Cornugon
CREATURE 16Hell's armies contain legions upon legions of different devils all suited precisely to their roles. But such an army needs able commanders, and it is this role that cornugons fill. Their mere presence inspires those under their command to improved performance- often through fear of the horrible torments that a cornugon can unleash as punishment for failure. Forged in the fires of Malebolge from the most renowned warriors among lesser devilkind, even the least cornugon is among the fiercest warriors of the multiverse. The greatest among them on occasion ascend further still, becoming those rare and feared legends of Hell called malebranche.
Each type of devil plays a particular role in Hell's bureaucracies and hierarchies, though some have far more specialized functions than others.
A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
10 feet. A constant Circle of Protection against good is centered on the cornugon.
100 feet. Allied evil creatures in the aura of lower level than the devil's gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.
Effect: Commander's Aura
10 feet. DC 34 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A cornugon's tail Strike deals 4d6 bleed.
The DC of the flat check to stop the bleeding starts at DC 20 flat check and is reduced to DC 15 flat check only if someone successfully assists. The DC to Administer First Aid to a creature with an infernal wound increases 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.
Effect: Infernal Wound