Osyluths speak Infernal, Celestial, and Draconic.
Combat
Spell-Like Abilities: At will-animate dead, charm person,
dimensional anchor, doom, fly, invisibility (self only), major
image, suggestion, and wall of ice. These abilities are as the
spells cast by a 7th-level sorcerer (save DC 12 + spell level).
An osyluth can also teleport without error (self plus 50
pounds of objects only) at will as the spell cast by a 12th-level
sorcerer.
Fear Aura (Su): Osyluths can radiate a 5-foot-radius fear aura
as a free action. Affected creatures must succeed at a Will save
(DC 14) or be affected as though by a fear spell cast by a
7th-level sorcerer. A creature that successfully saves cannot be
affected again by the same osyluth's aura for one day. Other
baatezu are immune to the aura.
Poison (Ex): Sting, Fortitude save (DC 14); initial damage 1d6
temporary Strength, secondary damage 2d6 temporary Strength.
Summon Baatezu (Sp): Once per day an osyluth can attempt to
summon 2d10 lemures with a 50% chance of success, or another
osyluth with a 35% chance of success. This is much as though
casting a summon monster spell. Summoned creatures automatically
return whence they came after 1 hour. A baatezu that has just been
summoned cannot use its own summon ability for 1 hour.
Know Alignment (Su): Osyluths always know the alignment of any
creature they look upon.
Immunities (Ex): Baatezu are immune to fire and poison.
Resistances (Ex): Baatezu have cold and acid resistance 20.
See in Darkness (Su): All devils can see perfectly in darkness
of any kind, even that created by deeper darkness spells.
Telepathy (Su): Baatezu can communicate telepathically with
any creature within 100 feet that has a language.
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