Saturday, February 2, 2019

Ghoul, Primal

Ghoul, Primal
CR 6 XP: 2,400
CE Large undead (augmented ogre)
Init +2; Senses Heightened Scent; Perception +22
AC 19, touch 11, flat-footed 17 (-1 size, +8 natural, +2 Dex)
HP 78 (7d12+6)
Fort +3, Ref +4, Will +7
Resist Turn Resistance +2
Speed 50 ft.
Melee Bite +9 melee (2d6+7 plus paralysis) and 2 claws +7 melee (1d6+2 plus paralysis) or tongue +9 melee touch (paralysis) and 2 claws +7 melee (1d6+2 plus paralysis)
Space 10 ft., Reach 20 ft.
Special Attacks Ghoul Fever, Grappling Tendrils, Improved Grab, Paralysis, Spines, Stench; Reach (20 ft. with tongue)
During Combat Like lesser ghouls and ghasts, primal ghouls prefer to attack from ambush. In wilderness or urban areas, they like to climb sheer walls where they lie in wait, dropping down to attack from above when their prey passes beneath them. Few expect undead creatures to move quickly, so primal ghouls use their superior speed to make furious charge attacks from a distance or to flee from combat if they are overwhelmed. Primal ghouls are quite poor-sighted (they do not have darkvision or low-light vision), but they have exceptional senses of small and hearing.
Str 25, Dex 15, Con -, Int 13, Wis 14, Cha 16
Base Atk +3; CMB +11; CMD 23
Feats Multiattack, Power Attack, Toughness
Skills Acrobatics +6, Climb +12, Escape Artist +6, Perception +22, Stealth +9, Survival +2
  Racial Modifiers +8 to Perception, +10 to Survival
SQ Undead Traits
Environment any
Organization Solitary, pair, gang (3-5), pack (2-4 plus 7-12 ghasts), or contingent (2-5 plus 7-12 ghasts and 20-40 ghouls)
Treasure Standard — As with any corporeal creature who utilizes tactics and is self-aware, treasure (specifically equipment) is something to be kept and later used as the situation warrants. As such, the primal ghoul keeps non-weapon/armor equipment on hand.
Elixir of fire breath [1,100 gp]
Ring of clumsiness (left behind when outmatched so opponents will be using it next time the primal ghoul attacks) [500 gp]
400 gp
Ghoul Fever (Su) Disease — bite, Fortitude DC 16, incubation 1 day, damage 1d3 Dex and 1d3 Con. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight. A creature that becomes a ghoul in this way retains none of the abilities it possessed in life. It is not necessarily under the control of any other ghouls, but it hungers for the flesh of the living and behaves like other ghouls in all respects.
Grappling Tendrils (Ex) A primal ghoul's internal organs have been transformed into animate tendrils. If the primal ghoul begins its turn holding an opponent within a square it threatens with its bite, it may transfer the victim to its abdominal tendrils with a successful grapple check. Thereafter, the tendrils can hold the opponent, freeing up whatever appendage had been holding the creature previously. As long as the hold is maintained, the primal ghoul automatically deals bite damage (including paralysis) to the held creature each round. If only these tendrils hold an opponent, the primal ghoul is not considered grappled.
Improved Grab (Ex) To use this ability, a primal ghoul must hit with its tongue attack. If it establishes a hold, it can attempt to pull the victim to any position within its reach with an opposed Strength check.
Paralysis (Ex) Those hit by a primal ghoul's bite, claw, or tongue attack must succeed at a DC 16 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.
Spines (Ex) Any creature grappling a primal ghoul takes 1d6 piercing damage each round from bony growths on the monster's body.
Stench (Ex) The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 15 feet must succeed a DC 16 Fortitude save or be sickened for 1d6+7 minutes. A creature that successfully saves cannot be affected by the same primal ghoul's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are not affected, and those resistant to poison receive their normal bonus on saves. The save DC is Charisma-based.
Heightened Stench (Ex) Primal ghouls have the scent ability to a range of 90 feet, rather than the standard 30 feet (strong smells may increase this range). Within 30 feet, they can effectively "see" by means of scent, as if with the blindsight ability. Creatures that have no scent (such as incorporeal creatures or some constructs) cannot be "seen" by the primal ghoul's sense of small.
This grotesque humanoid's form is elongated with dark mauve skin and pale spiky growths. Gangly arms and head end in razor-sharp claws and teeth that snap eagerly as the form lopes toward you. Perhaps most shocking is the monster's open chest cavity which sprouts fleshy undulating tendrils.
Sometimes when a spellcaster wants to build a better monster, the result is not always what he expected. The primal ghoul was developed originally as a more powerful version of a ghoul. And while this goal was achieved, the creature was still supposed to be submissive to its creator. Unfortunately, the primal ghoul's nature forbids it to serve others. Instead the monster leads other ghouls and ghasts in their eternal quest to consume flesh. Adventurers should not be fooled by the name "primal." This name was given due to the creature's appearance, not its intelligence.
In Your Campaign
As far as ghoul-level undead go, the primal ghoul is certainly the most dangerous. But hey do have one weakness that a kindly GM will let players exploit. The creature's heightened scent ability is sharp enough to allow them to "see" but what if PCs can throw a blanket over that sense?
By carrying or strategically placing particularly pungent items in a combat area, the primal ghoul's scent ability can be thrown off or blocked altogether. Alternately, a few enterprising merchants now carry "stench sticks" which are very similar to smokesticks (Craft (alchemy) DC 20 and creator must be a spellcaster) for adventurers to use against these and other scent using creatures.
Stench stick: This alchemically treated wooden stick instantly creates pungent, translucent smoke when ignited. The smoke fills a 20-foot cube (treat the effect as a stinking cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1d4 rounds, and the smoke dissipates naturally.
In addition to the nauseating effect, any creature which has the scent or heightened scent ability are unable to use that ability while inside the stench cloud plus an additional 1d4 rounds after leaving the cloud. The cost for a stench stick is 40 gp and the weight is ½ lb.

