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  • Let's Read the 4e Monster Manual 2: Devils, Part 01

    This is part of a series! Go here to see the other entries.

    This book includes a whole bunch of demons, and it was inevitable that it was also going to include a whole bunch of devils. Their base lore remains unchanged from what it was in my original introduction in the Monster Manual Let’s Read, so I recommend re-reading that article.

    This entry includes a whole bunch of devils that are new to 4th edition, though some of them also appeared in earlier editions. As I mention in the original intro, devils tend to be more “humanoid” in appearance and use weapons to fight. I’m also really fond of making jokes about devils being corporate employees and/or fascists, so get ready for those.

    Mechanically, all devils have the Immortal origin, and the Devil keyword. Nearly all of the ones we’ll look at in this book are Humanoids, with one exception who is an Animate. All of the devils in the first MM had really high fire resistance, and some of the ones here do as well, but a surprising number of them lacks resistances entirely. They all still have darkvision, but their remaining traits vary a lot per stat block.

    As usual, I’ll cover enough individual monsters to hit the size limit I’ve set on each post, and will have as many parts as it takes to cover the entire “Devil” entry.

    Assassin Devil

    Copyright 2009 Wizards of the Coast

    As every servant of Asmodeus knows, you can’t make it in this economy without a little murder. Assassin devils are specialized service providers that cater to that particular need of successful businessmen everywhere. Their magic allows them to manipulate shadows to hide themselves and to kill.

    That “service provider” crack isn’t just a joke: assassin devils are always found assisting the plots of some other infernal muckety-muck, never masterminding their own. The hidden truth is that many of them report directly to Asmodeus, snitching on those same plots to keep the CEO abreast of what his scheming underlings are up to. If the underlings in question discover this, they rarely make public accusations or reprisals, and instead try to feed the assassin misinformation to make themselves look good in the eyes of the boss.

    The Numbers

    Assassin Devils are Medium Level 24 Lurkers with 167 HP. They have darkvision and Resist 25 Fire, as well as an amazing ground speed of 12. They wear light armor and fight with shadows.

    They can use magic to form a Shadow Sword which does necrotic damage and ongoing 5 physical damage (save ends). It also deals a lot of extra necrotic damage against targets granting combat advantage to the assassin.

    Assassin devils can wrap themselves in a Shadow Cloak that makes them invisible until they make an attack, or they can cast those same shadows as a Shadow Net (Area Burst 2 Within 10 vs. Reflex) that restrains all it hits and inflicts 10 ongoing necrotic damage. These abilities can’t be used at the same time. The Cloak recharges when the devil uses the Net, and vice-versa.

    Sample Encounter and Impressions

    This seems like the type of devil PCs from the world would rarely see because they’re almost always employed in the internecine struggles of Hell itself. The book notes they like to work alone, but if circumstances mandate a team they prefer to partner up with strong soldier-types like war devils who are good at keeping the enemy distracted and setting up flanks.

    The sample encounter is level 22 and has 2 assassins, a high-level human diabolist, and 2 war devils.

    Erinyes

    Copyright 2009 Wizards of the Coast

    Erinyes are inspired by the Furies of Greek myth, and have been in the game since at least 1st Edition. I think it was 3.x that tried to present them as devilish counterparts to succubi (who were demons in that edition), but 4e leans more into the “Fury” aspect.

    In Fourth Edition, Erinyes act as arbiters and enforcers of infernal law, which of course also implies they’re pretty good in a fight because this is Hell we’re talking about. Their skills with sword and shield are so renowned that certain mortal warriors have been known to sell their souls in order to train under them. This implies there’s an official erinyes school of arms with their own signature style, and maybe its own trademark enforcement arm.

    In battle, Erinyes are elite infantry of the sort that gets deployed to untangle tricky situations and inspire the rank and file around them to fight harder. They’re more or less equivalent to fighty warlords. They can also be found leading hunting parties whose purpose is to find those who skipped out on infernal contracts and drag them to Hell.

    The Numbers

    Erinyes are Medium Level 13 Soldiers with the Leader keyword and 131 HP. They’re clad in high-quality infernal plate (which is a lot more than they wore in other editions), and wield a shield and a bastard sword. Their speed is 5, and they mostly fight using showy but lethal martial techniques.

    They’re very good at holding the line due to the Devastating Opportunist trait, which gives them a +3 bonus to opportunity attacks and allows them to shift 1 square if they hit with such an attack.

