+ Reply to Thread
Results 1 to 6 of 6

Thread: Lantern Demon & Lantern Devil (maybe even Lantern Yogolo

  1. #1
    Join Date
    Jan 2004
    Location
    The Netherlands
    Posts
    2,753

    Default Lantern Demon & Lantern Devil (maybe even Lantern Yogolo

    We all know the Lantern Archon And the cool feat so that you can take it as a familiar. Why can the goodguys have this aid, and are us baddies denied the aid of extraplaner creatures? Sure we can take the Improved Familiar feat, but would having an evil bloated toad with horns, a tail and wings be as much fun as a floating night light?

    Soon on this board! The fiendish cousins of the Lantern Archon and the Fiendish Familiar feat

  2. #2
    Join Date
    Jan 2004
    Location
    The Netherlands
    Posts
    2,753

    Default

    Fiendish Familiar [vile]
    As long as your are able to aquire a new familiar, you may receive a fiend as a familiar.
    Prerequisites: Able to aquire a new familiar, minimum level requirement (see below).
    Benefit: When choosing a familiar, the following creatures are also available to you. You must choose a familiar whose alignment is the same as yours.
    [code2a3a3b0163]
    +--------------------+--------------+---------------------------+
    | Familiar: | Alignment: | Arcane Spellcaster Level: |
    +--------------------+--------------+---------------------------+
    | Fiendish Animal* | Any evil | 3rd |
    | Imp | Lawful evil | 7th |
    | Quasit | Chaotic evil | 7th |
    | Lantern Devil | Lawful evil | 7th |
    | Lantern Quasit | Chaotic evil | 7th |
    | Lantern Yugoloth | Neutral evil | 7th |
    +--------------------+--------------+---------------------------+
    [/code2a3a3b0163]
    * Apply the fiendish template to any animal from the standard familiar list. Unlike other fiendish familiars, a fiendish animal grants its master the standard benefit for having an animal familiar of that type.

    The fiendish familiar is magically linked to its master like a normal familiar. The familiar uses the basic statistics for a creature of its kind, as given in the Monster Manual or this post, except as noted below.
    Hit Dice: For effects related to Hit Dice, use the masters' level or the familiar's normal total, whichever is higher.
    Hit Points: One-half the masters's total or the familiar's normal total, whichever is higher.
    Attacks: Use the master's base attack bonus or the familiar's, whichever is better.
    Saving Throws: Use the master's base save bonuses if they are better than the familiar's.
    Familiar Special Abilities: Use the information in the Familiars sidebar on pages 52-53 of the Players Handbook to determine additional abilities as you would for a normal familiar. With the exception of fiendish animals, fiendish familiars do not grant their masters any of the benefits that appear in that sidebar.

  3. #3
    Join Date
    Jan 2004
    Location
    The Netherlands
    Posts
    2,753

    Default

    Lantern Devil
    Small Outsider (Baatezu, Extraplanar, Evil, Lawful)
    Hit Dice: 1d8 (4 HP)
    Initiative: +4
    Speed: Fly 60 ft. (perfect) (12 squares)
    Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
    Base Attack/Grapple: +1/-8
    Attack: Light ray +2 ranged touch (1d6)
    Full Attack: 2 light rays +2 ranged touch (1d6)
    Space/Reach: 5 ft. / 5 ft.
    Special Attacks: Spell-like abilities
    Special Qualities: Immunity to fire and poison, Resistance to acid 10 and cold 10, See in Darkness, Summon, Telepathy.
    Saves: Fort +2, Ref +2, Will +2
    Abilities: Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
    Skills: Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4
    Feats: Improved Initiative
    Environment: The Nine Hells of Baator
    Organization: Solitary, pair, or squad (3-5)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always lawful evil
    Advancement: 2-4 HD (Small)
    Level Adjustment: -

    A ball of flickering red light, like if a fire burns inside it, floats toward you

    Lantern devils appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, although they can try to hide it.
    Lantern devils are very craftily and usually plot against the destruction of good beings. However, their bodies are just gaseous globes, and they are much too weak to set any grande plans in action. Lantern devils speak in heavy, coarse voices.

    Combat
    A lantern devil has little reason to get within melee range. It usually summons extra devils to aid him, then blasts away with its light rays. Lantern devils prefer to concentrate on a single oponent, seeking to redure enemy numbers quickly.
    Light Ray (Ex): A lantern devil's light rays have a range of 30 feet. This attack overcomes damage reduction of any type.
    Summon Tannar'ri (SP): Once per day a lantern devil can attempt to summon another lantern devil with a 50% chance of success. This ability is the equivalent of a 1st-level spell.
    Spell-Like Abilities: At will - aid, detect good, continual flame. Caster level 3rd.
    Telepathy (Su): Lantern devils communicate telepathically with creatures within 100 feet that speaks Infernal, Celestial or Draconic.

