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Devil, Firebrand
A insectoid-looking figure, its gaunt torso and long limbs are covered with chitinous exoskeleton, and its head adorned with multiple composite eyes.
CR 5; XP 1,600
LE Medium Outsider (devil, evil, extraplanar, lawful)
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +8; Senses see in darkness; Perception +10
Aura flames of revolution (100 ft.)
Defense
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 57 (6d10+24); regeneration 5 (good or silver)
Fort +5; Ref +9; Will +6
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 57 (6d10+24); regeneration 5 (good or silver)
Fort +5; Ref +9; Will +6
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 16
Offense
Speed 30 ft., climb 30 ft.
Speed 30 ft., climb 30 ft.
Melee 4 claws +8 (1d4+2) or club +8/+3 (1d6+3)
Ranged thrown bombs +10 touch (3d6+3 fire, 6 splash damage in 10-ft. splash radius)
Special Attacks infernal bombs
Spell-Like Abilities (CL 6th, concentration +9)
Constant—glibness, tongues, undetectable alignment
3/day—arcane lock, dimension door, invisibility (self only), knock
Statistics
Str 14, Dex 18, Con 16, Int 17, Wis 13, Cha 17
Base Atk +6; CMB +8; CMD 22
Str 14, Dex 18, Con 16, Int 17, Wis 13, Cha 17
Base Atk +6; CMB +8; CMD 22
Feats Improved Initiative, Point-Blank Shot, Toughness
Skills Bluff +12 (+32 to convince someone of truthfulness of your words), Disguise +12, Climb +10, Craft (alchemy) +12, Knowledge (local) +12, Perception +10, Perform (oratory) +12, Sense Motive +10, Sleight of Hand +12, Stealth +12
Languages Celestial, Draconic, Infernal; telepathy 100 ft.; tongues
SQ change shape (Small or Medium humanoid, alter self)
Ecology
Environment urban or rural (Hell)
Organization solitary or pair
Treasure standard
Special Abilities
Environment urban or rural (Hell)
Organization solitary or pair
Treasure standard
Special Abilities
Flames Of Revolution (Su) The very presence of firebrand devils seems to make their surroundings even more flammable. All objects and creatures within this aura gain vulnerability to fire (+50% fire damage). Attempts to extinguish fires and stop burn damage, both with mundane and magical methods have their DC increased by 5, including attempts to dispel fire effects.
Infernal Bombs (Su) Firebrand devils can draw some volatile chemicals and mix them into an improvised explosive bomb in a similar way to mortal alchemist, though in actuality, they excrete them at moment's notice, without having to worry about running out. When firebrand devils throws a bomb, they can add one of the following effects: increase range increment to 40 ft., increase splash radius to 20 ft., exclude up to its Intelligence bonus secondary targets from splash damage on a successful bomb attack, create a 10-ft. cloud of smoke where the bomb landed, cause the target of direct hit to catch fire, suffering 1d6 points of fire damage per round until extinguished (extinguishing the flames is a full-round action that requires a successful Reflex saving throw against DC of 16, or 21 in range of fires of revolution; rolling on the ground provides additional +2 bonus to the save). Alternatively, firebrand devils can delay the explosion of the bomb for up to 6 rounds, either placing them on the ground as booby traps, or passing them to another creature that can throw them (though they are unlikely to be proficient in bombs). Each firebrand devil can only have three delayed bombs in effect at any one time. Delayed bomb will immediately explode if dropped, damaged, or stepped upon.
The tyrannical order of hell stands for strict hierarchies and is opposed to people's revolutions on principle. And yet, there are devils whose purpose is to organize riots, rebellions, and insurrections, and aid revolutionaries...
Its a subversion of course, a gambit to play both ends against the middle. Firebrand devils take on forms and role of dissatisfied citizens and seek other dissenters to root them out, gather as many of them as it is remotely possible, and finally to betray them to secret police, inquisition, or royal guards at the most disastrous moment. If the right moment never comes and the revolution actually succeeds, then it shows that the old regime was too weak and undeserving of its position in the first place, and now, the firebrand devil is in the right position to influence the new government toward the form and ideology pleasing to the infernal powers.
Firebrand devils delight in their role as agent-provocateurs, enjoying insinuating themselves into existing groups, and swaying others to the cause, presenting revolutionary fervor with a borderline hammy style and zeal. That occasionally leads them to overcomplicate and overly extend their schemes and investigations. Their arrogant preference of capturing as many dissidents as possible in a single sweep, instead of picking them one by one, often delays safe decapitation of the movement and might even lead to actual revolutions where there would be none without their interference.