwell in the most fetid swamps and oceans of the Abyss. They embody the slowly-destructive forces of nature, eroding all life around them with diseases and blight. A hezrou is quite intelligent, yet incredibly lazy. Of all the demons, they are the most willing to let their destruction of the world take its time to fester. In the meanwhile, they enjoy personal pleasures and hedonism.

A hezrou is a towering demon of the Abyss. Numerous, powerful, expendable, and able to focus on the tasks that they are given, hezrous eagerly serve more powerful demons, using their cunning to pull armies of weaker demons together for their masters in the skirmishes between other demons, outsiders, and mortals.

legend
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MARILITH (PL 11)

Post by legend » Tue May 15, 2012 11:23 am

Image
STR 5, STA 5, AGL 4, DEX 3, FGT 8, INT 3, AWE 3, PRE 6
Powers:
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to cold iron weapons or effects with the Good descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 45 (Acid Damage, Aging, Cold Damage, Disease, Electricity Damage, Fire Damage, Magic Effects, Need to Sleep, Poison, Starvation & Thirst), Half Effect (Acid, Cold, Fire, Magic Effects Effects) • 28 points
Natural Armor: Protection 8 • 8 points
Six Arms: Extra Limbs 4; Multiattack 8, Variable Descriptor 2 (any attack effect wielded with hands up to the attack’s rank) • 10 points
Size: Growth 4, Permanent, Innate • 9 points
Slither: Movement 1 (Slithering) • 2 points
Spell-Like Abilities: Array (62 points) • 68 points
• Unholy Aura: Enhanced Defenses 4 (Dodge 1, Parry 1, Will 1, Fortitude 1)
Linked to Immunity 30 (Control Effects, Magic), Sustained, Half Effect (Magic), Limited (Magic - spells or spells cast by creatures with the Good descriptor); Affects Others Only, Burst Area, Selective • 62 points
• Blade Barrier: Ranged Line Area 2 Damage 7, Sustained • 1 point
• Magic Weapon: Feature (Wield weapons gain Magic descriptor) • 1 point
• Project Image: Illusion 7 (Auditory, Visual), Independent, Limited to illusion of self; Auditory Communication 2, Medium (illusion of self); Remote Sensing 8 (Auditory, Visual), Simultaneous, Subtle, Medium (illusion of self) • 1 point
• Summon Demon: Summon 11, Broad (Demon), Unreliable (50/50) • 1 point
• Telekinesis: Move Object 7 • 1 point
• Teleport, Greater: Teleport 21, Change Direction, Increased Action • 1 point
Tail Slap: Strength-based Damage 4, Improved Trip, Alternate Effect (Unarmed Srike: Strength-based Damage 3) • 6 points
Telepathy: Area Mental Communication 1, Selective Linked to Comprehend 2 (Speak & Understand Languages) • 10 points
True Seeing: Enhanced Perception 6 Linked to Senses 7 (Vison Counters Concealment, Vison Counters Illusion, Darkvision, Extended Vision), Dimensional (Ethereal) • 11 points
Equipment:
Longsword (x6): Strength-based Slashing Damage 3, Improved Critical • 24 points
Advantages: Chokehold, Close Attack 3, Defensive Attack, Equipment 5, Fast Grab, Improved Hold, Languages 3 (Abyssal, Celestial, Draconic), Power Attack
Skills: Athletics 8 (+13), Close Combat: Sword 1 (+14), Deception 6 (+12), Expertise: Magic 8 (+11), Insight 8 (+11), Intimidation 5 (+13), Investigation 8 (+11), Perception 11 (+14), Persuasion 8 (+14), Stealth 11 (+11)
Offenses:
Initiative +4
Spell-Like Abilities, Varies, Varies
Tail Slap +11, Close, Damage 9, Improved Trip
Unarmed +11, Close, Multiattack Damage 8
Longsword +12, Close, Multiattack Damage 8 (Crit 19-20)
Defenses: Dodge 7, Parry 9, Will 7, Fortitude 9, Toughness 13
Power Points: Abilities 58 + Powers 174 + Advantages 16 + Skills 37 + Defenses 16 = 301
Descriptors: Chaotic (including natural & wieled weapons), Demon, Extraplanar, Evil (including natural & wieled weapons), Outsider

Mariliths are the leaders of the Abyssal hordes and queens of the Abyssal realms. They thrive on grand strategies and plans that will bring about the most destruction across the world. As such, they serve as the generals and advisors to the demon lords of the Abyss.

legend
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Posts: 2000
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NALFESHNEE (PL 12)

