Difference between revisions of "Barbed Devil"

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{{Bestiarychart
 
{{Bestiarychart
 
| name = Devil (barbed)
 
| name = Devil (barbed)
| species = chthonic (devil)
+
| species = [[Chthonic|chthonic]] ([[Devil|devil]])
 
| noapp = 3–12
 
| noapp = 3–12
 
| behaviour = sentry
 
| behaviour = sentry
| range = Hell, ruin
+
| range = [[Hades (outer plane)|Hades]], [[Hell (outer plane)|Hell]], [[Ruin (range)|ruin]]
 
| size = 7 ft. tall
 
| size = 7 ft. tall
 
| weight = 410 lbs.
 
| weight = 410 lbs.
Line 11: Line 11:
 
| HD = 8
 
| HD = 8
 
| AP = 5
 
| AP = 5
 +
| stride = 8
 
| THAC0 = 16
 
| THAC0 = 16
 
| hpdie = 2d4
 
| hpdie = 2d4
| attack = claw/claw, bite
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| attack = '''3''': two [[Claw (attack)|claws]]; [[Fangs (attack)|fangs]]
| dmg = 2–8/2–8, 3–12
+
| dmg = claw (2–8); fangs (3–12)
| special = [[Animate Dead (spell)|animate dead]], [[Fear (spell)|cause fear]], [[Hold Person (spell)|hold person]], immunities, [[Know Intent (spell)|know intent]], [[Magic Resistance|magic resistance]], magic to hit, never [[Surprise (combat)|surprised]], [[Produce Fire (spell)|produce fire]], [[Pyrotechnics (spell)|pyrotechnics]], [[Suggestion (spell)|suggestion]], summon, [[Teleport (spell)|teleport]], [[Ultravision (spell)|ultravision]]
+
| special = [[Animate Dead (spell)|animate dead]], [[Fear (spell)|cause fear]], [[Hold Person (spell)|hold person]], [[Know Intent (spell)|know intent]], [[Magic Resistance|magic resistance]], [[Magic to Hit|magic to hit]], [[Natural Immunities|natural immunities]], never [[Surprise (combat)|surprised]], [[Produce Fire (spell)|produce fire]], [[Pyrotechnics (spell)|pyrotechnics]], [[Suggestion (spell)|suggestion]], [[Summoning|summon]], [[Teleport (spell)|teleport]], [[Ultravision (spell)|ultravision]]
 
}}
 
}}
  
Barbed [[Devil|devils]] serve throughout Hell as sentries, as they are never [[Surprise (combat)|surprised]] — it is never unusual to find two barbed devils at any gate found through the Nine Circles of the nether region.
+
Barbed [[Devil|devils]] serve throughout Hell as sentries, as they are never [[Surprise (combat)|surprised]] — it is never unusual to find two barbed devils at any gate found through the Nine Circles of the nether region.  They infamously supervise the torment of souls upon the Third and Fourth circles of Hell, cheerfully treading on victims forced to lie in vile slush, where a never-ending ice rain falls.  Barbed devils also organize gangs of agonized souls struggling to roll heavy stones up a perpetual slope.  These creatures particularly enjoy creating situations where persons must slave to produce nothing, as these devils delight in frustration and despair.
  
[[File:Barbed Devil.jpg|left|350px|thumb|Bernardo Hasselmann (artist)]]
+
[[File:Barbed Devil.jpg|left|280px|thumb|Bernardo Hasselmann (artist)]]
 +
The most powerful barbed devil in Hell is '''Zagum''', who personally commands 30 companies of the devils.  Many other barbed devils populate the planes of Hades, where they answer to that ancient Greek diety of the underworld.
  
They also supervise the torment of souls upon the Third and Fourth circles of Hell, cheerfully treading on those forced to lie in vile slush amid a never-ending ice rain or organizing the gangs of people who must struggle to roll heavy stones up a perpetual slope. They particularly enjoy creating situations where persons must slave to produce nothing, as frustration and despair brings barbed devils much pleasure.
+
== Advantages ==
 +
Barbed devils have specific abilities that are not spells. They are able to see perfectly well in complete darkness or light. This '''ultravision''' is similar to the [[Ultravision (spell)|2nd level illusionist spell]] of the same name, except that it is continuous. They are also '''immune to normal weapons'''. To cause [[Damage (hit points)|damage]] to the creature, it must be with a '''magic weapon'''.
  
The most powerful barbed devil is Zagum, who personally commands 30 companies of the devils. Zagum and the remaining unaffiliated barbed devils are directly under the authority of Hades, the ancient Greek diety of the underworld.
+
Barbed devils also have '''immunity to many elemental attacks''', such as those that employ '''cold''', '''fire''' or '''gas''' of any type. They '''cannot be charmed''', '''made to sleep''' or mentally affected in any way. Their minds '''cannot be read with ESP''', or their intentions be otherwise known. Even [[Augury (spell)|augury]] and [[Divination (spell)|divination]] can provide no information on their movement or designs. Barbed devils also possess a '''magic resistance''' of 35%. They are '''never surprised'''.
 
 
== Advantages ==
 
Barbed devils have specific abilities that are not spells. They are able to see perfectly well in complete darkness or light. This ultravision is similar to the [[Ultravision (spell)|2nd level illusionist spell]] of the same name, except that it is continuous. They are also immune to normal weapons. To cause damage to the creature, the weapon must be made of magic.
 
