Academy of Secrets, a 13th level module, attempted by 6 level 6 Gestalt characters. Can they do it?
Advanced Retriever:
Advanced Retriever
A spider the size of a bull elephant rears up on its back four legs in a violent challenge, eyes shimmering with magical energy.
CR 12 XP 19,200
CE Huge construct (extraplanar) Init +9; Senses darkvision 60 ft., low-light vision, Perception +17
DEFENSE
AC 29, touch 13, flat-footed 24 (+5 Dex, +16 natural, –2 size)
hp 167/38 (15d10+85); fast healing 5
Fort +9, Ref +12, Will +7
Defensive Abilities construct traits
OFFENSE
Speed 50 ft.
Melee bite +21 (1d8+8 plus grab), 4 claws +21 (2d6+8/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks eye rays (+18 ranged touch)
Spell-Like Abilities (CL 20th)
At will—discern location
STATISTICS
Str 26, Dex 20, Con —, Int 7, Wis 15, Cha 1
Base Atk +15; CMB +25 (+29 grapple); CMD 40 (44 vs. trip)
Feats Cleave, Improved Bull Rush, Great Fortitude, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Power Attack, Toughness
Skills Perception +15
Languages Abyssal (cannot speak)
SQ relentless
SPECIAL ABILITIES
Eye Rays (Su)
A retriever's eyes can produce four different magical rays, each with a range of 100 feet. Each round, it can fire one ray as a free action. A particular ray is usable only once every 4 rounds. A retriever can fire an eye ray in the same round that it makes physical attacks—firing an eye ray does not provoke attacks of opportunity. The save DC for eye rays is 21—the save DC is Constitution-based, and includes a +2 racial bonus. The eye ray effects are the following.
Fire: Deals 12d6 fire damage (Reflex half).
Cold: Deals 12d6 cold damage (Reflex half).
Electricity: Deals 12d6 electricity damage (Reflex half).
Petrification: Target must succeed on a Fortitude save or turn to stone permanently.
Relentless (Su)
A retriever is constantly under the effects of spider climb and water walk; these abilities cannot be dispelled.
Garipan:
Garipan CR 10
XP 9,600
NE Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +19
Defense
AC 23, touch 13, flat-footed 20 (+2 Dex, +1 dodge, +10 natural)
hp 133 (14d10+56)
Fort +13, Ref +8, Will +11
DR 5/—; Immune poison; Resist acid 5, cold 5, fire 5
Weaknesses vulnerable to sonic
Offense
Speed 20 ft., fly 50 ft. (good)
Melee bite +17 (1d6+3 plus burn), 2 claws +17 (1d8+3)
Special Attacks breath weapon (30 ft. cone, 8d6 fire damage,
Reflex DC 21 half, usable every1d4 rounds), burn (3d6,
DC 21), rend (2 claws, 1d8+4)
Spell-Like Abilities (CL 10th; concentration +11)
At will—statue
3/day—meld into stone, scorching ray
1/day—fireball (DC 14), flesh to stone (DC 17),
wall of fire
Statistics
Str 16, Dex 15, Con 18, Int 13, Wis 14, Cha 13
Base Atk +14; CMB +17; CMD 30
Feats Dodge, Flyby Attack, Great Fortitude, Hover,
Mobility, Skill Focus (Stealth), Wingover
Skills Acrobatics +16 (+12 jump), Fly +23, Intimidate +18,
Perception +19, Stealth +25
Invisible Stalker:
XP 3,200
N Medium outsider (air, elemental, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +12
Defense
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 80 (7d10+42)
Fort +13, Ref +11, Will +4
Defensive Abilities natural invisibility; Immune elemental traits
Offense
Speed 30 ft., fly 30 (perfect)
Melee 2 slams +12 (2d6+4)
Statistics
Str 18, Dex 19, Con 22, Int 14, Wis 15, Cha 11
Base Atk +7; CMB +11; CMD 25
Feats Combat Reflexes, Improved Initiative, Lightning
Reflexes, Weapon Focus (slam)
Skills Acrobatics +14, Bluff +10, Fly +22, Knowledge (planes) +12,
Perception +12, Sense Motive +12, Stealth +14, Survival +12
Languages Auran, Common
SQ improved tracking
Ecolo gy
Environment any (Plane of Air)
Organization solitary
Treasure standard
Special Abilities
Improved Tracking (Ex) An invisible stalker takes no penalty to
Survival checks when tracking and moving at any speed.
Natural Invisibility (Ex) This ability is constant—an invisible
stalker remains invisible at all times, even when attacking.
