Warmonger Devil (Levaloch)
CR: 7 XP: 3,200
LE Large outsider (devil, evil, extraplanar, lawful)
Init: +7 Senses: darkvision 60 ft., see in darkness Perception: +16
Defense
AC: 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
hp: 84 (8d10+40)
Fort: +10 Ref: +9 Will: +5
Defensive Abilities: construct form
DR: 5/good
Resist: acid 10, cold 10
Immune: fire, poison
SR: 12
Offense
Speed: 40 ft., climb 40 ft.
Melee: mwk trident +13/+8 (2d6+7), 2 legs +7 (1d8+2) or 2 claws +12 (1d6+5), 2 legs +7 (1d8+2)
Ranged: mwk trident +10 (2d6+7) or net +10 ranged touch (entangle)
Space: 10 ft. Reach: 10 ft.
Special Attacks: merciless blow, trample (1d8+7, DC 19) Spell-like Abilities (CL 12th; concentration +14) At will—greater teleport (self plus 50 lbs. of objects only) 1/day—summon (level 4, 1d4 lemures or 1 bearded devil 40%)
Statistics
Str: 20 Dex: 17 Con: 19 Int: 14 Wis: 16 Cha: 15
Base Atk: +8 CMB: +14 CMD: 27 (31 vs. bull rush and trip)
Feats: Combat Reflexes, Improved Initiative, Power Attack, Toughness
Skills: Acrobatics +14, Bluff +13, Climb +17, Craft (weapons) +9, Intimidate +13, Knowledge (dungeoneering,, engineering) +9, Knowledge (planes) +13, Perception +16, Stealth +12 (+18 among metal objects or debris), Racial Modifiers +2 Perception, +2 Stealth (+8 Stealth among metal objects or debris)
SQ: hellstrider, phalanx, stability
Languages: Celestial, Draconic, Infernal, telepathy 100 ft.
Ecology
Environment: any (Hell)
Organization: solitary, pair, or troop (3–18)
Treasure: standard (masterwork trident, other treasure)
Description
Construct Form Despite being true devils, levalochs possess a number of immunities common to constructs, including immunity to ability damage, ability drain, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, necromancy effects, nonlethal damage, paralysis, sleep effects, and stunning. Upon being reduced to 0 hit points, they are immediately destroyed.
Hellstrider (Su) A levaloch is not impeded by difficult terrain, and can move or charge through such squares as normal. It can also cross areas covered with dangerous impediments (such as caltrops or thorns) without being damaged or hindered. The creature’s legs are immune to acid and cold, allowing it to cross even rivers of acid without being damaged or hindered as long as the hazard is fewer than 4 feet deep. This ability does not protect a levaloch against magical hindrances like black tentacles, web, or similar spells.
Merciless Blow (Su) Any trident attack a levaloch makes against entangled creatures deals an extra 2d6 points of damage.
Phalanx (Ex) All devils adjacent to a levaloch gain a +1 morale bonus on attack rolls and to AC.
Stability (Ex) A levaloch gains a +4 bonus to CMD against bull rush and trip.
Fearsome giants of steel and blades, levalochs serve the armies of Hell as potent warriors and tenacious hunters. They stand just over 10 feet tall and weigh 1 ton.
