Barbed Devil
CR 11, LE Medium Outsider (devil, extraplanar)
Senses: Perception 21, Darkvision
Speed: 30 ft. Skills: Insight 21, Intimidation 19, Persuasion 13, Arcana 12, Nature 14, Planes 16, Athletics 17
Languages: Celestial, Common, Draconic, Infernal, telepathy (100 ft.)
Ability Scores: Str 23 (+19), Dex 23 (+19), Con 22 (+19), Int 12 (+6), Wis 15 (+7), Cha 18 (+9)
INIT: +6 CP: +12 HP: 138 (12d10+72) SA: 14 DC: 24
AC: 26 Touch: 16 Flat-footed: 20 [+6 Dodge, +10 Natural]
SR: 24 Vulnerable: -- Resistant: Cold 10, Weapons 10 Bypass: Good, Silver
Immunity: Fire, Poison Effect Immunity: Sleep
Combat Reflexes (ex) - The Barbed Devil gets a number of reactions equal to its dexterity bonus.
Power Attack (ex) - A Barbed Devil may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Barbed Devil does one extra point of damage. The Barbed Devil must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.
Improved Critical (ex) - The critical hit range of one of the creature's attacks increases by one point.
Barbed Defense (su) - A creature that strikes a Barbed Devil with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from its barbs.
Attacks
- Melee (Natural) - 2 x claws +18 (2d8+6/19-20 plus fear and grab). Reach: 5 ft. Grab - Each time this attack is successful, the Barbed Devil can make a grapple check as a free action to see if it holds his opponent. If successful, the opponent is grappled. Grabbing does not provoke an attack of opportunity Terror - The target of this attack must make a WIS saving throw or become inflicted with level 3 fear for 1d4 rounds.
Cleave (ex) - As a standard action, the Barbed Devil can make a single attack with a melee weapon at its highest attack bonus. If it hits, it deals damage normally and can make another attack against a foe adjacent to the first. The Barbed Devil may continue making as many attacks as possible provided opponents are adjacent and in range. Using cleave, causes the creature to take a -2 penalty to AC until its next turn.
Impale (ex) - On a successful grapple check the target is grappled (level 1) and impaled on spikes (3d8+9 piercing damage).
- Spell Like Abilities (1/day)
- Spell Like Abilities (At Will)
Environment: Extraplanar (Hell)
Organization: None
Treasure: standard
From the tip of its lashing tail to the serrated features of its fangfilled visage, this fiery-eyed sentinel bristles with barbs.