Ghoultree

Ghoultree
CR 13                                                                                              XP: 25,600
N Huge undead (augmented plant)
Init +5; Senses Low-light Vision, tremorsense 60 ft.; Perception +18
AC 24, touch 9, flat-footed 23 (-2 size, +15 natural, +1 Dex)
HP 200 (16d12+96)
Fort +16, Ref +6, Will +7
DR 10/slashing and magic; Resist fire 10
Speed 20 ft.
Melee 6 slams +20 (2d6+10)
Space 15 ft.
Special Attacks Create GhoulTree Zombies, GhoulTree Zombies, Improved Grab
During Combat A ghoultree normally stands idle, lowering its zombies to the ground when living prey come within 100 feet of the tree. If a foe comes within 15 feet of the tree itself, it lashes out with its sharpened branches or attempts to grab the foe. A grabbed foe is subjected to additional damage as the Ghoultree pummels it with its other branches. Occasionally the tree works in concert with its zombies, grabbing a foe and holding it while its zombies pound it into goop. Slain creatures are dragged close to the tree, sliced open, and their innards devoured by the tree's roots.
Str 30, Dex 12, Con 23, Int 10, Wis 14, Cha 6
Base Atk +12; CMB +24; CMD 35
Feats Cleave, Great Cleave, Improved Critical (Slam), Improved Initiative, Power Attack, Weapon Focus (Slam)
Skills Perception +18, Stealth +17
Environment temperate and warm forest, hill, marsh, and plains
Organization Grove (1 Ghoultree, plus 6-11 Ghoultree zombies)
Treasure Half-standard — Ghoultrees do not collect treasure but occasionally such items (the remnants of devoured prey) are found in the vicinity of the creature.
Citrine (x2) [60 gp each]
Fire opal [700 gp]
Tourmaline [100 gp]
Gloves of arrow snaring [4,000 gp]
Potion of bull's strength [300 gp]
Scroll of dispel magic (CL 5th) [375 gp]
905 gp
Create Zombie (Su) When a creature dies within 15 feet of a Ghoultree, it uses a sharpened tendril to slice open the creature's abdomen, thereby spilling the corpse's innards on the ground. The organs and fluids are absorbed by the tree's roots. Corpses of a size other than Medium or Large are simply left to rot. Medium or Larger corpses are filled with a greenish pollen fired from one of the tree's branches. The abdominal wound heals over the next 1d4 days, at which time the slain creature rises as a Ghoultree zombie connected by a tether-vine to the Ghoultree that created it. Ghoultree zombies possess none of their former abilities.
Improved Grab (Ex) To use this ability, a Ghoultree must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and deals slam damage each round the hold is maintained.
Tremorsense (Ex) Ghoultrees can automatically sense the location of anything within 60 feet that is in contact with the same vegetation the tree is touching.
Ghoultree Zombie (Ex) Each ghoultree have several Ghoultree zombies connected to it. A Huge ghoultree may have no more than seven ghoultree zombies connected to it at one time. A Gargantuan Ghoultree can have a maximum of 11 zombies connected to it at any given time. See the Ghoultree zombie entry below for details on that monster.
This creature appears as a massive, tall tree with thick branches from which hang several humanoid corpses tightly secured by their necks with greenish-brown ropes. Its canopy is thick and busy, and its trunk is mottled brown.
Ghoultrees are sentient plants that sustain themselves on the internal organs and body fluids of living creatures. They use deception to lure potential prey into range at which time they unleash the Ghoultree zombies attached to their branches to kill or capture the prey. While mobile, a Ghoultree prefers to remain in one spot for an extended length of time (usually until its food supply in the area runs out). From this location, it simple waits for prey and then attacks when such beings come into view.
In Your Campaign
Many villages and towns have a great tree where their ancestors hung evil-doers. Over the decades and centuries of use, the amount of death the tree helped to cause affected it in a way none could have foreseen. The Ghoultree is born of death, which is why it is in this supplement of undead. Its "offspring," the Ghoultree zombies, are detailed below for similar reasons, even though they are not undead.

