Conversion notes here.

 

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Dretch: Small Extraplanar; Init +0; Defense 11 (+1 size); Spd 20 ft.; Atk +2/+2/+0 (+1 size, +1 Str) for +2L dmg, claws, +0L dmg, bite; SV Dmg +7, Fort +3, Ref +1, Will +1; Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11.

 

Skills: Hide +1 (0, +4 size), Listen +1 (0), Move Silently +1 (0), Spot +1 (0), Search +1 (-3), Survival +0 (+2 for tracking) (0).

 

Feats: Darkvision, Immunity (electricity, poison, aging, chemical, cold, fire), Unusual Size (Small), Track, Extra Limbs (2 Claws, 1 Bite), Extra Attacks x2 (2 Claws P, 1 Bite S), Multiattack (Secondary attacks are only at -2 to hit, not -5), Skill Specialty (+2 to Survival rolls for Tracking).

 

Powers: Natural Weapon +1 (lethal Claws, Partial Extra: Natural Weapon +0 (lethal Bite))

Protection +5

Comprehend +5 (Flaw: not written works)

Amazing Save: Damage +5

Amazing Save: Fortitude +1 (Extras: Reflex, Will)

Nauseate +5 (Extra: Area, Obscure (vision and scent), Trigger. Flaw: Uses x4 (1/day), Only Triggered together, Poison-based Nauseate (Immunity Poison confers immunity, can be cured with Healing or fought off with Regeneration opposed Power Check)

Terror# +4 (Extra: Duration, Flaw: Uses x4 (1/day)).

 

# http://www.mutantsandmasterminds.com/super-vision/000102.php

 

[Variant could retain Telekinesis +1 and Obscure (sight) +4 from 3.0, and be able to use Terror +4 at will, but retain the singular use of Nauseate.]

 

Plot Device: 1 / day a Dretch can attempt to summon another Dretch by making a straight d20 roll (DC 14) as a Half Action.  A summoned demon cannot use its own summoning ability in this manner.

 

[2 HD Dretch used as base.  At 4 HD add +2 Atk.  At 6 HD add +4 Atk and +1 AS: Fortitude, Reflex and Will.]

 

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Quasit: Tiny Extraplanar; Init +7 (+3 Dex, +4 Improved Initiative); Defense 15 (+3 Dex, +2 size); Spd 20 ft., Fly 50 ft. (perfect); Atk +7/+7/+2 (+2 BAB, +2 size, +3 Attack Finesse) for -1L dmg, bite or -1 dmg, claws); SV Dmg +1, Fort +1, Ref +1, Will +1; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10.

 

Skills: Bluff +1 (0), Diplomacy +1 (0), Disguise +0 (+2 when acting) (0), Hide +2 (3 +8), Intimidate +1 (-1 or 0), Knowledge (any one) +1 (0), Knowledge (occult) +1 (0), Listen +1 (1), Move Silently +1 (3), Search +1 (0), Spot +1 (1).

 

Feats: Darkvision, Immunity (fire, poison, aging), Extra Limb (2 Claws), Extra Attack x2 (2 Claws, P, 1 Bite S), Improved Initiative, Attack Finesse, Detect (mystical forces), Detect (heroes, anyone with Hero Points), Skill Specialty (+2 to Disguise rolls when Acting).

 

Powers:

Natural Weapon +0 (lethal claws and bite)

Flight +10 (Extra: Increased Maneuverability x3 (perfect), Flaw: Winged)

Drain Physical Attribute +4 (Extras: Triggered (on Claw attack), Secondary Effect, Slow Recovery x3, Flaws: Only when Triggered, Poison (cured / resisted by Immunity to Poison, Regeneration or Healing Power Checks), One Attribute (Dex))

Shapeshifting +6 (Extra: Movement, Flaw: Two (usually) humanoid, animal or vermin forms only, Power Stunt: Unusual Size x2 (up to Medium in altered forms))

Invisibility +6

Terror# +6 (Extras: Duration, Area,  Flaws: Reduced Range x2 (Touch), Uses x4 (only 1/day))

 

# http://www.mutantsandmasterminds.com/super-vision/000102.php

 

Amazing Save: Damage +3

Amazing Save: Fortitude +1 (Extras: Reflex, Will)

Comprehend +5 (Extra: Communication*, Flaw: Not vs. written texts).

 

[*the Communication Extra for Comprehend allows the character to speak in languages that he has successfully understood, for the remainder of the scene.]

 

Plot Device: Quasits can’t summon crap.

 

[3 HD Quasit used as base.  A 6 HD version would have +2 Atk and +1 AS: Fort, Ref & Will.]

