Barbed DevilCR 11

Always LE Medium Outsider (Evil, Extraplanar, Lawful)

Init +6; Senses darkvision 60 ft., see in darkness; Listen +19, Spot +19

Languages Infernal, Celestial, Draconic; telepathy 100 ft.

AC 29, touch 16, flat-footed 23; barbed defense
(+6 Dex, +13 natural)

hp 126 (12 HD); DR 10/good

Immune fire, poison

Resist acid 10, cold 10; SR 23

Fort +14, Ref +14, Will +12

Speed 30 ft.,

Melee 2 claws +18 (2d8+6 plus fear)

Space 5 ft.; Reach 5 ft.

Base Atk +12; Grp +22

Atk Options Cleave, Improved Grapple, Power Attack, improved grab, impale 3d8+9

Special Actions summon devil

Spell-like Abilities (CL 12):

At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 16), major image (DC 17), scorching ray (2 rays only)

1/day—order's wrath (DC 18), unholy blight (DC 18)

The save DCs are Charisma-based

Abilities Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18

Feats Alertness, Cleave, Improved Grapple, Iron Will, Power Attack

Skills Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks)

Advancement 13-24 (Medium); 25-36 HD (Large)

Fear (Su) A creature hit by a barbed devil must succeed on a DC 20 Will save or be affected as though by fear (caster level 9th).

Whether or not the save is successful, that creature cannot be affected by that same barbed devil's fear ability for 24 hours. The save DC is Charisma-based.

Impale (Ex) A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.

Improved Grab (Ex) To use this ability, a barbed devil must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body.

Summon devil (Sp) Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Barbed Defense (Su) Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil's barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.