Thursday, February 14, 2019

Devil, Bareilan (Child Skinner)

Devil, Bareilan (Child Skinner)
CR 12                                                                                                          XP: 19,200
LE Huge outsider (devil, evil, extraplanar, lawful)
Init +0; Senses See in Darkness 60 ft., Telepathy 100 ft.; Perception +2
Aura Pedophiliac Lure (100 ft., Will DC 20, children become fascinated and approach the Child Skinner)
AC 28, touch 10, flat-footed 28 (-2 size, +2 deflection, +18 natural)
HP 152 (16d10+64)
Fort +14, Ref +5, Will +12
Immune fire, poison; Resist acid 10, cold 10
Speed 40 ft.
Melee four +17 slams (1d8+2 bludgeoning, 19-20/x2 plus grab)
Ranged two +14 binding needles (1d4+2 piercing, 20/x3 plus drag 1d4 x 5 ft. Fort DC 20 negates, 100 ft maximum range, no range increment)
Space 15 ft.
Spell-Like Abilities CL 10th) At Will – Deeper Darkness Enthrall (DC 14) 1x/day – Desecrate Summon (5th level, 1d2 Eyrines 80% or 1d4+1 Bearded Devils 40%)
Str 17, Dex 11, Con 19, Int 13, Wis 14, Cha 14
Base Atk +16; CMB +21; CMD 33
Languages Celestial, Draconic, Infernal, Telepathy 100 ft.
SQ Binding Needle, Child Killer, The Needle Heals
Environment any (extraplanar- Hell) prefers urban environments where children congregate- schools, playgrounds, youth hostels, kibbutz, factories staffed by child laborers, ect.
Organization always solitary
Treasure standard
Binding Needle (Su) The Child Skinner can toss the black needle that it uses to stitch children’s corpses to its own bloated body. A creature struck by the Binding Needle must succeed at a DC 20 FORT Save or be pulled 1d4x5 ft. (1d4 squares) towards the Child Skinner’s space. If the FORT Save fails, the Child Skinner can pull the target another 1d4x5 ft towards it as a free action, once per round. The target gains the grappled condition, but the Child Skinner does not. The Binding Needle’s cord has Hardness 4 and 12 HP and is AC 14.
Killer of Children (Su) Once per round, as a swift action, the Child Skinner can kill an adjacent child without the need of an attack roll nor damage roll. The child merely drops to -1 HP and begins dying.
The Needle Heals (Su) As a full round action, the Child Skinner’s many hands can go to work skinning and stitching the flesh of a murdered child to its own. This requires the corpse of a Small or Medium sized child of any humanoid or monstrous humanoid race, slain within the previous hour to be adjacent to the Child Skinner. The Child Skinner receives the benefit of a Heal spell cast by a 20th level cleric when this action is complete.
Pedophilia Lure (Su) All children of humanoid and monstrous humanoid races who merely come within 100 ft. of the Child Skinner must succeed at a DC 20 WILL Save or become fascinated. While fascinated, the children move at their normal speed and attempt to remain adjacent to the Child Skinner at all times. Even acts of violence against the fascinated children by the Child Skinner or its allies do not break the effect. However, fascinated children receive a new save to end the effect if any adult creature inflicts HP damage on the Child Skinner. If an adult confirms a critical hit against the Child Skinner, the fascination effect ends for all children affected. A child who saves against this effect becomes immune to the Pedophiliac Lure for 24 hours.
The Child Skinner is a horrible, flayed brute standing more than 13 feet tall. The Child Skinner’s obese, sagging form is decorated with the empty skins of hundreds of human and Elven boys, the oldest perhaps a decade old, stitched crudely and haphazardly to the demon’s body. These flayed hides form additional arms, which the monster uses with cruel efficiency in battle. The Child Skinner is asymmetrical- three of its leather arms on one side of the body, and only one on the opposite shoulder.
Reports From The Field
“Child Skinners are outcasts even among Hell’s hierarchy. Unconcerned with power and the expansion of diabolic power, Child Skinners are the tortured, transfigured souls of child abusers and rapists. Become devilish, they continue their depredations, ignoring the summons of their Pit Fiend masters and only reluctantly cooperating with other devils.”
-The Lesser Horrors of the Outer Planes, Volume II
“Over the past decade, nearly five hundred of human street urchins have vanished in the Steamworks Ward, and possibly five times that number of goblin and kobold urchins. While the Civic Guards have raised no cry, I have, time and again! Now, I propose an expedition beneath the abandoned cotton-works at Five Angel Point. One of my best informants tells me there is something down there, of monstrous aspect, but with a sweet woman’s voice.”
-Preacher Zuun Hexagrus, rabble rouser and reformer
“GUARDS RAID THE GOLD FROG CARNIVAL! MASSACRE ENSUES!
Over 100 children dead! Mayor blame demons! Clerics overwhelmed by carnage and temples in
shambles!”
-Headline of the of the New Whiteplume Courier
Source: The Complete Nemesis Bestiary pg 25

