Wednesday, April 26, 2017

RIP, Google Hangouts

Yesterday was the last day for third party apps using the Google Hangouts API. I ran a rocking Age of Worms campaign for a little over two years and 70 sessions with Roll20 and Google Hangouts, and in general it was a very slick setup: easy to use and fairly reliable. The group got all the way “Kings of the Rift” before new babies and schedules finally sunk the campaign.

Like all unfinished campaigns, I still harbor fleeting hopes that we will someday be able to pick up where we left off, though the likelihood of that happening diminishes with each passing day. I hope Roll20 is able to find a video solution that works as well as hangouts did. Is Skype a possibility? In the last couple of years my firm has been integrating Skype video and phone into our conference calls and I‘ve been impressed with the results.

Monday, April 24, 2017

When the Day goes to Sleep: Manalishi Template

The abishai—scaly, draconian devils—were created by E. Gary Gygax and first appeared in “From the Sorcerer's Scroll: New Denizens of Devildom” in Dragon 75 (July 1983) and were later included in the 1st edition Monster Manual II. The abishai were updated to 3.0e in the Monsters of Faerun supplement and to 3.5 in Fiendish Codex II: Tyrants of the Nine Hells.

Unfortunately, these monsters were never released as open content. However, OSRIC, the wonderful 1e retro-clone game, contains nice stand-ins for several closed monsters, including the manalishi, designed by Kellri. The name “manalishi” is a greatly inspired choice, coming from the eerie song “The Green Manalishi (With the Two-Pronged Crown),” written by Peter Green and recorded by Fleetwood Mac.

Although the OSRIC manalishi is also closed content, the name was inspiration for the following new 3.5e template, which is not quite a conversion of either the abishai or the manalishi—it’s more of tribute to both. This manalishi template acts like a specialized half-fiend template just for evil dragons.

The following text is Open Game Content.

Manalishi Devil Template

This dragon-like creature stands upright on its rear legs. Its form is covered with matte black scales, and it has a long, lashing tail ending in a barbed tip. Its wings are also black and leathery, and it bears a halberd in its front talons.

Infernal Dragons. A manalishi is a scaly devil created by infusing an unhatched or immature dragon with the evil power of the Hells.

The Devil Upright. A manalishi resembles a bipedal dragon with devilish features and a sting-tipped tail. Its neck is shorter and its smaller claws can be used to grasp and manipulate objects. Most manalishis wield weapons.

Warriors of the Hells. Manalishis usually act as soldiers, guards, or jailers in service to an infernal draconic power.

Creating a Manalishi

“Manalishi” is an acquired or inherited template that can be added to any evil true dragon of up to Juvenile age category (referred to hereafter as the base creature).

A manalishi uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.

Alignment: Always lawful evil.

Size and Type: The creature’s type changes to outsider and it gains the augmented dragon, evil, extraplanar, and lawful subtypes. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.

Senses: A manalishi can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Defensive Abilities: A manalishi has all the defensive abilities of the base creature, plus the following defensive abilities.

  • Damage reduction: 5/good (if HD 11 or less) or 10/good (if HD 12 or more).
  • Regeneration: 2 (if HD 11 or less) or 5 (if HD 12 or more). A manalishi takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
  • Immunity to fire and poison.
  • Resistance to acid 10 and cold 10.
  • Spell resistance equal to creature’s HD + 10 (maximum 35).

Speed: A manalishi walks upright on its hind legs. The base creature’s land speed is reduced by 30 feet (to a minimum of 20 feet) and its fly speed is reduced by 60 feet (to a minimum of 40 feet).

Melee: The base creature loses any wing or tail slap attacks. A manalishi has a sting attack, two claw attacks, and a bite attack, and the sting is the primary natural weapon. Even if the base creature already has any of these attack forms, use the damage values in the table.

A manalishi is proficient with all simple and martial weapons. A manalishi fighting without weapons uses a sting when making an attack action. When it has a weapon, it usually uses the weapon instead. A manalishi fighting without weapons uses its sting, both claws, and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its sting and bite as natural secondary attacks. If it has a hand free, it uses a claw as an additional natural secondary attack.

