Monday, January 3, 2011

General Rules: Monsters - Devil, Kocrachon

Devil, Kocrachon (from the Book of Vile Darkness)
Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 6d8+6 (33 hit points)
Initiative: +8
Speed: 30 feet; fly 60 feet (perfect)
Armor Class: 21 (+4 Dexterity, +1 dodge, +6 natural); touch 15, flat-footed 16
BAB/Grapple: +6/+9
Attack: Bite +9 melee (1d6+3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +9 melee (1d6+3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +4 melee (1d4+1, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Disease, spell-like abilities
Special Qualities: Devil traits, DR 15/+1, outsider traits, sadism, SR 17, summon devil
Saves: Fortitude +6, Reflex +9, Will +7
Abilities: Str 16, Int 17, Wis 14, Dex 19, Con 13, Cha 16
Skills: Bluff +12, Diplomacy +5, Heal +11, Hide +13, Intimidate +12, Jump +9, Listen +10, Move Silently +10, Search +9, Spot +8
Feats: Dodge, Improved Initiative
Environment: Any land and underground
Organization: Solitary or team (3 - 6)
Challenge Rating: 6
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 7 - 8 Hit Dice (Medium); 10 - 12 Hit Dice (Large)

Kocrachons are diabolic torturers, When the damned are sent to hell to face torment, it is often the insectoid kocrachons that perform the sick and terrible duties - and they relish the task. These devils are likely to be found in terrible hellish citadels, working for some greater devils.

They have a dark bluish-purple carapace like and insect's with long, serrated proboscises. Their heads are small; their legs are long and thin, ending in claws that are quite adept at wielding scalpels and other terrible instruments of torture.

Kocrachons speak Celestial, Infernal, Sülic, and one mortal language.

Combat
Kocrachons hate straightforward combat, but they like to inflict pain on helpless victims, slowly and precisely. If they must fight, kocrachons use their spell-like abilities as long as they can.

Disease (Ex): Any creature hit by the kocrachon's bite attack must succeed at a Fortitude save (DC 14) or contract devil chills. The incubation period is 1d4 days, and the disease deals 1d6 points of Strength damage. The victim must make three successful Fortitude saving throws in row to recover (see Disease in Chapter 8 of the Dungeon Master's Guide).

Spell-Like Abilities (Sp): At will - animate dead, cure moderate wounds, desecrate, dispel magic, detect good, detect magic, magic circle against good, liquid pain, major image, sorrow, suggestion, teleport without error (self plus 50 pounds of gear only), wave of grief, wither limb, wrack; Once per day - blasphemy. Caster level 12th; Save DC 13 + spell level.

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

Summon Devil (Sp): Twice per day, a kocrachon can attempt to summon one kocrachon with a 40% 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. A devil is immune to fire and poison, and it has acid resistance 20 and cold resistance 20.

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

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