Garnfellow's World [Updated 12.26.05]

Lilit and Namat

LILIT and NAMAT are two servants to the Provost of the Iron Duke. Though these infernal spirits are much pleasing to the eye, they are treacherous and vengeful.

Lilit and Namat (2): erinyes; CR 8; Medium Outsider (Devil, Evil, Extraplanar, Lawful); HD 9d8+27; hp 70; Init +5; Spd 30 ft, fly 50 ft (good); AC 23, touch 15, flat-footed 18; BAB +9; Grp +14; Atk +14 melee (1d8+5/19–20, longsword) or +15 ranged (1d8+6/x3 plus 1d6 fire, +1 flaming composite longbow) or +14 ranged (entangle, rope); Full Atk +14/+9 melee (1d8+5/19–20, longsword) or +15/+10 ranged (1d8+6/x3 plus 1d6 fire, +1 flaming composite longbow) or +14 ranged (entangle, rope); SA entangle, spell-like abilities, summon devil; SQ DR 5/good, darkvision 60 ft, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft, true seeing; SR 20; AL LE; SV Fort +9, Ref +11, Will +10; Str 20, Dex 21, Con 17, Int 15, Wis 18, Cha 23.

Skills and Feats: Concentration +13, Diplomacy +20, Escape Artist +13 (+15 from rope bonds), Hide +13, Knowledge (arcana) +14, Knowledge (the planes) +10, Listen +13, Move Silently +13, Search +10, Sense Motive +14, Spot +13, Survival +10 (+12 following tracks or on another plane), Use Rope +17 (+19 with bindings); DodgeB, MobilityB, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run.

Entangle (Ex): Lilit and Namat each carry a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). Lilit and Namat can hurl their rope 30 feet with no range penalty. Typically, Lilit or Namat entangle a foe, lift it into the air, and drop it from a great height.

Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), charm monster (DC 20), minor image (DC 18), unholy blight (DC 20). Caster level 12th. The save DCs are Charisma-based.

Summon Devil (Sp): Once per day Lilit and Namat can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.

True Seeing (Su): Lilit and Namat continuously use true seeing, as the spell (caster level 14th).

Physical Description: Lilit and Namat appear as tall, beautiful women with great eagle-like wings.

These two erinyes dwell in the Iron Palace of Dis, where they serve Biffant, "The Grinning Fiend," Provost to Dispater.
 
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Dogsbody

The spirit DOGSBODY is an infernal warlord, terrible in prowess and loyal to the Lion of Dis.

Dogsbody: horned devil (cornugon); CR 16; Large Outsider (Evil, Extraplanar, Lawful); HD 15d8+75; hp 161; Init +9; Spd 20 ft, fly 50 ft (average); AC 33, touch 14, flat-footed 28; BAB +15; Grp +29; Atk +25 melee (2d6+15 plus stun, spiked chain) or +24 melee (2d6+10, claw) or +24 melee (2d6+10 plus infernal wound, tail); Full Atk +25/+20/+15 melee (2d6+15 plus stun, spiked chain) and +22 melee (2d8+5, bite) and +22 melee (2d6+5 plus infernal wound, tail) or +24 melee (2d6+15, 2 claws) and +22 melee (2d8+5, bite) and +22 melee (2d6+5 plus infernal wound, tail); Space/Reach 10 ft/10 ft (20 ft with spike chain); SA fear aura, infernal wound, spell-like abilities, stun, summon devil; SQ DR 10/good and silver, darkvision 60 ft, immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, telepathy 100 ft; SR 28; AL LE; SV Fort +14, Ref +14, Will +15; Str 30, Dex 21, Con 21, Int 17, Wis 22, Cha 24.

Skills and Feats: Bluff +22, Climb +22, Concentration +23, Diplomacy +26, Disguise +19 (+21 acting), Hide +16, Intimidate +31, Listen +21, Move Silently +20, Search +18, Sense Motive +24, Spot +21, Survival +21 (+23 following tracks); Cleave, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Weapon Focus (spiked chain).

