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Devil, Ice

CR 13.00 Outsider LE Large HD 14
A pair of frozen, multifaceted eyes coldly judge all before this towering, insectile monstrosity.

It is said that each ice devil—known as gelugons among the ranks of devilkind—bears within its chest a stolen, frozen mortal heart, which allows it to make decisions free of all emotion. Born on the icy layer of Cocytus, Hell's seventh layer, most ice devils migrate to Caina, the eighth layer, where they plot world-damning machinations from courts of freezing steel. Although they are perhaps the most alien and monstrous in appearance of all devils, few breeds are accorded greater respect.

In combat, a gelugon prefers to let its minions engage foes in melee so that it can hang back and appraise the foe's tactics, strengths, and weaknesses. The ice devil supports its minions with its spell-like abilities, always taking care to avoid impacting its minions in the area of effect of its spells—this not from any sense of camaraderie, only a cold and logical truth that its allies can survive longer in a fight if they are not exposed to friendly fire.

Gelugons stand at 12 feet tall, and weigh approximately 700 pounds.

HP
161 (14d10+84); regeneration 5 (good weapons, good spells)
AC
32, touch 14, flat-footed 27 (+5 Dex, +18 natural, -1 size)
Init
+9
Speed
40 ft., fly 60 ft. (good)
Fort
+15
Ref
+14
Will
+12
BAB
+14
CMB
+21
CMD
36
Melee
+1 frost spear +21/+16/+11 (2d6+10/×3 plus 1d6 cold plus slow), bite +14 (2d6+6), tail +14 (3d6+3 plus slow)
Space
10 ft.
Reach
10 ft.
DR
10/good
SR
24
Aura
fear (10 ft., DC 22)
str
23
+6
dex
21
+5
con
22
+6
int
25
+7
wis
22
+6
cha
20
+5

Weapons: Martial, Simple

Special Abilities

Slow (tail) from rider

Feats, Traits & Items

Alertness from Feat

You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Calculated: +2 Perception, +2 Sense Motive
Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class 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.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

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

Calculated: +2 Will
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.

Weapon Focus (spear) from Feat

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

Calculated: +1 Attack Bonus

Acrobatics +22, Bluff +22, Diplomacy +22, Fly +13, Intimidate +19, Knowledge (planes) +24, Knowledge (any three others) +21, Perception +27, Sense Motive +27, Spellcraft +21, Stealth +18, Survival +23

spell-like abilities:
Constant—Fly (DC 18), At will—Cone Of Cold (DC 20), At will—Ice Storm, At will—Teleport, Greater, At will—Persistent Image, At will—Wall Of Ice (DC 19)
Details
Type
Outsider
Alignment
LE
Size
Large
Environment
any (Hell)
Organization
solitary, team (2-3), council (4-10), or contingent (1-3 ice devils, 2-6 horned devils, and 1-4 bone devils)
Treasure
standard (+1 frost spear, other treasure)
Senses
darkvision 60 ft., see in darkness; Perception +27
Aura
fear (10 ft., DC 22)
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
13 House/Core
  • Uses feat: Alertness (Feat) — core content under OGL 1.0a
  • Uses feat: Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Knows spell: Fly (Spell) — core content under OGL 1.0a
  • Knows spell: Cone Of Cold (Spell) — core content under OGL 1.0a
  • Knows spell: Ice Storm (Spell) — core content under OGL 1.0a
  • Knows spell: Teleport, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Persistent Image (Spell) — core content under OGL 1.0a
  • Knows spell: Wall Of Ice (Spell) — core content under OGL 1.0a
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