KING
Barbed Devil

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)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind8--
Sense18--
Heart14--
Cunning16--
Fate16--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Barbed Hide

A creature that grapples the devil or hits it with an unarmed or natural attack takes 1 Vigor damage from the spines.

Passive

Infernal Nature

Immune to fire and poison damage, and has advantage on saves against spells.

Maneuvers

Maneuver

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.