Devil, Malebranche (Baatezu)

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Huge Outsider (Baatezu, Evil, Lawful)

Devil.gif

Hit Dice: 16d8+96 (168 hp)

Initiative: -1

Speed: 40 ft., fly 120 ft. (average)

AC: 24 (-2 size, -1 Dex, +17 natural), touch 7, flat-footed 24

Attacks: Huge masterwork trident +25/+20/+15/+10 melee and gore +22 melee, or Huge masterwork trident +25/+20/+15/+10 melee and bite +22 melee, or 2 claws +24 melee and gore +22 melee, or 2 claws +24 meleeand bite +22 melee

Damage: Huge masterwork trident 2d8+15, claw 2d4+10, gore 2d6+5, bite 2d6+5

Face/Reach: 15 ft. /15 ft.

Special Attacks: Charge, fear aura, improved grab

Special Qualities: Baatezu traits, DR 10/good, outsider traits, regeneration 8, SR 20

Saves: Fort +16, Ref +9, Will +9

Abilities: Str 30, Dex 9, Con 23, Int 10, Wis 9, Cha 10

Skills: Balance +1, Bluff +19,Climb +13, Diplomacy +2, Intimidate +21, Jump +32, Listen +18, Move Silently +18, Search +19, Spot +18, Tumble +20

Feats: Cleave, Flyby Attack, Great Cleave, Improved Sunder, Multiattack, Power Attack

Climate/Terrain: Any land and underground

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

Challenge Rating: 9

Treasure: Standard

Alignment: Always lawful evil

Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)

Level Adjustment: —

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.

Malebranches are huge, hulking devils with wickedly curving horns. These creatures usually serve other, more intelligent members of the infernal hierarchy as warriors, enforcers, punishers, and occasionally as mounts. Within the Nine Hells of Baator, malebranches are usually armed with immense masterwork tridents wrought from cold iron. These aggressive baatezu tend to bully creatures smaller than themselves and grovel before those that are more powerful.

A malebranche is a massive, winged devil of humanoid shape with an underslung jaw and huge, slightly curved horns. Its feral eyes glow with flickering shades of red.

Malebranches speak only Infernal, but they understand Common — particularly orders and curses in that language.

COMBAT

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.

Malebranches are heavy hitters—the brute force among the baatezu — and they utilize their great strength to the best of their ability. A malebranche usually charges into combat on silent wings, hoping to catch its opponents flat-footed with a gore attack. Then the creature wreaks havoc with its masterwork iron trident.

Charge (Ex): A malebranche typically begins a battle with a flying charge at an opponent on the ground. In addition to the normal benefits and hazards of a charge, this tactic allows the malebranche to make a single gore attack (+24 melee) that deals 6d6+15 points of damage. The creature can also charge while moving on the ground, if it wishes.

Improved Grab (Ex): If a malebranche hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +34). The creature has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the malebranche is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.

Fear Aura (Su): As a free action, a malebranche can produce a fear effect. This ability functions like a fear spell (caster level 12th; save DC 18), except that it affects all creatures within a 15-foot radius around the malebranche. Any creature that makes a successful saving throw against the effect cannot be affected again by that malebranche’s fear aura for 24 hours. All baatezu are immune to the malebranche’s fear aura.

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