Showing posts with label Devil. Show all posts
Showing posts with label Devil. Show all posts

Thursday, November 16, 2017

Campaign Design - Bloodlines: Diabolic-Blooded

Diabolic-Blooded
(adapted from Unearthed Arcana)

For a character with a diabolic bloodline, an erinys is often the source. However, other devils with the ability to use a polymorph effect, such as gelugons or pit fiends, have been known to consort with mortals. Some with diabolic heritage claim descent from one of the Lords of Hell. All šotek claim descent from Ninkurra, so any goblinoids with a diabolic bloodline assert that it is due to her influence. Other Demon Lords who are said to have sired lines include Belial, Darmas, and Ishi.

A character with this bloodline may also possess tiny horns or unusually sharp teeth.

Diabolic Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Bluff checks
2nd
-+2 on Bluff checksDodge
3rd
--Charisma +1
4th
+2 on Bluff checksDodgeDarkness, once per day (Sp)
5th
--Devil affinity +21
6th
-Charisma +1Smite good, once per day (Su)2
7th
--+2 on Diplomacy checks
8th
DodgeDarkness, once per day (Sp)Fire resistance 5 (Ex)
9th
--Constitution +1
10th
-Devil affinity +21+2 on saves vs. poison (Ex)
11th
--Devil affinity +41
12th
Charisma +1Smite good, once per day (Su)2Acid resistance 5 (Ex)
13th
--+2 on Search checks
14th
-+2 on Diplomacy checksSkill Augmentation (Listen and Spot)
15th
--Intelligence +1
16th
Darkness, once per day (Sp)Fire resistance 5 (Ex)Cold resistance 5 (Ex)
17th
--Devil affinity +61
18th
-Constitution +1+1 to natural armor
19th
--+2 on Listen checks
20th
Devil affinity +21+2 on saves vs. poison (Ex)Damage reduction 5/good
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with devils.
2 You can smite a good creature with a melee attack as a blackguard of your character level once per day.

Favored Class: Diabolic-Blooded individuals can replace their racial favored class with the Unholy Warrior class.

Exclusive Class: Diabolic-Blooded individuals can replace their racial exclusive class with the Hexblade class.

Special: A Diabolic-Blooded character may never take levels in the Paladin class.

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Monday, January 3, 2011

General Rules: Monsters - Devil, Ghargatula

Devil, Ghargatula (from the Book of Vile Darkness)
Huge Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 24d8+288 (396 hit points)
Initiative: +6
Speed: 50 feet
Armor Class: 20 (-2 size, +2 Dexterity, +10 natural); touch 10, flat-footed 20
BAB/Grapple: +24/+46
Attack: Bite +36 melee (5d8+14, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +36 melee (5d8+14, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +31 melee (3d6+7, slashing, 20 x2) and tail stinger +31 melee (2d6+7 plus poison, piercing, 20 x2)
Space/Reach: 10 feet by 10 feet/15 feet
Special Attacks: Improved grab, poison, swallow whole
Special Qualities: Devil traits, DR 25/+2, outsider traits, regeneration 10, scent, SR 25, summon devil
Saves: Fortitude +26, Reflex +16, Will +16
Abilities: Str 39, Int 7, Wis 11, Dex 14, Con 35, Cha 10
Skills: Climb +38, Intimidate +24, Jump +38, Listen +24, Move Silently +26, Spot +24
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always lawful evil
Advancement: 25 - 36 Hit Dice (Huge)

These terrors, likely to be mistaken for fiendish dinosaurs, either wander about the warmer regions of hell, killing anything that they find (even other devils) or they are employed as guardians in important palaces and cathedrals on that dark plane.

A ghargatula stands 25 feet tall and has a tail 15 feet long. It has terrible claws, and its tail ends in a wicked stinger black with venom - but the ghargatula's massive mouth is its most striking feature. Filled with many rows of teeth the size of daggers and short swords, a ghargatula's maw could engulf a human in a single bite. Its flesh is jagged and dark, almost craggy like the terrible wastelands in hell where it lives.

Ghargatulas speak Infernal.

Combat
Ghargatulas do not possess the magical abilities of other devils, other than a weak attempt at summoning. Instead, they are straightforward, extremely ferocious combatants that use their terrible natural weapons to great effect.

