Devils

Devils

Devils (or baatezu, if you prefer) for Pathfinder Planescape that have no official Pathfinder RPG updates.

Devil, Abishai

Abishai

ABISHAIS AND WRACK

All abishais have a spell-like ability based on the wrack spell, which originally appeared in Book of Vile Darkness and was reprinted in Spell Compendium. It is provided here for your convenience.

Wrack

School Necromancy [Evil]; Level cleric 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid
Duration 1 round/level + 3d10 minutes; see text
Saving Throw Will negates; Spell Resistance yes

Your touch causes your target to experience excruciating pain. For the duration of the spell, the subject falls prone and is blinded and helpless. Even when the spell ends, the subject is still shaken for 3d10 minutes.

Black Abishai      CR 5

XP 1,600
Fiendish Codex II: Tyrants of the Nine Hells 109
LE Medium outsider (devil, evil, lawful)
Init +7; Senses darkvision 60 ft., see in darkness; Perception +9

DEFENCE
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 37 (5d10+10); regeneration 2 (good weapons or good spells)
Fort +6, Ref +7, Will +2
DR 5/good; Immune acid, fire, poison; Resist cold 10; SR 16

OFFENCE
Speed 30 ft., fly 40 ft. (poor)
Melee sting +8 (1d4+3 plus 2d4 acid plus lingering damage), 2 claws +7 (1d4+2), bite +7 (1d6+2)
Spell-Like Abilities (CL 5th; concentration +5)
3/day—command (DC 12), disguise self, scare (DC 13)
1/day—charm person (DC 12), suggestion (DC 14), summon (level 3, 4 lemures 50% or 1 black abishai 20%), wrack* (DC 16)
* See sidebar

STATISTICS
Str 14, Dex 16, Con 15, Int 10, Wis 12, Cha 13
Base Atk +5; CMB +7; CMD 20
Feats Flyby Attack, Improved Initiative, Weapon Focus (sting)
Skills Bluff +9, Disguise +9, Escape Artist +11, Fly +11, Intimidate +9, Perception +9
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

ECOLOGY
Environment any (Baator)
Organization solitary, wing (2-3), or wail (4-12)
Treasure standard

SPECIAL ABILITIES
Lingering Damage (Ex) Creatures struck by a black abishai’s sting attack must succeed on a DC 14 Fortitude save or take 1d6 points of acid damage the following round. This save is Constitution-based.

Green Abishai      CR 6

XP 2,400
Fiendish Codex II: Tyrants of the Nine Hells 109
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft., see in darkness; Perception +10

DEFENCE
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 51 (6d10+18); regeneration 3 (good)
Fort +8, Ref +8, Will +3
DR 10/good; Immune acid, fire, poison; Resist cold 10; SR 17

DEFENCE
Speed 30 ft., fly 40 ft. (poor)
Melee sting +8 (1d4+3 plus 2d6 acid and lingering damage), 2 claws +8 (1d4+3), bite +8 (1d6+3)
Spell-Like Abilities (CL 6th; concentration +8):
At will—command (DC 13), disguise self
3/day—charm person (DC 13), scare (DC 14)
1/day—suggestion (DC 15), summon (CL 7th, level 4, 3 lemures, 2 black abishais, or 1 green abishai, 40%), wrack* (DC 17)
* See sidebar

STATISTICS
Str 15, Dex 16, Con 16, Int 11, Wis 13, Cha 14
Base Atk +6; CMB +8, CMD 21
Feats Deceitful, Improved Initiative, Persuasive
Skills Bluff +13, Diplomacy +13, Disguise +13, Escape Artist +12, Fly +12, Intimidate +13, Perception +10, Sense Motive +10
Languages Common, Infernal; telepathy 100 ft.

ECOLOGY
Environment any (Baator)
Organization solitary, wing (2-3), or wail (4-12)
Treasure standard

SPECIAL ABILITIES
Lingering Damage (Ex) Creatures struck by a green abishai’s sting attack must succeed on a DC 16 Fortitude save or take 1d6 points of acid damage in the following round. The save DC is Constitution-based.

Red Abishai      CR 8

XP 4,800
Fiendish Codex II: Tyrants of the Nine Hells 110
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft., see in darkness; Perception +13

DEFENCE
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
hp 68 (8d10+24); regeneration 5 (good weapons or good spells)
Fort +9, Ref +9, Will +4
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 19

OFFENCE
Speed 40 ft., fly 50 ft. (poor)
Melee sting +12 (1d4+4 plus 2d6 fire plus lingering damage), 2 claws +11 (1d4+3), bite +11 (1d6+3)
Spell-Like Abilities (CL 8th; concentration +11)
At will—command (DC 14), disguise self, scare (DC 15), suggestion (DC 16)
3/day—charm monster (DC 17), wrack* (DC 18)
1/day—summon (level 5, 7 lemures 50%, 2 green abishais or 1 red abishai 20%)
* See sidebar

STATISTICS
Str 17, Dex 17, Con 17, Int 12, Wis 14, Cha 16
Base Atk +8; CMB +11; CMD 24
Feats Deceitful, Flyby Attack, Improved Initiative, Weapon Focus (sting)
Skills Bluff +16, Disguise +16, Escape Artist +14, Fly +14, Intimidate +14, Knowledge (planes) +12, Perception +13
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

ECOLOGY
Environment any (Baator)
Organization solitary, wing (2-3), or wail (4-12)
Treasure standard

SPECIAL ABILITIES
Lingering Damage (Ex) Creatures struck by a red abishai’s sting attack must succeed on a DC 17 Fortitude save or take 1d6 points of fire damage the following round. The save DC is Constitution-based.

