Mythic Devil, Ice

Frozen barbs cover the almost skeletal form of this mantis-like creature, and its icy eyes shine with fiendish intelligence.

Mythic Ice Devil CR 16/MR 6

XP 76,800
LE Large outsider (devil, evil, extraplanar, lawful, mythic)
Init +15M; Senses all-around vision, darkvision 60 ft., see in darkness; Perception +27
Aura fear (10 ft., DC 24)

DEFENSE

AC 38, touch 14, flat-footed 33 (+5 Dex, +24 natural, –1 size)
hp 221 (14d10+144); regeneration 5 (good spells, good weapons)
Fort +15, Ref +14, Will +12
Defensive Abilities cold logic; DR 10/epic and good; Immune cold, fire, poison; Resist acid 10; SR 27

OFFENSE

Speed 40 ft., fly 60 ft. (good), ice burrowing 30 ft.
Melee +2 frost spear +23/+18/+13 (2d6+12/×3 plus 1d6 cold plus ice shards plus slow), bite +15 (2d6+3), tail slap +15 (1d8+3 plus slow)
Space 10 ft.; Reach 10 ft.
Special Attacks entrap (DC 23, 1d10 rounds, hardness 5, hp 10), favored enemy +6, mythic power (6/day, surge +1d8), pounce Spell-Like Abilities (CL 13th; concentration +20)

Constantfly
At willcone of cold (DC 22), ice storm, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 22), wall of ice (DC 21)
1/daysummon (level 4, 2 bone devils 50%)

STATISTICS

Str 25, Dex 21, Con 22, Int 25, Wis 22, Cha 24
Base Atk +14; CMB +22; CMD 37
Feats Alertness, Cleave, Combat Reflexes M, Improved Initiative M, Iron Will M, Power Attack, Weapon Focus (spear)
Skills Acrobatics +22, Bluff +24, Diplomacy +24, Fly +13, Intimidate +21, Knowledge (planes) +24, Knowledge (any three others) +21, Perception +27, Sense Motive +27, Spellcraft +21, Stealth +18, Survival +23
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Cold Logic (Su)

When a mythic ice devil's spell resistance protects it from a mind-affecting effect, it can expend one use of mythic power as an immediate action to turn that effect upon its source, as if using spell turning.

Favored Enemy (Ex)

A mythic ice devil can expend one use of mythic power to gain a +6 favored enemy bonus against one type of creature for 1 hour, as if it were a 14thlevel ranger.

Ice Burrowing (Ex)

This ability works like the burrow ability, but only through ice and snow (including magical ice such as a wall of ice).

Ice Shards (Su)

A mythic ice devil's ice-tipped spear embeds jagged shards of supernaturally cold ice in its target. This functions as bleed (1d6), except the damage is cold damage.

Dealing 5 or more points of fire damage to the target removes all ice shards. Creatures with the fire subtype are immune to this ability.

Slow (Su)

A hit from a mythic ice devil's tail or spear induces numbing cold. The opponent must succeed at a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. This effect comes from the devil, not its weapon; it is not a quality possessed by the spear itself. The save DC is Constitution-based.