KING
Devil (Ice)

Devil (Ice)

Fiend · Crown of Domination

T4d10Major

Gelugon enforcers, ice devils impale with halberds, breaths freezing hellscapes.

Tier 4  ·  Role Major  ·  Pool Vigor 3 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC149 base + 5 Sense
Vigor3Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d8rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit15+Cunning 20
StatScoreModDie
Body20+5d10
Mind18+4d8
Sense20+5d10
Heart8-1-d3
Cunning20+5d10
Fate18+4d8

Passives

Passive

Gelugon Resilience

Immune to fire damage, cold damage, and poison damage. Sees through magical darkness.

Passive

Freezing Spear

Its barbed spear has 10 ft reach; cold radiates from every wound it makes, dealing 1 extra Vigor damage.

Maneuvers

Maneuver

Wall of Ice

Raises a wall of ice up to 30 ft long and 10 ft high between it and its enemies. A creature that smashes through takes 4 damage.

Tactics

GM tactics

Cold and calculating. Guards frozen layers of Hell. Uses Wall of Ice to divide enemies.

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 15+ (Cunning 20).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.