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September 4, 2012 16:08
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All devils that can be summoned currently in Pathfinder Bestiaries I, II and II, Adventure Paths and the Book of the Damned series.
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<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: PFRPG Bestiary</div> | |
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<p class='Details' style='font-style: italic;'>A roiling wave of f lesh gushes forward. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Devil, Lemure</b></td> | |
<td align="right"><b>CR 1</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 400</b></p> | |
<p class='HangIndent'>LE Medium outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +0; <b>Senses</b> darkvision 60 ft., see in darkness; Perception +0</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 14, touch 10, flat-footed 14 (+4 natural)</p> | |
<p class='HangIndent'><b>hp</b> 13 (2d10+2) | |
</p> | |
<p class='HangIndent'><b>Fort</b> +4, <b>Ref</b> +3, <b>Will</b> +0 </p> | |
<p class='HangIndent'> | |
<B>DR</B> 5/good or silver; | |
<B>Immune</B> fire, mind-affecting effects, poison; | |
<B>Resist</B> acid 10, cold 10 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 20 ft. | |
<br /> | |
<b>Melee</b> 2 claws +2 (1d4)<br /> | |
</p> | |
<div class="Details"> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 11, <B>Dex</b> 10, <B>Con</b> 12, <B>Int</b> -, <B>Wis</b> 11, <B>Cha</b> 5</p> | |
<p class='HangIndent'>Base Atk</b> +2; <b>CMB</b> +2; <b>CMD</b> 12</p> | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> any (Hell)</p> | |
<p class='HangIndent'><b>Organization </b> solitary, pair, gang (3-5), swarm (6-17), or mob (10-40 or more)</p> | |
<p class='HangIndent'><b>Treasure </b>none</p> | |
</div> | |
<p class="Details"><div><p>The least of devilkind, lemures roil forth from the ranks of souls damned to Hell, shapeless masses of quivering flesh. What spark of instinct or memory lingers on within a lemure's semi-consciousness regularly shapes its features to mimic those of its tormentors or the tortured souls around it. Grotesque and useless, a lemure's features speak nothing of what it once was. Many exhibit multiple terrible visages or are nothing more than churning pillars of cancerous flesh. Only their knobby, flailing limbs work as they should, and those they merely use to destroy any non-infernal life that draws too near. Moving lemures typically congeal in forms over 4 feet tall and weigh upward of 200 pounds, though when at rest these disgusting fiends often appear to be little more than lumps of melted flesh and malformed features.</p><p>Although among the most loathsome creatures in existence, lemures serve a vital role in Hell's perverse ecology. When at the end of a mortal life a creature's soul is damned-whether because it revered diabolical forces or failed in the worship of another deity-it joins the masses of suffering souls filling the plains of Avernus, Hell's first layer. Here a soul's torments begin as lesser devils marshal it along with similar spirits in preparation for a long, perilous journey to one of Hell's deeper layers-typically one suited to the punishments appropriate to the soul's crimes, or merely the domain of a devil who has need for slaves. Upon reaching the realm of their damnation, souls face untold lifetimes of torment at the hands of devils, other fiendish beings, and the deadly machinations of Hell itself. As the formerly mortal essences slowly go mad, they forget their lives, grow bestial, and eventually become little more than automatons of fear and hatred.</p><p>After ages of such existence, the cruel processes of Hell either utterly annihilate the soul or-in the cases of the most profane spirits-reconsecrate such forsaken beings into lemures, the building blocks of devils, unthinking waves of filth and diabolical flesh. Such repulsive beings assemble in vast mobs, waves of putrescence thousands upon thousands strong. Greater devils can spot the most corrupt of these fiends and, either through mysterious tortures or the powers of Hell itself, reshape them into true devils, newly born and ready to obediently serve in the legions of the damned.</p></div></p> | |
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<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: PFRPG Bestiary</div> | |
<div style="clear:both;"></div> | |
</div> | |
<p class='Details' style='font-style: italic;'>Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Devil, Imp</b></td> | |
<td align="right"><b>CR 2</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 600</b></p> | |
<p class='HangIndent'>LE Tiny outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +3; <b>Senses</b> darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)</p> | |
<p class='HangIndent'><b>hp</b> 16 (3d10) fast healing 2 | |
</p> | |
<p class='HangIndent'><b>Fort</b> +1, <b>Ref</b> +6, <b>Will</b> +4 </p> | |
<p class='HangIndent'> | |
<B>DR</B> 5/good or silver; | |
<B>Immune</B> fire, poison; | |
<B>Resist</B> acid 10, cold 10 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 20 ft., fly 50 ft. (perfect) | |
<br /> | |
<b>Melee</b> sting +8 (1d4 plus poison)<br /> | |
<b>Space</b> 2-1/2 ft.; <b>Reach</b> 0 ft.<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 6th)</b></p> <p class='HangIndent_2'>Constant-detect good, detect magic</p> <p class='HangIndent_2'>At will-invisibility (self only)</p> <p class='HangIndent_2'>1/day-augury, suggestion (DC 15)</p> <p class='HangIndent_2'>1/week-commune (6 questions, CL 12th)</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 10, <B>Dex</b> 17, <B>Con</b> 10, <B>Int</b> 13, <B>Wis</b> 12, <B>Cha</b> 14</p> | |
<p class='HangIndent'>Base Atk</b> +3; <b>CMB</b> +1; <b>CMD</b> 15</p> | |
<p class='HangIndent'><b>Feats</b> Dodge, Weapon Finesse<P class='HangIndent'><b>Skills</b> Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7</p> | |
<p class='HangIndent'><b>Languages</b> Common, Infernal</p> | |
<p class='HangIndent'><b>SQ</b> change shape (boar, giant spider, rat, or raven, beast shape I)</p> | |
</div> | |
<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Poison (Ex)</b> Sting-injury; save Fort DC 13; frequency 1/ round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus. | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> any (Hell)</p> | |
<p class='HangIndent'><b>Organization </b> solitary, pair, or flock (3-10)</p> | |
<p class='HangIndent'><b>Treasure </b>standard</p> | |
</div> | |
<p class="Details"><div><p>Born directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity.</p><p>Willingly serving spellcasters as familiars, imps play the role of dutiful servants, often granting their masters cunning advice and infernal insights. In truth, though, an imp works to deliver souls to Hell, assuring that its master's soul-and as many collateral souls as possible- faces damnation upon death.</p><p>Imps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds.</p><p>One in every thousand imps possesses the ability to communicate telepathically with creatures within 50 feet and the power to change its form into that of any Small or Tiny animal, as per the spell beast shape II. These imp consulars are highly prized by powerful devils, who send them to serve their favored minions or to corrupt mortals with great destinies. An imp consular can be summoned via the Improved Familiar feat, but only by a spellcaster of 8th level or higher. Diabolists tell of other breeds of imps with similarly specialized abilities, but if such creatures truly exist they are an especially rare lot.</p><p>Unlike most devils, imps often find themselves free and alone on the Material Plane, particularly after they've been summoned to serve as familiars and their masters have perished (often indirectly due to the machinations of the imp itself ). With no way to return home, these imps, freed of their bonds to arcane masters, can become dangerous pests or even leaders of small tribes of savage humanoids like goblins or kobolds.</p></div></p> | |
</div> | |
</div> | |
</div> | |
<div style="display:block; width:800px; margin-left:20px; vertical-align:top;"> | |
<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: PFRPG Bestiary 2</div> | |
<div style="clear:both;"></div> | |
</div> | |
<p class='Details' style='font-style: italic;'>This childlike blasphemy conjoins the features of a plump human infant and a gigantic, gore-fattened fly.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Devil, Accuser (Zebub)</b></td> | |
<td align="right"><b>CR 3</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 800</b></p> | |
<p class='HangIndent'>LE Small outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +8; <b>Senses</b> darkvision 60 ft.; Perception +9</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)</p> | |
<p class='HangIndent'><b>hp</b> 30 (4d10+8) | |
</p> | |
<p class='HangIndent'><b>Fort</b> +6, <b>Ref</b> +10, <b>Will</b> +3 </p> | |
<p class='HangIndent'> | |
<B>DR</B> 5/good or silver Immune fire, poison; | |
<B>Resist</B> acid 10, cold 10 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 20 ft., fly 60 ft. (perfect) | |
<br /> | |
<b>Melee</b> bite +5 (1d6 plus 1d6 acid and disease)<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 8th; concentration +9)</b> </p> <p class='HangIndent_2'>At will-greater teleport (self plus 50 lbs. of objects only), invisibility (self only) </p> <p class='HangIndent_2'>3/day-grease, summon swarm, whispering wind </p> <p class='HangIndent_2'>1/day-summon (level 3, 1 zebub or 1d4 lemures, 40%)</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 11, <B>Dex</b> 18, <B>Con</b> 14, <B>Int</b> 9, <B>Wis</b> 15, <B>Cha</b> 12</p> | |
<p class='HangIndent'>Base Atk</b> +4; <b>CMB</b> +3; <b>CMD</b> 17</p> | |
<p class='HangIndent'><b>Feats</b> Improved Initiative, Lightning Reflexes<P class='HangIndent'><b>Skills</b> Bluff +8, Fly +21, Knowledge (planes) +6, Perception +9, Stealth +15</p> | |
<p class='HangIndent'><b>Languages</b> Celestial, Draconic, Infernal; telepathy 100 ft.</p> | |
<p class='HangIndent'><b>SQ</b> infernal eye</p> | |
</div> | |
<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Disease (Ex)</b> Devil Chills: Bite-injury; save Fort DC 14; onset 1d4 days; frequency 1 day; effect 1d4 Str damage; cure 3 consecutive saves. <p class='HangIndent'><b>Infernal Eye (Su)</b> A zebub records all that it sees and may pass its visions on to another creature. By remaining in contact with a willing creature, it can replay up to 24 hours of witnessed events, or shorter incidents if it so chooses. It takes a zebub 1 round to replay 1 hour of recorded images, which the target receives in a flash of information, without sound or other sensory information. After relaying its findings, the zebub cannot replay its visions of those events again. A zebub cannot replay its visions for an unwilling creature or as an attack, no matter how horrific the events it might have witnessed. | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> any (Hell)</p> | |
<p class='HangIndent'><b>Organization </b> solitary, pair, or swarm (3-28)</p> | |
<p class='HangIndent'><b>Treasure </b>standard</p> | |
</div> | |
<p class="Details"><div><p><p>Childlike souls tormented and scoured of innocence by the flames of Hell and then reshaped by the mad whims of the archdevil Baalzebul, accuser devils embody the foul, merciless, and pervasive corruptions of the infernal host. From the depths of the Pit they rise in buzzing, shrieking plagues unleashed to taint the land, despoil weak flesh, and reveal exploitable secrets. En masse they display little of the cunning or subtlety typical of devilkind, spreading ruin at the will of their fiendish masters. Alone, though, a zebub is a craven, deceitful thing, lurking in darkness and filth, endlessly spying and vying for the petty favors of greater evils.</p><p>Accuser devils are almost exclusively formed amid the cesspits of frozen Cocytus, the seventh layer of Hell.</p><p>Within the Pit they serve countless infernal lords as messengers and spies, with droves being unleashed upon myriad mortal worlds with a mandate to seek out souls ripe for corruption or those whose sins might lead to greater damnations. Many zebubs overstep the freedoms of such vague missions, seeking to manipulate weakwilled or easily intimidated mortals into all manner of trivial evils, dispensing shrill orders in their buzzing, childlike voices. Despite the fact that many zebub plots end in the zebubs' own revelation and destruction, few diabolical lords allow the slaying of their spies to go unpunished.</p><p>The zebub's ability to grant other creatures visions of what it has witnessed makes it an unusually useful creature to many conjurers. Relatively easy to conjure with a spell like <i>lesser planar ally</i> or <i>lesser planar binding</i>, an accuser devil can be an invaluable spy. One simply orders the foul little devil to become invisible and then inf iltrate an area where visual information is hidden, with orders to teleport back to its point of origin to grant visions of what it observed to its master. Those who make use of accuser devils in this manner should take care to watch their own actions or what they reveal, of course, for such a creature can just as easily be bribed or intimidated into revealing visions that some conjurers might not want being made public. It's common practice among conjurers to kill their accuser devils once they've completed their missions of inf iltration and observation.</p><p>These lesser devils stand just over 2 feet tall and rarely weigh more than 25 pounds.</p></div></p> | |
</div> | |
</div> | |
</div> | |
<div style="display:block; width:800px; margin-left:20px; vertical-align:top;"> | |
<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: Book of the Dammed V1</div> | |
<div style="clear:both;"></div> | |
</div> | |
