BAATEZU

DEVIL

Devils are fiends from lawful evil-aligned planes.

Many devils are surrounded by a fear aura, which they use to break up powerful groups and defeat opponents piecemeal. Devils with spell-like abilities use their illusion abilities to delude and confuse foes as much as possible. A favorite trick is to create illusory reinforcements; enemies can never be entirely sure if a threat is only a figment or real summoned devils joining the fray.

Devil Traits: Most devils possesses the following traits (unless otherwise noted in a creature's entry).

-Immunity to fire and poison.

-Resistance to acid 10 and cold 10.

-See in Darkness (Su): Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

-Summon (Sp): Some devils share the ability to summon others of their kind (the success chance and type of devils summoned are noted in each monster description).

-Telepathy.

Except when otherwise noted, devils speak Infernal, Celestial, and Draconic.

ABISHAI

from Monsters of Faerun

  Abishai, White (Baatezu) Abishai, Black (Baatezu)
  Medium-Size Outsider (Evil, Lawful) Medium-Size Outsider (Evil, Lawful)
Hit Dice: 4d8+8 (26 hp) 5d8+10 (32 hp)
Initiative: +2 (Dex) +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 40 ft. (poor) 30 ft., fly 40 ft. (poor)
AC: 16 (+2 Dex, +4 natural) 17 (+2 Dex, +5 natural)
Attacks: Tail +5 melee, 2 claws + 3 melee, bite +3 melee Tail +7 melee, 2 claws +5 melee, bite +5 melee
Damage: Tail 1d6+1 and sting (+1d6 cold), claw 1d4, bite 1d6 Tail 1d6+2 and sting (+2d4 acid plus +1d4 acid the following round), claw 1d4+1, bite 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon baatezu Spell-like abilities, summon baatezu
Special Qualities: Damage reduction 5/+1, abishai qualities, regeneration 4, SR 11 Damage reduction 5/+1, abishai qualities, regeneration 5, SR 12
Saves: Fort +6, Ref +6, Will+5 Fort +6, Ref +6, Will+5
Abilities:

Str 13, Dex 15, Con 15,

Int 10, Wis 12, Cha 12

Str 14, Dex 15, Con 15,

Int 10, Wis 12, Cha 13

Skills: Bluff +3, Concentration +4, Disguise +4, Escape Artist +6, Intimidate +7, Listen +5, Search +6, Spot +6 Bluff +4, Concentration +5, Disguise +5, Escape Artist +7, Intimidate +8, Listen +6, Search +7, Spot +7
Feats: Multiattack Improved Initiative, Multiattack
Climate/Terrain: Any land and underground Any land and underground
Organization: Solitary, flight (2), or wail (3-12) Solitary, flight (2), or wail (3-12)
Challenge Rating: 5 5
Treasure: Standard Standard
Alignment: Always lawful evil Always lawful evil
Advancement: 5-6 HD (Medium-size) 6-7 HD (Medium-size)

 

  Abishai, Green (Baatezu)

Abishai, Blue (Baatezu)

  Medium-Size Outsider (Evil, Lawful) Medium-Size Outsider (Evil, Lawful)
Hit Dice: 6d8+18 (45 hp) 7d8+21 (52 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative) +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 40 ft. (poor) 30 ft., fly 50 ft. (poor)
AC: 19 (+3 Dex, +6 natural) 20 (+3 Dex, +7 natural)
Attacks: Tail +8 melee, 2 claws + 6 melee, bite +6 melee Tail +10 melee, 2 claws +8 melee, bite +8 melee
Damage: Tail 1d6+2 and sting (poison: 1d4 Strength primary, 1 Strength secondary damage), claw 1d4+1, bite 1d6+1 Tail 1d6+3 and sting (+2d6 electricity), claw 1d4+1, bite 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon baatezu Spell-like abilities, summon baatezu
Special Qualities: Damage reduction 5/+1, abishai qualities, regeneration 6, SR 13 Damage reduction 10/+1, abishai qualities, regeneration 7, SR 14
Saves: Fort +8, Ref +8, Will+6 Fort +8, Ref +8, Will+6
Abilities:

