Horned Devil

MapTool Token

NameHorned Devil
Sorted NameHorned Devil
FamilyDevil
Size and TypeLarge Outsider (Evil, Extraplanar, Lawful)
Hit Dice Count15
Hit Dice15d8+105 (172 hp)
Random Hit Points15d8+105 - 105
Initiative+7
Speed20 ft. (4 squares), fly 50 ft. (average)
Armor Class35 (-1 size, +7 Dex, +19 natural), touch 16, flat-footed 28
Base Attack/Grapple+15/+29
Attack

Spiked chain +25 melee (2d6+15 plus stun) or claw +24 melee (2d6+10) or tail +24 melee (2d6+10 plus infernal wound)

Full Attack

Spiked chain +25/+20/+15 melee (2d6+15 plus stun) and bite +22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound); or 2 claws +24 melee (2d6+10) and bite + 22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound)

Space/Reach10 ft./10 ft. (20 ft. with spiked chain)
Special AttacksFear aura, infernal wound, spell-like abilities, stun, summon devil
Special Qualities

Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, regeneration 5, see in darkness, spell resistance 28, telepathy 100 ft.

SavesFort +16, Ref +16, Will +15
AbilitiesStr 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22
Skills

Bluff +24, Climb +28, Concentration +24, Diplomacy +10, Disguise +6 (+8 acting), Hide +21, Intimidate +26, Listen +22, Move Silently +23, Search +20, Sense Motive +22, Spot +22, Survival +4 (+6 following tracks)

Feats

Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack, Weapon Focus (spiked chain)

EnvironmentA lawful evil-aligned plane
Challenge Rating16
Organization

Solitary, team (2-4), or squad (6-10)

TreasureStandard coins; double goods; standard items
AlignmentAlways lawful evil
Advancement16-20 HD (Large); 21-45 HD (Huge)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Horned devil; CR 16; Large outsider (evil, extraplanar, lawful); HD 15d8+105; hp 172; Init +7; Spd 20 ft. (4 squares), fly 50 ft. (average); AC 35 (-1 size, +7 dex, +19 natural), touch 16, flat-footed 28; Base Atk +15; Grp +29; Atk +25 melee (2d6+15 plus stun, spiked chain) or +24 melee (2d6+10, claw) or +24 melee (2d6+10 plus infernal wound, tail); Full Atk +25 /+20/+15 melee (2d6+15 plus stun, spiked chain) and +22 melee (2d8+5, bite) and +22 melee (2d6+5 plus infernal wound, tail) or +24 melee (2d6+10, 2 claws) and bite + 22 melee (2d8+5) and +22 melee (2d6+5 plus infernal wound, tail); Space/Reach 10 ft./10 ft. (20 ft. with spiked chain); SA Fear aura, infernal wound, spell-like abilities, stun, summon devil; SQ Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, regeneration 5, see in darkness, spell resistance 28, telepathy 100 ft.; AL LE; SV Fort +16, Ref +16, Will +15; Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22

Skills and Feats: Bluff +24, Climb +28, Concentration +24, Diplomacy +10, Disguise +6 (+8 acting), Hide +21, Intimidate +26, Listen +22, Move Silently +23, Search +20, Sense Motive +22, Spot +22, Survival +4 (+6 following tracks); Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack, Weapon Focus (spiked chain)

Horned Devil (Cornugon)

Horned Devil
Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice:
15d8+105 (172 hp)
Initiative:
+7
Speed:
20 ft. (4 squares), fly 50 ft. (average)
Armor Class:
35 (-1 size, +7 Dex, +19 natural), touch 16, flat-footed 28
Base Attack/Grapple:
+15/+29
Attack:
Spiked chain +25 melee (2d6+15 plus stun) or claw +24 melee (2d6+10) or tail +24 melee (2d6+10 plus infernal wound)
Full Attack:
Spiked chain +25/+20/+15 melee (2d6+15 plus stun) and bite +22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound); or 2 claws +24 melee (2d6+10) and bite + 22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound)
Space/Reach:
10 ft./10 ft. (20 ft. with spiked chain)
Special Attacks:
Fear aura, infernal wound, spell-like abilities, stun, summon devil
Special Qualities:
Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, regeneration 5, see in darkness, spell resistance 28, telepathy 100 ft.
Saves:
Fort +16, Ref +16, Will +15
Abilities:
Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22
Skills:
Bluff +24, Climb +28, Concentration +24, Diplomacy +10, Disguise +6 (+8 acting), Hide +21, Intimidate +26, Listen +22, Move Silently +23, Search +20, Sense Motive +22, Spot +22, Survival +4 (+6 following tracks)
Feats:
Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack, Weapon Focus (spiked chain)
Environment:
A lawful evil-aligned plane
Organization:
Solitary, team (2-4), or squad (6-10)
Challenge Rating:
16
Treasure:
Standard coins; double goods; standard items
Alignment:
Always lawful evil
Advancement:
16-20 HD (Large); 21-45 HD (Huge)
Level Adjustment:
-

A horned devil is 9 feet tall and weighs about 600 pounds.

Combat

Horned devils are bold fighters. They rarely retreat, even against overwhelming odds. They love to fight with their spiked chains, usually singling out the most powerful foes to stun and eliminate quickly.

A horned devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will-dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 pounds of objects only); persistent image (DC 21) 3/day-fireball (DC 19), lightning bolt (DC 19). Caster level 15th. The save DCs are Charisma-based.

Fear Aura (Su): A horned devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 23 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by the same horned devil's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Stun (Su): Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of the horned devil, not of the spiked chain.

Infernal Wound (Su): The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 24 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil's tail must succeed on a DC 24 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

summon devil (Sp): Once per day a horned devil can attempt to summon 2d10 lemures or 1d6 bearded devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another horned devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell.

Regeneration (Ex): A horned devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Spiked chain +25 melee (2d6+15 plus stun) or claw +24 melee (2d6+10) or tail +24 melee (2d6+10 plus infernal wound), or Spiked chain +25/+20/+15 melee (2d6+15 plus stun) and bite +22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound); or 2 claws +24 melee (2d6+10) and bite + 22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound)

feats: CLEAVE, IMPROVED SUNDER, IRON WILL, MULTIATTACK, POWER ATTACK, WEAPON FOCUS (SPIKED CHAIN), ,