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 Post subject: Crocell, Duchess of Complacency
PostPosted: Wed Mar 01, 2017 3:59 pm 
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Joined: Tue Jan 21, 2014 2:42 pm
Posts: 105
This is a repost of the first Pathfinder version of Crocell I designed using the most recent version of the proxy template. I have a party of 17th-level characters who will be facing her soon at the climax of a long-running campaign, and I intend to redesign her as a somewhat more standard Pathfinder Infernal Duke for that fight to fit better with the power level of Golarion (where dukes are CR 21-25).


Crocell
Duchess of Complacency, Patience, and Security
Duke of Hell
Symbol a crenelated, steel wall rising from rough water on a gray, inverted triangle
Home Plane Dis, Second of the Nine Hells of Perdition
Alignment lawful evil
Superior Dispater
Allies Carreau, Glasya, Murmer, Surgat
Foes Geliel, Rhalik, Samandiriel, Uzziyah
Servants Vittori Solveig (LE female hobgoblin cavalier 24), Zurab of Zarduun (LE male duruban wizard 19), Traugott Maren (LE male sapien ex-paladin 10/iconoclast 10)
Servitor Creatures erinyes, imps, ferrugons, Fallen trumpet archons
Portfolio false hope, denial, complacency, resignation

Appearance Crocell appears as a tall, angelic woman with faded turquoise, hairless skin and rust-red glowing eyes. A single pair large, steel-feathered wings is folded to frame her soft-featured face. Her shoulders are draped in a flowing cloth like rushing water that trails on the ground unhindered by her wings. Beneath that, a simple, rich robe of baby blue trimmed in white covers almost all of her body. She walks with her arms in the folds of flowing cloth which trail mists like rapids or the morning sea.

History Crocell was originally a high-ranking morale officer in the Seven Heavens. Over millennia of boosting troops’ morale, inducing faith through various means, Crocell allowed her own perceptions to become distorted. She began to imagine her effort were of ever more inflated importance to her fellow archons' faith in Good. Concern for others fell away in the face of contemptuous pride, which in turn twisted itself into paranoia. She came to see the other archons’ faith as merely an illusion of her creation, and began to suspect her own motives might be false as well.

In time, her paranoia grew great enough to sway her from her duties to the ideals of Heaven. She was willing to listen when Eblis’s allies whispered to her about standing against the present order. In rebellion she found new purpose, a purpose that remained truer to her than her past allegiance even after the Great Fall. Ever since, she has been obsessed with exposing Heaven’s inspirations as mere pretty words and flashy lights.

That the Fallen Crocell could find a place in Dis surprised many, but was a logical choice for Dispater. Although she had the potential to reap many souls for his coffers, she also had a hidden weakness exploitable by his greatest strength, making her the Duke he fears least. He saw beyond her façade and knew that, in her heart, Crocell’s paranoia was a flaw he could easily use against her if necessary.

Nature The Duchess of Patience seeks to lull the Cosmos into a false sense of security, encouraging preoccupation, procrastination, complacency, and mediocrity among the righteous. When the fools who do not respect the true might of Hell succumb to their own stupidity, Crocell's intelligent patience pays off and she can swoop in like a carrion crow to feast on the remains. In her mind, patience is the true test of worthiness to hold power – the unworthy will fall into the trap of stagnation, while their betters will patiently stay ready as they bide their time.

The Duchess of Security sees ideals outside of Hell's open contempt for weakness of all kinds as lies. Often, they are appealing lies, but they are nothing more. As such, these ideals are but flawed tools which Crocell finds a great poetic justice in manipulating and breaking, all to eventually expose the weakness in all those fools who believe in them. She looks down on the foolish and careless who neglect their security due to preoccupation with pretty falsehoods, but she is quite willing to provide her own distracting misconceptions if none are available. Overconfidence, misplaced faith in oneself, can be bred into dangerous complacency just as well as faith in a higher power can. However, Crocell's favorite victims are those who rely on the power of faith in a higher power and those who have already had their faith betrayed.

Crocell uses her many servants to seize on confidence and inflate it with flattery and misconceptions until real assets are neglected and lost, until her victims’ defenses lie only in their confidence. Thinking that they are safe and secure in the status quo, they ignore the upkeep on their resources, absorb themselves in leisure, and otherwise leave themselves vulnerable. They become dependent on their unfounded confidence and overestimate their resources. Many of these victims begin as heroic protectors and gradually fall to careless fame-mongers; when a danger arises that would test their old and now squandered prowess, they find themselves utterly unable to cope. Their illusions are destroyed and they are left helpless and ripe for Crocell to pick. She may offer her aid to such a desperate fool if her goal is to enslave him; otherwise, she will simply abandon him to despair and ruin.

Breaking these illusions often means breaking the inflated but legitimate faith her victims held in their old patrons – Crocell is especially fond of overextending and then breaking confidence in the benevolent powers of the Seven Heavens. The Duchess of Security proclaims herself witness to the lies of Heaven and a announcer of those lies to others. She takes great pride in demonstrating to a paladin or saintly priest that the blessing of the Virtues is nothing but meaningless words and sentiments that they give in exchange for the service and lives of so many mortal and immortal warriors and peons. She uses her experience as a propagandist to easily point out rhetorical devices used by the servants of the Heavens; then, she implies that because these tactics could make an equally persuasive call for a wide range of ideas, even some terrible ones, the words of Heaven cannot be trusted; and finally, she paints the actions of angels as either mindless submission or else malicious encouragement of empty mortal hopes for a deliverance which will never truly come.

Similar methods, though generally less extravagant, serve Crocell equally well against nearly any who draw strength from gods or other cosmic patrons. Perhaps the most effective of these are misleading religious arguments, which the Duchess of Security is a master at crafting. With the right words, she can make incautious believers expect far more than is wise from their patron deities or ideals – when a critical time comes and the miracle they unreasonably expected does not occur, she whispers that the gods have abandoned her victims.

Over the ages, quite a few priests have glutted on the riches of their churches, content that the gods will never let the fortunes of the faithful wane, only to be thrust into trying times of famine and suffering. Rather than see a divine test and prove themselves, those who succumb to Crocell's temptation see irrational abandonment and switch to a new patron, either serving Crocell directly or else Asmodeus or Dispater. In the wake of their disillusionment, these seem to be more forthright (if unsavory) patrons.

In other cases, Crocell uses her mastery of motivational tools to analyze the gods' words much as she might Heaven's. She compares divine will to a petty mind game in an unfair but seemingly damning light. With tricks such as these, she may rip apart a pious man’s devotion to his god, leaving a lost and purposeless shell that is easy to control.

