Devil, Hirsenkeelt

Family: Devils

Large fiend (devil), lawful evil

Armor Class 18 (natural armor)
Hit Points 95 (10d10+40 HD)
Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 19 (+4) 17 (+3) 15 (+2) 15 (+2)

Damage Immunities fire, cold, poison
Condition Immunities poisoned
Damage Resistances bludgeoning piercing and slashing from non-magical weapons that aren’t silvered.
Senses darkvision 120 ft., true sight 120 ft., passive Perception 16
Skills Arcana +7, Perception +6
Languages Infernal, telepathy 120 ft.
Challenge 9 (5,000 XP)

SPECIAL TRAITS

  • Aura of Flux. The hirsenkeelt emanates a permanent state of destructive potential that flows about it like an energy field. This field affects all within 30 feet from the creature, and as they draw nearer, the effects increase, dealing additional damage. At 20-30 feet from the hirsenkeelt, all living creatures take 4 (1d8) points of damage and material objects age as if one year has passed (rust forms on metal, water dries up, etc). from 10-19 feet, the effect deals 5 (1d10) hit points and 2 (1d4) years of aging and under 10 feet, the damage is 6 (1d12) and the aging is 3 (1d6) years. This is rolled per individual or object as the field is always in an amorphous flux. The Castle Keeper is responsible for tracking and determining the effects of the aging, which likely will not mechanically affect PCs, but represents a decay that has occurred. PCs are entitled to a Constitution save (DC 16) to resist the effects. Every time a character suffers damage from flux, the devil heals 1-2 hit points, and creatures that approach are subject to each level of damage (30 feet, then 19 feet, then 9 feet), with a separate save for each.
  • Immaterial. Once the hirsenkeelt is reduced to less than half its maximum hit points in damage, it uses its reaction to become immaterial and disperse, only to reappear 3 rounds later in a random direction 50 feet away. It automatically returns to half hit points plus 1d10 during this process. It can do this three times, and then requires a long rest, after which it regains all expended uses of this ability. Becoming immaterial cannot occur on consecutive rounds.
  • Levitate. The hirsenkeelt can levitate an object up to 500 pounds. Aside from the weight this ability is in all other ways as per the spell but requires no material components. Objects thus levitated can be physically moved and pushed by other beings, but always come back to their starting point unless willed to remain in their new location by the hirsenkeelt. This ability may be used at will, but requires concentration.
  • Teleport without Error. hirsenkeelt can cast teleport without error as a spell-like ability. This ability requires no components. It can use this ability three times and then requires a long rest. After completing a long rest, it regains all expended uses of this ability.
  • True Immortal. The hirsenkeelt does not experience the passage of time; it has no concept of such and exists in a perpetual state of the present. It does not age and, in reality, cannot be killed, only cast back into that realm from which it came. This is done by bringing the creature to 0 hit points, at which point it disappears.

ACTIONS

  • Unmake (Recharge 6). Range 60 ft. With this ability, the hirsenkeelt can make a focused energy attack that causes 2d10 necrotic damage. The recipient of the attack is allowed a Constitution check (DC 15). Success indicates that ½ damage is taken. The hirsenkeelt can only do this three times a day.
  • Telekinetic Attack (Recharge 4-6). As the spell except it can move up to 500 lbs 200 feet. The hirsenkeelt can throw one target up to 60 feet, doing 1d6 points of bludgeoning damage for every 10 feet thrown if the target strikes a hard surface, or leaving the target prone otherwise. The target can make a Dexterity save (DC 15) to avoid this effect.
  • Multiattack. The devil makes 3 attacks with its scimitar
  • Necrotic Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+5) slashing damage plus 10 (3d6) necrotic damage. When the hirsenkeelt is defeated, its scimitar vanishes with the devil.

ABOUT

The hirsenkeelt is a very rare devil. They came into being in that world between worlds, between the living and the dead, between time and no time. They are enigmas with no particular form or shape as if half dreamed into being but never quite making it across the threshold of existence. They are called the hirsenkeelt by the dwarves, meaning the negation of being. They exist in the spaces between the known planes and can only be brought over by the most powerful of creatures.

They are aware of themselves and believe themselves to be beings in the process of self-creating and of creating a world in which to live. For the hirsenkeelt, the worlds of all the planes and everything in them are the raw material for their continued creative process, nothing more than paints upon a palette. The devil has no intentional evil in it, rather, it is so unconcerned and uncaring (and incapable of such) for all things other than themselves that their actions become evil as an after-effect of their being.

The hirsenkeelt can only be found in its natural state when dimension door, teleport or some similar magical travel between the planes goes awry and those teleporting are locked between the planes. This space crackles with energies and materials that are in a constant state of flux – as is the hirsenkeelt. Even should one travel to this ‘area,’ the chances of meeting a Hirsekeelt are one in a million.

Creatures of Will. It takes no form, but simply projects its will from out of an amorphous energy area. Only when they come into the planes of existence do they actually acquire a more recognizable form. Here they acquire some slight gaseous material nature that is transformed into a vague shape as if a robe flowing over a body.

Forces of Destruction. Although it is incapable of actually remaking itself or continuing the process of creation, it believes it can. It, therefore, attempts to transform and consume objects first by destroying them and then consuming them. It does this without even consciously trying to do so with its innate aura of flux. This is why the hirsenkeelt is such a dangerous creature. It destroys that which it moves near. It then proceeds to consume the decay which it causes, in effect healing itself.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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