Legion Devil: Difference between revisions

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m (Text replacement - " <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below --> <!-- Available Variables: {{#var:Special1ToHit}} To-Hit {{#var:Speci...)
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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 5
| Max-CR = 40


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
 
  }}</onlyinclude>
 
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role =
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion =
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher =
| Restrict-Role-Sneak =
| Restrict-Role-Swarm =
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =
  <!-- Values: Y or leave blank -->
 
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Unlike the hordes of demons in the Abyss, the legions of Hell are numbered, though they are vast.  They cannot hope to outnumber their foes or crush them under the mass of their engines of creation, as the Abyss intends.  Instead, Hell has a plan.  Actually, hundreds of plans.  Thousands. The devils of Hell are organized, methodical and patient.
| Description | Unlike the hordes of demons in the Abyss, the legions of Hell are numbered, though they are vast.  They cannot hope to outnumber their foes or crush them under the mass of their engines of creation, as the Abyss intends.  Instead, Hell has a plan.  Actually, hundreds of plans.  Thousands. The devils of Hell are organized, methodical and patient.


:Legion devils are the front line fighters, the perimeter of Hell's offensive line.  They march in ranks, and use tactics to improve the company's effectiveness.  While this may sound uninspiring, the legions of Hell are elite warriors.  They are fierce, unflinching, highly mobile and absurdly competent.
All Devils are of uncertain form, especially when they visit the Prime Material, and while on the Prime Material, they almost always look like a race of the Spark. A discerning eye, though, can always detect the immutable, terrible, Evil of the Devilish Urge. Legion devils almost always look like soldierly commoners, although they may cast themselves as any race they wish. They will tend toward dark eyes and hair, as well as features with an undeniable cruel cast. They frequently will have a martial bearing, either nobly or surly in comportment.
 
If they are startled or forced, their true appearance may be seen in glimpses, ruddy of skin and dark of gaze, their innate Evil plain to see writ upon their form and features.
 
Legion devils are the second most common sort of Devils, and they are the commoners of the Hellish Nobility, although they can ascend to incredible levels of prowess.
 
Legion devils are the front line fighters, the perimeter of Hell's offensive line.  They march in ranks, and use tactics to improve the company's effectiveness.  Their skill in battle and the use of maneuver, positioning, and armaments make them far more difficult to eliminate than seems possible, and it is common for Legion Devils to stand their ground against foes far greater then they are for uncomfortably long times.
 
While this may sound uninspiring, the Legion Devils of Hell are elite warriors.  They are fierce, unflinching, highly mobile, and absurdly competent.
   }}</onlyinclude>
   }}</onlyinclude>


| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Lawful Evil
| Alignment | Lawful Evil
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->
   <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Outsider
| Type | Outsider
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Devil
| Subtype | Devil
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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| Senses = [[Standard Senses]], [[Darkvision]] 60 ft.
   <!-- SENSES -->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
   <!--   [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
| Sense-Is-Blind-to-Vision =
  <!--   [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
| Sense-Is-Blind-to-Sound =
  <!--   [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
| Sense-Is-Blind-to-Smell =
  <!--   [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
| Sense-Has-Low-Light-Vision =
  <!--   [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


| NudgePerception =  
  <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 60|1 =60|2 = 60 |3 = 90|4 = 90|5 = 120|6 = 150|7 = 300|8 = 600}}
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range =
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range =
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 = |3 = 30|4 = 50|5 = 80|6 = 100|7 = 120|8 = 150}}
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =
 
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =
 
 
| NudgePerception = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 =|2 = |3 = 1|4 = 1|5 = 2|6 = 2|7 = 4|8 = 6}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


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   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeFFAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeHitPoints =  
| NudgeHitPoints =  
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   <!-- Put any DR or ER values here -->
   <!-- Put any DR or ER values here -->


| StrongAgainst = DR {{#var:Special9-CR}}/Silver or Good, ER {{#var:Special9-Hit-Dice}}/acid, cold, electricity, negative energy
| StrongAgainst =  
 
