Showing posts with label Graz'zt. Show all posts
Showing posts with label Graz'zt. Show all posts

Wednesday, January 25, 2017

Liska, the skulk daughter of Graz'zt.

Liska, daughter of Graz'zt and a skulk, is the last of the demon lord's children that I am statting up. She made an appearance in Dungeon 212, back in March 2013. Her stats are 4e, and while I'm not overly familiar with that edition, I would say she seems quite a lot more powerful than what I've come up with. Still, I like what I've come up with.

Liska
Medium fiend, chaotic evil

Armor Class 19
Hit Points 135 (18d8+54)
Speed 30 ft.
Str        Dex      Con      Int        Wis      Cha
18 (+4) 20 (+5) 17 (+3) 14 (+2) 16 (+3) 19 (+4)

Saving Throws Str +8, Con +7, Int +6, Cha +8
Skills Acrobatics +8, Deception +8, Intimidation +8, Perception +7, Sleight of Hand +8, Stealth +8
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Common, Elven
 Challenge 9 (5,000 XP)

Assassinate. Liska has advantage on any attack rolls against any creature that hasn’t taken a turn yet in combat. In addition, any hit she scores against a creature that is surprised is a critical hit.

Chameleon Skin. Liska has advantage on Dexterity (Stealth) checks made to hide. Liska may hide by pressing herself against a solid surface that is at least as tall and wide as she is. While she remains there without moving or taking actions, Wisdom (Perception) checks to detect her are made with disadvantage.

Fiendish Blessing. Liska’s AC includes her Charisma bonus.

Innate Spellcasting. Liska’s spellcasting ability is Charisma (spell save DC 16). Rule-of-Three can innately cast the following spells, requiring no material components:
3/day: alter self, command, detect magic
1/day: plane shift (self only)

Poison Use. Liska is proficient in the poisoner’s kit.

Sneak Attack. Once per turn, Liska can deal an extra 21 (6d6) damage to one creature she hits with an attack if she has advantage on the attack roll. Liska doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and Liska doesn’t have disadvantage on the attack roll.

Stealthy Step. Liska is able to move stealthily at a slow, normal, or fast pace with no penalty.

Vanish. Liska can use the Hide action as a bonus action on her turn. Also, Liska can’t be tracked by nonmagical means, unless she chooses to leave a trail.

Actions
Multiattack. Liska makes two dagger attacks if wielding one weapon, three dagger attacks if wielding two weapons.

Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage.

Equipment
Dagger of Venom. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Liska fights with two of these daggers.

Liska is another of Graz’zt’s daughters, a deadly skulk assassin of great skill. Her first loyalty is to her own survival, then to her father. She defends the demon lord’s interests faithfully, using guile and subterfuge, and a cadre of male drow loyal to her. She doesn’t hesitate to put her own continued existence first if circumstances dictate it, though she immediately goes back to defending Graz’zt’s interests as soon as possible.

Liska’s cadre of drow warriors are unshakably loyal to her, giving their lives if need be. Liska takes her favored warriors as consorts, though her affection is fickle.


Liska is a slender, hairless humanoid with grey skin and elfin features. Being a skulk, she is able to change the color of her skin to match her surroundings, making detecting her extremely difficult. She wears minimal clothing so as to make the most of her camouflage abilities.

Sunday, December 25, 2016

Athux, the son of Graz'zt

The first time I heard of Athux was in Shackled City. He played a pretty big role in the background story of that adventure path. I know he's popped up here and there since, though I only know of Dragon Magazine #360 for sure. Anyway, on with the stats!



Athux
Medium fiend, chaotic evil

Armor Class 23 (plate)
Hit Points 204 (24d8+96)
Speed 30 ft.

Str        Dex      Con      Int        Wis      Cha
20 (+5) 15 (+2) 18 (+4) 16 (+3) 17 (+3) 20 (+5)

Saving Throws Str +11, Con +10, Int +9, Cha +11
Skills Deception +11, Insight +9, Intimidation +11, Perception +9, Persuasion +11
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 19
Languages Abyssal, Common, Infernal
Challenge 17 (18,000 XP)

Fey Ancestry. Athux has advantage on saving throws against being charmed, and magic can't put him to sleep.

Fiendish Blessing. Athux’s AC includes his Charisma Bonus.

Innate Spellcasting. Athux’s spellcasting ability is Charisma (spell save DC 19). Athux can innately cast the following spells, requiring no material components:
3/day: alter self, command, detect magic
1/day: plane shift (self only)

Magic Resistance. Athux has advantage on saving throws against spells and other magical effects.

Spellcasting. Athux is a 20th level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). He has the following paladin spells prepared:
1st level (4 slots): command, compelled duel, searing smite
2nd level (3 slots): hold person, magic weapon
3rd level (3 slots): dispel magic, elemental weapon, hellish rebuke
4th level (3 slots): banishment, blight, staggering smite
5th level (2 slots): banishing smite, destructive wave (necrotic)

Actions
Multiattack. Athux attacks twice with his greatsword.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 14 (4d6) acid damage.

