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JiCi's Beastiary [updated January 2nd 2007]
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<blockquote data-quote="JiCi" data-source="post: 3238650" data-attributes="member: 40121"><p>next: another fiery devil</p><p></p><p><strong><span style="color: Red">Hellfire Devil (pyronagon)</span></strong> <strong>CR 10</strong></p><p>Always LE Small Outsider (extraplanar, evil, lawful)</p><p><strong>Init</strong> +9; <strong>Senses</strong>: Darkvision 60 ft., see in darkness; Listen +2, Spot +2</p><p><strong>Languages</strong>: Ignan, Infernal, Celestial, Draconic, telepathy 100 ft.</p><p>--------------------------------------------------------------------------</p><p><strong>AC</strong> 19, touch 16, flat-footed 14, Dodge</p><p> (+1 size, +5 dex, +3 natural)</p><p><strong>hp</strong> 65 (10 HD); Fire Healing 3/1 <strong>DR</strong> 5/good and silver</p><p><strong>SR</strong> 20</p><p><strong>Immune</strong> fire, poison;</p><p><strong>Resistance</strong> acid 10, cold 10</p><p><strong>Fort</strong> +9, <strong>Ref</strong> +12, <strong>Will</strong> +9</p><p>--------------------------------------------------------------------------</p><p><strong>Speed</strong> 40 ft. (8 squares), fly 60 ft. (good)</p><p><strong>Melee</strong> 2 claws +16 (1d3 plus 1d6 hellfire)</p><p><strong>Melee </strong> Hellfire blade +16/+11 melee touch (1d8+5 hellfire)</p><p><strong>Ranged</strong> Hellfire bolt +16/+11 ranged touch (4d6 hellfire)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +10; <strong>Grp</strong> +6</p><p><strong>Atk Options</strong> Hellfire blade, hellfire bolt, Point-Blank Shot, Precise Shot</p><p><strong>Special Actions</strong> <em>summon devil</em></p><p>--------------------------------------------------------------------------</p><p><strong>Abilities</strong> Str 10, Dex 20, Con 15, Int 12, Wis 14, Cha 14</p><p><strong>SQ</strong> Fire Healing, Heat</p><p><strong>Feats</strong> Weapon Finesse (B), Improved Initiative, Point-Blank Shot, Precise Shot, Dodge</p><p><strong>Skills</strong> Balance +18, Disguise +15, Hide +19, Intimidate +15, Listen +15, Move Silently +15, Sleight of Hand +18, Spot +15, Tumble +18</p><p><strong>Advancement</strong> 11-20 HD (Small) or by character class ; <strong>Favored Class</strong> rogue; see text</p><p>--------------------------------------------------------------------------</p><p><strong>Fire Healing (Ex)</strong> Any fire attack that would normally deal damage instead heals a hellfire devil. Any fire effect targeted on a hellfire devil heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the hellfire devil to exceed, it gets them as temporary hit points. For example a hellfire devil exposed to a <em>fireball</em> that deals 30 points of damage would heal up to 10 points of damage, or provide the hellfire devil with up to 10 temporary hit points.</p><p><strong>Heat (Ex)</strong> A hellfire devil’s natural weapons, as well as any weapons it wields, deals an additional 1d6 points of hellfire damage. Creatures hitting a hellfire devil with natural weapons or unarmed attacks take fire damage as though hit by the hellfire devil’s claw attack, and also catch on fire unless they succeed on a DC 17 Reflex save. The save is Constitution-based. This ability can be suppress and resume as a free action.</p><p><strong>Hellfire (Ex)</strong> A hellfire devil exude profane flames from its body. Damage dealt by these flames is half fire damage and half pure profane power, which is not subject to resistance or immunity to fire.</p><p><strong>Hellfire Blade (Su)</strong> At will, the hellfire devil can shape its flame into a blade, much like the <em>flame blade</em> spell. Each attack are melee touch attacks, and deals 1d8+5 of hellfire damage. Like the spell, the hellfire devil does not apply its Strength modifier to damage.</p><p>The blade deals an additional +1 of damage for each 2 additional HD the hellfire devil gains as it advances.