Gelugon

Level 13
Creature· devilLargeLegacy
AC
34
HP
215
Speed
35 ft.
Perception
+26
Fort
+24
Ref
+24
Will
+26
Immunities cold, fire
Resistances physical 10, poison 10
Weaknesses holy 10
Languages common, diabolic, draconic, empyrean
Senses greater-darkvision
Skills religion +26, deception +25, diplomacy +25, society +25, athletics +23, intimidation +23, acrobatics +22, stealth +22
Other Speeds fly 35 ft.
Recall Knowledge DC 31 (religion)

Attacks

Melee Frost Longspear +28 (cold, evil, magical, reach 15 ft., unholy), Damage 2d8+12 piercing plus 1d6 spirit
Melee Tail +25 (agile, cold, evil, magical, reach 10 ft., unarmed, unholy), Damage 2d6+12 bludgeoning plus 2d6 cold plus 1d6 spirit
Melee Frost Longspear +27 (cold, magical, thrown 20 ft., unholy), Damage 2d8+12 piercing

Abilities

Greater Darkvisioninteraction
Telepathy 100 feetinteraction
Constant Spellsinteraction
+1 Status to All Saves vs. Magic
Attack of Opportunity
Frightful Presence

10 feet. DC 31 will


Slowing Frost

The ice devil channels the extreme cold of its body through its appendages and weapons. A creature hit by an ice devil's weapon or unarmed attack in melee must attempt a DC 32 fortitude save or be Slowed 1 for . A weapon used by an ice devil gains the effects of a Frost rune while the gelugon holds it, and the ice devil can throw any such weapon with a 20-foot range increment, trailing motes of frost.

Tactician of Cocytus

An ice devil's logical mind devises genius tactics from its perfect memory. It can telepathically send a tactical repositioning to its allies, allowing all commanded or allied evil creatures in the range of its telepathy to immediately Stride (or Burrow, Climb, Fly, or Swim, if the creature has the corresponding Speed).

Insectile ice devils are strategists and masterminds in Hell's armies, using their superior intellect to strike against their enemies and spread Hell's influence throughout the planes. An ice devil rarely breaks their solitary contemplation of strategy save to pursue a plan they have devised. They can be enticed otherwise only by an exchange of services to be determined at a later time, adding to the pieces they can play on the board. Occasionally, a mortal strategist of outstanding skill might amuse an ice devil enough for the gelugon to agree to a contest of strategy, typically a strategic board game like chess, to decide a dispute. In the unlikely event the devil loses such a contest, they inevitably go to great lengths to later obtain that mortal's services for their own infernal ends.


Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks. Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly lemures and imps perform subservient labor to more powerful and specialized devils, such as contract devils and erinyes, while the greatest pit fiends command entire infernal armies.