This tall, bronze-complexioned man is abnormally long-limbed and clad in armor of stained and battered coins. His wiry frame is festooned with mismatched bracelets, rings, and necklaces, each gaudier than the last. The easy smile on his face is cold with envy.
|Gilded Devil||CR 8|
Speed 30 ft.
Melee +2 heavy flail +17/+12 (1d10+8/17–20 plus 1 Wis), or slam +14 (1d4+6)
Special Attacks betrayal of riches, scourge of avarice, voracious greed
Spell-Like Abilities (CL 11th; concentration +17)
At will—detect thoughts (DC 18), greater teleport (self plus 50 lb. of objects only), major image (DC 19), misdirection, polymorph (humanoid form only), suggestion (DC 18)
3/day—dominate person (DC 21), greater scrying (DC 23)
Str 18, Dex 15, Con 19, Int 17, Wis 14, Cha 22
Base Atk +10; CMB +14; CMD 26
Feats Deceitful, Improved Critical (heavy flail), Power Attack, Skill Focus (Bluff), Weapon Focus (heavy flail)
Skills Appraise +14, Bluff +29, Diplomacy +17, Disguise +8, Knowledge (planes) +16, Perception +15, Sense Motive +15, Sleight of Hand +11, Spellcraft +14, Stealth +10, Use Magic Device +19
Languages Celestial, Common, Draconic, Infernal; telepathy
SQ liar’s largess, scorn base metals
Other Gear chainmail made of tainted coins
A gilded devil can turn rings, necklaces, and other jewelry against their wearer as a standard action. The devil can affect any visible item of jewelry within 200 ft., twisting and constricting it into cruel barbs and spikes. The item receives a DC 21 Will save (Cha-based) to avoid this effect. The victim takes 3d6 damage and a possible additional effect based on the item slot targeted.
|Arms or Wrist||Fort||1d4 Strength damage|
|Hand||Fort||1d4 Dexterity damage|
|Head||Fort||1d4 Charisma damage|
|Feet||Reflex||Speed halved for 24 hours|
|Neck||Fort||Stunned, unable to breathe for 1 round|
|Other slot||—||No additional effect|
An item is treated as jewelry if it is made of a precious material (such as silver, gold, ivory, and adamantine), adorned with gems, or both, and is worth at least 100 gp.
All save DCs are Charisma-based.
A gilded devil has influence over the recipient of a gift for as long as that creature retains the gift. The recipient receives a -2 penalty on saving throws against the gilded devil’s abilities and a further -10 penalty against scrying attempts made by the gilded devil. A successful remove curse or break enchantment against CL 11th removes this effect.
A gilded devil’s attacks ignore any armor or shield bonus provided by armor made of bronze, iron, steel, or similar metals. Armor and shield bonuses provided by valuable metals such as adamantine, mithral, and gold apply, as do bonuses provided by non-metallic objects or cold iron.
As a free action, a gilded devil wearing jewelry worth at least 1,000 gp can reshape it into a +2 heavy flail. A creature struck by this jeweled flail takes 1 point of Wisdom damage, in addition to normal weapon damage. The flail reverts to its base components 1 minute after it leaves the devil’s grasp, or upon the gilded devil’s death.
As a standard action, a gilded devil can consume precious metals or gems worth up to 1,000 gp. For each 200 gp consumed, it heals 5 hp of damage. A gilded devil can use this ability against the worn items of an opponent by pinning a foe and succeeding at an opposed grapple check. Magical or attended items receive a DC 19 Reflex save (Con-based) to avoid being consumed.
Environment any, Hell
Organization solitary, pair, or band (3–10)
Rarely seen in their natural form outside of Hell, gilded devils are the servitors of the archdevil of wealth. They tempt and corrupt with promises of wealth, power, and fame, twisting mortal greed into unforgivable damnation. Gilded devils prefer unassuming appearances, molding their flesh and gaudy trappings to make themselves look the parts of wise advisers, canny merchants, or sly confidants. Followers of the archdevil of wealth can summon a gilded devil with the summon monster VII spell.