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Devil, Drochmar the Many Colored

Drochmar the Many Colore
Create (midjourney.com)

Drochmar the Many Colored stands as a towering figure among the devils, embodying both draconic and demonic elements in his imposing form. His large, powerful frame is covered in a near-black sheen of scales that, upon closer inspection, reveal themselves as a mosaic of all five chromatic dragon colors—black, blue, green, red, and white—interwoven so intricately that they appear as a single dark hue. His eyes burn with a malevolent, fiery glint, hinting at his formidable nature and arrogance.

He is adorned with a striking Coat of Many Colors, a cloak that shimmers with a kaleidoscope of hues and seems to ripple with magical energy. This cloak not only serves as a dramatic display of his status but also acts as a powerful defensive tool. Drochmar’s bat-like wings extend menacingly from his back, and his serpentine tail, tipped with a stinger, coils with lethal intent. His horned, humanoid head is both intimidating and regal, projecting an aura of superiority and command.

Behavior: Drochmar is the epitome of haughtiness and arrogance, with a demeanor that radiates superiority and disdain for those he considers beneath him. He speaks with a condescending tone, expecting obedience and deference from all he encounters. His behavior is characterized by a calculated blend of charm and menace, often leveraging his connections with chromatic dragons and his devilish influence to manipulate or coerce others. Despite his prideful exterior, he is a shrewd and careful player in the political machinations of Hell, aware of the delicate balance he must maintain to avoid provoking more powerful adversaries.

Habitat: Drochmar resides primarily in Avernus, the First of the Nine Hells of Perdition. This infernal plane serves as the backdrop for his political and diplomatic activities, providing a fittingly grim and hostile environment for his schemes. While he is a frequent presence in the court of Lady Tiamat, Drochmar often maintains a distance from his fellow devils, preferring the company of his Chromatic Flight—an entourage of powerful squamugons and chromatic dragons that bolster his status and power.

Modus Operandi: Drochmar excels in leveraging his unique position as the head diplomat to Lady Tiamat to further his own agenda. He uses his Elemental Affinity to deal devastating damage in battle, exploiting his immunity to various elemental forces to remain a formidable and untouchable foe. In diplomacy and combat alike, Drochmar employs his spell-like abilities and infernal channeling to manipulate arcane forces to his advantage, enhancing spellcasters’ power while subtly sabotaging their efforts if they cross him.

In battle, Drochmar prefers to engage enemies directly, using his Coat of Many Colors to avoid harm while inflicting damage with his tail, claws, and wings. Should he face serious threats, he activates his Prismatic Sphere and summons additional devils to ensure his survival and dominance.

Motivation: Drochmar’s primary motivation is to reinforce and expand his influence within the infernal hierarchy, bolstering his status through his strategic alliance with Lady Tiamat and his reputation among the devils. He seeks to cement his power by playing the dangerous game of Perdition’s politics, always aiming to outmaneuver his rivals and secure his place of prominence. His pride drives him to prove his superiority, both in the eyes of his peers and in the unfolding drama of Hell’s eternal struggle for dominance.


  • Drochmar the Many Colored
  • Drochmar the Many Colored 3.5
Drochmar the Many Colored
Create (midjourney.com)

Large Fiend (Devil), Lawful Evil


Armor Class: 22 (Natural Armor, Coat of Many Colors)
Hit Points: 350 (28d10 + 196)
Speed: 30 ft., fly 60 ft. (good)


STRDEXCONINTWISCHA
24 (+7)18 (+4)24 (+7)20 (+5)18 (+4)22 (+6)

Saving Throws: Str +13, Dex +10, Con +13, Wis +10, Cha +12
Skills: Deception +15, Insight +10, Intimidation +15, Perception +10, Persuasion +15
Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Fire, Poison, Acid, Lightning
Condition Immunities: Poisoned, Charmed, Frightened
Senses: Darkvision 120 ft., Passive Perception 20
Languages: Infernal, Draconic, Telepathy 120 ft.
Challenge: 22 (41,000 XP)
Proficiency Bonus: +6


