Devil, Host Devil, Greater (Magaav)Twisted horns rise from the skinless head of this winged creature, and noxious fumes leak from between its yellowed fangs.Host Devil, Greater (Magaav) CR 6Source Bestiary 4 pg. 53, Book of the Damned - Volume 1: Princes of Darkness pg. 58 XP 2,400 LE Medium outsider (devil, evil, extraplanar, lawful) Init +4; Senses darkvision 60 ft., detect magic, see in darkness; Perception +11DefenseAC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural) hp 59 (7d10+21) Fort +8, Ref +9, Will +3 DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 17OffenseSpeed 20 ft., fly 50 ft. (average) Melee mwk ranseur +12/+7 (2d4+6/×3) or 2 claws +11 (1d6+4 plus 2 bleed) Special Attacks noxious breath, rend (2 claws, 1d6+6 plus 2 bleed) Spell-Like Abilities (CL 12th; concentration +12) Constant—detect magic At will—greater teleport (self plus 50 lbs. of objects only) 1/day—summon (CL 3rd, 1 magaav 40%)StatisticsStr 18, Dex 19, Con 16, Int 10, Wis 12, Cha 11 Base Atk +7; CMB +11; CMD 26 Feats Combat Reflexes, Dodge, Hover, Mobility Skills Acrobatics +14 (+10 when jumping), Escape Artist +14, Fly +14, Intimidate +10, Perception +11, Stealth +14 Languages Celestial, Draconic, Infernal; telepathy 100 ft. SQ master grappler, shared sensesEcologyEnvironment any (Hell) Organization solitary, pair, or flock (2–6) Treasure standard (mwk ranseur, other treasure)Special AbilitiesMaster Grappler (Ex) A magaav can wield a weapon and still attempt grapple checks. While not wielding a weapon, a magaav gains a +4 bonus on grapple checks.
Noxious Breath (Su) Three times per day, as a standard action a magaav can exhale a breath that reeks of pure corruption upon a creature within 5 feet. The target must succeed at a DC 16 Fortitude save or be sickened for 1d4 rounds. Creatures that successfully save cannot be affected by the same magaav’s noxious breath for 24 hours. This is a poison effect. The save DC is Constitution-based.
Shared Senses (Su) All magaavs within 100 feet of one another share the same senses. Thus, if one individual perceives something (for example, with a successful Perception check), all others within range are immediately aware of it. Senses are instantly relayed from one magaav to the next, allowing for the senses of a single devil to potentially spread through and inform an entire swarm instantly. It is still possible for a magaav to be flat-footed for other reasons even if other magaavs nearby are not.DescriptionHunters of souls, host devils retrieve Hell’s most elusive property. Whether souls that have long evaded capture upon the plains of Avernus, damned beings who have somehow managed to escape Hell, or creatures that have reneged upon infernal contracts, vast flocks of these winged fiends fly from the Pit to recover their prey. Rarely seen alone, host devils travel in great swarms that often number in the thousands. These four-winged mockeries of the angelic form swarm in enormous columns, moving in tandem as though they were one colossal, infernal beast controlled by a single brain.
Magaavs stand 5-1/2 feet tall and weigh 150 pounds, with wingspans reaching 10 feet across. Their fetid breath draws flies that swarm over their bodies.Creatures in "Devil" CategorySource 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 SubtypeDevils 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.
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