Tatterscourge
The following fiend is an advanced whip devil, which is a lesser form of cornugon. This is swiped from Erica Balsley’s very cool post on
Lesser Demons and Devils. As she puts it, "These are the original 3e stat blocks for the demons and devils that got a power boost [in 3.5], revised with the new stat block entries, and new skills and feats. They have also been given new names to set them apart from their counterparts."
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The spirit TATTERSCOURGE
is an infernal gaoler and assistant to JACK HORNTAIL.
Tatterscourge: advanced whip devil; CR 11; Large Outsider (Devil, Evil, Extraplanar, Lawful); HD 12d8+60; hp 116; Init +3; Spd 20 ft, fly 50 ft (average); AC 29, touch 12, flat-footed 26; BAB +12; Grp +23; Atk +19 melee (1d6+7 and stun, whip); Full Atk +19/+14/+9 melee (1d6+7 and stun, whip) and +16 melee (1d4+3, bite) and +16 melee (1d3+3 and wound, tail) or +18 melee (1d4+7, 2 claws) and +16 melee (1d4+3, bite) and +16 melee (1d3+3 and wound, tail); Space/Reach 10 ft/10 ft; SA fear aura, spell-like abilities, stun,
summon devil, wound; SQ DR 10/good and silver, darkvision 60 ft, immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, telepathy 100 ft; SR 24; AL LE; SV Fort +13, Ref +11, Will +9; Str 24, Dex 16, Con 20, Int 14, Wis 12, Cha 18.
Skills and Feats: Bluff +18, Concentration +20, Diplomacy +8, Hide +14, Intimidate +25, Knowledge (the planes) +17, Listen +16, Move Silently +18, Search +17, Sense Motive +16, Spot +16; Cleave, Improved Sunder, Multiattack, Power Attack, Weapon Focus (whip).
Fear Aura (Su): Tatterscourge can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 20 Will save or be affected as though by a
fear spell (caster level 12th). A creature that successfully saves cannot be affected again by Tatterscourge’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Spell-Like Abilities (Sp): At will—
animate dead,
charm person (DC 15),
desecrate,
detect good,
detect magic,
detect thoughts (DC 16),
dispel chaos (DC 19),
dispel good (DC 19),
greater teleport (self plus 50 pounds of objects only),
magic circle against good,
major image (DC 17),
produce flame,
pyrotechnics (DC 16),
suggestion (DC 17); 3/day—
fireball (DC 17) and
lightning bolt (DC 17); 1/day—
wall of fire. Caster level 12th. The save DCs are Charisma-based.
Stun (Su): Whenever Tatterscourge hits with a whip attack, the opponent must succeed at a DC 19 Fortitude save or be stunned for 1d4 rounds. The save DC is Charisma-based.
Summon Devil (Sp): Once per day Tatterscourge can attempt to summon 2d10 lemures or 1d6 barbazu with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another whip devil with a 20% chance of success. This ability is the equivalent of a 4th-level spell.
Wound (Su): A hit from Tatterscourge’s tail attack causes a bleeding wound. The injured creature loses 2 additional hit points each round until the wound is bound (a DC 10 Heal check) or the creature dies.
Regeneration (Ex): Tatterscourge takes normal damage from acid, and from good and silver weapons.
Possessions: +1 light steel shield.
Physical Description: Tatterscourge is a lean, lanky devil with a twitching tail. It has a high, conical head with two forward protruding horns, large pointed ears, a curved nose, and two curved, overhanging incisors.
Tatterscourge dwells in the City of Dis, where he serves as a guard to a prison of Merodach.