Devil, Garugin (Blood Reaver; 3pp)

This tall reddish-bronze colored humanoid has leathery flesh and gleaming, gold eyes. Its hands end in blood-stained claws, and a long snake-like and forked tail trails behind it. The smell of fresh blood hangs in the air. It wields a wicked dual-headed flail.

Blood Reaver Devil (Garugin)
CR 8

XP 4,800
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +2; Senses darkvision 60 ft., see in darkness; Perception +14
Aura siphoning aura (Fort DC 19)

DEFENSE

AC 24, touch 12, flat-footed 22 (+2 Dex, +12 natural)
hp 94 (9d10+45); regeneration 5 (good, silver)
Fort +8, Ref +8, Will +8
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 19

OFFENSE

Speed 40 ft.
Melee barbed dire flail +16/+11 (2d6+9/19–20 plus stun) or 2 claws +15 (2d6+6)
Spell-Like Abilities (CL 12th)

At willgreater teleport (self plus 50 pounds of objects only), invisibility (self only), wall of fire
1/daylightning bolt (DC 15), summon (level 6, 2d10 lemures 50% or 1 blood reaver 35%)

TACTICS

Blood reavers despise mortals and attack them on sight. They prefer to hide or stand nearby while invisible and let their siphoning aura drain a person of its blood, though the telltale sign that something is wrong is when the victim’s eyes, ears, nose, and mouth begin to bleed for no apparent reason.

In combat, they attack with their barbed flails, relentlessly hammering away at their enemies and freely unloading with walls of fire to separate allies from one another. Being immune to fire, the blood reaver simply walks through the wall and attacks the creature standing on the other side.

STATISTICS

Str 23, Dex 15, Con 21, Int 14, Wis 14, Cha 14
Base Atk +9; CMB +15; CMD 27
Feats Cleave, Great Cleave, Improved Critical (dire flail), Power Attack, Weapon Focus (barbed dire flail)
Skills Bluff +14, Diplomacy +14, Intimidate +14, Knowledge (planes) +14, Perception +14, Sense Motive +14, Stealth +14, Survival +14
Languages Abyssal, Common, Infernal; telepathy 100 ft.
Gear barbed dire flail

SPECIAL ABILITIES

Siphoning Aura (Su)

Blood reavers can radiate an aura in a 20-foot radius as a free action that causes a creature to bleed from its mouth, nose, eyes, and ears. Affected creatures must succeed on a DC 19 Fortitude save each round or take 1 point of Constitution damage from blood loss. The save DC is Constitution-based.

Stun (Su)

Whenever a blood reaver hits with a dire flail attack, the opponent must succeed on a DC 20 Fortitude save or be stunned for 1 round. The save DC is Strength-based. This ability is a function of the blood reaver, not the dire flail.

ECOLOGY

Environment any (Hell)
Organization solitary, team (2–4), or squad (5–9)
Treasure standard

Blood reavers, also known as garugins, are dangerous and vile creatures that stalk the Hells searching for mortal plane jumpers. They believe no living mortal has the right to step into Hell; the only mortals that should be in Hell are the ones whose souls are corrupted in the afterlife or evil mortals that deserve to be there through actions and sins committed while still alive. All other mortals are trespassers and should be dealt with accordingly.

Blood reavers have a neutral relationship with most other devils; they can take them or leave them. They do seem to have a good rapport with bone devils, perhaps because the wicked bone devil is just as evil and corrupt as they are or perhaps because the bone devil shows no mercy when dispatching an enemy.

A blood reaver stands 8 feet tall and is never without its special barbed dire flail. The heads are wickedly crafted with oversized and strongly curved barbs so they do as much tissue damage as possible when they hit.

Section 15: Copyright Notice

Blood Reaver 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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