Improved Grab (Ex): If a ghargatula hits a Large or smaller opponent with its bite attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +46). If it successfully grabs a creature that it can also swallow whole, it can attempt to do so in the next round. The ghargatula has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on the grapple check, but the ghargatula is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deal bite damage.

Swallow Whole (Ex): A ghargatula can try to swallow a Medium or smaller opponent that is already in its mouth by making a successful grapple check (grapple bonus +46). The swallowed creature takes 2d8+8 points of crushing damage per round and 8 points of acid damage from the ghargantula's innards. A swallowed creature can cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the innards (Armor Class 20). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out. The ghargatula's innards can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller creatures.

Poison (Ex): Each successful tail stinger attack delivers a ghargatula's poison (Fortitude save DC 34). The initial and secondary damage is the same (2d6 points of Dexterity damage).

Regeneration (Ex): A ghargatula takes normal damage from holy and blessed weapons of at least +2 enhancement.

Scent (Ex): A ghargatula can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Summon Devil (Sp): Once per day, a ghargatula can attempt to summon one cornugon with a 25% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no devils answer the summons. Summoned devils automatically return whence they came after an hour. A devil that has been summoned cannot use its own summon devil ability. Most devils do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to gain victory or save their own lives.

Devil Traits: Devils can communicate telepathically with any creature within 100 feet that has a language. Devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell. A devil is immune to fire and poison, and it has acid resistance 20 and cold resistance 20.

Outsider Traits: A ghargatula has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Devil, Kocrachon

Devil, Kocrachon (from the Book of Vile Darkness)
Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 6d8+6 (33 hit points)
Initiative: +8
Speed: 30 feet; fly 60 feet (perfect)
Armor Class: 21 (+4 Dexterity, +1 dodge, +6 natural); touch 15, flat-footed 16
BAB/Grapple: +6/+9
Attack: Bite +9 melee (1d6+3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +9 melee (1d6+3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +4 melee (1d4+1, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Disease, spell-like abilities
Special Qualities: Devil traits, DR 15/+1, outsider traits, sadism, SR 17, summon devil
Saves: Fortitude +6, Reflex +9, Will +7
Abilities: Str 16, Int 17, Wis 14, Dex 19, Con 13, Cha 16
Skills: Bluff +12, Diplomacy +5, Heal +11, Hide +13, Intimidate +12, Jump +9, Listen +10, Move Silently +10, Search +9, Spot +8
Feats: Dodge, Improved Initiative
Environment: Any land and underground
Organization: Solitary or team (3 - 6)
Challenge Rating: 6
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 7 - 8 Hit Dice (Medium); 10 - 12 Hit Dice (Large)

Kocrachons are diabolic torturers, When the damned are sent to hell to face torment, it is often the insectoid kocrachons that perform the sick and terrible duties - and they relish the task. These devils are likely to be found in terrible hellish citadels, working for some greater devils.

They have a dark bluish-purple carapace like and insect's with long, serrated proboscises. Their heads are small; their legs are long and thin, ending in claws that are quite adept at wielding scalpels and other terrible instruments of torture.

Kocrachons speak Celestial, Infernal, Sülic, and one mortal language.

Combat
Kocrachons hate straightforward combat, but they like to inflict pain on helpless victims, slowly and precisely. If they must fight, kocrachons use their spell-like abilities as long as they can.

Disease (Ex): Any creature hit by the kocrachon's bite attack must succeed at a Fortitude save (DC 14) or contract devil chills. The incubation period is 1d4 days, and the disease deals 1d6 points of Strength damage. The victim must make three successful Fortitude saving throws in row to recover (see Disease in Chapter 8 of the Dungeon Master's Guide).

Spell-Like Abilities (Sp): At will - animate dead, cure moderate wounds, desecrate, dispel magic, detect good, detect magic, magic circle against good, liquid pain, major image, sorrow, suggestion, teleport without error (self plus 50 pounds of gear only), wave of grief, wither limb, wrack; Once per day - blasphemy. Caster level 12th; Save DC 13 + spell level.

Sadism: 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.

Summon Devil (Sp): Twice per day, a kocrachon can attempt to summon one kocrachon with a 40% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no devils answer the summons. Summoned devils automatically return whence they came after an hour. A devil that has been summoned cannot use its own summon devil ability. Most devils do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to gain victory or save their own lives.

