Large Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., see in darkness, Listen +17, and Spot +17
Languages: telepathy 100 ft.
AC 28(Dex 5 ,size -2 ,natural 15) T 13, FF 23
hp 271 hp (26 HD); DR: 10/good
Fort +24, Ref +20, Will +18
Speed: 40 ft.
Space: 15 ft./15 ft.
Base Attack +26; Grapple +48
Melee Bite () and
2 Claws () and Sting ()
Special Attacks/Actions: Spell-like abilities, fear aura, poison, summon baatezu
Abilities: Str 39, Dex 21, Con 29, Int 14, Wis 12, Cha 15
Special Qualities: immunity to fire and poison, resistance to acid 10 and cold 10, SR 21
Feats: Alertness; Improved Initiative; Iron Will; Multiattack
Skills: Bluff +31, Concentration +38, Diplomacy +12, Disguise +2 (+4 acting), Hide +30, Intimidate +31, Knowledge (the planes) +31, Listen +30, Move Silently +34, Search +31, Sense Motive +30, Spot +30, Survival +1 (+3 following Tracks)
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Climate/Terrain: Nine Hells of Baator
Organization: Solitary, team (2-4), or squad (6-10)
Treasure/Possessions: Standard
Source: Monster Manual
Fear Aura (Su): Bone devils can radiate a 5-foot radius fear aura as a free action. Affected creatures must succeed on a DC 25 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the same bone devil's aura for 24 hours. Other baatezu are immune to the aura. The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 32, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Spell-Like Abilities: At will -- greater teleport (self plus 50 pounds of objects only), dimensional anchor, fly, invisibility (self only), major image (DC 15), wall of ice. Caster level 12th. The save DC is Charisma-based.
Summon Baatezu (Sp): Once per day a bone devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Baatezu Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- - Immunity to fire and poison. - Resistance to acid 10 and cold 10. - See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell. - Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description). - Telepathy.
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- - Immunity to fire and poison. - Resistance to acid 10 and cold 10. - See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell. - Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description). - Telepathy
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
[h2|ee7c4262-f0c3-47a3-8731-27035c79c79f]Extraplanar Subtype[/h2]A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
[h2|c3c8c9dd-bcb6-42f3-9e16-9fb6d7090d55]Lawful Subtype[/h2]A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).
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