    Their basic attack is a Compelling Strike that does standard physical damage and allows one ally within 5 squares to gain 8 temporary HP. They can also use the Flitting Blade technique to make attacks dealing light physical damage against up to three different targets, at-will.

    When first bloodied, they can use Bloody Spiral (close burst 1 vs. Reflex) as a reaction. This does a tiny bit of physical damage and knocks prone on a hit, and if two or more enemies are knocked down it bestows 10 temporary HP to every ally within 5 squares.

    Sample Encounter and Impressions

    The sample encounter is level 12 and has 3 erinyes, 2 chain devils and 5 legion devil hellguards. It’s likely one of those hunting parties.

    I think I like these new erinyes a lot more than I did the “naked winged woman, but a devil” that I remember them being in 3e.

    Gorechain Devil

    Copyright 2009 Wizards of the Coast

    Like a chain devil, but bigger. Where standard chain devils are jailers, gorechain devils are more like bounty hunters. They’re named like this because their chains are often encrusted in gore.

    Their fighting style is a lot less acrobatic than that of their smaller counterparts, but they turn out to have a lot more mental control over their chains. So much, in fact, that they can use those chains to manipulate ensnared victims and make them into puppets. They’re also a lot smarter than they look.

    The Numbers

    These Large devils are Level 12 Elite Brutes with 298 HP. They have resist 10 fire but seem to lack darkvision. Their speed is 5.

    The Grasping Chains of a gorechain devil act as an aura (3) that forces enemies to make a DC 21 Athletics or Acrobatics check if they attempt to leave its bounds. Their basic Gorechain Strike is reach 3, and the Gorechain Flail ability (recharge 6) allows them to make one of these attacks against every target in range with a single action.

    Gorechain Takeover (reach 3 vs. Fortitude; recharge 5-6) does about the same damage as the basic strike, and also dominates (save ends). The domination also ends if the target is more than 3 squares away from the devil when the target’s turn starts. A lucky enough series of recharge rolls could see multiple PCs dominated in this way.

    The tactics here are clear: bring all the PCs in for a group hug, and never let them get away.

    Sample Encounter and Impressions

    The sample encounter is Level 12 and has two of these, a skeletal tomb guardian, and a skull lord. I imagine they might also take part in those erinyes-led debtor-hunting parties.

    I like that the look of gorechain devils is a bit deceptive at first. A PC who sees one of these things might expect a big dumb brute, but they can fight smart and the Takeover power will come as a surprise.

    It’s not quite enough to make me like them as enemies, since I’m not really that fond of kytons either, but that’s on me and not on this stat block.

  • Let's Read the 4e Monster Manual 2: Deva

    Copyright 2009 Wizards of the Coast

    This is part of a series! Go here to see the other entries.

    The word “Deva” used to refer to Lawful Good angels in earlier editions, but now it means something different. Deva as presented here are new to Fourth Edition, and first appeared as a playable option in the Player’s Handbook 2. They occupy the same dramatic role as aasimar did in earlier editions, but in my opinion are much cooler.

    The Lore

    In ancient times, a group of good angels decided they liked the world so much that they would become a part of it. So they assumed mortal form, and the resulting creatures became known as devas. They have lived countless lives since then, and still carry some memories of the deep past with them.

    A deva begins life by materializing from thin air, fully grown and capable of both speech and motion on the level of any other adult sapient humanoid. More, actually, since they also appear with the skills necessary to defend themselves and others. Few newborns can claim that! Newly-incarnated Deva have vague memories of their past lives and retain their basic personality, but their slate is otherwise clean.

    It’s no wonder then that a very high percentage of devas end up following adventuring careers, or otherwise dedicate themselves to fighting evil. They’re not all members of divine classes, but those are quite common given their usual temperament. In the end, though, they’re folk like everyone else. It’s quite possible for some deva to settle for a peaceful life instead, or to go down less-righteous paths.

    When a deva dies, be it from natural or violent causes, they disappear and immediately reincarnate at a random place in the world, clean slates once more, ready to begin life anew.

    A deva who turns to evil will reincarnate as a rakshasa on their next life. Rakshasa have perfect recall when they reincarnate, so this might seem like a good deal to a deva who has grown too attached to its present identity. However, even they revile this fate, so they would rather avoid death altogether than to undergo the transformation.