Spell-Like Abilities: At will—dispel chaos (DC 22), dispel good (DC 22), magic circle against good, greater teleport (self plus 50 pounds of objects only); persistent image (DC 22) 3/day—fireball (DC 20), lightning bolt (DC 20). Caster level 15th. The save DCs are Charisma-based.

Fear Aura (Su): Dogsbody can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 24 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by Dogsbody’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Stun (Su): Whenever Dogsbody hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of Dogsbody, not of the spiked chain.

Infernal Wound (Su): The damage Dogsbody deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 22 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by Dogsbody’s tail must succeed on a DC 22 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Summon Devil (Sp): Once per day Dogsbody can attempt to summon 2d10 lemures or 1d6 bearded devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another horned devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell.

Regeneration (Ex): Dogsbody takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Physical Description: Dogsbody appears as a tall, hunchbacked devil, over nine feet high, covered with hideous scales. It has huge wings and a snaking prehensile tail, and bears a great spiked chain.

Dogsbody is a loyal marshal to Duke Alocer the Lion, who commands 36 companies of erinyes for Dispater.
 
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The following fiend is an asakku devil, updated to 3.5 courtesy of my shiny new Book of Fiends. (A monster resource I highly recommended, even to those DMs who already have copies of Armies of the Abyss and Legions of Hell. Green Ronin does it again!)

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SAMIRA is a spirit vile that assumes the form of a serpent and which preys upon small children. She serves the cunning and guileful Messenger of the Iron Duke.

Samira: asakku; CR 8; Large Outsider (Devil, Evil, Extraplanar, Lawful); HD 9d8+27; hp 73; Init +8; Spd 20 ft; AC 18, touch 13, flat-footed 14; BAB +9; Grp +23; Atk +14 melee (1d6+6 and poison, bite); Full Atk +14 melee (1d6+6 and poison, bite) and +12 melee (1d6+3, 2 claws); Space/Reach 10 ft/5 ft; SA constrict 2d8+9, poison, spell-like abilities; SQ acid resistance 10, cold resistance 10, DR 10/good, darkvision 60 ft, fire immunity, poison immunity, see in darkness, telepathy 100 ft; SR 18; AL LE; SV Fort +9, Ref +10, Will +13; Str 23, Dex 19, Con 17, Int 15, Wis 24, Cha 15.

Skills and Feats: Bluff +8, Concentration +11, Diplomacy +18, Disguise +10 (+12 when observed), Gather Information +12, Hide +8, Intimidate +16, Jump +12, Knowledge (local) +10, Listen +15, Move Silently +12, Search +10, Sense Motive +15, Spot +15, Survival +15 (+17 following tracks); Dodge, Improved Grapple, Improved Initiative, Multiattack.

Constrict (Ex): Samira deals 2d8+9 damage with a successful grapple check against Huge or smaller creatures.

Poison (Ex): Injury, Fortitude DC 17; initial damage 2d4 Wisdom, secondary damage 4d4 Wisdom. The save DC is Constitution-based.

Spell-like Abilities: At will—dancing lights, detect thoughts (DC 14), ghost sound (DC 12), fly, polymorph (self only), prestidigitation, shocking grasp; 1/day—charm person (DC 13), contagion (DC 16), scorching ray, silent image (DC 13), tongues; 1/week—plane shift (self only). Caster level 12th. The save DCs are Charisma-based.

Physical Description: Samira appears in a long, serpentine form, with a horned human-like head, rows of sharp teeth, and flowing hair. Two lean, scaled arms ending in clawed talons spring from the sinuous torso.

Samira dwells in the Second Circle, unless called to the Prime to prey upon small children. Samira serves Titivilus, the Messenger of Dispater.
 