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Succubus: Medium Extraplanar; Init +1; Defense 11 (+1 Dex); Spd 30 ft., Fly 50 ft. (average); Atk +5/+5 (+4 BAB, +1 Str) for +2L dmg, claws; SV Dmg +1, Fort +1, Ref +1, Will +1; Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 20.

 

Skills: Bluff +2 (8 +2), Concentration +1 (2), Diplomacy +2 (8), Disguise +2 (+4 acting) (8), Escape Artist +2 (1), Hide +1 (1), Intimidate +1 (8 +2 or 1 +2), Knowledge (any one) +1 (3), Listen +1 (2 +8), Move Silently +1 (1), Search +1 (3), Spot +1 (2 +8), Survival +1 (+3 tracking) (2).

 

Feats: Darkvision, Immunity (electricity, poison, aging, chemical, cold, fire), Track, Extra Limb (claws), Extra Attack (2 Claws, P), Dodge, Talented (Bluff and Intimidate), Skill Specialty (+2 to Survival rolls to Track or Disguise rolls when Acting), Detect (heroes, anyone with Hero Points).

 

Powers:

Natural Weapon +1 (Lethal Claws, Extra: Subtle)

Flight +10 (Extra: Increased Maneuverability (average), Flaw: Winged)

Super-Charisma +3

Protection +10

Deflection +9 (Extra: Automatic, Rapid x2, Flaw: Only vs powers with a Mystic source)

Amazing Save: Damage +9

Amazing Save: Fortitude +1 (Extras: Reflex, Will)

Super-Skill (Listen) +8 (Extra: Spot)

Sorcery +9 (Charm Monster/Suggestion (Mind Control), Detect Thoughts (Telepathy), Ethereal Jaunt (Incorporeal), Greater Teleport (Teleport), Flaw: No Offensive, Defensive or Illusion spells, Power Stunt: Extra Spell x2 (Dimensional Travel, Polymorph Self (Shapeshifting (E: Continuous, F: Humanoid forms only)), Comprehend (E: Communication*, F: not written text))

Succubi’s Kiss (Effect: Drain Physical Attributes +2 (Extras: Mental Attributes, Skills, Feats and Powers, Slow Recovery x3, Subtle))

 

Plot Device: 1 / day a Succubus can attempt to summon one Vrock by making a straight d20 roll (DC 15) as a Half Action.  A summoned demon cannot use its own summoning ability in this manner.

 

[6 HD Succubus used as base.  A 12 HD version would have +4 Atk and +2 AS: Fort, Ref and Will and +3 ranks of Sorcery.]

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Vrock (Type I Demon): Large Extraplanar; Init +0; Defense 10; Spd 30 ft., Flight 50 ft. (average); Atk +10/+10/+8/+8/+8 (+6 BAB, +5 Str, -1 size) for +8L dmg, Claws, +4L dmg, Bite or leg-Talons; SV Dmg +18, Fort +9, Ref +4, Will +5; Str 20, Dex 15, Con 20, Int 14, Wis 16, Cha 16.

 

Skills: Concentration +3 (3), Diplomacy +1 (3), Hide +2 (2, -4 for size), Intimidate +2 (3 or 6), Knowledge (any one) +2 (2), Knowledge (occult) +2 (2), Listen +4 (3), Move Silently +2 (3), Search +2 (2), Sense Motive +2 (3), Spot +4 (3), Survival +1 (+3 tracking) (3).

 

Feats: Darkvision, Immunity (electricity, poison, aging, chemical, cold, fire), Unusual Size (Large), Extra Reach (10 ft.), Takedown Attack, Power Attack, Extra Limbs (2 claws, 1 bite, 2 talons), Extra Attacks (2 Claws P, 1 Bite and 2 Talons S), Multiattack (secondary attacks only at -2, instead of -5), Track, Skill Specialty (+2 to Survival rolls to Track).

 

Powers:

Super-Constitution +2 (Partial Extra: Super-Strength +1)

Protection +10

Flight +10 (Extra: Increased Maneuverability (Average), Flaw: Winged)

Natural Weaponry +2 (lethal Claws, Partial Extra: Natural Weaponry +1 (Bite, Talons)

Deflection +5 (Extras: Automatic, Rapid x2, Flaw: Only vs. powers with a Mystical source)

Amazing Save: Damage +11

Amazing Save: Fortitude +2 (Extras: Reflex, Will)

Super-skill (Listen) +8 (Extra: Spot)

Sorcery +7 (Teleport, Telekinesis, Illusion (E: Area, F: only identical images of caster), Comprehend (E: Communication*, F: Not written communications), Flaw: Excluded Groups: Offense, Defense, Transformation, Power Stunt: Extra Spell (Dimensional Travel))

Heroism (Effect: Luck +6 (Extra: Affects Others, Flaws: Limited (1/day for a scene on a single person), Restricted (no bonus can exceed +2, but can divide them to get a +2 to an attack, +2 to a save and +2 to a skill check in a single round)))