    Given their perfect recall, it’s possible every rakshasa remembers being a deva. I’d say that should a rakshasa redeem itself and become good (or at least non-evil) once more, it will return to being a deva in its next life.

    Deva fashion for all genders tends towards flowing robes, sometimes with revealing chest “windows”. Their armor tends to be designed to go over those robes. Armored or not, their outfits usually include back or shoulder decorations resembling wings.

    The Numbers

    Deva are Medium Immortal Humanoids, have tier-dependent resistance to both radiant and necrotic damage, and a +1 to all defenses against bloodied creatures. Their signature ability is Memory of a Thousand Lifetimes, a free-action encounter power that allows them to add +1d6 to an attack roll, skill test or ability test they just made. This represents memories and flashes of insight from the deva’s previous lives, and could end up turning a failure into a success.

    PC Devas have the same abilities, though their resistances are a bit more granular and they also have the customary attribute and skill bonuses.

    Deva Knight-Errant

    This deva travels the world acting as a champion of holy causes. It’s the first monster I find in this book who is explicitly Good in alignment, and described as most likely to serve the role of an ally to the PCs. Still, a party entirely composed of shady fucks might find themselves at the wrong end of the knight-errant.

    The knight is a Level 11 Soldier with 111 HP and all standard Deva traits. Their resistances are set to 10. Being paladin-types, they wear full plate and wield a sword, a shield, and a holy symbol. Their speed is 5 due to the heavy armor.

    Knights fight with a mixture swordplay and divine magic. The Inner Radiance trait allows them to switch the damage type of any of their attacks to Radiant, and to accept a -2 attack penalty to make the attack deal an extra 4 radiant damage.

    The knight’s broadsword marks for a turn on a hit, and they can perform a Rejuvenating Strike with it that heals the knight for half the damage dealt. It recharges whenever the knight hits with a normal sword attack. This will become substantially more powerful once you fix their damage.

    There’s a couple of pure-magic abilities as well: Martyr’s Cry (close burst 3 vs. Will; recharge 6) deals psychic damage and marks all targets hit (save ends). Health Transfer (minor action; encounter) transfers up to 25 damage and a condition from an ally within 10 squares to the knight.

    Knight-Errants are well set-up to be allied NPCs, with those support and marking abilities. The self-healing strike is important to give them some longer-term staying power when riding with the party, as most healing abilities that depend on healing surges are less effective on them.

    Deva Zealot

    The zealot opposes evil, well, zealously. They’re a lot less nice in their judgment and methods than the knight, and thus Unaligned. They wear leather or other light armor, and wield falchions. Their resistances are set to 10. Their speed is 6. If they were PCs, they’d be Avengers.

    The falchion his a high-crit weapon and deals some bonus radiant damage. It’s their main attack, and all their other abilities support it. Skirmish works as usual, adding more bonus damage when they move at least 4 squares in that turn. Dazzling Soul (minor; recharge 4-6) makes the zealot shine so brightly it gains concealment and emits bright light in a 6-square radius and dim light out to 12 squares. Path of Virtue (encounter) allows them to shift their speed and make one falchion attack against each enemy in reach during the move.

    Last but not least, Radiant Retribution is a at-will free action that triggers when the zealot takes damage from an attack, and deals half that amount as radiant damage to the attacker. I think this means it will trigger against every attack made on the deva - if it was a reaction or interrupt, it would only happen once per round.

    Deva Fallen Star

    A deva who went bad and is all set to become a rakshasa on their next incarnation, though ideally they don’t want to die at all. They’re Level 26 Artillery with 188 HP. Their resistances are set to 15. Using a rod as an implement, if they were PCs they’d likely be a warlock.

    The fallen star will likely open the fight with a Soul Scourge spell (area burst 2 within 15 vs. Will), a fireball-sized blast that deals immediate radiant damage and ongoing 15 necrotic damage (save ends). This recharges when it’s first bloodied. Until then it will use a Forgetting Ray (ranged 20 vs. Reflex) which does psychic damage and restricts the target to using only at-will attacks (save ends).

    When hit by an attack, the fallen star can use Fateful Transposition (ranged 10 vs. Will) as an interrupt, targeting an enemy. A hit allows it to switch places with that enemy, making it take half the triggering attack’s damage. The deva still takes the other half.