To fools whose faith has been dashed by her own misleading and slanderous words, Crocell offers the lure of her protection. Where everyone else lied and made promises they could not or would not keep, Crocell spoke the truth and exposed their deception. She alone is truthful with the terms of her aid, and now she will offer well-defined protection against a variety of threats with well-defined prices and conditions. It is a harsh price, a soul, but an honest one. Who can be truly trusted to do any better with it than earnest Crocell, anyway?

Crocell's protection, always available to the hopelessly desperate but usually offered to those she has set up for a fall, generally takes a form similar to her sabotage attempts. She promises these fools that they can have power in much the same way she has it – if they lull others into a false sense of security, they will be able to strike and win with ease whenever those others threaten them. With Crocell's help, the client can build up his friends and enemies with false strength until the real strength fades and he holds the key to destroying them whenever is convenient. If he is not careful, the client's new-found control of his situation will set him up for another crushing disappointment much as he suffered before calling on Crocell, since she holds the key to that control and can use it against him whenever she wishes. Since she always leaves a loophole in her contracts to withdraw her boons when they are needed most, the Duchess of Patience may even provide one for little or no cost in order to strengthen her illusions as they quietly erode and replace reality.

Once the erosion reaches deep enough, Crocell dispels her falsehoods and exaggerations. She shows the fool how his negligence has left him with little more than his own inflated ego. He is forced to succumb to his failure in despair or get himself ever deeper in debt to the Duchess. After having committed the crime of dealing with her once, very few consider the possibility of seeking redemption for their soul or aid outside the clutches of Evil. All the while, Crocell grows in power, as her clients spread complacency, then the sort of despair which will convert all their enemies into still more clients for the Duchess of Patience.

Crocell's skill at deconstructing ideals and motives is a double-edged sword, however. Just as she questioned her purpose in serving the will of Heaven, she has since begun to doubt her purpose in attacking it. She subconsciously realizes that that way lies self-destruction, so she vigorously suppresses her doubts whenever they begin to resurface. This is the foundation of her lord Dispater’s primary countermeasure against her.

Organization Crocell is served by imps, erinyes, and Fallen trumpet archons who carry out her mind games against current and potential clients, distracting them and quietly sabotaging their resources. Current clients, ferrugons, and a few past clients who became favored petitions after she claimed their souls, are perhaps her most effective tools in her plans of spreading complacency and ultimately ruin for all outside Hell's dominion.

Realm As a Duchess of Hell, Crocell rules one-ninth of great Dis's limitless expanse. Her personal residence and administrative center is the Flooded Manse, a steel palace that floats in a moat of corrosive water near Godstreet. Although it is a massive structure by any mortal sensibility, the duchal capital is squat and modest-looking compared to the soaring towers of Dis and godly realms in the region. The halls which noble visitors and select clients see are comfortably small and immaculate, decorated with silver and brass. Unknown to most, the Flooded Manse has an iceberg-like construction; beneath the water is a vast hull of twisting passages and secret chambers where Crocell hides many powerful artifacts, libraries devoted to profane divine and bardic spell research and art and law, and a wealth of soul shells which other Dukes might flaunt.

Relations to other Powers Dispater's contempt for Crocell eclipses that which he holds for any other of his Dukes, but she represents so much gain for the risk that he retains her nonetheless. If she ever crosses him, he has all the proper pieces in place to convince her in short order that every goal she has ever had was a lie that he concocted – a ploy that, while not quite truthful, might well render her as blasted a husk as her most pitiful victims.

Dispater may well find reason to use his plan against Crocell when the time comes to induct his protégé Furcas into the ranks of Hellish nobility as Duke of Rhetoric; Crocell knows that she is a likely choice for culling when Furcas's seemingly-inevitable re-entry into Dispater's service comes around.

Among the Dukes of Hell, Carreau and Murmer find common cause with Crocell in undermining the faith in good-aligned gods. Each of them sometimes helps another to corrupt and destroy major religious orders and theocracies. Within Dis, Glasya is a cordial partner to Crocell as she seeks to distract the foes of Hell. Although the two sometimes coordinate personally on weakening and corrupting very important victims, more often their servants cooperate effectively – Glasya's erinyes distract a target while Crocell's slaves sabotage him and plant the seeds of desperation which will eventually drive him to purchase Crocell's aid.

Several Dukes distrust Crocell, but few harbor marked hatred for her. Most of her interaction with them consists of her offering flattering overtures for alliance that fool few into thinking she will be of real aid to them. She reveals so little of her resources that all her rivals recognize it as a bluff and conclude either that she has scarcely anything more than she shows (a dire underestimation) or that she has vastly more, and is unchallengeable in her domain by those who are seemingly (oven are in reality) in a stronger position.

Duke Rhalik of Maladomini, however, takes her empty flattery as a personal offense even more dire than her very presence in the Court of Dispater, a Devil True. Arguably even more than that of the other Fallen, he finds Crocell's presence and behavior a weakness in Hell (and therefore a threat to the whole system he wishes to purify). Consequently, he interferes with her plans whenever the opportunity arises. For her part, the Duchess of Patience lets him think he is successful whenever possible and may even sacrifice her own goals to make sure he continues to underestimate her.

Surgat, Duke of Secrets, sells a slow but steady trickle of secrets from Maladomini into Dis, especially to his fellow Fallen, the Duchess Crocell. Even more than the other Dukes of the Second, Crocell makes efficient use of the Snitch's secrets. Ever since before the Great Fall, Surgat (once known as Yahel) has known Crocell's illusions for what they were, almost as soon as she had confessed her doubts to a single soul. And ever since then, she has held this dark angel at arm's length, keenly aware of his power. He has tried to open her up as a way to learn more about the reclusive Dispater's schemes by hinting at the machinations her Lord-Regent has in place to eliminate her should she become a threat, but she has yet to make a move based on the information. In fact, she avoids dealing with the issue directly because on some level she realizes how vulnerable she would be to a well-orchestrated psychological ploy by Dispater and she needs to find a way to avoid being crippled by despair if she wants to directly seek out and weaken the pieces of Dispater's contingency.

Among her former brethren, Crocell has a special animosity for Uzziyah, the Kerub of Grace, who preaches inspiring ideals of faith in the greater good so much like those that Crocell herself once believed. Before her Fall, Crocell had already begun to resent Uzziyah, seeing her as simply a charlatan (much as Crocell was starting to see herself). Now, the Duchess of Security openly rails against everything Uzziyah stands for and delights in little more than wilting Uzziyah's inspiring influence or over-inflating it until it bursts in disappointment.

The Duchess of Patience has attracted other celestial enemies as well, including Geliel, the Kerub of Humility, and Samandiriel, the Kerub of Dreams. Geliel fights Crocell's inflating influence on mortal egos, and his subtle influence has more than once prevented a cult of Crocell from taking root, simple humility making the flattery and goading of Crocell's servants ring hollow. Samandiriel finds Crocell's teachings directly counters her own teachings about the pursuit of worthwhile dreams - those who succumb to Crocell come to mistakenly believe their dreams are already arrived or are within such easy reach they can be put off for some other time (which never comes). So, the Kerub of Dreams watches like a hawk for any stirrings of Crocell's cult near her own influence and inspires active resistance to the Duchess of Patience.

SUMMONING CROCELL
A ritual to summon Crocell must be performed in an enclosed chamber no more than 200 feet in diameter and includes carving sigils in the floor with rusty tools and filling them with tears of despair. The summoning also requires destroying two protective magic items by cutting out vital magical components and replacing them with valuable but useless baubles. They lose their magic for the duration of the ritual (or permanently, if a deal is not struck with Crocell).

When the summons is complete, salty water frothing with shards of rusted metal rises out of the summoning circle and tear-filled sigils and fills the chamber to a depth of 2 feet, corroding exposed metal and cutting at anyone not properly protected. Nonmagical metal is affected as if by rusting grasp (CL 23rd); the effect on magic items seems superficial, but their effectiveness against Crocell is halved (any numerical bonus is reduced to half, rounded down, while any other effect has only a 50% chance of working against her each time it applies) for the duration of the audience. Rusted metal shards in the water deal 2d12 slashing damage each round for 9 rounds (Reflex DC 36 negates). If a victim suffers damage from the rusty shards, they are exposed to devil chills (Fortitude DC 36 negates).

At the end of 9 rounds, Crocell's form rises gently from the whirling center of the summoning circle on a 10-foot-tall pedestal of flawless steel. The water calms, and Crocell begins the audience by elegantly flaring her metallic wings and gazing serenely into the summoner's eyes for a moment before gently offering her services to him. She haggles readily for her aid, more concerned with making a sale and beginning a dependent relationship than on winning the ultimate price immediately. Moreover, she encourages summoners with some vestige of morality left to make additional deals for the benefit of close friends and those with a particular streak of manipulative spite or paranoia to inflict her boons on potential enemies so that they can be removed at a critical moment. She does not attempt to leave her pillar, much less the summoning circle, unless the summoner seems to be wasting her time and either he has left himself vulnerable to a sudden strike or Crocell feels certain that he is unlikely to underestimate her anyway.

Over the course of the audience, Crocell's pillar slowly dissolves where it touches the water, until, at the end, it breaks free and begins revolving around the center of the circle, sinking quickly into the rusty water amid a whirlpool that drains the room over the course of 2 rounds, damaging creatures as during the initial flood. If the protective items are reclaimed after the summons, their powers have been restored so long as a deal was struck with Crocell and will remain so long as the deal remains in effect.

If the summons fails, a rusty whirlpool forms as described above, but at the end of 2 rounds the protective items are dissolved and washed away by the water and the water ebbs away without any further effect.

CROCELL (CR 26)
XP 2,457,600
Female Fallen trumpet archon bard 24th
LE Medium Outsider (Evil, Extraplanar, Fallen, Lawful)
Init +12; Senses darkvision 60 ft., low-light vision; Perception +43
Aura magic circle against good
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
_____________________________________________________________

AC 42, touch 28, flat-footed 42; CMD 56
(+8 Dex, +14 natural, +10 deflection)
hp 660 (33d10+330)
DR 10/epic and good
Immune fire, form-altering effects*, poison, stunning*
*supernal (ignored by Powers)
SR 38
Weak locked within the gates
Fort +34 (+4 vs. petrification), Ref +30, Will +29; +4 vs. bardic performance, sonic, language-dependent
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Speed 40 ft., fly 90 ft. (good); Fly +46
Melee Realization +47/+42/+37/+32 (1d4+11/19-20 plus 1 bleed and 1 Cha; stun on critical) and 2 wing slashes +36 (3d4+2) or
Melee +4 greatsword +42/+37/+32/+27 (1d10+11/19-20) and 2 wing slashes +36 (3d4+2) or
Melee 2 wing slashes +41 (3d4+5)
Ranged 6 wing darts +41 (1d4+5)
Space 5 ft.; Reach 5 ft.
Base Atk +33; CMB +38
Attack Options Enlarge Spell, epic strike, Greater Feint, Power Attack (-5 atk, +10 dmg), Quicken Spell
Special Actions aura of protection, bardic performance 60 rounds (swift; DC 32; countersong [flute +50], fascinate, inspire courage +4, inspire competence +6, suggestion, dirge of doom, inspire greatness 6 targets, soothing performance, frightening tune, inspire heroics 4 targets, mass suggestion, deadly performance), resistant touch
Combat Gear Complacency, trumpet
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Bard Spells Known (CL 24th):
6th (7/day)—brilliant advice, greater hollow heroism (DC 28), irresistible dance (DC 28), mass charm monster (DC 28), project image
5th (7/day)—foe to friend (DC 27), greater dispel magic, mass suggestion (DC 27), stunning finale (DC 27), unwilling shield (DC 25)
4th (7/day)—cure critical wounds, freedom of movement, greater invisibility (DC 24), poisonous cure (DC 24), 2 more
3rd (7/day)—arcane concordance, communal resist energy, crushing despair (DC 25), detect desires (DC 23), good hope, haste
2nd (8/day)—calm emotions (DC 24), detect thoughts (DC 22), glitterdust (DC 22), heroism, shatter (DC 22), silence (DC 22)
1st (8/day)—cure light wounds, innocence, magic aura, obscure object, saving finale, undetectable alignment
Cantrips (at will)—dancing lights, ghost sound, prestidigitation, unwitting ally (DC 22)
Cleric Spells Prepared (CL 23rd; spell access as 16th):
8th—shield of law, stormbolts (DC 23)
7th—cure serious wounds (mass), destruction (DC 22), plundered power
6th—harm (DC 21), heal, mass bear's endurance
5th—breath of life, commune, major curse, true seeing, 1 more
4th—blessing of fervor, dimensional anchor, divine power, spell immunity, terrible remorse (DC 21)
3rd—blindness/deafness (DC 18), enter image, invisibility purge, sands of time, wind wall
2nd—augury, compassionate ally (DC 19), grace, status, undetectable alignment
1st—deathwatch, detect undead, entropic shield, moment of greatness (x2), murderous command (DC 18)
Orisons (at will)—detect magic, read magic, 2 more
Spell-like Abilities (CL 28th):
Constant—magic circle against good
1/day—mind blank, prismatic sphere (DC 29)
3/day—antimagic field, repulsion (DC 27), spell resistance
At will—aid, continual flame, detect good, greater teleport, message, plane shift (Hell only), protection from energy, sanctuary (DC 21), shield other, spell immunity
_____________________________________________________________

SQ jack-of-all-trades, lore master 4/day, supernal mandate (Protection), versatile performance (act, comedy, dance, oratory, sing, wind instruments)
Abilities Str 20, Dex 26, Con 31, Int 29, Wis 20, Cha 31
Proxy Salient Abilities Call Creatures (4 Crocell's Chosen or 4 Glasya's Elite), Temptation, Withering Mirage*
Feats Alertness, Combat Casting, Combat Expertise, Deceitful, Enlarge Spell, Eschew Materials, Greater Feint, Greater Spell Focus (enchantment), Improved Feint, Improved Initiative, Improved Metamagic (x2), Power Attack, Quicken Spell, Spell Focus (enchantment), Weapon Finesse, 2 more
Skills Acrobatics +46 (dance), Appraise +45, Bluff +50, Diplomacy +46 (oratory), Disguise +46 (act), Fly +46 (dance), Handle Animal +48 (wind instruments), Intimidate +46 (comedy), Knowledge (arcana) +45, Knowledge (local [Dis]) +45, Knowledge (planes) +45, Knowledge (religion) +45, Perception +43, Perform (act, comedy, dance, oratory, sing) +46, Perform (wind instruments) +48, Sense Motive +46 (oratory), Spellcraft +45, Stealth +44
Possessions combat gear plus Realization, mwk fluteCAd
_____________________________________________________________

Aura of Protection (Su) For 33 rounds per day, Crocell can radiate a 30-foot aura of protection which grants her and her allies a +4 deflection bonus to AC and resistance 10 against all energies (acid, cold, electricity, fire, and sonic).

Resistant Touch (Su) 8 times per day, Crocell can touch an ally and impart a +5 resistance bonus on saving throws for the next minute. During that time, Crocell loses her own resistance bonus on saving throws (reducing all her saving throws by -5).

Supernal Mandate Crocell gains a +5 resistance bonus on saving throws from her Protection domain (already included).

Temptation (Proxy Salient Ability) (Sl) Crocell can tempt a mortal with the power of the Second Hell. Those who bargain with her can gain one of the following boons. Over time, a corresponding penalty accrues once per month for the following 9 months. If the contract ends, the penalties remain unless the victim seeks atonement as described below.

  • +6 profane bonus on one ability score of their choice. Drawback: -1 profane penalty on the ability score, which does not apply so long as the bonus is in effect.
  • A minor artifact which duplicates a class ability of the character at the character's class level +6. Spellcasting is not available this way; instead, the artifact may produce any three spells the character can cast once per day each at +6 caster level. Drawback: -1 profane penalty on the character's class level for the purposes of using that class ability or casting that spell other than through the artifact.
  • Three bonus class levels in one of bard, cleric, fighter, rogue, or wizard. Drawback: 1 negative level.
  • One of the above boons for an ally (possibly unaware of the source), with the attendant drawback. Once the boon has been used, the client has the ability to suspend or restore the boon at will as an immediate action.

Crocell always includes an escape clause in her contracts which only an Intelligence check against DC 29 can discover. Although worded very appealingly and misleadingly, the ultimate meaning of the conditions are that Crocell can withdraw her boon in certain high-risk scenarios so long as the victim's soul has not yet been delivered into her personal possession, though the mortal reserves the right to initiate a new contract that suspends the penalties of the previous contract(s) for as long as it lasts.

If a mortal partakes of Crocell's boons a third time, her soul permanently becomes property of the Duchess of Security. This claim can be revoked only if the mortal atones and is then granted atonement by a Chaotic Good cleric of at least 21st level.

Trumpet (Su) All enemies within 100 feet of the trumpet's blast must succeed on a DC 36 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. Crocell can also command her trumpet to become a +4 greatsword as a free action. Out of the Duchess's hands, it is a chunk of useless metal.

Wings Crocell's wings lost their feathers when she Fell. In order to restore a dignified appearance, she has grafted razor-sharp steel feathers onto her barren wings, granting her slashing attacks with them as primary weapons that deal 3d4 base damage. She can also flare her wings to shoot a volley of feathers as darts that deal 1d4 based damage and have a range of 180 feet with no range increment.

Withering Mirage (Unique Proxy Salient Ability) (Sl) 3/day, Crocell can create a dangerous phantasm concealing an even more insidious compulsion that, like a mirage at sea, rusts away all that it conceals. The phantasm concentrates one victim's doubt into an almost-tangible shadow that attacks the victim's body and mind. The form of the phantasm is determined by the victim: a prince anxious over power going to his head might see a regal and seductive fiend ripping at his heart, while an adventurer harboring fear of age might see a spectral crone tearing away her youth and strength. Regardless of the shape it takes, the phantasm stuns its victim and inflicts 2d6 Strength and Charisma drain (Reflex DC 36 half) unless the victim succeeds at a Will save to disbelieve it (DC 36). This is a mind-affecting fear effect which lasts for 1 round.

If the illusion is disbelieved or otherwise mitigated by protection against fear effects, the weak and strong alike can be fooled into believing they are stronger than they are, creating overconfidence and dangerous mistakes. The victim suffers 2d4 points of Wisdom drain and a dearth of motivation (Will DC 38 halves the ability drain and negates the other effect). If the victim fails his second Will save, he refuses to take cautious actions such as any which will boost his Armor Class or heal his injuries or move to avoid attacks of opportunity. Moreover, he will not accept harmless spells, indignantly resisting them if they are cast upon him (he always chooses to roll a saving throw such a spell even if cast by an ally and will not lower his spell resistance). This is a mind-affecting compulsion effect which lasts for 2d4 rounds.
_____________________________________________________________

COMPLACENCY
Aura overwhelming enchantment (compulsion) and necromancy; CL 28th
Slot shoulders; Weight 1 lb.
This cloak woven from misting Heavenly waterfalls was corrupted by Crocell's Fall. Once, its embrace promised the warmth of life and safety. Now, those promises are empty. Whenever Crocell strikes a foe in melee, she can take a move action to whirl Complacency over them. The cloak overwhelms the victim in feelings of false security and strength, inflicting a -2 morale penalty on Armor Class and saving throws for 2 rounds. The cloak restores 1d10 points of damage and causes an equal amount of bleed, though the victim must make a Perception check (DC 40) to notice the bleed.