Stunning Screech (Effect: Stun +10, Partial Extra: Area +6, Flaws: Reduced Range (Touch), Limited (Only usable 1 / hour), Power Stunt: Partially Selective (Demons are immune))

Energy Field +1 (lethal chemical, Extras: Area, Duration x2 (damaging effect is Sustained once it hurts someone), Flaw: Limited, only activates (as free action) 1 out of 3 rounds, does not ‘stack’ with itself if a target is still suffering the effect of a previous exposure, Poison-based (can be resisted with a Healing or Regeneration Power Check, Immunity to Poison gives full immunity)

Dance of Ruin (Effect: Energy Blast +20, Extra: Area, Flaw: Restricted x3 (requires 3 Vrock to dance uninterrupted for 3 full rounds, blast occurs at end of 3rd round of dance), Reduced Range (Touch), Power Stunt: Partially Selective (Demons are immune))

 

Plot Device: 1 / day a Vrock can attempt to summon 1d20 Dretches or another Vrock with a straight d20 roll (DC 14).  A summoned demon cannot use its own summoning ability in this manner.

 

[10 HD Vrock used as base.  A 12 HD version would have +2 Atk, +1 rank of Sorcery and +1 AS: Fortitude, Reflex and Will.  At 18 HD, add +6 Atk, 4 ranks of Sorcery and +2 AS: Fort, Ref & Will.  At 24 HD, change size to Huge, -1 to Defense, add another Extra Reach feat (total 15 ft. reach), add +9 Atk, 7 ranks of Sorcery, +4 AS: Fort, Ref & Will, +4 Super-Strength, +2 Super-Constitution, subtract 2 from Dexterity and add +3 AS: Damage.]

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Hezrou (Type II Demon): Large Extraplanar; Init +0; Defense 9 (-1 size); Spd 30 ft.; Atk +5/+0/+0 (+6 BAB, -1 size) for +7L dmg, bite or +3L dmg, claws; SV Dmg +1, Fort +1, Ref +1, Will +1; Str 20, Dex 10, Con 20, Int 14, Wis 14, Cha 18.

 

Skills: Climb +2 (5), Concentration +4 (2), Hide +3 (0 –4 size), Escape Artist +3 (0), Intimidate +2 (5 or 4), Listen +2 (2 +8), Move Silently +2 (0), Search +2 (2), Knowledge (occult) +2 (2), Spot +2 (2 +8), Survival +1 (+3 Tracking) (2).

 

Feats: Darkvision, Immunity (electricity, poison, aging, chemical, cold, fire), Extra Limbs (claws and bite), Extra Attacks x2 (1 Bite P, 2 Claws S), Extra Reach (10 ft.), Blind-fight, Power Attack, Toughness, Takedown Attack, Track, Skill Specialty (+2 to Survival rolls to Track), Improved Grab (if both claws hit, it can grapple as a Free Action).

 

Powers:

Natural Weapon +2 (Lethal Bite, Partial Extra: Natural Weapon +1 (Lethal Claws))

Super-Constitution +4

Protection +10

Deflection +9 (Extras: Automatic, Rapid x2, Flaw: Only vs powers with a Mystical source)

Super-Skill (Listen) +8 (Extra: Spot)

Amazing Save: Damage +14

Amazing Save: Fortitude +2 (Extras: Reflex, Will)

Sorcery +8 (Incorporeal (F: Uses x2 (4/day), Teleport, Comprehend, Flaws: Excluded Groups x4 (Offense, Defense, Illusion, Control, Power Stunt: Extra Spell (Dimensional Travel))

Nauseate +4 (Extra: Duration x3 (Continuous), Partial Extra: Area +2, Flaw: Reduced Range (Touch), Poison-based (Immunity to Poison negates, can be countered with an opposed Regeneration or Healing Power Check), Power Stunt: Partially Selective (Demons are immune))

Chaos Hammer / Unholy Blight (Effect: Energy Blast +8 (lethal unholy forces, Extras: Slow (Partial Extra: Area +4), Nauseate (PE: Area +4, Flaw: Can only Sicken*, cannot move to full Nauseated condition), Partial Extra: Area +4), Trigger (Slow *or* Nauseate with Energy Blast), Flaw: Can only use Slow or Nauseate as Trigger from Energy Blast, Power Stunt: Partially Selective (Only affects heroes, those with Hero Points)))

Blasphemy (Effect: Energy Blast +10, Extras: Stun (PE: Area +8), Paralysis (PE: Area +8), Trigger (Stun), Trigger (Paralysis), Trigger (Drain), Partial Extras: Area +8, Drain +8 (Physical, E: Area, F: Only Str), Flaw: Uses x4 (only 1 / day), Triggered powers only usable as part of Triggered Energy Blast and cannot be used independently x3, Power Stunt: Partially Selective (doesn’t affect any creature with Villain Points).