Str 15, Dex 16, Con 16,

Int 11, Wis 13, Cha 14

Str 16, Dex 16, Con 16,

Int 11, Wis 13, Cha 15

Skills: Bluff +6, Concentration +7, Disguise +7, Escape Artist +9, Intimidate +10, Listen +7, Search +8, Spot +8 Bluff +7, Concentration +8, Disguise +9, Escape Artist +10, Intimidate +11, Listen +9, Search +9, Spot +9
Feats: Improved Initiative, Multiattack Improved Initiative, Multiattack
Climate/Terrain: Any land and underground Any land and underground
Organization: Solitary, flight (2), or wail (3-12) Solitary, flight (2), or wail (3-12)
Challenge Rating: 6 7
Treasure: Standard Standard
Alignment: Always lawful evil Always lawful evil
Advancement: 7-8 HD (Medium-size) 8-9 HD (Medium-size)

 

  Abishai, Red (Baatezu)
  Medium-Size Outsider (Evil, Lawful)
Hit Dice: 8d8+24 (60 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 50 ft. (poor)
AC: 21 (+3 Dex, +8 natural)
Attacks: Tail +12 melee, 2 claws +9 melee, bite +9 melee
Damage: Tail 1d6+3 and sting (+2d6 fire), claw 1d4+1, bite 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon baatezu
Special Qualities: Damage reduction 10/+1, abishai qualities, regeneration 8, SR 17
Saves: Fort +9, Ref +9, Will+8
Abilities:

Str 17, Dex 17, Con 17,

Int 12, Wis 14, Cha 16

Skills: Bluff +9, Concentration +10, Disguise +10, Escape Artist +11, Intimidate +14, Knowledge (Infernal) +6, Listen +10, Search +10, Spot +10
Feats: Improved Initiative, Multiattack, Weapon Focus (tail)
Climate/Terrain: Any land and underground
Organization: Solitary, flight (2), or wail (3-12)
Challenge Rating: 8
Treasure: Standard
Alignment: Always lawful evil
Advancement: 9-10 HD (Medium-size)

 

Abishais are the torurers and wardens of the first two circles of Baator. They owe fealty to Tiamat, the queen of chromatic dragons. Not coincidentally, the five different colors of abishais have supernatural affinities with chromatic dragonkind.

They resemble gothic gargoiles, standing between 5 and 7 feet tall and weighing between 250 and 500 pounds. They have the wings of bats, vicious claws, snapping jaws and a prehensile tail that whips about the abishai's body constantly, ready to strike with a magic sting. Abishais' scales are somewhat duller than the scales of their five draconic counterparts.

Some human scholars believe that abishais move up the hierarchy of minor devils, starting as white abishai, becoming black, then green, blue, and finally red. these scholars are mistaken: abishais have no more hope than the rest of Baator's inhabitants and glory in opportunities to take their pain out on mortals. Abishai speak Infernal and Common. Red abishai also speak Celestial.

Combat

Abishai fly poorly, so they prefer to land on their prey and fight on the ground. If possible, they use their illusion and charm abilities to softeh up opposition before combat begins in earnest.

Abishai sting

Each variety of abishai has a sting attack, delivered by its tail, that inflicts extra damage as follows:
White: Any hit from a white abishai's tail inflicts an additional 1d6 points of cold damage.
Black: Any hit from a black abishai's tail inflicts an additional 2d4 points of damage, followed by an additional 1d4 points of damage the subsequent round.
Green: Any hit from a green abishai's tail inflicts 1d4 points of temporary Strength damage in addition to inflicting its normal damage; secondary damage is 1 additional point of Strength.
Blue: Any hit from a blue abishai's tail inflicts an additional 2d6 points of electricity damage.
Red: Any hit from a red abishai's tail inflicts an additional 2d6 points of fire damage.

Abishai Qualities

All abishais share the following special attacks and special qualities.
Spell-Like Abilities (Sp): At will: animate dead, change self, charm person, command, desecrate, detect alignment, major image, suggestion, and scare. These powers function as the spells of the same name cast by a sorcerer possessing caster levels equal to the individual abishai's Hit Dice.
Summon Baatezu (Sp): Once per day an abishai can attempt to summon 2d6 lemures with a 50% chance of success, or another abishai of a random color with a 20% chance of success.
Immunities (Ex): Abishais are immune to fire and poison.
Resistances (Ex): Abishais Have cold and acid resistance 20.
Regeneration (Ex): Holy water, holy weapons, and blessed weapons inflict lethal damage on an abishai. All other damage regenerates at the rate of 1 point per Hit Die per round; for example, a black abishai with 5 HD regenerates 5 points per round.
See in Darkness (Su): Abishais can see perfectly in darkness of any kind, even that created by deeper darkness spell.
Telepathy (Su): Abishais can communicate telepathically with any creature within 100 feet that has a language.
Vulnerability to Holy Water (Ex): Abishais take 2d4 damage from a flask of holy water, or 1 point of damage from a splash of holy water.

