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<blockquote data-quote="Mark Chance" data-source="post: 5369565" data-attributes="member: 2795"><p><strong>The Pumpkin Devil</strong></p><p></p><p><em>How something so big could move so quietly was less surprising than how quickly its claws tore the wizard to shreds. As she fell, back ripped open and gushing blood, the monster grinned. It enjoyed inflicting that pain, that damage.</em></p><p></p><p>A pumpkin devil exists to hunt and kill, a task for which it is well-suited. In the hells, they prowl in packs, relying on numbers and tactics. When summoned to the Material Plane, a pumpkin devil is typically charged with a mission of vengeance. It can only be summoned, however, by one willing to accept the terms of the pumpkin devil's blood bond. Once summoned, a pumpkin devil uses its skills and abilities to track and stalk its designated victims. In combat, it relies on stealth and its spell-like abilities to disrupt enemy plans and morale. It then launches a brutal attack, often trying to drag a lone victim away from allies.</p><p></p><p>Aside from the blood bond requirement, a pumpkin devil can only be summoned outside under moonlight. This creature can be summoned via <em>summon monster V</em> (or a comparable spell or effect). It isn't normally possible to summon more than one pumpkin devil at a time.</p><p></p><p>[sblock=Pumpkin Devil (Peponemon)]</p><p><strong>CR</strong> 7; <strong>XP</strong> 3,200</p><p>LE Large outsider (devil, evil, extraplanar, lawful)</p><p><strong>Init</strong> +4; <strong>Senses</strong> darkvision 60 ft., see in darkness, scent; Perception +15</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 18, touch 13, flat-footed 13 (+4 Dex, +5 natural, -1 size)</p><p><strong>hp</strong> 112 (9d10+63)</p><p><strong>Fort</strong> +10, <strong>Ref</strong> +10, <strong>Will</strong> +9</p><p><strong>Defensive Abilities</strong> blood bond; <strong>DR</strong> 5/good; <strong>Immune</strong> fire, poison; <strong>Resist</strong> acid 10, cold 10; <strong>SR</strong> 20</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 30 ft.</p><p><strong>Melee</strong> 2 claws +15 (1d4+7), or</p><p><strong>Melee</strong> 2 claws +12 (1d4+13) (Power Attack), or</p><p><strong>Melee</strong> 2 claws +10 (1d4+7 plus 1d4 bleed) (Bloody Assault)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Special Attacks</strong> rend (1d4+10)</p><p><strong>Spell-Like Abilities (CL 9th):</strong></p><p>At will - <em>hide from animals</em> (self only)</p><p>3/day - <a href="http://www.d20pfsrd.com/magic/all-spells/m/moonstruck" target="_blank"><em>moonstruck</em></a> (Will DC 19), <em>snare</em></p><p></p><p>STATISTICS</p><p><strong>Str</strong> 25, <strong>Dex</strong> 19, <strong>Con</strong> 24, <strong>Int</strong> 8, <strong>Wis</strong> 16, <strong>Cha</strong> 12</p><p><strong>Base Atk</strong> +9; <strong>CMB</strong> +17 (+19 drag); <strong>CMD</strong> 31 (33 vs. drag)</p><p><strong>Feats</strong> <a href="http://www.d20pfsrd.com/feats/combat-feats/bloody-assault-combat" target="_blank">Bloody Assault</a>, <a href="http://www.d20pfsrd.com/feats/combat-feats/improved-drag-combat" target="_blank">Improved Drag</a>, Intimidating Prowess, Power Attack, Throw Anything</p><p><strong>Skills</strong> Intimidate +20, Knowledge (planes) +11, Perception +15, Stealth +12, Survival +15</p><p><strong>Languages</strong> Celestial, Common, Draconic, Infernal (cannot speak)</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Blood Bond (Su)</strong> A pumpkin devil has a special bond with its summoner. This blood bond functions much like. The summoner gains a +1 deflection bonus to AC and a +1 resistance bonus on saves, but suffers a -4 penalty on checks requiring concentration as the mystical connection with the pumpkin devil makes it difficult to think clearly. Additionally, both the pumpkin devil and the summoner take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the one is taken by the other. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If either the summoner or the pumpkin devil suffers a reduction of hit points from a lowered Constitution score, the reduction is not split because it is not hit point damage.</p><p></p><p>The summoner must maintain line of sight to the pumpkin devil and remain within 100 feet of it in order for the blood bond to remain in effect. If the summoner loses either requirement for more than one round, the pumpkin devil is freed from its service obligation. The pumpkin devil then returns to whatever hell from which it was summoned.