Devil, Sand (CR 3)
Medium Outsider (Earth, Evil, and Lawful)
Alignment: Always lawful evil
Initiative: +2 (Dex); Senses: Listen +8 and Spot +5
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Hit Dice: 4d8 (18 hp); DR: 5/magic
Fort +4, Ref +6, Will +5
Speed: 30 ft., burrow 50 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +4
Attack: 2 claws +4 melee and bite +2 melee
Damage: Claw 1d6, bite 1d4
Special Attacks/Actions: Cloud of sand
Abilities: Str 10, Dex 15, Con 10, Int 11, Wis 13, Cha 10
Special Qualities: fire immunity, hellforged, outsider traits, reaching grasp, sand form, SR 4
Feats: Combat Reflexes; Multiattack
Skills: Balance +4, Disable Device +7, Hide +9, Jump +2, Listen +8, Spot +5, and Tumble +9
Advancement: 5-8 (Medium-size); 9-16 (Large)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or swarm (3-8)
Cloud of Sand (Ex): Once every 1d4 rounds, a sand devil can breathe a 20-foot-long cone of sand. This cloud of debris persists for 1d4 rounds and obscures all sight (including darkvision) beyond 5 feet. A creature within 5 feet has one-half concealment (20% miss chance); creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Furthermore, every air-breathing creature caught within the sand cloud must make a successful Fortitude save (DC 12) each round or take 1d6 points of damage from choking on sand and dust.
Reaching Grasp (Ex): A sand devil's long, slender arms grant it a reach of 10 feet with claw attacks.
Sand Form (Su): As a move-equivalent action, a sand devil can transform itself into a patch or cloud of sand. This has the same effect as a gaseous form spell, except that the sand devil gains a +10 circumstance bonus to Hide checks and moves at a speed of 5 feet.
Hellforged (Ex): Hellforged devils are immune to critical hits and are not subject to death from massive damage.
Outsider Traits: A hellforged devil has darkvision (60-foot range). It cannot be raised or resurrected.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).