Skip to main content

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.

Comments

Popular posts from this blog

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...

Bryne Woemonger

There is nothing typical about the typical bryne. These coastal terrors are lumbering humanoids with a skin tone close to that of a drowned corpse. Crystal-like deposits of bone and salt erupt from their elbows, knees and shoulders while the rest of their flesh is puckered here and there from barnacle scars and fell branding. Their most disturbing aspect, however, is their fleshless skulls. Some say a bryne’s head resembles a dead horse, others a dead wolf’s and there is an argument to be made for both. While the skull’s shape is general equine the fangs within are wicked and sharp like a dire wolf’s Deep set eyes as black and cold as a shark's ooze off-white ichors and within the fleshy inside of a bryne’s mouth resides a forked tongue capable of speech. Adorned with the remnants of lost vessels and inhabited by a flock of undead albatross, the bryne woemonger takes to the field wielding a reclaimed anchor as a weapon. Driftwood cages serve as shoulder guards for this giant s...

Warlock Patron: The Embalmed

You have made a pact with an ancient mummy that while forever entombed beneath sun-scorched sand or impenetrable jungle, can reach out from its sepulcher to influence the living. Perhaps the undead horror was once a powerful sorcerer-king, high priestess of an extinct civilization, or the last remnant of a lost, terrible race. Its agenda and goals match a forgotten age and the mummy's capricious whims. Often the warlock is tasked with recovering artifacts tied to the sarcophagus-trapped horror or its civilization. Some mummies seek to futilely seek to be released from their prison, while others just want to be remembered as a figure of glory and power. Expanded Spell List The Embalmed lets you choose from an expanded list of Spells when you learn a Warlock spell. The following Spells are added to Warlock spells list for you. 1st - Inflict Wounds, Ray of Sickness 2nd - Animal Messenger, Dust Devil 3rd - Bestow Curse, Vampiric Touch 4th - Giant Insect, Phantasmal Killer ...