Prison Demon (3.5e Monster)
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|Prison Demon||Greater Prison Demon||Infernal Prison Demon|
|Size/Type:||Large Outsider (Extraplanar, Evil, Lawful)||Huge Outsider (Extraplanar, Evil, Lawful)||Huge Outsider (Extraplanar, Evil, Fire, Lawful)|
|Hit Dice:||6d8+54 (102 hp)||16d8+272 (400 hp)||16d8+272 (400 hp)|
|Speed:||30 ft||40 ft||40 ft|
|Armor Class:||24 (+15 natural, −1 size), touch 9, flat-footed 24||35 (+27 natural, −2 size), touch 8, flat-footed 35||35 (+27 natural, −2 size), touch 8, flat-footed 35|
|Attack:||+1 Huge Greatclub +14 melee (3d8+13, 20/x2)||+4 Gargantuan Greatclub +33 melee (4d8+25, 19-20/x2)||+4 Gargantuan Greatclub +33 melee (4d8+25 plus 6d6 fire, 19-20/x2)|
|Full Attack:||+1 Huge Greatclub +14/+9 melee (3d8+13, 20/x2)||+4 Gargantuan Greatclub +33/+28/+23/+18 melee (4d8+25, 19-20/x2)||+4 Gargantuan Greatclub +33/+28/+23/+18 melee (4d8+25 plus 6d6 fire, 19-20/x2)|
|Space/Reach:||10 ft/10 ft||15 ft/15 ft||15 ft/15 ft|
|Special Attacks:||Butt Slam, Sweep||Butt Slam, Eldritch Explosion, Sweep||Butt Slam, Flame Explosion, Leaping Crusher, Sweep|
|Special Qualities:||Darkvision 60 ft, Extraordinary Health, Fat Body +6, Immunities, Living Siege Weapon, Powerful Build, Telepathy 100 ft, Tiny Wings, True Seeing||Darkvision 60 ft, DR 10/cold iron, Extraordinary Health, Fat Body +8, Hinder Raw Magic, Immunities, Living Siege Weapon, Powerful Build, SR 27, Telepathy 100 ft, Tiny Wings, True Seeing||Burning Aura, Darkvision 60 ft, DR 10/cold iron, Extraordinary Health, Fat Body +8, Immunities, Living Siege Weapon, Powerful Build, SR 27, Telepathy 100 ft, Tiny Wings, True Seeing|
|Saves:||Fort +13, Ref +5, Will +8||Fort +19, Ref +10, Will +14||Fort +19, Ref +10, Will +16|
|Abilities:||Str 26, Dex 10, Con 22, Int 11, Wis 13, Cha 15||Str 38, Dex 10, Con 28, Int 26, Wis 14, Cha 18||Str 38, Dex 10, Con 28, Int 18, Wis 18, Cha 26|
|Skills:||Balance +9, Intimidate +15, Jump +37, Knowledge Local +9, Knowledge Nobility +9, Sense Motive +10, Spot +10, Survival +10||Balance +19, Concentration +28, Intimidate +31, Jump +57, Knowledge Arcana +27, Knowledge History +27, Knowledge Local +27, Knowledge Nobility +27, Knowledge Religion +27, Knowledge The Planes +27, Listen +21, Sense Motive +21, Spellcraft +27, Spot +21, Survival +21, Use Magic Device +23||Balance +19, Concentration +28, Intimidate +35, Jump +57, Knowledge Arcana +23, Knowledge History +23, Knowledge Nobility +23, Knowledge The Planes +23, Spellcraft +23, Spot +23, Survival +23, Use Magic Device +27|
|Feats:||TrackB, Power Attack, Iron Will, Great Fortitude||TrackB, Power Attack, Iron Will, Improved Bull Rush, Awesome Blow, Weapon Focus (Greatclub), Improved Critical (Greatclub)||TrackB, Power Attack, Iron Will, Improved Bull Rush, Awesome Blow, Weapon Focus (Greatclub), Improved Critical (Greatclub)|
|Environment:||Any Lawful Evil Plains, Any when summoned or called||Any Lawful Evil Plains, Any when summoned or called||Any Lawful Evil Plains, Any when summoned or called|
|Alignment:||Always Lawful Evil||Always Lawful Evil||Always Lawful Evil|
|Advancement:||7-12 HD (Large), 13-18 HD (Huge)||17-32 HD (Huge), 33-48 HD (Gargantuan)||17-32 HD (Huge), 33-48 HD (Gargantuan)|
A giant of a demon crashes through the roof, its mottled squamous body grotesquely fat and bloated, with a small head with teeth exposed and devoid of lips, and a bony spine-like short tail. Its wings look far too small to support the weight of this behemoth, never mind the colossal tree of a club it carries.
