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Devil, Deathleech Horned

This horrifying horned denizen Hell would be terrifying enough, but there is a strange, unnerving aura about its countenance—unusual for even its kind—and a faint chill in the air seems to surround it.

Deathleech Horned Devil CR 19

XP 204,800
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., deathsight, see in darkness; Perception +24
Aura aura of death (5 ft., DC 25), fear aura (5 ft., DC 25)


AC 36, touch 18, flat-footed 27 (+9 Dex, +18 natural, –1 size)
hp 232 (15d10+150); regeneration 5 (good weapons, good spells)
Fort +15; Ref +18; Will +13
DR 10/good and silver; Immune fire, poison, deathleech traits; Resist acid 10, cold 10; SR 27


Speed 30 ft., fly 50 ft. (average)
Melee +1 unholy spiked chain +27/+22/+17 (2d6+17 plus stun), bite +23 (1d8+5), tail +23 (1d8+5 plus infernal wound) or 2 claws +25 (2d6+11), 2 slams +25 (1d8+11 plus energy drain), bite +25 (1d8+11), tail +23 (1d8+5 plus infernal wound)
Space 10 ft.; Reach 10 ft.
Special Attacks energy drain, death knell, greater death knell
Spell–like Abilities
(CL 16th):

At willdispel chaos (DC 23), dispel good (DC 23), magic circle against good, greater teleport (self plus 50 lbs of objects only), persistent image (DC 23)
3/dayfireball (DC 21), lightning bolt (DC 21)
1/daysummon (level 6, 3 barbed devils, 35%)


Str 33, Dex 29, Con 30, Int 14, Wis 22, Cha 27
Base Atk +15; CMB +27; CMD 46
Feats Improved Bull Rush, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike, Weapon Focus (spiked chain)
Skills Bluff +26, Diplomacy +21, Fly +15, Intimidate +26, Knowledge (planes) +20, Perception +24, Sense Motive +24, Spellcraft +20, Stealth +23
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.


Death Knell (Su)

5/day; Will DC 25. The save DC is Charisma–based.

Greater Death Knell (Su)

1/month; Will DC 25. The save DC is Charisma–based.

Infernal Wound (Su)

The damage a deathleech horned devil deals with its tail causes persistent wounds that deal 2d6 points of bleed damage. Bleeding caused in this way is difficult to staunch—a DC 26 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 26 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects.

Stun (Su)

Whenever a deathleech horned devil hits with a spiked chain attack, the opponent must succeed on a DC 28 Fortitude save or be stunned for 1d4 rounds. This ability is a function of the horned devil, not of the spiked chain. The save DC is Strength–based.

Editor's Note

Base template: Deathleech (CR +3)