Devil, Horned
System: Pathfinder | SRD
Devil, Horned
CR 16
LE
Outsider (devil, evil, extraplanar, lawful)
Large
Init +8
;
Senses darkvision 60 ft., see in darkness; Perception +24
Defense
AC 35, touch 17, flat-footed 27 (+8 Dex, +18 natural, -1 size)
hp 217 (15d10+135); regeneration 5 (good weapons, good spells)
Fort +18
Ref +17
Will +13
DR 10/good and silver
Immune fire, poison
Resist acid 10, cold 10
SR 27
Offense
Speed 30 ft., fly 50 ft. (average)
Melee +1 unholy spiked chain +26/+21/+16 (2d6+11 plus stun), bite +22 (2d8+5), tail +22 (2d6+5 plus infernal wound) or 2 claws +24 (2d6+10), bite +24 (2d8+10), tail +22 (2d6+5 plus infernal wound)
Space 10 ft.
;
Reach 10 ft.
Aura fear aura (5 ft., DC 23)
CMB +26
CMD 44
Statistics
Str 31,
Dex 27,
Con 28,
Int 14,
Wis 22,
Cha 23
Base Atk +15
Feats Improved Bull Rush, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike, Weapon Focus (spiked chain)
Skills Bluff +24, Diplomacy +21, Fly +15, Intimidate +24, Knowledge (planes) +20, Perception +24, Sense Motive +21, Spellcraft +20, Stealth +22
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Special Abilities
Infernal Wound (Su) The damage a horned devil deals with its tail causes persistent wounds that deal 2d6 points of bleed damage. Bleeding caused in this way is difficult to staunch—a DC 26 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 26 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects.
Stun (Su) Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. This ability is a function of the horned devil, not of the spiked chain. The save DC is Strength-based.
Bristling with terrible spines and a crown of deadly horns, this leering winged terror wields a whirling barbed chain.