Prison Demons are the terrible wardens of extraplanar (and sometimes material) jails filled with both innocent and guilty alike. It matters not the crime, for they will never escape. For even if they free themselves from bars of iron and walls of stone, the prison demon will hunt them, find them, and obliterate them. Prison Demons appear as extremely bloated pear-shaped humanoids, covered in mottled thick skin. They carry massive greatclubs of enchanted ironwood which they use to pummel through any obstructions, and drop from the sky like meteors.
The nature of the Prison Demon is somewhat of a mystery. It is a demon, a being which should hail from the Abyss, and yet it is lawful evil in its nature. Thus it should be a devil, yet it bears the immunities and resistances associated with demonkind instead. Some scholars believe they were demons who embraced lawfulness and transformed into a devilish being, yet retained their demonic properties. It would explain the general distaste devilkind has for Prison Demons (retaining the expletive, for them anyway, of "demon"). Devils tolerate them only as grunts to their many prisons, which Prison Demons guard with disturbing glee. They seem to feast on the hopelessness of being trapped forever.
Prison demons come in three types. There is the standard low-level prison demon, and the much smarter and magically-inclined greater prison demon. There is also the rare infernal prison demon, a result of a greater prison demon coming into contact with hellfire and mutating due to their unstable abyssal makeup rather than dying. Prison demons are massive, standing in at 16 ft tall and weighing 6000 lbs, while greater and infernal prison demons are 30 feet tall and weight up to 43,000 lbs. They speak Abyssal, Celestial, and Infernal, plus whatever other languages they gain from high intelligence.
All forms of prison demons have a similar attack plan, though the greater and infernal have more options and more tactical cunning. The prison demon finds its target and smashes it with its club. It's rather simple in that regard, but it works, as the club is extremely dangerous. It often uses its reach to its advantage, and will fly up in the air for a butt slam if the enemy gets too close. It knows it's very tough and is not afraid to trade hits when it is advantageous to do so, or provoke attacks of opportunity if it can get in a good blow.
Greater and infernal demons have their magical abilities of raw magic and hellfire respectively. They are able to make good use of these area effects to encourage targets not to draw close. This is especially true in the case of the infernal prison demon, who can follow a distant foe with a leaping crusher attack and pancake them into the ground.
Their main weakness is attacks which deal Con damage and dealing with nimble creatures it cannot sweep nor hit.
Butt Slam (Ex): Whenever any kind of prison demon is up in the air, it can drop down hard and crush its opponents under its prodigious bottom. It attacks an area up to the size of its square (10 ft or 15 ft for Large and Huge), and creatures must make a Reflex save DC 10 + 1/2 HD + Str modifier or take 2d8 damage (for Large, DC 21) or 3d8 damage (for Huge, DC 32) plus Strength and a half, and become prone and pinned. On the creature's turn, it can attempt to escape the pinning with a DC 20 Strength or Escape Artist check; failing to do so causes it to take half the butt slam damage again for as long as the demon remains sitting on them. A successful Reflex save moves them outside of the area to the closest edge (and into the next area below).
