Burning Devils

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The Burning Devils are a merciless band of Twi’lek slavers notable for their red skin and fire-motif tattoos operating in Kala'uun, one of the largest cities on Ryloth. They frequent the Inferno (a bar on the fourth level of the city). Most know not to cross them; those who do are usually taken out into the depths of the sunward side and left there to burn (the Devils are notorious for risking death by venturing as far sunward as possible). They’ve recently started a new sideline trading in teenage Twi’lik girls and boys with musical talent, kidnapping them from Kala'uun as well as other nearby settlements.

They were dealt a major blow near the end of the Restoration Era (KOTOR) when a rival gang broke into their headquarters and liberated their slaves. A violent gang war ensued that saw many of the Devil's killed. The gang lives on as a shadow of their former selves, constantly scheming revenge.

In actuality, it was the Jedi padawans of the Unified Force Academy who secreted away the slaves, and who pin the blame on a rival gang.


Burning Devils Henchmen CL 2
Medium Twi'lek scout 2/nonheroic 2
Init +4; Senses low-light vision; Perception +6
Languages Basic, Lekku, Ryl
Defenses Ref 16 (flat-footed 14), Fort 16, Will 11; Evasion
hp 40; Second Wind 20; Threshold 16
Speed 6 squares
Melee vibroblade +4 (2d6+3)
Ranged slugthrower pistol +4 (2d6+1)
Base Atk +2; Grp +4
Atk Options Point Blank Shot
Special Actions Combat Reflexes

Abilities Str 14, Dex 14, Con 13, Int 10, Wis 8, Cha 16
Special Qualities deceptive
Talents Evasion
Feats Combat Reflexes, Desperate Gambit, Point Blank Shot, Weapon Proficiency (advanced melee, pistols, rifles, simple)
Trained Skills Deception +10 (may reroll but must keep the result of the reroll even if worse), Gather Information +10, Perception +6, Stealth +9, Survival +6
Possessions slugthrower pistol, vibroblade


Desperate Gambit: If the henchman misses, he can re-roll but his Reflex Defense drops by 2 the next round. If he uses it to re-roll a crit failure, it drops by 5.
Point Blank Shot: +1 for firing at point blank range.
Combat Reflexes: May make up to 3 attacks of opportunity each round.