<p class='Details' style='font-style: italic;'>This tangle of scaly avian limbs furiously beats its double pair of vulture-like wings, keeping its fiendish, horned skull-head aloft. As fetid breath rises from its repulsive, fly-covered visage, clawed arms work together to slash the air with a vicious-looking spear.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Lesser Host Devil</b></td> | |
<td align="right"><b>CR 3</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 800</b></p> | |
<p class='HangIndent'>LE Small outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +3; <b>Senses</b> darkvision 60 ft., see in darkness; Perception +6</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)</p> | |
<p class='HangIndent'><b>hp</b> 30 (4d10+8) | |
</p> | |
<p class='HangIndent'><b>Fort</b> +6, <b>Ref</b> +7, <b>Will</b> +0 </p> | |
<p class='HangIndent'> | |
<B>DR</B> 5/good; | |
<B>Immune</B> fire, poison; | |
<B>Resist</B> acid 10, cold 10 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 5 ft., fly 60 ft. (good) | |
<br /> | |
<b>Melee</b> mwk spear +7 (1d8+1), 2 claws +6 (1d4+1)<br /> | |
<b>Special Attacks</b> noxious breath, summon devil<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 4th)</b></p> <p class='HangIndent_2'>At will-dancing lights, detect magic, greater teleport (self plus 50 lbs. of objects only), mage hand, ventriloquism (DC 10)</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 13, <B>Dex</b> 17, <B>Con</b> 14, <B>Int</b> 7, <B>Wis</b> 9, <B>Cha</b> 8</p> | |
<p class='HangIndent'>Base Atk</b> +4; <b>CMB</b> +4; <b>CMD</b> 18</p> | |
<p class='HangIndent'><b>Feats</b> Dodge, Hover<P class='HangIndent'><b>Skills</b> Acrobatics +9, Escape Artist +9, Fly +11, Perception +6, Stealth +13</p> | |
<p class='HangIndent'><b>Languages</b> Infernal; telepathy 100 ft.</p> | |
<p class='HangIndent'><b>SQ</b> superior grappler, shared senses, swarming</p> | |
</div> | |
<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Superior Grappler (Ex)</b> A gaav can wield a weapon and still make grapple checks. If it's not wielding a weapon, a gaav gains a +4 bonus on grapple checks. In addition, it takes up to eight gaavs cooperatively to lift a creature that one or more of them is grappling; each gaav can lift up to 50 pounds and still fly without being impeded. <p class='HangIndent'><b>Noxious Breath (Su)</b> Three times per day, a gaav can exhale a breath that reeks of pure corruption upon a creature within 5 feet. The target must make a DC 14 Fortitude save or be sickened for 1d4 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same gaav's noxious breath for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. Once a gaav uses its breath weapon, it can't breathe again until 1d4 rounds later. <p class='HangIndent'><b>Shared Senses (Su)</b> All gaavs and magaavs within 100 feet of one another share the same senses. Thus, if one individual perceives something (for example, with a successful Perception check), all others within range are immediately aware of it. Senses are instantly relayed from one gaav or magaav to the next, allowing for the senses of a single devil to potentially spread through and inform an entire massive swarm instantly. It is still possible for a gaav to be surprised or flat-footed even if other gaavs nearby are not. <p class='HangIndent'><b>Summon Devil (Su)</b> Once per day a gaav can attempt to summon an imp with a 35% chance of success. This ability is the equivalent of a 3rd-level spell. <p class='HangIndent'><b>Swarming (Ex)</b> Up to two gaavs can share the same space at the same time. If two gaavs in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. | |
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<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> Hell</p> | |
<p class='HangIndent'><b>Organization </b> solitary or flock (2d4)</p> | |
<p class='HangIndent'><b>Treasure </b>standard (masterwork Small spear, other treasure)</p> | |
</div> | |
<p class="Details"><div><p>Hunters of souls, host devils retrieve Hell's most elusive property. Whether souls that have long evaded capture upon the plains of Avernus, damned beings who have somehow managed to escape Hell, or creatures that have reneged upon infernal contracts, vast flocks of these winged fiends swarm from the Pit to recover their prey. Rarely seen alone, host devils travel in great swarms that often number in the thousands. Amid these great hosts flap the swarm leaders, the magaav, fierce mockeries of the angelic form capable of directing and redirecting massive columns of their brethren like the brain of a single colossal infernal beast.</p><p>Gaavs stand 4 feet tall and weigh approximately 110 pounds, their wingspans stretching to just over 6 feet wide. Magaavs stand 5-1/2 feet tall and weigh 150 pounds, with wingspans reaching 10 feet across.</p></div></p> | |
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</div> | |
</div> | |
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<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: AP 36</div> | |
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</div> | |
<p class='Details' style='font-style: italic;'>This seething devil deftly wields a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Devil, Bearded</b></td> | |
<td align="right"><b>CR 5</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 1,600</b></p> | |
<p class='HangIndent'>LE Medium outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +6; <b>Senses</b> darkvision 60 ft., see in darkness; Perception +10</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)</p> | |
<p class='HangIndent'><b>hp</b> 57 (6d10+24) | |
</p> | |
<p class='HangIndent'><b>Fort</b> +9, <b>Ref</b> +7, <b>Will</b> +3 </p> | |
<p class='HangIndent'> | |
<B>DR</B> 5/good or silver; | |
<B>Immune</B> fire, poison; | |
<B>Resist</B> acid 10, cold 10; | |
<B>SR</B> 16 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 40 ft. | |
<br /> | |
<b>Melee</b> glaive +11/+6 melee (1d10+6 plus infernal wound) or 2 claws +10 melee (1d6+4)<br /> | |
<b>Space</b> 5 ft.; <b>Reach</b> 5 ft. (10 ft. with glaive)<br /> | |
<b>Special Attacks</b> beard<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 12th)</b> </p> <p class='HangIndent_2'>At will-greater teleport (self plus 50 lbs. of objects only) </p> <p class='HangIndent_2'>1/day-summon (level 3, 1 bearded devil or 6 lemures, 50%)</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 19, <B>Dex</b> 15, <B>Con</b> 19, <B>Int</b> 6, <B>Wis</b> 12, <B>Cha</b> 10</p> | |
<p class='HangIndent'>Base Atk</b> +6; <b>CMB</b> +10; <b>CMD</b> 22</p> | |
<p class='HangIndent'><b>Feats</b> Improved Initiative, Power Attack, Weapon Focus (glaive)<P class='HangIndent'><b>Skills</b> Climb +13, Intimidate +7, Perception +10, Sense Motive +6, Stealth +11</p> | |
<p class='HangIndent'><b>Languages</b> Celestial, Common, Draconic, Infernal; telepathy 100 ft.</p> | |
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<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Beard (Ex)</b> If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of damage and must succeed on a DC 17 Fortitude save or contract devil chills. The save DC is Constitution-based. Devil Chills: Disease-injury; save Fort DC 17; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves. <p class='HangIndent'><b>Infernal Wound (Su)</b> The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch-a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon. | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> any (Hell)</p> | |
<p class='HangIndent'><b>Organization </b> solitary, pair, squad (3-10), or troop (10-40)</p> | |
<p class='HangIndent'><b>Treasure </b>standard (glaive, other treasure)</p> | |
</div> | |
<p class="Details"><div><p>Elite warriors in Hell's legions, bearded devils-or barbazus-fight savagely in the name of their infernal lords and command mindless hordes of the damned into battle. They collect and train with their infernally forged glaives among the vaults of Hell's third layer, Erebus, but inevitably return to the first layer, Avernus, to serve at the side of the dread lord Barbatos.</p><p>Barbazus are fond of making charge attacks with their glaives, and try to maintain a 10-foot gap between themselves and their foes so they can use their signature polearms to great effect. Against a foe that has greater reach (or one able to otherwise avoid the devil's favored tactic), they drop their glaives and resort to their claws and hideous beards.</p><p>At attention, bearded devils stand over 6 feet tall (though their squatting battle stances often make them appear shorter) and weigh upward of 200 pounds.</p></div></p> | |
</div> | |
</div> | |
</div> | |
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<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: Book of the Dammed V1</div> | |
<div style="clear:both;"></div> | |
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<p class='Details' style='font-style: italic;'>Twin pairs of mangy, disease-riddled vulture wings flap in concert, keeping this lean raptor fiend aloft. Twisted horns rise from a head like a monstrous skull and noxious fumes leak from between its yellowed fangs. Hovering with impossible control, its vicious foottalons clench and unclench, while its clawed hands wield a long, three-pointed ranseur.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Devil, Greater Host</b></td> | |
<td align="right"><b>CR 6</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 2,400</b></p> | |
<p class='HangIndent'>LE Medium outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +4; <b>Senses</b> darkvision 60 ft., see in darkness; Perception +11</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)</p> | |
<p class='HangIndent'><b>hp</b> 59 (7d10+21) | |
</p> | |
<p class='HangIndent'><b>Fort</b> +8, <b>Ref</b> +9, <b>Will</b> +3 </p> | |
<p class='HangIndent'> | |
<B>DR</B> 5/good; | |
<B>Immune</B> fire, poison; | |
<B>Resist</B> acid 10, cold 10; | |
<B>SR</B> 17 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 20 ft., fly 50 ft. (average) | |
<br /> | |
<b>Melee</b> mwk ranseur +12 (2d4+6), 2 claws +11 (1d6+4)<br /> | |
<b>Special Attacks</b> infernal wound, noxious breath, rend (2 claws, 1d6+1), summon devil<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 12th)</b></p> <p class='HangIndent_2'>At will-greater teleport (self plus 50 lbs. of objects only)</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 18, <B>Dex</b> 19, <B>Con</b> 16, <B>Int</b> 10, <B>Wis</b> 12, <B>Cha</b> 11</p> | |
<p class='HangIndent'>Base Atk</b> +7; <b>CMB</b> +10; <b>CMD</b> 25</p> | |
<p class='HangIndent'><b>Feats</b> Combat Reflexes, Dodge, Mobility, Hover<P class='HangIndent'><b>Skills</b> Acrobatics +14, Escape Artist +14, Fly +14, Intimidate +10, Perception +11, Stealth +14</p> | |
<p class='HangIndent'><b>Languages</b> Celestial, Draconic, Infernal; telepathy 100 ft.</p> | |
<p class='HangIndent'><b>SQ</b> master grappler, shared senses</p> | |
</div> | |
<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Infernal Wound (Ex)</b> The damage a magaav deals with its claws or rend causes a persistent wound. An injured creature loses 1 additional hit point each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check or any spell that cures hit point damage; casting a curative spell on the injured creature requires a successful DC 15 caster level check, otherwise the spell has no effect. The check DC is Constitution-based. <p class='HangIndent'><b>Master Grappler (Ex)</b> A magaav can wield a weapon and still make grapple checks. If it's not wielding a weapon, a magaav gains a +4 bonus on grapple checks. <p class='HangIndent'><b>Noxious Breath (Su)</b> Three times per day, a magaav can exhale a breath that reeks of pure corruption upon a creature within 5 feet. The target must make a DC 16 Fortitude save or be sickened for 1d4 rounds. The save DC is Constitutionbased. Creatures that successfully save cannot be affected by the same magaav's noxious breath for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonuses on their saving throws. Once a magaav uses its breath weapon, it can't breathe again until 1d4 rounds later. <p class='HangIndent'><b>Shared Senses (Su)</b> All gaavs (and magaavs) within 100 feet of one another share the same senses. Thus, if one individual perceives something (for example, with a successful Perception check), all others within range are immediately aware of it. Senses are instantly relayed from one gaav or magaav to the next, allowing for the senses of a single devil to potentially spread through and inform an entire massive swarm instantly. It is still possible for a magaav to be surprised or flat-footed even if other gaavs or magaavs nearby are not. All magaavs may telepathically communicate with all other gaavs and magaavs within 100 feet at once, allowing the greater host devils to command entire swarms. Although magaavs rarely contradict one another, if faced with competing orders, gaavs follow the commands of the closest magaav. <p class='HangIndent'><b>Summon Devil (Su)</b> Once per day a magaav can attempt to summon 1d2 gaavs with a 60% chance of success. This ability is the equivalent of a 3rd-level spell. | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> Hell</p> | |
<p class='HangIndent'><b>Organization </b> solitary, pair, flock (1 magaav and 2d6 gaav)</p> | |
<p class='HangIndent'><b>Treasure </b>Value standard (masterwork ranseur, other treasure)</p> | |
</div> | |
<p class="Details"><div><p>Hunters of souls, host devils retrieve Hell's most elusive property. Whether souls that have long evaded capture upon the plains of Avernus, damned beings who have somehow managed to escape Hell, or creatures that have reneged upon infernal contracts, vast flocks of these winged fiends swarm from the Pit to recover their prey. Rarely seen alone, host devils travel in great swarms that often number in the thousands. Amid these great hosts flap the swarm leaders, the magaav, fierce mockeries of the angelic form capable of directing and redirecting massive columns of their brethren like the brain of a single colossal infernal beast.</p><p>Gaavs stand 4 feet tall and weigh approximately 110 pounds, their wingspans stretching to just over 6 feet wide. Magaavs stand 5-1/2 feet tall and weigh 150 pounds, with wingspans reaching 10 feet across.</p></div></p> | |
