Devil, Cornugon (Horned Devil)

Bristling with terrible spines and a crown of deadly horns, this leering winged terror wields a whirling barbed chain.

Horned Devil (Cornugon) CR 16

XP 76,800
LE Large outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +24
Aura fear aura (5 ft., DC 23)

DEFENSE

AC 35, touch 17, flat-footed 27 (+8 Dex, +18 natural, –1 size)
hp 217 (15d10+135); regeneration 5 (good weapons, good spells)
Fort +18, Ref +17, Will +13
DR 10/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 27

OFFENSE

Speed 30 ft., fly 50 ft. (average)
Melee +1 unholy spiked chain +26/+21/+16 (2d6+11 plus stun), bite +22 (2d8+5), tail +22 (2d6+5 plus infernal wound) or 2 claws +24 (2d6+10), bite +24 (2d8+10), tail +22 (2d6+5 plus infernal wound)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 16th)

At will—dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 21)
3/day— fireball (DC 19), lightning bolt (DC 19)
1/day— summon (level 6, 3 barbed devils, 35%)

STATISTICS

Str 31, Dex 27, Con 28, Int 14, Wis 22, Cha 23
Base Atk +15; CMB +26; CMD 44
Feats Improved Bull Rush, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike, Weapon Focus (spiked chain)
Skills Bluff +24, Diplomacy +21, Fly +15, Intimidate +24, Knowledge (planes) +20, Perception +24, Sense Motive +21, Spellcraft +20, Stealth +22
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Infernal Wound (Su)

The damage a horned devil deals with its tail causes persistent wounds that deal 2d6 points of bleed damage. Bleeding caused in this way is difficult to staunch—a DC 26 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 26 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects.

Stun (Su)

Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. This ability is a function of the horned devil, not of the spiked chain. The save DC is Strength-based.

ECOLOGY

Environment any (Hell)
Organization
solitary, pair, or wing (3–10)
Treasure
standard (+1 unholy spiked chain, other treasure)

Among the deadliest of the archdevils’ warriors and able commanders of lesser fiends, horned devils spread the rule of Hell wherever they tread. These greater devils are trained, forged, and reforged to be among the most lethal, merciless, and obedient warriors in the multiverse. While rank-and-file horned devils are called cornugons, the greatest of their kind are known as malebranche.

A typical horned devil rises to a hulking 9 feet tall, bears 14-foot-wide wings, and weighs 700 pounds.

Variant: Horned Devil, Congealing (CR 16)

[Source]

Congealing devils are tailed, humanoid slug-like creatures that grow a strong exoskeleton and use their heavy forearms, mandibles, horns, and tail to attack their foes. The cilia that extrude from their exoskeleton are poisonous and can cause even water vapor to become a thick, disgusting gel. They are both vulgar and quarrelsome, being far more disobedient that horned devils; they will follow the letter of any agreement but they will attempt to subvert that agreement even if it is against their own best interest.

Melee 2 claws +25 (2d6+10 plus poison and thickening cilia), bite +22 (2d8+10 plus poison and thickening cilia), gore +22 (2d8+10 plus poison and thickening cilia), tail +22 (2d6+10 plus poison and thickening cilia); this replaces a horned devil’s normal melee attacks.

Thickening Cilia (Su)

Creatures that are hit by a congealing devil or hit it with natural weapons, non-reach manufactured weapons, or unarmed attacks will be touched by the millions of cilia that cover the devil and must make a Will save to avoid being slowed (as the slow spell) for 1 minute. This slowed effect appears like a sheath of gelatinized air and water vapor sticking to the victim. It requires a full-round action to remove the gel (or two standard actions, if slowed). The save DC is Charisma-based.

This replaces a horned devil’s fear aura.

Poison (Ex)

Claw, Bite, Gore, Tail—injury; save: Fort DC 28; frequency: 1/round for 6 rounds; effect: 1d4 Con and 1d4 Cha damage; cure: 2 consecutive saves. If a creature fails two consecutive saving throws, its internal fluids to congeal causing the creature’s eyes to swell shut, jaws to lock, and tongue to swell, rendering the subject blind and mute. This condition ends when the Charisma damage is healed. The save DC is Constitution-based.

This replaces a horned devil’s infernal wound and stun special attacks.

Feats Ability Focus (thickening aura), Ability Focus (poison), and Weapon Focus (claw); this replaces a horned devil’s Improved Vital Strike, Vital Strike, and Weapon Focus (spiked chain) feats.

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