   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 30 ft., [[Lesser Teleport]] 30 ft.
  <!-- MOVE TYPES -->
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
  <!--   [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
        if they don't have that movement type, leave it blank                    -->
  <!--   [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
| Move-Type-Walk-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 =30|2 =30 |3 = 30|4 = 50|5 = 80|6 = 100|7 = 120|8 = 150}}
  <!--   [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
| Move-Type-Burrowing-Speed =
  <!--   [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
| Move-Type-Tunneling-Speed =
  <!--   [[Lesser Teleport]], [[Greater Teleport]]            -->
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed =
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 =30|2 =30 |3 = 30|4 = 50|5 = 80|6 = 100|7 = 120|8 = 150}}
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =
 


| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach = +1
| NudgeReach = +1
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| Pri-Atk-Dmg-Type =  
| Pri-Atk-Dmg-Type = hacking
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| PriAtkVSTouchAC =  
| Pri-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit = +1
| NudgePriToHit = +1
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| NudgePriDamage =  
| NudgePriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-PriDamage =  
| NudgeFullAtk-PriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Pri-Atk-Crit-Range = 18-20
| Nudge-Pri-Atk-Crit-Range = 18-20
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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| SecAtkVSTouchAC =  
| Sec-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| NudgeSecDamage =  
| NudgeSecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-SecDamage =  
| NudgeFullAtk-SecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Sec-Atk-Crit-Range =  
| Nudge-Sec-Atk-Crit-Range =  
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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| TerAtkVSTouchAC =  
| Ter-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| NudgeTerDamage =  
| NudgeTerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-TerDamage =  
| NudgeFullAtk-TerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ter-Atk-Crit-Range =  
| Nudge-Ter-Atk-Crit-Range =  
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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| QuaAtkVSTouchAC =  
| Qua-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-QuaDamage =  
| NudgeFullAtk-QuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Qua-Atk-Crit-Range =  
| Nudge-Qua-Atk-Crit-Range =  
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   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| Ranged-Atk-Dmg-Type =  
| Ranged-Atk-Dmg-Type = slashing
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->


| RangedAtkVSTouchAC =  
| Ranged-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-RangedDamage =  
| NudgeFullAtk-RangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ranged-Atk-Crit-Range =  
| Nudge-Ranged-Atk-Crit-Range = 18-20
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
   <!-- Default is 19-20 for melee, and 20 for natural                                            -->
   <!-- Default is 19-20 for melee, and 20 for natural                                            -->
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| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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| Ability-1-Type = Ex
| Ability-1-Type = Ex
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Automatic when adjacent
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Any time any devil has at least two legion devils adjacent to it, its AC and saves improve by a +4 untyped bonus. This bonus applies to normal, touch and flat-footed AC, as well as Fort, Reflex and Will saving throws. The bonus provided by Phalanx Tactics does not stack, so the maximum bonus it can provide is +4.  Note that this bonus can be applied to any adjacent devil, not just legion devils.
| Ability-1-Description = Any time any devil has at least two legion devils within its melee reach, its AC and saves improve by a +4 untyped bonus. This bonus applies to normal AC and touch attacks, as well as Fort, Reflex and Will saving throws. The bonus provided by Phalanx Tactics does not stack, so the maximum bonus it can provide is +4.  Note that this bonus can be applied to any qualifying devil, not just legion devils. This bonus effects Legion Devils, and is why they greatly prefer to attack with numbers, in close ranks.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 589: Line 652:
| Ability-2-Type = Su
| Ability-2-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required = Swift Action 1/Enc
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = Once per encounter, a legion devil can, as a swift action, select a space within 30 feet of him and cause a 3x3 area centered on that space to erupt in dark-red, blackly-sooted flames.  Any creature in the affected area takes {{#var:Special2StandardDmg}} points of fire damage. This damage is doubled if an affected creature has a Good alignment (LG, NG or CG).  All affected creatures may make a Reflex saving throw, DC {{#var:Special2SaveDC}}, to reduce this damage by half.
| Ability-2-Description = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = Once per encounter |1 = Once per encounter|2 = Once per encounter|3 = Once per round|4 = Once per round|5 = Once per round|6 = Once per round |7 = Once per round|8 = Once per round}} as a swift action, a legion devil can select a space within 30 feet of itself and cause a 3x3x3 area centered on that space to erupt in dark-red, blackly-sooted flames.  This area does NOT have to be adjacent to a surface suitable for Walking, and can be in mid-air if desired. Any creature in the affected area takes {{Special-Standard-Dmg}} points of {{dmg|fire}} damage. This damage is doubled if an affected creature has a Good alignment (Lawful Good, Pure Good or Chaotic Good).  All affected creatures may make a Reflex saving throw, DC {{Save-DC}}, to reduce this damage by half.
 