    The fallen start’s basic melee attack is the Rebuking Rod, which does psychic and radiant damage and triggers a secondary attack vs. Fortitude: if that one hits, the fallen star gains total concealment against the target (save ends).

    The fallen star’s research into evil magic has allowed it to trade the usual Memory of a Thousand Lifetimes power for Fate Manipulation. This can add 1d8 to their rolls or remove 1d8 from an enemy’s roll, and it recharges once the fallen star is first bloodied.

    And finally, we have the ability that confirms this deva “fell” because it wanted out of the circle of reincarnation: Vile Rebirth. When the deva is reduced to 0 HP by non-necrotic damage, it doesn’t die. Instead, it remains at 0 HP until its next turn, when regains 25 HP and acquires the undead keyword. In other words, it becomes something close to a newly-minted lich! This power recharges, but the “non-necrotic” bit becomes “non-radiant”. In other words, you have to either kill it with necrotic damage the first time around, or with radiant damage after it becomes undead. If you don’t, it keeps coming back.

    I’d say that if Vile Rebirth triggers and the falen star escapes, you can use it as a lich in subsequent encounters. And if it dies “for real”, it’s rakshasa time, though in that case it would take longer to return to the campaign if it makes an appearance at all.

    Sample Encounters

    The book admits most PC parties are unlikely to find themselves facing a knight-errant or even a zealot, so the sample encounter is Level 27 and features a pair of fallen stars along with 2 efreet karadjins and 2 efreet pyresingers. So it looks like the deva have joined the ranks of nobility at the City of Brass.

    I really like Deva! Aasimar from previous editions just had a celestial somewhere in the family tree, Deva have a cool backstory on par with the one that was given to tieflings. One thing I find particularly cool about the stat blocks from this entry is that they could represent the trajectory (and tragic fall) of a single individual over three lifetimes.

  • Let's Read the 4e Monster Vault 2: Demons, Part 04

    Copyright 2009 Wizards of the Coast

    This is part of a series! Go here to see the other entries.

    This is the last post covering the “Demons” entry in the Monster Manual 2, and it features a lone demon: the Yochlol, who has been in the game since at least AD&D 1st Edition.

    The Lore

    Yochlols are the handmaidens of Lolth, being some of her most favored servants. This a fact which those not initiated in Her mysteries will find baffling because yochlols don’t resemble spiders in any way. In their natural form these demons look like pillars of snot with a baleful red eye embedded near the top. They can also take the shape of beautiful drow women.

    Yochlols might be assigned by their mistress to assist mortal priests that have also earned her favor, but they mainly works as spies. They’re so good at passing for mortal drow that they can remain undetected for years at a time and attain positions of great power in their society. I’ll write more about the implications of this in the Impressions section.

    The existence of yochlols is one more point in favor of my pet theory that Lolth is actually a demon lord.

    The Numbers

    We get a single stat block here, named Yochlol Tempter, which I guess is representative of most of them.

    Yochlols are Medium Elemental Humanoids with the Demon and Shapechanger keywords. They’re Level 17 Controllers with 158 HP. Despite being demons, they lack Variable Resistance and have Resist 10 Poison instead. They have darkvision, a ground speed of 6, and a climb speed of 8 with Spider Climb.

    Yochlols have two sets of attack powers, one for when they’re in demon form, the other for when they’re in drow form. They can switch forms with a minor action, but I guess an infiltrated yochlol will stick to drow form to avoid blowing its cover. Once that happens, though, it will change shape as often as it needs to assemble the best combos it can.

    In demon form, the Tempter fights with its Reach 2 Tentacles. A basic tentacle attack is quite weak, but the demon can make four of them with its Amorphous Flurry. If two or more flurry attacks hit the same target, that target takes a -4 penalty to Will (save ends).

    At range, it can project a Maddening Web (area burst 2 within 10 vs. Reflex). It does no immediate damage, but immobilizes and deals 5 ongoing damage (save ends). It recharges on a 4-6, but only while the yochlol is bloodied. So it’s less of a web and more of flung ball of runny snot.

    In drow form, this demon’s attacks are all what you would expect out of a priestess of Lolth: a spider touch in melee that also deals ongoing 10 poison damage (save ends); a venom bolt (ranged 10 vs. Reflex) that deals physical and ongoing 5 poison damage (save ends); and a minor-action Seductive Glare which despite the horrible name is a slow-acting mind control spell (ranged 10 vs. Will). On a hit the target is dazed (save ends); the first failed save worsens that to Stunned, and the second to Dominated. In all cases a successful save ends the effect.

