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Devil, Advodaza

The rending, thunderous clangor of rushing claws heralds the charge of this fire-eyed ruin, a terror of flame-seared hide and saber-like spines shaped in a monstrously muscled centauric form. The true terrible ferocity of the thing lies hidden, restrained beneath armor and wings of crumbling stone carved with icons as ancient as they are undeniable and profane.

Advodaza CR 18

Source Pathfinder #30: The Twice-Damned Prince pg. 80
XP 153,600
LE Huge outsider (devil, evil, extraplanar, lawful)
Init +11; Senses darkvision 60 ft., see in darkness; Perception +28


AC 35, touch 15, flat-footed 28 (+6 armor, +7 Dex, +14 natural, -2 size)
hp 297 (18d10+198)
Fort +21, Ref +18, Will +15
Defensive Abilities idol armor; DR 10/good and silver; Immune cold, dismissal, electricity, fire, poison, sonic; Resist acid 10; SR 29


Speed 40 ft., fly 80 ft. (average)
Melee bite +28 (2d6+12), 2 claws +28 (1d8+12 plus infernal wounds), 2 hooves +26 (1d8+6), tail +26 (2d6+6)
Space 15 ft., Reach 15 ft. (20 ft. with tail)
Spell-Like Abilities (CL 16th; concentration +23)
At will — gaseous form, greater invisibility (DC 21), greater teleport (self plus 50 lbs. of objects only), scorching ray, whispering wind
3/day — blasphemy (DC 24), dispel magic, ethereal jaunt, harm (DC 23), heal (DC 23), hold monster (DC 22), wall of stone
1/day — scrying (DC 22), summon (level 7, horned devil, 60%), unhallow


Str 34, Dex 25, Con 30, Int 23, Wis 25, Cha 24
Base Atk +18; CMB +32; CMD 49 (53 vs. trip)
Feats Awesome Blow, Flyby Attack, Greater Bull Rush, Hover, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Toughness
Skills Bluff +28, Diplomacy +28, Escape Artist +25, Fly +24, Intimidate +28, Knowledge (arcana) +27, Knowledge (planes) +27, Knowledge (religion) +27, Perception +28, Sense Motive +28, Spellcraft +24, Stealth +20
Languages Abyssal, Aklo, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ devil mark, false divinity


Environment any (Hell)
Organization solitary or pantheon (2-5)
Treasure double

Special Abilities

Devil Mark (Su) An advodaza can grant worthy servants a measure of its power. As a full-round action, an advodaza can touch a willing adjacent creature, marking it with a unique symbol similar to an arcane mark. This symbol can be either visible or invisible, as the devil chooses. For as long as the target possesses the mark, it gains a spell-like ability it can use once per day. This spell-like ability comes from the advodaza’s chosen domain (see the false divinity ability). The target also gains the ability to telepathically communicate with the advodaza over any distance as long as the two creatures are on the same plane. An advodaza can mark multiple creatures, up to an amount equaling its Hit Dice (typically 18). An advodaza can dispel its mark as a standard action, no matter where the bearer is. It can also, as a standard action, deal pain to a mark bearer that causes 6d6 points of damage with no saving throw. An advodaza’s mark cannot be removed physically, but a dispel magic or erase spell that succeeds on a dispel check or caster level check of DC 30 removes the effect.

False Divinity (Su) Advodazas possess areas of concern as deities do, but on a far smaller scale. Each advodaza chooses one cleric domain and gains the domain spells (up to 5th level) of that domain as spell-like abilities, each of which it can use 3 times per day. The advodaza does not gain any of the domain’s granted powers. Most advodazas possess powers from the Evil, Fire, Law, War, or Weather domains, though any domain is possible.

Evil Domain: align weapon (evil only), dispel good, magic circle against good, protection from good, unholy blight

Fire Domain: burning hands, fire shield, fireball, produce flame, wall of fire

Law Domain: align weapon (law only), dispel chaos, magic circle against chaos, order’s wrath, protection from chaos

War Domain: divine power, flame strike, magic vestment, magic weapon, spiritual weapon

Weather Domain: call lightning, fog cloud, ice storm, obscuring mist, sleet storm

Idol Armor (Su) Advodazas armor themselves in their fallen idols and ornaments of devotion. This armor grants an advodaza a +6 armor bonus to AC and immunity to cold, electricity, and sonic damage, as well as immunity to the spell dismissal. The spells chaos hammer, holy smite, holy word, and word of chaos destroy this armor, removing the devil’s armor bonus to AC and immunities (its cold immunity decreases to its normal resistance 10). If uninterrupted for 1 hour, an advodaza can summon new armor to replace its destroyed protection.

Infernal Wound (Su) The damage an advodaza deals with its claws causes persistent wounds that deal 2d6 points of bleed damage. Bleeding caused in this way is difficult to stanch—a DC 30 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 30 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects. The Heal check and caster level DC are Constitution-based.


False gods, fallen demagogues, nemesis devils—the fiends known collectively as advodazas survive from dark ages past, when mortals offered worship to base things and unwholesome spirits masqueraded as baleful gods. Although time and faith have turned against these beings, the most tenacious of their kind have refused to fade into oblivion, and to these obstinate corruptors and one-time deities the gates of Hell swing wide and welcoming. These lords of cults and masters of forgotten mysteries find renewed vigor in the depths of the Pit, and those seeking to renew their power and lordship over mortalkind undergo terrible indoctrinations and binding rites that transform them over the ages into true devils. What emerge are eidolons of half-remembered demigods, fallen princes seeking to claim their subjects anew, devils of faith, and fiends of blasphemy— the idol-clad advodazas.

