OK, added the skill ranks and everything else discussed so far (unless i missed something, and i'm sure i did):
Amduscias
Large Outsider (baatezu, evil, extraplanar, lawful)
Hit Dice: 26d8+208 (325 hp)
Initiative: +7
Speed: 30 ft
Armor Class: X (-1 size, +3 Dex, +X natural), touch X, flat- footed X
Base Attack/Grapple: +26/+40
Attack: Slam +35 melee (1d6+10)
Full Attack: 2 slams +35 melee (1d6+10) and bite +37 melee (1d8+5/19-20); or weapon1 +33 melee (dam) and weapon2 +28 melee (dam) and bite +31 melee (1d8+5/19-20) (don’t know if I got those values right)
Space/Reach: 5 ft/5 ft
Special Attacks: Bleeding wounds, constrict, fear, improved grab, rake, spell-like abilities, summon devils
Special Qualities: Alternate form, damage reduction 20/good and silver, darkvision 60 ft, regeneration 5, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, SR 13+CR, telepathy 100 ft, tongues, unnatural aura
Saves: Fort +24, Ref +19, Will +23
Abilities: Str 30, Dex 17, Con 26, Int 24, Wis 25, Cha 37
Skills: Appraise +17, Bluff +42, Concentration +18, Diplomacy +50, Disguise +42 (+44 acting), Escape Artist +8, Gather Information +33, Hide +13, Intimidate +44, Jump +25, Knowledge (arcana) +36, Knowledge (history) +27, Knowledge (nobility and royalty) +31, Knowledge (religion) +36, Knowledge (the planes) +36, Listen +20, Move Silently +13, Perform (acting) +42, Search +17, Sense Motive +38, Spellcraft +19, Spot +20, Survival +7 (+9 other planes, +9 following tracks), Use Rope +3 (+5 bindings)
Feats: Combat Expertise, Dark Speech, Improved Critical (bite), Improved Initiative, Multiattack, Negotiator, Quicken Spell-Like Ability (fire shield), Two-Weapon Fighting, Vile Natural Attack (horn)
Environment: The Nine Hells of Baator
Organization: Solitary (plus X)
Challenge Rating: 21-23?
Treasure: X
Alignment: Lawful evil
Advancement: ---
Level Adjustment: ---
Gothenem said:
So far, it all looks good. I like the Bolt ability, being able to run as a move action is pretty big for maneuverability.
Fear (Su): As a swift action, Amduscias can frighten a creature within 30 feet. The affected creature must succeed on a DC 36 Will save or be frightened for 2d6 rounds.
2d6 rounds, and I changed Standard Action to swift action as per Shade.
2d6 rounds is fine with me, as is the Bolt ability if it's mechanically feasable.
Gothenem said:
Also, a thought:
While in Unicorn form, maybe make all the damage vile damage on a charge instead of the wounding or bleeding property. It could actually be more deadly in the long run for parties who encounter him in the Hells (after all, where do you find Hallowed/Consecrated ground in Hell??)
Vile Horn (Su): When charging in unicorn form, Amduscias's horn deals vile damage instead of normal damage. Vile damage cannot be healed unless the victim is on hallowed or consecrated ground.
Or something like that?
is that necessary with the Vile Natural Attack (horn) feat?
Shroomy said:
Boz, I was looking at your provisional statblock and I was wondering, is Amduscias considered a baatezu or is he a non-baatezu devil like a kyton? Just asking because he doesn't have the baatezu sub-type.
to quote your avatar: D'oh! oversight on my part. consider it fixed - see above!
Gothenem said:

, well, I had an epiphany last night while I was re-designing the Lords of the Nine for my campaign (I personally believe no Archfiend, Celestial Paragon, or Archomental should have a CR in the mid to low 20 range. On the other hand, I don't want them as powerful as what Dicefreaks has up, so I do the work myself, I usually end with creatures between 28 (for the low paragons) to 50ish (for the higher powered ones)).
The Epiphany is for the Summon Devils/Summon Baatezu ability.
I think it should be.
Summon Devils (Sp): Once per day, Amudicias can automatically summon 1d6 abishai of any color or attempt to summon one aspect of Tiamat with a 20% chance of success.
my main problem with that would be - wouldn't an Aspect of Tiamat have a higher CR than Amduscias?
