Barbed Devil
Fiend · Crown of Domination
T3d8Minor
Spiny tormentors, barbed devils hurl spines, contracts sealing souls in Baator's pits.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 13 · ATK +4 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 8 | - | - |
| Sense | 18 | - | - |
| Heart | 14 | - | - |
| Cunning | 16 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Barbed Hide
A creature that grapples the devil or hits it with an unarmed or natural attack takes 1 Vigor damage from the spines.
Infernal Nature
Immune to fire and poison damage, and has advantage on saves against spells.
Maneuvers
Hurl Flame
Flings a fistful of hellfire at one creature within 60 ft, who makes a Sense save (DC 15) or takes 3 damage; on a success, 1 Vigor damage.
Tactics
GM tactics
Guards infernal contracts. Hurls flame at ranged attackers. Uses Barbed Hide to punish grapplers.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
- A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Two attacks in a normal turn: Tier 3+ Minors get a second.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.