A gleaming grin beneath the battered, hat brim. The fluttering of a ragged, human-leather coat. The glint of hell-iron buttons. A pair of smoldering revolvers. The fiend’s mein strikes fear in all but the most stalwart of hearts. Even those stout souls falter when the duster billows open, revealing an abyss of swirling sand and demonic screams. And then, the infernal’s devil kin come spilling out…
Living Portal. The duster devil was once a gateway to Hell, in fact it still is. The only difference is the demonic energies flowing through space awakened a twisted sentience. From there, the duster devil reshaped itself to something vaguely humanoid and adopted a distinctive style. Armed with a pair of peacebreaker pistols, the infernal now wanders wherever the Demon Winds blow, disgorging hellish hordes while it searches for other ‘sleeping’ portals to awaken.
Duster Devil
Medium fiend, neutral evil
Str 15 Dex 17 Con 17 Int 10 Wis 10 Cha 14
Saving Throws Str +5, Con +6
Skills Perception +3
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Damage Immunities fire, poison
Condition Immunities poison
Senses darkvision 120 ft., passive Perception 13
Languages Common, Infernal, telepathy 120 ft.
Challenge 6 (2,300 XP)
Hollow Being. Any friendly fiend of Large size or smaller within 500ft of the duster devil can use 10ft of their movement to enter an unoccupied square within 5ft of the duster devil. The fiend may then continue their move as normal.
Magic Resistance.
The fiend has advantage on saving throws against spells and other magical effects.
Actions
Multiattack.
The duster devil makes two peacebreaker attack
Empty Caress.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage.
Peacebreaker.
Ranged Weapon Attack: +6 to hit, reach 40/120 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Infernal Pull (Recharge 5-6).
The duster devil reverses the flow of the Demon Winds into its void. All non-fiend creatures within 60ft of the duster devil must succeed on a DC 14 Strength save or be pulled 10ft closer to the fiend. If a creature fails this save by 5 or more, they also fall Prone. If a creature would enter the square of another creature, its movement automatically stops.
Fiendish Whispers. The fiend can whisper a message and it is magically delivered to a creature it can see within 120ft. If the fiend knows the creature's name, the range increases to 1 mile. If the fiend has damaged the creature since the last sunrise, the range increases to the entire plane.
Swallowing Shuffle (Recharge 6).
The duster devil teleports to an unoccupied space it can see within 90. Immediately after it disappears, a cloud of scalding sand erupts, and each creature within 10 feet of the space it left must make a DC 13 Constitution saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one.
The duster devil can bring along objects as long as their weight doesn’t exceed what it can carry. The fiend can also teleport one willing creature of its size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of the fiend when it casts this spell, and there must be an unoccupied space within 5 feet of its destination space for the creature to appear in; otherwise, the creature is left behind.
Magic Resistance.
The fiend has advantage on saving throws against spells and other magical effects.Actions
Multiattack.
The duster devil makes two peacebreaker attackEmpty Caress.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage.Peacebreaker.
Ranged Weapon Attack: +6 to hit, reach 40/120 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.Infernal Pull (Recharge 5-6).
The duster devil reverses the flow of the Demon Winds into its void. All non-fiend creatures within 60ft of the duster devil must succeed on a DC 14 Strength save or be pulled 10ft closer to the fiend. If a creature fails this save by 5 or more, they also fall Prone. If a creature would enter the square of another creature, its movement automatically stops. Fiendish Whispers. The fiend can whisper a message and it is magically delivered to a creature it can see within 120ft. If the fiend knows the creature's name, the range increases to 1 mile. If the fiend has damaged the creature since the last sunrise, the range increases to the entire plane.Swallowing Shuffle (Recharge 6).
The duster devil teleports to an unoccupied space it can see within 90. Immediately after it disappears, a cloud of scalding sand erupts, and each creature within 10 feet of the space it left must make a DC 13 Constitution saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one.
The duster devil can bring along objects as long as their weight doesn’t exceed what it can carry. The fiend can also teleport one willing creature of its size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of the fiend when it casts this spell, and there must be an unoccupied space within 5 feet of its destination space for the creature to appear in; otherwise, the creature is left behind.
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