Saturday, August 13, 2011

Saturday Sojourn - Quasit Possessed Ogre

This is an interesting way to give players a little tweak to their normal encounter, this fellow ran into a quasit that jumped into him. Is this how half-fiends and fiendish creatures are made, with a ride-along? Regardless, using the Demon Possessed template can really tweak an encounter. Imagine the look on the faces of the characters when this Ogre just vanishes as it goes invisible, without casting a spell. Watch them squirm...

Fiendish Ogre (Demon Possessed – Quasit)

CR 4

demon possessed (Advanced Bestiary pg.53)
XP 1,200
CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE

AC21, touch 12, flat-footed 17 (+4 armor, +1 Dex, +5 natural, –1 size, +2 shield)
hp 30 (4d8+12); fast healing 2
Fort +6, Ref +2, Will +3; +2 resistance vs. poison
Defensive Abilities DR10/cold iron Resist electricity 20

OFFENSE

Speed 40 ft.
Melee large battle axe +8 (1d10+6)
Ranged javelin +3 (1d8+5) Space 10 ft.; Reach
10 ft.
Spell-like Abilities (CL 6th)
At will—detect good, detect magic;
2/day—invisibility.

STATISTICS

Str 21, Dex 12, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9; CMD 18 Feats Iron Will, Toughness
Skills Climb +7, Perception +5; +2 profane to Stealth
Languages Giant

ECOLOGY

Environment temperate or cold hills
Organization
solitary, pair, gang (3–4), or family (5–16)
Treasure
standard (Chain Shirt, large wooden shield. +1 battle axe, 4 javelins, potion of cure medium wounds.)

SPECIAL ABILITIES

Spell Vulnerability (Ex): Certain powerful spells have special additional effects against demon-possessed creatures. These spells must first overcome the demon’s spell resistance (if any) to have any effect A demon-possessed creature subjected to a dispel chaos or dispel evil spell must succeed on a Will saving throw or lose all the modifications bestowed by the demon-possessed creature template for a number of rounds equal to the opponent’s caster level. The demon is immediately ejected from the possessed creature’s body and appears in the nearest open square. A demon-possessed creature subjected to a banishment spell must succeed on a Will saving throw or lose the template until again possessed by a demon. Failure returns the demon to its home plane, as noted in the spell description. An antimagic field or any antimagic effect suppresses all the effects of the demon-possessed creature template. It also prevents the demon from communicating with the possessed creature, using its perceptions, and exiting its body (unless it dies) for as long as the demon-possessed creature remains in the antimagic area. In addition, particular spells can affect the weaker demon kinds, as noted on the following table. In each case, when the spell indicated for that demon (or any demon of higher CR on the table) targets the demon-possessed creature, the demon is expelled as described for dismissal (above), assuming that the creature fails any associated saving throw and the spell penetrates the demon’s spell resistance. Spells cast by the possessed creature do not have this effect. Quasit possessed demons are vulnerable to Protection from evil/chaos

Profane (Su): Each of a demon-possessed creature’s melee attacks with a natural or manufactured weapon deals +1d6 points of extra damage to a creature of good alignment. All of its natural and manufactured weapons are treated as magic and evil-aligned for overcoming damage reduction.

Possessed (Su): Each demon-possessed creature is inhabited by a specific demon. The demon can neither control the possessed creature nor read its mind and it perceives only what the possessed creature does. The possessed creature’s alignment changes to chaotic evil until the possession ends. The demon is in constant telepathic communication with the possessed creature, imparting its thoughts and desires regardless of language. To gain the possessed creature’s cooperation, the demon usually offers telepathic suggestions that it thinks a chaotic evil creature might find appealing. While possessing another creature, the demon does not have access to any of its supernatural, spell-like, or extraordinary abilities. It cannot cast spells or take purely mental actions beyond thinking and using Intelligence-based skills. It cannot be targeted by any spell or effect (except as described under spell vulnerability), but it can be detected normally by divination spells. Damage that harms the possessed creature does not harm the possessing demon. If the possessed creature dies, the demon appears in its square. The demon can exit the possessed creature at any time as a standard action. When it does so, it appears in the nearest available open space.


This ogre has been possessed by a quasit demon for quite some time, allowing it to become the leader of his family. The demon quite enjoys possessing the brutal ogre, as the ogre has greater strength than the quasit, and an mind as evil as its own. The quasit gets to nudge the ogre where it wants, and whispers things in its ears, thus the better armor that this particular ogre wears. The ogre particularly enjoys that the quasit can show it where magic items are.

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