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The Devout
   Medium-Size Undead


Hit Dice: 8d12 (52 hp)
Initiative: +3 (+3 Dex)
Speed: 40 feet
AC: 26 (+3 Dex, +8 natural, +5 deflection)
Attacks: 2 Slams +11 melee
Damage: Slam 2d6+7
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Energy drain, create spawn
Special Qualities: Damage resistance 10/+3, regeneration, spell resistance 24, spells, undead immunities
Saves: Fort --, Ref +5, Will +10
Abilities: Str 24, Dex 16, Con --, Int 10, Wis 18, Cha 20
Skills: Bluff +11, Concentration +13, Intimidate +9, Listen +10, Knowledge (religion) +6, Move Silently +9, Spot +12
Feats: Combat Casting

Climate/Terrain: Any Underground (Temples of Maragh'ghoul)
Organization: Warden (1), Watchers (2-4), Guardians (6-12)
Challenge Rating: 12
Treasure: Double items and gems
Alignment: True Neutral
Advancement: 9-16 HD (Medium-size), 17-24 HD (Large)

The Devout resemble well-preserved mummies. The devout are potent guardians created to defend and protect important tombs and great treasures of the worshippers of Maragh'ghoul. Only the deepest secrets Maragh'ghoul are protected by more than a handful of the devout. The devout are created from the most fervent and devout followers of Maragh'ghoul, who willingly undergo a ritual in which they are embalmed alive, wrapped in linens inscribed with eldritch runes and infused with rare, magical herbs, and imbued with the essence of unlife, the better to serve their mistress.

The devout spend most of their days sealed in massive sarcophagi covered in mystical glyphs and encrusted with precious metals, minerals, and jewels. Within the sarcophagi, the devout spend their days dreaming of distant planes and communing with Maragh'ghoul. The sarcophagi also preserve the devout from the ravages of time and provide additional healing to the devout (see below).

In addition, the devout are often interred with enchanted items as a sacrifice to Maragh'ghoul and to assist them in defending their charge.

Combat

Although the devout might at first appear to be slow and clumsy, they are surprisingly quick in combat, using their great strength and spells to combat opponents.

Damage Resistance (Ex)
The devout are difficult to harm, having 10/+3 damage resistance.
Spell Resistance (Su)
The devout have spell resistance of 24. Anyone attempting to cast a spell on one of the devout must succeed at a level check against the devout's spell resistance of 24.
Eldritch Barrier (Su)
The runes with which the devout are wrapped provide a +5 deflection bonus to their AC.
Fast Healing (Su)
A devout which retreats to its sarcophagus heals damage at a rate of 5 hit points per round as long as they remain within the confines. The healing magic of the sarcophagus will heal all types of damage, including that from fire and acid, even regenerating lost limbs.
Regeneration (Ex)
The devout take only subdual damage from most attack forms, except fire and acid, which inflict normal damage. Devout regenerate subdual damage at a rate of 5 hit points per round. A devout can reattach a severed limb simply by picking it up and holding it against the stump.
Energy Drain (Su)
The slam attack of the devout inflicts 2 negative levels upon opponents. The DC to remove a negative level inflicted by one of the devout is 19. Energy levels inflicted by the devout cannot be restored by priests of Maragh'ghoul unless the victim also undergoes an atonement and accepts a quest for the church.
Create Spawn (Su)
Anyone slain by one of the devout becomes a spectre under the control of the devout which created it.
Spells
The devout cast spells as a Cleric of a level equal to their Hit Dice, and have the Death and Darkness (see Forgotten Realms Campaign Setting) Domains.
Undead
Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.


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