Non-cannon devils, feedback and suggestions apreciated

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weishan's picture
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Non-cannon devils, feedback and suggestions apreciated

Kay has motivated me to get moving on this idea, so here goes. This is the Mind Devil (I need better name for it), an experimental psychic shock trooper with some ability to manifest other powers to provide a bit more flexibility. They would serve as a way to 1 up the Tanar'rii's Cerbrelith.

A mind devil looks like a gaunt blue humanoid with a featureless face save for six glowing silver eyes arranged in a hexagon and a lamprey-like mouth. A mind devil has 2 thin tails that aid in balance but provide no combat benifits.

MIND DEVIL (I need a proper name here)

Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 10d8+60+10 (115 hp)
Initiative: +7 (+7 Dex)
Speed: 40 ft
AC: 26 (+7 Dex, -1 size, +10 natural)
Attacks: Bite +13 melee, 2 claws +8 melee
Damage: Bite 1d8+4, claw 1d6+2
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks:, Psi-like abilities, Powers (As a 5th level Kinetecist), Summon Baatezu (1 Mind Devil with a 35% chance of success)
Special Qualities: Baatezu traits, DR 5/good, SR/PR 21
Saves: Fort +13, Ref +14, Will +11
Abilities: Str 18, Dex 24, Con 22, Int 20, Wis 18, Cha 20
Skills: Not done yet, +4 racial bonus to balance and concentration checks
Feats: Speed of thought (B) Combat manifestation (B), Aligned attack (B), Combat Expertise, Up the walls , Psionic Charge, Psionic Body

Challenge Rating: 10-12 (not playtested, seems similar compared to the cerbrelith, and Rakasha which are both CR 10 and are similar in role, slighly more versatile than either of those, though)
Alignment: Lawful evil

Psi-like Abilities: (as a 7th level Kinetecist)
(All powers are augmented for 7th level)

At will:
Greater teleport
Energy push (DC 17)
Energy stun (DC 17)
Telekinetic force (DC 18)
Telekinetic thrust (DC 18)

Each 3/day:
Energy cone (18)
Energy wall (18)
Energy bolt (18)

Each 1/day:
Death urge (19)
Mindwipe (19)

Powers:

Power Points: 37
Powers Known (13)

1 (DC 16):
Deceleration
Energy ray
Precognition, Offensive
Precognition, Defensive
Vigor

2 (DC 17):
Cloud Mind
Inflict pain
Energy missile
Body equilibrium

3 (DC 18):
Body adjustment
Dispel
Share pain, forced
Time hop

weishan's picture
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Factor
Joined: 2007-04-16
Non-cannon devils, feedback and suggestions apreciated

Forge devils appear as large, stocky dwarves about 6 feet tall with firey red skin and orange hair. They are responsible for forging most of Hell's magic equipment and can replace a spell prerequisite with a spellcraft check. They also play a large part in tempting mortals with magic items and wealth (read adventurers). They will work for wizards who summon them--for the appropriate price, of course.

FORGE DEVIL (I need a proper name here)

Medium-size Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 8d8+48 (84 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft
AC: 24 (+2 Dex, +12 natural)
Attacks: Bite +12/+7 melee
Damage: Bite 1d6+6 and (treated as a +5 weapon when used to sunder a weapon or object
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities, Imbue item as a 12th level warlock
Special Qualities: Baatezu qualities, Powerfully built, Flaming body (anyone grappling a Forge Devil takes 3d6 points of fire damage) , DR 10/good
Saves: Fort +14, Ref +8, Will +8
Abilities: Str 18, Dex 14, Con 22, Int 16, Wis 14, Cha 16
Skills: +2 on all craft and spellcraft checks
Feats: Improved sunder (B), Power attack (B), Craft wonderous item (B), Cleave, Great cleave, Craft magic arms and armor, Great fortitude

Challenge Rating: 6-8 (similar in power to an erinyes)
Alignment: Lawful evil

Spell-like Abilities (CL 5 unless otherwise noted, CHA based):

At will:
Shatter (16)
Scorching ray (NA)
Matter agitation as a spell like ability (NA)
Greater teleport

3/day
Fabricate (9th level)

Some other devils i'm thinking about:

-arbiter devil (Cr 16-18)
serves as a judge and government minister. nearly impossible to lie to and powerful enough to enforce it's sentances. Also punishes rouge Baatezu.

