The man-sized, ebon-skinned devil before you is wreathed in constantly flickering flames. Its cranium is expanded and elongated, as though its brain were too large for its head.

Cognition Devil
CR 12 LE Medium outsider (devil, evil, extraplanar, lawful, psionic) XP 19,200
Init +10; Senses darkvision 60 ft., see in darkness; Perception +20
Aura hellfire aura (10 ft., DC 20)

Defense
AC 28, touch 16, flat-footed 22 (+6 Dex, +12 natural)
hp 149 (13d10+78)
Fort +14, Ref +14, Will +10; DR 10/good; Immune fire, poison; Resist acid 10, cold 10; PR 23

Offense
Speed 40 ft.
Melee 2 claws +19 (2d8+6/19-20)

Psi-Like Abilities (ML 13th; concentration +17)
At will—ego whip (3d4, DC 20)
psionic blast (stunned 5 rounds, DC 21)
3/day—telempathic projection (DC 21)
telepathic lash (one humanoid target up to 16 HD, DC 21)
1/day—psychic crush (5d6 damage with a successful save, DC 23)

Spell-Like Abilities (CL 13th; concentration +17)
Constant—detect chaos
detect good
At will—greater teleport (self plus 50 lbs. of objects only)
touch of idiocy
scorching ray (3 rays)
1/day—feeblemind (DC19)
summon (level 4, 1 cognition devil or 1d3 bearded devils, 50%)

Statistics
Str 23, Dex 22, Con 22, Int 18, Wis 18, Cha 19
Base Atk +13; CMB +19; CMD 35

Feats
Ability Focus (psychic crush)
Improved Critical (claws)
Improved Initiative
Iron Will
Psionic Charge
Speed of Thought
Up the Walls

Skills
Acrobatics +22, Autohypnosis +20, Bluff +17, Knowledge (arcana) +20, Knowledge (planes) +20, Knowledge (psionics) +20, Perception +20, Sense Motive +20, Spellcraft +17, Stealth +22
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

Ecology
Environment: any (Hell)
Organization: solitary, team (2-5), or incursion: (1-3 cognition devils, 1-4 barbed devils, and 2-8 bearded devils)
Treasure: standard

Special Abilities
Hellfire Aura (Su) Any creature that comes within 10 feet of a cognition devil risks being affected by its hellfire aura. Such victims suffer 6d6 points of damage (Reflex save, DC 20, for half). Half of this damage is fire damage, while the other half is profane damage and not subject to energy immunities, protections, or resistances. (Other devils are not affected by hellfire
aura). The save DC is Charisma-based.

A cognition devil, or sonnilloth (SAUN-ill-oth), actively pursues the degradation of civilized humanoids by reducing them to their baser instincts and savage natures. Many of its psi-like and spell-like abilities enable it to do this with ease. Sonnilloths are the thinkers and planners within the hierarchy of Hell. Many a successful infernal campaign is due to the intelligence provided by a sonnilloth and its spies.

Although cognition devils prefer ranged combat (using ego whip, psionic blast, scorching ray, or telepathic lash) the sonnilloths do not shy from a fight. A cognition devil likes to use a Psionic Charge and Speed of Thought (utilizing Up the Walls if the terrain or battleground permits) to maneuver around or to evade a powerful melee combatant. They enjoy reducing any reasoning humanoids (especially manifesters or spellcasters) to levels of idiocy, psychically killing a powerful warrior, and burning any creatures that come within their hellfire aura. Cognition devils will quit the battlefield (via greater teleport) to live to fight another day if a skirmish goes against them.

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