Manalishi Damage

Reach: The base creature loses any exceptional reach with its bite attack.

Special Attacks: A manalishi retains all the special attacks of the base creature and gains the following special attacks.

  • Infernal Strike (Su): A manalishi’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.
  • Poison (Ex): A manalishi’s sting delivers poison (Fort DC 10 + 1/2 manalishi’s HD + manalishi’s Con modifier). The initial damage is 1d2 Str, and the secondary damage is 1d4 Str.

Spell-Like Abilities: A manalishi with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.

Manalishi Spell-Like Abilities
1–2Alter self 3/day
3–4Invisibility (self only)
5–6Dimensional anchor
7–8Major image 3/day
9–10Charm monster
11–12Greater teleport (self plus 50 pounds of objects only)
13–14Unholy aura 3/day, unhallow
15–16Mass charm monster

Abilities: Increase from the base creature as follows: Str +2, Dex +4, Con +2, Int +2, Wis +2, Cha +4.

Skills: A manalishi gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD + 3). Do not include Hit Dice from class levels in this calculation—the manalishi gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot, Survival, and Use Magic Device are considered class skills for manalishi racial Hit Dice.

Languages: Manalishis speak Infernal as well as any language spoken by the base creature. Manalishis also have telepathy to a range of 100 feet.

Environment: The Hells.

Treasure: None.

Advancement: By character class.

Level Adjustment: +4.

Sample Manalishi

The black manalishi was created using a young black dragon as the base creature.

Black Manalishi CR 7

LE Medium outsider (augmented dragon, evil, extraplanar, lawful, water)

Init +6; Senses blindsense 60 ft., keen senses, see in darkness; Listen +14, Spot +14

Languages Draconic, Infernal; telepathy 100 ft.


AC 21, touch 12, flat-footed 19
(+2 Dex, +9 natural)

hp 95 (10d12+30 HD); regeneration 2

Fort +9, Ref +9, Will +8

DR 5/good; Immune acid, fire, paralysis, poison, sleep; Resist cold 10; SR 20


Speed 30 ft., fly 90 ft. (poor), swim 60 ft.

Melee mwk halberd +15/+10 (1d10+4/19–20 x3), sting +11 (1d8+1 plus poison), bite +11 (1d6+1)

Special Attacks breath weapon (60 ft. line, DC 18, 6d4 acid), poison (DC 18, 1d2 Str/1d4 Str), infernal strike

Spell-Like Abilities (CL 10th)

3/day—alter self, major image (DC 15)

1/day—charm monster (DC 16), dimensional anchor, invisibility (self only)


During Combat Black manalishis usually begin a combat with a blast of their acidic breath weapon before charging in with their halberds.

Morale Black manalishis are almost fearless and normally fight until reduced to 20 hp or less.


Str 17, Dex 14, Con 17, Int 12, Wis 13, Cha 14

Base Atk +10; Grp +13

Feats Improved Critical (halberd), Improved Initiative, Multiattack, Weapon Focus (halberd)

Skills Bluff +15, Concentration +16, Diplomacy +17, Escape Artist +15, Intimidate +17, Listen +14, Search +14, Spot +14, Survival +1 (+3 following tracks), Use Magic Device +15

SQ water breathing

Gear masterwork halberd


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Saturday, April 22, 2017

Mortzengerstrum the Mad Manticore

From the description, the recently-released adventure Mortzengerstrum the Mad Manticore of Prismatic Peak is probably a little too gonzo for my tastes, but I totally, completely dig the cover. It's not just the art style and layout, but the font and color perfectly emulates the old Gold Key comics. It's an inspired choice for an adventure book.

In general, I wish more game products would look to alternative inspirations like this for the design of their products. I mean, I love the old TSR style as much as anyone, but RPG art direction could do so much more. Even if someone wanted to stay in a retro mode, as Mortzengerstrum shows, there are myriad possibilities of interesting art direction just from the seventies. Yoon Suin is another example of using a very different, but no less evocative design.

Here's hoping more publishers try experiments like this!

