Mythic Devil, Bone

Horns crown the skull of this winged, skeletal creature, and its long claws twitch like spider legs.

Mythic Bone Devil CR 11/MR 4

XP 12,800
LE Large outsider (devil, evil, extraplanar, lawful, mythic)
Init +13M; Senses darkvision 60 ft., see in darkness; Perception +19; Aura fear (5 ft., DC 19, 1d6 rounds)


AC 29, touch 14, flat-footed 24 (+5 Dex, +15 natural, –1 size)
hp 145 (10d10+90)
Fort +12, Ref +12, Will +7 DR 10/epic and good; Immune fire, poison; Resist acid 10, cold 10; SR 22


Speed 40 ft., fly 60 ft. (good)
Melee bite +16 (1d8+7), 2 claws +16 (1d8+7 plus bleed), sting +16 (3d4+7 plus bleed and poison)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (1d6), bone eruption, mythic power (4/day, surge +1d8), pain blast, pounce, rend (2 claws, 1d8+10)

Spell-Like Abilities (CL 12th; concentration +16)

At willdimensional anchor, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), major image (DC 17), wall of ice
3/dayquickened invisibility (self only)
1/daysummon (level 4, 1 bone devil 35%)


Str 25, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +18; CMD 33
Feats Alertness, Combat Reflexes M, Improved Initiative M, Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +17, Diplomacy +17, Fly +20, Intimidate +17, Knowledge (planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.


Bone Eruption (Su)

As a standard action, a mythic bone devil can expend two uses of mythic power to call to the bones of all enemies within a 20-foot-radius burst. The bones shudder and twist within each creature, dealing 10d6 points of damage and giving each creature the sickened condition for 1d6 rounds. A successful DC 20 Fortitude save halves the damage and negates the sickened condition. If this damage kills a creature, some of its bones tear free from its body and fuse with the bone devil, healing it for 1d6 points of damage per Hit Die of the slain creature. Creatures immune to critical hits are immune to this ability. The save DC is Constitution-based.

Pain Blast (Su)

Once per round as a free action, a bone devil can stimulate extreme pain in one creature within its reach.

The creature takes a –4 penalty on attack rolls, skill checks, and ability checks until the start of the devil’s next turn or until it moves at least 60 feet away from the devil.

Poison (Ex)

Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.


Environment any (Hell)
Organization solitary, pair, or inquisition (3–10)
Treasure standard

Forged from the souls of the first heretics and blasphemers, mythic devils have an ancient legacy of torture and using secrets to lure mortal diabolists into temptation. A mythic bone devil leads Hell’s inquisitors in the efforts to root out disobedience among other devils. The authority it wields is even more powerful than its formidable magic, and it commands respect and fear from even pit fiends and dukes of Hell.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.

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