Ekunnu

The following fiend is a green abishai from Monsters of Faerun, updated to 3.5

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The scaly spirit EKUNNU, whose common form recalls the wretched Shaithim, acts as a bodyguard to the silver-tongued Messenger of the Iron Duke.

Ekunnu: green scaly devil (abishai) Ftr4; CR 9; Medium Outsider (Devil, Evil, Extraplanar, Lawful); HD 6d8+18 plus 4d10+12; hp 91; Init +7; Spd 30 ft, fly 40 ft (poor); AC 19, touch 13, flat-footed 16; BAB +10; Grp +13; Atk +14 melee (1d6+5 plus sting, tail); Full Atk +14 melee (1d6+5 plus sting, tail) and +11 melee (1d4+4, 2 claws) and +11 melee (1d6+1, bite); spell-like abilities, summon devil; SQ acid resistance 10, cold resistance 10, DR 10/good, darkvision 60 ft, fire immunity, poison immunity, regeneration 6, see in darkness, telepathy 100 ft, vulnerability to holy water; SR 13; AL LE; SV Fort +12, Ref +10, Will +9; Str 16, Dex 16, Con 17, Int 10, Wis 15, Cha 15.

Skills and Feats: Bluff +9, Climb +5, Concentration +12, Diplomacy +9, Disguise +9 (+11 when observed), Escape Artist +11, Intimidate +15, Jump +5, Listen +11, Search +9, Spot +11, Swim +5; Combat Reflexes, Dodge, Improved Initiative, Mobility, Multiattack, Weapon Focus (tail), Weapon Specialization (tail).

Spell-Like Abilities: At will—animate dead, charm person (DC 13), command (DC 13), desecrate, disguise self (DC 13), major image (DC 15), suggestion (DC 15), and scare (DC 14). Caster level 6th. The save DCs are Charisma-based.

Sting (Ex): Injury, initial damage 1d4 Strength, secondary damage 1 point Strength.

Summon Devil (Sp): 1/day Ekunnu can attempt to summon 2d6 lemures with a 50% chance of success, or another scaly devil of a random color with a 20% chance of success. This ability is the equivalent of a 3rd-level spell.

Regeneration (Su): Ekunnu takes normal damage from good-aligned weapons and from spells or effects with the good descriptor.

Vulnerability to Holy Water (Ex): Ekunnu takes 2d4 damage from a flask of holy water, or 1 point of damage from a splash of holy water.
 
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The Drear Rider

The following fiend is a narzugon devil from the Manual of the Planes, updated to 3.5 using the update guide.

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The DREAR RIDER is an infernal spirit of vengeance, appearing upon a devilish steed.

The Drear Rider: narzugon; CR 10; Medium Outsider (Devil, Evil, Extraplanar, Lawful); HD 10d8+20; hp 66; Init +0; Spd 30 ft; AC 25, touch 10, flat-footed 25; BAB +10; Grp +17; Atk +18 melee (1d6+8/19–20 x4, +1 heavy pick) or +18 melee (1d8+7/x3, lance); Full Atk +18/+13 melee (1d6+8/19–20 x4, +1 heavy pick) or +18/+13 melee (1d8+7/x3, lance); SA baleful gaze, spell-like abilities, summon devil; SQ acid resistance 10, cold resistance 10, DR 10/good, darkvision 60 ft, fire immunity, poison immunity, see in darkness, SR 23, telepathy 100 ft; AL LE; SV Fort +9, Ref +7, Will +9; Str 24, Dex 10, Con 15, Int 12, Wis 14, Cha 25.

Skills and Feats: Bluff +15, Diplomacy +21, Handle Animal +17, Gather Information +20, Intimidate +19, Knowledge (the planes) +9, Ride +15, Search +14, Sense Motive +13, Spot +10, Survival +15 (+17 following tracks or on another plane); Improved Critical (heavy pick), Mounted Combat, Ride-By Attack, Spirited Charge, Track b.

