Library / Bestiary

Devil, Belier

CR 16.00 Outsider LE Large HD 17
This amphisbaenic monstrosity has the body of a slug with a leech's mouth at one end and a knot of three human heads at the other.

Masterful possessors and foul manipulators, belier devils are among the most feared masterminds of Hell. Known as bdellavritras to devilkind, these worm-like fiends avoid physical confrontation. Instead, they target influential individuals for possession, using them to manipulate events by proxy. If their schemes are uncovered, the devils retaliate with all the power at their host bodies' disposal.

A bdellavritra's voice can emanate from its worm-like maw, from any of its human-like mouths, or from all four at once, as it desires. Each mouth has its own distinct voice, often pleasing to the human ear. Bdellavritras typically reach lengths of 16 feet from worm-mouth to human heads, and weigh 3,000 pounds.

HP
212 (17d10+119)
AC
33, touch 15, flat-footed 27 (+6 Dex, +18 natural, -1 size)
Init
+10
Speed
20 ft., fly 60 ft. (perfect)
Fort
+17
Ref
+11
Will
+20
BAB
+17
CMB
+25 (+29 grapple)
CMD
41 (can't be tripped)
Melee
bite +23 (4d8+7), 3 tongues +23 (2d6+7/19-20 plus grab)
Space
10 ft.
Reach
10 ft. (20 ft. with tongues)
DR
10/good and silver
SR
28
str
24
+7
dex
23
+6
con
25
+7
int
25
+7
wis
26
+8
cha
24
+7

Weapons: Martial, Simple

blood drain (1d4 Con damage)

constrict (1d6+7)

Possession — When a belier devil uses its magic jar spell-like ability, it can identify and pinpoint life forces accurately, allowing it to select its victims with ease. It does not require a receptacle to use magic jar. If it uses magic jar on a host while on the Material Plane, its own body becomes ethereal for the duration of the possession and the magic jar effect lasts until the effect is dispelled, the devil ends the effect, it is forced out of its host body, or it or its host body is slain.

strangle

Universal Monster Rules

Grab
Grab (tongues) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (1d6+7) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Blood Drain (1d4 Con damage) Ex from Universal Monster Rule
The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage.
Strangle Ex from Universal Monster Rule
An opponent grappled by the creature cannot speak or cast spells with verbal components.

Special Abilities

Possession from text
When a belier devil uses its magic jar spell-like ability, it can identify and pinpoint life forces accurately, allowing it to select its victims with ease. It does not require a receptacle to use magic jar. If it uses magic jar on a host while on the Material Plane, its own body becomes ethereal for the duration of the possession and the magic jar effect lasts until the effect is dispelled, the devil ends the effect, it is forced out of its host body, or it or its host body is slain.

Feats, Traits & Items

Combat Expertise from Feat

You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Greater Disarm from Feat

You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.

Calculated: +2 Maneuver Check Bonus
Greater Trip from Feat

You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

Calculated: +2 Maneuver Check Bonus
Improved Critical (tongue) from Feat

When using the weapon you selected, your threat range is doubled.

Improved Disarm from Feat

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

Calculated: +2 Maneuver Check Bonus

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Improved Trip from Feat

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

Calculated: +2 Maneuver Check Bonus
Iron Will from Feat

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

Calculated: +2 Will

Appraise +24, Bluff +27, Diplomacy +27, Fly +32, Intimidate +24, Knowledge (arcana, local, nobility, and planes) +27, Perception +28, Sense Motive +28, Spellcraft +24, Stealth +22

spell-like abilities:
At will—Acid Arrow, At will—Dispel Magic, Greater, At will—Teleport, Greater, At will—Persistent Image, 3/day—Acid Fog, 3/day—Dimensional Anchor, 3/day—Dominate Person (DC 22), 3/day—Scrying, Greater (DC 24), 3/day—Suggestion, Mass (DC 23), 1/day—Blasphemy (DC 23), 1/day—Demand (DC 25), 1/day—Magic Jar (DC 22), 1/day—Plane Shift (DC 24), 1/day—Waves Of Exhaustion
Details
Type
Outsider
Alignment
LE
Size
Large
Environment
any (Hell)
Organization
solitary
Treasure
double
Senses
darkvision 60 ft., see in darkness; Perception +28
Languages
Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Source
Bestiary 2
Source

Bestiary 2

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
23 House/Core
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