Library / Bestiary

Devilbound Creature

CR 13.00 Humanoid LE Medium
This elegant and mysterious woman has a sinister air of dark power around her, like a protective ward.

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.

STR
8
DEX
10
CON
18
INT
15
WIS
12
CHA
24
HP
121 (13d6+73); regeneration 5 (good spells, good weapons)
AC
21, touch 10, flat-footed 21 (+4 armor, +7 natural)
Speed
30 ft.
Init
+4
Melee
dagger +5/+0 (1d4–1/19–20)
BAB
+6
CMB
+5
CMD
15
Fort
+13
Ref
+7
Will
+12; +4 vs. poison
DR
10/adamantine (130 points)

Weapons: Simple

bloodline arcana (change energy damage spells to cold)

Arcane Shield from Feat

<p class="stat-block-1"> 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.</p>

Augment Summoning from Feat

<p class="stat-block-1"> Each creature you conjure with any <i>summon</i> spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.</p>

Combat Casting from Feat

<p class="stat-block-1"> 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.</p>

<p class="stat-block-1"> 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.</p><p class="stat-block-2">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.</p>

Empower Spell from Feat

<p class="stat-block-1"> All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.</p><p class="stat-block-2">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.</p>

Eschew Materials from Feat

<p class="stat-block-1"> 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.</p>

Great Fortitude from Feat

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

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

Spell Focus from Feat

<p class="stat-block-1"> Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.</p>

Spell Focus from Feat

<p class="stat-block-1"> Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.</p>

Superior Summoning from Feat

<p class="stat-block-1"> Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.</p>

Diplomacy +13, Intimidate +17, Knowledge (arcana) +18, Knowledge (planes) +18, Perception +14, Sense Motive +14

bloodline spell-like abilities:
(CL 13th; concentration +20)

10/day-elemental ray (1d6+6 cold)

1/day-elemental blast (13d6 cold, DC 23)

devilbound spell-like abilities:
3/day—Fireball, 3/day—Invisibility, 1/day—Blasphemy
sorcerer spells known:
6th (5/day)—Acid Fog, 6th (5/day)—Elemental Body III, 6th (5/day)—Summon Monster VI, 5th (7/day)—Cloudkill, 5th (7/day)—Elemental Body II, 5th (7/day)—Summon Monster V, 5th (7/day)—Teleport, 4th (6/day)—Charm Monster, 4th (6/day)—Confusion, 4th (6/day)—Elemental Body I, 4th (6/day)—Fear, 4th (6/day)—Stoneskin, 3rd (8/day)—Displacement, 3rd (8/day)—Hold Person, 3rd (8/day)—Protection From Energy, 3rd (8/day)—Stinking Cloud, 3rd (8/day)—Summon Monster III, 2nd (8/day)—Acid Arrow, 2nd (8/day)—Darkness, 2nd (8/day)—Detect Thoughts, 2nd (8/day)—Glitterdust, 2nd (8/day)—Scorching Ray, 2nd (8/day)—Web, 1st (7/day)—Burning Hands, 1st (7/day)—Charm Person, 1st (7/day)—Disguise Self, 1st (7/day)—Feather Fall, 1st (7/day)—Mage Armor, 1st (7/day)—Magic Missile, At will—Acid Splash, At will—Arcane Mark, At will—Detect Magic, At will—Ghost Sound, At will—Mage Hand, At will—Mending, At will—Message, At will—Prestidigitation, At will—Read Magic
Details
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
Sources Used in This Record
52 House/Core
  • Uses feat: Arcane Shield (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Augment Summoning (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Casting (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Craft Wondrous Item (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Empower Spell (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Eschew Materials (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Fortitude (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: Spell Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Spell Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Superior Summoning (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fireball (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility (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: Acid Fog (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Elemental Body III (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Summon Monster VI (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cloudkill (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Elemental Body II (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Summon Monster V (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Monster (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Confusion (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Elemental Body I (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fear (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Stoneskin (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Displacement (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Hold Person (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Protection From Energy (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Stinking Cloud (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Summon Monster III (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Acid Arrow (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Darkness (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Thoughts (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Glitterdust (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: Web (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Burning Hands (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Person (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Disguise Self (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Feather Fall (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mage Armor (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Magic Missile (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Acid Splash (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Arcane Mark (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Ghost Sound (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mage Hand (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mending (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Message (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Prestidigitation (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Read Magic (Spell)
    House/Core — covered by the site's Section 15.
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