KING
Devil (Horned)

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

AC149 base + 5 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit16+Cunning 18
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind8-1-d3
Sense20+5d10
Heart14+2d4
Cunning18+4d8
Fate18+4d8

Passives

Passive

Spellcasting (infernal dominion)

A duke of Hell wielding hellfire sorcery and the shackling voice that binds lesser fiends to its command.

Passive

Infernal Nature

Flies 60 ft, sees through magical darkness. Immune to fire damage and poison damage, and has advantage on saves against spells.

Maneuvers

Maneuver

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.

Maneuver

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.

Declaration

Rain of Fire

Telegraph · disrupt d6 · Body save

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.