Devil, Amnizu      CR 7

AmnizuXP 3,200
Fiendish Codex II: Tyrants of the Nine Hells 112
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +4; Senses darkvision 60 ft., see in darkness; Perception +14

DEFENCE
AC 21, touch 10, flat-footed 21 (+11 natural)
hp 58 (9d10+9); regeneration 4 (acid, good spells, good weapons)
Fort +7, Ref +6, Will +5
Defensive Abilities secure intelligence; DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 18

OFFENCE
Speed 30 ft., fly 60 ft. (average)
Melee stupefying touch +10 (2d4 plus Int damage)
Spell-Like Abilities (CL 14th; concentration +17)
3/day—quickened fireball (DC 16)

STATISTICS
Str 12, Dex 11, Con 13, Int 16, Wis 11, Cha 16
Base Atk +9; CMB +10; CMD 20
Feats Ability Focus (stupefying touch), Alertness, Combat Casting, Improved Initiative, Quicken Spell-Like Ability (fireball)
Skills Acrobatics +12, Diplomacy +15, Fly +12, Knowledge (planes) +15, Perception +14, Sense Motive +14, Spellcraft +15, Stealth +12, Swim +13
Languages Celestial, Draconic, Infernal; telepathy 100 ft.

ECOLOGY
Environment any (Baator)
Organization solitary, conspiracy (2-4), or troupe (5-10)
Treasure none

SPECIAL ABILITIES
Secure Intelligence (Ex) Immune to any effect that would damage, drain, or otherwise reduce its Intelligence score.
Stupefying Touch (Su) In addition to the damage, creatures struck by stupefying touch must succeed on a DC 19 Will save or take 2d4 points of Intelligence damage. The save DC is Charisma-based.

Devil, Kocrachon      CR 6

KocrachonXP 2,400
Book of Vile Darkness 175
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +11

DEFENCE
AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
hp 39 (6d10+6)
Fort +6, Ref +9, Will +7
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 17

OFFENCE
Speed 30 ft., fly 60 ft. (average)
Melee bite +9 (1d6+3 plus disease), 2 claws +9 (1d4+3)
Spell-Like Abilities (CL 12th; concentration +15)
At will—animate dead, cure moderate wounds, desecrate, detect good, greater teleport (self plus 50 pounds of objects only), magic circle against good, liquid pain*, major image, sorrow*, suggestion, wave of grief*, wither limb*, wrack*
1/day—blasphemy
* New spell.

STATISTICS
Str 16, Dex 19, Con 13, Int 17, Wis 14, Cha 16
Base Atk +6; CMB +9; CMD 23
Feats Dodge, Improved Initiative, Mobility
Skills Acrobatics +13, Bluff +12, Diplomacy +12, Fly +13, Heal +11, Intimidate +12, Perception +11, Stealth +13, Survival +8
Languages Celestial, Common, Infernal, Draconic; telepathy 100 ft.
SQ sadism

ECOLOGY
Environment any (Baator)
Organization solitary, pair, or team (3-6)
Treasure double standard

SPECIAL ABILITIES
Disease (Su) Devil Chills: Bite—injury; save Fort DC 14; onset immediate; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves. The save DC is Constitution-based.
Sadism (Ex) For every 10 points of damage a kocrachon deals in a round, it gains a +1 luck bonus on attack rolls, saving throws, and skill checks during the next round.

Devil, Nupperibo      CR 1

NupperiboXP 400
Tome of Horrors Complete 200
LE Medium outsider (devil, evil, lawful)
Init +0; Senses blindsight 60 ft., darkvision 60 ft.; Perception +0

DEFENCE
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 6 (1d10)
Fort +0, Ref +2, Will +2
DR 5/good or silver; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10

OFFENCE
Speed 20 ft.
Melee 2 claws +1 (1d4)

STATISTICS
Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 4
Base Atk +1; CMB +1; CMD 11
Languages Infernal (cannot speak)

ECOLOGY
Environment any (Baator)
Organization horde (20–100)
Treasure none

Devil, Spined (Spinagon)      CR 4

SpinagonXP 1,200
Fiendish Codex II: Tyrants of the Nine Hells 136
LE Small outsider (devil, evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft., see in darkness; Perception +7

DEFENCE
AC 24, touch 18, flat-footed 17 (+1 size, +7 Dex, +6 natural)
hp 23 (3d10+6)
Fort +5, Ref +10, Will +2
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 11

OFFENCE
Speed 20 ft., fly 120 ft. (average)
Melee 2 claws +4 (1d3 plus 1d4 fire)
Ranged spine +11 (1d3 plus 1d4 fire plus see below)
Special Attacks spines
Spell-Like Abilities (CL 5th; concentration +6)
3/day—disguise self, produce flame
1/day—stinking cloud (DC 14), summon (level 3, 2 spinagons, 35%)

STATISTICS
Str 10, Dex 25, Con 14, Int 8, Wis 13, Cha 13
Base Atk +3; CMB +2; CMD 19
Feats Point Blank Shot, Precise Shot
Skills Bluff +7, Diplomacy +7, Fly +15, Intimidate +7, Sense Motive +7, Perception +7, Stealth +13
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

ECOLOGY
Environment any (Baator)
Organization solitary or flock (2-5)
Treasure none

SPECIAL ABILITIES
Spines (Ex) Each round, a spinagon can pluck a spine from its body and hurl it as a standard action. This is a ranged attack with a range of 60 feet and no range increment. Each round, the spinagon automatically regrows the lost spine. The spine causes intense, distracting pain in its target. A creature struck by a spine must succeed on a DC 13 Fortitude save or take a -2 penalty to AC and a -10-foot penalty to speed. This penalty lasts for 1 minute or until the target receives healing of any sort. The effects of multiple failed saves to not stack. The save DC is Constitution-based.

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