Small Outsider (evil, extraplanar, law)
Hit Dice: 4d8+8 (26 hp)
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 dex, +4 natural, +1 size), touch 13, flat-footed 15
Base Attack/Grapple: +4/+1
Attack: Rocoulm's torch +8 melee (1d4+2 plus 1d6 fire) or Bite +7 melee (1d3+1)
Full Attack: Rocoulm's torch +8 melee (1d4+2 plus 1d6 fire) or Bite +7 melee (1d3+1) and 2 claws +5 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Animate portal, distortion of hades, jibblies, spell-like abilities
Special Qualities: Immunity to sonic and poison, outsider traits, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft.
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 12, Dex 15, Con 14, Int 10, Wis 15, Cha 17
Skills: Bluff +10, Diplomacy +12, Hide +9, Intimidate +12, Listen +9, Move Silently +9, Spot +9, Use Magic Device +9
Feats: Ability Focus (jibblies), Multiattack Weapon Finesse(B)
Environment: Gray Wastes of Hades
Challenge Rating: 5
Treasure: Half-standard plus torch
Alignment: Lawful Evil
Advancement: 5-9 HD (Small), 10-15 HD (Medium)
Level Adjustment: +4
This being appears as a strange, distorted devil of stark white skin and eyes that blaze redly from the depths of its bottomless black eyes. It has clawed feet and hands, and a maw of razor teeth that constantly shifts and alters with a surreal quality...
A rocoulm is a strange, lowly devil that entices other creatures into Hades by causing a horrible infliction upon those they care for though a portal of its own making. It will then make a deal with one, that it will release their loved ones if they come within its hellish home for eternity. As the being succumbs to the entrapping qualities of the plane the rocoulm takes of its soul.
A rocoulm weighs 40 lbs. and stands 4 feet tall. It speaks Abyssal and uses its telepathy to speak with non-devils.
A rocoulm uses its jibblies ability to great affect to entice one to join with it in hell. If attacked on the plane it will also use the jibblies, but if this is not enough it darkens the area and extinguishes the torch to handicap its opponent. It then uses its claws and teeth to disable, but not kill if it wishes to siphon their waning life force.
Animate Portal (Su):
A rocoulm possesses the ability to animate a single painting, card, page, or other like surface anywhere it wishes. This becomes as an animated object of the same size as the object, though has to be Large sized or smaller. The rocoulm fully controls the actions of this object. This object also acts as a portal into the rocoulm's realm, and those that step within are immediately transported. The rocoulm can see through the painting and use its jibblies ability, plus any of its spells, through the portal. Those outside the painting however cannot use any abilities upon the rocoulm through the painting.
The rocoulm may animate another object and unanimate its current object at any time.
Distortion of Hades (Su):
A rocoulm distorts and dampens both color and sound. Everything within 60 feet of a rocoulm has its hue altered and darkened. Spells dealing with color, such as color spray, or any prismatic spells, have a 20% chance of failing. As well, a rocoulm can use a full-round action to speak horrible words in Abyssal. Those who try to cast a spell with a sonic descriptor in that round requires a Concentration check (DC 20 + spell level). The latter is a sonic affect.
As a standard action a rocoulm can cause all beings in a 10-foot cone to shudder uncontrollably with horror that worsen into hideous spasms. Those affected become permanently dazed unless they succeed on a DC 17 will save. Those that make their save are unaffected by the same rocoulm's jibblies for 24 hours. The rocoulm can remove the jibblies from any or all affected by this ability as a standard action. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
See in Darkness (Su):
A rocoulm can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Caster level 4th. Save DC's are Charisma-based.
At Will - Darkness, Mage Hand, Prestidigitation
3/day - Scrying (DC 16)
1/day - Deeper Darkness, Dispel Magic, Hold Person (DC 16), Silence
The torch of the rocoulm acts as a +1 flaming club. It never burns out (though may be extinguished with a thought by the rocoulm), and reveals all invisible creatures and objects, and counters or dispels any darkness spell of 4th level or lower, such as darkness. If an illusion is struck with the torch's flame it dispel it as the Dispel Magic spell (CL 4th).