</div> | |
</div> | |
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<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: Book of the Dammed V1</div> | |
<div style="clear:both;"></div> | |
</div> | |
<p class='Details' style='font-style: italic;'>Armored like an infernal knight upon some monstrous steed, this fiend of iron and nails scuttles upon six heavy, bladed, beetle-like legs. Its body seems to be nothing more than plates upon hulking plates of dark metal, each pierced through with gleaming spikes studded with the gruesome trophies of past massacres. In one clawed gauntlet it grips a long, twisted trident, while in the other it readies a thick net woven with fiendish barbs.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Devil, Warmonger</b></td> | |
<td align="right"><b>CR 7</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 3,200</b></p> | |
<p class='HangIndent'>LE Large outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +7; <b>Senses</b> darkvision 60 ft., see in darkness; Perception +16</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)</p> | |
<p class='HangIndent'><b>hp</b> 84 (8d10+40) | |
</p> | |
<p class='HangIndent'><b>Fort</b> +10, <b>Ref</b> +9, <b>Will</b> +5 </p> | |
<p class='HangIndent'> | |
<B>Defensive Abilites</B> construct form; | |
<B>DR</B> 5/good; | |
<B>Immune</B> fire, poison; | |
<B>Resist</B> acid 10, cold 10; | |
<B>SR</B> 12 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 40 ft., climb 40 ft. | |
<br /> | |
<b>Melee</b> mwk trident +13 (2d6+7), 2 legs +7 (1d8+2) or 2 claws +12 (1d6+5), 2 legs +7 (1d8+2)<br /> | |
<b>Ranged</b> mwk trident +10 (2d6+7) or net +10 ranged touch (entangle)<br /> | |
<b>Space</b> 10 ft.; <b>Reach</b> 10 ft.<br /> | |
<b>Special Attacks</b> merciless blow, summon devil, trample (1d8+7, DC 19)<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 12th)</b></p> <p class='HangIndent_2'>At will-greater teleport (self plus 50 lbs. of objects only)</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 20, <B>Dex</b> 17, <B>Con</b> 19, <B>Int</b> 14, <B>Wis</b> 16, <B>Cha</b> 15</p> | |
<p class='HangIndent'>Base Atk</b> +8; <b>CMB</b> +14; <b>CMD</b> 27</p> | |
<p class='HangIndent'><b>Feats</b> Combat Reflexes, Improved Initiative, Power Attack, Toughness<P class='HangIndent'><b>Skills</b> Acrobatics +14 (+18 jumping), Bluff +13, Climb +17, Craft (weapons) +9, Intimidate +13, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (planes) +13, Perception +16, Stealth +12</p> | |
<p class='HangIndent'><b>Languages</b> Celestial, Draconic, Infernal; telepathy 100 ft.</p> | |
<p class='HangIndent'><b>SQ</b> hellstrider, phalanx, stability</p> | |
</div> | |
<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
Construct Form Despite being true devils, levalochs possess a number of immunities common to constructs, including immunity to ability damage, ability drain, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, necromancy effects, nonlethal damage, paralysis, sleep effects, and stunning. Upon being reduced to 0 hit points, they are immediately destroyed. <p class='HangIndent'><b>Hellstrider (Su)</b> A levaloch is not impeded by rough terrain, and can move or charge through such squares as normal. It can also cross areas covered with deadly impediments (such as caltrops or thorns) without being damaged or hindered. In addition to being entirely immune to fire, the creature's legs are immune to acid and cold, allowing it to cross even rivers of acid or lava without being damaged or hindered as long as the material is less than 4 feet deep. This ability does not protect a levaloch against magical hindrances like black tentacles, web, or similar spells. <p class='HangIndent'><b>Merciless Blow (Su)</b> Levalochs show no mercy to the vulnerable. Any trident attacks they make against entangled creatures (including those entangled by its net) deal an extra 2d6 points damage. <p class='HangIndent'><b>Phalanx (Ex)</b> Devils gain a +1 morale bonus on attacks and to AC while adjacent to a levaloch. <p class='HangIndent'><b>Stability (Ex)</b> Levalochs receive a +4 racial bonus to their CMD when resisting a bull rush or trip attempt while standing on the ground. <p class='HangIndent'><b>Summon Devil (Sp)</b> Once per day a levaloch can attempt to summon 1d4 lemures or 1 bearded devil with a 40% chance of success. This ability is the equivalent of a 4th-level spell. Skills Levalochs have a +2 racial bonus on Stealth and Perception checks. This Stealth bonus increases to +8 when a levaloch is concealed amid metal objects or debris. | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> Hell</p> | |
<p class='HangIndent'><b>Organization </b> solitary, pair, or troop (3-18)</p> | |
<p class='HangIndent'><b>Treasure </b>standard (masterwork trident, other treasure)</p> | |
</div> | |
<p class="Details"><div><p>Fearsome giants of steel and blades, levalochs serve within the armies of archdevils and infernal dukes as potent warriors and tenacious hunters, creatures of absolute discipline endlessly obedient to diabolical tyrants. Renowned for their skill on Hell's battlefields, these fearsome soldiers excel in moving swiftly over the broken landscapes that typify the nine layers of the Pit, hunting down intruders and seeking out errant souls wherever they might flee. En masse, the armored clanking of obedient and watchful infantry sound like the workings of great machines as levaloch hosts man Hell's ramparts, from the Iron Fortresses of Avernus to the walls of Ashtart. Levalochs possess consistent forms, each resembling all others of their kind in general shape and size, though each devil's armor proves distinctive. Some claim that the arrangement of a levaloch's spikes, horns, blades, or other iron-shod embellishments might reveal what layer of Hell or infernal noble spawned the devil, though few have the time to ponder such concerns as one of these razor-legged legionaries rages forward. With little variation, levalochs stand just over 10 feet tall and weigh almost exactly 1 ton.</p><p><b>Ecology</b><br> Levalochs blur the line between devil and automaton. While created from the souls of the damned and the profane energies of Hell, these fiends live only to obey their masters and, upon their home plane, seemingly possess little will or ambition beyond such obedience. Requiring no food or rest, a levaloch sentinel might hold its post, completely motionless, for centuries, collecting ages of dust without complaint as it awaits orders that might never come. While intelligent, these devils prove fanatically devoted to the causes of their masters, the archdevils, Asmodeus, and Hell itself, drawing on ingrained wells of discipline and faith to mete out the greater will of their overlords. Levalochs are highly prized throughout the Pit for this discipline, held up as epitomes of diabolical warriors second only to the ferocious cornugons, and pointed to throughout the planes as embodiments of the soldier's ideal. Yet this discipline only persists while levalochs remain under orders from more powerful devils. Left to their own devices, each levaloch fancies itself a tyrant by its own right and relishes the opportunity to promote conf lict and bloodshed through petty mortal angst and grudges.</p><p>While all devils possess anatomies that perpetually baff le mortal scholars, levalochs prove even more enigmatic, having no internal physiology at all. Being little more than living suits of blasphemous chitin and Hell-forged armor, these fiends lack all weaknesses of even infernal flesh and blood, while retaining all of the potent resistances common to their diabolical kin. A levaloch's sentience seems to linger within its armored shell, remaining until that exoskeleton proves too damaged to contain an animating spirit any longer. Should a levaloch's armor be destroyed, the plates of metal and carapace fall to pieces and quickly corrode, revealing nothing more than the strong scent of pitch within. Despite their unusual anatomy, levalochs are still thinking, even cunning creatures. The fiendish intelligences housed within these ironclad horrors cause some sages to draw frightening parallels between levalochs and the profane soul-bound armors of the infamous undead graveknights.</p><p><b>Habitat & Society</b><br> Commonly found upon the first and sixth layers of Hell and amid the outlying fortresses of Dis, levalochs muster in the service of the Pit's most martial tyrants. Most know only their orders, following their masters' commands to the letter, disregarding all things that fall outside of their purview-at least until such things threaten their masters' holdings or themselves. Intruders within infernal citadels sometimes find themselves unchallenged as they wander vast halls watched over by whole platoons of posted, idle levalochs, only to be attacked unexpectedly upon encountering those specifically commanded to stand sentry. These fiends hold to their orders not out of dull-wittedness, but out of obsessive obedience to the rule of Hell, as proven by their murderous cunning in battle.</p><p>On the rare occasions levalochs find themselves left to their own devices, the true intellect of these armored terrors becomes apparent. Capable of shocking changes in personality, a levaloch that might not have spoken a word in its entire existence might prove shrewd and subtle when it finds itself upon the Material Plane, stirring old angers, forging Hellish weaponry, even training mortal warriors in a strategic game of warmongering and open campaigning, all encouraging bloodshed in the name of Hell. They despise the weakness of emotion and the changeability of mortal minds. Thus, they delight in testing themselves against mortal flesh, indulging in massacres and encouraging genocides against such weak, worthless creatures whenever their plots might gain even the slightest benefit from such atrocities. Such pride rarely proves the undoing of levalochs, though, as these armored fiends treat every battle as a chance to hone their impressive skills and give foes-regardless of race-no quarter.</p></div></p> | |
</div> | |
</div> | |
</div> | |
<div style="display:block; width:800px; margin-left:20px; vertical-align:top;"> | |
<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: PFRPG Bestiary</div> | |
<div style="clear:both;"></div> | |
</div> | |
<p class='Details' style='font-style: italic;'>Some calamity has befallen this angelic warrior. Wings stained black shear the air as her merciless eyes search for a target.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Devil, Erinyes</b></td> | |
<td align="right"><b>CR 8</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 4,800</b></p> | |
<p class='HangIndent'>LE Medium outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +6; <b>Senses</b> darkvision 60 ft., see in darkness, true seeing; Perception +16</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)</p> | |
<p class='HangIndent'><b>hp</b> 94 (9d10+45) | |
</p> | |
<p class='HangIndent'><b>Fort</b> +11, <b>Ref</b> +12, <b>Will</b> +7 </p> | |
<p class='HangIndent'> | |
<B>DR</B> 5/good; | |
<B>Immune</B> fire, poison; | |
<B>Resist</B> acid 10, cold 10; | |
<B>SR</B> 19 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 30 ft., fly 50 ft. (good) | |
<br /> | |
<b>Melee</b> +1 longsword +15/+10 (1d8+8/19-20)<br /> | |
<b>Ranged</b> +1 flaming composite longbow +14/+14/+9 (1d8+6/x3 plus 1d6 fire) or rope +15 touch (entangle)<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 12th)</b> </p> <p class='HangIndent_2'>Constant-true seeing</p> <p class='HangIndent_2'>At will-fear (single target, DC 19), greater teleport (self plus 50 lbs. of objects only), minor image (DC 17), unholy blight (DC 19) </p> <p class='HangIndent_2'>1/day-summon (level 3, 2 bearded devils, 50%)</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 20, <B>Dex</b> 23, <B>Con</b> 21, <B>Int</b> 14, <B></b> Wis <B>18,</b> Cha <B>21</b></p> | |
<p class='HangIndent'>Base Atk</b> +9; <b>CMB</b> +14; <b>CMD</b> 31</p> | |
<p class='HangIndent'><b>Feats</b> Combat Reflexes, Dodge<sup>B</sup>, Mobility<sup>B</sup>, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run<P class='HangIndent'><b>Skills</b> Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19, Intimidate +17, Knowledge (planes) +8, Knowledge (religion) +8, Perception +16, Sense Motive +10, Stealth +15</p> | |
<p class='HangIndent'><b>Languages</b> Celestial, Common, Draconic, Infernal; telepathy 100 ft.</p> | |
</div> | |
<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Entangle (Su)</b> Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based. | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> any (Hell)</p> | |
<p class='HangIndent'><b>Organization </b> solitary or trio</p> | |
<p class='HangIndent'><b>Treasure </b>triple (+1 longsword, +1 flaming composite longbow [+5 Str bonus], rope)</p> | |
</div> | |
