Gelugon (Ice Devil) (CR 13)
Large Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +5 (Dex); Senses: darkvision 60 ft., , see in darkness, Listen +25, and Spot +25
Languages: Telepathy 100 ft.
AC: 31 (-1 size, +5 Dex, +18 natural), touch 14, flat-footed 27
Hit Dice: 14d8+84 (147 hp); DR: 10/good
Fort +15, Ref +14, Will +15
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +14; Grapple +24
Attack: Spear +20 melee or claw +19 melee
Full Attack: Spear +20/+15/+10 melee and bite +14 melee and tail +14 melee or 2 claws +19 melee and bite +14 melee
Damage: Spear 2d6+9/x3 plus slow; claw 1d10+6, bite 2d6+3, tail 3d6+3 plus slow
Special Attacks/Actions: Spell-like abilities, fear aura, slow, summon baatezu
Abilities: Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20
Special Qualities: immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, SR 25
Feats: Alertness; Cleave; Combat Reflexes; Power Attack; Weapon Focus (spear)
Skills: Bluff +22, Climb +23, Concentration +23, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Jump +27, Knowledge (any three) +23, Listen +25, Move Silently +22, Search +23, Sense Motive +23, Spellcraft +23, Spot +25, and Survival +6 (+8 following tracks)
Advancement: 15-28 HD (Large); 29-42 HD (Huge)
Climate/Terrain: Nine Hells of Baator
Organization: Solitary (2-4), squad (6-10), or troupe (1-2 gelugons, 7-12 barbazu, and 1-4 osyluths)
Treasure: Standard coins, double goods, standard items
Spell-Like Abilities: At will - animate dead, charm monster, cone of cold, desecrate, detect good, detect magic, fly magic circle against good, major image, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, and wall of ice. These abilities are as the spells cast by a 13th-level sorcerer (save DC 13 + spell level).
Fear Aura (Su): As a free action, a gelugon can create an aura of fear in a 10-foot radius. It is otherwise identical with fear cast by a 13th-level sorcerer (save DC 19). If the save is successful, that creature cannot be affected again by that gelugon's fear aura for one day. Other baatezu are immune to the aura.
Cold (Su): A hit from a gelugon's tail or spear attack induces numbing cold. The opponent must succeed at a Fortitude save (DC 21) or be affected as though by a slow spell for 1d6 rounds.
Summon Baatezu (Sp): Once per day a gelugon can attempt to summon 2d10 lemures or 1d6 barbazu with a 50% chance of success, 2d4 osyluths or 1d6 hamatulas with a 35% chance of success, or another gelugon with a 20% chance of success.
Regeneration (Ex): Gelugons take normal damage 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.
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
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 applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
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).