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Bone Devil

Bone Devil

MapTool Token

NameBone Devil
Sorted NameBone Devil
FamilyDevil
Size and TypeLarge Outsider (devil, evil, extraplanar, lawful)
Hit Dice Count10
Hit Dice10d10+50 (105 hp)
Random Hit Points10d10+50 - 50
Initiative+9
Speed40 ft., fly 60 ft. (good)
Armor Class25, touch 14, flat-footed 20 (+5 Dex, +11 natural, -1 size)
Base Attack/Grapple+10/+CMB: +16CMD: 31
Attack

bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting +14 melee (3d4+5 plus poison)

Space/Reach10 ft./10 ft.
Special Qualities

darkvision 60 ft., see in darkness;

SavesFort +12, Ref +12, Will +7
AbilitiesStr 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Skills

Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, Knowledge (planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14

Feats

Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)

Environmentany (Hell)
Challenge Rating9
Organization

solitary, pair, or inquisition (3-10)

Treasurestandard
AlignmentLE
VersionPRPG-O
SourcesPathfinder RPG (Open)

Devil, Bone

Merging the most horrifying features of carrion-fed insect and withered cadaver, this bony devil moves in unsettling lurches.



Bone Devil

CR 9

XP 6,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +19
Aura fear aura (5 ft., DC 19, 1d6 rounds)

DEFENSE

AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, -1 size)
hp 105 (10d10+50)
Fort +12, Ref +12, Will +7
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20

OFFENSE

Spd 40 ft., fly 60 ft. (good)
Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting +14 melee (3d4+5 plus poison)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th)
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 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +16; CMD 31
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +17, Diplomacy +17, Fly +21, 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

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.


The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves-mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell's fifth layer, bone devils-also known as osyluths-enforce infernal order and the will of the archdevils.

Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell's laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils-regardless of standing-and take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives.

These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters.

In battle, an osyluth uses quickened invisibility after each attack to confuse foes. Many osyluths carry twisted and eerie bone weapons, but these tools are more for torture and intimidation than actual combat.

Osyluths tower over lesser devils at 9 feet tall-though their tails and fearsome but useless wings make them appear much larger-and weigh upward of 400 pounds.

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Open content displayed above has been reproduced without permission from the copyright holder.


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feats: ALERTNESS, COMBAT REFLEXES, IMPROVED INITIATIVE, IRON WILL, QUICKEN SPELL-LIKE ABILITY (INVISIBILITY), ,


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