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The 3 D's of Adventuring Monsters of The Multiverse Plane Test
The 3 D's of Adventuring Monsters of The Multiverse Plane Test
The 3 D's of Adventuring Monsters of The Multiverse Plane Test
Creature Types save throws progression for racial hit dice. A monster’s racial hit dice
count as levels for determining their save throw bonus, if they also
A monster creature type determines what its racial hit dice is, how have class levels then they use the best saves between their racial
they progress with save throws when they don’t have class levels, as and class save throw progression. Monsters have access to
well as attack roll bonus. The good, average, and poor save throw proficiency bonus like classes using their racial hit dice as their level
progressions refers to the three categories of save throw mentioned and if they have class levels, they take the highest bonus between
in the beginning of chapter 3 of the Player’s Guide to the Multiverse their class level and racial hit dice.
(plane test packet). There are subcategories for certain creature
types, these subcategories however do not affect racial hit dice or
Creature Types, their Racial Hit Dice and Save Throw Progression by Racial Hit Dice
Save Throws Progression
Constriction, Poison, Polymorph Breath Weapon Wands, Charms Spells
Creature Racial Grapple, Paralysis, And And Rods, And And
Type Hit Dice And Trip And Death Petrification Area of Effect And Staffs Compulsions Psionics
Aberration d8 Average Good Good Average Poor Good Average
Animal d8 Average Poor Poor Good Average Poor Poor
Aquatic d8 Average Poor Poor Good Average Poor Poor
Avian d8 Good Poor Poor Good Average Poor Average
Celestial d8 Average Good Good Average Average Good Good
Construct d10 Good Good Poor Poor Average Poor Average
Daemon d8 Average Good Poor Good Good Average Good
Demon d8 Good Average Good Good Poor Good Average
Devil d8 Poor Good Average Average Good Good Good
Dragon d12 Good Average Average Poor Good Poor Good
Dragonoid d10 Good Good Good Poor Average Average Poor
Elemental d8 Poor Average Average Good Good Poor Average
Extraplanar d10 Average Good Good Poor Average Good Average
Fey d6 Poor Good Good Average Average Good Average
Giant d8 Good Good Poor Poor Average Poor Poor
Goblinoid d8 Poor Poor Average Average Good Poor Poor
Humanoid d8 Average Poor Average Average Good Poor Poor
Magical Beast d10 Average Average Good Good Poor Poor Average
Monstrous Humanoid d8 Average Poor Poor Average Good Average Average
Ooze d10 Good Good Good Poor Poor Good Poor
Outsider d8 Average Good Good Average Average Average Poor
Plant d8 Good Good Poor Poor Average Average Poor
Reptilian d4 Poor Average Poor Good Good poor Average
Shapechanger d8 Average Poor Good Good Average Good Poor
Undead d12 Good Good Average Poor Poor Poor Poor
Vermin d8 Poor Good Poor Average Average Good Average
and any magic-user levels they might have if their intelligence score
is 17 or higher.
Alu-Demon
In the Darkrealm it is a well-known fact and many drow consider it
These humanoid creatures are the product of succubi and humans an honor to sire a Dralu-Demon and many drow noble houses try to
having sex; strangely however the resulting offspring is always have at least one Dralu-Demon in their house. Powerful drow magic-
female however thanks to their shapeshifting ability there is nothing users and clerics of L’Jallil will summon a succubus in order to strike
stopping an Alu-Demon taking a male form whenever they want. a deal so that they can produce a Alu-Demon child. If a deal can be
These female humanoids tend to 5’ 6” tall to 7’ tall with tiny vestigial reached the succubus will stay with the drow in question (taking
horns and small bat-like wings which they can use to fly up to 120 male form if the drow is female) for up to 4d4 years plus the time it
feet in a melee round, though their maneuverability is average due takes to become pregnant and give birth to the Dralu-Demon in
to the small size of their wings. 18% of Alu-Demons are born with a which case both drow and succubus will raise the child unlike with
small 1 ½ ‘ to 3’ long tail that ends with a upside down pointed heart normal Alu-Demon where the succubus will become pregnant while
shape. trying to corrupt a mortal and then raise the resulting child
Alu-Demons can easily pass as normal humans if they try and while themselves in the abyss. Once the Dralu-Demon is 4 to 16 years old
a large percent of them tend towards chaotic evil (half of which have the succubus will often leave the child in the care of the drow
neutral tendencies) due to their demonic heritage, 20% of Alu- parent. As such Dralu-Demon lack the antipathy towards succubus
Demons are either Chaotic Neutral, Chaotic Good, or Neutral Evil. that normal Alu-Demon have, in fact most powerful Dralu-Demons
While the listed ability scores below can be used for a Alu-Demon, will keep 2d3 succubi as attendants at all time and will take them as
the dimension master can instead generate their ability scores using sexual parent in addition to drow and other creatures. On occasions
the fallowing method: roll 2d6+6 for strength, dexterity, when going into combat the Dralu-Demon will have 2d6 drow with
Constitution, wisdom, and charisma and roll 1d8+10 for Intelligence them, one of which is always a 9th level cleric and a 12th level magic-
and comeliness, make sure to adjust comeliness for their charisma user and any other drow with them will be 5th level fighters.
score. Do not forget to adjust their stats by their ability scores. If In the large drow city of Errdegahr Cress form by eight city-states
their intelligence score is 17 or higher the Alu-demon will have an that are closely interconnected by trade and inter city-state war fair,
additional 1d12 levels of magic-user and have access to psionics as if being the largest city in the Darkrealm there are at least 30 known
a Psionicist of level equal to their total hit dice (including any magic- Dralu-Demons that live in city. One of which is the Matron of the
user’s levels they possess). If in groups or if an Alu-Demon is in a house Yalmrendan and is a powerful cleric / magic-user who
group of other creatures it will always be a leader of the group functions as the leader for the council of eight the ruling body of
(though they may willing let another creature be leader if said Errdegahr Cress. She keeps the other seven city-states and their
creature is their lover), a Alu-Demon Leader will always be a Alu- drow matron’s from destroying each other with their petty wars and
Demon with an Intelligence of 17 or higher. squabbles. She is feared and respected by the matrons, loved and
Alu-Demon are free spirited creatures by nature and even when of revered by the nobles and common drow, and favored by L’Jallil
evil alignment will prefer to keep creatures they work with or have D’Vhid Herself. Vashiurial Yalmrendan is usually in the company
sex with safe. They also never intentional backstab or betray a 15d3 drow soldiers (5th to 8th level, roll 1d4 with a roll of 1 being 5th
creature they work with, but will leave them if they feel it isn’t in level and a roll of 4 being 8th level, with 75% of them being female),
their best interests or if they have tired of the creature. When they 5d4 succubi, 2d6+1 of her full drow noble siblings (9 female drow
do separate from the service of creature or from creatures that work cleric of levels ranging from 9th to 16th level, roll 1d8 like with the
for it, it will usually be on good terms and usually with a way to drow soldiers above when determining level, and 4 male drow, 3
reach the Alu-Demon if something would happen that might fighters of 5th, 9th, and 14th level respectively and a 25th level magic-
endanger its former ally. Regardless, working with, for, or simply user who is fiercely loyal and protective of his youngest sister
becoming their sexual partner the Alu-Demon will always do what despite her being matron).