:These flames do not block line of sight, or line of effect, nor do they lend cover.
 
: In addition, the fire created by this ability lingers until the end of the encounter, and any creature ending its turn in or passing through one or more of the burning squares suffers {{Special-Swift-Dmg}} points of {{dmg|fire}} damage for each square passed through, and this damage is doubled if they are Good aligned. There is no Reflex save for this damage since it is avoidable. 


:In addition, the fire created by this ability lingers until the end of the encounter, and any creature ending its turn in or passing through one or more burning square suffers {{#var:Special2SwiftDmg}} points of fire damage for each square passed through, and this damage is doubled if they are Good aligned. There is no Reflex save for this damage since it is avoidable. 
:Stacked patches of Hell's Heart do not increase the damage dealt by the lingering flames (though the initial damage is still applied).  After a battle, the black smoke and soot-stains of Hell's Heart leave nigh-indelible stains as evidence of the awful corruption of Hell Itself.
:Stacked patches of Hell's Heart do not increase the damage dealt by the lingering flames (though the initial damage is still applied).  After a battle, the black smoke and soot-stains of Hell's Heart leave nigh-indelible stains as evidence of the awful corruption of Hell Itself.


Line 631: Line 701:
| Ability-3-Type = Su
| Ability-3-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Action-Required = Free Action 1/Enc
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = Once per encounter, as a free action, a legion devil can declare that a saving throw it has just failed actually succeeded, or, immediately end a single status condition affecting it.
| Ability-3-Description = Once per encounter as a free action, a legion devil can declare that a saving throw it has just failed actually succeeded, or, immediately end a single status condition affecting it.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 666: Line 740:
<!--  SPECIAL ABILITY 4  -->
<!--  SPECIAL ABILITY 4  -->


| Ability-4-Name =  
| Ability-4-Name = Fundamental Evil


| Ability-4-Type =  
| Ability-4-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Action-Required = Always On
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Description =  
| Ability-4-Description = Devils are just screwed into the universe a little tighter than most things, because they are fundamentally evil.  Because of this, there is a maximum amount of damage that devils can take from any single attack, ability, or effect.
 
No single attack, ability, or effect made against this devil can ever inflict more than {{Hi|{{#expr:{{MonsterHPs||transcludesection={{#var:Hit-Points-CR}}}}/{{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 6|1 = 7|2 = 7|3 = 8|4 = 8|5 = 10|6 = 10|7 = 12|8 = 12}} round 0}}}} points of damage to it.  Any damage in excess of this number is ignored.  This power is always on, and it is absolute: It applies to all forms of energy and physical damage, whether from weapons, properties, items, spells, abilities, feats, or anything else. The only thing that bypasses this ability is Primal damage, which is quite difficult to obtain.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 709: Line 789:
| Ability-5-Type =  
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
Line 748: Line 832:
| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
Line 787: Line 875:
| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
Line 826: Line 918:
| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
Line 864: Line 960:
| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
Line 870: Line 970:
| Ability-9-Description =  
| Ability-9-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
| Role-Only--Replace-Rez-Power--Name = Dimensional Stability
| Role-Only--Replace-Rez-Power--Type = Su
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon Death
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description = Some Devils are more comfortable outside the Hells than others, and even within the Hells, they are better adjusted than most. Such Devils are Dimensionally Stable, when they are first 'killed' in battle and begin their inter-dimensional trek back to their place of origin for their re-birth, they may 'catch themselves', and will a force of will, push themselves back into the reality they were nearly dislodged from.
In that reality, their body falls upon the field of battle, to all appearances dead, but they remain in the initiative order. The next time they could act, they pack themselves back into existence. They may re-appear anywhere within their Walk speed from their former position, without provoking. When they appear, a blast of Hellish energy surrounds them, inflicting {{Special-Standard-Dmg}} points of {{dmg|Darkfire}} damage to all enemy creatures they designate within 3 squares of their new space. This damage is dimensionally charged, and allows no saving throw, but the hapless victims must still make a Will saving throw against a DC of {{Save-DC}}, or else they also suffer the [[Trembling]] condition, as the terror of the Outer Realms is impressed directly upon their soul. If they make the save, there is no additional effect.
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
| Role-Only--Add-Killer-Power--Name =
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Killer-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 898: Line 1,458:
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = Legion devils like to fight in trios and quads, using their Phalanx Tactics ability to bolster their defenses.  They use their Hellish Halberds, which are inclusive reach weapons, meaning they can attack creatures at 10 feet as well as at 5.  By fighting in trios and quads they can threaten a huge area while also granting their Phalanx Tactics benefit to eachother.
| CombatTactics = Legion devils like to fight in trios and quads, using their Phalanx Tactics ability to bolster their already considerable defenses.  Phalanx Tactics, combined with Fundamental Evil making it impossible to knock them out with a single massive attack, means that a pack of Legion Devils can and will punch far above their weight if they have too...which explains how Devils compete against the endless hordes of Demons they must contend with.
 