If Crocell successfully feints while wearing Complacency, her victim loses his shield bonus (if any) to Armor Class as well as his Dexterity bonus.

REALIZATION
Aura overwhelming necromancy; CL 28th
Slot none; Weight 1 lb.
This +6 wounding, humiliating dagger stuns its victim for 1 round if it scores a critical hit.
_____________________________________________________________

STRATEGY AND TACTICS
When attacked and unable to flee, Crocell will call her Chosen and then retreat to a safe distance, from which she casts enhancement spells on her servants and Withering Mirages on her foes. In the first round of combat, the Chosen begin with enhancing spells that supplement each other and Crocell's efforts (such as dispel good, divine power, or bull's strength), then move to threaten her foes. If she cannot escape melee, Crocell makes full use of her cloak and Greater Feint feat to confound her attackers.

If the Duchess of Patience is badly wounded but feels her foes have overextended themselves or are otherwise unable to hurt her so badly a second time, she will have each of her Chosen heal her at once to achieve a full recovery and then move in to finish off her foes.


CROCELL'S CHOSEN (CR 18)
XP 153,600
Male or female Fallen trumpet archon
LE Medium Outsider (Evil, Extraplanar, Fallen, Lawful)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +33
Aura magic circle against good
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
_____________________________________________________________

AC 33, touch 14, flat-footed 29; CMD 46 (48 vs. sunder)
(+4 Dex, +19 natural); +2 deflection vs. good
hp 325 (26d10+182)
DR 10/good
Immune fire, poison
SR 31
Fort +22 (+4 vs. petrification), Ref +14, Will +21 (Improved Iron Will); +2 resistance vs. good
_____________________________________________________________

Speed 40 ft., fly 90 ft. (good); Fly +37
Melee +4 greatsword +37/+32/+27/+22 (2d6+13/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +26; CMB +32 (+36 sunder)
Attack Options Blind-Fight, Cleave, Combat Reflexes, Greater Sunder, Improved Sunder, Power Attack (-5 atk/+15 dmg)
Special Actions Step Up
Combat Gear trumpet
_____________________________________________________________

Cleric Spells Known (CL 20th; spell access as 13th):
7th—mass cure serious wounds
6th—harm (DC 20), heal
5th—dispel chaos (DC 19), dispel good (DC 19), plane shift (DC 19)
4th—blessing of fervor, divine power, poisonous cure (DC 18), spell immunity, 1 more
3rd—bestow curse (DC 17), prayer, 3 more
2nd—bull's strength, desecrate, owl's wisdom, shield other, 1 more
1st—deathwatch, detect chaos, divine favor, 2 more
Orisons (at will)—bleed (DC 14), detect magic, 2 more
Spell-like Abilities (CL 20th):
Constant—magic circle against good
At will—aid, continual flame, detect good, greater teleport (self plus 50 lb. of objects only)
_____________________________________________________________

Abilities Str 22, Dex 18, Con 25, Int 17, Wis 18, Cha 18
Feats Blind-Fight, Cleave, Combat Reflexes, Greater Sunder, Improved Initiative, Improved Iron Will, Improved Sunder, Iron Will, Lightning Reflexes, Persuasive, Power Attack, Step Up, Weapon Focus (greatsword)
Skills Bluff +30, Diplomacy +37, Escape Artist +30, Fly +37, Knowledge (religion) +33, Perception +33, Perform (wind instruments) +35, Sense Motive +33, Stealth +33
Possessions combat gear plus amulet of natural armor +5, mwk flute
_____________________________________________________________

Trumpet (Su) All enemies within 100 feet of the trumpet's blast must succeed on a DC 27 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. Crocell's Chosen can also command his trumpet to become a +4 greatsword as a free action. Out of the Chosen's hands, it is a chunk of useless metal.
_____________________________________________________________

STRATEGY AND TACTICS
Crocell's Chosen are among 14 elite Fallen trumpet archons, loyal believers in her cause of exposing the lies of Heaven since the Great Fall. They handle her most important targets and defend her if she is personally threatened.


MAJOR SERVANTS
Traugott Maren (LE male sapien ex-paladin 10/iconoclast 10) is a soulsworn slave of Crocell who has demonstrated remarkable usefulness despite having been in her service for barely ten years. Once a worthy champion of goodness, Traugott unwittingly allowed one of Crocell’s lackeys to get close to him, a soulsworn bard called Gideon who never gave him reason to question his virtue. Gideon whispered Crocell’s lies to Traugott, slowly and carefully, about how wise and powerful Traugott’s deity was and how certain the paladin should be of protection against true hardship. With enough goading, Traugott became careless and let slip the secret location of his sequestered family. He found himself unable to cope when eventually his demonic enemies (with a little secret nudging from Crocell’s minions) used his slip to find and commit unspeakable acts against his innocent sister. It was all the opening Gideon needed to, with time, utterly divorce Traugott from his faith and enrage him until he was willing to pay Crocell’s price to get revenge. Once he contacted the Duchess of Patience directly, she persuaded him to devote himself to exposing the lies of his previous faith and all others like it as her servant.

Vittori Solveig (LE female hobgoblin cavalier 24) was once a warlord of paramount glory on a long-forgotten mortal world. Over a period of years, she had allowed herself to be distracted by the thrill of conquest and the fulfillment of her Fallen lover Eliphelet, never realizing that her own trusted lieutenant was lying about much of the support he claimed to be giving to her military exploits. When he revealed the ruse, usurped control of Vittori’s new kingdom, and besieged her in her own capitol, Vittori was left with no choice but to accept Eliphelet’s offer to help summon Crocell. Vittori purchased the power she needed to reconquer her lands and eventually to sabotage the rulers of rival nations much as she herself had been. By the time her death came of old age, she ruled an empire spanning a continent and filled with petty, squabbling satraps unable to help themselves, much less resist her, through the haze of broken faith and inflated self-importance. They never thought to pray for help or that anything could be more important than their own pathetic rivalries with each other beneath an aging empress they all simply took for granted as liable to fall at any time… as she masterminded the whole state for decades to come. For this achievement, Vittori was granted the honor of becoming a favored petitioner after death.

