These ram-headed devils have wings and flesh made of rusted metal. They're forged from the souls of damned mortals who made others suffer through their creative work. They like to tempt those of the same ilk, driving auteurs and stage directors to cruelty in the pursuit of greatness. Ferrugons also enjoy pushing artists to extremes in order to break them. They dip the bodies of mortals they've driven to despair into molten metal to make horrifically malformed statues, which they then add to their lairs.
Rust devils prefer temptation to fighting and only enter combat if protecting something dear to them.
Perception +22; greater darkvision
Languages Common, Diabolic, Draconic, Empyrean, Talican; telepathy 100 feet
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, mental)
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 33; Fort +24, Ref +20, Will +21; +1 status to all saves vs. magic
A ferrugon is a metallic creature and thus affected by effects such as the circumstance penalty inflicted by Thunderstrike.
Vainglorious Whispers(divine, linguistic, mental)
Trigger A non-devil creature within 30 feet of the ferrugon succeeds (but doesn't critically succeed) at an attack roll, skill check, or saving throw
Effect The ferrugon whispers subversive messages to the triggering creature, causing it to become overly confident in its abilities, while in fact it becomes less accomplished overall. The target must attempt a DC 32 Will save. On a failure, the target gains a +2 status bonus to saving throws against fear effects but also takes a –2 penalty to all attack rolls and skill checks for 1 hour. During this time, the victim can't benefit from Aid reactions, use healing effects on themselves, or use Take Cover or Raise a Shield actions, as these actions seem unnecessary to the creature at this time. Similar defensive actions might not be available to the victim as well, at the GM's discretion. The target is then temporarily immune to Vainglorious Whispers for 24 hours.