they can to maintain a lasting and permeant relationship with any She also has three Dralu-Demon children of her own of which there
creature they meet on friendly terms. Alu-Demons do not usually is only a 25% chance of all three being at her side 50% chance that
get along with Succubi except their mothers and even then, the they are in their own quarters, 15% chance shopping outside the
relationship is strained as most Alu-Demons are born out of one house, and a 10% chance that one or more of them will be at the
night stands due to the nature of succubi and few ever even meet local tavern having sex with a common drow in one of the rentable
their fathers or mothers. rooms. If the roll indicates they are in their quarter roll 1d3 to
There are rumors floating around on the surface realm of rare determine if its one or all three. If less than all three are rolled than
unions between drow and succubi, these actually willing unions are roll again for their location this time with a 75% chance of the
said to produce special unique Alu-Demons called by drow, Dralu- remaining Dralu-Demon being at their mother’s side. None of
Demon. These Alu-Demon are always generated using the special Vashiurial’s daughter are the jealous type and will actively share
method (though an example is provided for easy reference), but sexual partners, however only one of the daughters is bisexual and is
there are a few exceptions to how it is generated. Strength, likely to engage multiple sexual partners of both genders
constitution, and wisdom are generated as above, but dexterity is simultaneously. The two older daughters have levels as a cleric and
generated by rolling 2d6+10, charisma is 2d6+4, and both magic-user respectively one being a 9th level cleric and the other
Intelligence and comeliness is generated by rolling 1d8+12. being a 12th level magic-user, the youngest has no additional class
Furthermore, if the Dralu-Demon’s wisdom score is 17 or higher levels but tends to spend most of her time with the magic-user as
they will have 2d6 cleric levels in addition to their normal hit dice
her large bisexual appetite appeals to the younger child who has
only recent had her 74th birthday.
Alu-Demon Dralu-Demon
Type: Demon Demon
Frequency: Rare (Very Rare) Very Rare (Very Rare)
# Appearing: 1 (1d4 + 2d4 other monsters) 1 ( 1d4 +2d6 Drow, including 1 9th level cleric)
Armor Class: 15 (+2 dexterity modifier, +3 natural armor) or variable 17 (+4 dexterity modifier, +3 natural armor) or variable
Movement Speed: 120 feet (120 feet flying) 150 feet (120 feet flying)
Hit Dice: 6d8 + 2d12 (72 hit points) 6d8 +2d12+8 (80 hit points)
% in Lair: 15% 30%
Treasure Type:
# of Attacks: 1 weapon or kiss (+3 Attack Roll) 2 weapons or 1 kiss (+4 Attack Roll)
Damage (Attack): By weapon +1 By weapon +2
Special Attacks: Draining Kiss Draining Kiss
Special Defense: Immune to weapons (+1 or better damage), resistance to Immune to weapons (+1 or damage), resistance to cold,
cold, electricity, fire, and gas effects, and spell-like electricity, fire, and gas effects, spell resistance 37%, and
abilities. spell-like abilities.
Magic Resistance: 30% 30%
Abilities: S 15 (+1), D 16 (+2), C 12 (+0), CM 21 (+5), I 16 (+2), W 10 S 16 (+2), D 20 (+4), C 14 (+1), CM 22 (+5), I 16 (+2), W 16
(+0), CH 18 (+3) (+2), CH 16 (+2)
Saving Throws: CGT +7, PPD +4, PP +11, BWAOE +8, WRS +4, CC +9, SP +4 CGT +8, PPD +5, PP +11, BWAOE +10, WRS +4, CC +8, SP +2
Alignment: Chaotic Evil (20% CN, CG, or NE) Chaotic Evil (20% CN, CG, or NE)
Size: Medium (5 feet 6 inches to 7 feet) Medium (5 feet 2 inches to 7 feet)
Psionic Abilities: Yes, 17 or higher intelligence, varies by total hit dice Yes, 17 or higher intelligence, varies by total hit dice
Tier: 8 9
Alu-Demons can wear armor, but due to their natural armor only creature, but it takes only 1 segment to kiss an already grappled
gains an improvement in armor class if the armor bonus of the creature, at the beginning of each melee round a creature can
armor exceeds +3 or is a magical armor in which case, she gets to attempt another save vs grapple to escape the Alu-Demon’s grasp
add the armors magical bonus to her armor class. If the armor provided it isn’t under the effects of euphoria. The Alu-Demon can
provided a higher armor bonus and is magical then she gets the full only make a kiss on a creature it is grappling once every two
bonus to her armor class. Thus a +1 leather armor only add +1 to her segments, but are not limited to the number of times per round it
armor class rather than +3, but a +1 full-plate adds the full +10 to can kiss the creature it is grappling.
her armor class. Shield function as normal for a Alu-Demon and
provide full benefits. They also treat all weapons as their favored Alu-Demon’s have infravision up to 90 feet and can switch to
weapons and can use any weapon. They often favor swords of all darkvision as a swift action, their darkvision has a range of 60 feet.
kinds, bows including crossbows, and spears. They also use each of the fallowing abilities 3/day, but only one
ability during any single melee round as a free action: charm person,
When a Alu-Demon kisses a creature or engages in sexual ESP, shape change (But only to any human or humanoid form of
intercourse they can choose to suck the life energy from the approximately their own size and weight). The can also 1/day use
creature’s body draining 1d8 hit points from the victim per kiss or dimension door as a action. All of these spell-like abilities function as
minute of sexual intercourse (this isn’t damage and cannot be if casted by 12 level caster and us intelligence as their spell casting
reduced), this permanently reduces the creatures maximum hit ability. The DC for the spell-like ability is 10 + the Alu-Demon’s
points (as well as current hit points) by the rolled amount and the Intelligence modifier. They resistance spells, spell-like abilities, and
Alu-Demon permanently gains half the drained hit points from the all other magical effect, but not supernatural or extraordinary
victim rounded up to the nearest whole number. Each time during effects on a d% roll of 30% or less. Alu-demons also take half
sexual intercourse a creature is drained or is kissed to drain them, damage from cold, electricity, fire, and gas effects like cloud kill or a
the creature must make a save vs paralysis with a DC 15 or be green dragon’s cone of corrosive gas.
