ᚠᛁᚠᛖᛚ
“Déofules.” The role of Scucca, the Devil, and his devilish minions in Angelcynn religious and mental landscapes is a firm one; several centuries of Church teachings and writings by the great minds of Christianity have laid bare the purpose of Scucca et al., which is to distract worshipers from serving God and trap them in Argstow, the Bad Place, so that they cannot be resurrected on Judgment Day. If the Vikings reject the very idea of Scucca, who has no place in the Viking cosmology, they do at least believe in devils, for there are far too many stories about men and women and children coming into conflict with devils for their existence to be disbelieved.
What all know of devils is their unholy mercilessness, their hatred of humans, their general superiority to humans (for the devils, as the story goes, were originally created by God and were made to be better than men and women), their fleshless state, their omnipresence—they swarm in numberless masses—and their preference for attacking the truly holy and the wicked sinners of the world.
Devils are incorporeal spirits who are invisible to mortal eyes; those who can see them clearly describe them as “looking like men, only of evil mien and infernal bearings.”
MOTIVES
Devils obey the Argstow hierarchy, and follow orders from above, but left to their own devices prefer to despoil the holy places and murder the holy people of the mortal world.
ALLIES
Devils prefer work with other devils and other minions of Scucca.
Devil of the Air
ᚹᛁᚾᛞᚱ ᚠᛁᚠᛖᛚ
The least of Scucca’s minions, a devil of the air is too weak to directly affect the flesh of its target. Instead, they send incorporeal shafts which poison their targets’ hearts and minds. The devils of the air are weak by devilish standards but pose great dangers to mortal men and women, for poisons of the heart and mind endanger the targets’ souls.
Medium divine being, orderly, honorable, and evil
Armor Class 17 (natural armor)
Hit Points 45 (6d8+18)
Speed fly 40 ft
Str 16 (+3) Dex 16 (+3) Con 16 (+3)
Int 16 (+3) Wis 16 (+3) Cha 16 (+3)
Condition Immunities bleeding, charmed, dreamy, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, weakened, woozy
Damage Immunities disease, necrotic, poison
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
Senses darkvision 60 ft, passive Perception 13
Languages Old English, Viking
Reaction to fear for one’s soul
Challenge 2 (450 XP)
Incorporeal Movement. A devil of the air can move through other creatures and objects as if they were difficult terrain.
Invisible. A devil of the air is invisible. Attacks against it are at disadvantage, and its attacks are rolled with advantage.
ACTIONS
Short Bow. Melee Ranged Attack: +5 to hit, range 30/60, one target. The short bow fires one of two types of shafts:
- Shaft of Despair. Hit: The target must make a DC 13 CHA saving throw or be consumed with despair for 1 minute. A despairing creature has the dreamy condition and must make a DC 13 CHA saving throw each turn to act upon any positive suggestion or situation. A despairing creature can repeat the saving throw at the end of each of its turns to the end the effect. If the target’s saving throw is successful, the target is immune to this particular devil of the air’s Shafts of Despair for 24 hours.
- Shaft of Temptation. Hit: The target must make a DC 13 CHA saving throw or wrestle with temptation for 1 minute. A creature wrestling with temptation has the dreamy condition and must make a DC 13 CHA saving throw each turn to perform any heroic or morally good action. A creature wrestling with temptation can repeat the saving throw at the end of each of its turns to end the effect. If the target’s saving throw is successful, the target is immune to this particular devil of the air’s Shafts of Temptation for 24 hours.
Devil of the Earth
ᛗᛟᛚᛞ ᚠᛁᚠᛖᛚ
Devils of the earth are incorporeal and invisible like their fellow devils. But unlike devils of the air, the devils of the earth pose great danger to the bodies of mortal men and women. Devils of the earth use their powers against mortals in the hope that they can be killed in such a way as to place their souls in mortal danger, or that they can be trapped eternally in Argstow.
Medium divine being, orderly, honorable, and evil
Armor Class 18 (natural armor)
Hit Points 77 (9d8+36)
Speed fly 40 ft
Str 18 (+4) Dex 18 (+4) Con 18 (+4)
Int 18 (+4) Wis 18 (+4) Cha 18 (+4)
Saving Throws DEX +4, CHA +4
Condition Immunities bleeding, charmed, dreamy, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, weakened, woozy
Damage Immunities disease, necrotic, poison
Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks; fire
Senses darkvision 60 ft, passive Perception 14
Languages Old English, Viking
Reaction to fear for one’s body and soul
Challenge 5 (1,800 XP)
Devil’s Sight. Magical darkness doesn’t impede a devil of the earth’s darkvision.
Incorporeal Movement. A devil of the earth can move through other creatures and objects as if they were difficult terrain.
Invisible. A devil of the earth is invisible. Attacks against it are at disadvantage, and its attacks are rolled with advantage.
Magic Resistance. A devil of the earth rolls with advantage on saving throws against non-divine spells and magic effects.
ACTIONS
Multiattack. A devil of the earth makes two melee attacks each turn.
Slam. The devil picks up something heavy from next to or beneath the target and slams the target with it. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 15 (3d6+4) bludgeoning damage.
Throw Rocks. The devil hurls rocks from the earth at its target. Melee Ranged Attack: +7 to hit, range 30/60 ft, one target. Hit: 15 (3d6+4) bludgeoning damage.
Devil of the Flames
ᛚᛟᚷᛁ ᚠᛁᚠᛖᛚ
Devils of the flames are incorporeal and invisible like their fellow devils, but unlike them the devils of the flames are wrapped in infernal fire. They pose the greatest danger to mortals, for they are capable of slaying many mortals in battle. Devils of the flames use their powers against mortals to terrorize them and force them into despair, one of the greatest sins a mortal can commit against God.
Medium divine being, orderly, honorable, and evil
Armor Class 19 (natural armor)
Hit Points 124 (13d8+65)
Speed fly 40 ft
Str 20 (+5) Dex 20 (+5) Con 20 (+5)
Int 20 (+5) Wis 20 (+5) Cha 20 (+5)
Saving Throws DEX +8, CON +8, CHA +8
Skills Perception +8
Condition Immunities bleeding, charmed, dreamy, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, weakened, woozy
Damage Immunities acid, cold, disease, fire, necrotic, poison
Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks
Senses darkvision 60 ft, passive Perception 18
Languages Old English, Viking
Reaction to fear for one’s body and soul
Challenge 8 (3,900 XP)
Incorporeal Movement. A devil of the flames can move through other creatures and objects as if they were difficult terrain.
Invisible. A devil of the flames is invisible. Attacks against it are at disadvantage, and its attacks are rolled with advantage.
Magic Resistance. A devil of the flames rolls with advantage on saving throws against non-divine spells and magic effects.
Truesight. A devil of the flames can see in normal and magical darkness, can see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapeshifter or a creature that is transformed by magic.
ACTIONS
Multiattack. A devil of the flames makes two melee attacks each turn.
Dagger. Melee Weapon Attack: +8 to hit, range 5 ft, one target. Hit: 8 (1d4+5) slashing damage plus 14 (3d8) poison damage, and the target must make a DC 16 CON saving throw or gain the poisoned attribute. A creature poisoned by a devil of the flame’s daggers can repeat the saving throw at the end of each of its turns to end the effect.
Fiery Dart. Melee Ranged Attack: +8 to hit, range 30/60 ft, one target. Hit: 8 (1d4+5) piercing damage plus 14 (3d8) fire damage.
Yelling Spear. Melee Ranged Attack: +8 to hit, range 30/60 ft, one target. Hit: 9 (1d6+5) piercing damage, and the target gains the bleeding condition at 3 hit points per turn.