Baleful Gaze (Su): Those who see the Drear Rider’s unmasked face see their own worst fears reflected in its eyes. The baleful gaze functions as a phantasmal killer spell (caster level 10th) against all within 30 ft. Affected creatures first get a DC 22 Will save to recognize the image as unreal. If that save fails, the creature must succeed on a DC 22 Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. The save DCs are Charisma-based.

Spell-like Abilities: At will—desecrate, doom (DC 18), hold person (DC 20), produce flame, suggestion (DC 20); 1/day—unholy blight (DC 21). Caster level 10th. At will the Drear Rider can use greater teleport (itself and its mount only) as a 12th-level caster. The save DCs are Charisma-based.

Summon Devil (Sp): 1/day the Drear Rider can attempt to summon 1d3 erinyes or a narzugon with a 30% chance of success. This is the equivalent of a 4th-level spell.

Physical Description: The Drear Rider is a tall, impassive figure, in dull gray armor covered with spikes. Its face is hidden behind a twisted, hawk-like mask of iron.

The Rider dwells on the plane of Dis, where he serves Duke Arioch, the Avenger of Dispater. The Rider is an infernal emissary to the Prime, hunting down prisoners who have escape the many prisons of Dis.

Possessions: +1 heavy pick, +1 spiked full plate, masterwork small steel shield, masterwork lance, 275 gp.

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The Drear Rider’s Steed of Riding: nightmare; CR 5; Large Outsider (Evil, Extraplanar); HD 6d8+18; hp 45; Init +6; Spd 40 ft, fly 90 ft (good); AC 24 touch 11, flat-footed 22; BAB +6; Grp +14; Atk +9 melee (1d8+4 and 1d4 fire, hoof); Full Atk +9 (1d8+4 and 1d4 fire, 2 hooves) and +4 melee (1d8+2, bite); Space/Reach 10 ft/5 ft; SA flaming hooves, smoke; SQ astral projection, darkvision 60 ft, etherealness; AL NE; SV Fort +8, Ref +7, Will +6; Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12.

Skills and Feats: Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks); Alertness, Improved Initiative, Run.

Flaming Hooves (Su): A blow from the Steed’s hooves sets combustible materials alight.

Smoke (Su): During the excitement of battle, the Steed often snorts and neighs with rage. This fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed at a DC 16 Fortitude save or suffer a -2 morale penalty to all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the Steed uses it once as a free action during its turn each round. The save DC is Constitution-based. Because of the smoke it gives off, the Steed has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the Steed’s vision at all.

Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (caster level 20th); the Steed can use either at will.

Physical Description: The Drear Rider’s Steed of Riding appears as a large, coal-black stallion, its hooves and mane licked by tongues of orange fire.

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The Drear Rider’s Steed of War: gathra; CR 10; Large Magical Beast (Extraplanar); HD 9d10+72; hp 121; Init -1; Spd 40 ft; AC 22, touch 8, flat-footed 22; BAB +9; Grp +21; Atk +16 melee (1d10+8, gore); Full Atk +16 (1d10+8, gore) and +11 melee (1d6+4, 2 hooves); Space/Reach 10 ft/5 ft; SA bellow, trample; SQ darkvision 60 ft, DR 10/magic and silver, low-light vision; AL LE; SV Fort +14, Ref +5, Will +6; Str 27, Dex 9, Con 26, Int 4, Wis 17, Cha 16.

Skills and Feats: Hide –5, Listen +7, Spot +7, Survival +7; Cleave, Great Cleave, Improved Bull Rush, Power Attack.

Bellow (Sp): 3/day—everyone within 30 ft must make a DC 15 Will save of be affected by fear. Caster level 9th.

Trample (Ex): As a standard action, a gathra can trample Medium or smaller opponents, dealing 2d6+8 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a DC 20 Reflex save for half damage.