As this ability is inherent, it is not subject to the invisibility
purge spell. Against foes that cannot pinpoint it, the
invisible stalker gains a +20 bonus on Stealth checks when
moving, or +40 when standing still—these bonuses are not
included in the statistics above.
Barbed Devil:
Devil, Hamatula (Barbed Devil)
From the tip of its lashing tail to the serrated features of its fang-filled visage, this fiery-eyed sentinel bristles with barbs.
Barbed Devil (Hamatula) CR 11
XP 12,800
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +21
DEFENSE
AC 26, touch 16, flat-footed 20 (+6 Dex, +10 natural)
hp 138 (12d10+72)
Fort +14, Ref +14, Will +8
Defensive Abilities barbed defense; DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 22
OFFENSE
Speed 30 ft.
Melee 2 claws +18 (2d8+6/19–20 plus fear and grab)
Special Attacks fear, impale 3d8+9
Spell-Like Abilities (CL 12th)
At will—greater teleport (self plus 50 lbs. of objects only), hold person (DC 17), major image (DC 17), produce flame, pyrotechnics (DC 16), scorching ray (2 rays only) 1/day—order's wrath (DC 18), summon (level 4, 1 barbed devil 35%), unholy blight (DC 18)
STATISTICS
Str 23, Dex 23, Con 22, Int 12, Wis 15, Cha 18
Base Atk +12; CMB +18 (+22 grapple); CMD 34
Feats Alertness, Cleave, Combat Reflexes, Improved Critical (claws), Iron Will, Power Attack
Skills Acrobatics +15, Diplomacy +13, Intimidate +19, Knowledge (planes) +16, Perception +21, Sense Motive +21,Spellcraft +12, Stealth +13, Survival +14
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SPECIAL ABILITIES
Barbed Defense (Su)
A creature that strikes a hamatula with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from the devil's barbs. Melee weapons with reach do not endanger a user in this way.
Fear (Su)
A barbed devil's fear attack affects any creature it damages with its claws. A DC 20 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Grab (Ex)
A barbed devil can use its grab attack against a foe up to Medium size
Impale (Ex)
A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
Devourer:
Devourer
This dry, hovering corpse's chest is a prison of jagged ribs, within which is trapped a small tormented ghostly form.
Devourer CR 11
XP 12,800
NE Large undead (extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +20
DEFENSE
AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
hp 133 (14d8+70)
Fort +9, Ref +7, Will +12
Defensive Abilities spell deflection, undead traits; SR 22
OFFENSE
Speed 30 ft., fly 20 ft. (perfect)
Melee 2 claws +18 (1d8+9 plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks devour soul, energy drain (1 level, DC 20)
Spell-Like Abilities (CL 18th)
At will—animate dead 4th, bestow curse 4th (DC 19), confusion 4th (DC 19), control undead 7th (DC 22), death knell 2nd (DC 17), ghoul touch 2nd (DC 17), inflict serious wounds 3rd (DC 18), lesser planar ally 4th, ray of enfeeblement 1st, spectral hand 2nd, suggestion 3rd (DC 18), true seeing 6th, vampiric touch 3rd (DC 18)
STATISTICS
Str 28, Dex 16, Con —, Int 19, Wis 16, Cha 21
Base Atk +10; CMB +20; CMD 33
Feats Blind-Fight, Cleave, Combat Casting, Combat Expertise, Improved Initiative, Improved Sunder, Power Attack
Skills Bluff +19, Diplomacy +14, Fly +19, Intimidate +19, Knowledge (arcana) +21, Knowledge (planes) +18, Perception +20, Sense Motive +17, Spellcraft +21, Stealth +6
Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.
SPECIAL ABILITIES
Devour Soul (Su)
By making a touch attack as a standard action, a devourer can deal 12d6+18 points of damage as if using a slay living spell. A DC 22 Fortitude save reduces this damage to 3d6+18. The soul of a creature slain by this attack becomes trapped within the devourer's chest. The creature cannot be brought back to life until the devourer's destruction (or a spell deflection—see below) releases its soul. A devourer can hold only one soul at a time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A devourer must expend essence points when it uses a spell-like ability equal to the spell's level (for sake of ease, spell levels for its spell-like abilities are included in its stats in superscript).
At the start of an encounter, a devourer generally has 3d4+3 essence points available. The trapped essence gains one permanent negative level for every 5 points of essence drained—these negative levels remain if the creature is brought back to life (but they do not stack with any negative levels imparted by being brought back to life). A soul that is completely consumed may only be restored to life by a miracle or wish. The save DC is Charisma-based.
Spell Deflection (Su)
If any of the following spells are cast at the devourer and overcome its spell resistance, they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion.