Ghoultree Zombie
CR 4                                                                                                 XP: 1,200
N Medium undead (augmented plant/human)
Init +6; Senses Darkvision 60 Ft., Low-light Vision, Tremorsense 60 Ft.; Perception +9
AC 17, touch 12, flat-footed 15 (+5 natural, +2 Dex)
HP 29 (6d6+8); Fast Healing 5
Fort +65, Ref +4, Will +2
Speed 30 ft.
Melee 2 slams +8 (1d6+4)
Special Attacks Spore Cloud
During Combat Ghoultree zombies hang motionless from the Ghoultree, appearing lifeless. When a living creature comes within 100 feet of a Ghoultree, the zombies are lowered to the ground and they move to attack.
Ghoultree zombies prefer uneven odds that favor them, so ganging up on an individual is the norm in battle. Slain foes are dragged back to the Ghoultree to be devoured or transformed into a Ghoultree zombie to replace any that fell in battle.
Str 19, Dex 15, Con -, Int 4, Wis 10, Cha 1
Base Atk +4; CMB +8; CMD 20
Feats Alertness, Improved Initiative, Power Attack
Skills Perception +9, Sense Motive +2, Stealth +7
Environment Temperate and warm forest, hill, marsh, and plains
Organization Grove (6-11 plus 1 ghoultree)
Treasure none
Spore Cloud (Ex) As a free action, once every 1d4 rounds (but no more than three times per day), a Ghoultree zombie can breathe a cloud of poisonous, greenish spores in a 5-foot cube directly in front of it. a creature caught in the cloud must succeed on a DC 14 Fortitude save or be slowed (as the slow spell) for 6 rounds. Once minute later, the creature must make another Fortitude save (same DC) or take 1d3 points of Strength damage. The save DC is Constitution-based.
Fast Healing (Ex) A Ghoultree zombie heals only if it is connected to its Ghoultree by its tether-vine.
Tether-Vine (Ex) A Ghoultree zombie is connected to the Ghoultree that created it by a long sinewy vine. This vine can be lengthened to allow the zombie to move up to 100 feet away from the tree. The vine is AC 19 (touch 12) and has 10 hit points. Harming the vine deals no damage to the Ghoultree zombie or the tree itself, but if severed, does prevent the zombie from using its fast healing ability.
Tremorsense (Ex) Ghoultree zombies can automatically sense the location of anything within 60 feet that is in contact with the same vegetation the zombie is touching.
This creature is a humanoid with deathly gray-green skin dressed in tattered and torn clothes. Small plants, weeds, and fungi grow on the creature's body. A long, sinewy, greenish-brown noose connects the creature to the massive tree behind it.
Ghoul trees zombies were once living humanoids slain and devoured by a Ghoultree and reborn from the seedlings as a minion of said creature. They serve no purpose in life now other than killing to capturing living prey for the Ghoultree that created them. These monsters retain small memories of their former lives and these scenes sometimes manifest in the zombie's mind, causing it great anger which it vents on the nearest living creature.
Ghoultree zombies show no spark of life in their eyes but are not completely mindless. They are no undead even though their name suggests otherwise; therefore, they cannot be turned or rebuked.
Although not true undead, the Ghoultree and its zombies make for a great bluff. A villain could conceivably make his hideout in a cave where a Ghoultree would be the first line of defense. Alternately, he could simply set up an ambush for the party near to one. After pumping the local rumor mill full of false information (how the area is guarded by a vicious undead tree and its zombies, the PCs would come equipped to deal with such a threat. Of course, they would have prepared wrongly, and the villain gains that much more of an upper hand when he launches his counterstrike.

