Tryll - Redemption Shackle Fiend  
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Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: None
Intelligence: Genius (17-18)
Treasure: See below
Alignment: Lawful Evil
No. Appearing: 1d2
Armor Class: -3
Movement: 15, Fly 18 (B)
Hit Dice: 9
THACO: 9
No. of Attacks: 2
Damage/Attack: 1d10+6 or special
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 45%
Size: Large (12' tall)
Morale: Fearless (19-20)
XP Value: 14,000

Appearance     Shackle Fiends are demons summoned from the home plane of the lesser god Jhuva. These creatures are solid black, and extremely muscular (18/00 Strength). They have thick, leathery wings, similar to those of a bat.
     There are two varieties of Shackle Fiends, Red-eyed and Blue-eyed. The Red-eyed Fiend attacks primarily fighters and thieves, while the Blue-eyed concentrates primarily on mages and clerics. Multi-classed combinations are vulnerable to attack from either variety.

Combat:     Each variety attacks in a similar fashion, with similar combat statistics. If a Fiend hits its target with a roll 4 or more greater than the number needed to hit, a special effect is triggered. With this hit, no damage is done, but a magical shackle appears, affecting a random limb (roll 1d4: 1 - left arm; 2 - right arm; 3 - left leg; 4 - right leg. Re-roll if that limb is already shackled).
     If created by a Red-eyed Shackle Fiend, the shackle glows red, and has the following effect: movement is slowed by ¼; attack rolls are at a -2 to hit; damage is reduced by -2. These effects are cumulative. The shackles represent a magical drain being placed upon the affected creature. They remain for 1d4 hours, or until the Shackle Fiend is slain. A shackle can be dispelled (roll separately for each shackle against level 15th magic).
     If left by a Blue-eyed Shackle Fiend, the shackle glows blue, and has the following effect: movement is slowed by ¼; casting times are increased by 2 segments, and the character suffers a 10% chance of spell failure. These effects are cumulative. Like the red shackles, the blue shackles are magical effects, and may be dispelled.
     Once a character has all four limbs shackled, he is subject to a hold person spell, with a -3 penalty. As long as the character is held by the shackles, he must continue to save every round. Note that, while a shackled character may make his first save, he must continue to save every round, until he is held, or until the shackles are dispelled or their duration expires.


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