Devil Horned (Cornugon)

To Fertile Crescent Monsters To Medieval Monsters

__________________________________________

Le diable et une femme Musée National du Moyen-Âge (Cluny), DS 1887 Le diable et une femme Musée National du Moyen-Âge (Cluny), DS 1887
Horned Devil (Cornugon)
Large outsider (Evil, Extraplanar, Lawful)
Hit Dice15d8+105 (172 hp)
Initiative +7
Speed20 ft. (4 squares), Fly 50 ft. (average)
Armor Class35 (-1 size, +7 Dexterity, +19 natural) touch 16, flat-footed 28
Base Attack/Grapple+15/+29
AttackSpiked Chain +25 melee (2d6+15 plus stun) or claw +24 melee (2d6+10) or tail +24 melee (2d6+10 plus infernal wound)
Full AttackSpiked Chain +25/+20/+15 melee (2d6+15 plus stun) and bite +22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound); or 2 claws +24 melee (2d6+10) and bite + 22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound)
Space/Reach10 ft./10 ft. (20 ft. with Spiked Chain)
Special AttacksFear aura, infernal wound, spell-like abilities, stun, summon devil
Special QualitiesDamage reduction 10/good and silver, Darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, Spell Resistance 28, telepathy 100 ft.
SavesFort +16, Ref +16, Will +15
AbilitiesStrength 31, Dexterity 25, Constitution 25, Intelligence 14, Wisdom 18, Charisma 22
Skills Bluff +24, Climb +28, Concentration +24, Diplomacy +10, Disguise +6 (+8 acting), Hide +21, Intimidate +26, Listen +22, Move Silently +23, Search +20, Sense Motive +22, Spot+22, Survival +4 (+6 following tracks)
FeatsCleave, Improved Sunder, Iron Will, Multiattack, Power Attack, Weapon Focus (Spiked Chain)
EnvironmentA lawful evil-aligned plane
Organization Solitary, team (2-4), or squad (6-10)
Challenge Rating 16
TreasureStandard coins; double goods; standard items
AlignmentAlways lawful evil
Advancement16-20 HD (Large); 21-45 HD (Huge)
Level Adjustment -

A horned devil is 9 feet tall and weighs about 600 pounds.

Combat

Horned devils are bold fighters. They rarely retreat, even against overwhelming odds. They love to fight with their Spiked Chains, usually singling out the most powerful foes to stun and eliminate quickly.

A horned devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will-dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 pounds of objects only); persistent image (DC 21)

3/day-fireball (DC 19), lightning bolt (DC 19).

Caster level 15th. The save DCs are Charisma-based.

Fear Aura (Su): A horned devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 23 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by the same horned devil's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

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. The save DC is Strength-based. This ability is a function of the horned devil, not of the Spiked Chain.

Infernal Wound (Su): The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 24 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil's tail must succeed on a DC 24 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Summon Devil (Sp): Once per day a horned devil can attempt to summon 2d10 lemures or 1d6 bearded devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another horned devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell.

Regeneration (Ex): A horned devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

__________________________________________

To Fertile Crescent Monsters To Medieval Monsters

The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.