Frozen Walker

Frozen Walker
CR 4 XP: 1,200
CE Huge undead (cold)
Init +3; Senses Perception +7
AC 13, touch 11, flat-footed 10 (+2 natural, +3 Dex, -2 size)
HP 45 (7d12)
Fort +0, Ref +3, Will -3
Speed 30 ft., climb 15 ft.
Melee bite +4 (1d8+3 plus numbness)
Space 15 ft.
Special Attacks Numbing Grip, Numbness
During Combat Frozen horrors fall upon their victims with tooth and claw, numbing their victims with their icy grip as they rend flesh from bone. They sometimes grapple with their prey, holding them in a freezing embrace until the victim is overcome by the chill, and meanwhile dig with their teeth for warm blood. If outnumbered, frozen horrors endeavor to use their numbing grip on as many foes as possible before moving to the task of finishing their chilled victim.
Str 16, Dex 17, Con -, Int 6, Wis 5, Cha 10
Base Atk +3; CMB +8; CMD 21
Feats Ability Focus (Numbness), Alertness, Supernatural Tracker
Skills Climb +5, Perception +7, Sense Motive -1, Stealth +4
SQ Cold Subtype, Undead Traits
Environment Cold hill and mountains
Organization Solitary, pair, gang (3-5), or pack (6-20)
Treasure
While a frozen horror does still possess the equipment it had during its life, it does not use any it. Weapons are ignored in favor of its numbing bite and claw attacks and treasure such as coins and magic items are carried out of familiarity. In fact, it is because of familiarity with certain items that the horror acquires more treasure — tending to pick up and carry items from its victims which resonate on some kind of emotional level.
Rose quartz gems (x4) [60 gp each]
Belt pouch [1 gp]
Dagger [2 gp]
Leather armor [1 gp due to uselessness of the armor from age]
Masterwork short sword [310 gp]
Potion of endure elements [50 gp]
Small tapestry depicting an icy locale with a lone pine tree in the center of a grassy field; an "X" is hand drawn just west of the pine tree [350 gp but the tapestry could be worth far more if it is what it appears to be—a treasure map. Different horrors in the same pack might have other important pictorial clues about the treasure or the GM can replace the tapestry in this list with a family heirloom of comparable value]
246 gp
Numbness (Ex) Anyone hit by a frozen horror must make a DC 15 Fortitude save or take 1 point of temporary Dexterity damage
Numbing Grip (Ex) If a frozen horror successfully grapples an opponent or otherwise maintains contact with him for a full round, he must succeed at a DC 13 Fortitude save at the beginning of his turn or take 1d4 points of temporary Dexterity damage.
Frost-rimmed and torn clothing clings loosely to this blue-skinned humanoid. A bestial glint in its coal-black eyes highlights its otherwise withered features. The humanoid bares a jagged set of teeth and claws before rushing to attack.
The frozen northern landscape is a sea of ice and snow amidst tranquil snow-packed mountains. But amidst this beauty is a veritable graveyard of creatures that die in that dangerous beauty. Harsh elements and starvation take the lives of so many creatures that are not native to the north. Those that lay dead for over a year, however, gather the power to return. If a living creature being walks over the grave spot of a creature that died in the elements, there is a 10% chance per Hit Die of the living creature that the corpse animates as a frozen horror. It claws its way to freedom and follows the tracks of the creature which tread across its former resting place. Frozen horrors see their victims as arrogant nobodies who purposely strode over their grave to mock their failure at overcoming the elements.
In Your Campaign
Frozen horrors are not without some intelligence. In its relentless pursuit of the creature which disturbed its rest, a horror pretends to be a living being to those it encounters. Communities, no matter their size, might house a pack of frozen horrors and no one would be the wiser. These undead may crave the warm bodily juices of humanoids, but they do not need them to survive like a vampire needs blood. Frozen horrors can be cautious and cunning, even to the point of renting an apartment in a city whilst it attacks in the dead of night; for after its primary victim is slain, the horror is free to kill at its whim.
Frozen horrors can lie buried for decades before awakened by unknowing passerby. This makes their clothing out of date and is a possible tip-off for those characters encountering them that something is suspicious. You can grant a character a +3 circumstance bonus on a Spot check to notice something "odd" about the horror. Or, conversely, give the horror a -3 bonus to any Disguise checks meant to fool a character into believing it is not undead