While none of these effects harms the soul, the caster makes a DC 25 caster level check when a spell is deflected—success indicates that the trapped soul is released from its prison and the creature whose body it belonged to can now be restored to life as normal.
Typical Contract Devil:
Contract Devil (Phistophilus) CR 10
XP 9,600
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +11; Senses darkvision 60 ft., see in darkness; Perception +26
DEFENSE
AC 25, touch 18, flat-footed 17 (+7 Dex, +1 dodge, +7 natural)
hp 136 (13d10+65)
Fort +9, Ref +15, Will +16
DR 10/good; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10; SR 21
OFFENSE
Speed 30 ft.
Melee binding contract (whip) +20/+15/+10 (1d4+7 plus bleed), gore +11 (2d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with binding contract)
Special Attacks binding contract, bleed (1d6), impale (2d8+4)
Spell-Like Abilities (CL 13th; concentration +19)
Constant—tongues
At will—bestow curse (DC 20), detect thoughts (DC 18), dimension door, erase, identify, major image (DC 19), produce flame, sending
3/day—arcane eye, break enchantment, greater teleport (self plus 50 lbs. of objects only), hold person (DC 18), locate creature, mage's private sanctum, scorching ray, silence (DC 18), vision
1/day—contact other plane, delayed blast fireball (DC 23), dismissal (DC 21), plane shift (DC 23), summon (level 4, 1d6 bearded devils or 1 bone devil 50%), symbol of pain (DC 21)
STATISTICS
Str 17, Dex 25, Con 20, Int 24, Wis 23, Cha 22
Base Atk +13; CMB +16; CMD 34
Feats Alertness, Deceitful, Dodge, Improved Initiative, Iron Will, Mobility, Persuasive
Skills Bluff +26, Diplomacy +26, Disguise +8, Intimidate +26, Knowledge (arcana) +23, Knowledge (nobility) +23, Knowledge (planes) +23, Knowledge (religion) +23, Linguistics +20, Perception +26, Profession (scribe) +19, Sense Motive +26, Sleight of Hand +20, Spellcraft +20
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon; telepathy 100 ft., tongues
SQ infernal contract, infernal investment
SPECIAL ABILITIES
Binding Contract (Su)
All contract devils carry numerous lengthy contracts draped over their horns or within their numerous carrying cases. They can wield these contracts like whips, but deal lethal damage regardless of the armor bonus of their target. A contract devil modifies attack and damage rolls when using a binding contract by its Intelligence modifier, not its Strength modifier (this equates to a +7 bonus for most contract devils). Wounds created by a binding contract resemble horrifically deep paper cuts and cause 1d6 points of bleed damage. A contract devil can use its binding contract to disarm and trip foes as if the contract were a whip. If it is itself disarmed of the contract, the devil can rearm itself with a new contract as an immediate action.
Impale (Ex)
As a swift action, a contract devil can impale an opponent grappled by its binding contract, dealing 2d8+4 points of piercing damage.
Infernal Contract (Su)
As a full-round action, a contract devil can produce an infernal contract for a single living mortal creature. This contract can grant a wide range of abilities and effects, as detailed on the following page. To receive any of these bonuses, however, the mortal must sign its true name to the document of its own free will. Upon doing so, that mortal's soul is sworn to the contract devil, condemning the soul to an eternity of servitude in Hell rather than whatever fate would naturally befall it upon the mortal's death. Breaking a contract with a contract devil is difficult and dangerous; as long as the infernal contract remains in effect, the victim cannot be restored to life after death save by a miracle or a wish. If a mortal is restored to life in this way, the contract devil immediately senses the development—it not only knows which soul has been restored to life, but also gains the benefits of a discern location spell targeted on the character or creature that restored the damned soul to life.
Infernal Investment (Su)
As a subclause of all infernal contracts, a contract devil can use greater scrying at will upon any creature it has a contract with. The target creature always fails its save against the devil's scrying attempt—this ability otherwise functions at caster level 20th.
This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.
ECOLOGY
Environment any (Hell)
Organization solitary, pair, or court (2-12)
Treasure standard
A contract devil, also a called phistophilus, always appears handsome and confident, its chiseled features housing a perpetually smug grin. Contract devils have red skin and black hair and stand near 6-1/2 feet in height, not counting their horns. The thicket of horns around a contract devil's body increases its height to 7 feet and its weight to 350 pounds.
Contract devils serve Asmodeus, archfiends, and the vast bureaucracy of Hell as clerks, scribes, and bargainers for mortal souls. They exist to keep track of the damned, to manage Hell's endless ordinances, and, when time and opportunity permit, to coax mortals into damnation. Most phistophiluses spend their eternities in the various courts of Hell's nine layers, particularly in the maze-like fortress-libraries where all infernal laws and oaths are recorded. Occasionally they serve similar roles on the Material Plane when summoned by particularly desperate, arrogant, or foolish mortals.
