Devil, Foulblaze the Lowly
Foulblaze the Lowly serves as Merorem the Darkwind’s scribe. For a thousand years he has faithfully recorded the histories of the world, both before and after the Darkwind had tampered with the time stream.
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His duty is to report any issues with the new flow of time to his master immediately, so that the attentions of greater cosmic entities of Time will not be drawn. Foulblaze carries out his duties most seriously, knowing that to fail them will mean a long and painful demise. He has seen his master cast people into partial temporal loops, forcing them to relive the most painful moments of their lives a billion times over. Such a fate is to be avoided at all costs.
In his true form, Foulblaze appears as a standard spinagon three feet tall, with the coloration of a shimmering starry sky. He speaks in a rapid manner, and appears anxious to conclude any business at hand as quickly as possible. When matters call for a more impressive appearance, Foulblaze uses his illusionary magic to affect the appearance of an elderly tiefling with two small horns on his forehead and a pointed gray beard. No matter what his form, the symbol of Merorem always is present on the back of his right hand.
Foulblaze the Lowly | |
Spinagon | |
Small outsider (Devil, Evil, Extraplanar, Lawful) | |
Hit Dice | 15d8+30 (97 hp) |
Initiative | +12 (+8 Dexterity, +4 Improved Initiative) |
Speed | Fly 120 ft. (average) |
Armor Class | 24 (+8 Dexterity, +5 natural, +1 size), touch 19, flat-footed 16 |
Base Attack/Grapple | +15/+11 |
Attack | Talon +23 melee (1d6 + 1d6 fire and blaze) or spike +23 melee (1d6 + 1d6 fire and blaze) |
Full Attack | 2 talons +23 melee (1d6 + 1d6 fire and blaze) or 2 spikes +23 melee (1d6 + 1d6 fire and blaze) |
Space/Reach | 5 ft. /5 ft. |
Special Attacks | Blaze, spell-like abilities, summon devils |
Special Qualities | Damage reduction 5/good or silver, dark-vision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, Spell Resistance 21, spike generation, telepathy 100 ft. |
Saves | Fort +11, Ref +19, Will +11 |
Abilities | Strength 10, Dexterity 26, Constitution 14, Intelligence 13, Wisdom 14, Charisma 15 |
Skills | Bluff +20, Diplomacy +22, Gather Information +20, Hide +30, Intimidate +4, Listen +20, Move Silently +26, Search +19, Spot +26, Survival +2 (+4 tracking), Use Magic Device +20 |
Feats | Combat Expertise, Flyby Attack, Improved Initiative, lightning reflexes, Quicken Spell-Like Ability (greater teleport), Weapon Finesse |
Climate/Terrain | Nine Hells of Perdition. |
Organization | Solitary (unique) |
Challenge Rating | 9 |
Treasure | Standard |
Alignment | Lawful Evil |
Combat
Foulblaze does not engage in combat unless he can-not escape through teleport, or ordered to by Merorem (a rare occurrence to be sure). His position is one of observation, not combat. However, should it become unavoidable, Foulblaze uses his Combat Expertise to the maximum, goes on full defence, summons reinforcements, and uses minor image to create other false threats. He is completely and unashamedly a coward once a fight begins.
He keeps out of danger as much as possible, using stinking cloud and his spikes to remain safe. He will make use of scrolls and wands as well, focusing them expertly on weak targets (enchantments on melee types, transmutations and evocations on spell-casters). If possible, Foulblaze uses change self to assume the appearance of an innocent bystander, and escapes while his minions buy him time with their lives.
Blaze (Su): Foulblaze is constantly wreathed in tiny flickering flames. Any creature struck by his talons or spikes must make a Fortitude save DC 19 or catch on fire, taking 1d6 points of fire damage per round until extinguished. Rolling on the ground grants one a +2 circumstance bonus on the save. Holy Water immediately quenches the flames. The save is Constitution based.
- Spell-like Abilities: At will – change self, greater teleport (self plus 50 pounds only), produce flame, stinking cloud, suggestion;
- 3/day – hold person, minor image.
Caster level 15th; save DC 12 + spell level.
Spike Generation (Ex): Foulblaze can launch 2 barbed spikes from his body each round as standard action. The spikes re-grow within a round, giving him unlimited ammunition.
Summon Devils (Sp): Thrice per day, Foulblaze can attempt to summon 1d6 spinagons with an 80% chance of success. These devils may have twice their standard HD.
Possessions: Foulblaze wears a tiny emerald cloak with three pockets on the inside. This functions as a handy haversack. Foulblaze usually has at least 1 6th level scroll and 4 5th level scrolls on him at all times. He also carries a wand of lightning bolt (caster level 10th) with at least 20 or more charges remaining.