Seers of Astaroth Theme
Medium natural humanoid Level 1 Artillery
100 XP
HP 0; Bloodied 0 Initiative +0
AC 10; Fort 10; Ref 10; Will 10 Perception +0
Speed 6
Traits
Seers of Astaroth
Astaroth,The devil who's nickname is Diablo(Devil), the ex-treasurer of hell and the most enigmatic of the devils. His form yet retains much of its angelic qualities save for his reeking vile breath. He possesses a Green Dragon as a mount, and a serpent around his arm, these two are thought to somehow be related to Zehir in someway. Perhaps a gift for an unknown service in a time long past.
There are dozens of unrelated stories detailing his death. Yet in spite of this he is still said to reside in hell, leading some to speculate in whispers that there might actually be many Astaroth each sharing the same form, purpose and most terrifying of all, the same power. A rumor given credence by the fact that the name Astaroth is actually a pluralized form.
He is the most powerful of Devils his might alone being virtually equal to the might of every other archdevil put together. And Asmodeus fears the day Astaroth decides to align himself with another archdevil and overpower him. But this does not happen, Astaroth keeps to his own council and seems not to meddle in the affairs of hell. He grants gifts of always perfectly accurate wisdom, knowledge and prophesy to those who seek his council, thus warlocks occasionally turn to him to make a pact with and covens of witches and seers often follow him.
On the rare occasion Astaroth takes an interest in mortal affairs granting wisdom and power seemingly free of cost. Yet somehow these gifts always lead to ruin. Rumors say the forsaken owe their chance at godhood to Astaroth and small forsaken cults are still guided by him on a path they hope leads to immortality and deification.
Creatures affected by this theme often have eyes with the appearance of star like gems amidst a sea of gold and wear clothing with similar designs, this striking beauty however is usually offset by a reeking breath that plagues Astaroth's followers as much as himself.
Skill Modifications
+2 to insight and all knowledge checks.
Minor Actions
Gift of Wisdom
Recharges on 5-6
The wisdom gifted by Astaroth to his followers is eerily accurate and seemly with no bounds or limitation and instead of speaking in riddles he always speaks plainly, it is rumored that Avengers of Vecna and Ioun both actively seek out Seers of Astaroth. So they might pry the secrets gifted to them one way or another. In battle a seer possessing a pact with Astaroth occasionally is given a most perfect plan to victory. This power is perfect for controllers and leaders, especially ones accompanied by skirmishers who benefit greatly from the combat advantage and are able to more easily maneuver themselves towards the target afflicted.
Prerequisite: Must be able to speak a language.
Range: One target the seer can see.
Effect: The target grants combat advantage to the monster and all of the monsterr's allies that can hear it and understand it.(Save Ends)
Golden Gaze (Gaze, Psychic, Reliable)
Recharges when target saves.
The most mysterious attribute seers of Astaroth possess are golden irises that when gazed upon appear to actually be windows to a golden sky with gems of every color set in place of stars. Stare too long into these eyes and the thought of looking away is enough to drive men insane. This power is good for nearly any role.
Range: Any creature that can see this monster
Attack: 3+level vs reflex Hit: Target suffers a -2 to attack (save ends) Aftereffect: Target suffers 5 psychic damage(Per tier) Each failed save: Increase damage from the aftereffect by 5 (Per tier)
Reeking Breath (poison)
At-Will
No one knows what Astaroth's form was before his fall, but his words were undoubtedly as silvery as they are now and just as able to persuade whomever was close enough to hear him. Though few come near enough now for him to get this chance as when he fell his breath became so vile that none could approach him. So he chose isolation as Hell's Treasurer. His followers often carry a similarly vile breath though not as potent. This power is ideal for artillery and controllers who can use it to dissuade defenders from getting too close to them.
Range: Melee 1
Attack: +4 vs Fortitude
Hit: The target is dazed until it moves at least one square away from this monster.
Triggered Actions
Hellfire Viper Strike (Fire, poison)
At-Will
Ever coiled around Astaroth's right arm is a viper that is rumored to be a gift of Zehir that now does Astaroth's bidding. Often slithering into the mortal world to act on Astaroth's behest by teaching mortals secrets,skills and knowledge that cannot be sufficiently conveyed through visions. Many of Astaroth's followers seek out a particular breed of viper called a Hellfire Viper which is a creature native to the wastelands of Avernus. They rarely have any trouble finding one as indeed, often right before they decide they want one, a hellfire serpent simply slithers up to them guided by Astaroth. These serpents are intelligent, vocal and support their master. Yuan-ti and snaketongue cultists are often seen exterminating nests of these snakes they find anywhere outside of Baator and for good reason, many yuan-ti who have chosen to spare these hellfire vipers have found themselves drawn away from the worship of the God of Serpents. Many an assassin has crept upon a seer of Astaroth thinking it distracted only to find the serpent coiled on her arm was not. This power is best used on skirmishers, lurkers and artillery who often might find themselves needing to trigger an opportunity attack to move farther. Though other roles may benefit from it as well.
Trigger (immediate reaction): An enemy makes an oportunity attack against this monster.
Range: Melee
Attack: Level+5 vs ac Hit:4+half level damage and ongoing 5 poison and fire damage per tier(save ends)
Obsidian Edge (Weapon)
Recharges on 5-6
During and possibly even before his Tenure as treasurer of hell, Astaroth hid many caches of arms, armor and magical items around the world. He often leads his followers to such a cache when they need to arm themselves with something formidable in a hurry. The majority of these arms and armor are made out of a strangely durable obsidian like material that was favored by the armies of Asmodeus during the rebellion. These weapons, save for some of the more powerful ones, usually shatter when their wielder is defeated. But before this happens they have a knack for opening such fine wounds that a surgeon would marvel and then despair at trying to close. This power is good for any creature that fights with a weapon such as skirmishers, soldiers, brutes and artillery.
Trigger (free action): The monster hits with a basic attack.
Prerequisite: Monster must be equipped with a weapon.
Effect the target takes ongoing 5 damage per tier(save ends) and takes a -2 penalty to save against this damage.
Selective Truths
Encounter
Although few realize it, Astaroth's prophesies are not true prophesies but simply a byproduct of amazing reasoning. He is knowledgable in all sciences, philosophies and cultures. And when he speaks he not only knows the beliefs of the one he is speaking to inside and out but every fallacy and critical weakness to their beliefs. And with this knowledge he has a gift of persuasion that those armed with mightiest charm magicks envy. Monsters with this power are always exceedingly reasonable and intelligent seeming and they have a knack for deconstructing the beliefs of a charging barbarian and convincing him, at least momentarily, to put down his weapon in less time than it takes for the Barbarian to cross the distance to charge. This is a great all around utility for any monster role.
Trigger (immediate interrupt): A creature takes an action the seer does not like.
Prerequisite: Must be able to speak a language understood by the target.
Attack: Level+3 vs will Hit: The target does not complete their action and if they have any remaining move or minor actions the monster can force them to take these actions as the monster wills. If they have no remaining actions they gain a minor to be used even if a charge or similar action triggered this power.
Str: 10 (+0)
Con: 10 (+0) Dex: 10 (+0)
Int: 10 (+0) Wis: 10 (+0)
Cha: 10 (+0)
Alignment Unaligned
Custom Monsters