    Sample Encounters

    The sample encounter is level 16 and as you would expect involves a lot of drow: 2 arachnomancers, 1 blademaster and a priest, accompanied by 2 yochlol tempters. Your call as to whether the drow know about the demons or not.

    Final Impressions

    Mechanically, I find yochlols quite interesting with their two forms that have complimentary powers. A lone yochlol can set up some interesting combos by itself, by using Amorphous Flurry to weaken someone’s Will and then the mind control attack in the next round. If you have two of them, they can do that a lot faster.

    I remember seeing complains in Let’s Reads for older editions about how these demons don’t seem to have much to do with Lolth thematically speaking. After all, spiders are officially Her Thing and yochlols are not spiders. And despite them being described as the ultimate shape-shifting spies, they can only turn into drow, so they can’t be used to spy on the drow’s enemies.

    The bits of lore here help make sense of all that. Lolth is also the goddess of lies, and treachery is among her commandments. How much do you think such a deity would trust their followers? No, Yochlols aren’t made to spy on the enemies of the drow. They’re made to spy on the drow. Their un-spider-like nature gives Lolth some plausible deniability. It is, perhaps, a hint that these demons are the product of another side of Lolth’s personality, one rarely known to her worshippers. Because despite all the dedication the drow people lavishes on her, Lolth doesn’t trust them.

    That’s kinda tragic, for both the Drow and for Lolth.

  • Let's Read the 4e Monster Manual 2: Demons, Part 3

    This is part of a series! Go here to see the other entries.

    We continue looking at the many monsters in the Demons entry of the Monster Manual 2.

    Nycademon

    Copyright 2009 Wizards of the Coast

    I’m pretty sure these winged, four-armed creatures used to be classified as Yugoloths in previous editions, where their name was written as “Nycadaemon”. Yugoloths, or daemons, were the Neutral Evil Fiends, created because the writers of AD&D decided every alignment needed its own representative outsider. Fourth Edition uses a different cosmology and a different alignment system, so its authors elected to turn daemons into demons.

    Nycademons spend their days flying over the open expanses of the Abyss in search of creatures to snatch and drop from a great height, which they think is hella funny. This has given them the nickname of “sky demons”. They place great value in physical strength, and so have a tendency to underestimate beings whose power is less obvious (“Do you even lift, bro?”). They’re also hesitant to attack someone who seems big and strong, for the same reason.

    Like many former daemons, nycademons have a mercenary temperament and will work for anyone who pays them. These contracts tend to be short-lived though, as their superiority complex tends to infuriate most allies. All that flexing can get annoying really fast.

    The Numbers

    Nycademons are Large Elemental Humanoids (demons) and Level 22 Skirmishers with 210 HP. They have Variable Resistance 20 (2/encounter), as well as ground and fly speeds of 6. The one in this book fights with a pair of greataxes it wields one-handed, leaving it with two free hands to snatch victims.

    Its Wicked Axe attacks are Reach 2 and High-Crit, and also cause ongoing 5 damage (save ends). Wicked Edges allows it to make two such attacks in one action, putting its damage near where it should be even without the math fix.

    Instead of axing someone, the nycademon can Snatch them (Reach 2 vs. Fortitude). It can fly 6 squares before or after making the attack, which does no damage but grabs the target. The Strong Flyer trait exempts it from the usual obstacles to moving a grabbed target, so it can travel its full speed with the grabbed victim without needing to make additional tests to do so.

    All of these traits lend themselves well to the “snatch and drop” tactics described in the lore. Grab someone, fly up for a few rounds while attacking them with the axes, drop them for a bunch of d10s of fall damage.

    The sample encounter has three nycademons, a goristro and a rot harbinger. It’s Level 21, and likely affiliated with Orcus.

    Impressions

    While mechanically simple, I kinda like the whole “snatch and drop” thing. It’s also fun to imagine these creatures as condescending gym bros.

    Pod Demons

    Copyright 2009 Wizards of the Coast

    Particularly disgusting examples of demonkind, these slimy creatures can spawn miniatures of themselves from their blistered bodies, using them to corner and terrorize their victims.

    The spawn have no mind of their own, being extensions of the demon’s main body. In fact, the pod demon can transfer its conscience to a podling, causing it to grow to full size while the original body shrinks.

