Night Devil
Fiends of Melaneth
Melaneth is a domain of pitch darkness. At its heart, the city of Durlossoth eclipses all else. Darkness forever shrouds the ancient stone structures that cluster together in a chaotic mess of twisted alleyways and dead ends that stretch farther than any mortal city. The fiends that haunt these streets are gaunt and haggard things who often appear emaciated and weak. Despite their frail appearance, fiends from Melaneth frequently venture to the mortal plane, where they make bargains with mortals. Their unmatched cunning extends to every interaction as they willingly negotiate with those seeking power or knowledge. Even the most clever mortals will find these dealings rarely end in their favor.
Night Devil
Frightening creatures wrough of darkness incarnate, Night Devils prey on their victims first with a paralyzing gaze, then with tooth and fang. They are solitary creatures that prefer ambushing solitary or weakened prey.
Night Devil | |||||
|---|---|---|---|---|---|
| Monster Level: 12 | |||||
| Large. Monstrosity Fiend | |||||
| STR | DEX | END | AWR | INT | CHA |
| 3 | 5 | 2 | 2 | -1 | 5 |
| Ref: 15 | Fort: 12 | Ant: 12 | Log: 9 | Will: 15 | |
| Armor Rating 14 | Immune Non-Magical Weapons | ||||
| Hit Points 92 | Vulnerable Divine 2 | ||||
| Speed 30 ft, Fly 80 ft | Senses Darkvision 120 ft | ||||
| Traits Iron Will | |||||
| Features | |||||
| Night Flier. The Night Devil gains +4 Sneaking while in darkness | |||||
| Actions | |||||
The Night Devil can take THREE of the following actions, or take the same action three times. | |||||
| Move. The Night Devil can move up to its speed.
Claws. Reach 5 ft Natural Weapon. +5 vs AR. Hit: 8 (1d6+5) sharp. | |||||
OR the Night Devil can take TWO of the following actions, or take the same action twice... | |||||
| Move. The Night Devil can move up to its speed.
Gore. Reach 5 ft Natural Weapon. +5 vs REF. Hit: 10 (1d10+5) sharp. If the target is large or smaller, it is knocked Prone. Paralyzing Gaze. Ranged 30 ft Natural Weapon. +5 vs WILL. Hit: The target becomes Paralyzed until the end of its next turn | |||||
OR the Night Devil can take ONE of the following actions. | |||||
| Devil Scream. 60 ft Radius Natural Weapon. +5 vs WILL of each creature within the radius. Hit: 10 (1d10+5) sonic and the target becomes Shaken until the end of its next turn and Frightened for 1 minute. A creature Frightened by Devil Scream can make a DC15 CHA check at the end of its turn to end this condition and become immune to being Frightened by Devil Scream for 8 hours. | |||||
| Reactions | |||||
| Exploit (1/Round). The Night Devil can Exploit. | |||||