Devil, Amon (Duke of Hell)

Devil, Amon (Duke of Hell)
CR 25                                                                                                           XP: 1,638,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +12; Senses darkvision 60 ft., detect good, detect magic, see invisibility, see in darkness;; Perception +44
AC 44, touch 24, flat-footed 36 (-1 size, +20 natural, +7 deflection, +8 Dex)
HP 462 (28d12+280); regeneration 10 (good, silver)
Fort +12, Ref +8, Will +9
DR 20/good and silver; Immune fire, poison; SR 36; Resist acid 10, cold 10
Speed 60 ft.
Melee Huge +4 axiomatic thundering heavy mace +45/+40/+35/+30 (3d6+30/19–20), bite +35 (2d6+6)
Space 10 ft., Reach 10 ft.
Special Attacks fear gaze (30 ft., Will DC 31, affected by fear spell)
During Combat Amon begins combat with his fear gaze. Unaffected creatures are subjected to a barrage of spell-like abilities and physical attacks with his mace. If combat is going against him, he summons his wolf companions or other devils to aid him or cover his escape.
Str 36, Dex 27, Con 31, Int 26, Wis 25, Cha 25
Base Atk +28; CMB +42; CMD 67
Feats Alertness, Blind-Fight, Cleave, Critical Focus (heavy mace), Great Cleave, Great Fortitude, Improved Critical (heavy mace), Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Quicken Spell-Like Ability (fireball), Vital Strike, Weapon Focus (heavy mace)
Skills Acrobatics +39, Bluff +38, Climb +41, Diplomacy +38, Escape Artist +36, Intimidate +37, Knowledge (arcana, religion) +36, Knowledge (local, planes) +39, Perception +44, Sense Motive +44, Stealth +35, Survival +35
Languages Abyssal, Celestial, Common, Draconic, Goblin, Ignan, Infernal; telepathy 100 ft.
SQ control wolves
Gear Craver
Environment any (Hell)
Organization solitary or troupe (Amon plus one 18-HD winter wolf, 4–8 bone devils, and 3–7 dire wolves or 5–12 wolves)
Treasure Craver: Amon’s unique oversized weapon is a Huge +4 axiomatic thundering heavy mace. In Duke Amon’s hands it deals double his Strength bonus to damage in addition to its +4 enhancement bonus when he uses it two-handed (+30 total). He is able to use the oversized weapon without penalty.
Control Wolves (Su) Amon can control up to 40 HD of wolves, worgs, winter wolves, or dire wolves to a range of 1 mile. This is otherwise similar to a control undead spell cast by a 20th-level sorcerer and does not count against his 40 HD summoning limit (unless Amon summoned the creatures).
Fear Gaze (Su) A creature that successfully saves against Amon’s fear gaze cannot be affected again for one day. The save DC is Charisma-based.
This wolf-headed humanoid stands at least 9 or 10 feet tall. His fur is brownish-black and his eyes and teeth are yellow. His great clawed hands are brownish in color and covered in shaggy fur.
Amon stands 9 feet tall and weighs about 600 pounds.
Amon is a vassal in service to Geryon, commanding no less than 3 legions of bone devils. He is completely loyal to the Great Serpent and never questions his post. On more than one occasion an arch-devil has tried to dupe Amon into betraying his lord, but such attempts always fail.
Amon’s iron citadel Harrowcourt sits high on a flat-topped mountain within the domain of Hell’s fifth plane. It is a great, dark place filled with devils, wolves, and creatures far worse.
Credit
Amon originally appeared in Dragon #75 (© TSR/Wizards of the Coast, 1983) and later in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission.
Copyright Notice Author Scott Greene, based on original material by Gary Gygax

Devil, Alastor (Executioner of Hell)

