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Demon The Cathezar

Cathezar
Cathezar – AI Generated Artwork – NightCafe Creator

Initially, the Cathezar was hesitant to pledge its allegiance to Ammet, as it had been serving Demogorgon for centuries and had a strong sense of loyalty to its former master. But as it began to witness Ammet’s power and ambition firsthand, it slowly began to see the potential for great advancement under its new leader. And so, it pledged its loyalty to Ammet and became one of the balor’s most trusted servants.

As a powerful half-devil and half-marilith,it was a formidable combatant, able to wield its fiery sword with deadly precision and summon legions of demons to fight by its side. It quickly established itself as one of the most feared and respected demons in Ammet’s army, leading many successful raids on the material plane and helping to expand the balor’s territory.

Despite its loyalty to Ammet, the Cathezar never forgot its origins and continued to hold Demogorgon in high regard. It often found itself torn between its loyalty to its new master and its admiration for its former lord. But as long as it served Ammet, it had the opportunity to gain great power and influence.

Over time, the it became one of Ammet’s closest advisors, often called upon to provide counsel on strategy and tactics. Its vast knowledge of the demon realm and the material plane made it invaluable to the balor. And as Ammet’s power continued to grow, the Cathezar’s own influence and prestige also increased.

The Cathezar was not just a soldier, but also a keen strategist, able to outsmart and outmaneuver enemies both on and off the battlefield. It was respected by both its allies and its foes, and its legend grew to be known as one of the most powerful and feared demons in the entire realm. Despite its demonic nature, the Cathezar’s intelligence and strategic mind made it a formidable force to be reckoned with, feared by all who crossed its path.

But as with all powerful beings, the Cathezar’s ultimate goal was to gain even more power, and it knew that serving Ammet was the key to achieving this. And so, it remained loyal to the balor, helping to expand its territory and solidify its position as one of the most powerful demons in the realm. And who know, may be in future it will rise to become a Demon Lord too.

Cathezar

Kain’s 5e Monstrous Manual – Page 9 – Dicefreaks (tapatalk.com)

Large fiend (demon, devil), neutral evil
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Armor Class 21 (natural, cloak)
Hit Points 375 (30d10 + 210)
Speed 40 ft.
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STR 22 (+6) DEX 24 (+7) CON 24 (+7) INT 22 (+6) WIS 20 (+5) CHA 24 (+7)
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Saving Throws Str +14, Dex +8, Con +15, Int +7, Wis +13, Cha +15
Skills Acrobatics +14, Deception +14, Insight +12, Perception +12
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities frightened, poisoned
Senses truesight 120 ft., passive Perception 22
Languages Abyssal, telepathy 120 ft.
Treasure chains, cloak of protection, ring of blinking, crystal ball, helm of teleportation
Challenge 22 (41,000 XP)
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Magic Resistance. The Cathezar has advantage on saving throws against spells and other magical effects.

Magic Weapons. All its weapon attacks are magical.

Reactive. The Cathezar can take one reaction on every turn in combat.

Regeneration. The Cathezar regains 10 hit points at the start of her turn. If she takes silver or radiant damage, this trait doesn’t function at the start of her next turn. The Cathezar dies only if she starts her turn with 0 hit points and doesn’t regenerate.

Innate Spellcasting. The Cathezar’s spellcasting ability is Charisma (spell save DC 22, +14 spell attacks). The Cathezar can innately cast the following spells, requiring no material components:
At will: bestow curse, cloudkill, fireball, polymorph, telekinesis
3/day each: animate dead, project image

ACTIONS
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Multiattack. The Cathezar makes seven attacks, six with her longswords and one with her tail.

Chain. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) slashing damage. The target is grappled (escape DC 22) if the Cathezar isn’t already grappling a creature with the chain. Until this grapple ends, the target is restrained and takes 9 (2d8) piercing damage at the start of each of its turns. When the grapple ends, the target must make a Dexterity save (DC 22) or be disarmed of one weapon or item in its hands.

Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 21). Until this grapple ends, the target is restrained, the Cathezar can automatically hit the target with her tail, and the Cathezar can’t make tail attacks against other targets.

