Deskayv

From Monsterbook

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''This gaunt, sexless humanoid is so thin that it's pale grey body appears almost like a humanoid skeleton. It has large bat-like wings that are mostly bones with a thin membrane stretched across them. The air around it seems to ripple following the weaving motion of it's glimmering longsword.''
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''This towering being is indigo-scaled with two large horns, bat-like wings, and powerful clawed hands and feet. Four glowing green eyes glare at you while it's impossibly-long, anaconda-like tongue thrashes about from it's mouth.''
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'''Deskayv (CR 22)'''
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'''DESKAYV (CR 21)'''
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*Always E Medium outsider (evil, extraplanar, overfiend)
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*Always E Large outsider (evil, extraplanar, overfiend)
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*'''Init''' +12; '''Senses''' blindsight 60 ft., ''true seeing''; Listen +#, Spot +#
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*'''Init''' +7; '''Senses''' scent, ''true seeing''; Listen +29, Spot +29
*'''Languages:''' abyssal, celestial, draconic, infernal (telepathy)
*'''Languages:''' abyssal, celestial, draconic, infernal (telepathy)
----
----
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*'''AC''' 42, touch 26, flat-footed 34
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*'''AC''' 34, touch 25, flat-footed 27
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**(+8 Dex, +4 ''mage armor'', +4 ''shield'', +8 natural, +8 deflection) force aura
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**(-1 Size, +7 Dex, +9 natural, +9 profane) profane shield
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*'''hp''' 136 (16 HD); regeneration 5 (good), DR 15/epic and good
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*'''hp''' 207 (18 HD); regenerate 5/good, '''DR''' 15/epic and good
*'''Immune:''' fire, electricity, poison
*'''Immune:''' fire, electricity, poison
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*'''Resist''' acid 10, cold 10; '''SR''' 29
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*'''Resist''' acid 20, cold 20; '''SR''' 30
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*'''Fort''' +14, '''Ref''' +18, '''Will''' +16
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*'''Fort''' +18, '''Ref''' +18, '''Will''' +19
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*'''Speed''' 40 ft.; 80 ft. fly (average)
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*'''Speed''' 30 ft., fly 120 ft. (average)
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*'''Melee/Ranged''' ''brilliant energy longsword'' +24/+19/+14/+9 (1d8+10/crit 17-20) and 2 wings +14 (1d6+1/19-20, slashing damage)
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*'''Melee''' tongue +29 (2d6+19), 2 claws +24 (1d6+5), gore +24 (1d8+5)
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**'''against good creature:''' ''brilliant energy longsword'' +26/+21/+16/+11 (1d10+8+2d6/crit 17-20)
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**'''Power Attack 10:''' tongue +19 (2d6+39), 2 claws +14 (1d6+15), gore +14 (1d8+15)
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**'''using wings as primary:''' wing +19 (1d6+3/19-20, slashing damage)
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*'''Space''' 10 ft.; '''Reach''' 10 ft. (tongue 20 ft.)
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*'''Space''' 5 ft.; '''Reach''' 5 ft. (10 ft. w/ wings)
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*'''Base Atk''' +18; '''Grp''' +31, +43 with tongue
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*'''Base Atk''' +16; '''Grp''' +19
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*'''Atk Options''' awesome blow, power attack
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*'''Atk Options''' bladestorm, conjure force blade
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*'''Special Actions''' acid spray, madness gaze, summon fiends
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*'''Special Actions''' animate blades, paralyzing gaze
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*'''Spell-Like Abilities (CL 16)'''
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*'''Combat Gear''' ''+3 brilliant energy, unholy longsword''
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**At will--greater call lightning, greater dispel magic, hold monster, invisibility, scry
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*'''Spell-Like Abilities (Caster 16th)'''
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**3/day--blasphemy, dominate monster, greater teleport, plane shift
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**At will--''etheral jaunt, mage armor, maximized magic missile, quickened shield''
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**1/day--implosion, soul bind, storm of vengeance, etherealness
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**3/day--''blade barrier, etherealness, greater teleport, plane shift, wall of force''
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**Contingent--anti-life shell (when living being tries to approach within 10 ft.)
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**1/day--''forcecage, clenched fist, crushing hand''
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**Contingent--''heal'' (when significantly hurt -80 hp)
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----
----
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*'''Abilities''' Str 17, Dex 26, Con 18, Int 22, Wis 23, Cha 22
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*'''Abilities''' Str 28 (36 w/ tongue), Dex 25, Con 24, Int 23, Wis 22, Cha 27
*'''SQ''' outsider traits, overfiend traits
*'''SQ''' outsider traits, overfiend traits
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*'''Feats''' improved critical (longsword), improved initiative, weapon focus/greater weapon focus (longsword), weapon specialization/greater weapon specialization (longsword).
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*'''Feats''' alertness, awesome blow, cleave, combat reflexes, improved natural weapon (tongue), multiattack, power attack
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*'''Skills''' Bluff 21 (+29), Concentration 21 (+28), Hide 21 (+24), Intimidate 21 (+29), Knowledge (planes) 21 (+27), Knowledge (religion) 11 (+17), Knowledge (any other) 10 (+16), Listen 21 (+29), Move Silently 21 (+28), Search 21 (+27), Sense Motive 21 (+27), Spot 21 (+29).