Zurab of Zarduun (LE(NE) male duruban wizard 19) was a great archmage of significant hubris even before Crocell got her servants to him. He had such remarkable natural talent that only with equally remarkable complacency (for he shunned all work outside the thrilling bounds are arcane study) did he manage to find himself inheriting the leadership of his mighty magocratic family without any significant support structures to keep other families from picking him off. When Zurab quickly realized from painful experience that he would need more than luck and his considerable personal might to survive and maintain his position, it was almost too easy for Crocell's minions to coax him into utter dependence on Crocell's aid, one step at a time. He is now so deeply in debt to her that he sees no point in trying to find a way out, and submits utterly to her will in the hope that she will demand less that way.


Last edited by MythMage on Fri Mar 03, 2017 2:50 pm, edited 1 time in total.

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 Post subject: Re: Crocell, Duchess of Complacency
PostPosted: Thu Mar 02, 2017 9:56 am 
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Nice!


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 Post subject: Re: Crocell, Duchess of Complacency
PostPosted: Fri Mar 03, 2017 3:03 pm 
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Thanks, Serge! Here's her Chosen re-imagined as advanced ferrugons (from AP #101).

CROCELL'S CHOSEN (CR 16)
XP 76,800
Male or female advanced ferrugons
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +7; Senses blindsight 60 ft. (metal only), darkvision 60 ft., detect chaos, detect good, see in darkness; Perception +26
Languages Celestial, Common, Draconic, Infernal, Terran; telepathy 100 ft.
_____________________________________________________________

AC 31, touch 17, flat-footed 24; CMD 43 (45 vs. sunder)
(+7 Dex, +14 natural)
hp 246 (17d10+153); regeneration 10 (good weapons, good spells, rust)
DR 10/good
Immune fire, poison
SR 27
Fort +19, Ref +17, Will +13 (Improved Iron Will)
Weak metallic
_____________________________________________________________

Speed 30 ft., fly 60 ft. (good); Fly +31
Melee 2 slams +26 (1d8+9), 2 wings +26 (2d6+9/17–20 plus bleed and disease)
Ranged 4 iron feathers +24 (1d6+9/17–20 plus bleed and disease)
Space 5 ft.; Reach 5 ft.
Base Atk +17; CMB +26 (+30 sunder)
Attack Options bleed (2d6, stacks with itself), Combat Reflexes, Greater Sunder, Improved Sunder, Power Attack (–5 atk/+10 dmg)
Special Actions vainglorious whispers
_____________________________________________________________

Spell-like Abilities (CL 16th; concentration +23)
Constant—detect chaos, detect good
At will—detect thoughts (DC 19), greater teleport (self plus 50 lbs. of objects only), heat metal (DC 19), make whole, rusting grasp, shatter (DC 19), shrink item, suggestion (DC 20)[/i]
3/day—fabricate, heightened flesh to iron (DC 24), major creation (iron objects only), telekinesis (iron objects only), wall of iron
1/day—heightened greater break (DC 24), magnetic field (DC 24), summon (level 8, 1 ferrugon 50%), sympathetic vibration
_____________________________________________________________

Abilities Str 28, Dex 24, Con 28, Int 22, Wis 23, Cha 25
Feats Combat Reflexes, Greater Sunder, Improved Initiative, Improved Critical (iron feather), Improved Critical (wing), Improved Iron Will, Improved Sunder, Iron Will, Power Attack
Skills Bluff +27, Diplomacy +27, Disable Device +27, Fly +31, Intimidate +27, Knowledge (engineering) +26, Knowledge (history) +26, Knowledge (planes) +26, Knowledge (religion) +26, Perception +27, Perform (oratory) +26, Sense Motive +26
_____________________________________________________________

Vainglorious Whispers (Su) As a swift action, the Chosen can whisper to an adjacent creature to fill it with false pride. Unless the target succeeds at a Will saving throw against DC 25, it gains a +4 morale bonus on saving throws against fear effects but takes a –4 penalty on attack rolls, weapon damage rolls, caster level checks, and skill checks. An affected creature cannot withdraw, fight defensively, cast defensively, take the total defense action, or take any action to heal itself. It can be healed by others, but must attempt a saving throw if allowed. This is a mind-affecting, sonic, language-dependent effect.
_____________________________________________________________

STRATEGY AND TACTICS
Crocell's Chosen are 14 elite ferrugons who were once trumpet archons in Crocell's heavenly retinue, loyal believers in her cause of exposing the lies of Heaven since the Great Fall. They handle her most important targets and defend her if she is personally threatened.


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 Post subject: Re: Crocell, Duchess of Complacency
PostPosted: Sat Mar 04, 2017 5:18 pm 
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I'm not familiar with ferrugons, are they your creation?


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 Post subject: Re: Crocell, Duchess of Complacency
PostPosted: Sat Mar 04, 2017 6:51 pm 
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necromental wrote:
I'm not familiar with ferrugons, are they your creation?



He mentioned they were from AP 101. They are rust devils.


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 Post subject: Re: Crocell, Duchess of Complacency
PostPosted: Sun Mar 05, 2017 6:19 pm 
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Here's Crocell rebuilt as a weaker ferrugon but still mostly using the proxy template and the bard creature template rather than gestalt bard levels. I did a little extrapolating above 24 HD for the bard creature template's effects (defaulting to 3 spells known per spell level).

CROCELL (CR 22)
XP 614,400
Female variant advanced bard-ferrugon
LE Medium outsider (evil, extraplanar, fallen, lawful)
Init +9; Senses blindsight 60 ft. (metal only), darkvision 60 ft., detect chaos, detect good, see in darkness; Perception +34
Aura protection (30 ft.)
Languages Celestial, Common, Draconic, Infernal, Terran; telepathy 100 ft.
_____________________________________________________________

AC 43, touch 29, flat-footed 34; CMD 61
(+10 deflection, +9 Dex, +14 natural)
hp 456 (24d10+216); regeneration 20 (good weapons, good spells, rust)
DR 10/good and epic
Immune energy drain*, fire, form-altering effects*, poison, stunning*
*supernal (ignored by powers)
Resist acid 10, cold 10, electricity 10, sonic 10
SR 34
Fort +23, Ref +23, Will +22 (Improved Iron Will)
Weak locked within the gates, metallic
_____________________________________________________________

Speed 30 ft., fly 60 ft. (good); Fly +36
Melee Realization +38/+33/+28/+23 (1d4+14/17–20 plus 1 bleed and 1 Cha; 6th-level spell on critical), 2 wings +27 (2d6+8/17–20 plus bleed and disease)
Ranged 4 iron feathers +33 (1d6+8/17–20 plus bleed and disease)
Space 5 ft.; Reach 5 ft.
Base Atk +24; CMB +32
Attack Options bleed (2d6, stacks with itself), Combat Expertise (-7 atk/+7 dmg), Combat Reflexes (+9 attacks), epic strike, Improved Feint, Power Attack (-7 atk/+14 dmg)
Special Actions bardic performance 38 rounds/day (swift; DC 32; countersong [oratory +43], distraction [oratory +43], fascinate, inspire courage +5, inspire competence +7, suggestion, dirge of doom, inspire greatness 6 targets, soothing performance, frightening tune, inspire heroics 3 targets, mass suggestion, deadly performance), vainglorious whispers
Combat Gear Complacency
_____________________________________________________________

