Osyluth (Bone Devil)

Osyluth (Bone Devil)
Level 13 (+6)
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Awareness
21
Senses
Devilsight
Proximity
15ft
Fear Aura [Fear
Pot 1d8+6
Creatures with a Will score of 20 or less are subject to Terror while within the Aura. (Advanced)
Initiative
25/1d8
Hitpoints: 136
Healing Value: 27
Resilience: +6
Morale
2
AC
25/30
Touch
22
Fort
22
Reflex
23
Will
20
Defenses
Resistances: Weapon (DR 10, overcome by Good or Holy), Piercing (50%), Fire (Imm), Caustic (50%), Cold (50%). Immune to Disease, Fear, and Poisons & Toxins.
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
21 / 25
DEX
21 / 25
CON
21 / 25
INT
14 / 16
WIS
14 / 16
CHA
14 / 16
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+15 vs AC (ArN 3)
Claw
2d6 + 7 (avg 14) Slashing damage
Melee Reach 10ft • One Creature
2d6 + 7 (avg 14) Bludgeoning damage
Grapple +19
Special Attacks (3 AP)
+15 vs AC (ArN 3)
Sting  • Advanced
4d6 + 7 (avg 21) Piercing damage
Melee Reach 10ft • One Creature
The Bone Devil strikes out with its poisonous stinger. On a hit, the target is also Weakened [SE, ST 4d10 vs CON]. If the target is already Weakened, they are instead Exhausted [SE, ST 5d10 vs CON].
+15 vs AC (ArN 3)
Claw Flurry  • Advanced
4d6 + 14 (avg 28) Slashing damage
Melee Reach 10ft • One Creature
With a flurry of claws, the Bone Devil rips into its target.
+10P vs Will
Fear Pulse  [Fear] • Advanced • Pot 1d8+6, MR Yes
1 Morale damage
Range 15ft • All creatures within Range.
A wave of fear issues forth from the Osyluth. On a hit, creatures are subject to Terror [SE, ST 4d10 vs CHA].
Wall of Ice  • Advanced • Pot 1d8+6, MR No
Range 100ft, Area 50ft long wall, 5ft high
The Bone Devil conjures forth an icy wall within range. The wall has a Durability of 20 (and is Vulnerable to Fire damage as normal). Creatures that attack the wall suffer 6d6 Cold damage. If the wall is Breached, creatures traveling through the breach suffer 20 Cold damage.
Teleport  • Legendary • Pot 1d8+6, MR No
The Bone Devil teleports anywhere within the plane.
+10P vs Will
Dimensional Anchor [4 AP]  • Advanced • Pot 1d8+6, MR Yes
Range 100ft • One creature within range
A field pulses around the target, causing it to become Anchored for 2d6 rounds (or until dismissed, dispelled, or disrupted).
Immediate Actions
Invisibility
Advanced • Pot 1d8+6, MR No
Immediate Action
The Bone Devil becomes Invisible, gaining Superior Concealment against the visual sense of all creatures. If it makes an attack (or similarly hostile action), it becomes visible again.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
35 ft
Sprint
60 ft
Fly
55 ft
Overland Movement
30 mi/day
Qualities
Skills: Balance R3 (12), Climb R4 (14), Jump R4 (14), Stealth R6 (12), Swim R1 (8), Tumble R3 (10), Listen R4 (10), Spot R5 (12), Survival R2 (8), Investigate R3 (8), Coercion R5 (14), Deception R4 (10), Manipulation R2 (6), Persuasion R4 (10), Aloofness R2 (6), Bravery R5 (14), Intuition R3 (8), Suspicion R2 (6)
Feats: Tough, Fast Initiative, Heavy Hitter, More Precise
Philosophies: Rank 2 Mental, Rank 4 Physical, Rank 6 Infernal
Combat Training: Cast 3, Melee 3, Parry 3, Fort 3, Reflex 3, Will 3
Wits: +6, Brawn: +18
Equipment: None
Charm
+2
Coercion
+14
Deception
+10
Manipulation
+6
Persuasion
+10
Aloofness
+6
Bravery
+14
Intuition
+8
Tolerance
+2
Suspicion
+6
Social
Composure: 20
Languages: Hellspeech
Motives:
Prejudices: