If you would like to create and submit your own D&D creatures, please visit our Contact Form.
Endless Worm (ZIP 8 Kb) by Wiebe Haanstr
Epic Arch Devils (ZIP 1.2M) by Sebastien Urbanek
Golems (ZIP 33 Kb) by Wiebe Haanstr
Halloween Monsters by David Cecil ZIP 193Kb
Knower (ZIP 7 Kb) )by Wiebe Haanstr
Living Treasure (ZIP 18 Kb) )by Wiebe Haanstr
Monster Manual 3.5E Netbook (ZIP 1.6Mb ) from 2E
Sape by Dave Cecil (ZIP 69 Kb)
Under water familiars (ZIP 83 Kb) by Jeremy Sands
Epic Demon Lords (ZIP 1.3M) by Sebastien Urbanek
Excerpt from Epic Demon Lords:
Epic Demon Lords By S. Urbanek Illustrations by E. Roudier
This Web folio has been designed to offer the DM a possibility to enhance the most fearsome demon lords to their full might.
The statistics given below have been generated by advancing the demon lord’s statistics from the base versions detailed in the Fiendish Codex I, with a few additional benefits here and there. Particular attention has been paid to grant the demon lords new powers that closely match their strongest trait of renown, such as Undeath mastery for Orcus, Water mastery for Dagon, Demonic creation for Demogorgon, or Demonic seduction for Graz’zt.
Also, a new feat has been added: Almighty in Home Plane. This feat’s purpose is to elevate the demon lords listed below to divine rank 1 in their home plane and explain the reason why they are able to maintain control over ever-rebellious, treacherous and very powerful hordes of demons. Please refer to the end of these pages to find a complete description of this new feat.
Note that the full portrayals of the demon lords are not included here. To properly use this enhancement, a Dungeon Master also needs the Fiendish Codex I (Hordes of the Abyss), the Book of Vile Darkness, the Player’s Handbook, Dungeon Master’s Guide, Monster Manual, Libris Mortis, Complete Warrior Handbook, and Epic Level Handbook to refer to spells, feats, magical objects or base stats of the Demon Lords.
PRINCE OF BEASTS, CR 31 (33 in home plane)
CE Huge outsider (chaotic, evil, extraplanar, tanar’ri)
Init +9; Senses darkvision 60 ft., scent, true seeing; listen +45, spot+45
Languages Abyssal, Common, Giant; Telepathy 300 ft.
AC 40, Touch 13, Flat-Footed 35 (-2 size, +5 dex, +27 natural)
hp 545 (33 HD); DR 20/epic, cold iron and good
Immune electricity, maze, poison
Resist acid 10, cold 10, fire 10 ; SR 44
Fort +31, Ref +24, Will + 28
Speed 60 ft. ( 12 squares)
Melee +6 wounding glaive of Unholy and Chaotic power (epic) +52/+47/+42/+37 (3d8+24/19-20/x3) and +43 gore (2d8+6) or
Melee 2 claws + 45 (1d8 +12) and gore +43 (2d8+6)
Space 15 ft.; Reach 10 ft. (20 ft. with glaive)
Base Atk +33; Grp +53
Atk Options Awesome Blow, Cleave, Dire Charge (epic), Improved Bull Rush, Improved Sunder, Power Attack Special Actions bellow, breath weapon, powerful charge, summon minotaurs, summon tanar’ri
Spell-like Abilities (CL 24th)
At will—astral projection, blasphemy, bull’s strength, commune with Nature, deeper darkness, detect good, detect law, dominate animal, fly, greater dispel magic, greater magic fang, greater teleport, pass-wall, plane shift, shape change, unhallow, unholy aura, unholy blight
3/day—freedom of movement, maze, symbol of fear
1/day—awaken, spread of savagery
Save DC 16 + spell level
Abilities Str 35, Dex 20, Con 35, Int 20, Wis 28, Cha 22
SQ natural cunning, tanar’ri traits, wild empathy +32 (+28 magical beasts)
Feats Awesome blow, Cleave, Dark Speech, Dire Charge (epic), Improved Bull Rush, Improved Critical (glaive), Improved initiative, Improved Sunder, Multiattack, Power attack, weapon Focus (glaive)
Skills Climb +47, Diplomacy +42, Handle Animal +32, Hide +38, Intimidate +42, Jump +48, Knowledge (nature) +43, Knowledge (planes) +41, Knowledge (religion) +41, Listen +45, Move silently +41, Ride +43, Sense Motive +45, Spot +45, Survival +42 (+44 above ground, +47 in the planes and +49 above ground in the planes).
Possessions +6 anarchic, unholy, wounding glaive of adamantium
Bellow (Su) DC 32 Will save.
Breath Weapon (Su): 16d6 negative energy, Reflex DC 38 half. the Good subtype or the aura of good class ability instead take 16d10 damage from this attack and take a – 4 penalty on their saving throw.
Powerful charge (Ex) +45 for gore (4d8+18).
Natural Cunning (Ex)
Summon Minotaurs (Sp) Once per day, Baphomet can summon 5d6 minotaurs or 1d6 5th level barbarian minotaurs. This ability is the equivalent of a 9th level spell (CL 24th).
Summon Tanar’ri (Sp) (CL 24th).
Wild Empathy (Ex) Baphomet can use this ability like a 33rd level druid.
Wound Enemy With this divine-like ability, Baphomet deals +1d6 points of damage per round in addition to normal damage from the gore attack. Multiple wounds result in cumulative bleeding loss. The bleeding can only be stopped by a successful Heal check DC 16 or the application of any cure or healing spells.
Almighty in Home Plane Hp 660, CL 24th.