Dreadful Aspect (Recharges after a Short or Long Rest). As an action, Athux channels his darkest emotions and focuses them into a burst of magical dread and menace. Each creature of Athux’s choice within 30 feet of Athux must make a DC 19 Wisdom save if it can see him. On a failed save, the creature is frightened of Athux for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from Athux, it may attempt another Wisdom saving throw to end the effect on it.

Reactions
Parry. Athux adds 5 to his AC against one melee attack that would hit. To do so, Athux must be able to see the attacker and be wielding a melee weapon.

Athux is the son of Graz’zt and the drow priestess, Eclavdra, though he is unaware of the identity of his mother. Athux commands Graz’zt’s armies, a subtle insult suggesting that the demon lord doesn’t believe his son has the head for the scheming politics of the Abyss. Athux, very much aware of the insult, plots and schemes to overthrow his father, something that fills the demon lord’s dark heart with pride.


Athux is the spitting image of his father, with obsidian skin and six fingers of each hand. Athux aggressively wades into battle, slaying his foes with a wavy-bladed greatsword very similar in appearance to Graz’zt’s own sword, Wave of Sorrow.

Wednesday, September 28, 2016

The daughters of Graz'zt

Graz'zt apparently has a fairly large number of children, shocking I know. Many of you know about Iuz, the demigod and apple of his daddy's eye. I posted Rule-of-Three, another son, not that long ago. Today, I'm going to cover two of his daughters: Thraxxia, his personal assassin, and Belyara, a really obscure daughter who is currently having some daddy issues.

I'll be covering Athux, Graz'zt's son and general of his armies, soon.


Thraxxia
Medium fiend, chaotic evil

Armor Class 20
Hit Points 168 (16d8+96)
Speed 30 ft., fly 50 ft.

Str        Dex      Con      Int        Wis      Cha
21 (+5) 18 (+4) 22 (+6) 17 (+3) 16 (+3) 22 (+6)

Saves Con +10, Int +7, Wis +7, Cha +10
Skills Arcana +7, Deception +10, Intimidation +10, Perception +7, Stealth +8
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 17
Languages Abyssal, Common, Infernal
Challenge 12 (8,400 XP)

Fiendish Blessing. Thraxxia’s AC includes her Charisma Bonus.

Innate Spellcasting. Thraxxia’s spellcasting ability is Charisma (spell save DC 18). Thraxxia can innately cast the following spells, requiring no material components:
3/day: alter self, command, detect magic
1/day: plane shift (self only)

Magic Resistance. Thraxxia has advantage on saving throws against spells and other magical effects.

Spellcasting. Thraxxia is an 11th level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Thraxxia knows the following sorcerer spells:
Cantrips (at-will): dancing lights, fire bolt, mage hand, prestidigitation, shocking grasp. truestrike
1st level (4 slots): false life, shield, sleep
2nd level (3 slots): detect thoughts, mirror image
3rd level (3 slots): counterspell, dispel magic, haste
4th level (3 slots): dimension door. greater invisibility
5th level (2 slots): dominate person
6th level (1 slot): disintegrate

Surprise Attack. If Thraxxia surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions
Multiattack. Thraxxia makes two melee attacks.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) slashing damage plus 10 (3d6) necrotic damage.

Horror Nimbus (Recharge 5-6). Thraxxia magically emits scintillating, multicolored light. Each creature within 15 feet of her that can see the light must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature’s saving throw is successful or the effect ends for it, the creature is immune to Thraxxia’s Horror Nimbus for the next 24 hours.

Teleport. Thraxxia magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Thraxxia is one of Graz’zt’s many daughters, her mother a long-dead mortal human. Thraxxia serves as Graz’zt’s personal assassin, and to date she has yet to fail in a mission given to her. To prove her worth to her father, she murdered three of her half-sisters. Thraxxia is vindictive and spiteful, traits that Graz’zt has nurtured in his beautiful daughter.


Thraxxia appears as a beautiful young woman, with long, dark hair and a cruel mien. A pair of small horns grows from her forehead, while a pair of somewhat smallish leathery wings sprouts from her back. Her gaze is sharp and predatory, and when she smiles or snarls, sharp teeth are revealed. Thraxxia’s small, shapely form is deceptively strong, containing the strength and power of a nalfeshnee, abilities she gained through treachery, wit and guile. Thraxxia frequently makes use of a variety of magical items when she is on the hunt.


Belyara
Large fiend (shapechanger), chaotic evil

Armor Class 20 (natural armor)
Hit Points 171 (18d10+72)
Speed 30 ft., swim 30 ft.

Str        Dex      Con      Int        Wis      Cha
20 (+5) 16 (+3) 18 (+4) 17 (+3) 17 (+3) 20 (+5)

Saving Throws Str +9, Con +8, Int +7, Cha +9
Skills Arcana +7, Deception +13, Insight +7, Perception +7, Stealth +7
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Common, Infernal
Challenge 10 (5,900 XP)

Fiendish Blessing. Belyara’s AC includes her Charisma bonus.

