Legion Devil

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Legion Devil (CR 11)

Lawful Evil - Medium - Outsider (Devil)
Lore: Know (Planes)
22 37
Basic DC Full DC
Initiative
Initiative Icon 2.png
18
Perception:
28 +18
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
30
Man Def
Shield Icon 3.png
30
Monster Health
242 121 19
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +8
Refl: +13
Will: +8

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 10 ft.
Space Reach
To-Hit
+19
Sword Icon 3.png
Man Off
+19
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Hell's Halberd +19 (3d8+7/18-20 x2)
    as hacking (physical, uncommon)

Full Attack (Melee):

  • 3x Hell's Halberd +19 (3d8+7/18-20 x2)
    as hacking (physical, uncommon)

Standard Attack (Ranged):

  • 1x Hellish Hand Axe +18 (3d8+7/18-20 x2)
    as slashing (physical, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Full Attack (Ranged):

  • 3x Hellish Hand Axe +18 (3d8+7/18-20 x2)
    as slashing (physical, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Siege Damage: Not siege capable

Statistics

18
STR
14
DEX
15
CON
13
INT
15
WIS
15
CHA

Skills:

Languages: Infernal

Feats:

  • Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)

Special Abilities

Phalanx Tactics (Ex) Automatic when adjacent

Any time any devil has at least two legion devils within its melee reach, its AC and saves improve by a +4 untyped bonus. This bonus applies to normal AC and touch attacks, as well as Fort, Reflex and Will saving throws. The bonus provided by Phalanx Tactics does not stack, so the maximum bonus it can provide is +4. Note that this bonus can be applied to any qualifying devil, not just legion devils. This bonus effects Legion Devils, and is why they greatly prefer to attack with numbers, in close ranks.

Hell's Heart (Su) Swift Action 1/Enc

Once per encounter as a swift action, a legion devil can select a space within 30 feet of itself and cause a 3x3x3 area centered on that space to erupt in dark-red, blackly-sooted flames. This area does NOT have to be adjacent to a surface suitable for Walking, and can be in mid-air if desired. Any creature in the affected area takes 3d8+7 points of fire (energy, common) damage. This damage is doubled if an affected creature has a Good alignment (Lawful Good, Pure Good or Chaotic Good). All affected creatures may make a Reflex saving throw, DC 21, to reduce this damage by half.

These flames do not block line of sight, or line of effect, nor do they lend cover.
In addition, the fire created by this ability lingers until the end of the encounter, and any creature ending its turn in or passing through one or more of the burning squares suffers 3d6+4 points of fire (energy, common) damage for each square passed through, and this damage is doubled if they are Good aligned. There is no Reflex save for this damage since it is avoidable.
Stacked patches of Hell's Heart do not increase the damage dealt by the lingering flames (though the initial damage is still applied). After a battle, the black smoke and soot-stains of Hell's Heart leave nigh-indelible stains as evidence of the awful corruption of Hell Itself.
The Devil's Own Luck (Su) Free Action 1/Enc

Once per encounter as a free action, a legion devil can declare that a saving throw it has just failed actually succeeded, or, immediately end a single status condition affecting it.

Fundamental Evil (Ex) Always On

Devils are just screwed into the universe a little tighter than most things, because they are fundamentally evil. Because of this, there is a maximum amount of damage that devils can take from any single attack, ability, or effect.

No single attack, ability, or effect made against this devil can ever inflict more than 35 points of damage to it. Any damage in excess of this number is ignored. This power is always on, and it is absolute: It applies to all forms of energy and physical damage, whether from weapons, properties, items, spells, abilities, feats, or anything else. The only thing that bypasses this ability is Primal damage, which is quite difficult to obtain.

Legion Devil

Legion Devil

Unlike the hordes of demons in the Abyss, the legions of Hell are numbered, though they are vast. They cannot hope to outnumber their foes or crush them under the mass of their engines of creation, as the Abyss intends. Instead, Hell has a plan. Actually, hundreds of plans. Thousands. The devils of Hell are organized, methodical and patient.

