Dal-Dobbda (3.5e Creature)

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Dal-Dobbda
Size/Type: Small Outsider (Chaotic, Demon, Evil, Extraplanar)
Hit Dice: 12d8+12 (66 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 size, +3 Dex, +6 natural), touch 14, flat-footed 17
Base Attack/Grapple: +12/+9
Attack: Slam +14 melee (1d6+1) or alchemical spew (4d8 random; special)
Full Attack: 2 slams +14 melee (1d6+1) or alchemical spew (4d8 random; special)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alchemical spew, spell-like abilities, spells, summon demon
Special Qualities: DR 5/cold iron or good, darkvision 60 ft., fast healing 5, immunity to electricity and poison, resistance to acid, cold, and fire 10, SR 20, telepathy 100 ft.
Saves: Fort +11, Ref +11, Will +7
Abilities: Str 13, Dex 16, Con 13, Int 21, Wis 9, Cha 12
Skills: Appraise +20, Climb +9, Concentration +16, Decipher Script +20, Escape Artist +18, Knowledge (arcana, and any three others) +20, Listen +14, Move Silently +10, Search +20, Spellcraft +22, Spot +14
Feats: Eschew Materials, Greater Spell Focus (divination, evocation), Spell Focus (divination, evocation)
Environment: A chaotic evil-aligned plane
Organization: Solitary or with gang (1 plus 1 vrock and 1-3 bar-lgurasFC1)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment:

The pudgy blue-skinned horned humanoid here, skin greasy and muscles impossible to discern under the blubber, is covered in turtle-shell scales in some places but infested with boils in others, especially all around its neck. It wimpers and babbles to itself in a pathetic high-pitched warbling tone, while its big greyish eyes, even though partially fused together, zip around the room independently in perpetual search.


Often seen accompanying powerful demons as timid but witty servants, dal-dobbdas are always on the lookout, partially out of paranoia — after all, they do live in the Abyss — but mostly out of genuine curiosity for everything in the world. They want to see how mortals react to pain and injury, how spells combine and clash with each other on the battlefield, and where to find some interesting item or power, because knowing all of this is simply fun. They make deals with or possess mortals in search of magical power, and always try to use the mortals to get more knowledge for themselves, heedless of whatever chaos they cause by snooping in other peoples' business, and laughing and playing as they dispose of the witnesses before demon-hunters can be called in.

The greatest weakness of dal-dobbdas is that they have too much chaos in them to really be effective schemers. A dal-dobbda will drop its careful plan if something neat catches its eye and then wind up having to improvise its way out of the situation it bungled. It might have disguise spells in its books somewhere, but it makes a terrible spy because it can't stay in character. And it is quite vulnerable to outside suggestion, whether magical or simply by way of minor bribery.

In classical demonology, dal-dobbdas are thought to form from the souls of chaotic evil magic-users whose reckless curiosity put others in harm's way.

A dal-dobbda is 3-1/2 feet tall and weighs about 50 pounds.

Dal-dobbdas speak Abyssal.

Combat[edit]

If a dal-dobbda has to fight, it always tries to give itself and its allies a bit of warning with arcane eye or detect thoughts, and stays in the rear once combat begins. It switches to alchemical spew if it runs out of meaningful options to hurt its enemies.

A dal-dobbda's natural weapons, as well as any weapons it wields, are treated as evil-aligned and chaotic-aligned for the purpose of overcoming damage reduction.

Alchemical Spew (Su): As a standard action usable once per round, a dal-dobbda can vomit a jet of volatile magical substrate conjured by glands in its throat. This attack is a 30-foot line that deals 4d8 of a random type of damage (roll 1d4 once for each affected creature): acid, cold, electricity, or fire. A DC 17 Reflex save halves the damage. The save DC is Constitution-based.

Spell-Like Abilities: At will—detect magic, greater teleport (self plus 50 pounds of objects only); 1/day—analyze dweomer (DC 21). The save DC is Intelligence-based.

Spells: A dal-dobbda prepares and casts spells as an 8th-level wizard. It prepares more divination spells (especially scrying!) when serving a master who needs the intelligence, and more combat spells (think more evocations and summon monsters most flavorfully, but of course one can optimize a great deal to make things harder) when expecting to fend for itself. The save DCs are Intelligence-based.

Typical Wizard Spells Prepared (4/6/4/4/3; save DC 15 (17 for divination/evocation spells) + spell level): 0—ghost sound, prestidigitation, read magic (2); 1st—benign transpositionSpC (2), grease, magic missile, ray of enfeeblement (2); 2nd—darkness, detect thoughts, scintillating scalesSpC, see invisibility; 3rd—dispel magic, lightning bolt (2), slow; 4th—arcane eye, know vulnerabilitiesSpC, summon monster IV

Summon Demon (Sp): Once per day a dal-dobbda can attempt to summon 1d4 dretches or 1d3 rutterkinFC1 with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.



Back to Main Page3.5e HomebrewCreaturesCR 9