Monday, April 17, 2017

Meet the . . . Tiger Beetles

I am surprised that, despite the popularity of the Moldvay basic set, no one ever seemed to convert the tiger beetle to 3e. This is a handy, lower level vermin that was fairly common in Basic D&D modules. I think tiger beetles might have first appeared in the combined Monsters and Treasures Assortment (1980), which was released before the Molday basic set (1981). Smaller than AD&D stag beetles, giant tiger beetles share a nasty bite attack.

The following text is Open Game Content.

Giant Tiger Beetle

This beetle is well over four feet long, with bulging eyes, long slender legs, and enormous mandibles. Its carapace is brightly colored and striped, like a tiger’s hide.

Giant tiger beetles prey on other giant insects, and will even attack and devour humanoids. Their mandibles are large and powerful enough to crush a grown human.


Giant Tiger Beetle CL 3 (60 XP)

HD 3; AC 3 [16]; Atk 1 bite (2d6); Move 15; Save 14; AL N


Giant Tiger Beetle CR 2

Always N Medium vermin

Init +2; Senses darkvision 60 ft.; Listen +0, Spot +0


AC 16, touch 12, flat-footed 14
(+2 Dex, +4 natural)

hp 16 (3d8+3 HD)

Fort +4, Ref +1, Will +1

Immune vermin traits


Speed 40 ft.

Melee bite +4 (2d6)

Space 5 ft.; Reach 5 ft.


During Combat A tiger beetle rushes forward to crush prey with its enormous mandibles.

Morale The tiger beetle fights until reduced to a quarter of its normal hit points.


Str 11, Dex 14, Con 13, Int –, Wis 10, Cha 9

Base Atk +2, Grp +2

Feats Weapon Finesse B


Environment warm and temperate forests, marshes, and underground

Organization cluster (1–4), colony (5–8)

Treasure none

Advancement 4–6 HD (Medium), 7–9 HD (Large)


Giant Tiger Beetle Challenge 1 (200 XP)

Unaligned Medium beast

Init +1; Senses darkvision 60 ft.; passive Perception 10


Armor Class 14 (natural armor)

Hit Points 38 (5d8 + 10)


Speed 40 ft.

Bite +3 melee weapon attack, reach 5 ft., one creature. Hit: 10 (2d8+1) piercing and bludgeoning damage.


Str 11, Dex 12 (+1), Con 15 (+2), Int 1 (-5), Wis 10, Cha 2 (-4)


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Monday, April 10, 2017

Aberrant Ropers

The roper is an iconic D&D monster that premiered way back in the old Strategic Review. And yet, where is the love for this classic monster?  OK, I admit the roper’s got its shortcomings, starting with an incredibly silly name. “Roper” does not exactly inspire fear, now does it? And yet, and yet . . . in pure game mechanics, the roper is a downright nasty monster in almost any edition. In 3.5e it has six ranged touch attacks, each doing 2d8 points of Strength damage. And then it reels you in to chomp off your head with its bite attack.

And there are glimmers of potential here: the roper is a fairly intelligent monster from the Underdark, and just proximity to the Underdark makes everything cooler. In his great Drow of the Underdark book, Ed Greenwood tried, and largely succeeded, to forge a connection between ropers and the worship of the being known variously as the Elder Elemental God, the Elder Eye, That Which Lurks, or Ghaunadaur. And with this connection, Greenwood ties ropers to the Cthulhu Mythos, which is probably where they belong—a servitor race to some ancient, incomprehensible, and implacable horror.

The 3e D&D designers chose to make the iconic roper a magical beast since that creature type has a better base attack bonus and better saving throws than the more intuitive type, aberration. Despite the mechanical advantages of this decision, the logic sticks in the craw of many right-thinking DMs. So presented here is a revised 3.5e roper, recast as an aberration. The following text is Open Game Content.


The large stone formation seems to twist and shudder, rising up from the darkness. A series of thin, whipping tendrils sprouts from the rock, as a single, yellow eye glares open above a saw-toothed maw.

They Rule the Dark. Ropers inhabit the darkest, most forlorn caves beneath the earth, feasting on the flesh of anyone foolish or ignorant enough to trespass. Roper territory riddles the crust of the world.