AMNIZU (Baatezu)

from Dragon magazine

   
  Medium-Size Outsider
Hit Dice: 9d8+9 (49 hp)
Initiative: +1 (Dex)
Speed: 20 ft, fly 40 ft (average)
AC: 21 (+1 Dex, +10 natural)
Attacks: 2 claws +10 melee
Damage: Claw 1d4+1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities, forget, summon devils
Special Qualities: Damage reduction 20/+2, SR 21, devil qualities
Saves: Fort +7, Ref +7, Will +8
Abilities: Str 13, Dex 13, Con 13, Int 15, Wis 15, Cha 15
Skills:

Climb +10, Concentration +10, Diplomacy +11, Hide +10,

Knowledge (planes) +11, Listen +13, Move Silently +10, Search +11, Sense Motive +11, Spot +13

Feats: Alertness, Dodge, Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary, team (2-5), or troupe (1-2 amnizu, 2-5 erinyes)
Challenge Rating: 7
Treasure: Standard
Alignment: Always lawful evil
Advancement: 10-21 HD (Medium-size)

 

Amnizu, better known as Styx devils, are found throughout Stygia (the fifth plane of Hell). They are the guardians of the River Styx and serve as generals in Hell's armies, commanding 20 companies of erinyes and abishai.

The amnizu appears as a 4-foot tall, gruesome humanoid. Its head is long and ovoid and devoid completely of hair. Its legs and arms are short and stumpy. Its hands end in sharp claws. Its mouth is filled with razor-sharp teeth.

Combat

The amnizu attacks using its spell-like abilities, claws, and forget ability

in combat.

Spell-Like Abilities: At will-animate dead, charm person, desecrate, doom, fireball, hold person, major image, produce flame, pyrotechnics, suggestion, and teleport without error (self plus 50 pounds of objects only); 1/day-imprisonment. These abilities are as the spells cast by a 9th-level sorcerer (save DC 12 + spell level).

Forget (Su): By making a melee touch attack, an amnizu causes the target to forget one whole day's worth of memories if the creature fails a Will save (DC 15). This does not negate any mind-affecting spells the victim is currently affected by (charm, suggestion, for instance), but causes the victim to forget the being that placed such magic on them in the first place. Lost memories can be restored by the casting of heal, lesser restoration, greater restoration, miracle, or wish.

Summon Devils (Sp): Once per day an amnizu can attempt to summon 2d10 lemures with a 50% chance of success or 1d8 erinyes with a 35% chance of success.

Devil Qualities (Ex): Immune to fire and poison; cold and acid resistance 20.

See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Telepathy (Su): Amnizu can communicate telepathically with any creature within 100 feet that has a language.

BARBED DEVIL (HAMATULA)

from Monster Manual 3.5

   
  Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 12d8+72 (126 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
AC: 29 (+6 Dex, +13 natural) touch 16, flat-footed 23
Base Attack/Grapple: +12/+22
Attacks: Claw +18 melee (2d8+6 plus fear)
Full Attack: 2 claws +18 melee (2d8+6 plus fear)
Face/Reach: 5 ft./5 ft.
Special Attacks: Fear, improved grab, impale 3d8+9, summon devil
Special Qualities: Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft.
Saves: Fort +14, Ref +14, Will +12
Abilities: Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18
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)
Feats: Alertness, Cleave, Improved Grapple, Iron Will, Power Attack
Climate/Terrain: A lawful evil-aligned plane
Organization: Solitary, pair, team (3-5), or squad (6-10)
Challenge Rating: 11
Treasure: Standard
Alignment: Always lawful evil
Advancement: 13-24 (Medium); 25-36 HD (Large)

 

A barbed devil is about 7 feet tall and weighs about 300 pounds.

Combat

Barbed devils eagerly fight with their claws, trying to impale their opponents. They use hold person to immobilize those who avoid their hug attacks.

A barbed devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

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.

Spell-Like Abilities: 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). Caster level 12th. The save DCs are Charisma-based.

