Immolation Devil
CR 19, LE Large Outsider (devil, extraplanar)
Senses: Perception 27, Darkvision 60, True SeeingThe creature can see through magical darkness, notices secret doors hidden by magic, sees through blur or displacement, sees invisibility, sees through illusions, sees ethereal creatures, and sees the true form of polymorphed creatures. True seeing doesn't see through solid objects.
Speed: 30 ft., fly 80 ft. (good) Skills: Athletics 31, Deception 28, Insight 27, Intimidation 28, Persuasion 28, Stealth 25, Arcana 28, Engineering 28, Planes 28, Traps 26
Languages: Celestial, Common, Draconic, Infernal, telepathy (100 ft.)
Ability Scores: Str 34 (+33), Dex 26 (+29), Con 35 (+33), Int 24 (+16), Wis 23 (+15), Cha 24 (+16)
INIT: +8 CP: +18 HP: 315 (18d10+216) SA: 22 DC: 32
AC: 36 Touch: 17 Flat-footed: 28 [+8 Dodge, +19 Natural, -1 Size]
SR: 32 Vulnerable: -- Resistant: Cold 10, Weapons 15 Bypass: Good, Silver
Immunity: Fire, Poison Effect Immunity: Sleep
Blind-Fight (ex) - The Immolation Devil is proficient in fighting without the use of sight and gets +3 on all vision-based cover rolls. They are also not flat-footed when defending against invisible Immolation Devils and can move at full speed while blinded.
Combat Reflexes (ex) - The Immolation Devil gets a number of reactions equal to its dexterity bonus.
Power Attack (ex) - A Immolation Devil may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Immolation Devil does one extra point of damage. The Immolation 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.
Regeneration (ex) - Immolation Devils heal at a fast rate, gaining 5 hp back each round. They can even regrow lost parts of their body if they are brought together within 1 hour of severing. They cannot be killed while their regeneration is still active. Regeneration can be suppressed by certain types of damage.
Blinding Critical (ex) - When the creature scores a critical hit, its target is blinded. A con save reduces the effect to being dazzled for 1d4 rounds.
Hellfire (su) - Any fire damage caused by this creature is half fire damage, half radiant (unholy) damage.
Pain Redoubled (su) - When an incubus scores a critical hit with a melee weapon or a natural weapon, the target must succeed on a CON save or be wracked by pain, becoming sickened with fatigue (level 2) for 1d6 rounds. Multiple uses of this ability extend the duration.
Constant Spell-Like Abilities (Sp) - The following spells are always active: Fire Shield, True Seeing, Detect (Good/Magic)
Attacks
- Melee (Natural) - 1 x bite +29 (2d6+12 plus burn). Reach: 10 ft. Burn - When this creature hits with a melee attack, its target catches fire. At the beginning of each of its turn, the target can make a DEX save to put the fire out. If it fails, the creature takes 1d6 fire damage.
- Melee (Natural) - 2 x claw +29 (1d8+12 plus burn). Reach: 10 ft. Burn - When this creature hits with a melee attack, its target catches fire. At the beginning of each of its turn, the target can make a DEX save to put the fire out. If it fails, the creature takes 1d6 fire damage.
- Melee (Natural) - 1 x gore +29 (2d8+12 plus burn). Reach: 10 ft. Burn - When this creature hits with a melee attack, its target catches fire. At the beginning of each of its turn, the target can make a DEX save to put the fire out. If it fails, the creature takes 1d6 fire damage.
- Melee (Natural) - 2 x wings +29 (1d8+6). Reach: 10 ft.
- Spell Like Abilities (1/day)
- Spell Like Abilities (1/week)
- Spell Like Abilities (3/day)
- Spell Like Abilities (At Will)
Environment: Extraplanar (Hell)
Organization: None
Treasure: double
Ash and embers encrust the smoldering humanoid frame of this imperious, dragon-winged devil.