All Devils are of uncertain form, especially when they visit the Prime Material, and while on the Prime Material, they almost always look like a race of the Spark. A discerning eye, though, can always detect the immutable, terrible, Evil of the Devilish Urge. Legion devils almost always look like soldierly commoners, although they may cast themselves as any race they wish. They will tend toward dark eyes and hair, as well as features with an undeniable cruel cast. They frequently will have a martial bearing, either nobly or surly in comportment.

If they are startled or forced, their true appearance may be seen in glimpses, ruddy of skin and dark of gaze, their innate Evil plain to see writ upon their form and features.

Legion devils are the second most common sort of Devils, and they are the commoners of the Hellish Nobility, although they can ascend to incredible levels of prowess.

Legion devils are the front line fighters, the perimeter of Hell's offensive line. They march in ranks, and use tactics to improve the company's effectiveness. Their skill in battle and the use of maneuver, positioning, and armaments make them far more difficult to eliminate than seems possible, and it is common for Legion Devils to stand their ground against foes far greater then they are for uncomfortably long times.

While this may sound uninspiring, the Legion Devils of Hell are elite warriors. They are fierce, unflinching, highly mobile, and absurdly competent.

Combat Tactics

Legion devils like to fight in trios and quads, using their Phalanx Tactics ability to bolster their already considerable defenses. Phalanx Tactics, combined with Fundamental Evil making it impossible to knock them out with a single massive attack, means that a pack of Legion Devils can and will punch far above their weight if they have too...which explains how Devils compete against the endless hordes of Demons they must contend with.

They use their Hellish Halberds, which are inclusive reach weapons, meaning they can attack creatures at 10 feet as well as at 5. By fighting in trios and quads they can threaten a huge area while also granting their Phalanx Tactics benefit to each other.

Legion devils will use Hell's Heart to block off areas of the fight, and to split their attackers into separate areas. They will also use their teleportation to attack the back ranks of a fight, or force opponents to maneuver through the patches of Hell's Heart to engage with them. Because teleportation never provokes attacks of opportunity, Legion Devils can pick exactly who they want to target each round with relative impunity. They tend to move in groups, with teleport, trying to maintain their Phalanx.

Legion devils will never run from a fight, since death in the Prime Material plane is not real death, simply banishment back to the Hells.

Out of Combat

Humanoid Guise

Devils can magically disguise themselves as humanoids, either of medium or small size, to easily blend into civilized areas. This disguise functions as the Least Polymorph spell, and can only be exposed via True Seeing, though a detect magic would reveal that the devil has a faint aura of transmutation on it. Devils tend to prefer an appearance which isn't too far removed from their natural appearance, though this is not an actual limitation on their ability. For example, bearded devils prefer races like dwarves, who have swarthy skin tones and favor beards, while Ice Devils prefer races like Barani, with fair complexions and gem-tone eye colors.

Note that since Legion Devils cannot speak Common, they will usually take the guise of someone mute or dumb or otherwise not likely to need to speak. This makes their disguises somewhat poor unless there's someone around willing to speak on their behalf. However, it does let them pass through towns without too much harassment or suspicion (certainly less than if they didn't use their guise). But now you're probably wondering if that group of ascetic monks that just walked by is really what they appear to be, right?

Rewards

XP: 12,800

Treasure: Sellable Goods worth 9,375 gp.

Weight: 110 lbs.     Volume: 4.4 cu. ft.
  • Devils dissipate back to the Hells upon 'death', leaving no conventional treasure. That said, a careful search of the area where Legion Devils were defeated will usually find some platinum coins, as well as Astral Diamonds, that often total up in value to roughly match the total treasure dropped by these creatures.

Scribes, Scholars, Ciphers, and Wizards speculate that the weird eldritch energies that Outsiders carry in their bodies may interact with the Prime Material in some strange way to produce these Astral Diamonds.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)