They use their Hellish Halberds, which are inclusive reach weapons, meaning they can attack creatures at 10 feet as well as at 5.  By fighting in trios and quads they can threaten a huge area while also granting their Phalanx Tactics benefit to each other.


:Legion devils will use Hell's Heart to block off areas of the fight, and to split their attackers into separate areas.  They will also use their teleportation to attack the back ranks of a fight, or force opponents to maneuver through the patches of Hell's Heart to engage with them.  Because teleportation never provokes attacks of opportunity, Legion Devils can pick exactly who they want to target each round with relative impunity. They tend to move in groups, with teleport, trying to maintain their Phalanx.
Legion devils will use Hell's Heart to block off areas of the fight, and to split their attackers into separate areas.  They will also use their teleportation to attack the back ranks of a fight, or force opponents to maneuver through the patches of Hell's Heart to engage with them.  Because teleportation never provokes attacks of opportunity, Legion Devils can pick exactly who they want to target each round with relative impunity. They tend to move in groups, with teleport, trying to maintain their Phalanx.


:Legion devils will never run from a fight, since death in the Prime Material plane is not real death, simply banishment back to the Hells.
Legion devils will never run from a fight, since death in the Prime Material plane is not real death, simply banishment back to the Hells.






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat =  Humanoid Guise
| OutOfCombat =  Humanoid Guise


:Devils can magically disguise themselves as humanoids, either of medium or small size, to easily blend into civilized areas.  This disguise functions as the [[Alter Self (Spell)|Alter Self]] spell, and can only be exposed via True Seeing, though a detect magic would reveal that the devil has a faint aura of transmutation on it.  Devils tend to prefer an appearance which isn't too far removed from their natural appearance, though this is not an actual limitation on their ability. For example, bearded devils prefer races like dwarves, who have swarthy skintones and favor beards, while Ice Devils prefer races like Barani, with fair complexions and gem-tone eye colors.
Devils can magically disguise themselves as humanoids, either of medium or small size, to easily blend into civilized areas.  This disguise functions as the [[Least Polymorph (Sorcerer/Wizard Spell)|Least Polymorph]] spell, and can only be exposed via True Seeing, though a detect magic would reveal that the devil has a faint aura of transmutation on it.  Devils tend to prefer an appearance which isn't too far removed from their natural appearance, though this is not an actual limitation on their ability. For example, bearded devils prefer races like dwarves, who have swarthy skin tones and favor beards, while Ice Devils prefer races like Barani, with fair complexions and gem-tone eye colors.


:Note that since Legion Devils cannot speak Common, they will usually take the guise of someone mute or dumb or otherwise not likely to need to speak.  This makes their disguises somewhat poor unless there's someone around willing to speak on their behalf.  However, it does let them pass through towns without too much harassment or suspicion (certainly less than if they didn't use their guise).  But now you're probably wondering if that group of ascetic monks that just walked by is really what they appear to be, right?
Note that since Legion Devils cannot speak Common, they will usually take the guise of someone mute or dumb or otherwise not likely to need to speak.  This makes their disguises somewhat poor unless there's someone around willing to speak on their behalf.  However, it does let them pass through towns without too much harassment or suspicion (certainly less than if they didn't use their guise).  But now you're probably wondering if that group of ascetic monks that just walked by is really what they appear to be, right?




