Devon
First Post
Finally! Now I can create other creatures again.
Please let me know if you have any feedback.
- Devon
Devil, Trelantor (Baatezu)
Medium-sized Outsider (Lawful, Evil)
Hit Dice: 7d8+14 (45 hp)
Initiative: +2 (Dex)
Speed: 30 ft., fly 30 ft. (good)
AC: 22 (+2 Dex, +10 natural)
Attacks: 2 claws +8 melee
Damage: claw 1d6+1
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special attacks: spell-like abilities, summon baatezu, improved grab, electrified wings, wing pin
Special Qualities: baatezu qualities, tongues, immunity to electricity
Saves: Fort +7, Ref +7, Will +6
Abilities: Str 13, Dex 14, Con 15, Int 16, Wis 13, Cha 20
Skills: Appraise +10, Bluff +13, Concentration +10, Disguise +8, Gather Information +12, KS: (Any one) +9, Profession: (Any one) +9, Sense Motive +10, Move Silently +7, Hide +7, Spot +8, Search +10
Feats: Alertness, combat Reflexes
Climate/Terrain: any land or underground
Organization: solitary
Challenge Rating: 7
Treasure: double coins, standard goods and items
Alignment: always lawful evil
Advancement: 8 - 14 HD (Medium), 15 - 21 HD (Large)
The Trelantor devil tempts mortals into giving in to the vice of greed.
Trelantors try to be the ultimate con men, but instead of bilking mortals out of their wealth, they tempt them down the path of sinful greed, encouraging them to make corrupt business decisions which ultimately reduce other beings to mere commodities. Posing as whatever it thinks will best suit its mission, the Trelantor influences mortals into emulating its own shark-like business acumen, until they ruin themselves by expanding beyond their ability to manage, or shutter themselves into countinghouses, laying their fingers upon their ill-gotten gains until they perish alone. Fortunately, while very charismatic, the Trelantor is not supernaturally wise, and it can be manipulated like any other mortal if the mark sees through its pretty words.
To mortals, a Trelantor appears most often as a wealthy merchant, but has taken the form of paupers, old men, councilors, and any other position that would garner trust. In its natural form, a Trelantor looks fiendish in the traditional sense. Its skin is matte blue, with small, fine scales--dense growths of blue-black hair cover its forearms, forelegs, and pelvic area. Two dense, medium-length black horns grow from its brow, curving up and back over its glossy black hair. It has cloven hooves and goatish legs, but the most disturbing feature is its immense mouth, with a fiendish smile that seems to stretch beyond the borders of its face. It has two pairs of eyes, one atop the other, which shine with a golden light. A pair of batlike wings, tipped with a wicked set of claws, sprouts from its back--this occasionally crackles with electricity.
Combat:
Trelantors try to avoid combat, but will not hesitate to eliminate someone for their own ends. It usually hires local muscle as enforcers, relying on them to soften up the opposition before the Trelantor takes part in combat. It attacks primarily with spell-like abilities, but will fight in melee combat if necessary.
Electrified Wings (Su): Three times a day, the Tralantor can use a free action to charge its wings with electricity for 2d4 rounds. During that time, the Tralantor does an extra 1d8 points of electricity damage with its wing pin (See below), and if its wing shield is up, it does the same damage against anyone grappling or striking it with an unarmed melee attack.
Improved Grab (Ex): In order to use this ability, the Trelantor must hit with both claw attacks.
Wing Shield (Ex): If it foregoes all attacks, the Tralantor can wrap its wings about itself as a standard action, gaining a +4 AC bonus, and if its wings are charged with electricity, it also delivers 1d8 points of electric damage to anyone grappling or striking it with an unarmed melee attack.
Wing Pin (Ex): Against grappled opponents, the Tralantor can automatically bring its wings around and stab the opponent with the claws which line the wing joints. This attack deals 2d6+2 points of damage, plus extra electricity damage if its wings are charged. The Trelantor cannot use this attack in cramped quarters, or if it has wrapped its wings about itself.
Summon Baatezu (Sp): Once per day a Trelantor can attempt to summon 1d4 Imps with a 55% chance of success, or an Erinyes with a 30% chance of success.
Spell-like abilities: At will: alter self, darkness, magic circle against good (self only), locate creature, locate object, major image, polymorph self, produce flame, see invisibility, suggestion, undetectable alignment and unholy blight. 1/day: detect thoughts, mind fog, mislead, silence. These abilities are as the spells cast by a 10th-level sorceror.
A Trelantor also can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 10th-level sorcerer.
Tongues (Su): A Trelantor has a permanent tongues ability as the spell cast by a 10th-level sorcerer. They will usually use verbal communication when dealing with mortals and save telepathic communication for conversing with other fiends.
Baatezu Qualities:
Immunities (Ex): Baatezu are immune to fire and poison.
Resistances (Ex): Baatezu have cold and acid resistance 20.
See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Trelantors can communicate telepathically with any creature within 100 feet that has a language.