Animate Chains (Recharges after a Short or Long Rest). Up to ten chains the Cathezar can see within 100 feet of her magically sprout razor-edged barbs and animate under the Cathezar’s control, provided that the chains aren’t being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the Cathezar uses Multiattack on her turn, she can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the Cathezar is incapacitated or dies.

Teleport: The Cathezar magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see. Alternately, she can teleport any distance to a location she is familiar with.

REACTIONS
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Parry: The Cathezar adds 7 to her AC against one melee attack that would hit her. To do so, the Cathezar must see the attacker and be wielding a melee weapon.

Unnerving Mask: When a creature the Cathezar can see starts its turn within 30 feet of her, she can create the illusion that she looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the Cathezar, it must succeed on a DC 22 Wisdom saving throw or be Frightened until the end of its turn.

The Cathezar

Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.

On this Thread

The Cathezar
Large outsider (Baatezu, Chaotic, Evil, Lawful, Mazza’im)
Hit Dice31d8 + 372 (620 hp)
Initiative+12
Speed40 ft.
Armor Class51 (+12 Dexterity, +6 insight, +24 natural, -1 size), touch 27, flat-footed 33
Base Attack/Grapple+31/+49
AttackChain +49 melee (2d6 + 19)
Full Attack6 chains +49/+44/+39/+34 melee (2d6 + 19) and tail slap +44 melee (4d6 + 7)
Space/Reach10 ft. /10 ft. (20 ft. with chains)
Special AttacksConstrict, dancing chains, improved grab, spell-like abilities, summon fiend, unnerving gaze
Special QualitiesDamage reduction 20/good, silver and cold iron, immune to electricity, fire, fear and poison, regeneration 10, resistance to acid 20 and cold 20, see in darkness, Spell Resistance 37, telepathy 200 ft.
SavesFort +29, Ref +29, Will +23
AbilitiesStrength 39, Dexterity 34, Constitution 35, Intelligence 28, Wisdom 23, Charisma 29
SkillsAppraise +9 (+11 weapons), Balance +29, Bluff +43, Climb +48, Craft (weapons) +26, Concentration +46, Diplomacy +34, Escape Artist +46, Hide +42, Intimidate +47, Jump +35, Knowledge (the planes) +43, Listen +48, move silently +46, Search +43, Sense Motive +40, Spellcraft +43, Spot +48, Survival +6 (+10 tracking, +10 on other planes), Tumble +46, Use Magic Device +43
FeatsCombat Expertise, Combat Reflexes, Cleave, Dark Speech*, Great Cleave, Greater Multiweapon Fighting, Improved Multiattack, Multiattack, Multiweapon Fighting, Power Attack, Quicken Spell-Like Ability
Epic FeatsPerfect Multiweapon Fighting
Climate/TerrainThe Abyss
OrganizationSolitary (unique)
Challenge Rating25
TreasureTriple Standard
AlignmentNeutral Evil

The Cathezar’s natural weapons, as well as any weapons she wields, are treated as chaotic-aligned, lawful-aligned and evil-aligned for the purpose of overcoming damage reduction.

Constrict (Ex): The Cathezar deals 4d6 + 21 points of damage with a successful grapple check. The constricted creature must succeed on a DC 39 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d6 rounds thereafter.

Dancing Chains (Su): The Cathezar can control up to 15 chains within 20 feet as a standard action, making the chains dance or move as she wishes. In addition, she can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the Cathezar herself. If a chain is in another creature’s possession, the creature can attempt a DC 34 Will save to break the Cathezar’s power over that chain. If the save is successful, the Cathezar cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession.

The Cathezar can climb chains she controls at her normal speed without making Climb checks.

Improved Grab (Ex): To use this ability, the Cathezar must hit with her tail slap attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she succeeds on the grapple check, she can constrict.

Spell-like Abilities:

Caster level 23rd

Summon Fiend (Sp): Twice per day, the Cathezar can automatically summon a balor, a pit fiend, 2d6 mariliths or 3d10 kytons.

Unnerving Gaze (Su): Range 30 ft., Will DC 34 negates. The Cathezar can make her face resemble one of an opponent’s departed loved ones or bitter enemies. Those who fail their saves take a -10 penalty on attack rolls for 2d6 rounds.

Regeneration (Ex): The Cathezar takes normal damage from weapons composed from both cold iron and silver and from good, aligned spells using those materials as a focus.

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