 

Plot Device: 1 / day a Hezrou can attempt to summon 2d20 Dretches or another Hezrou by making a straight d20 roll (DC 14) as a Half Action.  A summoned demon cannot use its own summoning ability in this manner.

 

[10 HD Hezrou used as base.  At 12 HD add +2 Atk and +1 AS: Fort, Ref & Will.

 

A 24 HD version would be Huge and have -1 Defense, an added Extra Reach feat (15 ft. reach total), +4 ranks of Super-Strength, +2 ranks of Super-Constitution, -2 Dexterity, +9 Atk, +4 AS: Fort, Ref & Will, +3 AS: Damage, +7 ranks of Sorcery, +5 ranks of Chaos Hammer / Unholy Blight and be able to use Blasphemy 2 / day, as well as an additional 2 ranks of Natural Weapon (bite) and +1 rank of Natural Weapon (claws).  Remember to modify damage and saves for new Str, Dex and Con scores (not counted into above modifications.]

 

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Glabrezu (Type IV Demon): Huge Extraplanar; Init +0; Defense 8 (-2 size); Spd 40 ft.; Atk +6/+6/+4/+4/+4 (+8 BAB, -2 size) for +12L dmg, 2 pincers or +6L dmg, 2 claws or +6L dmg, 1 bite; SV Dmg +29, Fort +13, Ref +3, Will +8; Str 20, Dex 10, Con 20, Int 16, Wis 16, Cha 20.

 

Skills: Bluff +3 (5), Concentration +4 (3), Diplomacy +1 (5), Disguise +1 (+3 acting) (5), Intimidate +3 (5 or 10, +2 from size), Knowledge (any two) +3 (3), Listen +4 (3), Move Silently +3 (0), Search +3 (3), Sense Motive +3 (3), Knowledge (occult) +3 (3), Spot +4 (3), Survival +1 (+3 tracking) (3)

 

Feats: Darkvision, Immunity (electricity, poison, aging, chemical, cold, fire), True Seeing, Unusual Size (Huge), Extra Reach x2 (15 ft.), Track, Takedown Attack, Rapid Takedown, Extra Limbs (2 pincers, 2 claws, 1 bite), Extra Attacks x4 (2 Pincers P, 2 Claws S and 1 Bite S), Multiattack (secondary attacks only at -2), Power Attack, Talented (Bluff and Intimidate), Skill Specialty (+2 to Survival checks for Tracking and Disguise checks for Acting).

 

Powers:

Natural Weapon +2 (L Pincers, Partial Extra: Natural Weapon +1 (L Claws and L Bite)

Running +2

Amazing Save: Damage +19

Super-Strength +5 (Extra: Super-Constitution)

Amazing Save: Fortitude +3 (Extras: Reflex, Will)

Protection +10

Deflection +10 (Extras: Automatic, Rapid x2, Flaw: Only attacks with the Mystical source)

Super-Skill: Listen +8 (Extra: Spot)

Sorcery +8 (Mind Control (Extra: Area, Flaw: only to cause Confusion (*), Teleportation, Illusion (Extra: Area, Flaw: Only to create duplicates of itself in his immediate area), Neutralize (only powers with a mystical source), Comprehend, Power Word Stun (Effect: Stun +8, Extras: Duration (Concentration, a stunned target doesn’t get a roll to un-stun while the Demon concentrates), Mental, Insidious (uses Fort or Will save, whichever is the targets weakest!), Flaws: Uses x4 (1/day)), Flaws: Excluded Groups x2 (Offense, Transformation), Power Stunt: Extra Spell (Dimensional Travel))

Energy Blast +10 (Extra: Improved Knockback (**), Flaw: Only to cause Knockback effect, can only cause damage as a secondary effect from ‘falling’ into another surface, Effect: Target ‘falls’ up.  Flying targets can stabilize as a reaction with a Power Check against this power.)

Chaos Hammer / Unholy Blight (Effect: Energy Blast +6 (lethal unholy forces, Extras: Slow (Partial Extra: Area +4), Nauseate (PE: Area +4, Flaw: Can only Sicken*, cannot move to full Nauseated condition), Partial Extra: Area +4), Trigger (Slow *or* Nauseate with Energy Blast), Flaw: Can only use Slow or Nauseate as Trigger from Energy Blast, Power Stunt: Partially Selective (Only affects heroes, those with Hero Points))).

 

[**An Attack with Improved Knockback does not require a Stun result, and ignores Amazing Save: Damage (although Immovability counters it as if equal ranks of Protection).  Opponents striking a solid surface damage it and themselves as if falling the respective distance, but never taking more than the powers PL rank in damage.]

 

Plot Device: 1 / day a Glabrezu can attempt to summon 2d20 Dretches or 1 Vrock by making a straight d20 roll (DC 11).  It can instead attempt to summon another Glabrezu, but the DC is 17.  The summoning takes a Half Action.  A summoned demon cannot use its own summoning ability in this manner.

 

Plot Device: 1 / month a Glabrezu can fulfill a mortals wish, but it must be to cause great evil or suffering, or the mortal most be willing to cause great evil or suffering (or endure it himself) to ‘earn’ that wish.

 

[12 HD Glabrezu used as base.  An 18 HD version would have +4 Atk, +3 ranks of Sorcery and +1 AS: Fort, Ref & Will.

 

A 24 HD version would be Gargantuan and have -2 to Defense, an added Extra Reach feat (total 20 ft. reach!), +4 ranks of Super-Strength, +2 ranks of Super-Constitution, +3 Atk, +4 AS: Damage, +6 ranks of Sorcery and +2 AS: Fort, Ref & Will, as well as +2 ranks of Natural Weapon (pincers) and +1 rank of Natural Weapon (bite).

 

A 36 HD version would also be Gargantuan and have -2 to Defense, an added Extra Reach feat (total 20 ft. reach!), +4 ranks of Super-Strength, +2 ranks of Super-Constitution, +14 Atk, +4 AS: Damage, +12 ranks of Sorcery and +6 AS: Fort, Ref & Will, as well as +2 ranks of Natural Weapon (pincers) and +1 rank of Natural Weapon (bite).]

 

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Nalfashnee (Type IV Demon): Huge Extraplanar; Init +1; Defense 9 (-2 size, +1 Dex); Spd 30 ft., Fly 40 ft. (poor); Atk +12/+6/+6 (+8 BAB, +5 Str, -2 size, +1 Attack Focus (bite)) for +9L dmg, bite or +4L dmg, claws; SV Dmg +18, Fort +14, Ref +4, Will +9; Str 20, Dex 13, Con 20, Int 20, Wis 20, Cha 20.

 

Skills: Bluff +3 (5), Concentration +3 (6), Diplomacy +3 (5), Disguise +1 (+3 acting) (5), Hide +2 (1 -4 for size), Intimidate +2 (7 or 5, +4 for size), Knowledge (occult) +3 (6), Listen +5 (6), Move Silently +3 (1), Search +3 (6), Sense Motive +3 (6), Spot +5 (6), Survival +1 (+3 Tracking) (6).

 

Feats: Darkvision, Immunity (electricity, poison, aging, chemical / acid, cold, fire), True Seeing, Extra Limbs, Extra Attacks (1 Bite P, 2 Claws S), Extra Reach x2 (15 ft.), Track, Power Attack, Takedown Attack, Multiattack, Attack Focus (bite), Skill Specialty (+2 Disguise checks when Acting, +2 Survival checks for Tracking),

 

Improved Bull Rush?

 

Powers:

Natural Weapon +2 (lethal bite, Partial Extra: Natural Weapon +1 (lethal claws))

Super-Constitution +3 (Partial Extras: Super-Strength +2, Super-Intelligence +1, Super-Wisdom +1)

Flight +8 (Flaw: Winged)

Protection +10

Deflection +11 (Extras: Automatic, Rapid x2, Flaw: Only vs. effects with a Mystical source)

Amazing Save: Damage +18

Amazing Save: Fortitude +3 (Extras: Reflex, Will)

Super-Skill (Listen) +8 (Extra: Spot)

Sorcery +7 (Call Lightning (Energy Blast (lethal Electricity), Greater Dispel Magic (Neutralize, E: Area, F: Only vs. Mystical sources), Greater Teleport (Teleportation), Comprehend (E: Communication*, F: Not vs. writings), Flaws: Excluded Group x3 (Transformation, Illusion, Control), Power Stunt: Extra Spells (Dimensional Travel), Drain (Mental, E: Slow Recovery, F: Intelligence only))

Slow +6 (Extras: Area, Duration (Continuous))

Dazzling Burst +12 (Effect: Dazzle (sight), Extras: Stun, Dazzle (hearing), Area, Trigger (Stun and Dazzles occur simultaneously), Flaw: Reduced Range (Touch), Slow, Uses x3 (2 / day), Restricted (cannot use powers un-Triggered, only all at once), Power Stunt: Partially Selective (Doesn’t affect Demons)),

Unholy Aura (Effect: Luck +4, Extras: Affects Others, Area, Selective Effect, Deflection (E: Automatic, Rapid x2, Deflect Others x2, F: Limited - Only vs. Mystical source effects, Limited - Only vs. attacks from individuals with Hero Points, Limited - 20 ft. radius area of protection), Defensive Aura (Effect: +1 Defense / rank, E: Affects Others, Area, Selective Effect, F: Reduced Range: Touch), Amazing Save: Will (E: Area, Affects Others, Selective Effect, Allows a new save for targets already under a mental effect, F: Reduced Range: Touch).

