The demon Kee-Oth from Adventure Time season 5, episode 41: The Pit |
I just can't help myself but find scads of inspiration from Cartoon Network's Adventure Time with Finn and Jake. Today's Pop Creature comes from a recurring adversary on the show, Kee-Oth, a demon once defeated by Jake's father and bound to a sword. The concept of stealing a demon's blood, forging it into a sword, and then using it to have sway over said demon is a great idea and fits perfectly into the concetps of Pathfinder. In fact, it was such a straightforward concept that I was sure I'd be able to find it already done. Imagine my surprise when I didn't really discover anything that quite fit the bill!
This article presents three new goodies for Pathfinder: Firstly, the stats for the type of demon Kee-Oth is, a Nar-Babau (a more powerful version of the standard babau, focused directly on blood-related powers). Secondly, the stats for a demon blood sword. Then lastly, the rules for demon forging, allowing you to make your own demon-bound weapons to enslave your enemies.
These rules come right as Paizo is coming in on the final chapters of its Wrath of the Righteous adventure path. Take a look within, and maybe you can find a way to interject a demon like Kee-Oth or a demon blood sword into your own Wrath of the Righteous game!
Nar-Babau (Blood Demon, Greater) CR 13
This towering creature resembles a powerfully muscled humanoid stripped of flesh, its bare muscles slick with blood and exposed to the air. A pair of glossy, red horns protrude from the sides of its head and its mouth is full of shark-like teeth. A pair of enormous, tattered wings spread out from its back, and the creature's eyes blaze with a sickening green light.
XP 25,600
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., see invisibility; Perception +14
DEFENSE
AC 28, touch 18, flat-footed 25 (+3 Dex, +10 natural, +5 profane)
hp 189 (10d10+120)
Fort +19, Ref +6, Will +8
Defensive Abilities Profane blessing; DR 15/cold iron or good; Immune electricity, poison, bleed; Resist acid 10, cold 10, fire 10; SR 28
OFFENSE
Speed 40 ft.; fly 90 (good)
Melee 2 claws +22 (1d8+12 plus bleed and grab), bite +22 (2d6+12 19-20/x2 plus blood drain), 2 wings +17 (1d8+6 plus blindness)
Space 15 ft.; Reach 15 ft.
Special Attacks bleed (1d6), blood drain (1d4 Con), dark omen (DC 22)
Spell-Like Abilities (CL 10th)
Constant—see invisibility
At will—animate dead, greater teleport (self plus 50 lbs. of objects only)
2/day—hold monster (DC 20)
1/day—summon (level 3, 2d4 babau at 40%)
STATISTICS
Str 34, Dex 16, Con 35, Int 14, Wis 13, Cha 20
Base Atk +10; CMB +22; CMD 35
Feats Ability Focus (dark omen), Flyby Attack, Hover, Improved Critical (bite), Power Attack
Skills Bluff +18, Fly +20, Intimidate +18, Knowledge (arcana) +15, Knowledge (planes) +15, Perception +14, Spellcraft +15, Use Magic Device +18
Languages Abyssal, Aklo, Celestial; telepathy 100 ft.
SQ create spawn
Blindness (Ex) A creature damaged by a nar-babau's wings must make a Fortitude save (DC 27) or be blinded for 1 round by the demon's caustic blood in their eyes. The save DC is Constitution-based.
Blood Drain (Su) A nar-babau can suck blood from a grappled opponent; if the nar-babau establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The nar-babau heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Create Spawn (Su) A creature brought to 0 Con by a nar-babau's blood drain attack rises immediately as a vampire under the nar-babau's control. A nar-babau may control a number of HD of vampires equal to double its HD. Any vampires created above this limit are not under the nar-babau's control.
Dark Omen (Su) As a full-round action, a nar-babau may attempt to draw the blood out of all creatures within 30-feet. Each creature must succeed at a Fortitude saving throw (DC 22) or be affected by the nar-babau's blood drain ability. The nar-babau gains the normal benefits of all blood drained in this manner. The save DC is Charisma-based.
Profane Blessing (Su) A nar-babau exudes a presence of corruption and gruesume indulgence that shields it from harm, granting the nar-babau a profane bonus to AC equal to its Charisma modifier.
Demon Blood Sword
Aura strong necromancy, evocation; CL 16th
Slot none; Price 72,000 gp + 4,000 gp per HD of demon bound; Weight 8 lbs.
Aa demon blood sword contains a portion of a demon's blood and power, granting its wielder some of the demon's abilities and both the power to banish the demon bound to it back to its native plane and conjure it to the wielder.
A demon blood sword acts as a +1 cold iron greatsword. A creature damaged by a demon blood sword must make a Fortitude save (DC 15) or suffer 1d6 points of bleed damage. When used against outsiders with the demon subtype, the sword functions as a +3 cold iron greatsword and inflicts an additional 2d6 points of damage (as the bane weapon quality).
By speaking a command word the wielder of a demon blood sword may summon the demon bound to the blade. The summoned demon appears in any square adjacent to the wielder of the demon blood sword and may act normally. The bound demon is not fully under the control of the demon blood sword wielder, but it can be compelled to perform actions for the wielder if they win an opposed Charisma check, as if affected by charm monster. A demon summoned in this fashion remains summoned for 16 rounds.
If the bound demon is slain while summoned, it is dismissed back to its home plane with half its total maximum hit points and the demon blood sword loses all magical properties for 24-hours.
As a standard action the wielder of a demon blood sword may cast banishment on the demon bound to the sword, which does not grant a saving throw and ignores spell resistance.
The demon bound to the sword is affected as if by an antipathy spell from touching the weapon or approaching within 15 feet of the wielder. If a demon blood sword is destroyed, the antipathy affect ends and the stolen essence from the demon contained within is instantly returned, elevating the demon back to its full power.
Creation
Prerequisites Craft Magic Arms & Armor, Demon Forging, antipathy, banishment, bleed, trap the soul; Price 36,000 plus a gem worth 2,000 gp per HD of demon bound, destroyed in the creation process.
Demon Forging (item creation)
Prerequisite: Craft Magic Arms & Armor, caster level 5th
Demon forging is an ancient and forbidden art from Sarkoris, largely lost following the opening of the Worldwound. Some surviving summoners and druids within the Worldwound and its adjacent territories hold knowledge of this craft, though few practice it. Demon forging is a process that occurs alongside crafting magic weapons or armor and imbues them with unique properties based on the demon forged into the weapon.
Performing a demon forging requires either a willing demon participant or an unwilling demon that is otherwise forced to be present during the entire duration of the demon forging. If at any time the demon being used for the demon forging leaves the immediate vicinity of the object being crafted, the magic item crafting fails and the materials are wasted.
Demon forging is performed on weapons, typically swords, though other types of weapons have been known to exist. The maximum hit dice of demon able to be used in demon forging is equal to half the total caster level of the item's creator.
A masterwork weapon is required to begin the demon forging ritual, which must be used to pierce the demon's body and inflict at least 1 point of damage, thereby drawing blood from the demon onto the weapon. During the forging of the weapon, the demon's true name must be spoken once at the beginning and end of each day of crafting required.
If the demon participating in the demon forging ritual is unwilling, the spellcaster must successfully make a caster level check to beat the bound demon's spell resistance (if any) on each day of crafting. If this check fails, the demon forging is unsuccessful and all materials are wasted.
A magic weapon may be used in the demon forging process, and the overall cost is adjusted as per the rules on upgrading magic items in the Pathfinder Core Rule Book.
At the end of the demon forging ritual, the demon participant is immediately sapped of strength and vitality. The demon is reduced two size categories and suffers a -8 size penalty to Strength, a -4 size penalty to Constitution and gains a +2 size bonus to Dexterity. These penalties persist until the demon blood sword is destroyed.
Open Content: The game mechanics of this game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d).
For getting power gear parts, adornment, key packs and instruments for advancement and the development business visit site.
ReplyDeletetactical bag