Devilhead (3.5e Monster)

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Author: Ganteka Future (talk)
Date Created: 31 October 2019
Status: Complete
Editing: Clarity edits only please
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Devilhead
Size/Type: Diminutive Outsider (Devil, Extraplanar, Evil, Lawful)
Hit Dice: 2d8+2 (11 hp)
Initiative: +4
Speed: 5 ft (1 square), fly 40 ft. (good)
Armor Class: 19 (+4 size, +4 Dex, +1 natural), touch 18, flat-footed 15
Base Attack/Grapple: +2/–14 (–6 to resist)
Attack: Bite +10 (1d2+4 plus corruption) or Spit +10 ranged touch (1d2 acid plus 1d2 fire)
Full Attack: Bite +10 (1d2+4 plus corruption) or Spit +10 ranged touch (1d2 acid plus 1d2 fire)
Space/Reach: 1 ft./0 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., Damage reduction 5/silver or good, Immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 12, telepathy 100 ft.
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 3, Dex 19, Con 12, Int 6, Wis 15, Cha 8
Skills: Escape Artist +9, Hide +21, Listen +7, Move Silently +9, Spot +9, Survival +7
Feats: Ability Focus (Corruption)
Environment: A lawful evil-aligned plane
Organization: Riot (5–10) or catastrophe (11–50)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement:
Level Adjustment:


Devilheads are fiendish creatures consisting of little more than a shrunken head with wings. Even its horns are short, harmless nubs. It can clamber along surfaces with its wings if forced. As devils, they are incredibly fierce and resilient for their size.

They understand, but cannot speak, Infernal.

Combat

A devilhead’s natural weapons, as well as any weapons it wields, are treated as magic and evil-aligned for the purpose of overcoming damage reduction.

Finesse (Ex): A devilhead uses its Dexterity for attack and damage rolls instead of Strength as well as for opposing combat maneuvers while flying.

Corruption (Su): A creature that is struck by a devilhead's bite must succeed on a DC 12 Will save or suffer a temporary corrupting curse. Creatures that fail have their innate goodness suppressed for 1 minute, preventing them from counting as good-aligned for benefits.

Non-good creatures struck by the bite must also make another save 1 minute later or begin to undergo a transformation as part of the curse. The exact details of the transformation vary from individual, but range across those traits found among tieflings and cause the target to take a –2 circumstance penalty on social checks (as the corrupting influence of the curse aflicts the target) and saves against evil compulsions.

Drinking a flask of holy water or resting in a holy or consecrated area removes the curse and purges its effects, as well as greater effects such as remove curse and break enchantment. Otherwise, an afflicted creature gains another save every 24 hours against the curse at the same DC. After three days of failed saves, the curse takes a long-term hold, becoming permanent, and requires remove curse or greater to purge it.

The save DC is Charisma-based.

Spit (Su): As a ranged touch attack, a devil head can spit a noxious blob of burning saliva. The blob has a range increment of 10 feet. It can use this ability once every other round.

Skills: *A devilhead has a +4 racial bonus on Spot and Listen checks.



Back to Main Page3.5e HomebrewMonsters

AlignmentAlways lawful evil +
AuthorGanteka Future +
Challenge Rating2 +
EnvironmentA lawful evil-aligned plane +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeDiminutive +
SubtypeDevil +, Extraplanar +, Evil + and Lawful +
TitleDevilhead +
TypeOutsider +