Bearded Devil: Difference between revisions

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m (Text replacement - " <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-8-Concentration" to " <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-8-Actio...)
m (Text replacement - "| Min-CR = 15" to "| Min-CR = 14")
 
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   <!-- Value: integer between 1 and 35. -->
   <!-- Value: integer between 1 and 35. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 14
| Max-CR = 22


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Description | 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.
| Description | 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 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.
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.


   }}</onlyinclude>
   }}</onlyinclude>
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Outsider
| Type | Outsider
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Devil
| Subtype | Devil
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit = +2
| NudgePriToHit = +2
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit = +2
| NudgeRangedToHit = +2
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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Action-Required =  
| Ability-1-Action-Required = Automatic after successful Glaive attack, 1/Rnd
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-2-Action-Required =  
| Ability-2-Action-Required = Swift Action 1/Rnd
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-3-Action-Required =  
| Ability-3-Action-Required = Immediate Action 1/Enc
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
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| Role-Only--Replace-Rez-Power--Type =  
| Role-Only--Replace-Rez-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Rez-Power--Concentration =  
| Role-Only--Replace-Rez-Power--Concentration =  
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| Role-Only--Add-Killer-Power--Type =  
| Role-Only--Add-Killer-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Add-Killer-Power--Concentration =  
| Role-Only--Add-Killer-Power--Concentration =  
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| Role-Only--Replace-Leader-Power--Type =  
| Role-Only--Replace-Leader-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Leader-Power--Concentration =  
| Role-Only--Replace-Leader-Power--Concentration =  
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| Role-Only--Replace-Legend-Power--Type =  
| Role-Only--Replace-Legend-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Legend-Power--Concentration =  
| Role-Only--Replace-Legend-Power--Concentration =  
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| Role-Only--Replace-Minion-Power--Type =  
| Role-Only--Replace-Minion-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Minion-Power--Concentration =  
| Role-Only--Replace-Minion-Power--Concentration =  
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| Role-Only--Replace-Shooter-Power--Type =  
| Role-Only--Replace-Shooter-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Shooter-Power--Concentration =  
| Role-Only--Replace-Shooter-Power--Concentration =  
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| Role-Only--Add-Skirmisher-Power--Type =  
| Role-Only--Add-Skirmisher-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Add-Skirmisher-Power--Concentration =  
| Role-Only--Add-Skirmisher-Power--Concentration =  
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| Role-Only--Replace-Sneak-Power--Type =  
| Role-Only--Replace-Sneak-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Sneak-Power--Concentration =  
| Role-Only--Replace-Sneak-Power--Concentration =  
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| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,307: Line 1,387:
| CombatTactics = 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.
| CombatTactics = 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.   
Bearded devils will typically try to escape a losing 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".
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   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat='''Humanoid Guise'''
| OutOfCombat='''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 (Sorcerer/Wizard Spell)|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 skintones and favor beards, while Ice Devils prefer races like Barani, with fair complexions and gem-tone eye colors.
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 (Sorcerer/Wizard Spell)|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.


:'''Deals'''
'''Deals'''
:Up to once per week, a Bearded Devil may bestow the benefits of a [[Wish (Sorcerer/Wizard Spell)|Wish]] spell on a creature with whom they have successfully sealed a deal.  The deal must be sealed with a signed contract.  These deals usually appear quite favorable to the creature making them, often with a price that seems too good to be true.  However, deals with devils always have a price much higher than anyone can suspect.  If a creature manages to get ahold of its contract and destroy it, the deal becomes unsealed, removing the benefits of the Wish but also canceling out the price of the bargain.
Up to once per week, a Bearded Devil may bestow the benefits of a [[Wish (Sorcerer/Wizard Spell)|Wish]] spell on a creature with whom they have successfully sealed a deal.  The deal must be sealed with a signed contract.  These deals usually appear quite favorable to the creature making them, often with a price that seems too good to be true.  However, deals with devils always have a price much higher than anyone can suspect.  If a creature manages to get ahold of its contract and destroy it, the deal becomes unsealed, removing the benefits of the Wish but also canceling out the price of the bargain.


