Devil, Vengeance (CR 9/MR 3)

Mythic Vengeance Devil (Salikotal) (CR 9/MR 3)
XP 6,400
LE Medium outsider (devil, evil, extraplanar, lawful, mythic)
Init +14; Senses darkvision 60 ft., low-light vision, see in darkness; Perception +4


AC 27, touch 18, flat-footed 19 (+7 Dex, +1 dodge, +9 natural)
hp 106 (9d10+57)
Fort +9, Ref +13, Will +7
Defensive Abilities DR 5/epic and good; Immune fire, poison; Resist acid 10, cold 10; SR 20


Speed 30 ft., fly 60 ft. (good)
Melee +1 keen dagger +17/+12 (1d4+8/17–20), tail +11 (1d4+3) or 2 claws +16 (1d4+7), tail +11 (1d4+3)
Ranged +1 keen dagger +17 (1d4+8/17–20)
Special Attacks death attackMA (DC 16), mark for deathMA, mythic power (3/day, surge +1d6), sneak attack +3d6

Spell-Like Abilities (CL 9th; concentration +13)
Constant—spider climb
At will—greater teleport (self plus 50 pounds of objects only), locate creature, knock
3/day—blur (self only), darkness, dimension door, dispel magic, silence (DC 16), suggestion (DC 17)
1/day—mislead (DC 20), passwall, statue (self only), summon (level 3, 4 imps, 35%)


Str 18, Dex 24, Con 17, Int 15, Wis 19, Cha 18
Base Atk +9; CMB +13; CMD 31
Feats Dodge, Improved InitiativeMF, Mobility, Wind Stance, Weapon FinesseMF
Skills Acrobatics +16, Disable Device +19, Disguise +16, Escape Artist +19, Knowledge (local) +11, Perception +4, Sense Motive +16, Sleight of Hand +19, Stealth +19
Languages Celestial, Common, Infernal; telepathy 100 ft.
SQ death throesMA, murder curseMA


Environment any (Hell)
Organization solitary or team (1 mythic salikotal and 2–8 non-mythic salikotals)
Treasure standard (+1 keen dagger, other treasure)

Special Abilities

Death Attack (Ex) A mythic salikotal knows the art of killing or paralyzing a foe with a careful strike. This ability functions as the assassin’s death attack ability with an effective assassin level equal to half the mythic salikotal’s HD. If the mythic salikotal has levels in a class that grants the death attack ability, those levels stack with this ability to determine the DC and duration of its death attack. If the foe has been marked for death by the mythic salikotal, the DC of its death attack gains a +2 profane bonus.

Death Throes (Su) When killed, a mythic salikotal erupts in a burst of destructive energy. Any creatures within 30 feet is damaged by a blast of metal shards and needle-like scales, taking 10d6 points of damage (DC 19 Reflex half). The save DC is Constitution-based and includes a +2 racial bonus.

Mark for Death (Su) A mythic salikotal gains a +2 bonus on attack and damage rolls and its dagger is treated as having the appropriate bane special quality when attacking a specific individual it has marked for death. At the beginning of each day, a mythic salikotal determines a number of individuals up to its mythic rank to serve as its targets and which of its three murder curses it will apply to each that day. It may not change a target or murder curse until the next day unless it spends one use of mythic power. The targets may be any specific creatures the salikotal knows of, even if it has not seen those targets before. These targets are treated as being known to the mythic salikotal for the purposes of using its locate creature ability, even if the devil has never seen its victims before.

Murder Curse (Su) While seeking its victims, a mythic salikotal prepares itself daily, honing its will to effectively slaughter its intended quarries. On a given day, chosen as part of its mark for death ability, a mythic salikotal may assign one of the following murder curses to each victim it has marked for death, one it feels will most aid it against that victim or whichever one its summoner requests it uses against that victim. These murder curses can only be assigned to living creatures, and come into effect when the mythic salikotal kills the target.

  • 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 damage (half fire, half unholy damage) equal to 2d6 × 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: After1round, the victim’s body animates as a juju zombie under the salikotal’s control. The devil may permanently grant control of the juju 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, but the caster must make a caster level check with a DC equal to 15 + the mythic salikotal’s HD or the spell fails and the material component is wasted. If a creature affected by a mythic salikotal’s murder curse is restored to life, the devil immediately senses the name and location (as discern location) of the creature responsible.
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