Jebelat CR 13
XP 25,600
Contract devil mesmerist 6
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +12; Senses darkvision 60 ft., see in darkness; Perception +22
Defense
AC 28, touch 19, flat-footed 19 (+8 Dex, +1 dodge, +7 natural, +2 natural)
hp 235 (13d10+6d8+133)
Fort +14, Ref +22, Will +29
DR 10/good; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10; SR 21 (28 vs. divinations)
Defensive Abilities towering ego (+9)
Offense
Speed 30 ft.
Melee binding contract +25/+20/+15/+10 (1d4+8 plus bleed and grab)
Space 5 ft.; Reach 5 ft. (10 ft. with binding contract)
Special Attacks binding contract, bleed (1d6), bold stare (susceptibility), hypnotic stare (-2, 40 ft.), mesmerist tricks (12/day, astounding avoidance, mesmeric mirror, reflection of weakness, DC 22) painful stare (+3/1d6+3)
Spells CL 6th, concentration +15 (+19 casting defensively)
2nd (5/day)—alter self, blur, placebo effect, touch of idiocy
1st (7/day)—forbid action (DC 20), mental block (DC 20), paranoia (DC 20), unseen servant
0th—detect magic, light, mage hand, prestidigitation, read magic, unwitting ally (DC 19)
Spell-Like Abilities CL 13th, concentration +22 (+26 casting defensively)
Constant—nondetection (self only), tongues
At will—detect thoughts (DC 21), dimension door, erase, identify, major image (DC 22), produce flame, sending
3/day—arcane eye, traumatic bestow curse (DC 23), break enchantment, greater teleport (self plus 50 lbs. of objects only), hold person (DC 22), locate creature, mage's private sanctum, quickened scorching ray, silence (DC 21), vision
1/day—contact other plane, delayed blast fireball (DC 26), dismissal (DC 24), plane shift (DC 26), summon (level 4, 1d6 bearded devils or 1 bone devil 50%), symbol of pain (DC 24)
Statistics
Str 15, Dex 27, Con 24, Int 26, Wis 23, Cha 28
Base Atk +17; CMB +19; CMD 38
Feats Combat Casting, Combat Expertise, Deceitful, Dodge, Extended Stare, Improved Initiative, Persuasive, Quicken SLA (scorching ray), Stubborn Curse, Traumatic SLA (bestow curse)
Skills Bluff +33, Diplomacy +30, Disguise +30 (+34 as tiefling), Intimidate +30, Knowledge (arcana) +24, Knowledge (history) +23, Knowledge (local) +23, Knowledge (nobility) +21, Knowledge (planes) +24, Knowledge (religion) +24, Linguistics +26, Perception +28, Perform (oratory, strings) +25, Profession (lawyer) +19, Sense Motive +28, Sleight of Hand +21, Spellcraft +21, Use Magic Device +25
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Kelesh, Necril, Orc, Sylvan, Terran, Undercommon, Utopian, Varisian; telepathy 100 ft., tongues
SQ consummate liar +3, infernal contract, infernal investment, manifold tricks (2), mental focus +1, touch treatment (12/day), undercover agent
Gear bracers of armor +2, lucky horseshoe, wand of cure light wounds (full charges), jeweled holy symbol of Asmodeus worth 50 gp, masterwork violin
Special Abilities
Binding Contract (Su) A contract devil can wield a contract like a whip, but deal lethal damage regardless of the armor bonus of their target. A contract devil modifies attack and damage rolls when using a binding contract by its Intelligence modifier, not its Strength modifier. Wounds created by a binding contract resemble horrifically deep paper cuts and cause 1d6 points of bleed damage. A contract devil can use its binding contract to disarm and trip foes as if the contract were a whip. If it is itself disarmed of the contract, the devil can rearm itself with a new contract as an immediate action.
Infernal Contract (Su) As a full-round action, a contract devil can produce an infernal contract for a single living mortal creature. This contract can grant a wide range of abilities and effects, as detailed on the following page. To receive any of these bonuses, however, the mortal must sign its true name to the document of its own free will. Upon doing so, that mortal's soul is sworn to the contract devil, condemning the soul to an eternity of servitude in Hell rather than whatever fate would naturally befall it upon the mortal's death. Breaking a contract with a contract devil is difficult and dangerous (see the next page); as long as the infernal contract remains in effect, the victim cannot be restored to life after death save by a miracle or a wish. If a mortal is restored to life in this way, the contract devil immediately senses the development—it not only knows which soul has been restored to life, but also gains the benefits of a discern location spell targeted on the character or creature that restored the damned soul to life.
Infernal Investment (Su) As a subclause of all infernal contracts, a contract devil can use greater scrying at will upon any creature it has a contract with. The target creature always fails its save against the devil's scrying attempt—this ability otherwise functions at caster level 20th.
Undercover Agent (Ex) Jebalat does not have a gore attack or the impale special attack, but does gain a +4 racial bonus on any Disguise checks to appear as a tiefling, and has nondetection as a constant spell-like ability.