Physical Description: The Steed of War looks like a horrid blend of boar and bull. It is heavily muscled, with stubby legs that can propel it at great speed. Two enormous tusks jut from its fang-filled mouth, and it constantly drools a foul-smelling spittle. Its eyes glow with a dim red light that becomes brighter when the beast is angered.
 
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Ashcoate

The following fiend is a 3.5 magugon devil, from Green Ronin’s Book of Fiends

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ASHCOATE, a towering spirit of infernal embers and flame, serves as a master smith to one of the vassals of the Iron Duke.

Ashcoate: magugon; CR 12; Huge Outsider (Devil, Evil, Extraplanar, Fire, Lawful); HD 9d8+54; hp 106; Init +4; Spd 50 ft; AC 24, touch 12, flat-footed 20; BAB +9; Grp +30; Atk +20 melee (2d4+13, claw) or +11 ranged touch (2d6 fire, fire spear); Full Atk +20 melee (2d4+13, 4 claws) or +11 ranged touch (2d6 fire, 4 fire spears); Space/Reach 15 ft/15 ft; SA fire spears, flaming hide, rend 2d4+19; SQ acid resistance 10, DR 10/good, darkvision 60 ft, fire immunity, poison immunity, see in darkness, telepathy 100 ft; SR 22; AL LE; SV Fort +12, Ref +10, Will +7; Str 36, Dex 19, Con 22, Int 14, Wis 13, Cha 16.

Skills and Feats: Appraise +14 (+16 with weapons), Bluff +11, Climb +23, Craft (weaponsmithing) +17, Diplomacy +13, Disguise +11 (+13 when observed), Intimidate +23, Jump +23, Listen +11, Search +12, Spot +11, Survival +13 (+15 following tracks); Combat Expertise, Combat Reflexes, Improved Disarm, Skill Focus (Craft [weaponsmithing]).

Fire Spears (Ex): Each round Ashcoate can create a spear-shaped flaming missile in each of its four hands. Each can be thrown at a different target. These are ranged touch attacks that have a range of 100 ft and deal 2d6 fire damage.

Flaming Hide (Ex): Ashcoate can cause its hide to erupt into flames at will as a free action. Any opponent within 10 ft while Ashcoate is flaming must succeed at a DC 20 Fortitude save or take 3d6 fire damage (half on a successful save). Each round that a creature remains within range of the effect, another Fortitude saving throw is required. The save DC is Constitution-based.

Rend (Ex): If Ashcoate hits with two or more claw attacks, it latches on to the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+19 damage.
 

The following fiend uses a tormentor devil from the Tome of Horrors, with my own 3.5 update. Woebegone has the Power Critical feat from the Complete Warrior (which gives a +4 bonus to confirm criticals with its battleaxe). Woebegone also has a couple of neat feats from Anger of Angels: Astride the Ladder (which allows Woebegone to enter the Astral Plane) and Improved Spell Resistance. (AoA, by the way, has plenty of feats and other goodies that can be used to trick out fiends. It’s not just for those nicey-nice angels!)

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WOEBEGONE, a spirit of infernal torment, hunts down those few, unhappy souls who have escaped from the prisons of Dis.

Woebegone: tormentor devil Ftr 4; CR 13; Medium Outsider (Devil, Evil, Extraplanar, Lawful); HD 8d8+32 plus 4d10+16; hp 102; Init +7; Spd 30 ft; AC 23, touch 13, flat-footed 20; BAB +12; Grp +19; Atk +21 melee (1d8+10/19–20 x3, +1 ghost touch battleaxe); Full Atk +21/+16/+11 melee (1d8+10/19–20 x3, +1 ghost touch battleaxe) or +17 melee (1d8+5, 2 claws) or +16 ranged (1d4 and grapple, soulcatcher net); SA ghost touch, soulcatcher net, spell-like abilities; SQ DR 10/good, darkvision 60 ft, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, regeneration 4, telepathy 100 ft; SR 20; AL LE; SV Fort +14, Ref +10, Will +11; Str 24, Dex 16, Con 18, Int 16, Wis 18, Cha 16.