:In addition to the listed effects of a wish, a devil's deal may also grant:
In addition to the listed effects of a wish, a devil's deal may also grant:
::* a [[Lifestyle]] valued at approximately the devil's listed treasure value per month (rounded; so a Bearded Devil can grant a Lesser Nobility lifestyle)
* a [[Lifestyle]] valued at approximately the devil's listed treasure value per month (rounded; so a Bearded Devil can grant a Lesser Nobility lifestyle)
::* a single grant of wealth, up to double the devil's listed treasure value
* a single grant of wealth, up to double the devil's listed treasure value
::* a single magic item worth up to double the devil's listed treasure value (no artifacts, though cursed and intelligent items are quite possible)
* a single magic item worth up to double the devil's listed treasure value (no artifacts, though cursed and intelligent items are quite possible)
::* a "permanent" diplomatic status of "helpful" with any one individual in the settlement in which the devil resides (permanent until it's not, anyway).  This can be anyone, even an emperor.
* a "permanent" diplomatic status of "helpful" with any one individual in the settlement in which the devil resides (permanent until it's not, anyway).  This can be anyone, even an emperor.
::* Other favors as the GM desires, but with approximate values, if applicable, of around double the devil's listed treasure value.
* Other favors as the GM desires, but with approximate values, if applicable, of around double the devil's listed treasure value.


:Deals should only apply to the individual who actually signed them.  The price of the deal should be vague, at best (a favor in the future, a few years of your life essence, etc.) and rarely collected on the spot.  Instead, creatures who make the deal should be left to wonder exactly what they've gotten themselves into, and then, hopefully, get lost in the wonder of their new-found awesome gift.  GM's are encouraged to make the deals very tempting, and simultaneously, extremely creepy.  Remember that the price is always higher than the signing creature can imagine.
Deals should only apply to the individual who actually signed them.  The price of the deal should be vague, at best (a favor in the future, a few years of your life essence, etc.) and rarely collected on the spot.  Instead, creatures who make the deal should be left to wonder exactly what they've gotten themselves into, and then, hopefully, get lost in the wonder of their new-found awesome gift.  GM's are encouraged to make the deals very tempting, and simultaneously, extremely creepy.  Remember that the price is always higher than the signing creature can imagine.


:If a character decides to make a skill check to try to decipher the legal language of the contract, provide them the following information:
If a character decides to make a skill check to try to decipher the legal language of the contract, provide them the following information:
::* ''A [[Skill DC|Hard DC]] for this campaign level:'' the timing of when the devil's price will be collected isn't specified, and could be used in a very harmful way, if timed with malice.
* ''A [[Skill DC|Hard DC]] for this campaign level:'' the timing of when the devil's price will be collected isn't specified, and could be used in a very harmful way, if timed with malice.
::* ''An [[Skill DC|Impossible DC]] for this campaign level:'' there are clauses in the contract making it possible for the devil to add new clauses in the future without the signatory's knowledge, but with assumed consent.
* ''An [[Skill DC|Impossible DC]] for this campaign level:'' there are clauses in the contract making it possible for the devil to add new clauses in the future without the signatory's knowledge, but with assumed consent.


:Devils which are confronted on these specifics will not change their contract, but will try to use [[bluff]] or [[diplomacy]] to assure the creature that they are honest dealers, and would never break their word or be so callous as to create an unfair deal.
Devils which are confronted on these specifics will not change their contract, but will try to use [[bluff]] or [[diplomacy]] to assure the creature that they are honest dealers, and would never break their word or be so callous as to create an unfair deal.


:Note that devils will make any excuse to make a contract, hoping to trick people into signing.  It is not uncommon, for example, for a devil to hire adventurers to perform some quest, asking them to sign a contract which stipulates the goals of the quest, and the payment the devil will provide upon completion.  These contracts are just as binding, and just as malignant as the "I want a pony" type contracts above.
Note that devils will make any excuse to make a contract, hoping to trick people into signing.  It is not uncommon, for example, for a devil to hire adventurers to perform some quest, asking them to sign a contract which stipulates the goals of the quest, and the payment the devil will provide upon completion.  These contracts are just as binding, and just as malignant as the "I want a pony" type contracts above.





