Devil, Coal (CR 7)

Large Outsider (Evil, Fire, and Lawful)
Alignment: Always lawful evil
Initiative: +3; Senses: blindsight 90 ft., Listen +12, and Spot +12


AC: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18
Hit Dice: 8d8+24 (60 hp); DR: 10/magic
Fort +9, Ref +5, Will +7
Speed: 20 ft.
Space: 5 ft./10 ft.
Base Attack +8; Grapple +16
Attack: 2 slams +12 melee
Damage: Slam 1d8+4
Special Attacks/Actions: Fiery breath
Abilities: Str 18, Dex 8, Con 17, Int 9, Wis 12, Cha 11
Special Qualities: Aura of smoke, fire subtype, hell- forged, outsider traits, SR 18
Feats: Improved Initiative; Power Attack; Weapon Focus (slam)
Skills: Climb +11, Diplomacy +2, Intimidate +11, Listen +12, Search +4, Sense Motive +12, and Spot +12
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or gang (3-8)
Treasure/Possessions: Standard

Source: Dragon #306

Fiery Breath (Su): Once every 1d4 rounds, a coal devil can focus the flames that burn within its body and project them outward as a 30-foot-long cone of fire. Every creature within this area takes 6d6 points of fire damage (Reflex DC 17 half).

Aura of Smoke (Ex): Because a coal devil burns continuously, a 10-foot-radius cloud of ash, smoke, and cinders constantly surrounds it. This effect obscures all sight (including darkvision) beyond 5 feet. An adjacent creature has one-half concealment (20% miss chance); creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Furthermore, every air-breathing creature caught within the smoke cloud must make a successful Fortitude save (DC 17) each round or suffer 1d6 points of damage from choking on the ashes and cinders. Coal devils are immune to this effect. A strong wind (such as that generated by a gust of wind spell) destroys this cloud, although the coal devil automatically generates a new one within 1d4 rounds.

Blindsight: A coal devil can ascertain its surroundings through its incredibly precise hearing. This ability enables it to discern objects and creatures within a 90-foot radius. The coal devil usually does not need to make Listen or Spot checks to notice creatures within range of its blindsight. A silence spell negates this ability and forces the coal devil to rely on its weak vision, which has a maximum range of 5 feet.

Fire Subtype (Ex): A coal devil is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure.

Hellforged (Ex): Hellforged devils are immune to critical hits and are not subject to death from massive damage.

Outsider Traits: A hellforged devil has darkvision (60-foot range). It cannot be raised or resurrected.

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Fire Subtype

A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).