Cornugon

Cornugon

Creature 16

Perception +28; greater darkvision

Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet

Skills Acrobatics +28, Athletics +32, Intimidation +30, Religion +28, Stealth +26, Warfare Lore +30

Str +8, Dex +6, Con +7, Int +4, Wis +6, Cha +6

Items +2 greater striking unholy spiked chain

AC 38; Fort +31, Ref +26, Will +26; +1 status to all saves vs. magic

HP 300; Immunities fire; Weaknesses good 15; Resistances physical 15 (except silver), poison 15

Circle of Protection (abjuration, aura, divine, evil) 10 feet. A constant 

against good is centered on the cornugon.

Commander’s Aura (aura, divine, enchantment) 100 feet. Allied evil creatures in the aura of a level lower than the devil’s gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.

Frightful Presence (aura, divine, emotion, enchantment, fear, mental) 10 feet, DC 34

Attack of Opportunity

Speed 25 feet, fly 50 feet

Melee spiked chain +34 (disarm, evil, finesse, magical, reach 10 feet, trip), Damage 3d8+16 slashing plus 2d6 evil and stunning chain

Melee claw +32 (agile, magical, reach 10 feet), Damage 3d10+14 slashing plus 1d6 evil

Melee tail +32 (magical, reach 10 feet), Damage 3d8+14 slashing plus 1d6 evil and infernal wound

Divine Innate Spells DC 36; 7th 

 (×2),  (×2); 5th ; 4th  (at will)

Rituals DC 36; 

Chain of Malebolge Requirements The cornugon’s last action was a success with a spiked chain Strike; Effect The devil pulls the creature 5 feet closer and grabs it with the spiked chain (Escape DC 42). The creature is automatically freed if the devil makes another spiked chain attack or moves away.

Infernal Wound (divine, necromancy) A cornugon’s tail Strike deals 4d6 persistent bleed damage. The DC of the flat check to stop the bleeding starts at 20 and is reduced to 15 only if someone successfully assists. The DC to Administer First Aid to a creature with an infernal wound increases by 10. A spellcaster or item using healing magic on an infernally wounded creature must succeed at a DC 34 counteract check or the magic fails to heal the creature.

Stunning Chain (incapacitation) If the cornugon critically hits with its spiked chain Strike, the target must succeed at a DC 34 Fortitude save or be stunned for 1 round (1d4 rounds on a critical failure).

Cornugon (Horned Devil)

Hell’s armies contain legions upon legions of different devils all suited precisely to their roles. But such an army needs able commanders, and it is this role that cornugons fill. Their mere presence inspires those under their command to improved performance—often through fear of the horrible torments that a cornugon can unleash as punishment for failure. Forged in the fires of Malebolge from the most renowned warriors among lesser devilkind, even the least cornugon is among the fiercest warriors of the multiverse. The greatest among them on occasion ascend further still, becoming those rare and feared legends of Hell called malebranche.