 

Plot Device: 1/day a Nalfashnee can attempt to summon 2 Vrock, 2 Hezrou or one Glabrezu by making a straight d20 check (DC 11).  It can instead attempt to summon another Nalfashnee, but the DC rises to 17.  The summoning takes a Half Action.  A summoned demon cannot use its own summoning ability in this manner.

 

[14 HD Nalfashnee used as base.  A 20 HD version would have +4 Atk, +3 ranks of Sorcery and +2 AS: Fort, Ref & Will.

 

A 24 HD version would be Gargantuan and have -2 Defense, an added Extra Reach feat (total reach 20 ft.), +4 Super-Strength, +2 Super-Constitution, +4 AS: Damage, +1 Natural Weapon (claws), +2 Natural Weapon (bite), +5 ranks of Sorcery, +6 Atk and +3 AS: Fort, Ref & Will.]

********* 

 

Marilith (Type V Demon): Large Extraplanar; Init +4; Defense 10; Spd 30 ft.; Atk +15/+15/+15/+15/+15/+15/+9 (+10 BAB, -1 size, +5 Strength, +1 Attack Focus (swords)) for +14L dmg, swords or +10S dmg, punches (only +14 to hit with punches), +8S dmg, tail slap or +13S dmg, tail-constrict; SV Dmg +25, Fort +13, Ref +8, Will +8; Str 20, Dex 19, Con 20, Int 18, Wis 18, Cha 20.

 

Skills: Bluff +3 (7), Concentration +4 (4), Diplomacy +4 (7), Disguise +1 (+3 acting) (7), Hide +3 (4 -2 for size), Intimidate +3 (9 or 7 +4 for size), Knowledge (occult) +4 (4), Listen +5 (4), Move Silently +3 (4), Search +3 (4), Sense Motive +3 (4), Spot +5 (4), Survival +1 (+3 Tracking) (4).

 

Feats: Darkvision, Immunity (electricity, poison, aging, chemical / acid, cold, fire), Extra Reach (10 ft.), Extra Limbs (six arms, tail), Extra Attacks x6 (1 arm, P, 5 arms and tail, S),  Multiattack, Multiweapon Fighting (*), Power Attack, Attack Focus (longsword), Ambidexterity, Track, See Invisible, True Seeing, Penetrating Attack (hand to hand), Penetrating Attack (tail attack), Penetrating Attack (swords), Skill Specialty (+2 Disguise checks when Acting, +2 Survival checks when Tracking), Improved Grab (if it hits with a Tail slam, it can immediately attempt a Grapple as a Free Action), Constriction (a foe grappled within it’s tail takes the listed damage at the end of each turn, it uses it’s full Str bonus for this attack, as a Primary weapon, even if the tail is not normally treated as such).

 

Powers:

Super-Strength +4 (Extra: Super-Constitution, Partial Extra: Super-Charisma +2)

Running +2

Protection +10

Natural Weapon +4 (Tail, Extra: Natural Weapon +1 (Claws))

Deflection +12 (Extras: Automatic, Rapid x2, Flaw: Only vs effects with a Mystical source)

Super-Skill (Listen) +8 (Extra: Spot)

Amazing Save: Damage +16

Amazing Save: Fortitude +4 (Extras: Reflex, Will)

Sorcery +8 (Comprehend (E: Communication*, F: Not vs. writing), Greater Teleport (Teleportation), Polymorph (Shapeshifting), Telekinesis, Flaw: Excluded Groups x3 (Offense, Defense, Illusion), Power Stunt: Extra Spell (Dimensional Travel))

Unholy Aura (Effect: Luck +4, Extras: Affects Others, Area, Selective Effect, Deflection (E: Automatic, Rapid x2, Deflect Others x2, F: Limited - Only vs. Mystical source effects, Limited - Only vs. attacks from individuals with Hero Points, Limited - 20 ft. radius area of protection), Defensive Aura (Effect: +1 Defense / rank, E: Affects Others, Area, Selective Effect, F: Reduced Range: Touch), Amazing Save: Will (E: Area, Affects Others, Selective Effect, Allows a new save for targets already under a mental effect, F: Reduced Range: Touch)

Blade Barrier (Effect: Energy Blast +8, Extras: Area, Duration x2 (Sustained))

Illusion +8 (Extras: Mental Link (with image, allowing her to see / hear from it’s point of view), Magical Link (allows her to activate her powers as if she were at the Illusions location.  It must remain within 80 ft. of her actual location), Flaw: Limited (can only make a single perfect copy of herself which imitates her actions))

 

Plot Device: 1/day a Marilith can attempt to summon 2d20 Dretch, 2 Hezrou or 1 Nalfashnee with a straight d20 roll (DC 11).  She can instead attempt to summon a Glabrezu or another Marilith, but the DC rises to 17.  The summoning takes a Half Action.  A summoned demon cannot use its own summoning ability in this manner.

 

Equipment: Oversized Longswords (Weapon +5, Extra: Additional weapons x5)

 

* A Marilith’s Multiweapon Fighting allows it to attack with all of its arms at no penalty, with swords or slam attacks.  The tail-slap has the normal -5 as a Secondary attack.

 

[16 HD Marilith used as base.  An 18 HD version would have +1 Atk and +1 rank of Sorcery. 

 

A 24 HD version would be Huge and have +3 Atk, -1 Defense, Extra Reach x2 (15 ft.) & +2 AS: Fort, Ref & Will, as well as +4 Super-Strength, +2 Super-Constitution, -2 Dexterity, +4 ranks of Sorcery, +1 Natural Weapon (Claws), +2 Natural Weapon (Tail), +1 Weapon (swords) and +3 AS: Damage.  Weapon damage, Defense and Saves need to be recalculated appropriately.)

 

A 36 HD version would be Huge and have +11 Atk, -1 Defense, Extra Reach x2 (15 ft.) & +5 AS: Fort, Ref & Will, as well as +4 Super-Strength, +2 Super-Constitution, -2 Dexterity, +10 ranks of Sorcery, +1 Natural Weapon (Claws), +2 Natural Weapon (Tail), +1 Weapon (swords) and +3 AS: Damage.  Weapon damage, Defense and Saves need to be recalculated appropriately.)

 

A 48 HD version would be Huge and have +20 Atk, -1 Defense, Extra Reach x2 (15 ft.) & +8 AS: Fort, Ref & Will, as well as +4 Super-Strength, +2 Super-Constitution, -2 Dexterity, +10 ranks of Sorcery, +1 Natural Weapon (Claws), +2 Natural Weapon (Tail), +1 Weapon (swords) and +3 AS: Damage.  Weapon damage, Defense and Saves need to be recalculated appropriately.)]

 

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Balor (Type VI Demon): Large Extraplanar; Init +11 (+5 Dex, +2 Super-Dex, +4 Improved Initiative); Defense 16 (-1 size, +5 Dex, +2 Super-Dex); Spd 40 ft., Flight 90 ft. (good); Atk +15/+10/+14 (+12 BAB, +5 Str, -1 size, +1 Attack Focus (sword), -2 for Two-weapon fighting + Ambidexterity) +13S dmg, fists (+16 Atk for one punch, +14 Atk for two punches), +18L dmg, longsword (+10L on second swing), +13S Whip (+1L from Whip’s Energy Field)); SV Dmg +29, Fort +15, Ref +12, Will +12; Str 20, Dex 20, Con 20, Int 20, Wis 20, Cha 20.

 

Skills: Bluff +4 (8), Concentration +5 (7), Diplomacy +5 (8), Disguise +1 (+3 when acting) (8) , Hide +3 (7), Intimidate +5 (8 or 12), Knowledge (any two) +4 (7), Listen +4 (15), Move Silently +4 (7), Search +4 (7), Sense Motive +4 (7), Knowledge (magic, occult) +4 (7), Spot +4 (15), Survival +1 (+3 for Tracking) (7).

 

Feats: Darkvision, Immunity (electricity, fire, poison, aging, chemical / acid, cold), Unusual Size (Large*), Takedown Attack, Improved Initiative, Power Attack, Two-Weapon Fighting, Attack Focus (longsword), See Invisible, True Sight, Extra Reach (+5 ft.), Track, Skill Specialty (+2 Survival checks when Tracking, +2 Disguise checks when Acting), Ambidexterity, Extra Attack (second sword attack, is -5 to hit and ½ str bonus to damage).

Powers:

Super-Strength +7 (Partial Extras: Super-Constitution +5, Super-Dexterity +2)

Super-Charisma +3 (Partial Extras: Super Intelligence +2, Super-Wisdom +2)

Protection +15

Energy Field +6 (Lethal Fire)

Super-Skill (Listen) +8 (Extra: Spot)

Natural Weaponry +1 (clawed fists)

Flight +18 (Extra: Improved Maneuverability x2 (good), Flaw: Winged)

Running +2

Amazing Save: Damage +19

Amazing Save: Fortitude +5 (Extras: Reflex, Will)

Deflection +14 (Extra: Automatic, Rapid x2, Flaw: Only vs. powers with a Mystical source)),

Death Throes (Effect: Energy Blast +16, Extras: Area, Disintegrate, Trigger (on death), Flaws: Only Triggered on Death, Disintegrate only on weapons striking body at moment of death, Reduced Range (Touch))

Reincarnate +20 (Extra: Never Say Die, Flaw: Slow x5 (from a Full Action to a Minute, to an Hour, to a Day, to a Month, to a Year.  One year after being killed on our plane it can return from Hell.)

 

Sorcery +10 (Dominate Monster (Mind Control), Greater Dispel Magic (Neutralize, Extra: Area, Flaw: Only Powers with a Mystical Source), Power Word Stun (Stun), Greater Teleport (Teleportation), Comprehend (E: Communication*, F: Not vs. writing), Flaw: Excluded Group x2  (Illusion, Transformation), Power Stunt: Extra Spells x2 (Telekinesis, Insanity (Effect: Mind Control, Extra: Continuous, Flaw: ‘Controlled’ target takes random actions, roll d20 each round, 1-2 Attack Demon, 3-4 Can choose own action, 5-10 Babble incoherently (no action, treat as Dazed), 11-14 Flee Demon at top speed, 15-20 Attack nearest creature (other than a Sidekick)))

 

Unholy Aura (Effect: Luck +4, Extras: Affects Others, Area, Selective Effect, Deflection (E: Automatic, Rapid x2, Deflect Others x2, F: Limited - Only vs. Mystical source effects, Limited - Only vs. attacks from individuals with Hero Points, Limited - 20 ft. radius area of protection), Defensive Aura (Effect: +1 Defense / rank, E: Affects Others, Area, Selective Effect, F: Reduced Range: Touch), Amazing Save: Will (E: Area, Affects Others, Selective Effect, Allows a new save for targets already under a mental effect, F: Reduced Range: Touch)

Blasphemy (Effect: Energy Blast +10, Extras: Stun (PE: Area +8), Paralysis (PE: Area +8), Trigger (Stun), Trigger (Paralysis), Trigger (Drain), Partial Extras: Area +8, Drain +8 (Physical, E: Area, F: Only Str), Flaw: Triggered powers only usable as part of Triggered Energy Blast and cannot be used independently x3, Power Stunt: Partially Selective (doesn’t affect any creature with Villain Points)

 

Fire Storm (Effect: Energy Blast +20 (Lethal, Fire), Extra: Area, Selective, Flaws: Uses x4 (1/day))

 

Implosion (Effect: Disintegration +20 (Extra: Continuous, Disruption, Flaws: Only to Disrupt, Uses x4 (1/day))

 

Equipment: Vorpal Longsword (Weapon +6L, Extra: Devastating Critical (does +10 dmg on a Critical instead of +5), Power Stunt: Improved Critical (longsword)), Flaming Whip (Weapon +1S, Extras: Energy Field (Lethal Fire), Snare (E: Trigger (on a melee hit), F: Reduced Range (melee), Power Stunts: Extra Reach x2)

 

Plot Device: 1/day a Balor can summon 2d20 Dretches, a pair of Hezrou or 1 Nalfashnee, Glabrezu, Marilith or another Balor as a Half Action.  A summoned demon cannot use its own summoning ability in this manner.

 

[20 HD Balor used as base.  A 30 HD version would have +8 Atk, +5 ranks of Sorcery and +2 AS: Fort, Ref & Will.

 

A 36 HD version would be Huge and have +11 Atk, -1 Defense, Extra Reach x2 (15 ft.) & +4 AS: Fort, Ref & Will, as well as +4 Super-Strength, +2 Super-Constitution, -2 Dexterity, +8 ranks of Sorcery, +1 Natural Weapon (Claws), +1 Weapon (longsword) and +3 AS: Damage.  Weapon damage, Defense and Saves need to be recalculated appropriately.)

 

A 48 HD version would be Huge and have +19 Atk, -1 Defense, Extra Reach x2 (15 ft.) & +7 AS: Fort, Ref & Will, as well as +4 Super-Strength, +2 Super-Constitution, -2 Dexterity, +14 ranks of Sorcery, +1 Natural Weapon (Claws), +1 Weapon (longsword) and +3 AS: Damage.  Weapon damage, Defense and Saves need to be recalculated appropriately.)

 

A 60 HD version would be Huge and have +27 Atk, -1 Defense, Extra Reach x2 (15 ft.) & +10 AS: Fort, Ref & Will, as well as +4 Super-Strength, +2 Super-Constitution, -2 Dexterity, +20 ranks of Sorcery, +1 Natural Weapon (Claws), +1 Weapon (longsword) and +3 AS: Damage.  Weapon damage, Defense and Saves need to be recalculated appropriately.)