Author Topic: Horned Devil (Cornugon)  (Read 5111 times)

Offline oslecamo

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Horned Devil (Cornugon)
« on: July 23, 2015, 09:00:55 AM »
Horned Devil (Cornugon)



Table: Horned DevilHD: d8


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+16

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10


Special
Horned Body, Hell Links, +1 Str
Devil, Chain Pride, +1 Con
Reinforced Hell Skin, Summon, +1 Str
Flight, Regeneration, +1 Con
Initiate Horned Magic, +1 Cha
Growth, Infernal Wound, +1 Str
Adept Horned Magic, +1 Con
Infernal Bite, +1 Cha
Master Horned Magic, +1 Str
Stun, +1 Str, +1 Con
Hell Guardian, +1 Str, +1 Cha
Hate Chain, +1 Str, +1 Con
Fear Aura, +1 Str, +1 Cha
Stop Right There, +1 Str, +1 Con
Hell Chain, +1 Con, +1 Cha
Dishonor Guard, +1 Str, +1 Con, +1 Cha

Skills:2+int modifier/level (x4 at 1st level). Class skills::  Appraise, Balance,  Bluff , Climb, Craft, Concentration , Diplomacy , Disguise , Hide , Intimidate , Knowledge (any) , Listen , Move Silently, Profession(any), Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device.


Proficiencies: Simple and martial weapons, Spiked Chain, its own natural weapons.


Features:

Horned Body: The Horned Devil loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 20 feet and two natural claw attacks dealing 1d8+str damage each. It has wings and tail, but they're too weak to do anything for now.

The Horned Devil also gains a bonus to Nat armor equal to his Con modifier.

Hell Links: The Horned Devil can “store” a wielded Spiked chain inside its body or draw it out as a free action.

Ability Score Increase: The Horned Devil gains a permanent

+1 to Str at levels 1, 3, 6,  9,  10, 11, 12, 13, 14, 16
+1 to Con at levels 2, 4, 7, 10, 12, 14, 15, 16
+1 to Cha at levels 5, 8, 11, 13, 15, 16

For a total of +10 Str, +8 Con, +6 Cha at 16th level.

Devil:
At 2nd level the Horned Devil gains resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and lawfull subtypes and his weapons/natural attacks count as evil and lawfull for bypassing DR.

In adtion, its darkvision applies to all kinds of darkness, even deeper darkness.


Chain Pride: At 2nd level the Horned Devil can add its Cha mod to one attack with a Spiked chain and if it hits, force the victim to make a Reflex save with DC 10+1/2 HD+Str mod or be Entangled for 1 round.

Reinforced Hell Skin:
At 3rd level the Horned Devil gains DR/silver and good equal to 2+half its HD and SR equal to 11+HD. It may raise or lower its SR at any time as a free action even if it isn't its turn.

Summon: At 3rd level once per day as a standard action, the Horned Devil can summon reinforcments, depending on its HD:

3HD:2 lemures
5 HD: 4 lemures
8HD:2 bearded devils or 8 lemures
10HD: 4 bearded devils or 16 lemures
12HD: One barbed devil or 8 bearded devils or 32 lemures
14HD: 2 barbed devils or 16 bearded devils or 64 lemures.
16HD: One Horned Devil or 4 barbed devils or 32 bearded devils, or 128 lemures.

Those devils serve for 1 minute per HD and then disapear. They can't use their own summoning abilities. You can't summon new devils while old ones remain (you may dismiss any number of them as an immediate action).


Flight: At 4th level the Horned Devil's wings become strong enough to allow him to fly at a speed of 50 feet with Average Maneuverability.

Regeneration: At 4th level the Horned Devil gains regeneration equal to 1/2  HD, rounded down. A Horned Devil takes normal damage from good-aligned silvered  weapons, and from spells or effects with the good descriptor.


Horned Magic: The Horned Devil becomes able to use certain spells as SLAs a certain number of times per day. Save DCs are 10+1/2 HD+Cha mod, if any.


Initiate- At 5th level Magic Circle against Good and Fireball and Lighting Bolt each 1/day per HD.

Adept-At 7th level Dispel Chaos and Dispel Good and Persistent Image each 1/day per 2 HD.

Master-At 9th level Teleport 1/day per 3 HD, upgrades to Greater Teleport at 13 HD.

Growth: At 6th level the Horned Devil grows one size category, and it can now use its tail as a natural attack dealing 2d6+1/2 Str mod damage, already taking in account large size.

Infernal Wound: At 6th level a victim damaged by the Horned Devil's tail 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 10+ HD+Con mod 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 tail must succeed on a DC 10+ HD+Con mod caster level check, or the spell has no effect on the injured character. A successful CL check automatically stops the continuing hit point loss as well as restoring hit points.

