These devilish knights are simultaneously a punishment for minor sinners, and soldiers for the Nine Hells. They wear smoldering iron plate armour, glowing internally from the fire of their punishment. They are heralded by their own howling cries of agony, trapped within the armour and unable to escape.
These Phalarigons, or furnace devils, as they are known to mortals, are a grim force of soldiers who take arms across a battlefield. They are used as shock troops, and often led by Hamatula or Cornugons in battle. Although they are relatively slow-moving, they are vicious and terrifying opponents. Between Blood Wars, they are often deployed as guards in fortresses of Hellish lords. On being slain, their fire extinguishes and their armour clatters to the ground empty, with a final scream of release. Hooks:
FURNACE DEVIL (PHALARIGON) Medium fiend (devil), lawful evil Armour Class 18 (full plate) Hit Points 60 (8d8 + 24) Speed 25ft. Str 19 (+4); Dex 13 (+1); Con 17 (+3); Int 9 (-1); Wis 11 (+0); Cha 6 (-2) Proficiency bonus +3 Saving Throws Str +7, Con +6, Cha +1 Skills Athletics +7, Intimidation +1 Damage Resistances acid, cold, fire, psychic; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered Damage Immunities poison Condition Immunities poisoned Senses darkvision 60ft., passive Perception 10 Languages infernal Challenge 5 (1,800 XP) Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Internal Fire. At the start of each of the furnace devil's turns, each creature within 5 feet takes 7 (2d6) fire damage, and flammable object in the aura that aren't being worn or carried ignite. The furnace devil's melee weapon attacks deal an additional 7 (2d6) points of fire damage (which is included in the statistics below). A furnace devil does not take damage from their own internal fire, although they are in incredible pain. Terrifying Howls. A furnace devil screams constantly in fiery agony, their screams carrying and making them easily able to be heard within 100 ft.. Creatures that can hear them within 60ft. become supernaturally agitated by their howls, and must succeed on a DC 9 Charisma saving throw or become frightened until the for 1 minute. ACTIONS Multiattack. The furnace devil makes two longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (1d10 + 4) slashing damage, and 7 (2d6) fire damage. Updated from the original version of the Furnace Knight, originally posted on 11 April 2019. Comments are closed.
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