A Patient Hunger. Ropers hide among outcroppings of rock or skulk around stalactites, lashing out of the darkness with wiry strands of powerful sinew, dragging men like screaming babes into maws of grinding stony teeth.

Cryptic Killers. Though these predators possess the strength to tear a man in quarters or bite him clean in half, ropers also possess a canny intellect and a strange philosophy spurred by darkness and agony.

A roper stands some 9 feet tall and tapers from 3 or 4 feet in diameter at the base to 1 foot across at the top. It weighs 2,200 pounds. A roper’s coloration and temperature change to match the features of the surrounding cave.

Roper CR 12

Usually CE Large aberration

Init +5; Senses darkvision 60 ft., low-light vision; Listen +13, Spot +13

Languages Terran, Undercommon


AC 24, touch 10, flat-footed 23
(+1 Dex, +14 natural, -1 size)

hp 75 (10d8+30 HD)

Fort +8, Ref +4, Will +10

Immune electricity; Resist cold 10; SR 30

Weakness vulnerability to fire


Spd 10 ft.

Melee bite +10 (2d6+6)

Space 10 ft.; Reach 10 ft. (50 ft. with strand)

Special Attacks strands (+8 ranged touch, weakness and drag)


Before Combat A roper hunts by standing very still and imitating a bit of rock. This tactic often allows it to attack with surprise.

During Combat Once as many targets as possible are in range, a roper lashes out with six strands and drags prey to its waiting maw, sapping its victims’ strength as it does so.

Morale A roper, with limited mobility, usually fights to the death.


Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12

Base Atk +7; Grp +15

Feats Alertness, Great Fortitude, Improved Initiative, Weapon Focus (strand)

Skills Climb +12, Hide +10 (+18 in stony or icy areas), Listen +13, Spot +13


Environment underground

Organization solitary, pair, or cluster (3–6)

Treasure no coins; 50% goods (stone only); no items

Advancement 11–15 HD (Large); 16–30 HD (Huge)

Special Abilities

Blindsense (Ex) A roper notices and locates creatures within 30 feet. Opponents still have 100% concealment against a creature with blindsense.

Drag (Ex) If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a roper’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper.

Strands (Ex) Most encounters with a roper begin when it fires strong, sticky strands as a ranged touch attack. A strand can strike up to 50 feet away (no range increment). Each round a roper can fire a single strand as a standard action or, using the full attack action, the roper can fire up to six strands and also make a bite attack. The creature cannot have more than six strands extruded at once. If a strand is severed, the roper can extrude a new one on its next turn as a free action.

Weakness (Ex) A roper’s strands can sap an opponent’s strength. Anyone grabbed by a strand must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.

Skills Ropers have a +8 racial bonus on Hide checks in stony or icy areas.

Roper Feats

Silent as Stone [General]

Prerequisite: Roper, Stealthy.

Benefit: The creature gains a +4 bonus to all Move Silently checks in rocky environments and may use Move Silently at no penalty while climbing. If the creature attacks with its strands in the surprise round, it may automatically choke the opponent and cover the opponent’s mouth with a strand to quell any sound. If the creature hits with a strand in the surprise round, on its next turn it must make a Move Silently check at –5 opposed by the Listen check of nearby creatures. If the creature succeeds, it silently drags the opponent 10 feet toward itself, and the opponent’s allies are unaware the opponent is missing (barring precautions or activities that would make this obvious, such as being tied together, the target carrying the only light source, the target speaking before the attack, and so on).

Stone Clinger [General]

Prerequisites: Roper.

Benefit: The creature gains a climb speed of 10 feet and all the benefits of having a climb speed. The creature may hang upside down indefinitely from the ceiling, and then fall on any opponent passing below, dealing 2d6+6 crushing or piercing damage (the creature's choice).

Advanced Roper

Elder Roper CR 15

CE Huge aberration

Init +5; Senses darkvision 60 ft., low-light vision; Listen +21, Spot +21


AC 26, touch 9, flat-footed 25
(+1 Dex, +17 natural, -2 size)

hp 210 (20d8+120 HD)

Fort +12, Ref +7, Will +15

Immune electricity; Resist cold 10; SR 30

Weakness vulnerability to fire


Spd 10 ft., climb 10 ft.

