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Unitrifle Devil




An unholy amalgamation of fiend and machine the unitrifle is a pale-scaled devil from the waist up and a single black-iron wheel below. Like the rest of the King of Fool's Cavalcade the infernal swaths itself in ostentatious finery. This is often a heavily-brocaded black doublet with ruby sequins and a pointed hat with a red puff at the top. Its face is painted to be almost clownish, but the angles of its makeup are acute enough to be unsettling. The unitrifle carries a vicious whip crafted from demon-skin.


Hell on Wheels. The cavalcade's unitrifles fulfill many roles within the infernal cirque. When the malefic motley is on the move they serve as outriders. When the King of Fools has set up shop in a favored tyrant's territory the unitrifles function as scouts or calvary if matters get bloody. Matters often do. When performing for the masses unitrifles delight the unwitting crowd with all manners of acrobatics and other tricks in tandem with their fellow devils.

Unitrifle Devil

medium devil, lawful evil

Armor Class 16 (natural armor)

Hit Points 65 (10d8+20)

Speed 40ft

Climb 30ft

Str 12 Dex 16 Con 15 Int 8 Wis 14 Cha 14

Skills Acrobatics +6

Damage Resistances poison; bludgeoning, piercing and slashing from non-magical weapons

Condition Immunities Charmed, Frightened, Poisoned

Senses darkvision 120ft, passive Perception 12.

Languages common, infernal

Challenge 4 (1,100 XP)

Drag & Strip.

If the unitrifle devil has a creature grappled by its demon's lash it may attempt to drag the creature with it as it moves, breaking the victim's skin and bones along the ground. The grappled creature must succeed on a DC 14 Dexterity or Strength save (creature's choice) or take 1d6 bludgeoning damage for every 10 ft the unitrifle devil moves this turn. The creature is then placed in any adjacent, empty square to the unitrifle devil at the end of the devil's movement. If the creature succeeds it is released from the demon's lash and is no longer grappled.

Freedom of Movement.

The untrifle devil ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Spiderclimb.

The unitrifle devil can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Trampling Charge.

If the unitrifle devil moves at least 20 ft. straight toward a creature and then hits it with a trample attack on the same turn, that target must succeed on a DC 14 Dexterity saving throw or be knocked prone. If the target is prone, the unitrifle devil can make another trample attack against it as a bonus action.

Actions

Trample:

Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.

Devil's Lash:

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) slashing damage and 3 (1d6) fire damage. In addition, the target is grappled (escape DC 14) if it is a Medium or smaller creature and the unitrifle devil doesn't already have a creature grappled. This grapple automatically ends if the unitrifle devil makes a demon's lash attack against another target. While grappled the creature gains the spiderclimb trait above.

Spit Nails (Recharge 5-6):

The unitrifle devil vomits a 15ft cone of black-iron caltrops. Creatures within the cone must succeed on a DC 14 Dexterity save or take 5 (2d4) piercing damage. In addition, the area becomes difficult terrain for the next minute. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5ft it travels.

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