Saturday, February 2, 2019

Devil, Stigabazu, Enforcer of Dis

Devil, Stigabazu, Enforcer of Dis
CR 9 XP: 6,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., see in darkness, telepathy 100 ft.; Perception +15
AC 26, touch 13, flat-footed 22 (-1 size, +13 natural, +3 Dex)
HP 93 (11d10+33)
Fort +10, Ref +10, Will +8
DR 10/good; Immune fire and poison; SR 20; Resist acid 10 and cold 10
Speed 35 ft., fly 40 ft. (average)
Melee 2 claws +15 (1d8+5 plus fear)
Space 10 ft., Reach 10 ft.
Special Attacks Fear, rend 2d8+7, spell-like abilities, summon devils
Spell-Like Abilities (CL 12th) At will—animate dead, charm person (DC 14), detect good, detect magic, detect thoughts (DC 15), dispel chaos (DC 18), dispel good (DC 18), hold person (DC 16), suggestion (DC 16), greater teleport (self plus 50 pounds of objects only); 3/day—lightning bolt (DC 16), polymorph (self only), prying eyes, wall of fire; 1/day—hold monster (DC 18), wall of force. The save DCs are Charisma-based. 
During Combat Enforcers of Dis prefer to get their way without a fight. They are masters of intimidation, and their reputation is such that many renegades surrender without a struggle. They are no strangers to violence, however, and can and do use their claws to deadly effect. Their spell-like abilities usually serve to block off exits or capture an offender for later judgment.
An enforcer of Dis’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Str 20, Dex 16, Con 16, Int 11, Wis 13, Cha 17
Base Atk +11; CMB +17; CMD 30
Feats Dodge, Mobility, Spring Attack, Weapon Focus (Claw), Weapon Specialization (Claw)
Skills Acrobatics +5, Escape Artist +17, Intimidate +17, Knowledge (gather information) +17, Knowledge (planes) +14, Perception +15, Stealth +17, Survival +1, Use Magic Device +3
Languages telepathy 100 ft. 
Environment Hell
Organization Solitary, team (2–5), or patrol (1 enforcer plus 2d6 herlekins)
Treasure Standard 
Fear (Su) A creature hit by an enforcer of Dis’s claw attack must succeed at a Will save (DC 18) or be affected as though by fear (caster level 11th). Whether or not the save is successful, that creature cannot be affected again by that enforcer’s fear ability for 24 hours. The save DC is Charisma-based.
Rend (Ex) If an enforcer of Dis hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals 2d8+7 points of damage.
Summon Devils (Sp) Once per day an enforcer of Dis can attempt to summon 2d6 herlekins with a 50% chance of success, or another enforcer with a 35% chance of success. This ability is the equivalent of a 4th-level spell. 
This humanoid has a misshapen head, dangerously long
needle-like claws, and wings that resemble a tattered cape.
The Second Circle of Hell largely consists of the enormous city of Dis, home to millions of devils, damned souls, and even desperate mortals. Enforcers of Dis patrol the streets in the name of their lord, Dispater, rooting out lawbreakers and renegades.
Dispater rules the city from his iron tower and rarely ventures forth. He may be a schemer and a tyrant, but Dispater does believe in the rule of law. (Of course, he also makes the laws in Dis.) Many devil lords pay lip service to order but act as chaotically as the demons they despise. The enforcers of Dis make their lord’s belief a reality.
Enforcers of Dis are, without a doubt, cruel, but they are not capricious. Like their lord, they place value in the law. Enforcers can mete out punishment on the spot for transgressions, and this being Hell, this is swift and severe. The most common penalty is death, followed by imprisonment and torture. 
Several neighborhoods of Dis host mortal residents, an oddity in Hell. Some residents were lured here by infernal lies, others came with adventuring parties and were stranded, and a few even thought they could profit in Hell. The enforcers of Dis pay particular attention to these districts, most of whose residents live in abject fear of them. One word from an enforcer can send anyone to prison—or worse.
Source: Book of Fiends

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