The Vorpal Tribble
First Post
Hail Devil
Huge Outsider (evil, extraplanar, lawful)
Hit Dice: 14d8+70 (133 hp)
Initiative: +6
Speed: 50 ft. (10 squares), fly 30 ft. (average)
Armor Class: 29 (+6 dex, +15 natural, -2 size), touch 14, flat-footed 23
Base Attack/Grapple: +14/+30
Attack: Claw +21 melee (2d8+8)
Full Attack: 2 claws +21 melee (2d8+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Hail storm, spell-like abilities, storm form, summon, tears of the damned
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity, fire, and poison, murksight, outsider traits, resistance to acid 10 and cold 10, see in darkness, spell resistance 26
Saves: Fort +14, Ref +15, Will +18
Abilities: Str 26, Dex 22, Con 20, Int 14, Wis 28, Cha 17
Skills: Concentration +22, Hide +23, Intimidate +23, Jump +16, Knowledge (any 2) +19, Move Silently +23, Listen +26, Spot +26, Spellcraft +19, Survival +18 (+20 following tracks and +28 to predict the weather)
Feats: Brutal Throw, Far Shot, Point Blank Shot, Power Attack, Storm Magic(B), Throw Anything
Environment: Nine Hells of Baator
Organization: Solitary, Blow (3-5), Zephyr (6-10)
Challenge Rating: 15
Treasure: Standard
Alignment: Always lawful evil
Advancement: 16-21 HD (Huge), 22-46 HD (Gargantuan)
Level Adjustment: -
This appears as an enormous grey-skinned man, rippling with fat and muscle, with a head far too large for even his massive body whoes mouth is pursed shut and his cheeks bulging as if with contained breath. From his wrists to his ankles and running along his body is a great flap of leathery, puckered skin that catches the wind. In spite of his bulk he appears slightly transluscent and insubstantial, bobbing lightly with each step. Slitted eyes like that of a bird of prey bulge from within the gristle above his cheeks. Enormous talons curve out from his knuckles and over his stubby fingers.
Whenever a storm seems to persue its victims, when crops are flattened, and homes ripped, one might see a hail devil in the midst of it, enjoying the rampant destruction and pain. Often the devil will make a deal to save a mortal victim from a sure death. With this comes a price. For the saving of crop, home and family it is nothing less than their eternal souls. Boats whoes crew was saved soon become known as cursed vessles and farms the birthing place of wicked creatures and poisoned produce.
When not plaguing mortals they reside within the hellish storms of the hells whoes winds wail with the voices of the doomed souls.
Hail devils are seemingly the most chaotic of the devils, but they keep to their word, though the word of the hail devil is as flighty as the gales they dance within and full of loopholes they can whistle right through.
A hail devil is about 18 feet tall though weighs only around 900 lbs. They speak Infernal, Auran, Celestial, and Draconic.
Combat
Hail devils tend to surround themselves with fog and change into their miasma shape, coming upon their opponents unseen to strike them over and over. If hard put they resort to spells or even summoning other fiendish beings to aid in the battle.
Hail (Su): As a standard action a Hail Devil can freeze the water in the air into 1d10 compressed balls of razor-edged ice and hurl them with a 60 foot range increment. Each ball deals 1d4+8 points of damage plus 1d6 unholy damage to all creatures in a 10 foot area the devil aims for (reflex DC 25 negates) as they explode violently even if they miss. As a move action the devil may summon forth a sharp gust of wind to hurl the balls in its stead, increasing the increment to 120 feet.
Master of the Tempest (Ex): A hail devil can walk or fly (even in Stormform) through natural or magical storms at its regular speed, completely unaffected by high winds (including supernaturally created winds), pounding precipitation or waves, objects driven by the wind (which always seems to miss the devil), great claps of thunder, natural bolts of lightening, or any other natural storm phenomena.
Murksight (Ex): A hail devil's sight is not affected by mists, fogs, clouds, whiteout or similiar conditions that would normally limit seeing distance.
See in Darkness (Su): Hail devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Spell-like Abilities: Caster level 13th. The save DCs are Charisma-based.
At will - Call Lightening, Curse Water, Fog Cloud
3/day - Control Wind, Solid Fog
1/day - Control Weather, Whirlwind
Storm Form (Su): A hail devil can assume the form of a great flickering miasma. It can switch forms once per round as a free action. A hail devil in storm form can fly at a speed of 60 feet (perfect). Anyone who occupies the same space as the devil at the end of their move automatically takes 4d6 damage, half of which is electricity damage and the other unholy damage. The ability is otherwise similar to a gaseous form spell (caster level 7th).
Summon (Sp): Twice per day a hail devil can attempt to summon 1d10 hell hounds, 1d6 hell cats, 1d4 nessian warhounds, a half-fiend greater air elemental with a 50% chance of success, or another hail devil with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
Tears of the Damned (Su): Once per week a hail devil may curse a storm, natural or supernatural. All rain produced by this storm is unholy water, automatically dealing 2d4 points of damage per round to any good-aligned outsider in the storm's vicinity. This water only remains unholy for as long as the storm lasts.
Skills: A hail devil gains a +10 bonus to his Survival checks to predict the weather.

