Chitin Devils [Archive] - Wizards Community

Post/Author/DateTimePost
def_mornahan

05-01-04, 02:30 PM
CHITIN DEVIL (KYNDIAS)
Medium Outsider (Evil, Lawful)
Hit Dice: 8d8+16 (52 hp)
Initiative: +3
Speed: 40 ft.
Armor Class: 23 (+3 Dex, +10 natural), touch 13, flat-footed 20
Base Attack/Grapple: +8/+13
Attack: Claw +13 melee (2d6+5), or masterwork longbow +12 (1d8+4)
Full Attack: 2 claws +13 melee (2d6+5), or masterwork longbow +12/+7 (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkvision 60', improved grab (2 claws), see in magical darkness, spell-like abilities, spiky body, summon devils
Special Qualities: Energy resist (cold) 20, fast healing 2, fire and poison immunity, damage reduction 10/good, SR 18
Saves: Fort +8, Ref +9, Will +7
Abilities: Str 21, Dex 17, Con 15, Int 9, Wis 13, Cha 13
Skills: Hide +14, Intimidate +12, Knowledge (royalty) +10, Listen +12, Spot +12, Sense Motive +12, Survival +12
Feats: Improved Unarmed StrikeB, Deflect Arrows, Endurance, Track
Environment: Nine Hells
Organization: Solitary, knot (2-4), squad (4-24 + 1-4 more powerful/smarter devils)
Challenge Rating: 6
Treasure: Standard items only, plus masterwork, mighty composite +4 longbow
Alignment: Always lawful evil
Advancement: 9-14 HD (Medium); Loviat guard at 15 HD

You see a group of fiendish figures. They are humanoid but covered with a dingy reddish-brown shell like a cockroach or other loathsome insect, which bears barbs all over the chest and stomach. One of them points at you, shouts something in Infernal, and they all charge.

Chitin devils are the trackers of many archdevil armies. They are particularly favored by the archdevil Loviat, a member of the hierarchy in Third Hell.
Chitin devils, on average, stand about six feet tall and weigh 230 pounds.

COMBAT
Chitin devils are not particularly intelligent, but they are capable and usually well-led. They follow orders to the letter, but also to their spirit to the best of their understanding. They typically find a good place from which to ambush, opening with arrows and hold person if appropriate. If their prey flees, they can Track them and use their fast movement and Endurance to run them down.
A chitin devil’s natural weapons are treated as evil and lawful-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex): If a chitin devil hits a creature up to one size category larger than itself with both its claw attacks, it may attempt to start a grapple.
Spell-like Abilities: At will – cause light wounds, cure light wounds (self only), darkness (DC 13). Once per day – greater teleport (self + 50 lbs only), hold person (DC 14). Caster level 8th. The save DC’s are Charisma based.
See in Magical Darkness (Ex): Chitin devils can see normally with their darkvision even through magical darkness. Fogs, smokes, and other forms of concealment work normally against them.
Spiky Body (Ex): A chitin devil who successfully keeps a creature in a grapple with itself deals it 1d6+2 damage from the spikes on its body. If it manages a pin, this increases to 2d6+5 damage. (This is in addition to the damage from the two claws used for the Improved Grab. It follows the rules for constriction damage, except that this is piercing, not bludgeoning, damage.)
Summon Devil (Sp): Once per day a chitin devil can attempt to summon 2d10 lemures with a 50% chance of success, or another chitin devil with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.