KOCRACHON

from Book of Vile Darkness

   
  Medium-Size Outsider (Evil, Lawful)
Hit Dice: 6d8+6 (33 hp)
Initiative: +8
Speed: 30 ft, fly 60 ft (average)
AC: 20 (+4 Dex, +6 natural), touch 14, flat- footed 16
Attacks: Bite +9 melee and 2 claws +4 melee
Damage: Bite 1d6+3, claw 1d4+1
Face/Reach: 5 ft. by 5ft./5 ft
Special Attacks: Disease, spell-like abilities
Special Qualities: Baatezu traits, DR 15/+1, sadism, SR 17, summon baatezu
Saves: Fort +6, Ref +9, Will +7
Abilities: Str 16, Dex 19,Con 13, Int 17, Wis 14, Cha 16
Skills:

Bluff+ 12, Diplomacy +5, Heal +11, Hide +13, Intimidate +12, Jump +9, Listen +10,

Move Silently +10, Search +9, Spot +8

Feats: Dodge, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary or team (3-6)
Challenge Rating: 6
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 7-9 HD (Medium-size); 10-12 HD (Large)

 

Kocrachons are diabolic torturers. When the damned are sent to hell to face torment, it is often the insectoid kocrachons that perform the sick and terrible duties-and they relish the task. These devils are likely to be found in terrible hellish citadels, working for some greater baatezu. Dispater alone employs more than a thousand kocrachons in Dis. They have a dark bluish-purple carapace like an insect's, with long, serrated proboscises. Their heads are small; their legs are long and thin, ending in claws that are quite adept at wielding scalpels and other terrible instruments of torture. Kochrachons speak Infernal, Celestial, Common, and Draconic.

Combat

Kocrachons hate straightforward combat, but they like to inflict pain on helpless victims, slowly and precisely. If they must fight, kocrachons use their spell-like abilities as long as they can.

Disease (Ex): Any creature hit by the kochracon's bite attack must succeed at a Fortitude save (DC 14} or contract devil chills, The incubation period is ld4 days, and the disease deals ld6 points of Strength damage. The victim must make three successful Fortitude saving throws in a row to recover (see Disease in Chapter 3 of the DUNGEON MASTER GUIDE).

Spell-Like Abilities: At will-animate dead, cure moderate wounds, desecrate, detect good, detect magic, dispel magic, magic circle against good, liquid pain, major image, sorrow, suggestion, teleport without error (self v plus 50 pounds of gear only) wave of grief, wither limb, wrack; 1/day-blasphemy. Caster level 12th; save DC 13 + spell level.

Baatezu Traits: A kocrachons can communicate telepathically with any creature within 100 feet that has a language. In addition, it can see perfectly in darkness of any kind, even that created by a deeper darkness spell. A kocrachon is immune to fire and poison, and it has acid resistance 20 and cold resistance 20.

Sadism: For every 10 points of damage a kochrachon deals in a round, it gains a +1 luck bonus on attack rolls, saving throws, and skill checks during the next round.

Summon Baatezu (Sp): Twice per day a kocrachon can attempt to summon 1 kocrachon, with a 40%. chance of success.

BEARDED DEVIL (BARBAZU)

from Monster Manual 3.5

Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 6d8+18 (45 hp)

Initiative: +6

Speed: 40 ft. (8 squares)

Armor Class: 19 (+2 Dex, +7 natural) touch 12, flat-footed 17

Base Attack/Grapple: +6/+8

Attack: Glaive +9 melee (1d10+3 plus infernal wound) or claw +8 melee (1d6+2)

Full Attack: Glaive +9/+4 melee (1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2)

Space/Reach: 5 ft./5 ft. (10 ft. with glaive)

Special Attacks: Infernal wound, beard, battle frenzy, summon devil

Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 17, telepathy 100 ft.

Saves: Fort +8, Ref +7, Will +5

Abilities: Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10

Skills: Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9

Feats: Improved Initiative, Power Attack, Weapon Focus (glaive)

Environment: A lawful evil-aligned plane

Organization: Solitary, pair, team (3-5), or squad (6-10)

Challenge Rating: 5

Treasure: Standard

Alignment: Always lawful evil

Advancement: 7-9 HD (Medium); 10-18 HD (Large)

Level Adjustment: +6

 

Every bearded devil carries a sawtoothed glaive.

A bearded devil stands 6 feet tall and weighs about 225 pounds.

Combat

Bearded devils are aggressive and love to fight. They revel in their battle frenzy, spreading mayhem among their foes.

A bearded devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will- greater teleport (self plus 50 pounds of objects only). Caster level 12th.

Infernal Wound (Su): The damage a bearded devil deals with its glaive 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 16 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 bearded devil's glaive must succeed on a DC 16 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 infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.

Beard (Ex): If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.

Battle Frenzy (Ex): Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian's rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward.