Devil Traits: Devils can communicate telepathically with any creature within 100 feet that has a language. Devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell. A devil is immune to fire and poison, and it has acid resistance 20 and cold resistance 20.

Outsider Traits: A kocrachon has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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General Rules: Monsters - Umbral Gloom

Umbral Gloom (from Dragon Magazine #353)
Large Outsider (Evil, Extraplanar)

Hit Dice: 10d8+30 (85 hit points)
Initiative: +6
Speed: 60 feet; swim 40 feet
Armor Class: 23 (-1 size, +2 Dexterity, +8 natural, +4 deflection); touch 15, flat-footed 21
BAB/Grapple: +10/+18
Attack: Slam +14 melee (1d6+4 plus crushing despair, bludgeoning, 20 x2)
Full Attack: 12 slams +14 melee (1d6+4 plus crushing despair, bludgeoning, 20 x2)
Space/Reach: 10 feet by 10 feet/15 feet
Special Attacks: Crushing despair, engulf, spell-like abilities
Special Qualities: All-around vision, control light, damage reduction 10/+1, darkvision 120 feet, deeper darkness, evasion, low-light vision, no discernable anatomy, see in darkness, shadow blend, shadow blessing, shadow stride, shadow talk, spell resistance 21
Saves: Fortitude +10, Reflex +9, Will +8
Abilities: Str 19, Int 12, Wis 13, Dex 15, Con 16, Cha 18
Skills: Bluff +17, Diplomacy +8, Gather Information +17, Hide +17, Intimidate +17, Listen +14, Move Silently +21, Search +22, Sense Motive +14, Spot +22, Survival +1 (+3 when following tracks), Swim +12
Feats: Combat Reflexes, Improved Initiative, Toughness, Weapon Focus (Slam)
Environment: Any
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral evil
Advancement: 11 - 14 Hit Dice (Large); 15 - 21 Hit Dice (Huge)

Umbral glooms are a mass of rubbery, glistening black trntacles studded with many small purple eyes, lost within an umbral miasma that seeps from its slimy flesh.

They speak Umbran, Sûlic, and one mortal language.

Combat
Umbral glooms always try to begin combat by removing mist light sources and then sneaking up on their foes to engulf them in despair. They remain hidden as long as possible and do not initiate attacks unless they can do so from ambush. If surprised, umbral glooms quickly douse all lights and use the resulting confusion to flee into the shadows, from whence they begin crafting plans for quick revenge.

An umbral gloom's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

All-Around Vision (Ex): Their many eyes give umbral glooms a +8 racial bonus on Spot and search checks, and they cannot be flanked.

Control Light (Sp): Umbral glooms can decrease the level of natural light within a 120-foot radius by any percentage up to 100%. Creatures within the affected area gain a +1 bonus for each 24% decrease in light.

Crushing Despair (Su): A creature hit by an umbral gloom's slam attack or engulfed by an umbral gloom succumbs to great sadness unless it succeeds at a DC 17 Will save. An affected creature suffers a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. This effect counters and dispels good hope. The save DC is Charisma-based.

Deeper Darkness (Su): An umbral gloom can radiate shadowy illumination in a 60-foot radius at will. All creatures within the area gain concealment (20% miss chance. even creatures that can normally see in such conditions, such as those with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights, such as torches, candles, lanterns, and so forth, are incapable of brightening the area, as are light spells of 3rd or lower level. Higher-level light spells are not affected by the deeper darkness. Deeper darkness counters or dispels any light spell of 3rd or lower level.

Engulf (Ex): An umbral gloom can flow around creature that fit within its space as a standard action. it cannot make a slam attack during a round in which is engulfs. The umbral gloom merely has to more over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against an umbral glom, but if they do, they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on DC 17 Reflex saves or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the gloom moves forward. Engulfed creatures are subject to crushing despair and are considered to be grappled. The save DCs are Charisma-based.

No Discernible Anatomy (Ex): Umbral glooms have no discernible anatomy and are not subject to critical hits or stunning.

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

Shadow Blend (Su): In any conditions other than full daylight, the umbral gloom can disappear into the shadows, gaining a high degree of concealment that provides a 40% miss chance and a +10 circumstance bonus on Hide checks. Artificial illumination, even a continual flame, daylight, or light spell, does not negate this ability.