Devil, Alastor (Executioner of Hell)
CR 23                                                                                                                XP: 819,200
LE Large outsider (devil, evil, extraplanar, lawful)
Init +12; Senses darkvision 60 ft., detect good, detect thoughts; Perception +57
Aura fear (20 ft., DC 38)
AC 48, touch 25, flat-footed 40 (-1 size, +23 natural, +8 deflection, +8 Dex)
HP 700 (40d12+440); regeneration 10 (good, silver)
Fort +26, Ref +32, Will +34
DR 20/good and silver; Immune fire, poison; SR 34; Resist fire 10, cold 10
Speed 40 ft., fly 60 ft. (average)
Melee +3 unholy vorpal battleaxe +59/+54/+49/+44 (2d6+19/19–20/x3) or 2 claws +55 (2d6+16), bite +55 (4d6+16 plus poison and disease), 2 wings +53 (2d6+16), tail slap +53 (2d8+24 plus grab)
Space 10 ft., Reach 10 ft.
Special Attacks constrict (2d8+32)
Spell-Like Abilities (CL 20th) Constant—detect good, detect thoughts (DC 20) At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, true seeing, unholy aura (DC 26), wall of fire (DC 22) 3/day—insanity (DC 25), summon (level 9, 4 lemures, bone devils, or bearded devils, or 3 erinyes, horned devils, or ice devils, or 2 pit fiends 100%) 1/day—meteor swarm (DC 27), power word kill 1/week—wish.
During Combat Alastor rarely engages in combat; not because he cannot, but because most such encounters are trivial to him and he becomes bored with it very easily. If pressed into battle, he uses his power word kill ability immediately against his closest opponent. Next, he unleashes a meteor storm, followed by a fireball, before finishing his spell-like abilities with a mass hold monster against as many foes as possible. Next he wades into battle with Grimfang and his array of natural attacks. When he finally becomes bored with the battle, he seeks to quickly end it by calling in other devils to finish off any remaining opponents. Should Alastor be in danger at any time, he uses his greater teleport to escape, remembering his foes for a later time, which he will invariably hunt down with a retinue of pit fiends and kill.
Str 43, Dex 27, Con 33, Int 28, Wis 30, Cha 26
Base Atk +40; CMB +57; CMD 83
Feats Alertness, Awesome Blow, Bleeding Critical, Cleave, Critical Focus (battleaxe), Diehard, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (battleaxe), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Persuasive, Power Attack, Quicken Spell-Like Ability (Power Word Stun, Fireball), Weapon Focus (battleaxe)
Skills Acrobatics +51, Bluff +51, Diplomacy +55, Disguise +51, Fly +49, Intimidate +55, Knowledge (arcana, local, religion) +49, Knowledge (planes) +52, Perception +57, Sense Motive +57, Spellcraft +49, Stealth +47, Survival +50
Languages Abyssal, Common, Celestial, Draconic, Giant, Ignan, Infernal, Terran; telepathy 100 ft.
Gear Grimfang
Environment any (Hell)
Organization solitary or retinue (Alastor plus 1d2 pit fiends)
Treasure Grimfang is a Large +3 unholy vorpal battleaxe. A creature subjected to the vorpal effects of Grimfang can only be returned to life by the casting of a miracle, wish, or a true resurrection spell (the last of which must be cast on consecrated ground).
Poison (Ex) Bite—injury; save Fort DC 41; frequency 1/round for 10 rounds; effect 2d6 Con damage; cure 3 consecutive saves. The save is Constitution-based.
Disease (Su) Devil Chills: Bite—injury; save Fort DC 41; onset immediate; frequency 1/day; effect 1d4 Str; cure 3 consecutive saves. The save DC is Constitution-based.
This entity stands at least 16 feet tall and its body is entirely cloaked in hellish red and yellow flames. Huge bat-like wings spread from its scaled body. Its arms end in clawed hands which hold a tight grip on a wickedly curved battleaxe of iron. Its eyes are black with red pupils and its mouth is filled with rows of fangs
Alastor resembles a pit fiend in appearance and stands 16 feet tall. He weighs roughly 1,000 pounds.
Alastor is thought to be related to, or in fact be, a pit fiend. Legends and stories told by the various rulers of Hell say he is in fact the first pit fiend; the one from which all others were spawned. Alastor has always existed as far as the arch-devils know; none can remember a time before he was there. Though stories say he was thrown down from Heaven when Lucifer and his court were cast down, Lucifer himself has denied such tales.
Alastor serves as Hell’s Executioner. He makes his lair deep within the confines of Asmodeus’s palace on the nethermost circle of Hell. He is loyal to none but Asmodeus, and his loyalty has never been in question. Those who have questioned his loyalty to Hell’s arch ruler usually find themselves on the wrong end of his axe.
Alastor takes great pride in his job and his blade never falters. When tasked with the execution of a traitor, prisoner, or simply someone Asmodeus has grown weary of, Alastor does the job, neat and clean every time. A mortal killed by his hands finds Hell to be a rather pleasant place compared to the eternal torture most endure once they fall to Alastor’s axe.
Copyright Notice Author Scott Greene

