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Horned Devil

Also known as: Greater Devil

Inhabitants of the 6th and 7th planes of Hell with personal names that can be used to summon and control them

devil greater-devil extraplanar lawful-evil

OSRIC

OSRIC

Armor Class-5
Hit Dice5+5
Number Encountered1d2 or 1d4+1
Attacks2 claws/1 bite/1 tail or 1 weapon/1 tail
Damage1d4/1d4/1d4+1/1d3 or by weapon/1d3
Move90-ft; 180-ft flying (AA:III)
AlignmentLawful evil
IntelligenceHigh
XP7/1,320+6/hp
SizeLarge
FrequencyUncommon
Lair55%

Horned devils are inhabitants of the 6th and 7th planes of Hell. Although considered to be greater devils, they are weaker than either ice devils or pit fiends, whom they despise. Horned devils have their own personal names which can be used to summon and control them.

In combat, horned devils typically use either a barbed fork (75%, 2d6 damage) or a jagged whip (25%, 1d4 damage plus the victim is stunned 1d4 rounds—save vs spells for unlisted categories to avoid). If unarmed, these devils can attack with their sharp claws or a bite. Finally, they also can attack with their sharply-tipped tails which cause weeping wounds (1d3 damage plus 1 hp of damage per turn until the wound is bound or cured).

Special Abilities

Fear Aura: Constantly emanate fear (as the 4th level magic user spell) in a 5-ft radius.
Barbed Fork: 75% chance. 2d6 damage.
Jagged Whip: 25% chance. 1d4 damage plus the victim is stunned 1d4 rounds—save vs spells for unlisted categories to avoid.
Tail Attack: Sharply-tipped tail causes weeping wounds (1d3 damage plus 1 hp of damage per turn until the wound is bound or cured).
Special Abilities: Can use one at a time, at will: ESP (as the 2nd level magic user spell), detect magic (as the 1st level magic user spell), phantasmal force (as the 1st level illusionist spell), pyrotechnics (as the 2nd level magic user spell), produce flame (as the 2nd level druid spell) or summon another horned devil (50% chance of success).
Treasure: If a horned devil lair is found, it may contain a hoard of 3d6×100 pp (30%), 2d10 gems (55%), 1d12 jewellery (50%) and perhaps even a random magic item (15%).