devilish infiltrator [Archive] - Wizards Community

Post/Author/DateTimePost
Shadowdragon

06-02-05, 10:08 PM
Here is the situation, the PCs are going to be exploring an ancient ruin. The ruin was once a wizards enclave. When the enclave was still in use a devil, or something working for the devils, infiltrated the enclave, caused lots of trouble, and ultimately messed with something that killed all the wizards and sank the enclave into the earth. The infiltrator was then trapped in the ruin for the next few thousand years. What could I use for the infiltrator? It needs to be CR 10, it needs to be able to blend in really well (polymorph, alter self, invisibility, etc), it needs to be smart enough to act on it's own but still be willing to work for someone else, and it needs to be able to handle a group of 4-5, 8th level PCs by itself. So far the only thing I can think of is a half-fiend rogue loaded down with magic items, but I'd like to try something else if possible (I've already got a major half-fiend villain in the campaign). Anyone have any suggestions?
Chachi

06-02-05, 10:27 PM
A simple answer, although one that is perhaps not so imaginative, is the Hellcat (AKA "Bezekira"). It's a naturally invisible in areas bright enough for humans to see, so it could give some players the willies by slowly stalking up to the edge of the torchlight and then vanishing. Advance it a few HD (or, even easier, just add some Rogue levels), and that might work nicely. You can find it somewhere around page 55 of the Monster Manual.
the_poison_elf

06-03-05, 02:24 AM
here we go, a nice little homebrew Devil for you. i think it fits what you were looking for, and is suitable adjustable (pun intended).

Morphic Devil (Zenil)
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful, Shapechanger)
Hit Dice: 9d8+9 (45 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack: +9
Grapple: +10
Attack: Lash +12 melee (1d6+1)
Full Attack: 4x Lash +12 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special A: Lash
Special Q: Damage reduction 5/silver or good, darkvision 60 ft.,
immunity to cold, morph form, spells, spell resistance 19
Saves: Fort +7, Ref +9, Will +6
Abilities: Str 12, Dex 17, Con 13, Int 15, Wis 11, Cha 19
Skills: Appraise +6, Balance +7, Bluff +16, Concentration +9,
Decipher Script +12, Disguise +16, Escape Artist +10,
Forgery +8, Gather Information +11, Hide +15, Knwledge
(any two) +8, Listen +4, Open Lock +9, Perform (Acting)
+10, Sleight of Hind +5, Spellcraft +10, Use Magic Device
+8
Feats: Eschew Materials, Improved Initiative, Magical Aptitude,
Weapon Finesse
Environment: Anywhere
Organization: Solitary
CR: 8 (???)
Treasure: Standard
Alignment: Always lawful evil
Advancement: 10-18 HD (Medium)
LA: +5 (???)

Zenil are shapechanging devils used to infiltrate other planes and sow
destruction and death. They are capable of taking almost any form (or
combonations of various forms) and are extremely difficult to indentify
before they choose to strike. Zenil also develop into adept spellcasters.

Zenil allways speak Infernal and Common as well as any language they need
to perform thier tasks.

Combat
Zenil prefer to stay out of direct combat until the last moment. They
will plan ambushes that can secretly get them closer to thier target
objective. If it's mission has been ruined it will lash out violently at
possibly targets in realization of it's failure and upcoming punishment.
Zenil are proficient with all simple weapons, light and medium armor, but
no shieds.

Lash (Su): As a reflex action a Zenil can form a crude natural weapon for
attack. These weaponse persist until the Zenil changes it's shape back
to normal. It can only form one such natural weapon per round, but can
continue each round to a maximum of four natural attacks. All natural
attacks are treated as primary. The attacks do 1d6 damage, and can be
in any natural attack form (claw, tentable, bite, gouge, etc).
Morph Form (Su): At will, the Zenil can take a move action to gain the
effects of a Polymorph spell at a caster level equal to it's own hit
dice. Zenil do not gain hit points when using this ability, not do they
gain any of the new forms extrodinary special attacks/qualities or
supernatural or spell-like abilities. If attempting to disguise itself
as a specific individual it has observed, the Zenil gains a +10 bonus to
the Disguise skill check.
Spells: Zenil cast spells as Sorcerers of 2/3rd of thier racial hit dice
(rounded down), and gain bonus spells per day for it's high charisma
score [Spells/Day: 6/7/6/4]. Zemil typically know these spells: 0:
Daze, Detect Magic, Mage Hand, Open/Close, Prestidigitation, Ray of
Frost, Read Magic; 1: Color Spray, Detect Secret Doors, Mage Armor,
Protection from Good; 2: Detect Thoughts, Invisibility; 3:
Nondetection
Shemeska the Marauder

06-03-05, 03:11 AM
Try an Erinyes with some rogue levels (I'll assume by 'devilish' you meant LE/Baatezu).

Otherwise a Nycaloth with possibly the same would work (NE, and their role in 'loth society is to serve as scouts, infiltrators, etc. And they're the one type of greater yugoloth that is routinely sold into mercenary service by their rulers)
Shadowdragon

06-03-05, 12:13 PM
Try an Erinyes with some rogue levels (I'll assume by 'devilish' you meant LE/Baatezu).

Otherwise a Nycaloth with possibly the same would work (NE, and their role in 'loth society is to serve as scouts, infiltrators, etc. And they're the one type of greater yugoloth that is routinely sold into mercenary service by their rulers)

Where can I find the stats for a Nycaloth?
Chachi

06-03-05, 12:33 PM
Where can I find the stats for a Nycaloth?

3.5 stats can be found in the Monster Manual III. For 3.0, I think they were in either the Book of Vile Darkness or the Monster Manual II. Don't quote me on that, though.
Shadowdragon

06-03-05, 01:13 PM
The only Nycaloth I can find serve as elite cavalry. Of course, with invisibility, greater teleport, and a CR of 10 it might still work. The only infiltrator, thief, spy Yugoloth I can find is the Skeroloth in the Fiend Folio. Unfortunately it doesn't have any stealth abilities and it's only CR 3.
Shemeska the Marauder

06-03-05, 05:03 PM
The only Nycaloth I can find serve as elite cavalry. Of course, with invisibility, greater teleport, and a CR of 10 it might still work. The only infiltrator, thief, spy Yugoloth I can find is the Skeroloth in the Fiend Folio. Unfortunately it doesn't have any stealth abilities and it's only CR 3.

Nycaloths for 3.0 are in the Manual of the Planes. For 3.5 they're in the MMIII.

Ignore the bunk about them being elite cavalry. Whoever wrote the flavor text on them wasn't as familiar with them as they should have been. Nycaloths are best seen as elite commandos or special forces 'loths. Infiltration behind enemy lines, advance scouts, spies, and at times they might serve as cavalry like the 3e book says, but that's not at all their primary focus.

For the best material on Nycaloths look at the 2e 'Faces of Evil: The Fiends' book.

Of course, there's also the Gacholoth, which hasn't been updated officially to 3e, but who served entirely as spies and assassins for the yugoloth heirarchy. I want to say that either the Enworld creature catalog, the 3.5 Planescape critter thread here on the Deities and Planes board, or Planewalker will have a 3.5 conversion, the latter one being semi-official.