Devil, Kere

Devil, Kere
CR 8 XP: 4,800
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness, telepathy 100 ft.; Perception +28
AC 21, touch 18, flat-footed 12 (-1 size, +3 natural, +9 Dex)
HP 95 (10d10+40); fast healing 5
Fort +11, Ref +16, Will +8
Defensive Abilities improved dodge, uncanny dodge; DR 10/good; Immune fire and poison; SR 18; Resist acid 10 and cold 10
Speed 50 ft., climb 30 ft.
Melee +1 keen two-bladed sword +12/+8/+7 (2d6+7/2d6+3/17-20)
Space 10 ft., Reach 10 ft.
Special Attacks Clawed feet 1d8+3
During Combat Keres love to fight and they excel at it. In combat they are a blur of motion, using their spider legs, tumbling ability, and spring attacks to fight a very mobile style of warfare. Keres never just stand in one spot and duke it out. They always keep their opponents guessing where they’ll move and whom they’ll attack next. A kere’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 22, Dex 28, Con 18, Int 10, Wis 12, Cha 16
Base Atk +10; CMB +17; CMD 36
Feats Mobility, Spring Attack, Two-Weapon Fighting, Weapon Focus (Two-bladed sword)
Skills Acrobatics +24, Climb +27, Escape Artist +22, Intimidate +16, Perception +28, Use Magic Device +9
  Racial Modifiers Keres have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Languages telepathy 100 ft.
Environment Hell
Organization Solitary, Pair, or Squad (5-20)
Treasure standard
Clawed Feet (Ex) When fully engaged in melee, a kere can fall back on her spider legs, freeing up her clawed feet for attacks. When using the full attack action, a kere can make two extra clawed feet attacks with a +10 attack bonus. Each clawed foot inflicts 1d8+3 points of piercing and slashing damage.
Improved Dodge (Ex) As the dodge feat (see the PHB), but the dodge bonus to armor class is +3.
Uncanny Dodge (Ex) A kere retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 14th level. It can flank characters with the uncanny dodge ability as if it were a 10th-level rogue.
This giant humanoid has clawed feet like a great bird, and where wings might be, it has spider legs sprouting from its back.
Keres are elite soldiers in the armies of Baal, Lord of the First Circle. They move fast and hit hard, and Baal prizes their skill and ruthlessness. Long spider legs sprout from their backs in mockery of the beautiful wings of celestials. These extra legs give keres a mobility undreamed of by the rank and file devils. Keres can climb walls, hang from ceilings, and pounce on opponents from any angle.
The drow, especially their clerics, hate keres with unrivaled passion. They see the devils as an affront to their Spider Queen and seek to slay keres above all other foes.
This greatly amuses the keres, but they respect the drow as adversaries. Lilith is known to favor female keres in her armies, but the majority of these devils serve the Lord of the First Circle.
Source: The Book of Fiends

Devil, Iblis, Duke of Pride, Fallen Solar

Devil, Iblis, Duke of Pride, Fallen Solar

CR 30 XP: 9,830,400
LE Huge outsider (archon, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +59
Aura protective, unsettling
AC 37, touch 13, flat-footed 32 (-2 size, +24 natural, +4 Dex)
HP 675 (50d12+350); regeneration 15
Fort +34, Ref +31, Will +33
Defensive Abilities Fort +38 against poison; DR 15/epic and good; Immune acid, cold, and petrification; SR 32; Resist electricity 10 and fire 10
Speed 50 ft., fly 150 ft. (good)
Melee +5 flaming burst, vorpal falchion +67/+62/+57/+52 melee (3d6+24/15–20 plus 1d6 fire) and bite +56 melee (2d6+6) or +2 composite longbow (+5 Str bonus) +54/+49/+44/+39 ranged (3d6+7/x3 plus slaying) or 2 claws +61 melee (1d8+13) and bite +56 melee (2d6+6)
Space 15 ft., Reach 15 ft.
Special Attacks Blasphemous benediction, grant temptation, probe soul, spell-like abilities, spells, unholy compact
Spell-Like Abilities (CL 20th) At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, imprisonment (DC 27), invisibility (self only), lesser restoration, polymorph (self only), power word stun, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 21), unholy blight (DC 22), waves of fatigue; 3/day—blade barrier (DC 24), earthquake (DC 26), heal (DC 24), mass charm monster (DC 26), permanency, resurrection, unholy aura (DC 26), waves of exhaustion; 2/day—charm person (DC 19), disguise self, protection from good; 1/day—blasphemy (DC 25), command (DC 19), dispel good (DC 23), fire storm (DC 26), greater restoration, misdirection (DC 20), nondetection, power word blind, power word kill, prismatic spray (DC 25), soul bind (DC 27), suggestion (DC 21), summon monster IX (devils only), unhallow, wish. The save DCs are Charisma-based.
Spells Prepared (CL 20th)
  0th-Detect Magic (x2), Guidance (x2), Resistance (x2)
  1st-Bane, Bless, Cause Fear, Divine Favor (x2), Entropic Shield, Obscuring Mist, Shield of Faith
  2nd-Align Weapon, Bears Endurance (x2), Bulls Strength (x2), Desecrate, Eagles Splendor, Spiritual Weapon
  3rd-Bestow Curse, Deeper Darkness, Invisibility Purge, Magic Vestment, Prayer, Protection from Energy, Wind Wall
  4th-Death Ward, Dismissal (x2), Divine Power, Neutralize Poison, Poison, Sending
  5th-Control Winds, Dispel Chaos, Greater Command, Plane Shift, Righteous Might (x2), Symbol of Pain
  6th-Banishment, Chain Lightning, Harm, Geas/Quest, Mass Cure Moderate Wounds, Word of Recall
  7th-Control Weather, Destruction, Dictum, Greater Scrying, Repulsion
  8th-Fire Storm, Mass Inflict Critical Wounds (x2), Shield of Law, Whirlwind
  9th-Elemental Swarm (air), Etherealness, Implosion, Miracle, Storm of Vengeance
During Combat Iblis is a terror in combat, wielding the flaming falchion of Gian ben Gian with grim accuracy. Despite his fall from grace, the Duke of Pride managed to retain his +2 composite longbow (+5 Str bonus), which can create any sort of slaying arrow when drawn. Even the usually warlike generals of the First Circle of Hell give Iblis and his divs a wide berth.
Iblis’s natural weapons, as well as any weapons he wields, are treated as evil-aligned and epic for the purpose of overcoming damage reduction.
Str 36, Dex 18, Con 24, Int 23, Wis 23, Cha 27
Base Atk +50; CMB +65; CMD 79
Feats Cleave, Combat Casting, Combat Reflexes, Dodge, Far Shot, Great Cleave, Improved Critical (Falchion), Improved Initiative, Improved Sunder, Maximize Spell, Mobility, Point-Blank Shot, Power Attack, Quicken Spell, Silent Spell, Spring Attack, Weapon Focus (Falchion)
Skills Bluff +65, Diplomacy +65, Disguise +8, Escape Artist +57, Intimidate +63, Knowledge (arcana, planes, religion) +59, Linguistics +60, Perception +59, Sense Motive +63, Spellcraft +61, Stealth +57, Survival +6, Use Magic Device +8
  Racial Modifiers +4 on Bluff and Sense Motive checks
Languages Celestial, Infernal, and Draconic, though he can speak with almost any creature because of his tongues ability.
SQ holy interdict
Environment Hell
Organization Unique
Treasure Minor Artifact: The Falchion of Gian ben Gian
This +5 flaming burst, vorpal falchion is an ancient artifact, with power beyond the ability of any to reproduce now. It was made in the age of myth by a mighty div artisan. The falchion is a most impressive looking weapon. Its crimson-tinted blade is covered in the flowing, cursive script of the ancient div, a dead language now only known by the wisest sages and celestials. The inscriptions, made before Gian ben Gian’s rebellion, sing the praises of the Lords of Good and pledge eternal loyalty. Iblis took the weapon from his fallen foe after the rebellion was crushed and renewed the pledges on the blade as a sign of his own obedience. The spirit of Gian ben Gian must have laughed when the hammer of the Lords of Good himself fell from grace. Down in the Pit, Iblis considered destroying the falchion but he decided to keep it instead. He considered it a symbol of his ill treatment at the hands of the Lords of Good. He was true to them, but that loyalty was not returned. Now Iblis and his blade are enemies of Heaven.
