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Horned Devil (Cornugon)

Horned Devil (Cornugon)
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Bristling with terrible spines and a crown of deadly horns, this leering winged terror wields a whirling barbed chain.

Among the deadliest of the archdevils’ warriors and able commanders of lesser fiends, horned devils spread the rule of Hell wherever they tread. These greater devils are trained, forged, and reforged to be among the most lethal, merciless, and obedient warriors in the multiverse. While rank-and-file horned devils are called malebranche, the greatest of their kind are known as cornugons.

A typical horned devil rises to a hulking 9 feet tall, bears 14-foot-wide wings, and weighs 700 pounds.


Devil, Horned

Devil Horned

Bristling with terrible spines and a crown of deadly horns, this leering winged terror wields a whirling barbed chain.

Family: Devils

Large fiend (devil), lawful evil

Armor Class 18 (natural armor)
Hit Points 148 (17d10 + 55)
Speed 20 ft., fly 60 ft.

STRDEXCONINTWISCHA
22 (+6)17 (+3)21 (+5)12 (+1)16 (+3)17 (+3)

Saving Throws Str +10, Dex +7, Wis +7, Cha +7
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Infernal, telepathy 120 ft.
Challenge 11 (7,200 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 melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
  • ForkMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
  • TailMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
  • Hurl Flame: Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
Horned Devil (Cornugon)
Large outsider (Evil, Extraplanar, Lawful)
Hit Dice15d8+105 (172 hp)
Initiative+7
Speed20 ft. (4 squares), Fly 50 ft. (average)
Armor
Class
35 (-1 size, +7 Dexterity, +19 natural) touch 16, flat-footed 28
Base Attack/Grapple+15/+29
AttackSpiked Chain +25 melee (2d6+15 plus stun) or claw +24 melee (2d6+10) or tail +24 melee (2d6+10 plus infernal wound)
Full AttackSpiked Chain +25/+20/+15 melee (2d6+15 plus stun) and bite +22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound); or 2 claws +24 melee (2d6+10) and bite + 22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound)
Space/Reach10 ft./10 ft. (20 ft. with Spiked Chain)
Special AttacksFear aura, infernal wound, spell-like abilities, stun, summon devil
Special QualitiesDamage reduction 10/good and silver, Darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, Spell Resistance 28, telepathy 100 ft.
SavesFort +16, Ref +16, Will +15
AbilitiesStrength 31, Dexterity 25, Constitution 25, Intelligence 14, Wisdom 18, Charisma 22
SkillsBluff +24, Climb +28, Concentration +24, Diplomacy +10, Disguise +6 (+8 acting), Hide +21, Intimidate +26, Listen +22, Move
Silently
 +23, Search +20, Sense Motive +22, Spot+22, Survival +4 (+6 following tracks)
FeatsCleave, Improved SunderIron WillMultiattackPower AttackWeapon Focus (Spiked Chain)
EnvironmentA lawful evil-aligned plane
OrganizationSolitary, team (2-4), or squad (6-10)
Challenge Rating16
TreasureStandard coins; double goods; standard items
AlignmentAlways lawful evil
Advancement16-20 HD (Large); 21-45 HD (Huge)
Level Adjustment

Combat

Devil Horned. Cornugon, Horned Devil
Le diable et une femme Musée National du Moyen-Âge (Cluny), DS 1887

Horned devils are bold fighters. They rarely retreat, even against overwhelming odds. They love to fight with their Spiked Chains, usually singling out the most powerful foes to stun and eliminate quickly.

A horned 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.

Spell-Like Abilities: At will-dispel chaos (DC 21), dispel good (DC 21), magic circle against goodgreater teleport (self plus 50 pounds of objects only); persistent image (DC 21)

3/day-fireball (DC 19), lightning bolt (DC 19).

Caster level 15th. The save DCs are Charisma-based.

Fear Aura (Su): A horned devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 23 Will save or be
affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by the same horned devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Stun (Su): Whenever a horned devil hits with a Spiked Chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of the horned devil, not of the Spiked Chain.

Infernal Wound (Su): The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 24 Heal check, a cure spell, or a heal spell.

However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil’s tail must succeed on a DC 24 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Summon Devil (Sp): Once per day a horned devil can attempt to summon 2d10 lemures or 1d6 bearded devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another horned devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell.

Regeneration (Ex): A horned devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

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