Ice Devil, (Gelugon)
A pair of frozen, multifaceted eyes coldly judge all before this towering, insectile monstrosity.
It is said that each ice devil—known as gelugons among the ranks of devilkind—bears within its chest a stolen, frozen mortal heart, which allows it to make decisions free of all emotion. Born on the icy layer of Cocytus, Hell’s seventh layer, most ice devils migrate to Caina, the eighth layer, where they plot world-damning machinations from courts of freezing steel. Although they are perhaps the most alien and monstrous in appearance of all devils, few breeds are accorded greater respect.
In combat, a gelugon prefers to let its minions engage foes in melee so that it can hang back and appraise the foe’s tactics, strengths, and weaknesses. The ice devil supports its minions with its spell-like abilities, always taking care to avoid impacting its minions in the area of effect of its spells—this not from any sense of camaraderie, only a cold and logical truth that its allies can survive longer in a fight if they are not exposed to friendly fire.
Gelugons stand at 12 feet tall, and weigh approximately 700 pounds.
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
|Gelugon (Ice Devil)|
|Large outsider (Devil, Evil, Extraplanar, Lawful)|
|Hit Dice||16d8+128 (200 hp)|
|Initiative||+11 (+7 Dexterity, +4 Improved Initiative)|
|Armor Class||37 (+7 Dexterity, +21 natural, -1 size), touch 16, flat-footed 30|
|Attack||+3 cold iron spear of freezing burst +30 melee (2d6+21+1d6 (cold) and slow 19-20/x3 +1d10 (cold)) or claw +27 melee (1d10+12)|
|Full Attack||+3 cold iron spear of freezing burst +30/ +25/+20/+15 melee (2d6+21+1d6 (cold) and slow 19- 20/x3 +1d10 (cold)) and bite +25 melee (2d6+6 plus disease) and tail +25 melee (3d6+6 and slow) or 2 claws +27 melee (1d10+12) and bite +25 melee (2d6+6 plus disease) and tail +25 melee (3d6+6 and slow)|
|Space/Reach||10 ft. /10 ft.|
|Special Attacks||Disease, fear aura, slow, spell-like abilities, summon devils|
|Special Qualities||Damage reduction 15/good and silver, Darkvision 60 ft., immunity to cold, fire and poison, regeneration 5, resistance to acid 10, see in darkness, Spell Resistance 29, telepathy 100 ft.|
|Saves||Fort +18, Ref +17, Will +17|
|Abilities||Strength 35, Dexterity 25, Constitution 26, Intelligence 24, Wisdom 24, Charisma 24|
|Skills||Bluff +26, Climb +31, Concentration +27, Diplomacy +30, Disguise +7 (+9 acting), Intimidate +28, Jump +35, Knowledge (any three) +26, Listen +26, Move Silently+26, Search +26, Sense Motive+26, Spellcraft +26, Spot +26, Survival +7 (+9 tracking)|
|Feats||Cleave, Combat Reflexes, Improved Critical (spear), Improved Initiative, Multiattack, Power Attack|
|Environment||The Nine Hells of Perdition.|
|Organization||Solitary, team (2-4), squad (6-10) or troupe (1-2 gelugon, 7-12 Bearded Devils , and 1-4 Bone Devils )|
|Treasure||Standard coins, double goods, standard items|
|Alignment||Always Lawful Evil|
|Advancement||17-32 HD (Large), 33-48 HD (Huge)|
Fear Aura (Su): A gelugon can radiate a 10 foot radius fear aura as a free action. A creature in the area must succeed on a DC 25 Will save or be affected as though by a fear spell (caster level 16th). A creature that successfully saves cannot be affected again by the same gelugons aura for 24 hours. Other devils are immune to the aura. The save is Charisma based.
Disease (Ex): A creature struck by a gelugon’s bite attack must succeed on a DC 26 Fortitude save or be infected with a disease known as frigid ravaging. (incubation period 1day; initial damage 1d6 Constitution, secondary damage 1 point Constitution drain) The save is Constitution based.
Regeneration (Ex): A gelugon takes normal damage from good-aligned silver weapons, and from spells and effects with the good descriptor.
Slow (Su): A hit from a gelugons tail or spear induces mind-numbing cold. The opponent must succeed in a Fort save DC 26 or be affected as though by a slow spell for 1d6 rounds. The save is Constitution based.
Spell-like Abilities: At will – animate dead, charm monster, cone of cold, desecrate, detect good, detect magic, fly, fog cloud, greater dispel magic, greater teleport (self plus 50 pounds), ice storm, magic circle against good, obscuring mist, persistent image, polymorph, suggestion, unhallow, unholy aura, wall of ice.
Caster level 16th; DC 17+spell level.
Summon Devils (Sp): Once per day, the ice devil may attempt to summon 2d10 lemures or 1d6 Bearded Devils with a 75% chance, or 2d4 Bone Devils, 1d6 hamatulas or another gelugon with a 50% chance. This ability is equivalent to a 6th level spell.
Possessions: A gelugon carries a +3 cold iron spear of freezing burst.