Infernal Bite: At 8th level the Horned Devil gains a Bite natural attack dealing 2d8+1/2 Str mod. Whenever it hits an opponent with it, the Horned Devil may discharge his Dispel Good or Dispel Chaos SLA (if it was already under its effects) as an immediate action on the victim.

Stun: At 10th level whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 10+1/2 HD+Str mod Fortitude save or be stunned for 1d4 rounds. Creatures immune to Stun are Dazed instead. This ability is a function of the horned devil, not of the spiked chain.

Hell Guardian:
At 11th The Horned Devil can make an extra number of Aoos per turn equal to its Str mod and can make Aoos on enemies protected by Cover and/or Concealment. In addition its Fireball and Lighting bolt SLAs no longer have a cap.

Hate Chain: At 12th level any Spiked Chain held by the Horned Devil gains an enhancement bonus to attack and damage rolls equal to 1/3 HD plus the Unholy, Keen and Axiomatic properties. Those bonus only last while the Horned Devil holds the weapon.

Fear Aura: At 13th the Horned Devil can radiate a 5-foot-radius fear aura as a free action . A creature in the area must succeed on a DC 10+1/2 HD+Cha mod Will save or be affected as though by a Fear spell (caster level=HD). A creature that successfully saves cannot be affected again by the same Horned Devil’s aura for 1 minute. Other Devils are immune to the aura. In addition creatures failing their saves against the Horned Devil's Fireball or Lighting Bolt SLAs are Frightened for 1 round.

Stop Right There: At 14th level the Horned Devil's can make Aoos against enemies moving inside its reach with abilities that would normally avoid Aoos such as Tumble, but the Horned Devil takes a -4 penalty on such attacks. Creatures damaged by Aoos from the Horned Devil while on the ground automatically stop, while Flying creatures hit by its Aoos drop to the ground.  In addition the Horned Devil always gets an Aoo against an enemy trying to teleport while inside its reach. If that Aoo hits the teleport is stopped.

Hell Chain: At 15th level creatures damaged by the Horned Devil's spiked chain  for 1 round cannot make 5-feet steps and their movement speeds are all halved. In addition the Horned Devil ignores all DR, Hardness and miss chances from enemies when making Aoos, including Mirror Image effects and similar.

Dishonor Guard: At 16th level the Honed Devil has proven he belongs to the top of the Devil military hierarchy and can pick one of the lower options! Except those pesky Pit Fiends that still rank higher, but don't mention that anywhere near the Horned Devil unless you enjoy spiked chains to the face.

Hell Elite- The Horned Devil becomes fully immune to Fire and can fullattack as a standard action. In addition it gains +1 to attack and damage rolls for each other lawful or evil creature threatening the target. The Horned Devil can attack as a free action any non-Pit Fiend inside its reach who mentions or suggests the Horned Devil isn't the most badass Devil in existence.

Pure Pride-The Horned Devil can use its SLAs even while wielding a Pure Metal weapon. In addition with 8 hours of work it can combine two spiked chains crafted of different materials to combine them in a single spiked chain that gains the pure metal benefits of both, but only while wielded by the Horned Devil. In the hands of anyone else it behaves like a normal Spiked Chain. Another 8 hours of work reverts the process. If the Horned Devil has Pure Crafting, it can forge pure metal Spiked Chains at half cost and price, but they're only any good evil on its own hands.

Sublime Devil-The Horned Devil learns one maneuver and one stance of a school of his choice, with Horned Devil levels granting full IL for it. Once used the maneuver can be used again after 2 rounds. In addition the Horned Devil chooses one martial class and its Horned Devil IL stacks with it when multiclassing with that class.

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« Last Edit: November 07, 2017, 09:28:17 PM by oslecamo »

Offline Shophaune

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Re: Horned Devil (Cornugon)
« Reply #1 on: August 02, 2015, 10:24:54 AM »
Wasn't it Kytons that were about chains, not Kythons?

Offline oslecamo

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Re: Horned Devil (Cornugon)
« Reply #2 on: August 02, 2015, 08:56:38 PM »
One of the Cornugon's defining characteristic in D&D has always been its stunning chain.

Offline Shophaune

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Re: Horned Devil (Cornugon)
« Reply #3 on: August 04, 2015, 12:28:32 PM »
In the comments, you mention Kythons (the blind ones) rather than Kytons (The Chain Devils)

Offline oslecamo

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Re: Horned Devil (Cornugon)
« Reply #4 on: August 06, 2015, 06:39:33 AM »
Derp me, still confusing their names despie having monster classes for both, fixed that.