FerrugonCreature 12
Source Pathfinder Monster Core 2
Perception +22 (greater darkvision)
Languages Common, Diabolic, Draconic, Empyrean, Talican, Telepathy 100 Feet
Skills Athletics +25, Crafting +22, Deception +21, Intimidation +23, Religion +22, Stealth +23, Thievery +25
Str +7, Dex +5, Con +6, Int +4, Wis +4, Cha +5
AC 33; Fort +24; Reflex +20; Will +21; +1 status to all saves vs. magic
HP 190
Speed 25 feet (fly 40 feet)
Immunities fire
Weaknesses Holy 10
Resistances Physical 10
Horn
+25 (+20, +15) to hit (cold iron, magical, shove, unarmed, unholy) 3d8+16 BludgeoningClaw
+25 (+21, +17) to hit (agile, cold iron, magical, unarmed, unholy) 3d4+16 SlashingIron Feather
+23 (+18, +13) to hit (cold iron, magical, unholy) 3d4 + 13 PiercingGreater Darkvision
A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Telepathy 100 feet (aura, magical, mental)A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
+1 Status to All Saves vs. MagicMetallicA ferrugon is a metallic creature and thus affected by effects such as the circumstance penalty inflicted by Thunderstrike.
Vainglorious Whispers
(divine, linguistic, mental)Trigger A non-devil creature within 30 feet of the ferrugon succeeds (but doesn't critically succeed) at an attack roll, skill check, or saving throw
Effect The ferrugon whispers subversive messages to the triggering creature, causing it to become overly confident in its abilities, while in fact it becomes less accomplished overall. The target must attempt a DC 32 will save. On a failure, the target gains a +2 status bonus to saving throws against fear effects but also takes a –2 penalty to all attack rolls and skill checks for 1 hour. During this time, the victim can't benefit from Aid reactions, use healing effects on themselves, or use Take Cover or Raise a Shield actions, as these actions seem unnecessary to the creature at this time. Similar defensive actions might not be available to the victim as well, at the GM's discretion. The target is then temporarily immune to Vainglorious Whispers for 24 hours.
Effect: Vainglorious Whispers
Ferrugon Tetanus (disease)Saving Throw DC 32 fortitude
Onset 1d4 days
Stage 1 Clumsy 1 (1 week)
Stage 2 Clumsy 2 and can't speak (1 day)
Stage 3 Paralyzed (1 day)
Stage 4 death
Sunder ObjectsWhen a ferrugon damages an item or structure, they deal an additional 2d8 damage to that item or structure.
Divine Innate Spells (DC 32, +24 to hit)
2nd Level: Shatter
4th Level: Creation, Suggestion, Translocate, Translocate (At Will)
5th Level: Wall of Stone (wall is made of rusty iron, not stone)
6th Level: Petrify (target is transformed into rusty iron, not stone)
Rituals
These ram-headed devils have wings and flesh made of rusted metal. They're forged from the souls of damned mortals who made others suffer through their creative work. They like to tempt those of the same ilk, driving auteurs and stage directors to cruelty in the pursuit of greatness. Ferrugons also enjoy pushing artists to extremes in order to break them. They dip the bodies of mortals they've driven to despair into molten metal to make horrifically malformed statues, which they then add to their lairs.
Rust devils prefer temptation to fighting and only enter combat if protecting something dear to them.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DevilA family of fiends from Hell, most devils are irredeemably unholy. They typically have greater darkvision, immunity to fire, telepathy, and weakness to holy.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.