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*'''Skills'''
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*'''Advancement''' 19-24 HD (Large), 25-36 HD (Huge)
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*'''Possessions''' +3 brilliant energy, unholy longsword,  
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*'''Advancement'''
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----
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'''True Seeing (Su):''' A deskayv is under a constant ''true seeing'' effect.
'''True Seeing (Su):''' A deskayv is under a constant ''true seeing'' effect.
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'''Force Aura (Su):''' The deskayv is surrounded by a wavering, slightly-visible (Spot DC 20) aura of force that gives it a constant +8 deflection bonus to AC (bonus = 1/2 HD) and automatically counters any force-effect spells targeting the deskayv.
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'''Profane Shield (Su):''' The aura of evil surrounding a deskayv gives it a constant +9 profane bonus to it's AC (bonus = 1/2 HD). Also any non-overfiend striking the deskayv in melee with a non-reach weapon takes 6d6 points of unholy damage (damage dice = 1/3 HD). A ''protection from evil'' effect reduces this damage by half.
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'''Regeneration (Ex):''' Deskayvs take normal damage from good-aligned weapons and from spells with the good descriptor.
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'''Unholy Tongue (Su):''' The deskayv has an enormous tongue with a 20 ft. reach. Attacks with its tongue are treated as if from a huge creature (it has a +8 strength bonus, +4 bonus to grapple checks, and a damage bonus as if it were a two-handed weapon). Any creature it strikes in melee must succeed on a Fort save (DC 26) or be nauseated for 1d4 rounds. The save DC is consitution-based.
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'''Acid Spray (Su):''' Every 1d4 rounds the deskayv can spray a 60 ft. line of acid from it's tongue. The line can originate from any space within reach of the tongue. The acid inflicts 10d6 points of damage, although a Reflex save (DC 26) reduces the damage by half. Any creature killed by the deskayv's acid is completely dissolved leaving behind no body. The save DC is constitution-based.
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'''Madness Gaze (Su):''' 30 ft. range, Will save (DC 27) or ''confused'' as the spell, except the target gets a saving throw at the start of each turn. The save DC is charisma-based.
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'''Summon Fiend (Sp):''' Once per day a deskayv may automatically summon 2d4 fiends of CR 7 or less, 1d3 fiends of CR 8 to 14, or one fiend of CR 15 or higher (but not an overfiend). This ability is equivalent to a 9th-level spell.
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The deskayv is a malevolent fiend. It does not spend time amassing power or influence for itself, as it would rather torture and punish those that offend it. Deskayv's are feared less for their raw power than for their insatiable thirst for revenge. It is not uncommon for a deskayv to capture a human paladin and torture her for 10 years before finally killing her and ''soul binding'' her so that she may never be resurrected. All of the deskayv's weapons and natural weapons are considered epic and evil for purposes of overcoming damage reduction.
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'''Strategies and Tactics'''
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A deskayv will never enter a straight up fight unless it is fighting a much weaker foe. Against a large group of combatants it will usually fight just long enough to decide who will be the mark of his vengeance for later, before plane shifting or teleporting away and planning a horrific return. If somehow a group can corner a deskayv somewhere that it cannot plane shift, teleport, turn ethereal or just fly away, it will use the following tactics.
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Long range: Summon fiends immediately, usually 2d4 babau or kytons to engage the party at a distance. If they remain at a distance then use acid spray at will and cast ''greater call lightning''. ''Storm of vengeance'' requires too much concentration for it to use in combat, unless its foes are somehow trapped in their position.
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'''Regeneration (Ex):''' A deskayv takes normal damage from holy and good aligned attacks.
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Close range: If the fight begins at this range then summon a balor or pit fiend first. Use ''dominate monster'' against the heaviest armored opponent. Followed by ''implosion'' targeting any rogues and arcane casters first.
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'''Bladestorm (Su):''' At will a deskayv can create a whirlwind of force blades around itself that continues until dismissed. Bladestorm automatically deals 4d6 points of damage against any creature within 10 ft. of the deskayv. These blades are considered a magical force effect so damage reduction does not protect against them and they also affect ethereal creatures. A Reflex save (DC 26) reduces the damage by half. The save DC is dexterity based.
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Melee range: The first foe that attempts to get within 10 ft. of the deskayv will trigger it's contingent anti-life shell. The deskayv takes full advantage of its 20 ft. reach with its tongue. If a foe gets past it's anti-life shell, it will use awesome blow to knock them away. If too many foes have a ''protection from evil'' effect, then it will cast defensively an area-effect ''greater dispel magic'', or a targeted ''dispel magic'' if only one foe is emanating a ''magic circle'' of protection.
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'''Conjure Force blade (Su):''' The deskayv can summon a dancing blade of force to attack any creature within 100 ft. The blade lasts for 10 rounds making a single attack each round not even stopping if the foe is slain. (#List of things to destroy blade)The blade is a magical force effect so damage reduction does not protect against it and it can attack invisible and etheral foes without penalty. The blade attacks at +22 and inflicts 4d6 points of damage.
 
