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JiCi's Beastiary [updated January 2nd 2007]
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<blockquote data-quote="JiCi" data-source="post: 2891784" data-attributes="member: 40121"><p>next, a new devil:</p><p></p><p><strong><span style="color: Red">Blaze Devil (Ignicatena)</span></strong></p><p><strong>Large Outsider (Evil, Extraplanar, Fire, Lawful)</strong></p><p><strong>HD</strong>: 14d8+140 (203 hp)</p><p><strong>Initiative</strong>: +2</p><p><strong>Speed</strong>: 40 ft. (8 squares) </p><p><strong>Armor Class</strong>: 31 (-1 size, +2 Dex, +15 natural, +5 chain armor), touch 11, flat-footed 29</p><p><strong>Base Attack/Grapple</strong>: +14/+28</p><p><strong>Attack</strong>: Chain +23 melee (1d8+10 plus 2d6 fire) or slam +23 melee (1d6+10 plus 1d6 fire)</p><p><strong>Full Attack</strong>: Chain +21/+16/+11 melee (1d8+10 plus 2d6 fire) and chain +21/+16 melee (1d8+5 plus 2d6 fire) or 2 slams +23 melee (1d6+10 plus 1d6 fire)</p><p><strong>Space/Reach</strong>: 10 ft./10 ft. (25ft. with chains)</p><p><strong>Special Attacks</strong>: Breath weapon, constrict, fear aura, heat, improved grab, summon devil</p><p><strong>Special Qualities</strong>: Damage reduction 10/good and silver, darkvision 60 ft., fire aura, fire healing, immunity to fire and poison, resistance to acid 10, see in darkness, spell resistance 24, telepathy 100 ft., vulnerability to cold</p><p><strong>Saves</strong>: Fort +17, Ref +9, Will +12</p><p><strong>Abilities</strong>: Str 30, Dex 14, Con 30, Int 16, Wis 20, Cha 18</p><p><strong>Skills</strong>: Bluff +21, Concentration +27, Craft (metalworking) +20, Diplomacy +21, Disguise +21 (+23 when acting), Escape Artist +19, Intimidate +21, Listen +24, Search +20, Sense Motive +21, Spot +24</p><p><strong>Feats</strong>: Power Attack, Two-Weapon Fighting, Cleave, Improved Bull Rush, Improved Two-Weapon Fighting</p><p><strong>Environment</strong>: Nine Hells of Baator</p><p><strong>Organization</strong>: Solitary or team (2-4)</p><p><strong>Challenge Rating</strong>: 16</p><p><strong>Treasure</strong>: Standard coins, double goods, standard items (non-flammable objects)</p><p><strong>Alignment</strong>: Always lawful evil</p><p><strong>Advancement</strong>: 15-28 HD (Large); 29-40 HD (Huge)</p><p><strong>Level Adjustment</strong>: --</p><p></p><p><em>A 12-foot tall, grey-toned, muscular humanoid stands before you. It wears a charred trouser with heavy iron boots. Lengths of chains are wrapped around its arms, legs and chest and a it has a belt made out of hooked chains. Several burned corpses hang on its belt. Its head has a pair of blackened horns, thick blue-black hair and its face is covered by a iron mask. The mask seems fused to its face, as its mouth can move along with the mask opening. Two smaller openings unveil its eyes, two flickering orbs of fire in dark pits.</em></p><p></p><p>Blaze devils, also known as ignicatenas, are the craftsmen of Baator societies. They are expert metal smiths, making masterwork weapons and armors for their masters. Their chains and appearance make them excellent torturers and slave traders. They have an enmity with ice devils. Being immune to fire despite their frigid nature, ice devils can easily overwhelm blaze devils, which they hate the most. They view chain devils as inferiors, much like hobgoblins view goblins, yet they use them as minions and workers. A blaze devil is around 12 feet tall and weighs around 450 lbs, chains included.</p><p>Blaze devils speak Ignan, Infernal, Celestial, and Draconic.</p><p></p><p><strong>Combat</strong></p><p>A blaze devil is a bold fighter. It rarely retreats, unless it faces a cold-based creature, which it tries to stay away as often as possible. It whips opponents with its chains wildly, grappling and crushing some foes at irregular intervals. Against close targets, it wraps its chains around its fists and pummel them and grab them. Against one tough foe, it entangles with both chains and crush it while watching it burned. Any fallen foe is picked up and hanged on the blaze devil’s belt.</p><p>The chains wrapped around its chest gives the blaze devil an armor-like protection, granting a +5 armor bonus to AC.</p><p>A blaze devil’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.</p><p><strong>Breath Weapon (Su) </strong>: 45-foot cone of fire, once every 2d4 rounds, damage 15d6, Reflex DC 27 half. The save DC is Constitution-based.</p><p><strong>Constrict (Ex) </strong>: A blaze devil deals 2d6+15 plus 2d6 points of fire damage with a successful grapple check when grappling with its chains. It deals 1d8+15 plus 1d6 points of fire damage with a successful grapple check when grappling with its slams.