overcome by a pleasurable euphoric sensation that makes them
unable to do anything but stay still in sexual bliss for 1d4+1 As mentioned previously, 2 out of 8 Alu-Demon have 17 or higher
segments. A Alu-Demon can use this draining ability during combat intelligence score and 1d12 magic-user levels in addition to their
by kissing a creature, unwilling creature must make a save vs grapple normal hit dice. When determining proficiency bonus, they use their
against a DC 13 (10 + strength modifier + proficiency bonus using total hit dice and will uses the better save between magic-user and
total hit dice) otherwise they are grasped in the Alu-Demon’s loving monster saves. They are treated as gestalt multi-class characters for
hug-like embrace and kissed. They then lose hit points as explained the purpose of casting spells in armor as well as weapon
above and must then make their save to avoid being unable to proficiencies. Alu-Demons of 17 or higher intelligence are always
defend themselves. It takes 3 segments to grapple and kiss a treated as if they were Psionicist, though don’t get any extra hit dice
or saves for this, but they do treat their total hit dice as their level
for the purpose of power points, attack modes, core skills, and other # of Attacks: 2 arming swords (2), 1 knife-whip, 1 hand crossbow, or
Psionicist class features. kiss (+11 Attack Roll/+13 Range Attack Roll)
Dralu-Demon’s have all of the abilities of normal Alu-Demons as well Damage (Attack): by weapon +2
as the falling. They tend to use arming swords, rapiers, whips, knife-
whips, and hand crossbows for their weapons. They resist spells, Special Attacks: cleric spells, Draining Kiss, and magic-user spells
spell-like abilities, and all other magical effect on a d% roll of 30% or Special Defenses: Immune to weapons (+1 or better), resistance to
less. They also have spell resistance of 30% + 1% per hit dice past the cold, electricity, fire, and gas effects, spell resistance 50%, and spell-
1st to a maximum of 50%, this works on spells or spell-like abilities like abilities
that target them or area effects that affects all creatures in their
area, but not effects that creature a physical force to damage. If the Magic Resistance: 30%
spell is a damage dealing effect and fails to get past the Dralu-
Demon’s spell resistance it still takes damage, but only 1/4 th of the Abilities: S 16 (+2), D 20 (+4), C 17 (+2), CM 25 (+7), I 20 (+4), W 18
damage. The spell resistance is reduced by a % equal to the spells (+3), CH 20 (+4)
level if the spell is 2nd level or higher. Spell-like abilities are treated as Saving Throw: CGT +12, PPD +11, PP +17, BWAOE +14, WRS +16, CC
the lowest level version possible, unless its description say a +20, SP +19
particular spell level.
Alignment: Chaotic Neutral tends towards good
When fighting with weapons, Dralu-Demons fight with two-weapons
like normal drow do with no penalty or restrictions for two-weapons Size: Medium (6 feet 8 inches)
fighting. Dralu-Demons with levels in cleric will prefer to use either a
whip or a knife-whip, though they will still carry two swords to use Psionic Abilities: Yes, 174 power points (level 36 Psionicist)
just in case. They also have all the same immunities and resistances
Tier: 17
as drow do, including the +2 bonus on saves vs spells.
Vashiurial is beautiful, cunning, and gentle, when necessary, but
In addition to their normal spell-like abilities, they can also use the
deadly when pushed. She will always open first with parleying, trying
fallowing drow spell-like abilities: At will as a swift action they can
to find out what a creature wants with her and negotiate. If the
use dancing light, and each 1/day as a swift action darkness, detect
creature cannot be reasoned with, she will always attempt to strike
magic, discern lies (including its reverse), dispel magic, faeries fire,
first with a mind blast, fallowing it up charm person to make sure
and know alignment. 1/day as a action they can use clairvoyance
the creature is unable to properly resist its effect. If by herself and
and suggestion with levitate being usable 1/day as a reaction. Like
she knows a hostile creature is coming to attack she will cast bless
their demonic spell-like abilities these use intelligence as their
and enlarge on herself and her gear to give her a big enough
spellcasting ability using their total hit dice to determine their caster
advantage, though she will still attempt to parley with the creature
level.
but she will switch to offense on the first sign of breakdown in
2 out of 12 Dralu-Demons have 2d6 Cleric levels and 4 out of 8 have communication.
1d12 magic-user level, they can also have both in rare instances.
If she is with her many attendants and family members, she will
All Alu-Demons and Dralu-Demons are immune to the draining have the succubi lay in wait flying above the rooms entrance ready
effects of other Alu-Demons, Dralu-Demons, and well as the to pin down and drain them on the first opportunity or when
succubi’s energy drain. commanded by Vashiurial. She will have at least 10 drow soldiers
flanking each side of the door way, but they do not attack until
commanded or the creatures start to perform a hostile attack
(drawing weapons or casting spells provokes an attack of
Vashiurial Yalmrendan, Matron of House Yalmrendan opportunity from each of the nearby drow). The houses drow nobles
12/16 level Magic-User/Cleric Dralu-Demon will keep close to Vashiurial and will attempt to flank enemies when
they attempt to get close or pelt them with range attacks and spells
Type: Demon from the distance.
Frequency: Unique When fighting Vashiurial will start with her hand crossbow if the
enemies are at a distance, but switching to one of her arming sword
# Appearing: 1 + 15d3 drow soldiers + 2d6+1 drow noble + 5d4 and he knife-whip when they get within 30 feet of her. Once they
succubi come within engage range she will drop her knife-whip and
Armor Class: 24 (+4 dexterity modifier, +10 (+1) full-plate armor) unsheathe her other arming sword. If she has fireball or lightning
bolt prepared and no allies around enemies while they are a
Movement Speed: 150 feet, 120 feet flying distance away from her, she will attempt to cast them both before
they close the distance. When fighting up close she will attempt to
Hit Dice: 22d8 + 2d12+ 12d4 +72 (320 Hit points) use her draining kiss on melee opponents or attempt to use her
% in Lair: 80% charm person ability on the enemy team magic-user of cleric,
persuading them that their former allies are going to betray them
Treasure Type: the first chance that they get and that the charmed creature will be
a welcomed addition to her house, even offering herself to them if
necessary. Any time after she has been dealt 50 or more hit points of
damage, she will attempt to use her cure spells to heal her up to 30
points short of her maximum hit points. If all seem lost and she has
been reduced to 100 hit points or less she will use her dimension
door ability to leave to some place safe, either here bedroom where
she keeps a rod of rulership in a secret compartment or a safe
house, she has made deep in the darkrealm far away from Errdegahr
Cress.