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'''Animate Blades (Sp):''' A deskayv can cause all blades in a 30 ft. radius to animate and attack it's wielder. Unattended blades will spring to life but just dance about, only attacking any creature that passes through it's . A creature in possession of a blade can attempt a Will save (DC 21) to maintain control of the blade, otherwise it continues to make a single attack against it's owner each round for four rounds, then falls to the ground. For purposes of this spell, a blade counts as any melee weapon that deals slashing damage. The save DC is charisma based.
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'''Adventure Hooks'''
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'''Paralyzing Gaze (Su):''' Range 30 ft. Fortitude save (DC 21) or paralyzed as if by a ''hold person'' spell. No duration, the paralysis persists until the target makes a successful save. The save DC is charisma based.
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A great paladin champion has been kidnapped by a deskayv. Only after battling through the infernal realms to rescue her is it discovered that she has since become a blackguard and is the deskayv's consort.
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A magic merchant that the PCs have dealt with in the past disappears for several weeks. When he returns, he explains that a giant fiend kidnapped him, tortured him, then questioned him at length about one of the PCs. His religion, his family, his magical gear, his allies, his enemies...
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Description "blade fiend"
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A temple dedicated to a good deity is the current target of a deskayv's malice. Each morning one of the congregation is found dead on the altar in a more and more gruesome fashion.
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Strategies and Tactics
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'''Ecology'''
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Deskayvs desire nothing more than inflicting great horrors upon the forces of good. As such, they spend little time in the pursuit of personal wealth or power, being single-minded in inventing new methods of physical, emotional, and psychological torture. They do not have lairs, instead roaming the infernal realms, listening for stories of champions of good from fiends that have been banished back to their own plane. Then it will search for those champions with the sole goal of causing it great pain. The average deskayv stands 14 ft. tall and weighs 900 pounds.
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Sample Encounters
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'''Deskayv Lore'''
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Knowledge (Planes)
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Ecology
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DC 15: This creature is obviously of fiendish origin. This result reveals all outsider traits.
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*Environment
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*Typical Physical Characteristics (height, weight)
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*Alignment
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DC 25: This creature is one of the most physically powerful of all the fiends of the lower planes. This result reveals all overfiend traits.
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Lore
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DC 28: It's tongue is incredibly powerful and spews acid as formidable as a black dragons.
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Knowledge (type)
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DC 33: This fiend has an incredibly long memory and may spend a mortal's entire lifespan exacting revenge against him.
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DC Result
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DC 38: It is infused with profane energies and can be harmed by epic holy weapons.

