Devil, Advespa (Baatezu)

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Large Outsider (Baatezu, Evil, Lawful)


Hit Dice: 4d8+12 (30 hp)

Initiative: 5

Speed: 30 ft., fly 40 ft. (good)

AC: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16

Attacks: 4 claws +8 melee and sting +3 melee

Damage: Claw 1d6+5, sting 1d4+2 plus poison

Face/Reach: 10 ft./10 ft.

Special Attacks: Improved grab, poison, spell-like abilities

Special Qualities: Baatezu traits, DR 5/silver or good, outsider traits, regeneration 2, SR 15

Saves: Fort +7, Ref +5, Will +4

Abilities: Str 20, Dex 13, Con 17, Int 8, Wis 11, Cha 10

Skills: Balance +10, Hide+4, Jump +7, Listen +7, Move Silently +8, Search +6, Spot +7, Tumble +8

Feats: Flyby Attack, Improved Initiative

Climate/Terrain: Any land and underground

Organization: Solitary, pair, team (3-4), squad (5-10), or swarm (11-20)

Challenge Rating: 3

Treasure: None

Alignment: Always lawful evil

Advancement: 5-8 HD (Large); 9-12 HD (Huge)

Level Adjustment: +4

Devils are fiends from the plane of Baator, a lawful evil realm. The most numerous devils are the baatezu, who are infamous for their strength, evil temperament, and ruthlessly efficient organization. These creatures are constantly in conflict with every force of good in the universe, as well as with the chaotic evil demons and tanar’ri of the Abyss.

Baatezu have a rigid caste system, in which authority derives not only from power but also from station. These creatures occupy themselves with extending their influence throughout the planes, primarily by corrupting mortals. Baatezu who further this agenda are usually rewarded with improved stations.

Most baatezu have a Gothic gargoyle look. They are grotesque and unsightly by human standards, corrupted physically by the evil they embrace. A few have an infernal sort of beauty in their natural forms, but these are rare.

The advespa, amnizu, and malebranche are vicious devils usually found in the service of more powerful baatezu, or of evil mortals who treat with such beings. These baatezu appear wherever their infernal masters send them, though the amnizus in particular are rarely deployed on other planes.

Unless otherwise noted, devils speak Infernal, Celestial, and Draconic.

Advespas are female, wasp-like devils that patrol the skies above the infernal planes. They are often found under the command of some more powerful baatezu.

An advespa appears as a huge, heavy-bodied wasp with a female face. It has small, antenna-like horns, protruding humanoid features, dripping mandibles, a chitinous hide, and a pair of dark, resilient, insect wings. Its lower abdomen terminates in a barbed, poisonous stinger, which may be brought up over the creature’s head in the manner of a scorpion’s tail.

The most common advespa is entirely black; in fact, it looks as if it had been carved from obsidian or some other dark stone. The more powerful advespas (those with higher stations and slightly higher Charisma scores) have striations of yellow, red, and orange, and they tend to be smaller than the common advespas. These colourful advespas usually serve as the leaders of squads and swarms.


Devils enjoy bullying those weaker than themselves, and they often attack good creatures just to gain a trophy or three. Some devils are surrounded by fear auras, which they use to break up powerful groups so that they can defeat opponents piecemeal.

The baatezu tend to use their illusion abilities to delude and confuse foes as much as possible in combat. One of their favourite tricks is to create illusory reinforcements, so that enemies can never be entirely sure whether a threat is only a figment or a group of real devils that has been summoned to join the fray.

An advespa usually attacks from above, seeking to pounce upon and grapple an opponent. If it succeeds, it stings with its poisonous tail until its foe succumbs, then flies off with its helpless prey.

Improved Grab (Ex): If an advespa hits an opponent that is at least one size category smaller than itself with both claws, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +13). If it gets a hold, it automatically hits with its sting. Thereafter, the advespa has the option to conduct the grapple normally, or simply use its claws to hold the opponent (-20 penalty on grapple check, but the advespa is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals damage from both claws and the sting.

Poison (Ex): The advespa injects a dose of poison (Fortitude save DC 15) with each successful sting attack. The initial and secondary damage is the same (1d4 points of Strength damage).

Spell-Like Abilities: 3/day—change self, command, produce flame, pyrotechnics. Caster level 4th; save DC 10 + spell level.

Regeneration (Ex): An advespa takes normal damage from acid, from holy weapons, and from attacks that deal holy damage.

Summon Baatezu (Sp): Once per day, an advespa can attempt to summon 1d2 additional advespas with a 30% chance of success.