Size:
Large
Type:
Fiend
Form:
winged biped
Temper:
fiendish
# App:
± 1d2 Lair 2d4
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
± 90'
Climb/Arboreal:
Flight:
± 30
Swim:
Benthic:
Burrow:
Ethereal:
Aliases: Bone Devil
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 bone hook (3d4)
Circumstance: Combat
3d4 hook, 2d4 plus 1d4 STR damage tail
Offense
1 venomous tail (2d4 plus 1d4 STR damage)
Circumstance: Combat
3d4 hook, 2d4 plus 1d4 STR damage tail
Special
Bone Hook
Hook inflicts 3d4 points of damage, and may become stuck fast if the target of a successful attack fails to save vs. Paralysis. If this happens, tail attacks made by the bone devil on the trapped opponent are at a bonus of +2 on the attack roll. The bone devil can always free its weapon from a stuck victim with a single round's work.
Special
Venomous Tail
Inflicts 2d4 points of damage on a hit, plus 1d4 points of Strength damage unless a save vs. Poison is made. Strength damage can kill a victim if the Strength score is reduced to less than 1. If not completely reduced to 0 or fewer points of Strength, a victim will begin regaining them at a rate of 1d4 points per turn after one full turn has passed.
Special
Magical Weapons Required
Can only be damaged by magical weapons.
Special
Spell-Like Abilities (At-Will)
Once per round (instead of attacking) a bone devil can cast fly on itself, phantasmal force, invisibility on itself, detect invisible, or cause fear (reverse of the remove fear spell) in a 5-foot radius area around the creature (save vs. Spells to resist).
Special
Ice Storm
Once per day a bone devil can cast ice storm.
Special
Summon Bone Devil
Once per day it may attempt to summon another bone devil with a 40% chance of success. If the summoning attempt fails, the bone devil can try again as often as desired (once per round maximum) until it succeeds.
Environments
planar
Cadaverous humanoid monsters who appear to be nothing more than skin over bones
Bone Devils are cadaverous humanoid monsters who appear to be nothing more than skin over bones (hence the name). Each has a scorpion-like tail and each is usually armed with a large barbed bone hook. They are usually about 9 feet tall and weigh up to 500 pounds.
The bone devil's hook inflicts 3d4 points of damage, and may become stuck fast if the target of a successful attack fails to save vs. Paralysis. If this happens, tail attacks (see below) made by the bone devil on the trapped opponent are at a bonus of +2 on the attack roll. The bone devil can always free its weapon from a stuck victim with a single round's work.
The scorpion-like tail inflicts 2d4 points of damage on a hit, plus 1d4 points of Strength damage unless a save vs. Poison is made. Strength damage can kill a victim if the Strength score is reduced to less than 1. If not completely reduced to 0 or fewer points of Strength, a victim will begin regaining them at a rate of 1d4 points per turn after one full turn has passed. As with most infernals, a bone demon can only be damaged by magical weapons.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Uncommon
planar
Offense
1 bone hook Attacks
Circumstance: Combat
3d4
Defense
Special Defenses
Circumstance: Combat
See below
Resistance
Magic Resistance
Circumstance: innate
20%
Special
Special Abilities (at will, one at a time)
Fear (5-ft radius, otherwise as the 4th level magic user spell), phantasmal force (as the 1st level illusionist spell), fly (as the 3rd level magic user spell), invisibility (as the 2nd level magic user spell), detect invisibility (as the 2nd level magic user spell), or summon another bone devil (40% chance of success).
Special
Wall of Ice
Once per day, they can create a wall of ice (as the 4th level magic user spell).
Special
Ultravision
60-ft range, suited to icy climates.
Special
Bone Hook
If they score a hit, there is a 50% chance the victim will be pinned. These devils then sting with their scorpion-like tails (2d4 damage, save vs poison or lose 1d4 strength for 10 rounds).