<p class="Details"><div><p>Known by many names-the Fallen, the Ash Wings, and the Furies-the devils called erinyes mock the form of the angelic hosts in their exaction of vengeance and bloody justice. Executioners, not judges, erinyes alight upon the bladed eaves of Dis, Hell's cosmopolitan second layer, ever attentive for chances to soar into battle, whether in defense of Hell, on the whims of diabolical masters, or at the impassioned summons of jilted mortal summoners. All erinyes weave deadly living ropes from their own hair, which they use in battle to lift their foes into the air, mocking and condemning their victims for their transgressions before dropping them from great heights.</p><p>Erinyes appear as darkly beautiful angels, augmenting their sensuality with deliberate bruises and scars. Yet despite their beauty, erinyes are not seducers-they lack the subtlety and patience required for such fine emotional manipulations, and instead vastly prefer to solve their problems with swift and excruciating violence. Often, an erinyes will stay her hand before attempting to slay a foe simply so she can draw out the victim's suffering. Death is usually the only way to escape an erinyes's not-so-tender attentions, and the most powerful of these devils excel at keeping their enemies alive but helpless so as to extend their torment-many going as far as to keep their victims alive with magic. Rumors hold that the most powerful erinyes torturers have skills that allow their torment to continue even after their subject has died from their attentions.</p><p>Most erinyes stand just under 6 feet tall and weigh approximately 140 pounds, even with their blackfeathered wings that stretch over 10 feet wide.</p></div></p> | |
</div> | |
</div> | |
</div> | |
<div style="display:block; width:800px; margin-left:20px; vertical-align:top;"> | |
<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: PFRPG Bestiary</div> | |
<div style="clear:both;"></div> | |
</div> | |
<p class='Details' style='font-style: italic;'>Merging the most horrifying features of carrion-fed insect and withered cadaver, this bony devil moves in unsettling lurches.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Devil, Bone</b></td> | |
<td align="right"><b>CR 9</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 6,400</b></p> | |
<p class='HangIndent'>LE Large outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +9; <b>Senses</b> darkvision 60 ft., see in darkness; Perception +19</p> | |
<p class='HangIndent'><B>Aura</B> fear aura (5 ft., DC 19, 1d6 rounds)</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, -1 size)</p> | |
<p class='HangIndent'><b>hp</b> 105 (10d10+50) | |
</p> | |
<p class='HangIndent'><b>Fort</b> +12, <b>Ref</b> +12, <b>Will</b> +7 </p> | |
<p class='HangIndent'> | |
<B>DR</B> 10/good; | |
<B>Immune</B> fire, poison; | |
<B>Resist</B> acid 10, cold 10; | |
<B>SR</B> 20 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 40 ft., fly 60 ft. (good) | |
<br /> | |
<b>Melee</b> bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting +14 melee (3d4+5 plus poison)<br /> | |
<b>Space</b> 10 ft.; <b>Reach</b> 10 ft.<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 12th)</b> </p> <p class='HangIndent_2'>Constant-fly</p> <p class='HangIndent_2'>At will-dimensional anchor, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), major image (DC 17), wall of ice </p> <p class='HangIndent_2'>3/day-quickened invisibility (self only) </p> <p class='HangIndent_2'>1/day-summon (level 4, 1 bone devil, 35%)</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 21, <B>Dex</b> 21, <B>Con</b> 20, <B>Int</b> 16, <B>Wis</b> 15, <B>Cha</b> 18</p> | |
<p class='HangIndent'>Base Atk</b> +10; <b>CMB</b> +16; <b>CMD</b> 31</p> | |
<p class='HangIndent'><b>Feats</b> Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)<P class='HangIndent'><b>Skills</b> Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, Knowledge (planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14</p> | |
<p class='HangIndent'><b>Languages</b> Celestial, Common, Draconic, Infernal; telepathy 100 ft.</p> | |
</div> | |
<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Poison (Ex)</b> Sting-injury; save Fort DC 20; frequency 1/ round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based. | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> any (Hell)</p> | |
<p class='HangIndent'><b>Organization </b> solitary, pair, or inquisition (3-10)</p> | |
<p class='HangIndent'><b>Treasure </b>standard</p> | |
</div> | |
<p class="Details"><div><p>The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves-mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell's fifth layer, bone devils-also known as osyluths-enforce infernal order and the will of the archdevils.</p><p>Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell's laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils-regardless of standing-and take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives.</p><p>These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters.</p><p>In battle, an osyluth uses quickened invisibility after each attack to confuse foes. Many osyluths carry twisted and eerie bone weapons, but these tools are more for torture and intimidation than actual combat.</p><p>Osyluths tower over lesser devils at 9 feet tall-though their tails and fearsome but useless wings make them appear much larger-and weigh upward of 400 pounds.</p></div></p> | |
</div> | |
</div> | |
</div> | |
<div style="display:block; width:800px; margin-left:20px; vertical-align:top;"> | |
<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: PFRPG Bestiary 3</div> | |
<div style="clear:both;"></div> | |
</div> | |
<p class='Details' style='font-style: italic;'>With rust-colored skin and a jutting crown of ridge-like horns, this muscular devil is draped in lengthy contracts.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Contract Devil</b></td> | |
<td align="right"><b>CR 10</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 9,600</b></p> | |
<p class='HangIndent'>LE Medium outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +11; <b>Senses</b> darkvision 60 ft., see in darkness; Perception +26</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 25, touch 18, flat-footed 17 (+7 Dex, +1 dodge, +7 natural)</p> | |
<p class='HangIndent'><b>hp</b> 136 (13d10+65) | |
</p> | |
<p class='HangIndent'><b>Fort</b> +9, <b>Ref</b> +15, <b>Will</b> +16 </p> | |
<p class='HangIndent'> | |
<B>DR</B> 10/good; | |
<B>Immune</B> fire, mind-affecting effects, poison; | |
<B>Resist</B> acid 10, cold 10; | |
<B>SR</B> 21 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 30 ft. | |
<br /> | |
<b>Melee</b> binding contract (whip) +20/+15/+10 (1d4+7 plus bleed), gore +11 (2d6+3)<br /> | |
<b>Space</b> 5 ft.; <b>Reach</b> 5 ft. (10 ft. with binding contract)<br /> | |
<b>Special Attacks</b> binding contract, bleed (1d6), impale (2d8+4)<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 13th; concentration +19)</b> </p> <p class='HangIndent_2'>Constant-tongues </p> <p class='HangIndent_2'>At Will-bestow curse (DC 20), detect thoughts (DC 18), dimension door, erase, identify, major image (DC 19), produce flame, sending </p> <p class='HangIndent_2'>3/day-arcane eye, break enchantment, greater teleport (self plus 50 lbs. of objects only), hold person (DC 18), locate creature, mage's private sanctum, scorching ray, silence (DC 18), vision </p> <p class='HangIndent_2'>1/day-contact other plane, delayed blast fireball (DC 23), dismissal (DC 21), plane shift (DC 23), summon (level 4, 1d6 bearded devils or 1 bone devil 50%), symbol of pain (DC 21)</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 17, <B>Dex</b> 25, <B>Con</b> 20, <B>Int</b> 24, <B>Wis</b> 23, <B>Cha</b> 22</p> | |
<p class='HangIndent'>Base Atk</b> +13; <b>CMB</b> +16; <b>CMD</b> 34</p> | |
<p class='HangIndent'><b>Feats</b> Alertness, Deceitful, Dodge, Improved Initiative, Iron Will, Mobility, Persuasive<P class='HangIndent'><b>Skills</b> Bluff +26, Diplomacy +26, Disguise +8, Intimidate +26, Knowledge (arcana) +23, Knowledge (nobility) +23, Knowledge (planes) +23, Knowledge (religion) +23, Linguistics +20, Perception +26, Profession (scribe) +19, Sense Motive +26, Sleight of Hand +20, Spellcraft +20</p> | |
<p class='HangIndent'><b>Languages</b> Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon; telepathy 100 ft., tongues</p> | |
<p class='HangIndent'><b>SQ</b> infernal contract, infernal investment</p> | |
</div> | |
<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Binding Contract (Su)</b> All contract devils carry numerous lengthy contracts draped over their horns or within their numerous carrying cases. They can wield these contracts like whips, but deal lethal damage regardless of the armor bonus of their target. A contract devil modifies attack and damage rolls when using a binding contract by its Intelligence modifier, not its Strength modifier (this equates to a +7 bonus for most contract devils). Wounds created by a binding contract resemble horrifically deep paper cuts and cause 1d6 points of bleed damage. A contract devil can use its binding contract to disarm and trip foes as if the contract were a whip. If it is itself disarmed of the contract, the devil can rearm itself with a new contract as an immediate action. <p class='HangIndent'><b>Impale (Ex)</b> As a swift action, a contract devil can impale an opponent grappled by its binding contract, dealing 2d8+4 points of piercing damage. <p class='HangIndent'><b>Infernal Contract (Su)</b> As a full-round action, a contract devil can produce an infernal contract for a single living mortal creature. This contract can grant a wide range of abilities and effects, as detailed on the following page. To receive any of these bonuses, however, the mortal must sign its true name to the document of its own free will. Upon doing so, that mortal's soul is sworn to the contract devil, condemning the soul to an eternity of servitude in Hell rather than whatever fate would naturally befall it upon the mortal's death. Breaking a contract with a contract devil is difficult and dangerous (see the next page); as long as the infernal contract remains in effect, the victim cannot be restored to life after death save by a miracle or a wish. If a mortal is restored to life in this way, the contract devil immediately senses the development-it not only knows which soul has been restored to life, but also gains the benefits of a discern location spell targeted on the character or creature that restored the damned soul to life. <p class='HangIndent'><b>Infernal Investment (Su)</b> As a subclause of all infernal contracts, a contract devil can use greater scrying at will upon any creature it has a contract with. The target creature always fails its save against the devil's scrying attempt-this ability otherwise functions at caster level 20th. | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> any (Hell)</p> | |
<p class='HangIndent'><b>Organization </b> solitary, pair, or court (2-12)</p> | |
<p class='HangIndent'><b>Treasure </b>standard</p> | |
</div> | |
<p class="Details"><div><p><p>A contract devil, also a called phistophilus, always appears handsome and confident, its chiseled features housing a perpetually smug grin. Contract devils have red skin and black hair and stand near 6-1/2 feet in height, not counting their horns. The thicket of horns around a contract devil's body increases its height to 7 feet and its weight to 350 pounds. Contract devils serve Asmodeus, archfiends, and the vast bureaucracy of Hell as clerks, scribes, and bargainers for mortal souls. They exist to keep track of the damned, to manage Hell's endless ordinances, and, when time and opportunity permit, to coax mortals into damnation. Most phistophiluses spend their eternities in the various courts of Hell's nine layers, particularly in the maze-like fortress-libraries where all infernal laws and oaths are recorded. Occasionally they serve similar roles on the Material Plane when summoned by particularly desperate, arrogant, or foolish mortals. When one of the souls damned by a contract devil is restored to life (typically via powerful magic like a <i>wish</i> or <i>miracle</i>), the phistophilus immediately notices the transgression. Usually, the contract devil recruits the aid of more powerful allies to track down and punish such transgressors and to collect the escaped soul as quickly as possible. <br><b>INFERNAL CONTRACTS </b><br> While numerous types of infernal contracts exist, the following two are those most often offered to mortals by contract devils. Evil Wishes: Upon signing this contract, a mortal is granted three <i>wish</i>es, as per the spell. It must use these <i>wish</i>es within 24 hours of signing the contract-if it does not, the <i>wish</i>es are wasted but it remains bound to the contract nevertheless. While the mortal chooses the intention of the <i>wish</i>es, the contract devil decides upon the specifics, allowing for its own diabolical interpretation of the results should the mortal imprecisely phrase a <i>wish</i>. Infernal Slave: A mortal can negotiate with a contract devil for the lifelong service of a devil. The mortal chooses any type of devil (except for a contract devil) of a CR equal to or less than its own character level at the time of the bargain. Upon signing the contract, the mortal's infernal slave appears and is bound to do the mortal no harm and follow its orders for as long as it lives. Although the devil must obey its master's commands, many devils delight in corrupting the intentions of these orders in all manner of cruel or mischievous ways. <br><b>BREAKING AN INFERNAL CONTRACT </b><br> An agreement with a contract devil can only be broken in two ways. When a contract is signed, a second copy manifests; one copy is retained by the devil and the other is given to the mortal. Mortals are free to do whatever they please with the lengthy, obviously evil documents, while contract devils typically keep active contracts with them at all times. Should both copies of a contract be destroyed, any effects caused by the contract are canceled or reversed and the mortal's soul goes to its normal place of rest after death and can be resurrected as normal. Merely absconding with both copies of the contract is not enough to break the contract-as long as both copies exist, the signer's soul remains forever damned. Alternatively, a second mortal might be allowed to adopt the terms of a contract-with its soul replacing that of the original contract signer after death. The mortal who seeks to pay the debt of another must contact the contract devil who holds the relevant contract. The contract devil has a choice of whether or not to allow one mortal to pay another's debt, but values religious and good-aligned souls over others. Shrewd manipulators, contract devils often only agree to allow one mortal to pay another's debt in return for some service or proof of worth. If a contract devil agrees to accept another soul in payment, the original contract signer retains all of the benefits of the contract, but is released from damnation and may be resurrected as normal. The new signer, however, receives no benefits, cannot be returned to life upon dying, and spends an eternity in Hell after death.</p></div></p> | |
