Pleasure Devil (Brachina) (CR 11)
Medium Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +8(Dex); Senses: see in darkness, Listen +22, and Spot +22
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft., tongues
AC: 28 (+8 Dex, +7 natural, +3 armor), touch 18, flat-footed 20
Hit Dice: 12d8+48 (102 hp); DR: 5/good and silver
Fort +12, Ref +16, Will +17
Speed: 30 ft. and Fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +12; Grapple +16
Attack: Melee: +1 cold iron short sword +21/+16/+11 or Melee: touch +20/+15/+10
Damage: +1 cold iron short sword 1d6+5/19-20, touch poison
Special Attacks/Actions: poison, summon baatezu
Attack Options: Combat Expertise
Abilities: Str 18, Dex 27, Con 18, Int 23, Wis 24, Cha 29
Special Abilities: beguile, poison, summon baatezu
Special Qualities: regeneration 5; Immunities:fire, poison; Resist acid 10, cold 10; SR 24
Feats: Combat Expertise, Dodge, Iron Will, Mobility, Spring Attack, Quicken Spell-Like Ability (charm monster), Weapon Finesse,
Skills: Bluff+24, Concentration +19, Diplomacy +28, Disguise +24 (+26 acting), Hide +23, Intimidate +26, Knowledge (arcana) +11, Knowledge (religion) +21, Knowledge (the planes) +16, Listen +22, Move Silently +23, Search +21, Sense Motive +22, Spellcraft +23, Spot +22, and Survival +7 (+9 on other planes or to follow tracks)
Advancement: 13-24 HD (Medium)
Climate/Terrain: Nine Hells of Baator and the Material plane
Treasure: Double standard
Fiendish Codex II
Spell-Like Abilities (CL 17th): At will - charm monster (DC 23), clairaudience/clairvoyance, enthrall (DC 21), greater teleport (self plus 50 pounds of objects only), morality undone (DC 24), polymorph, produce flame (+16 melee touch or +20 ranged touch), suggestion (DC 22), vampiric touch (+16 melee touch); 1/day - plane shift (self only), trap the soul (or greater command).
Tongues (Su): As the tongues spell; always active; CL 19th.
Regeneration (Ex): Good-aligned weapons and spells or effects with the good descriptor deal normal damage to a pleasure devil.
Beguile (Su): A pleasure devil can temporarily gain control of a living creature. When a pleasure devil uses this ability, it gains immediate control of the creature, which immediately takes a full turn's worth of actions under the pleasure devil's control. A pleasure devil can use this ability up to two times per day on any living creature within 30 feet that fails a DC 25 Will save. This is a mind-affecting enchantment ability.
Poison (Ex) Contact, Fortitude DC 22, 1d6 Wis/1d6 Wis. The save DC is Constitution-based and includes a +2 racial bonus.
Summon Baatezu (Sp): 80% chance to summon one harvester devil, two chain devils, or six lemures; 1/day; CL 19th. This ability is the equivalent of a 6th-level spell.
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).