Mythic Devil, Ice

Frozen barbs cover the almost skeletal form of this mantis-like creature, and its icy eyes shine with fiendish intelligence.

Mythic Ice Devil CR 16/MR 6

XP 76,800
LE Large outsider (devil, evil, extraplanar, lawful, mythic)
Init +15M; Senses all-around vision, darkvision 60 ft., see in darkness; Perception +27; Aura fear (10 ft., DC 24)

DEFENSE

AC 38, touch 14, flat-footed 33 (+5 Dex, +24 natural, –1 size)
hp 221 (14d10+144); regeneration 5 (good spells, good weapons)
Fort +15, Ref +14, Will +12
Defensive Abilities cold logic; DR 10/epic and good; Immune cold, fire, poison; Resist acid 10; SR 27

OFFENSE

Speed 40 ft., fly 60 ft. (good), ice burrowing 30 ft.
Melee +2 frost spear +23/+18/+13 (2d6+12/×3 plus 1d6 cold plus ice shards plus slow), bite +15 (2d6+3), tail slap +15 (1d8+3 plus slow)
Space 10 ft.; Reach 10 ft.
Special Attacks entrap (DC 23, 1d10 rounds, hardness 5, hp 10), favored enemy +6, mythic power (6/day, surge +1d8), pounce Spell-Like Abilities (CL 13th; concentration +20)

Constantfly
At willcone of cold (DC 22), ice storm, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 22), wall of ice (DC 21)
1/daysummon (level 4, 2 bone devils 50%)

STATISTICS

Str 25, Dex 21, Con 22, Int 25, Wis 22, Cha 24
Base Atk +14; CMB +22; CMD 37
Feats Alertness, Cleave, Combat Reflexes M, Improved Initiative M, Iron Will M, Power Attack, Weapon Focus (spear)
Skills Acrobatics +22, Bluff +24, Diplomacy +24, Fly +13, Intimidate +21, Knowledge (planes) +24, Knowledge (any three others) +21, Perception +27, Sense Motive +27, Spellcraft +21, Stealth +18, Survival +23
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Cold Logic (Su)

When a mythic ice devil’s spell resistance protects it from a mind-affecting effect, it can expend one use of mythic power as an immediate action to turn that effect upon its source, as if using spell turning.

Favored Enemy (Ex)

A mythic ice devil can expend one use of mythic power to gain a +6 favored enemy bonus against one type of creature for 1 hour, as if it were a 14thlevel ranger.

Ice Burrowing (Ex)

This ability works like the burrow ability, but only through ice and snow (including magical ice such as a wall of ice).

Ice Shards (Su)

A mythic ice devil’s ice-tipped spear embeds jagged shards of supernaturally cold ice in its target. This functions as bleed (1d6), except the damage is cold damage.

Dealing 5 or more points of fire damage to the target removes all ice shards. Creatures with the fire subtype are immune to this ability.

Slow (Su)

A hit from a mythic ice devil’s tail or spear induces numbing cold. The opponent must succeed at a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. This effect comes from the devil, not its weapon; it is not a quality possessed by the spear itself. The save DC is Constitution-based.

ECOLOGY

Environment any (Hell)
Organization solitary, team (2–3), council (4–10), or contingent (1–3 ice devils, 2–6 horned devils, and 1–4 bone devils)
Treasure standard (+2 frost spear, other treasure)

A mythic ice devil is a master of strategy, able to adapt to the nature of its opponents and turn its enemy’s attacks back at them. Its lean form and upright posture sets it apart from the stockier non-mythic ice devils.

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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