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)

Defense

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

Offense

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)

Tactics

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.

Statistics

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

Ecology

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.

5e

Leprous Devil
Medium fiend (devil), lawful evil
Armor Class 17 (natural)
Hit Points 119 (14d8 + 56)
Speed 50 ft.
StrDexConIntWisCha
17 (+3)22 (+6)18 (+4)15 (+2)15 (+2)14 (+2)
Saving Throws Dex +10, Con +8, Wis +6, Cha +6
Skills Jump +7
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Infernal, telepathy 120 ft.
Challenge 10 (5,900 XP)
Devil‘s Sight. Magical darkness doesn‘t impede the devil‘s darkvision.
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.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The devil makes three attacks: 1 with its bite and 2 with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

OPEN GAME LICENSE Version 1.0a

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.

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