Summon Devil (Sp): Once per day a bearded devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bearded devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

BONE DEVIL (OSYLUTH)

from Monster Manual 3.5

Large Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 10d8+50 (95 hp)

Initiative: +9

Speed: 40 ft. (8 squares)

Armor Class: 25 (-1 size, +5 Dex, +11 natural) touch 14, flat-footed 20

Base Attack/Grapple: +10/+19

Attack: Bite +14 melee (1d8+5)

Full Attack: Bite +14 melee (1d8+5) and 2 claws +12 melee (1d4+2) and sting +12 melee (3d4+2 plus poison)

Space/Reach: 10 ft./10 ft.

Special Attacks: Spell-like abilities, fear aura, poison, summon devil

Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 21, telepathy 100 ft.

Saves: Fort +12, Ref +12, Will +11

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

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)

Feats: Alertness, Improved Initiative, Iron Will, Multiattack

Environment: A lawful evil-aligned plane

Organization: Solitary, team (2-4), or squad (6-10)

Challenge Rating: 9

Treasure: Standard

Alignment: Always lawful evil

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

Level Adjustment: -

 

Bone devils stand about 9 feet tall and weigh about 500 pounds.

Combat

Bone devils hate all other creatures and attack ruthlessly. They freely use wall of ice to keep the enemy divided.

A bone devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Fear Aura (Su): Bone devils can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 17 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the same bone devil's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 20, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC

is Constitution-based.

Spell-Like Abilities: At will-greater teleport (self plus 50 pounds of objects only), dimensional anchor, fly, invisibility (self only), major image (DC 15), wall of ice. Caster level 12th. The save DC is Charisma-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.

CHAIN DEVIL (KYTON)

from Monster Manual 3.5

Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 8d8+16 (52 hp)

Initiative: +6

Speed: 30 ft. (6 squares)

Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18

Base Attack/Grapple: +8/+10

Attack: Chain +10 melee (2d4+2/19-20)

Full Attack: 2 chains +10 melee (2d4+2/19-20)

Space/Reach: 5 ft./5 ft. (10 ft. with chains)

Special Attacks: Dancing chains, unnerving gaze

Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, regeneration 2, spell resistance 18

Saves: Fort +8, Ref +8, Will +6

Abilities: Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 12

Skills: Climb +13, Craft (blacksmithing) +17, Escape Artist +13, Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bindings)

Feats: Alertness, Improved Critical (chain), Improved Initiative

Environment: A lawful evil-aligned plane

Organization: Solitary, gang (2-4), band (6-10), or mob (11-20)

Challenge Rating: 6

Treasure: Standard

Alignment: Always lawful evil

Advancement: 9-16 HD (Medium)

Level Adjustment: +6

 

Kytons are humanlike devils, wrapped in chains instead of clothing. A chain devil is 6 feet tall and weighs about 300 pounds, chains included.

Chain devils speak Infernal and Common.

Combat

A chain devil attacks by flailing away with the spiked chains that serve as its clothing, armor, and weapons.

A chain devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned

for the purpose of overcoming damage reduction.

Dancing Chains (Su): A chain devil's most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the devil itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the chain devil's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. The save DC is Charisma-based.

A chain devil can climb chains it controls at its normal speed without making Climb checks.

Unnerving Gaze (Su): Range 30 ft., Will DC 15 negates. A chain devil can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves take a -2 penalty on attack rolls for 1d3 rounds. The save DC is Charisma-based.

Regeneration (Ex): Chain devils take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor. A chain devil that loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.

Skills: Chain devils have a +8 racial bonus on Craft checks involving metalwork.

ERINYES

from Monster Manual 3.5

Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 9d8+45 (85 hp)

Initiative: +5

Speed: 30 ft. (6 squares), fly 50 ft. (good)

Armor Class: 23 (+5 Dex, +8 natural) touch 15, flat-footed 18

Base Attack/Grapple: +9/+14

Attack: Longsword +14 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15 ranged (1d8+6/x3 plus 1d6 fire) or rope +14 ranged (entangle)

Full Attack: Longsword +14/+9 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15/+10 ranged (1d8+6/x3 plus 1d6 fire) or rope +14 ranged (entangle)

Space/Reach: 5 ft./5 ft.

Special Attacks: Entangle, spell-like abilities, summon devil

Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft., true seeing

Saves: Fort +11, Ref +11, Will +10

Abilities: Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20

Skills: Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings)

Feats: DodgeB, MobilityB, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run

Environment: A lawful evil-aligned plane

Organization: Solitary

Challenge Rating: 8

Treasure: Standard, plus rope and +1 flaming composite longbow (+5 Str bonus)

Alignment: Always lawful evil

Advancement: 10-18 HD (Medium)

Level Adjustment: +7

 

Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. An erinyes stands about 6 feet tall and weighs about 150 pounds.