    Lantern Demon
    Small Outsider (Tannar'ri, Extraplanar, Evil, Chaotic)
    Hit Dice: 1d8 (4 HP)
    Initiative: +4
    Speed: Fly 60 ft. (perfect) (12 squares)
    Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
    Base Attack/Grapple: +1/-8
    Attack: Light ray +2 ranged touch (1d6)
    Full Attack: 2 light rays +2 ranged touch (1d6)
    Space/Reach: 5 ft. / 5 ft.
    Special Attacks: Spell-like abilities
    Special Qualities: Immunity to electricity and poison, Resistance to acid 10, cold 10 and fire 10, Summon, Telepathy
    Saves: Fort +2, Ref +2, Will +2
    Abilities: Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
    Skills: Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4
    Feats: Improved Initiative
    Environment: The Abyss, Plane of Endless evil
    Organization: Solitary, pair, or squad (3-5)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always chaotic evil
    Advancement: 2-4 HD (Small)
    Level Adjustment: -

    A blob of blue glowing light floats toward you (like a lavalamp without a lamp but contained in a globe of force)

    Lantern demons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, although they can try to hide it.
    Lantern demons are very agressive and usually attack everything non-tannar'ri in sight (and sometimes even fellow tannar'ri), they're useless as an aid to most people. Because indeed, their bodies are just gaseous globes, and they are much too weak to render any material aid. Lantern demons speak in high-pitched, shrieking voices.

    Combat
    A lantern demon has little reason to get within melee range. It starts blasting away with its light rays, and if that isn't enough it summons reinforcements. Lantern demons prefer to scatter over the battlefield, weakening each opponent.
    Light Ray (Ex): A lantern demon's light rays have a range of 30 feet. This attack overcomes damage reduction of any type.
    Summon Tannar'ri (SP): Once per day a lantern demon can attempt to summon another lantern demon with a 35% chance of success. This ability is the equivalent of a 1st-level spell.
    Spell-Like Abilities: At will - scare, detect good, continual flame. Caster level 3rd.
    Telepathy (Su): Lantern demons communicate telepathically with creatures within 100 feet that speaks Abyssal, Celestial or Draconic.

  4. #4
    Join Date
    Jan 2004
    Location
    The Netherlands
    Posts
    2,753

    Default

    Lantern Yugoloth
    Small Outsider (Yugoloth, Extraplanar, Evil, Neutral)
    Hit Dice: 1d8 (4 HP)
    Initiative: +4
    Speed: Fly 60 ft. (perfect) (12 squares)
    Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
    Base Attack/Grapple: +1/-8
    Attack: Light ray +2 ranged touch (1d6)
    Full Attack: 2 light rays +2 ranged touch (1d6)
    Space/Reach: 5 ft. / 5 ft.
    Special Attacks: Spell-like abilities
    Special Qualities: Immunity to poison and acid, Resistance to cold 20, fire 20 and electricity 20, Telepathy
    Saves: Fort +2, Ref +2, Will +2
    Abilities: Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
    Skills: Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4
    Feats: Improved Initiative
    Environment: The evil plane of Gehenna
    Organization: Solitary, pair, or squad (3-5)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always neutral evil
    Advancement: 2-4 HD (Small)
    Level Adjustment: -

    A floating greenish skull with limegreen pinpoints for eyes sents out a pulsating light. One moment it's a pale green glowing skull, the other moment a bright lime globe of light.

    Lantern yugoloths appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, although they can try to hide it.
    Lantern yugoloths are very sadistic and usually try to inflict the largest ammount of damage. They're avid torturers and guards. Despite their eager, their bodies are just gaseous globes, and they are much too weak to really get a job done. Lantern yugoloths rarely speak, and when they do it's just a whisper.

    Combat
    A lantern yugoloth has little reason to get within melee range. It starts blasting away with its light rays, and if that isn't enough it summons reinforcements. Lantern demons prefer to scatter over the battlefield, weakening each opponent.
    Light Ray (Ex): A lantern yugoloth's light rays have a range of 30 feet. This attack overcomes damage reduction of any type.
    Spell-Like Abilities: At will - aid, detect good, continual flame. Caster level 3rd.
    Telepathy (Su): Lantern yugoloths communicate telepathically with creatures within 100 feet that speak a language.

  5. #5
    Join Date
    Jan 2004
    Location
    The Netherlands
    Posts
    2,753

    Default

    Lantern Carrier: This is a sturdy cage wrought of black iron in the shape of a four sided lantern with a small roof. Sometimes glass panels are added instead of bars. In the inside, the lantern is suspende by pure force to cushion the familiar from impacts. It's equiped with a door, like a normal lantern, that the familiar can open from inside or outside, as well as an internal latch so the familiar can lock itself in. The glass panels, or spaces between the bars can be shuttered from the inside, making it seem as if the lantern has been extinguished. The bar-version offers 1/4 cover when unshuttered, and the glass-version always provides total cover. The carrier has hardness 10, 15 hit points, and a break DC of 23.

  6. #6
    Join Date
    Jan 2004
    Location
    The Netherlands
    Posts
    2,753

    Default

    Please give feedback, I'm bound to have made a couple of errors

+ Reply to Thread

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Similar Threads

  1. Replies: 7
    Last Post: 5th April 2007, 13:14
  2. Deal with the Demon
    By Horro-The-Horrible in forum Playing Area #20
    Replies: 217
    Last Post: 22nd June 2004, 01:14
  3. The Half-demon (inspired by Devil May Cry)
    By IronShadow in forum Resource: Races
    Replies: 4
    Last Post: 29th March 2004, 15:33

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts