Large Outsider (Baatezu, Extraplanar, Evil, and Lawful) 4th Level Fighter
Alignment: Always lawful evil
Initiative: (Dex); Senses: darkvision 60 ft., Listen , and Spot , See in darkness
Languages: Telepathy 100 ft.
AC:39 (-1 size, +4 armor, +7 Dex, +19 natural), touch 16, flat-footed 28
Aura: Fear DC 19
Hit Dice: 232 hp (19HD) , Regeneration 5
Immune fire, poison
Resist acid 10, cold 10 SR
DR: 10/good and silver
Fort+20,Ref+17,Will+16
Speed: 20 ft., fly 50 ft. (average)
Space: 10 ft./10 ft. (20 ft. with spiked chain)
Base Attack +19;Grapple+34
Melee +5 Spiked chain /// () and bite () and tail () or
Melee 2 claws ()and bite () and tail ( plus infernal wound)
Special Attacks/Actions: Spell-like abilities, fear aura, infernal wound, stun,summon baatezu
Abilities:Str 32, Dex 25, Con 25, Int 14, Wis 18, Cha 22
Feats:Cleave; Combat Expertise, Improved Trip, Iron Will, Knockdown, Multiattack, Power Attack, Weapon Focus (spiked chain), Weapon Specialization (spiked chain)
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, and Survival +4 (+6 following tracks)
Advancement: 16-20 HD (Large); 21-45 HD (Huge)
Climate/Terrain: Nine Hells of Baator
Organization: Solitary, team (2-4), or squad (6-10)
Treasure/Possessions: Standard coins, mithril chain shirt
Source: Monster Manual
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 179) If the save is successful, that creature cannot be affected again by that cornugon's fear aura for one day. Other baatezu 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 Baatezu (Sp): 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.
Regeneration (Ex): Cornugons take normal damage from acid, and from holy and blessed weapons of at least +2 enchantment.
Immunities (Ex): Baatezu are immune to fire and poison.
Resistances (Ex): baatezu have cold and acid resistance 20.
See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Baatezu can communicate telepathically with any creature within 100 feet that has a language.
