Brother Ceric

Muninom CR 28 d20 d%

LE Large Outsider (human)
Init 1d20+8 ; Senses Listen +25, Spot +25
Language Common, infernal, Telepathy 100 ft.
Aura Fear DC 31
AC 36 (Dex 0 , size -1 , armor 13 , natural 14) T 9, FF 36
hp 421 (30HD)
Immune fire poison
Resist acid 10 and cold 10; SR 39
Fort +26 Ref +22 Will +21
Speed 15 ft. (4 squares), fly 35 ft. (average)
Melee +5 Unholy Dancing Spiked Chain +42 / +37 / +32 / +27 ( 2d6+21 )and
Melee 2 claws +38 ( 2d6+24 ) and
Melee bite +39 ( 2d8+7 )and
Melee tail +39 ( 2d6+7 plus infernal wound DC 33)
Base Atk +20, Grp +37
Special Actions Trip +22
Spell-like Abilities 17+ spell level CL 15th
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)
2/day - quickened lightning bolt (DC 20)
1/day - fireball (DC 19), lightning bolt (DC 19)

Abilities Str 36 Dex 27 Con 29 Int 12 Wis 16 Cha 25
Feats Cleave, Combat Expertise, Greater weapon focus (spiked chain), Improved Natural Attack (tail), Improved Sunder, Improved Trip, Iron Will, Multiattack, Power Attack, Quicken Spell-like Ability (lightning bolt), Weapon Focus (claw), Weapon Focus (tail), Weapon Focus Spiked Chain, Weapon Specialization (spiked chain)
Skills Bluff +29, Climb +40, Concentration +30, Diplomacy +20, Disguise +6 (+8 acting), Handle Animal +17, Hide +21, Intimidate +38, Jump +31, Listen +25, Move Silently +23, Search +20, Sense Motive +22, Spot +25, Survival +4 (+6 following Tracks)
Equipment +5 Unholy Dancing Spiked Chain, +4 buckler, +5 full plate, potion of magic fang (CL 20, +5, active)
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 31 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 38 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 33 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 33 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.
 
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