Cornugon

Creature Name  	 Cornugon (Baatezu) Also Known As  	Devil Size  	Large Outsider (Evil, Lawful) Hit Dice  	11d8+33 (82) Initiative  	+1 (Dex) Speed  	20 ft., fly 50 ft. (average) Armor Class  	25 (-1 size, +1 Dex, +15 natural) Attacks  	Whip +15/+10/+5 melee (or 2 claws +15 melee), bite +9 melee, tail +9 melee Damage  	Whip 1d6+5 and stun, claw 1d4 +5; bite 1d4+2, tail 1d3+2 and wound Face / Reach  	10 ft. by 10 ft./15 ft. Special Attacks   	Spell-like abilities, fear aura, stun, wound, summon baatezu Special Qualities  	Damage reduction 20/+2, SR 24, baatezu qualities, regeneration 5 Save - Fort  	10 Save - Ref  	8 Save - Will  	9 Str  	21 Dex  	12 Con  	17 Int  	14 Wis  	14 Cha  	14 Skills  	Bluff +14, Climb +16, Concentration +15, Hide +7, Listen +14, Move Silently +14, Search +14, Sense Motive +14, Spot +14 Feats  	Cleave, Power Attack, Sunder Climate  	Any land and underground Organization  	Solitary, team (2-4), or squad (6-10) Challenge Rating  	10 Treasure  	Standard coins; double goods; standard items Alignment  	Always lawful evil Advancement  	12-15 HD (Large); 16-30 HD (Huge) General Notes:

Cornugons speak Infernal, Celestial, and Draconic. Combat Notes:

Spell-Like Abilities: At will: animate dead, charm person, desecrate, detect good, detect magic, detect thoughts, dispel chaos, dispel good, magic circle against good, major image, produce flame, pyrotechnics, suggestion, and teleport without error (self plus 50 pounds of objects only); 3/day-fireball and lightning bolt; 1/day-wall of fire. These abilities are as the spells cast by a 12th-level sorcerer (save DC 12 + spell level).

Fear Aura (Su): As a free action, a cornugon can create an aura of fear in a 5-foot radius. It is otherwise identical with fear cast by a 12th-level sorcerer (save DC 17). If the save is successful, that creature cannot be affected again by that cornugon's fear aura for one day. Other baatezu are immune to the aura.

Stun (Su): Whenever a cornugon hits with a whip attack, the opponent must succeed at a Fortitude save (DC 17) or be stunned for 1d4 rounds.

Wound (Su): A hit from a cornugon's tail attack causes a bleeding wound. The injured creature loses 2 additional hit points each round until the wound is bound (a DC 10 Heal check) or the creature dies.

Summon Baatezu (Sp): Once per day a cornugon can attempt to summon 2d10 lemures or 1d6 barbazu with a 50% chance of success, 1d6 hamatulas with a 35% chance of success, or another cornugon with a 20% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.

Regeneration (Ex): Cornugons take normal damage from acid, and from holy and blessed weapons of at least +2 enchantment.

Immunities (Ex): Baatezu are immune to fire and poison.

Resistances (Ex): Baatezu have cold and acid resistance 20.

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Telepathy (Su): Baatezu can communicate telepathically with any creature within 100 feet that has a language.