Devil, Ghaddar

Devil, Ghaddar
CR 16                                                                                                                XP: 76,800
LE Huge outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., detect good, see in darkness; Perception +4
AC 33, touch 13, flat-footed 28 (-2 size, +20 natural, +5 Dex)
HP 216 (16d12+112); regeneration 5 (good, silver)
Fort +14, Ref +15, Will +12
DR 10/good and silver; Immune fire, poison; SR 27; Resist acid 10, cold 10
Speed 30 ft.
Melee 2 claws +25 (2d6+11 plus grab), bite +25 (2d8+11 plus vorpal bite)
Space 15 ft., Reach 15 ft.
Special Attacks feed
Spell-Like Abilities (CL 16th) Constant—detect good At will—greater teleport (self plus 50 pounds of objects only), persistent image (DC 19), unholy aura (DC 22), wall of fire 3/day—fireball (DC 17), lightning bolt (DC 17) 1/day—summon (level 8, 2d10 lemures or 1d6 bearded devils 50%; or 1d6 barbed devils 35%; or 1 horned devil or ghaddar devil 20%)
During Combat A ghaddar assails its foes with a barrage of claw attacks. A grabbed opponent is bitten and, if slain, devoured. Ghaddar are not strategists, and unless directed by a commander or captain, they attack with little organization and finesse. The ferocity of the ghaddar is unparalleled in combat.
Str 33, Dex 21, Con 21, Int 12, Wis 14, Cha 18
Base Atk +16; CMB +29; CMD 44
Feats Alertness, Cleave, Great Cleave, Great Fortitude, Improved Initiative, Power Attack, Vital Strike, Weapon Focus (claw)
Skills Climb +11, Intimidate +4, Knowledge (planes) +1, Perception +4, Sense Motive +4, Stealth +5, Survival +2
Languages Common, Infernal; telepathy 100 ft.
Environment any (Hell)
Organization solitary or troupe (2–4)
Treasure none
Feed (Su) When a ghaddar slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim’s body and prevents any form of raising and resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic. A ghaddar advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a ghaddar devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally. The ghaddar only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total.
Vorpal Bite (Ex) If a ghaddar scores a natural 20 on its attack roll with its bite attack and confirms the critical hit, it severs the foe’s head.
This massive creature stands almost three times as tall as a human and has the head of a donkey. It shuffles with a hunched gait as it moves. Large downward-curving horns protrude from its head. Its body is covered with blackish hair. Its feet are splayed and its eyes are stark white with hollow black pupils.
A typical ghaddar stands 15 feet tall and weighs 6,000 pounds.
The terrible and mighty ghaddars roam the planes of Hell devouring the unfortunate souls of those they encounter. They also consume the essence and being of any outcast devils and dukes that cross their path.
Copyright Notice Author Scott Greene.

Devil, Flayer (Marzach)