</div> | |
</div> | |
</div> | |
<div style="display:block; width:800px; margin-left:20px; vertical-align:top;"> | |
<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: PFRPG Bestiary</div> | |
<div style="clear:both;"></div> | |
</div> | |
<p class='Details' style='font-style: italic;'>From the tip of its lashing tail to the serrated features of its fangfilled visage, this fiery-eyed sentinel bristles with barbs.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Devil, Barbed</b></td> | |
<td align="right"><b>CR 11</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 12,800</b></p> | |
<p class='HangIndent'>LE Medium outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +6; <b>Senses</b> darkvision 60 ft., see in darkness; Perception +21</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 26, touch 16, flat-footed 20 (+6 Dex, +10 natural)</p> | |
<p class='HangIndent'><b>hp</b> 138 (12d10+72) | |
</p> | |
<p class='HangIndent'><b>Fort</b> +14, <b>Ref</b> +14, <b>Will</b> +8 </p> | |
<p class='HangIndent'> | |
<B>Defensive Abilites</B> barbed defense; | |
<B>DR</B> 10/good Immune fire, poison; | |
<B>Resist</B> acid 10, cold 10; | |
<B>SR</B> 22 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 30 ft. | |
<br /> | |
<b>Melee</b> 2 claws +18 (2d8+6/19-20 plus fear and grab)<br /> | |
<b>Special Attacks</b> fear, impale 3d8+9<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 12th)</b></p> <p class='HangIndent_2'>At will-greater teleport (self plus 50 lbs. of objects only), hold person (DC 17), major image (DC 17), produce flame, pyrotechnics (DC 16), scorching ray (2 rays only)</p> <p class='HangIndent_2'>1/day-order's wrath (DC 18), summon (level 4, 1 barbed devil 35%), unholy blight (DC 18)</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 23, <B>Dex</b> 23, <B>Con</b> 22, <B>Int</b> 12, <B>Wis</b> 15, <B>Cha</b> 18</p> | |
<p class='HangIndent'>Base Atk</b> +12; <b>CMB</b> ++18 (+22 grapple); <b>CMD</b> 34</p> | |
<p class='HangIndent'><b>Feats</b> Alertness, Cleave, Combat Reflexes, Improved Critical (claws), Iron Will, Power Attack<P class='HangIndent'><b>Skills</b> Acrobatics +15, Diplomacy +13, Intimidate +19, Knowledge (planes) +16, Perception +21, Sense Motive +21, Spellcraft +12, Stealth +13, Survival +14</p> | |
<p class='HangIndent'><b>Languages</b> Celestial, Common, Draconic, Infernal; telepathy 100 ft.</p> | |
</div> | |
<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Barbed Defense (Su)</b> A creature that strikes a hamatula with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from the devil's barbs. Melee weapons with reach do not endanger a user in this way. <p class='HangIndent'><b>Fear (Su)</b> A barbed devil's fear attack affects any creature it damages with its claws. A DC 20 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. <p class='HangIndent'><b>The save DC is Charisma-based. Grab (Ex)</b> A barbed devil can use its grab attack against a foe of up to Medium size. <p class='HangIndent'><b>Impale (Ex)</b> A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check. | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> any (Hell)</p> | |
<p class='HangIndent'><b>Organization </b> solitary, pair, team (3-5), or squad (6-11)</p> | |
<p class='HangIndent'><b>Treasure </b>standard</p> | |
</div> | |
<p class="Details"><div><p><p>Sentinels of the vaults of Hell, jailers of the darkest souls, and living weapons of the infernal forges, barbed devils-known as hamatulas to diabolists-enforce the strictures of the damned and safeguard the nefarious works of greater devils. A hamatula enjoys the feel of warm blood on its spines, and prefers to leap into melee when presented with an opportunity for battle. Hamatulas are collectors and organizers, and are favorite allies of greedy summoners as they often bring with them tempting treasures from Hell's vaults or know the paths to deadly riches. Left to their own devices, the lairs of these devils often bear the pierced trophies of their past victims, hung like perverse bug collections on bloodied walls. Most barbed devils stand upward of 7 feet tall and weigh 300 pounds, though their leanly muscled bodies appear much larger due to the constantly growing and adjusting spines that protrude from their razor-sharp bodies.</p></div></p> | |
</div> | |
</div> | |
</div> | |
<div style="display:block; width:800px; margin-left:20px; vertical-align:top;"> | |
<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: Book of the Dammed V1</div> | |
<div style="clear:both;"></div> | |
</div> | |
<p class='Details' style='font-style: italic;'>Seemingly fused with a monstrous throne of iron skulls, this impossibly corpulent being floats several feet off the ground. Trappings cut in mockery of holy vestments do little to cover the thing's pallid, leaking rolls of blister-pocked girth. Worthless, clublike hands waggle like maggots, directing a cloud of weathered scrolls and blasphemous tomes that orbit its bulk. Barely distinguishable amid its mound of chins squints a pair of glassy black eyes, riding above a disproportionately wide mouth curled into a perpetually lecherous grin.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Devil, Heresy</b></td> | |
<td align="right"><b>CR 12</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 19,200</b></p> | |
<p class='HangIndent'>LE Huge outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +3; <b>Senses</b> darkvision 60 ft., see in darkness; Perception +21</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 29, touch 7, flat-footed 29 (+4 armor, -1 Dex, +18 natural, -2 size)</p> | |
<p class='HangIndent'><b>hp</b> 175 (13d10+104) fast healing 5 | |
</p> | |
<p class='HangIndent'><b>Fort</b> +17, <b>Ref</b> +3, <b>Will</b> +13 </p> | |
<p class='HangIndent'> | |
<B>DR</B> 5/good; | |
<B>Immune</B> fire, poison; | |
<B>Resist</B> acid 10, cold 10; | |
<B>SR</B> 22 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 10 ft., fly 40 ft. (perfect) | |
<br /> | |
<b>Melee</b> 2 slams +18 (2d8+7), bite +18 (2d6+7)<br /> | |
<b>Ranged</b> searing word +10 (3d6)<br /> | |
<b>Space</b> 15 ft.; <b>Reach</b> 5 ft.<br /> | |
<b>Special Attacks</b> blasphemous bile, summon devil<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 13th)</b></p> <p class='HangIndent_2'>At will-deathwatch, greater teleport (self plus 50 lbs. of objects only), illusory script (DC 17), mage hand, major image (DC 17), message</p> <p class='HangIndent_2'>3/day-contagion (DC 19), deeper darkness, dispel good, dispel magic, invisibility purge, magic circle against good, speak with dead (DC 18), telekinesis (DC 20), stinking cloud (DC 17), summon monster V, unholy blight (DC 19), zone of silence</p> <p class='HangIndent_2'>1/day-blasphemy (DC 20), legend lore, mislead, unhallow</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 24, <B>Dex</b> 8, <B>Con</b> 24, <B>Int</b> 22, <B>Wis</b> 21, <B>Cha</b> 20</p> | |
<p class='HangIndent'>Base Atk</b> +13; <b>CMB</b> +18; <b>CMD</b> 37</p> | |
<p class='HangIndent'><b>Feats</b> Diehard, Endurance, Great Fortitude, Improved Initiative, Persuasive, Toughness<P class='HangIndent'><b>Skills</b> Bluff +21, Diplomacy +25, Fly +8, Intimidate +17, Knowledge (arcana) +22, Knowledge (history) +19, Knowledge (planes) +22, Knowledge (religion) +22, Perception +21, Perform (oratory) +18, Profession (librarian) +10, Sense Motive +21, Spellcraft +22</p> | |
<p class='HangIndent'><b>Languages</b> Abyssal, Celestial, Draconic, Infernal</p> | |
<p class='HangIndent'><b>SQ</b> corpulence, devil summoner, throne of skulls</p> | |
</div> | |
<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Corpulence (Ex)</b> Ayngavhauls are greasy and grossly obese. This extraordinary bulk provides them with a +10 bonus on their combat maneuver defense. Blasphemous Bile (Su) 30-ft. line, once every 1d4 hours; damage 4d6 acid, Reflex DC 23 half. Those struck by this bile find themselves drenched in liquid corruption so profound it impedes the power of non-evil divine magic for 10 minutes. Any non-evil divine spellcaster who casts a spell targeting a creature soaked in an ayngavhaul's bile must make a DC 23 caster level check or have the spell fail. A creature affected by this bile may wash off the sludge by spending a round and using at least a gallon of fluid to cleanse itself. The save DC is Constitution-based. <p class='HangIndent'><b>Devil Summoner (Su)</b> Ayngavhauls know the secrets of all breeds of devils, utilizing such leverage in the summoning of their kind. Any devil within 30 feet of an ayngavhaul has half again the normal chance of having a fiend respond to its summon devil ability. For example, an osyluth's usual 35% chance to summon another bone devil increases to 52% when within 30 feet of an ayngavhaul. Summoning bonuses provided by multiple ayngavahuls do not stack. Ayngavahuls are immune to this ability, from both themselves and others of their kind. <p class='HangIndent'><b>Searing Word (Su)</b> An ayngavhaul can speak words of torment, giving them shape and sending them streaking toward their enemies in the form of diabolical sigils. Any good-aligned creature struck by one of these infernal words takes 3d6 points of hellfire damage (half fire, half evil energy); nongood creatures take half damage. These words cannot affect creatures affected by protection from evil or within an area of magical silence. <p class='HangIndent'><b>Summon Devil (Sp)</b> Once per day an ayngavhaul can attempt to summon 2d6 imps, 1d4 bearded devils, or 2 bone devils with an 80% chance of success, or a contract devil (see Pathfinder Adventure Path volume #12) with a 45% chance of success. This ability is the equivalent of a 6th-level spell. <p class='HangIndent'><b>Throne of Skulls (Su)</b> All ayngavhauls hover upon fearsome infernal thrones. These thrones grant the devils their fly speed and a +4 armor bonus. Should an ayngavhaul be grappled or knocked down, it is unseated from its throne and loses these benefits. An ayngavhaul has telepathic command over its throne and may call its conveyance back and reseat itself as a full-round action. | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> Hell</p> | |
<p class='HangIndent'><b>Organization </b> solitary, pair, or lecture (3-8)</p> | |
<p class='HangIndent'><b>Treasure </b>standard</p> | |
</div> | |
<p class="Details"><div><p>Bloated scholars of despair, ayngavhauls collect, create, and spread heresies and apocrypha, sowing disbelief and corruption to all who would seek their foul wisdom. Ironically among the most humanlike, yet still most repulsive breeds of devilkind, these corpulent blasphemers are barely even able to move without the aid of their profane floating thrones.</p><p>Although their bloated forms make them considerably less of a threat than their brethren physically, they speak maledictions foul enough to agonize those who hear them, yet even with such powers of vicious wisdom, their true strength lies in their envenomed words and temptations of the mind. Their centuries of research grant them great leverage over their diabolical kin, and few devils dare not obey the summons of these hellish scholars.</p><p>Ayngavhauls are roughly ovular in form, their def lated girths about 10 feet tall with their rolls of wet gristle spreading over 13 feet wide. Off their thrones, these devils weigh approximately 2,300 pounds, though the eldest can weigh considerably more.</p><p><b>Ecology</b><br> Ayngavhauls' bloated girths make them slaves to their repulsive physical forms. All ayngavhauls, even the newly formed, are monstrously obese, trapped within prisons of their own leaking, diabolical flesh. To aid them, though, the forges of Phlegethon create terrifying thrones empowered by infernal magics. These foul chariots hold their corpulent masters aloft, serving as both vehicles and sources of profane protection. Each throne of skulls is bound to a specific ayngavhaul, dissolving into a pile of ashes and a breath of searing iron dust should its master be destroyed.</p><p><b>Habitat & Society</b><br> The majority of ayngavhuals frequent the grim libraries of Hell, particularly the mired museums of Stygia; the Fallen Fastness of Dis; and Betzebbul, the palace of Baalzebul, in Cocytus. Within these heretical storehouses and academies of evil, these grotesque devils rewrite the histories of countless worlds to obscure truths and skew the past toward the desires of Hell. Grotesque curators of a sort, individual ayngavhauls take great pride in specializing in fields none of their brethren have ever thought to focus their studies upon-the more obscure and blasphemous, the better. Thus, while one devil might spend eons learning all there is to know of linnorm frost poisons, another might research the nuances of Azlanti voice tearing. Each seeks to promote its particular field of research above all others, sowing its knowledge among their blasphemous works, minions, and summoners who might put such foul wisdom to the most sinister uses. They prove incessantly paranoid that the works of their brethren might be outstripping their own discoveries, or that others in related fields might be stealing their research, thus proving both suspicious of their kindred and intimately familiar with the works of other infernal scholars. As such, a single ayngavhaul might begrudgingly point a summoner in search of specific information toward a diabolical expert, though these knowledge-obsessed fiends never reveal their secrets without demanding a price.</p></div></p> | |
