Devil, Handmaiden
Known as handmaiden devils, Mothers of Pain, and Maids of Miscarriage, gylous attend to the whims and schemes of Hell's few female overlords. Like manipulative matrons amid decadent mortal courts, these deceivers hide their fathomless evil beneath illusions of beauty, graciousness, and tradition. Gylous particularly loathe children. It's said that the persistent cry of a babe can sometimes cause these fiends to abandon their illusions and viciously attack.
As greater devils, gylous can command many lesser devils, yet harbor an exclusive favoritism for erinyes. A gylou weighs 160 pounds and stands stiffly at 5-1/2 feet—though many wear their head-sprouting tentacles in tall, elaborate coiffures.
- HP
- 187 (15d10+105)
- AC
- 31, touch 17, flat-footed 24 (+7 Dex, +14 natural)
- Speed
- 40 ft., fly 60 ft. (average)
- Init
- +11
- Melee
- 2 claws +22 (2d8+7/19-20/×3), 2 tentacles +20 (1d6+3 plus grab)
- Space
- 5 ft.
- Reach
- 5 ft. (10 ft. with tentacle)
- BAB
- +15
- CMB
- +22 (+26 grapple)
- CMD
- 39 (can't be tripped)
- Fort
- +16
- Ref
- +16
- Will
- +10
- DR
- 10/good
- SR
- 25
Weapons: Martial, Simple
Tentacle Cage — If a gylou successfully grapples a creature, she transfers that creature into her lower body's nest of cage-like tentacles. This works like swallow whole. The gylou's tentacles are AC 17 and have 18 hp for the purpose of an entrapped creature cutting itself out. A gylou's tendrils heal quickly, allowing her to use this ability 1 round after a creature cuts itself free.
Agile Grappler — A gylou does not gain the grappled condition if she grapples a foe.
Acrobatic Steps, Combat Expertise, Combat Reflexes, Improved Initiative, Improved Trip, Multiattack, Nimble Moves, Strike Back
<p class="stat-block-1"> Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> 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. </p>
<p class="stat-block-1"> Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.</p>
<p class="stat-block-1"> You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.</p>
Acrobatics +25 (+29 jump), Bluff +23, Diplomacy +23, Disguise +23, Escape Artist +22, Fly +14, Knowledge (arcana) +21, Knowledge (planes) +24, Perception +23, Perform (sing) +23, Sense Motive +23, Spellcraft +21, Stealth +25
- Type
- Outsider
- Alignment
- LE
- Size
- Medium
- Environment
- any (Hell)
- Organization
- solitary, retinue (1 gylou and 2d4 erinyes), or cortege (1-4 gylous and 2d10 erinyes)
- Treasure
- standard
- Senses
- darkvision 60 ft., true seeing; Perception +23
- Languages
- Celestial, Common, Draconic, Infernal, telepathy 100 ft.
- Source
- Bestiary 2
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Uses feat: Acrobatic Steps (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Expertise (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Trip (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Nimble Moves (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Strike Back (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Spider Climb (Spell)House/Core — covered by the site's Section 15.
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Knows spell: True Seeing (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Alter Self (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Good (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Enthrall (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Teleport, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Persistent Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Black Tentacles (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Charm Monster (Spell)House/Core — covered by the site's Section 15.
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