3e SRD:Devil, Cornugon

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Cornugon[edit]

Size/Type: Large Outsider (Evil, Lawful)
Hit Dice: 11d8+33 (82 hp)
Initiative: +1 (Dex)
Speed: 20 ft., fly 50 ft. (average)
AC: 25 (-1 size, 1 Dex, +15 natural)
Attacks: Whip +15/+10/+5 melee (or 2 claws +15 melee), bite +9 melee, tail +9 melee
Damage: Whip 1d6+5 and stun, claw 1d4 +5; bite 1d4+2, tail 1d3+2 and wound
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Spell-like abilities, fear aura, stun, wound, summon devil
Special Qualities: Damage reduction 20/+2, SR 24, fire and poison immunity, cold and acid resistance 20, see in darkness, telepathy, regeneration 5
Saves: Fort +10, Ref +8, Will +9
Abilities: Str 21, Dex 12, Con 17, Int 14, Wis 14, Cha 14
Skills: Concentration +15, Hide +7, Listen +14, Move Silently +14, Search +14, Sense Motive +14, Spot +14
Feats: Cleave, Power Attack, Sunder
Climate/Terrain: Any land and underground
Organization: Solitary, team (2-4), or squad (6-10)
Challenge Rating: 10
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 12-15 HD (Large); 16-30 HD (Huge)

Except where noted below, all devils speak Infernal, Celestial, and Draconic.

Combat

Spell-Like Abilities: At will: animate dead, charm person, desecrate, detect good, detect magic, detect thoughts, dispel chaos, dispel good, magic circle against good, major image, produce flame, pyrotechnics, suggestion, and teleport without error (self plus 50 pounds of objects only); 3/day-fireball and lightning bolt; 1/day-wall of fire. These abilities are as the spells cast by a 12th-level sorcerer (save DC 12 + spell level).

Fear Aura (Su): As a free action, a cornugon can create an aura of fear in a 5-foot radius. It is otherwise identical with fear cast by a 12th-level sorcerer (save DC 17). If the save is successful, that creature cannot be affected again by that cornugon’s fear aura for one day. Other devils are immune to the aura.

Stun (Su): Whenever a cornugon hits with a whip attack, the opponent must succeed at a Fortitude save (DC 17) or be stunned for 1d4 rounds.

Wound (Su): A hit from a cornugon’s tail attack causes a bleeding wound. The injured creature loses 2 additional hit points each round until the wound is bound (a DC 10 Heal check) or the creature dies.

Summon Devil (Sp): Some devils can summon other devils much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no devils answer the summons. Summoned creatures automatically return whence they came after 1 hour. A devil that has just been summoned cannot use its own summon ability for 1 hour. Once per day a cornugon can attempt to summon 2d10 lemures or 1d6 barbazu with a 50% chance of success, 1d6 hamatulas with a 35% chance of success, or another cornugon with a 20% chance of success.

See in Darkness (Su): Cornugons can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Telepathy (Su): Cornugons can communicate telepathically with any creature within 100 feet that has a language.

Regeneration (Ex): Cornugons take normal damage from acid, and from holy and blessed weapons of at least +2 enchantment.



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