Blasphemous Benediction (Su) Iblis grants a +6 profane bonus on the touched creature’s attack and weapon damage rolls.
Probe Soul (Su) The Will save to resist Iblis’s persuasion has a DC of 43.
Permanent Spells (Ex) The following abilities are always active on a Iblis’s person, as the spells (caster level 20th): detect good, detect snares and pits, discern lies (DC 22), see invisibility, true seeing. They can be dispelled, but Iblis can reactivate them as a free action.
Spells (Ex) Iblis can cast divine spells as a 20th-level cleric. Typical Cleric Spells Prepared (6/8/8/7/7/7/6/5/5/5; save DC 16 + spell level)
Unholy Compact (Su) A soul bound by this agreement is trapped in Iblis’s domain on the First Circle of Hell upon death.
Protective Aura (Su) Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Iblis. Otherwise, it functions as a magic circle against good effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 50th). This aura can be dispelled, but Iblis can create it again as a free action on his next turn. (The defensive benefits from the circle are not included in Iblis’s statistics block.)
Regeneration (Ex) Iblis takes normal damage from epic good-aligned weapons and from spells or effects with the good descriptor.
Tongues (Su) Iblis can speak with any creature that has a language, as though using a tongues spell (caster level 50th). This ability is always active.
Unsettling Aura (Ex) The Will save vs. Iblis’s unsettling aura has a DC of 43.
This muscular humanoid stands 20 feet tall and has a handsome, if feral, face and two large ram horns jutting from his temples. His mouth is a jumble of needle-thin sharp teeth, and his dark eyes burn with a fiery intensity. His jetblack skin contrasts sharply with his fire-red hair and white feathery wings. Small horny protrusions line his back from waist to neck.
Long before the birth of the first mortal, the Material Plane was the domain of the divs, genies born of fire and entrusted with the government of the Iblis, Duke of Pride world by the Lords of Good. After nine thousand years of rule, the divs rebelled against their superiors under the rule of Gian ben Gian, a powerful warrior king. The gods turned to the solar Iblis to defeat the uprising, which he accomplished by slaying the genie caliph in personal combat. The divs were banished from the Material Plane as punishment for their insurgency.
Time-lost myths relate that the Lords of Good thereafter decided to populate the Material Plane with weaker beings who would serve them with good works and reverence. When the gods presented their creation to the celestials and told their glorious warriors that from now on they existed to serve the mortals, Iblis spoke out. “Ye have created me from fire,” he exclaimed. “Yet ye would have me bow to a creature made of dust?”
For this refusal to serve, Iblis was cast from the Upper Planes. With him fell a legion of celestials, said to have represented a third of the heavenly host. Iblis’s followers came from all ranks of the angelic choirs, from the lowly ischim to the powerful archangels. Unable to venture to the Material Plane unless summoned, the fallen turned to Hell; some say they were encouraged to settle there by the dark lord of the plane’s lowest circle. Their arrival triggered a fierce war against the devils who had previously dominated the plane.
Powerful, cunning fallen celestials such as Beelzebub and Belial distinguished themselves in this centuries-long conflict, but Iblis, who had started it all, largely withdrew from the battle to ponder his own concerns. Somehow, he managed to rally to his banner the divs whom he had once defeated, and these corrupted genies now serve him in an enormous army. From his lair in a rocky region of the First Circle of Hell, Iblis and his divs continue their spiteful, timeless struggle against their creators, infiltrating the Material Plane and undermining the worship of the Lords of Good.
When Iblis dresses at all, he wears a simple wrap around his waist and sandals that lace around his calves all the way up to his knees. His deep voice kindles memories of dying fires
Source: the Book of Fiends

