Elite Barbed Devil CR 18
LE Medium Outsider (human)
Init ; Senses Listen +31, Spot +31
Languages Common, infernal, telepathy 100 ft., see in darkness
Aura Fear DC 27
AC 32(Dex 8 ,natural 14) T 18, FF 24
hp 202 (24HD)
Immune fire and poison
Resist acid 10, cold 10, SR 29
Fort +20 Ref +20 Will +18
Speed 0ft.
Melee 2 claws (power atk) (plus Impale and Fear DC 27)
Ranged 2 scorching ray ranged touch fire
Base Atk +24, Grp +34
Attack Options
Special Actions Improved Grab, Summon devil
Spell-like Abilities DC 27 + spell level, CL 12
At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 17), major image (DC 18), scorching ray (2 rays only). 1/day—order’s wrath (DC 19), unholy blight (DC 19).
Abilities Str30 Dex 26 Con 28 Int 12 Wis 12 Cha 20
Feats Alertness, Cleave, Improved Grapple, Improved Natural Armor, Improved Natural Weapons (Claw), Iron Will, Power Attack, Quicken Spell-like Ability (Scorching Ray)
Skills Concentration +34, Diplomacy +12, Hide +33, Intimidate +31, Knowledge (the planes) +28, Listen +31, Move Silently +33, Search +22, Sense Motive +29, Spot +31, Survival +2 (+4 following Tracks)
Init ; Senses Listen +31, Spot +31
Languages Common, infernal, telepathy 100 ft., see in darkness
Aura Fear DC 27
AC 32(Dex 8 ,natural 14) T 18, FF 24
hp 202 (24HD)
Immune fire and poison
Resist acid 10, cold 10, SR 29
Fort +20 Ref +20 Will +18
Speed 0ft.
Melee 2 claws (power atk) (plus Impale and Fear DC 27)
Ranged 2 scorching ray ranged touch fire
Base Atk +24, Grp +34
Attack Options
Special Actions Improved Grab, Summon devil
Spell-like Abilities DC 27 + spell level, CL 12
At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 17), major image (DC 18), scorching ray (2 rays only). 1/day—order’s wrath (DC 19), unholy blight (DC 19).
Abilities Str30 Dex 26 Con 28 Int 12 Wis 12 Cha 20
Feats Alertness, Cleave, Improved Grapple, Improved Natural Armor, Improved Natural Weapons (Claw), Iron Will, Power Attack, Quicken Spell-like Ability (Scorching Ray)
Skills Concentration +34, Diplomacy +12, Hide +33, Intimidate +31, Knowledge (the planes) +28, Listen +31, Move Silently +33, Search +22, Sense Motive +29, Spot +31, Survival +2 (+4 following Tracks)
Fear (Su)A creature hit by a barbed devil must succeed on a Will save or be affected as though by fear (caster level 9th).
Whether or not the save is successful, that creature cannot be affected by that same barbed devil’s fear ability for 24 hours. The save DC is Charisma-based.
Impale (Ex)
A barbed devil deals points of piercing damage to a grabbed opponent with a successful grapple check.
Improved Grab (Ex)
To use this ability, a barbed devil must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body.
Summon Devil (Sp)
Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Barbed Defense (Su)
Any creature striking a barbed devil with handheld weapons or natural weapons takes points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Epic Barbed Devil Fighter CR 26
LE Medium Outsider (human)
Init ; Senses Listen +31, Spot +31
Languages Common, infernal, telepathy 100 ft.
Aura Fear DC 32 AC 46 (Dex 8 ,armor 9 ,natural 14 ,feat 5) T 23, FF 33
hp 281 (35HD)
Immune fire and poison
Resist acid 10, cold 10, SR 36
Fort +24 Ref +22 Will +26
Speed 20ft.
Melee 2 claws (power atk, combat expertise) (plus Impale and Fear DC 32)
Ranged 2 scorching ray ranged touch fire
Base Atk +32, Grp +42
Attack Options
Special Actions Improved Grab, Summon devil
Spell-like Abilities DC 15+ spell level, CL 12
At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 17), major image (DC 18), scorching ray (2 rays only). 1/day—order’s wrath (DC 19), unholy blight (DC 19).
Abilities Str30 Dex 26 Con 28 Int 12 Wis 12 Cha 20
Feats Alertness, Cleave, Combat Expertise, Epic Will, Greater Weapon Focus (Claws), Improved Critical (Claws), Improved Grapple, Improved Init, Improved Natural Armor, Improved Natural Weapons (Claw), Improved Toughness, Iron Will, Power Attack, Quicken Spell-like Ability (Scorching Ray), Weapon Focus (Claws), Weapon Specialization (Claws)
Skills Concentration +33, Diplomacy +12, Hide +33, Intimidate +38, Jump +18, Knowledge (the planes) +28, Listen +31, Move Silently +33, Search +22, Sense Motive +29, Spot +31, Survival +2 (+4 following Tracks), Swim +21
Init ; Senses Listen +31, Spot +31
Languages Common, infernal, telepathy 100 ft.
Aura Fear DC 32 AC 46 (Dex 8 ,armor 9 ,natural 14 ,feat 5) T 23, FF 33
hp 281 (35HD)
Immune fire and poison
Resist acid 10, cold 10, SR 36
Fort +24 Ref +22 Will +26
Speed 20ft.
Melee 2 claws (power atk, combat expertise) (plus Impale and Fear DC 32)
Ranged 2 scorching ray ranged touch fire
Base Atk +32, Grp +42
Attack Options
Special Actions Improved Grab, Summon devil
Spell-like Abilities DC 15+ spell level, CL 12
At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 17), major image (DC 18), scorching ray (2 rays only). 1/day—order’s wrath (DC 19), unholy blight (DC 19).
Abilities Str30 Dex 26 Con 28 Int 12 Wis 12 Cha 20
Feats Alertness, Cleave, Combat Expertise, Epic Will, Greater Weapon Focus (Claws), Improved Critical (Claws), Improved Grapple, Improved Init, Improved Natural Armor, Improved Natural Weapons (Claw), Improved Toughness, Iron Will, Power Attack, Quicken Spell-like Ability (Scorching Ray), Weapon Focus (Claws), Weapon Specialization (Claws)
Skills Concentration +33, Diplomacy +12, Hide +33, Intimidate +38, Jump +18, Knowledge (the planes) +28, Listen +31, Move Silently +33, Search +22, Sense Motive +29, Spot +31, Survival +2 (+4 following Tracks), Swim +21
Fear (Su)A creature hit by a barbed devil must succeed on a Will save or be affected as though by fear (caster level 9th).
Whether or not the save is successful, that creature cannot be affected by that same barbed devil’s fear ability for 24 hours. The save DC is Charisma-based.
Impale (Ex)
A barbed devil deals points of piercing damage to a grabbed opponent with a successful grapple check.
Improved Grab (Ex)
To use this ability, a barbed devil must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body.
Summon Devil (Sp)
Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Barbed Defense (Su)
Any creature striking a barbed devil with handheld weapons or natural weapons takes points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