</p><p> <strong>Fear Aura (Su) </strong>: A blaze devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 21 Will save or be affected as though by a <em>fear</em> spell (caster level 15th). A creature that successfully saves cannot be affected again by the same blaze devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.</p><p><strong>Fire Aura (Su) </strong>: A blaze devil can engulf itself with fire as a free action. Creatures hitting a blaze devil with natural weapons or unarmed attacks take fire damage as though hit by the blaze devil’s slam attack, and also catch on fire unless they succeed on a DC 27 Reflex save.</p><p><strong>Fire Healing (Su) </strong>: Any fire attack that would normally deal damage instead heals a blaze devil. Any fire effect targeted on a blaze devil heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the blaze devil to exceed, it gets them as temporary hit points. For example a blaze devil exposed to a <em>fireball</em> that deals 30 points of damage would heal up to 10 points of damage, or provide the blaze devil with up to 10 temporary hit points.</p><p><strong>Heat (Su) </strong>: A mere touch from a blaze devil is searing hot. Its natural weapons deals an additional 1d6 pts of fire damage. Furthermore, the blaze devil’s chains become white-hot, almost like they are melting; a hit from a blaze devil’s chain deals an additional 2d6 pts of fire damage. The blaze devil can suppress or resume this ability as a free action. However, in the case of a blaze devil, if it misses to hit as a melee attack, but would have hit as a melee touch attack, its slams deal 1d6 pts of fire damage and its chains deal 2d6 pts of fire damage. Both attacks deal no physical damage in this case.</p><p>A creature struck by a blaze devil’s slam or chain attacks must make a successful DC 27 Reflex save or catch on fire. The flames burn for 1d4 rounds. A burning creature can take a move action to put out the flames. The save DC is Constitution-based.</p><p><strong>Improved Grab (Ex) </strong>: To use this ability, a blaze devil must hit a creature of up to one size categories larger with a slam or chain 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 constrict.</p><p><strong>Summon Devil (Sp) </strong>: Once per day a blaze devil can attempt to summon 2d10 lemures or 1d6 hellcats or 1d6 chain devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another blaze devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell.</p><p><strong>Vulnerability to cold (Ex) </strong>: Unlike other devils, blaze devils are not resistance to cold and thus take additional damage from cold effects.</p></blockquote><p></p>
[QUOTE="JiCi, post: 2891784, member: 40121"] next, a new devil: [B][COLOR=Red]Blaze Devil (Ignicatena)[/COLOR][/B] [B]Large Outsider (Evil, Extraplanar, Fire, Lawful)[/B] [B]HD[/B]: 14d8+140 (203 hp) [B]Initiative[/B]: +2 [B]Speed[/B]: 40 ft. (8 squares) [B]Armor Class[/B]: 31 (-1 size, +2 Dex, +15 natural, +5 chain armor), touch 11, flat-footed 29 [B]Base Attack/Grapple[/B]: +14/+28 [B]Attack[/B]: Chain +23 melee (1d8+10 plus 2d6 fire) or slam +23 melee (1d6+10 plus 1d6 fire) [B]Full Attack[/B]: Chain +21/+16/+11 melee (1d8+10 plus 2d6 fire) and chain +21/+16 melee (1d8+5 plus 2d6 fire) or 2 slams +23 melee (1d6+10 plus 1d6 fire) [B]Space/Reach[/B]: 10 ft./10 ft. (25ft. with chains) [B]Special Attacks[/B]: Breath weapon, constrict, fear aura, heat, improved grab, summon devil [B]Special Qualities[/B]: Damage reduction 10/good and silver, darkvision 60 ft., fire aura, fire healing, immunity to fire and poison, resistance to acid 10, see in darkness, spell resistance 24, telepathy 100 ft., vulnerability to cold [B]Saves[/B]: Fort +17, Ref +9, Will +12 [B]Abilities[/B]: Str 30, Dex 14, Con 30, Int 16, Wis 20, Cha 18 [B]Skills[/B]: Bluff +21, Concentration +27, Craft (metalworking) +20, Diplomacy +21, Disguise +21 (+23 when acting), Escape Artist +19, Intimidate +21, Listen +24, Search +20, Sense Motive +21, Spot +24 [B]Feats[/B]: Power Attack, Two-Weapon Fighting, Cleave, Improved Bull Rush, Improved Two-Weapon Fighting [B]Environment[/B]: Nine Hells of Baator [B]Organization[/B]: Solitary or team (2-4) [B]Challenge Rating[/B]: 16 [B]Treasure[/B]: Standard coins, double goods, standard items (non-flammable objects) [B]Alignment[/B]: Always lawful evil [B]Advancement[/B]: 15-28 HD (Large); 29-40 HD (Huge) [B]Level Adjustment[/B]: -- [I]A 12-foot tall, grey-toned, muscular humanoid stands before you. It wears a charred trouser with heavy iron boots. Lengths of chains are wrapped around its arms, legs and chest and a it has a belt made out of hooked chains. Several burned corpses hang on its belt. Its head has a pair of blackened horns, thick blue-black hair and its face is covered by a iron mask. The mask seems fused to its face, as its mouth can move along with the mask opening. Two smaller openings unveil its eyes, two flickering orbs of fire in dark pits.