|Size & Type (subtype):||Large Outsider (Evil, Lawful)||Hit Dice:||12d8+60 (114)|
|Initiative: ||+1 (Dex) ||Speed: ||40 ft. |
|Armor Class: ||28 (-1 size, +1 Dex, +18 natural) ||Attacks: ||Longspear +17/+12/+7 melee (or 2 claws +17 melee), bite +12 melee, tail +12 melee |
|Damage: ||Longspear 1d8+9 and cold, claw 1d8+6, bite 2d4+3, tail 3d4+3 and cold ||Face and Reach: ||10 ft. by 10 ft./15 ft. |
|Special Attacks: ||Spell-like abilities, fear aura, cold, summon baatezu ||Special Qualities: ||Damage reduction 20/+2, SR 25, baatezu qualities, regeneration 5 |
|Saving Throws ||Fortitude: 13 |
|Abilities: ||Str: 23|
|Skills: ||Bluff +16, Climb +20, Concentration +20, Disguise +17, Jump +19, Knowledge (arcana) +20, Listen +22, Move Silently +16, Search +20, Sense Motive +20, Spellcraft +20, Spot +22 ||Feats: ||Alertness, Cleave, Dodge, Power Attack |
|Climate and Terrain: ||Any land and underground ||Climate: ||cold,temperate,warm |
|Terrain: ||desert,forest,hill,marsh,mountains,plains,underground ||Organization: ||Solitary, team (2-4), squad (6-10), or troupe (1-2 gelugons, 7-12 barbazu, and 1-4 osyluths) |
|Challenge Rating: ||13 ||Challenge Rating Value: ||13 |
|Treasure: ||Standard coins; double goods; standard items ||Alignment: ||Always lawful evil |
|Advancement: ||13-18 HD (Large); 19-33 HD (Huge) |
Gelugons speak Infernal, Celestial, and Draconic.
Spell-Like Abilities: At will-animate dead, charm monster,
cone of cold, desecrate, detect good, detect magic, fly, magic
circle against good, major image, polymorph self, suggestion,
teleport without error (self plus 50 pounds of objects only),
unholy aura, and wall of ice. These abilities are as the spells
cast by a 13th-level sorcerer (save DC 13 + spell level).
Fear Aura (Su): As a free action, a gelugon can create an aura
of fear in a 10-foot radius. It is otherwise identical with fear
cast by a 13th-level sorcerer (save DC 19). If the save is
successful, that creature cannot be affected again by that
gelugon's fear aura for one day. Other baatezu are immune to
Cold (Su): A hit from a gelugon's tail or spear attack
induces numbing cold. The opponent must succeed at a Fortitude
save (DC 21) or be affected as though by a slow spell for 1d6
Summon Baatezu (Sp): Once per day a gelugon can attempt to
summon 2d10 lemures or 1d6 barbazu with a 50% chance of success,
2d4 osyluths or 1d6 hamatulas with a 35% chance of success, or
another gelugon 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): Gelugons take normal damage 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.