</div> | |
</div> | |
</div> | |
<div style="display:block; width:800px; margin-left:20px; vertical-align:top;"> | |
<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: PFRPG Bestiary</div> | |
<div style="clear:both;"></div> | |
</div> | |
<p class='Details' style='font-style: italic;'>A pair of frozen, multifaceted eyes coldly judge all before this towering, insectile monstrosity.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Devil, Ice</b></td> | |
<td align="right"><b>CR 13</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 25,600</b></p> | |
<p class='HangIndent'>LE Large outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +9; <b>Senses</b> darkvision 60 ft., see in darkness; Perception +27</p> | |
<p class='HangIndent'><B>Aura</B> fear (10 ft., DC 22)</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, -1 size)</p> | |
<p class='HangIndent'><b>hp</b> 161 (14d10+84) regeneration 5 (good weapons, good spells) | |
</p> | |
<p class='HangIndent'><b>Fort</b> +15, <b>Ref</b> +14, <b>Will</b> +12 </p> | |
<p class='HangIndent'> | |
<B>DR</B> 10/good; | |
<B>Immune</B> fire, cold, poison; | |
<B>Resist</B> acid 10; | |
<B>SR</B> 24 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 40 ft., fly 60 ft. (good) | |
<br /> | |
<b>Melee</b> +1 frost spear +21/+16/+11 (2d6+10/x3 plus 1d6 cold plus slow), bite +14 (2d6+6), tail +14 (3d6+3 plus slow)<br /> | |
<b>Space</b> 10 ft.; <b>Reach</b> 10 ft.<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 13th)</b> </p> <p class='HangIndent_2'>Constant-fly</p> <p class='HangIndent_2'>At will-cone of cold (DC 20), ice storm, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 20), wall of ice (DC 19) </p> <p class='HangIndent_2'>1/day-summon (level 4, 2 bone devils, 50%)</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 23, <B>Dex</b> 21, <B>Con</b> 22, <B>Int</b> 25, <B>Wis</b> 22, <B>Cha</b> 20</p> | |
<p class='HangIndent'>Base Atk</b> +14; <b>CMB</b> +21; <b>CMD</b> 36</p> | |
<p class='HangIndent'><b>Feats</b> Alertness, Cleave, Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Weapon Focus (spear)<P class='HangIndent'><b>Skills</b> Acrobatics +22, Bluff +22, Diplomacy +22, Fly +13, Intimidate +19, Knowledge (planes) +24, Knowledge (any three others) +21, Perception +27, Sense Motive +27, Spellcraft +21, Stealth +18, Survival +23</p> | |
<p class='HangIndent'><b>Languages</b> Celestial, Common, Draconic, Infernal; telepathy 100 ft.</p> | |
</div> | |
<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Slow (Su)</b> A hit from an ice devil's tail or spear induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. This effect comes from the devil in the case of its weapon; it is not a quality possessed by the spear itself. The save DC is Constitution-based. | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> any (Hell)</p> | |
<p class='HangIndent'><b>Organization </b> solitary, team (2-3), council (4-10), or contingent (1-3 ice devils, 2-6 horned devils, and 1-4 bone devils)</p> | |
<p class='HangIndent'><b>Treasure </b>standard (+1 frost spear, other treasure)</p> | |
</div> | |
<p class="Details"><div><p>Strategists and masterminds of Hell's armies, the insectile ice devils possess some of the most cruelly ingenious minds in Asmodeus's legions. It is said that each ice devil-known as gelugons among the ranks of devilkind-bears within its chest a stolen, frozen mortal heart, which allows it to make decisions free of all emotion. Born on the icy layer of Cocytus, Hell's seventh layer, most ice devils migrate to Caina, the eighth layer, where they plot world-damning machinations from courts of freezing steel. Although they are perhaps the most alien and monstrous in appearance of all devils, few breeds are accorded greater respect.</p><p>In combat, a gelugon prefers to let its minions engage foes in melee so that it can hang back and appraise the foe's tactics, strengths, and weaknesses. The ice devil supports its minions with its spell-like abilities, always taking care to avoid impacting its minions in the area of effect of its spells-this not from any sense of camaraderie, only a cold and logical truth that its allies can survive longer in a fight if they are not exposed to friendly fire.</p><p>Gelugons stand at 12 feet tall, and weigh approximately 700 pounds.</p></div></p> | |
</div> | |
</div> | |
</div> | |
<div style="display:block; width:800px; margin-left:20px; vertical-align:top;"> | |
<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: PFRPG Bestiary 2</div> | |
<div style="clear:both;"></div> | |
</div> | |
<p class='Details' style='font-style: italic;'>Twin tentacles stretch from the crown of this feminine fiend's head, while her lower body blooms in a gown of writhing tendrils.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Devil, Handmaiden (Gylou)</b></td> | |
<td align="right"><b>CR 14</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 38,400</b></p> | |
<p class='HangIndent'>LE Medium outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +11; <b>Senses</b> darkvision 60 ft., true seeing; Perception +23</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 31, touch 17, flat-footed 24 (+7 Dex, +14 natural)</p> | |
<p class='HangIndent'><b>hp</b> 187 (15d10+105) | |
</p> | |
<p class='HangIndent'><b>Fort</b> +16, <b>Ref</b> +16, <b>Will</b> +10 </p> | |
<p class='HangIndent'> | |
<B>DR</B> 10/good; | |
<B>Immune</B> fire, poison; | |
<B>Resist</B> acid 10, cold 10; | |
<B>SR</B> 25 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 40 ft., fly 60 ft. (average) | |
<br /> | |
<b>Melee</b> 2 claws +22 (2d8+7/19-20/x3), 2 tentacles +20 (1d6+3 plus grab)<br /> | |
<b>Space</b> 5 ft.; <b>Reach</b> 5 ft. (10 ft. with tentacle)<br /> | |
<b>Special Attacks</b> tentacle cage (4d8+10 bludgeoning, AC 17, 18 hp)<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 14th; concentration +19)</b> </p> <p class='HangIndent_2'>Constant-fly, spider climb, true seeing</p> <p class='HangIndent_2'>At will-alter self, dispel good (DC 20), enthrall (DC 17), greater teleport (self plus 1 entrapped creature and 50 lbs. of goods only), persistent image (DC 20) </p> <p class='HangIndent_2'>3/day-black tentacles, charm monster (DC 19) </p> <p class='HangIndent_2'>1/day-summon (level 5, 3 erinyes 65%)</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 24, <B>Dex</b> 25, <B>Con</b> 25, <B>Int</b> 22, <B>Wis</b> 21, <B>Cha</b> 20</p> | |
<p class='HangIndent'>Base Atk</b> +15; <b>CMB</b> ++22 (+26 grapple); <b>CMD</b> 39 (can't be tripped)</p> | |
<p class='HangIndent'><b>Feats</b> Acrobatic Steps, Combat Expertise, Combat Reflexes, Improved Initiative, Improved Trip, Multiattack, Nimble Moves, Strike Back<P class='HangIndent'><b>Skills</b> Acrobatics +25 (+29 jump), Bluff +23, Diplomacy +23, Disguise +23, Escape Artist +22, Fly +14, Knowledge (arcana) +21, Knowledge (planes) +24, Perception +23, Perform (sing) +23, Sense Motive +23, Spellcraft +21, Stealth +25</p> | |
<p class='HangIndent'><b>Languages</b> Celestial, Common, Draconic, Infernal, telepathy 100 ft.</p> | |
<p class='HangIndent'><b>SQ</b> agile grappler</p> | |
</div> | |
<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Agile Grappler (Ex)</b> A gylou does not gain the grappled condition if she grapples a foe. <p class='HangIndent'><b>Tentacle Cage (Su)</b> If a gylou successfully grapples a creature, she transfers that creature into her lower body's nest of cage-like tentacles. This works like swallow whole. The gylou's tentacles are AC 17 and have 18 hp for the purpose of an entrapped creature cutting itself out. A gylou's tendrils heal quickly, allowing her to use this ability 1 round after a creature cuts itself free. | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> any (Hell)</p> | |
<p class='HangIndent'><b>Organization </b> solitary, retinue (1 gylou and 2d4 erinyes), or cortege (1-4 gylous and 2d10 erinyes)</p> | |
<p class='HangIndent'><b>Treasure </b>standard</p> | |
</div> | |
<p class="Details"><div><p><p>Known as handmaiden devils, Mothers of Pain, and Maids of Miscarriage, gylous attend to the whims and schemes of Hell's few female overlords. Like manipulative matrons amid decadent mortal courts, these deceivers hide their fathomless evil beneath illusions of beauty, graciousness, and tradition. Gylous particularly loathe children. It's said that the persistent cry of a babe can sometimes cause these fiends to abandon their illusions and viciously attack.</p><p>As greater devils, gylous can command many lesser devils, yet harbor an exclusive favoritism for erinyes. A gylou weighs 160 pounds and stands stiff ly at 5-1/2 feet- though many wear their head-sprouting tentacles in tall, elaborate coiffures.</p></div></p> | |
</div> | |
</div> | |
</div> | |
<div style="display:block; width:800px; margin-left:20px; vertical-align:top;"> | |
<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: PFRPG Bestiary 2</div> | |
<div style="clear:both;"></div> | |
</div> | |
<p class='Details' style='font-style: italic;'>This amphisbaenic monstrosity has the body of a slug with a leech's mouth at one end and a knot of three human heads at the other.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Devil, Belier (Bdellavritra)</b></td> | |
<td align="right"><b>CR 16</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 76,800</b></p> | |
<p class='HangIndent'>LE Large outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +10; <b>Senses</b> darkvision 60 ft., see in darkness; Perception +28</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 33, touch 15, flat-footed 27 (+6 Dex, +18 natural, -1 size)</p> | |
<p class='HangIndent'><b>hp</b> 212 (17d10+119) | |
</p> | |
<p class='HangIndent'><b>Fort</b> +17, <b>Ref</b> +11, <b>Will</b> +20 </p> | |
<p class='HangIndent'> | |
<B>DR</B> 10/good and silver; | |
<B>Immune</B> fire, poison; | |
<B>Resist</B> acid 10, cold 10; | |
<B>SR</B> 28 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 20 ft., fly 60 ft. (perfect) | |
<br /> | |
<b>Melee</b> bite +23 (4d8+7), 3 tongues +23 (2d6+7/19-20 plus grab)<br /> | |
<b>Space</b> 10 ft.; <b>Reach</b> 10 ft. (20 ft. with tongues)<br /> | |
<b>Special Attacks</b> blood drain (1d4 Con damage), constrict (1d6+7), possession, strangle<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 17th; concentration +24)</b> </p> <p class='HangIndent_2'>At will-acid arrow, greater dispel magic, greater teleport (self plus 50 pounds of objects only), persistent image (DC 22) </p> <p class='HangIndent_2'>3/day-acid fog, dimensional anchor, dominate person (DC 22), greater scrying (DC 24), mass suggestion (DC 23) </p> <p class='HangIndent_2'>1/day-blasphemy (DC 24), demand (DC 25), magic jar (DC 22), plane shift (DC 22), summon (level 6, 3 barbed devils 45%), waves of exhaustion</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 24, <B>Dex</b> 23, <B>Con</b> 25, <B>Int</b> 25, <B>Wis</b> 26, <B>Cha</b> 24</p> | |
<p class='HangIndent'>Base Atk</b> +17; <b>CMB</b> ++25 (+29 grapple); <b>CMD</b> 41 (can't be tripped)</p> | |
<p class='HangIndent'><b>Feats</b> Combat Expertise, Combat Reflexes, Greater Disarm, Greater Trip, Improved Critical (tongue), Improved Disarm, Improved Initiative, Improved Trip, Iron Will<P class='HangIndent'><b>Skills</b> Appraise +24, Bluff +27, Diplomacy +27, Fly +32, Intimidate +24, Knowledge (arcana) +27, Knowledge (local) +27, Knowledge (nobility) +27, Knowledge (planes) +27, Perception +28, Sense Motive +28, Spellcraft +24, Stealth +22</p> | |
<p class='HangIndent'><b>Languages</b> Celestial, Common, Draconic, Infernal; telepathy 100 ft.</p> | |
</div> | |
<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Possession (Su)</b> When a belier devil uses its magic jar spell-like ability, it can identify and pinpoint life forces accurately, allowing it to select its victims with ease. It does not require a receptacle to use magic jar. If it uses magic jar on a host while on the Material Plane, its own body becomes ethereal for the duration of the possession and the magic jar effect lasts until the effect is dispelled, the devil ends the effect, it is forced out of its host body, or it or its host body is slain. | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> any (Hell)</p> | |
<p class='HangIndent'><b>Organization </b> solitary</p> | |
<p class='HangIndent'><b>Treasure </b>double</p> | |
</div> | |
<p class="Details"><div><p><p>Masterful possessors and foul manipulators, belier devils are among the most feared masterminds of Hell. Known as bdellavritras to devilkind, these worm-like fiends avoid physical confrontation. Instead, they target inf luential individuals for possession, using them to manipulate events by proxy. If their schemes are uncovered, the devils retaliate with all the power at their host bodies' disposal.</p><p>A bdellavritra's voice can emanate from its worm-like maw, from any of its human-like mouths, or from all four at once, as it desires. Each mouth has its own distinct voice, often pleasing to the human ear. Bdellavritras typically reach lengths of 16 feet from worm-mouth to human heads, and weigh 3,000 pounds.</p></div></p> | |
</div> | |
</div> | |
</div> | |
<div style="display:block; width:800px; margin-left:20px; vertical-align:top;"> | |
<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: PFRPG Bestiary</div> | |
<div style="clear:both;"></div> | |
</div> | |
<p class='Details' style='font-style: italic;'>Bristling with terrible spines and a crown of deadly horns, this leering winged terror wields a whirling barbed chain.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Devil, Horned</b></td> | |
<td align="right"><b>CR 16</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 76,800</b></p> | |
