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Hidden away in an obscure, nondescript grotto within Kin-Li’in lies a humanoid-shaped mass of flesh about 6 feet tall and completely devoid of features. In the chest of this lifeless mass one can see a triangular depression 3 inches to a side and about an inch deep. The mass appeared at the moment of Beligos’ demise.

If anyone approaches within 25 feet of the mass, it comes to life, awakening from what it feels was an eternal sleep. The Awakened One possesses no memories, no predilections, and no ethical or moral outlook. Likewise, it has no powers, skills, or feats, although it is completely immune to all magic. All of its ability scores are 10, its Armor Class is 10, and it has a +2 bonus to all saves. Extremely dense material makes up its body, giving it 100 hit points. It also has fast healing 4. It fights only to defend itself, and then without skill (attack bonus +0, 1d3 nonlethal damage). If it dies, it disintegrates and reappears, asleep, in the same cave.

The Awakened One speaks Common and looks to those who woke it to provide some kind of guidance as to who it is and what it should do. Its resistance to magic makes divina-tion spells useless in providing such informadivina-tion. It tries to follow those who woke it, whether they wish it to or not, hop-ing to learn somethhop-ing of its nature. As time passes, it takes on more and more of the outlook of those it accompanies, trying to fit in with those it now considers its comrades.

If someone ever fits the Awakened One with Beligos’ key-stone (see page 90), it stands stock-still for one hour as it gains both the form and psyche of the previous demon prince, com-plete with all his powers and goals. If, however, someone places the angel’s eye into its triangular depression, the Awakened One stand motionless for an hour as it transforms into a solar. This angel is bent on transforming Kin-Li’in into a plane of benevolence and weal, free from demonkind and darkness, starting with ending the Shadow Plague. Either way, obviously, when someone discovers the Awakened One, it could spell drastic change for the entire plane.

In the case of either transformation, someone can remove the triangular piece, stopping the process. After the hour, however, the metamorphosis is complete and can never be reversed (the artifact used is gone forever).

Inhabitants

Kin-Li’in bursts at its dark seams with demonkind. Fiendish creatures also call the dark, dangerous caverns of the plane home.

Kin-Li’in has a surprising number of non-native visitors for a hellish plane. Half-fiends, tieflings, and evil creatures with their own secretive agendas walk its winding passages.

Further, there is a 10 percent chance that an encounter with anything other than a terrorite is actually an encounter with a shadow form of that creature (see “The Shadow Plague,” page 89). A shadow form of a creature has all the qualities of the standard creature, but is a shadowy black color (unless the standard creature has died, in which case the shadow ver-sion takes on the original’s normal appearance).

Terrorite

Large Outsider (Evil) Hit Dice: 15d8+90 (157 hp) Initiative: +6

Speed: 40 feet, fly 30 feet (poor)

AC: 29 (–1 size, +6 Dexterity, +14 natural), touch 15, flat-footed 23

Base Attack/Grapple: +15/+28 Attack: Claw +23 melee (1d8+9, claw)

Full Attack: +23 melee (1d8+9, 2 claws), +20 melee (1d10+4 bite plus 1d4 Constitution), +20 melee (2d6+4, slam) Space/Reach: 10 feet/10 feet

(Face/Reach 5 feet by 5 feet/10 feet)

Special Attacks: Burning shadow, animate shadows, darkfire ball, Constitution drain, constriction, spell-like abilities, summon tanar’ri

Special Qualities: DR 10/holy (10/+3), SR 28, tanar’ri traits, darkvision 60 feet, fast healing 5

Saves: Fort +15, Ref +15, Will +13

Abilities: Str 29, Dex 22, Con 23, Int 23, Wis 15, Cha 24 Skills: Climb +27, Concentration +24, Diplomacy +9, Jump

+29, Knowledge (arcana) +24, Knowledge (the planes) +24, Knowledge (religion) +24, Listen +20, Search +24, Sense Motive +20, Sneak +24, Spellcraft +26, Spot +20, Tumble +26, Survival +20

Feats: Cleave, Great Cleave, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (darkfire ball), TrackB Environment: Kin-Li’in

Organization: Solitary Challenge Rating: 14 Treasure: Triple standard

Advancement: 16–20 HD (Large) 21–30 HD (Huge) Alignment: Always chaotic evil

Level Adjustment: —

Even within the ranks of demonkind, terrorite demons are quite rare. While any given hell harbors plenty of mind-less demonic engines of destruction, terrorites exemplify a Beyond Countless Doorways