When one of the souls damned by a contract devil is restored to life (typically via powerful magic like a wish or miracle), the phistophilus immediately notices the transgression. Usually, the contract devil recruits the aid of more powerful allies to track down and punish such transgressors and to collect the escaped soul as quickly as possible.
Infernal Contracts
While numerous types of infernal contracts exist, the following two are those most often offered to mortals by contract devils.
Evil Wishes: Upon signing this contract, a mortal is granted three wishes, as per the spell. It must use these wishes within 24 hours of signing the contract—if it does not, the wishes are wasted but it remains bound to the contract nevertheless. While the mortal chooses the intention of the wishes, the contract devil decides upon the specifics, allowing for its own diabolical interpretation of the results should the mortal imprecisely phrase a wish.
Infernal Slave: A mortal can negotiate with a contract devil for the lifelong service of a devil. The mortal chooses any type of devil (except for a contract devil) of a CR equal to or less than its own character level at the time of the bargain. Upon signing the contract, the mortal's infernal slave appears and is bound to do the mortal no harm and follow its orders for as long as it lives. Although the devil must obey its master's commands, many devils delight in corrupting the intentions of these orders in all manner of cruel or mischievous ways.
Breaking an Infernal Contract
An agreement with a contract devil can only be broken in two ways. When a contract is signed, a second copy manifests; one copy is retained by the devil and the other is given to the mortal. Mortals are free to do whatever they please with the lengthy, obviously evil documents, while contract devils typically keep active contracts with them at all times. Should both copies of a contract be destroyed, any effects caused by the contract are canceled or reversed and the mortal's soul goes to its normal place of rest after death and can be resurrected as normal. Merely absconding with both copies of the contract is not enough to break the contract—as long as both copies exist, the signer's soul remains forever damned. Alternatively, a second mortal might be allowed to adopt the terms of a contract—with its soul replacing that of the original contract signer after death. The mortal who seeks to pay the debt of another must contact the contract devil who holds the relevant contract. The contract devil has a choice of whether or not to allow one mortal to pay another's debt, but values religious and good-aligned souls over others. Shrewd manipulators, contract devils often only agree to allow one mortal to pay another's debt in return for some service or proof of worth. If a contract devil agrees to accept another soul in payment, the original contract signer retains all of the benefits of the contract, but is released from damnation and may be resurrected as normal. The new signer, however, receives no benefits, cannot be returned to life upon dying, and spends an eternity in Hell after death.
Handmaiden Devil:
Deceased
Handmaiden Devil (Gylou) CR 14
XP 38,400
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +11; Senses darkvision 60 ft., true seeing; Perception +23
DEFENSE
AC 31, touch 17, flat-footed 24 (+7 Dex, +14 natural)
hp 187 (15d10+105) -199 = 187/-12
Fort +16, Ref +16, Will +10
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 25
OFFENSE
Speed 40 ft., fly 60 ft. (average)
Melee 2 claws +22 (2d8+7/19-20/x3), 2 tentacles +20 (1d6+3 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacle)
Special Attacks tentacle cage (4d8+10 bludgeoning, AC 17, 18 hp)
Spell-Like Abilities (CL 14th; concentration +19)
Constant--spider climb, true seeing
At will--alter self, dispel good (DC 20), enthrall (DC 17), greater teleport (self plus 1 entrapped Creature and 50 lbs. of goods only), persistent image (DC 20)
3/day--black tentacles, charm monster (DC 19)
1/day--summon (level 5, 3 erinyes 65%)
STATISTICS
Str 24, Dex 25, Con 25, Int 22, Wis 21, Cha 20
Base Atk +15; CMB +22 (+26 grapple); CMD 39 (can't be tripped)
Feats Acrobatic Steps, Combat Expertise, Combat Reflexes, Improved Initiative, Improved Trip, Multiattack, Nimble Moves, Strike Back
Skills Acrobatics +25 (+29 jump), Bluff +23, Diplomacy +23, Disguise +23, Escape Artist +22, Fly +14, Knowledge (arcana) +21, Knowledge (planes) +24, Perception +23, Perform (sing) +23, Sense Motive +23, Spellcraft +21, Stealth +25
Languages Celestial, Common, Draconic, Infernal, telepathy 100 ft.
SQ agile grappler
SPECIAL ABILITIES
Agile Grappler (Ex)
A gylou does not gain the grappled condition if she grapples a foe.
