Monday, January 3, 2011

General Rules: Monsters - Devil, Death

Devil, Death (from Dragon Magazine #353)
Large Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 10d8+20 (65 hit points)
Initiative: +6
Speed: 40 feet; fly 60 feet (average)
Armor Class: 25 (-1 size, +6 Dexterity, +10 natural); touch 15, flat-footed 19
BAB/Grapple: +10/+19
Attack: Scythe +14/+9 melee (2d6+7 plus exhausting, piercing, 20 x4) or whip +14/+9 ranged (1d4+3 nonlethal plus exhausting, slashing, 20 x2, 25 feet x1)
Full Attack: Scythe +14/+9 melee (2d6+7 plus exhausting, piercing, 20 x4) and claw +12 melee (1d6+5 plus exhausting, piercing and slashing, 20 x2) or whip +14/+9 ranged (1d4+3 nonlethal plus exhausting, slashing, 20 x2, 25 feet x1)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Exhausting, ghost strike, rebuke undead, spell-like abilities
Special Qualities: Detect as undead, devil traits, DR 10/bludgeoning and silver, fortification (50%), immunity to ability damage, ability drain, cold, death effects, disease, energy drain, fire, mind-affecting effects, paralysis, and poison, necrotic life, outsider traits, resistance to acid 10, sadism, spell resistance 22, summon devil
Saves: Fortitude +9, Reflex +13, Will +10
Abilities: Str 20, Int 14, Wis 17, Dex 22, Con 15, Cha 17
Skills: Bluff +16, Climb +5 (+7 involving climbing ropes), Concwentration +15, Diplomacy +7, Disguise +3 (+5 to act in character), Escape Artist +6 (+8 involving ropes), Heal +16, Intimidate +18, Knowledge: Religion +15, Knowledge: the planes +15, Listen +16, Sense Motive +16, Spot +16, Survival +3 (+5 on other planes)
Feats: Combat Expertise, Combat Reflexes, Diehard, Endurance
Environment: Any
Organization: Solitary or team (3 - 6)
Challenge Rating: 11
Treasure: Standard (huge masterwork scythe, +1 stinging whip, and usually ornate and ghoulish jewelry)
Alignment: Always lawful evil
Advancement: 11 - 20 Hit Dice (Large); 21 - 30 Hit Dice (Huge)

Also known as jerul devils, these enormous skeletal creatures are clad in billowing, black-cowled robes and have alien heads like that of an emaciated vulture. They have four sunken eyes that gleam with a cold and evil yellow light. Four withered and sinuous arms ending in elongated clawed hands sprout from their torsos and four skeletal wings covered in wasted flesh extend from their backs. They carry enormous scythes and wicked-looking whips. They stand about 10 feet tall and weigh about 550 pounds.

Death devils speak Celestial, Infernal, and one mortal language.

Combat
Death devils excel as torturers and prefer to attack physically, teleporting up close to their foes and using full-attack actions whenever possible. A death devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Detect as Undead (Ex): Death devils register as undead creatures for the purposes of detect undead and similar effects. A death devil counts as half its Hit Dice for the purposes of aura strength.

Exhausting (Su): Those struck by a death devil's natural weapons or any weapons it wields become exhausted unless they make a DC 17 Fortitude save each time they are hit. Exhausted characters move at half speed and suffer a -6 penalty to Strength and Dexterity. The save DC is Constitution-based.

Ghost Strike (Su): A death devil's natural weapons, as well as any weapons it wields, deal damage normally against incorporeal creatures. In addition, it can deliver sneak attacks or critical hits to an undead creature.

Necrotic Life (Ex): Even on a failed save, a death devil suffers only half damage from spells and effects that deal hit point damage due to negative energy, such as inflict spells, and with a successful save a death devil suffers no damage.

Rebuke Undead (Su): Death devils may rebuke undead as a 12th-level cleric, at will. A death devil's ranks in Knowledge: Religion grant the devil a +2 synergy bonus on turning checks.

Sadism (Ex): For every 10 points of damage a death devil deals in a round, it gains a +1 luck bonus on attack rolls, saving throws, and skill checks during the next round.

Spell-Like Abilities (Sp): At will - animate dead, dimensional anchor, greater teleport (self plus 50 pounds of gear only). Three times per day - deeper darkness, desecrate. Once per day - enervation, unholy blight. Caster level 10th; Save DC 13 + spell level and are Charisma-based.


Summon Devil (Sp): Once per day, a death devil can attempt to summon one death devil with a 35% chance of success or 1d4 bearded devils with a 50% chance of success or 2d10 lemures with a 50% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no devils answer the summons. Summoned devils automatically return whence they came after an hour. A devil that has been summoned cannot use its own summon devil ability. Most devils do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to gain victory or save their own lives.

Devil Traits: Devils can communicate telepathically with any creature within 100 feet that has a language. Devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Outsider Traits: A death devil has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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