Adrammelech (3.5e Creature)

From D&D Wiki

Jump to: navigation, search
Size/Type: Large Outsider
Hit Dice: 12d8+60 (114 hp)
Initiative: +9
Speed: 60 ft. (12 squares), fly 120 (average)
Armor Class: 26 (-1 size, 9 Dex, +5 insight, +3 natural armor), touch 23, flat-footed 17
Base Attack/Grapple: +12/+20
Attack: Claw +15 melee (1d8+4)
Full Attack: 2 claws +15 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Bio, flash arc, judgment bolt, thundaga
Special Qualities: Absorb shock, faith, immunity to fire, libra, static vision, vulnerability to cold
Saves: Fort +13, Ref +17, Will +17
Abilities: Str 18, Dex 28, Con 20, Int 24, Wis 28, Cha 30
Skills: Balance +18, Knowledge (arcana) +16, Knowledge (the planes) +16, Tumble +18
Feats: Armor Skin x3, Fast Healing 2, Flyby Attack, Hover, Improved Flyby Attack
Environment: Any mountains or plains, plus wherever the summoner calls it to
Organization: Solitary
Challenge Rating: 10
Treasure: Ring of Capricon
Alignment: Neutral
Advancement: -
Level Adjustment: -


A powerful beast who controls the power of storms and lightning. His body is encased in a thick, metallic shell, adorned with red markings that cover his steel shell skin. On the top of his helm-like skull are two thin horns, his peacock-like tail is wrapped in a series of small chains, his claws razor sharp, and wings made of pure steel with feathers of pointed metal, his body crackles with electricity.

Adrammelech speaks Abyssal, Aquan, Auran, Celestial, Common, Draconic, Infernal, and Necril.

Absorb Shock (Ex): Attacks that deal electricity damage instead heal Adrammelech for an amount equal to half the damage that would have been done. Any healing from this ability that would be in excess of his maximum hit points are gained as temporary hit points that last for one hour.

Thundaga (Su): Adrammelech makes a ranged touch attack with a +20 attack bonus against a target within 100 ft. using a strike of lightning, dealing 3d4+7 electricity damage to the target. This attack uses his Intelligence modifier as a damage bonus, this bonus is already included in the damage above.

Flash Arc (Su): By gathering surges of energy, Adrammelech sends a shock of pure electricity at an unlucky target. This attack acts as the spell shocking grasp as an 12th level spell caster, dealing 5d6 electricity damage to a target with a +20 ranged touch attack. Flash Arc has a range of 200 ft., and the target must be within Adrammelech's line of sight to be targeted.

Bio (Su): Adrammelech understands his powers are that of lightning, and has a single way, aside from his claws, to counter immunity to lightning. By gathering energies most foul from the Otherworld, Adrammelech attacks the target from below with a writhing mesh of rot and sickness. This attack acts as the spell inflict moderate wounds as a 12th level caster, but it has a range of 220 ft. Unlike inflict moderate wounds there is no attack roll needed to hit the target. Bio deals 2d8+10 negative energy damage. A target may make a DC 26 Will save for half damage, the saving throw is Charisma-based.

Judgement Bolt (Su): The epitome of Adrammelech's power. By gathering as much energy as he can, he unleashes the massive surge of electricity in bolting arcs across the battlefield. This functions as the spell chain lightning as a 12th level caster, and includes a DC 26 Reflex save for half damage. Adrammelech will only use this attack if his life is below 30% of his maximum hit points, and will not use it again in the same encounter.

Faith (Su): Magical energies surge through Adrammelech's blood. Flash Arc and Judgement Bolt are under a constant Empower Spell metamagic feat, this damage bonus has not already been included in the damages listed for those abilities.

Libra (Su): Magical energies surge through Adrammelech's blood. Adrammelech has a permanent deathwatch spell, and can 'see' the numerical value of the health of his targets.

Static Vision (Ex): By perfecting his powers, Adrammelech has learned to read the static in the air that he unleashed from his attacks. He gains blindsense out 60 ft., and is treated as having 360 degree vision, preventing him from being flanked. Also, whenever Adrammelech uses thundaga or flash arc, Adrammelech gains a 'static sense' that allows Adrammelech to see within 30 ft. of the epicenter of the attack, even if the attack misses. This ability also gives Adrammelech a +5 Insight bonus to his armor class.

Ring of Capricorn[edit]

A steel ring wrapped in gorgeous red markings that twist around the face of the ring. The stone in the middle is a bright yellow Peridot that, if looked at in the light of a morning sun, can be seen to crackle very faintly with electricity. The zodiac symbol of Capricorn in encased in the bright yellow gem, with two small 'horns' of the gem digging into the gem base.

History: A powerful being of lightning, Adrammelech the Wroth was created in opposition of Deudalephon the Benevolent. Made to quell fiends that raged in the Otherworld, he gained their trust via his power, strength, and sheer image alone, that Adrammelech grew an army of the damned souls and fought against the gods that made him, ultimately ending in his defeat, and death. Angered by his betrayal, the gods sealed him away in a peridot and bound him to the gem and the ring it was set it, casting him away to the Material plane. Inside the ring, Adrammelech has slumbered for ages unknown to man, awaiting his awakening to the world anew. Much to the amazement of those who known of the lightning beast and his lore, Adrammelech has quelled his rage and seeks a form of redemption by aiding the one who has requested his power.

Activation: When used in combat by uttering a chant in Auran ('By the might of the Otherworld, I ask of thee the powers of Adrammelech. Eradicate my foes with powers of lightning divine!'), which will be told to the wearer once the ring is placed, as if the ring itself has informed the wearer, allows said wearer to summon the beast Adrammelech into combat with them. A Use Magic Device check of 30 is also required to use the ring. While summoned, Adrammelech replaces the summoner for a number of minutes equal to the summoner's primary mental stat modifier(Int for Wizards, Cha for Sorcerers and Bards, Wis for Clerics, Paladins, Druids, and Rangers; if none, it defaults to their Cha mod) times his/her level. The summoner cannot act, move, or attack, yet cannot be damaged unless attacked by a spell or attacked by a weapon that possesses ghost touch or a similar effect or enchantment that allows a melee weapon to attack incorporeal beings. After the time limit is up, Adrammelech fades and is brought back into the ring, and the summoner resumes combat once again. If Adrammelech is slain in the time limit, he may not be summoned again for 24 hours, increasing in 24 hour intervals for every time he is slain, to a maximum of a week. A day is removed from this penalty is Adrammelech is not summoned for 24 hours.

Note: THIS IS A FAN MADE ITEM! I hold no rights of the item itself, the backstory, and creature itself, all of which belong to Final Fantasy and their respective rights. I repeat: THIS IS A FAN MADE ITEM! I TAKE NO CREATIVE RIGHTS!

Moderate Conjuration; CL 19

Weight: 3 lb.

CREATIVE CLAUSE: I DO NOT OWN ADRAMMELECH! This is merely a fanwork. Adrammelech, names, abilities, and the likes used in this are own by Final Fantasy and all other creative rights. This is simply a FAN CREATION! I DO NOT TAKE CREDIT FOR THE CREATION OF ADRAMMELECH!

Back to Main Page3.5e HomebrewCreaturesCR 10

Home of user-generated,
homebrew pages!