Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Attack of Opportunity
Ability
Attack of Opportunity [Reaction]
Ability
Chain of Malebolge
Circumstance: The cornugon hit a creature with its spiked chain on its most rec
The devil pulls the creature 5 feet closer and grabs it with the spiked chain (Escape attempts use the cornugon's Athletics DC). The creature is automatically freed if the devil makes another spiked chain attack or moves away.
Ability
Circle of Protection
(abjuration, aura, divine, evil) 10 feet. A constant circle of protection against good is centered on the horned devil. The horned devil can disable or activate this aura as a single action, which has the concentrate trait.
Ability
Commander's Aura
(aura, divine, enchantment) 100 feet. Lower-level, allied evil creatures in the aura gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.
Ability
Divine Innate Spells
DC 36; 7th dispel magic, fireball (x2), lightning bolt (x2); 5th dimension door; 4th dimension door (at will)
Ability
Divine Rituals
DC 36; 1st infernal pact
Ability
Frightful Presence
(aura, divine, emotion, enchantment, fear, mental) 10 feet, DC 34
Ability
Infernal Wound
(divine, necromancy) A cornugon's tail Strike deals 4d6 persistent bleed damage. The flat check DC to stop the bleeding starts at 20, and is reduced to 15 only if someone successfully assists with the recovery. The DC to Administer First Aid to a creature with an infernal wound is increased by 10. A spellcaster or item using healing magic on an infernally wounded creature must succeed at a DC 34 counteract check or the magic fails to heal the creature.
Ability
Rituals
DC 36; 1st infernal pact
Ability
Stunning Chain
If the cornugon critically hits with its spiked chain Strike, the target must succeed at a DC 34 Fortitude save or be stunned for 1 round (1d4 rounds on a critical failure).
Offense
Melee
Circumstance: combat round (melee)
unholy spiked chain +34 [+29/+24] (disarm, evil, finesse, magical, reach 10 feet, trip), Damage 3d8+14 slashing plus 1d6 evil and stunning chain
Trait
Devil
A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Immunity
fire
Item
+2 greater striking unholy spiked chain
Language
Celestial
Common
Draconic
Infernal
telepathy 100 feet
Perception
greater darkvision
Resistance
physical 15 (except silver)
poison 15
Weakness
good 15