Tentacle Cage (Su)
If a gylou successfully grapples a creature, she transfers that creature into her lower body's nest of cage-like tentacles. This works like swallow whole. The gylou's tentacles are AC 17 and have 18 hp for the purpose of an entrapped creature cutting itself out. A gylou's tendrils heal quickly, allowing her to use this ability 1 round after a creature cuts itself free.
ECOLOGY
Environment any (Hell)
Organization solitary, retinue (1 gylou and 2d4 erinyes), or cortege (1–4 gylous and 2d10 erinyes)
Treasure standard
Known as handmaiden devils, Mothers of Pain, and Maids of Miscarriage, gylous attend to the whims and schemes of Hell’s few female overlords. Like manipulative matrons amid decadent mortal courts, these deceivers hide their fathomless evil beneath illusions of beauty, graciousness, and tradition. Gylous particularly loathe children. It’s said that the persistent cry of a babe can sometimes cause these fiends to abandon their illusions and viciously attack.
As greater devils, gylous can command many lesser devils, yet harbor an exclusive favoritism for erinyes. A gylou weighs 160 pounds and stands stiffly at 5-1/2 feet— though many wear their head-sprouting tentacles in tall, elaborate coiffures.
Master of Belzeragna: Advanced Contract Devil:
Active buff spell: Shield of Faith (+5 to AC, touch, and FF) Chyvvom, Exchequer of Contracts CR 15
Deceased
XP 51,200
Advanced contract devil (Pathfinder Adventure Path #6 86)
LE Large outsider (devil, evil, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +30
Defense
AC 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural,
–1 size)
hp 250 (20d10+140) -341 hp
Fort +19, Ref +16, Will +15
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 26
Offense
Speed 30 ft.
Melee gore +26 (2d6+7), 2 binding contracts +21 (1d6+3 plus
grab and impale)
Space 10 ft.; Reach 10 ft.
Special Attacks grab, impale (4d6+10)
Spell-Like Abilities (CL 15th; concentration +21)
Constant—tongues
At will—bestow curse (DC 19), detect thoughts (DC 18),
dimension door, erase, identify, major image, polymorph,
produce flame, sending
3/day—arcane eye, break enchantment, greater teleport, hold
person (DC 18), locate creature, private sanctum, scorching
ray, silence (DC 18), shield of faith, vision
1/day—contact other plane, delayed blast fireball (DC 23),
dismissal (DC 20), plane shift, summon (level 4, 1d6
bearded devils or 1 bone devil, 50%), symbol of pain (DC 21)
Tactics
Before Combat If Chyvvom is aware of the PCs (and he is if
they have interacted with either Terentius or Marijkal, both
of whom have contracts with the devil), he casts quickened
shield of faith prior to their entry into area 7.
During Combat Chyvvom much prefers to defeat his foes
through trickery and cleverly worded contracts, avoiding
combat in favor of negotiation. If combat is unavoidable, he
summons a squad of bearded devils as bodyguards, using
his spell-like abilities like bestow curse, delayed blast fireball,
hold person, and scorching ray from distance. If forced into
melee, he fights viciously with his natural attacks, as much
out of anger at being so provoked as out of self-defense.
Morale Chyvvom’s orders from Lorthact are precise: he is
to retain the souls of all who enter Belzeragna or perish
preventing their escape.
Statistics
Str 25, Dex 18, Con 25, Int 24, Wis 24, Cha 22
Base Atk +20; CMB +28 (+32 grapple); CMD 43
Feats Deceitful, Dodge, Improved Initiative, Improved
Natural Armor, Iron Will, Mobility, Persuasive, Quicken
Spell-Like Ability (shield of faith), Skill Focus (Bluff), Skill
Focus (Diplomacy)
Skills Appraise +30, Bluff +39, Diplomacy +39, Disguise +8,
Intimidate +33, Knowledge (arcana) +27, Knowledge
(nobility) +27, Knowledge (planes) +30, Knowledge
(religion) +27, Perception +30, Profession (scribe) +30,
Sense Motive +30, Sleight of Hand +24, Spellcraft +27
Languages Abyssal, Celestial, Common, Draconic, Elven,
Ignan, Infernal, Sylvan, Undercommon, Varisian; telepathy
100 ft., tongues
SQ infernal contract, infernal investment
Special Abilities
Binding Contracts (Ex) The long contracts draped over
Chyvvom’s horns and body are animated, and the devil can
attack with two of them at a time as secondary natural attacks.