Skills and Feats: Balance +10, Bluff +10, Climb +18, Concentration +15, Gather Information +14, Intimidate +20, Jump +18, Knowledge (the planes) +12, Listen +11, Search +16, Sense Motive +15, Spot +15, Survival +17 (+19 on other planes or while following tracks); Astride the Ladder, Improved Critical (battleaxe), Improved Initiative, Improved Spell Resistance, Power Critical (battle axe), Track B, Weapon Focus (net), Weapon Focus (battleaxe), Weapon Specialization (battleaxe).

Ghost Touch (Su): Woebegone’s claw attacks allow it to deal damage normally to incorporeal creatures.

Soulcatcher Net: Woebegone’s net looks like a normal net and follows the rules for net attacks with the following changes: the net has 20 hit points, the Escape Artist check is DC 30; the net can be broken with a successful DC 30 Strength check; and the net can entrap incorporeal creatures. The net has many razor-sharp barbs lining it. These barbs deal 1d4 points of damage each round to any creature caught in the net, including incorporeal creatures.

Spell-Like Abilities: At will—detect good, detect law, detect thoughts (DC 15), dimensional anchor, doom (DC 14). Caster level 10th. The save DCs are Charisma-based.

Regeneration (Ex): Woebegone takes normal damage from good-aligned weapons and from spells or effects with the good descriptor.

Physical Description: Woebegone is a six-foot tall humanoid with reddish-gray scales and cloven feet, large fangs that constantly drip saliva, and large powerful arms. Small horns protrude just below its eyes. Its head, as its body, is hairless, and a small curling tail trails behind. Woebegone carries its battleaxe and barbed net slung across its back.
 
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Garnfellow said:
(AoA, by the way, has plenty of feats and other goodies that can be used to trick out fiends. It’s not just for those nicey-nice angels!)

Nice devil! and thanks for the tip ont he book. It's never really appealed.

what's the importance of Dispater in your campaign anyway?
 

Olive said:
Nice devil! and thanks for the tip ont he book. It's never really appealed.

To tell you the truth, it never really appealed to me, either -- just based on the title alone, I guess I pegged it as a poor d20 answer to In Nominae. And the thought of playing a solar seemed . . . way too munchkin. But this sort of stuff isn't at all what the book is about.

In truth, Sean K. Reynolds offers a whole series of new angelic races that are readily playable as PCs and well grounded within a contect of Judeo-Christian-Islamic mythology. If you use a standard Planescape type cosmology, then this might not be so appealing. But if you use a cosmology that at all resembles medieval Western beliefs, AoA is a darned good book to have on hand.

On top of all this SKR has a slew of cool feats specific to angels and fiends, as well as a series of templates that allow one to transform any angel or celestial into a fiend. These are an excellent addition to any DM's toolbox.

what's the importance of Dispater in your campaign anyway?

The cosmology of my campaign departs significantly from D&D canon. There are elemental planes and a demiplane of Faerie, and then only three outer planes: Heaven, Hell, and Purgarory.

Heaven is ruled by the Five, the Indivisible, the Kings of the City, the architects of creation.

Demons, daemons, and devils are all just rival factions that are all
subserviant to the Shaithim, the Enemy, the Worm of Night. The Shaithim is a great, five-headed dragon, encased in a mountain of ice at the bottom of the deepest pit in Hell.

Several demon princes and archdevils have spun out intricate plots designed to emesh mortal sinners in the snares of Hell. The Vavasor was caught up in a trap set centuries ago by Dispater. Part of this plot involved teaching mortals how to conjure up certain servants of the Iron Duke . . .
 

Jack Horntail

The following fiend is a 3.5 barbed devil with the Possessing template from FFG’s Monster’s Handbook. The Mind Whispers feat (which allows an outsider with telepathy to mentally demoralize an opponent) is also from this book. The Humaniform feat (which allows a fiend or angel to shapechange into a humanoid form) is from Malhavoc’s Anger of Angels. The Daunting Presence feat is from the Miniatures Handbook, and the Vile Natural Attack feat is from the Book of Vile Darkness.

