CornugonCreature 16
Source Pathfinder Bestiary 2
Perception +28 (greater darkvision)
Languages Celestial, Common, Draconic, Infernal, Telepathy 100 Feet
Skills Acrobatics +28, Athletics +32, Intimidation +30, Religion +28, Stealth +26, Lore +30
Str +8, Dex +6, Con +7, Int +4, Wis +6, Cha +6
AC 38; Fort +31; Reflex +26; Will +26; +1 status to all saves vs. magic
HP 300
Speed 25 feet (fly 50 feet)
Immunities fire
Weaknesses Good 15
Resistances Physical 15, Poison 15
Spiked Chain +34 (+29, +24) to hit (disarm, evil, finesse, magical, reach 10, trip) 3d8+16 Slashing + 2d6 Evil
Claw +32 (+28, +24) to hit (agile, magical, reach 10) 3d10+14 Slashing + 1d6 Evil
Tail +32 (+27, +22) to hit (magical, reach 10) 3d8+14 Slashing + 1d6 Evil
Greater Darkvision
A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.
Telepathy 100 feet (aura, divination, magical)A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
+1 Status to All Saves vs. MagicAttack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Circle of Protection (abjuration, aura, divine, evil)10 feet Aura
A constant Circle of Protection against good is centered on the cornugon.
Commander's Aura (aura, divine, enchantment)100 feet Aura
Allied evil creatures in the aura of lower level than the devil's gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.
Effect: Commander's Aura
Frightful Presence (aura, emotion, fear, mental)10 feet Aura DC 34 will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Chain of MalebolgeRequirements The cornugon's last action was a success with a spiked chain Strike.
Effect The devil pulls the creature 5 feet closer and Grabs it with the spiked chain (Escape DC 42). The creature is automatically freed if the devil makes another spiked chain attack or moves away.
Infernal Wound (divine, necromancy)A cornugon's tail Strike deals 4d6 Persistent Bleed Damage.
The DC of the flat check to stop the bleeding starts at DC 20 flat and is reduced to DC 15 flat only if someone successfully assists. The DC to Administer First Aid to a creature with an infernal wound increases by 10.
A spellcaster or item using healing magic on an infernally wounded creature must succeed at a DC 34 counteract check or the magic fails to heal the creature.
Stunning Chain (incapacitation)If the cornugon critically hits with its spiked chain Strike, the target must succeed at a DC 34 fortitude save or be Stunned for 1 round (1d4 rounds on a critical failure).
Divine Innate Spells (DC 36, +28 to hit)
2nd Level: Dispel Magic
3rd Level: Fireball, Lightning Bolt
4th Level: Dimension Door, Dimension Door (At Will)
1st Level: Infernal Pact
Hell's armies contain legions upon legions of different devils all suited precisely to their roles. But such an army needs able commanders, and it is this role that cornugons fill. Their mere presence inspires those under their command to improved performance- often through fear of the horrible torments that a cornugon can unleash as punishment for failure. Forged in the fires of Malebolge from the most renowned warriors among lesser devilkind, even the least cornugon is among the fiercest warriors of the multiverse. The greatest among them on occasion ascend further still, becoming those rare and feared legends of Hell called malebranche.
Each type of devil plays a particular role in Hell's bureaucracies and hierarchies, though some have far more specialized functions than others.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.