Devil, SalikotalOn lean limbs the color of spilt blood creeps a being of sinister grace. Eyes like embers and a sneer full of needle-thin teeth gleam from an unmistakably fiendish visage. A pair of crimson wings sprout from the back of the hairless humanoid form, fluttering silently like an assassin’s cloak, while in one hand it clutches the twisted, dagger-like horn of some infernal terror.Salikotal CR 7Source Pathfinder #26: The Sixfold Trial pg. 82 XP 3,200 LE Medium outsider (devil, evil, extraplanar, lawful) Init +10; Senses darkvision 60 ft., low-light vision; Perception +4DefenseAC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural) hp 76 (9d10+27) Fort +9, Ref +12, Will +7 DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 18OffenseSpeed 30 ft., fly 60 ft. (good) Melee +1 dagger +14/+9 (1d4+5/17-20), tail +8 (1d4+2) or 2 claws +13 (1d4+4), tail +8 (1d4+2) Ranged +1 dagger +16 (1d4+5/17-20) Special Attacks contract killer, sneak attack +3d6, suicide, vengeance Spell-Like Abilities (CL 9th) Always active — spider climb At will — greater teleport (self plus 50 pounds of objects only), locate creature, knock 3/day — blur (self only), darkness, dimension door, dispel magic, silence (DC 16), suggestion (DC 17) 1/day — mislead (DC 20), passwall, statue (self only), summon devil (level 3, 4 imps, 35%)StatisticsStr 18, Dex 22, Con 17, Int 15, Wis 19, Cha 18 Base Atk +9; CMB +13; CMD 30 Feats Dodge, Improved Critical (dagger), Improved Initiative, Mobility, Wind Stance Skills Acrobatics +15, Disable Device +18, Disguise +16, Escape Artist +18, Knowledge (local) +11, Sense Motive +16, Sleight of Hand +18, Stealth +18 Languages Celestial, Common, Infernal; telepathy 100 ft. Gear +1 daggerEcologyEnvironment any (Hell) Organization solitary or team (2-8) Treasure standard (+1 dagger, other treasure)Special AbilitiesContract Killer (Su) A salikotal gains a +2 bonus on attack and damage rolls when attacking a specific individual it has marked for death. At the beginning of each day, it determines an individual to serve as its target and which one of its three vengeances it may make use of that day. It may not change this target or ability until the next day. The target may be any specific creature the salikotal knows of, even if it has not seen its target before. This target is treated as being known to a salikotal for the purposes of using its locate creature ability, even if the devil has never seen its victim before.
Sneak Attack (Ex) Anytime a salikotal’s opponent is denied his Dexterity bonus to AC, or if a salikotal flanks his opponent, he deals an extra 3d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations.
Suicide (Su) As a standard action, a salikotal may target itself with a coup de grace attack. If the salikotal reduces itself to fewer than 0 hit points—or fails to do so but still fails the associated Fortitude save (DC = 10 + damage dealt)—the salikotal erupts in a burst of destructive energy. Any creature within 15 feet of a salikotal that commits suicide is damaged by a blast of metal shards and needle-like scales, taking 6d6 points of damage (DC 17, save for half ). The save DC is Constitution-based. Upon using this ability, a salikotal is permanently destroyed. This effect only takes place if a salikotal willingly ends its own life, not if it is killed by outside effects.
Vengeance (Su) While seeking a victim a salikotal prepares itself daily, honing its will to effectively slaughter its intended quarry. On a given day, chosen as part of its contract killer ability, a salikotal may gain the benefit of any one of the following powers, either the one it feels will most aid it or whichever one its summoner requests. Only one of these abilities is active on a given day, and it only comes into effect when a salikotal kills its intended target with a coup de grace. These executions only function on living creatures.
Fideicide: The victim’s soul is immediately shunted to a infernal prison on Erebus, the third layer of Hell. The soul can be returned to life, but upon casting the spell, the spellcaster attempting the resurrection takes an amount of fire damage equal to 1d6 × the victim’s number of Hit Dice, and must make an immediate concentration check (DC 10 + damage delt + spell level) or lose the spell.
Necrocide: After 1d4 rounds, the victim’s body animates as a zombie under the salikotal’s control. The devil may permanently grant control of the zombie to any sentient creature as a free action.
Omnicide: The victim’s body is utterly destroyed, disintegrating without a trace. Its clothing and possessions remain unharmed. Only spells that do not require a portion of the corpse may return the victim to life.DescriptionPrince-killers and assassins of souls, salikotals serve as the bloody chisels by which the lords of Hell subtly shape the mortal world to their whims. Soaring through the night on silent wings, these murderous devils care nothing for life or reason, knowing only a single, murderous goal. Cloaked by shadow and silence, few ever glimpse the sharp features of a salikotal, for Hell’s death-dealers reveal themselves only amid the haze of fading life.
Lean, deft hunters, salikotals move like terrible predatory birds, each taloned step measured, cautious, and full of deadly intent. Protected by an armor of sharp, thin scales, these agile devils universally stand 5 feet, 4 inches tall, and weigh 85 pounds, their barbed frames supporting the breadth of their 8-foot-wide, bat-like wings. They have full control over their slender tails, nimbly manipulating objects and even wielding deadly, Hell-forged blades in these dexterous, prehensile appendages.Summoning SalikotalsAs in all things, salikotals prove emotionless when it comes to being summoned. They have little reason to purposefully resist or accept a diabolist’s call, unless ordered to do so by their infernal masters. Once a salikotal is summoned, though, only murder interests it. Any Charisma check made as part of the spell planar binding to convince a salikotal to undertake a mission other than assassination takes a –2 penalty.
Once a salikotal has agreed to perform a murder for its summoner, it explains the signature vengeances its kind can inflict upon a victim and offers to exact one upon its summoner’s victim for an associated price. The devil requests 1,000 gp for every Hit Die its target possesses (intrinsically gauging its victim’s prowess), to be paid entirely in one of three types of gemstones: ruby for fideicide, onyx for necrocide, and jacyinth for omnicide. Salikotals prove exceedingly particular in these payments, and if a summoner cannot pay the price in the type of gem requested, the devil refuses to exact one of its vengeances. If the summoner tries to force a salikotal to use one of its vengeances, the devil takes offense and all of the summoner’s Charisma-related interactions with it in the future take a –2 penalty.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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