Devil, Barbed
System: Pathfinder | SRD
Devil, Barbed
CR 11
LE
Outsider (devil, evil, extraplanar, lawful)
Medium
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
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
CMB +18 (+22 grapple)
CMD 34
Statistics
Str 23,
Dex 23,
Con 22,
Int 12,
Wis 15,
Cha 18
Base Atk +12
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 of 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.
From the tip of its lashing tail to the serrated features of its fang-filled visage, this fiery-eyed sentinel bristles with barbs.