Devil, Hadriel, Duchess of Domination
CR 14 XP: 38,400LE Large outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., telepathy 100 ft.; Perception +26
AC 29, touch 19, flat-footed 23 (-1 size, +10 natural, +4 deflection, +6 Dex)
HP 144 (17d10+51)
Fort +13, Ref +16, Will +15
DR 15/good and silver; Immune fire and poison; SR 25; Resist acid 10 and cold 10
Speed 40 ft.
Melee 2 bone hooks +21 melee (1d8+6/19–20/x3)
Space 10 ft.
Special Attacks Bone hooks, fear aura, greater domination, spell-like abilities
Spell-Like Abilities (CL 15th) At will—charm monster (DC 19), detect chaos, detect good, misdirection (DC 17), polymorph (self only), tongues; 2/day—geas/quest, protection from good; 1/day—false vision, greater dispel magic, greater teleport (self plus 50 pounds of objects only), mass suggestion (DC 21), mislead (DC 21), veil (DC 21). The save DCs are Charisma-based.
During Combat Hadriel is a fearsome individual opponent, but she is never found alone. Depending on the task at hand, she has a squad of specialized Submitters or Obeyed to assist and defend her.
Hadriel’s natural weapons, as well as any weapons she wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Str 18, Dex 22, Con 17, Int 22, Wis 17, Cha 20
Base Atk +17; CMB +22; CMD 42
Feats Deflect Arrows, Improved Grapple, Iron Will, Spell Penetration, Stunning Fist, Weapon Focus (Bone Hook), Weapon Specialization (Bone Hook)
Skills Bluff +25, Climb +28, Diplomacy +29, Disguise +25, Intimidate +27, Knowledge (arcana, planes) +26, Knowledge (gather information) +25, Linguistics +23, Perception +26, Sense Motive +23, Stealth +22, Survival +3
Racial Modifiers +4 to Climb
Environment Hell
Organization Unique or retinue (Hadriel plus 2–5 gladiatrixes, 2–5 pain mistresses, 2–5 painshriekers, or 2–5 strigae)
Treasure Triple standard
Bone Hooks (Ex) In Hadriel’s natural form, large bone hooks protrude from her wrists. With them, she deals piercing and slashing damage. In addition to their deadly potency in combat, these give Hadriel a +4 bonus to all grapple checks.
Fear Aura (Su) Hadriel can radiate a 20-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 Hadriel’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Greater Domination (Sp) Hadriel has a towering will that allows her to dominate nearly any foe. Treat this as the dominate monster spell (caster level 17th), but with a save DC of 30 and a duration of 3 months. She can use this ability three times per day, each time against a single target, or once per day against 1d6 targets at once.
Wearing a voluminous gown, this imposing creature appears female, its body a humanoid skeleton with flesh stretched over. A bony mane sweeps from its skull, and sharp hooks of bone extend from the back of its hands.
Source: the Book of Fiends
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