Devil (Horned)
Fiend · Crown of Domination
T4d10Major
Duke-like overlords, horned devils fork lightning, commanding lesser fiends.
Tier 4 · Role Major · Pool Vigor 6 / Vitality 8 · AC 14 · ATK +6 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 8 | -1 | -d3 |
| Sense | 20 | +5 | d10 |
| Heart | 14 | +2 | d4 |
| Cunning | 18 | +4 | d8 |
| Fate | 18 | +4 | d8 |
Passives
Spellcasting (infernal dominion)
A duke of Hell wielding hellfire sorcery and the shackling voice that binds lesser fiends to its command.
Infernal Nature
Flies 60 ft, sees through magical darkness. Immune to fire damage and poison damage, and has advantage on saves against spells.
Maneuvers
Thunderbolt
Lightning forks from its horns in a 60 ft line. Each creature in the line makes a Body save (DC 17) or takes 4 damage; on a success, 1 Vigor damage.
Infernal Wound
Its barbed tail gouges deep: a creature hit by the tail takes 1 Vigor damage at the start of each of its turns until the wound is bound or healed.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Rain of Fire
The devil raises a fist and hellfire gathers overhead, then falls across a 20 ft area within 100 ft. Each creature there makes a Body save (DC 17): on a failure it takes 4 damage, on a success it takes 1 Vigor damage.
Tactics
GM tactics
Generals of Hell's armies. Commands lesser devils absolutely. Fights with tactical precision.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d10. A crit rolls two: 2d10.
- Crits on a natural 16+ (Cunning 18).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.