Formideus (3.5e Monster)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 6-21-18
Status: Complete
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article


Formideus of Dread Formideus of Carnage Formideus of Death
Size/Type: Large Outsider (Evil, Extraplanar) Large Outsider (Evil, Extraplanar) Huge Outsider (Evil, Extraplanar)
Hit Dice: 9d8+63 (103 hp) 14d8+98 (161 hp) 20d8+160 (250 hp)
Initiative: +4 +5 +9
Speed: 40 ft 50 ft 60 ft
Armor Class: 21 (+4 armor chain shirt, +4 dex, +4 natural, -1 size), touch 13, flat-footed 17 27 (+5 armor mithral breastplate, +5 dex, +8 natural, -1 size), touch 14, flat-footed 22 31 (+5 armor mithral breastplate, +5 dex, +13 natural, -2 size), touch 13, flat-footed 26
Base Attack/Grapple: +9/+19 +14/+25 +20/+36
Attack: +1 Scimitar +15 melee (1d8+7, 18-20/x2) or +1 Warhammer +15 melee (2d6+7, 20/x3) +1 Flaming Bastard Sword +21 melee (2d6+8 plus 1d6 fire, 19-20/x2) or +1 Shocking Battleaxe +21 melee (2d6+8 plus 1d6 electric, 20/x3) or +1 Frost Rapier +21 melee (1d8+8 plus 1d6 cold, 18-20/x2) or +1 Corrosive Military Heavy Mace +21 melee (2d6+8 plus 1d6 acid, 20/x2) +1 Icy Burst Greatsword +27 melee (4d6+13 plus 1d6 cold, 19-20/x2) or +1 Flaming Burst Spiked Chain +27 melee (3d6+13 plus 1d6 fire, 20/x2) or +1 Shocking Burst Dwarven Waraxe +27 melee (3d8+9 plus 1d6 electric, 20/x3) or +1 Corrosive Burst Military Heavy Mace +27 melee (3d6+9 plus 1d6 acid, 20/x2)
Full Attack: +1 Scimitar +15 melee (1d8+7, 18-20/x2) and +1 Warhammer +15 melee (2d6+7, 20/x3) +1 Flaming Bastard Sword +21 melee (2d6+8 plus 1d6 fire, 19-20/x2) and +1 Shocking Battleaxe +21 melee (2d6+8 plus 1d6 electric, 20/x3) and +1 Frost Rapier +21 melee (1d8+8 plus 1d6 cold, 18-20/x2) and +1 Corrosive Military Heavy Mace +21 melee (2d6+8 plus 1d6 acid, 20/x2) +1 Icy Burst Greatsword +27 melee (4d6+13 plus 1d6 cold, 19-20/x2) and +1 Flaming Burst Spiked Chain +27 melee (3d6+13 plus 1d6 fire, 20/x2) and +1 Shocking Burst Dwarven Waraxe +27 melee (3d8+9 plus 1d6 electric, 20/x3) and +1 Corrosive Burst Military Heavy Mace +27 melee (3d6+9 plus 1d6 acid, 20/x2)
Space/Reach: 10 ft/10 ft 10 ft/10 ft 15 ft/15 ft
Special Attacks: Conjure Weapon, Incite Violence, Multistrike, SLAs, Summon Conjure Weapon, Incite Violence, Multistrike, SLAs, Summon Conjure Weapon, Incite Violence, Multistrike, SLAs, Summon
Special Qualities: Aura of Dread, Commander's Voice, Counterstrike, Darkvision 60 ft, Death Throes, DR 5/good, Immunities, Resist Acid/Cold/Electricity/Fire 5, SR 18, Tongues, Vampiric Healing Aura of Bloodshed, Commander's Voice, Counterstrike, Darkvision 60 ft, Death Throes, DR 10/good, Immunities, Resist Acid/Cold/Electricity/Fire 10, SR 22, Tongues, Vampiric Healing Aura of Death, Commander's Voice, Counterstrike, Darkvision 60 ft, Death Throes, DR 15/good, Immunities, Resist Acid/Cold/Electricity/Fire 20, SR 26, Tongues, Vampiric Healing
Saves: Fort +13, Ref +10, Will +10 Fort +16, Ref +14, Will +13 Fort +20, Ref +17, Will +16
Abilities: Str 23, Dex 19, Con 25, Int 18, Wis 18, Cha 20 Str 25, Dex 21, Con 25, Int 18, Wis 18, Cha 20 Str 27, Dex 21, Con 27, Int 18, Wis 18, Cha 24
Skills: Balance +16, Bluff +17, Concentration +19, Intimidate +21, Knowledge History +16, Listen +16, Martial Lore +16, Sense Motive +16, Swim +18, Spot +16, Tumble +16, Use Magic Device +17 Balance +22, Bluff +22, Concentration +24, Intimidate +26, Knowledge History +21, Listen +21, Martial Lore +21, Sense Motive +21, Swim +24, Spot +21, Tumble +22, Use Magic Device +22 Balance +28, Bluff +30, Concentration +31, Intimidate +38, Knowledge History +27, Listen +27, Martial Lore +27, Sense Motive +27, Swim +32, Spot +27, Tumble +28, Use Magic Device +30
Feats: Armed Deflect ArrowsB, Power Attack, Cleave, Combat Reflexes, Quick Draw Armed Deflect ArrowsB, DashB, Power Attack, Cleave, Combat Reflexes, Quick Draw, Pretty Cool Blow Armed Deflect ArrowsB, DashB, Improved Combat TrickB, Power Attack, Cleave, Combat Reflexes, Quick Draw, Pretty Cool Blow, Improved Initiative, Live My Nightmare
Environment: Any Lower Planes Any Lower Planes Any Lower Planes
Organization: Solitary Solitary Solitary
Challenge Rating: 8 12 16
Treasure: Standard Standard Standard
Alignment: Always Evil Always Evil Always Evil
Advancement: By character class By character class By character class
Level Adjustment:


