Library / Bestiary

Devil, Nemesis

CR 18.00 Outsider LE Huge
This ancient monstrosity has the torso of a massively muscled giant, scaly wings, and the lower half of a four-legged, clawed beast.

False gods, fallen demagogues, nemesis devils—all are names for the fiends known collectively as advodazas. They survive from dark ages past, when mortals offered worship to base things and unwholesome spirits that masqueraded as baleful gods. Although time and faith have turned against these beings, the most tenacious of their kind have refused to fade into oblivion, and to these obstinate corruptors and one-time deities the gates of Hell swing wide and welcoming. These lords of cults and masters of forgotten mysteries find renewed vigor in the depths of the Pit, and those seeking to restore their power and lordship over mortalkind undergo terrible indoctrinations and binding rites that transform them over the ages into true devils. What emerge are shades of half-remembered demigods, fallen princes seeking to claim their subjects anew, and fiends of blasphemy: the idol-clad advodazas.

Fantastically ancient beings, advodazas rose from spirits worshiped by mortals in distant ages, typically as part of primitive and deranged cults. While humanoids still huddled in crude shelters, begging any power that would listen to protect them from storms, beasts, enemies, hunger, and countless other fears, the spirits of the land, sky, and animals were the first to give heed. Not deities, but elusive influences, these forces heard the early prayers and worked what appeared to be miracles in return for sacrifices and adoration. Slowly, these formless vestiges took shape as idols, fetishes, palladia, and all manner of cult images. Yet as knowledge of true deities and the powers they offered worshipers spread, the old spirits were either forgotten or demonized and rooted out.

All advodazas desire to eventually return to the Material Plane, where they might tempt new followers to serve, sacrifice, and raise idols to their names. Though merciless, advodazas appeal to many mortals because of the directness of their interaction and their willingness to grant power or to violently smite enemies for a seemingly paltry price. In death, however, advodazas' servants find no divine realm, nor do they sit beside some grand deity. When they die, there is only Hell.

No two advodazas look exactly alike. Each one embodies the powers and spheres of influence for which it was worshiped in ages past and subsequently anthropomorphized as a monstrous being. Typically, this results in quadrupedal and half-bestial shapes that bristle with terrible wings, hooves, claws, and fangs. Universally, though, they bear the broken remnants of their fallen faith—in the form of cracked idols worn like armor, profane talismans crafted into jewelry, or fearful totems wielded like massive weapons—and bristle with archaic power and unquenchable arrogance. Despite this wide range of appearances, all advodazas possess the same core abilities, though some particularly ancient or powerful fiends possess augmented or even unique abilities.

Most advodazas stand about 18 feet tall and weigh approximately 9 tons.

STR
34
DEX
25
CON
30
INT
23
WIS
25
CHA
24
HP
297 (18d10+198)
AC
36, touch 15, flat-footed 29 (+7 armor, +7 Dex, +14 natural, –2 size)
Speed
40 ft., fly 80 ft. (average)
Init
+11
Melee
bite +28 (2d6+12), 2 claws +28 (1d8+12 plus infernal wound), 2 slams +26 (1d8+6), tail slap +26 (2d6+6)
Space
15 ft.
Reach
15 ft. (20 ft. with tail)
BAB
+18
CMB
+32 (+36 bull rush)
CMD
49 (51 vs. bull rush, 53 vs. trip)
Fort
+21
Ref
+18
Will
+13
DR
10/good and silver
SR
29
Defensive Abilities
idol armor
Racial Modifiers
+4 Acrobatics when jumping

Weapons: Martial, Simple

Infernal Wound — An advodaza's assaults leave vicious marks that do not easily heal. The damage an advodaza inflicts with its claws leaves persistent wounds that deal 2d6 points of bleed damage. Bleeding caused in this way is difficult to stanch—a successful DC 29 Heal check is required to stop the bleeding, and anyone attempting to magically heal a creature suffering from an infernal wound must succeed at a DC 29 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects. The Heal check DC and caster level DC are Constitution-based.

Devil Mark — An advodaza can grant worthy servants a measure of its power. As a full-round action, an advodaza can touch a willing creature, marking it with a unique symbol. For as long as the creature is marked, it gains a spell-like ability it can use once per day. This spell-like ability comes from the advodaza's chosen domain (see false divinity, below). The target can also telepathically communicate with the advodaza over any distance while on the same plane. An advodaza can dismiss its mark as a standard action, no matter where the bearer is. It can also, as a standard action, cause pain to a mark bearer that deals 6d6 points of damage with no saving throw. An advodaza can mark multiple creatures, up to a number equal to its Hit Dice (typically 18).

False Divinity — Fire Domain: burning hands, fire shield, fireball, produce flame, wall of fireLaw Domain: align weapon (law only), dispel chaos, magic circle against chaos, order's wrath, protection from chaosTrickery Domain: confusion, disguise self, false vision, invisibility, nondetectionWar Domain: divine power, flame strike, magic vestment, magic weapon, spiritual weaponWeather Domain: call lightning, fog cloud, ice storm, obscuring mist, sleet storm

Awesome Blow, Flyby Attack, Greater Bull Rush, Hover, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Toughness

Greater Bull Rush from Feat

<p class="stat-block-1"> You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).</p>

Improved Bull Rush from Feat

<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</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>

Toughness from Feat

<p class="stat-block-1"> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).</p>

Acrobatic +25 (+29 when jumping), Bluff +28, Diplomacy +28, Fly +24, Intimidate +28, Knowledge (arcana, planes, religion) +27, Perception +28, Sense Motive +28, Spellcraft +24, Stealth +20

spell-like abilities:
At will—Gaseous Form, At will—Invisibility, Greater, At will—Teleport, Greater, At will—Scorching Ray, At will—Whispering Wind, 3/day—Blasphemy, 3/day—Dispel Magic, 3/day—Ethereal Jaunt, 3/day—Harm, 3/day—Heal, 3/day—Hold Monster, 3/day—Wall Of Stone, 1/day—Scrying, Greater, 1/day—Unhallow
Details
Type
Outsider
Alignment
LE
Size
Huge
Environment
any (Hell)
Organization
solitary or pantheon (2–5)
Treasure
double
Senses
darkvision 60 ft., see in darkness; Perception +28
Languages
Abyssal, Aklo, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Source
Bestiary 4
Sources Used in This Record
19 House/Core
  • Uses feat: Greater Bull Rush (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Bull Rush (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (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: Toughness (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Gaseous Form (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility, Greater (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: Scorching Ray (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Whispering Wind (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Blasphemy (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Ethereal Jaunt (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Harm (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Heal (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Hold Monster (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Wall Of Stone (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Scrying, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Unhallow (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.