Bard Spells Known (CL 24th; concentration +34):
6th (4/day)—brilliant advice, greater hollow heroism (DC 28), mass charm monster (DC 28)
5th (4/day)—greater dispel magic, mass suggestion (DC 27), unwilling shield (DC 25)
4th (4/day)—cure critical wounds, greater invisibility, virtuoso performance
3rd (4/day)—communal resist energy, good hope, haste
2nd (5/day)—calm emotions (DC 24), detect thoughts (DC 22), glitterdust (DC 22)
1st (5/day)—cure light wounds, innocence, magic aura
Cantrips (at will)—dancing lights, prestidigitation, unwitting ally (DC 22)
Spell-like Abilities (CL 24th; concentration +34):
Constant—detect chaos, detect good
At will—detect thoughts (DC 22), greater teleport, heat metal (DC 22), make whole, plane shift (to or from Dis only), protection from energy, rusting grasp, sanctuary (DC 21), shatter (DC 22), shield other, shrink item, suggestion (DC 23)[/i]
3/day—antimagic field, fabricate, flesh to iron (DC 26), major creation (iron objects only), spell immunity, spell resistance, telekinesis (iron objects only), wall of iron
1/day—heightened greater break (DC 29), heightened magnetic field (DC 29), mind blank, prismatic sphere (DC 29), repulsion, summon (level 10, 3 Crocell's Chosen or 2 Glasya's Elite 100%), sympathetic vibration
_____________________________________________________________

SQ supernal mandate (Protection)
Abilities Str 27, Dex 28, Con 28, Int 30, Wis 24, Cha 30
Proxy Salient Abilities Following Whispers*, Temptation, Withering Mirage*
Feats Combat Expertise, Combat Reflexes, Greater Spell Focus (enchantment), Improved Critical (dagger), Improved Critical (iron feather), Improved Critical (wing), Improved Feint, Improved Iron Will, Iron Will, Power Attack, Skill Focus (Perform [oratory]), Spell Focus (enchantment)
Skills Acrobatics +36, Bluff +37, Diplomacy +37, Disable Device +36, Fly +36, Intimidate +37, Knowledge (arcana) +37, Knowledge (engineering) +37, Knowledge (history) +37, Knowledge (local) +37, Knowledge (planes) +37, Knowledge (religion) +37, Perception +34, Perform (oratory) +43, Sense Motive +34, Spellcraft +37
Possessions combat gear plus Realization
_____________________________________________________________

Aura of Protection (Su) Crocell constantly radiates a 30-foot aura of protection which grants her and her allies a +5 deflection bonus to AC and resistance 10 against acid, cold, electricity, fire, and sonic. This replaces the other granted powers of the Protection domain.

Following Whispers (Unique Proxy Salient Ability) (Sl) Any victim who completely avoids the effects of Crocell's spells, spell-like abilities, or withering mirage by any means risks becoming dangerously overconfident. The victim suffers 2 points of Wisdom drain and her whispers of vainglory.

Temptation (Proxy Salient Ability) (Sl) Crocell can tempt a mortal with the power of the Second Hell. Those who bargain with her can gain one of the following boons. Over time, a corresponding penalty accrues once per month for the following 9 months. If the contract ends, the penalties remain unless the victim seeks atonement as described below.

  • +6 profane bonus on one ability score of their choice. Drawback: -1 profane penalty on the ability score, which does not apply so long as the bonus is in effect.
  • A minor artifact which duplicates a class ability of the character at the character's class level +6. Spellcasting is not available this way; instead, the artifact may produce any three spells the character can cast once per day each at +6 caster level. Drawback: -1 profane penalty on the character's class level for the purposes of using that class ability or casting that spell other than through the artifact.
  • Three bonus class levels in one of bard, cleric, fighter, rogue, or wizard. Drawback: 1 negative level.
  • One of the above boons for an ally (possibly unaware of the source), with the attendant drawback. Once the boon has been used, the client has the ability to suspend or restore the boon at will as an immediate action.

Crocell always includes an escape clause in her contracts. If using the infernal contract or research systems, the contract has CR 24, complexity 58, skills Knowledge (history) and Knowledge (planes), 72 kp, and the following hidden condition at 24 kp. Otherwise, only a successful Intelligence check against DC 30 can discover it. Although worded very appealingly and misleadingly, the ultimate meaning of the conditions are that Crocell can withdraw her boon in certain high-risk scenarios so long as the victim's soul has not yet been delivered into her personal possession, though the mortal reserves the right to initiate a new contract that suspends the penalties of the previous contract(s) for as long as it lasts.

If a mortal partakes of Crocell's boons a third time, her soul permanently becomes property of the Duchess of Security. This claim can be revoked only if the mortal atones and is then granted atonement by a Chaotic Good caster of at least 18th level.

Vainglorious Whispers (Su) As a swift action, Crocell can whisper to an adjacent creature to fill it with false pride. Unless the target succeeds at a Will saving throw against DC 32, it gains a +4 morale bonus on saving throws against fear effects but takes a –4 penalty on attack rolls, weapon damage rolls, caster level checks, and skill checks. An affected creature cannot withdraw, fight defensively, cast defensively, take the total defense action, or take any action to heal itself. It can be healed by others, but must attempt a saving throw if allowed. This is a mind-affecting, sonic, language-dependent effect.

Withering Mirage (Unique Proxy Salient Ability) (Sl) Thrice per day, Crocell can create a dangerous phantasm that concentrates one victim's doubt into an almost-tangible shadow that attacks the victim's body and mind. This attack has a range of 90 feet. The form of the phantasm is determined by the victim: a prince anxious over power going to his head might see a regal and seductive fiend ripping at his heart, while an adventurer harboring fear of age might see a spectral crone tearing away her youth and strength. Uunless the victim succeeds at a Will save to disbelieve it (DC 32), the phantasm stuns its victim for 1 round and deals 2d6 points of Strength and Charisma drain (Reflex DC 32 for half). This is a mind-affecting fear effect.
_____________________________________________________________

COMPLACENCY
Aura overwhelming enchantment and necromancy; CL 24th
Slot shoulders; Weight 1 lb.
This cloak woven from misting Heavenly waterfalls was corrupted by Crocell's Fall. Once, its embrace promised the warmth of life and safety. Now, those promises are empty. The cloak constantly grants Crocell a +5 resistance bonus on Will saving throws. Whenever Crocell strikes a foe in melee, she can take a move action to whirl Complacency over that foe. The cloak overwhelms the victim in feelings of false security and strength, inflicting a -2 penalty to Armor Class for 2 rounds. The cloak heals the target of 24 points of damage and causes an equal amount of bleed, though the victim must succeed on a Perception check (DC 34) to notice the bleed.

