3e SRD:Devil, Gelugon

From D&D Wiki
Jump to navigation Jump to search
This material is published under the OGL 1.0a.

Gelugon[edit]

Size/Type: Large Outsider (Evil, Lawful)
Hit Dice: 12d8+60 (114 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 28 (-1 size, +1 Dex, +18 natural)
Attacks: Longspear +17/+12/+7 melee (or 2 claws +17 melee), bite +12 melee, tail +12 melee
Damage: Longspear 1d8+9 and cold, claw 1d8+6, bite 2d4+3, tail 3d4+3 and cold
Face/Reach: 5 ft. by 5 ft./15 ft.
Special Attacks: Spell-like abilities, fear aura, cold, summon devil
Special Qualities: Damage reduction 20/+2, SR 25, fire and poison immunity, cold and acid resistance 20, see in darkness, telepathy, regeneration 5
Saves: Fort +13, Ref +9, Will +14
Abilities: Str 23, Dex 13, Con 21, Int 22, Wis 22, Cha 16
Skills: Bluff +16, Climb +20, Concentration +20, Disguise +17, Jump +19, Knowledge (arcana) +20, Listen +22, Move Silently +16, Search +20, Sense Motive +20, Spellcraft +20, Spot +22
Feats: Alertness, Cleave, Dodge, Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary, team (2-4), squad (6-10), or troupe (1-2 gelugons, 7-12 barbazu)
Challenge Rating: 13
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 13-18 HD (Large); 19-33 HD (Huge)

Except where noted below, all devils speak Infernal, Celestial, and Draconic.

Combat

Spell-Like Abilities: At will-animate dead, charm monster, cone of cold, desecrate, detect good, detect magic, fly, magic circle against good, major image, polymorph self, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, and wall of ice. These abilities are as the spells cast by a 13th-level sorcerer (save DC 13 + spell level).

Fear Aura (Su): As a free action, a gelugon can create an aura of fear in a 10-foot radius. It is otherwise identical with fear cast by a 13th-level sorcerer (save DC 19). If the save is successful, that creature cannot be affected again by that gelugon’s fear aura for one day. Other devils are immune to the aura.

Cold (Su): A hit from a gelugon’s tail or spear attack induces numbing cold. The opponent must succeed at a Fortitude save (DC 21) or be affected as though by a slow spell for 1d6 rounds.

Summon Devil (Sp): Some devils can summon other devils much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no devils answer the summons. Summoned creatures automatically return whence they came after 1 hour. A devil that has just been summoned cannot use its own summon ability for 1 hour. Once per day a gelugon can attempt to summon 2d10 lemures or 1d6 barbazu with a 50% chance of success, 2d4 osyluths or 1d6 hamatulas with a 35% chance of success, or another gelugon with a 20% chance of success.

See in Darkness (Su): Gelugons can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Telepathy (Su): Gelugons can communicate telepathically with any creature within 100 feet that has a language.

Regeneration (Ex): Gelugons take normal damage from holy and blessed weapons of at least +2 enchantment.



Back to Main Page3e Open Game ContentSystem Reference DocumentCreatures

Padlock.png This page is protected from editing because it is an integral part of D&D Wiki. Please discuss possible problems on the talk page.

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is part of the 3e System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.