Devil, Flayer (Marzach)
CR 11                                                                                                     XP: 12,800
LE Large outsider (devil, evil, extraplanar, lawful)
Init +2; Senses darkvision 60 ft., detect good; Perception +21
AC 27, touch 11, flat-footed 25 (-1 size, +16 natural, +2 Dex)
HP 174 (12d10+108); regeneration 5 (good, silver)
Fort +13, Ref +10, Will +10
DR 10/good and silver; Immune fire, poison; SR 22; Resist acid 10, cold 10
Speed 40 ft.
Melee 2 claws +20 (1d8+9/19-20), bite +20 (2d6+9)
Space 10 ft., Reach 10 ft.
Special Attacks flensing, unholy burst
Spell-Like Abilities (CL 12th) Constant—detect good At will—greater teleport (self plus 50 pounds of objects only), scorching ray 1/day—wall of fire, unholy aura (DC 20)
During Combat Flayer devils are ferocious in battle, employing simple, brutal tactics. Given the chance, they always make a full attack, striking with both claws and a bite attempting to rip an opponent’s flesh from its bones. On rounds they do not attack with their natural weapons, they release an unholy burst to sicken those around them before striking again with claws and bite.
Str 29, Dex 15, Con 29, Int 14, Wis 14, Cha 14
Base Atk +12; CMB +22; CMD 34
Feats Alertness, Cleave, Improved Critical (Claw), Power Attack, Weapon Focus (Bte. Claw)
Skills Climb +24, Escape Artist +17, Intimidate +17, Knowledge (planes) +17, Perception +21, Sense Motive +21, Stealth +13, Survival +17
Languages  Common, Ignan, Infernal; telepathy 100 ft.
Environment any (Hell)
Organization gang (2–4) or pack (6–11)
Treasure standard
Unholy Burst (Su) Three times per day, a flayer devil can release a burst of hellish black vapor in a 30-foot radius. Those caught within the area must succeed at a DC 25 Fortitude save or be sickened for 1d6 rounds. Additionally, good-aligned creatures suffer 3d6 points of unholy damage from the vapors if they fail their save. The save DC is Constitution-based.
Flensing (Ex) A flayer devil that scores a critical hit with a claw attack rips the flesh from its opponent’s body. This attack deals 1d3 points of Constitution damage.
This hulking brute has leathery, crimson skin, and a large mouth filled with razor-sharp teeth. Large, round horns protrude from the sides of its head. Its hands and feet end in claws, and its eyes are slitted and bronze.
The typical flayer devil stands 13 feet tall and weighs in excess of 800 pounds.
Flayer devils are employed by several arch-devils as trackers and hunters because of their brutal and sadistic mindset. These nightmarish creatures delight in catching their prey and ripping the flesh from their bones. The flesh is devoured and the bones cast aside. Many of these brutes served under Lucifer and were ousted with him when Asmodeus cast him out of Hell. They now reside in Infernus where they perfect their craft against those that stumble into the fiery realm. Others can still be found roaming the Hells. Flayer devils sometimes hunt weaker devils, such as bearded devils, hellstokers (see their entry in this book), and lemures, the latter of whose flesh they thoroughly enjoy.
Copyright Notice Author Scott Greene.

Devil, Blood Reaver (Garugin)

Devil, Blood Reaver (Garugin)
CR 8                                                                                                                 XP: 4,800
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +2; Senses darkvision 60 ft., see in darkness; Perception +14
Aura siphoning aura (Fort DC 19)
AC 24, touch 12, flat-footed 22 (+2 Dex, +12 natural)
HP 94 (9d10+45); regeneration 5 (good, silver)
Fort +8, Ref +8, Will +8
DR 10/good; Immune fire, poison; SR 19; Resist acid 10, cold 10
Speed 40 ft.
Melee barbed dire flail +16/+11 (2d6+9/19–20 plus stun) or 2 claws +15 (2d6+6)
Spell-Like Abilities (CL 12th) At will—greater teleport (self plus 50 pounds of objects only), invisibility (self only), wall of fire 1/day—lightning bolt (DC 15), summon (level 6, 2d10 lemures 50% or 1 blood reaver 35%)
During Combat In combat, they attack with their barbed flails, relentlessly hammering away at their enemies and freely unloading with walls of fire to separate allies from one another. Being immune to fire, the blood reaver simply walks through the wall and attacks the creature standing on the other side.
Str 23, Dex 15, Con 21, Int 14, Wis 14, Cha 14
Base Atk +9; CMB +15; CMD 27
Feats Cleave, Great Cleave, Improved Critical (barbed dire flail), Power Attack, Weapon Focus (barbed dire flail)
Skills Bluff +14, Diplomacy +14, Intimidate +14, Knowledge (planes) +14, Perception +14, Sense Motive +14, Stealth +14, Survival +14
Languages Abyssal, Common, Infernal; telepathy 100 ft.
Gear barbed dire flail
Environment any (Hell)
Organization solitary, team (2–4), or squad (5–9)
Treasure standard
Siphoning Aura (Su) Blood reavers can radiate an aura in a 20-foot radius as a free action that causes a creature to bleed from its mouth, nose, eyes, and ears. Affected creatures must succeed on a DC 19 Fortitude save each round or take 1 point of Constitution damage from blood loss. The save DC is Constitution-based.
Stun (Su) Whenever a blood reaver hits with a dire flail attack, the opponent must succeed on a DC 20 Fortitude save or be stunned for 1 round. The save DC is Strength-based. This ability is a function of the blood reaver, not the dire flail.
This tall reddish-bronze colored humanoid has leathery flesh and gleaming, gold eyes. Its hands end in blood-stained claws, and a long snake-like and forked tail trails behind it. The smell of fresh blood hangs in the air. It wields a wicked dual-headed flail.
A blood reaver stands 8 feet tall and is never without its special barbed dire flail. The heads are wickedly crafted with oversized and strongly curved barbs so they do as much tissue damage as possible when they hit.
Blood reavers, also known as garugins, are dangerous and vile creatures that stalk the Hells searching for mortal plane jumpers. They believe no living mortal has the right to step into Hell; the only mortals that should be in Hell are the ones whose souls are corrupted in the afterlife or evil mortals that deserve to be there through actions and sins committed while still alive. All other mortals are trespassers and should be dealt with accordingly.
Blood reavers have a neutral relationship with most other devils; they can take them or leave them. They do seem to have a good rapport with bone devils, perhaps because the wicked bone devil is just as evil and corrupt as they are or perhaps because the bone devil shows no mercy when dispatching an enemy.
Blood reavers despise mortals and attack them on sight. They prefer to hide or stand nearby while invisible and let their siphoning aura drain a person of its blood, though the telltale sign that something is wrong is when the victim’s eyes, ears, nose, and mouth begin to bleed for no apparent reason.
Copyright Notice Author Scott Greene.