If Crocell successfully feints while wearing Complacency, her victim loses any shield bonus to Armor Class as well as any Dexterity bonus.

REALIZATION
Aura overwhelming necromancy; CL 24th
Slot none; Weight 1 lb.
When this +6 wounding, humiliating dagger confirms a critical hit, it allows Crocell to cast a spell or spell-like ability targeting that creature. The spell must be 6th level or lower. The dagger's bleed stacks with all other sources of bleed.
_____________________________________________________________

STRATEGY AND TACTICS
When attacked and unable to flee, Crocell will summon her Chosen and then retreat to a safe distance, from which she casts enhancement spells on her servants and withering mirages on her foes.


Last edited by MythMage on Mon Mar 06, 2017 2:29 pm, edited 2 times in total.

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 Post subject: Re: Crocell, Duchess of Complacency
PostPosted: Mon Mar 06, 2017 1:46 am 
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Posts: 50
Really excellent, really enjoyed reading it.
How do you imagine her in 5e as an aside?


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 Post subject: Re: Crocell, Duchess of Complacency
PostPosted: Mon Mar 06, 2017 5:39 pm 
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Tafsirehtomrouy wrote:
Really excellent, really enjoyed reading it.
How do you imagine her in 5e as an aside?

Thanks! Maybe something like this?

CROCELL
Medium fiend (devil), lawful evil
____________________________________

Armor Class 21 (natural armor)
Hit Points 335 (29d8 + 205)
Speed 30 ft., fly 60 ft.
____________________________________

STR DEX CON INT WIS CHA
22 (+6) 26 (+8) 24 (+7) 24 (+7) 20 (+5) 26 (+8)
____________________________________

Saving Throws Con +14, Int +14, Wis +12
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 15
Languages Common, Infernal, telepathy 120 ft.
Challenge 22 (41,000 XP)
____________________________________

Magic Resistance. Crocell has advantage on saving throws against spells and other magical effects.

Magic Weapons. Crocell's weapon attacks are magical.

Protection Aura. Attack rolls against Crocell's allies within 30 feet have disadvantage. Crocell has advantage on attack rolls against creature who willingly benefited from the aura during the current encounter.

Innate Spellcasting. Crocell's spellcasting ability is Charisma (spell save DC 23). Crocell can innately cast the following spells, requiring no material components:

At will: greater invisibility, mass suggestion, plane shift, scrying, teleport, wall of stone
3/day: dispel magic, mass cure wounds
1/day: divine word, mind blank, prismatic wall

ACTIONS
____________________________________

Devil Summoning (1/day). Crocell can summon 2 erinyes.

Withering Mirage (3/day). Crocell concentrates one victim's doubt into an almost-tangible shadow that attacks the victim's body and mind. This attack has a range of 90 feet. The form of the shadow is determined by the victim: a prince anxious over power going to his head might see a regal and seductive fiend ripping at his heart, while an adventurer harboring fear of age might see a spectral crone tearing away her youth and strength. Unless the victim succeeds at a DC 23 Wisdom saving throw, the victim loses its next action and its Strength and Charisma are each reduced by 7 (2d6). The reduction lasts until removed by greater restoration or other magic. This is a mind-affecting fear effect.

Multiattack. Crocell can make two attacks with Realization and two with her wings. Alternatively, she can use Iron Feathers four times.

Iron Feathers. Ranged Weapon Attack: +15 to hit, range 150 ft., one target. Hit: 12 (1d4 + 8) piercing damage. If the target is a creature other than a construct or an undead, it loses 14 (4d6) hit points at the start of each of its turns due to an infernal wound. Hit point loss from multiple infernal wounds is cumulative. The wound only closes if the target receives magical healing with a spell level of at least 6th.

Realization. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d4 + 8) piercing damage and 13 (3d8) necrotic damage. If the attack is a critical hit, Crocell can use her bonus action to cast mass suggestion or dispel magic as a 6th-level spell on the target.

Wing. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) slashing damage. If the target is a creature other than a construct or an undead, it loses 14 (4d6) hit points at the start of each of its turns due to an infernal wound. Hit point loss from multiple infernal wounds is cumulative. The wound only closes if the target receives magical healing with a spell level of at least 6th.

LEGENDARY ACTIONS
____________________________________

Crocell can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Crocell regains spent legendary actions at the start of her turn.

Attack. Crocell makes one attack.
Inspire. Crocell grants a d12 inspiration die to a nonhostile creature she can see (including herself) within 120 feet. Any time in the next day, the target can add the die to any attack roll, saving throw, or ability check after rolling but before learning the result. A target can have only one inspiration die at a time.
Vainglorious Whisper. Crocell chooses a target that can hear her within 5 feet. That creature must succeed on a DC 22 Charisma saving throw, gaining advantage on saving throws against fear and disadvantage on all attack rolls, all other saving throws, and ability checks for 2 rounds on a failed saving throw.


Last edited by MythMage on Fri Mar 10, 2017 2:58 am, edited 1 time in total.

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 Post subject: Re: Crocell, Duchess of Complacency
PostPosted: Tue Mar 07, 2017 6:41 pm 
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MythMage wrote:
Thanks! Maybe something like this?

Excellent work as usual, great to read.

So there wasn't a way to convert the other flavorful abilities from Pathfinder? ie, Following Whispers, Temptation and Withering Mirage.


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 Post subject: Re: Crocell, Duchess of Complacency
PostPosted: Tue Mar 07, 2017 8:33 pm 
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Tafsirehtomrouy wrote:
So there wasn't a way to convert the other flavorful abilities from Pathfinder? ie, Following Whispers, Temptation and Withering Mirage.

Temptation I think would fit better as a story thing in D&D's looser rules, but I'll think on some guidelines. Following whispers is folded into vainglorious whispers as a legendary action that can be used on those who have resisted her attacks. Withering mirage does seem to be a big thing to drop, now that you mention it. I'll see about putting it back in.


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suspicion-preferred