Melee bite +22 (3d6+13/19–20)

Space 15 ft.; Reach 15 ft. (60 ft. with strand)

Special Attacks strands (+15 ranged touch, weakness and drag), Stone Clinger


Str 28, Dex 12, Con 22, Int 12, Wis 16, Cha 12

Base Atk +15; Grp +32

Feats Combat Reflexes, Improved Critical (bite), Improved Initiative, Silent as Stone, Skill Focus (Move Silently), Stealthy, Stone Clinger

Skills Climb +27, Hide +18 (+26 on stony or icy areas), Listen +21, Move Silently +6 (+10 in stony areas), Spot +21

Languages Terran, Undercommon

Special Abilities

Drag (Ex) Breaking free from an elder roper’s strand requires a DC 33 Escape Artist check or a DC 29 Strength check.

Weakness (Ex) Anyone grabbed by a strand must succeed on a DC 26 Fortitude save or take 2d8 points of Strength damage.

Stone Clinger An elder roper has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. An elder roper may hang upside down indefinitely from the ceiling, and then fall on any creature passing below, dealing 2d6+6 crushing or piercing damage.


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Wednesday, April 5, 2017

Too Much of a Good Thing

A couple of weekends ago I ran a few sessions of the Great Dungeon and at one point I found myself with ten players at the table. Now, I DMed a long-running campaign with a group that size, but that was a long time ago and I was a little out of practice managing so many players.

For the Great Dungeon session I was using the excellent Dwarven Forge terrain along with miniatures, but it was quickly becoming a slog to lay out the dungeon, move all the PC figures, and set up monsters. I will sometimes lay out the dungeon ahead of time for smaller set pieces, but the area the PCs were exploring is so large that this approach was impractical.

I have a pretty good organizational system for the tiles and minis which normally allows me to build the dungeon as the delve progresses. But with such an enormous group it was just too much. After about 20 minutes I had to switch over to theater of the mind mode. You‘ve got to know when to cut bait, and this was definitely the time.

So the good news was we didn't miss a beat going old school. The 5e system is abstract enough to support a purely narrative style of play. The props and such might have been manageable if I had laid down the floor plan ahead of time.

The experience does make me wonder, where is the break point for using physical components? For me, it's probably somewhere north of eight players. Ideally, components aid gameplay by helping everyone visualize the action and by acting as a convenient mechanism to record otherwise complex game information. Think of how a peg board works in cribbage—you could track the very same information numerically with a scratch pad, but it would be tedious, more prone to error, and less fun. I find that with more than eight players miniatures begin to detract from the game: they require too much time to manipulate and start making the game harder to track. Is this Bill’s elf? Which orc did Susan hit last round?

At the other end of the range, I suspect physical components become less valuable with smaller groups. With only two or three players, miniatures and such aren’t usually necessary and maybe theater of the mind is a better choice for small parties.

Monday, April 3, 2017

Leprous Devil

Necropolis (1992) was a massive Eyptian-themed adventure/campaign supplement for the Dangerous Journeys game, written by Gary Gygax and published by Game Designers’ Workshop. The game was acquired by TSR and subsequently inherited by Wizards of the Coast. Necromancer Games was able to convince WotC to allow them to update the book for D&D 3.0 as Gary Gygax’s Necropolis. The Necromancer version has lots of interesting new Gygaxian demons, devils, and undead and is well worth seeking out. So here’s a choice monster from Necropolis updated to 3.5 and 5e. The following text is Open Game Content:

Devil, Leprous

This creature's visage is ineffable, it is savage-faced, something combing the worst aspects of a leprous human, a devil, and a rabid animal.

A Horrid Visage. A leprous devil is humanoid in appearance, with a warty toad-like hide seeming to hang in tatters from its lank frame. Its head is oversized, with protruding, serrated-fanged jaws. The creature’ mere presence can be enough to unsettle opponents.

Swift and Deft of Foot. A leprous devil is six feet tall, nimble, and very fast.

Infernal Cunning. In battle the leprous devil uses its intelligence and guile to the best of its ability.

3.5 e

Leprous Devil CR 14

Always LE Medium outsider (evil, extraplanar, lawful)

Init +8; Senses darkvision 60 ft., see in darkness; Listen +20, Spot +20

Languages Infernal, Celestial, Draconic, telepathy 100 ft.

Aura fear (10-ft. radius, DC 19)


AC 27, touch 14, flat-footed 23
(+4 Dex, +13 natural)

hp 123 (13d8+65 HD)

Fort +13, Ref +12, Will +12

DR 10/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 24


Speed 50 ft.

Melee 2 claws +19 (2d4+6), bite +17 (1d8+3)

Space 5 ft.; Reach 5 ft.

Special Attacks infernal strike, summon devils 2/day

Spell-Like Abilities (CL 14th)

At will—animate dead, blasphemy, charm person (DC 14), cone of cold (DC 18), create undead, desecrate, detect good, detect magic, dispel magic, fog cloud, greater invisibility, greater teleport (self plus 50 pounds of objects only), hold person (DC 15), magic circle against good, major image (DC 16), produce flame (+19 melee touch or +16 ranged touch), pyrotechnics (DC 15), suggestion (DC 16), unholy aura, unhallow, wall of ice (DC 17)


During Combat The leprous devil prefers to use its spell-like abilities to assail foes, but it is by no means adverse to leaping into melee and shredding its opponent with claw and fang.

Morale A leprous devil flees if faced with clearly superior opponents or if reduced to 60 hp or less.


Str 23, Dex 19, Con 21, Int 18, Wis 18, Cha 16

Base Atk +13; Grp +19

Feats Dodge, Improved Initiative, Mobility, Multiattack, Spring Attack

Skills Climb +22, Concentration +21, Disguise +19, Hide +20, Jump +32, Knowledge (arcana) +20, Listen +20, Move Silently +20, Search +20, Spellcraft +22, Spot +20, Tumble +22

SQ change shape


Environment a lawful evil-aligned plane

Organization solitary or team (2–4)

Treasure standard coins; double goods, standard items

Advancement 14–20 HD (Medium), 21–39 HD (Large)

Special Abilities

Change Shape (Su) A leprous devil can assume the form of any Small or Medium humanoid.

Fear Aura (Su) At the end of each of a leprous devil's turn, creatures within 10 feet of it must succeed on a DC 19 Will save or be panicked for 16 rounds. The save DC is Charisma-based. A creature that successfully saves cannot be affected again by the same leprous devil's aura for 24 hours. Other devils are immune to the aura.

Infernal Strike (Su) A leprous devil overcomes damage reduction as if its natural weapons and any weapons it wields were lawful- and evil-aligned.

See in Darkness (Su) A leprous devil can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Summon Devil (Sp) Twice per day a leprous devil can automatically summon two lemures, osyluths, or barbazu, or one erinyes, cornugon, or gelugon. This ability is the equivalent of an 8th-level spell.

Telepathy (Su) A leprous devil can communicate telepathically with any other creature within 100 feet that has a language.


Leprous Devil Challenge 10 (5,900 XP)

LE Medium fiend (devil)

Init +6; Senses darkvision 120 ft.; passive Perception 14

Languages Infernal, telepathy 120 ft.

Aura fear (10-ft. radius, DC 16)


Armor Class 17 (natural)

Hit Points 119 (14d8 + 56)

Saving Throws Dex +10, Con +8, Wis +6, Cha +6

Immunities fire, poison; poisoned; Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered; Magic Resistance


Speed 50 ft.

Multiattack. The devil makes three attacks: one with its bite and two with its claws.

Bite. +10 melee attack, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage.

Claw. +10 melee attack, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.


Str 17 (+3), Dex 22 (+6), Con 18 (+4), Int 15 (+2), Wis 15 (+2), Cha 14 (+2)

Skills Jump +7


Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Fear Aura. Any creature hostile to the devil that starts its turn within 20 feet of the devil must make a DC 16 Wisdom saving throw, unless the devil is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the devil’s Fear Aura for the next 24 hours.


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.