Erinyes speak Infernal, Celestial, and Draconic.

Combat

Erinyes prefer to engage in combat from a distance. They use charm monster to distract or disorganize their opponents, then rain down fiery arrows from above.

An erinyes's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.

Spell-Like Abilities: At will-greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19). Caster level 12th. The save DCs are Charisma-based.

Summon Devil (Sp): Once per day an erinyes can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.

True Seeing (Su): Erinyes continuously use true seeing, as the spell (caster level 14th).

HELLCAT (BEZEKIRA)

from Monster Manual 3.5

Large Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 8d8+24 (60 hp)

Initiative: +9

Speed: 40 ft. (8 squares)

Armor Class: 21 (-1 size, +5 Dex, +7 natural), touch 14, flat-footed 16

Base Attack/Grapple: +8/+18

Attack: Claw +13 melee (1d8+6)

Full Attack: 2 claws +13 melee (1d8+6) and bite +8 melee (2d8+3)

Space/Reach: 10 ft./5 ft.

Special Attacks: Improved grab, pounce, rake 1d8+3

Special Qualities: Damage reduction 5/good, darkvision 60 ft., invisible in light, resistance to fire 10, scent, spell resistance 19, telepathy 100 ft.

Saves: Fort +9, Ref +11, Will +8

Abilities: Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 10

Skills: Balance +16, Climb +17, Hide +13, Jump +21, Listen +17, Move Silently +20, Spot +13, Swim +17

Feats: Dodge, Improved Initiative, Track

Environment: A lawful evil-aligned plane

Organization: Solitary, pair, or pride (6-10)

Challenge Rating: 7

Treasure: None

Alignment: Always lawful evil

Advancement: 9-10 HD (Large); 11-24 HD (Huge)

Level Adjustment: -

 

While its appearance suggests it is incorporeal, a hellcats has a corporeal body and can be harmed by physical attacks.

Hellcats use a natural telepathy to communicate with one another and those they encounter. A hellcat measures about 9 feet long and weighs about 900 pounds.

Combat

A hellcat can hold its own in combat thanks to sharp claws and wicked fangs. It prefers to leap upon opponents, just as a lion does.

A hellcat's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a hellcat must hit with its bite 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 rake.

Pounce (Ex): If a hellcat charges, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +13 melee, damage 1d8+3.

Invisible in Light (Ex): A hellcat is invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.

Skills: Hellcats have a +4 racial bonus on Listen and Move Silently checks.

HORNED DEVIL (CORNUGON)

from Monster Manual 3.5

Large Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 15d8+105 (172 hp)

Initiative: +7

Speed: 20 ft. (4 squares), fly 50 ft. (average)

Armor Class: 35 (-1 size, +7 Dex, +19 natural) touch 16, flat-footed 28

Base Attack/Grapple: +15/+29

Attack: Spiked chain +25 melee (2d6+15 plus stun) or claw +24 melee (2d6+10) or tail +24 melee (2d6+10 plus infernal wound)

Full Attack: Spiked chain +25/+20/+15 melee (2d6+15 plus stun) and bite +22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound); or 2 claws +24 melee (2d6+10) and bite + 22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound)

Space/Reach: 10 ft./10 ft. (20 ft. with spiked chain)

Special Attacks: Fear aura, infernal wound, spell-like abilities, stun, summon devil

Special Qualities: Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 28, telepathy 100 ft.

Saves: Fort +16, Ref +16, Will +15

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

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)

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

Environment: A lawful evil-aligned plane

Organization: Solitary, team (2-4), or squad (6-10)

Challenge Rating: 16

Treasure: Standard coins; double goods; standard items

Alignment: Always lawful evil

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

Level Adjustment: -

 

A horned devil is 9 feet tall and weighs about 600 pounds.

Combat

Horned devils are bold fighters. They rarely retreat, even against overwhelming odds. They love to fight with their spiked chains, usually singling out the most powerful foes to stun and eliminate quickly.

A horned devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: 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). Caster level 15th. The save DCs are Charisma-based.

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.

