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Horned Devil (Cornugon) ~ CR 16

Bristling with terrible spines and a crown of deadly horns, this leering winged terror wields a whirling barbed chain.

Environment: Any (Hell)

Organization: 1-10


Proficiency Score: +17

Large; Community/Repute; outsider


Armor Class: 37 (+6 Dex, +5 Natural, -1 Size, +17 Proficiency)

Hit Points: 269 (15d10+119

Speed: 30 feet; Fly 50 feet

Initiative: +6 (Advantage)


STRDEXCONINTWISCHA
25 (+7)23 (+6)24 (+7)14 (+2)22 (+6)19 (+4)

Saves: 

  • Fortitude +24
  • Reflex +23
  • Will +23

Skills: 

  • Acrobatics +23
  • Arcana +19
  • Deception +21
  • Diplomacy +21
  • Insight +23
  • Intimidation +21
  • Lore (Planes) +19
  • Perception +23
  • Stealth +23

Immunities:

  • Effects with the fire and poison tags

Resistances:

  • 10 against all damage except with the Integrity or silver tags
  • 10 against effects with the acid, cold, and magical tags

Senses: Passive Perception 33. Dark Vision 60 feet

Languages: Celestial, Common, Draconic, Infernal, telepathy 100 feet


Aura (Fear, 5 feet). Any creature that starts its turn within 5 feet of a Horned Devil must succeed on a DC 33 Will save or be inflicted with the Fleeing condition for 1d4+1 rounds and then the Frightened 3 condition. On a successful save, a creature is inflicted with the Frightened 3 condition. This has the fear and psychic tags.

Legendary Actions (2). A Horned Devil can use two one extra actions per round. This action can be spent at any point in the round directly after a creature’s turn ends and another begins.

Spells. Spell Attack +23; Spell DC 33

At Will:

3 per 24 hours:

1 per 24 hours:

Regeneration (5, Integrity). A Horned Devil heals 10 hit points per round, at the beginning of its turn, and cannot die as long as this is still functioning. This does not prevent a Horned Devil from gaining the Unconscious condition should its hit points reach 0. If a Horned Devil takes damage with the listed tag, this ability stops functioning for a round. During this round, a Horned Devil cannot heal damage through Regeneration and can die normally. Attack forms that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. A Horned Devil can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and decay normally.

Actions

Bite. Melee Strike +24/+19/+14 (unarmed) with 3d8+7 piercing damage with 2d4 Persistent Damage.

Claw. Melee Strike +24/+19/+14 (agile, unarmed) with 4d6+7 slashing damage.

Double Spiked Flail (1 hand). Melee Strike +24/+19/+14 (two hand d12, versatile bludgeoning) with 5d10+7 piercing damage. This has the Dancing Rune which can be activate by speaking a command word and releasing the weapon into the air as a single action. While it is activated, the weapon has two actions that is uses at the end of the Horned Devil’s turn under its direction. The flail can either Stride with its Fly speed of 40 feet or Strike at a creature within reach. The Strike of a dancing weapon has the same attack bonus and damage as if you were wielding it and any abilities that trigger on a hit or critical hit still function as if you were holding the weapon. Any other activated abilities cannot be activated while it is dancing. When the weapon is finished using its actions, you must attempt a Flat DC 6 check. If you fail the check, the activation ends, and the weapon falls to the ground. While the weapon is considered to have a space of 5 feet, it does not block or impede enemies attempting to move though that space, it does not benefit from or provide advantage if attacking the same creature as an ally, and enemies can block its passage through their spaces. The weapon cannot use reactions and its actions do not trigger reactions.

Tail. Melee Strike +24/+19/+14 (reach 15 feet, unarmed) with 2d6+7 bludgeoning damage.


Equipment

  • Double Spiked Flail with +4 Weapon Potency Rune, Dancing Rune