Post by legend » Tue May 15, 2012 11:24 am

Image
STR 7, STA 6, AGL 1, DEX 0, FGT 7, INT 5, AWE 5, PRE 4
Powers:
Claws: Strength-based Damage 3, Multiattack 9, Alternate Effect (Bite: Strength-based Damage 5) • 13 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Good descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Fly: Flight 1, Wings • 1 point
Immunities: Immunity 45 (Acid Damage, Aging, Cold Damage, Disease, Electricity Damage, Fire Damage, Magic Effects, Need to Sleep, Poison, Starvation & Thirst), Half Effect (Acid, Cold, Fire, Magic Effects Effects) • 28 points
Natural Armor: Protection 9 • 9 points
Size: Growth 6, Permanent, Innate • 13 points
Spell-Like Abilities: Array (62 points) • 69 points
• Unholy Aura: Enhanced Defenses 4 (Dodge 1, Parry 1, Will 1, Fortitude 1)
Linked to Immunity 30 (Control Effects, Magic), Sustained, Half Effect (Magic), Limited (Magic - spells or spells cast by creatures with the Good descriptor); Affects Others Only, Burst Area, Selective • 62 points
• Call Lightning: Ranged Line Area Damage 8, Indirect 2 (vertical line), Limited to rank 5 unless outdoors and in a stormy area • 1 point
• Feeblemind: Perception Ranged Weaken Mental Abilities 8 (Resisted by Will), Broad, Simultaneous, Progressive • 1 point
• Dispel Magic: Perception Ranged Nullify Magic 12, Broad, Simultaneous, Precise • 1 point
• Slow: Perception Ranged Affliction 8 (Resisted by Will; Dazed, Hindered, Impaired & Vulnerable), Extra Condition 4, Limited Degree 2 • 1 point
• Smite: Burst Area Affliction 12 (Resisted by Will; Dazed, Stunned), Limited degree, Limited to creatures without the Chaotic and Evil descriptors • 1 point
• Summon Demon: Summon 12, Broad (Demon), Unreliable (50/50) • 1 point
• Teleport, Greater: Teleport 21, Change Direction, Increased Action • 1 point
Telepathy: Area Mental Communication 1, Selective Linked to Comprehend 2 (Speak & Understand Languages) • 10 points
True Seeing: Enhanced Perception 8 Linked to Senses 7 (Vison Counters Concealment, Vison Counters Illusion, Darkvision, Extended Vision), Dimensional (Ethereal) • 12 points
Advantages: Languages 3 (Abyssal, Celestial, Draconic), Power Attack, Takedown
Skills: Athletics 7 (+13), Close Combat: Unarmed 5 (+12), Deception 7 (+11), Expertise: Magic 8 (+13), Insight 6 (+11), Intimidation 4 (+11), Investigation 6 (+11), Perception 9 (+14), Persuasion 8 (+12), Stealth 14 (+9)
Offenses:
Initiative +1
Bite +12, Close, Damage 12
Claws +12, Close, Multiattack Damage 10
Spell-Like Abilities, Varies, Varies
Defenses: Dodge 6, Parry 9, Will 8, Fortitude 9, Toughness 15
Power Points: Abilities 46 + Powers 177 + Advantages 5 + Skills 37 + Defenses 19 = 284
Descriptors: Chaotic (including natural & wieled weapons), Demon, Extraplanar, Evil (including natural & wieled weapons), Outsider

Nalfeshnee are an incredibly powerful type of demon. They are just below Balor in power level and are leaders of the Abyss. Nalfeshnee often act as judges, and can be found awaiting the arrival of doomed souls to the Abyss, so they can judge them, then begin the enjoyable punishment of the damned.

The nalfeshnee demons act as the servitors of the Abyss itself. They embody the pure chaotic evilness of the Abyss and all that dwell within. In their own twisted minds, nalfeshnees see themselves as the judges of their realm; enacting the “justice of the universe” by bringing about the destruction of everything.

legend
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Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

QUASIT (PL 4)