Bandits The bands fighters will be wearing chainmail and use longbows,
arming swords, rapiers, or longsword. Thieves will have crossbows,
Occasionally large roaming bands of humanoids patrol the short swords, rapiers, or 5 to 10 daggers for throwing and be
wilderness looking for unsuspecting travelers to attack and rob. wearing leather armor. Magic-user will carry a quarterstaff and a
Normally these bands will be mostly creatures of one species, but on dagger for protection and may have 1d3 potions on them with a 20%
occasions it is possible to encounter bandit group of mix species. chance of a potion being a potion of invisibility, 30% chance of a
Your typical bandit can be composed of any of the fallowing species potion being a potion of strength (which they will give to the bandit
Dragonsoul, Dwarves (Hill or mountain), Elves (high, grey, wood, or leader at the first sign of the band losing), and a 50% chance of being
shadow subspecies), Halflings, Half-elf, and Humans (In a potion of Healing. Roll for each potion they have, it is possible for
Darastrixtoka a band of brigand with humans, usually are slaves to them to have one of each, all of one type, or a mix. The Cleric will be
one of the non-human species in the band. Likewise, a band of wearing padded leather and have a club and their deities favored
human bandits will most likely be escaped slaves, with one or more weapon (The dimension master is encouraged to just pick a local
possible worshiping Ashendarlon if not a cleric of his.) The bandits deity as random if not preplaced).
will be mostly fighters and thieves with one or two being either a
magic-user, cleric, or a magic-user and a cleric. Parleying with The size of the band varies and can be anywhere from 20 to 200, for
bandits is usually a bad idea as the often have two or three thieves every 50 bandits in the band the band will 25% of the time have one
hiding waiting to sneak up behind their targets while the leader and additional magic-user and 15% of the time have one additional
the rest of the band negotiate. cleric. For every 25 bandits in the group, the bandit leader will have
one additional class level. A group of 200 bandits will always be led
When fighting any magic-users and clerics will stay near the bands by a 10th level fighter.
leader to provide aid, furthermore the bandit leader will keep two
other members of the band next to them armed with light 80% of bandit lairs are a informal camp, with 10% being a cave
crossbows and short sword. These crossbow men will fire into melee complex with a secret entrance and another 10% will be a castle
regardless to their allies’ positions on the battlefield. Once the band with 1d4 catapults for defense. At any given time, the bandits will
has lost half of its members there is a 25% chance that the rest of have 2d10 prisoners in their lair, these prisoners will be of some
the band will flee and 50% chance that the bandit leader will flee. If important in the local area (I.E., ransom) and they will have 5d6
the bandit leader is killed and the bands magic-users and cleric still slaves or followers in the lair to help in its upkeeping. At any one
have unused spell slots there is a 20% chance that the band will time the lair will have 4d5 horses for the band to use.
surrender and a 30% chance that the surviving members will just
flee instead. If the spellcasters have used all their spell slot when the Occasionally you can encounter a smaller group of bandits in
leader dies then they are 50% likely to surrender and 20% chance to dungeons exploring for loot, they tend to have 3d4+1 member of
flee. 30% of the time a bandit group will actually parley in earnest which will always include one magic-user, but never a cleric though
before combat, but they will demand a absurd sum 400 to 1,200 gp the leader will have 5d4 potions of healing on hand.
(3d4 times 100) to allow safe passage.
Bandit
Dragonsoul Dwarf Elves Halfling Half-Elf Human
1st level Cleric, Fighter, Magic-user, or Thief
Type: Humanoid Humanoid (dwarf) Humanoid (elf) Humanoid Humanoid (elf) Humanoid
(dragonoid) (halfling) (human)
Frequency: Common
# Appearing: 2d10 x 10
Armor Class: By armor
Movement Speed: 120 feet (10% 60 feet 120 feet 90 feet 120 feet 120 feet
chance of 150 feet
flying speed)
Hit Dice: 1d4 (4 hit points), 1d6 (6 hit points), 1d8 (8 hit points), or 1d10 (10 hit points)
% In Lair: 20%
Treasure Type:
# of Attacks: 1 by weapon or 2 1 1 1 1 1
claws
Damage (Attacks): By weapon or 1d4 By weapon By weapon By weapon By weapon By weapon
(claws)
Special Attacks: Breath Weapon None None None None None
Special Defense: Energy Resistance Poison Resistance Immune to None 30% resistance to None
magical sleep, magical Sleep and
90% resistance to charm
charm
Magic Resistance: None None None None None None
Abilities: S 11, D 9, C 10, CM S 11, D 10, C 11, S 11, D 11, C 9, S 10, D 11, C S 11, D 11, C 9, S 11, D 10, C 10,
10, I 11, W 11, CH CM 10, I 11, W 11, CM 10, I 11, W 10, CM 10, I CM 10, I 11, W CM 10, I 11, W
10 CH 9 11, CH 10 11, W 11, CH 11, CH 11 11, CH 10
10
Alignment: Neutral or Any evil
Size: Medium Medium Medium Medium Medium Medium
Psionic Abilities: None
Tier: 1 .75 .75 .75 .75 .75
Hit Dice: 10d12 +100 (220 Hit Points) A red dragon will always prefer not to fight in its lair, let alone
indoors and they will immediately run away to the nearest exit to
% In Lair: 60% the outdoors if caught inside. If necessary, they will even use spells
like teleport to immediately appear outside where it will plan an
Treasure Type:
ambush. Red Dragons will always begin an encounter in the air and
# of Attacks: 3 (two claws and one bite) will not come down until they are dead or their wings have been
dealt damage equal to 1/10th their total hit points (22 points of
Damage/Attacks: 1d8+5 slashing damage (claws) and 3d10+5 damage using the example adult red dragon), their wings have an
Piercing Damage (Bite) armor class of 15 (+1 Dexterity Modifier, +4 Natural Armor) and
once their wings have taken 22 points of damage the dragon falls to
Special Attacks: Cone of Fire and Magic-user Spell casting
the ground. It takes a dragon’s wings 3d4 + age category years to
Special Defenses: Immune to Weapons (+1 of better), Immunity to heal to the point of being useable again without the aid of magic.