</p><p><strong>Hellfire Bolt (Su)</strong> As a standard action, the hellfire devil can shoot a fiery orb made of hellfire. Each bolt deals 4d6 points of hellfire damage on a successful ranged touch attack. The hellfire devil may fire a bolt as many times as it can according to its base attack bonus as a full-attack action.</p><p><strong>Summon Devil (Sp)</strong> Once per day a blaze devil can attempt to summon 2d6 lemures or 1d4 with a 50% chance of success, 1d2 barbed devils with a 35% chance of success, or another hellfire devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell.</p><p></p><p><em>A small imp-like creature flies by. As you look upon it, bright flames slowly cover its features. Its spiked tail, bat-like wings, small horns and malicious eyes reveal its devilish look, and a staff of flame and fiery orb in its clawed hands, as well as its evil smile, reveal to you that you are its next prey.</em></p><p></p><p>A hellfire devil is a tormented soul merged with the very essence of Baator: hellfire. These mistaken imps burn throughout the battlefields high-ranked foes with their flames. While these outsiders can be misunderstood as wanton destroyers, hellfire devils are often summoned by archdevils, mainly Mephistopheles, to go on crippling assassination missions and other specific targets in order to ignite a war.</p><p></p><p><strong>Strategies and Tactics</strong></p><p>Although intelligent, hellfire devils employ simple strategies against foes. They start by shooting their foes with hellfire bolts from higher grounds, staying out of reach. Then, they close, slashing away their hellfire blades to finish it off. If the enemy is more resilient, they back out and start shooting bolts again before closing in. A hellfire devil prefers to ambush a small group and a single creature, mainly because it lacks the offensive and defensive abilities to counter larger group tactics.</p><p></p><p><strong>Encounters</strong></p><p>Hellfire devils are lone workers. They go alone on killing missions, although some devils can accompany them if backup would be necessary.</p><p><strong>Fiery Assassin (CR 10)</strong> A hellfire devil has summoned by a spellcaster to take care of one of the PCs. It stays out of sight and strike when its target is alone.</p><p></p><p><strong>Ecology</strong></p><p>Hellfire devils are born from the souls of fire-wielding creatures, such as evokers, fire giants and even pyrokineticists. They breathe, but do not eat or sleep, and cannot be resurrected if killed. These devils live a lonely life, yet they do not complain about it. Their signification of their existence is to kill specific individuals according to their masters’ orders. They are not a slave breed, however, and some just live a life of serial killer for hire.</p><p></p><p><strong>Environment</strong></p><p>Hellfire devils are native from the Nine Hells of Baator. They have been seen in every part of the plane.</p><p><strong>Typical Physical Characteristics</strong></p><p>A hellfire devil is about 3 feet tall and weighs 80 lbs. Its appearance is identical to a imp, except for its size. It has dark, malicious eyes, a spiked tail, bat-like wings that reach a 6 feet wingspan and small horns. Its wears charred clothes and bits of armor and flickering flames constantly surround its body.</p><p><strong>Alignment</strong></p><p>As devils, hellfire devils are always lawful evil.</p><p></p><p><strong>Society</strong></p><p>Hellfire devils work and live alone. They usually make their home near their masters’ cities or stronghold, in order to stay in touch with their employers. They sometimes work as a team of 2 or 3 on special missions, yet their potential have proven to other devils that one is often enough. They tend to get along well with other devils, since they do not to get betrayed by others. They have a guilty pleasure to harass ice devils, especially by breaking their pride of being “immune” to fire and that hellfire devils are resistant, not vulnerable, to their cold attacks.</p><p><strong>Typical Treasure</strong></p><p>A hellfire devil does not carry flammable objects, preferring durable trinkets and gems, but it does not usually hoard treasure of any sort.</p><p></p><p><strong>Hellfire Devils with Class Levels</strong></p><p>Hellfire devils grow stronger as they age, but their assassin living style make them good rogues and most of them take level in the assassin prestige class. Rogue is their favored class, as they do like a good hellfire blade strike right where it hurts.</p><p><em>Level Adjustment</em>: +7</p></blockquote><p></p>
