Sandpoint Devil
Creature 8 (rare) — beast, fiend, unholy
Pre-Remaster content. May include legacy alignment.
While some creatures have been fused to create a new entity that's graceful and beautiful, the Sandpoint Devil is the opposite. It has the hooves and body of a powerful horse, but it walks on its hind legs in a perverse parody of a humanoid gait. Its equine face has been distorted and elongated with skeletal, yellowed fangs and milky eyes. The pox-spotted hide along the creature's back bears a draconic tail with dark, spiny plates and two torn, bat-like wings. The legendary Sandpoint Devil appe
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +16
Skills acrobatics +16, athletics +18, intimidation +18, stealth +18, survival +16
Str
+6
Dex
+4
Con
+5
Int
+0
Wis
+4
Cha
+3
AC 27
Fort +19
Ref +14
Will +16
HP 165
Immunities fire, fear-effects
Weaknesses cold-iron 5
Speed 35 feet, fly 50 feet
Offense
Melee Jaws +20, Damage 2d10+12 piercing
Melee Hoof +20, Damage 2d6+12 bludgeoning
Abilities
Greater Darkvision — Greater Darkvision
+1 Status to All Saves vs. Magic —
Attack of Opportunity (Hoof Only) — Hoof only
Attack Of Opportunity
Accursed Breath (curse, fire, occult) — The Sandpoint Devil breathes a 30-foot cone of flame that deals 6d10 fire damage. Each creature in the area must attempt a DC 26 Reflex save.
The Sandpoint Devil can't use Accursed Breath for 1d4 rounds.
**Critical Success** The creature is unaffected.
**Success** The creature takes half damage.
**Failure** The creature takes full damage and is Sickened 2 by the agonizing pain of its burns.
**Critical Failure** The creature takes full damage and is cursed. The victim's flesh appears charred and burned, and the pain of being burned alive never fully vanishes. The cursed creature takes a –2 status penalty to all checks from the constant pain. Healing doesn't alter the appearance of the burns or lessen the penalty, but removing the curse does.
Devil's Howl (auditory, emotion, fear, mental, occult) — The Sandpoint Devil unleashes a bloodcurdling howl that can be heard for miles. Each creature within a 100-foot emanation must succeed at a DC 26 Will save or become Frightened 2 (Frightened 3 and fleeing as long as it remains frightened on a critical failure).
Creatures that attempt this Will save are then immune to Devil's Howl for 24 hours.
Trample — Medium or smaller, hoof, DC 23 Reflex
Trample
Spells
Dimension Door (rank 4)
Phantasmal Killer (rank 4)
Stinking Cloud (rank 3)
Obscuring Mist (rank 2)
Gust of Wind (At will) (rank 1)
Produce Flame (rank 1)
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