Kryx RPGThemesCreatures
Ice Devil Spear

Ice Devil Spear

Large fiend (devil)
Challenge
14

STR
5
DEX
3
CON
4
INT
4
WIS
2
CHA
4

180
19d10+76
22
Soak
2
Fort
+9
Ref
+9
Will
+9
Defense note natural armor
Damage resistances bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities burning, poisoned

Speed 8 m.
Skills Divinity (Cha) +9 (20), Insight +2 (13), Perception +2 (13)
Senses blindsight 10 m., darkvision 20 m.
Languages Infernal, telepathy 20 m.

Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Maneuvers. The ice devil spear uses maneuvers (maneuver save Difficulty 18). It has 20 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: distant shot, grapple, impale, spring attack, tear flesh

2 stamina dice: brace, tear tendon

Spellcasting. The ice devil spear uses Divinity (Cha) to cast spells (spell save Difficulty 17, +9 to hit with spell attacks). It has 7 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will, 18th-level spellcaster): form ice, frostbite, snowball/icicle

1 mana: cold snap, cone of cold, freezing weapon, frost armor, frost nova, ice block, ice knife, ice slick, ice spear, protection from cold, ring of frost, snow storm, winter’s bite

2 mana: animate ice, cold fog, freeze, freezing sphere, frost bane, ice storm, wall of ice

Actions (2)

Ice Spear (1/turn). Melee or Ranged Weapon Attack: +10 to hit, reach 1 m. or range 5/20 m. Hit: 14 (2d8 + 5) piercing damage, or 16 (2d10 + 5) piercing damage if used with two hands to make a melee attack, plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a Difficulty 17 Fortitude saving throw, or for 1 minute, it is staggered and its its speed is reduced by 2 meters. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bite (1/turn). Melee Weapon Attack: +10 to hit, reach 1 m. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.

Claws (1/turn). Melee Weapon Attack: +10 to hit, reach 1 m. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.

Tail (1/turn). Melee Weapon Attack: +10 to hit, reach 2 m. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.

Variant: Summon Devil (1/long rest). The ice devil has a 60 percent chance of summoning one ice devil. A summoned devil appears in an unoccupied space within 10 meters of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it on its turn (no action required).

mm

Maneuvers

As an action, you can make a ranged weapon attack at double your weapon’s range and long range. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that deals piercing damage in an attempt to pierce the creature, traveling through to other targets.

If you use a spear, pike, or similar weapon, increase your reach for the attack by 1 meter and each creature in a line behind the creature and within your weapon’s reach must make a Reflex saving throw.

If you use morningstar, pick, or similar weapon, each creature within 1 meter of the creature and within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.

As a reaction, which you use when a creature you can see moves within your weapon’s reach, you can make a melee weapon attack against the creature with a weapon from the spear group, a rapier, or similar weapon based on GM discretion.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to tear the creature’s tendon. Add one stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.