Ice DevilCR 13

Always LE Large Outsider (Evil, Extraplanar, Lawful)

Init +5; Senses darkvision 60 ft., see in darkness; Listen +25, Spot +25

Languages Infernal, Celestial, Draconic; telepathy 100 ft.

AC 32, touch 14, flat-footed 27
(−1 size, +5 Dex, +18 natural)

hp 147 (14 HD); DR 10/good; regeneration 5

Immune fire, poison

Resist acid 10, cold 10; SR 25

Fort +15, Ref +14, Will +15

Speed 40 ft.,

Melee Spear +20/+15/+10 (2d6+9/x3 plus slow) and bite +14 (2d6+3) and tail +14 (3d6+3 plus slow); or

Melee 2 claws +19 (1d10+6) and bite +14 (2d6+3) and tail +14 (3d6+3 plus slow)

Space 10 ft.; Reach 10 ft.

Base Atk +14; Grp +24

Atk Options Cleave, Combat Reflexes, Power Attack

Special Actions fear aura, summon devil

Spell-like Abilities (CL 13):

At will—cone of cold (DC 20), fly, ice storm (DC 19), greater teleport (self plus 50 pounds of objects only), persistent image (DC 20), unholy aura (DC 23), wall of ice (DC 19)

The save DCs are Charisma-based

Abilities Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20

Feats Alertness, Cleave, Combat Reflexes, Power Attack, Weapon Focus (spear)

Skills Bluff +22, Climb +23, Concentration +23, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Jump +27, Knowledge (any three) +23, Listen +25, Move Silently +22, Search +23, Sense Motive +23, Spellcraft +23, Spot +25, Survival +6 (+8 following tracks)

Advancement 15-28 HD (Large); 29-42 HD (Huge)

Fear Aura (Su) An ice devil can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 22 Will save or be affected as though by a fear spell (caster level 13th). A creature that successfully saves cannot be affected again by the same ice devil's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Slow (Su) 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. The save DC is Constitution-based.

Summon devil (Sp) Once per day an ice devil can attempt to summon 2d10 lemures or 1d6 bearded devils, 2d4 bone devils with a 50% chance of success, or another ice devil with a 20% chance of success. This ability is the equivalent of a 4th-level spell.

Regeneration (Ex) An ice devil takes normal damage from good-aligned weapons and from spells or effects with the good descriptor.