Outsiders

For 3.5e D&D

SWAMP DEVIL (name?)

Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 5d8+10 (32 hp)
Initiative: +6
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 19 (+2 Dex, +4 natural, +3 weeds) touch 12, flat-footed 17
Base Attack/Grapple: +5/+7
Attack: Claw +7 melee (1d6+3 plus tangle)
Full Attack: 2 claws +7 melee (1d6+3 plus tangle)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, Tangle 2d6+5, summon devil
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 15, telepathy 100 ft., fast healing 3
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 16, Dex 15, Con 15, Int 10, Wis 14, Cha 12
Skills: Hide +14*, Move Silently +6, Tumble +10, Spot +10, Listen +10, Concentration +6, Sense Motive +6, Swim +6
Feats: Improved Initiative, Improved Grapple
Environment: A lawful evil-aligned plane, swamps
Organization: Solitary, pair, team (3-5), or squad (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: 6-10 (Medium); 11-15 HD (Large)
Level Adjustment: -

Swamp devils each rule an area of forsaken swamp, often in collaboration with others and under the orders of a higher devil. A swamp devil appears as a skeleton dripping with moss and sodden weeds. It is about 6 feet tall and weighs about 120 pounds.

COMBAT

Swamp devils attempt to lead their enemies astray in the swamp with illusions, attack from ambush and strangle their victims. They use their zombie victims to trap and distract opponents.
A swamp devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Tangle (Ex): To use this ability, a swamp devil must hit with a claw attack. This wraps weeds around the target's neck unless it can break free with a Strength check against DC 8 (DC 16 if two claw hits). The devil can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically does 2d6+5 damage per round.
Any creature killed by a swamp devil's Tangle attack rises 1d4+1 rounds later as a swamp zombie (qv) under the devil's control. The devil can control such zombies as though a 7th level cleric .
Polymorph into Slime* (Sp): At will, a swamp devil in its own swamp can turn into a pool of wet slime. This can move at 20ft per round and flow through tiny gaps as though it were water. When in this form, the devil has Dex 10, AC 10, gains DR 10/magic blunt and cannot attack or use any other special abilities except Fast Healing. Changing shape takes 1 round.
Swamp Stride* (Sp): Similar to the Woodland Stride druidic ability, a swamp devil in its own swamp may move through natural thorns, briars, overgrown areas, pools, and similar terrain at his or her normal speed and without suffering damage or other impairment. However, terrain enchanted or magically manipulated by another character to impede motion still affect the devil.
Summon Devil (Sp): Once per day a swamp devil can attempt to summon another swamp devil with a 25% chance of success. This ability is the equivalent of a 4th-level spell.
Spell-Like Abilities: At will - greater teleport* (self plus 50 pounds of objects only), create water, cause fear (DC 12), obscuring mist, scare (DC 13), fog cloud, major image (DC 14), 3/day - entangle* (DC 12), soften earth and stone, hallucinatory terrain* (DC 15), solid fog*. Caster level 7th. The save DCs are Charisma-based.
Skills: * The moss and weeds shrouding a swamp devil grant it a +4 racial bonus on Hide checks in its own swamp.
Those abilities marked with * are usable only within the bounds of the devil's own swamp, which might be up to 20 miles across, or more for larger devils.

SWAMP ZOMBIES

Swamp Zombies are as normal zombies, with the following exceptions:
* Damage reduction 5/silver or good
* Resistance to fire 10, due to being soaking wet
* +2 bonus to AC from weeds.
A swamp devil automatically Bolsters its own zombies (as a 7th-level cleric) if within 100'.



House Rules New Spells Level 0 Domain Spells Armour and Weapons New Feats Fumbles Monsters
Aaargh home Last Revised 21/12/06