Diabolic Vigor
COMPLEX HAZARD 12 +25 (master)
Tendrils of infernal energy reach out from the Inferno Gate like tentacles, infusing the creatures that serve it, even tangentially, with vitality and protection from harm.
DC 30 Religion (expert) to pray for divine intervention in counterbalancing this infernal influence; DC 35 Arcana (expert), DC 35 Nature (expert), or DC 35 Occultism (expert) to exert a magical force of will greater than the gate's influence; DC 38 Athletics (expert) or Thievery (expert) to disrupt the pentagram surrounding the Inferno Gate; or Dispel Magic (7th rank; counteract DC 30) to cut off the magical energies. Magical checks to disable this hazard can be attempted from up to 30 feet away from the Inferno Gate, but physical checks require physically touching the pentagram; three successes are required to disrupt the diabolic vigor hazard.
Burst of Power
Encounter E4 begins
The Inferno Gate sends out beams of reddish energy to all devils and their bound armies within 200 feet, reducing all of their weaknesses by 10 for 1 round. The diabolic vigor hazard then rolls initiative.
(1 action) On its turn, the diabolic vigor hazard empowers the merztorlegon and their bound armies within 200 feet of the Inferno Gate. It grants the siege devil regeneration 20 and reduces their weakness to holy from 20 to 10. The armies gain regeneration 10 and reduce their weakness to area damage and splash damage by 5. These effects last for 1 round.
Pathfinder Adventure Path: Hell's DestinyORC