No two advodazas look exactly alike, each embodying the powers and concerns that saw it worshiped in ages past and subsequently anthropomorphized as a monstrous being. Typically, this results in quadrupedal, half-bestial shapes bristling with terrible wings, hooves, claws, and fangs. Universally, though, they bear the broken remnants of their fallen faith, usually in the form of cracked idols worn like armor, profane talismans crafted into jewelry, or fearful totems wielded like massive weapons. Despite their range of appearances, all advodazas possess the same core abilities, though some particularly ancient or powerful fiends possess unique abilities. Most advodazas stand 18 feet tall and weigh nearly 9 tons.

Creatures in "Devil" Category

Accomplice Devil (Hesperian)4
Accuser Devil (Zebub)3
Apostate Devil (Deimavigga)17
Barbed Devil (Hamatula)11
Bearded Devil (Barbazu)5
Belier Devil (Bdellavritra)16
Bone Devil (Osyluth)9
Cabal Devil (Uniila)10
Contract Devil (Phistophilus)10
Curse Devil (Phiam)5
Drowning Devil (Sarglagon)8
Executioner Devil (Munagola)11
Gambling Devil (Magadaz)4
Handmaiden Devil (Gylou)14
Heresy Devil (Ayngavhaul)12
Horned Devil (Cornugon)16
Host Devil, Greater (Magaav)6
Host Devil, Lesser (Gaav)3
Ice Devil (Gelugon)13
Immolation Devil (Puragaus)19
Nemesis Devil (Advodaza)18
Pit Fiend20
Possession Devil, Greater (Gidim)15
Possession Devil, Lesser (Gidim)6
Rust Devil (Ferrugon)12
Sire Devil (Patraavex)7
Tinder Devil (Ukobach)4
Warmonger Devil (Levaloch)7


Source Pathfinder RPG Bestiary pg. 72
Masters of corruption and despoilers of purity, devils seek to destroy all things good and drag mortal souls back with them to the depths of Hell.

As the most numerous fiendish occupants of Hell, the various forms of devils are well catalogued by diabolists. Most are known by two names: an evocative title given to the fiends by commoners and folklore, and an obscure, ancient designation spoken by the servants of Hell and those who would seek to deal with the damned.

Born from the foulest of mortal souls—their personalities and memories long since scoured by millennia of torment—would-be devils rise from the masses of suffering souls as lemures, revolting beings of mindless evil potentiality. Only through continued centuries of torture or by the edicts of more powerful devils do these least of devilkind rise to become deadlier fiends, graduating through a pain-wracked metamorphosis dictated by their masters or the infernal whims of Hell's semi-sentient layers. While fiendish lords wield transformation into greater or lesser forms as both prize and punishment, some devils spontaneously rise from particularly evil souls long trapped upon an infernal layer. Thus, although the various diabolical breeds possess recognizable abilities and hold generalized rankings in the great infernal hierarchy, a devil's type alone does not always correspond to a specific tenure of torment or place in the infernal chain of command.

Devils fill the nine layers of Hell, though certain fiends are more common on specific layers than others, their specialized duties or fealty to individual archdevils drawing them to one torturous domain more than others. Although the various types of devils tend to specialize in unique forms of depravity or temptation, the hierarchies of Hell are not without flexibility for uncommon individual talents. Thus, particularly watchful hamatulas might join the ranks of Phlegethon's bone devil inquisitors, while veteran barbazus might serve among the pit fiends of Nessus.

Beyond the pits of Hell, devils often travel to the Material Plane at the summons of evil spellcasters. Quick to bargain and willing to serve mortals to assure their damnation, devils ever obey the letter of their agreements, but serve the whims of Hell foremost. Thus, even the least of devilkind might come to the Material Plane intent on further corrupting souls, cleverly escaping the bonds of their contracts to indulge their own plots, or to further the unspeakable goals of the archdevils of Hell.

The Ranks of Devilkind

Diabolists speak often of the rankings of Hell, the distinctions made between devils that distinguish the foot soldiers from the commanders of Hell's armies. While such divisions mean little to most mortals—a devil being a deadly foe in any incarnation—the hierarchies and nuances of Hell's society carry distinctions vital to the survival of any who would commune with devils. What distinguishes a breed of devils above or below others is more than a matter of brawn, with several cunning types of fiend holding priority over their fundamentally stronger brethren. While a devil's station does not mean it can instantly command every other devil of inferior standing, it does imply which fiends might serve their brethren or hold influence over others.

Below these are the devil races themselves, from the lordly and malevolent pit fiends all the way down to the lowly, malformed lemure.

The Infernal Hierarchy

Listed here, from the absolute weakest devils to the lords of Hell, is the most basic hierarchy of the infernal realm's best-known denizens.

Least Devils: imps, lemures
Lesser Devils: bearded devils (barbazus), erinyes, barbed devils (hamatulas), bone devils (osyluths)
Greater Devils: horned devils (cornugons), ice devils (gelugons), pit fiends

Devil Subtype

Devils are lawful evil outsiders that hail from the plane of Hell. Devils possess a particular suite of traits (unless otherwise noted in a creature's entry).
  • Immunity to fire and poison.
  • Resistance to acid 10 and cold 10.
  • See in Darkness (Su) Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
  • Summon (Sp) Devils share the ability to summon others of their kind, typically another of their type or a small number of less-powerful devils.
  • Telepathy.
  • Except when otherwise noted, devils speak Celestial, Draconic, and Infernal.
  • A devil's natural weapons, as well as any weapons it wields, are treated as lawful and evil for the purpose of resolving damage reduction.