Difference between revisions of "User:MisterSinister/Monster Cage"
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''Perfect Doombringer'' is a ''+6 scimitar'', but its enhancement bonus is superceded by Abaddon's [[#Lord of the Abyss|Lord of the Abyss]] ability. Additionally, it ignores DR and hardness of any kind and deals 2d6 damage and 2 points of Constitution damage on every hit in addition to its normal damage. | ''Perfect Doombringer'' is a ''+6 scimitar'', but its enhancement bonus is superceded by Abaddon's [[#Lord of the Abyss|Lord of the Abyss]] ability. Additionally, it ignores DR and hardness of any kind and deals 2d6 damage and 2 points of Constitution damage on every hit in addition to its normal damage. | ||
− | Additionally, the first creature to be struck by ''Perfect Doombringer'' each round is affected by '' | + | Additionally, the first creature to be struck by ''Perfect Doombringer'' each round is affected by [[Turn To The Abyss (3.5e Spell)|''turn to the Abyss'']]. This happens as a free action (requiring no input from Abaddon), has a save DC of 33 (Charisma-based) and caster level 23rd. |
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Revision as of 19:28, 17 November 2010
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Abaddon, Lord of the End | |
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Size/Type: | Large Outsider (Chaotic, Evil, Extraplanar) |
Hit Dice: | 23d8+230 (414 plus 23 temporary hp) |
Initiative: | +14 |
Speed: | 50ft, fly 150ft (perfect) |
Armor Class: | 50, touch 32, flat-footed 40 (-1 size, +10 Dexterity, +16 armour, +10 natural, +6 deflection) |
Base Attack/Grapple: | +23/+41 |
Attack: | All Endings Demise +40 melee (special, see description) or Perfect Doombringer +40 melee (1d8+22, 18-20/x2, plus 2d6 plus morality undone) |
Full Attack: | All Endings Demise +40/+35/+30/+25 melee (special, see description) and Perfect Doombringer +40/+35/+30/+25 melee (1d8+22, 18-20/x2, plus 2d6 plus morality undone) |
Space/Reach: | 10ft/5ft |
Special Attacks: | Alter reality, dispel good (see spell description), dispel law (see spell description), spell-like abilities |
Special Qualities: | Darkvision 60ft, cloak of chaos (see spell description), divine power (see spell description), fallen angel, godlike, immune to acid, cold, electricity, petrification and poison, lord of the Abyss, low-light vision, protective aura, resistance to fire 25, spell resistance 35, telepathy 1000ft, tongues, unholy aura (see spell description), |
Saves: | Fort +31, Ref +31, Will +33 |
Abilities: | Str 38, Dex 30, Con 30, Int 33, Wis 35, Cha 35 |
Skills: | Appraise +37, Concentration +36, Bluff +38, Decipher Script +37, Gather Information +38, Intimidate +38, Knowledge (arcana) +37, Knowledge (dungeoneering) +37, Knowledge (geography) +37, Knowledge (history) +37, Knowledge (nobility and royalty) +37, Knowledge (religion) +37, Knowledge (nature) +37, Knowledge (the planes) +37, Listen +38, Sense Motive +38, Spellcraft +37, Spot +38, Use Magic Device +38 |
Feats: | Combat Expertise, Combat Reflexes, Craft Magic Arms and Armour, Craft Wondrous Item, Forge Ring, Great Cleave B, Improved Initiative, Perfect Two-Weapon Fighting B, Power Attack, Whirlwind Attack B |
Environment: | A chaotic-evil aligned plane |
Organization: | Solitary or apocalypse (Abaddon plus any number creatures the GM deems suitable) |
Challenge Rating: | 23 |
Treasure: | Abaddon's Armour, All Endings Demise, Perfect Doombringer, plus any treasure the GM deems acceptable |
Alignment: | Always chaotic evil |
Advancement: | - |
Level Adjustment: | - |
'
Combat
Alter Reality (Sp): Abaddon has the ability to advance his portfolio. This is considered identical to the wish spell, but may only be used to produce effects appropriate to Abaddon's portfolio or goals. Abaddon may only use this ability once per minute.
An End to All Endings (Su): When Abaddon is killed, he inflicts one final act of vengeance on all those around him. All creatures and objects within 20 miles of Abaddon suffer 100 damage, with a DC 33 Reflex save for half (DC is Charisma-based). Those within 1 mile of Abaddon instead suffer 200 damage, with a DC 33 Reflex save for half (DC as above).
Fallen Angel (Ex): While he no longer calls himself an angel (and neither would anyone else, if they know what's good for them), Abaddon still shares many of their traits. At the same time, while not being a true demon, Abaddon has taken on many of their traits. This gives him darkvision 60ft, low-light vision, immunity to acid, cold, electricity, petrification and poison, resistance to fire 25, and telepathy out to 1000ft.
Godlike: Although Abaddon is not a true deity, he has many of the powers of such. He can grant spells to clerics, and gives access to the Chaos, Corrupt, Destruction, Evil, and War domains. His favoured weapon is the scimitar and his portfolio is war, destruction, endings and the desire to see everything die.
Additionally, Abaddon is immune to any attack that changes his form, mind-affecting effects, ability damage, ability drain and energy drain, unless such an effect comes from a creature that has a caster level or character level (or CR, for monsters) over 20.
