Devil, Spiked (CR 6)
AC: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Hit Dice: 9d8+18 (58 hp); DR: 20/magic
Fort +8, Ref +6, Will +6
Speed: 30 ft., burrow 20 ft.
Space: 5 ft./10 ft.
Base Attack +9; Grapple +16
Attack: 2 slams +11 melee
Damage: Slam 1d8+3
Special Attacks/Actions: Hail of spikes, piercing grapple
Abilities: Str 16, Dex 11, Con 15, Int 8, Wis 11, Cha 10
Special Qualities: fire resistance 20, hellforged, outsider traits, SR 18
Feats: Cleave; Power Attack; Improved Sunder
Skills: Climb +15, Intimidate +12, Jump +6, Listen +12, Search +11, and Spot +12
Advancement: 10-18 (Large) 19-27 (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or band (3-8)
Hail of Spikes (Su): Once every 1d4 rounds, a spiked devil can project a 30-foot cone of sharp spikes from its body. Every creature in the area takes 3d4 points of piercing damage (Reflex DC 16 avoids). These spikes are a living part of the devil's body, and they continue to burrow into the victim's flesh for 3 rounds after striking, dealing 1d4 points of additional damage per round. A successful Heal check (DC 20) or the application of any healing magic kills the burrowing spikes and stops the continuing damage. The damage from multiple successful hail of spikes attacks is cumulative (that is, a creature that fails its saves against hail of spikes attacks from two spiked devils takes 6d4 points of damage initially and 2d4 points of damage for each of 3 rounds thereafter). However, only one successful Heal check is required to kill all the spikes in the victim's body.
Piercing Grapple (Ex): With a successful grapple check (grapple bonus +16) a spiked devil can crush an opponent against its body, dealing 2d8+4 points of piercing damage.
Hellforged (Ex): Hellforged devils are immune to critical hits and are not subject to death from massive damage.
Outsider Traits: A hellforged devil has darkvision (60-foot range). It cannot be raised or resurrected.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.
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 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).