b'Aghul, Devil (Tusked) \n'b'  Family:   Devils  \n'b'  Large   fiend ,  chaotic evil  \n'b'  Armor Class  18 (natural)  Hit Points  52 (7d10+14)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  15 (+2)  CON:  14 (+2)  INT:  18 (+4)  WIS:  10 (+0)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  fire, poison  Damage Resistances  cold, bludgeoning, piercing and slashing from non-magical or non-silvered weapons  Senses   darkvision  120 ft., passive  Perception  10  Languages  telepathy 120 ft.  Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Regeneration . The aghul regenerates 1d6  hit points  per round while in a cold environment. \n'b'  Innate Spellcasting . The aghul\xe2\x80\x99s innate spellcasting ability is  Charisma  (Spell Save DC 10, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  detect thoughts ,  speak with dead  \n'b'  3/day each :  glyph of warding ,  levitate  \n'b'  2/day each :  fly ,  water walk  \n'b'  1/day each :  animate dead ,  control weather ,  magic circle ,  spiritual weapon  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The aghul can strike once with its tusks and once with its knoglen blade. \n'b'  Tusks .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit 11 (2d8+2) piercing damage. \n'b'  Knoglen Blade .  Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit 12 (2d10+1) slashing damage. In addition, on a natural 19 or 20 the blade causes Agonizing Necrosis. \n'b'  Agonizing Necrosis . The target suffers intense pain as their body begins to slowly rot. They immediately develop one level of  exhaustion , which cannot be removed until the Necrosis is removed. Every 24 hours, the target suffers an additional 1d10 necrotic damage as they begin to rot. This damage cannot be cured until the Necrosis is removed. The Necrosis can be removed with  heal ,  greater restoration  or remove curse. If Turn Undead is applied against the dead flesh, the target can make a  Constitution  save. If they fail the save, the rot is driven out and the Necrosis ends. \n'b'\n'b' ABOUT \n'b' The aghul are a type of devil, extremely evil and filled with a burning hate for all things. They are large man-like creatures, possessed of long arms and short legs. They are entirely hairless but for their monstrous heads. Their bodies are thickly muscled, if at times disproportionately so. They wear little in the way of clothing as they are totally immune to any form of temperature, hot or cold. They have massive broad foreheads, a long trunk-like nose, two huge tusks that rise from their toothy maw. Their fur-covered heads are dirty and matted. Their tusks are long, ivory and often carved or covered in jewels and bands of iron, silver, gold or platinum. They are very fond of jade and cap theirs tusks in this precious metal. When disguised, they cast themselves as dwarves, decked in jade armor and beards of ivory, combed immaculately and curled, the curls held with oils and perfumes. \n'b'  Solitary Seekers of Knowledge . Their hideous forms lead them into solitary lives, though they do, from time to time, gather in a concourse for what purpose, few can surmise. Their solitude is usually spent in failed attempts at creation; for it is their desire to lord over lesser creatures and they are forever steeping themselves in arcane magic and the various sciences. These creatures are very intelligent, possessed of a natural ability to judge the value and reason of things. They possess some minor empathetic abilities. Cautious fighters: The aghul are reluctant to fight and only do so if threatened, cornered, or made extremely wrathful. Generally, they attempt to cajole their slaves or servants into battle for them. When they are forced into battle, they do so using a combination of spells to disconcert their opponents and close using their weapon of choice, the knoglen. \n'b'  Knoglen Blade : This weapon is a pole-arm, fashioned from the living bones of the aghul\xe2\x80\x99s victims. Ranging about 8 feet long, it serves as a +2 weapon in both hit and damage. The blade(s) are razor-sharp, self-replicating bones. When the blade strikes a successful hit with a 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. If not treated, the wound begins to rot and the surrounding flesh begins to fall off. A creature that dies from the rotting returns as an undead. Unless buried in holy or consecrated ground, they reanimate as a  zombie  or  skeleton  in 1d8 days. The Knoglen loses all magic when its owner dies.'