Here Be Monsters: Devil Spirit


A few months ago the A Sword for Hire blog held the Here Be Monsters 2 contest. The theme was “Hell Breaks Loose” so all monsters had to be thematically connected to the plane of Hell in some fashion. I submitted a monster entry but didn’t get selected as one of the finalists. Check out the Top 6 finalists here, because there are some really cool monsters there. Still I think my entry is a pretty cool monster as well so I thought I would share it here.


This shadowy phantom wears ragged chain mail and eldritch energy crackles around it’s baleful eyes and wickedly curved claws.

Devil Spirit (Malageist) CR 11

XP 12,800

LE Medium outsider (devil, evil, extraplanar, lawful)

Init +8; Senses darkvision 60 ft.; Perception +20

DEFENSE

AC 24, touch 19, flat-footed 19 (+5 armor, +4 deflection, +4 Dex, +1 dodge)

hp 133 (14d10+56)

Fort +9, Ref +13, Will +12

Defensive Abilities incorporeal; Immune fire, poison; Resist acid 10, cold 10; SR 15

Weaknesses vulnerability to silver

OFFENSE

Speed fly 60 ft. (perfect)

Melee 2 claws +18 (3d6/19-20 plus disruption)

Special Attacks disruption, terrifying gaze

Spell-Like Abilities (CL 7th; concentration +12)

3/day—bane (DC 15),  forbid action (DC 15)

1/day—summon (level 5, 2 bearded devils 50%)

STATISTICS

Str –, Dex 18, Con 17, Int 16, Wis 17, Cha 19

Base Atk +14; CMB +18; CMD 28

Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Mobility, Toughness, Vital Strike

Skills Bluff +21, Fly +29, Knowledge (arcana) +20, Knowledge (planes) +20, Perception +20, Sense Motive +20, Spellcraft +20, Stealth +21, Survival +20

Languages Celestial, Common, Draconic, Infernal, Telepathy 100 ft.

ECOLOGY

Environment any (Hell)

Organization solitary or pair

Treasure Standard (+1 ghost touch chain shirt)

 

SPECIAL ABILITIES

Disruption (Su) The weird energy surrounding a devil spirit’s claws is harmful to living beings. Any living creature struck by a devil spirit’s claw attack takes 1d4 Dexterity damage. A DC 21 Fortitude save negates the damage. A creature who takes Dexterity damage equal to or exceeding their Dexterity score is magically cursed. The creature may not heal Dexterity damage or regain consciousness until the curse is removed via remove curse or break enchantment. Removing the curse requires a DC 18 caster level check. The save DC is Constitution-based.

Spectral Claws (Su) Although incorporeal, a devil spirit’s claws become solid as it strikes, enabling it to tear through flesh and bone with ease. Additionally the claws are razor sharp with a critical hit range of 19-20.

Terrifying Gaze (Su) The malevolent gaze of the devil spirit strikes terror into the hearts all who meet it. All targets become panicked for 1d4 rounds, 30 feet, Will DC 21 negates. The save DC is Charisma-based.

Vulnerability to Silver (Su) Devil spirits are especially vulnerable to silver and take half damage from non-magical silver weapons and full damage from magical silver weapons. Also, due to its high silver content, devil spirits take double damage (4d4) from holy water.

 

The souls of lawful evil warriors and champions often become devil spirits, also known as malageists. Their incorporeal forms appear as fallen warriors clad in tattered clothes and chain armor. Strange energy crackles from their glowing eyes and around their razor sharp claws. These incorporeal terrors roam the burning wastelands and frozen planes of hell.

 

Skilled in stealth and tracking, devil spirits are often employed by Infernal Dukes and other powerful devils as border guards or bounty hunters. Devil spirits take sadistic pleasure in tracking and stalking any creatures that intrude on their territory or the regions they have been assigned to guard. Once they have captured their prey, devil spirits enjoy using their vicious claws to flay the flesh from the bones of their victims.

 

As some of the more powerful of the lesser devils malageist’s are sought after as servants and yet they are still numerous enough to be expendable if it furthers their master’s plans. Their incorporeal nature also makes them useful as spies or infiltrators since it allows them to penetrate many defenses that would block their corporeal brethren.

 

License info

Open Game License

Section 15. COPYRIGHT NOTICE

Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.

System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.

Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley,Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder

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