Which Edition of D&D had the best design/artwork of a Kocrachon?
Second Edition
Third Edition

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Which Edition of D&D had the best design/artwork of a Kocrachon?
Second Edition
Third Edition
3.0 D&D to PF1 Conversion: Torturer Devil (Kocrachon)
This is a conversion of a rather famous creature that originated from Planescape. Since this is a rather low-ranking devil, I tried not to go overboard on the abilities, while attempting to give the Kocrachon its own flavour. I also got several pointers from a previous 3.5 conversion of the same creature, which appeared in the EN World Forums. Of course, you guys be the judges if my conversion is satisfying.
DEVIL, TORTURER (KOCRACHON)
Image (c) Wizads of the Coast, artist unknown
This horror looks like an overgrown bluish-black beetle with a long proboscis for a mouth, but its face has a disturbingly human look to it, and its legs end in slim, dexterous claws.
TORTURER DEVIL CR 7
XP 3’200
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +14
Defense
AC 22, touch 15, flat-footed 17 (+4 Dex, +1 dodge, +7 natural)
hp 76 (8d10+32)
Fort +6, Ref +10, Will +9
Damage Reduction 5/good; Immune fire, poison; Resist acid 10, cold 10
Spell Resistance 18
Offense
Speed 40 ft., flying 60 ft. (good)
Melee bite +12 (1d6+2 plus disease), 2 claws +12 (1d4+1 plus excruciate)
Special Attacks disease, excruciate, sadism, sneak attack +2d6
Spell-Like Abilities (CL 8th, concentration +12)
At will – cause fear (DC 15), darkness, greater teleport (self plus 50 lbs. objects only), stabilize, suggestion (DC 17)
3/day – cure moderate wounds (DC 16), invisibility, magic circle against good, major image (DC 17)
1/day – breath of life, summon (level 3, 2d4 lemures or 1 torturer devil, 45%), waves of fatigue (DC 19)
Statistics
Str 14, Dex 19, Con 18, Int 16, Wis 17, Cha 19
Base Atk +8; CMB +10; CMD 24 (30 vs. trip)
Feats Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +12 (+16 jumping), Bluff +13, Diplomacy +12, Fly +14, Heal +18, Intimidate +15, Knowledge (planes) +14, Perception +14, Profession (torturer) +18, Sense Motive +18, Stealth +15; Racial Modifiers +4 Heal, +4 Profession (torturer), +4 Sense Motive
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Ecology
Environment any (Nine Hells)
Organization solitary, pair or team (3-6)
Treasure standard
Special Abilities
Disease (Su) An opponent hit by a torturer devil’s bite attack must succeed on a Fortitude save (DC 18) or contract devil chills. The save DC is Constitution-based
Devil Chills: Disease – injury (bite); save Fort DC 18; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.
Excruciate (Su) A living creature hit by a torturer devil’s claw attack must succeed on a Fortitude save (DC 18) or become sickened with pain for 1d6 rounds. A creature that is already sickened becomes nauseated for 1 round instead. The save DC is Constitution-based
Sadism (Ex) If a torturer devil inflicts 10 or more points of damage on a single creature in the span of a single round, either with a single attack or with multiple attacks, it gains a +2 morale bonus on attack rolls, saving throws and skill checks for the duration of the next round.
Kocrachons are also known as torturer devils for their specialization in inflicting prolonged pain on helpless victims. They are mostly tasked with extracting information through pain, and it is a job they thoroughly enjoy. In what spare time they have, they enjoy sharpening their skills on damned souls and other prisoners; ending up in the claws of the kocrachon is considered one of the worst possible fates, for these devils are merciless and go out of their way to deny their victims the sweet release of death. Torturer devils are fond of mental torture as well, and will gleefully manipulate and gaslight their charges in order to maximize their anguish.
Torturer devils are not particularly fond of combat, and will usually retreat if an opponent looks dangerous enough to fight them on even footing. If forced to battle, they will usually break up and confound the opposition with spells like cause fear or suggestion, and then strike from ambush, often with the cover of invisibility, and debilitate their victims with their painful claws and diseased bites. A kocrachon that inflicts enough suffering on a victim is bolstered by the act, and can briefly fight with enhanced vigor.
Kocrachons are mostly found in infernal citadels, working for more powerful devils; they are 5 feet tall on average, and weigh roughly 110 pounds.