  
Barbed devils also have immunity to many elemental attacks, such as those that employ cold, fire or gas of any type. They cannot be charmed, made to sleep or mentally affected in any way. They do not have minds that can be read with ESP and their intentions cannot be known. Even [[Augury (spell)|augury]] and [[Divination (spell)|divination]] can provide no information on their movement or designs. Barbed devils also possess a magic resistance of 35%. They are never surprised.
+
These creatures are able to employ various '''magical powers''' as well, performed at the 8th level: [[Animate Dead (spell)|animate dead]]; cause [[Fear (spell)|fear]]; [[Hold Person (spell)|hold person]]; [[Know Intent (spell)|know intent]]; [[Produce Fire (spell)|produce fire]]; [[Pyrotechnics (spell)|pyrotechnics]]; [[Suggestion (spell)|suggestion]]; and [[Teleport (spell)|teleport]]. These abilities may be performed at will, which means they require no more than 1 [[Action Points|action point]] (AP), though barbed devils can employed only one such power per [[Combat Round|round]].
  
These creatures are able to employ various magical powers as well, performed at the 8th level: [[Animate Dead (spell)|animate dead]]; cause [[Fear (spell)|fear]]; [[Hold Person (spell)|hold person]]; [[Know Intent (spell)|know intent]]; [[Produce Fire (spell)|produce fire]]; [[Pyrotechnics (spell)|pyrotechnics]]; [[Suggestion (spell)|suggestion]]; and [[Teleport (spell)|teleport]]. These abilities may be performed at will, which means they require no more than 1 [[Action Points|action point]] (AP) and may be done as often as they are able. They have limits. They can employ only one such power per round.
+
They have a 30% chance of '''summoning''' another barbed devil (this is also performed at will). They will resort to this ability only when they are pressed in [[Combat|combat]], preferring to give ground and return to Hell rather than bring others forth to fight. They will make rich and continuous use of their '''teleport''' ability, moving from place to place in a combat more easily than moving even a single hex. They are known to attack, teleport, then use the remainder of their movement that round to attack again.
  
They have a 30% chance of summoning another barbed devil (this is also performed at will). They will resort to this ability only when they are pressed in combat, preferring to give ground and return to Hell rather than bring others forth to fight. They will make rich and continuous use of their teleport ability, moving from place to place in a combat more easily than moving even a single hex. They are known to attack, teleport, then use the remainder of their movement that round to attack again.
 
<br>
 
  
 
See [[Bestiary]]
 
See [[Bestiary]]
  
[[Category: Lacks Image]]
+
[[Category: Review & Rewrite]]

Latest revision as of 01:25, 4 September 2023

Devil (barbed)
Species chthonic (devil)
No. Appearing 3–12
Behaviour sentry
Range Hades, Hell, ruin
Size 7 ft. tall
Weight 410 lbs.
Intelligence 13
Armour Class 0
Hit Dice 8
Action Points 5
Max. Stride 8
THAC0 16
Hp/Die 2d4
Attack Forms 3: two claws; fangs
Damage claw (2–8); fangs (3–12)
Special Attacks animate dead, cause fear, hold person, know intent, magic resistance, magic to hit, natural immunities, never surprised, produce fire, pyrotechnics, suggestion, summon, teleport, ultravision

Barbed devils serve throughout Hell as sentries, as they are never surprised — it is never unusual to find two barbed devils at any gate found through the Nine Circles of the nether region. They infamously supervise the torment of souls upon the Third and Fourth circles of Hell, cheerfully treading on victims forced to lie in vile slush, where a never-ending ice rain falls. Barbed devils also organize gangs of agonized souls struggling to roll heavy stones up a perpetual slope. These creatures particularly enjoy creating situations where persons must slave to produce nothing, as these devils delight in frustration and despair.

Bernardo Hasselmann (artist)

The most powerful barbed devil in Hell is Zagum, who personally commands 30 companies of the devils. Many other barbed devils populate the planes of Hades, where they answer to that ancient Greek diety of the underworld.

Advantages

Barbed devils have specific abilities that are not spells. They are able to see perfectly well in complete darkness or light. This ultravision is similar to the 2nd level illusionist spell of the same name, except that it is continuous. They are also immune to normal weapons. To cause damage to the creature, it must be with a magic weapon.

Barbed devils also have immunity to many elemental attacks, such as those that employ cold, fire or gas of any type. They cannot be charmed, made to sleep or mentally affected in any way. Their minds cannot be read with ESP, or their intentions be otherwise known. Even augury and divination can provide no information on their movement or designs. Barbed devils also possess a magic resistance of 35%. They are never surprised.

These creatures are able to employ various magical powers as well, performed at the 8th level: animate dead; cause fear; hold person; know intent; produce fire; pyrotechnics; suggestion; and teleport. These abilities may be performed at will, which means they require no more than 1 action point (AP), though barbed devils can employed only one such power per round.

They have a 30% chance of summoning another barbed devil (this is also performed at will). They will resort to this ability only when they are pressed in combat, preferring to give ground and return to Hell rather than bring others forth to fight. They will make rich and continuous use of their teleport ability, moving from place to place in a combat more easily than moving even a single hex. They are known to attack, teleport, then use the remainder of their movement that round to attack again.


See Bestiary