Please let me know if you have any feedback.
- Devon
Devil, Trelantor (Baatezu)
Medium-sized Outsider (Lawful, Evil)
Hit Dice: 7d8+14 (45 hp)
Initiative: +2 (Dex)
Speed: 30 ft., fly 30 ft. (good)
AC: 22 (+2 Dex, +10 natural)
Attacks: 2 claws +8 melee
Damage: claw 1d6+1
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special attacks: spell-like abilities, summon baatezu, improved grab, electrified wings, wing pin
Special Qualities: baatezu qualities, tongues, immunity to electricity
Saves: Fort +7, Ref +7, Will +6
Abilities: Str 13, Dex 14, Con 15, Int 16, Wis 13, Cha 20
Skills: Appraise +10, Bluff +13, Concentration +10, Disguise +8, Gather Information +12, KS: (Any one) +9, Profession: (Any one) +9, Sense Motive +10, Move Silently +7, Hide +7, Spot +8, Search +10
Feats: Alertness, combat Reflexes
Climate/Terrain: any land or underground
Organization: solitary
Challenge Rating: 7
Treasure: double coins, standard goods and items
Alignment: always lawful evil
Advancement: 8 - 14 HD (Medium), 15 - 21 HD (Large)
The Trelantor devil tempts mortals into giving in to the vice of greed.
Trelantors try to be the ultimate con men, but instead of bilking mortals out of their wealth, they tempt them down the path of sinful greed, encouraging them to make corrupt business decisions which ultimately reduce other beings to mere commodities. Posing as whatever it thinks will best suit its mission, the Trelantor influences mortals into emulating its own shark-like business acumen, until they ruin themselves by expanding beyond their ability to manage, or shutter themselves into countinghouses, laying their fingers upon their ill-gotten gains until they perish alone. Fortunately, while very charismatic, the Trelantor is not supernaturally wise, and it can be manipulated like any other mortal if the mark sees through its pretty words.
To mortals, a Trelantor appears most often as a wealthy merchant, but has taken the form of paupers, old men, councilors, and any other position that would garner trust. In its natural form, a Trelantor looks fiendish in the traditional sense. Its skin is matte blue, with small, fine scales--dense growths of blue-black hair cover its forearms, forelegs, and pelvic area. Two dense, medium-length black horns grow from its brow, curving up and back over its glossy black hair. It has cloven hooves and goatish legs, but the most disturbing feature is its immense mouth, with a fiendish smile that seems to stretch beyond the borders of its face. It has two pairs of eyes, one atop the other, which shine with a golden light. A pair of batlike wings, tipped with a wicked set of claws, sprouts from its back--this occasionally crackles with electricity.
Combat:
Trelantors try to avoid combat, but will not hesitate to eliminate someone for their own ends. It usually hires local muscle as enforcers, relying on them to soften up the opposition before the Trelantor takes part in combat. It attacks primarily with spell-like abilities, but will fight in melee combat if necessary.
Electrified Wings (Su): Three times a day, the Tralantor can use a free action to charge its wings with electricity for 2d4 rounds. During that time, the Tralantor does an extra 1d8 points of electricity damage with its wing pin (See below), and if its wing shield is up, it does the same damage against anyone grappling or striking it with an unarmed melee attack.
Improved Grab (Ex): In order to use this ability, the Trelantor must hit with both claw attacks.
Wing Shield (Ex): If it foregoes all attacks, the Tralantor can wrap its wings about itself as a standard action, gaining a +4 AC bonus, and if its wings are charged with electricity, it also delivers 1d8 points of electric damage to anyone grappling or striking it with an unarmed melee attack.
Wing Pin (Ex): Against grappled opponents, the Tralantor can automatically bring its wings around and stab the opponent with the claws which line the wing joints. This attack deals 2d6+2 points of damage, plus extra electricity damage if its wings are charged. The Trelantor cannot use this attack in cramped quarters, or if it has wrapped its wings about itself.
Summon Baatezu (Sp): Once per day a Trelantor can attempt to summon 1d4 Imps with a 55% chance of success, or an Erinyes with a 30% chance of success.
Spell-like abilities: At will: alter self, darkness, magic circle against good (self only), locate creature, locate object, major image, polymorph self, produce flame, see invisibility, suggestion, undetectable alignment and unholy blight. 1/day: detect thoughts, mind fog, mislead, silence. These abilities are as the spells cast by a 10th-level sorceror.
A Trelantor also can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 10th-level sorcerer.
Tongues (Su): A Trelantor has a permanent tongues ability as the spell cast by a 10th-level sorcerer. They will usually use verbal communication when dealing with mortals and save telepathic communication for conversing with other fiends.
Baatezu Qualities:
Immunities (Ex): Baatezu are immune to fire and poison.
Resistances (Ex): Baatezu have cold and acid resistance 20.
See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Trelantors can communicate telepathically with any creature within 100 feet that has a language.