fire damage. Even then only a cure major wounds or greater healing spell can
actually speed up the healing of the wing’s membrane. If the dragon
Magic Resistance: None knows about the upcoming fight, they will cast any spells they have
that provide defensive benefits. If only a single entrance to the
Abilities: S 22 (+5), D 13 (+1), C 18 (+3), CM 19 (+4), I 23 (+6), W 17
dragon’s location exists than the dragon will attempt to immediate
(+2), CH 18 (+3)
cast a spell like fireball or lightning bolt into the entrance at the first
Saving Throws: CGT +15, PPD +9, PP +10, BWAOE +5, WRS +16, CC sight of a creature. A red dragon can be parleyed with and if a party
+7, SP +12 makes a clear offering to the dragon (A item with a value of no less
then 1,000 gp per hit dice and age category of the red dragon) while
Alignment: Chaotic Evil (Neutral Evil in Darastrixtoka) making sure to take no hostile actions towards it, then the red
dragon will react positively to the party giving them a +35% to their
Size: Gargantuan (48 Feet long)
reaction rolls against the dragon. A red dragon could be persuaded
Psionic Abilities: None to serve with a party under the right circumstances, but it will
require a particularly pricey tribute to the dragon before it will even
consider negotiating for its services (three times the normal offering
value) and which the dragon will begin by demanding 95% of all
In the wild red dragons are often found dwelling in great hills or
treasure acquired during adventuring with it, but it can be talked
mountainous regions, usually using a subterranean cave as their lair.
down to 55% though it will insist in getting first pick of all items. A
Out of all the normal kinds of chromatic dragons, red dragons are
red dragon will never willing work with a lawful good aligned
often the most greedy and avaricious as well being the largest
creature, unless it has some far reaching goal that can only be
species of chromatic dragons. Their scales start out with a light,
accomplished with the aid of one and as such, they despise your run
almost pinkish red, with a line on their belly that is almost peach
of the mill paladins.
colored and they have grey horns. As they age their red scales
darken to a crimson blood red hue and their horns become black as
Red Dragon’s Stats By Age Category
Wings Base
Age Hit Dragon Size Natural Natural Level
Category Dic Tier Length Category Armor Armor Magic-User Ability Scores
e
Hatchling 4 5 3½‘ Small +4 +1 4th S 14 (+1), D 18 (+3), C 18 (+3), CM 25 (+7), I 17 (+2), W
12 (+0), CH 12 (+0)
Wyrmling 5 5 6’ Medium +5 +1 5th S 15 (+1), D 17 (+2), C 18 (+3), CM 24 (+6), I 18 (+3), W
13 (+1), CH 13 (+1)
Very Young 6 6 12’ Large +6 +2 7th S 17 (+2), D 17 (+2), C 18 (+3), CM 23 (+6), I 19 (+4), W
14 (+1), CH 15 (+1)
Young 7 6 18’ Huge +7 +2 9th S 18 (+3), D 16 (+2), C 18 (+3), CM 22 (+5), I 19 (+4), W
15 (+1), CH 15 (+1)
Subadult 8 7 24’ Huge +8 +3 10th S 19 (+4), D 15 (+1), C 18 (+3), CM 21 (+5), I 20 (+4), W
16 (+2), CH 16 (+2)
Young Adult 9 8 30’ Huge +9 +3 11th S 20 (+4), D 14 (+1), C 18 (+3), CM 20 (+4), I 21 (+5), W
17 (+2), CH 17 (+2)
Adult 10 10 48’ Gigantic +10 +4 14th S 22 (+5), D 13 (+1), C 18 (+3), CM 19 (+4), I 23 (+6), W
17 (+2), CH 18 (+3)
Old 11 10 56’ Gigantic +11 +4 15th S 23 (+6), D 12 (+0), C 18 (+3), CM 18 (+3), I 25 (+7), W
18 (+3), CH 19 (+4)
Very Old 12 13 60’ Gigantic +12 +5 16th S 24 (+6), D 11 (+0), C 18 (+3), CM 19 (+4), I 26 (+7), W
19 (+4), CH 20 (+5)
Ancient 13 14 74’ Colossal +13 +5 18th S 25 (+7), D 11 (+0), C 18 (+3), CM 20 (+4), I 27 (+8), W
20 (+4), CH 22 (+5)
Venerable 14 15 97’ Colossal +14 +6 19th S 26 (+7), D 10 (+0), C 18 (+3), CM 21 (+5), I 28 (+8), W
21 (+5), CH 24 (+6)
Wyrm 15 16 118’ Colossal +15 +6 20th S 30 (+9), D 10 (+0), C 18 (+3), CM 22 (+5), I 29 (+9), W
22 (+5), CH 26 (+7)
Great Wyrm 16 17 133’ Macro +16 +7 23rd S 32 (+10), D 9 (+0), C 18 (+3), CM 23 (+6), I 30 (+9), W
23 (+6), CH 28 (+8)
25% of shaman are born with innate psionic talent and know 2 noble family usually consists of a king or queen, their spouses
minor disciplines of 1st level and have access to Psionicist psionic (usually one to five, though sometimes they may be unmarried), and
defense modes Core Skills as if a 1st level Psionicist. If the party usual 5 to 20 princes and/or princess. The noble family usually keeps
leader dies and any of the warband survives 60% of the time (if the a staff of 30 to 300 praetorian guards, with at least six guarding each
enemy isn’t badly wound, otherwise it is only 45%) the shaman will member of the royal family at a time unless asked for privacy. The
sound the retreat, if both shamans and part leaders are dead, there position of next king or queen is usually inherited by the oldest living
is a 90% chance that all surviving Kobolds will flee back home telling child, though some will actually choose a successor from among all
the story of how they were defeated to the village chieftain or the their children. The King or Queen uses a counsel of every chieftain as
ruling nobility if there is one. their royal advisor, when in counsel they will hear from each
chieftain about the state of each village and any grievances they
Kobold Leadership might have. If for some reason there is no living heir to the throne
There are two different types of leadership depending on the size of then the chieftains will gather and vote on who will be the next
territory the Kobold control, a small area of about a single village will ruler, with one vote per chieftain. Kobold Nobles are never
have a single leader who was elected into power by deeds of benefit aggressive, even when threatened and are the embodiment of
to the village earning them the position of Chieftain, this position dignity and grace. Nobles are often the smartest, attractive, and
can be of either gender and is a well respective position. Most charismatic of their race. They will always reason first, only attacking
chieftains have 2 to 5 spouses with anywhere from 5 to 32 children when their life is in danger and will agree to anything that they feel
of varied age. A Chieftain usually has 3 to 8 party leaders who lead is in the best interest of their people. Even evil kobold nobles are
warbands and raid, but also function as counsel for the chieftain kind and respectable to all creatures they encounter, until such is no