    These creatures have some connection to the mysterious Chained God (AKA Tharizdun, but no one in-setting rememebers that name). Some of them wrap themselves in chains to show their allegiance.

    The Numbers

    Pod Demons are Large Elemental Humanoids (demons), and Level 15 Elite Artillery with 176 HP. They have darkvision and Variable Resistance 15 (2/encounter). Their ground speed is 8.

    They fight by using their half-formed spawn as ammo. They can either throw a spawn so it explodes on impact using Fling Podspawn (area burst 1 within 10 vs. Reflex), or squeeze it to spray nearby enemies with Spew Podspawn (close blast 3 vs. Reflex). In either case, targets take acid damage on a hit.

    Fully formed podspawn constantly pop free of the parent body: one appears within 2 squares of the original at the start of its turn as long as there are fewer than 4 podspawn in play. The parent can also force them out with Generate Podspawn (close burst 2 vs. Reflex), which does poison damage and fills unoccupied squares with enough podspawn to reach the limit of 4.

    As a move action the pod demon can Transfer Essence, effectively swapping positions with a podspawn within 10 squares. As a minor action it can use Detonate Minion (ranged 10), causing a podspawn in range to explode and deal a bit of automatic poison damage to adjacent creatures.

    If forced into melee, they attack with a weak Claw that also does ongoing poison damage (save ends).

    I’m guessing that if you have multiple pod demons in play, each of them will be able to have its own set of four minions.

    The podspawn themselves also have a little stat block. They’re Level 15 Minion Skirmishers whose resistances always match the parent’s, and who attack with a corroding slime that’s slightly stronger than the parent’s claw. Their dangerous proximity trait gives them combat advantage against any adjacent enemy, no flanking required.

    The sample encounter is level 16: 1 immolith, 1 pod demon, 4 podspawn and 2 red slaads.

    Runespiral Demon

    These turtle-beetle things have complex patterns of arcane runes etched into their shells, which channel arcane energies from deeper within the Abyss. The specimens depicted here turn this energy into lightning, but there are others with variant runic patterns that use other elements.

    Runespiral demons are sapient, but they don’t have hands and are nowhere near smart enough to be good at arcane magic. The runes are either natural or etched by some unseen patron. In combat, they rely on the magic of these runes to attack at range.

    The Numbers

    Copyright 2009 Wizards of the Coast

    We actually get two varieties here: common Runespiral Demons are Small Elemental Magical Beasts, and Level 5 Artillery with 51 HP. Arctide Runespiral Demons are Large, and Level 12 Artillery with 97 HP. They have Variable Resistances of 10 and 15 respectively, and a ground speed of 7. Their attacks are almost identical.

    They can attack distant opponents with either a Focused Strike (ranged 10 vs. Reflex) that does standard lightning damage, or a Lightning Burst (Area Burst 2 Within 10 vs. Reflex), which does bit less lightning damage as a baseline, but has that damage increase by 1 for each creature caught in the blast. That’s creature, not enemy: allies caught in the blast will increase its damage, but will also be damaged by it since it’s not a selective burst. The Arctide Demon’s burst is also Charged: it does all of the above and additionally gives allies damaged by it a +1 bonus to their next recharge rolls.

    When an enemy moves adjacent to one of these demons they release an Arcane Arc (melee 1 vs. Reflex) as an interrupt, dealing lightning damage. In melee they’ll bite for very little physical damage, and when bloodied they release a Bloodied Shock (close burst 1 vs. Reflex) that deals lightning damage and dazes.

    The sample encounter has 2 basic runespiral remons, 2 evistros, and the human hexer who summoned them all.

    Impressions

    More demon artillery support. They have some mechanical weaknesses: all of their good attacks deal the same type of damage and target the same defense. Some GMs might want to pull a Gygax and say that runespiral demons with other elements look identical save for their different runes and that it takes an Arcana test to distinguish them.

    Rupture Demon

    These demonic amoeboids are the least spawn of Juiblex, and they act as abyssal scavengers, following more powerful demons around and eating the remains of their kills. When they die their own remains can infest those more powerful demons and make them even stronger. Does that serve some plan of Juiblex? No one knows.

    The Numbers

    Rupture Demons are Level 5 Minion Soldiers, with low-light vision, a ground speed of 6 and a climb speed of 3 with Spider Climb. They lack any elemental resistance.

