Gate Devil, Barregon
Near the portal that will send you home is a horribly deformed creature held aloft by black, buzzard-like wings. Although roughly the height of a small man, the thing’s abnormally large head is dominated by a huge mouth, with crocodilian teeth jutting from its lips. Small, dead white eyes peer from the sickly, mustard colored scaly flesh. The stunted body is covered in immaculate, damp robes that conceal everything save its hands. Bearing long, dexterous, clawed fingers, the hands are encased in a throbbing, greenish aura. The creature gurgles obscenely as it launches itself towards you.
The Gates of Hell (Dice Freaks)
Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.Full netbook can be found on the following website
Barregons are among the least well known of the more powerful devils that mar the horrible landscape of Hell. Ranking slightly higher in station than cornugons, barregons are the defenders of Hell’s many gates and portals.
In particular, barregons monitor and patrol the River Styx as it winds its way through The Pit. In their hands are the keys to escape Hell or suffer within The Pit for all eternity.
Of the greater common devils, barregons are those most frequently summoned to the Prime Material Plane. Due to their great power, these devils are capable of accomplishing a great deal for a conjurer strong enough to control them. However, such situations are only a past time for a barregon who uses its temporary ‘servitude’ to infiltrate the unsuspecting world in which it is imprisoned. A barregon stands about 5’5″ and weighs about 300 pounds. Barregons speak Infernal, Celestial, Common, and Draconic.
Barregon (Gate Devil) | |
Medium outsider (Evil, Extraplanar, Lawful) | |
Hit Dice | 15d8+75 (142 hp) |
Initiative | +11 (+7 Dexterity, +4 Improved Initiative) |
Speed | 30 ft., Fly 90 ft. (average) |
Armor Class | 32 (+7 Dexterity, +15 natural), touch 17, flat-footed 25 |
Base Attack/Grapple | +15/+21 |
Attack | Infernal touch + 21 melee touch (2d4 plus 1 Wisdom and fatigue) |
Full Attack | 2 infernal touches +21 melee touch (2d4 plus 1 Wisdom and fatigue) and 2 wings +16 melee (1d6+3) and 1 bite +16 melee (1d10+3) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Amnesia touch, fatigue touch, fear aura, spell-like abilities, summon devils |
Special Qualities | Damage reduction 10/good and silver, Darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, Spell Resistance 27, sealed mind, telepathy 100 ft. |
Saves | Fort +14, Ref +16, Will +18 |
Abilities | Strength 22, Dexterity 25, Constitution 20, Intelligence 18, Wisdom 24, Charisma 18 |
Skills | Balance +17, Bluff +19, Concentration +20, Diplomacy +13, Disguise +4 (+6 when acting), Escape Artist +17, Gather Information +16, Hide +17, Intimidate +21, Knowledge (arcana) +19, Knowledge (local – Nine Hells of Perdition) +14, Knowledge (nature) +6, Knowledge (the planes) +19, Listen +19, Move Silently +17, Profession (sailor) +18, Search +19, Sense Motive +17, Spellcraft +21, Spot +24, Survival +22 (+24 on another plane, +24 when tracking), Use Rope +7 (+9 with bindings). |
Feats | Alertness, Improved Initiative, Iron Will, Quicken Spell-like Ability (acidball), Quicken Spell like Ability (major image), Quicken Spell-Like Ability (suggestion) |
Environment | Stygia, Fifth of the Nine Hells of Perdition |
Organization | Solitary, team (2-4), or troupe (1-2 gate devils, 1-6 hamatulas, 2-8 black squamugon, and 1-10 lemures) |
Challenge Rating | 15 |
Treasure | Standard coins; double goods; standard items |
Alignment | Always Lawful Evil |
Advancement | 16-30 HD (Medium); 31-45 HD (Large) |
Combat
A barregon is usually more interested in subduing adversaries in order to take them back to Hell for obscene torture sessions. It takes a lot, like certain death or the direct orders of a higher ranking devil, for a barregon to use lethal attacks.
A barregons natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful aligned for the purpose of overcoming damage reduction.
Amnesia Touch (Su): A guardian of the gates and water-ways of the Nine Hells of Perdition, the barregon has learned to manipulate the foul energies of the River Styx. 3/day, a barregon can channel its feeblemind power through its infernal touch as a free action. The victim must succeed a Will save DC 21 or succumb to the effects of feeblemind as the spell as though cast by a 15th level caster.
Fatigue Touch (Su): To further enhance its role to bar the gates and water-ways of Hell from intruders, the barregons touch causes fatigue in those that fail a Fortitude saving throw DC 21. The save DC is Charismabased.
Fear Aura (Su): A barregon can radiate a 5-footradius fear aura as a free action. A creature in the area must succeed on a DC 21 Will save or be affected as though by a fear spell as cast by a 15th level caster. A creature that successfully saves cannot be affected again by the same barregons aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma based.
Metamorphosis: A barregon that is allowed to advance beyond 39 HD begins to mutate and evolve into a greater creature. At 45 HD, a barregon is due to transform into a malefircarim, although this does not necessarily happen immediately upon advancing to this level of Hit Dice.
See table below to determine what level of mutation the barregon possesses.
Metamorphosis of the Barregon by Hit Dice | |
Barregon Hit Dice | Metamorphosis Effect |
40 HD | nondetection, Intelligence +4, Charisma +4, natural armor +8 |
41 HD | Hit point per Hit Dice increase (5), immune to mind-affecting effects |
42 HD | Intelligence +4, Charisma +4, natural armor +8, hit point per Hit Dice increase (6) |
43 HD | Immune to polymorphing and form-altering attacks, hit point per Hit Dice increase (7) |
44 HD | true seeing, two claw attacks (3d6), maximum hit points per Hit Dice |
45 HD | Metamorphosis into a malefircarim (hellspawn) |
Regeneration (Ex): A barregon takes normal damage from good-aligned silver weapons and from spells or effects with the good descriptor.
Sealed Mind (Ex): As the guardian of the River Styx, a barregon possesses an innate immunity to the rivers memory sapping powers. A barregon is immune to any effect that would damage, drain, or otherwise harm its Intelligence, Wisdom, or Charisma scores.
Spell-like Abilities (Sp):
- At will – analyze portal, animate dead, charm person, desecrate, detect good, detect magic, dispel magic, feeblemind, greater invisibility, greater teleport (self plus 50 pounds only), hold monster, knock, magic circle against good, major image, suggestion;
- 3/day – dimensional anchor, acidball (as fireball), force cage, polymorph, sending, trap the soul, Wrack;
- 1/day – imprisonment, improved portal alarm, mass hold monster, plane shift, seal portal.
These abilities are as spells cast by a 15th level sorcerer (save DC 14 + spell level).
Summon Devils (Sp): Once per day, a barregon can attempt to summon 2d10 lemures or 1d6 squamugons with a 50% chance of success, or 1d4 hamatulas or another barregon with a 35% chance of success. This ability is equivalent to a 5th level spell.