Latest revision as of 09:32, 3 May 2022

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:

  • Immune (no effect): fire (energy, common)
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
  • Maneuver Offense Notes: +2 on Disarms

Standard Attack (Melee):

  • 1x Terrible Glaive +27 (4d8+22/19-20 x2)
    as slashing (physical, common)
    plus: Devil's Disarm

Full Attack (Melee):

  • 3x Terrible Glaive +27 (4d8+17/19-20 x2)
    as slashing (physical, common)
    plus: Devil's Disarm

Standard Attack (Ranged):

  • 1x Devilish Chakram +27 (4d8+22/19-20 x2)
    as slashing (physical, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Full Attack (Ranged):

  • 3x Devilish Chakram +27 (4d8+17/19-20 x2)
    as slashing (physical, common)
    (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

Feats:

Special Abilities

Devil's Disarm (Ex) Automatic after successful Glaive attack, 1/Rnd

Up to once per round per creature attacked, when the bearded devil makes an attack with his Devil's Glaive that successfully strikes his opponent, he may make a free action Disarm combat maneuver against that opponent as well, rolling its Maneuver Offense (1d20 + 30) against the victim's Maneuver Defense.

Barbed Beard (Ex) Swift Action 1/Rnd

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 1d20 + 29 vs. AC (always hits on a 17+ on the die). If it hits, the beard rakes the creature's flesh, inflicting 4d6+10 points of ripping (physical, uncommon) damage, and irritating and inflaming the skin, which inflicts the Bruised condition. Bruised prevents healing until the condition is removed.

Devil's Own Luck (Su) Immediate Action 1/Enc

Once per encounter as an immediate 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 losing 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

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.

Deals Up to once per week, a Bearded Devil may bestow the benefits of a Wish spell on a creature with whom they have successfully sealed a deal. The deal must be sealed with a signed contract. These deals usually appear quite favorable to the creature making them, often with a price that seems too good to be true. However, deals with devils always have a price much higher than anyone can suspect. If a creature manages to get ahold of its contract and destroy it, the deal becomes unsealed, removing the benefits of the Wish but also canceling out the price of the bargain.

In addition to the listed effects of a wish, a devil's deal may also grant:

  • a Lifestyle valued at approximately the devil's listed treasure value per month (rounded; so a Bearded Devil can grant a Lesser Nobility lifestyle)
  • a single grant of wealth, up to double the devil's listed treasure value
  • a single magic item worth up to double the devil's listed treasure value (no artifacts, though cursed and intelligent items are quite possible)
  • a "permanent" diplomatic status of "helpful" with any one individual in the settlement in which the devil resides (permanent until it's not, anyway). This can be anyone, even an emperor.
  • Other favors as the GM desires, but with approximate values, if applicable, of around double the devil's listed treasure value.

Deals should only apply to the individual who actually signed them. The price of the deal should be vague, at best (a favor in the future, a few years of your life essence, etc.) and rarely collected on the spot. Instead, creatures who make the deal should be left to wonder exactly what they've gotten themselves into, and then, hopefully, get lost in the wonder of their new-found awesome gift. GM's are encouraged to make the deals very tempting, and simultaneously, extremely creepy. Remember that the price is always higher than the signing creature can imagine.

If a character decides to make a skill check to try to decipher the legal language of the contract, provide them the following information:

  • A Hard DC for this campaign level: the timing of when the devil's price will be collected isn't specified, and could be used in a very harmful way, if timed with malice.
  • An Impossible DC for this campaign level: there are clauses in the contract making it possible for the devil to add new clauses in the future without the signatory's knowledge, but with assumed consent.

Devils which are confronted on these specifics will not change their contract, but will try to use bluff or diplomacy to assure the creature that they are honest dealers, and would never break their word or be so callous as to create an unfair deal.

Note that devils will make any excuse to make a contract, hoping to trick people into signing. It is not uncommon, for example, for a devil to hire adventurers to perform some quest, asking them to sign a contract which stipulates the goals of the quest, and the payment the devil will provide upon completion. These contracts are just as binding, and just as malignant as the "I want a pony" type contracts above.

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)