Tar Devil Harrier - Monsters

Tar Devil Harrier
Medium immortal humanoid (devil)
Level 3 Artillery XP 150

HP 36; Bloodied 18Initiative +5
AC 17, Fortitude 14, Reflex 16, Will 14Perception+8
Speed 6Darkvision
Resist 10 fire; Vulnerable 5 acid

Standard Actions

(⚔) Kukri (weapon) ✦ At-Will

Attack: Melee 1 (one creature); +8 vs. AC

Hit: 1d6 + 5 damage.

(➶) Tar Ball (fire) ✦ At-Will

Attack: Ranged 10 (one creature); +8 vs. Reflex

Hit: 2d6 + 4 fire damage, and the target is slowed and takes ongoing 2 fire damage (save ends both).

Minor Actions

Fuming Cloud (fire, zone) ✦ Encounter

Attack: Close burst 1 (creatures in the burst); +6 vs. Fortitude

Hit: 1d6 + 4 fire damage.

Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain. While entirely within the zone, creatures have partial concealment, and any creature that ends its turn in the zone takes 2 fire damage.

Str 15 (+3)                Dex 18 (+5)                Wis 14 (+3)
Con 12 (+2)                Int 11 (+1)                Cha 11 (+1)

Alignment Evil        Languages Supernal
Equipment: kukri .

Published in Monster Vault: Threats to the Nentir Vale, page(s) 75, Dungeon Master's Kit.