Steel Devil (Bueroza) (CR 6)
Medium Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +3(-1 Dex, +4 Improved Initiative); Senses: see in darkness, Listen +8, and Spot +8
Languages: Celestial, Draconic, Infernal; telepathy 100 ft.
AC: 26 (-1 Dex, +17 armor and/or shield), touch 9, flat-footed 27
Hit Dice: 6d8+24 (51 hp); DR: 5/good
Fort +9, Ref +4, Will +4
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +9
Attack: Melee: mwk cold iron greatsword +11/+6
Damage: mwk cold iron greatsword 2d6+4/19-20
Special Attacks/Actions: chant, formation fighting
Attack Options: Combat Expertise, push +7
Abilities: Str 16, Dex 8, Con 19, Int 13, Wis 9, Cha 14
Special Abilities: chant, formation fighting, push; Spell-Like abilities
Special Qualities: Immunities: fire, poison, mind-affecting spells and abilities, sleep effects, stun, paralysis, death effects Resist acid 10, cold 10; SR 16
Feats: Combat Expertise, Improved Initiative, Weapon Focus (greatsword),
Skills: Balance +8, Diplomacy +11, Intimidate +11, Jump +6, Knowledge (geography) +10, Knowledge (the planes) +10, Listen +8, Ride +8, Spot +8, and Survival -1 (+1 on other planes or to avoid getting lost)
Advancement: by character class (fighter)
Climate/Terrain: Nine Hells of Baator
Organization: Solo, Pair, Squad(4)
Fiendish Codex II
Spell-Like Abilities (CL 6th): At will - greater command (DC 17), haste (self only), scare (DC 14)
Chant (Su): As a swift action, a steel devil can begin to chant. For 1 minute starting immediately after it uses this ability, the steel devil produces a horrid, rhythmic shrieking that sounds like metal rasping against metal. Any spellcasters within 30 feet of a chanting steel devil must make a Concentration check (DC 15 + the spell's level) to cast a spell. This DC increases by 1 for each chanting steel devil beyond the first. Silence and similar effects negate this ability.
Formation Fighting (Ex): If a square adjacent to a steel devil is occupied by another steel devil, both gain a +2 bonus on attack rolls, damage rolls, and saving throws so long as they remain adjacent. Bonuses gained from multiple steel devils stack.
Push (Ex): A steel devil's attacks hammer home with such tremendous force that they can force opponents to move. Each time a steel devil strikes an opponent in melee, it can make a Strength check opposed by the target's Strength check; the steel devil gains a +4 racial bonus on this check (giving it a total modifier of+7). If the steel devil succeeds, it forces its opponent to move 5 feet in a direction of its choice. Large or larger creatures gain a +4 bonus on this check per size category larger than the steel devil, and Small or smaller ones take a -4 penalty per size category smaller than the steel devil.
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).