Cornugon
Creature 16 — devil, fiend, unholy
Pre-Remaster content. May include legacy alignment.
AnvilSnareLANDAERIALfienddevil
Hell's armies contain legions upon legions of different devils all suited precisely to their roles. But such an army needs able commanders, and it is this role that cornugons fill. Their mere presence inspires those under their command to improved performance- often through fear of the horrible torments that a cornugon can unleash as punishment for failure. Forged in the fires of Malebolge from the most renowned warriors among lesser devilkind, even the least cornugon is among the fiercest warri
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +28; greater-darkvision
Languages common, diabolic, draconic, empyrean; telepathy 100 feet
Skills acrobatics +28, athletics +32, intimidation +30, religion +28, stealth +26, Warfare Lore +30
Str
+8
Dex
+6
Con
+7
Int
+4
Wis
+6
Cha
+6
Items Spiked Chain
AC 38
Fort +31
Ref +26
Will +26
+1 status to all saves vs. magic
HP 300
Immunities fire
Resistances physical (except silver) 15, poison 15
Weaknesses holy 15
Speed 25 feet, fly 50 feet
Offense
Melee Spiked Chain (disarm, evil, finesse, magical, reach-10, trip, unholy) +34, Damage 3d8+16 slashing plus 2d6 spirit plus Stunning Chain
Melee Claw (agile, magical, reach-10, unarmed, unholy) +32, Damage 3d10+14 slashing plus 1d6 spirit
Melee Tail (magical, reach-10, unholy) +32, Damage 3d8+14 slashing plus 1d6 spirit plus Infernal Wound
Abilities
Greater Darkvision — A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Telepathy 100 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
+1 Status to All Saves vs. Magic —
Attack of Opportunity —
Circle of Protection (aura, divine, evil) — 10 feet. A constant Circle of Protection against good is centered on the cornugon.
Commander's Aura (aura, divine) — 100 feet. Allied evil creatures in the aura of lower level than the devil's gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.
Frightful Presence (aura, emotion, fear, mental) — 10 feet. DC 34 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Chain of Malebolge —
Infernal Wound (divine) — A cornugon's tail Strike deals 4d6 bleed.
The DC of the flat check to stop the bleeding starts at DC 20 Flat and is reduced to DC 15 Flat only if someone successfully assists. The DC to Administer First Aid to a creature with an infernal wound increases by 10.
A spellcaster or item using healing magic on an infernally wounded creature must succeed at a DC 34 counteract check or the magic fails to heal the creature.
The DC of the flat check to stop the bleeding starts at DC 20 Flat and is reduced to DC 15 Flat only if someone successfully assists. The DC to Administer First Aid to a creature with an infernal wound increases by 10.
A spellcaster or item using healing magic on an infernally wounded creature must succeed at a DC 34 counteract check or the magic fails to heal the creature.
Stunning Chain (incapacitation) — If the cornugon critically hits with its spiked chain Strike, the target must succeed at a DC 34 Fortitude save or be Stunned for 1 round (1d4 rounds on a critical failure).
Divine Innate Spells DC 36, attack +28
4th Dimension Door, Dimension Door (At Will)
3rd Fireball (×2), Lightning Bolt (×2)
2nd Dispel Magic
WORKS WELL WITH
FlankerLANDAnvil locks down enemy movement with reach and reactive strikes so flankers can safely position for off-guard attacks.
CrasherLANDAnvil absorbs attention and controls engagement range while the crasher breaks through and pressures backline targets.
WeaverLANDCommander Aura already buffs allies; a weaver amplifies durability further so the anvil holds the line longer.
ShadeLANDAnvil draws focus and controls the front while a shade deals ranged damage from safety behind the line.
PUNISHES
✖ clumping✖ low Will✖ low Fort✖ melee reliance
Overlapping commander auras offer diminishing returns and two anvils crowd the frontline without adding pressure.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Cornugon in the encounter builder — free, no install.
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