The magic in the world is changing. The mystic pathways are being frozen to prevent all but the celestial and abyssal creatures from entering or leaving any of the planes out of the prime material plane. Even on the prime material plane itself, the air is freezing. To teleport you must make a Spellcraft DC check of 30.
Evidence:
Rift opening in the underdark - drow cannot contain it.
Kekerix the Diplomatic
Immolation Devil (Puragaus); CR: 19; XP: 204,800; Align: LE; Large outsider (devil, evil, extraplanar, lawful)
Init: +8; Senses: darkvision 60 ft., true seeing, Perception +27
DEFENSE: AC: 36; TAC: 17; FFAC: 28; HD: 18d10+216; HP: 315; regeneration 5 (good weapons or good spells); Saves: For: +23, Ref: +19, Will: +14; SR: 30; DR: 15/good and silver; Immune: fire, poison; Resist: acid 10, cold 10;Special:
OFFENSE: Speed: 30 ft., fly 80' (good); Melee: bite +29 (2d6+12 plus burn), 2 claw +29 (1d8+12 plus burn), gore +29 (2d8+12 plus burn) 2 wings +27 (1d8+6); Space: 10 ft.; Reach: 10 ft.
Special Attacks: burn (2d6, DC 31), hellfire
Spell-Like Abilities: (CL 17th; concentration +24)
Constant - fire shield, true seeing
At will - fireball (DC 20), greater teleport(self plus 50 lbs. of objects only), persistent image (DC 22), wall of fire
3/day - dictum(DC 24), firestorm (DC 25), mass charm monster (DC 25)
1/day - summon (level 9, any 2d4 devils of CR 10 or lower, 90%)
Statistics: Str: 34; Dex: 26; Con: 35; Int: 24; Wis: 23; Cha: 24; BAB: +18; CMB: +31; CMD: 49
Feats: Blind-Fight, Blinding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Iron Will, Multiattack, Power Attack, Stand Still
Skills: Bluff (Ch) +28, Diplomacy (Ch)+28, Disable Device (I*) +26, Fly (D) +31, Intimidate (Ch) +28, Knowledge (Arcana) (I*) +25, Knowledge (Engineering) (I*) +28, Knowledge (Nobility) (I*) +25, Knowledge (Planes) (I*) +28, Perception (W) +27, Sense Motive (W) +27, Spellcraft (I*) +28, Stealth (D) +25; Racial Modifiers:
Special Abilities:
Hellfire (Su): Any fire damage caused by an immolation devil's abilities and spells is half fire damage, half unholy damage.
Environment: any (Hell)
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Organization: solitary, pair, or council (3-6)
Treasure: double, 106,000gp
"Ash and embers encrust the smoldering humanoid frame of this imperious, dragon-winged devil."
Bone Devil (Osyluth); CR: 9; XP: 6,400; Align: LE; Large outsider (devil, evil, extraplanar, lawful)
Init: +9; Senses: darkvision 60 ft., see in darkness, Perception +19 Aura: fear aura (5 ft., DC 19, 1d6 rounds)
DEFENSE: AC: 25; TAC: 14; FFAC: 20; HD: 10d10+50; HP: 105; Saves: For: +12, Ref: +12, Will: +7; SR: 20; DR: 10/good; Immune: fire, poison; Resist: acid 10, cold 10
OFFENSE: Speed: 40 ft., fly 60' (good); Melee: bite +14 (1d8+5), 2 claw +14 (1d6+5), sting +14 (3d4+5 plus poison); Space: 10 ft.; Reach: 10 ft.
Spell-Like Abilities: (CL 12th)
Constant - fly
At will - dimensional anchor, greater teleport(self plus 50 lbs. of objects only), invisibility (self only), major image (DC 17), wall of ice
3/day - quickened invisibility (self only)
1/day - summon (level 4, 1 bone devil, 35%)
Statistics: Str: 21; Dex: 21; Con: 20; Int: 16; Wis: 15; Cha: 18; BAB: +10; CMB: +16; CMD: 31
Feats: Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)
Skills: Bluff (Ch) +17, Diplomacy (Ch)+17, Fly (D) +21, Intimidate (Ch) +17, Knowledge (Planes) (I*) +16, Perception (W) +19, Sense Motive (W) +19, Spellcraft (I*) +16, Stealth (D) +14
Special Abilities:
Poison (Ex): Sting - injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.
Environment: any (Hell)
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Organization: solitary, pair, or inquisition (3-10)
Treasure: standard, 4,250gp
"merging the most horrifying features of carrion-fed insect and withered cadaver, this bony devil moves in unsettling lurches."