Details and Devils [PEACH]

Post/Author/DateTimePost
#1

divinepyre

Mar 31, 2010 13:34:22
Preface: all of this applies to edition 3.5

So, I am a huge fan of Devils in the D&D game. They appeal to me much more than demons (at least Tanar'ri. I'll always have a special place in my heart for the Obyriths), and they've always struck as much more innately dangerous thanks to their scheming, focused natures.

But I of course couldn't help but note that, compared to the demonic hordes, Devils tend to lack really heavy bruisers - Sure they've got Horned Devils and Pit Fiends, but it seems the Abyss just generally churns out more effective outright killers than Baator comes up with (which is, I'm aware, the point).

So I wanted to make a monster. Something tremendous and powerful that would not only brutalize PCs, but would be able to carve through Tanar'ri with relative ease while still being less of a threat than, say, a Balor (in their basic form anyway).

In the extensive campaign world I run and play most of my games in, I even have an event to justify this: Asmodeus sanctioned the creation of new devil breeds, etc. etc. etc.

Below are the stats for my monster, presented as close to a Monster Manual format as I could get them. What I want to know from people is how well this monster performs. I ran tests with my significant other, but they were incomplete and faulty.  So essentially I am encouraging people to take my creation and use it, and then respond with their experiences and impressions. Most especially, I need a CR to assign this thing.

So then, my monster.

Carapace Devil

CR: ? (around 15 was the goal here)

The creature before you stands nine feet tall, with a pure white exoskeleton that covers it more completely than any armor. The carapace itself comes to razor-sharp edges all over the creature’s body. Two straight backswept horns form a V on its head. Seeing you, it opens a too-wide mouth and grins, raising hands full of sickle-like claws, as long tentacles unfurl from its back. Both are covered by the same bony carapace that spans the rest of its body, with wicked spurs all along their lengths. Four twitching, clacking appendages cap each tentacle.

Carapace Devils are new devils, Asmodeus’ solution for the annoyances of the Blood War. They are diabolical juggernauts, capable of absorbing tremendous punishment and responding in kind. Though they revel in battle, they are always calculating, logical, and brutally efficient.



Carapace Devil (Important traits: Str, Dex, Con)
Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Str: 26    [+8]
Dex: 24    [+7]
Con: 26    [+8]
Int: 16    [+3]
Wis: 16    [+3]
Cha: 16    [+3]
Hit Dice: 17d8 + 136 (272 hp) (Always max hit points for hit dice)
Initiative: +11
Speed: 30 ft.
AC:  33 (-1 size, +16 Natural, +7 Dex) Touch 17, Flat footed 26
Base Attack/Grapple: +17/+29
Attacks
Tentacle: +25 melee (2d8+8 Bludgeoning plus Crush)
Claw: +23 melee (2d8 +8 Slashing)
Bite: +23 (1d8+6 melee)
Full Attack
2 tentacles +25 melee (2d8+8 plus Crush 2d8+10)
and 2 claws +23 melee (2d8+8) and bite +23 (1d8+6 melee)
Space/Reach: 10ft/10ft (15 for tentacle)
Special Attacks: Improved Grab, Crush 2d8+10, Summon Baatezu
Improved Grab: A Carapace devil that hits with a tentacle attack can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals its crush damage. In further rounds it can choose to maintain the grapple or use its tentacle digits to hold the opponent (-20 to grapple, but the Carapace Devil is not considered grappled).
Crush: The four “fingers” tipping both tentacles on a Carapace Devil are immensely strong. A Carapace Devil that establishes a hold with its tentacles can squeeze and crush the target, dealing 2d8+10 Bludgeoning damage (Fort Save DC 27 for half)
A Carapace Devil that hits with both tentacle attacks deals crush damage for each separately.
Special Qualities
Regeneration 4/Good
Damage Reduction 15/Adamantine and Good
Edged Armor (Anyone striking a Carapace Devil with a natural weapon receives 1d6 points of slashing damage from the sharp edges of the creature’s carapace)
Darkvision 60ft.
Immunity to Fire and poison
Resistance to acid 10 and cold 10
See in Darkness (Su) (All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.)
Summon Baatezu: (Once per day, a Carapace Devil may attempt to summon another Carapace Devil with a 90% chance of success.)
Telepathy 100ft.
Spell Resistance 26
Spell-like abilities: At Will --- Shield, Greater Teleport, Wall of Bones, Shield Other, Detect Chaos, Detect Good, Detect Magic, Mage Armor, Protection from Chaos, Protection from Good,. Dispel Chaos   3/day – Wall of Force, Spell Turning, 1/day - Shield of Law (Caster level 15th)
Saves: Fort+24 Ref +22 Will +22
Skills: 221 points:
Balance: 20, Bluff: 20, Climb: 20 (racial bonus +4), Concentration: 20, Diplomacy, Intimidate: 20 Knowledge (military): 20, Listen: 20, Search: 20, Spot: 20, Move Silently: 20, Survival: 20
Feats: Power Attack, Cleave, Great Cleave, Improved Initiative, Improved Grapple, Multiattack

Apologies about the spacing in the stat block - can't figure out how to fix it. Fixed stat block, much thanks!