</p><p></p><p>ECOLOGY</p><p><strong>Environment</strong> any (Hell)</p><p><strong>Organization</strong> solitary, pair (the pumpkin devil and its summoner), or pack (4-16)</p><p><strong>Treasure</strong> standard</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5369565, member: 2795"] [b]The Pumpkin Devil[/b] [i]How something so big could move so quietly was less surprising than how quickly its claws tore the wizard to shreds. As she fell, back ripped open and gushing blood, the monster grinned. It enjoyed inflicting that pain, that damage.[/i] A pumpkin devil exists to hunt and kill, a task for which it is well-suited. In the hells, they prowl in packs, relying on numbers and tactics. When summoned to the Material Plane, a pumpkin devil is typically charged with a mission of vengeance. It can only be summoned, however, by one willing to accept the terms of the pumpkin devil's blood bond. Once summoned, a pumpkin devil uses its skills and abilities to track and stalk its designated victims. In combat, it relies on stealth and its spell-like abilities to disrupt enemy plans and morale. It then launches a brutal attack, often trying to drag a lone victim away from allies. Aside from the blood bond requirement, a pumpkin devil can only be summoned outside under moonlight. This creature can be summoned via [i]summon monster V[/i] (or a comparable spell or effect). It isn't normally possible to summon more than one pumpkin devil at a time. [sblock=Pumpkin Devil (Peponemon)] [b]CR[/b] 7; [b]XP[/b] 3,200 LE Large outsider (devil, evil, extraplanar, lawful) [b]Init[/b] +4; [b]Senses[/b] darkvision 60 ft., see in darkness, scent; Perception +15 DEFENSE [b]AC[/b] 18, touch 13, flat-footed 13 (+4 Dex, +5 natural, -1 size) [b]hp[/b] 112 (9d10+63) [b]Fort[/b] +10, [b]Ref[/b] +10, [b]Will[/b] +9 [b]Defensive Abilities[/b] blood bond; [b]DR[/b] 5/good; [b]Immune[/b] fire, poison; [b]Resist[/b] acid 10, cold 10; [b]SR[/b] 20 OFFENSE [b]Speed[/b] 30 ft. [b]Melee[/b] 2 claws +15 (1d4+7), or [b]Melee[/b] 2 claws +12 (1d4+13) (Power Attack), or [b]Melee[/b] 2 claws +10 (1d4+7 plus 1d4 bleed) (Bloody Assault) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. [b]Special Attacks[/b] rend (1d4+10) [b]Spell-Like Abilities (CL 9th):[/b] At will - [i]hide from animals[/i] (self only) 3/day - [url=http://www.d20pfsrd.com/magic/all-spells/m/moonstruck][i]moonstruck[/i][/url] (Will DC 19), [i]snare[/i] STATISTICS [b]Str[/b] 25, [b]Dex[/b] 19, [b]Con[/b] 24, [b]Int[/b] 8, [b]Wis[/b] 16, [b]Cha[/b] 12 [b]Base Atk[/b] +9; [b]CMB[/b] +17 (+19 drag); [b]CMD[/b] 31 (33 vs. drag) [b]Feats[/b] [url=http://www.d20pfsrd.com/feats/combat-feats/bloody-assault-combat]Bloody Assault[/url], [url=http://www.d20pfsrd.com/feats/combat-feats/improved-drag-combat]Improved Drag[/url], Intimidating Prowess, Power Attack, Throw Anything [b]Skills[/b] Intimidate +20, Knowledge (planes) +11, Perception +15, Stealth +12, Survival +15 [b]Languages[/b] Celestial, Common, Draconic, Infernal (cannot speak) SPECIAL ABILITIES [b]Blood Bond (Su)[/b] A pumpkin devil has a special bond with its summoner. This blood bond functions much like. The summoner gains a +1 deflection bonus to AC and a +1 resistance bonus on saves, but suffers a -4 penalty on checks requiring concentration as the mystical connection with the pumpkin devil makes it difficult to think clearly. Additionally, both the pumpkin devil and the summoner take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the one is taken by the other. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If either the summoner or the pumpkin devil suffers a reduction of hit points from a lowered Constitution score, the reduction is not split because it is not hit point damage. The summoner must maintain line of sight to the pumpkin devil and remain within 100 feet of it in order for the blood bond to remain in effect. If the summoner loses either requirement for more than one round, the pumpkin devil is freed from its service obligation. The pumpkin devil then returns to whatever hell from which it was summoned. ECOLOGY [b]Environment[/b] any (Hell) [b]Organization[/b] solitary, pair (the pumpkin devil and its summoner), or pack (4-16) [b]Treasure[/b] standard [/sblock] [/QUOTE]
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