Monster: Devil, Erhazzu

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Devil, Erhazzu

A plump, anthropomorphic fly, with enormous multi-faceted eyes. Its thin, seemingly useless legs dangle below its fat belly.

CR 3
; XP 800
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +1; Senses darkvision 60 ft., see in darkness; Perception +9


AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 33 (5d10+5)
Fort +5, Ref +2, Will +6
DR 5/magic or silver; Immune disease, fire, poison; Resist acid 10, cold 10

Speed 20 ft., fly 20 ft. (average)
Melee 4 claws +6 (1d3+1)
Ranged improvised thrown weapon +6 (usually 1d4+1)
Spell-Like Abilities (CL 5th, concentration +6)
At Will—floating disc (one disc active at a time), putrefy food and drinksanctuary (3rd level, DC 14)
3/day—apport objectscreate food and water (creates vinegar-like wine and maggot-ridden food, edible but odious), dispel magic, summon (2 lemures)

Str 12, Dex 12, Con 12, Int 15, Wis 15, Cha 13
Base Atk +5; CMB +6; CMD 17
Feats Blind-Fight, Hover, Throw Anything
Skills Diplomacy +9, Fly +9, Knowledge (local) +7, Perception +10, Profession (clerk) +10, Profession (merchant) +10, Sense Motive +10, Sleight Of Hand +9
Languages Celestial, Draconic, Infernal; telepathy 100 ft.
SQ change shape (alter self, always overweight, with bulging eyes), cut the red tape, devil's little helpers
Environment any (Hell)
Organization solitary, pair, or bureau (3—6)
Treasure standard

Special Abilities

Cut The Red Tape (Su) Erhazzu are supernaturally adept at dealing with bureaucracy gaining +10 profane bonus to Diplomacy checks to deal with bureaucrats, gain permits, and so on. They can create small amounts of coins or minor luxurious items for bribes and gifts, such items always bring some sort of woe to those who willingly take them within 2d6 days. 

Devil's Little Helpers (Su) An erhazzu can offer his blessing to a willing mortal, granting him +10 profane bonus to one Craft or Profession skill and allowing him to reap benefits of that skill with six hours of work per day, until the recipient deliberately rejects the blessing with atonement, break enchantment, dispel evil. As long as the blessing last small amounts of food, materials, and finished goods regularly vanish from the settlement the recipient lives, but never from places protected from evil or warded against teleportation.

Erhazzu, sometimes called devils of logistics, promote wastefulness and inefficiency among mortals and acquire and manage material goods and resources for infernal forces. Erhazzu try to avoid fighting unless cornered, preferring to make deals, and offering bribes and their cooperation for being let go—they can be quite jovial and friendly to those who show laziness, waste things, or are unimportant magistrates that give in to corruption.

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