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Creature CR Source Notes

Babau 6 MM Demon

Bebilith 10 MM Demon

Bodak 8 MM —

Dretch 2 MM Demon

Fiendish carrion crawler 4 MM —

Fiendish delver 11 MM —

Fiendish destrachan 10 MM —

Fiendish dire bat 3 MM —

Fiendish dire rat 1/3 MM —

Fiendish ogre 4 MM —

Fiendish roper 14 MM —

Glabrezu 13 MM Demon

Hezrou 11 MM Demon

Howler 3 MM —

Mephit, fire 3 MM —

Mephit, ice 3 MM —

Quasit 2 MM Demon

Retriever 11 MM Demon

Succubus 7 MM Demon

Terrorite 14 BCD Demon, page 96

Tiefling 1/2 MM —

Vrock 9 MM Demon

Yeth hound 3 MM —

INHABITANTS OF KIN-LI’IN

much more singular concept: the incredibly intelligent engine of destruction.

Deviously sly with the intellect of a super-genius, terrorite demons more often than not still choose to destroy everything they come across. With their evil

minds bent upon nothing more than slaughter, they have perfected their own physical forms to the point where they quite literally exude pain

and death.

Terrorites possess the intellect necessary to know that, while they are powerful, they can accomplish more death and

destruc-tion with others of demonkind serving them. Although they generally do not focus their considerable talents on

diploma-cy, trickery, or even intimidation (they would rather slay than speak), their natural intellect and force of personality often

bring lesser demons in line. Sometimes these demons see themselves not as servants but as allies, but the terrorites

never look at it that way. They only work alongside demons of lesser power than themselves, for they do

not wish to entertain questions to their authority. They hate the more powerful mariliths and balors.

This hideous race of demon resembles a savage, muscular humanoid with long, knifelike claws and

fangs like a vampire’s. It has sinister red eyes and sprouts long, wild hair atop its head. From its back grows a pair of sweeping batlike wings and, rather than legs, its body tapers into a long snakelike tail.

Instead of scales, however, the tail—like the rest of the terrorite—is covered in coarse, dark hair.

Terrorites speak Abyssal and, like all demons, can speak with any living creature using telepathy.

Combat

Terrorites enjoy destruction, slaying foes, and tearing apart enemies’ belongings. They prefer to go into combat with a plan, however, and they love to trick foes with a deception, a ruse, or an ambush, destroying their spirits as well as their bodies.

Burning Shadow (Su): If it touches a living creature, the terrorite’s shadow inflicts 3d6 points of damage as it

“burns” the creature’s spirit (though this is not fire-based damage). Unless in total darkness or in the very center of a daylight spell (or surrounded by a number of powerful lights, such as those generated by daylight spells), the terrorite can make a touch attack against a foe within 15 feet to maneuver its shadow to fall upon him. The terrorite can use this ability as a free action once per round. If the terrorite is flanked, the touch attack automat-ically succeeds.

Animate Shadows (Su): As a standard action three times per day, the terrorite can animate all creatures’ shadows within 30 feet as

described in “The Shadow Plague,” page 89 (no save).

Darkfire Ball (Sp): Three times each day, the terrorite can create a fireball of black energy that operates like a normal fireball cast by a

15th-level caster, except that the damage is unholy (thus all demons are immune to it). The darkfire ball inflicts 10d6 points of damage in a 20-foot-radius spread (Reflex save, DC 20, for half). The save DC is Charisma based.

Constitution Drain (Su): The bite of a terrorite demon has been described as quite similar to that of a vampire.

Those bitten suffer 1d4 points of temporary Constitution damage and must make a Fortitude saving throw (DC 25) or one of the points becomes a permanent drain rather than damage. The save DC is Constitution based.

Spell-Like Abilities: At will—detect good, detect magic, detect thoughts, dispel magic, gaseous form, greater teleport (self plus 50 lbs. of objects only), locate object, Mel’s acid arrow, see invisibility, shatter, unhallow, vampiric touch; 1/day—blasphemy, disintegrate, greater teleport (no limitation), unholy aura, wall of force. Caster level 15th. Saving throw DC 17 + spell level.

Save DCs are Charisma based.

Tanar’ri Traits: A demon possesses the following traits:

• Immunity to electricity and poison

• Resistance to acid 10, cold 10, and fire 10

• Telepathy

Summon Tanar’ri (Sp): Once per day, the terrorite can summon 1d2 vrocks or one hezrou with a 50 percent chance of success. This ability is the equivalent of a 3rd-level spell.

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