Harvester Devil (Falxugon) (CR 7)
Medium Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +9(+5 Dex, +4 Improved Initiative); Senses: see in darkness, Listen +12, and Spot +12
Languages: Celestial, Common, Infernal; telepathy 100 ft.
AC: 22 (+5 Dex, +7 natural), touch 15, flat-footed 17
Hit Dice: 9d8+27 (67 hp); DR: 5/good or magic
Fort +9, Ref +11, Will +8
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +11
Attack: dagger +14/+9
Damage: 1d4+2/19-20 plus infernal debt
Special Attacks/Actions: summon baatezu
Attack Options: infernal debt
Abilities: Str 14, Dex 20, Con 16, Int 14, Wis 14, Cha 22
Special Abilities: infernal debt, spell-like abilities
Special Qualities: alignment mask, refuge of the damned; Immune to fire, poison; Resist acid 10, cold 10
Feats: Ability Focus (refuge of the damned), Improved Initiative, Quick Draw, Weapon Finesse,
Skills: Balance +7, Bluff+16, Concentration +13, Decipher Script +12, Diplomacy +20, Disguise +16 (+18 acting), Escape Artist +10, Forgery +12, Hide+15, Intimidate +18, Jump +4, Listen +12, Sense Motive +7, Sleight of Hand +12, Spot +12, Tumble +10, and Use Rope +5
Advancement: By character class (usually rogue)
Climate/Terrain: Any, often near or in civilized areas
Organization: Solitary; cult (Harvester with 5th-lvl cleric and 2 3rd-lvl monks; Entourage (Harvester, 3 bearded devils and 9 nupperibos)
Treasure/Possessions: standard (usually gold)
Fiendish Codex II
Spell-Like Abilities (CL 9th): At will - disguise self, greater teleport (self plus 50 pounds of gear only); 1/day - mirror image; 3/day - dispel magic (DC 19), vampiric touch (melee touch +14)
Alignment Mask (Su): When it is exposed to any effect that can determine alignment or sense an alignment aura, a harvester devil can make a Bluff check opposed by the detector's Sense Motive check. If the harvester devil's check succeeds, it does not register as evil. The harvester devil still remains susceptible to other effects that target evil creatures, such as smite evil.
Infernal Debt (Su): A harvester devil's ichor-soaked dagger places a powerful curse upon those struck by it. When struck by this weapon, a target must make a successful DC 20 Will save or take a —2 penalty on attack rolls, checks, and saves as feelings of fatigue and sloth overcome him. Multiple attacks with this venom do not stack. This penalty lasts for 24 hours or until the target willingly strikes a good-aligned creature. This attack must deal its full normal damage, though the victim can opt to make an unarmed strike or other similarly ineffectual blow. In any case, he cannot opt to deal less damage than normal, nor can he accept the standard -4 penalty on the attack roll to deal nonlethal damage. The victim feels a strange urge to strike eligible targets to break the curse, and he can feel soothing relief waiting for him if he only gives in to the malevolent whispers that echo in his mind. A remove curse or heal spell rids a victim of the penalties, as well as the urge to do a companion harm. This is a mind-affecting ability, and the save DC is Charisma-based.
Refuge of the Damned (Su): Through a bizarre clause in the Pact Primeval, harvester devils are magically warded to prevent attacks by all non-outsiders, at least until they strike first. A harvester devil continually gains the benefit of a sanctuary spell; a DC 22 Will save is required to overcome this effect. Outsiders are unaffected by this ability. If a harvester devil attacks any opponent, this ability ceases to function for 1 minute. A non-outsider that succeeds on its save against refuge of the damned takes a -2 penalty on all saves for 1 minute, the cosmic price for breaking the ancient clause that protects harvester devils. The save DC is Charisma-based.
Summon Baatezu (Sp): Once per day, a harvester devil can attempt to summon 2d6 lemures with a 50% chance of success or 1d4 bearded devils with a 35% chance of success. This ability is the equivalent of a 3rd-level spell (CL 12th).
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).