Traits

  • Innate Spellcasting. Drochmar’s spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
    • At will: Alter Self, Charm Person, Command, Detect Magic, Dispel Magic, Scorching Ray
    • 3/day each: Fireball, Fear, Lightning Bolt, Suggestion
    • 1/day each: Prismatic Spray, Prismatic Wall, Mass Suggestion
  • Legendary Resistance (3/Day). If Drochmar fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Drochmar has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Drochmar’s weapon attacks are magical.
  • Multi-Hued Scales. Drochmar’s scales grant him resistance to any damage type that isn’t force or radiant.
  • Regeneration. Drochmar regains 20 hit points at the start of his turn. If he takes damage from a good-aligned source or a radiant spell, this trait doesn’t function at the start of his next turn.
  • Elemental Affinity. Whenever Drochmar hits with a melee attack, he deals an additional 3d6 damage, split evenly among fire, cold, lightning, acid, and necrotic damage.
  • Infernal Channeling (3/Day). As a bonus action, Drochmar can bolster an allied spellcaster within 60 feet, increasing their spell attack rolls and spell save DC by +2 for the next 1 minute. However, if the caster casts more than three spells in that time, they have a 30% chance of backfiring, potentially targeting themselves or allies instead.
  • Coat of Many Colors (Legendary Item). The coat grants Drochmar the following benefits:
    • Prismatic Shield. Once per day, Drochmar can use his reaction to activate a prismatic shield, granting him a +5 bonus to AC and causing any attacker to make a DC 21 Constitution saving throw or be blinded for 1 minute.
    • Miss Chance. Attacks against Drochmar have a 33% chance of missing due to the shifting, kaleidoscopic nature of the coat.
    • Spell Abilities. The coat allows Drochmar to cast Scintillating Pattern 3/day and Prismatic Sphere 1/day (as a 20th-level caster).
    • Prismatic Aura. When hit by a melee attack, the attacker must make a DC 21 Dexterity saving throw or be struck by a prismatic spray effect, taking 10d6 damage of random types.

Actions

  • Multiattack. Drochmar makes three attacks: one with his tail and two with his claws.
  • Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 7) bludgeoning damage plus 13 (3d6) elemental damage, and the target must succeed on a DC 21 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 13 (3d6) elemental damage. On a critical hit, Drochmar inflicts an additional 7 (2d6) damage.
  • Wing Buffet. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 7) bludgeoning damage. The target must make a DC 21 Strength saving throw or be knocked prone.
  • Breath of Perdition (Recharge 5-6). Drochmar exhales a 60-foot cone of elemental fire. Each creature in that area must make a DC 21 Dexterity saving throw, taking 54 (12d8) damage on a failed save, or half as much damage on a successful one. The damage type is divided among fire, acid, cold, lightning, and necrotic, as Drochmar chooses.
  • Summon Devils (1/Day). Drochmar magically summons 2d4 Squamugons or 1d4 chromatic dragons (black, blue, green, red, white; adult or younger). The summoned creatures appear in unoccupied spaces within 60 feet of Drochmar and act as his allies. They remain until they or Drochmar are destroyed.

Reactions

  • Prismatic Shield. When hit by a melee attack, Drochmar can use his reaction to create a shimmering barrier of prismatic energy. The attacker must make a DC 21 Constitution saving throw or be blinded for 1 minute. The attacker can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Legendary Actions

Drochmar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Drochmar regains spent legendary actions at the start of his turn.

  • Tail Swipe. Drochmar makes one tail attack.
  • Elemental Burst (Costs 2 Actions). Drochmar releases a burst of elemental energy from his body. Each creature within 10 feet must make a DC 21 Dexterity saving throw, taking 18 (4d8) elemental damage on a failed save, or half as much on a successful one.
  • Winged Ascent (Costs 2 Actions). Drochmar beats his wings and flies up to half his flying speed without provoking opportunity attacks.
  • Command the Infernal (Costs 3 Actions). Drochmar targets one summoned devil or chromatic dragon within 60 feet. The target takes an immediate turn, acting as Drochmar directs.