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JACK HORNTAIL is a fearsome infernal spirit that acts as a chief guard in the Prison of the Winged Wolf.

Jack Horntail: possessing barbed devil (hamatula); CR 13; Medium Outsider (Devil, Evil, Extraplanar, Lawful); HD 12d8+72; hp 136; Init +4; Spd 30 ft; AC 27, touch 14, flat-footed 23; BAB +12; Grp +23; Atk +19 melee (2d8+7 plus 1 vile and fear, claw); Full Atk +19 melee (2d8+7 plus 1 vile and fear, 2 claws); SA fear, improved grab, impale 3d8+10, possession, summon devil; SQ barbed defense, DR 10/good, darkvision 60 ft, immunity to fire and poison, resistance to acid 10 and cold 10, incorporeal form, see in darkness, spell-like abilities, telepathy 100 ft; SR 23; AL LE; SV Fort +14, Ref +12, Will +13; Str 24, Dex 19, Con 23, Int 13, Wis 20, Cha 24.

Skills and Feats: Concentration +18, Diplomacy +21, Hide +16, Intimidate +19, Knowledge (the planes) +13, Listen +17, Move Silently +16, Search +13, Sense Motive +20, Spot +17, Survival +17 (+19 following tracks or on another plane); Daunting Presence, Humaniform (human), Improved Grapple, Mind Whispers, Vile Natural Attack (claw).

Fear (Su): A creature hit by Jack Horntail must succeed on a DC 23 Will save or be affected as though by fear (caster level 9th). Whether or not the save is successful, that creature cannot be affected by Jack Horntail’s fear ability for 24 hours. The save DC is Charisma-based.

Impale (Ex): Jack Horntail deals 3d8+10 points of piercing damage to a grabbed opponent with a successful grapple check.

Improved Grab (Ex): To use this ability, Jack Horntail must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body.

Possession (Su): 1/day as a standard action while in incorporeal form Jack Horntail may attempt to possess the body of a living creature within 5 ft. This attack is a mind-influencing effect; constructs and undead are immune to possession. To possess the target, Jack Horntail must succeed at a Charisma check (+6) opposed by the target’s Will save. If Jack Horntail succeeds, it gains control of the target’s body for one day for every point by which it beat its target’s save. After this time, Jack Horntail must once again make a Charisma check opposed by a Will save. The process continues until Jack Horntail fails its Charisma check or is driven out. Any spell that can force an outsider to return to its home plane may be used to force Jack Horntail out of its victim’s body. As a standard action, Jack Horntail may abandon the body it controls. The victim immediately regains control but is unconscious for 1d4 minutes.

Summon Devil (Sp): Once per day Jack Horntail can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Barbed Defense (Su): Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Incorporeal Form (Su): At will as a full-round action Jack Horntail may assume an incorporeal form. While in this form Jack has the following stats: (AC 21, touch 21 flat-footed 17, Atk —, Str —). Jack is immune to all nonmagical attack forms and can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. Even when hit by spells or magic weapons, Jack has a 50% chance to ignore any damage from a corporeal source, except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons. Jack can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. Cannot pass through a force effect. Jack’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects work normally against it. Jack always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 19), major image (DC 20), scorching ray (2 rays only). 1/day—order’s wrath (DC 21), unholy blight (DC 21). Caster level 12th. The save DCs are Charisma-based.

Physical Description: Jack Horntail appears as a tall devil with a long tail, its muscular form covered with nasty barbs. Jack has a high, conical head with two forward protruding horns, large pointed ears, a curved nose, and two curved, overhanging incisors.

Jack dwells in the City of Dis, where it serves as a guard to a prison of Merodach, the Winged Wolf, a Duke in service to Dispater.
 

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