Devil, Logokron (CR 14)
Large Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +10; Senses: darkvision 60 ft., see in darkness, and listen +23
Languages: Telepathy 100 ft.
AC: 34 (-1 size, +1 Dex, +13 natural, +11 +3 full plate), touch 10, flat-footed 33
Hit Dice: 15d8+105 (172 hp); DR: 15/good
Fort +16, Ref +15, Will +14
Speed: 20 ft., fly 40 ft. (average)
Space: 10 ft./10 ft.
Base Attack +15; Grapple +24
Attack: +2 thundering halberd +22 melee
Full Attack: +2 thundering halberd +20/+15/+10 melee and +2 thundering halberd +20 melee
Damage: +2 thundering halberd 2d8+7/x3
Special Attacks/Actions: Utterances, spell-like abilities, symbol of pain, summon baatezu
Abilities: Str 21, Dex 23, Con 25, Int 26, Wis 20, Cha 17
Special Qualities: immunity to fire and poison, resistance to acid 10 and cold 10, SR 24
Feats: Combat Casting; Improved Initiative; Multiweapon Fighting; Obscure Personal Truename; Personal Truename Backlash; Truename Research; Weapon Focus (halberd)
Skills: Bluff +21, Concentration +25 (+29 speaking defensively), Diplomacy +25, Disguise +3 (+5 acting in character), Gather Information +5, Intimidate +23, Knowledge (arcana) +26 (+28 truename research), Knowledge (dungeoneering) +26 (+28 truename research), Knowledge (local) +26 (+28 truename research), Knowledge (nature) +26 (+28 truename research), Knowledge (religion) +26(+28 truename research), Knowledge (the planes) +26 (+28 truename research), Sense Motive +23, Spellcraft +28 (+30 de, and listen +23
Advancement: 16-33 HD (Large); 34-45 HD (Huge)
Climate/Terrain: Nine Hells of Baator
Organization: Solitary or cabal (1 logokron devil and 1d3 barbed devils)
Treasure/Possessions: Standard coins, standard goods, double items
Source:
Tome of Magic
Utterances (Sp): Lexicon of the Evolving Mind: 5th - critical word of nurturing (reverse only), preternatural clarity (DC 20); 4th-morale boost (DC 20); 2nd - hidden truth. Truenamer level 15th.
Symbol of Pain (Su): The tattoo on the tongue of a logokron devil is a continuously active symbol of pain (as the spell, DC 20). All baatezu have immunity to a logokron devil's symbol of pain.
Summon Baatezu (Sp): Once per day, a logokron devil can attempt to summon 1d3 barbed devils or one ice devil with a 75% chance of success. This ability is the equivalent of a 6th-level spell.
Spell-Like Abilities: At will - greater teleport (self plus 50 pounds of objects only), major image (DC 20).
See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Skills: A logokron devil receives a +10 racial bonus on Truespeak checks (included in the statistics above).
Baatezu Subtype
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
- Telepathy
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).
Extraplanar Subtype
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
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).