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Devils - [Generic Conversion]

Posted: Mon Aug 12, 2013 2:14 pm
by mgtremaine
General Characteristics:
Only erinyes, barbed devils, and bane devils can be hit by non-magical weapons. The greater devils (malebranche, ice devils, and pit fiends) can be struck by magical weapons, or weapons of silver, but ordinary arms do them no harm.
All devils have or are able to perform the following:

Charm Person
Devil Sight (Deepvision, Detect Magic, Know Alignment)
Suggestion
Major Image
Teleportation (no error)
Cause Fear (effect varies)
Animate Dead

Devils are able to summon their fellows, summoning being similar to a monster summoning spell.

Because they have a special form of telepathy, devils are able to understand and converse with any intelligent creature.

Devils are affected by the listed attack forms as noted below:

Attack Max Damage will be
acid full
cold half
electricity (lightning) full
fire (dragon, magical) none
gas (poisonous,etc.) half
iron weapon none*
magic missile full
poison full
silver weapon full

*unless affected by normal weapons, in which case damage will be according to the weapon type.


Barbed: Lesser Devil

NO. ENCOUNTERED: 1-2 or 3-12
SIZE: Large (8’ Tall)
HD: 10
MOVE: 30 ft.
AC: 22
Attack: 2 Claw (2d4), Bite (2d8)
SPECIAL: Devil Powers, Special, SR 6
SAVES: P
INT: High
ALIGNMENT: Lawful Evil
TYPE: Devil
TREASURE:
XP: 4500 + 10

Barbed devils populate the third and fourth planes of Vilahel. They are excellent guards and alert at all times (never surprised). Unauthorized creatures are immediately cast into one of the many cells to be tormented.

While these monsters carry no weapons, they have sufficient weaponry with their horny, barbed hands and horrid tails. They are able to cause fear (as 1st level cleric spell, but up to 10hd) upon striking an opponent. Barbed devils can perform any of the following, one at a time, per turn or melee round, as applicable at 10th level:

Alarm
Pyrotechnics
Produce flame
Hold person
Summon another barbed devil (30% chance of success).

Bone: Lesser Devil

NO. ENCOUNTERED: 1-2 or 2-8
SIZE: Large (10’ Tall)
HD: 12
MOVE: 50 ft.
AC: 24
Attack: Bone Hook (2d8) + Tail Sting (2d4 + Poison)
SPECIAL: Devil Powers, Special, SR 7
SAVES: P
INT: High
ALIGNMENT: Lawful Evil
TYPE: Devil
TREASURE:
XP: 6525 + 12

Bone devils populate the lower planes of Vilahel, particularly the fifth. They are particularly malicious and delight in making less powerful creatures suffer. They prefer cold to heat.

Bone devils have a great bane hook they employ to snare and wound opponents. Any creature caught (hit) by it has a 50% chance of being stuck fast. The bone devil will then strike such victims with its tail doing 2-8 hit points of damage, plus causing a loss of strength (1-4 points) unless a save versus con. is made; strength loss lasts for 10 melee rounds.

At will, once per turn or melee round, at 12th level of ability, bone devils can:

Fear in a 5' radius sphere (as 4th Level Wizard Spell)
Persistent Image
Fly
Invisibility
Detect invisible
Quench
Summon another bone devil (40% chance of success).

Once per day it is able to create a Wall of Ice.

Erinyes: Lesser Devil

NO. ENCOUNTERED: 1-3 or 4-16
SIZE: Medium (6’ Tall)
HD: 8
MOVE: 20 ft., 100 ft. (flying)
AC: 21
Attack: Acidic Dagger (2d4)
SPECIAL: Devil Powers, Special, SR 5
SAVES: P
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Devil
TREASURE:
XP: 2025 + 8

The erinyes are the devils common to Vilahel's second plane as well as the kind most commonly sent forth to garner more souls. They are female but can appear as male. They are armed with a magical dagger which drips a caustic venom and causes terribly painful wounds (save versus poison or faint for 1-6 melee rounds). They also carry a rope of entanglement with which to bind their victims. Erinyes can be struck with normal weapons. They can, at will, cause fear in all who look at them (as 1st level cleric spell, but up to 8hd). In addition, they have the power to do any one of the following during any turn or melee round, at 8th level of ability:

Detect invisible
Locate object
Invisibility
Polymorph self
Produce flame
Acid Arrow
Summon another erinyes (25%chance of success).

Erinyes are strong - 18, but no hit/damage bonuses are applicable. They will pursue evil persons unceasingly in order to take them alive into Vilahel. They will sometimes bargain with others, hoping to tempt them into evil doing.

Horned (Malebranche): Greater Devil

NO. ENCOUNTERED: 1-2 or 2-5
SIZE: Large (9’ Tall)
HD: 14
MOVE: 20 ft., 50 ft. (flying)
AC: 26
Attack: 4 or 2 - 2 Claw (1d6), Bite (1d8), Tail (1d6) or
Military Fork (2d6+2), Tail (1d6)
SPECIAL: Devil Powers, Special, SR 9, +1 or better to Hit
SAVES: P, M
INT: High
ALIGNMENT: Lawful Evil
TYPE: Devil
TREASURE:
XP: 13050 + 14

The "evil horns" (male branche) are primarily from Vilahel's sixth and seventh planes. These are the least of the greater devils, and have such names as "Dogretch," "Evil Tail," and "Bent Wing." They hate anything stronger than themselves and fear stronger devils accordingly.

If armed, they will carry a two-tined fork (75%)which causes 4-14 points of damage, or a barbed whip (25%)which will cause 1-6 points of damage plus a stunning effect for the same number of melee rounds unless a saving throw versus Con. is made. An unarmed horned devil attacks with a claw/claw/bite. Armed or unarmed these devils are also able to attack with their tails, causing 1-6 hit points of damage and a wound which will bleed thereafter unless bound up (lose 1 hit point/turn until bound or cured). They exude fear in a 5' radius (as 4th level Wizard spell).

Horned devils can do any one of the following, at will, once per turn or melee round, at 14th level:

Burning Hands
ESP
Persistent Image
Produce flame
Pyrotechnics
Summon another horned devil (50% chance of success).

Once per day they can create a wall of fire of triple normal strength with regard to the damage it causes (6d6+3 damage).

Ice: Greater Devil

NO. ENCOUNTERED: 1 or 1-4
SIZE: Large (12’ Tall)
HD: 18
MOVE: 30 ft.
AC: 28
Attack: 4 or 2 - 2 Claw (1d6), Bite (2d12), Tail (3d4) or
Spear (2d6+2), Tail (3d4)
SPECIAL: Devil Powers, Special, SR 10, Reg 1, +2 or better to Hit
SAVES: P, M
INT: Superior
ALIGNMENT: Lawful Evil
TYPE: Devil
TREASURE:
XP: 25600 + 18

The frigid eighth plane of Vilahel is populated in the main with ice devils. They are greater devils in every sense of the word, preferring to attack and torment victims by means of their claws, mandibles, and tails. A few (25%) carry great spears which inflict 4-14 hit points damage and numb with cold the creature thus struck (slow 50% unless save versus paralyzation is made). Being greater devils, they have personal names.

Ice devils can do any one of the following at will, once per turn or melee round, at 18th level:

Detect Invisible
Fly
Polymorph self
Quench
Wall of Ice
Gate in two bone devils (70%) or another ice devil (30%) (60%chance of success).

Once per day an ice devil can cause an ice storm (as spell - 5d6 damage).

These creatures are are able to regenerate 1 hit point per melee round, and a grasping strength of 19. They radiate fear in a 10' radius (as 4th Wizard spell).

Pit Fiend: Greater Devil

NO. ENCOUNTERED: 1 or 1-3
SIZE: Large (14’ Tall)
HD: 20
MOVE: 30 ft., 50 ft. (flying)
AC: 30
Attack: By Weapon: Ancus (1d6 + 4), Toothed Club (3d4 +4)
SPECIAL: Devil Powers, Special, SR 12, Reg 2, +2 or better to Hit
SAVES: P, M
INT: Genius
ALIGNMENT: Lawful Evil
TYPE: Devil
TREASURE:
XP: 37950 + 20

The lowest plane of Vilahel is the home of the dreaded pit fiend, a devil of great power. They possess a terrible strength and the most evil nature. All pit fiends have personal names. They are the personal servants of Asmodeus. Each typically carries an ancus-like weapon and a jagged- toothed club, and all can strike with both in a melee round.

Pit fiends are able to perform any of the following at will, once per turn or melee round, as applicable:

Burning Hands
Detect invisible
Hold person
Polymorph self
Produce flame
Pyrotechnics
Wall of fire
Gate in 1-3 barbed devils (60%) or another pit fiend (70% chance of success).

Once per day a pit fiend can use a symbol of pain - (save versus magic or suffer -4 on attack dice rolls to hit and a -2 on dexterity for 2-20 melee rounds). They shed fear in a 20' radius (as 4th level Wizard Spell).

All pit fiends have a strength of 20, They regenerate at 2 hit points per melee round. If they strike with their tail and score a hit the opponent is held with 2-8 hit points of constriction damage per turn.

Re: Devils - [Generic Conversion]

Posted: Wed Aug 14, 2013 9:04 pm
by kreider204
These are awesome, man - thanks a ton for sharing!

Re: Devils - [Generic Conversion]

Posted: Mon Aug 19, 2013 2:51 am
by Lurker
kreider204 wrote:These are awesome, man - thanks a ton for sharing!

+1 on that! Great work and thanks for sharing!!!