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You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
Horns crown the skull of this winged, skeletal creature, and its long claws twitch like spider legs.
Mythic Bone Devil CR 11/MR 4
XP 12,800
LE Large outsider (devil, evil, extraplanar, lawful, mythic)
Init +13M; Senses darkvision 60 ft., see in darkness; Perception +19
Aura fear (5 ft., DC 19, 1d6 rounds)
Defense
AC 29, touch 14, flat-footed 24 (+5 Dex, +15 natural, –1 size)
hp 145 (10d10+90)
Fort +12, Ref +12, Will +7
DR 10/epic and good; Immune fire, poison; Resist acid 10, cold 10; SR 22
Offense
Speed 40 ft., fly 60 ft. (good)
Melee bite +16 (1d8+7), 2 claws +16 (1d8+7 plus bleed), sting +16 (3d4+7 plus bleed and poison)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (1d6), bone eruption, mythic power (4/day, surge +1d8), pain blast, pounce, rend (2 claws, 1d8+10)
Spell-Like Abilities (CL 12th; concentration +16)
Constant—fly
At will—dimensional anchor, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), major image (DC 17), wall of ice
3/day—quickened invisibility (self only)
1/day—summon (level 4, 1 bone devil 35%)
Statistics
Str 25, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +18; CMD 33
Feats Alertness, Combat ReflexesM, Improved InitiativeM, Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +17, Diplomacy +17, Fly +20, Intimidate +17, Knowledge (planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Ecology
Environment any (Hell)
Organization solitary, pair, or inquisition (3–10)
Treasure standard
Special Abilities
Bone Eruption (Su) As a standard action, a mythic bone devil can expend two uses of mythic power to call to the bones of all enemies within a 20-foot-radius burst. The bones shudder and twist within each creature, dealing 10d6 points of damage and giving each creature the sickened condition for 1d6 rounds. A successful DC 20 Fortitude save halves the damage and negates the sickened condition. If this damage kills a creature, some of its bones tear free from its body and fuse with the bone devil, healing it for 1d6 points of damage per Hit Die of the slain creature. Creatures immune to critical hits are immune to this ability. The save DC is Constitution-based.
Pain Blast (Su) Once per round as a free action, a bone devil can stimulate extreme pain in one creature within its reach. The creature takes a –4 penalty on attack rolls, skill checks, and ability checks until the start of the devil's next turn or until it moves at least 60 feet away from the devil.
Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.
Forged from the souls of the first heretics and blasphemers, mythic devils have an ancient legacy of torture and using secrets to lure mortal diabolists into temptation. A mythic bone devil leads Hell's inquisitors in the efforts to root out disobedience among other devils. The authority it wields is even more powerful than its formidable magic, and it commands respect and fear from even pit fiends and dukes of Hell.
Frozen barbs cover the almost skeletal form of this mantis-like creature, and its icy eyes shine with fiendish intelligence.
Mythic Ice Devil CR 16/MR 6
XP 76,800
LE Large outsider (devil, evil, extraplanar, lawful, mythic)
Init +15M; Senses all-around vision, darkvision 60 ft., see in darkness; Perception +27
Aura fear (10 ft., DC 24)
Defense
AC 38, touch 14, flat-footed 33 (+5 Dex, +24 natural, –1 size)
hp 221 (14d10+144); regeneration 5 (good spells, good weapons)
Fort +15, Ref +14, Will +12
Defensive Abilities cold logic; DR 10/epic and good; Immune cold, fire, poison; Resist acid 10; SR 27
Offense
Speed 40 ft., fly 60 ft. (good), ice burrowing 30 ft.
Melee +2 frost spear +23/+18/+13 (2d6+12/×3 plus 1d6 cold plus ice shards plus slow), bite +15 (2d6+3), tail slap +15 (1d8+3 plus slow)
Space 10 ft.; Reach 10 ft.
Special Attacks entrap (DC 23, 1d10 rounds, hardness 5, hp 10), favored enemy +6, mythic power (6/day, surge +1d8), pounce
Spell-Like Abilities (CL 13th; concentration +20)
Constant—fly
At will—cone of cold (DC 22), ice storm, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 22), wall of ice (DC 21)
1/day—summon (level 4, 2 bone devils 50%)
Statistics
Str 25, Dex 21, Con 22, Int 25, Wis 22, Cha 24
Base Atk +14; CMB +22; CMD 37
Feats Alertness, Cleave, Combat ReflexesM, Improved InitiativeM, Iron WillM, Power Attack, Weapon Focus (spear)
Skills Acrobatics +22, Bluff +24, Diplomacy +24, Fly +13, Intimidate +21, Knowledge (planes) +24, Knowledge (any three others) +21, Perception +27, Sense Motive +27, Spellcraft +21, Stealth +18, Survival +23
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Ecology
Environment any (Hell)
Organization solitary, team (2–3), council (4–10), or contingent (1–3 ice devils, 2–6 horned devils, and 1–4 bone devils)
Treasure standard (+2 frost spear, other treasure)
Special Abilities
Cold Logic (Su) When a mythic ice devil's spell resistance protects it from a mind-affecting effect, it can expend one use of mythic power as an immediate action to turn that effect upon its source, as if using spell turning.
Favored Enemy (Ex) A mythic ice devil can expend one use of mythic power to gain a +6 favored enemy bonus against one type of creature for 1 hour, as if it were a 14th-level ranger.
Ice Burrowing (Ex) This ability works like the burrow ability, but only through ice and snow (including magical ice such as a wall of ice).
Ice Shards (Su) A mythic ice devil's ice-tipped spear embeds jagged shards of supernaturally cold ice in its target. This functions as bleed (1d6), except the damage is cold damage. Dealing 5 or more points of fire damage to the target removes all ice shards. Creatures with the fire subtype are immune to this ability.
Slow (Su) A hit from a mythic ice devil's tail or spear induces numbing cold. The opponent must succeed at a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. This effect comes from the devil, not its weapon; it is not a quality possessed by the spear itself. The save DC is Constitution-based.
A mythic ice devil is a master of strategy, able to adapt to the nature of its opponents and turn its enemy's attacks back at them. Its lean form and upright posture sets it apart from the stockier non-mythic ice devils.