Monster -- Kaydan Demon

Out of sight of rank and file worshippers, drawn by a promise of belonging and feelings of disaffectedness from the greater pantheon, the true face of the Lord of Shades is revealed. And that face is monstrous.

Through dark rituals performed on the flesh of fallen demons and living sacrifices, Kayda builds his army. Reborn as decanted monsters in hidden shrines and citadels, these creatures exist only to do their lord’s will on Ere, for he cannot touch it physically. They range from bestial stalkers and brutish hulks to unique, sophisticated and cunning monstrosities given enough free will to form agendas of their own.

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)

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.


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)

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.


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)

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.


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)

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.


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)

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.

 

Dungeons and Dragons 4th Edition © Wizards of the Coast
World of Ere and related original content © Landon Porter