along with the village’s shamans. longer an option. Depending on how they are raised and the social
structure of the region a Kobold noble can be a general kobold (i.e.,
Sometimes multiple smaller villages will form around the same area, they don’t have class level), A War Kobold (levels in Fighter, Paladin,
rather than fight against each other for control of the overall or Ranger at the DM’s choice), Magi Kobold (levels in Magic-user,
territory they will all band together forming a Kobold kingdom. Sorcerer, or Warlock) or a Holy Kobold (levels in Cleric, Druid, or
These kingdoms are all monarchies, with a noble family usually Favored Soul, 5 in 100 are actually sword dancers)
started by the strongest chieftain of the combined territory. This
Kobold Leadership
Kobold Kobold Kobold Kobold
Praetorian Guard Chieftain King War King
Type: Reptilian Reptilian Reptilian Reptilian
Frequency: Rare Rare Rare Rare
# Appearing: 3d10 x 10 1 1 1
Armor Class: 18 (+3 dexterity modifier, +5 16 (+3 dexterity modifier, +3 18 (+3 dexterity modifier, 20 (+3 dexterity modifier,
chainmail) or 20 (+3 ring mail) or 18 (+3 dexterity +5 chainmail) +7 plate mail)
dexterity modifier, +5 modifier, +3 ring mail, +2
chainmail, +2 small shield) small shield)
Movement Speed: 50 feet 50 feet 50 feet 40 feet
Hit Dice: 1d4 and 2d10+6 (30 Hit 4d4+8 (24 Hit Points) 6d4+12 (36 Hit Points) 1d4 and 4d10+10 (54 Hit
Points) Points)
% In Lair: 80% 80% 80% 80%
Treasure Type:
# of Attacks: 1 (Bite or Arming Sword) (+3 1 (Bite or Hand Axe) (+2 1 (Bite or Arming Sword) 1 (bite) or 2 (3 with two-
Attack Roll) Attack Roll) (+1 Attack Roll) weapons, Arming Swords)
(+5 Attack Roll)
Damage (Attack): 1d4+1 Piercing Damage 1d4+2 Piercing Damage 1d4+1 Piercing Damage 1d4+2 Piercing Damage
(Bite) or 1d6+1 (medium) (Bite) or 1d6+2 (medium) (Bite) or 1d6+1 (medium) (Bite) or 1d6+2 (medium)
and 1d8+1 (large) Slashing and 1d4+2 (large) Slashing and 1d8+1 (large) Slashing and 1d8+2 (large) Slashing
Damage (Arming Sword) Damage (Hand Axe) Damage (Arming Sword) Damage (Arming Sword)
Special Attacks: None None None None
Special Defenses: None None None None
Magic Resistance: None None None None
Abilities: S 15 (+1), D 18 (+3), C 16 S 16 (+2), D 18 (+3), C 16 S 14 (+1), D 18 (+3), C 16 S 17 (+2), D 18 (+3), C 16
(+2), CM 11 (+0), I 14 (+1), W (+2), CM 10 (+0), I 14 (+1), W (+2), CM 14 (+1), I 15 (+1), (+2), CM 14 (+1), I 15 (+1),
12 (+0), CH 12 (+0) 12 (+0), CH 14 (+1) W 12 (+0), CH 16 (+2) W 12 (+0), CH 16 (+2)
Saving Throws: CGT +3, PPD +4, PP +2 , CGT +3, PPD + 5, PP +1 , CGT +3, PPD +6, PP +3 , CGT +2, PPD +5, PP +2 ,
BWAOE +5, WRS +3, CC +0, BWAOE +7, WRS +5, CC +2, BWAOE +9, WRS +7, CC +4, BWAOE +7, WRS +5, CC +3,
SP +1 SP +3 SP +4 SP +3
Alignment: Lawful Neutral Lawful Evil tends towards Lawful Neutral, LE, LE tends Lawful Neutral, LE, LE tends
Neutral towards Neutral, or NE towards Neutral, or NE
Size: Small (3 feet) Small (3 feet) Small (3 feet) Small (3 feet)
Psionic Abilities: None None None None
Tier: 1 1 2 3
Kobold Praetorian Guards will start combat trying to get between feet, and just like normal kings one out of seven have magical armor
the enemy and the nobles, then they will start targeting major and swords with their Tier being adjusted as described before. Magi
threats first, healer and spellcasters, followed by range combatants Kings are arcane spellcaster either of Magic-user, Sorcerer, or
and stealth user. They never leave the noble by themselves leaving Warlock class (adjust the hit dice type by the classes hit dice, the
at least two to guard them while the rest attacks enemies. 25% of statistic displayed herein is based on the magic-user class) of the
Praetorian Guards will actually have a light crossbow on their back class level equal to his Hit Dice. Suggested spells, 1st level: Armor,
that they can switch to with 20 bolts. magic missiles, sleep, enlarge, diminish, burning hands, shocking
grasp. 2nd level: Invisibility, mirror image, darkness, knock. 3rd level:
Every Kobold village has one Kobold Chieftain, usually the most Fireball, lightning bolt, hold person. 4th level: Charm Monster,
charismatic and capable of the Kobold. They wear heavier armor Polymorph self. 5th Level: Teleport. Holy Kings are divine casters of
than most of the Kobolds that make up the village’s warband, so either Cleric, Druid, Favored Soul, or Sword Dancers of 10 th level.
they move slower. Chieftain usually has at least three party leaders They will always focus on healing their praetorian guards first and
or 8 Kobold fighters attending them that functions as bodyguards for provided support second. Suggested spells, 1st level Cure Light
them. Half of these bodyguards will have light crossbows in addition wounds, resist cold, remove fear, command, bless, entangle (druid),
to their normal gear. faerie fire (druid), shillelagh (druid), moonfire (sword dancer). 2nd
A kobold king can be one of four distinct types based on how they level: Chant, cure moderate wounds, hold person, know alignment,
are raised. Your basic King wears a suit of chainmail of which one out resist fire, spiritual hammer, barkskin (druid), charm person (druid),
of every seven is a magical chainmail of +1 to +5 and a arming produce flame (druid), enthrall (sword dancer), flame blade (sword
sword, for each +1 enhancement bonus their armor has their arming dancer). 3rd level: Cure blindness, cure heavy wounds, dispel magic,
sword is equally magical enchanted and adjust his Tier level by 1 for remove curse, call lightning (druid), protection from fire (druid),
each +1 to a maximum of 7. War Kings have two Identical arming stone shape (druid), water breathing (druid), lesser Spellsong (sword
sword which they will attack with using two-weapons fighting for up dancer), magical vestment (sword dancer), water walk (sword
to 3 attacks, two with their main-hand and one with their off-hand. dancer). 4th level: Cure serious wounds, detect lie, circle of
War Kings also wear plate mail which slows his movement by 20 protection from evil, tongues, produce fire (druid) protection from
lightning (druid), enchant weapon (sword dancer), revivify (sword
dancer). 5th level: cure critical wounds, dispel evil, flame strike, plane (sword dancer), dispel chaos (sword dancer), moonbeam (sword
shift, quest, raise dead, true seeing, animal growth (druid), control dancer) and Rainbow (sword dancer).
