Library / Bestiary

Devil, Immolation

CR 19.00 Outsider LE Large HD 18
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.

HP
315 (18d10+216); regeneration 5 (good weapons or good spells)
AC
36, touch 17, flat-footed 28 (+8 Dex, +19 natural, -1 size)
Init
+8
Speed
30 ft., fly 80 ft. (good)
Fort
+23
Ref
+19
Will
+14
BAB
+18
CMB
+31
CMD
49
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.
DR
15/good and silver
SR
30
str
34
+12
dex
26
+8
con
35
+12
int
24
+7
wis
23
+6
cha
24
+7

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.

Universal Monster Rules

Burn (2d6, DC 31) Ex from Universal Monster Rule
A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. A creature affected by the burn ability must also succeed at a Reflex save or catch fire, taking the listed damage at the start of its turn for an additional 1d4 rounds (DC 10 + 1/2 the attacking creature's racial HD + the attacking creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit the monster with natural weapons or unarmed attacks take fire damage as though hit by the monster's burn attack and must make a Reflex save to avoid catching on fire (see page 444 of the Pathfinder RPG Core Rulebook ).

Special Abilities

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

Feats, Traits & Items

Blind-Fight from Feat

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.

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.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Blinding Critical from Feat

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 heal, regeneration, remove blindness, or similar abilities.

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.

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls
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.

Stand Still from Feat

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.

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 (DC 23), At will—Fireball (DC 20), 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
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
16 House/Core 1 Recognized publisher
  • Uses feat: Blind-Fight (Feat) — core content under OGL 1.0a
  • Uses feat: Blinding Critical (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Expertise (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Critical Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Multiattack (Feat) — cites Paizo Inc.
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Stand Still (Feat) — core content under OGL 1.0a
  • Knows spell: Fire Shield (Spell) — core content under OGL 1.0a
  • Knows spell: True Seeing (Spell) — core content under OGL 1.0a
  • Knows spell: Fireball (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 Fire (Spell) — core content under OGL 1.0a
  • Knows spell: Dictum (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Monster, Mass (Spell) — core content under OGL 1.0a
View references and cross-links for Devil, Immolation

This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.

How publishing works Browse worlds
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.