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From Pathfinder Bestiary 2, which isn't enabled.

Cornugon

CREATURE 16

Hell'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.


Perception +28; greater darkvision
Languages Common, Diabolic, Draconic, Empyrean; telepathy 100 feet
Skills Acrobatics +28, Athletics +32, Intimidation +30, Religion +28, Stealth +26, Warfare Lore +30
Str +8, Dex +6, Con +7, Int +4, Wis +6, Cha +6
Greater Darkvision

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.

Telepathy 100 feet (aura, magical)

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.


AC 38; Fort +31, Ref +26, Will +26; +1 status to all saves vs. magic
HP 300; Immunities fire; Weaknesses holy 15; Resistances physical 15 (except silver), poison 15
+1 Status to All Saves vs. Magic
Attack of Opportunity

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Circle of Protection (aura, divine, evil)

10 feet. A constant Circle of Protection against good is centered on the cornugon.

Commander's Aura (aura, divine)

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

Frightful Presence (aura, emotion, fear, mental)

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.


Speed 25 feet, fly 50 feet
Melee Spiked Chain +34 (disarm, evil, finesse, magical, reach 10, trip, unholy), Damage 3d8+16 slashing plus 2d6 spirit plus Stunning Chain
Melee Claw +32 (agile, magical, reach 10, unarmed, unholy), Damage 3d10+14 slashing plus 1d6 spirit
Melee Tail +32 (magical, reach 10, unholy), Damage 3d8+14 slashing plus 1d6 spirit plus Infernal Wound
Divine Innate Spells DC 36, attack +28; 7th Fireball (×2), Lightning Bolt (×2), Dispel Magic; 5th Dimension Door; 4th Dimension Door (At Will)
Rituals 1st Infernal Pact
Chain of Malebolge
Requirements The cornugon's last action was a success with a spiked chain Strike.

Effect The devil pulls the creature 5 feet closer and Grabs it with the spiked chain (Escape). The creature is automatically freed if the devil makes another spiked chain attack or moves away.
Infernal Wound (divine)

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

Stunning Chain (incapacitation)

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).

Pathfinder Bestiary 2OGL