Kay has motivated me to get moving on this idea, so here goes. This is the Mind Devil (I need better name for it), an experimental psychic shock trooper with some ability to manifest other powers to provide a bit more flexibility. They would serve as a way to 1 up the Tanar'rii's Cerbrelith.
A mind devil looks like a gaunt blue humanoid with a featureless face save for six glowing silver eyes arranged in a hexagon and a lamprey-like mouth. A mind devil has 2 thin tails that aid in balance but provide no combat benifits.
MIND DEVIL (I need a proper name here)
Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 10d8+60+10 (115 hp)
Initiative: +7 (+7 Dex)
Speed: 40 ft
AC: 26 (+7 Dex, -1 size, +10 natural)
Attacks: Bite +13 melee, 2 claws +8 melee
Damage: Bite 1d8+4, claw 1d6+2
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks:, Psi-like abilities, Powers (As a 5th level Kinetecist), Summon Baatezu (1 Mind Devil with a 35% chance of success)
Special Qualities: Baatezu traits, DR 5/good, SR/PR 21
Saves: Fort +13, Ref +14, Will +11
Abilities: Str 18, Dex 24, Con 22, Int 20, Wis 18, Cha 20
Skills: Not done yet, +4 racial bonus to balance and concentration checks
Feats: Speed of thought (B) Combat manifestation (B), Aligned attack (B), Combat Expertise, Up the walls , Psionic Charge, Psionic Body
Challenge Rating: 10-12 (not playtested, seems similar compared to the cerbrelith, and Rakasha which are both CR 10 and are similar in role, slighly more versatile than either of those, though)
Alignment: Lawful evil
Psi-like Abilities: (as a 7th level Kinetecist)
(All powers are augmented for 7th level)
At will:
Greater teleport
Energy push (DC 17)
Energy stun (DC 17)
Telekinetic force (DC 18)
Telekinetic thrust (DC 18)
Each 3/day:
Energy cone (18)
Energy wall (18)
Energy bolt (18)
Each 1/day:
Death urge (19)
Mindwipe (19)
Powers:
Power Points: 37
Powers Known (13)
1 (DC 16):
Deceleration
Energy ray
Precognition, Offensive
Precognition, Defensive
Vigor
2 (DC 17):
Cloud Mind
Inflict pain
Energy missile
Body equilibrium
3 (DC 18):
Body adjustment
Dispel
Share pain, forced
Time hop
Forge devils appear as large, stocky dwarves about 6 feet tall with firey red skin and orange hair. They are responsible for forging most of Hell's magic equipment and can replace a spell prerequisite with a spellcraft check. They also play a large part in tempting mortals with magic items and wealth (read adventurers). They will work for wizards who summon them--for the appropriate price, of course.
FORGE DEVIL (I need a proper name here)
Medium-size Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 8d8+48 (84 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft
AC: 24 (+2 Dex, +12 natural)
Attacks: Bite +12/+7 melee
Damage: Bite 1d6+6 and (treated as a +5 weapon when used to sunder a weapon or object
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities, Imbue item as a 12th level warlock
Special Qualities: Baatezu qualities, Powerfully built, Flaming body (anyone grappling a Forge Devil takes 3d6 points of fire damage) , DR 10/good
Saves: Fort +14, Ref +8, Will +8
Abilities: Str 18, Dex 14, Con 22, Int 16, Wis 14, Cha 16
Skills: +2 on all craft and spellcraft checks
Feats: Improved sunder (B), Power attack (B), Craft wonderous item (B), Cleave, Great cleave, Craft magic arms and armor, Great fortitude
Challenge Rating: 6-8 (similar in power to an erinyes)
Alignment: Lawful evil
Spell-like Abilities (CL 5 unless otherwise noted, CHA based):
At will:
Shatter (16)
Scorching ray (NA)
Matter agitation as a spell like ability (NA)
Greater teleport
3/day
Fabricate (9th level)
Some other devils i'm thinking about:
-arbiter devil (Cr 16-18)
serves as a judge and government minister. nearly impossible to lie to and powerful enough to enforce it's sentances. Also punishes rouge Baatezu.
-Necromancer devil (CR 7-9)
exceptionally weak, but creates undead for hell's armies
-Sage devil (CR 6-8)
scholar, can talk enemies into a stupor and sow confusion using it's speech
-Wrath devil (CR 11-13)
provides combat suppourt, all allies get a morale bonus to attack and damage, but a penalty to AC