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.
The Phalarigons, or furnace knights, 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. Statistics: Medium Outsider (Baatezu, Evil, Extraplanar, Lawful) Hit Dice: 6d8+18 (45 hp) Initiative: +1 Speed: 20ft. Armour Class: 21 (+1 Dex, +10 armour), touch 11, flat-footed 20 Base Attack/Grapple: +6/+10 Attack/Full Attack: +1 Flaming bastard sword +12/+7 melee (1d10+9 and 1d6 fire, 19-20x2) Special Attacks: Flaming sword, internal fire (1d6+6) Special Qualities: Darkvision 60ft., immunity to fire and poison, resistance to acid 5 and cold 5, see in darkness, spell resistance 15, terrifying howls Saves: Fort +8, Ref +6, Will +5 Abilities: Str 19, Dex 13, Con 17, Int 9, Wis 11, Cha 6 Skills: Climb +7, Hide +4, Intimidate +7, Jump +7, Listen +9, Sense Motive +9, Spot +9 Feats: Ability Focus (terrifying howls), Weapon focus (bastard sword), weapon specialization (bastard sword) Environment: Nine Hells of Baator Organization: Solitary, pair, or forge (6-10) Challenge Rating: 5 Treasure: 1/2 Standard and +1 bastard sword Alignment: Always Lawful evil Advancement: 7-18 HD (Medium) Level Adjustment: +6 Flaming Sword (Su): Any sword grasped by a Furnace Knight gains the Flaming quality. Internal Fire (Su): Any adjacent opponent who harms a Furnace Knight with a melee attack takes 1d6 fire damage, +1 per HD of the Furnace Knight). Terrifying Howls (Su): Any opponent who can hear a Furnace Knight within 60 ft. must succeed on a DC 13 Will save or become Shaken for the next 1 minute. A creature that successfully saves cannot be affected again by the same Furnace Knight's terrifying howls for the next 1 hour. Other Baatezu are immune to this ability. The save DC is Charisma-based. How you can use Furnace Knights in your game: - A single Furnace Knight might be sent as a warrior assassin to hunt down an agent of a Good faith who threatens some Devilish operation which is going on. - A powerful Devil might disguise a pair of Furnace Knights to make them its bodyguards on the mortal plane while carrying out its fiendish plans. - If a Fiendish invasion, Diablo-style, takes place, then armies of Furnace Knights will sweep across the horizons, rampaging through towns and cities alike. Also posted on Game Masters Stash on 11 April 2019. Comments are closed.
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