Those within a 10 foot radius centered on the demon must make a Reflex save or fall prone and take 2d8 (for Large, DC 21) or 3d8 (for Huge, DC 32) nonlethal damage, save negates. Those who were about to be crushed must make this second save or suffer the effects from this.
The demon must drop at least 20 feet from above for this to work. After the butt slam, the demon is considered prone.
Extraordinary Health (Ex): Any kind of prison demon always receives maximum hit points per hit die.
Fat Body (Ex): All prison demon types are extraordinarily fat. They get the listed bonus above as an increase to their Con modifier to determine hit points, but no other. For example, the greater prison demon has a Con score of 28 (+9) and a bonus of +8, resulting in a total of +17 effective Con modifier for the purpose of hit points.
The fat is prone to nasty bleeding. Any Con damage done by blood loss (such as from a Wounding weapon) deals damage to both its actual Con score and its Fat Body bonus, effectively doubling the damage.
Living Siege Weapon (Ex): All prison demon types are very strong. They treat all their attacks as siege weapons and ignore the hardness of unattended objects.
Powerful Build (Ex): The physical stature of all prison demon types lets them function in many ways as if they were one size category larger. Whenever the demon is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the demon is treated as one size larger if doing so is advantageous to him. The demon is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. The demon can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Sweep (Ex): Any kind of prison demon can sweep their weapon in an arc, striking up to 5 squares in their reach as a full attack action. These squares must be contiguous. Creatures in these squares must make a Reflex save (DC 10 + 1/2 HD + Str modifier) or take the demon's weapon damage, save negates (DC 21 and 32 respectively for Large and Huge). Effects which alter the attack roll (such as Power Attack) instead affect the DC on a one for one basis.
Tiny Wings (Ex): Any kind of prison demon has small and mostly useless wings. Yet in spite of their size, they are capable of holding their place in the air and "hovering" at a speed of 10 feet a round. They are also immune to falling damage and gain a +20 bonus on Jump checks. They treat all jumps as running jumps.
Eldritch Explosion (Sp): A greater prison demon can slam its weapon into the ground, producing an explosion of magic around it. All creatures in a 20 foot radius burst centered on it take 1d8 points of damage per HD, with a DC 26 Will save for half. Alternatively, it can create this burst anywhere in Close range, but the damage decreases to d6 dice. It is immune to its own explosion. The save DC is Intelligence-based.
Hinder Raw Magic (Su): A greater prison demon is resistant to pure magic. It takes half damage from any untyped magic damage (such as a warlock's eldritch blast) and force damage.
Burning Aura (Su): The body of an infernal prison demon is wreathed in flame. Anyone grappling or pinned by an infernal prison demon takes 6d6 points of fire damage each round. It also applies this damage to its attacks.
The aura protects the infernal demon from cold, negating the cold vulnerability usually granted by its Fire subtype.
Flame Explosion (Sp): An infernal prison demon can slam its weapon into the ground, producing an explosion of hellfire around it. Hellfire counts as fire damage, but ignores all immunity and resistance to fire. All creatures in a 20 foot radius burst centered on it take 1d8 points of hellfire damage per HD, with a DC 26 Will save for half. Alternatively, it can create this burst anywhere in Close range, but the damage decreases to d6 dice. It is immune to its own explosion. The save DC is Charisma-based.
Leaping Crusher (Ex): As a full attack action, an infernal prison demon can make a jump and charge an opponent up to twice its move distance. Make a Jump check against the opponent's AC. If the Jump check succeeds, the attack is a critical threat (if it hits).
|Alignment||Always Lawful Evil +|
|Challenge Rating||6 +, 16 + and 17 +|
|Environment||Any Lawful Evil Plains, Any when summoned or called +|
|Identifier||3.5e Monster +|
|Level Adjustment||- +|
|Size||Large + and Huge +|
|Subtype||Extraplanar +, Evil +, Lawful + and Fire +|
|Title||Prison Demon +|