Imocte
Vorian
The most numerous of Kaydan demons, imocte
vorian are used a guardians and cannon fodder. They resemble
large dogs with three bloodshot eyes, their bodies covered
in greenish grey chitin. Their tails are segmented and thick,
used to counterbalance them when they take sharp turns. Imocte
Vorian understand Kaydan.
Imocte
Vorian (Fang of the Threefold Moon) |
Level
11 Minion |
Medium
immortal magical beast (kaydan) |
XP
100 |
Initiative
+9 Senses Perception +12; darkvision
HP
1; a missed attack never damages a minion.
AC 23; Fortitude
21, Reflex 22, Will
21
Immune fear
Speed 8 squares
Bite
(basic melee, standard; at-will)
+14 vs. AC; 6 damage.
Leaping
Takedown (standard; encounter)
The imocte vorian flies up to 4 squares and makes
a bite attack. If it hits, the target is knocked
prone.
Alignment
Unaligned
Languages --
Skills: Athletics +11
Str: 15 (+6) Dex:
20 (+9) Wis: 16 (+7)
Con: 18 (+8) Int:
6 (+2) Cha: 14 (+6) |
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Tactics
Imocte Vorian leap into fevered battle, taking the most direct
path to their targets and attempting to knock them down with
their leaping takedown. They are incapable of any tactics
besides incidental flanking and fight without fear to the
death. |
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Imocte
Jah
Imocte
Jah are hulking beasts used for manual labor and brute force
troopers in Kayda’s ranks. Standing almost twice as
high as a man, their upper bodies are disgustingly overmuscled
and over balanced, causing the creature to run on it’s
enormous, bony knuckles. Their heads are toadish in appearance
and filled with large, flat teeth that are largely useless.
Too dull
to do much of anything on their own, Imocte Jah are rarely
found outside of the company of an underpreist or a more powerful
and intelligent demon.
Imocte
Jah (Fist of the Threefold Moon) |
Level
12 Brute |
Large
immortal humanoid (kaydan) |
XP
700 |
Initiative +9 Senses
Perception +8; darkvision
HP
150; Bloodied 75
AC 24; Fortitude
26, Reflex 23, Will
22
Immune fear Resist
cold 5 Vulnerable thunder 5
Speed 6 squares
Slam (basic melee, standard;
at-will)
+15 vs. AC; 3d6+5
Fling
Aside (basic melee, standard; at-will)
+13 vs. Fortitude; 2d6+5 damage and the target
is pushed 3 squares or is grabbed. If the foe
was pushed, the target must make a saving throw
or fall prone. (see toss foe)
Toss
Foe (standard; grabbed targets only,
at will)
Hits automatically. Slide the target up to 5 squares
and it falls prone. The imocte jah can choose
to toss the target into the space of an enemy.
If it does so, both the target and the enemy in
that square are knocked prone.
Overhand
Smash (melee, standard; encounter)
+15 vs. AC; 4d10+5 damage and the target is dazed
until the start of its next turn.
Alignment
Unaligned
Languages --
Str: 24 (+13) Dex:
16 (+9) Wis: 14 (+8)
Con: 20 (+11) Int:
6 (+4) Cha: 10 (+6) |
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Tactics
Imocte Ja charge fearlessly into battle, using fling aside
to bypass weaker foes to get at those their masters deem most
dangerous. If they find enemy lines offering too great a resistance,
they switch to throwing them into one another with toss foe
to clear their path. They save their overhand smash for their
primary targets.
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Kaydan
Underpriest
No
two Kaydan underpriests look alike. Some are grotesque examples
of their master’s ‘improvements’ on the
mortal form, with distended jaws, visible poison sacs, jaundiced
skin or scales, hypertrophies limbs, and the like. Others
have been ‘improved’ internally only, leaving
them largely human on the outside, except when they extend
their poisonous claws for combat.
Kaydan
Underpriest |
Level
15 Artillery (Leader) |
Medium
natural humanoid (kaydan) |
XP
1200 |
Initiative +11 Senses
Perception +12; darkvision
HP
116; Bloodied 58
AC 27; Fortitude
27, Reflex 28, Will
27
Resist poison 10
Speed 7 squares
Claw (basic melee, standard;
at-will)
+22 vs. AC; 1d10+6 poison damage.
Ray
of Weakness (basic ranged, standard;
at-will) - Implement
Range 10; +20 vs. Fortitude; 1d10+6 damage and
the target is weakened until the Kaydan underpriest’s
next turn.
Transfer
Strength (ranged, standard; recharge
456) - Implement
Range 10; +20 vs. Fortitude; 3d10+6 and the target
is weakened (save ends). An ally within range
gains a +2 bonus to attack and damage rolls until
the target successfully saves.
Eye
of the Dark God (standard; encounter)
- Implement
Range 10; +20 vs. Will; 4d10+6 psychic damage
and the target is dazed (save ends)
Desperation
Frenzy (ranged, standard, recharges when
first bloodied; encounter)
The Kaydan underpriest makes two claw or ray of
weakness attacks.
Alignment
Evil
Languages Common, Kaydan
Skills Religion +18
Equipment holy symbol, leather
robes (leather armor)
Str: 17 (+10) Dex: 18
(+11) Wis: 20 (+12)
Con: 20 (+12) Int:
23 (+13) Cha: 16 (+10) |
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Tactics
Kaydan underpriests prefer to avoid notice altogether, sending
lesser demons to do their dirty work unless cornered or directly
ordered into battle. Once engaged, they stay behind their
allies, using ray of weakness on enemies and using transfer
strength to bolster their allies whenever possible. They use
eye of the dark god on enemy casters and when all else fails,
they use their desperation frenzy.
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Zect
of the Drinking Gourd
Though still under the sway of Kayda on the
occasion his services are required, Zect is often left to
his own devises, which usually means wandering the world,
looking for powerful people who can offer him a ‘fun’
fight. He appears as a short human male, shirtless except
for a sash through which he sticks his longsword sheath; a
large drinking gourd on his belt, and open toed sandals regardless
of local weather. The only give away of his inhuman nature
are his orange eyes and ability to drink and digest lamp oil
and ignite it within his own body.
Zect
of the Drinking Gourd |
Level
20 Solo Skirmisher |
Medium
immortal humanoid (kaydan) |
XP
14,000 |
Initiative +20 Senses
Perception +15; darkvision
HP
960; Bloodied 480
AC 36; Fortitude
35, Reflex 36, Will
32
Immune disease, fear Resist
fire 15, poison 15
Saving Throw +5 vs. immobilizing
effects.
Speed 6 squares (see long stride)
Action Points 2
Longsword (basic melee, standard;
at-will) - Weapon
+25 vs. AC; 3d6+8 damage.
Clever
Footwork (melee, standard; at-will) -
Weapon
+25 vs. AC; 3d6+8 damage. Zect can shift 3 squares
before or after making this attack.
Spit
Oil (standard; 6 charges) - Zone
Close blast 3; +23 vs. Reflex; The target becomes
oil covered (save ends). The area becomes a zone;
the zone is treated as difficult terrain. Creatures
except Zect entering the zone must save or fall
prone and become oil covered (save ends). The
zone lasts for five minutes.
Oil
covered
Creatures that become oil covered treat all terrain
as difficult terrain. If an oil covered creature
takes fire damage, they take 15 ongoing fire damage
(save ends) and cease to be oil covered.
Ignition
Spray (minor; uses a charge of spit oil;
encounter) - Fire
Area burst 3 within 5; +23 vs. Reflex; 4d12+7
fire damage. If the burst includes any squares
in a zone created by spit oil, the entire zone
deals 10 ongoing fire damage to any creature moving
through it or starting their turn in it until
the end of the encounter.
Long
Stride
When shifts, he shifts 2 squares instead of 1.
Healing
Quaff (minor, standard; only when bloodied,
uses a spit oil charge, encounter) - Healing
Zect regains 240 hit points and becomes immune
to fire until the end of his next turn.
Alignment Unaligned
Languages Common, Kaydan
Skills: Acrobatics +23, Athletics
+22, Thievery +23
Equipment longsword, leather
armor, thieves tools, drinking gourd (containing
6 pints of oil)
Str: 25 (+17) Dex:
26 (+18) Wis: 20 (+15)
Con: 24 (+17) Int:
28 (+19) Cha: 23 (+16)
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Tactics
Unless ordered otherwise, Zect fights to knockout his foe
so that he can mock their combat prowess afterward. He starts
combat by using spit oil to anger his opponents and then waits
fro them to attack him. Once combat starts, he uses clever
footwork as often as possible, using his action points to
make multiple uses of it in a round. Once bloodied, he uses
healing quaff and then ignition spray.
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Matasume
the Wind
Like
most of Kayda’s most powerful demons, Matasume the Wind
is dispatched only on matters of great importance to the Lord
of Shades. She appears as a beautiful elf maiden made of tan
clay with an unexpressive, noseless face. Instead of legs,
she has a tapering flagella that thrashes about when she flies,
but is usually hidden by the expensive robes she prefers to
wear. Her hands are always hidden in her robes, save for the
nailless fingers that clutch her war fans.
Matasume
the Wind |
Level
23 Solo Controller |
Medium
immortal humanoid (kaydan) |
XP
25,500 |
Initiative +20 Senses
Perception +17; blindsight
Cloak
of Breezes: Aura 3. Ranged attacks originating
from within the aura or targeting creatures in
the aura suffer a -2 penalty to attack rolls.
Matasume the Wind is immune to this effect.
HP 1085; Bloodied
542
AC 39; Fortitude
35, Reflex 39, Will 37
Immune disease Resist
lightning 15
Speed 4 squares (clumsy grounded),
fly 10, overland flight 15
Action Points 2
War Fan (basic melee, standard;
at-will) - Weapon
+28 vs. AC; 3d6+8 damage.
Air
Razor (basic ranged, standard; at-will)
- Weapon
Range 10; +27 vs. Reflex; 3d6+8 damage and the
target is pushed 2 squares.
War
Tornado (standard; recharge 56)
Close blast 5; +27 vs. Fortitude; 4d12+8 damage
and the target is pushed 4 squares and knocked
prone.
Crushing
Downdraft (ranged, minor; prone targets
only; at-will)
Range 10; +27 vs. Reflex; 3d6+8 damage and the
target is immobilized (save ends).
Wall
of Wind (standard; encounter)
Wall 8 within 10 ; Creates an insubstantial wall
of violent winds. Creatures caught in the wall
or attempting to move through the wall are subject
to an attack; +27 vs. Fortitude. On a hit, they
take 2d6+8 damage and are pushed 2 squares.
Alignment Evil
Languages Common, Elven, Kaydan
Skills: Acrobatics +25
Equipment war fan (2), fine robes,
holy symbol
Str: 20 (+16) Dex:
28 (+20) Wis: 22 (+17)
Con: 25 (+18) Int:
23 (+17) Cha: 24 (+18)
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Tactics
Matasume starts combat by using her war tornado to make space
between herself and her enemies. She then uses crushing downdraft
on a downed enemy and spends an action point to raise her
wall of wind, attempting to catch as many enemies as possible
in it. On rounds in which she can’t use war tornado,
she uses crushing downdraft on prone enemies and air razor
on those that threaten her.
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Dungeons
and Dragons 4th Edition © Wizards of the Coast
World of Ere and related original content © Landon Porter |
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