Tar Devil Harrier
Medium immortal humanoid (devil)
Level 3 Artillery XP 150
| HP 36; Bloodied 18 | Initiative +5 |
| AC 17, Fortitude 14, Reflex 16, Will 14 | Perception+8 |
| Speed 6 | Darkvision |
| 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
ᗕ 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.