Goat Devil (Capralotarg)
Huge Outsider (Evil, Fire, Lawful)
HD 15d8 (127 Hp)
Speed 30 ft (6 squares)
Init: +5 (+1 dex +4 improved initiative)
AC 22; touch 9; flat-footed 21
(10+1 dex,+13 natural -2 size)
BAB +15+/+10/+5; Grp +28 ( 15 BAB, +5 str mod, +8 size)
Attack Hoof slam +28 meele (2d6+10 bludgeoning damage ) or +5 flaming burst keen unholy, huge-sized lance +23 meele (3d6+10 piercing, +1d6 fire damage,+2d6 against creatures of Good alignment ,+2d10 fire on a successful critical hit)19-20/x3
Full-Attack +5 flaming burst keen unholy, huge-sized lance +28 melele (3d6+10 piercing damage, +1d6 fire damage, +2d6 against creatures of Good alignment ,+2d10 fire on a successful critical hit)19-20/x3 and gore +11 (2d6 +5 piercing) or Hoof slam +23 meele (2d6+10 bludgeoning damage) and+5 flaming burst keen unholy, huge-sized lance +11 melele (3d6+10 piercing damage, +1d6 fire damage, +2d6 against creatures of Good alignment +2d10 fire on a successful critical hit) 19-20/x3 etc.
Space 10 ft.; Reach 15 ft. (30 ft with lance, may threaten enemies up to 60 ft away with it, if he forgoes attacks against closer opponents )
Special Attacks Breath weapon, Conflagration, Gaze of madness, Pounce, Spell-like abilities, Trample (2d6+15, Ref save DC 22 negates)
Special Qualities Devil traits, damage reduction 10/good, Electricity Resistance 15, Fiendish fortitude, Quadruped, Spell resistance 15 (35 with scarab of protection), See in Darkness ,Telepathy 60 ft ( to creatures with language only)
Saves Fort +13 (+17 against magical poisons and diseases) Ref +10, Will +7
Abilities Str 20, Dex 12, Con 18, Int 8, Wis 10, Cha 16
Skills Bluff+21, Concentration +13, Heal +9, Hide-7 (-8 size penalty), Intimidate+18, Listen+18, Spot+18, Sense motive+4, Knowledge (religion) +8, Knowledge (planes) +8,
Perform (pan pipes )+13, , Profession (winemaker) +4
Feats Improved intiative, Mounted combat , Power attack, Ride-by attack, Sprited charge, Trample.
Environment Any lawful- and evil aligned plane
Organization Solitary, deputy (1 goat demon +1-3 chain devils s, 1-6 bearded devils) or council (1-8 goat demons 2d4 eryinies, 2d12 imps, 1-12 bearded devils or 2-6 chain devils
Challenge Rating 18
Treasure double gold; standard gems; 15% half art; 45% standard magical items, plus +5 flaming burst keen unholy, huge-sized lance and (3d6+10 piercing,+2d6 against creatures of Good alignment, +2d10 fire on a successful critical hit)19-20/x3, masterwork instrument (Pan pipes) plus pipes of pain or pipes of sounding (50% chance of one) and scarab of protection (+20 SR if held for one round, 1d12-3 charges of protection against negative energy left)
Alignment Always lawful evil
Advancement 15-19 HD (Huge) 20-23 HD (Gargantuan)
Level Adjustment –
On the scorched ground of hell there stands a terrible creature like a centaur, with dirty brown fur, large sharp-looking hooves, skin with blotches of night-black and veins of red like cooling lava. When it spots you, it rears like a wild horse, brandishes a wicked lance that still drips with fresh blood, and charges you with it, staring all the while like a maniac with its yellow eyes.
A Goat devil weights ten tons and is ten feet tall at the base of its horns and fifteen feet long from head to tail. He speaks Common and Infernal but is only rarely in the mood to talk with creatures other than fellow demons, and is mostly content with just intimidating them.
The goat devil loves to fight charging with it´s lance to take advantage o fit equine like body after first weakening their opponents with it´s dark magic. They are not good strategists, but inspire the fiends they lead with their aggressively and lust for battle.
