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Strawman Devil




The actual force behind the strawman is a devilish spirit without substance or threat until it inhabits a vessel of straw. Generally these vessels are medium, humanoid shapes of blight and offal infested straw covered by a gawdy, patchwork costume of garish colors. The devil's face floats just in front of the vessel's blank visage, continuously twisting to resemble who each onlooker hates the most.

Inhuman Shields. The strawmen devils delight in fomenting hatred in mortal hearts and in turn using it to lure them to their demise. The King of Fools Cavalcade usually deploys a few of them amid its other devils when engaging hostiles. The strawmen divert attacks that would be better aimed at true threats and usually fell a few 'troublemakers' when they finally go down. Occasionally, though, the King of Fools will set loose a handful of the infernals among the camps and enclaves of a tyrant's enemies so they end up burning out from within.

The stat block below represents a Strawman Devil when possessing a straw vessel. Without it they cannot effect the material world, nor be effected.

Strawman Devil

tiny devil inside a medium construct, lawful evil

Armor Class 9

Hit Points 28 (6d8+6)

Speed 30ft

Str 18 Dex 8 Con 13 Int 8 Wis 12 Cha 16

Skills Deception +5

Damage Resistances poison

Condition Immunities Charmed, Frightened, Petrified, Poisoned

Senses darkvision 60ft, passive Perception 11.

Languages common, infernal

Challenge 2 (450 XP)

Death Burst:

When the strawman dies, it explodes in a burst of sticky, burning straw. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save and are lit on fire for one minute. Creatures that are lit on fire may use the action to put out the flame, if they do not they take 3 (1d6) fire damage at the end of their turn. On success a creature takes half as much damage and is not lit on fire.

Rejuvenation:

If the strawman is destroyed, the devil's spirit returns to the King of Fool's Cavalcade and may possess a new vessel of straw at the next sunset unless holy water is sprinkled on the destroyed vessel's remains or a dispel magic or remove curse spell is cast on them.

Undying Hatred:

The strawman projects an ever-shifting illusion in a radius of 20ft. Any creature that can see the strawman that begins its turn within 20ft or enters that area for the first time must succeed on a DC 13 Wisdom save or perceive the strawman as a person or creature they loathe most for the next minute. Affected creatures become enraged and attack the strawman without restraint even when there may be a more important threat to target.

If an affected creature cannot attack the strawman due to rule limitations, for example, they only have a weapon with 5ft reach and all adjacent squares around the strawman are occupied, they will attack whatever creature is within a straight line between them and the strawman in an effort to get them out of the way, even if they are a friendly creature.

At the end of each of its turns, the creature may repeat this save, effect ending on success. On success, the creature is immune to only that strawman's Undying Hatred for the next 24 hours.

Devils, constructs and creatures with an intelligence of 4 or less are immune to Undying Hatred.

Actions

Slam:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.

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