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GelugonCreature 13


LELargeDevilFiend
Source Pathfinder Bestiary
Perception +26 (greater darkvision)
Languages Celestial, Common, Draconic, Infernal, Telepathy 100 Feet
Skills Acrobatics +22, Athletics +23, Deception +25, Diplomacy +25, Intimidation +23, Religion +26, Society +25, Stealth +22, Lore +30
Str +6, Dex +5, Con +5, Int +8, Wis +5, Cha +4

AC 34; Fort +24; Reflex +24; Will +26; +1 status to all saves vs. magic
HP 215
Speed 35 feet (fly 35 feet)
Immunities cold, fire
Weaknesses Good 10
Resistances Physical 10, Poison 10

Frost Longspear One Action +28 (+23, +18) to hit (cold, evil, magical, reach 15) 1d6 Evil + 1d6 Cold + 2d8+12 Piercing
Tail One Action +25 (+21, +17) to hit (agile, cold, evil, magical, reach 10) 2d6 Cold + 2d6+12 Bludgeoning + 1d6 Evil
Frost Longspear One Action +27 (+22, +17) to hit (cold, magical, thrown 20) 1d6 Cold + 2d8+12 Piercing

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 Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicAttack of Opportunity Reaction

Trigger 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.

Frightful Presence (aura, divine, emotion, enchantment, fear, mental)

10 feet Aura DC 31 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.

Slowing Frost (cold, divine, evocation)

The ice devil channels the extreme cold of its body through its appendages and weapons. A creature hit by an ice devil's weapon or unarmed attack in melee must attempt a DC 32 fortitude save or be Slowed 1 for 1d4 rounds. A weapon used by an ice devil gains the effects of a Frost rune while the gelugon holds it, and the ice devil can throw any such weapon with a 20-foot range increment, trailing motes of frost.

Tactician of Cocytus One Action (concentrate)

An ice devil's logical mind devises genius tactics from its perfect memory. It can telepathically send a tactical repositioning to its allies, allowing all commanded or allied evil creatures in the range of its telepathy to immediately Stride (or Burrow, Climb, Fly, or Swim, if the creature has the corresponding Speed).


Divine Innate Spells (DC 33, +25 to hit)

Cantrips (7th Level): Ray of Frost
4th Level: Dimension Door, Dimension Door (At Will), Fly (Constant)
5th Level: Cone of Cold, Illusory Scene, Wall of Ice

Rituals

1st Level: Infernal Pact


Insectile ice devils are strategists and masterminds in Hell's armies, using their superior intellect to strike against their enemies and spread Hell's influence throughout the planes. An ice devil rarely breaks their solitary contemplation of strategy save to pursue a plan they have devised. They can be enticed otherwise only by an exchange of services to be determined at a later time, adding to the pieces they can play on the board. Occasionally, a mortal strategist of outstanding skill might amuse an ice devil enough for the gelugon to agree to a contest of strategy, typically a strategic board game like chess, to decide a dispute. In the unlikely event the devil loses such a contest, they inevitably go to great lengths to later obtain that mortal's services for their own infernal ends.


Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks. Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly lemures and imps perform subservient labor to more powerful and specialized devils, such as contract devils and erinyes, while the greatest pit fiends command entire infernal armies.


Traits

Common

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.