Narcis Devil - CR15 Devil
You're so disgusting. You should try to be more like me. You'll fail, obviously, but still, at least put in some effort.
Artwork by D_elite on Twitter.
Narcis Devil - CR 15
Standing six and a half feet tall and wearing only a cape and jewelry is an attractive horned man with gray skin and glowing red eyes. He looks at you smugly.
XP 51,200 LE Medium outsider (devil, evil, extraplanar, lawful) Init +12 Senses darkvision 60 ft.; Perception +23
DEFENSE
AC 28, touch 16, flat-footed 22 (+6 Dex, +12 natural) hp 199 (19d10+95) Fort +13, Ref +21, Will +17 DR 10/good Immune fire, poison Resist acid 10, cold 10 SR 26
OFFENSE
Speed 30 ft., fly 40 ft. (perfect) Melee 2 claws +27 (2d8+7 plus 1d8 bleed plus scar (DC ) Space 5 ft.; Reach 5 ft. Special Attacks gaze, touch of irony, waxen image, withering Spell-Like Abilities (CL 15th; concentration +26) Constantādetect scrying, seek thoughts (DC 24, thoughts concerning self only, see text), true seeing At willācharm monster (DC 25), enter image, mirage arcana (DC 26), mirror image, persistent image (DC 26), resist energy, scorching ray (3 rays, ranged touch +27), smug narcissism (DC 26) 3/dayādimensional anchor (DC 25), phantasmal killer (DC 25), scrying 1/dayādominate monster (DC 30), geas/quest, greater false vision, summon (level 5, 2 bone devils 75%) 1/monthāsimulacrum (self only, cannot have more than one)
STATISTICS
Str 24, Dex 26, Con 20, Int 16, Wis 19, Cha 32 Base Atk +19; CMB +26; CMD 44 Feats Blind-Fight, Combat Reflexes, Deceitful, Great Fortitude, Improved Initiative, Improved Great Fortitude, Iron Will, Lightning Reflexes, Persuasive, Weapon Focus (claw) Skills Acrobatics +21, Bluff +43, Diplomacy +43, Disguise +23, Fly +12, Intimidate +43, Knowledge (local, nobility, planes) +12, Perception +26, Perform (oratory) +15, Sense Motive +12; Racial Modifiers +8 Bluff, +8 Diplomacy, +8 Intimidate Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal; tongues, telepathy 100 ft.
SPECIAL ABILITIES
Gaze (Su) Creatures within 30 feet that gaze upon a narcis devil must succeed on a DC 30 Will save or be unwilling to physically harm him. Affected creatures may not willingly inflict hit point damage, physical ability score damage/drain, or diseases to the narcis devil, nor any other harmful effect that would leave a physical mark. They may inflict other harmful effects, and are not compelled to prevent others from attacking the narcis devil. This gaze is a mind-affecting charm effect. The save DC is Charisma-based. The narcis devil can enable or disable this gaze effect as a free action.
Seek Thoughts (Sp) A narcis devil is permanently affected by seek thoughts, as a constant spell-like ability, but can only use this to notice creatures thinking about the narcis devil.
Scar (Su) A creature damaged by a narcis devil's claw attacks must succeed on a DC 26 Fortitude save or be scarred, as the witch hex. The save DC is Strength-based.
These scars do not interfere with the target's senses or prevent it from using abilities, but may affect social interactions. The narcis devil can use its Waxen Image and Withering hexes on the scarred target at a range of up to 1 mile, and is considered to have a body part from the target for the purpose of scrying and similar divination spells. The scars persist through disguises and shapechanging.
The narcis devil can withdraw this hex from a target as a move action at any range. The number of supernatural scars the narcis devil can maintain at once is equal to its Intelligence bonus (typically 3); once the narcis devil reaches this limit, it must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar.
Touch of Irony (Su) A narcis devil can make a touch attack (typically with +26 to hit) to immediately transform a living creature into a walrus for 10 minutes. A successful DC 30 Fortitude save negates the transformation. This effect otherwise functions as beast shape II. A creature who successfully saves is not subject to the same narcis devil's touch of irony for 24 hours. If the target transforms into a walrus, it must also succeed on a DC 30 Will save to retain its personality. On a failed save, the target is affected as if it failed its secondary Will save against a baleful polymorph spell. The effect can be negated by break enchantment (DC 26 ā using the narcis devil's caster level), but cannot be dispelled. The save DC is Charisma-based.
Waxen Image (Su) A narcis devil can spend a full-round action to create a crude and unnerving wax duplicate of a creature it can see within 30 feet, or one affected by its Scar ability. Once the image is complete, the subject must make a Will save (DC 22). If the subject fails, the narcis devil gains a small measure of control over the creature. Whenever the narcis devil exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the narcis devil's turn and does not impede the creature's actions on its own turn. The narcis devil can use the waxen image a number of times equal to its Intelligence modifier (typically 3) before it melts.
As a standard action, the narcis devil can cause the subject to do any one of the following things: move up to the creature's speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, the narcis devil can spend one of its uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. This is an enchantment (compulsion) effect. The save DC is Intelligence-based.
Withering (Su) As a standard action, the narcis devil can cause a creature within 30 feet, or one affected by its Scar hex, to age rapidly, empowering itself in the process.
The target ages to the next age category (adult to middle-aged, and so on). The narcis devil gains 1d10+19 temporary hit points and a +2 enhancement bonus to either Strength, Dexterity, or Constitution for a number of hours equal to its Intelligence modifier (typically 3 hours). The aging effect lasts for 19 hours.
A creature cannot be aged past venerable age by this hex, and it can attempt a Fortitude save (DC 22) to negate the effect altogether. Once a creature has successfully saved against the withering hex, it cannot be affected by the same narcis devil's withering hex again. The save DC is Intelligence-based.

