Infernal Contracts (Su) As a full-round action, Chyvvom can
produce an infernal contract for a single living mortal
creature. The mortal must sign its true name to the
document of its own free will, gaining up to three wishes,
as per the spell wish, usable immediately or in the future by
calling on the devil. While the mortal chooses the intention
of the wishes, Chyvvom decides upon the specifics, allowing
for his own diabolical interpretation of the results should
the mortal imprecisely phrase its wish.
Infernal Investment (Su) Chyvvom can scry at will upon any
creature with whom he has a contract. The target creature
always fails its save against Chyvvom’s scrying attempt.
Erinyes:
Devil, Erinyes
Some calamity has befallen this angelic warrior. Wings stained black shear the air as her merciless eyes search for a target.
ERINYES CR 8
XP 4,800
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, true seeing; Perception +16
DEFENSE
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 94 (9d10+45)
Fort +11, Ref +12, Will +7
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
OFFENSE
Speed 30 ft., fly 50 ft. (good)
Melee +1 longsword +15/+10 (1d8+8/19–20)
Ranged +1 flaming composite longbow +14/+14/+9 (1d8+6/×3 plus 1d6 fire) or rope +15 touch (entangle)
Spell-Like Abilities (CL 12th)
Constant—true seeing
At will—fear (single target, DC 19), greater teleport (self plus 50 lbs. of objects only), minor image (DC 17), unholy blight (DC 19)
1/day—summon (level 3, 2 bearded devils, 50%)
STATISTICS
Str 20, Dex 23, Con 21, Int 14, Wis 18, Cha 21
Base Atk +9; CMB +14; CMD 31
Feats Combat Reflexes, DodgeB, MobilityB, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Skills Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19, Intimidate +17, Knowledge (planes) +8, Knowledge (religion) +8, Perception +16, Sense Motive +10, Stealth +15
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment any (Hell)
Organization solitary or trio
Treasure triple (+1 longsword, +1 flaming composite longbow [+5 Str bonus], rope)
SPECIAL ABILITIES
Entangle (Su) Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based.
Known by many names—the Fallen, the Ash Wings, and the Furies—the devils called erinyes mock the form of the angelic hosts in their exaction of vengeance and bloody justice. Executioners, not judges, erinyes alight upon the bladed eaves of Dis, Hell's cosmopolitan second layer, ever attentive for chances to soar into battle, whether in defense of Hell, on the whims of diabolical masters, or at the impassioned summons of jilted mortal summoners. All erinyes weave deadly living ropes from their own hair, which they use in battle to lift their foes into the air, mocking and condemning their victims for their transgressions before dropping them from great heights.
Erinyes appear as darkly beautiful angels, augmenting their sensuality with deliberate bruises and scars. Yet despite their beauty, erinyes are not seducers—they lack the subtlety and patience required for such fine emotional manipulations, and instead vastly prefer to solve their problems with swift and excruciating violence. Often, an erinyes will stay her hand before attempting to slay a foe simply so she can draw out the victim's suffering. Death is usually the only way to escape an erinyes's not-so-tender attentions, and the most powerful of these devils excel at keeping their enemies alive but helpless so as to extend their torment—many going as far as to keep their victims alive with magic. Rumors hold that the most powerful erinyes torturers have skills that allow their torment to continue even after their subject has died from their attentions.
Most erinyes stand just under 6 feet tall and weigh approximately 140 pounds, even with their black- feathered wings that stretch over 10 feet wide.
Bearded Devils:
1 57/-8 HP Dead
2 57/-15 HP Dead
3 57/-3 HP Dead
4 57/ -2 HP Dead
5 57/ -57 HP Dead
6 57/
BEARDED DEVIL (BARBAZU) CR 5
XP 1,600
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +10
DEFENSE
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 57 (6d10+24)
Fort +9, Ref +7, Will +3
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 16
OFFENSE
Speed 40 ft.
Melee glaive +11/+6 melee (1d10+6 plus infernal wound) or 2 claws +10 melee (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks beard
Spell-Like Abilities (CL 12th)
At will—greater teleport (self plus 50 lbs. of objects only)
1/day—summon (level 3, 1 bearded devil or 6 lemures, 50%)
STATISTICS
Str 19, Dex 15, Con 19, Int 6, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 22
Feats Improved Initiative, Power Attack, Weapon Focus (glaive)
Skills Climb +13, Intimidate +7, Perception +10, Sense Motive +6, Stealth +11
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment any (Hell)
Organization solitary, pair, squad (3–10), or troop (10–40)
Treasure standard (glaive, other treasure)
SPECIAL ABILITIES
Beard (Ex) If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of damage and must succeed on a DC 17 Fortitude save or contract devil chills. The save DC is Constitution-based.Devil Chills: Disease—injury; save Fort DC 17; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.
