Notes |
• Spell-Like Abilities (These act just like the spells listed with the same name in the Magic Book):
- Advanced Illusion
- Animate Dead
- Charm Being
- Detect Magic
- Invisibility
- Know Passions (always active)
- Lightning Bolt (3/day)
- Precise Teleport
- Produce Flame
- Pyrotechnics
- Read Thoughts
- Suggestion
- Telepathy
- Wall of Fire (1/day)
Once per day, a horned devil has a 50% chance to Gate in two to 12 barbed devils, or a 20% chance of another one to three horned devils.
• Other Abilities:
- Mundane Weapon Immunity: +2 or better magical weapons are needed to harm
- Terrifying: See Tenacity above.
- Darkvision: Darkvision enables a creature to typically see up to 60 feet in dim light as if it were bright light (standard Perception rolls to spot something) and in darkness as if it were dim light (Perception rolls to spot something are Hard). Within that darkness, they discern colors only in shades of gray. Darkvision does not allow vision in magical darkness.
- Devil: It is two Difficulty Grades harder for a cleric to Turn a demon or devil.
- Flying: The creature automatically succeeds in everyday moving and maneuvering whilst flying, and need not roll their Fly skill unless attempting an unusually difficult task, such as flying against a powerful wind, evading a ranged attack in the air, or out-maneuvering an aerial foe. A flyer may substitute the Fly skill (base STR+DEX) for Evade whilst fighting whilst aloft.
- Magic Resistance 50% - Has a 50% chance irrespective of Willpower of simply not being affected by magic spells that have been cast upon them.
- Regeneration (1HP in each wounded location per Round)
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