Cruel devils resembling large skeletons covered in leathery white flesh with scorpion-like tails
Bone devils make their lair on the 5th plane of Hell. They are cruel, and enjoy torturing those weaker than themselves. They resemble large skeletons, covered in leathery white flesh, with a segmented tail like a scorpion.
Unlike most devils, bone devils prefer the frigid climate of their home plane. They have ultravision (60-ft range) which is more suited to icy climates.
Bone devils carry no treasure. They cannot be bribed with coins or gems, but they consider frozen humanoid flesh a delicacy.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
+1 status to all saves vs. magic
Ability
Bone Devil Venom
4 status penalty to Will saves against attempts to Coerce it (1 hour)
Ability
Divine Innate Spells
DC 25; 5th dimension door, phantom pain; 4th dimension door (at will), dimensional anchor (x2), discern lies; 2nd invisibility (at will; self only)
Ability
Divine Rituals
DC 25; 1st infernal pact
Ability
Osyluth Venom
4 status penalty to Will saves against attempts to Coerce it for 1 hour (this is a mental effect).
Ability
Quick Invisibility
The bone devil can cast invisibility on itself using only 1 action.
Ability
Rituals
DC 25; 1st infernal pact
Ability
Sadistic Strike
A bone devil deals an extra 2d6 damage whenever it hits an creature that has the enfeebled, frightened, or prone condition with any of its Strikes.
Ability
Stygian Inquisitor
(linguistic, mental) The osyluth telepathically questions a creature affected by zone of truth. After 1 round, if the creature intentionally refuses to answer the question, it takes 2d6 mental damage.
Ability
Tail Sweep
The bone devil sweeps its tail in a 15-foot cone. Each creature in the cone must succeed at a DC 26 Reflex save or be knocked prone.
Offense
Melee
Circumstance: combat round (melee)
jaws +20 [+15/+10], Damage 2d10+11 piercing
Offense
Ranged
Circumstance: combat round (ranged)
bone shard +20 [+15/+10] (range increment 30 feet), Damage 2d6+8 piercing
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
Language
Celestial
Draconic
Infernal
telepathy 100 feet
Perception
greater darkvision
Resistance
physical 10 (except silver)
poison 10
Weakness
good 10
Actions/Abilities/Traits: Pathfinder 2e
Cadaverous humanoid monsters who appear to be nothing more than skin over bones
Bone Devils are cadaverous humanoid monsters who appear to be nothing more than skin over bones (hence the name). Each has a scorpion-like tail and each is usually armed with a large barbed bone hook. They are usually about 9 feet tall and weigh up to 500 pounds.
The bone devil's hook inflicts 3d4 points of damage, and may become stuck fast if the target of a successful attack fails to save vs. Paralysis. If this happens, tail attacks (see below) made by the bone devil on the trapped opponent are at a bonus of +2 on the attack roll. The bone devil can always free its weapon from a stuck victim with a single round's work.
The scorpion-like tail inflicts 2d4 points of damage on a hit, plus 1d4 points of Strength damage unless a save vs. Poison is made. Strength damage can kill a victim if the Strength score is reduced to less than 1. If not completely reduced to 0 or fewer points of Strength, a victim will begin regaining them at a rate of 1d4 points per turn after one full turn has passed. As with most infernals, a bone demon can only be damaged by magical weapons.
Basic Fantasy Field Guide Omnibus
Cruel devils resembling large skeletons covered in leathery white flesh with scorpion-like tails
Bone devils make their lair on the 5th plane of Hell. They are cruel, and enjoy torturing those weaker than themselves. They resemble large skeletons, covered in leathery white flesh, with a segmented tail like a scorpion.
Unlike most devils, bone devils prefer the frigid climate of their home plane. They have ultravision (60-ft range) which is more suited to icy climates.
Bone devils carry no treasure. They cannot be bribed with coins or gems, but they consider frozen humanoid flesh a delicacy.
OSRIC