This giant muscular fiend looks human, but its skin is black as coal with eyes of flame. Merely being near the thing causes your deepest worries to manifest to the forefront of your mind.

This giant humanoid is clad in blood red skin that seems always slick and glossy as if coated in fresh gore. Four arms spread from it, each wielding a weapon of war, and its eyes are white hot embers. It smells of copper, gunpowder, and ash.

A titan even among other formideus, this one is pale white like a blood-drained corpse and it is gifted six powerful arms that dance with its weapons of war. Its eyes are pitch black and glossy, and while its brothers exude dread and violence there is an unnerving stillness to the motions of this pale giant.

Yugoloths both from war and battle, the formideus demons employ the dread of a looming war yet to burst onto the scene and the inevitability of death, the violence of war and the fearful clamour of bloodshed, and the death of war and loss it brings. Together they form a terrible array of beasts which seek to sow discord and chaos within battles. Each is also a competent and cunning general of war capable of seeing the flow of battle and commanding troops to their goals, yet they cannot be trusted for the formideus will begin to sabotage its own work if it meant dragging out the battle to unbearable lengths. Winning and losing are meaningless, there is only the fight and the destruction of war.

These two, four, and six armed demons come in different colors and stand at 9', 15', and 30' tall respectively. They speak all languages thanks to their tongues ability, and most are more than happy to accept any job offers from mortals to lead armies into battle. Often you will be guaranteed a victory for doing so, but you can be ensured any such war would be pyrrhic at best.

Combat[edit]

Formidei may love combat, but they love commanding more. If they are on the battlefield they do so because they have planned to be and thus any situation involving them is often one swung in the fiend's favor. They full attack with all weapons, taking out those they see as "weak" so they can have a proper fight undisturbed with those they elect as strong and worth their time. One cannot confuse this battlelust for any manner of honor though. In war, all things are fair.

They are proficient in all weapons, all armors, and all shields (including tower shields).

The following are abilities all three forms share.

Commander's Voice (Su): A formideus can speak and be heard from up to 3 miles away by any number of creatures, including or excluding any amount they see fit, are aware of, or even in certain areas. Their voice comes in loud and clear though it is still stopped by silence, and it does not offer a means for targets to answer back. They typically use this to command armies from afar.

Conjure Weapon (Su): A formideus can conjure any weapon into existance with no more difficulty than drawing a weapon. The weapon is a normal weapon of its type and is composed of demonic energy that destabilizes 1 round after it leaves the fiend's grasp. Formidei of Dread can creature any weapon with up to +1 enhancement, Formidei of Carnage up to +2 enhancement, and Formidei of Death up to +3 enhancement. It is not uncommon for a formideus to draw out weapons specifically taylored to its situation.

Counterstrike (Ex): Formidei have a special precognition concerning martial tricks and maneuvers. Whenever faced with a martial maneuver or a "combat maneuver" such as a Disarm attempt, the formidei makes a Martial Lore check vs the attack roll of the attacker. If successful the formidei may make an attack of opportunity against the attacker before the maneuver goes off.

Death Throes (Su): When a formidei perishes, it does so in a burst of violence and death. All creatures within a 20 ft radius of it take 1d6 points of damage/2 HD the formidues possessed with no save, and all creatures are subjected to the effects of song of discord. The Will save is DC 10 + 1/2 HD + Charisma modifier.

