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Bone devil (osyluth)

Skull Demon Monster Shadow Horror  - KnightFlyte96 / Pixabay, Bone devil
KnightFlyte96 / Pixabay

Bone devils stand about 9 feet tall and weigh about 500 pounds.

The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves—mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell’s fifth layer, bone devils—also known as osyluths—enforce infernal order and the will of the archdevils. Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell’s laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils—regardless of standing—and take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives. These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters.

In battle, an osyluth uses quickened invisibility after each attack to confuse foes. Many osyluths carry twisted and eerie bone weapons, but these tools are more for torture and intimidation than actual combat.

Osyluths tower over lesser devils at 9 feet tall—though their tails and fearsome but useless wings make them appear much larger—and weigh upward of 400 pounds.

Infernal Sacrifices

Osyluths eagerly respond to offerings of infernal lore or blasphemous secrets. Summoners who sacrifice tomes of hellish secrets or evidence of secret mortal vices—especially committed by influential figures or rulers—gain a +2 bonus on Charisma checks made to summon osyluths.

Devil, Bone

bone devil

Merging the most horrifying features of carrion-fed insect and withered cadaver, this bony devil moves in unsettling lurches.

Family: Devils

Large fiend (devil), lawful evil

Armor Class 19 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 40 ft., fly 40 ft.

STRDEXCONINTWISCHA
18 (+4)16 (+3)18 (+4)13 (+1)14 (+2)16 (+3)

Saving Throws Int +5, Wis +6, Cha +7
Skills Deception +7, Insight +6
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 12
Languages Infernal, telepathy 120 ft.
Challenge 9 (5,000 XP)

Special Traits

  • Devil’s Sight: Magical darkness doesn’t impede the devil’s darkvision.
  • Magic Resistance: The devil has advantage on saving throws against spells and other magical effects.

Actions

  • Multiattack: The devil makes three attacks: two with its claws and one with its sting.
  • ClawMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
  • StingMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bone Devil (Osyluth)
Large outsider (Evil, Extraplanar, Lawful)
Hit Dice10d8+50 (95 hp)
Initiative+9
Speed40 ft. (8 squares)
Armor Class25 (–1 size, +5 Dexterity, +11 natural) touch 14, flat-footed 20
Base Attack/Grapple+10/+19
AttackBite +14 melee (1d8+5)
Full AttackBite +14 melee (1d8+5) and 2 claws +12 melee (1d4+2) and sting +12 melee (3d4+2 plus poison)
Space/Reach10 ft./10 ft.
Special AttacksSpell-like abilities, fear aura, poison, summon devil
Special QualitiesDamage reduction 10/good, Darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, Spell Resistance 21, telepathy 100 ft.
SavesFort +12, Ref +12, Will +11
AbilitiesStrength 21, Dexterity 21, Constitution 21, Intelligence 14, Wisdom 14, Charisma 14
SkillsBluff +15, Concentration +18, Diplomacy +6, Disguise +2 (+4 acting), Hide +14, Intimidate +17, Knowledge (any one) +15, Listen +17, Move Silently +18, Search +15, Sense Motive +15, Spot +17, Survival +2 (+4 following tracks)
FeatsAlertness, Improved Initiative, Iron Will, Multiattack
EnvironmentA lawful evil-aligned plane
OrganizationSolitary, team (2-4), or squad (6-10)
Challenge Rating9
TreasureStandard
AlignmentAlways lawful evil
Advancement11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment

Combat

Bone devils hate all other creatures and attack ruthlessly. They freely use wall of ice to keep the enemy divided.

A bone devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Fear Aura (Su): Bone devils can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 17 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 20, initial damage 1d6 Strength, secondary damage 2d6 Strength. The save DC is Constitution-based.

Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), dimensional anchor, fly, invisibility (self only), major image (DC 15), wall of ice.

Caster level 12th. The save DC is Charisma-based.

Summon Devil (Sp): Once per day a bone devil can attempt to summon 2d10 Lemures with a 50% chance of success, or another bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

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