ICE DEVIL (GELUGON)

from Monster Manual 3.5

Large Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 14d8+84 (147 hp)

Initiative: +5

Speed: 40 ft. (8 squares)

Armor Class: 32 (-1 size, +5 Dex, +18 natural) touch 14, flat-footed 27

Base Attack/Grapple: +14/+24

Attack: Spear +20 melee (2d6+9/x3 plus slow) or claw +19 melee (1d10+6)

Full Attack: Spear +20/+15/+10 melee (2d6+9/x3 plus slow) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow); or 2 claws +19 melee (1d10+6) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow)

Space/Reach: 10 ft./10 ft.

Special Attacks: Fear aura, slow, spell-like abilities, summon devil

Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 25, telepathy 100 ft.

Saves: Fort +15, Ref +14, Will +15

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

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)

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

Environment: A lawful evil-aligned plane

Organization: Solitary, team (2-4), squad (6-10), or troupe (1-2 ice devils, 7-12 bearded devils, and 1-4 bone devils)

Challenge Rating: 13

Treasure: Standard coins; double goods; standard items

Alignment: Always lawful evil

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

Level Adjustment: -

 

An ice devil is about 12 feet tall and weighs about 700 pounds.

Combat

An ice devil prefers to fight only when doing so serves its mission, but it never hesitates to attack when it deems a battle necessary-or likely to end in its victory.

An ice devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

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.

Spell-Like Abilities: 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). Caster level 13th. The save DCs are Charisma-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.

IMP

from Monster Manual 3.5

Tiny Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 3d8 (13 hp)

Initiative: +3

Speed: 20 ft. (4 squares), fly 50 ft. (perfect)

Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17

Base Attack/Grapple: +3/-5

Attack: Sting +8 melee (1d4 plus poison)

Full Attack: Sting +8 melee (1d4 plus poison)

Space/Reach: 2-1/2 ft./0 ft.

Special Attacks: Poison, spell-like abilities

Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5

Saves: Fort +3, Ref +6, Will +4

Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14

Skills: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)

Feats: Dodge, Weapon Finesse

Environment: A lawful evil-aligned plane

Organization: Solitary

Challenge Rating: 2

Treasure: None

Alignment: Always lawful evil

Advancement: 4-6 HD (Tiny)

Level Adjustment: - (Improved Familiar)

 

In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.

Combat

Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.

An imp's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities: At will-detect good, detect magic, invisibility (self only); 1/day-suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.

Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Alternate Form (Su): An imp can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that an imp does not regain hit points for changing form, and an individual imp can assume only one or two forms no larger than Medium. Common forms include monstrous spider, raven, rat, and boar.

LEMURE

from Monster Manual 3.5

Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 2d8 (9 hp)

Initiative: +0

Speed: 20 ft. (4 squares)

Armor Class: 14 (+4 natural) touch 10, flat-footed 14

Base Attack/Grapple: +2/+2

Attack: Claw +2 melee (1d4)

Full Attack: 2 claws +2 melee (1d4)

Space/Reach: 5 ft./5 ft.

Special Attacks: -

Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, mindless, see in darkness

Saves: Fort +3, Ref +3, Will +3

Abilities: Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5

Environment: A lawful evil-aligned plane

Organization: Solitary, pair, gang (3-5), swarm (6-15), or mob (10-40)

Challenge Rating: 1

Treasure: None

Alignment: Always lawful evil

Advancement: 3-6 HD (Medium)

Level Adjustment: -

 

A lemure is about 5 feet tall and weighs about 100 pounds.

Lemures are mindless and cannot communicate, but they are sensitive to telepathic messages from other devils, typically obeying a devil's mental commands.

Combat

Lemures surge toward anything they meet and try to claw it apart. Only a telepathic command from other devils or the complete destruction of the lemures can make them stop.

A lemure's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

PIT FIEND

from Monster Manual 3.5

Large Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 18d8+144 (225 hp)

Initiative: +12

Speed: 40 ft. (8 squares), fly 60 ft. (average)

AC: 40 (-1 size, +8 Dex, +23 natural) touch 17, flat-footed 32

Base Attack/Grapple: +18/+35

Attack: Claw +30 melee (2d8+13)

Full Attack: 2 claws +30 melee (2d8+13) and 2 wings +28 melee (2d6+6) and bite +28 melee (4d6+6 plus poison plus disease) and tail slap +28 melee (2d8+6)

Space/Reach: 10 ft./10 ft.

Special Attacks: Constrict 2d8+26, fear aura, improved grab, spell-like abilities, summon devil

Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 32, telepathy 100 ft.