[QUOTE="JiCi, post: 3238650, member: 40121"] next: another fiery devil [B][COLOR=Red]Hellfire Devil (pyronagon)[/COLOR][/B] [B]CR 10[/B] Always LE Small Outsider (extraplanar, evil, lawful) [B]Init[/B] +9; [B]Senses[/B]: Darkvision 60 ft., see in darkness; Listen +2, Spot +2 [B]Languages[/B]: Ignan, Infernal, Celestial, Draconic, telepathy 100 ft. -------------------------------------------------------------------------- [B]AC[/B] 19, touch 16, flat-footed 14, Dodge (+1 size, +5 dex, +3 natural) [B]hp[/B] 65 (10 HD); Fire Healing 3/1 [B]DR[/B] 5/good and silver [B]SR[/B] 20 [B]Immune[/B] fire, poison; [B]Resistance[/B] acid 10, cold 10 [B]Fort[/B] +9, [B]Ref[/B] +12, [B]Will[/B] +9 -------------------------------------------------------------------------- [B]Speed[/B] 40 ft. (8 squares), fly 60 ft. (good) [B]Melee[/B] 2 claws +16 (1d3 plus 1d6 hellfire) [B]Melee [/B] Hellfire blade +16/+11 melee touch (1d8+5 hellfire) [B]Ranged[/B] Hellfire bolt +16/+11 ranged touch (4d6 hellfire) [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. [B]Base Atk[/B] +10; [B]Grp[/B] +6 [B]Atk Options[/B] Hellfire blade, hellfire bolt, Point-Blank Shot, Precise Shot [B]Special Actions[/B] [I]summon devil[/I] -------------------------------------------------------------------------- [B]Abilities[/B] Str 10, Dex 20, Con 15, Int 12, Wis 14, Cha 14 [B]SQ[/B] Fire Healing, Heat [B]Feats[/B] Weapon Finesse (B), Improved Initiative, Point-Blank Shot, Precise Shot, Dodge [B]Skills[/B] Balance +18, Disguise +15, Hide +19, Intimidate +15, Listen +15, Move Silently +15, Sleight of Hand +18, Spot +15, Tumble +18 [B]Advancement[/B] 11-20 HD (Small) or by character class ; [B]Favored Class[/B] rogue; see text -------------------------------------------------------------------------- [B]Fire Healing (Ex)[/B] Any fire attack that would normally deal damage instead heals a hellfire devil. Any fire effect targeted on a hellfire devil heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the hellfire devil to exceed, it gets them as temporary hit points. For example a hellfire devil exposed to a [I]fireball[/I] that deals 30 points of damage would heal up to 10 points of damage, or provide the hellfire devil with up to 10 temporary hit points. [B]Heat (Ex)[/B] A hellfire devil’s natural weapons, as well as any weapons it wields, deals an additional 1d6 points of hellfire damage. Creatures hitting a hellfire devil with natural weapons or unarmed attacks take fire damage as though hit by the hellfire devil’s claw attack, and also catch on fire unless they succeed on a DC 17 Reflex save. The save is Constitution-based. This ability can be suppress and resume as a free action. [B]Hellfire (Ex)[/B] A hellfire devil exude profane flames from its body. Damage dealt by these flames is half fire damage and half pure profane power, which is not subject to resistance or immunity to fire. [B]Hellfire Blade (Su)[/B] At will, the hellfire devil can shape its flame into a blade, much like the [I]flame blade[/I] spell. Each attack are melee touch attacks, and deals 1d8+5 of hellfire damage. Like the spell, the hellfire devil does not apply its Strength modifier to damage. The blade deals an additional +1 of damage for each 2 additional HD the hellfire devil gains as it advances. [B]Hellfire Bolt (Su)[/B] As a standard action, the hellfire devil can shoot a fiery orb made of hellfire. Each bolt deals 4d6 points of hellfire damage on a successful ranged touch attack. The hellfire devil may fire a bolt as many times as it can according to its base attack bonus as a full-attack action. [B]Summon Devil (Sp)[/B] Once per day a blaze devil can attempt to summon 2d6 lemures or 1d4 with a 50% chance of success, 1d2 barbed devils with a 35% chance of success, or another hellfire devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell. [I]A small imp-like creature flies by. As you look upon it, bright flames slowly cover its features. Its spiked tail, bat-like wings, small horns and malicious eyes reveal its devilish look, and a staff of flame and fiery orb in its clawed hands, as well as its evil smile, reveal to you that you are its next prey.