Current revision as of 23:10, 22 November 2006

This towering being is indigo-scaled with two large horns, bat-like wings, and powerful clawed hands and feet. Four glowing green eyes glare at you while it's impossibly-long, anaconda-like tongue thrashes about from it's mouth.

DESKAYV (CR 21)

  • Always E Large outsider (evil, extraplanar, overfiend)
  • Init +7; Senses scent, true seeing; Listen +29, Spot +29
  • Languages: abyssal, celestial, draconic, infernal (telepathy)

  • AC 34, touch 25, flat-footed 27
    • (-1 Size, +7 Dex, +9 natural, +9 profane) profane shield
  • hp 207 (18 HD); regenerate 5/good, DR 15/epic and good
  • Immune: fire, electricity, poison
  • Resist acid 20, cold 20; SR 30
  • Fort +18, Ref +18, Will +19

  • Speed 30 ft., fly 120 ft. (average)
  • Melee tongue +29 (2d6+19), 2 claws +24 (1d6+5), gore +24 (1d8+5)
    • Power Attack 10: tongue +19 (2d6+39), 2 claws +14 (1d6+15), gore +14 (1d8+15)
  • Space 10 ft.; Reach 10 ft. (tongue 20 ft.)
  • Base Atk +18; Grp +31, +43 with tongue
  • Atk Options awesome blow, power attack
  • Special Actions acid spray, madness gaze, summon fiends
  • Spell-Like Abilities (CL 16)
    • At will--greater call lightning, greater dispel magic, hold monster, invisibility, scry
    • 3/day--blasphemy, dominate monster, greater teleport, plane shift
    • 1/day--implosion, soul bind, storm of vengeance, etherealness
    • Contingent--anti-life shell (when living being tries to approach within 10 ft.)

  • Abilities Str 28 (36 w/ tongue), Dex 25, Con 24, Int 23, Wis 22, Cha 27
  • SQ outsider traits, overfiend traits
  • Feats alertness, awesome blow, cleave, combat reflexes, improved natural weapon (tongue), multiattack, power attack
  • Skills Bluff 21 (+29), Concentration 21 (+28), Hide 21 (+24), Intimidate 21 (+29), Knowledge (planes) 21 (+27), Knowledge (religion) 11 (+17), Knowledge (any other) 10 (+16), Listen 21 (+29), Move Silently 21 (+28), Search 21 (+27), Sense Motive 21 (+27), Spot 21 (+29).
  • Advancement 19-24 HD (Large), 25-36 HD (Huge)

True Seeing (Su): A deskayv is under a constant true seeing effect.

Profane Shield (Su): The aura of evil surrounding a deskayv gives it a constant +9 profane bonus to it's AC (bonus = 1/2 HD). Also any non-overfiend striking the deskayv in melee with a non-reach weapon takes 6d6 points of unholy damage (damage dice = 1/3 HD). A protection from evil effect reduces this damage by half.

Regeneration (Ex): Deskayvs take normal damage from good-aligned weapons and from spells with the good descriptor.

Unholy Tongue (Su): The deskayv has an enormous tongue with a 20 ft. reach. Attacks with its tongue are treated as if from a huge creature (it has a +8 strength bonus, +4 bonus to grapple checks, and a damage bonus as if it were a two-handed weapon). Any creature it strikes in melee must succeed on a Fort save (DC 26) or be nauseated for 1d4 rounds. The save DC is consitution-based.