Shadow Blessing (Su): Infused with the stuff of shadows, an umbral gloom gains a constant bonus on initiative checks (included in the statistics above) and a deflection bonus to armor Class equal to its Charisma modifier. In addition, it gains an equal profane bonus on saving throws made against spells and effects from the schools of enchantment, illusion, and necromancy, as well as spells with the darkness descriptor. Once per day, as a standard action, the umbral gloom can share this blessing with others with a touch. The shared blessing lasts for 7 rounds and can only be granted to willing targets; spell resistance does not apply.

Shadow Stride (Su): As a move action, an umbral gloom can vanish from its current location and reappear in any shadowy area within 360 feet, as often as once every 2 rounds.

Shadow Talk (Su): Umbral glooms can communicate through the shadows of the mind. They can whisper short messages to all other creatures of their choice from the Shadow realm as well as worshippers of Gangyn within 500 feet. Creatures within 10 feet of the umbral gloom can also hear its communication with a DC 15 Listen check, but those not specifically targeted by the umbral gloom cannot decipher the ineffable whispers.

Spell-Like Abilities (Sp): At will - knock (by touch only). Three times per day - scare, modify memory (cannot increase clarity or recall), plane shift (self only, to or from the Shadow Realm only). Once per day - nightmare. Caster level 7th; Save DC 14 + spell level and are Charisma-based.

Outsider Traits: An umbral gloom has darkvision with a range of 120 feet. It cannot be raised or resurrected.

Skills: An umbral gloom has a +6 racial bonus on Hide and Move Silently checks and a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. it can always choose to take 10 on a Swim check, even if distracted or endangered. it can use the run action when swimming provided it swims in a straight line.

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General Rules: Monsters - Devil, Imp

Devil, Imp (from the Monster Manual)
Tiny Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 3d8 (13 hit points)
Initiative: +3
Speed: 20 feet, fly 50 feet (perfect)
Armor Class: 21 (+2 size, +3 Dexterity, +1 dodge, +5 natural); touch 15, flat-footed 17
BAB/Grapple: +3/-5
Attack: Sting +8 melee (1d4 plus poison, piercing, 20 x2)
Full Attack: Sting +8 melee (1d4 plus poison, piercing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, devil traits, DR 5/good or silver, outsider traits, fast healing 2, Immunity to poison, fire resistance 5
Saves: Fortitude +3, Reflex +6, Will +4
Abilities: Str 10, Int 10, Wis 12, Dex 17, Con 10, Cha 14
Skills: Diplomacy +8, Hide +17, Knowledge: any one +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 when following tracks)
Feats: Dodge, Weapon Finesse
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 4 - 6 Hit Dice (Tiny)

Imps are insidious devils. They are often found serving lawful evil spellcasters as advisers and spies.

In its natural form, an imp stands almost 2 feet tall and weigh about 8 pounds.

Combat
Imps are craven, but not so timid as tp pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.

An imp'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.

Alternate Form (Su): An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.

Devil Traits: Devils can communicate telepathically with any creature within 100 feet that has a language. Devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Outsider Traits: An imp has darkvision with a range of 60 feet. It cannot be raised or resurrected.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dexterity, secondary damage 2d4 Dexterity. The save DC is Constitution based and includes a +2 racial bonus.

Spell-Like Abilities (Sp): At will - detect good, detect magic, invisibility (self only); once per day - suggestion (DC 15). Caster level 6th. The save DCs are Charisma based.

Imps as Familiars
Imps can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be within one alignment step of lawful evil, take the Improved Familiar feat, and be at least a 7th-level caster.

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General Rules: Monsters - Devil, Death