Innate Spellcasting. Belyara’s innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components.
At will: disguise self (any humanoid form), major image
3/day: charm person, detect magic, mirror image, scrying, suggestion
1/day: geas, plane shift (self only)

Limited Shapeshifting. Belyara can use her action to change her lower half into normal human limbs, assuming a wholly human form. She reverts to her true form if she dies.

Spellcasting. Belyara is a 10th level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Belyara knows the following sorcerer spells:
Cantrips (at-will): dancing lights, fire bolt, friends, mage hand, minor illusion, shocking grasp
1st level (4 slots): color spray, shield. sleep
2nd level (3 slots): detect thoughts, hold person
3rd level (3 slots): counterspell, dispel magic, haste
4th level (3 slots): confusion, dimension door
5th level (2 slots): dominate person

Actions
Multiattack. Belyara makes three attacks: one with her longsword and one with her intoxicating touch or two with her longsword, and one with her tail.

Intoxicating Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage, or 10 (1d10+5) slashing damage if used with two hands.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 17). Until the grapple ends, the target is restrained, Belyara can automatically hit the target with her tail, and Belyara can’t make tail attacks against another target.

Acid Spit. Ranged Weapon Attack: +7 to hit, range 20 ft., one target. Hit: 7 (2d6) acid damage.

Belyara is one of the demon lord Graz’zt’s more obscure children. Until relatively recently, she was the prisoner of a powerful eladrin conjuror. It is uncertain how long she was a prisoner, and it is unknown how she escaped. What is known, however, is that she is extremely angry with her father, and now she seeks revenge against him for allowing her to languish for so long. It remains to be seen what form this revenge will take.

Belyara’s mother is a lamia noble, and she has inherited a number of abilities from her mother, such as her limited shapeshifting ability and many of her innate spellcasting abilities. Like a lamia noble, Belyara looks like an extremely beautiful dark-complexioned woman, with lustrous black hair and an intoxicating smile. Her lower body, however, consists of the muscular coils of a serpent. Her eyes are piercing and inhuman, golden in color, with the slitted pupils of a venomous snake. Like her lamia mother, she likes to adorn herself in finery whenever she can.

Belyara is prone to wanton behavior, not unlike both of her parents. She has also displayed the violent outbursts that lamia nobles are known for.

Friday, September 23, 2016

Rule-of-Three, one of the many sons of Graz'zt.

Rule-of-Three is one of the many Planescape characters out there. I gather he hasn't made many appearances, but he was in Expedition to the Demonweb Pits (which I happen to have a copy of). He is the son of Graz'zt, and his ultimate goal is the unite the three major fiendish races of the lower planes and crush the upper planes.

He poses as a githzerai sage, using his abilities to disguise his appearance in public. He dispenses cryptic advice from the Styx Oarsman, which is a tavern & rooming house in the Lower Ward of the city of Sigil. Most people in Sigil are not aware that he is actually a cambion and the son of the demon lord Graz'zt.


Rule-of-Three
Medium fiend, chaotic evil

Armor Class 22 (studded leather)
Hit Points 105 (14d8+42)
Speed 30 ft.

Str        Dex      Con      Int        Wis      Cha
18 (+4) 18 (+4) 16 (+3) 17 (+3) 14 (+2) 20 (+5)

Saving Throws Str +7, Con +6, Int +6, Cha +8
Skills Arcana +6, Deception +8, History +6, Perception +5, Persuasion +8, Stealth +7
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Common, Infernal
Challenge 7 (2,900 XP)

Abyssal Expertise. Rule-of-Three’s proficiency modifier is doubled for Intelligence (Arcana) or (History) checks related to the Abyss. For these checks, he has Arcana +9 & History +9.

Fiendish Blessing. Rule-of-Three’s AC includes his Charisma bonus.

Innate Spellcasting. Rule-of-Three’s spellcasting ability is Charisma (spell save DC 16). Rule-of-Three can innately cast the following spells, requiring no material components:
3/day: alter self, command, detect magic
1/day: plane shift (self only)

Sneak Attack. Once per turn, Rule-of-Three can deal an extra 10 (3d6) to one creature he hits if he had advantage on the attack roll. He must use a finesse or ranged weapon.

He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and Rule-of-Three doesn’t have disadvantage on the attack roll.

Rule-of-Three also doesn’t need advantage on the attack roll if no creature other than his target is within 5 feet of him.

Actions
Multiattack. Rule-of-Three makes two melee attacks or uses his Eldritch Ray twice.

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4+5) piercing damage.

Eldritch Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) force damage.

Fiendish Charm. One humanoid Rule-of-Three can see within 30 feet of him must succeed on a DC 16 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Rule-of-Three’s spoken commands. If the target suffers any harm from Rule-of-Three or another creature or receives a suicidal command from Rule-of-Three, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to Rule-of-Three’s Fiendish Charm for the next 24 hours.

Equipment
Dagger of Venom. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Glamoured Studded Leather. While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Eyes of Seeing. These crystal lenses fit over the eyes. They have 3 charges. As an action, you can speak the lenses' command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the lenses.

The lenses regain 1d3 expended charges daily at dawn.

Ring of Mind Shielding. While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.


If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.