Post by legend » Tue May 15, 2012 11:24 am

Image
STR -1, STA 0, AGL 2, DEX 2, FGT 2, INT 0, AWE 1, PRE 0
Powers:
Alternate Form: Morph 3 (bat, monstrous centipede (small or medium), toad, or wolf traits), Increased Action 2 Linked to Linked to Variable 5, Limited (bat, monstrous centipede (small or medium), toad, or wolf traits) • 39 points
Claws: Strength-based Damage 1 Linked to Weaken Agility 3 (Poison; Resisted by Fortitude), Secondary Effect • 7 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to cold iron weapons or effects with the Good descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Fast Healing: Regeneration 2 • 2 points
Fly: Flight 1, Wings • 1 point
Immunities: Immunity 9 (Aging, Fire Damage, Need to Sleep, Poison, Starvation & Thirst), Half Effect (Fire) • 7 points
Natural Armor: Protection 2 • 2 points
Size: Shrinking 8, Permanent, Innate • 16 points
Spell-Like Abilities: Array (8 points) • 11 points
• Cause Fear: Burst Area Affliction 4 (Resisted by Will; Impaired, Compelled (flee), Controlled (flee)) • 8 points
• Detect Good: Enhanced Perception 4 Linked to Senses 6 (Detect Good, Accurate, Acute, Analytical, Ranged) • 1 point
• Detect Magic: Enhanced Perception 4 Linked to Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 1 point
• Invisibility: Visual Concealment 4, Passive • 1 point
Advantages: Improved Initiative, Languages 1 (Abyssal)
Skills: Close Combat: Unarmed 3 (+5), Deception 4 (+4), Expertise: Magic 4 (+4), Intimidation 5 (+2), Investigation 4 (+4), Perception 3 (+4), Persuasion 2 (+2), Stealth 1 (+9)
Offenses:
Initiative +6
Unarmed +5, Close, Damage 0 Linked to Weaken Agility 3
Defenses: Dodge 6, Parry 6, Will 3, Fortitude 3, Toughness 2
Power Points: Abilities 16 + Powers 107 + Advantages 2 + Skills 13 + Defenses 5 = 143
Descriptors: Chaotic (including natural & wieled weapons), Demon, Extraplanar, Evil (including natural & wieled weapons), Outsider

Quasits are chaotic evil outsiders. Standing about 1.5-2 feet in size and weighing about 8 pounds, they resemble tiny humanoids with spiky horns and bat wings. They are drawn to become the familiars of mages who match their demonic alignment.

A quasit is a tiny demon that delights in tormenting mortals with vicious – and often lethal – pranks. They delight in causing mischief and mayhem. Sometimes, a quasit will bind itself to a mortal spellcaster to act as a familiar. These demons do so as a means to corrupt the mortal wizard into using her magic as destructively as possible.

Similar to its devilish counterpart, the imp, the quasit is a tiny demon which strikes from ambush and uses shape shifting (via its Alternate Shape ability) and invisibility to enter combat at the best moment to administer its poison. Though weak, it still has the innate qualities of a demon, and quasits rarely attack alone or without the ability to escape. For these reasons, it is still a somewhat challenging foe for adventurers.

legend
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Joined: Wed Oct 13, 2010 4:12 am

RETRIEVER (PL 10)

Post by legend » Tue May 15, 2012 11:24 am

Image
STR 8, STA -, AGL 3, DEX 0, FGT 4, INT -, AWE 0, PRE -
Powers:
Construct: Immunity 32 (Critical Hits, Fortitude Effects) • 32 points
Claws: Strength-based Damage 4 • 4 points
Darkvision: Senses 2 (Darkvision) • 2 points
Eye Rays: Array (30 points) • 31 points
• Ranged Affliction 10 (Petrification; Resisted by Fortitude; Transformed to stone), Limted to third degree, Permanent • 45 points
• Ranged Damage 15, Variable Descriptor (Cold, Electricity, Fire) • 1 point
Fast Healing: Regeneration 5 • 5 points
Find Target: Enhanced Perception 20 Linked to Senses 40 (Detect Creature, Accurate, Acute, Counters Concealment, Counters Illusion, Extended 10, Radius, Ranged; Detect Object, Accurate, Acute, Counters Concealment, Counters Illusion, Extended 10, Radius, Ranged), Limited (must have seen creature or have one of its items, must have touched object detecting), Variable Descriptor 2 • 32 points
Natural Armor: Protection 6 • 6 points
Size: Growth 8, Permanent, Innate • 17 points
Speed: Speed 1 • 1 point
Advantages: Fast Grab, Improved Grab, Improved Hold
Skills: Athletics 5 (+13), Close Combat: Unarmed 4 (+8), Combat: Eye Rays 5 (+5), Stealth 0 (-5)
Offenses:
Initiative +3
Claws +8, Close, Damage 12
Eye Rays +5, Ranged, Damage 15 or Affliction 10
Defenses: Dodge 4, Parry 6, Will Immune, Fortitude Immune, Toughness 14
Power Points: Abilities -16 + Powers 130 + Advantages 3 + Skills 7 + Defenses 11 = 135
Descriptors: Chaotic (including natural & wieled weapons), Demon, Extraplanar, Evil (including natural & wieled weapons), Outsider

A retriever is a mindless construct created by foul sorcery to be warriors and servants for more powerful demons of the Abyss. They specialize in retrieving lost or desired objects, runaway slaves, and enemies and bringing them back to its master.

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