Pain Devil (Excruciarch) (CR 7)
Medium Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +6(+2 Dex, +4 Improved Initiative); Senses: see in darkness, Listen +11, and Spot +11
Languages: Celestial, Draconic, Infernal; telepathy 100 ft.
AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Hit Dice: 8d8+40 (76 hp); DR: 10/magic
Fort +11, Ref +8, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft. (10 ft. with hell scourge)
Base Attack +8; Grapple +11
Attack: Melee: hell scourge +15/+10
Damage: hell scourge 2d4+7/19-20 plus agony's caress
Special Attacks/Actions: agony's caress, storm of pain, summon baatezu, torturer's eye
Abilities: Str 16, Dex 15, Con 20, Int 11, Wis 10, Cha 13
Special Abilities: agony's caress, aura of torment, sadism, storm of torment
Special Qualities: Aura torment (10 ft., DC 15); Immunities: fire, poison; Resist acid 10, cold 10; SR 17
Feats: Improved Critical (spiked chain), Improved Initiative, Weapon Focus (spiked chain),
Skills: Bluff +12, Diplomacy +5, Disguise +1 (+3 acting), Escape Artist +13, Handle Animal +12, Intimidate +14, Listen +11, Ride +4, Sense Motive +11, Spot +11, and Use Rope +13 (+17 bindings)
Advancement: by Character Class (usually rigue)
Climate/Terrain: Nine Hells of Baator. Occasionally on the Material Plane
Organization: Individual, Team (3-6)
Treasure: Double standard
Fiendish Codex II
Spell-Like Abilities (CL 8th): At will - greater teleport (self plus 50 pounds of objects only), vampiric touch; 3/day - cure moderate wounds, wave of grief (DC 15)
Agony's Caress (Su): Pain devils can send arcane energy cascading down their weapons to leave their victims wracked with pain beyond imagining. Any creature struck by a pain devil's armed or unarmed melee attacks must attempt a DC 15 Fortitude save. On a failed save, the target loses a move action on his next turn. This ability affects only living creatures. The save DC is Charisma-based.
Aura of Torment (Su): A pain devil creates a supernatural aura of pain and misery. All within this area suffer painful cuts and wounds that spontaneously appear on their bodies. At the end of each of a pain devil's turns, creatures within 10 feet of it must succeed on a DC 15 Will save or take ld6 points of damage. The save DC is Charisma-based. Baatezu are immune to the aura.
Hell Scourge: A hell scourge is a +3 cold iron spiked chain. It functions only in the hands of a pain devil. A pain devil can create a new one as a swift action. If it loses possession of its hell scourge, the weapon crumbles into worthless dust.
Sadism (Ex): For every 10 points of damage a pain devil deals in a round, it gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the following round.
Storm of Pain (Ex): As a full-round action, a pain devil can whirl its hell scourge above its head in a wide, deadly arc. Anyone who draws close to the pain devil must dodge past the scourge. When a pain devil uses this ability, any creature that enters a square it threatens takes ld4 points of damage. A creature can choose to move at half speed to avoid this damage. A creature takes this damage each time it enters a pain devil's threatened square.
Summon Baatezu (Sp): Once per day, a pain devil can attempt to summon another pain devil with a 40% chance of success. This ability is the equivalent of a 3rd-level spell (CL 5th).
Torturer's Eye (Ex): As a move action, a pain devil can study an opponent's defenses and identify the proper place to attack to negate them. When a pain devil uses this ability, it ignores the target's damage reduction for the rest of its turn.
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).