    They can attack directly with a Slimy Extrusion for minor physical damage, or they can use an Enveloping Embrace. This hits automatically, does no damage and restrains the target (save ends). It also kills the demon, presumably because it has to rupture to envelop someone.

    When a rupture demon dies, either due to an attack or from using the Embrace, it explodes into a mass of ichor and pseudopods that latches onto another demon within 5 squares. This infestation heals 5 HP and gives it a +2 damage bonus. Multiple infestations stack, up to a maximum of +10 damage. For this to work the infested demon must be level 10 or less.

    The sample encounter has 1 Black Pudding, 1 Evistro, and 6 rupture demons. An interesting contrast, because the pudding is going to split into smaller enemies and the rupture demons will join with the Evistro as the fight goes on.

    Impressions

    I like their concept! The level limitation is a bit strange. Presumably you could have higher level minions that could affect more powerful demons. In that case you should make sure they’re still a few levels behind the “real” opposition, since you want them to die fast and provide that damage bonus.

    End of Part 3

    There’s one more to go, with the last remaining demon.

  • Let's Read the 4e Monster Manual 2: Demons, Part 2

    This is part of a series! Go here to see the other entries.

    Continuing with the “Demon” entry of the Monster Manual 2, let’s look at a few more abyssal greeblies.

    Gnaw Demon

    Copyright 2009 Wizards of the Coast

    These round boys live to eat. Their hunger is insatiable and they’re always gnawing on and eating everything around them. That sentence is quite literal too: they can eat anything, so they eat everything, all the time. Being demons, of course, they prefer living flesh above all else.

    Despite this, gnaw demons are also quite cowardly and will run away if they see they’ve bitten off more than they can chew. Tracking them down isn’t too difficult, though, since they’ll soon become distracted by some other weak-looking target.

    Gnaw demons can teleport, but it’s apparently a reflex not under their conscious control. Though they’ll likely avoid the thick of the fight at first, the smell of blood drives them into a frenzy.

    The Numbers

    Gnaw Demons are Small Elemental Humanoids, and Level 5 Skirmishers with 66 HP. They have Darkvision and are slow and blobby with a ground speed of 3 and a flight speed of 5 (clumsy). They have Variable Resistance 10 (1/encounter).

    In combat they’re all about biting, since they’re pretty much trying to eat you. Their Ankle Biter aura (1) inflicts a -2 penalty to the speed of any enemy caught inside. Their basic attack is the obvious bite, which deals extra damage to bloodied enemies.

    That reflexive teleport is modeled with two different abilities: Hungry Teleport (move action) allows the demon to teleport 10 squares into a square adjacent to a bloodied enemy. Pain-Induced Teleport (free action when first bloodied) is an unrestricted 10-square teleport, which it will likely use to flee.

    Impressions

    I kinda like these critters. They’re more flavorful than evistros (which smoulder with generic rage), though they also pair really well with them or other front-liners that can get the enemy bloodied so they can teleport in.

    The sample encounter is Level 6 and has three of these spherical terrors accompanying a pair of gnolls.

    Kazrith

    Copyright 2009 Wizards of the Coast

    Kazriths are barracuda-like aquatic demons that prowl the watery bodies of the abyss and might be summoned to do so elsewhere. Despite their preference for water they’re also perfectly capable of operating on land, so you don’t have to build an underwater dungeon in order to use them.

    Though sapient, kazriths prefer to act as ambush predators, burying themselves in the ground and jumping out to attack anything that looks like it would be fun to kill. Their pores secrete strong acid, which helps both with the burrowing and with the killing.

    They burrow as fast as they can run and leave stable tunnels behind, which means all bodies of water in kazrith territory are linked by networks of flooded tunnels. So if you do want to make an underwater dungeon, you have the perfect excuse.

    The Numbers

    Kazriths are Medium Elemental Magical Beasts with the Demon and Water keywords. Note that they don’t have Aquatic, so they don’t gain that +2 attack bonus when fighting underwater. They’re Level 20 Lurkers with 146 HP, an immunity to acid, and Variable Resistance 20 (2/encounter). They have a ground speed of 6, a burrow speed of 6 with Tunneling, and a swim speed of 8.

    Their basic attack is a bite that also deals 5 ongoing acid damage (save ends). They can also burrow back into the ground while spraying acid behind them: this Acidic Retreat (recharge 5-6) is a close burst 2 vs. Refles, deals light physical damage, and 10 ongoing acid damage (save ends). It also allow the demon to burrow its speed as an effect.

    When bloodied, its Acidic Seepage increases, causing it to gain +4 burrow speed and deal 10 acid damage to enemies that start their turn adjacent to the kazrith. Its Slippery trait allows it to make extra saves against the immobilized, slowed and restrained conditions at the start of its turn.

    Fighting a kazrith is like playing a corrosive game of whack-a-mole, as it will keep burrowing back and popping up to bite you, and it’s hard to pin down.

    Sample Encounters and Impressions

    The sample encounter is Level 18 and features an Evil Party of aboleths, their minion servitors, and a pair of kazriths.

    Kazriths sound like something that should logically exist, but by themselves they don’t really stoke my imagination. They do make decent additions to adventures featuring varied demons as opposition, and they work well with Aboleths.

    Needle Demon

    Copyright 2009 Wizards of the Coast

    These prickly assholes love seeing former friends and allies turn on each other with murderous intent, particularly when they were the ones who instigated it. They’re much smarter than they look and often end up as advisors to more powerful villains, sometimes even as the power behind the throne. However, their lust for infighting often gets the better of them, so these deceptions never last long and cause terrible damage when they collapse.

    The Numbers

    Needle demons are Medium Elemental Humanoids (demons), and Level 12 Controllers with 123 HP. They have darkvision and Variable Resistance 15 (2/encounter). They run with speed 6.

    They fight with their pincers and spiked tail. The claw attack is pretty standard, and Claws of Betrayal allows them to attack twice with them. If both attacks hit the same target, that target takes 10 ongoing damage (save ends). The Tail is a reaction attack that does light physical damage and is triggered by an enemy moving to a square adjacent to the demon.

    Their most thematic power is Rage of the Betrayed (close blast 5 vs. Will; enemies only; recharge 6), which does no damage but dominates (save ends). Yes, it’s a mass dominate. It works by convincing the affected target that their allies have betrayed them, so I guess the demon is going to use it to make the PCs focus on fighting each other instead of itself.

    The sample encounters have them working alongside gnolls and drow, but repeat that it never takes long for them to turn on their own allies.

    Impressions

    Simple, but quite effective due to that mass dominate. I’m guessing you could use a recurring needle demon NPC as a source of lots of drama, having it appear somewhere in every villainous group the PCs oppose only to always run away.

    Neldrazu

    Copyright 2009 Wizards of the Coast

    These demons are into kidnapping, for which they use their four hooked claws. During a battle they like to hide around the edges and jump out to snatch an enemy and drag it either to an isolated spot or into the midst of the neldrazu’s allies. They’re often summoned by slavers who don’t mind if the goods are slightly damaged.

    The Numbers

    Neldrazu are Large Elemental Humanoids (demons) and Level 8 Lurkers with 71 HP. They have darkvision and Variable Resistance 10 (1/encounter). They have a ground speed of 8 and a climb speed of 6 with Spider Climb.

    Their basic attack is a standard Claw, but when only one enemy is within 5 squares of the neldrazu they can really stretch and use Flaying Claws, which do double damage plus ongoing 5 damage (save ends). This means they’ll lurk until they can catch a PC alone, and then move in with this attack.

    After using Flaying Claws, a neldrazu will likely follow it up with Abduct (recharge 5-6), a move action attack that targets Reflex and can only be used against enemies. It does no damage, but teleports the target 10 squares to a place of the demon’s choice on a hit. The demon teleports 10 squares right after this, either adjacent to the target on a hit, or to anywhere it chooses on a miss.

    I think the best way to use this is to drop an enemy right in the middle of the neldrazu’s allies. If a lurker isolates itself with a PC, things tend to go poorly for the lurker.

    Impressions

    The Monster Manual 3 and later on the Monster Vault would include the Babau, a level 13 Skirmisher demon that’s quite similar, and which we covered here. At the time I remember poo-pooing the babau’s abduction tactics because I assumed it would always take the victim to an isolated place, but now I see it can also take them to its allies instead.

    Compared to the babau, the neldrazu is a better team player, since it can abduct more often in a fight. Its special attack is quite situational, but it can be used before the abduction, which means it doesn’t have to choose between isolating a victim and bringing it to its allies.

    End of Part 2

    There’s at least one more post’s worth of demons to cover.

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