winds (druid) sticks to snakes (druid), transmute rock to mud (druid),
wall of fire (druid), air walk (sword dancer), arrow of moonlight
Kobold Queens come in just the same variety of classes, though last or most of their praetorian guard die. After this they are
Magic Queens and Holy Queens use the same list of favorite spells completely demoralized and will do just about anything if it allows
as kings. The Kobold Queens tends to favor the whip and knife-whip them and their subject to live. This is unlike Kings and Queens who if
to most traditional weapon, which allows them to attempt to trip a forced into fighting will fight to the bitter end unless a compromise
single creature within 15 feet, though the whip isn’t effective when is offered to them that is reasonable. Regardless of nobility, they all
the opponent is within 5 feet the queen isn’t afraid to bite any will always be fighting with at least six praetorian guards and can call
creature that comes to close to her in melee combat. You don’t out to summon additional guards if any are nearby (48% if fought in
touch the queen unless she wants you to and even then, she their palace and 23% is fought outside it). Female Kobold nobility
demands respect. Like common Kobold females, queens tend to value strong, capable, creatures of any species who has a comeliness
have higher comeliness score around 1 to 3 points higher than males score of 15 or higher and are 43% of the time open to relationships
making them less hideous to most humanoid eyes, some have been with such a creature provided they have proven their capabilities in
known to refer to Kobold Queens as cute and adorable looking. combat in some way and for each +1 modifier a creature charisma
score gives them increases the percent by 10%.
Princes and Princess both fight like normal kings and queens do,
however they have less hit dice and are prone to fall to the ground
begging for their life or run as far away as possible if they see the
Kobold Leadership (continued)
Kobold Kobold Kobold Kobold
Magi Queen Holy Queen Prince Princess
Type: Reptilian Reptilian Reptilian Reptilian
Frequency: Rare Rare Rare Rare
# Appearing: 1 1 1d12+4 or 3d10+2 1d12+4 or 3d10+2
Armor Class: 13 (+3 dexterity modifier) or 15 18 (+3 dexterity modifier, 15 (+3 dexterity modifier, 13 (+3 dexterity modifier)
(+3 dexterity modifier, +2 armor +5 chainmail) +2 leather)
spell)
Movement Speed: 60 feet 50 feet 60 feet 60 feet
Hit Dice: 8d4+16 (48 Hit Points) 1d4 and 6d8+7 (59 Hit 5d4+5 (25 Hit Points) 5d4+5 (25 Hit Points)
Points)
% In Lair: 80% 80% 80% 80%
Treasure Type:
# of Attack: 1 (Bite or Whip)(+4 Attack Roll) 1 (Bite or Whip)(+4 Attack 1 (Bite or Short Sword) 1 (Bite or Whip
Roll)
Damage (Attack): 1d4 Piercing Damage (Bite) or 1d4 Piercing Damage 1d4 Piercing Damage 1d4 Piercing Damage
1d2 (medium) and 1 (large) (Bite) or 1d2 (medium) (Bite) or 1d8 (medium) (Bite) or 1d2 (medium)
slashing Damage (Whip) and 1 (large) Slashing and 1d6 (large) Slashing and 1 (large) Slashing
Damage (Whip) Damage (Short Sword) Damage (Whip)
Special Attacks: Trip, Spellcasting 7th level magic- Trip, spellcasting 6th level None Trip
user cleric
Special Defenses: None None None None
Magic Resistance: None None None None
Abilities: S 9 (+0), D 18 (+3), C 16 (+2), CM S 9 (+0), D 18 (+3), C 14 S 10 (+0), D 18 (+3), C 15 S 9 (+0), D 18 (+3), C 14
17 (+2), I 17 (+2), W 12 (+0), CH (+1), CM 17 (+2), I 14 (+1), (+1), CM 13 (+1), I 12 (+0), (+1), CM 15 (+1), I 14 (+1),
17 (+2) W 17 (+2), CH 17 (+2) W 12 (+0), CH 14 (+1) W 13 (+1), CH 16 (+2)
Saving Throws: CGT +3, PPD +6, PP +2 , BWAOE CGT +2, PPD +5, PP +4 , CGT +2, PPD +4, PP +3 , CGT +2, PPD +4, PP +3 ,
+7, WRS +10, CC +5, SP +8 BWAOE +5, WRS +1, CC BWAOE +9, WRS +6, CC BWAOE +9, WRS +7, CC
+8, SP +8 +3, SP +3 +4, SP +4
Alignment: Lawful Neutral, LE, LE tends Lawful Neutral, LE, LE Lawful Neutral, LE, LE Lawful Neutral, LE, LE
towards Neutral, or NE tends towards Neutral, or tends towards Neutral, or tends towards Neutral, or
NE NE NE
Size: Small (3 feet) Small (3 feet) Small (3 feet) Small (3 feet)
Psionic Abilities: None None None None
Tier: 4 4 1 1
Succubus When found in the material plane, succubi are normally alone or
with mortal creatures they are trying to blend in with. In the
These demons are rather unique for demon kind as they are not only abyss,55% of the time a succubus will be along and 45% of the time
really human looking, thereby able to blend into the mortal realm they will be in the company of 1d4 lesser demons. If found in the
better, but they are also not always evil. The average succubus is palace of a demon lord, up to 3d4 succubi could be found and there
chaotic neutral or chaotic neutral tendency towards evil, only about is a 15% chance that 1d4 of those will be in incubus form. Succubi do
30% of Succubi are actual chaotic evil. Succubi are never of any good not like fighting and will always attempt to parley, unless it is made
or lawful alignment, at least not naturally. Moreover, succubi are a clear that the succubus life is in danger, in which case it will use their
mono gender species, though since succubi have the ability to charm person ability to charm one of the attackers (the strongest
change their shape to any humanoid form of around the same size one that she can tell), asking for the reason for this attack and
and weight it is possible and is not uncommon for a succubus to take commanding the charmed creature to protect her, stating that she
a male form. Mortals call succubi who use a male form incubus and will reward the creature well if they do. If the attacking creatures do
many think that there are male and female members of the species, not immediately try to parley, the succubus will use her suggestion
but this not true and as creatures of chaos the succubi are ok with ability on the next strongest creature demanding that it take is
this misinformation created by the wild guesses of their prey. companion and leave her alone. If that fails and a full fight breaks
Succubi tend to be anywhere from 4’ to 7’6”, they share the same out, see will attempt to cast magic-user spells at the creatures and if
range of hair, eye, skin, and overall appearances as humans, but the possible, she will get close to the party’s magic-user or next
succubus have large bat-like wings, small 1” long pointed horns dangerous member and grapple them to them a kiss so she can
poking out of their hair line, with a thin 5’ long tail ending with a energy drain. The succubus won’t let go of this creature until it
seeming pointy tipped mass resembling a cartoon heart with the tail drains them to death (which it can energy drain 1 level or point of
connecting to it at center where the two round section meet. While constitution per minute) or she takes 15 points of damage. After the
the tip of the tail looks hard, it is in fact soft with a small hole in battle if the charmed creature and her lives, she keeps her promise
which a poison leaks out at the command of the succubus. Succubi to reward the charmed creature granting it any one favor (provided
regardless of whether in male or female form are always extremely it’s within the succubus power to give) or gold, jewels, or magic
supernaturally beautiful and are naturally very charismatic without items up to 1,000 gp in value. If ask to be the charmed creature’s
the use of their innate abilities. sexual companion or to stop all activities related to a demonic
When in the abyss a succubus will usually be in the service of mission the succubus will willing comply (though if asked to not fulfil
another powerful demon and demon lords usually keep harems of its master’s mission, the succubus will demand the creature
succubus on staff to serve their every need or to function as personally protect her for her time on the material plane as well as
personal body guards. However, most succubi hate living in the to allow her to perform her monthly energy drain on them to allow
abyss and when the opportunity to leave the abyss, either being her to continue to live).