Breath weapon (Su)
60 foot cone of fire and fetid smoke, once every 1d4 rounds (but no more than 4 times per hour) 5d6 points of fire damage. Reflex save against DC 21 halves. All creatures with a Constitution score and a sense of smell within area of breath weapon must make a Fortitude save against DC 21 every time it is used or be sickened for 1d3 rounds by the smoke´s smell. (regardless of whether or not they take damage from the breath weapon.) Bonuses tosaving throws against poisons also apply against the sickening effect. The targets gets a +3 circumstance bonus to the save against the sickening if the breath weapon is used a second time in one minute. The save DCs are Constitution based.
As a standard action, the Capralotarg can wreathe itself in fire, turning it´s every hair into a thin long tongue of flame. It deals 2d8 points of fire damage to everybody who touches them, grapples them or attacks them with a non-reach weapon. The intense heat causes every creature within 30 feet to take 1d8 points of nonlethal fire damage every round. Succeeding at a DC 21 Fortitude save prevents the character from taking the nonlethal damage for 3 rounds
The Capralotarg itself does not take any damage from this ability, and can suppress it at any time as a free action.
The goat devil takes half again as much (+50%) damage from spells with the [Cold] descriptor as well as other cold-based effects, whether magical or mundane.
The creature ignores the first 15 point of electricity damage it takes, whether magical or mundane.
Most devils possesses the following traits (unless otherwise noted in a creature’s entry).
• Immunity to fire and poison.
• Resistance to acid 10 and cold 10.
• See in Darkness (Su): Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
• Summon (Sp): Some devils share the ability to summon others of their kind (the success chance and type of devils summoned are noted in each monster description).
Gaze of madness (Su)
Range 30 feet , Will save against DC 20 negates. The target loses the ability to speak for one minute and only bleats instead, which causes him to suffer a 20% chance of spell failure when casting spells with a verbal component. In addition, if he if successfully affected by a fear effect with a DC of 25 of higher while under the effect of his ability, he is confused for 1d4 rounds instead. Lastly, he is treated like a goat for the purpose of the Capralotarg´s Command spell-like ability. The save DC is Charisma based.
Fire immunity (Ex)
The creature takes no damage from spells with the [Fire] descriptor or other fire based effects.
Fiendish fortitude (Ex)
A goat devil is immune to mundane diseases and poisons and has a +4 racial bonus on saving throws against those that are magical in nature or created by spells, like the druid´s Poison spell
The goat demon´s centaur-like body can carry up to 798 pounds as a light load, between 804 and 1356 pounds as a medium load, and between 1602 and 2400 pounds as a heavy load.
In addition, he is always treated as mounted and uses his own Strength score while using the overrun action.
When a Capralotarg makes a charge, it can follow up with a full attack.
See in darkness (Su)
The devil can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Spell like abilities (Caster level 15) save DCs are Charisma based (base DC 13+spell level)
At will Greater teleport self and fifty pounds of objects only, Divine favor, Doom, Endure elements , Inflict light wounds, protection from good, Command (goats, antelopes, chamoises and similarly hircine creatures only) (1-st level)
5/day- Bull´s strength,Bear´s endurance, Cat´s grace, Darkness, Delay poison, Fox´s cunning, Eagle´s splendor, Inflict moderate wounds, Owl´s wisdom. (2nd level)
4/day Fireball, Bestow curse, Blindness/deafness, Dispel magic, deeper darkness, Hold person, Magic circle against good, Magic circle against chaos. Remove blindness/deafness (3rd level)
3/day: Unholy smite (reverse of holy smite, also counters it and vice versa), Unholy blight (4th level)
2/ day Blade barrier, Insect plague, Mass inflict light wounds, Slay living, True seeing (5th level)
1 day Heal, Harm, Heroes´ feast (6th level)
1/week: Blasphemy (7th level)
2d6+ 15 points of bludgeoning damage, Reflex save against DC 22 negates. The DC is Strength based.