Acid Spray (Su): Every 1d4 rounds the deskayv can spray a 60 ft. line of acid from it's tongue. The line can originate from any space within reach of the tongue. The acid inflicts 10d6 points of damage, although a Reflex save (DC 26) reduces the damage by half. Any creature killed by the deskayv's acid is completely dissolved leaving behind no body. The save DC is constitution-based.

Madness Gaze (Su): 30 ft. range, Will save (DC 27) or confused as the spell, except the target gets a saving throw at the start of each turn. The save DC is charisma-based.

Summon Fiend (Sp): Once per day a deskayv may automatically summon 2d4 fiends of CR 7 or less, 1d3 fiends of CR 8 to 14, or one fiend of CR 15 or higher (but not an overfiend). This ability is equivalent to a 9th-level spell.


The deskayv is a malevolent fiend. It does not spend time amassing power or influence for itself, as it would rather torture and punish those that offend it. Deskayv's are feared less for their raw power than for their insatiable thirst for revenge. It is not uncommon for a deskayv to capture a human paladin and torture her for 10 years before finally killing her and soul binding her so that she may never be resurrected. All of the deskayv's weapons and natural weapons are considered epic and evil for purposes of overcoming damage reduction.


Strategies and Tactics

A deskayv will never enter a straight up fight unless it is fighting a much weaker foe. Against a large group of combatants it will usually fight just long enough to decide who will be the mark of his vengeance for later, before plane shifting or teleporting away and planning a horrific return. If somehow a group can corner a deskayv somewhere that it cannot plane shift, teleport, turn ethereal or just fly away, it will use the following tactics.

Long range: Summon fiends immediately, usually 2d4 babau or kytons to engage the party at a distance. If they remain at a distance then use acid spray at will and cast greater call lightning. Storm of vengeance requires too much concentration for it to use in combat, unless its foes are somehow trapped in their position.

Close range: If the fight begins at this range then summon a balor or pit fiend first. Use dominate monster against the heaviest armored opponent. Followed by implosion targeting any rogues and arcane casters first.

Melee range: The first foe that attempts to get within 10 ft. of the deskayv will trigger it's contingent anti-life shell. The deskayv takes full advantage of its 20 ft. reach with its tongue. If a foe gets past it's anti-life shell, it will use awesome blow to knock them away. If too many foes have a protection from evil effect, then it will cast defensively an area-effect greater dispel magic, or a targeted dispel magic if only one foe is emanating a magic circle of protection.


Adventure Hooks

A great paladin champion has been kidnapped by a deskayv. Only after battling through the infernal realms to rescue her is it discovered that she has since become a blackguard and is the deskayv's consort.

A magic merchant that the PCs have dealt with in the past disappears for several weeks. When he returns, he explains that a giant fiend kidnapped him, tortured him, then questioned him at length about one of the PCs. His religion, his family, his magical gear, his allies, his enemies...

A temple dedicated to a good deity is the current target of a deskayv's malice. Each morning one of the congregation is found dead on the altar in a more and more gruesome fashion.


Ecology Deskayvs desire nothing more than inflicting great horrors upon the forces of good. As such, they spend little time in the pursuit of personal wealth or power, being single-minded in inventing new methods of physical, emotional, and psychological torture. They do not have lairs, instead roaming the infernal realms, listening for stories of champions of good from fiends that have been banished back to their own plane. Then it will search for those champions with the sole goal of causing it great pain. The average deskayv stands 14 ft. tall and weighs 900 pounds.


Deskayv Lore

Knowledge (Planes)

DC 15: This creature is obviously of fiendish origin. This result reveals all outsider traits.

DC 25: This creature is one of the most physically powerful of all the fiends of the lower planes. This result reveals all overfiend traits.

DC 28: It's tongue is incredibly powerful and spews acid as formidable as a black dragons.

DC 33: This fiend has an incredibly long memory and may spend a mortal's entire lifespan exacting revenge against him.

DC 38: It is infused with profane energies and can be harmed by epic holy weapons.

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