Horned DevilCR 16

Always LE Large Outsider (Evil, Extraplanar, Lawful)

Init +7; Senses darkvision 60 ft., see in darkness; Listen +22, Spot +22

Languages Infernal, Celestial, Draconic; telepathy 100 ft.

AC 35, touch 16, flat-footed 28
(−1 size, +7 Dex, +19 natural)

hp 172 (15 HD); DR 10/good and silver; regeneration 5

Immune fire, poison

Resist acid 10, cold 10; SR 28

Fort +16, Ref +16, Will +15

Speed 20 ft., fly 50 ft. (average)

Melee Spiked chain +25/+20/+15 (2d6+15 plus stun) and bite +22 (2d8+5) and tail +22 (2d6+5 plus infernal wound); or

Melee 2 claws +24 (2d6+10) and bite + (2d8+5) and tail +22 (2d6+5 plus infernal wound)

Space 10 ft.; Reach 10 ft. (20 ft. with spiked chain)

Base Atk +15; Grp +29

Atk Options Cleave, Improved Sunder, Power Attack

Special Actions fear aura, summon devil

Spell-like Abilities (CL 15):

At will—dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 pounds of objects only), persistent image (DC 21)

3/day—fireball (DC 19), lightning bolt (DC 19)

The save DCs are Charisma-based

Abilities Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22

Feats Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack, Weapon Focus (spiked chain)

Skills Bluff +24, Climb +28, Concentration +24, Diplomacy +10, Disguise +6 (+8 acting), Hide +21, Intimidate +26, Listen +22, Move Silently +23, Search +20, Sense Motive +22, Spot +22, Survival +4 (+6 following tracks)

Advancement 16-20 HD (Large); 21-45 HD (Huge)

Fear Aura (Su) A horned devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 23 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by the same horned devil's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Stun (Su) 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. The save DC is Strength-based. This ability is a function of the horned devil, not of the spiked chain.

Infernal Wound (Su) The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 24 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil's tail must succeed on a DC 24 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Summon devil (Sp) Once per day a horned devil can attempt to summon 2d10 lemures or 1d6 bearded devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another horned devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell.

Regeneration (Ex) A horned devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.