Horned Devil | CR 16 |
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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. |
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AC 35, touch 16, flat-footed 28 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 |
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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 |
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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) |
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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. |