[/I] A hellfire devil is a tormented soul merged with the very essence of Baator: hellfire. These mistaken imps burn throughout the battlefields high-ranked foes with their flames. While these outsiders can be misunderstood as wanton destroyers, hellfire devils are often summoned by archdevils, mainly Mephistopheles, to go on crippling assassination missions and other specific targets in order to ignite a war. [B]Strategies and Tactics[/B] Although intelligent, hellfire devils employ simple strategies against foes. They start by shooting their foes with hellfire bolts from higher grounds, staying out of reach. Then, they close, slashing away their hellfire blades to finish it off. If the enemy is more resilient, they back out and start shooting bolts again before closing in. A hellfire devil prefers to ambush a small group and a single creature, mainly because it lacks the offensive and defensive abilities to counter larger group tactics. [B]Encounters[/B] Hellfire devils are lone workers. They go alone on killing missions, although some devils can accompany them if backup would be necessary. [B]Fiery Assassin (CR 10)[/B] A hellfire devil has summoned by a spellcaster to take care of one of the PCs. It stays out of sight and strike when its target is alone. [B]Ecology[/B] Hellfire devils are born from the souls of fire-wielding creatures, such as evokers, fire giants and even pyrokineticists. They breathe, but do not eat or sleep, and cannot be resurrected if killed. These devils live a lonely life, yet they do not complain about it. Their signification of their existence is to kill specific individuals according to their masters’ orders. They are not a slave breed, however, and some just live a life of serial killer for hire. [B]Environment[/B] Hellfire devils are native from the Nine Hells of Baator. They have been seen in every part of the plane. [B]Typical Physical Characteristics[/B] A hellfire devil is about 3 feet tall and weighs 80 lbs. Its appearance is identical to a imp, except for its size. It has dark, malicious eyes, a spiked tail, bat-like wings that reach a 6 feet wingspan and small horns. Its wears charred clothes and bits of armor and flickering flames constantly surround its body. [B]Alignment[/B] As devils, hellfire devils are always lawful evil. [B]Society[/B] Hellfire devils work and live alone. They usually make their home near their masters’ cities or stronghold, in order to stay in touch with their employers. They sometimes work as a team of 2 or 3 on special missions, yet their potential have proven to other devils that one is often enough. They tend to get along well with other devils, since they do not to get betrayed by others. They have a guilty pleasure to harass ice devils, especially by breaking their pride of being “immune” to fire and that hellfire devils are resistant, not vulnerable, to their cold attacks. [B]Typical Treasure[/B] A hellfire devil does not carry flammable objects, preferring durable trinkets and gems, but it does not usually hoard treasure of any sort. [B]Hellfire Devils with Class Levels[/B] Hellfire devils grow stronger as they age, but their assassin living style make them good rogues and most of them take level in the assassin prestige class. Rogue is their favored class, as they do like a good hellfire blade strike right where it hurts. [I]Level Adjustment[/I]: +7 [/QUOTE]
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