Line 918: Line 1,480:
<!--  TREASURE AND XP  -->
<!--  TREASURE AND XP  -->


| TreasureNotes = Devils dissipate back to the Hells upon 'death', leaving no conventional treasure.  That said, a careful search of the area where Legion Devils were defeated will usually find some Astral Diamonds, that often total up in value to roughly match the total treasure dropped by these creatures.
| TreasureNotes = Devils dissipate back to the Hells upon 'death', leaving no conventional treasure.  That said, a careful search of the area where Legion Devils were defeated will usually find some platinum coins, as well as Astral Diamonds, that often total up in value to roughly match the total treasure dropped by these creatures.


:Scribes, Scholars, Ciphers, and Wizards speculate that the weird eldritch energies that Outsiders carry in their bodies may interact with the Prime Material in some strange way to produce these Astral Diamonds.  
Scribes, Scholars, Ciphers, and Wizards speculate that the weird eldritch energies that Outsiders carry in their bodies may interact with the Prime Material in some strange way to produce these Astral Diamonds.  


| XPNotes =  
| XPNotes =  

Latest revision as of 23:22, 9 January 2023

Legion Devil (CR 11)

Lawful Evil - Medium - Outsider (Devil)
Lore: Know (Planes)
22 37
Basic DC Full DC
Initiative
Initiative Icon 2.png
18
Perception:
28 +18
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
30
Man Def
Shield Icon 3.png
30
Monster Health
242 121 19
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +8
Refl: +13
Will: +8

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 10 ft.
Space Reach
To-Hit
+19
Sword Icon 3.png
Man Off
+19
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Hell's Halberd +19 (3d8+7/18-20 x2)
    as hacking (physical, uncommon)

Full Attack (Melee):

  • 3x Hell's Halberd +19 (3d8+7/18-20 x2)
    as hacking (physical, uncommon)

Standard Attack (Ranged):

  • 1x Hellish Hand Axe +18 (3d8+7/18-20 x2)
    as slashing (physical, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Full Attack (Ranged):

  • 3x Hellish Hand Axe +18 (3d8+7/18-20 x2)
    as slashing (physical, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Siege Damage: Not siege capable

Statistics

18
STR
14
DEX
15
CON
13
INT
15
WIS
15
CHA

Skills:

Languages: Infernal

Feats:

  • Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)

Special Abilities

Phalanx Tactics (Ex) Automatic when adjacent

Any time any devil has at least two legion devils within its melee reach, its AC and saves improve by a +4 untyped bonus. This bonus applies to normal AC and touch attacks, as well as Fort, Reflex and Will saving throws. The bonus provided by Phalanx Tactics does not stack, so the maximum bonus it can provide is +4. Note that this bonus can be applied to any qualifying devil, not just legion devils. This bonus effects Legion Devils, and is why they greatly prefer to attack with numbers, in close ranks.

Hell's Heart (Su) Swift Action 1/Enc

Once per encounter as a swift action, a legion devil can select a space within 30 feet of itself and cause a 3x3x3 area centered on that space to erupt in dark-red, blackly-sooted flames. This area does NOT have to be adjacent to a surface suitable for Walking, and can be in mid-air if desired. Any creature in the affected area takes 3d8+7 points of fire (energy, common) damage. This damage is doubled if an affected creature has a Good alignment (Lawful Good, Pure Good or Chaotic Good). All affected creatures may make a Reflex saving throw, DC 21, to reduce this damage by half.

These flames do not block line of sight, or line of effect, nor do they lend cover.
In addition, the fire created by this ability lingers until the end of the encounter, and any creature ending its turn in or passing through one or more of the burning squares suffers 3d6+4 points of fire (energy, common) damage for each square passed through, and this damage is doubled if they are Good aligned. There is no Reflex save for this damage since it is avoidable.
Stacked patches of Hell's Heart do not increase the damage dealt by the lingering flames (though the initial damage is still applied). After a battle, the black smoke and soot-stains of Hell's Heart leave nigh-indelible stains as evidence of the awful corruption of Hell Itself.
The Devil's Own Luck (Su) Free Action 1/Enc

Once per encounter as a free action, a legion devil can declare that a saving throw it has just failed actually succeeded, or, immediately end a single status condition affecting it.

Fundamental Evil (Ex) Always On

Devils are just screwed into the universe a little tighter than most things, because they are fundamentally evil. Because of this, there is a maximum amount of damage that devils can take from any single attack, ability, or effect.

No single attack, ability, or effect made against this devil can ever inflict more than 35 points of damage to it. Any damage in excess of this number is ignored. This power is always on, and it is absolute: It applies to all forms of energy and physical damage, whether from weapons, properties, items, spells, abilities, feats, or anything else. The only thing that bypasses this ability is Primal damage, which is quite difficult to obtain.