[/I] Blaze devils, also known as ignicatenas, are the craftsmen of Baator societies. They are expert metal smiths, making masterwork weapons and armors for their masters. Their chains and appearance make them excellent torturers and slave traders. They have an enmity with ice devils. Being immune to fire despite their frigid nature, ice devils can easily overwhelm blaze devils, which they hate the most. They view chain devils as inferiors, much like hobgoblins view goblins, yet they use them as minions and workers. A blaze devil is around 12 feet tall and weighs around 450 lbs, chains included. Blaze devils speak Ignan, Infernal, Celestial, and Draconic. [B]Combat[/B] A blaze devil is a bold fighter. It rarely retreats, unless it faces a cold-based creature, which it tries to stay away as often as possible. It whips opponents with its chains wildly, grappling and crushing some foes at irregular intervals. Against close targets, it wraps its chains around its fists and pummel them and grab them. Against one tough foe, it entangles with both chains and crush it while watching it burned. Any fallen foe is picked up and hanged on the blaze devil’s belt. The chains wrapped around its chest gives the blaze devil an armor-like protection, granting a +5 armor bonus to AC. A blaze devil’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. [B]Breath Weapon (Su) [/B]: 45-foot cone of fire, once every 2d4 rounds, damage 15d6, Reflex DC 27 half. The save DC is Constitution-based. [B]Constrict (Ex) [/B]: A blaze devil deals 2d6+15 plus 2d6 points of fire damage with a successful grapple check when grappling with its chains. It deals 1d8+15 plus 1d6 points of fire damage with a successful grapple check when grappling with its slams. [B]Fear Aura (Su) [/B]: A blaze devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 21 Will save or be affected as though by a [I]fear[/I] spell (caster level 15th). A creature that successfully saves cannot be affected again by the same blaze devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based. [B]Fire Aura (Su) [/B]: A blaze devil can engulf itself with fire as a free action. Creatures hitting a blaze devil with natural weapons or unarmed attacks take fire damage as though hit by the blaze devil’s slam attack, and also catch on fire unless they succeed on a DC 27 Reflex save. [B]Fire Healing (Su) [/B]: Any fire attack that would normally deal damage instead heals a blaze devil. Any fire effect targeted on a blaze devil heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the blaze devil to exceed, it gets them as temporary hit points. For example a blaze devil exposed to a [I]fireball[/I] that deals 30 points of damage would heal up to 10 points of damage, or provide the blaze devil with up to 10 temporary hit points. [B]Heat (Su) [/B]: A mere touch from a blaze devil is searing hot. Its natural weapons deals an additional 1d6 pts of fire damage. Furthermore, the blaze devil’s chains become white-hot, almost like they are melting; a hit from a blaze devil’s chain deals an additional 2d6 pts of fire damage. The blaze devil can suppress or resume this ability as a free action. However, in the case of a blaze devil, if it misses to hit as a melee attack, but would have hit as a melee touch attack, its slams deal 1d6 pts of fire damage and its chains deal 2d6 pts of fire damage. Both attacks deal no physical damage in this case. A creature struck by a blaze devil’s slam or chain attacks must make a successful DC 27 Reflex save or catch on fire. The flames burn for 1d4 rounds. A burning creature can take a move action to put out the flames. The save DC is Constitution-based. [B]Improved Grab (Ex) [/B]: To use this ability, a blaze devil must hit a creature of up to one size categories larger with a slam or chain 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 constrict. [B]Summon Devil (Sp) [/B]: Once per day a blaze devil can attempt to summon 2d10 lemures or 1d6 hellcats or 1d6 chain devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another blaze devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell. [B]Vulnerability to cold (Ex) [/B]: Unlike other devils, blaze devils are not resistance to cold and thus take additional damage from cold effects. [/QUOTE]
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