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Devil, Salikotal (Vengeance Devil)

On lean limbs the color of spilt blood creeps a being of sinister grace. Eyes like embers and a sneer full of needle-thin teeth gleam from an unmistakably fiendish visage. A pair of crimson wings sprout from the back of the hairless humanoid form, fluttering silently like an assassin’s cloak, while in one hand it clutches the twisted, dagger-like horn of some infernal terror.

Salikotal CR 7

3,200 XP
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +4


AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 76 (9d10+27)
Fort +9, Ref +12, Will +7
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 18


Speed 30 ft., fly 60 ft. (good)
Melee +1 dagger +14/+9 (1d4+5/17–20), tail +8 (1d4+2) or 2 claws +13 (1d4+4), tail +8 (1d4+2)
Ranged +1 dagger +16 (1d4+5/17–20)
Special Attacks contract killer, sneak attack +3d6, suicide, vengeance
Spell-Like Abilities (CL 9th)

Always activespider climb

At willgreater teleport (self plus 50 pounds of objects only), locate creature, knock

3/dayblur (self only), darkness, dimension door, dispel magic, silence (DC 16), suggestion (DC 17)

1/daymislead (DC 20), passwall, statue (self only), summon devil (level 3, 4 imps, 35%)


Str 18, Dex 22, Con 17, Int 15, Wis 19, Cha 18
Base Atk +9; CMB +13; CMD 30
Feats Dodge, Improved Critical (dagger), Improved Initiative, Mobility, Wind Stance
Skills Acrobatics +15, Disable Device +18, Disguise +16, Escape Artist +18, Knowledge (local) +11, Sense Motive +16, Sleight of Hand +18, Stealth +18
Languages Celestial, Common, Infernal; telepathy 100 ft.
Gear +1 dagger


Contract Killer (Su)

A salikotal gains a +2 bonus on attack and damage rolls when attacking a specific individual it has marked for death. At the beginning of each day, it determines an individual to serve as its target and which one of its three vengeances it may make use of that day. It may not change this target or ability until the next day. The target may be any specific creature the salikotal knows of, even if it has not seen its target before. This target is treated as being known to a salikotal for the purposes of using its locate creature ability, even if the devil has never seen its victim before.

Sneak Attack (Ex)

Anytime a salikotal’s opponent is denied his Dexterity bonus to AC, or if a salikotal flanks his opponent, he deals an extra 3d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations.

Suicide (Su)

As a standard action, a salikotal may target itself with a coup de grace attack. If the salikotal reduces itself to fewer than 0 hit points—or fails to do so but still fails the associated Fortitude save (DC = 10 + damage dealt)—the salikotal erupts in a burst of destructive energy. Any creature within 15 feet of a salikotal that commits suicide is damaged by a blast of metal shards and needle-like scales, taking 6d6 points of damage (DC 17, save for half). The save DC is Constitution-based. Upon using this ability, a salikotal is permanently destroyed. This effect only takes place if a salikotal willingly ends its own life, not if it is killed by outside effects.

Vengeance (Su)

While seeking a victim a salikotal prepares itself daily, honing its will to effectively slaughter its intended quarry.

On a given day, chosen as part of its contract killer ability, a salikotal may gain the benefit of any one of the following powers, either the one it feels will most aid it or whichever one its summoner requests. Only one of these abilities is active on a given day, and it only comes into effect when a salikotal kills its intended target with a coup de grace. These executions only function on living creatures.

Fideicide: The victim’s soul is immediately shunted to a infernal prison on Erebus, the third layer of Hell. The soul can be returned to life, but upon casting the spell, the spellcaster attempting the resurrection takes an amount of fire damage equal to 1d6 × the victim’s number of Hit Dice, and must make an immediate concentration check (DC 10 + damage dealt + spell level) or lose the spell.

Necrocide: After 1d4 rounds, the victim’s body animates as a zombie under the salikotal’s control. The devil may permanently grant control of the zombie to any sentient creature as a free action.

Omnicide: The victim’s body is utterly destroyed, disintegrating without a trace. Its clothing and possessions remain unharmed. Only spells that do not require a portion of the corpse may return the victim to life.