Saves: Fort +19, Ref +19, Will +21

Abilities: Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26

Skills: Balance +10, Bluff +29, Climb +34, Concentration +29, Diplomacy +10, Disguise +29 (+31 acting), Hide +25, Intimidate +31, Jump +40, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +29, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking), Tumble +31

Feats: Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball)

Environment: A lawful evil-aligned plane

Organization: Solitary, pair, team (3-4), or troupe (1-2 pit fiends, 2-5 horned devils, and 2-5 barbed devils)

Challenge Rating: 20

Treasure: Standard coins; double goods; standard items

Alignment: Always lawful evil

Advancement: 19-36 HD (Large); 37-54 HD (Huge)

Level Adjustment: -

 

A pit fiend often wraps its wings around itself like a grotesque cloak, and appears wreathed in flames.

A pit fiend is 12 feet tall and weighs 800 pounds.

Combat

Pit fiends are wily and resourceful fighters, using invisibility to gain the upper hand and biting at foes seemingly able to see them. They don't hesitate to blanket an area with fireballs, and can call down the wrath of an inferno with meteor swarm.

A pit fiend's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Constrict (Ex): A pit fiend deals 2d8+26 points of damage with a successful grapple check.

Disease (Su): A creature struck by a pit fiend's bite attack must succeed on a DC 27 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.

Fear Aura (Su): A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, a pit fiend must hit with its tail slap 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 constrict.

Poison (Ex): Injury, Fortitude DC 27, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.

Spell-Like Abilities: At will-blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, unholy aura (DC 26); 1/day-meteor swarm (DC 27). Caster level 18th. The save DCs are Charisma-based.

Once per year a pit fiend can use wish as the spell (caster level 20th).

Summon Devil (Sp): Twice per day a pit fiend can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.

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

Tactics Round-by-Round

A pit fiend typically opens combat by using its spell-like abilities, attempting to neutralize dangerous opponents before entering melee.

Prior to combat: Unholy aura; activate fear aura, summon devil.

Round 1: Quickened fireball and mass hold monster if facing three or more visible, active opponents; otherwise power word stun against unarmored opponent (preferably a spellcaster).

Round 2: Meteor swarm against as many foes as possible, approach worst-injured enemy.

Round 3: Full attack against injured enemy.

Round 4: Continue melee against injured enemy, or power word stun against annoying spellcaster.

Round 5: Repeat from round 1, or greater teleport to safety if endangered.

SPINAGON

from Manual of the Planes 3ed

Small Outsider (Evil, Lawful)

Hit Dice: 3d8 (13 hp)

Initiative: +1 (Dex)

Speed: Fly 120 ft. (average)

AC: 16 (+1 size, +1 Dex, +4 natural)

Attacks: Talons +4 melee; or 2 spikes +5 ranged

Damage: Talons 1d4 and 1d4 fire; spike 1d4+1 and 1d4 fire

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Spell-like abilities, summon baatezu

Special Qualities: SR 18, spike regeneration, baatezu qualities

Saves: Fort +3, Ref +4, Will +4

Abilities: Str 10, Dex 13, Con 11, Int 8, Wis 13, Cha 13

Skills: Diplomacy +7, Hide +8, Listen +7, Spot +7

Feats: Point Blank Shot

Climate/Terrain: Any land and underground

Organization: Solitary or flock (2-5)

Challenge Rating: 4

Treasure: None

Alignment: Always lawful evil

Advancement: 4-6 HD (Small); 7-9 HD (Medium-size)

 

Among the smallest of the devils, spinagons form massive groups to cruelly torture any victims they can find. Individually, they act as messengers and spies for their dark lords. Many baatezu scorn them for their weakness in a fight, but spinagons are the eyes and ears of Baator, so the wisest devil lords treat them with a modicum of respect. Spinagons look like gargoyles that bristle with spikes from head to toe. They have razor-sharp talons on their feet, and their eyes glow a dull red. Their high-pitched giggles and shrieks annoy even other devils.

Combat

Spinagons rarely close into melee combat with their enemies, preferring to fly circles around them and fire their body spikes from a distance. If the combat situation seems particularly dire, they either try to summon reinforcements or use scare and stinking cloud to cover their escape.

Spell-Like Abilities: At will-change self, produce flame, scare, stinking cloud. These abilities are as the spells cast by an 8th-level sorcerer (save DC = 11 + spell level).

Spike Regeneration (Su): A spinagon can fire two spikes from its body each round. These spikes regenerate within a round, so the spinagon has unlimited ammunition. The spikes have a range increment of 30 feet.

Summon Baatezu (Sp): Once per day, a spinagon can attempt to summon 1d3 additional spinagons with a 35% chance of success.