Legion of 5000 (3.5e Vestige)
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Legion of 5000[edit]
There are few things which inspire unity within the endless denizens of the abyss. Alliances are temporary and the strong bully the weak, so it was a strange sight that demons, nearly in unison, joined forces briefly to fight a common foe. It was among these endless horrors that the legion of 5000 was formed. The 5000 was a supposedly group of 5000 demons among the uncountable armies which took on Philomactous the swordsman in his final battle. The power he released rips him from reality, and he took the 5000 with him into his journey into the void of non-existence.
Level: 6th
Binding DC: 25
Special Requirement: The Legion of 5000 will not bind as long as you are bound to Philomactous the Forbidden Disciple.
Legend[edit]
When Philomactous made his fateful dive into the abyss, none can be sure exactly what he discovered in those dreadful Wells of Darkness, but it was enough that when he attempted to escape he was accosted by the horrors of the plane en masse. Leading the charge was an unknown and unnamed demon overlord commanding 5000 powerful demon lords into battle, each with an army of 5000 demons at their command. They unified all to take down the swordsman before he could leave with the precious, damning knowledge he had obtained. One cannot consider demons honorable in any sense of the word, but it is said that the battle between Philomactous and the Legion was legendary. In the end, Philomactous employed the true power of the forbidden discipline and erased both himself and his opponents in a single apocalyptic flash. But like an atomic flash leaving a shadow upon the wall, so too did a strange reflection of the 5000 manifest itself as a vestige.
Manifestation[edit]
A bloody pentagram seeps into being upon the ground as the light grows dim and red and the smell of sulfur fills the room. From this portal a hellmouth opens, belching out a tower of smoke imbued with the faces of the countless dead. From its cacophonous howl you can make out the terms of the contract, and bring this tower of black smoke within yourself.
Sign[edit]
Your body takes on demonic traits including an impressive set of horns and infernal lines of energy over your body. You cannot use the Overlord Presence ability without the sign active.
Influence[edit]
Your alignment shifts to chaotic evil, through this does not change your allegiances or friendships. However, you become more commanding and assertive than you otherwise would be.
You have a particularly bad streak with initiators, and often start one step less friendly to them.
Granted Abilities[edit]
Call the 5000[edit]
Over the course of 1 round you open up a gate to the abyss and summon demons under your control. They are many, chaotic and indistinct appearing as one massive rolling mass of abyssal energy from which all manner of creatures boil into existence only to fade away again. This mass is roughly a mobile 30 ft square that moves at a speed of 20 ft on land and 15 ft climb and swim speeds. Treat it as being made of Medium creatures for the purpose of what spaces they can pass through unhindered. Much like a swarm it is composed of many creatures not unlike a mob. As a group, the 5000 have the following qualities:
- They take +50% additional damage from area effects as if they were a swarm.
- Not subject to critical hits or flanking.
- They cannot be tripped, grappled, or bull rushed and cannot perform these actions either.
- Immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), as well as mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- DR 3/cold iron or good.
- Immunity to Electricity and Poison, and resistance to acid/cold/fire 10.
- If rendered unconscious by means of nonlethal damage the mass becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
The mass has 10 hp per binder level, an AC of 16 + 1/2 your binder level, and uses your saving throws. They use your Charisma for all ability and skill checks and for carrying capacity, but are assumed to have no ranks in any skills. On their own they are unorganized and only serve as difficult terrain for creatures passing through it. However using Command the 5000 allows them to take actions at your beck and call. Allies within the mass benefit from either +2 to attack rolls or +2 to AC chosen at the start of each round as if they were subject to Aid Another. While single target healing spells do not function, mass healing spells work. The 5000 also slowly recover their numbers, giving them rapid healing each hour equal to your binder level.
You can dismiss the 5000 as a standard action. Dismissal and banishment work on the 5000 as if they were a single creature. Damage and status effects carry over even if you unbind and rebind this vestige. Fortunately for them their numbers are endless and their rapid healing persists even in "death" when they disperse, slowly bringing their numbers back to full.
Command the 5000[edit]
As a standard action you can command the 5000 to perform an action. Any creatures within 5 ft of the 5000 or within their number are subject to the following.
- Attack: The 5000 can deal up to 1d6 damage of chaotic and evil aligned damage per two binder levels in either bludgeoning, piercing, or slashing damage each round on a successful attack roll using your binding level as your effective BAB + your Charisma modifier to attack and damage. You can use it all in a single attack, or split it up against multiple targets, but only once per creature each round. For example you can split 8d6 damage as 4d6 + Cha to one creature and 2d6 + Cha to two other creatures in their reach. This makes it advantageous to split attacks when possible to add your Charisma modifier to damage on each attack.
- Bunker: You command the 5000 to bunker down. In this defensive position, they lose the +50% extra damage against area of effects and their damage reduction rises to DR 6/cold iron or good. This lasts as long as they want, however they are unable to move more than 5 ft a round. If they move more than 5 ft a round for any reason, they lose the effects of bunker.
- Disrupt: You command the 5000 to become much more impassable to move through. Opponents moving through their square are limited to 5 ft of movement unless they are Huge or larger, in which case they remain difficult terrain. Creatures must succeed on a DC 20 Concentration check to cast anything within the mass of demons.
- Interact: You can command up to two interacting or manipulative actions which can be performed as a move action or less, such as opening a door, picking up an object, or pushing an object. They can push a willing ally through their mass as part of this interaction.
You do not need to command the 5000 to move (though you may direct where they go), they use their own move actions for this but they only can follow a command if they have used one or no move actions in the round. You can choose to repeat a previous action you made as a move action instead of a standard action, with the same targets and variables as before.
Demon Blooded[edit]
You count as a demon while bound to this vestige, with the [Chaotic] and [Evil] subtypes. You also gain your twice your binder level as energy resistance against electricity.
Fiendish Promotion[edit]
As a 1 round action you command your troops to join forces, literally. This special command causes your 5000 to set upon themselves in a cannibalistic orgy, fusing their power into one or more stronger demons. This acts as summon monster but limited to chaotic evil outsiders. When summoned you no longer have access to your 5000, and they behave as a regular summon monster effect. If they die, the damage they took is transferred to the 5000.
Fiendish Promotion may be used 1/day plus an additional time per day at 5th and every 5 binder levels, regardless how many times you have bound this vestige.
Overlord Presence[edit]
You give off a display of demonic power as a standard action, putting chaotic evil outsiders in awe and creating fear in other creatures. Any number of targets within 30 ft must make a Will save DC 10 + 1/2 HD + Charisma modifier. On a failed save chaotic evil outsiders treat you as if under sanctuary, and if done as part of a bluff, diplomacy, or intimidate check against them you get a +10 profane bonus to the roll. Against all other creatures they are rendered At Bay from you, and you may use it as part of an intimidate check for the same +10 profane bonus.
Both of these effects last 5 rounds. You can only use this once every 5 rounds. This is a mind-affecting fear effect.
Personal Demon[edit]
For the duration of the bind you gain the services of a quasit loyal only to you. If the quasit dies, it remains dead for a week regardless how many times you have bound this vestige.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Vestiges
Eiji-kunv |
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Author | Eiji-kun + |
Binding DC | 25 + |
Identifier | 3.5e Vestige + |
Level | 6th + |
Rating | Undiscussed + |
Summary | The 5000 was a supposedly group of 5000 de … The 5000 was a supposedly group of 5000 demons among the uncountable armies which took on Philomactous the swordsman in his final battle. The power he released rips him from reality, and he took the 5000 with him into his journey into the void of non-existence. is journey into the void of non-existence. + |
Title | Legion of 5000 + |