LOVIAT GUARD (UR-KYNDIAS)
Large Outsider (Evil, Lawful)
Hit Dice: 15d8+75 (150 hp)
Initiative: +3
Speed: 50 ft.
Armor Class: 30 (+3 Dex, -1 size, +18 natural), touch 12, flat-footed 27
Base Attack/Grapple: +15/+24
Attack: Claw +24 melee (2d8+9), or longbow (+2) +21 (1d10+4)
Full Attack: 2 claws +24 melee (2d8+9), or longbow (+2) +21/+16/+11 (1d10+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkvision 60', improved grab (2 claws), see in magical darkness, spell-like abilities, spiky body, stunning, summon devils
Special Qualities: Energy resist (cold) 30, fast healing 5, fire and poison immunity, damage reduction 15/good and silver, SR 25
Saves: Fort +14, Ref +12, Will +14
Abilities: Str 29, Dex 17, Con 21, Int 13, Wis 17, Cha 17
Skills: Diplomacy +21, Hide +21, Intimidate +21, Knowledge (planar) +19, Knowledge (royalty) +19, Listen +21, Spot +21, Sense Motive +21, Survival +21
Feats: Improved Unarmed StrikeB, Deflect Arrows, Endurance, Iron Will, Stunning Fist, Track, Weapon Focus (longbow)
Environment: Nine Hells
Organization: Solitary, squad (1-4 plus 4-24 chitin devils or other rank and file devils)
Challenge Rating: 13
Treasure: Standard items only, plus mighty composite +4 longbow +2, plus 2d4 arrows of minor explosions (+1 arrows, explode on a hit for 1d4+3 fire damage in 5' radius)
Alignment: Always lawful evil
Advancement: 16-30 HD (Large) or by character class

You see a fiendish figure. It is humanoid but covered with a grayish-blue shell like an alien insect, which bears barbs all over the chest and stomach. It takes a step forward and speaks to you: "You have shown impressive daring and skill to come this far, but now you are faced with one choice. You may come with me, bow to and serve Lord Loviat..." From behind you hear sudden motion, as two dozen brown devilish shapes appear from behind the rocks, longbows drawn. "Or you may perish, and your corpses will serve him almost as well."

Loviat guards are the bodyguards and mouthpieces of Lord Loviat.
Loviat guards, on average, stand about ten feet tall and weigh 1000 pounds.

COMBAT
Loviat guards are smarter and more capable than regular chitin devils. They can be leaders of small groups or the elite bodyguards of more intelligent and magically capable devils. Like chitin devils, they are good at ambushes and nonmagical chases, although they usually need magical help to run down PCs.
A Loviat guard’s natural weapons are treated as evil and lawful-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex): If a Loviat guard hits a creature up to one size category larger than itself with both its claw attacks, it may attempt to start a grapple.
Spell-like Abilities: At will –cause moderate wounds, cure moderate wounds (self only), deeper darkness (DC 16), dispel good/chaos, flesh to stone (DC 19), greater teleport (self + 50 lbs only), hold monster (DC 17). Once per day - blasphemy (DC 20) or dictum (DC 20) (either, not both), find the path. Caster level 15th. The save DC’s are Charisma based.
See in Magical Darkness (Ex): Loviat guards can see normally with their darkvision even through magical darkness. Fogs, smokes, and other forms of concealment work normally against them.
Spiky Body (Ex): A Loviat guard who successfully keeps a creature in a grapple with itself deals it 2d6+4 damage from the spikes on its body. If it manages a pin, this increases to 4d6+9 damage. (This is in addition to the damage from the two claws used for the Improved Grab. It follows the rules for constriction damage, except that this is piercing, not bludgeoning, damage.)
Stunning: A Loviat guard may use the Stunning Fist feat with its claw attacks. It may do so 3 times per day, and the Fortitude DC is 20.
Summon Devil (Sp): Once per day a Loviat guard can attempt to summon 2d10 lemures or 1d4 chitin devils with a 50% chance of success, or a hyphodevil (http://boards1.wizards.com/showthread.php?s=&threadid=229582) with a 30% chance of success, or an ur-hyphodevil (http://boards1.wizards.com/showthread.php?s=&threadid=229582) or another Loviat guard with a 20% chance of success. This ability is the equivalent of a 6th-level spell.
Melles, Lord of Badgers

05-01-04, 03:55 PM
bugs!:bigeyes: