Devil, Varkigon, Hell's Generals
CR 15 XP: 51,200LE Large outsider (devil, evil, extraplanar, lawful)
Init +6; Senses Darkvision 60 ft.; Perception +2
Aura fear
AC 33, touch 11, flat-footed 31 (-1 size, +12 natural, +10 armor, +2 Dex)
HP 122 (15d10+40)
Fort +14, Ref +16, Will +16
DR 15/bludgeoning and good; Immune cold, fire, undead immunities; Resist acid 10, electricity 10
Speed 30 ft.
Melee +4 unholy cold iron longsword +28/+23/+18 melee (2d6+14, 19-20/x2)
Space 10 ft., Reach 10 ft.
Special Attacks Fear aura, maneuvers, stances, summon legions
During Combat Hell's generals are most often seen on the front lines of battle, swinging their blades with such ferocity and skill that it's very presence may win battles. They favor both obliterating enemies themselves as well as scaring them into retreat, though in the latter circumstance they will often continue to push against them in hopes to kill as many enemies as possible.
Str 31, Dex 14, Con -, Int 17, Wis 14, Cha 21
Base Atk +15; CMB +26; CMD 38
Feats Cleave, Great Cleave, Greater Bull Rush, Improved Bull Rush, Improved Initiative, Power Attack
Skills Acrobatics +14, Bluff +23, Climb +22, Diplomacy +25, Intimidate +23, Knowledge (history) +14, Knowledge (martial lore) +13, Knowledge (planes) +18, Knowledge (religion) +13, Linguistics +15, Survival +2, Swim +14
Languages Celestial, Common and Infernal
SQ undead traits, unholy toughness
Environment The Nine Hells of Baator
Organization Solitary or army (1-5 and 20-500 undead soldiers)
Treasure No coins, double standard plus +4 unholy cold iron longsword and +5 breastplate
Fear Aura (Su) Hell's generals are constantly surrounded by a terrible hellish aura, which invokes fear into the hearts of nearly everyone. Anyone with HD less than the Varkigon that is within 30 feet of it must make a Will save (DC 22) or be affected as though by the fear spell. This is a mind-affecting fear effect that does not work on lawful evil outsiders.
Maneuvers (Ex) A Hell's general can use martial maneuvers as though he were a 15th level warblade, and has access to the Devoted Spirit, Dread Crown, Stone Dragon and White Raven disciplines. As a swift action, it may regain all of its expended maneuvers, although it cannot initiate any in the same round. It may change its readied maneuvers by training for five minutes. Typical Maneuvers Readied Strikes: Apocalyptic Charge, Bonecrusher, Charnel Strike, Divine Surge Boosts: Blade of Malice Counters: Vitriolic Blood Stances: A Hell's general has knowledge of stances as if he were a 15th level warblade, and has access to the Devoted Spirit, Dread Crown, Stone Dragon and White Raven disciplines. It can change stances as a swift action. Typical Stances Known Leading the Charge, Masochist's Stance, Punishing Stance
Summon Legions (Sp) Hell's generals are capable of summoning forth the air of death from the very air of Baator and alter it into an army under his own command. As a full-round action he can summon 3d6 undead dredges (see below) which are under his control and remain under it for 24 hours. A Hell's general cannot have more than 100 of these undead dredges summoned in a day and can have only 20 under his control at any given time.
Undead Traits (Ex) A Varkigon has no Constitution score and is immune to poison, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. A Varkigon also heals from negative energy and is harmed by positive energy and unlike outsiders, do not need to breath.
Unholy Toughness (Su) A Hell's general can bolster it's body with sheer force of self. They have an additional amount of hp equal to their HD times their Cha modifier.
A Hell's general, leading his army of the hellish dead. Standing before you with an aura of dark triumph is a vicious creature of barely humanoid form. He stands an imposing thirteen feet in height and is draped and coated in the black, tar-like resin of Hell itself. Glued to his torso by the black muck is a black iron breastplate, which is almost as organic looking as the very muck that covers it. His face is stern and dark, a pair of dimly glowing grey eyes stares down at you and bores a hole in your very soul. In one hand he carries a hellish darkened metal sword and in the other is a twisted hellish idol with a single blazing red pupil. Behind him is an army of death at his beck and call.
Hell's generals stand roughly 13 feet tall and weigh 800 lbs.
Varkigons are the stern, unyielding generals of the Nine Hells, but unlike other devils, they did not climb the same ladder as the normal Baatezu and similar devils. Hell's generals are soul-shells that managed to avoid becoming lemures and also managed to rise to the top as powerful generals of Hell's armies, making names for themselves as powers that rival even the Baatezu themselves.
Each Hell's general is capable of summoning the essence of death into physical shape to create vast armies that obey them without hesitation or complaint. It is very rare that a Varkigon is seen without at least a small troop of his undead warriors. Most of Hell's generals will use their innate martial skills to bolster these loyal minions to create an even more devastating army. More than a few will be seen riding atop fearsome unholy mounts, such as cauchemar nightmares.
No comments:
Post a Comment