213), with either an Illusionist (Volo's, same page as the Evoker) to cover up what you're doing or a couple prepared spells set aside for one of the other minions to pull double duty. 212), Evoker (Volo's, p 214), and an Enchanter (Volo's, p. Given that we want to get a bunch of people teleported, get rid of their things, and don't want to worry about resistance, I suggest a Conjurer (Volo's, p. The Horned Devil, in addition to running the heist, can also serve as muscle, so your other crew members need to be able to pull off the rest of the heist themselves. Given that you're looking for a "few" minions, let's arbitrarily restrict ourselves to 3-4 crew members. He won't be able to steal a small traveling caravan on his own, however- he'll need help, and you're already thinking in terms of magic (there are ways to do it without magic, but we'll focus on your stated goal of "teleporting" your loot/caravan out), so this Horned Devil needs some spellcasting minions. You've already specified that the primary force in your crew is going to be a devilish entity, somewhere between CR 9 and 11- for no particular reason, I'm going to treat your boss man as a CR 11 Horned Devil (MM p. Who you have available goes a long way toward determining what plan you'll develop. Gather a Crewīefore you can pull off a heist, you'll need a crew to do the job. The loot in this case consists of a caravan, but the way you'll go about pulling it off will still follow some general rules. It seems to me, my good fellow, that you're planning a heist. This also explains why such abductions are not that common, they need to wait for the right situation. Ryan came up with a great idea, an easy way to make NPC magic less useful in combat is make it a ritual that takes a long time to cast, minutes or hours. Devils are all about rules, even if no one else knows what the rules are. Those teleported will have had to have done something, even if they had no idea what there were doing was dangerous, like staying out after dark on a specific day or entering an area where X has occurred. Since devils are lawful, it will likely be something specific for devils, likely something involving some twisted version of implied consent. There is one I have used: on ground on which innocent blood has been spilled. Perhaps only at a specific time and place, when stars align and on ground once part of some fallen evil empire - you can make it as specific or as open as you want. Like, say, when they are on unhallowed ground, or if they are outside during the full moon. If you're worried about giving out such a powerful ability without restrictions, you can simply say X-type devils have the ability to teleport people in Y circumstances. This is especially true for things like devils - that is why people make deals with them: they can do things people can't. They can have access to magic players do not that is how magic items get created. NPCs don't have to follow the same rules as players. with mind control, or minions with the right skillset? But maybe there's a creative way to do this e.g. It should be compatible with the powers of a spellcaster devil of CR between 9 and 11 maybe with a significant preparation time and resource consumption (burning scrolls, etc.), as well as assistance from a few minions.Įxisting spells seem ill-suited for this, teleporting unwilling people is hard and requires high-level spells.It should leave no obvious trace people who would look at the scene afterwards could fine clues, but nothing too obvious.
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