Tactics

  • Combat Style: Drochmar prefers to start combat from a distance, using his spell-like abilities to control and weaken foes. He will often cast Mass Suggestion or Fear to disrupt enemy ranks. Once he closes the distance, he employs his tail and claw attacks to wear down stronger opponents while relying on his Prismatic Shield to protect himself from melee attackers.
  • Elemental Versatility: Drochmar’s multi-hued scales allow him to change his elemental damage type to exploit weaknesses, making him a formidable opponent against a wide range of enemies. He shifts his tactics based on the resistances or vulnerabilities of his foes.
  • Summoning Allies: If he feels threatened or outnumbered, Drochmar will use his Summon Devils ability to call for reinforcements, creating chaos on the battlefield.
  • Prismatic and Regenerative Defenses: Drochmar uses his Prismatic Shield and natural regeneration to absorb and mitigate damage, making him difficult to kill. He only retreats if his hit points are reduced to below one-fifth, typically using Prismatic Wall or Greater Teleport to escape.
  • Command and Control: Drochmar stays at the center of the battlefield, using his Infernal Channeling ability to empower allied spellcasters, enhancing their magical output while maintaining control over the flow of battle.
Drochmar the Many Colored
Create (midjourney.com)

The Gates of Hell (Dice Freaks)

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.

Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

Dicefreaks d20 Community

Haughty and arrogant, Drochmar is ill-liked within the courts of Hell, although he is careful never to misstep in the dangerous game of Perdition’s politics. He is not above using his draconic connections to his advantage however, and that fact alone is enough even to give even pit fiends pause to evaluate the situation.

Drochmar is too canny to use outright threats or demands against superiors, but those in the courts still eagerly wait for the day the prideful devil is humbled. Well aware of this, Drochmar finds a multitude of reasons to remain with Lady Tiamat rather than his brethren for most of his time.

Drochmar appears to possess large black scales at first glance. Closer inspection however, reveals that they are actually all five chromatic colors, and just so tightly packed as to give the appearance of black. Other than his large powerful frame and unusual coloration, Drochmar looks like a standard squamugon. He wears his cloak, the Coat of Many Colors, at all times, and a ring proclaiming his status as ambassador to Tiamat.

He speaks in a condescending manner and expects his orders to be obeyed immediately. He is usually found with his five chief lieutenants, collectively known as the Chromatic Flight. They are 20HD Squamugons, one of each color. Drochmar is also often encountered with chromatic dragons or half dragons, of varying ages and power.

Drochmar
the Many Colored
Squamugon
Large outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice24d8+144 (252 hp)
Initiative+3
Speed30 ft., Fly 60 ft. (good)
Armor Class24 (+3 Dexterity, +12 natural, -1 size), touch 12, flat-footed 21
Base Attack/Grapple+24/+38
AttackTail +33 melee (2d6 + 10 + 5d6 elemental damage)
Full AttackTail +33 melee (2d6 + 10 + 5d6 elemental damage) and 2 claws +31 melee (1d6+5 19-20/x4) and 2 wings +31 melee (1d6+5)
Space/Reach10 ft./10 ft. (15 ft. with tail)
Special AttacksElemental affinity, spell-like abilities, summon devils
Special QualitiesDamage reduction 10/good, Darkvision 60 ft., immunity to acid, cold, electricity, fire and poison, infernal channeling, regeneration 6, see in darkness, Spell Resistance 27, subdue, telepathy 200 ft.
SavesFort +20, Ref +17, Will +18
AbilitiesStrength 30, Dexterity 16, Constitution 22, Intelligence 16, Wisdom 15, Charisma 20
SkillsAppraise +19, Bluff +32, Concentration +26, Diplomacy +44, Disguise +25 (+29 acting), Intimidate +34, Knowledge (arcana) +28, Knowledge (nobility and royalty) +28, Knowledge (the planes) +23, Listen +22, Sense Motive +29, Spellcraft +28, Spot +22, Survival +2 (+4 on other planes, +4 tracking)
FeatsCleave, Dark Speech, Flyby Attack, Improved Critical (claw), Improved Natural Attack (tail), Iron Will, Magical Aptitude, Multiattack, Power Attack
Climate/TerrainAvernus, First of the Nine Hells of Perdition
OrganizationSolitary (unique), or Chromatic Flight (Drochmar plus 1 20HD Squamugon of each rank) or with 1d3 adult chromatic dragons
Challenge Rating15
TreasureCoat of Many Colors, Ring of Dragon Friendship, Claws of the Ripper 1
AlignmentLawful Evil

Combat

Drochmar the Many Colored
AI Generated Artwork – NightCafe Creator

As arrogant as the dragons he fancies, Drochmar affects a superior attitude in combat. His coat of many colors protects him from most attacks, so he engages in melee with impunity, moving from foe to foe inflicting damage. If faced with a particularly powerful melee adversary, Drochmar will attempt to charm or command the enemy into attacking the rest of his foes. If he imagines himself in any real danger, he activates his Prismatic sphere. Once this is in place, he summons squamugons and flings elemental pain from relative safety.