#2

Qube

Apr 01, 2010 7:18:15
('shift'+'return' instead of normal 'return')

Carapace Devil

CR: ? (around 15 was the goal here)
The creature before you stands nine feet tall, with a pure white exoskeleton that covers it more completely than any armor. The carapace itself comes to razor-sharp edges all over the creature’s body. Two straight backswept horns form a V on its head. Seeing you, it opens a too-wide mouth and grins, raising hands full of sickle-like claws, as long tentacles unfurl from its back. Both are covered by the same bony carapace that spans the rest of its body, with wicked spurs all along their lengths. Four twitching, clacking appendages cap each tentacle.



Carapace Devils are new devils, Asmodeus’ solution for the annoyances of the Blood War. They are diabolical juggernauts, capable of absorbing tremendous punishment and responding in kind. Though they revel in battle, they are always calculating, logical, and brutally efficient.



Carapace Devil (Important traits: Str, Dex, Con)
Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Str: 26    [+8]
Dex: 24    [+7]
Con: 26    [+8]
Int: 16    [+3]
Wis: 16    [+3]
Cha: 16    [+3]
Hit Dice: 17d8 + 136 (272 hp) (Always max hit points for hit dice)
Initiative: +11
Speed: 30 ft.
AC:  33 (-1 size, +16 Natural, +7 Dex) Touch 17, Flat footed 26
Base Attack/Grapple: +17/+29
Attacks
Tentacle: +25 melee (2d8+8 Bludgeoning plus Crush)
Claw: +23 melee (2d8 +8 Slashing)
Bite: +23 (1d8+6 melee)
Full Attack
2 tentacles +25 melee (2d8+8 plus Crush 2d8+10)
and 2 claws +23 melee (2d8+8) and bite +23 (1d8+6 melee)
Space/Reach: 10ft/10ft (15 for tentacle)
Special Attacks: Improved Grab, Crush 2d8+10, Summon Baatezu
Improved Grab: A Carapace devil that hits with a tentacle attack can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals its crush damage. In further rounds it can choose to maintain the grapple or use its tentacle digits to hold the opponent (-20 to grapple, but the Carapace Devil is not considered grappled).
Crush: The four “fingers” tipping both tentacles on a Carapace Devil are immensely strong. A Carapace Devil that establishes a hold with its tentacles can squeeze and crush the target, dealing 2d8+10 Bludgeoning damage (Fort Save DC 27 for half)
A Carapace Devil that hits with both tentacle attacks deals crush damage for each separately.
Special Qualities
Regeneration 4/Good
Damage Reduction 15/Adamantine and Good
Edged Armor (Anyone striking a Carapace Devil with a natural weapon receives 1d6 points of slashing damage from the sharp edges of the creature’s carapace)
Darkvision 60ft.
Immunity to Fire and poison
Resistance to acid 10 and cold 10
See in Darkness (Su) (All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.)
Summon Baatezu: (Once per day, a Carapace Devil may attempt to summon another Carapace Devil with a 90% chance of success.)
Telepathy 100ft.
Spell Resistance 26
Spell-like abilities: At Will --- Shield, Greater Teleport, Wall of Bones, Shield Other, Detect Chaos, Detect Good, Detect Magic, Mage Armor, Protection from Chaos, Protection from Good,. Dispel Chaos   3/day – Wall of Force, Spell Turning, 1/day - Shield of Law (Caster level 15th)
Saves: Fort+24 Ref +22 Will +22
Skills: 221 points:
Balance: 20, Bluff: 20, Climb: 20 (racial bonus +4), Concentration: 20, Diplomacy, Intimidate: 20 Knowledge (military): 20, Listen: 20, Search: 20, Spot: 20, Move Silently: 20, Survival: 20
Feats: Power Attack, Cleave, Great Cleave, Improved Initiative, Improved Grapple, Multiattack

#3

divinepyre

Apr 01, 2010 14:47:45
Thank you! I'll put in the fix right now.

Also, since I realized actually gametesting the creature might be a bit much (or at the least take a while before someone does it and can get the info back here), anyone who has something to add or comment on about the creature is also welcome to post it! A criticism here, a suggestion there, all welcome!