Author Topic: Narzugon  (Read 6535 times)

Offline Prime32

  • Over-Underling
  • Retired Admin
  • *****
  • Posts: 2914
    • View Profile
Narzugon
« on: July 19, 2012, 04:58:44 PM »
Narzugon

HD: d8
LevelBABFortRefWillFeature
1 +1+0+2+2Burning hands, Hellrider body, Mount, Mounted Combat, Str +1
2+2+0+3+3Cold iron strike, Damage reduction, Energy resistance, Telepathy, Unique mount, Con +1
3+3+1+3+3Improved Mounted Combat, Phantom steed, Scorching ray, Str +1
4+4+1+4+4Baleful gaze, Fire immunity, See in darkness, Con +1
5+5+1+4+4Nightmare mount, With Hell at your back, Str +1
Class skills (4+Int): Balance, Concentration, Handle Animal, Intimidate, Knowlege (the planes), Listen, Ride, Spot, Survival, Use Rope

Proficiencies: A narzugon is proficient with simple and martial weapons, with light, medium and heavy armor, and with shields (but not tower shields).

Features:
Hellrider Body: The narzugon loses all other racial bonuses, and gains Outsider traits (darkvision 60ft). It is a Medium creature with the (baatezu), (lawful) and (evil) subtypes, and a speed of 30ft. It gains immunity to poison, and fire resistance equal to 2x its HD. Its natural armor bonus is equal to its Con modifier.

Burning Hands (Sp): A narzugon may use burning hands as a spell-like ability 1/day per HD, except that the number of damage dice is not capped (6d4 damage at 6HD, etc.).

Mount (Sp): A narzugon can use mount as a spell-like ability 1/day per 2 HD (round up), with a caster level equal to its HD. Mounts summoned by this ability are considered to have HD equal to your own for HD-dependent effects (if higher than their original HD), gain additional hit points equal to your HD, and are considered trained for war (i.e. this ability summons light warhorses and warponies, rather than light horses and ponies).
For every additional use of this ability it expends, the number of mounts summoned is doubled (eg. expending 3 uses as part of using this ability would summon four mounts).

Mounted Combat (Ex): A narzugon gains Mounted Combat as a bonus feat, and the movement of its mount does not provoke Concentration checks in order to use its racial SLAs sucessfully.

Ability Score Increase: The narzugon's ability scores increase by the shown amount.

Cold Iron Strike (Su): At 2nd level, any attack by a narzugon or its mount is considered cold iron for overcoming damage reduction.

Damage Reduction (Su): At 2nd level, a narzugon gains DR/good equal to half its HD.

Energy Resistance (Ex): At 2nd level, a narzugon gains resistance to acid and cold equal to half its HD.

Telepathy (Su): At 2nd level, a narzugon gains telepathy with a range of 10ft per HD.

Unique Mount (Sp): At 2nd level, a narzugon can summon a mount unique to itself at will, which lasts until it dies or is dismissed. This otherwise functions as the paladin's Special Mount ability, except that the mount does not gain any of the abilities of a Special Mount. The narzugon gains a bonus on Handle Animal and Ride checks related to its unique mount equal to half its HD.
If the narzugon has levels in paladin of tyranny then it may designate its unique mount as its Special Mount, in which case its narzugon levels stack for determining the abilities of its Special Mount.

Improved Mounted Combat (Ex): At 3rd level, a narzugon can use the benefit of its Mounted Combat feat an additional number of times per round equal to the number of attacks it is entitled to from its BAB.

Phantom Steed (Sp): At 3rd level, the narzugon may expend a use of its mount ability to replicate phantom steed. It may summon additional phantom steeds by expending additional uses, in the same way it could summon additional mounts.

Scorching Ray (Sp): At 3rd level a narzugon may use scorching ray as a spell-like ability 1/day per HD, except that the number of rays is not capped (four rays at 15HD, etc.).

Baleful Gaze (Su): At 4th level, any enemy within 30ft who meets the narzugon's gaze must make a Will save (DC = 10 + half your HD + your Cha modifier) or become shaken for as long as it can see the narzugon and for 1 minute thereafter. This is considered a gaze attack. A creature who succeeds on their saving throw against this ability is immune to it for 24 hours, but not to the Baleful Gaze of other narzugons. Baatezu are immune to this effect, as are the mounts of other narzugons.

Fire Immunity (Ex): At 4th level a narzugon gains immunity to fire, replacing its existing fire resistance.

See in Darkness (Su): At 4th level a narzugon can see perfectly in any darkness, even magical darkness.

