Devil, Hellcat (Bezekira)
Large Outsider (Evil, Extraplanar, Lawful) — CR 7
- Hit Dice
- 8d8+24 (60 hp)
- Initiative
- +9
- Speed
- Land 40 ft
- Armor Class
- 21, touch 14, flat-footed 16
- Base Attack / Grapple
- +8/+18
- Attack
- Claw +13 melee (1d8+6)
- Full Attack
- 2 claws +13 melee (1d8+6) and bite +8 melee (2d8+3)
- STR
- 23
- DEX
- 21
- CON
- 17
- INT
- 10
- WIS
- 14
- CHA
- 10
- Fort / Ref / Will
- +9 / +11 / +8
- Challenge Rating
- 7
- Alignment
- Always Lawful-Evil
- Organization
- Solitary, pair, or pride (6–10)
- Treasure
- None
- Environment
- Nine Hells of Baator
- Level Adjustment
- —
- Spell Resistance
- 19
Special Abilities
Feats
Silently, with grace and power, a creature emerges on the path ahead. It has the shape of an enormous lion, but its form consists of blinding light and fiery sparks, as though its body were made of energy and not flesh and bone.
Description
The scourge of humanity and the cosmos, devils are fiends from the Nine Hells of Baator, a lawful evil realm. Devils enjoy bullying those weaker than themselves and often attack good creatures just to gain a trophy or three. The most powerful devils occupy themselves with plots to seize power, wreck civilizations, and inflict misery upon mortals.
Many devils are surrounded by a fear aura, which they use to break up powerful groups and defeat opponents piecemeal. Devils with spell-like abilities use their illusion abilities to delude and confuse foes as much as possible. A favorite trick is to create illusory reinforcements; enemies can never be entirely sure if a threat is only a figment or real summoned devils joining the fray.
The most numerous devils are the baatezu, infamous for their strength, evil temperament, and ruthlessly efficient organization. Baatezu have a rigid caste system, in which authority derives not only from power but also from station. They occupy themselves mainly with extending their influence throughout the planes by corrupting mortals. Baatezu who further this goal are usually rewarded with improved stations.
These fierce devil-cats, also called bezekiras, move about almost silently, constantly on the watch for some chance to do evil. They enjoy setting ambushes and otherwise outwitting enemies. While its appearance suggests it is incorporeal, a hellcat has a corporeal body and can be harmed by physical attacks.
Hellcats use a natural telepathy to communicate with one another and those they encounter. A hellcat measures about 9 feet long and weighs about 900 pounds.
Combat
A hellcat can hold its own in combat thanks to sharp claws and wicked fangs. It prefers to leap upon opponents, just as a lion does.
A hellcat’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.
See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Improved Grab (Ex): To use this ability, a hellcat must hit with its bite 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 can rake.
Pounce (Ex): If a hellcat charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +13 melee, damage 1d8+3.
Invisible in Light (Ex): A hellcat is invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.
Skills: Hellcats have a +4 racial bonus on Listen and Move Silently checks.