<p class='HangIndent'>LE Large outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +8; <b>Senses</b> darkvision 60 ft., see in darkness; Perception +24</p> | |
<p class='HangIndent'><B>Aura</B> fear aura (5 ft., DC 23)</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 35, touch 17, flat-footed 27 (+8 Dex, +18 natural, -1 size)</p> | |
<p class='HangIndent'><b>hp</b> 217 (15d10+135) regeneration 5 (good weapons, good spells) | |
</p> | |
<p class='HangIndent'><b>Fort</b> +18, <b>Ref</b> +17, <b>Will</b> +13 </p> | |
<p class='HangIndent'> | |
<B>DR</B> 10/good and silver; | |
<B>Immune</B> fire, poison; | |
<B>Resist</B> acid 10, cold 10; | |
<B>SR</B> 27 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 30 ft., fly 50 ft. (average) | |
<br /> | |
<b>Melee</b> +1 unholy spiked chain +26/+21/+16 (2d6+11 plus stun), bite +22 (2d8+5), tail +22 (2d6+5 plus infernal wound) or 2 claws +24 (2d6+10), bite +24 (2d8+10), tail +22 (2d6+5 plus infernal wound)<br /> | |
<b>Space</b> 10 ft.; <b>Reach</b> 10 ft.<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 16th)</b> </p> <p class='HangIndent_2'>At will-dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 21) </p> <p class='HangIndent_2'>3/day-fireball (DC 19), lightning bolt (DC 19) </p> <p class='HangIndent_2'>1/day-summon (level 6, 3 barbed devils, 35%)</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 31, <B>Dex</b> 27, <B>Con</b> 28, <B>Int</b> 14, <B>Wis</b> 22, <B>Cha</b> 23</p> | |
<p class='HangIndent'>Base Atk</b> +15; <b>CMB</b> +26; <b>CMD</b> 44</p> | |
<p class='HangIndent'><b>Feats</b> Improved Bull Rush, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike, Weapon Focus (spiked chain)<P class='HangIndent'><b>Skills</b> Bluff +24, Diplomacy +21, Fly +15, Intimidate +24, Knowledge (planes) +20, Perception +24, Sense Motive +21, Spellcraft +20, Stealth +22</p> | |
<p class='HangIndent'><b>Languages</b> Celestial, Common, Draconic, Infernal; telepathy 100 ft.</p> | |
</div> | |
<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Infernal Wound (Su)</b> The damage a horned devil deals with its tail causes persistent wounds that deal 2d6 points of bleed damage. Bleeding caused in this way is difficult to staunch-a DC 26 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 26 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects. <p class='HangIndent'><b>Stun (Su)</b> Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. This ability is a function of the horned devil, not of the spiked chain. The save DC is Strength-based. | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> any (Hell)</p> | |
<p class='HangIndent'><b>Organization </b> solitary, pair, or wing (3-10)</p> | |
<p class='HangIndent'><b>Treasure </b>standard (+1 unholy spiked chain, other treasure)</p> | |
</div> | |
<p class="Details"><div><p>Among the deadliest of the archdevils' warriors and able commanders of lesser fiends, horned devils spread the rule of Hell wherever they tread. These greater devils are trained, forged, and reforged to be among the most lethal, merciless, and obedient warriors in the multiverse. While rank-and-file horned devils are called cornugons, the greatest of their kind are known as malebranche.</p><p>A typical horned devil rises to a hulking 9 feet tall, bears 14-foot-wide wings, and weighs 700 pounds.</p></div></p> | |
</div> | |
</div> | |
</div> | |
<div style="display:block; width:800px; margin-left:20px; vertical-align:top;"> | |
<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: Book of the Dammed V1</div> | |
<div style="clear:both;"></div> | |
</div> | |
<p class='Details' style='font-style: italic;'>Armored in the ceremonial garb of some grim knight, this figure stands unnaturally still, though the intricate metalwork patterns of its sculpted mantle writhe and shift as if alive. Claws the length of longswords extend from its armored fingers in razor-sharp fans, and no head or helm rests upon its ironclad shoulders. Instead, there hovers only a plain mask, an unnatural facade devoid of all empathy, emotion, or mercy.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Devil, Apostate</b></td> | |
<td align="right"><b>CR 17</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 102,400</b></p> | |
<p class='HangIndent'>LE Medium outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +14; <b>Senses</b> darkvision 60 ft., see in darkness; Perception +28</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 46, touch 20, flat-footed 36 (+14 armor, +10 Dex, +12 natural)</p> | |
<p class='HangIndent'><b>hp</b> 261 (18d10+162) regeneration 5 | |
</p> | |
<p class='HangIndent'><b>Fort</b> +20, <b>Ref</b> +16, <b>Will</b> +20 </p> | |
<p class='HangIndent'> | |
<B>DR</B> 10/good and silver; | |
<B>Immune</B> fire, poison; | |
<B>Resist</B> acid 10, cold 10; | |
<B>SR</B> 27 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 30 ft., fly 30 ft. (perfect) | |
<br /> | |
<b>Melee</b> 2 claws +28 (1d8+9/19-20 plus 1d6 Wisdom drain)<br /> | |
<b>Space</b> 5 ft.; <b>Reach</b> 10 ft.<br /> | |
<b>Special Attacks</b> boundless reach, ohrwurm, summon devil<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 18th)</b></p> <p class='HangIndent_2'>At will-alter self (DC 20), dream (DC 24), greater teleport (self plus 50 lbs. of objects only), major image (DC 22), mirage arcana (DC 24)</p> <p class='HangIndent_2'>3/day-blasphemy (DC 26), dominate person (DC 24), hold monster (DC 22), insanity (DC 26), touch of idiocy, veil (DC 25)</p> <p class='HangIndent_2'>1/day-mind fog (DC 24), screen (DC 27)</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 28, <B>Dex</b> 31, <B>Con</b> 28, <B>Int</b> 21, <B>Wis</b> 24, <B>Cha</b> 28</p> | |
<p class='HangIndent'>Base Atk</b> +18; <b>CMB</b> +28; <b>CMD</b> 47</p> | |
<p class='HangIndent'><b>Feats</b> Agile Maneuvers, Combat Expertise, Combat Reflexes, Improved Critical (claw), Improved Disarm, Improved Initiative, Iron Will, Persuasive, Weapon Focus (claw)<P class='HangIndent'><b>Skills</b> Acrobatics +28, Bluff +30, Diplomacy +34, Disguise +27, Fly +18, Intimidate +34, Knowledge (history) +26, Knowledge (planes) +26, Knowledge (religion) +26, Perception +28, Sense Motive +28, Stealth +28</p> | |
<p class='HangIndent'><b>Languages</b> Abyssal, Celestial, Common, Draconic, Infernal; indomitable oration, telepathy 100 ft.</p> | |
<p class='HangIndent'><b>SQ</b> evangelization, indomitable oration, malleable form</p> | |
</div> | |
<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Boundless Reach (Su)</b> A deimavigga's claws slice through reality, allowing it to make melee attacks against any creature it is aware of-typically meaning creatures within 100 feet. The devil still only threatens the 10-foot area around it and it cannot make attacks of opportunity against creatures farther away. This ability can span vast distances, allowing a deimavigga making use of divination magic to detect distant creatures and attack foes separated by miles or even planes. Spells like forbiddance, which prevent planar travel, also protect against a deimavigga's claws. The spell dimensional anchor also prevents a deimavigga from using this ability for the duration of that spell. An attacked creature can retaliate that round, striking at the devil's claws with weapons or spells as if its entire body were present, but cannot grapple or otherwise prevent the claws from vanishing out of reach at the end of the round. <p class='HangIndent'><b>Evangelization (Su)</b> The words of deimaviggas are poison to the mind. Every round a deimavigga speaks (a free action), all non-devils with an Intelligence score of 3 or higher within 30 feet must make a DC 28 Will save or become vulnerable to its blasphemous discourse. The DC of this Will save increases by +1 for each consecutive round a creature has listened to the same deimavigga speak. Creatures must be listening to a deimavigga to be affected by its oration. Deafened creatures and those in combat-either with the deimavigga or other creatures-are not considered to be listening. Victims cannot simply declare they are not listening without taking steps to impede their hearing. Upon failing this save, a victim can be affected by the heretical power of a deimavigga's words. The devil may use its speech to affect a listener in ways that mimic any of the following spells: calm emotions (DC 21), charm monster (DC 23), command (DC 20), confusion (DC 23), crushing despair (DC 23), deep slumber (DC 22), enthrall (DC 21), modify memory (DC 23), rage (DC 22), or suggestion (DC 22). Victims still receive saving throws against these spell effects, but if they fail their saves they are not aware the devil is working its power upon them. A deimavigga can affect multiple victims with different spell effects in the same round. A creature that makes its save against this ability is immune to that particular devil's evangelization for the next 24 hours. This is a sonic mind-affecting effect. The base save DC is Charisma-based. <p class='HangIndent'><b>Indomitable Oration (Su)</b> A deimavigga's speech is always perfectly clear and cannot be silenced or warped. In areas of incredible noise, through water or airless voids, even in areas of magical silence, these devil's voices can still be heard normally. All beings understand deimaviggas, as if these devils constantly spoke in all tongues at once. <p class='HangIndent'><b>Malleable Form (Su)</b> A deimavigga has complete control over its physical form, and if transformed into another shape against its will, it can revert to its own form as a free action. <p class='HangIndent'><b>Ohrwurm (Ex)</b> As a standard action, three times per day, a deimavigga can whisper a fundamental and terrifying multiversal truth to one creature within 5 feet. The target must make a DC 28 Will save or have the devil's words take root in its psyche. Outsiders and elementals have a +2 bonus on their saves to resist this ability. Initially, the deimavigga's words seem to have no effect. Anytime the victim tries to rest, though, he must make an additional DC 28 Will save or be affected as per the spell nightmare (even if the victim doesn't technically sleep). After a night of suffering vivid dreams and wrestling with the devil's words, the victim must make yet another DC 28 Will save or have its alignment shift one step toward lawful evil. Only by unlearning what the deimavigga told it can a victim be free of this effect, requiring a spell such as miracle, modify memory, or wish. <p class='HangIndent'><b>Summon Devil (Sp)</b> Once per day a deimavigga can attempt to summon 1d6 osyluths or 2d4 barbazu with a 50% chance of success, or 1 gelugon with a 20% chance of success. This ability is the equivalent of an 8th-level spell. <p class='HangIndent'><b>Wisdom Drain (Su)</b> A deimavigga drains 1d6 points of Wisdom each time it hits with its claw attack. (A deimavigga does not heal any damage when it uses its Wisdom drain.) | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> Hell</p> | |
<p class='HangIndent'><b>Organization </b> solitary</p> | |
<p class='HangIndent'><b>Treasure </b>double (+5 shadow full plate, other treasure)</p> | |
</div> | |
<p class="Details"><div><p>Regal, fearsome, and unfeeling, deimaviggas seek to turn the faithful from their gods, using cold logic to proselytize the path of atheism, the freedom of the mortal spirit, and the order offered by Hell. Their slowly ever-shifting masks speak envenomed words and imply the hollow nature of their lies. Speaking out against all deities-except for Asmodeus, whom they subtly tout as a bringer of discipline even as they downplay his divinity-these deadly intellectuals know that those who turn from their deities are more likely to succumb to the temptations of their diabolical brethren.</p><p>Rather than attempting to sway the souls of individual mortals, these cunning fiends take on the roles of prophets of reason, disguising themselves beneath layers of illusion to evangelize the virtues and freedoms of lives unshackled from demanding deities. Occasionally one might focus its arguments on a soul of particular piety, delighting in throwing deities' most devoted servants into endless crises of faith. Deimaviggas care little for what gods their depredations affect, disenfranchising the worshipers of the divine and the profane alike.</p><p>In their natural shapes, deimaviggas stand 7 feet tall and weigh a mere 120 pounds. When disguised, though, they typically take the forms of wise old men, priests who have realized their folly, and even angels of truth.</p><p><b>Habitat & Society</b><br> Deimaviggas prefer to spend their time upon the Material Plane, swaying the weak and corruptible souls of mortals.</p><p>There they seek out either vast mortal cities, where their heresy might reach many ears, or small communities where the isolated might fall to their blasphemous philosophizing.</p><p>When in Hell, though, they linger in Caina, tormenting the souls of those trapped upon its lonely islands, developing and testing complicated and often confusing arguments.</p><p>Preferring to operate alone, these poison-tongued devils rarely work with others of their kind, even though their status as greater devils affords them great control over their lesser brethren. They find their arguments benefit from simplicity, their endeavors complicated by even the most obedient minions. Pit fiends and infernal dukes sometimes utilize deimaviggas as spies and spreaders of dissension and confusion, though even among devilkind these enigmatic fiends are considered strange and unnerving.</p></div></p> | |
</div> | |
</div> | |
</div> | |
<div style="display:block; width:800px; margin-left:20px; vertical-align:top;"> | |
<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: PFRPG Bestiary 2</div> | |
<div style="clear:both;"></div> | |
</div> | |
<p class='Details' style='font-style: italic;'>Ash and embers encrust the smoldering humanoid frame of this imperious, dragon-winged devil.</p> | |
