Kryx RPGThemesMonsters
Horned Devil

Horned Devil

Large fiend (devil)
Challenge
11

STR
6
DEX
3
CON
5
INT
1
WIS
3
CHA
3

178
17d10+85
21
Soak
2
Fort
+5
Ref
+8
Will
+7
Defense note natural armor
Damage resistances cold; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities burning, poisoned

Speed 4 m., fly 10 m.
Senses 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.

Actions (3)

Fork (2/turn). Melee Weapon Attack: +10 to hit, reach 2 m. Hit: 15 (2d8 + 6) piercing damage.

Tail (1/turn). Melee Weapon Attack: +10 to hit, reach 2 m. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Fortitude saving throw or lose 10 (3d6) health at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can use an action to stanch the wound with a successful DC 17 Medicine check. The wound also closes if the target receives magical healing.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 36 m. Hit: 14 (4d6) fire damage, and the target is burning 1. The fire ignites flammable objects that aren’t being worn or carried.

No concoctions, maneuvers, or spells

All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9