Aspect of Levistus (CR 21)
Medium Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Lawful Evil
Initiative: +11(+7 Dex, +4 Improved Initiative); Senses: see in darkness and Listen +39
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft.
AC: 42 (+7 Dex, +15 natural, +5 armor + 5 deflection), touch 22, flat-footed 35
Hit Dice: 25d8+225 (337 hp); DR: 20/good and silver
Fort +23, Ref +21, Will +25
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +25; Grapple +32
Attack: Melee: +4 wounding cold iron rapier +37/+32/+27/+22 or Melee: touch +32
Damage: +4 wounding cold iron rapier 1d6+11/15-20 plus 1 Con, touch: amnesia
Special Attacks/Actions: Dark Speech, spell parry, summon baatezu
Attack Options: Combat Expertise, Improved Disarm, acrobatic attack, elaborate parry, precise strike +2d6
Abilities: Str 24, Dex 24, Con 29, Int 25, Wis 32, Cha 27
Special Abilities: acrobatic attack, amnesia touch, elaborate parry, precise strike, spell-like abilities, summon baatezu
Special Qualities: regeneration 5; Immune: fire, poison; Resist: acid 10, cold 20, evasion; SR 34
Feats: Combat Expertise, Dark Speech, Dodge, Improved Critical (rapier), Improved Disarm, Improved Initiative, Mobility, Spring Attack, Weapon Focus (rapier),
Skills: Bluff+36, Concentration +37, Diplomacy +38, Disguise +36 (+38 acting), Hide +35, Intimidate +38, Jump +37, Knowledge (arcana) +35, Knowledge (the planes) +35, Listen +39, Move Silently +35, Perform (acting) +36, Skills Balance +37, Spellcraft +37, Survival +11 (+13 on other planes), and Tumble +37
Climate/Terrain: Stygia (5th Level of Hell)
Fiendish Codex II
Spell-Like Abilities (CL 20th): At will - charm monster (DC 22), clairvoyance/clairaudience, greater dispel magic, greater teleport, ice storm, major image (DC 21), scrying (DC 22), see invisibility, suggestion (DC 21), wall of ice; 3/day - demand (DC 26), unholy aura (DC 26)
Possessions: +4 wounding cold iron rapier, ring of protection +5, bracers of armor +5
Acrobatic Attack (Ex): If Levistus jumps as part of his movement and attacks in the same round, he gains a +2 bonus on attack rolls and damage rolls.
Amnesia Touch (Su): As the modify memory spell; at will; +32 melee touch; DC 31; caster level 20th.
Amnesia touch has a range of touch and can eliminate memories. On a failed save, the target is also stunned for 1d4+1 rounds.
Elaborate Parry (Ex): If Levistus fights defensively or takes a total defense action in combat, he gains a +8 dodge bonus to his Armor Class in addition to the normal bonus gained from these actions.
Precise Strike (Ex): When wielding a light or one-handed piercing weapon, Levistus deals an extra 2d6 points of damage on a successful attack. To gain this extra damage, Levistus cannot attack with anything in his other hand or use a shield. This extra damage applies only to creatures with discernible anatomies (that is, creatures that are vulnerable to extra damage from critical hits).
Regeneration (Ex): Good weapons, and spells and effects with the good descriptor, deal normal damage to Levistus. If Levistus loses a limb or body part, the lost portion regrows in 1d6 minutes. Levistus can reattach the severed member instantly by holding it to the stump.
Spell Parry (Su) As the spell turning spell; 1/day; caster level 20th.
Summon Baatezu (Sp): Two times per day, Levistus can automatically summon two gelugons or attempt to summon one pit fiend with an 85% chance of success. This ability is the equivalent of an 8th-level spell (CL 20th).
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).