Lunar Devil

Lunar devils sit a bit adjacent to the usual machinations of Hell. While not completely outside the hierarchy of other devils, they don’t fully integrate themselves, often acting more independently and (by some measures) lazily, lounging in the light of the moon as much as possible while still fulfilling the bare minimum of expectations upon them. The exception is an opportunity to corrupt moon-worshippers, druids, or lycanthropes, taking pleasure in such moments and riling up animosity between followers of the moon and sun. They also seem to have a deep history with fey creatures, and both sides have stories of tricking the other into ruin, or allying in strange moments. While under the moon they almost seem to fade from view, like glass statues letting the light pass through, and rarely will they stay in any fight without being able to see the moon. Not just because they gain powerful benefits from it, but also a personal desire.

Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!

Pathfinder 2e

A Pathfinder 2e stat block for the lunar devil. The text is available below this picture.

Lunar Devil Creature 8
Uncommon, Large, Devil, Fiend, Unholy
Perception +18; greater darkvision
Languages Celestial, Common, Elvish, Infernal, telepathy 100 feet
Skills Acrobatics +16, Athletics +16, Religion +15, Stealth +16
Str +5, Dex +5, Con +5, Int +3, Wis +2, Cha +4
AC 25; Fort +16, Ref +18, Will +16; +1 status to all saves vs. magic
HP 130; Immunities fire; Resistances physical 8 (except silver), poison 8; Weaknesses holy 8
Moonlight Incorporeality While in moonlight, the lunar devil becomes semi-incorporeal. It gains resistance 10 to all damage (except force, ghost-touch, holy, or silver; double resistance vs. non-magical)
Speed 35 feet, fly 60 feet
Melee claw +17 (agile, magical, unholy), Damage 2d6+9 slashing
Melee jaws +17 (magical, unholy), Damage 2d12+9 piercing
Melee tail +17 (magical, reach 10 feet, unholy), Damage 2d8+9 bludgeoning
Ranged hurled moonlight +16 (cold, magical, range 150 feet, unholy), Damage 4d12 cold damage plus Blinding Moonlight
Divine Innate Spells DC 24 ; 5th illusory scene, translocate, wall of ice; 4th invisibility (×3), translocate (at will);
Divine Rituals DC 24; diabolic pact
Blinding Moonlight (divine) A creature hit by the lunar devil’s hurled moonlight Strike must attempt a DC 24 Fortitude save or become blinded for 4 rounds.
Frenzied Attacks [2 actions] The lunar devil makes four Strikes, two with its claws, one with its jaws, and one with its tail, each at a -2 penalty and targeting a different creature. Each of these attacks counts toward its multiple attack penalty, and the penalty doesn’t increase until after it has made all of its attacks.
Lightwalking [1 action] (concentrate, divine, teleportation); Frequency once per round; Requirement the lunar devil is in moonlight; Effect the lunar devil teleports to an unoccupied space within 80 feet that it can see that is in moonlight.

13th Age

A 13th Age stat block for the lunar devil. The text is available below this picture.

Lunar Devil
7th level troop [devil]
Initiative: +13
Moonlit Claws +12 vs. AC (2 attacks) – 15 damage.
R: Hurl Moonlight +12 vs. PD (one nearby or far away enemy) – 25 cold damage.
Natural 14+: The target is also hampered (save ends).
Devil’s Dues (Light Incorporeality) – When you choose to add the escalation die to an attack against a lunar devil, the lunar devil gains resist damage 14+ to all damage except force until the start of the devil’s next turn.
Flight.
Lightwalking – 1/round, as a move action when the escalation die is even, the lunar devil can teleport to a nearby location it can see.
Resist Fire 13+.
AC 23 PD 21 MD 20 HP 92

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