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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 18 | +4 | d8 |
| Sense | 20 | +5 | d10 |
| Heart | 8 | -1 | -d3 |
| Cunning | 20 | +5 | d10 |
| Fate | 18 | +4 | d8 |
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.