sent there by their employer, summoned by a cleric or magic-user, Succubus
or leave through a dimensional rift, they take it. About 47% of all
Type: Demon
succubus are under the employment of a powerful demon or demon
Frequency: Rare
lord and 60% of those are under employment because of coercion, # Appearing: 1
as such if found on the material plane and a attempt to return them Armor Class: 20 (+3 dexterity modifier, +7 natural armor)
to the abyss is made the succubus will always fight to the death to Movement Speed: 120 feet (180 Feet Flying, Perfect)
avoid returning. However, if threaten with the choice to stop their Hit Dice: 6d8 +12 hit points (60 hit points)
current actions or be forcefully returned to the abyss a succubi is % In Lair: 10%
willing to parley 90% of the time with the other 10% being too afraid Treasure Type:
of their demon master to risk its wrath. It should be noted, that # of Attacks: 2 (claws)(+4 Attack Rolls)
Damage (Attacks): 2d3 Points of slashing/unholy damage
most mortal being do not know that using their energy draining (Claws x2)
ability when outside the abyss is essential to their survival, as inside Special Attacks: Bliss Poison, Energy Drain, Spell-like
the abyss their bodies is constantly suppled energy by the abyss Abilities, Spells
itself. However, outside the abyss a succubus doesn’t have access to Special Defenses: Immune to Weapons (+1 or better),
this external energy source and must at least once a month energy Etherealness
drain 1 level or 1 point of constitution from a creature, if they don’t, Magic Resistance: 30%
they lose 1 point of constitution each month that they don’t feed on Abilities: S 19 (+4), D 18 (+3), C 17 (+2), CM 25 (+7), I
a mortal’s life force and they won’t regain their lost constitution 18 (+3), W 12 (+0), Ch 21 (+5)
until they drain a number of levels or points of constitution equal Saving Throws: CGT +10, PPD +6, PP +13 , BWAOE +9, WRS
the number of lost constitution +1. They never gain more +5, CC +11, SP +4
Alignment: Chaotic Neutral (possible evil tendencies)
constitution than what they had originally, unless they raise their
or Chaotic Evil (30% chance)
constitution up some other way. If they energy drain a creature and
Size: Medium (4 feet to 7 feet 6 inches)
drain more than the 1 level or point of constitution a month needed Psionic Abilities: Yes. 54 power points
for them to survive, the succubus gains 1d8 temporary hit point for Tier: 9
each level or point of constitution past the first per month. These
temporary hit point stay with the succubus until lost and they are
removed first before their normal hit points when they take Succubi can cast magic-user spells as if a magic-user equal to their
damage. racial hit dice, furthermore 20% of all succubi have 1d10 class level
of either magic-user, cleric, or anti-paladin or a mixer of three. They against a DC 14 (10 + strength modifier + proficiency bonus using
also have access to psionic as a Psionicist of a level equal to their total hit dice) otherwise they are grasped in the succubus’s loving
total hit dice. Succubi also have the fallowing spell-like abilities: hug-like embrace and kissed. They then lose levels or constitution as
darkness, charm person, ESP, clairaudience, and suggestion each of explained above and must then make their save to avoid being
which can be used 3/day and use her charisma as her spellcasting unable to defend themselves. It takes 3 segments to grapple and kiss
ability. 2/day a succubus can gate in demons with a 40% chance that a creature, but it takes only 1 segment to kiss an already grappled
nothing comes through, if a demon does come out roll d100, a result creature, at the beginning of each melee round a creature can
of 1-70% mean a type IV demon comes forth, 71-95% means a type attempt another save vs grapple to escape the succubus’s grasp
VI demon comes forth, and 96-00% mean one of the demon lords or provided it isn’t under the effects of euphoria. The succubus can
princes come forth with a 95% chance that if the succubus serves a only make a kiss on a creature it is grappling once every two
particular demon lord it will be that demon lord who appears. At will segments, but are not limited to the number of times per round it
the succubus can become ethereal or return to a corporeal state and can kiss the creature it is grappling.
she shapeshift in to any humanoid form regardless of gender (but
the form must be approximately their own height and weight) any
time she wants, but changing form takes 4 segments. While a
succubus fingers look like a normal well-manicured finger, they
actual have sharp claws of demonic energy coming out of their
fingernails, however these claws are not normally visible or
corporeal until the succubus wills them too at which time they
appear as a shimmer of energy in the shape of a sharp point at the
end of each finger. When she strikes a creature with her claws, they
take 2d3 points of damage half of which is slashing damage and the
other half is unholy damage. The succubus’s tail holds within in a
poison that it can shoot out up to 10 feet or drip, the poison can be
in ingested, insulated, or absorbed through a mucus membrane.
When a creature is ingested the liquid poison, they must make save
vs. poison against a DC 15 or be overwhelmed by an arousing,
supernatural pleasure that causes the victim to be paralyzed for 3d4
minutes. Once per minute of paralysis the victim must make a save
vs. compulsion or suffer an intense, overwhelming orgasm that
causes the duration of the poison to extend for one additional
minute each time the victim fails its save throw. The poison loses all
potency after it remain in contact with the air for five minutes.