Statblock Sunday (Destiny Derailed): Ireful Hellions & Hellion Revenants

irefull hellionThis large humanoid figure has enormous hulking muscles, its skin dark, cracked, and stone-like. Several large crystalline shards extend outward from various parts of its form, seeming to have naturally formed upon the looming creature. Its gnarled and twisted face stares outward with fiery eyes in an expression of contempt and hatred.
Ireful Hellion     CR 9
XP 6,400
CE Large outsider (devil, evil, extraplanar, chaotic)
Init +4; Senses darkvision 60 ft., see in darkness, telepathy 100 ft., Perception +18

DEFENSE
AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, -1 size)
hp 85 (10d10+30)
Fort +6; Ref +11; Will +10
DR 10/good; Immune poison; Resist fire 10; SR 20

OFFENSE
Speed 40 ft.
Melee+2 jagged crystal fang +14/+9 (1d8+4) and +2 jagged crystal fang +14/+9 (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks aura of wrath
Spell-Like Abilities (CL 10th; concentration +15)
At will—charm person, command, polymorph (self only)
1/day—greater invisibility, nightmare (DC 22)

TACTICS
When engaged in combat the ireful hellion breaks off two razor sharp, jagged crystal fangs that juts out from its large body and wields them as melee weapons (that deal slashing damage).

STATISTICS
Str 18, Dex 18, Con 17, Int 12, Wis 17, Cha 20
Base Atk +10; CMB +14; CMD 28
Feats Double Slice, Improved Critical (jagged crystal fang), Improved Two-Weapon Fighting, Two Weapon Fighting, Weapon Focus (jagged crystal fang)
Skills Acrobatics +15, Climb +15, Escape Artist +15, Knowledge (planes) +15, Perception +18, Sense Motive +15, Stealth +10
Languages Infernal, Common (understands, but does not speak; will utilize in telepathy)
Gear+2 jagged crystal fang (x2)

ECOLOGY
Environment any; small locale, magically bound to the prime material plane
Organization solitary with 6d12 hellion revenants
Treasure none

SPECIAL ABILITIES
Aura of Wrath (Su) As a full round action, the ireful hellion can radiate an aura of wrath in a 50 ft. radius. All creatures within the area of effect must succeed on a DC 10 Will save or become enraged for 1d4 rounds. Creatures enraged by this effect lose all sense of themselves and become overwhelmed with rage and violence. The affected creature gains a +3 to all melee attacks and the effects of haste, but cannot tell friend from foe and will expend actions attacking any target within their reach (randomly determined at the beginning of that creature’s turn). A creature who is already enraged in this manner and is again affected by the aura of wrath extends the enraged effect for another 1d4 rounds.

 

It is unknown what stature an ireful hellion may have once held in the infernal hierarchy, but eons of being bound and trapped on this plane have caused it to evolve into what is surely a viler abomination than its original form. The reason for its dimensional anchor to this plane has been long forgotten and lost to history, and an ireful hellion’s lair (where it is bound) is often ancient, ruined, and with geological traces which hint that the devil has been trapped there for many millennia.

A sentience whittled down by time to an unadulterated anger and vengeful wrath, an ireful hellion’s only purpose is to break its bonds and destroy anyone and anything that it happens to cross paths with. It has no allies and serves no master.

An ireful hellion has a supernatural ability to attract any recently departed soul unlucky enough to wander near its layer, luring them to their bound home. The hellion consumes and subsists off any remaining energies of these souls (increasing its own power) leaving behind only mindless wraiths called hellion revenants that join their master in a rage-filled existence.

Throughout countless centuries, an ireful hellion may have trapped and consumed dozens (or even hundreds) of damned souls effectively building a small army of ethereal undead, which if ever released, would wreak havoc upon the world.

hellion revenantThis featureless humanoid form stands about five feet in height, its form wreathed in ethereally translucent shadowlike veils. When it moves, though the apparition’s legs seem to be walking, its feet never touch the ground beneath it and it progresses with movements that could almost be described as graceful.
Hellion Revenant     CR 2
XP 600
CE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft., greater lifesense; Perception +10
Aura unnatural aura (30 ft.)

DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 18 (4d8)
Fort +4, Ref +4, Will +4
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits

OFFENSE
Speed fly 60 ft. (good)
Melee incorporeal touch (1d4 negative energy plus 1 point of Con drain [DC 15])
Special Attack inanimate possession

TACTICS
When released from the ireful hellion’s lair where it was imprisoned, the hellion revenant immediately attempts to flee to the largest concentration of nearby living creatures [in this instance, Steamtown] by utilizing its greater lifesense ability. To cause the most havoc among the living it encounters, the hellion revenant will attempt to possess frequently used everyday objects using its inanimate possession special ability.

STATISTICS
Str —, Dex 16, Con —, Int 12, Wis 12, Cha 18
Base Atk +2; CMB +5; CMD 18
Feats Blind Fight, Combat Reflexes, Improved Initiative
Skills Fly +5, Perception +5, Sense Motive +8, Stealth +10
Languages Common, Infernal

ECOLOGY
Environment lair of an ireful hellion
Organization pack 6-72
Treasure none

SPECIAL ABILITIES
Constitution Drain (Su) Creatures hit by a hellion revenant’s touch attack must succeed on a DC 15 Fortitude save or take 1 point of Constitution drain. For each successful attack the hellion revenant gains 5 temporary hit points. The save DC is Charisma-based.
Inanimate Possession (Su) Once per day a hellion revenant can possess an inanimate object within 10 ft. as a full-round action. Once an item is possessed it becomes a cursed item and radiates a 10 ft.-wide unnatural aura. To determine the effects of the curse bestowed upon an item due to possession by a hellion revenant see the Curse Chart [by Rory Toma and available later this week on the AaWBlog -JAM]. An item remains cursed until the revenant chooses to leave it (requiring a full-round action), the item is completely destroyed, or the effect is removed with remove curse (DC 15). When the curse effect is removed, the hellion revenant assumes its incorporeal form, stunned for 1d4 rounds before trying to flee until it can find another item to possess.
Lifesense, Greater (Su) A hellion revenant notices and locates living creatures within a 5-mile radius, just as if it possessed the blindsight ability.

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