Bone DevilCR 9

Always LE Large Outsider (Evil, Extraplanar, Lawful)

Init +9; Senses darkvision 60 ft., see in darkness; Listen +17, Spot +17

Languages Infernal, Celestial, Draconic; telepathy 100 ft.

AC 25, touch 14, flat-footed 20
(−1 size, +5 Dex, +11 natural)

hp 95 (10 HD); DR 10/good

Immune fire, poison

Resist acid 10, cold 10; SR 21

Fort +12, Ref +12, Will +11

Speed 40 ft.,

Melee Bite +14 (1d8+5) and 2 claws +12 (1d4+2) and sting +12 (3d4+2 plus poison)

Space 10 ft.; Reach 10 ft.

Base Atk +10; Grp +19

Special Actions fear aura, summon devil

Spell-like Abilities (CL 12):

At will—greater teleport (self plus 50 pounds of objects only), dimensional anchor, fly, invisibility (self only), major image (DC 15), wall of ice

The save DCs are Charisma-based

Abilities Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 14

Feats Alertness, Improved Initiative, Iron Will, Multiattack

Skills Bluff +15, Concentration +18, Diplomacy +6, Disguise +2 (+4 acting), Hide +14, Intimidate +17, Knowledge (any one) +15, Listen +17, Move Silently +18, Search +15, Sense Motive +15, Spot +17, Survival +2 (+4 following tracks)

Advancement 11-20 HD (Large); 21-30 HD (Huge)

Poison (Ex) Injury, Fortitude DC 20, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Summon devil (Sp) Once per day a bone devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.