Cornugons speak Infernal, Celestial, and Draconic.
Spell-Like Abilities: At will: animate dead, charm person,
desecrate, detect good, detect magic, detect thoughts, dispel
chaos, dispel good, magic circle against good, major image,
produce flame, pyrotechnics, suggestion, and teleport without
error (self plus 50 pounds of objects only); 3/day-fireball and
lightning bolt; 1/day-wall of fire. These abilities are as the
spells cast by a 12th-level sorcerer (save DC 12 + spell level).
Fear Aura (Su): As a free action, a cornugon can create an
aura of fear in a 5-foot radius. It is otherwise identical with
fear cast by a 12th-level sorcerer (save DC 17). If the save is
successful, that creature cannot be affected again by that
cornugon's fear aura for one day. Other baatezu are immune
to the aura.
Stun (Su): Whenever a cornugon hits with a whip attack, the
opponent must succeed at a Fortitude save (DC 17) or be stunned
for 1d4 rounds.
Wound (Su): A hit from a cornugon's tail attack causes a
bleeding wound. The injured creature loses 2 additional hit
points each round until the wound is bound (a DC 10 Heal check)
or the creature dies.
Summon Baatezu (Sp): Once per day a cornugon can attempt to
summon 2d10 lemures or 1d6 barbazu with a 50% chance of success,
1d6 hamatulas with a 35% chance of success, or another cornugon
with a 20% chance of success. This is much as though
casting a summon monster spell. Summoned creatures automatically
return whence they came after 1 hour. A baatezu that has just been
summoned cannot use its own summon ability for 1 hour.
Regeneration (Ex): Cornugons take normal damage from acid, and
from holy and blessed weapons of at least +2 enchantment.
Immunities (Ex): Baatezu are immune to fire and poison.
Resistances (Ex): Baatezu have cold and acid resistance 20.
See in Darkness (Su): All devils can see perfectly in darkness
of any kind, even that created by deeper darkness spells.
Telepathy (Su): Baatezu can communicate telepathically with
any creature within 100 feet that has a language.