Devil, Amaimon

Devil, Amaimon
CR 8                                                                                                         XP: 4,800
LE Large outsider (devil, evil, extraplanar, lawful)
Init +4; Senses darkvision 60 ft.; Perception +16
Aura  fear (10 ft., Will DC 15)
AC 23, touch 13, flat-footed 19 (-1 size, +10 natural, +4 Dex)
HP 94 (9d10+45); regeneration 5 (good, silver)
Fort +8, Ref +10, Will +8
DR 10/silver;; Immune fire, poison; SR 19; Resist  acid 10, cold 10;
Speed 30 ft.
Melee 2 claws +15 (1d8+7), bite +15 (2d6+7)
Space 10 ft., Reach 10 ft.
Special Attacks breath weapon (40-ft. cone, 4d6 fire plus 2d6 Con, Reflex DC 21, usable 1d4 rounds)
Spell-Like Abilities (CL 10th) At will—greater teleport (self plus 50 pounds of objects only), major image (DC 14), protection from good, wall of fire (DC 15) 1/day—summon (level 4, 2d10 lemures 50% or 1 amaimon 35%)
During Combat An amaimon ruthlessly attacks any creatures it encounters. It begins combat with its breath weapon seeking to engulf as many of its opponents within the area as possible. It always enters combat against good-aligned foes with its protection from good in effect raking with its claws and gnashing with its bite. If the battle turns against the amaimon it summons a horde of lemures or another amaimon to its aid.
Str 24, Dex 18, Con 21, Int 14, Wis 14, Cha 12
Base Atk +9; CMB +17; CMD 31
Skills Acrobatics +13, Bluff +15, Diplomacy +13, Disguise +3, Intimidate +13, Knowledge (planes) +14, Perception +16, Sense Motive +16, Survival +14
Languages Common, Draconic, Infernal; telepathy 100 ft.
Environment any (Hell)
Organization solitary, pair, or gang (2–4)
Treasure standard
This massive creature stands nearly 10 feet tall and looks like a bloated, squat humanoid with scarlet flesh. It has a long curved and forked tail, clawed hands and feet, and a round, squashed head with two small horns just above its sapphire-colored eyes.
An amaimon stands about 9 feet tall and weighs about 700 pounds.
Amaimons are wicked and cruel diabolic creatures that take great pleasure in the torture and slaying of other creatures. For this, they are often found serving as inquisitors and “information extractors” under the various dukes of Hell. Their methods of torture vary from amaimon to amaimon but include both standard torture methods (racks, screws, weights) and exotic torture methods (capturing their fiery poisonous breath weapon in vials and injecting it into the bloodstream of a living creature, for example). Amaimons care little for other creatures, including their own kind. They are completely self-absorbed, selfish, and evil.
Copyright Notice Author Scott Greene.