Dormammu
2015-03-16, 12:09 AM
Ok picture this: You're a run of the mill Hamatula minding your own business, waging the blood war, invading some Abyssal plane with your buddies, no biggie.
All of a sudden you feel a strange tingle. Before you know it you're called, not summoned mind you, called to the prime material! It looks like that human you made the deal with all those years ago is calling in his favor.
Except when you get there he's scragged (you think that's his charred corpse slumped against the wall).
There's also a startled looking halfling, his invisibility is peeling off and he's trying to put some magical steel into your kidneys. Rude!
You drop the little punk down into negative hit points, just as a formality really, but the next thing you know you've got a human and some demi-humans on all sides trying to poke you with things.
They're bouncing spells off your resistance, shouting things, carrying on. Well now you're annoyed, what bothers you is that mortals need to show the proper respect. So again, just as a formality, you drop a few more down into the negatives.
You're on the verge of actually starting to enjoy yourself but then they cross the line.
They summon a demon. A demon! Now hear me out, it's one thing to summon during combat. Is it distasteful? Sure, but who hasn't stooped to calling in a favor from time to time. No, it's not the summoning that bothers you so much, it's what they chose to summon. On top of that it's that they decide to run while you're engaged in grapple. These mortals know nothing of protocol! It's as if they imagine a demon is going to put you down?
You're almost tempted to think that they consider the lives of the other mortals more important than winning combat and are running away to save them, but that's of course ridiculous.
Well this simply cannot be allowed to stand. You dispatch the demon but by now the humans are long gone.
What are you going to do now?
Your situation:
You're in a dungeon, an unfriendly one from your recollection.
You're down to your last few hitpoints.
You've fulfilled your contract and are therefore free to loot the (dead) wizard's workshop, you're reasonably sure the workshop doesn't have any more traps (you were the last, one you think).
You're on an unfamiliar plane.
You DO have a summon coming up, not today but tomorrow.
http://www.d20srd.org/srd/monsters/devil.htm#barbedDevilHamatula
Barbed Devil (Hamatula)
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 12d8+72 (126 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 29 (+6 Dex, +13 natural), touch 16, flat-footed 23
Base Attack/Grapple: +12/+22
Attack: Claw +18 melee (2d8+6 plus fear)
Full Attack: 2 claws +18 melee (2d8+6 plus fear)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear, improved grab, impale 3d8+9, summon devil
Special Qualities: Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft.
Saves: Fort +14, Ref +14, Will +12
Abilities: Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18
Skills: Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks)
Feats: Alertness, Cleave, Improved Grapple, Iron Will, Power Attack
Environment: A lawful evil-aligned plane
Organization: Solitary, pair, team (3-5), or squad (6-10)
Challenge Rating: 11
Treasure: Standard
Alignment: Always lawful evil
Advancement: 13-24 (Medium); 25-36 HD (Large)
Level Adjustment: —
A barbed devil is about 7 feet tall and weighs about 300 pounds.
Combat
Barbed devils eagerly fight with their claws, trying to impale their opponents. They use hold person to immobilize those who avoid their hug attacks.
A barbed devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Fear (Su)
A creature hit by a barbed devil must succeed on a DC 20 Will save or be affected as though by fear (caster level 9th).
Whether or not the save is successful, that creature cannot be affected by that same barbed devil’s fear ability for 24 hours. The save DC is Charisma-based.
Impale (Ex)
A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
Improved Grab (Ex)
To use this ability, a barbed devil must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body.
Summon Devil (Sp)
Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Barbed Defense (Su)
Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Spell-Like Abilities
At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 16), major image (DC 17), scorching ray (2 rays only). 1/day—order’s wrath (DC 18), unholy blight (DC 18). Caster level 12th. The save DCs are Charisma-based.
All of a sudden you feel a strange tingle. Before you know it you're called, not summoned mind you, called to the prime material! It looks like that human you made the deal with all those years ago is calling in his favor.
Except when you get there he's scragged (you think that's his charred corpse slumped against the wall).
There's also a startled looking halfling, his invisibility is peeling off and he's trying to put some magical steel into your kidneys. Rude!
You drop the little punk down into negative hit points, just as a formality really, but the next thing you know you've got a human and some demi-humans on all sides trying to poke you with things.
They're bouncing spells off your resistance, shouting things, carrying on. Well now you're annoyed, what bothers you is that mortals need to show the proper respect. So again, just as a formality, you drop a few more down into the negatives.
You're on the verge of actually starting to enjoy yourself but then they cross the line.
They summon a demon. A demon! Now hear me out, it's one thing to summon during combat. Is it distasteful? Sure, but who hasn't stooped to calling in a favor from time to time. No, it's not the summoning that bothers you so much, it's what they chose to summon. On top of that it's that they decide to run while you're engaged in grapple. These mortals know nothing of protocol! It's as if they imagine a demon is going to put you down?
You're almost tempted to think that they consider the lives of the other mortals more important than winning combat and are running away to save them, but that's of course ridiculous.
Well this simply cannot be allowed to stand. You dispatch the demon but by now the humans are long gone.
What are you going to do now?
Your situation:
You're in a dungeon, an unfriendly one from your recollection.
You're down to your last few hitpoints.
You've fulfilled your contract and are therefore free to loot the (dead) wizard's workshop, you're reasonably sure the workshop doesn't have any more traps (you were the last, one you think).
You're on an unfamiliar plane.
You DO have a summon coming up, not today but tomorrow.
http://www.d20srd.org/srd/monsters/devil.htm#barbedDevilHamatula
Barbed Devil (Hamatula)
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 12d8+72 (126 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 29 (+6 Dex, +13 natural), touch 16, flat-footed 23
Base Attack/Grapple: +12/+22
Attack: Claw +18 melee (2d8+6 plus fear)
Full Attack: 2 claws +18 melee (2d8+6 plus fear)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear, improved grab, impale 3d8+9, summon devil
Special Qualities: Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft.
Saves: Fort +14, Ref +14, Will +12
Abilities: Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18
Skills: Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks)
Feats: Alertness, Cleave, Improved Grapple, Iron Will, Power Attack
Environment: A lawful evil-aligned plane
Organization: Solitary, pair, team (3-5), or squad (6-10)
Challenge Rating: 11
Treasure: Standard
Alignment: Always lawful evil
Advancement: 13-24 (Medium); 25-36 HD (Large)
Level Adjustment: —
A barbed devil is about 7 feet tall and weighs about 300 pounds.
Combat
Barbed devils eagerly fight with their claws, trying to impale their opponents. They use hold person to immobilize those who avoid their hug attacks.
A barbed devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Fear (Su)
A creature hit by a barbed devil must succeed on a DC 20 Will save or be affected as though by fear (caster level 9th).
Whether or not the save is successful, that creature cannot be affected by that same barbed devil’s fear ability for 24 hours. The save DC is Charisma-based.
Impale (Ex)
A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
Improved Grab (Ex)
To use this ability, a barbed devil must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body.
Summon Devil (Sp)
Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Barbed Defense (Su)
Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Spell-Like Abilities
At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 16), major image (DC 17), scorching ray (2 rays only). 1/day—order’s wrath (DC 18), unholy blight (DC 18). Caster level 12th. The save DCs are Charisma-based.