-Necromancer devil (CR 7-9)
exceptionally weak, but creates undead for hell's armies

-Sage devil (CR 6-8)
scholar, can talk enemies into a stupor and sow confusion using it's speech

-Wrath devil (CR 11-13)
provides combat suppourt, all allies get a morale bonus to attack and damage, but a penalty to AC

Kay
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Non-cannon devils, feedback and suggestions apreciated

Woho~

I'm currently flumbling around with some sort of "Clerk Devil" that can fulfill various functions and are not combat oriented. I think the strongest of the three actually has a CR of 2. Eye-wink

What about fiends taking Character Levels? I'd say its okay and even necessery if one does not want to creat another caste for every possible task.
I also think thats the problem with some of your castes, weishan: They are not particular flexible.

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Non-cannon devils, feedback and suggestions apreciated

Part of that problem is created by the lack of a good description at the moment. they are meant (except for the necromancer devil to fill very general roles) I generally prefer to use class levels, but these are filling larger holes in the hierarchy.

The forge devil is defined mostly by it's skillset, I think of it as a megalomaniacal craftsman trying to make itself famous through it's work. They can be chefs or masons just as easily as they can be smiths (That's why they have the bonus to all craft skills), but thier name describes what they usually do.

The mind devil is modifiable by the DM as needed with a new power selection, but shock trooper is shock trooper is shock trooper, there's only so much flexibility.

All the other devils listed except the necromancer devils fill very broad roles. An arbiter devil would deal with big contracts (arcanaloth-ish role) serve as a lawyer, judge, advisor, government minister, secretary for an infernal noble, important diplomat etc. This in adition to hunting down rouge devils.

The sage devil also has a similar range--researcher, teacher or tutor, high-level clerk or secretary, analyst, spin doctor, political advisor, inventor, etc.

The Wrath Devil is meant to provide combat suppourt and serve as a liutennant-especially in the Blood War. This again is more specific, but you only need a couple of levels of fighter to define a more specific role for it.

Kay
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Clerk Devils

Well then, i shall submit my current work so it can be adequately criticised. I want to inform any willing reader that I have never create something like that before and some statistics are just wrapped together from informations of the 3.5e online supplement that I saw fitting. The attacks are taken from the Lemure, among other things, and the CR is a good guess at best. I wanted them to be relatively weak and I think, I have succeeded. Anything beyond what's statted is supposed to come along with npc/character levels (Commoner devils included Smiling ).

Clerk Devils

If a berk thinks the devils are a bunch of war-loving, hateful, violent, canny and evil monsters, he’s right, basically. However, even – or especially – in a perfect military machine there are tasks to be done that are either beyond a soldier’s capability, or beneath his pride. The Baatezu, of course, have found a way to fill in these positions that are at the same time atop and below those of the ordinary Barbazu: Clerk Devils, as they are called disparaging by the other castes and almost everyone else for it is a handy term. Besides this social degradation, there are Clerk Devils that officially rank somewhere between Barbazu and Erinyes, namely the Hretalxu, who are the master researchers, senior lawyers, judges and head administrators of Baatorian society.

The caste classification follows the Rule of Three: First there are the Abraxus, who do mostly basic jobs like secretary work, field research (they are easily replaceable) or cleaning up old archives. Second are the Cernabraxus, who’s carriers vary greatly depending on the actual agency they are working for (this naturally applies to all Clerk Devils). They can as well lead on a group of Abraxu researchers or be the servitor of a Hretalxu (or any other devil that has need of it), who are the, surprisingly uncommon, highest caste of Clerk Devils.

Abraxus are usually promoted directly from Lemurs and sometimes Spinagon. They can also be demoted Abishai or Kocrachon, but this method is rarely used for a reason that the Baatezu like to keep hidden from others: Abraxu having been demoted from a higher caste often retain some of their old features: The scales of an Abishai, the blue skin of the Kocrachon, claws, and even functioning wings. From there they can advance through Cernabraxu to Hretalxu and nowhere else. The Hretalxu are able to further advance to an Erinyes or Cornugo, but this is a rare event. Hretalxu are not trained in combat, which is a necessary quality for those fiends, and usually find it hard to get accepted in their new environment for having been such a weak creature most of their existence.

