"New" monster: Blue Devil (Azuragon) conversion


Pathfinder Second Edition General Discussion


This is a conversion of a monster I made a long time ago in 1e: https://paizo.com/threads/rzs42hta?New-devil-idea-blue-devil
It's my first 2e monster so tell me if I did anything wrong

Blue Devil (azuragon) Creature 10
LE Medium Fiend [Devil]
Perception +19
Languages: Common, Infernal, Telepathy 100 ft
Skills Arcana +17 , Deception +19 , Diplomacy +17 , Intimidation +22 , Religion +19 , Stealth +17
Str +3, Dex +2, Con +4, Int +0, Wis +1, Cha +4
Slowing Claws: (Magical, Emotion, Mental)
Anyone hit by the blue devil's claw attack must make a dc 26 fortitude save or be slowed for one minute. A creature that makes a successful save is immune to that blue devils slowing claws for 24 hours.

AC 27; Fort +16, Ref +18, Will +22
HP 175;
Immunities cold,fire, fear Resistances: 5 physical (except silver) 10 poison Weaknesses: Good 10, Chaotic 10.
Speed 30 feet
Melee (one action) claw +17 (Magical), Damage 2d6+5
Melee (one action) horns +20 (Magical), Damage 2d10+8
Spells DC 29, attack +21; 5th Crushing Despair, Cone Of Cold; 3rd Agonizing Despair (at will);

Blue Devils personify sadness and despair. They look like the stereotypical "skinny guy with horns" type devil, but are a deep blue color. Most of them serve Eaqueo.


I'd recommend changing Slowing Claws. Slowed is a dangerous condition, particularly if this threat is higher level than the party fighting it, and slowing for a minute on a failure is really powerful. As a comparison, the Cornugon, a.k.a, Horned Devil, only slows on a critical success with a strike, and that creature is level 16 where PCs have more options for working around losing a third of a turn.
Perhaps forcing the save on a critical success, as per the horned devil, or requiring the technique require multiple actions to perform and only slowing for a round would be more in line with the power level of level 10.

I'm not sure what role the monster is meant to play, but I'm getting the vibe of something that is supposed to tie up the party while other creatures do the damage. Its attacks don't do a whole lot of damage, and its only damaging option is Cone of Cold. If that's what you're going for then awesome. Otherwise I'd consider what other tricks it could potentially do aside from prolonging the fight and debuffing enemies, since most of what it seems to do is take actions and options away, which can be frustrating to deal with.


Blue Devil (azuragon) creature 10
le medium fiend devil
Perception +19
Skills Arcana +17 , Deception +19 , Diplomacy +17 , Intimidation +22 , Religion +19 , Stealth +17
Str +3, Dex +2, Con +4, Int +0, Wis +1, Cha +4
Despair Aura (Aura,Emotion Mental )
30 Feet range, all creatures take a -4 penalty on saving throws, attack rolls, and skill checks.
Slowing Claws: (Magical, Emotion, Mental)
Anyone hit by the blue devil's claw attack must make a dc 26 fortitude save or be slowed for one minute. A creature that makes a successful save is immune to that blue devils slowing claws for 24 hours.

AC 27; Fort +16, Ref +18, Will +22
HP 175; Immunities cold, fear
Speed 30 feet
Melee [[A]] claw +17 (Magical), Damage 2d6+5
Melee [[A]] horns +20 (Magical), Damage 2d10+8
Spells DC 29, attack +21; 5th Crushing Despair, Cone Of Cold; 3rd Agonizing Despair (at will);


Perpdepog wrote:

I'd recommend changing Slowing Claws. Slowed is a dangerous condition, particularly if this threat is higher level than the party fighting it, and slowing for a minute on a failure is really powerful. As a comparison, the Cornugon, a.k.a, Horned Devil, only slows on a critical success with a strike, and that creature is level 16 where PCs have more options for working around losing a third of a turn.

Perhaps forcing the save on a critical success, as per the horned devil, or requiring the technique require multiple actions to perform and only slowing for a round would be more in line with the power level of level 10.

I'm not sure what role the monster is meant to play, but I'm getting the vibe of something that is supposed to tie up the party while other creatures do the damage. Its attacks don't do a whole lot of damage, and its only damaging option is Cone of Cold. If that's what you're going for then awesome. Otherwise I'd consider what other tricks it could potentially do aside from prolonging the fight and debuffing enemies, since most of what it seems to do is take actions and options away, which can be frustrating to deal with.

I intended as mostly a "caster" monster, hence it's spells and low hp/ac. I guess I'll change how the slow works. I also forgot to give it a despair aura like the original.