He will also summon Squamugons if he is reduced to half of his hit points or grows bored with combat. Drochmar does not retreat until he is reduced to one fifth of his hit points or less.

Elemental Affinity (Su): Drochmar holds the highest rank possible of a squamugon, that of All Colors. This is a self styled rank, and it is unsure why exactly Drochmar is allowed to indulge this arrogance. Regard-less, he possesses the strengths of all lower ranks. He is immune to acid, cold, electricity, and fire, and deals 1d6 points of each type of damage (cold, fire, electricity, acid, and corrupt) with a successful attack.

Infernal Channeling (Ex): Drochmar can select to grant this boon to any arcane spellcaster possessing fewer than 24 caster levels. When within 20 feet of the selected spellcaster, he bolsters the beneficiary’s casting power by nine levels. This boost may be used up to three times per day at no penalty and may be activated as a free action by the caster.

For each additional spell cast after the third, the caster suffers a 30% chance of the spell backfiring. If the spell is intended to cause damage or adversely affect another being, the spell instead affects the caster or else another individual of Drochmar’s choosing. Thus, if a fireball is cast by a 10 th level sorcerer, but is enhanced to 19 th level in terms of its variable effects and range, the sorcerer would suffer a 30% chance of the spell backfiring, either causing harm to himself or to another nearby ally if Drochmar so desires.

Whenever the caster uses spell completion devices, he suffers a -3 penalty to checks for magic beyond his capacity. When using spell trigger devices, the caster must be at least the same level as that necessary to create the item.

Any time a backfire occurs, there is a flat 30% chance that the caster dies immediately even if he did not suffer enough damage. If the caster dies by this 30% chance or due to the damage caused by a backfire, his soul is trapped within his body for a few precious moments during which time Drochmar will offer him a bargain. The caster may return to life immediately at that moment and permanently retain a +6 bonus to his Intelligence or continue into the afterlife.

If the caster accepts, he returns as irredeemably Lawful Evil and a slave to Hell; he is usually informed at a later date by Drochmar himself as to his new role in the Material Plane. If the caster declines the offer, his soul progresses to its final destination in the Realities Beyond.

Subdue (Ex): If defeated in battle or confronted in a hostile manner by an arcane spellcaster, Drochmar may be subdued and forced into servitude. The spell-caster must make an Intimidate check, receiving a +1 bonus per caster level, against Drochmar. A successful Intimidate check results in Drochmar behaving under the effects of planar binding as cast by a 12 th level caster (or the character’s caster level, which ever is higher). The binding lasts for one day per point by which Drochmar failed the check. Drochmar never intentionally loses a contest; his arrogance refuses to allow him to serve a lesser being.

Spell-like Abilities (Sp): At will – alter self, charm Person, command, desecrate, detect good, dispel magic, greater teleport (self plus 50 pounds only), produce flame (also acid, cold and electricity), pyrotechnics, scare, suggestion.

Caster level 24th; DC 15 + spell level.

Summon Devils (Sp): Thrice per day, Drochmar can attempt to summon 4d6 lemures with a 95% chance of success or attempt to summon 1d8 Squamugons of any elemental affinity with a 80% chance of success. These devils may have twice their standard HD.

Regeneration (Ex): Drochmar takes normal damage from good-aligned silver weapons and from spells or effects with the good descriptor. He suffers maximum damage from Holy Water.

Possessions: Drochmar possesses the coat of many colors. The Coat of Many Colors is a brilliantly dyed cotton cloak that grants a 33% miss chance on attacks against its wearer. Those who fail to strike due to the miss chance are automatically struck by a prismatic spray effect.

The wearer of the Coat may use scintillaing pattern 3/day, and Prismatic sphere 1/day. Caster level 20 th ; DC 24 where applicable.

Drochmar also wears a ring of dragon friendship and claws of the ripper 1

1 Found in the Draconomicon

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