Devil, Horned Devil (Cornugon)

Large Outsider (Baatezu, Evil, Extraplanar, Lawful) — CR 16

Monster Manual v.3.5 (MM), p. 553.5
Hit Dice
15d8+105 (172 hp)
Initiative
+7
Speed
Land 20 ft
Armor Class
35, touch 17, flat-footed 32
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)
STR
31
DEX
25
CON
25
INT
14
WIS
18
CHA
22
Fort / Ref / Will
+16 / +16 / +15
Challenge Rating
16
Alignment
Always Lawful-Evil
Organization
Solitary, team (2–4), or troupe (1–2 pit fiends, 2–5 horned devils, and 2–5 barbed devils)
Treasure
Standard coins; double goods; standard items
Environment
Nine Hells of Baator
Level Adjustment
Caster Level
15

Special Abilities

Fear AuraInfernal WoundSpell-Like AbilitiesStunSummon BaatezuDamage ReductionDarkvisionImmunity to FireImmunity to PoisonResistance to AcidResistance to ColdRegenerationSee in DarknessTelepathy

Feats

This creature is as big as an ogre, with a vaguely humanoid shape. Hideous scales sheathe its body. Huge wings and a snaking, prehensile tail add to its intimidating appearance.

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.

Horned devils, also called corrugons, serve as elite defense forces, the soldiers supreme of the Nine Hells. They are terrible to look upon—even to other devils.

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.

See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

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.