Tar Devil Guard - Monsters

Tar Devil Guard
Medium immortal humanoid (devil)
Level 4 Soldier XP 175

HP 53; Bloodied 26Initiative +7
AC 20, Fortitude 15, Reflex 17, Will 15Perception+7
Speed 6Darkvision
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.