Appearance: Clerk Devils have a fleshy skin that provides only slightly (or no) better protection than that of a Lemure. It will also get a grey touch in advancement. Abraxu still walk ducked like the Abishai, but the higher the caste of the Devil the more upright it stands. Two pointy horns that will grow with the rank of the owner crown the devil.

Habitat/Society: Clerk Devils live is as different as the tasks they are entrusted with. They can be encountered in the hundreds or alone, depending on their current assignment. Abraxu are usually loyal and cooperative since they fear the wrath of their superiors. When they are promoted to Cernabraxu status they become more ambitious and self-confident. Hretalxu can be masters of deception and intrigue, though some are just satisfied with what they are doing, being all absorbed and delighted in their work, considering a master of their art. Those devils almost fear promotion for it will most likely force them to break up with their beloved occupation. This, of course, is considered very un-devilish and may result in demotion or other, more creative punishment to encourage adequate behaviour.

Combat: All Clerk Devils detest close combat and will try to avoid it if possible. However, they would hate it to be seen as a coward and demonstrate their weakness in front of other Baatezu. The Hretalxu is the only of the three that might willingly take up the challenge of a sodding mortal or weak Outsider, should he ever encounter one. If seriously endangered, a Clerk Devil will almost always try to use its Gate ability to call for assistance. A Hretalxu can also recur to his fiery spell-like abilities, although he knows when they are of use and when not.

Ecology: Clerk Devils are not as tough as their war-like brethren. Therefore they avoid the battlefields of the Blood War and other harsh environments, if their job doesn’t involve either of these locations.

Kay
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Non-cannon devils, feedback and suggestions apreciated

Abraxu

Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 3d8+4 (17 hp)
Initiative: +1
Speed: 30 ft
AC: 15 (+1 Dex, +4 natural)
Base Attack: +2
Attack: Claw +2 melee (1d4)
Full Attack: 2 claws +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Baatezu traits
Saves: Fort +4, Ref +1, Will +6
Abilities: Str 14, Dex 13, Con 14, Int 11, Wis 11, Cha 10
Skills: Concentration 5, Diplomacy 4, Knowledge (any) 6
Feats: Skill Focus (Knowledge (special))
Environment: Baator
Organization: Varying
CR: 1
Treasure: None
Alignment: Always lawful evil
Advancement: 4–6 HD (Medium)
Level Adjustment: —

Spell-Like Abilities: Caster level 10th. The save DC is Charisma-based.
1/day – An Abraxu can gate in 1d4 Lemures with a 50% chance of success once a day.

Cernabraxu

Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 4d8+6 (24 hp)
Initiative: +1
Speed: 30 ft
AC: 16 (+1 Dex, +5 natural)
Base Attack: +2
Attack: Claw +2 melee (1d4)
Full Attack: 2 claws +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: summon devil
Special Qualities: Baatezu traits, spell resistance 5, telepathy 100 ft.
Saves: Fort +6, Ref +2, Will +8
Abilities: Str 13, Dex 13, Con 14, Int 13, Wis 12, Cha 11
Skills: Concentration 6, Diplomacy 5, Knowledge (any) 8, Sense Motive 2
Feats: Skill Focus (Knowledge (special))
Environment: Baator
Organization: Varying
CR: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 4–6 HD (Medium)
Level Adjustment: —

Spell-Like Abilities: Caster level 6th. The save DC is Intelligence-based.
At will - burning hands, detect good, detect magic, mage hand.
1/day – Fire Shield, a Cernabraxu can gate in 2d6 Lemures or 1d4 Black Abishai with a 50% chance of success once a day.

Hretalxu

Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 6d8+8 (35 hp)
Initiative: +2
Speed: 30 ft
AC: 17 (+1 Dex, +6 natural)
Base Attack: +2
Attack: Claw +2 melee (1d4)
Full Attack: 2 claws +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: spell-like abilities, summon devil
Special Qualities: Baatezu traits, spell resistance 5, telepathy 100 ft.
Saves: Fort +8, Ref +3, Will +10
Abilities: Str 13, Dex 13, Con 14, Int 15, Wis 13, Cha 12
Skills: Concentration 6, Diplomacy 5, Knowledge (any) 8, Sense Motive 6
Feats: Skill Focus (Knowledge (special))
Environment: Baator
Organization: Varying
CR: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 4–6 HD (Medium)
Level Adjustment: —

Spell-Like Abilities: Caster level 10th. The save DC is Charisma-based.
At will – burning hands, detect good, detect magic, mage hand, greater teleport (self plus 50 pounds of objects only).
1/encounter - cause fear, flaming sphere, mage armour
1/day – silent image, scrying, fire shield, a Hretalxu can gate in 2d10 Lemures or 1d4 Green Abishai with a 50% or 1d4 Barbazu with 35% chance of success once a day.

