Tar Devil Guard
Medium immortal humanoid (devil)
Level 4 Soldier XP 175
| HP 53; Bloodied 26 | Initiative +7 |
| AC 20, Fortitude 15, Reflex 17, Will 15 | Perception+7 |
| Speed 6 | Darkvision |
| Resist 10 fire; Vulnerable 5 acid | |
Traits
☼ Hot Reek (fire) ✦ Aura 1
Any enemy that starts its turn in the aura takes 2 fire damage and cannot shift during that turn.
Standard Actions
(⚔) Khopesh (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +9 vs. AC
Hit: 1d8 + 7 damage.
➶ Tar Net (fire) ✦ Recharge if no creature is restrained by this power at the start of the devil guard's turn
Attack: Ranged 5 (one creature); +7 vs. Reflex
Hit: 1d6 + 4 fire damage, and the target is restrained (save ends). The devil guard can pull the target up to 4 squares to a square adjacent to it.
Str 12 (+3) Dex 17 (+5) Wis 11 (+2)
Con 13 (+3) Int 10 (+2) Cha 12 (+3)
Alignment Evil Languages Supernal
Equipment: khopesh , net .
Published in Monster Vault: Threats to the Nentir Vale, page(s) 75, Dungeon Master's Kit, Dungeon Magazine 205.