Devilbound Creature
Description
A devilbound creature has made a bargain with a devil, promising a service and its soul in exchange for infernal power. The specific service depends on the devil's type and motivations, but always furthers the interests of Hell.
"Devilbound creature" is an acquired template that can be added to any creature with 5 or more Hit Dice and Intelligence, Wisdom, and Charisma scores of 3 or higher (referred to hereafter as the base creature). The creature retains all the base creature's statistics and special abilities except as noted here.
Combat Stats
- Melee
- dagger +5/+0 (1d4–1/19–20)
- DR
- 10/adamantine (130 points)
Ability Scores
Proficiencies
Weapons: Simple
Special Qualities
bloodline arcana (change energy damage spells to cold)
Feats
Arcane Shield, Augment Summoning, Combat Casting, Craft Wondrous Item, Empower Spell, Eschew Materials, Great Fortitude, Improved Initiative, Spell Focus (enchantment), Spell Focus (enchantment), Superior Summoning
Special Abilities
Special Abilities
Feats, Traits & Items
As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a deflection bonus to AC equal to the level of the spell or spell slot you sacrificed for 1 round. 0-level spells may not be sacrificed in this manner.
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.
Skills
Diplomacy +13, Intimidate +17, Knowledge (arcana) +18, Knowledge (planes) +18, Perception +14, Sense Motive +14
Spells
10/day-elemental ray (1d6+6 cold)
1/day-elemental blast (13d6 cold, DC 23)
- Type
- Humanoid
- Alignment
- LE
- Size
- Medium
- Environment
- any urban
- Organization
- solitary
- Treasure
- NPC gear (dagger, amulet of natural armor +3, belt of mighty constitution +2, cloak of resistance +3, headband of alluring charisma +4, brooch of shielding [50 points], potion of cure serious wounds, wand of false life [10 charges], diamond dust [250 gp], other treasure)
- Senses
- darkvision 60 ft., see in darkness; Perception +14
- Languages
- Common, Draconic, Infernal
- Source
- Bestiary 4