Kay
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Non-cannon devils, feedback and suggestions apreciated

Sorry if anything's left incomplete, it's late and I'm sucked out. Smiling

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Non-cannon devils, feedback and suggestions apreciated

All three of these are terrifyingly overpowered, mostly because of the summoning abilities. 1 barbazu will shred four 3rd level characters. 1d6 is a TPK for for sure. Same deal with the abashi. Besides, it's illogical that any devil should be able to summon higher ranking devils. It would also be wise to combine all of these into one creature. Also note that a certain ammount of personal power is nescesary to survive on the lower planes, CRs of 1 and 2 are not going to be even lowly clerks.

Other things:
burning hands at will is way too good an ability for a CR 2 creature--look at CR 2 creatures in the MM and compare them with these.

Kay
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Non-cannon devils, feedback and suggestions apreciated

Thanks weishan, I am grateful for every advice that helps to improve the concept. However, I shall try to confute some of your critics:

Quote:
All three of these are terrifyingly overpowered, mostly because of the summoning abilities. 1 barbazu will shred four 3rd level characters. Besides, it's illogical that any devil should be able to summon higher ranking devils.

Yes, thats true in some way. But Erinyes have similar summoning-abilities (although I conflated this, giving the Hretalxu too much Baerbed Ones) and I tried to depict the highest of the Cler Devils as formally above the Barbazu - I didn't go after the CR to depict official ranks.
I am well aware that a 3rd level party would be crushed by the summoned devils, and maybe it is truely wise to reduce their number and strengh, though not too much - what has a 3rd level party to enter Baator anyway?

Quote:
burning hands at will is way too good an ability for a CR 2 creature--look at CR 2 creatures in the MM and compare them with these.
I will do so. Smiling

Quote:
It would also be wise to combine all of these into one creature.
Mh, I really don't want that to happen, basically because I like my little devils the way they are, but also because I think the Baatezu hierarchy a bit too short in general. It is really a compromise between advancing-through-level and advancing-through-promotion.

Quote:
Also note that a certain ammount of personal power is nescesary to survive on the lower planes, CRs of 1 and 2 are not going to be even lowly clerks.
Again, I didn't go after CRs for that - also Imps survive pretty well at CR 2. The feature that qualify Clerk Devils as clerks are their Intelligence which is superior to that of the soldier castes, plus the general flexibility. I didn't have the stats for Kocrachons to compare, but as I stated elsewhere I don't see them suitable for the job.

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Non-cannon devils, feedback and suggestions apreciated

I agree with you that the hierarchy is way too short, but if you are going have 3 devils like this they should be more diferentiated. Imps survive, yes, but they get eaten too, and while it is nice to have a snack that also takes notes for you, they should be substantially tougher than imps.

Kay
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Non-cannon devils, feedback and suggestions apreciated

'weishan' wrote:
I agree with you that the hierarchy is way too short, but if you are going have 3 devils like this they should be more diferentiated. Imps survive, yes, but they get eaten too, and while it is nice to have a snack that also takes notes for you, they should be substantially tougher than imps.

Well, I think it does not solely depend on the toughness of an object to become a snack or being spared, but I'll take that note. Eye-wink Maybe its really better to put them all together. With the Hretalxu abilities possibly. Or make them more different. However, a clerk shouldn't be physically stronger than your avarage soldier (Barbazu CR 5). Apropos: does anyone have 3.5e Abishai statistics? There ain't nothing in the online supplement, I don't possess any 3.5 MMs but I'd really like to see the conversion.

Much to consider... tomorrow.

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Non-cannon devils, feedback and suggestions apreciated

3.5 abashi are in monsters of fearun and FC1 (I think), so they can't be posted without violating copyright.

They shouldn't be tougher than barbazu, but they should be able to take an imp. CR 3 or 4 is apropriate, probably.

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