Infernal Wound (Su) The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.
Elite warriors in Hell's legions, bearded devils—or barbazus—fight savagely in the name of their infernal lords and command mindless hordes of the damned into battle. They collect and train with their infernally forged glaives among the vaults of Hell's third layer, Erebus, but inevitably return to the first layer, Avernus, to serve at the side of the dread lord Barbatos.
Barbazus are fond of making charge attacks with their glaives, and try to maintain a 10-foot gap between themselves and their foes so they can use their signature polearms to great effect. Against a foe that has greater reach (or one able to otherwise avoid the devil's favored tactic), they drop their glaives and resort to their claws and hideous beards.
At attention, bearded devils stand over 6 feet tall (though their squatting battle stances often make them appear shorter) and weigh upward of 200 pounds.
Warmonger Devil:
Warmonger Devils (6) CR 7
XP 3,200 each
LE Large outsider (devil, evil, extraplanar, lawful) (Book of the
Damned 1: Princes of Darkness 60)
Init +7; Senses darkvision 60 ft., see in darkness; Perception +16
Defense
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
hp 84 each (8d10+40)
Fort +10, Ref +9, Will +5
Defensive Abilities construct form; DR 5/good; Immune fire,
poison; Resist acid 10, cold 10; SR 12
Offense
Speed 40 ft., climb 40 ft.
Melee mwk trident +13 (2d6+7), 2 legs +7 (1d8+2) or
2 claws +12 (1d6+5), 2 legs +7 (1d8+2)
Ranged mwk trident +10 (2d6+7) or
net +10 ranged touch (entangle)
Space 10 ft.; Reach 10 ft.
Special Attacks merciless blow, trample (1d8+7, DC 19)
Spell-Like Abilities (CL 12th)
At will—greater teleport (self plus 50 lbs. of objects only)
1/day—summon (level 4, 1d4 lemures or 1 bearded devil, 40%)
Statistics
Str 20, Dex 17, Con 19, Int 14, Wis 16, Cha 15
Base Atk +8; CMB +14; CMD 27
Feats Combat Reflexes, Improved Initiative, Power Attack,
Toughness
Skills Acrobatics +14 (+18 jumping), Bluff +13, Climb +17, Craft
(weapons) +9, Intimidate +13, Knowledge (dungeoneering) +9,
Knowledge (engineering) +9, Knowledge (planes) +13,
Perception +16, Stealth +12; Racial Modifiers +2 Perception,
+2 Stealth (+8 when concealed amid metal objects or debris)
Languages Celestial, Draconic, Infernal; telepathy 100 ft.
SQ hellstrider, phalanx, stability
Special Abilities
Construct Form Warmonger devils are immune to ability
damage, ability drain, death effects, death from massive
damage, disease, energy drain, exhaustion, fatigue,
necromancy effects, nonlethal damage, paralysis, sleep
effects, and stunning. Upon being reduced to 0 hit points,
they are immediately destroyed.
Hellstrider (Su) A warmonger devil is not impeded by rough
terrain, and can move or charge through such squares
as normal. It can also cross areas covered with deadly
impediments (such as caltrops or thorns) without being
damaged or hindered. In addition to being entirely immune
to fire, the creature’s legs are immune to acid and cold,
allowing it to cross rivers of acid or lava as long as the
material is less than 4 feet deep. This ability does not
protect a warmonger devil against magical hindrances like
black tentacles, web, or similar spells.
Merciless Blow (Su) Any trident attacks a warmonger devil
makes against entangled creatures (including those
entangled by its net) deal an extra 2d6 points of damage.
Phalanx (Ex) Devils gain a +1 morale bonus on attacks and to
AC while adjacent to a warmonger devil.
Stability (Ex) Warmonger devils receive a +4 racial bonus to
their CMD when resisting a bull rush or trip attempt while
standing on the ground.
Bone Devils:
1: 105/-27 Dead
2: 105/105
3: 105/105
4: 105/8
Devil, Osyluth (Bone Devil)
Merging the most horrifying features of carrion-fed insect and withered cadaver, this bony devil moves in unsettling lurches.
Bone Devil (Osyluth) CR 9
XP 6,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +19
Aura fear aura (5 ft., DC 19, 1d6 rounds)
DEFENSE
AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size)
hp 105 (10d10+50)
Fort +12, Ref +12, Will +7
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting +14 melee (3d4+5 plus poison)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th)
Constant—fly
At will—dimensional anchor, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), major image (DC 17), wall of ice
3/day—quickened invisibility (self only)
1/day—summon (level 4, 1 bone devil, 35%)
STATISTICS
Str 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +16; CMD 31
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, Knowledge (planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.
