Devil, Horned (CR 20/MR 8)

Bristling with terrible spines and a crown of deadly horns, this leering winged terror wields a whirling barbed chain.

Mythic Cornugon (CR 20/MR 8)
XP 307,200
Pathfinder Roleplaying Game Bestiary
LE Large outsider (devil, evil, extraplanar, lawful, mythic)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +24
Aura cowering fearMA (15 ft., DC 25, 2d4 rounds)

Defense

AC 43, touch 17, flat-footed 35 (+8 Dex, +26 natural, –1 size)
hp 297 (15d10+215); regeneration 5 (epic and good weapons, good spells)
Fort +18, Ref +17, Will +13
Defensive Abilities block attacks; DR 10/epic, good, and silver; Immune fire, poison; Resist acid 10, cold 10; SR 31

Offense

Speed 30 ft., fly 50 ft. (average)
Melee +2 keen unholy spiked chain +30/+25/+20 (2d6+20/19-20 plus stunMA), bite +24 (2d8+6), gore +24 (2d6+6/18-20/x3 plus infernal woundMA), tail +24 (2d6+6 plus infernal woundMA and tripMA) or 2 claws +26 (2d6+12), bite +26 (2d8+12), gore +26 (2d6+12 plus infernal woundMA), tail +24 (2d6+6 plus infernal woundMA and tripMA)
Ranged 4 spikes +23 (1d6+12 plus infernal woundMA)
Space 10 ft.; Reach 10 ft.
Special Attacks mythic power (8/day, surge +1d10), powerful chargeMA (gore, 4d6+24/18-20/x3 plus infernal woundMA and stunMA)

Spell-Like Abilities (CL 20th; concentration +26)
At will—dispel 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/day—fireball (DC 21), lightning bolt (DC 21)
1/day—summon (level 6, 3 barbed devils, 35%)

Statistics

Str 35, Dex 27, Con 28, Int 14, Wis 22, Cha 27
Base Atk +15; CMB +28 (+30 sunder); CMD 46 (48 vs. sunder)
Feats Cornugon Smash, Improved Sunder, Improved Vital Strike, Iron WillMF, Multiattack, Power AttackMF, Vital StrikeMF, Weapon Focus (spiked chain)MF
Skills Bluff +26, Diplomacy +23, Fly +15, Intimidate +26, Knowledge (planes) +20, Perception +24, Sense Motive +21, Spellcraft +20, Stealth +22
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

Ecology

Environment any (Hell)
Organization solitary, pair, or wing (1 mythic cornugon, 3–10 non-mythic cornugons)
Treasure standard (+2 keen unholy spiked chain, other treasure)

Special Abilities

Aura of Cowering Fear (Su) A mythic cornugon is surrounded by a 15-ft. radius aura of fear that causes opponents to cower for 2d4 rounds when they enter this area; a successful DC 25 Will save reduces this effect to being shaken. By spending one use of its mythic power as a free action, a mythic cornugon can cause all creatures within 5 feet that are normally immune to fear to lose that immunity while within 5 feet of it for 24 hours (DC 25 Will negates for mythic creatures or reduces the duration to 1d4 rounds for non-mythic creatures).

Infernal Wound (Su) The damage a mythic cornugon deals with its gore, tail, and tail spikes causes persistent wounds that deal 2d6 points of bleed damage plus 1d3 points of Con bleed. Bleeding caused in this way is difficult to staunch—a DC 30 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 30 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects.

Spikes (Ex) With a snap of its tail, a mythic cornugon can loose a volley of four spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. If the mythic cornugon targets a single opponent with all four spikes, it can choose to make a single attack roll with a +4 bonus. If the attack hits, all four spikes hit. Precision-based damage (such as sneak attack) and critical hit damage apply only once for this attack. Damage bonuses apply to each spike. Damage reduction and resistances apply separately to each spike.

If a mythic cornugon spends one use of its mythic power as a free action, and targets a single opponent with all four spikes as a single attack, it can make the ranged attack as a swift action that does not provoke attacks of opportunity.

Stun (Su) Whenever a mythic cornugon hits with a spiked chain attack or with a powerful charge, the opponent must succeed on a DC 31 Fortitude save or be stunned for 1d4 rounds. If a mythic cornugon spends 1 use of mythic power as a free action, the opponent must roll two saving throws and take the lowest. An opponent stunned by this ability must also make a DC 31 Reflex save or be knocked prone. This ability is a function of the mythic cornugon, not of the spiked chain. The save DCs are Strength-based and include a +2 racial bonus.

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