Lord of the Abyss (Su): Abaddon is an ancient evil, and one of the greatest of his kind. As a result, he receives a +8 enhancement bonus to attack rolls and damage rolls, a +8 resistance bonus to all saves and a +6 deflection bonus to AC. Abaddon also has maximum hit points per hit die.
Additionally, the Abyss itself protects Abaddon from any attempt to scry on him. Anyone that uses a divination effect on Abaddon or the area within 1 mile of him must make a DC 33 Will save or become dazed for 1 round, and ending the effect automatically. Additionally, if the save is failed and Abaddon wishes it, he can use an immediate action to transport himself over to the location of the user of the divination effect, even if it is on a different plane.
Lastly, Abaddon's very presence is a blight on the surrounding area. He radiates a desecrate spell effect to a radius of twenty miles, and the innermost mile of this is subject to an unhallow effect instead, both at caster level 23rd.
Protective Aura (Su): Just like other angels, Abaddon radiates a protective aura, although his is very different in its nature to that of other angels. This aura provides a +4 deflection bonus to AC and a +4 resistance bonus on all saves to all allies within 40ft of Abaddon against any abilities from good or lawful creatures. Additionally, it functions as a magic circle against good, magic circle against law and a globe of invulnerability out to a radius of 40ft (caster level 23rd). These are not included in Abaddon's statistics block.
Spell-Like Abilities: At-will - Animate objects, blade barrier, blasphemy, chaos hammer (can be used as a swift action), cloak of chaos, contagion (can be used as a swift action), create undead, desecrate, disintegrate, dispel good, dispel law, earthquake, divine power, flame strike (can be used as a swift action), greater dispel magic (can be used as a free action 3/round), greater teleport, harm, implosion, inflict critical wounds (can be used as a swift action), inflict light wounds (can be used as a swift action, 20ft range instead of touch), magic circle against good, magic circle against law, magic weapon, magic vestment, mass inflict light wounds, power word blind, power word kill, power word stun, protection from good, protection from law, shatter (can be used as a swift action), spiritual weapon, summon monster IX (chaotic or evil creatures only), unholy aura, unholy blight (can be used as a swift action), word of chaos; 1/day - gate, mage's disjunction. Caster level 23rd. Save DCs are Charisma-based (33 by default)
Tongues (Su): Abaddon can speak to any creature, as if under the effects of a tongues spell (caster level 23rd). This ability is always active.
Abaddon's Equipment
Abaddon's Armour
Believed to be the last remaining vestige of his time as a servant of good, Abaddon's Armour gleams brightly against Abaddon's jet-black skin, and sheds a powerful white light, which seems to sear right to the soul of those who gaze upon it.
Abaddon's Armour is a suit of +6 full plate, but its enhancement bonus is superceded by Abaddon's Lord of the Abyss ability. Additionally, it is so light that it doesn't impede Abaddon's movement speed in any way. Additionally, all creatures that first gaze upon Abaddon (even if this is via a [Scrying] effect or something similar) must make a DC 33 Fort save or go blind permanently (DC is Charisma-based). Sightless creatures are not immune to this ability (though its effects may not mean much), and creatures that see through means other than sight are still affected as normal. If Abaddon wishes, he may exclude any being from this effect as a free action (although he rarely chooses to). This blindness cannot be removed with anything less than a miracle or wish spell.
Lastly, the armour's enhancement bonus also applies to Abaddon's touch AC.
All Endings Demise
This weapon, resembling a scimitar, is actually a sliver of pure entropy, representing the end of everything. It is pitch-black, darker than even the night or the deepest lightlessness, and is shaped like a scimitar.
All Endings Demise makes all attacks as if they were touch attacks. Those struck by All Endings Demise are not dealt normal damage, but instead gain 20 negative levels (as per energy drain). Assuming the creature survives, a DC 33 Fortitude save is required to remove these negative levels (the DC is Charisma-based). A creature that is killed by these negative levels rises as a shadow demon 1 round later, which prevents their being restored to life by anything less than miracle, true resurrection or wish. These shadow demons obey Abaddon alone. Abaddon heals 100 hit points every time these levels are inflicted, and any excess hit points are lost.
If the negative levels that would be inflicted by All Endings Demise are prevented somehow (such as by attacking an immune target), it instead deals 1d6 damage for each negative level so prevented, and heals Abaddon the same number of hit points. Excess hit points so healed are lost.
All Endings Demise cannot score critical hits, and cannot be used with the Power Attack feat.
Perfect Doombringer
The wretched creator of the angelwing razor was visited by Abaddon after he finished his work, and forced to create another, even greater weapon, honed on Abaddon's own wings, and slaked with the blood of its creator. A scimitar of the finest workmanship, it sheds a dull blue light, and screams every time it strikes anything.
Perfect Doombringer is a +6 scimitar, but its enhancement bonus is superceded by Abaddon's Lord of the Abyss ability. Additionally, it ignores DR and hardness of any kind and deals 2d6 damage and 2 points of Constitution damage on every hit in addition to its normal damage.
Additionally, the first creature to be struck by Perfect Doombringer each round is affected by turn to the Abyss. This happens as a free action (requiring no input from Abaddon), has a save DC of 33 (Charisma-based) and caster level 23rd.
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