The Dragonlance Nexus

Printed From:


D&D 3e (3.0/3.5) Rules

by James O'Rance

Large Undead
Hit Dice: 15d12 (120 hp)
Initiative: +0
Speed: 30 ft., fly 80 ft. (good)
AC: 22 (-1 size, +13 natural)
Attacks: 2 claws +15 melee, bite +12 melee
Damage: Claw 1d10+8, bite 3d10+4
Face/Reach: 5 ft. by 10 ft./10 ft.
Special Attacks: Lightning bolt, paralysing gaze, roar, summon chaos creatures
Special Qualities: Chaos cloud, damage reduction 20/+2, regeneration 3, SR 21, turn resistance +4
Saves: Fort +5, Ref +5, Will +11
Abilities: Str 26, Dex 11, Con —, Int 18, Wis 14, Cha 20
Skills: Concentration +21, Intimidate +21, Jump +16, Knowledge (arcana) +20, Listen +10, Spot +10
Feats: Alertness, Blindfight, Cleave, Great Cleave, Improved Bull Rush, Multiattack, Power Attack, Weapon Focus (Claw)
Climate/Terrain: Any land and underground
Organisation: Solitary *
Challenge Rating: 15
Treasure: Standard
Alignment: Always chaotic evil

* The Daemonlord is a unique creature.

The Daemonlord is a creature of chaos and death summoned from the depths of the abyss and unleashed upon Krynn to increase the suffering of the beleaguered world.

A giant of gore and rotting flesh, the Daemonlord is twelve feet in height and weighs 3,000 lb. It has a monstrous, leering visage of a leering maw and long, curling fangs. It is supported by sturdy, trunk-like legs and possesses large, crushing claws.

The Daemonlord drawn from the netherworld by an evil ritual requiring the blood sacrifice of unwilling victims and the active participation—and subsequent demise—of at least six daemon warriors.

The Daemonlord speaks and understands all languages.


The Daemonlord gleefully employs all of its power to destroy enemies in battle. It relishes the pain of its opponents, and makes a point of attacking enemies who have not yet suffered a wound, toying with all of its opponents before finishing any of them off. The Daemonlord strikes with two powerful claws that deliver a crushing blow, and with a fanged maw that savagely rends enemies.

Lightning Bolt (Sp): Six times per day, the Daemonlord can cast lightning bolt as a 12th-level sorcerer (save DC 18).

Paralysing Gaze (Sp): The Daemonlord can attempt to transfix an opponent with its horrifying gaze. Any creature who meets the gaze of the Daemonlord is paralysed for 2d6 rounds (Will save negates, DC 21).

Roar (Ex): Instead of biting, the Daemonlord can utter a horrible, deafening roar. This roar fills a cone beginning at the creature's mouth and extending for 100 feet; any creature caught within the cone must make a Fortitude save (DC 21) or be deafened for 2d6 minutes. Opponents more than 50 feet away from the Daemonlord receive a +2 circumstance bonus to this save.

Summon Chaos Creatures (Sp): Once every ten minutes, the Daemonlord can bring into existence 30 HD of cedar spawn, sand spawn, or scavenger spawn, if the appropriate raw materials are present. It can create these chaos spawn at any point within 300 feet, or at a random location within five miles by launching a flaming meteor. One round after the meteor impacts, the summoned chaos spawn emerge from the fiery explosion.

Chaos Cloud (Su): The Daemonlord can call upon the presence of pollution, smoke, or clouds of noxious fumes to create a large skyship, which travels 4 miles per hour. From this lofty craft, it roams the world at will, raining death and destruction beneath its dire shadow. Any creature who attempts to fly towards the cloud begin to lose altitude when they come within 8 miles of the cloud, inexplicably landing after an additional 3 miles of flight.

Regeneration (Ex): No form of attack deals normal damage to the Daemonlord. The Daemonlord regenerates even if disintegrated: this only reduces it to -10 hit points. The Daemonlord only suffers normal damage inflicted by an opponent who witnessed the ritual that summoned it to Krynn.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, energy drain, or death from massive damage.

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