Bearded Devil

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Bearded Devil (CR 17)

Lawful Evil - Medium - Outsider (Devil)
Lore: Know (Planes)
34 49
Basic DC Full DC
Initiative
Initiative Icon 2.png
31
Perception:
42 +32
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
40
Man Def
Shield Icon 3.png
40
Monster Health
611 305 32
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +14
Refl: +19
Will: +14

Strong Against:

  • DR 25 silver or good, ER25/ acid, ER25/ cold, ER25/ electricity, ER25/ negative energy
  • Immune to fire, poison, and disease
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+27
Sword Icon 3.png
Man Off
+28
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Terrible Glaive +27 (0/19-20 x2)
    as undefined damage type
    plus Devil's Disarm

Full Attack (Melee):

  • 3x Terrible Glaive +27 (4d8+17/19-20 x2)
    as undefined damage type
    plus Devil's Disarm

Standard Attack (Ranged):

  • 1x Devilish Chakram +27 (0/19-20 x2)
    as undefined damage type
    (Increment: 30 ft.; Max Range: 150 ft.)

Full Attack (Ranged):

  • 3x Devilish Chakram +27 (4d8+17/19-20 x2)
    as undefined damage type
    (Increment: 30 ft.; Max Range: 150 ft.)

Siege Damage: Not siege capable

Statistics

19
STR
22
DEX
18
CON
21
INT
14
WIS
21
CHA

Skills:

Languages: Common, Infernal

Special Abilities

Devil's Disarm (Ex)

Up to once per round per creature attacked, when the bearded devil makes an attack with his Devil's Glaive which successfully strikes his opponent, he may make a free action Disarm attempt against that opponent as well, rolling its Maneuver Offense against the victims Maneuver Defense.

Barbed Beard (Ex)

Once per round as a swift action, the Bearded Devil may make an attack against a creature within 10 feet of it, lashing out with its snake-like beard. The beard is treated as having inclusive reach, and the attack roll is made at + to hit versus the target's touch AC. If it hits, the beard rakes the creature's flesh, inflicting points of Non-Lethal Damage, and irritating and enflaming the skin, which inflicts the Bruised condition. Bruised prevents healing until the condition is removed. The creature may make a Fortitude saving throw at the end of each of its turns, DC , to end the bruised condition.

Devil's Own Luck (Su)

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

Bearded Devil

Bearded 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.

Bearded devils are a kind of ambassador (or perhaps 'spy' is more appropriate) who operate on the Prime Material to execute various steps in the plans of the arch devils. They are medium sized humanoids in appearance, though they have horns and long tails, and most notably, a mass of snake-like tendrils dangling from their chins, which look like a horrible, prehensile beard. They tend to have swarthy, reddish skin and beady yellow eyes, though these appearances can change from devil to devil. (Unlike demons, each devil is a unique individual, after all).
Bearded devils can be quite charming if they choose to be, and many tales of their ability to coerce and deceive exist in the lore. They are reluctant to fight openly, but if they are pressed into combat, they are quite good at it.

Combat Tactics

Bearded devils are reluctant fighters, preferring to remain disguised and negotiate all their conflicts away. However, if they must resort to violence, they are passably competent. They wield glaives, a reach weapon that requires that they constantly back away from their aggressors (something they're happy to do). Their beards also keep their enemies from healing, which might allow them to win a fight if it goes on long enough. Bearded devils are talented at disarming opponents, again, primarily as a defensive mechanism, but also to harass and demoralize.

Bearded devils will typically try to escape a fight as soon as it seems practical to do so, though they will not run if it means they'll just get cut down when their back is turned. Instead, they'll often rely on the local constabulary to assist them (or whoever is convenient), accusing their attackers of being devils in disguise, or whatever other lie might help them escape the fight with their lives.
While not specifically cowards, bearded devils just know that their value is much greater when sipping wine in a quiet room surrounded by "friends".

Out of Combat

-

Rewards

XP: 102,400

Treasure: Sellable Goods worth 51,444 gp.

Weight: 170 lbs.     Volume: 6.8 cu. ft.

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)