Devilbound - Fighter, Level 09; CR: 9; XP: 6,400; Pit fiend-bound oread male fighter 9 Align: NE; Medium humanoid (human)
Init: +6; Senses: Darkvision 60 ft.; Perception +10
DEFENSE: AC: 33; TAC: 14; FFAC: 30; +2 AC to confirm criticals HD: 9d10+27; HP: 90 regeneration 5 (good spells, good weapons); Saves: For: +9, Ref: +7, Will: +8; +4 vs Poison; Defensive Abilities: bravery +2, Resist: acid 5, fire 30; Weaknesses: contract bound
OFFENSE: Speed: 20 ft.; Melee: +1 longsword +19/+14 (1d8+9/19-20) or cold iron dagger +15/+8(1d4+6/19-20); Ranged: heavy crossbow +11/+6 (1d10/19-20)
Statistics: Str: 23; Dex: 16; Con: 14; Int: 8; Wis: 15; Cha: 8; BAB: +9; CMB: +15; CMD: 28
Devilbound Spell-Like Abilities: (CL 9th; concentration +11);
3/day - quickened fireball (DC 15), invisibility
1/day - blasphemy (DC 19), summon (level 5, 1 lemure, or 1 bearded devil 100%)
Oread Spell-Like Ability: (CL 9th; Concentration 8)
1/day - magic stone
Feats: Cleave, Greater Shield Focus, Improved Initiative, Iron Will, Power Attack, Shield Focus, Shield Specialization, Toughness, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword),
Skills: Heal (W) +2, Perception (W) +10, Survival (W) +5
Special Abilities:
Contract Bound (Ex): The creature has signed a contact of service in return for this template. The devil must reveal its nature as a creature of Hell when it offers a contract, and it can't hide the details of the contract in any way. The creature must enter the agreement willingly (without magical compulsion). Usually the creature must perform one or more tasks for the devil, and in exchange, the creature gains the template's abilities, whether immediately, after a specific amount of time, or once the task has been completed.
Languages: Common, Terran
Special Qualities: armor training 2, bravery +2, weapon training 2 (heavy blades), Energy Resistane (acid resistance 5), Spell-Like Ability (can use magic stone 1/day (CL = character level, DC 11 + Cha mod), Earth Affinity (Sorcerers with elemental (earth) bloodline treat their charisma as 2 points higher for all sorcerer spells and class abilities. Clerics with the Earth domain cast their Earth domain powers and spells at +1 caster level),
Treasure: NPC Gear (+2 belt of mighty strength, potion of moderate light wounds (2), potion of enlarge person, +1 longsword, +1 half-plate, +1 heavy steel shield, +1 cloak of resistance, +1 ring of protection, alchemist's fire, holy water, oil (2), healer's kit (2 uses remaining), cold iron dagger, heavy crossbow, bolts (20), bedroll, tindertwigs (2), whetstone, wooden holy symbol, 454gp)