Devil, Death (from Dragon Magazine #353)
Large Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 10d8+20 (65 hit points)
Initiative: +6
Speed: 40 feet; fly 60 feet (average)
Armor Class: 25 (-1 size, +6 Dexterity, +10 natural); touch 15, flat-footed 19
BAB/Grapple: +10/+19
Attack: Scythe +14/+9 melee (2d6+7 plus exhausting, piercing, 20 x4) or whip +14/+9 ranged (1d4+3 nonlethal plus exhausting, slashing, 20 x2, 25 feet x1)
Full Attack: Scythe +14/+9 melee (2d6+7 plus exhausting, piercing, 20 x4) and claw +12 melee (1d6+5 plus exhausting, piercing and slashing, 20 x2) or whip +14/+9 ranged (1d4+3 nonlethal plus exhausting, slashing, 20 x2, 25 feet x1)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Exhausting, ghost strike, rebuke undead, spell-like abilities
Special Qualities: Detect as undead, devil traits, DR 10/bludgeoning and silver, fortification (50%), immunity to ability damage, ability drain, cold, death effects, disease, energy drain, fire, mind-affecting effects, paralysis, and poison, necrotic life, outsider traits, resistance to acid 10, sadism, spell resistance 22, summon devil
Saves: Fortitude +9, Reflex +13, Will +10
Abilities: Str 20, Int 14, Wis 17, Dex 22, Con 15, Cha 17
Skills: Bluff +16, Climb +5 (+7 involving climbing ropes), Concwentration +15, Diplomacy +7, Disguise +3 (+5 to act in character), Escape Artist +6 (+8 involving ropes), Heal +16, Intimidate +18, Knowledge: Religion +15, Knowledge: the planes +15, Listen +16, Sense Motive +16, Spot +16, Survival +3 (+5 on other planes)
Feats: Combat Expertise, Combat Reflexes, Diehard, Endurance
Environment: Any
Organization: Solitary or team (3 - 6)
Challenge Rating: 11
Treasure: Standard (huge masterwork scythe, +1 stinging whip, and usually ornate and ghoulish jewelry)
Alignment: Always lawful evil
Advancement: 11 - 20 Hit Dice (Large); 21 - 30 Hit Dice (Huge)

Also known as jerul devils, these enormous skeletal creatures are clad in billowing, black-cowled robes and have alien heads like that of an emaciated vulture. They have four sunken eyes that gleam with a cold and evil yellow light. Four withered and sinuous arms ending in elongated clawed hands sprout from their torsos and four skeletal wings covered in wasted flesh extend from their backs. They carry enormous scythes and wicked-looking whips. They stand about 10 feet tall and weigh about 550 pounds.

Death devils speak Celestial, Infernal, and one mortal language.

Combat
Death devils excel as torturers and prefer to attack physically, teleporting up close to their foes and using full-attack actions whenever possible. A death 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.

Detect as Undead (Ex): Death devils register as undead creatures for the purposes of detect undead and similar effects. A death devil counts as half its Hit Dice for the purposes of aura strength.

Exhausting (Su): Those struck by a death devil's natural weapons or any weapons it wields become exhausted unless they make a DC 17 Fortitude save each time they are hit. Exhausted characters move at half speed and suffer a -6 penalty to Strength and Dexterity. The save DC is Constitution-based.

Ghost Strike (Su): A death devil's natural weapons, as well as any weapons it wields, deal damage normally against incorporeal creatures. In addition, it can deliver sneak attacks or critical hits to an undead creature.

Necrotic Life (Ex): Even on a failed save, a death devil suffers only half damage from spells and effects that deal hit point damage due to negative energy, such as inflict spells, and with a successful save a death devil suffers no damage.

Rebuke Undead (Su): Death devils may rebuke undead as a 12th-level cleric, at will. A death devil's ranks in Knowledge: Religion grant the devil a +2 synergy bonus on turning checks.

Sadism (Ex): For every 10 points of damage a death devil deals in a round, it gains a +1 luck bonus on attack rolls, saving throws, and skill checks during the next round.

Spell-Like Abilities (Sp): At will - animate dead, dimensional anchor, greater teleport (self plus 50 pounds of gear only). Three times per day - deeper darkness, desecrate. Once per day - enervation, unholy blight. Caster level 10th; Save DC 13 + spell level and are Charisma-based.


Summon Devil (Sp): Once per day, a death devil can attempt to summon one death devil with a 35% chance of success or 1d4 bearded devils with a 50% chance of success or 2d10 lemures with a 50% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no devils answer the summons. Summoned devils automatically return whence they came after an hour. A devil that has been summoned cannot use its own summon devil ability. Most devils do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to gain victory or save their own lives.

Devil Traits: Devils can communicate telepathically with any creature within 100 feet that has a language. Devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Outsider Traits: A death devil has darkvision with a range of 60 feet. It cannot be raised or resurrected.

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