<table class="MonHead" width="100%"> | |
<tbody> | |
<tr> | |
<td align="left" width="85%"><b>Devil, Immolation (Puragaus)</b></td> | |
<td align="right"><b>CR 19</b></td> | |
</tr> | |
</tbody> | |
</table> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>XP 204,800</b></p> | |
<p class='HangIndent'>LE Large outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +8; <b>Senses</b> darkvision 60 ft., true seeing; Perception +27</p> | |
</div> | |
<div class="Sep1"><b>DEFENSE</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>AC</b> 36, touch 17, flat-footed 28 (+8 Dex, +19 natural, -1 size)</p> | |
<p class='HangIndent'><b>hp</b> 315 (18d10+216) regeneration 5 (good weapons or good spells) | |
</p> | |
<p class='HangIndent'><b>Fort</b> +23, <b>Ref</b> +19, <b>Will</b> +14 </p> | |
<p class='HangIndent'> | |
<B>DR</B> 15/good and silver; | |
<B>Immune</B> fire, poison; | |
<B>Resist</B> acid 10, cold 10; | |
<B>SR</B> 30 | |
</p> | |
</div> | |
<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 30 ft., fly 80 ft. (good) | |
<br /> | |
<b>Melee</b> bite +29 (2d6+12 plus burn), 2 claw +29 (1d8+12 plus burn), gore +29 (2d8+12 plus burn), 2 wings +27 (1d8+6)<br /> | |
<b>Space</b> 10 ft.; <b>Reach</b> 10 ft.<br /> | |
<b>Special Attacks</b> burn (2d6, DC 31), hellfire<br /> | |
</p> | |
<div class="Details"> | |
<p class='HangIndent'><b>Spell-Like Abilities (CL 17th; concentration +24)</b> </p> <p class='HangIndent_2'>Constant-fire shield, true seeing</p> <p class='HangIndent_2'>At will-fireball (DC 20), greater teleport (self plus 50 lbs. of objects only), persistent image (DC 22), wall of fire </p> <p class='HangIndent_2'>3/day-dictum (DC 24), firestorm (DC 25), mass charm monster (DC 25) </p> <p class='HangIndent_2'>1/day-summon (level 9, any 2d4 devils of CR 10 or lower, 90%)</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><B>Str</b> 34, <B>Dex</b> 26, <B>Con</b> 35, <B>Int</b> 24, <B>Wis</b> 23, <B></b> Cha <B>24</b></p> | |
<p class='HangIndent'>Base Atk</b> +18; <b>CMB</b> +31; <b>CMD</b> 49</p> | |
<p class='HangIndent'><b>Feats</b> Blind-Fight, Blinding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Iron Will, Multiattack, Power Attack, Stand Still<P class='HangIndent'><b>Skills</b> Bluff +28, Diplomacy +28, Disable Device +26, Fly +31, Intimidate +28, Knowledge (arcana) + 25, Knowledge (nobility) +25, Knowledge (engineering) +28, Knowledge (planes) +28, Perception +27, Sense Motive +27, Spellcraft +28, Stealth +25</p> | |
<p class='HangIndent'><b>Languages</b> Celestial, Common, Draconic, Infernal; telepathy 100 ft.</p> | |
</div> | |
<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Hellfire (Su)</b> Any fire damage caused by an immolation devil's abilities and spells is half fire damage, half unholy damage. | |
</div> | |
<div class="Sep1"><b>ECOLOGY</b></div> | |
<div class="SectionWrapper"> | |
<p class='HangIndent'><b>Environment </b> any (Hell)</p> | |
<p class='HangIndent'><b>Organization </b> solitary, pair, or council (3-6)</p> | |
<p class='HangIndent'><b>Treasure </b>double</p> | |
</div> | |
<p class="Details"><div><p><p>Immolation devils are tyrant warlords and terrifying field generals among Hell's legions. While many other greater devils manipulate and corrupt subtly and from afar, puragaus surround themselves with lesser diabolical minions, lead interplanar incursions, hold infernal redoubts upon mortal worlds, or strike against any who would defy the will of Hell.</p><p>Immolation devils stand just over 10 feet tall, with wingspans nearing 20 feet, and weigh 900 pounds.</p></div></p> | |
</div> | |
</div> | |
</div> | |
<div style="display:block; width:800px; margin-left:20px; vertical-align:top;"> | |
<div style="text-align:center; background:#E0E0E0; font-family:Arial, Helvetica, sans-serif; color:#999"> | |
<div style="float:left">Source: PFRPG Bestiary</div> | |
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<p class='Details' style='font-style: italic;'>A pair of gigantic, flame-seared wings and eyes smoldering like embers give this towering devil a truly horrific appearance.</p> | |
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<td align="left" width="85%"><b>Devil, Pit Fiend</b></td> | |
<td align="right"><b>CR 20</b></td> | |
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<p class='HangIndent'><b>XP 307,200</b></p> | |
<p class='HangIndent'>LE Large outsider (devil, evil, extraplanar, lawful)</p> | |
<p class='HangIndent'><b>Init</b> +13; <b>Senses</b> darkvision 60 ft., see in darkness; Perception +33</p> | |
<p class='HangIndent'><B>Aura</B> fear (20 ft., DC 23)</p> | |
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<div class="Sep1"><b>DEFENSE</b></div> | |
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<p class='HangIndent'><b>AC</b> 38, touch 18, flat-footed 29 (+9 Dex, +20 natural, -1 size)</p> | |
<p class='HangIndent'><b>hp</b> 350 (20d10+240) regeneration 5 (good weapons, good spells) | |
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<p class='HangIndent'><b>Fort</b> +24, <b>Ref</b> +21, <b>Will</b> +18 </p> | |
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<B>DR</B> 15/good and silver; | |
<B>Immune</B> fire, poison; | |
<B>Resist</B> acid 10, cold 10; | |
<B>SR</B> 31 | |
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<div class="Sep1"><b>OFFENSE</b></div> | |
<p class="Details" style="margin-bottom:0px;"><b>Speed</b> 40 ft., fly 60 ft. (average) | |
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<b>Melee</b> 2 claws +32 (2d8+13), 2 wings +30 (2d6+6), bite +32 (4d6+13 plus poison and disease), tail slap +30 (2d8+6 plus grab)<br /> | |
<b>Space</b> 10 ft.; <b>Reach</b> 10 ft.<br /> | |
<b>Special Attacks</b> constrict 2d8+19, devil shaping<br /> | |
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<p class='HangIndent'><b>Spell-Like Abilities (CL 18th)</b></p> <p class='HangIndent_2'>At will-blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), greater scrying (DC 25), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, scorching ray, trap the soul (DC 26), unholy aura (DC 26), wall of fire</p> <p class='HangIndent_2'>3/day-quickened fireball (DC 21)</p> <p class='HangIndent_2'>1/day-meteor swarm, summon (level 9, any 1 CR 19 or lower devil, 100%)</p> <p class='HangIndent_2'>1/year-wish</p> | |
<div class="Sep1"><b>STATISTICS</b></div> | |
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<p class='HangIndent'><B>Str</b> 37, <B>Dex</b> 29, <B>Con</b> 35, <B>Int</b> 26, <B>Wis</b> 30, <B>Cha</b> 26</p> | |
<p class='HangIndent'>Base Atk</b> +20; <b>CMB</b> ++34 (+38 grapple); <b>CMD</b> 53</p> | |
<p class='HangIndent'><b>Feats</b> Cleave, Great Cleave, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability ( fireball), Vital Strike<P class='HangIndent'><b>Skills</b> Appraise +17, Bluff +31, Diplomacy +31, Disguise +27, Fly +30, Intimidate +31, Knowledge (arcana) +28, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +28, Survival +22, Use Magic Device +28</p> | |
<p class='HangIndent'><b>Languages</b> Celestial, Common, Draconic, Infernal; telepathy 100 ft.</p> | |
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<div class="Sep1"><b>SPECIAL ABILITIES</b></div> | |
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<p class='HangIndent'><b>Devil Shaping (Su)</b> Three times per day, a pit fiend can spend a minute to transform nearby lemures into other lesser devils. A pit fiend can transform one lemure for every Hit Die the pit fiend possesses. It can then reshape these lemures into a number of Hit Dice's worth of lesser devils (see page 71) equal to the number of lemures affected. For example, a typical 20 Hit Dice pit fiend could transform 20 lemures into two bone devils (10 HD each), or three bearded devils (6 HD each, leaving two lemures unchanged), or any other combination of lesser devils. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil ready to follow the orders of the pit fiend. Although pit fiends can, technically, elevate a mass of 20 lemures into a new pit fiend, most are hesitant to do so since they have no special control over a devil created in this manner. <p class='HangIndent'><b>Disease (Su)</b> Devil Chills: Bite-injury; save Fort DC 32; onset immediate; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves. The save DC is Constitution-based. <p class='HangIndent'><b>Poison (Ex)</b> Bite-injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 1d6 Con damage; cure 3 consecutive saves. The save DC is Constitution-based. | |
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<div class="Sep1"><b>ECOLOGY</b></div> | |
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<p class='HangIndent'><b>Environment </b> any (Hell)</p> | |
<p class='HangIndent'><b>Organization </b> solitary, pair, or council (3-9)</p> | |
<p class='HangIndent'><b>Treasure </b>double</p> | |
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<p class="Details"><div><p>Rulers of infernal realms, generals of Hell's armies, and advisors to the archf iends, pit fiends embody the awesome and terrible pinnacle of devilkind. Massive, physically indomitable, and possessed of ingenious evil intellects, these diabolical tyrants hold great autonomy whether in their service to the archf iends, in their rule of vast infernal fiefdoms, or in subjugation of mortal worlds. Thick muscles cling to their gigantic frames, armored over by dense, bladed scales capable of def lecting all but the most potent assaults. Fangs as thick as daggers fill their maws, bestial visages disguising some of the most insidious minds in Hell.</p><p>Born within the depths of Nessus, the ninth and deepest layer of Hell, pit fiends are raised from the ranks of cornugons and gelugons by the archdevils and their dukes alone. While many travel to higher layers and far from Hell to command infernal legions, most remain in Nessus serving in the courts of Hell's elite or in dark councils with unknowable purposes. Pit fiends always stand over 14 feet tall, with wingspans in excess of 20 feet and weights over 1,000 pounds.</p><p>Pit fiends are masters of fire and prefer lands bathed in flame. In Hell, this predisposes them to Avernus, Dis, Malebolge, Nessus, and Phlegethon the layers most likely to harbor their burning temple-citadels. Fanatics obsessed with diabolical superiority and ironclad obedience, pit fiends left to their own devices raise massive armies, scouring the pits of Hell for the most depraved lemures to transform into true fiends. When convinced they've formed the perfect legions, they turn their attentions to vulnerable demiplanes and mortal worlds, eyeing them for infernal domination and the glory of conquest. In the service of the archfiends or other unique infernal warlords, pit fiends hold themselves to a greater cause, obeying the wills of Asmodeus's chosen nobles in the hopes of one day garnering the favor of either the Prince of Darkness or Hell itself. While obedient to the hierarchies of their kind, they are also strict in their enforcement, and should a pit fiend find itself subservient to a master unfit to rule, it holds itself duty bound to cast down such an incompetent lord. Thus, whether as masters or servants, pit fiends embody the will of Hell's merciless law and assure that only the strongest of devilkind flourish (or dare to).</p><p>Only the most powerful of mortal spellcasters can or dare summon a pit fiend. These devils' reactions to summoning are deliberate and swift, usually typified by overwhelming rage that such insignificant beings would waste their immortal time. Those that cannot weather the devils' burning rage are slain-their souls typically racing the pit fiends back to Hell. Those who manage to keep control of the greater devils, though, intrigue them. A pit fiend might dutifully serve a mortal master for centuries, but its goal is always the same: to further corrupt the mortal soul, assure its absolute damnation, and when the mortal inevitably dies, claim its soul and begin the process of creating a perfectly corrupt lemure servant.</p><p>Pit fiends know they are immortal and are intelligent enough to indulge in impossibly disciplined patience.</p><p>As such, the eldest pit fiends see in their legions the faces of countless fools who once presumed themselves the devils' masters.</p><p><b>Infernal Dukes</b><br> The most powerful of pit fiends are lords in their own right-members of the elite caste of infernal politics and leadership known as the Dukes of Hell. While not all of the Dukes of Hell are pit fiends, the majority of them are. As a general rule, a pit fiend Duke of Hell has several levels of a particular character class, the advanced simple template, or in some cases unusual spell-like abilities or unique powers over and above those of most pit fiends.</p><p>Listed here are three sample unique pit fiend duke abilities, but these examples are by no means the entirety of what strange powers an infernal duke might wield.</p><p><b>Deathmastery (Su):</b> The pit fiend duke's ability to manipulate the souls of the damned extends beyond the standard devil shaping power. Whenever a pit fiend slays a humanoid, it can attempt to transform the slain creature's soul into a ghost under the pit fiend's control.</p><p>The pit fiend may control a number of ghosts in this manner equal to its Charisma modifier.</p><p><b>Master of Magic (Su):</b> The pit fiend duke has additional spell-like abilities (20 spell levels' worth of 1st-4th level spells usable at will and 20 spell levels' worth of 5th-8th level spells usable 3 times a day).</p><p><b>Hellfire Breath (Su):</b> The pit fiend gains a devastating breath weapon that it can use once every 1d4 rounds. This breath weapon is a 60-foot cone of fire (10d10 fire damage and 10d10 unholy damage as per flame strike, successful Ref lex save [DC 10 + 1/2 the pit fiend's racial HD + the pit fiend's Constitution modifier] half ).</p></div></p> | |
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