Vistroth

CE Medium outsider (devil, evil, extraplanar)
Str
23 19, 4
Dex
19 15, 4
Con
23 19, 4
Int
10 6, 4
Wis
16 12, 4
Cha
14 10, 4
Race
Bearded Devil
Advanced
CR
6
Deity
None
Senses
Darkvision 60ft.
Speed
40 ft.
Languages
Common, Infernal, Celestial, Draconic
Telepathy 100ft.
Special
You don't eat or sleep.

traits
Deft Dodger
Freed Slave
feats
Intimidating Prowess
Power Attack
Improved Initiative
Weapon Focus (Glaive)
Combat Reflexes

  • 8 Init 4 dex, 4 feat
  • 92 HP 6 outsider: 10 class, 6 con; -4 rolled
    DR 5/good or silver
    Immune fire, Resist 10 acid, cold.
  • 27 AC touch 18, flat-footed 23 10, 4 dex, 4 armor, 9 natural
  • 16 Spell Resistance
  • 11 Fort 6 con, 5 class
    Immune poison
  • 10 Ref 4 dex, 5 class, 1 trait
  • 6 Will 3 wis, 2 class, 1 trait
  • 12 CMB; 26 CMD 6 bab, 6 str, 4 dex

Devil Chills Disease – injury

save Fort DC 19; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves

SLAs CL 12th

  • mage armor at-will,
  • greater teleport at-will, self plus 50 lbs. of objects only,
  • summon a specific bearded devil at-will, named "Thal'gonog".
    If defeated, it will disappear, but can be re-summoned at full HP.
    This has ½ chances of success, then ⅓, then ¼...

Glaive 20×3 S

PA -2/+6
+13/8 vs AC 6 bab, 6 str, 1 w.focus
1d10+9 9 str½
Reach
Infernal Wound: Bleed 2, any attempt to heal must pass CL DC 16 or be negated.

Claw 20×2 PS

PA -2/+4
+12/12 vs AC 6 bab, 6 str
1d6+6 6 str
If both claws hit, add 1d8+3 dmg and Devil Chills (Fort DC 19 negates).

Corruption Tendrils (Su)

Each turn, create 4 tendrils creatures around Vistroth. They will take their turn 1d4 steps later in initiative. On their turn, they attack if able, then have a 50% chance to wither away. The tendrils have 9HP, 13AC, and cannot move.

Tendril Slam 20×2 B

+11 vs AC
1d6+2
Reach 10ft.
Sickened for 1d4 rounds, Fort DC 12 negates attempt it every round.