Nightmare Mount (Sp): At 5th level the narzugon's Unique Mount has the stats of a cohort (see the Leadership feat), replacing its previous stats. The cohort's first 5 levels must be in nightmare, though its subsequent levels may be in any class as normal. At the DM's option you may select a boar, barghest, chimera or evil dragon as your cohort in place of a nightmare, as long as it is large enough to serve as a mount (Large or larger for a Medium creature).

With Hell at Your Back (Su): At 5th level, any creature ridden by a narzugon as a mount gains a +5ft enhancement bonus to its speed in all movement modes for every 2 ranks in Ride the narzugon possesses.

Comments
(click to show/hide)

Alternate Class Features
At certain levels, a narzugon can choose one or more of the following options which modify its normal abilities. Once made, the choice is permanent.

Bonded Mount (Su): At 3rd level the narzugon forms a bond with a nightmare (usually a fellow PC). The narzugon and the nightmare benefit from a status effect with regards to each other at all times, and it can communicate with him telepathically as long as it is within range of the narzugon's own telepathy. The narzugon gains a bonus on Ride and Sense Motive checks related to its bonded mount equal to half its HD.
This replaces the standard narzugon's Unique Mount class feature.

Deadly Vapours (Ex): At 5th level when your Bonded Mount uses Smoke Breath, if you take a readied action to cast burning hands on the same area then each square within both areas also becomes filled with poison for 1 round, dealing 1d6 points of Str and Wis damage as its initial and secondary damage (save DC = 10 + half your HD + your Cha modifier). Your Bonded Mount is immune to this poison. If your Bonded Mount is a cauchemar with the Improved Smoke Breath class feature, your burning hands fills every square affected by its enlarged Smoke Breath.
This replaces the standard narzugon's Nightmare Mount class feature.


New Feats

Burning Strike [Fighter, Racial]
Prerequisites: Narzugon, Cold Iron Strike class feature
Benefit: Any attack modified by your Cold Iron Strike also deals +1d4 fire damage.
Special: A narzugon fighter may select this feat as one of his bonus feats.

Wicked Mount [General]
Prerequisites: Ability to cast mount, evil alignment, character level 3rd.
Benefit: Any creature you summon via the mount or phantom steed spells gains the fiendish template, using your HD to determine the benefits in place of the summoned creature's HD.
« Last Edit: September 17, 2012, 08:19:58 AM by Prime32 »

Offline Prime32

  • Over-Underling
  • Retired Admin
  • *****
  • Posts: 2914
    • View Profile
Re: Narzugon
« Reply #1 on: July 19, 2012, 04:59:06 PM »
One of the alternate mount options was a fiendish dire boar, but there are no classes for that.

Original creature had the ability to summon erinyes, or another narzugon already riding its mount. I was thinking of a feat or PrC which lets you convert a certain number of the mounts you summon into a devil (who rides another of the summoned mounts, if possible). Not sure of the exact formula to use though.
« Last Edit: July 19, 2012, 06:28:52 PM by Prime32 »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Narzugon
« Reply #2 on: July 20, 2012, 11:49:47 AM »
No light and medium armor proficiencies?

Unique mount kinda kicking in too early, as a heavy warhorse is CR 2 by itself. In particular if you're then granting it a template on top with a feat.

Otherwise looks pretty good. As for summoning devils, just skip the formula and write a direct conversion table, that's my sugestion on the matter.



Offline Prime32

  • Over-Underling
  • Retired Admin
  • *****
  • Posts: 2914
    • View Profile
Re: Narzugon
« Reply #3 on: July 20, 2012, 12:01:32 PM »
Unique mount kinda kicking in too early, as a heavy warhorse is CR 2 by itself. In particular if you're then granting it a template on top with a feat.
The template doesn't apply to the Unique Mount, just the regular summons.
« Last Edit: July 20, 2012, 12:04:18 PM by Prime32 »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Narzugon
« Reply #4 on: July 20, 2012, 12:09:18 PM »
Even then it still feels too good for 2nd level. An unbuffed warhorse is nothing to laugh at, and being able to get it as a swift action suddenly makes it battlefield control as well as you can ready it to summon your large minion between you and enemies and/or to get a suprise flanking partner. While the warhorse gets a full attack on anyone that was adjacent to you. Aka it should be a fullround action to get it in the field at least.

Offline Prime32

  • Over-Underling
  • Retired Admin
  • *****
  • Posts: 2914
    • View Profile
Re: Narzugon
« Reply #5 on: September 17, 2012, 08:20:51 AM »
(made it a full-round action at some point)

Added an ACF for narzugons who want to ride a PC nightmare. ("Charcoal Smoke! Scorching Inferno!")
« Last Edit: September 17, 2012, 08:36:20 AM by Prime32 »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Narzugon
« Reply #6 on: September 17, 2012, 11:23:17 AM »
"Hey, can I ride you? We get special bonus if you let me do so!" :p