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May (?) Mythological Mayhem - Infernalites!

demiurge1138

Inventor of Super-Toast
This might be a stretch for the topic... but the demons and devils of D&D aren't quite, you know, traditional. So here's a go at it.

Infernalite
Medium Outsider (Evil, Extraplanar)

Hit Dice: 6d8+18 (45 hp)
Initiative: +3
Speed: 30ft (6 squares), fly 50ft (poor)
Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Base Attack/Grapple: +6/+11
Attack: Trident +11 melee (1d8+5) or claw +11 melee (1d4+5) or trident +9 ranged (1d8+5)
Full Attack: Trident +11/+6 melee (1d8+5), claw +9 melee (1d4+2) and tail sting +9 melee (1d4+2 plus poison) or 2 claws +11 melee (1d4+5) and tail sting +9 melee (1d4+2 plus poison) or trident +9 ranged (1d8+5)
Space/Reach: 5ft/5ft
Special Attacks: Poison, spell-like abilities
Special Qualities: Darkvision 60ft, DR 5/good, immunity to poison, polyglot, resistance to acid 10, cold 10, electricity 10 and fire 10, SR 17
Saves: Fort +8, Ref +8, Will +6
Abilities: Str 20, Dex 16, Con 17, Int 10, Wis 13, Cha 12
Skills: Bluff +10, Craft (any two) +9, Diplomacy +3, Hide +12, Knowledge (architecture and engineering) +9, Listen +12, Move Silently +12, Spot +12
Feats: Alertness, Flyby Attack, Multiattack
Environment: Gray Wastes of Hades
Organization: Solitary, pair, gang (3-5) or mob (7-12)
Challenge Rating: 5
Alignment: Always neutral evil
Advancement: 7-12 HD (Medium), 13-18 HD (Large)
Level Adjustment: +6

This creature resembles a gaunt, twisted humanoid with a perpetually grimacing face and a long barbed tail. A pair of bat-like wings grows from its back.

Infernalites are responsible for one of the traditional images of demons and devils in lore and legend.

Infernalites are native to the Gray Wastes of Hades, where they delight in spreading pain and fear among the plane’s weaker inhabitants. They are easily cowed or bought, however, and are more common on other lower planes than their homeland, serving either as cheap but durable labor in fiendish construction projects or powerful but numerous units in massive armies of demons or devils.

Infernalites eat meat, as most fiendish creatures do, and they prefer the still-warm flesh of fallen foes. They are malicious towards all life, and often “misinterpret” orders if they will lead to a better offer or even a painful death to their employer. Infernalites speak Abyssal and Infernal.

Combat
Infernalites wield any weapons they can find, although they prefer a powerful melee weapon to ranged attacks. Tactics are not the strong suit of most infernalites, and they revel in suicidal charges while the cleverer ones use spell-like abilities from the rear. The natural attacks of an infernalite, as well as any weapons it wields, are treated as evil-aligned weapons for the purposes of overcoming damage reduction.

Poison (Ex): The tail sting of an infernalite injects a numbing toxin. Fortitude DC 16 negates, initial damage 1d6 Dex, secondary damage 2d6 Dex.

Polyglot (Ex): In order to obey orders precisely, infernalites were bred to comprehend all languages. They understand all spoken and written languages, but cannot speak them.

Spell-like Abilities: 3/day- darkness, ray of enfeeblement; 1/day- unholy smite (DC 15). Caster level 6th. The save DC is Charisma-based.

Skills and Feats: Infernalites are proficient in all simple and martial weapons.

Demiurge out.
 

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