Devil, Marnasoth (Hellstoker; 3pp)

This man-sized creature has loosely hanging, rubbery flesh, grayish-black in color, and its entire body is smeared with a yellowish-brown mucus. Its head is ovoid, devoid of hair, and sports upward curving horns. A hardened ridge of bone runs from its brow, across the top of its head, and disappears into its spine. Its long, serpentine tail is dark grayish-red.

Hellstoker Devil (Marnasoth) CR 5

XP 1,600
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +1; Senses darkvision 60 ft.; Perception +8

DEFENSE

AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 37 (5d10+10)
Fort +3, Ref +5, Will +6
DR 5/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 16
Defensive Abilities fiery body, oily hide

OFFENSE

Speed 30 ft.
Melee longspear +7 (1d8+3/x3) or 2 claws +7 (1d6+2)
Ranged ranged touch +6 (bellows)
Reach 5 ft. (10 ft. with longspear)
Spell-Like Abilities (CL 10th)

At willmagic circle against good, greater teleport (self plus 50 pounds of objects only)
1/daymaximized burning hands (DC 11), summon (level 5, 2d8 lemures 50% or 1 hellstoker 35%)

TACTICS

Hellstokers attack using their longspears or natural weapons. They sometimes use burning hands to set one another on fire, or they use it to ignite the oil in their bellows. When outnumbered, hellstokers usually use burning hands against their foes and then teleport away to safety.

STATISTICS

Str 15, Dex 13, Con 15, Int 6, Wis 10, Cha 10
Base Atk +5; CMB +7; CMD 18
Feats Iron Will, Maximize Spell-like Ability (burning hands), Power Attack
Skills Climb +10, Escape Artist +11, Intimidate +8, Perception +8, Survival +8; Racial Modifiers +10 Escape Artist
Languages Infernal; telepathy 100 ft.
Gear longspear, bellows

SPECIAL ABILITIES

Bellows (Ex)

A hellstoker can use its burning hands to light its bellows as a standard action. This allows the hellstoker to fire a jet of flame from its bellows in a line to a range of 30 feet, once per round as a standard action. It must make a successful ranged touch attack to hit a foe. A creature hit by the fire takes 1d8 points of fire damage and must succeed on a DC 15 Reflex save or catch on fire.

Fiery Body (Ex)

The oil coating a hellstoker’s body is highly flammable. As such, a hellstoker hit with a fire effect bursts into flames. This deals no damage to the hellstoker, and deals 1d6 points of fire damage to any creature touching or grappling the hellstoker. The fire burns for 10 rounds before extinguishing. This does not damage the hellstoker’s oily hide; therefore, it still retains its racial bonus to Escape Artist checks (see oily hide below), and it can be caught on fire again.

Oily Hide (Ex)

Hellstokers do not secrete oil naturally, but their constant contact with it leaves them coated with a thick layer of the substance at all times. This grants hellstokers a +10 racial bonus to Escape Artist checks (included in the statistics block). The oil cannot be washed off or removed.

Additionally, if a hellstoker is hit with a fire effect, it bursts into flames. See the hellstoker’s fiery body above for details.

ECOLOGY

Environment any (Hell)
Organization solitary, team (4–7), or retinue (8–13)
Treasure standard

Hellstokers (or marnasoths) maintain the oil, made from the flesh of mortals, in the infernal boilers located on the lowest region of Hell. They are rarely encountered anywhere else, though on occasion a team or retinue of hellstokers enters the Material Plane in search of fuel. Most just wait for the foolhardy mortals that enjoy plane-hopping to pop into their realm where any number of devils finish them off, leaving their rotting carcasses to the hellstokers. When fuel is running low and the hellstokers are short on mortals, they form bands that hunt down and kill the least ranking devils (such as lemures), tossing their slain bodies into the boilers.

Section 15: Copyright Notice

Hellstoker from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

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