Immunities: Formidei are immune to death effects, disease, fear, morale penalties, paralysis, and poison. Furthermore, Formidei of Dread are immune to Electricity, Formidei of Carnage are immune to Fire, and Formidei of Death are immune to Cold and Negative Energy.

Incite Violence (Su): As a move action, a formidei can inspire bloodlust within another. A creature within 60 ft must make a Will save or be compelled to attack the closest creature to them next round, even if that creature is an ally. This lasts for 1 round. If it casts this as a 1 round action it can target all creatures within 60 ft. Will negates, the DC is 10 + 1/2 HD + Charisma modifier.

Multistrike (Ex): While formidei can fight in a traditional matter they can choose to make a special full attack action in which they attack once with each weapon, up to the number of arms they possess. Each attack after the first is at a -5 penalty much as if they were natural weapons.

For formidei with more than two arms, they can instead forgo the use of two of their arms to instead take a standard action. Typically this will be casting one of their spell-like abilities.

Tongues (Su): A formideus is constantly under the effects of tongues.

Vampiric Healing (Ex): For every successful attack a formideus makes, they recover 2 hp from the thrill of battle. For this reason they attempt to full attack whenever possible.

Combat (Formideus of Dread)[edit]

Aura of Dread (Su): The ability takes effect automatically whenever the formideus of dread attacks, charges, or otherwise becomes aggressive. Creatures within 60 ft must make a DC 19 Will save or be At Bay from the formideus of dread for as long as they remain in the area and for 1 round after. Creatures with 4 or fewer HD are also panicked. Evil outsiders are immune to the aura of dread. This is a mind-affecting fear effect.

Spell-Like Abilities (Sp): At will-dimension door (self only), invisibility (self only), paranoia haunt (1st level) (DC 16); 3/day-contagion (DC 18), crushing despair (DC 19); 1/day-call lightning storm (DC 20), fear (DC 19), stormclouds of dark omens. Caster level 9th. The saving throws are Charisma based.

Summon (Sp): Once per day a formideus of dread can automatically summon 2d6 evil outsiders of CR 1 or less, 1d4 evil outsiders of CR 3 or less, or one evil outsider of CR 6 or less. This ability is the equivalent of a 4th-level spell.

Combat (Formideus of Carnage)[edit]

Aura of Bloodshed (Su): The ability takes effect automatically whenever the formideus of carnage attacks, charges, or otherwise becomes aggressive. Creatures within 60 ft must make a DC 22 Will save or become confused for as long as they remain in the area or until they are successfully struck by the formideus of carnage. A successful save renders the user immune to further exposure for 10 minutes. Creatures with 6 or fewer HD are driven insane. Evil outsiders are immune to the aura of bloodshed. This is a mind-affecting compulsion effect.

Spell-Like Abilities (Sp): At will-teleport (self only), true strike, vile strike; 3/day-haste, ur fireball (DC 19); 1/day-liliane's stabbing cloudkill (DC 21), song of discord (DC 20), waves of fatigue. Caster level 12th. The saving throws are Charisma based.

Summon (Sp): Once per day a formideus of carnage can automatically summon 3d8 evil outsiders of CR 1 or less, 1d4 evil outsiders of CR 5 or less, or one evil outsider of CR 10 or less. This ability is the equivalent of a 6th-level spell.

Combat (Formideus of Death)[edit]

Aura of Death (Su): The ability takes effect automatically whenever the formideus of death attacks, charges, or otherwise becomes aggressive. Creatures within 60 ft must make a DC 27 Will save or be reduced to -1 hp and dying, save negates. A successful save renders you immune to any formidei's aura of death for 24 hours. Creatures with 8 or fewer HD simply die on a failed save, and are reduced to -1 and dying on a successful save. Evil outsiders are immune to the aura of death. This is a death effect.

Spell-Like Abilities (Sp): At will-dispel magic, greater teleport (self only), invisibility (self only), silence (DC 19), ray of winter; 3/day-cone of cold (DC 22), crushing despair (DC 21), vampiric touch; 1/day-came back wrong (DC 24), deathball (DC 24), disintegrate (DC 23), oblivion (DC 25). Caster level 16th. The saving throws are Charisma based.

Summon (Sp): Once per day a formideus of death can automatically summon 4d10 evil outsiders of CR 1 or less, 1d4 evil outsiders of CR 7 or less, or one evil outsider of CR 14 or less. This ability is the equivalent of a 8th-level spell.


Back to Main Page3.5e HomebrewMonsters


Eiji-kun's Homebrew (5652 Articles)
Eiji-kunv
AlignmentAlways Evil +
AuthorEiji-kun +
Challenge Rating8 +, 12 + and 16 +
EnvironmentAny Lower Planes +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeLarge + and Huge +
SubtypeEvil + and Extraplanar +
TitleFormideus +
TypeOutsider +