You may also want to get rid of the aura. A -4 is huuuuuuuuuuuuge, especially for a relatively lower-level monster. That's all but guaranteeing that the party are all going to be slowed and crit fail their saves against its abilities, not to mention that the penalty is untyped, so it stacks with all other penalties, like the status penalty from being Frightened.


Is -2 more reasonable? Also, I don't know what the different types of penalties are in 2e? What would make the most sense for a despair aura?


I'd recommend checking out the mummy guardian's similar kind of aura to see how you might want to model it.

Actually, mummies in general have those kinds of auras, and span a range of levels, so they may all be useful.

In general, you want to think of a bonus or penalty being twice its stated value because it both increases the chance of the thing happening, and increases the chance of that thing being critical in some way.


You need to define your slowed value.

You seem to assume it's 1 and that would be fine, but it could be slowed 2 or 3 as well.

I would perhaps frame your slowing effects as the following.

Crit success: Nada and immune for 24 hours.
Success: Nada
Failure: slowed 1 for 1 minute
Critical failure: slowed 2 for 1 minute.


Yqatuba wrote:
Is -2 more reasonable? Also, I don't know what the different types of penalties are in 2e? What would make the most sense for a despair aura?

Probly status


Also, why does slowed have a value but quickened doesn't? That's why I assumed it didn't have one.


Perpdepog wrote:

I'd recommend checking out the mummy guardian's similar kind of aura to see how you might want to model it.

Actually, mummies in general have those kinds of auras, and span a range of levels, so they may all be useful.

In general, you want to think of a bonus or penalty being twice its stated value because it both increases the chance of the thing happening, and increases the chance of that thing being critical in some way.

I don't think I want to make it exactly like the mummy guardian, since it's caused by sadness rather than fear. Would drained or stupified be better?


Because quickened is always +1 action. More actions would be game-breaking given how tight PF2 is.


Yqatuba wrote:
Perpdepog wrote:

I'd recommend checking out the mummy guardian's similar kind of aura to see how you might want to model it.

Actually, mummies in general have those kinds of auras, and span a range of levels, so they may all be useful.

In general, you want to think of a bonus or penalty being twice its stated value because it both increases the chance of the thing happening, and increases the chance of that thing being critical in some way.

I don't think I want to make it exactly like the mummy guardian, since it's caused by sadness rather than fear. Would drained or stupified be better?

Stupefied might capture the feel you're going for in that case. Don't forget to include how long it's meant to last if you go the Stupefied route since IIRC those conditions don't leave on their own. I'd recommend that it happen as long as they are in the aura, and limit it to Stupefied 1.

Oh, and also keep an eye on what kind of penalty it offers. Penalties come from the same sources as bonuses, Circumstance, Item, and Status, and they don't stack. It's important to remember in case you try to Frighten a character who has been Stupefied, for example. The effects don't stack, since they are both status penalties.


Ok, here we go:

Blue Devil (Azuragon) creature 10
LE Medium Fiend Devil
Perception +19
Skills Arcana +17 , Deception +19 , Diplomacy +17 , Intimidation +22 , Religion +19 , Stealth +17
Str +3, Dex +2, Con +4, Int +0, Wis +1, Cha +4
Slowing Claws: (Magical, Emotion, Mental)
Anyone hit by the blue devil's claw attack must make a dc 26 fortitude save
Critical Success: Negates, and the creature is immune for 24 hours
Success: Negates
Failure: Slowed 1 for 1 minute
Critical Failure: Slowed 2 for 1 minute
AC 27; Fort +16, Ref +18, Will +22
HP 175; Immunities cold, fear
Speed 30 feet
Melee [[A]] claw +17 (Magical), Damage 2d6+5
Melee [[A]] horns +20 (Magical), Damage 2d10+8
Spells DC 29, attack +21; 5th Crushing Despair, Cone Of Cold; 3rd Agonizing Despair (at will);
Despair Aura (Arcane,Emotion,Enchantment,Mental) 30 feet. non-evil creatures are stupified 1 while in a mummy guardian’s despair aura. This effect lasts until a creature leaves the aura.


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**Mummy guardian hands in enveloppe**

"Cease and desist:

You are hereby forbidden from using the name of mummy guardian in other materials"

Mummy guardian turns it's back and leaves.

"That's a wrap!"


LMAO


Seriously though, does the aura seem reasonable now?


It does ^^. Just the name was an issue


Yeah, my bad. Should I repost the statblock or not? It seems silly to do so in order to just change 2 words.


You're good, its for your game not our pleasure :)

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