Legion Devil

Legion Devil

Unlike the hordes of demons in the Abyss, the legions of Hell are numbered, though they are vast. They cannot hope to outnumber their foes or crush them under the mass of their engines of creation, as the Abyss intends. Instead, Hell has a plan. Actually, hundreds of plans. Thousands. The devils of Hell are organized, methodical and patient.

All Devils are of uncertain form, especially when they visit the Prime Material, and while on the Prime Material, they almost always look like a race of the Spark. A discerning eye, though, can always detect the immutable, terrible, Evil of the Devilish Urge. Legion devils almost always look like soldierly commoners, although they may cast themselves as any race they wish. They will tend toward dark eyes and hair, as well as features with an undeniable cruel cast. They frequently will have a martial bearing, either nobly or surly in comportment.

If they are startled or forced, their true appearance may be seen in glimpses, ruddy of skin and dark of gaze, their innate Evil plain to see writ upon their form and features.

Legion devils are the second most common sort of Devils, and they are the commoners of the Hellish Nobility, although they can ascend to incredible levels of prowess.

Legion devils are the front line fighters, the perimeter of Hell's offensive line. They march in ranks, and use tactics to improve the company's effectiveness. Their skill in battle and the use of maneuver, positioning, and armaments make them far more difficult to eliminate than seems possible, and it is common for Legion Devils to stand their ground against foes far greater then they are for uncomfortably long times.

While this may sound uninspiring, the Legion Devils of Hell are elite warriors. They are fierce, unflinching, highly mobile, and absurdly competent.

Combat Tactics

Legion devils like to fight in trios and quads, using their Phalanx Tactics ability to bolster their already considerable defenses. Phalanx Tactics, combined with Fundamental Evil making it impossible to knock them out with a single massive attack, means that a pack of Legion Devils can and will punch far above their weight if they have too...which explains how Devils compete against the endless hordes of Demons they must contend with.

They use their Hellish Halberds, which are inclusive reach weapons, meaning they can attack creatures at 10 feet as well as at 5. By fighting in trios and quads they can threaten a huge area while also granting their Phalanx Tactics benefit to each other.

Legion devils will use Hell's Heart to block off areas of the fight, and to split their attackers into separate areas. They will also use their teleportation to attack the back ranks of a fight, or force opponents to maneuver through the patches of Hell's Heart to engage with them. Because teleportation never provokes attacks of opportunity, Legion Devils can pick exactly who they want to target each round with relative impunity. They tend to move in groups, with teleport, trying to maintain their Phalanx.

Legion devils will never run from a fight, since death in the Prime Material plane is not real death, simply banishment back to the Hells.

Out of Combat

Humanoid Guise

Devils can magically disguise themselves as humanoids, either of medium or small size, to easily blend into civilized areas. This disguise functions as the Least Polymorph spell, and can only be exposed via True Seeing, though a detect magic would reveal that the devil has a faint aura of transmutation on it. Devils tend to prefer an appearance which isn't too far removed from their natural appearance, though this is not an actual limitation on their ability. For example, bearded devils prefer races like dwarves, who have swarthy skin tones and favor beards, while Ice Devils prefer races like Barani, with fair complexions and gem-tone eye colors.

Note that since Legion Devils cannot speak Common, they will usually take the guise of someone mute or dumb or otherwise not likely to need to speak. This makes their disguises somewhat poor unless there's someone around willing to speak on their behalf. However, it does let them pass through towns without too much harassment or suspicion (certainly less than if they didn't use their guise). But now you're probably wondering if that group of ascetic monks that just walked by is really what they appear to be, right?

Rewards

XP: 12,800

Treasure: Sellable Goods worth 9,375 gp.

Weight: 110 lbs.     Volume: 4.4 cu. ft.
  • Devils dissipate back to the Hells upon 'death', leaving no conventional treasure. That said, a careful search of the area where Legion Devils were defeated will usually find some platinum coins, as well as Astral Diamonds, that often total up in value to roughly match the total treasure dropped by these creatures.

Scribes, Scholars, Ciphers, and Wizards speculate that the weird eldritch energies that Outsiders carry in their bodies may interact with the Prime Material in some strange way to produce these Astral Diamonds.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)