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Devil, Horned

CR 16.00 Outsider LE Large HD 15
Bristling with terrible spines and a crown of deadly horns, this leering winged terror wields a whirling barbed chain.

Among the deadliest of the archdevils' warriors and able commanders of lesser fiends, horned devils spread the rule of Hell wherever they tread. These greater devils are trained, forged, and reforged to be among the most lethal, merciless, and obedient warriors in the multiverse. While rank-and-file horned devils are called cornugons, the greatest of their kind are known as malebranche.

A typical horned devil rises to a hulking 9 feet tall, bears 14-foot-wide wings, and weighs 700 pounds.

HP
217 (15d10+135); regeneration 5 (good weapons, good spells)
AC
35, touch 17, flat-footed 27 (+8 Dex, +18 natural, -1 size)
Init
+8
Speed
30 ft., fly 50 ft. (average)
Fort
+18
Ref
+17
Will
+13
BAB
+15
CMB
+26
CMD
44
Melee
+1 unholy spiked chain +26/+21/+16 (2d6+11 plus stun), bite +22 (2d8+5), tail +22 (2d6+5 plus infernal wound) or 2 claws +24 (2d6+10), bite +24 (2d8+10), tail +22 (2d6+5 plus infernal wound)
Space
10 ft.
Reach
10 ft.
DR
10/good and silver
SR
27
Aura
fear aura (5 ft., DC 23)
str
31
+10
dex
27
+8
con
28
+9
int
14
+2
wis
22
+6
cha
23
+6

Weapons: Martial, Simple

Special Abilities

Infernal Wound (tail) from rider

Feats, Traits & Items

Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus
Improved Sunder from Feat

You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.

Calculated: +2 Maneuver Check Bonus

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Multiattack from Feat

The creature's secondary attacks with natural weapons take only a –2 penalty.

Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Weapon Focus (spiked chain) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Bluff +24, Diplomacy +21, Fly +15, Intimidate +24, Knowledge (planes) +20, Perception +24, Sense Motive +21, Spellcraft +20, Stealth +22

spell-like abilities:
At will—Dispel Chaos, At will—Dispel Good, At will—Magic Circle Against Good, At will—Teleport, Greater, At will—Persistent Image, 3/day—Fireball (DC 19), 3/day—Lightning Bolt (DC 19)
Details
Type
Outsider
Alignment
LE
Size
Large
Environment
any (Hell)
Organization
solitary, pair, or wing (3-10)
Treasure
standard (+1 unholy spiked chain, other treasure)
Senses
darkvision 60 ft., see in darkness; Perception +24
Aura
fear aura (5 ft., DC 23)
Languages
Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
14 House/Core 1 Recognized publisher
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