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Sandpoint DevilCreature 8


RareNELargeBeastFiend
Source Pathfinder Bestiary 2
Perception +16 (greater darkvision, scent (imprecise) 30 feet)
Languages Abyssal, Varisian
Skills Acrobatics +16, Athletics +18, Intimidation +18, Stealth +18, Survival +16
Str +6, Dex +4, Con +5, Int +0, Wis +4, Cha +3

AC 27; Fort +19; Reflex +14; Will +16; +1 status to all saves vs. magic
HP 165
Speed 35 feet (fly 50 feet)
Immunities fire, fear effects
Weaknesses Coldiron 5

Jaws One Action +20 (+15, +10) to hit 2d10+12 Piercing
Hoof One Action +20 (+16, +12) to hit (agile, versatile s) 2d6+12 Bludgeoning

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.

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

At-Will Spells

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

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

Hoof only


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.

Accursed Breath Two Actions (curse, evocation, fire, occult)

The Sandpoint Devil breathes a 30-foot cone of flame that deals 6d10 fire damage. Each creature in the area must attempt a DC 26 reflex save.

The Sandpoint Devil can't use Accursed Breath for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is Sickened 2 by the agonizing pain of its burns.

Critical Failure The creature takes full damage and is cursed. The victim's flesh appears charred and burned, and the pain of being burned alive never fully vanishes. The cursed creature takes a -2 status penalty to all checks from the constant pain. Healing doesn't alter the appearance of the burns or lessen the penalty, but removing the curse does.

Devil's Howl Two Actions (auditory, emotion, enchantment, fear, mental, occult)

The Sandpoint Devil unleashes a bloodcurdling howl that can be heard for miles. Each creature within a 100-foot emanation must succeed at a DC 26 will save or become Frightened 2 (Frightened 3 and fleeing as long as it remains frightened on a critical failure).

Creatures that attempt this Will save are then immune to Devil's Howl for 24 hours.

Trample Three Actions

Medium or smaller, hoof, DC 23 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


Occult Innate Spells (DC 23, +15 to hit)

Cantrips (4th Level): Produce Flame
1st Level: Gust of Wind (At will)
2nd Level: Obscuring Mist
3rd Level: Stinking Cloud
4th Level: Dimension Door, Phantasmal Killer


While some creatures have been fused to create a new entity that's graceful and beautiful, the Sandpoint Devil is the opposite. It has the hooves and body of a powerful horse, but it walks on its hind legs in a perverse parody of a humanoid gait. Its equine face has been distorted and elongated with skeletal, yellowed fangs and milky eyes. The pox-spotted hide along the creature's back bears a draconic tail with dark, spiny plates and two torn, bat-like wings.

The legendary Sandpoint Devil appears only on moonless nights when mists gather around the coast. Most encounters end with missing livestock or children, with little left behind other than oddly placed hoofprints that reek of brimstone.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.