Huge Outsider (evil, extraplanar, lawful)
Hit Dice: 14d8+70 (133 hp)
Initiative: +6
Speed: 50 ft. (10 squares), fly 30 ft. (average)
Armor Class: 29 (+6 dex, +15 natural, -2 size), touch 14, flat-footed 23
Base Attack/Grapple: +14/+30
Attack: Claw +21 melee (2d8+8)
Full Attack: 2 claws +21 melee (2d8+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Hail storm, spell-like abilities, storm form, summon, tears of the damned
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity, fire, and poison, murksight, outsider traits, resistance to acid 10 and cold 10, see in darkness, spell resistance 26
Saves: Fort +14, Ref +15, Will +18
Abilities: Str 26, Dex 22, Con 20, Int 14, Wis 28, Cha 17
Skills: Concentration +22, Hide +23, Intimidate +23, Jump +16, Knowledge (any 2) +19, Move Silently +23, Listen +26, Spot +26, Spellcraft +19, Survival +18 (+20 following tracks and +28 to predict the weather)
Feats: Brutal Throw, Far Shot, Point Blank Shot, Power Attack, Storm Magic(B), Throw Anything
Environment: Nine Hells of Baator
Organization: Solitary, Blow (3-5), Zephyr (6-10)
Challenge Rating: 15
Treasure: Standard
Alignment: Always lawful evil
Advancement: 16-21 HD (Huge), 22-46 HD (Gargantuan)
Level Adjustment: -
This appears as an enormous grey-skinned man, rippling with fat and muscle, with a head far too large for even his massive body whoes mouth is pursed shut and his cheeks bulging as if with contained breath. From his wrists to his ankles and running along his body is a great flap of leathery, puckered skin that catches the wind. In spite of his bulk he appears slightly transluscent and insubstantial, bobbing lightly with each step. Slitted eyes like that of a bird of prey bulge from within the gristle above his cheeks. Enormous talons curve out from his knuckles and over his stubby fingers.
Whenever a storm seems to persue its victims, when crops are flattened, and homes ripped, one might see a hail devil in the midst of it, enjoying the rampant destruction and pain. Often the devil will make a deal to save a mortal victim from a sure death. With this comes a price. For the saving of crop, home and family it is nothing less than their eternal souls. Boats whoes crew was saved soon become known as cursed vessles and farms the birthing place of wicked creatures and poisoned produce.
When not plaguing mortals they reside within the hellish storms of the hells whoes winds wail with the voices of the doomed souls.
Hail devils are seemingly the most chaotic of the devils, but they keep to their word, though the word of the hail devil is as flighty as the gales they dance within and full of loopholes they can whistle right through.
A hail devil is about 18 feet tall though weighs only around 900 lbs. They speak Infernal, Auran, Celestial, and Draconic.
Combat
Hail devils tend to surround themselves with fog and change into their miasma shape, coming upon their opponents unseen to strike them over and over. If hard put they resort to spells or even summoning other fiendish beings to aid in the battle.
Hail (Su): As a standard action a Hail Devil can freeze the water in the air into 1d10 compressed balls of razor-edged ice and hurl them with a 60 foot range increment. Each ball deals 1d4+8 points of damage plus 1d6 unholy damage to all creatures in a 10 foot area the devil aims for (reflex DC 25 negates) as they explode violently even if they miss. As a move action the devil may summon forth a sharp gust of wind to hurl the balls in its stead, increasing the increment to 120 feet.
Master of the Tempest (Ex): A hail devil can walk or fly (even in Stormform) through natural or magical storms at its regular speed, completely unaffected by high winds (including supernaturally created winds), pounding precipitation or waves, objects driven by the wind (which always seems to miss the devil), great claps of thunder, natural bolts of lightening, or any other natural storm phenomena.
Murksight (Ex): A hail devil's sight is not affected by mists, fogs, clouds, whiteout or similiar conditions that would normally limit seeing distance.
See in Darkness (Su): Hail devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Spell-like Abilities: Caster level 13th. The save DCs are Charisma-based.
At will - Call Lightening, Curse Water, Fog Cloud
3/day - Control Wind, Solid Fog
1/day - Control Weather, Whirlwind
Storm Form (Su): A hail devil can assume the form of a great flickering miasma. It can switch forms once per round as a free action. A hail devil in storm form can fly at a speed of 60 feet (perfect). Anyone who occupies the same space as the devil at the end of their move automatically takes 4d6 damage, half of which is electricity damage and the other unholy damage. The ability is otherwise similar to a gaseous form spell (caster level 7th).
Summon (Sp): Twice per day a hail devil can attempt to summon 1d10 hell hounds, 1d6 hell cats, 1d4 nessian warhounds, a half-fiend greater air elemental with a 50% chance of success, or another hail devil with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
Tears of the Damned (Su): Once per week a hail devil may curse a storm, natural or supernatural. All rain produced by this storm is unholy water, automatically dealing 2d4 points of damage per round to any good-aligned outsider in the storm's vicinity. This water only remains unholy for as long as the storm lasts.
Skills: A hail devil gains a +10 bonus to his Survival checks to predict the weather.