Horned Devil, Aarnott (3.5e Monster)

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Author: Aarnott (talk)
Date Created: 16:42, 18 March 2014 (UTC)
Status: ...
Editing: Clarity edits only please
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You may be looking for the SRD:Horned Devil. This is a homebrew version.


This monster is balanced to fit in a high level of balance game. I have taken the liberty of not using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for characters of its CR.

Horned Devil

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Horned Devil

CR 16

LE Large Outsider (Devil, Extraplanar, Evil, Lawful)
Init/Senses +7/Telepathy 100 ft., Darkvision 120 ft.; Listen +30, Spot +30
Aura Aura of Fear
AC 41, touch 24, flat-footed 39
hp 315 (16 HD); DR 10/good and silver, regeneration 5
Immune fire, poison
Resist acid 10, cold 10
Fort/Ref/Will +18/+18/+18
Speed 20 ft. (4 squares), fly 50 ft. (10 squares, average)
Melee +35/+35 spiked chain (4d6 + 10) or +35/+35 claws (4d6 + 10 + infernal wound), +33 bite (1d6 + 5), +33 tail slap (1d6 + 5 + infernal wound)
Space/Reach 10ft./10ft. (20 ft. with spiked chain)
Base Atk/Grp +16/+34
Atk Options Fireball, lightning bolt
Abilities Str 31, Dex 20, Con 25, Int 14, Wis 18, Cha 22
Skills Bluff +30, Climb +30, Concentration +30, Diplomacy +26, Disguise +30 (+2 acting), Hide +26, Intimidate +30, Listen +30, Move Silently +26, Search +26, Sense Motive Skill +26, Spot +30, Survival +26 (+6 on other planes, +6 when tracking)
Aura of Fear (Su) Each creature with in 10 ft. of a horned devil, at the start of its turns, must make a Will save DC 29 or become shaken for the turn.
Infernal Wound (Ex) The damage a horned devil deals with its claws or tail causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 30 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil’s claws or tail must succeed on a DC 22 caster level check, or the spell doesn't heal the wound (it still recovers normal hitpoint loss). A character can have multiple infernal wounds, each one requiring a separate cure spell or Heal check to recover from.

A creature with at least 1 infernal would heals half as many hitpoints from any healing sources.

Zone Controller (Ex) A horned devil is considered to be in the Thicket of Blades stance. That is, any opponent it threatens that takes any sort of movement, including a 5-foot step, provokes an attack of opportunity from it. Its foes provoke this attack before leaving the area it threatens. Its opponents also cannot use the withdraw action to treat the square they start in as no longer threatened.

Horned devils also can use up to 4 attacks of opportunity each round.

Regeneration (Ex) A horned devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
Fireball (Su) As a full-round action usable once per day and recovered whenever the horned devil has regenerated at least 25 hitpoints (that's 5 rounds), the horned devil can launch a ball of flame that explodes into a massive fiery inferno when it strikes its target. This ability acts as a Fireball spell with a DC of 29 and deals 16d6 damage (rather than the capped 10d6).
Lightning bolt (Su) As a full-round action usable once per day and recovered whenever the horned devil has lost at least 155 hitpoints (which with healing means it could be recovered several times per day), the horned devil can create a massive build up of pure dark power and unleash it as lightning. This ability acts as a Lightning Bolt spell with a DC of 29 and deals 16d6 damage (rather than the capped 10d6).
Really Lawful Evil (Ex) A horned 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.

A horned devil is 9 feet tall, bears a 14 foot wingspan, and weighs about 600 pounds. They are hulking black and crimson, gargoyle-like, and have a carapace covered with tough spines.

Horned devils are forged over millennia from lesser devils who endure the wars and brutal training of Malebolge. Horned devils are utterly without mercy and unfailingly obedient to their commanders, leading legions of lesser devils in battle, infiltrating enemy posts, or acting as the vanguard of infernal invasions. Mortal spellcasters seeking to summon horned devils may tempt them with offerings of powerful magical weapons.

Strategies and Tactics

Horned devils are bold fighters. They rarely retreat, even against overwhelming odds. They love to fight with their spiked chains, usually singling out the most powerful foes to lock down and eliminate quickly.

They will try to stack infernal wounds onto creatures and are pretty quick to use their fireball and lighning bolt.

Back to Main Page3.5e HomebrewMonsters

AuthorAarnott +
Challenge Rating16 +
Identifier3.5e Monster +
NameHorned Devil +
RatingUndiscussed +
SizeLarge +
SubtypeDevil +, Extraplanar +, Evil + and Lawful +
SummaryA juggernaught of the devil legions, the horned devil is a powerful force. +
TitleHorned Devil, Aarnott +
TypeOutsider +