Blood Reaver Devil
This tall reddish-bronze colored humanoid has leathery flesh and gleaming, gold eyes. Its hands end in blood-stained claws, and a long snake-like and forked tail trails behind it. The smell of fresh blood hangs in the air. It wields a wicked dual-headed flail.
Blood Reaver Devil (CR 8)
Medium Outsider (Devil, Evil, Extraplanar, Lawful)Alignment: Lawful Evil
Initiative: +2
Senses: Darkvision 60 feet, See in Darkness ; Perception +14
Aura: siphoning aura (Fort DC 19)
Speed: 40 feet
Space: 5 feet
Defense
Armor Class: 24, touch 12, flat-footed 22 (+2 Dex, +12 natural)Hit Points: 94 (9d10+45) Regeneration 5 (good, silver)
Saving Throws: Fort +8, Ref +8, Will +8
Damage Reduction: 10/good
Immunity: fire, poison
Energy Resistance: acid 10, cold 10
Spell Resistance: 19
Offense
Melee: barbed dire flail +16/+11 (2d6+9/19-20 plus stun) or 2 claws +15 (2d6+6)Reach: 5 feet
Spell-Like Abilities (CL 12th):
- At Will- Teleport, Greater (self plus 50 pounds of objects only), Invisibility (self only), Wall Of Fire
- 1/day- Lightning Bolt (DC 15), summon (level 6, 2d10 lemures 50% or 1 blood reaver 35%)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
23 (+6) | 15 (+2) | 21 (+5) | 14 (+2) | 14 (+2) | 14 (+2) |
CMB +15
CMD 27
Feats: Cleave, Great Cleave, Improved Critical (Dire Flail), Weapon Focus (barbed Dire Flail)
Skills: Bluff +14, Diplomacy +14, Intimidate +14, Knowledge (planes) +14, Perception +14, Sense Motive +14, Stealth +14, Survival +14
Languages: Abyssal, Common, Infernal; telepathy 100 ft.
Special Abilities
Siphoning Aura (Su)
Blood reavers can radiate an aura in a 20-foot radius as a free action that causes a creature to bleed from its mouth, nose, eyes, and ears. Affected creatures must succeed on a DC 19 Fortitude save each round or take 1 point of Constitution damage from blood loss. The save DC is Constitution-based.Stun (Su)
Whenever a blood reaver hits with a dire flail attack, the opponent must succeed on a DC 20 Fortitude save or be stunned for 1 round. The save DC is Strength-based. This ability is a function of the blood reaver, not the dire flail.Ecology
Environment: Any , BaatorOrganization: solitary, team (2-4), or squad (5-9)
Treasure: standard
Blood reavers, also known as garugins, are dangerous and vile creatures that stalk the Hells searching for mortal plane jumpers. They believe no living mortal has the right to step into Hell; the only mortals that should be in Hell are the ones whose souls are corrupted in the afterlife or evil mortals that deserve to be there through actions and sins committed while still alive. All other mortals are trespassers and should be dealt with accordingly.
Blood reavers have a neutral relationship with most other devils; they can take them or leave them. They do seem to have a good rapport with bone devils, perhaps because the wicked bone devil is just as evil and corrupt as they are or perhaps because the bone devil shows no mercy when dispatching an enemy.
A blood reaver stands 8 feet tall and is never without its special barbed dire flail. The heads are wickedly crafted with oversized and strongly curved barbs so they do as much tissue damage as possible when they hit.
Blood reavers despise mortals and attack them on sight. They prefer to hide or stand nearby while invisible and let their siphoning aura drain a person of its blood, though the telltale sign that something is wrong is when the victim's eyes, ears, nose, and mouth begin to bleed for no apparent reason.
In combat, they attack with their barbed flails, relentlessly hammering away at their enemies and freely unloading with walls of fire to separate allies from one another. Being immune to fire, the blood reaver simply walks through the wall and attacks the creature standing on the other side.
Copyright Notice Author Scott Greene.
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