Library / Bestiary

Devil, Immolation

CR 19.00 Outsider LE Large
Ash and embers encrust the smoldering humanoid frame of this imperious, dragon-winged devil.

Immolation devils are tyrant warlords and terrifying field generals among Hell's legions. While many other greater devils manipulate and corrupt subtly and from afar, puragaus surround themselves with lesser diabolical minions, lead interplanar incursions, hold infernal redoubts upon mortal worlds, or strike against any who would defy the will of Hell.

Immolation devils stand just over 10 feet tall, with wingspans nearing 20 feet, and weigh 900 pounds.

STR
34
DEX
26
CON
35
INT
24
WIS
23
CHA
24
HP
315 (18d10+216); regeneration 5 (good weapons or good spells)
AC
36, touch 17, flat-footed 28 (+8 Dex, +19 natural, -1 size)
Speed
30 ft., fly 80 ft. (good)
Init
+8
Melee
bite +29 (2d6+12 plus burn), 2 claw +29 (1d8+12 plus burn), gore +29 (2d8+12 plus burn), 2 wings +27 (1d8+6)
Space
10 ft.
Reach
10 ft.
BAB
+18
CMB
+31
CMD
49
Fort
+23
Ref
+19
Will
+14
DR
15/good and silver
SR
30

Weapons: Martial, Simple

burn (2d6, DC 31)

Hellfire — Any fire damage caused by an immolation devil's abilities and spells is half fire damage, half unholy damage.

Blind-Fight from Feat

<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>

Blinding Critical from Feat

<p class="stat-block-1"> Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by <i>heal</i>, <i>regeneration</i>, <i>remove blindness</i>, or similar abilities.</p>

Combat Expertise from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 &ndash;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>

Combat Reflexes from Feat

<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>

Critical Focus from Feat

<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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.</p>

Stand Still from Feat

<p class="stat-block-1"> When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.</p>

Bluff +28, Diplomacy +28, Disable Device +26, Fly +31, Intimidate +28, Knowledge (arcana, nobility) +25, Knowledge (engineering, planes) +28, Perception +27, Sense Motive +27, Spellcraft +28, Stealth +25

spell-like abilities:
Constant—Fire Shield, Constant—True Seeing, At will—Fireball, At will—Teleport, Greater, At will—Persistent Image, At will—Wall Of Fire, 3/day—Dictum, 3/day—Charm Monster, Mass
Details
Type
Outsider
Alignment
LE
Size
Large
Environment
any (Hell)
Organization
solitary, pair, or council (3-6)
Treasure
double
Senses
darkvision 60 ft., true seeing; Perception +27
Languages
Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Source
Bestiary 2
Sources Used in This Record
16 House/Core
  • Uses feat: Blind-Fight (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Blinding Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Expertise (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Critical Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Stand Still (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fire Shield (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: True Seeing (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fireball (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Persistent Image (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Wall Of Fire (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dictum (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Monster, Mass (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.