Devil, Hadriel, Duchess of Domination

Devil, Hadriel, Duchess of Domination
CR 14 XP: 38,400
LE 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

Devil, Furcas, Duke of Rhetoric

Devil, Furcas, Duke of Rhetoric
CR 18 XP: 153,600
LE Large outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, telepathy 100 ft.; Perception +22
AC 25, touch 20, flat-footed 19 (-1 size, +5 natural, +5 deflection, +6 Dex)
HP 136 (16d10+48)
Fort +13, Ref +16, Will +13
DR 15/good and silver; Immune fire and poison; SR 26; Resist acid 10 and cold 10
Speed 40 ft.
Melee +3 brilliant energy short sword +22/+17/+12/+7 (1d8+7/19-20)
Space 10 ft., Reach 10 ft.
Special Attacks Spell-like abilities, spells, words of power
Spell-Like Abilities (CL 20th) At will—greater invisibility, levitate, polymorph (self only), suggestion (DC 19), greater teleport (self plus 50 pounds of objects only), whispering wind; 2/day—discern location, globe of invulnerability, protection from good, prying eyes; 1/day—dispel good (DC 21), foresight, nondetection, plane shift (DC 23). The save DCs are Charisma-based.
Spells Prepared (CL 20th) 
  0th-Arcane Mark, Detect Magic, Mage Hand, Resistance
  1st-Detect Secret Doors, Mage Armor, Magic Missile (x2), Shield, True Strike
  2nd-Detect Thoughts, Eagles Splendor, Flaming Sphere, Foxs Cunning, Owls Wisdom, Scorching Ray
  3rd-Clairaudience/Clairvoyance, Deep Slumber, Displacement, Fireball (x2), Vampiric Touch
  4th-Bestow Curse, Detect Scrying, Fear, Ice Storm, Phantasmal Killer, Wall of Fire
  5th-Cloudkill, Feeblemind, Major Creation, Mind Fog, Telekinesis
  6th-Chain Lightning, Eyebite, Greater Dispel Magic (x2), True Seeing
  7th-Banishment, Greater Arcane Sight, Greater Scrying, Spell Turning, Waves of Exhaustion
  8th-Incendiary Cloud, Maze, Mind Blank, Moment of Prescience, Polar Ray
  9th-Dominate Monster, Energy Drain, Power Word Kill, Summon Monster IX
During Combat Duke Furcas enjoys the occasional physical confrontation. He likes to set up traps and ambushes using his impressive array of spells. He considers a battle boorish if it actually comes to smelly grunts swinging swords at him. In such cases, he teleports away as soon as possible.
Duke Furcas’s natural weapons, as well as any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Str 19, Dex 22, Con 17, Int 26, Wis 17, Cha 22
Base Atk +16; CMB +21; CMD 42
Feats Empower Spell, Improved Counterspell, Maximize Spell, Quicken Spell, Spell Penetration, Still Spell
Skills Appraise +8, Bluff +25, Craft (alchemy) +27, Diplomacy +29, Disguise +6, Intimidate +8, Knowledge (arcana, history, nature, planes, religion) +27, Linguistics +22, Perception +22, Sense Motive +22, Spellcraft +29, Survival +3
Languages telepathy 100 ft.
Environment Hell (Dis)
Organization Unique or with bodyguard (2-5 enforcers of Dis)
Treasure Double standard
Spells (Ex) Duke Furcas casts spells as a 20th-level wizard. His spell selection is usually heavy with divinations, but he switches to combat spells if he knows a confrontation is imminent. Wizard Spells Prepared (4/6/6/6/6/5/5/5/5/4; save DC 18 + spell level)
Words of Power (Sp) Furcas is a master of language and he knows how to make the most out of even a single word. He can disrupt hostile spells with such quickness and efficiency that he can cast counterspells at will without needing to ready an action to do so. Furcas may cast but one counterspell per round (doing so is a free action).
A glance of cunning in his eyes, this humanoid man has horns extending straight out on either side of his bald head and a long beard twisted into a point. His robe is turned down at the waist to reveal a toned torso and, flanking his neck, two iron rings set into the flesh of his shoulders. 
Duke Furcas is Hell’s foremost intellectual, at least in his own mind. He is a member of Dispater’s court and thus spends the majority of this time in the city of Dis. This suits Furcas just fine, since Dis is the closest thing Hell has to a center of knowledge. Furcas has written many books that circulate throughout the Material Plane. His favorite is Gods or Monsters: An Investigation 
Into the Nature of Divinity. This book argues that the gods are not gods at all, but powerful yet petty beings who fool mortals into worshipping them. All of Furcas’s books are meant to lead the reader into evil by destroying their cherished beliefs with cold logic and powerful rhetoric.
Furcas presides over the Forbidden Library, an octagonal edifice in the city center. The library is a den of blasphemous secrets, the ultimate destination for evil mages and cultists from across the planes. Parts of this collection are nearly as old as the planes themselves. Access, of course, is strictly controlled by Furcas. Only those willing to donate a rare volume or their own services may enter. Furcas has collected more than one soul in this way, and it allows him to maintain a cadre of agents on the Material Plane second to none.
If Duke Furcas has a weakness, it’s that he craves recognition for his genius. It is not enough for him to outsmart a foe; he must make sure that the deed is publicized. Even his books, written under pen names, contain complicated ciphers that reveal the true author to those smart enough to figure it out. His thirst for accolades has gotten him into trouble in the past. Dispater pierced his body with
iron rings and hung Furcas from his tower for a year after a particularly notorious incident. Furcas has kept the rings in his body as a sign of obeisance. 
Furcas’s greatest rival in Hell is Bune, Duke of Eloquence. Both devils use honeyed words as weapons, but Furcas’s rhetoric is backed up with knowledge. His arguments are based on fact and logic, while Bune’s manipulate the psyche. They have never confronted each other directly, instead preferring to play a great game down through the centuries. The dukes try to prove their mastery by converting each other’s minions. Both courts are riddled with double agents, and only intellects such as theirs can keep track of where true loyalties lie. Neither Furcas nor Bune misses an opportunity to show up his rival.
Source: The Book of Fiends