Daermon

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        The LocalsDaermon[Lesser power]Copyright © 2000 by Itzhak Even

AL: CEWAL: CE (drow: any)AoC: darkness, fear, nightmares, magicHome P/L/R: Pandemonium/Pandesmos/Forest of GloomSymbol: a rearing nightmare

Like many other powerful creatures of the lower planes Daermon decided to increase his power into the prime material world. Unlike others before him he was not involved in the blood war so he was free to do it in a very dramatic way. He is the Lord of the Nightmares and to gain a foothold in the prime he created the first of the Black unicorn, an evil unicorn, and entered the unseelie court. Seeing that the drow are subtle enemies like himself he decided to become one of their gods and managed very well since then. He is the main plotter of Lolth’s downfall along with the other 4 drow gods that oppose her (Kiaransalee, Vhaeraun, Ma'azbert and Ergosal).

He is the most active god in the drow pantheon since he feels that he is on the verge of becoming an intermediate god, and that means that he must soon come to a confrontation with Lolth. The omens he sends to his priests are either in strange moving shadows or even occasionally with a nightmare to deliver them.

Daermon's avatar[Mage 14/ Fighter 12/Cleric 10]

Daermon's avatar looks like a great nightmare with an ebony crown on his head and an ebony black horn, like a unicorn's, on his forehead. He casts spells from all spheres listed to his priesthood and from the mage schools of shadow, necromancy, summoning, alteration, illusion, enchantment, abjuration and divination.

Str 21Dex 17Con 24Int 21Wis 19Cha 16

MV 24, FL 36 (B)SZ L (8' tall)MR 80%AC -2HD 23HP 184#AT 4THAC0 3Dmg 2-16(hoof)/2-16(hoof)/2-12(bite)/ 2-20(horn)

Special abilitiesHe has all the abilities of a nightmare. He radiates an aura of fear around himself for a 50' radius and his horn can cause serious wounds 3 times per day and putrefy food and drink in a 10' radius at all times. His Ebony crown has the following powers: Summon a nightmare - once per day for 2-8 turn summons 2-4 nightmares. Act as hand of darkness - six times per day. Reflect spells as ring of spell turning.

Duties of the PriesthoodThey are to encourage the use of the subtle arts of magic (namely illusions, charm, and shadow), and inspire fear in the hearts of their enemies and the enemies of the drow race.

RequirementsAbility requirements: Wis 12, Int 13, only malesWeapon proficiencies allowed: stiletto, dagger, dart, knife, short sword, scythe, hand crossbow>>Non-weapon proficiencies: bonus spellcraftArmor: only chain mailSpheres: All, Astral, Charm, Divination, Elemental*, Guardian*, Necromancy*, Summoning, Sun (rev), ThoughtPowers: Inspire fear - 3/day, can use illusion, enchantment and shadow magic as priest spells of same level, Hand of darkness - 1/day/3 levelsCommand undead at -2 levelsLL 16HD d4Shamans not allowed.

They cannot have more than half of their spells from every level taken from the mage schools they are granted access to.

See also the article "The Spider Wars" for more information.

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