ECOLOGY
Environment any (Hell)
Organization solitary, pair, or inquisition (3–10)
Treasure standard
The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves—mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell's fifth layer, bone devils—also known as osyluths—enforce infernal order and the will of the archdevils. Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell's laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils—regardless of standing—and take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives. These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters.
In battle, an osyluth uses quickened invisibility after each attack to confuse foes. Many osyluths carry twisted and eerie bone weapons, but these tools are more for torture and intimidation than actual combat.
Osyluths tower over lesser devils at 9 feet tall—though their tails and fearsome but useless wings make them appear much larger—and weigh upward of 400 pounds.
Ice Devil:
ICE DEVIL (GELUGON) CR 13: 117 Damage: 161/44 HP
XP 25,600
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +27
Aura fear (10 ft., DC 22)
DEFENSE
AC 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, –1 size)
hp 161 (14d10+84); regeneration 5 (good weapons, good spells)
Fort +15, Ref +14, Will +12
DR 10/good; Immune fire, cold, poison; Resist acid 10; SR 24
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee +1 frost spear +21/+16/+11 (2d6+10/×3 plus 1d6 cold plus slow), bite +14 (2d6+6), tail +14 (3d6+3 plus slow)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 13th)
Constant—fly
At will—cone of cold (DC 20), ice storm, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 20), wall of ice (DC 19)
1/day—summon (level 4, 2 bone devils, 50%)
STATISTICS
Str 23, Dex 21, Con 22, Int 25, Wis 22, Cha 20
Base Atk +14; CMB +21; CMD 36
Feats Alertness, Cleave, Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Weapon Focus (spear)
Skills Acrobatics +22, Bluff +22, Diplomacy +22, Fly +13, Intimidate +19, Knowledge (planes) +24, Knowledge (any three others) +21, Perception +27, Sense Motive +27, Spellcraft +21, Stealth +18, Survival +23
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment any (Hell)
Organization solitary, team (2–3), council (4–10), or contingent (1–3 ice devils, 2–6 horned devils, and 1–4 bone devils)
Treasure standard (+1 frost spear, other treasure)
SPECIAL ABILITIES
Slow (Su) A hit from an ice devil's tail or spear induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. This effect comes from the devil in the case of its weapon; it is not a quality possessed by the spear itself. The save DC is Constitution-based.
It is said that each ice devil—known as gelugons among the ranks of devilkind—bears within its chest a stolen, frozen mortal heart, which allows it to make decisions free of all emotion. Born on the icy layer of Cocytus, Hell's seventh layer, most ice devils migrate to Caina, the eighth layer, where they plot world-damning machinations from courts of freezing steel. Although they are perhaps the most alien and monstrous in appearance of all devils, few breeds are accorded greater respect.
In combat, a gelugon prefers to let its minions engage foes in melee so that it can hang back and appraise the foe's tactics, strengths, and weaknesses. The ice devil supports its minions with its spell-like abilities, always taking care to avoid impacting its minions in the area of effect of its spells—this not from any sense of camaraderie, only a cold and logical truth that its allies can survive longer in a fight if they are not exposed to friendly fire.
Gelugons stand at 12 feet tall, and weigh approximately 700 pounds.
Nessian Warhounds:
1 126/DEAD 2 126/DEAD
NESSIAN WARHOUND CR 9
XP 6,400
LE Large outsider (evil, extraplanar, fire, lawful)
Init +6; Senses darkvision 60 ft., scent; Perception +12
DEFENSE
AC 24, touch 11, flat-footed 22 (+6 armor, +2 Dex, +7 natural, –1 size)
hp 126 (12d10+60)
Fort +13, Ref +10, Will +5
Immune fire
Weaknesses vulnerability to cold
OFFENSE
Speed 40 ft.
Melee bite +20 (2d6+12/19–20 plus 2d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (30-ft. cone, once every 1d4 rounds, 10d6 fire damage, Reflex DC 21 half)
STATISTICS
Str 27, Dex 15, Con 21, Int 4, Wis 12, Cha 6
Base Atk +12; CMB +21; CMD 33 (37 vs. trip)
Feats Alertness, Improved Critical (bite), Improved Initiative, Skill Focus (Stealth, Survival), Weapon Focus (bite)
Skills Acrobatics +16, Perception +12, Stealth +21, Survival +18; Racial Modifiers +5 Stealth
Languages Infernal
ECOLOGY
Environment any (Hell)
Organization solitary, pair, or pack (3–6)
Treasure standard (+2 chain shirt barding)
All are fitted with shirts of fire-scorched barding, and the loyal beasts obey their master perfectly.